... Golarion Day: Chopper's Revenge! Thursday, January 13, 2010Last week, with the first installment of Golarion Day, I put out a call for everyone to start sending in ideas for future blog posts. Those requests are pouring in, but it's gonna take a few weeks for us to sort through them and match requests to the right content and all that. But keep the suggestions coming! ... This week, though, I thought I'd show off a bit of my office Sandpoint campaign. This game's one of the largest I've...
Golarion Day: Chopper's Revenge!
Thursday, January 13, 2010
Last week, with the first installment of Golarion Day, I put out a call for everyone to start sending in ideas for future blog posts. Those requests are pouring in, but it's gonna take a few weeks for us to sort through them and match requests to the right content and all that. But keep the suggestions coming!
This week, though, I thought I'd show off a bit of my office Sandpoint campaign. This game's one of the largest I've ever run—the initial goal was to have it be a game that the entire editorial pit could take part in as a team-building exercise. But as we've hired more folks, and as friends of current players have joined, the size of the group has exploded into an intimidating group of nine players. The campaign itself is called The Shadow Under Sandpoint. You can check out the campaign journal over on our boards—it's generally only a few game sessions behind where we're at.
Illustration by John Gravato
One of the tricky things about such a large group, of course, is designing encounters that challenge the group. You can't just boost the CR of the bad guys and make them individually tougher, because that'll only mean that the bad guy will have a much better chance to kill a few PCs before he's defeated—you don't want to kill PCs in every fight, since that's a downward spiral. Instead, I've found that having one particularly tough boss monster surrounded by lots of less powerful minions works really well—gives everyone in the party someone to face off against, but also lets me have big key encounters with major bad guys.
Such was the case several months ago, when I knew the PCs were going up against the ghost of an infamous local murderer named Jervis Stoot. Old Stoot (known as Chopper back during the height of his murdering days) is part of Sandpoint's history, and those who've played in "Rise of the Runelords" have probably heard his name. He was never a villain in that Adventure Path, though, so that made him a perfect source for a logical foe for the PCs to face in this campaign.
So when I designed Stoot, I made him a ghost that would provide a challenge to the party (they were all about 4th or 5th level at the time), but who also had some built-in options to call upon allies. Giving him a new ghost ability that allows him to summon birds and command avians made sense (he was a Pazuzu cultist back in the day, after all!). The fight ended up playing out over two sessions—one atop the old light while Stoot had possessed the town sheriff, and then a second after they defeated the possessed sheriff and chased the ghost back to his island den to finish him off. In both cases, I threw in some bird swarms to help amp up the terror and mayhem, resulting in what normally would have been a CR 8 encounter, but when you have nine players, that's what you gotta do!
(And don't tell my players, but they've not seen the last of old Stoot's ghost yet! That's why I'm not listing the way in which you can permanently put Stoot to rest, after all...)
In any event, if any of you are playing a game set in Sandpoint, or if you're looking for a cool, flavorful ghost to use, I thought for today that I'd throw Stoot's stat block in for folks to check out. You'll note I did something a little weird with this ghost—he should normally only have two special ghost abilities, but I gave him three—corrupting touch, avian mastery, and malevolence. In order to balance things, I also gave him an additional weakness and nerfed his malevolence ability. In other words, feel free when you're making villains up for your home game to fiddle with the rules!
JERVAS STOOT CR 6 XP 2,400
Male human ghost rogue 5
CE Medium undead (incorporeal) Init +7; Senses darkvision 60 ft.; Perception +13
DEFENSE AC 19, touch 19, flat-footed 15 (+5 deflection, +3 Dex, +1 dodge) hp 61 (5d8+35) Fort +6, Ref +7, Will +2 Defensive Abilities channel resistance +4, evasion, incorporeal, rejuvenation, trapfinding, trap sense +1; Immune undead traits Weakness avians
OFFENSE Speed fly 30 ft. (perfect) Melee corrupting touch +6 (6d6; Fort. DC 17 half) Special Attacks avian mastery, malevolence 1/day (DC 17), sneak attack +3d6
STATISTICS Str —, Dex 16, Con —, Int 12, Wis 13, Cha 20 Base Atk +3; CMB +3; CMD 16 Feats Combat Reflexes, Dodge, Improved Initiative, Toughness Skills Bluff +11, Climb +8, Craft (woodcarving) +9, Craft (metalworking) +9, Escape Artist +11, Knowledge (local) +9, Knowledge (nature) +6, Perception +13, Sense Motive +9, Stealth +15 Languages Common, Thassilonian SQ fast stealth, surprise attack
SPECIAL ABILITIES Avian Mastery (Su) Stoot can command and influence all normal birds as if via dominate animal at will. He can control any number of birds within a 60-foot radius in this manner. Once per day, he may cast summon swarm as a spell-like ability to summon a swarm of crows (treat as a bat swarm sans the wounding ability). Weakness to Avians (Ex) Damage inflicted on Stoot from any avian's natural attacks is resolved as if he did not possess the incorporeal defensive ability. This includes creatures that have assumed the form of an avian.
James Jacobs
Creative Director
DISCLAIMER: I know how much fun some folks have checking our work on stat blocks, but since I'm more or less copy/pasting these stats directly from my campaign notes without going back to give them the same level of checking I'd give something going into print... there might be an error in there somewhere! (This is also an excuse for me to see how harrowing it is to format a stat block for a blog post... wish me luck!)
... Introducing Rummy-Tum-Tugger! Monday, March 22, 2010Every other Thursday evening, I run my Shadow Under Sandpoint campaign for the editorial folks. I started the game several months ago for three reasons—as a team-building exercise, as a way for we editors to get more familiar with the game we created, and because it sounded fun. Several of the PCs from this campaign appear in the recently released NPC Guide, in fact... but not all of them. ... When Rob McCreary joined the Paizo...
Introducing Rummy-Tum-Tugger!
Monday, March 22, 2010
Every other Thursday evening, I run my "Shadow Under Sandpoint" campaign for the editorial folks. I started the game several months ago for three reasons—as a team-building exercise, as a way for we editors to get more familiar with the game we created, and because it sounded fun. Several of the PCs from this campaign appear in the recently released NPC Guide, in fact... but not all of them.
When Rob McCreary joined the Paizo editorial team, I invited him to join the game (which brought our total number of players up to a staggering total of nine!). After a false start with a half-orc (who soon left the party to seek fame and glory as our iconic inquisitor), Rob settled on a gnome summoner inspired by another of our new iconic characters. Yet unlike the iconic summoner, who has some sort of weird chicklizatrice type monster as an eidolon, Rob went for a different critter entirely.
His character is named Balazar, and his eidolon is named Rummy-Tum-Tugger (no relation to a certain similarly named feline superstar). When Rummy-Tum-Tugger first showed up, I asked Rob to describe him, but that didn't really help. It seems that every session, something new comes up and folks have to revise what they think Rummy-Tum-Tugger looks like. "Wait, his teeth shoot ice?" "Huh? He has six limbs?" "He's PURPLE?"
There's only one solution. A contest!
Break out your pencils, pens, paints, and Photoshops, because whoever draws Rob the best and most accurate depiction of Rummy-Tum-Tugger not only gets the satisfaction of helping my poor group of PCs visualize what their newest member actually looks like, but I'll sweeten the deal by sending that person a copy of the NPC Guide, signed by the entire Paizo editorial staff!
To enter, simply email your illustration to me at james.jacobs@paizo.com as a .jpg attachment by the end of the month—keep the file small (600 KB or less). Rob will then pick his favorite picture of them all and that'll be the winner, and we'll show it off in a blog post at the start of April.
And now, the details! Rummy-Tum-Tugger is a Medium-sized eidolon. He's got the quadruped base form, and looks vaguely like a purple badger with six legs, each leg tipped with scary sharp claws. His jaws are filled with BIG sharp teeth that are caked with even sharper razor-sharp ice. Oh, he also has a gore attack. Some sort of horns or spikes or something. Did I mention he's purple? He also wears an amulet of mighty fists. And he can talk. And he likes cheese, but since he's lactose intolerant poor Balazar has to constantly watch Rummy-Tum-Tugger's cheese intake.
... The Shadow Under Sandpoint Campaign Begins! Monday, April 6, 2009Last Thursday an unlikely group of strangers gathered on the docks of Sandpoint, beginning what will doubtlessly be one of the most unfortunate misadventures in the usually peaceful town's history. This marks the beginning of the Paizo editorial pit's new biweekly Pathfinder RPG Campaign: James Jacobs's The Shadow Under Sandpoint! Watch the calamity unfold with ongoing character reports, missives, comments, journal entries,...
The Shadow Under Sandpoint Campaign Begins!
Monday, April 6, 2009
Last Thursday an unlikely group of strangers gathered on the docks of Sandpoint, beginning what will doubtlessly be one of the most unfortunate misadventures in the usually peaceful town's history. This marks the beginning of the Paizo editorial pit's new biweekly Pathfinder RPG Campaign: James Jacobs's The Shadow Under Sandpoint! Watch the calamity unfold with ongoing character reports, missives, comments, journal entries, and sketches on the Shadow Under Sandpoint thread here.
And wish good luck to the people of Sandpoint—they're going to need it.
The Sandpoint Devil Wednesday, June 13, 2007The real world is a great resource for monsters. Many of the game's critters come from real-world myth and legend, but one venue that seems to have been largely ignored are cryptozoological accounts. I'm talking about Bigfoot and the Loch Ness Monster, of course, but also about more obscure creatures like the hodag, Mokele-Mbembe, and the Yowie. And, of course, the Jersey Devil, the inspiration for one of Pathfinder's first new monsters. Rumors and...
The Sandpoint Devil
Wednesday, June 13, 2007
The real world is a great resource for monsters. Many of the game's critters come from real-world myth and legend, but one venue that seems to have been largely ignored are cryptozoological accounts. I'm talking about Bigfoot and the Loch Ness Monster, of course, but also about more obscure creatures like the hodag, Mokele-Mbembe, and the Yowie. And, of course, the Jersey Devil, the inspiration for one of Pathfinder's first new monsters. Rumors and legends of a rarely seen but terrible monster have preyed upon the fears of Sandpoint's populace for decades. The rumors listed below comprise the most common—though oft-conflicting—tales regarding the famed Sandpoint devil.
Bad Omen: It's bad luck to see the Sandpoint devil. Any who do are cursed to suffer an ill fate. Before tragedies, murders, and shipwrecks, it's said the devil flies unseen by all but the doomed through the night sky.
Devil-Spawned: The Sandpoint devil is the son of a widow named Agatha Leeds, a woman who used to live north of town and was said to practice dark magics and consort with evil beings. When she wandered into town round with child, she ignored all questions about her pregnancy. Weeks later, her home was found reduced to cinders with its mysterious owner missing. It wasn't long thereafter that the first sightings of the Sandpoint devil began.
Disappearances: Evidence of Sandpoint devil sightings often disappears before it can be examined. Tracks, bitten animals, weapons dripping with its blood, and similar such evidence simply vanish, no matter how well watched or guarded. In fact, even those who have sought to catch or kill the Sandpoint devil have disappeared without a trace, both during their hunts and in the weeks after returning home from a failed attempt.
Fire Starter: Paintings and reports of the Sandpoint devil mysteriously catch on fire, sometimes burning entire homes to the ground.
Immortal Protector: Some Varisians claim they Sandpoint devil has lived along the Lost Coast for thousands of years, and that it protects the coast's resources from those who seek to exploit the land. Its modern misdeeds are merely its way of fending off the most recent encroachment of civilization.
One of Many: The Sandpoint devil is sometimes seen in the company of other local legends and spooks, most commonly a white stag, the ghost of a young girl, and a zombie with missing feet.
Sandpoint Friday, June 8, 2007Last week we showed you the map of Varisia, the region in which the Rise of the Runelords Adventure Path takes place. This week, we're zooming in to focus on Sandpoint, the quaint fishing town that provides the backdrop for the first adventure in the path, Burnt Offerings. See if you can spot which street names and city features were snatched wholesale from Editor-in-Chief James Jacobs's childhood! ... James Sutter ... Assistant Editor, Pathfinder
Sandpoint
Friday, June 8, 2007
Last week we showed you the map of Varisia, the region in which the Rise of the Runelords Adventure Path takes place. This week, we're zooming in to focus on Sandpoint, the quaint fishing town that provides the backdrop for the first adventure in the path, "Burnt Offerings." See if you can spot which street names and city features were snatched wholesale from Editor-in-Chief James Jacobs's childhood!
Founded on Murder! Monday, May 21, 2007The foundation of a new town is not a matter to be taken lightly, nor one to be funded by one soul. Four powerful families from the city of Magnimar had designs on settling a region 50 miles to the northeast, and rather than work against each other, they consolidated their efforts and formed the Sandpoint Mercantile League. These four families, the Ameikos (glassmakers and jewelers), the Valdemars (shipbuilders and carpenters), the Scarnettis (loggers...
Founded on Murder!
Monday, May 21, 2007
The foundation of a new town is not a matter to be taken lightly, nor one to be funded by one soul. Four powerful families from the city of Magnimar had designs on settling a region 50 miles to the northeast, and rather than work against each other, they consolidated their efforts and formed the Sandpoint Mercantile League. These four families, the Ameikos (glassmakers and jewelers), the Valdemars (shipbuilders and carpenters), the Scarnettis (loggers and millers), and the Deverins (farmers and brewers), sailed north to claim their land after securing the rights from the Magnimar Charterhouse. Yet when they arrived, they found the place already settled by a particularly large tribe of Varisians, who held the region as a traditional place to spend the winter.
Unwilling to change course, the Sandpoint Mercantile League began a series of talks with the Varisians, promising them an important place in the new township. Unfortunately, after a week of talks seemed to go nowhere, an impatient man named Alamon Scarnetti took matters into his own hands. Rounding up a group of his brothers and cousins, the Scarnettis mounted a murderous raid on the Varisian camp, intending to kill them all and leave evidence implicating local goblins for the deed. Yet the Scarnettis, too drunk and overconfident, only managed to kill five Varisians before they were themselves forced to flee, leaving behind three of their own. The incident caused a several-month delay, but eventually amends were made and the town of Sandpoint was born.
Despite these violent first months, in the forty-odd years since Sandpoint was founded, things have been rather calm and quiet. The late unpleasantness, involving Chopper's murderous spree and followed closely by the Sandpoint Fire, constitute the worst thing that's happened to the town. Yet Sandpoint's current mayor, Kendra Deverin (female human aristocrat 3/expert 4), can't shake the feeling that the unpleasantness was but a preamble, and that dark times indeed are coming to her home town.
The excellent headshot accompanying this post is one of several Andrew Hou's worked up for Pathfinder—Kendra Deverin herself. Kendra has served as Sandpoint's mayor for the past five years. Lawmaker, judge, and general peacemaker, she has proven to be both an adept diplomat and stern hand when need be, both skills honed during her youth in Magnimar. With a personal—some say sisterly—style of governing, most of Sandpoint's citizens hold deep respect for their fiery-haired mayor.
The Late Unpleasantness Thursday, May 17, 2007 Though he's too busy statting up Orcus and Iggwilv for Dungeon 149 to make a post himself, Pathfinder Editor-in-Chief James Jacobs thought you might be interested in a bit of Sandpoint lore he's been working on for Burnt Offerings: When Jervis Stoot made clear his intentions to build a home on the island just north of the Old Light, locals paid him no mind. Jervis had already garnered something of a reputation as an eccentric for his one-man...
The Late Unpleasantness
Thursday, May 17, 2007
Though he's too busy statting up Orcus and Iggwilv for Dungeon 149 to make a post himself, Pathfinder Editor-in-Chief James Jacobs thought you might be interested in a bit of Sandpoint lore he's been working on for "Burnt Offerings":
When Jervis Stoot made clear his intentions to build a home on the island just north of the Old Light, locals paid him no mind. Jervis had already garnered something of a reputation as an eccentric for his one-man crusade to carve depictions of birds on every deserving building in town. Stoot never made a carving without securing permission, but his incredible skill made it a given that if Stoot picked your building as the site of his latest project, you seized the opportunity. Sporting a Stoot soon grew to be something of a bragging point, and Jervis eventually extended his talent to include ship figureheads and even carriages. Those who asked or tried to pay him for his skill were rebuffed, Stoot telling them, "There ain't no birds in that wood for me t'set free," and going on his way. Stoot often wandering the streets for days before noticing a hidden bird in a fencepost, lintel, steeple, or doorframe and securing permission to "release" it with his trusty carving knives.
Stoot's excuse for wanting to move to the isle seemed innocent enough—the place was a haven for local birdlife, and his claim of "Wantin' ta be with th' birds" seemed to make sense. So much, in fact, that the guild of Carpenters (with whom Stoot had maintained a friendly competition for several years) volunteered to build a staircase, free of charge, along the southern cliff face so that Stoot could come and go from his new home with ease. For fifteen years, Stoot lived on the island. His trips into town grew less and less frequent, making it something of an event when he chose a building to host a new Stoot.
Sandpoint was no stranger to crime, or even to murder. Once or twice a year, passions flared, robberies went bad, jealousy grew too much to bear, or one-too-many drinks were drunk, and someone would end up dead. But when body count suddenly began to mount, the town had no idea how to react. Sandpoint's sheriff at the time was a no-nonsense man named Casp Avertin, a retired city watch officer from Magnimar, yet even he was ill-prepared for the murderer who came to be known as Chopper. Over the course of one long winter month, every few days brought a new victim to light. Each was found in the same terrible state, bodies bearing deep cutting wounds to the neck and torso, with both hands and feet severed and stacked nearby and the eyes and tongue missing entirely, plucked crudely from the head.
Over the course of that terrible month, Chopper claimed 25 victims. His uncanny knack at eluding traps and pursuit quickly wore on the town guard, taking particular toll on Sheriff Avertin, who increasingly took to drinking. Many believe that he even took to beating his wife and daughter, and that, in its own way, may have been the genesis of the Sandpoint Fire. In any event, Sheriff Avertin himself became Chopper's last victim, slain when he finally caught the killer mutilating his latest victim in the side street that would come to be known as Chopper's Alley. Yet in the battle that followed, Avertin managed a telling blow against the murderer. When the town guard found the sheriff dead with another victim several minutes later, they were able to follow the bloody trail left by the killer.
A trail that led straight to the stairs of Stoot's Rock.
At first, the town guard refused to believe the implications, and feared that Chopper had come to claim poor Jervis Stoot as his 26th victim. Yet what the guards found in the modest home atop the isle, and in the larger complex of rooms that had been carved into the bedrock below, left no room for doubt. Jervis Stoot and Chopper were the same, and the eyes and tongues of all 25 victims were found in a horrific altar to a birdlike demon whose name none dared speak aloud. Stoot himself was found dead at the base of the altar, having plucked his own eyes and tongue loose for a final offering. The guards collapsed the entrance to the chambers, burned Stoot's house, tore down the stairs, and did their best to forget. Stoot himself was burned on the beach in a pyre, his ashes then blessed and then scattered in an attempt to stave off an unholy return of his evil spirit from beyond the grave. And in the months to follow, Sandpoint did its best to forget the terror, although even today, children who remember the dark times only six years ago sometimes wake with nightmare visions of Chopper hiding under their beds.