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Eagle Knight of Andoran

Brendan Missio's page

Goblin Squad Member. Pathfinder Adventure Path Subscriber. FullStarFullStarFullStar Venture-Lieutenant, Australia—Sydney. 143 posts (404 including aliases). 3 reviews. No lists. No wishlists. 23 Pathfinder Society characters. 2 aliases.


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Qadira

Pathfinder Adventure Path Subscriber

Opening Scene:

The PCs arrive at Ravengro seeking a place to stay for the late Professor's funeral a day before the funeral is to take place.

Asking any residents about a place to stay will lead to them being pointed towards The Laughing Demon for some food and The Outward Inn for beds.

Once at The Laughing Demon, the PCs will be given the opportunity to interact with each other first and foremost, but also Zokar Elkarid*, Benjan Caeller, Gibs Hephenus and some other townsfolk.

Gibs will leave soon after the PCs enter the tavern, calling out harrassment towards the "outsiders" and garnering a little support from others in the tavern. Depending on how the PCs react, this will effect their Trust Score**. If they attack Gibs or any of his 'supporters', they will lose 3 Trust Points in line with "Committing a Crime". If they do not react to it, there will be no change in their Trust Score. If they attempt to talk Gibs down or put on a show to defuse the situation (A DC 15 Diplomacy, Intimidate, Perform or Bluff check depending on their approach) they can earn 1 or 2 Trust points. The PCs can get a +2 bonus to this check for good role play in their characters response. If more than half the party successfully attempts to defuse the situation, award the group 2 trust points. If less than half the party successfully attempts to defuse the situation, award the group 1 trust point. If all PCs fail the check, there is no change to their Trust Score.

The first night will not count towards the Splatter Man's counter, nor will it decrease their Trust score.

*Zokar Elkarid will be used to show the effects of the Haunting of Harrowstone on Ravengro. He will start out very open and jovial, something the party won't find among most of the other residents of Ravengro. However, with each letter painted by The Splatter Man, he will become more and more withdrawn.
**I will be letting the PCs know when they are earning or losing trust points, but I will be calling them Ravengro Points, they should soon figure out that a higher score is better than a lower one.

Qadira

Pathfinder Adventure Path Subscriber

This is all absolutely fantastic. I've been looking at how to flesh out Caliphas and this is simply amazing.

Qadira

Pathfinder Adventure Path Subscriber

With influence from Voomer, the characters will be assaulted by nightmares after the R from Verosianna has been painted by Gibs (or is replacement if the characters act quickly). These will occur every three nights until Harrowstone is exorcised.

There will be a DC 15 Will save to avoid the effects of the nightmare (1d6 points of non lethal damage and the fatigued condition), though the nightmares themselves will play out.

There are 6 nightmare givers between the 6 characters with each providing a potential 3 nightmares.

The Piper of Illmarsh:
Will target a character with a passion for music, a familiar or an animal companion in that order

FIRST NIGHTMARE
The green fields and blue sky are a welcome respite from the grey skies and dull stonework of Ravengro. A faint buzzing begins to grow louder as you continue your leisurely stroll through the marshes. The buzzing becomes deafening, you see a swarm of large blood red mosquitos racing toward you (A DC 10 Int check and a DC 10 Knowledge Arcana check to a) remember the creatures and b) know that they are stirges (can be made untrained)). You ran as fast as you can. tripping and falling. You wake up, feeling sore and distressed. The familiarity of the room quickly allays your fears.

SECOND NIGHTMARE
The ground is brown and muddy, you pick yourself up off the ground and find yourself in a swamp. The squelching of your footsteps slowly becomes drowned out by a low hum. Straining your ears, you hear that the hum is actually more of a buzzing. You turn slowly to see the same mosquito like creatures flying towards you. Once again, you make haste, trying to escape them. The muddy earth catches your foot as you misjudge a step and you fall down, face first into the mud. You wake up, feeling sore and distressed. The familiarity of the room quickly allays your fears. (The opportunity for the above checks is provided once again).

THIRD NIGHTMARE
The streets of Ravengro have become quite familiar to you and a bard on a corner plays a solemn dirge on his panpipes. As you listen, you start to hear a buzzing that seems to be coming from all around you. You look around, seeing thousands of the large red mosquitoes closing in on you. The Piper smiles at you, lowering his panpipes from his lips. The swarm descends on you and you feel each prick begin to sap you of your blood. You awake, screaming in fear and pain as you find yourself covered in blood red lumps.

Father Charlatan:
Will target the most devout worshipper of a good deity in the party

FIRST NIGHTMARE
The rain seems to pick up as you rush to find shelter. A man has a small wagon set up as a shop with a small cover, shielding you from the rain. A slightly portly man, he gestures at his wares with a gleaming smile. You approach him and you see that he is selling holy symbols of [insert characters deity here]. As you pick one up to have a look at it, the silver begins to burn against your skin. A strange Abyssal rune has burned itself into your hand. You awake screaming, clutching your hand as the searing pain begins to dissipate.[DC 10 Int check followed by a DC 18 Knowledge Planes or Religion check to a) remember the rune and b)Identify the Rune as belonging to the Demon Lord Sifkesh*).

SECOND NIGHTMARE
The holy symbol in your hand begins to burn even brighter, as you look up at the man who showed you his wares, he begins to laugh and starts to pack up his cart. You look at your hand again and the flesh and bone have burnt away in the shape of the Abyssal rune. You look back to the man and he has changed, no longer portly, he now is a tall gaunt man, still bearing that same gleaming smile. You awake screaming, clutching your hand as the searing pain begins to dissipate.(The opportunity for the above checks is provided once again).

THIRD NIGHTMARE
The man begins packing up his wagon as you crumble to the ground your hand in agonising pain. The pain begins to spread, the Abyssal rune in your flesh emanates a pale discoloration in your skin that continues to grow. As it reaches your chest you begin to choke and splutter writhing on the ground as the pain grows and breathing becomes increasingly difficult. You awake coughing up blood, in between screams of pain, the symbol is branded on your hand. (The opportunity for the Knowledge Planes or Religion check is provided once again, there is no need to remember the symbol as it is branded in their hand).

The Lopper:
Will target the most fightery member of the party

FIRST NIGHTMARE
You find yourself lost in a bag city. Trying to find your way through the confusing streets you find yourself getting more and more lost. You swear you are going around in circles as each turn you take seems to lead you back to the same street. The same pile of crates seems to be watching you. You start to panic and try finding someone who can provide you with directions, but you slowly come to the realisation that it is only you in this street. You and the crates. You awake in a panic, sitting bolt upright looking around frantically.

SECOND NIGHTMARE
The same street. No one else is in view. The crates seem to be calling you. You know you shouldn't go over. Something compels you to though. You aren't in control of yourself. The silence only adds to your unease. You try to force yourself not to go closer. But the more you try, the faster you seem to move. Maybe there is something in the crates? Maybe its valuable? Maybe its a map? You try and convince yourself that that is the case, but you know deep inside, its not. You reach for the lid of the top crate. You awake in trying to get away, you have kicked off your sheets and you have torn the mattress you are sleeping on, but deep within, the thought arises, what's in the box?

THIRD NIGHTMARE
Your hand touches the lid of the topmost crate. You pry it open. Inside there is nothing. It was empty. You push aside the empty crate with ease. Hiding underneath the crate in between the other three is a wiry man who leaps at you. The maniacal laughter rings throughout your head as leaps up and straddles you, pinning you to the ground. He draws a handaxe, and he brings it down in a seemingly impossible arc aiming to decapitate. You wake up, checking your neck to make sure its still whole. Confident your head is still attached, you draw your hand away, finding it covered with blood.

The Mosswater Marauder:
Will target any party member who has shown themselves to be particularly flirtatious or who has a background of lying or cheating

FIRST NIGHTMARE
In the throes of passion with [Insert appropriate interest of the character here] you hear a door slam open. A roar of thunder silences the moans of both you and your partner. You look behind your lovers shoulder and see a Dwarf standing in the doorway with a hammer. You are awoken by the clash of thunder outside your room covered in sweat.

SECOND NIGHTMARE
Lightning flashes, illuminating the dwarf standing in the doorway. He makes his way forward, wrenching [Insert interest from the first dream here] off you. You try to flee but are paralyzed. He brings his hammer down on your chest. You wake up coughing uncontrollably, a dull pain pulses in your chest for a few minutes before subsiding.

THIRD NIGHTMARE
You can move, you can only watch as the dwarf grabs [Insert interest from the first dream here] and throws her down on the bed. He holds his hammer high before crushing her skull, covering you with gore. He then begins searching through the blood, bones and gore, picking up a fragment of skull every now again looking at it and frowning. He then moves towards you, lifts his hammer high and brings it down. You awake screaming. Your head is pounding and others quickly point out you have a massive red mark on your forehead.

The Splatterman:
Will target a female party member with a spellbook or with a passion for reading

FIRST NIGHTMARE
The library is quieter than usual, you begin looking through the shelves, looking for that book. It has the answers. It can solve this. As you turn the corner into another aisle, you see a large [first letter of the characters name] painted in a deep crimson across the books on the shelves. As you walk down the next aisle, the letter [second letter of the characters name] painted in the same manner. You awaken, slightly uneasy.

SECOND NIGHTMARE
You find yourself in the library, each aisle you walk past bearing yet another letter [slowly spell out characters name]. You realise the letters spell out your name and as you come to the last one you are filled with dread. You awaken in a cold sweat.

THIRD NIGHTMARE
You are staring at the last letter of your name, the letter [last letter of characters name] in deep crimson, smeared across dozens of books. A cackle comes from behind you and the shelves of the library begin to creak, they fall and as you try to flee, you trip, as you fall, you look up to see a shelf coming down on top of you. You wake up, your body wracked with pain.

Verosianna:
Will target a party member with strong familial ties

FIRST NIGHTMARE
Something isn't right. Lycar isn't home yet and supper is just about done. The sun is setting. What could be keeping him. You look out the window. You see the prison, dominating the landscape. You wake up, a feeling of worry weighing down on you.

SECOND NIGHTMARE
You look up at the prison again. You know that he told you not to, but you can't help yourself. You need to see him, you need to find out whats keeping him. He's been late before, but something is wrong. You know it. You make your way out of your small home and up to the imposing structure. Harrowstone. ou wake up feeling even more worried than last time. Something is weighing on you.

THIRD NIGHTMARE
No guards at there post? There was some shouting coming from downstairs. The dungeons. Maybe he just had some paperwork, there was that new arrival not too long ago that he said he was waiting on some documents for. You try to convince yourself that its all okay. You rush towards his office, but he isn't there. Smoke fills the room, you panic. You awaken feeling sore all over, you have burn marks across your body. You feel confused and worried, but most of all scared.

*Sifkesh was chosen because of her desire to corrupt followers of Good deities. Father Charlatan will have been a follower of Sifkesh in my campaign.

Qadira

Pathfinder Adventure Path Subscriber

I will definitely be putting these to use in my campaign. Thanks for the ideas!

Qadira

Pathfinder Adventure Path Subscriber

This is fantastic. Thanks Mortagon. Consider it being put to use in another campaign.

Qadira

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Pathfinder Adventure Path Subscriber

This will be a thread for my additions to Carrion Crown. Feel free to steal from these or provide advice as you see fit.

Some of them will come from other posters and I will do my best to provide credit when I borrow ideas.

Players stay out! Especially mine.

First of all, I will be providing information on and a connection to Key NPCs based on traits. This will be supplied to the character who takes the trait as a secret.

Chance Savior: You saved the late Professor from certain death. In thanks, you were invited back to his home for a dinner with his daughter, Kendra, and himself. Kendra thanked you profusely after hearing of your deeds. You also gain a +2 bonus on all Bluff and Diplomacy skill checks made agaisnt Kendra.

Outside of this, characters taking this trait will be approached by Kendra first for being pallbearers and when information from the journal is found. There will also be the chance for romance with Kendra through this trait.

Subject of Study: As a part of your interviews with the late Professor, you revealed to him that you were exposed to malevolent spirits. He rushed away to fetch Father Grimburrow, an old friend of his who he trusted implicitly for his discretion. The elderly man took an instant liking to you and has offered his help should ever you need it again. You will not be charged for healing from the father and all purchases from Ravengro's Chapel will come with a 10% discount when purchased through you.

Outside of this, Father Grimburrow will offer characters taking this trait free access to the chapel's library and will ask characters taking this trait to provide eulogies for the late Professor before other members of the party.

Inspired by Greatness: Following in the footsteps of your scholarly idol, you spoke to one of his confidantes, Judge Embreth Daramid of Lepidstat. Judge Daramid was impressed by your enthusiasm in following in the professors footsteps and told you of many of his endeavors. When dealing with Judge Daramid, you gain a +3 to diplomacy checks.

Outside of this, Judge Daramid will reach out to characters with this trait first to act as a representative for The Beast of Lepidstat in Trial of the Beast. Daramid will also pull strings to assist in the investigation to speed up processes for legally entering places like Vorkstag's and Grines.

Making Good on Promises: The favor that Lorrimor did for you required the Professor to pull some strings for you and that involved getting Alpon Caromarc's assistance. You met Caromarc briefly, though he too seemed the type to remember debts owed. When dealing with Caromarc, you have a +2 bonus on diplomacy checks, but a -2 penalty on bluff checks.

Outside of this, Caromarc will consider the debt more than repaid by characters with this trait when rescued and will see that the characters are also rewarded personally. He will also provide information on controlling the Beast to combat the Promethean.

On the Payroll: During your time working for the Professor, you spent some time in the Shudderwood where you stayed at Ascanor Lodge. During your time there, you often met with a Harrower and courtesan named Madame Ivanja who regularly offered to perform a Harrowing for you as well as more carnal services. You accepted the offers (in line with your characters wishes) and formed a friendship with her. You gain a +2 bonus on diplomacy checks with Madame Ivanja and a 10% discount on her services.

Outside of this, Madame Ivanja will approach characters with this trait to find out if they will partake in either of her offered services. She will also provide a chance for foreshadowing future plots through Harrow for the characters with this trait. Madame Ivanja could also provide a potential romantic interest for characters with this trait.

Teacher's Pet: In your desire to learn as much from the Professor as possible, you regularly followed him throughout the lands relying on your parents to fund your travels. Soon, another benefactor arrived in the form of a fellow scholar who sought out the late Professors lessons, Adivion Adrissant. You formed a healthy rivalry-based friendship with Adivion fueled by your desires to prove yourselves as scholars. You gain a +2 on Bluff, Intimidate and Sense Motive checks when dealing with Adivion.

Outside of this, characters with this trait will be the primary recipients of letters (as suggested by Loki_Thief) to the party and will also be the last to be targeted by Adivion's followers, but the first to be targetted by Adivion himself. Adivion will often taunt characters with this trait directly and will make mention of them specifically in his Big Bad speech.

I am also reworking the Paladin's Immunity to Fear as a +4 morale bonus versus haunts to prevent the "The Paladin walks in first, spends a couple of minutes walking around then the rest of the party follows" mindset.

This is it for now. I will be creating a conversion for 6 players and alternative locations for crucial items based on the presence of a Paladin in the party.

Qadira

Pathfinder Adventure Path Subscriber

Feint combat maneuvres and invisibility will get rid of some of that armor class pretty quickly.

Ranged touch attacks from a greater invis'd opponent aren't outside of the CR for a 7th level party.

Qadira *** Venture-Lieutenant, Australia—Sydney

I've seen a few games where this has actually been the case because of spells like Confusion.

Talk about TPK.

Qadira

Pathfinder Adventure Path Subscriber

Remove Paralysis is a good one to have handy, being able to spontaneously cast it literally saves lives if you forget to carry a scroll of it.

Qadira *** Venture-Lieutenant, Australia—Sydney

Congrats Chris! Get a con going already so I have an excuse to cross the waters.

Qadira

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Pathfinder Adventure Path Subscriber

Primarily undead heavy horror. Along the lines of Carrion Crown's take on Ustalav.

Qadira

Pathfinder Adventure Path Subscriber

Zon-Kuthon - Tom Hiddleston

Qadira *** Venture-Lieutenant, Australia—Sydney

Lal Chawda

Qadira

Pathfinder Adventure Path Subscriber

A wizard did it.

Qadira

Pathfinder Adventure Path Subscriber

Grapple focused Lore Warden holds the barbarian back.

Qadira

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

You had me at "HP: Lovecraft"

Qadira *** Venture-Lieutenant, Australia—Sydney

There is a certain Teifling that I would like another crack at.

Qadira

Pathfinder Adventure Path Subscriber

Treerazor's Bane [Link]

Source Inner Sea Primer pg. 10, Elves of Golarion pg. 15
Requirement(s) Kyonin
Having fought in many battles against the demon Treerazer, you have learned the best ways to kill the various creatures under his control. You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.

Qadira

Pathfinder Adventure Path Subscriber

Just wanted to thank you for the theorycrafting session I just went through while thinking for a character for this arena. I probably won't submit anything, but boy oh boy was it fun making something up.

Qadira

Pathfinder Adventure Path Subscriber

I'm really looking forward to playing a serial killer who has gone to the Worldwound to atone after having a vision granted to him by Iomedae (Touched by Divinity trait).

He will be an Oracle of the Battle Mystery, struck with the Haunted curse where he is haunted by those who he has killed to remind him of his sins.

I hope to prolong the Redemption rules aiming to get to Neutral by about 5th level (avoiding the Paladin's Detect Evil beams for a little while) and then working on the long hard path to goodness.

Qadira

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Pathfinder Adventure Path Subscriber

So I was reading the Players Guide for Wrath of the Righteous and couldn't help but want to embrace the Redemption rules with a character for the campaign.

I just wanted to get other peoples opinions on how a character starting with an evil alignment would:

a) work in a party likely to include a paladin
b) could avoid completing the small amount of penances required at low levels to achieve redemption and prolong their "Redemption Arc"
c) work in the campaign overall

Qadira *** Venture-Lieutenant, Australia—Sydney

My Enemy's Enemy.

The final combat in this mod is just brutal. I have run it twice and played once and three PCs have died each time. No party I have been involved in has successfully completed the mission.

Qadira *** Venture-Lieutenant, Australia—Sydney

The news and view for the future in this thread excites me. I like the direction this is headed.

Qadira *** Venture-Lieutenant, Australia—Sydney

I will use this opportunity to try and provide some advice on how to address these issues from a GMs perspective.

To address each of your points:

Firstly, the deadliness of an encounter is determined not only by the stat block, but by how the NPC is run. Does the Hill Giant who just watched a Wizard incinerate his friend have to take the attack of opportunity against the rogue who is sneaking up in a flank? Does the Succubus have to fly out of reach of everything when she is clearly dominating the combat? A 'mistake' in tactics can easily turn the tide in combat by giving the PCs a fighting chance. If you feel that the party is suffering, pull some punches, the stat block is already hurting them enough. A lot of the newer mods make it very easy to challenge a party, it leaves toning them down to the GM.

Secondly, I have noticed that in recent mods there has been a substantial amount of plot. I'm sorry, but I disagree with you on this point. Perhaps you can find a way to reveal more of the background to the players through NPCs they encounter. The end of the scenario is an excellent place for a debrief, the Venture Captain can congratulate them and fill them in about a little of what they had a hand in stopping.

Thirdly, I find that factions mean more when the GM makes the factions mean more. Describe the couriers of the missions coming in and providing the mission. Maybe have a halfling slave approach the Chelish faction members before immediately reporting to the Andoren members. Try and encourage a bit of healthy competition. Some players new to PFS in general aren't fully aware of the deep rivalries between the factions, maybe taking some time to explain these rivalries will encourage players to engage a bit more. Also, there are the faction goals that were sent out for season 4, perhaps focusing on these instead of the faction missions may make for a more enjoyable experience?

These are all just my own little ideas, I hope they help in some way.

Good gaming!

Qadira *** Venture-Lieutenant, Australia—Sydney

Is the boon transferable? I have misgivings applying it to one of my characters, but would it be ok to hand out as a prize at a games day?

Qadira

Pathfinder Adventure Path Subscriber

The feat Fleet stacks. 5' movement every time you take it.

Qadira *** Venture-Lieutenant, Australia—Sydney

Hi Dust Raven,

I recommend if you buy a ship using the prestige, you make sure you know what kind of ship you have.

For example, an Andoran character of mine had a trading vessel with named crew (after a speaking to from one of my GMs). Rather than have it be an amorphous ship that changes to suit your needs, have it be something flavorful that fits your character.

The vanities are exactly that: Vanities. They are the things that we show off, whether it be a herald who announces our characters at a fancy party, an island off the coast of Varisia or a merchant vessel, they may or may not come up in scenarios mechanically, but they are always something that your character can talk about.

I don't mean to sound preachy, I simply wish to convey my perspective on the matter.

Good gaming!

Qadira

Pathfinder Adventure Path Subscriber

I played a Con 6 bard for a few sessions before fear of death had her leave the party.

Qadira

Pathfinder Adventure Path Subscriber

Gaia from FF7

Qadira

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
John Compton wrote:

Yo Dawg, I once stored a weapon cord in a spring-loaded wrist sheath just so that as a swift action I could have ready an item that would allow me to recover a weapon as a swift action.

I tried tying a weapon cord to a dagger and then placing it in a wrist sheath, but I kept on failing to catch the weapon and then having to spend another swift action to pick it up again.

Fixed.

Qadira *** Venture-Lieutenant, Australia—Sydney

Mark Moreland wrote:
Daniel Luckett wrote:
That's a messageboard "clarification" right, Mark?

If it is, then so is this:

** spoiler omitted **

I'll let you choose whether this thread contains official clarifications or not.

And I had done so well keeping my cleric alive through Eyes of the Ten thus far...

Qadira

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Pathfinder Adventure Path Subscriber

You are missing the Strict Schoolmaster cliche.

Thinking something along the lines of:

Prison Warden Harris (LE Human Inquisitor 13): The lame, unrighteous Warden of the Prison to the south. Known for the bogus tasks he sets for his inmates. He schmoozes up to Reginold the Red regularly.
Voice: Alan Rickman

Qadira *** Venture-Lieutenant, Australia—Sydney

Another 12th level:
Knight Captain Morheim Shatteraxe
Dwarven Cleric of Sarenrae 12
Andoran

Qadira *** Venture-Lieutenant, Australia—Sydney

Darkest Vengeance is pretty creepy, it is also set in Ustalav. Tier 1-5 and it is a Season 1 scenario.

Qadira

Pathfinder Adventure Path Subscriber

I don't see how you could take Dragon Disciple if you were a Crossblooded sorcerer.

There doesn't seem to be any issue with it in the RAW.

Pathfinder Reference Document on the Crossblooded Sorcerer Archetype wrote:


A crossblooded bloodline combines the powers of two distinct heritages.

Emphasis mine.

You do not have the Draconic Bloodline, you have a crossblooded bloodline.

Pathfinder Reference Document on the Dragon Disciple wrote:


If the character has sorcerer levels, he must have the draconic bloodline.

The Crossblooded Bloodline is not the Draconic Bloodline. It is a tainted bloodline.

Qadira *** Venture-Lieutenant, Australia—Sydney

Master of the Fallen Fortress is rather enjoyable

Qadira

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Pathfinder Adventure Path Subscriber

The Characters:

Abu: Human Sandman Bard, follower of Norgorber
Abu was born in Katapesh and quickly found his skills in negotiations leading him to a very lucrative career. His most recent endeavour was the sale of Pesh.

Achmed Jabul-al-Hakim: Human Desert Druid, follower of Gozreh and Nethys(with plans to go Druid/Wizard/Mystic Theurge)
Achmed is a native Katapeshi and has formed a bond with the more arid locales of Katapesh. A former Pesh addict, Achmed is on the road to recovery, though temptation always seems to hound him.

Hakim Mysun: Suli Paladin of Sarenrae
Hakim is a young brash man, unaware of the true nature of his abilities, believing himself to be human. He is a devout Paladin of Sarenrae and seeks to spread her light to the dark corners of the world.

J'Zargo Raja: Catfolk Rogue, follower of Nethys
Having been born on the isle of Jamelray, J'Zargo traveled to Katapesh at a young age and has grown used to the desert climates of Katapesh. He only speaks when necessary and has a great dislike of being splashed or immersed in water.

Captured!

The trip had been going for weeks already.

The four unassuming guards of a merchant caravan had taken the job believing the trip to be reasonably risk free. Dashki, their employer, had said so.

As they set off after the afternoon heat had diminished somewhat, old arguments came to the fore again.

Achmed tried to resist Abu's promise of more Pesh, already in debt to the man to the value of 50 gold pieces. Hakim tried to intervene on Achmed's behalf preaching the redemption offered by Sarenrae, but this only infuriated the others.

Abu moved on to try and glean more information from the mysterious catfolk, J'Zargo, managing to get the name of his birthplace, the isle of Jamelray.

As their discussion continued, Abu noticed something strange about the lay of the desert sand.

His reactions were not quick enough though.

Gnolls burst out from beneath the sand, the blankets that had been laid upon their backs being tossed back as they stood.

Abu drew his bow in reaction to this surprise.

Dashki, seeing this unfold, rushed the nearest gnoll. He attempted to grapple it, but the desert sand betrayed him and he almost tripped in the attempt.

The gnolls then moved in, warhammers drawn and began knocking out the caravans guards quickly.

Everything went black for our heroes.

When they woke up, they were in a structure resembling a prison. They quickly learnt that their predicament was worse than they had first thought. The term slave was being thrown around quite often and soon they came to the realisation that this was their fate.

A muscled and tall man often came around with a checklist, inspecting his wares and making notes as he inspected each of them.

They grew resigned to their fate.

Earning their Freedom

A few weeks into their enslavement, a rather important looking man came and inspected each of them.

The muscled man spoke highly of their abilities in combat and even the newly enslaved were convinced by his argument.

After some haggling, the slaves had been purchased by this man. He spoke to them, telling them that they are now in the employ of Princess Almah.

The man introduced himself as Garavel and answered some questions about the piece of metal embedded in the side of his skull. He informed them that it was the 'Pactmasters Favor' and that he was duty bound to protect and serve Princess Almah by it.

They were equipped with Scimitars or Falchions, based on preference, and Shortbows, arrows and armor. They were told that they would be involved in reclaiming Kelmarane, a city lost decades ago, and must be equipped for the task.

Hakim was then instructed to pull the cart containing the equipment that remained.

As they traveled through the city of Katapesh, they attracted little attention with a few sideways glances here and there.

Upon reaching the outskirts, Hakim asked where he was to leave the cart.

Garavel looked at him incredulously and said "Where I tell you to leave the cart."

They soon reached Almah's camp.

As they moved towards the center of the camp, J'Zargo and Abu spotted Dashki, sharpening his blade. They acknowledged him and he waved back before getting back to work on his blade.

Dashki had a new scar, running from his shoulder to halfway down his forearm. It seemed he had gotten away, but at a price.

They continued on and finally stopped at the center of the camp. Garavel instructed Hakim to leave the cart here.

Then, Trade Princess Almah made her appearance.

The slaves were impressed by her beauty and grace and prostrated themselves in front of her.

She then spoke to them, saying "Ah, you must be our final warriors. Come to assist in reclaiming Kelmarane. Come now, stand up, don't be silly."

The slaves all said that this was the case and stood.

She then inquired about each of them.

Abu was quick to speak and told her of his prowess as the greatest bard in Katapesh. She was impressed by this, but skeptical as she asked how a slave could possibly be a bard. He replied saying that he worked as an entertainer for his previous owners.

Achmed spoke next and betrayed himself, letting on to his former addiction to Pesh. This troubled Almah, she inquired as to whether or not this would be an issue, seeming to know something more about Kelmarane.

She then asked Hakim to speak. He told her of his devotion to Sarenrae and about his paladinhood. She was surprised to see a paladin enslaved and asked if he had a holy symbol, he admitted that he did not and she quickly rectified this, ordering one of her servants to collect one for him.

When she came to asking J'Zargo about his history, he told her of his movement from Jamelray to Katapesh when he was younger and his familiarity with the desert. She seemed impressed by his talk of desert survival skills.

Achmed then spoke up, talking of how they had previously spotted Dashki as they made their way into the camp. She told them that he was the groups guide and gnoll expert. She also noted that he was very skilled with his weapons and that he was a 'funny' man, often showing off scars at inappropriate times.

Achmed and Abu then laughed and began to describe a scene at a pub where Dashki had gotten a particularly inappropriately placed scar before thinking better of it and ceasing.

Achmed inquired about assisting Dashki, but Almah seemed convinced that Dashki was more than capable. Through persistence, Achmed was eventually assigned as an understudy to Dashki.

Almah left them then to retire to her tent for some rest before leaving on their expedition in the morning.

Garavel then led them to meet the resident priest, Father Zastoran.

The rickety old man seemed quite at ease playing with some potions when the slaves met him.

The paladin, Hakim, began by introducing himself as a Paladin of Sarenrae, to which Zastoran replied, "Surely you know that it is through magic that true greatness is achieved!"

It was at this point the party noticed a pendant hanging from the mans neck in the shape of a mask, with half of the face black and the other half white. Noticing this, J'Zargo and Achmed quickly noted their devotion to Nethys which seemed to impress the old man.

They spoke and discussed some minor things before Zastoran spoke to them, though mostly to Hakim, "I'm the resident priest here, so don't go stepping on my toes."

Garavel then took them to speak with Dashki.

They greeted him as an old friend, though were soon reminded of his poor hygiene as the smell of the man almost caused Achmed to throw up. Dashki informed them that he thought that they had died in that attack, detailing how he had fought some of them off before more had come which is when he broke free and left them, believing that they were dead.

After some minor discussion, the party decided to sleep for the night. Preparing for adventure in the morning.

Qadira *** Venture-Lieutenant, Australia—Sydney

Your identity is still a mystery to me Shifty.

Qadira

Pathfinder Adventure Path Subscriber

I am going to assume you will be primarily buffing yourself with your spells.

If this is the case, you don't have to worry about spell DCs.

I recommend dropping your Wis to 14. This will give you enough wisdom to cast spells up to 4th level. This means you don't have to worry about increasing it til level 9.

Provided you are taking the tanky battle cleric route and can rely on another healer, channels aren't as important. So if you drop your Cha to 6, you lose two channels.

Doing this enables you to take an 18 in Str. This means you hit more often and harder.

As for your first level feat, take Heavy Armour Proficiency. You need a BAB of 1 to qualify for Power Attack.

EDIT: Realised I messed up my equations due to the dwarven racials.

Qadira *** Venture-Lieutenant, Australia—Sydney

Kyle Baird wrote:
That was the warm-up encounter.

For Sub-Tier 1-2?

Qadira *** Venture-Lieutenant, Australia—Sydney

1 person marked this as a favorite.

Hey, that's what Orcland did.

Qadira *** Venture-Lieutenant, Australia—Sydney

Whoops! I did mean to say level 12.

He is currently 11.2.

Thanks for the suggestions :)

Qadira *** Venture-Lieutenant, Australia—Sydney

I have a Half-Orc Paladin of Iomedae who I want to give a big hurrah to in his final game of 1-11 play.

Are there any recommendations for particularly epic scenarios with good doses of role play, combat and general tomfoolery?

Thank you members of the Pathfinder Society in advance.

Qadira *** Venture-Lieutenant, Australia—Sydney

Sounds like sitting at one of your tables Kyle.

Qadira *** Venture-Lieutenant, Australia—Sydney

On page 24 of the guide, Table 5-2 has the costs listed for different Spellcasting Services.

Under Atonement, the Price of 3000 gold to restore class abilities is listed for Clerics, Druids and Inquisitors. Shouldn't this reflect Table 5-4 on page 27 where an Atonement to restore class abilities is 8PP for Clerics, Druids, Inquisitors and Paladins?

Qadira *** Venture-Lieutenant, Australia—Sydney

I love the map from Temple of Empyreal Enlightenment.

Drawn up beforehand, it is fairly simple and looks spectacular when laid down in front of the players.

Qadira *** Venture-Lieutenant, Australia—Sydney

You keep telling yourself that :P

Qadira *** Venture-Lieutenant, Australia—Sydney

Doesn't change the fact that your clan is willing to go the extra mile for the mission...

Qadira *** Venture-Lieutenant, Australia—Sydney

Hannya Misaka wrote:
We're a clan of Ninjas, we do the abnormal things for the sake of the mission!

Your girlfriends words Shou...

Qadira *** Venture-Lieutenant, Australia—Sydney

...

Jed *sigh*

...

(/-.-*

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