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Red Slaad

Chef's Slaad's page

Pathfinder Adventure Path Charter Subscriber. Pathfinder Society Member. 1,222 posts (1,232 including aliases). No reviews. 1 list. No wishlists. 2 Pathfinder Society characters. 2 aliases.

Threads

(Pathfinder Adventure Path Charter Subscriber)

Hi Erik,

I have the giants revisited and the poster map folio in one shipment. I would like to have the map folio and would like to cancel the campaing setting subscription after that. If I'm not mistaken that would include giants revisited.

Could you remove Giants Revisited from my june subscrition and cancel my campaign setting subscription after it has been sent?

Thanks

Cchef's Slaad

(Pathfinder Adventure Path Charter Subscriber)

I can't find the option to chose the method of combining shipping (hold for AP, one monthly package, send immediately, etc) Where did it go?

(Pathfinder Adventure Path Charter Subscriber)

she's been awfully quiet lately. I just hope nothing's wrong.

(Pathfinder Adventure Path Charter Subscriber)

Hi,

I recieved order 1930982 today. However, the package contained Distant
Worlds instead of Empty Throne. The order email and My Downloads page do show the correct products. I suspect it's a packaging error.

Could you send me the Empty Throne and tell me how I should return Distant Worlds?

Thanks.

(Pathfinder Adventure Path Charter Subscriber)

Please cancel my campaign setting subscription.

Thanks,

CS

(Pathfinder Adventure Path Charter Subscriber)

We're about to enter the shrine to Demogorgon. I thought I would create a nice little model for the set piece battle in the Harem for when the PC's teleport in.

Pics

tell me what you think.

(Pathfinder Adventure Path Charter Subscriber)

I've noticed that in the Carrion Crown AP, there have been a few references to different Pathfinder RPG books (such as the Advanced Player's Guide, the Gamemastery Guide and Adventurer's Armory), without reprinting the relevant rules.

I know that most GM's own the material and that that the limited space is better served to advance the story in the AP. However, my understanding has always been that the Core rules and the Bestiary contained everything you need to run an AP. In other words, if a rule didn't appear in one of those books, it would be reprinted in the AP. At least, that is how it used to be in the Dungeon adventures and the AP's up to now. The managing editors confirmed that quite a few times in previous years.

So my question is, has this changed and, if so, what books is a GM expected to own now?

(Pathfinder Adventure Path Charter Subscriber)

It's a bit too much of a strain on my finances. And honestly, I have more than enough background material to last me a decade at the speed in which my campaign is progressing.

I wouldlike the inner sea world guide to be the last itme to ship under the subscription.

(Pathfinder Adventure Path Charter Subscriber)

Anyone interested in playing in a Pathfinder Society game in the Netherlands is welcome to join us on July 13th In Utrecht (Labyrinth) and Leiden (Duivelsei). If there is enough interest we will be hosting regular games at both locations.

Please let me know if you're planning to join us either by replying to this thread or by sending me an email.

Spoiler:
My email address is

wagner.marc@gmail.com

The word is Josh Frost will be be joining us at both locations.
AukeT another regular on these boards will be co-organizing this event.

(Pathfinder Adventure Path Charter Subscriber)

Hey Ross, Gary,

it looks like you put in some tabs, like in the blog and my account pages. I like it!

(Pathfinder Adventure Path Charter Subscriber)

Hi Sara Marie, Cosmo,
Could you please cancel my pathfinder roleplaying game and pathfinder companion subscription? I find the list of subscriptions before my avatar name too long.

Spoiler:
If only that were the real reason

Thanks

Spoiler:
Paizo still rules

(Pathfinder Adventure Path Charter Subscriber)

Hi Alison, Cosmo,

I just subscribed to the Pathfinder RPG. I also pre-ordered those products but included this one as an extra. Now that I subscribed those pre-orders have been converted to subscription items. This book is now the only part of the order remaining. And $10 for shipping an item that I consider to be an extra is just too much. Could you either include it with one of my subscription shipments or cancel it?

Thanks

(Pathfinder Adventure Path Charter Subscriber)

I see order 999691 ( 3 copies of the beta) have no shipping cost. Are you going to ship it to me for free, or did something go wrong while ordering?

p.s. I would like to use the cheapest USPS method.

(Pathfinder Adventure Path Charter Subscriber)

I usually have the shipping option standard postal delivery for my pathfinder adventures and chronicles subscription. However, for the august delivery, it seems to have changed to USPS priority.

Could you change it back to the more reasonably priced standard postal delivery option?

Thanks!

(Pathfinder Adventure Path Charter Subscriber)

Hi everyone,

After having a blast with the shackled city AP, I'm getting ready to run my party through Savage Tide. I would like to kick the game off with a bang.

In TinH every character should have done something that makes him or her stand out. Rather than just accept a story from the players, I would like to run each PC through the encounter. In one of the threads on these boards someone suggested tying in Malcanthet to the PCs back story. After all, they came to her attention early on, and she created this elaborate plot. She's only going to do that if she's aware of the PCs and is reasonably confident they will make it to the gaping maw. Another possible hook is to link the PCs to the lotus dragons in some way (like in Edge of Anarchy). They were wronged by the lotus dragons (or perhaps Vanthus himself) and now have an opportunity to get even.
Has anyone else done something similar? I would love to hear about it.

My other worry is the jade ravens. They seem to be a carbon copy of the rival party in SCAP (the stormblades). I would rather they stand out more. How have others handled this?

I am also curious to what other alterations or add-ons everyone has made to the AP.

Thanks in advance

(Pathfinder Adventure Path Charter Subscriber)

We finished our campaign this weekend. It has been one of the longest we have played sofar, lasting over three and a half years. But also very fulfilling, and one my players enjoyed immensely.

I have tweaked some adventures beyond recogntion. And those turned out to be my favorites. I loved the heroes feast in flood season, the invasion of redgorge, the party at house rhiavadi and the many (many) meetings of the council of nobles.

One of the best things, as a GM has been the ability to toss around ideas on this forum. Feedback has been absolutely amazing, and it has been great to see others expand even further on my ideas.

Now, I've got a 3 month break from GMming coming up. That will give me time to prepare for my next campaign: Savage Tide!

(Pathfinder Adventure Path Charter Subscriber)

I'm not sure what to call this. A new high? A new low? Of all the monsters I need mini's for, the gelatinous cube is probably at the bottom of my list.

Still, the mini looks cool. And at least now my gelatinous cubes won't have these strange number-shaped runes on them.

(Pathfinder Adventure Path Charter Subscriber)

I would like to ship this order together with my next issue of pathfinder. However, I couldn't find an option to do so. Can you guys ship them together anyway, or am I out of luck?

(Pathfinder Adventure Path Charter Subscriber)

hey! get out of my head! can you guys read minds now or what?

(Pathfinder Adventure Path Charter Subscriber)

My PC with the smoking eye template is planning on returning to occipitus within a couple of sessions. Of course I want to make her visit as interesting as possible, and want to pump you guys for some ideas.

A couple of things I was thinking about:

Kaurophon In my game Kaurophon managed to get away. Well, actually, my PCs let him go after they returned to Cauldron. So I want to make him return to AP at some point. I decided to make him one of the cagewright’s apprentices – to Fetor Abradius (I’m using delvedeeps 6 apprentices /6 masters and one leader idea). I also think it would be cool if Kaurophon managed to return to occipitus and passed the test of the smoking eye. This should have some sort of effect on the plane. Maybe some of the places are more demon-friendly, or more sinister…

Adimarchus’ madness The madness should be more pronounced op Occipitus than when the party first arrived there. I’m not sure how this would affect Occipitus. Perhaps a cacophony of sound. Shadows of Adimarchus’ wails can be heard on occipitus, perhaps eminating from the plasma flow. I think this should have some sort of effect on whoever stays on occipitus for too long. Maybe something to do with betrayal or treachery. I think I could use some sort of trick for this, such as passing notes to the players that says there is a traitor amongst you, a doppelganger. Trust no-one”. I’m not sure how to implement this yet.

The PC’s alignment This pc is a NG cleric of Pelor. I’m not sure how the plane is going to react to that. Perhaps some of the cysts erupt to reveal a still living (but unconscious) celestial. More celestials now roam Occipitus. They gather close to the cathedral of feathers, but stirk out from there, fighting and purifying the taint wereever they find it. Meanwhile they seek a way to return to celestia.

anyway, thoughts, comments, sugestions?

(Pathfinder Adventure Path Charter Subscriber)

Hi Cosmo,

Could you take a look at my order, (no 713630) for me? There are a few things I don't understand. First one is the shipping price. The invoice I got through the e-mail says it's $19.25 while the site's order history says it's $14.25 I think the first price is correct.

My second question is that if the other products will ship together with the first pathfinder issue, or if they will be shipped seperately. I'm hoping it's the latter, because I really don't want to wait for august to get my other products!
Thanks!

(Pathfinder Adventure Path Charter Subscriber)

I'm cross posting this over here because the forum I originally placed this in (Gamers connection) sees very little traffic and this is just too cool to waste. Anyway, if this is a message board boo-boo please let me know.

Treasuretables had an interesting blog today: a player find site based on google maps. Basically, sign up, leave info on your location and the kind of games you play and search for people with the same interest. It's a great tool and could help finding new gamers. Check it out!

http://nearbygamers.com/

(Pathfinder Adventure Path Charter Subscriber)

In my last session the PC's had to argue their case in front of the council of nobles. Although I won't go into details as to what happened during my session, I would like to share some of the mechanics of the council meeting.

First the makeup: the council of nobles consists of representatives from the 5 oldest noble families of Cauldron, in addition to the lord-mayor and captain of the guard. In all, that's 7 seats. In the not-so-rare case that either the lord-mayor or the captain of the guard is also a member of one of the 5 families, that family has two seats on the council.
In my session the council consisted of Vhalantru (as the new Lord-Mayor), Lady Rhiavadi, Alek Tercival, Lord Aslaxin, Lord Taskerhill and Lady Knowlern. There is no captain o the guard. That was one of the issues on the table.

The Lord-Mayor chairs the council. Each member of the council can table issues, on which the council of nobles then makes a decision. The power of the council is fairly broad, and includes laws, taxes, military affairs and anything else deemed important to the wellbeing of Cauldron and its citizens. The council of nobles cannot, however decide on matters that fall directly under the influence of one of the noble families.

The council sessions consists of three phases. In the first phase, council members ask witnesses to plead their case or give testimony. Council members can question or cross-examine witnesses. Although, strictly speaking, magic is allowed to get information from hostile witnesses, it is frowned upon as coarse and heavy-handed.

The second part is a recess. Nobles retreat to their private chambers and confer with each other and with other parties. It's cauldron's worst kept secret that this phase is the most important one. During the recess nobles make deals and barter influence. In my game, Vhalantru and Rhiavadi used these sessions to manipulate and dominate the other nobles.

The final phase is the vote. This part is pretty straightforward. Each member of the council has one vote, and the lord-mayor's breaks any ties.

The mechanics for diplomacy I used came from Rich Burlew's site.. Basically diplomacy is used to convince someone to do what you want him to. The DC for the check is 15 + level of the subject + relationship modifier + risk vs reward modifier.

Both relationship modifier and risk vs reward modifier are on a scale from 10 to -10.
For relationship, 10 is an archnemesis, 0 is someone you just met and -10 is a bosom buddy.
For Risk vs Reward, 10 is a terrible deal, 0 is neutral and -10 is a great deal. Anyway, read the article rich wrote. He's much better at explaining this stuff than I am.

well, that's it. I hope someone finds it usefull.

(Pathfinder Adventure Path Charter Subscriber)

I want to toss around a few ideas over here concerning The battle of Redgorge, the Cauldron’s city guard and the Blue Duke. I’ll give a short recap of the events in my game so far:

During the tax riot, the party breaks several of cauldron’s laws. Although the offences were minor, elements in the government want to make sure the party doesn’t interfere any further. Arrest warrents were issued and a price has been placed on Maavu, Alek and the party’s heads.
The players returned from Ocipitus and learn that a large invasion force is on its way to bring Redgorge to its knees. The PC’s quickly intervene by abducting Captain Skellerang. Upon Questioning him back in Redgorge, the party learns the good captain was being mentally controlled by the Blue Duke. Meanwhile, in Cauldron, the blue Duke gathers his forces and personally leads the assault on Redgorge. The party is able to infiltrate the Blue Duke’s camp and kills him before the rest of the camp is able to respond. The blue Duke’s men, now leaderless, flee back to Cauldron.

The players, in the mean time, have been occupied in Redgorge, fighting the Lord of the Demonscar and organising Redgorge. In other words, Cauldron has had some time to gather its forces.

I’m looking for the best way for the cauldron forces to organise itself. I want to know what happens to the rest of the blue duke’s men. I also want some ideas as to the best replacement for Skellerang and the Blue Duke as captain of the Guard.

I’m assuming Vhalantru or the Cagewrights will want to use someone they can trust. That rules out Skellerang or Skylar Krewis. It may also rule out members of the Stormblades (not necessarily, though)
I’m also assuming that the Blue Duke’s army falls apart. After all, there’s no clear successor, and many of his former captains would love a shot at playing general. Some factions remain in Cauldron, while others seek their fortune elsewhere.

Either way, this should be a blow to the Cagewrights and Vahlantru, so I don’t want to put in a very effective alternative captain of the guard. It’s a reward to my players for handling the situation the way they did.

So what would happen in cauldron if you were running the show? Any advice or tips?

(Pathfinder Adventure Path Charter Subscriber)

I'm looking for some specific things the last laugh is involved in while the party is away from Cauldron. (specifically, between the tax riot in DL and the assasination attempt in SotSP).

Does anyone have any ideas or tips?

Thanks!

(Pathfinder Adventure Path Charter Subscriber)

I’ve hinted at a possible invasion of redgorge to my players, and they got pretty exited about it. So I’ve been thinking about ways of running it as part of the demonscar legacy.

Here’s what I’ve come up with so far:
Both Nabatharon and Vhalantru have an interest in the invasion of Redgorge. Vhalantru wants the chisel eliminated and Nabatheron can’t return to his abyssal home unless Redgorge falls. Their plan is straightforward. They use the cauldron tax riot and Sir Alec’s challenge and the the tax riot (incited by the chisel) as a pretext to the invasion.

Conveniently, Vhalantru has gathered a small army of half-orc mercenaries for just this purpose. Shorty after order is restored in Cauldron, he sends out captain Skellerang with orders to sack Redgorge. Skellerang takes as many of the mercenaries as he can spare with him to Redgorge lays siege to the town.

Nabatheron, in the mean time, gathers many of the lesser demons from the demonscar and heads to Redgorge. He orders Dregarkus (his trusted Herzou Lieutenant) to keep an eye on Sir Alec (who is in the vault at the other end of the starry mirror). Instead of battling Nabatheron at the end of Demonscar legacy, the PC’s fight the Herzou and a few lesser allies. Nabatheron’s troups consist of Vrocks and babau, together with one or two lieutenants. He does not have the time to gather many of the lesser demons (the Rutterkin, Chasms etc.) Nabatheron and his troupes set up camp on the other side of Redgorge, cutting of the town’s escape route.

I’ve been reading through heroes of battle in order to get some inspiration for encounters during the invasion. Here are some of the ideas I came up with:

* build defences – players get a chance to coordinate the town’s defences: cast spells, set traps etc. This impacts how easy it is for the enemy to overcome the town’s defences.
* steal enemy’s plan – the PC’s must sneak into the mercenary camp and take (or copy) the enemy’s plan without getting noticed. If they do get noticed, the mercenaries alter their tactics and the stolen plans become useless.
* raid enemy’s camp - The mercenaries quickly start constructing siege equipment. The PC’s lead a raid against the camp in order to destroy the half-built siege engines. In order to gain a full success, they must also destroy the mercenaries’ tools, preventing them from simply building new siege engines.
* Defend strategic point - The pc’s have to defend a strategic point (such as the gate-house) from an assault by Nabatheron’s troupes. If they fail, the town falls and many citizens die.
* Nightly raid – Nabatheron sends a group of Babau over the wall, ordering them to either capture (or kill) one or more members of the chisel, or open the gatehouse. The PC’s of course, must stop them.
* Knife in the back – during a battle with the mercenaries (preferably one where the PC’s are involved), captain Skellerang gets knifed in the back one of the half-orcs. Vhalantru quickly replaces Captain Skellerang by Zarn Kyass.

There’s a couple of considerations, though:
* what happens to sir Alec? Nabatheron doesn’t need Alec dead to continue his invasion. Of course, having a paladin around during the invasion can get messy for him, so he’s content merely to stop anyone trying to rescue him. What about sir Alec’s prophecy? When should I use it?
* how (or when) to introduce Kaurophon? If I’m going to run this adventure before test of the smoking eye, there’s got to be a way to work him in after (or during) the invasion.
* How does the town prevent Nabatheron or other demon’s from just teleporting over the wall? Maybe some protection Surabar Spellmason left there? What other magical protections remain in Redgorge?

(Pathfinder Adventure Path Charter Subscriber)

Does anyone have the redgorge map (without the numbers) by chance? I would like to use it to run a big 'invasion of redgorge' session.

Thanks in advance

(Pathfinder Adventure Path Charter Subscriber)

I've been going through the hardcover with a fine toothcomb the past couple of days. Although I'm not completely through yet, there is a question that's been nawing at me for a couple of days. The cagewrights want to open a gate to Carcerri and enslave all humanity right? And Adimarchus wants to get out of his cage, wreak havoc on his enemies and get back to Occipitus. So where to these two connect? The introduction mentions one (tenuous) connection through Fetor Abradius, who was infected with the mad demon-lord's dreams. Fetor later joins the cagewrights. But how else are they linked? Does Dyr'ryd have any reason to help Adimarchus? What about the other cagewrights? Is there any reason why Adimarchus would want to help the cagewrights? He steers Fetor's research in the right direction, so he is (unwittingly?) aiding the cagewrights.

So, how did you guys handle this? Did it even come up?

(Pathfinder Adventure Path Charter Subscriber)

As our group is returing to the SCAP from summer holidays next week I decided to do a recap for them. I got the idea for the format from some of the threads here, so it's only fair to share the finished result here. I also included some foreshadowing and some hooks. The group just finished Zenith Trajectory and I'm going to give the PC's free run of the city for a couple of sessions. See what happens eh?

anyway, enjoy.

Oh, and I have the original as a PDF. If you like I can mail it to you. Drop me an email if you like at Wagner.Marc(at)gmail(dot)com

(Pathfinder Adventure Path Charter Subscriber)

I want to do a short side-quest between Zenith Trajectory and the Demonscar legacy. The characters need some more xp before we move on to the next couple of adventures and I would like to ground the campaign in Cauldron a bit more.
I would like to use this tread to toss around a few ideas. Hope you guys are up for it.

I want to feature the following elements, more or less in this order:

• Taxes are being raised by the Lord Mayor. Citizens are scared and overburdened (this is a lead in to the tax riots)
• Etablish Alec Tercival as a paragon of good. Makes his fall in Demonscar a bit more powerfull
• Introduce some of the behind-the-scenes work the cagewrights are doing. constructing cages, capturing shackleborn etc.
• Feature some of the other power-groups: The striders; the chisel etc.

(Pathfinder Adventure Path Charter Subscriber)

This is probably something that’s been answered a million times, but something that’s troubling me none the less. When a character loses a level (either trough level drain or raise dead or whatever) how do you go about removing that level?
I usually don’t remember the exact skill point distribution, or number of hp’s gained. from one level to the next.
And what about when that character regains the lost level? Do you do the whole hp/skillpoint/feat choice all over again, or to you revert to the original (pre-level loss) stats

(Pathfinder Adventure Path Charter Subscriber)

I'll be running Crazy Jared's Hut and Bhal Hamatugn (sp?) pretty soon. I'm a bit bothered by the number of dragons in this installment of the AP, and I'd like to toss arround a few ideas here.

I don't like the apparent randomness of Gottrod's attack. I'm considering chucking the entire encounter and replacing it with something less dragon-intensive. On the other hand, that picture of crazy jared running from Gottrod is pretty damned cool.

As I see it, I have a couple of options:
1) Throw out the entire encounter. Just have Jared sit in the sun, saluting peasants (or whatever)
2) Replace Gottrod with something that is not a dragon. I'd prefer another flying creature, nut in a pinch Bullette, or band of ogres should do
3) Tie Gottrod into the AP.

I would prefer to use the third option. First, it enhances the AP. Second I get to show off that pretty picture of Jared and Gottrod. As direction of thought, take a look at this excelent idea by par-a-dox.If I could tie that into the AP, that would be perfect

I basically have the same set of options with Dhorlot. Thing is, I don't want to use two dragons. So whatever I do, one's got to go.

One thought was to replace Dhorlot with some type of fiend. Or maybe a slaad of some type... Acidic tadpoles anyone?

What do you guys think? Anyone change anything in that installment?

(Pathfinder Adventure Path Charter Subscriber)

I’m (still) running Flood Season. It’s a great adventure and I really love it, but I have some problems with the last chapter: the Kopru Ruins. Overall, the chapter is full of loose ends. Neither the Kopru nor the Ebon Triad feature in any of the subsequent adventures. The adventure doesn’t explain how a bunch of low-level spellcasters were able to build and artefact level soulcage. It’s not too clear why the triad wants the wands (they have plenty of cash from the soulcage), or how they knew when to ambush Sarcem.
I also had some problems with the map of the Kopru Ruins. It’s not that there’s anything wrong with it. I just like to build models of the sites my players visit (using Worldworks games models.). Actually, come to think of it, there is one gaff I found: The lake on the the Kopru Ruin’s map is connected to Cauldron’s central lake. If that overflows, isn’t it going to flood the Kopru Ruins? I suspect the Ebon Triad would use the wands to stop this from happening, but it hardly seems to be the safest location for a base during a flood.
Another (unrelated) loose end I’ve run into is that apart from Lords of Oblivion, the Last Laugh completely falls off the map. I think they should at least make a few more appearances before LoO.

Anyway, the logical thing to do seemed to rewrite the last chapter. It’s a work in progress, so feel free to comment.
I substituted the Ebon Triad for the Last Laugh. I used the outline Klysandral provided in this thread. I subbed the Kopru Ruins for a abandoned dwarven stronghold named Dunklersee. It is still built on the shores of an underground lake, but the layout is different. There were several strongholds built throughout Cauldron, defending it from Underdark invasions. All of these have since been claimed by the Last Laugh as bases of operation. The Malachite Hold by the Slavers division, Dunklersee by the extortionists. The site was used by the Last laugh to build several soulcages as a tribute to their new Cagewright masters. After the last soulcage was completed, the site was abandoned. Only a token force has been left to make sure no-one else claims this prime piece of real-estate. The only other inhabitant is Skaven Umbermead, the Halfling diviner from the original adventure. He makes another appearance in the AP, so I though it would be a good idea to keep him. The in-game reason he’s there is that he assisted in the construction of the soulcages. As a reward, he asked for the opportunity to copy the tomes used to create the artefact. He is currently busy copying the books. In other words, I intend to drop Tarkilar.

Triel is a member of the Last Laugh, and has been even when she was still a member of the city guard. With her help, the Last Laugh managed to evade the guard for many years. When she was found out and confronted by her fellow guardsmen, she murdered them and fled the city. She laid low in Sasserine for a couple of years and returned to Cauldron to become a full member of the guild. She currently works for Jester Wadrax, who heads the extortion division. Her fiery temperament and knack for unusual and ‘creative’ cruelty make her a rising star in that division.
This also meant I had to change Artus Shemwick’s motivation for helping the party. The adventure mentions Artus associates with the Last Laugh, so leading the Party to Triel and one of the guide’s strongholds would probably be seen as a betrayal by the Jesters. One of the options I came up with is an internal rivalry between several members of the Last Laugh. Maybe Jil is jealous of Triel’s success. After all, she was the guide’s rising star before Triel showed up. Or maybe it’s something between Triel and Alpen Knott, the extortionist’s second in command. Whatever the reason, Artus is just a middle man. He is supposed to deliver the message, nothing more. This also means he’s not that eager to get is money. In fact, he’ll start with a lower price, double it no more than 2 times and he’ll show up on the third night no matter what happens. After all, failure will cost him a lot more than he can hope to earn.

It was Triel’s idea to steal the wands and extort the city. She happened to learn of Sarcem’s trip to Sasserine when she overheard Zachary Aslaxin and the other Stormblades. They were discussing Sacrem’s visit to the temple of Kord in order to get Omar Tiskinsen to co-finance the wands of water control. From there, it was a simple matter of having Sarcem followed in Sasserine by an ally from the days she was laying low there. This ally sent a message the day Sarcem left, giving Triel plenty of time to plan the assault on the Lucky Monkey, where she knew he would be staying. She took Tongueater, a thug the Last Laugh uses when they need to rough someone up, with her. He is not a member of the guide, as he is far too unsophisticated. After capturing the wands, Triel and a small contingent of her cronies set off to her base of operation, the Dunklersee stronghold where she awaits the city’s reactions to her demands.

As this chapter begins, the PC’s are contacted by Artus Shemwick and directed to the lava tube that leads to the underground lake. I really liked the carriage across the lake. I’m definitely keeping that. There’s this scene from the WW2 classic “Where Eagles Dare”. Richard Burton and John Wayne ride up to the forbidding Nazi stronghold on these tiny carriages Check out this picture to see what I mean. That’s definitely going in this story!
I have this cool map all drawn out. I’m still trying to figure out how to present it to you. It’s just pen and paper right now. I’ll figure something out. And you’ll get the map key to boot.

Anyway, that’s all for now. I hope to get the map and key posted here soon. Any feedback would surely be appreciated.

(Pathfinder Adventure Path Charter Subscriber)

I couldn't help notice James title sudenly changed from associate editor to managing editor. Is there something you're not telling us James?

Is this a sneaky coup you're executing while Erik's out of the office? Or did you just change the title so you could order new business cards? Well, whatever it is, congratulations are in order!

(Pathfinder Adventure Path Charter Subscriber)

I'm running flood season in about a week's time, and for the first session I want to go all out on the flood festival. I'd like to get some feedback on some of the events I've got planned during the festival. Here's the idea's I have so far

Opening ceremony. This is pretty straightforward. The flood season opens on the evening of the first rainfall. Each of the city's clerics casts Control Water at the pavilion. Of course Jenya is forced to use a scroll as she lacks the levels needed to cast the spell. People are surprised Sacrem isn't there to perform the rites himself. Kristoff lacks the resources to cast the spell even from a scroll. Embril exploits this opertunity to the fullest to promote Wee Jas and put down the temples of Pelor and st. Cuthbert

Hero's baquet: This is the opening party of the Flood festival. It is thrown by the Lord Mayor at his manor and all of Cauldron's most influential residents attend. The PC's, as well as the stormblades and Alec Tercival are invited as special guests. The baquet is traditionally a party to honour this years heroes, those that have done remarkable things for Cauldron. It's an opertunity for the PC's to meet the movers and shakers of cauldron.

The festival: I want to run several events organised by the Temple of Kord. Here's some ideas:
Archery contest. Pretty straight forward. Three attacks at targets 100 paces away. Whoever hits the highest AC wins.
A run through obsidian avenue. Start and finish lines are the temple gates. - not sure of the game mechanics I should use on this one.
A wrestling match - I'll use grapling rules to resolve this one. Perhaps whoever pins his oponent for three consecutive rounds wins.
I would like to have some more contests, as well as some mechanics to resolve them.

There's some independant contests as well. Drinking, pie eating, that kind of stuff. Anyone have any ideas (and mechanics?)
I want to include a bear wrestling match as well. The bear is well trained but ill treated. For one thing, the chain around its neck is way too tight. The poor bear is also malnourished. and it's cage is too small. The bear does not fight at its best. After a few rounds of wrestling the animal starts to bleed. After a few rounds more it gets into a pain-driven frenzy, and starts to attack the jeering croud.

There should probably also be some sort of a market or fair. Perhaps something where players can buy stuff that's normaly not available in the city. I'm not sure what kind of theme the market should have.

At night I'll have feasts in the taverns. Some of the taverns host minstrels and actors. I may do some foreshadowing here. Perhaps play out the legend of the demonscar or something. Any other ideas?

Well, thats all I could come up with right now. Any thoughts, comments?

(Pathfinder Adventure Path Charter Subscriber)

I ran into the same problem with the keys to Jzadirune, as Big Jake did with thewands of control water. I ended out witing them all down on the map, just to keep track of them.

B.t.w., has anyone noticed there is no D key in the complex? It's one of the most important ones, as the only entrance to the Malachite hold is through area J63, which be accessed only through a bunch of hard to find secret doors or a D door. Also, there are 2 Z keys I ended up replacing one of the Z keys (in area 52) with the D key.
Anyway, here's th list:

J key: J22, under the stage
Z key: J34, (and J52 in the cupboard)
A key: J42, in a pile of rubble
D key: not there, or area 52, in the cupboard
I key: J41
R key: J46, with dark stalker's gear
U key: J31, with Ragamoffyn's gear
N key: J25, in secret compartment in throne
E Key: J25, in secret compartment in throne

(Pathfinder Adventure Path Charter Subscriber)

The adventure path assumes that Jenya Urikas takes over the position of High Priest of ts. Cuthbert after Sarcem Delasharn is killed in Flood Season. But what's to stop the church of St. Cuthbert, or the PC's for that matter, from raising Sarcem? In fact, why would the church not raise a well respected member of their clergy?

(Pathfinder Adventure Path Charter Subscriber)

Shrine or Pelor
Eight marble columns form a circle around the central altar of this shire to the Sun God Pelor. The altar faces east, towards the rising sun, so the high-priestess can start the each day with a ritual greeting of Pelor. In front of the altar, a mosaic depicts the deity’s symbol. The shrine looks ill kept. The columns show cracks and signs of ageing. The Mosaic is missing several stones and the marble floor shows cracks which sprouts grass and weeds. Two small buildings flank the central altar. The roof of the northern building has partly collapsed. The Southern building is still intact.

The High-priestess, Kristoff Jurgensen is a woman in her early 30’s. She is terribly young for such a grave responsibility, even though this is only a small shrine. Fate has it that both the previous high priest and the successor he was training have perished three months ago in a terrible thunderstorm, in which the roof collapsed on top of both of them. Until a suitable replacement could be found, Kristoff was appointed the post of high priestess.

(Pathfinder Adventure Path Charter Subscriber)

One of my players decided she would like to play an archeologist. Which, considering the amount of ruins and abandoned haunts littered arround the adventure path, is pretty good news for me.
Thing is, so much of the stuff is littered throughout the adventures it's pretty hard to figure out what happened when. Here's what I've pieced together sofar. Feel free to add or comment.
ps: I'm not allways sure about the order of events. I've left dates blank if I'm not sure of a ballpark year, which looking over the timeline is pretty much everything.

-?? Cataclysm destroys spellweavers
-?? Kopru abandon Cauldron Area
-800 Surabar Spellmason founds Redgorge
-?? Nabatharon defeated, Blast creates Demonscar.
-?? Foundation of Cauldron, based on Surabar's legacy
-?? Lord Orbius Vhalantru settles in cauldron
-100 Hookface last seen in cauldron area
-75 Magic plague ravages through Jzadirune. The enclave is abandoned
-30 Cagewrights discover Soul Pilars
-10 Malachite Hold Abandoned
1 Current year; start of adventure path

It's far from complete, but its a beginning none the less.



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