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Valeros

Feral's page

Goblin Squad Member. FullStarFullStarFullStarFullStar Pathfinder Society GM. 1,461 posts (38,871 including aliases). 5 reviews. No lists. No wishlists. 14 Pathfinder Society characters. 27 aliases.


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Andoran

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That part of the ability is not meant to make good weapons better. It's meant to make bad weapons comparable.


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Male Half-Minotaur Bardbarian 5 l HP: 55/63 (0 nonlethal) l Init: +0 l AC: 16 [T: 10; FF: 16; CMD: 19] l Fort: +9, Ref: +5, W: +5 l Per: +4
Resources:
Rage 13/14 | Inspire 7/7 | 1st Level Spells 3/3

Omen:
Bjorkus wakes to blinding pain, the kind of pain that makes you nauseous and dizzy. The bull groans until he catches sight of the torturer again and he decides that, at that moment, he wanted nothing else in the world than to cave the bastard's skull in with his bare hands. Then again, he was just a puppet dancing on Targ's strings. Targ was just a puppet on the witch's strings.

Whose strings am I dancing on?

F!&& it. Killing him would make me feel better.

When the 'session' begins, Bjorkus finds himself in the past again.

For weeks and then months the rigging torments him. The pressure is mostly internal as the crew is too busy with their own day to day tasks to egg him on much but his failing eats away at the calf more and more. He can't let something as silly as some knotted rope get the better of him but there it is, an insurmountable obstacle. Soon his leg is well enough that he's able to walk on it unsupported but can't do it. Failure hurts too much.

Fort: 1d20 + 9 + 4 ⇒ (16) + 9 + 4 = 29
Will: 1d20 + 5 + 4 ⇒ (11) + 5 + 4 = 20


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Male Half-Minotaur Bardbarian 5 l HP: 55/63 (0 nonlethal) l Init: +0 l AC: 16 [T: 10; FF: 16; CMD: 19] l Fort: +9, Ref: +5, W: +5 l Per: +4
Resources:
Rage 13/14 | Inspire 7/7 | 1st Level Spells 3/3

Omen:
Bjorkus groans in pain as the pale torturer goes to work. Even though he's loud, it's mostly instinct. He'd been captured and keelhauled before - that was pain. His thick hairy hide was littered with scars that were testament to the struggles he'd endured.

Fort: 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21
Will: 1d20 + 5 + 4 ⇒ (16) + 5 + 4 = 25

As he passes in and out of consciousness his mind retreats into memory.

He's just a calf on-board the ship he was born to, the Man's Promise. His mother, the ship's weather-witch, encourages him to climb the rigging but his hooves are awkward and poorly made for the task. He falls, hard, and shatters a leg. The witch is quick to set the leg and mend it but now the rigging fills him with dread.


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Male Half-Minotaur Bardbarian 5 l HP: 55/63 (0 nonlethal) l Init: +0 l AC: 16 [T: 10; FF: 16; CMD: 19] l Fort: +9, Ref: +5, W: +5 l Per: +4
Resources:
Rage 13/14 | Inspire 7/7 | 1st Level Spells 3/3

Omen:
I was actually midway through writing this when you posted.

Betrayed. Again.

During the struggle, his fury was all that mattered but after the weight of bodies overwhelmed him and oblivion took hold, Bjorkus finds himself alone with his thoughts.

His allies had stood silent and let his rallying cry die. Should he have been surprised? He'd assumed Heff was a unique kind of bastard. Maybe all land-goers lacked the honor he'd taken for granted in pirates. Not even the boy could find his courage and he'd fought and bled alongside him. He'd saved his life.

Fool. Always a fool.

Reflecting on the events following the Mad King's defeat, Bjorkus finds himself questioning his choices. He'd hoped to outgrow his father's legacy but everything after the Mad King's death had been one humiliating defeat after another. He'd always been a pawn in someone else's game.

Was his lost ship and crew truly his reasons for signing up for this madness? On the surface, perhaps. But if that was his only motivation, there was easier ways to accomplish his goals. He could have gone further up the coast and swindled someone out of their ship. He could have built up a new crew. He could have returned to his father...

I wanted to make a difference. I wanted to be a hero, he reflects. But I'm just a pirate king's bastard.

Does endurance apply against this stuff? It seems appropriate.


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"Pathetic", the girl scoffs. "Just like your hair."

"It's of little consequence. I'll be long gone before of this will matter."


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Male Garundi Cleric/Monk 7 (HP 84/84 | AC 14 T 14 FF 13 | Fort 11* Ref 6* Will 11* | Init +2 | Percp 7
CMB wrote:
Combat maneuvers areattack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

Think of it as a mounted grapple.

Andoran

3 people marked this as a favorite.

Use lots of weak creatures. His massive one-shots don't matter as much when its kills his target four times over.


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Male Suel Warpriest/Wrestler 5 | 54/54 hp + 0 nonlethal, Init +0, AC 16 (18 with buffs) [touch 10, FF 16], Fort +10, Ref +2, Will +9; Perception +2
Resources:
Blessing 3/5 | 1st: Divine Favor, Remove Fear, Shield of Faith, Shield of Faith 2nd: Shield Other, Bull's Strength | Fervor 1/3 | Action Points 3/7

About to watch Guardians.

#Slacking

Andoran

1 person marked this as a favorite.

Power creep sells books. It's an unavoidable fact.

Complaining about power creep is like complaining about inflation.


2 people marked this as a favorite.
Male Suel Warpriest/Wrestler 5 | 54/54 hp + 0 nonlethal, Init +0, AC 16 (18 with buffs) [touch 10, FF 16], Fort +10, Ref +2, Will +9; Perception +2
Resources:
Blessing 3/5 | 1st: Divine Favor, Remove Fear, Shield of Faith, Shield of Faith 2nd: Shield Other, Bull's Strength | Fervor 1/3 | Action Points 3/7

He'd be a decent warrior if he had a better head for numbers...

Tanith holds on tight and braces for the beast's retribution.

Spending an action point for diehard.

Andoran ****

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I never got tired of saying "I shoot a cat at it".

Andoran ****

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One of my players won a boon but I forgot to note it on my reporting sheet. Who should I contact?


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Male Suel Warpriest/Wrestler 5 | 54/54 hp + 0 nonlethal, Init +0, AC 16 (18 with buffs) [touch 10, FF 16], Fort +10, Ref +2, Will +9; Perception +2
Resources:
Blessing 3/5 | 1st: Divine Favor, Remove Fear, Shield of Faith, Shield of Faith 2nd: Shield Other, Bull's Strength | Fervor 1/3 | Action Points 3/7

I’m pretty sure it’s been like that since 3.5.

Yup. It has.


1 person marked this as a favorite.

Fine, kobolds and ifrits only. Definitely no hobbits.

Now where's that critical fumble chart at?


1 person marked this as a favorite.
Male Suel Warpriest/Wrestler 5 | 54/54 hp + 0 nonlethal, Init +0, AC 16 (18 with buffs) [touch 10, FF 16], Fort +10, Ref +2, Will +9; Perception +2
Resources:
Blessing 3/5 | 1st: Divine Favor, Remove Fear, Shield of Faith, Shield of Faith 2nd: Shield Other, Bull's Strength | Fervor 1/3 | Action Points 3/7

Is KC out until Thursday?

Edit: Four to Five hours. I read that as Forty Five hours.

Andoran

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MagusJanus wrote:
Feral wrote:

My favorite was the DM that claimed that slain bat swarms buried characters standing inside them and used avalanche/buried alive rules.

Yeah. It happened.

Ouch...

Did he ever improve?

Nope!

I have lots of other good ones from that guy or other bad DMs but I don't want to hog the thread. 'Dead bat swarms are a lethal hazard' was just one of my favorites.

Andoran

3 people marked this as a favorite.

My favorite was the DM that claimed that slain bat swarms buried characters standing inside them and used avalanche/buried alive rules.

Yeah. It happened.


1 person marked this as a favorite.
Male Suel Warpriest/Wrestler 5 | 54/54 hp + 0 nonlethal, Init +0, AC 16 (18 with buffs) [touch 10, FF 16], Fort +10, Ref +2, Will +9; Perception +2
Resources:
Blessing 3/5 | 1st: Divine Favor, Remove Fear, Shield of Faith, Shield of Faith 2nd: Shield Other, Bull's Strength | Fervor 1/3 | Action Points 3/7

I pinged Farrukh on Steam. He’s going to post in a minute.

High five for communication!

Andoran ****

3 people marked this as a favorite.

Your organizer was wrong and you handled the situation perfectly.

As a GM, your jobs are to tell a good story and help the players have fun. They don't know what the mod wants them to do and the idea of killing them for taking a leap of faith is toxic. The response you gave Torch was spot on. It validated the player's actions and served to get the plot back on track.

Pat yourself on the back. That's something that I've seen very veteran GMs consistently have a hard time with.


1 person marked this as a favorite.
Orc Wrestler 7 - 101/117 hp + 0 nonlethal, Init +1, AC 19 [touch 12, FF 17], Fort +13, Ref +6, Will +8; Perception +4
Resources:
Ki 6/7 | Sweat 2/4 | Mythic Power 6/9

The big Orc listens, recognizing in Nicatha the same kind of hopeless burden he carried around himself not too long ago.

When she's done, he points south (though he has no idea Zhavroma really is).

"I've had plenty of experience with prophecy these past few months and I'll tell ya one thing they all shared - they're b&%~*&$&. Magic can do a lotta things but nobody can tell the future, not really. We make our own fates - even if we need help 'long the way sometimes. You've gotta believe in yourself."

"They're out there. Corda, Drago, Harakhty and the others. We'll find a way back to 'em. But not if we're too busy worryin' over what's supposed to be."

Perception?: 1d20 + 4 ⇒ (7) + 4 = 11


1 person marked this as a favorite.
Orc Wrestler 7 - 101/117 hp + 0 nonlethal, Init +1, AC 19 [touch 12, FF 17], Fort +13, Ref +6, Will +8; Perception +4
Resources:
Ki 6/7 | Sweat 2/4 | Mythic Power 6/9

Skaar grunts in surprise as he’s woken. Seeing it’s Nicatha, a grin forms between his thick tusks – it’d finally happened…

The hulking greenskin's growing arousal is swiftly squashed by the dusky-skinned beauty’s talk of shadow-realms and dragons.

”Ya, I was thinkin’ ‘bout that. She seems strong but I couldn’t let her go off and face somethin’ like that alone. It’s funny – Corda and I talked ‘bout me wrestlin’ a dragon someday. ‘Looks like that’s gunna be sooner rather than later.”


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The moment both circles are occupied, the ancient Azlanti magic triggers and the entire room flares to life as dozens of sigils, previously unseen, shine and literally move, scrolling across the walls as if the structure itself was alive.

”Structural damage detected…”

”Water levels critical…”

”Emergency release required…”

”DRAWING POWER…”

Both Pirknok and Jessamy feel their strength ebb away, slowly after first, as the dam draws on their life-force to power the dam’s mechanics. Massive gears within the walls can be heard grinding to life, opening the floodgates and relieving the pressure that threatens to smash Skull’s Crossing to splinters.

The pull grows stronger as more and more machinery whirs to life and what started as a gentle tug becomes a painful wrenching and then an agonizing tearing. Both heroes feel their life’s essence being literally ripped from their bodies as Krune’s ancient power ravages – rapes - its way through them. Any attempt to scream is silenced as the magic steals even the air from their lungs.

Eventually the pain gives way for gentle death and in that moment, both see images from their lives, past and present. Pirknok sees his Shoanti family, a hard life but not an unhappy one. A familiar ursine shape looms over him as a child. How long has death been following him?

Jessamy is seen as a child. A dirty servant-girl in a dirty frock. Her parents, hard-working honest folk, want the world for their daughter but it’s beyond their means. Despite the circumstances, sunlight has a tendency to settle on the happy little girl. Coincidence or something more?

Eventually both sets of visions fade and the pit fiends (for that’s what they truly are) are seen, bound by Karzoug when Skull’s Crossing – a tribute to his hubris - is ready for them. They were a prince and princess of Hell but before Karzoug’s power, they’re merely toys. Across generations they watch helplessly as each other wither and die. If such creatures could love, that is what they shared, but in the end all that remains of the consort is lifeless red dust... Karzoug laughs and as he does the scenery changes. Some of the scenes are too familiar. Is this the present?

After an eternity, but what was only a few seconds, the magic’s pull ends and Jessamy and Pirknok are free to stumble away.

Both get 4 negative levels.

Andoran

1 person marked this as a favorite.

I feel like you guys didn't read the OP.

He wants to challenge his optimized players. His optimized players cry foul when something appears to challenge them. He doesn't like this.

Making things X% harder isn't going to address his problem.

Andoran

1 person marked this as a favorite.

You're hitting the inevitable conclusion of optimization: an unplayable game.

At this point you've only got a couple options.

A) Nerf the optimized characters or ask them to nerf themselves.

B) Just run the game as you were before and let the players steamroll everything.

Anything else is likely to end in hurt feelings and frustration on one side of the table (or both).

The first step is to level with your players and find out what they want from the game. "Sorry guys but I don't think I can offer you a challenging experience if things continue like this. Do you want me to reign things in a bit or just continue as we have been?"

Andoran

1 person marked this as a favorite.

Mythic, as a system, is very poorly designed. It takes a cool idea -Pathfinder Super Heroes - and just turns it into another wrinkle (a huge wrinkle) of system mastery and optimization. The fun and interesting options are drastically outweighed by the numerically powerful and optimal choices. In the end, it's just normal Pathfinder dialed up to ~Power Level 9000.

I'd planned starting my own Wrath PBP here but minus the mythic rules entirely for the PCs. I'm curious what the interest would be like.

Andoran ****

2 people marked this as a favorite.

As much as there's stuff about PFS that disappoints me, Wizards has disappointed me 100x worse. I'll be sticking with Paizo/PFS for the foreseeable future.

So in short: No, there's nothing to look forward to except the promise that Pathfinder RPG/PFS won't turn into 4e/LFR.

Andoran

2 people marked this as a favorite.

A lot of this is going to be on the DM. If your DM runs things at 100% efficiency, things are going to be leagues harder than intended.


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Male Suel Warpriest/Wrestler 5 | 54/54 hp + 0 nonlethal, Init +0, AC 16 (18 with buffs) [touch 10, FF 16], Fort +10, Ref +2, Will +9; Perception +2
Resources:
Blessing 3/5 | 1st: Divine Favor, Remove Fear, Shield of Faith, Shield of Faith 2nd: Shield Other, Bull's Strength | Fervor 1/3 | Action Points 3/7

I'm disappointed by what I'm seeing.

I think it may be time for everyone to sign on for some weight training. Note that the only person that landed the aid roll was the guy that joined Tanith for his workout.

Andoran

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Don't come to these forums for character building advice. This place is dominated by extreme optimizers and you're going to have a very hard time getting help building characters that are effective but within reason.


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Orc Wrestler 7 - 101/117 hp + 0 nonlethal, Init +1, AC 19 [touch 12, FF 17], Fort +13, Ref +6, Will +8; Perception +4
Resources:
Ki 6/7 | Sweat 2/4 | Mythic Power 6/9

Skaar waits for Godrick and Sadhana to finish their business, silently daydreaming on how this cult of immortal warrior women pass the time...


1 person marked this as a favorite.
Orc Wrestler 7 - 101/117 hp + 0 nonlethal, Init +1, AC 19 [touch 12, FF 17], Fort +13, Ref +6, Will +8; Perception +4
Resources:
Ki 6/7 | Sweat 2/4 | Mythic Power 6/9

Sitting down for Spider-Man soon. Assume Skaar says inappropriate things.


1 person marked this as a favorite.
Orc Wrestler 7 - 101/117 hp + 0 nonlethal, Init +1, AC 19 [touch 12, FF 17], Fort +13, Ref +6, Will +8; Perception +4
Resources:
Ki 6/7 | Sweat 2/4 | Mythic Power 6/9

While waiting for an answer, Skaar shamelessly adjusts the large bulge in his leggings.


1 person marked this as a favorite.
Male Suel Warpriest/Wrestler 5 | 54/54 hp + 0 nonlethal, Init +0, AC 16 (18 with buffs) [touch 10, FF 16], Fort +10, Ref +2, Will +9; Perception +2
Resources:
Blessing 3/5 | 1st: Divine Favor, Remove Fear, Shield of Faith, Shield of Faith 2nd: Shield Other, Bull's Strength | Fervor 1/3 | Action Points 3/7

With the first and second floors looted, Tanith retrieves Filge and brings him downstairs along with Carina (and anyone else that wants to tag along) for questioning.

”Okay Red, be ready to blow him up if he tries anything”, the big man warns with a smirk before pouring the contents of a healing potion down the wizard’s throat. ”Time to wake up.”


1 person marked this as a favorite.
Orc Wrestler 7 - 101/117 hp + 0 nonlethal, Init +1, AC 19 [touch 12, FF 17], Fort +13, Ref +6, Will +8; Perception +4
Resources:
Ki 6/7 | Sweat 2/4 | Mythic Power 6/9

Pfft. No.


2 people marked this as a favorite.
Orc Wrestler 7 - 101/117 hp + 0 nonlethal, Init +1, AC 19 [touch 12, FF 17], Fort +13, Ref +6, Will +8; Perception +4
Resources:
Ki 6/7 | Sweat 2/4 | Mythic Power 6/9

Wow, just shoot an orc's dreams down why don't you.


1 person marked this as a favorite.
Orc Wrestler 7 - 101/117 hp + 0 nonlethal, Init +1, AC 19 [touch 12, FF 17], Fort +13, Ref +6, Will +8; Perception +4
Resources:
Ki 6/7 | Sweat 2/4 | Mythic Power 6/9

Heh, I wouldn't call it hostile but I do agree it's a little awkward. I tend to prefer non-magical solutions to non-magical problems but Nicatha is an inherently magical character so it makes sense.


1 person marked this as a favorite.
Orc Wrestler 7 - 101/117 hp + 0 nonlethal, Init +1, AC 19 [touch 12, FF 17], Fort +13, Ref +6, Will +8; Perception +4
Resources:
Ki 6/7 | Sweat 2/4 | Mythic Power 6/9

Happy with her ferocity, Skaar answers Corda with a bass chuckle. "Sorry 'bout that Wildcat. Nicatha and Harakhty thought they might have a way to keep you and Valwick safe for Sefirous and his kind."

"I'll talk to the girls."


2 people marked this as a favorite.
Male Suel Warpriest/Wrestler 5 | 54/54 hp + 0 nonlethal, Init +0, AC 16 (18 with buffs) [touch 10, FF 16], Fort +10, Ref +2, Will +9; Perception +2
Resources:
Blessing 3/5 | 1st: Divine Favor, Remove Fear, Shield of Faith, Shield of Faith 2nd: Shield Other, Bull's Strength | Fervor 1/3 | Action Points 3/7

If Tanith didn't have a thing for Carina before, he's definitely in love now.


3 people marked this as a favorite.
Orc Wrestler 7 - 101/117 hp + 0 nonlethal, Init +1, AC 19 [touch 12, FF 17], Fort +13, Ref +6, Will +8; Perception +4
Resources:
Ki 6/7 | Sweat 2/4 | Mythic Power 6/9

Skaar roars his approval and cheers with an intensity far from appropriate for such a formal event. "Kiss the bride!"


1 person marked this as a favorite.
Male Suel Warpriest/Wrestler 5 | 54/54 hp + 0 nonlethal, Init +0, AC 16 (18 with buffs) [touch 10, FF 16], Fort +10, Ref +2, Will +9; Perception +2
Resources:
Blessing 3/5 | 1st: Divine Favor, Remove Fear, Shield of Faith, Shield of Faith 2nd: Shield Other, Bull's Strength | Fervor 1/3 | Action Points 3/7

Math isn't one of Kord's domains.

You won't provoke either way. It's currently wrasslin' Tanith. When you're grappling you can't take AoOs.


1 person marked this as a favorite.
Orc Wrestler 7 - 101/117 hp + 0 nonlethal, Init +1, AC 19 [touch 12, FF 17], Fort +13, Ref +6, Will +8; Perception +4
Resources:
Ki 6/7 | Sweat 2/4 | Mythic Power 6/9

Skaar looks at the clothing as if it was poison now.

"Uh, thanks. How much do I owe you?" he asks the Vishkanya.


1 person marked this as a favorite.
Orc Wrestler 7 - 101/117 hp + 0 nonlethal, Init +1, AC 19 [touch 12, FF 17], Fort +13, Ref +6, Will +8; Perception +4
Resources:
Ki 6/7 | Sweat 2/4 | Mythic Power 6/9

Skaar grows a bit alarmed at the realization that he didn't entirely understand what he was signing up for. "Nothin' too tight. My cock needs to breath", the orc explains coarsly as he grips the slab of meat in his leggings.


1 person marked this as a favorite.
Male Suel Warpriest/Wrestler 5 | 54/54 hp + 0 nonlethal, Init +0, AC 16 (18 with buffs) [touch 10, FF 16], Fort +10, Ref +2, Will +9; Perception +2
Resources:
Blessing 3/5 | 1st: Divine Favor, Remove Fear, Shield of Faith, Shield of Faith 2nd: Shield Other, Bull's Strength | Fervor 1/3 | Action Points 3/7

Bah! Cuetzpalli is hulking and Tanith is only big? Big?!

It takes a lot of dedication to get guns like these.


3 people marked this as a favorite.
Male Suel Warpriest/Wrestler 5 | 54/54 hp + 0 nonlethal, Init +0, AC 16 (18 with buffs) [touch 10, FF 16], Fort +10, Ref +2, Will +9; Perception +2
Resources:
Blessing 3/5 | 1st: Divine Favor, Remove Fear, Shield of Faith, Shield of Faith 2nd: Shield Other, Bull's Strength | Fervor 1/3 | Action Points 3/7

I hit stuff.


1 person marked this as a favorite.
Male Suel Warpriest/Wrestler 5 | 54/54 hp + 0 nonlethal, Init +0, AC 16 (18 with buffs) [touch 10, FF 16], Fort +10, Ref +2, Will +9; Perception +2
Resources:
Blessing 3/5 | 1st: Divine Favor, Remove Fear, Shield of Faith, Shield of Faith 2nd: Shield Other, Bull's Strength | Fervor 1/3 | Action Points 3/7

Tanith curses and rushes forward when the cylinder closes around the olman. The big suel pounds on the door. "Cuetzpalli! Say something!"

When it opens a moment later, he steps back in shock and looks toward the others. "Do you think it ate him?"

Andoran

1 person marked this as a favorite.

Sorry OP. You're not going to find anyone like that here.

Andoran

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Paladin is overpowered because it forces the DM into a corner. He either has to let the paladin run rampant over every encounter or he has has to change every BBEG into a golem/plant/ooze (none of which are particular thematic). It's too focused on what it does and hurts the game as a result.


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Male Half-Minotaur Bardbarian 5 l HP: 55/63 (0 nonlethal) l Init: +0 l AC: 16 [T: 10; FF: 16; CMD: 19] l Fort: +9, Ref: +5, W: +5 l Per: +4
Resources:
Rage 13/14 | Inspire 7/7 | 1st Level Spells 3/3

Character Name Bjorkus
Alias Ares
Slave? Yes - One of Dalton's two remaining slaves
Occupation Pit-fighter, monster slayer, love machine
Appearance Hulking and musclebound. Wears a leather harness and a hide loincloth when moving about Yenrick but discards the former for the arena putting the majority of his scarred hide and dark furry musculature on display. He carries no weapons except for his ham-sized fists.

That last part is because I assume Bjorkus isn't going to have access to his greatsword any time soon.


1 person marked this as a favorite.

I’m sorry to see you go Tobaris. That said, I appreciate you being honest with yourself and us and doing what’s best for the campaign. Good luck in whatever’s got you busy these days.

Here’s what I’ve got for the crossover event. Tell me what you guys think and if you have any questions.

Siege on the Nereid’s Kiss:
Having divined that the mad scholar Teveran is a little too aware of his plot, *evil wizard* has decided to end the threat in a permanent way. He and his wife visit the Nereid’s Kiss with the intention of killing the mad scholar and torching the building. He doesn’t plan to sacrifice Teveran to his growing runewell. It’s important that the authorities not link his death to the others.

He’s planning to attack later in the night, but when the second group of armed/armored figures arrives he acts out of haste. Although she’s hates not being personally involved, *femme fatale* hides in a nearby alleyway.

Timeline

The Siege plays out in the following order:

Turn One: Five augmented fiendish hyenas appear within the Nereid’s Kiss. Depending on how initiative works out, they should attack random targets but if/when the PCs intervene, they’ll turn their attention to them.

Turn Two: Four small fire elementals appear. Their initial purpose is solely to wreck the place. They ‘attack’ the building each turn unless engaged by a PC. Due to the expensive lacquered furniture, the building takes double damage from the elemental’s flames. Fires started by the elementals act as stacking bleed damage. PCs making any sort of effort to combat the flames reduce the number of active flames by one ‘stack’.

Turn Three: Five more hyenas appear. It’s possible the PCs will start to become overwhelmed at this point so it’s important that no more than one hyena per PC be attacking the PCs at any time. Any extras should focus on the panicking scholar inside the Nereid’s Kiss instead.

Turn Five: Four more hyenas appear.

Turn Eight: A haste spell goes off, targeting as many of the surviving monsters as possible and *evil wizard* flees.

Objectives

Besides living, the PCs are faced with a number of potential objectives, some are obvious and others are intended to be figured out along the way. Some of these are intended to help further the PC’s investigation while others give more material rewards.

Save the Scholars! There is a total of a dozen scholars. Due to panicking and the general chaos, they are slowed. Scholars have an AC of 10 and die when they’ve taken 2 hits (or 1 crit). Each scholar that escapes rewards the PCs with 100 gold. This is split evenly between the organizations present. Max 1200 gold.

Keep Teveran Alive This is arguably the main objective. Unfortunately, he’s more than a little senile and does little to protect himself. The enemies don’t exclusively attack him but unoccupied hyenas might target him. Despite all appearances, this old man is tough. He has an AC of 10 and dies when he’s taken 4 hits. He doesn’t actively try to escape but instead moves around the Nereid’s Kiss in a panic. He dies if the building burns down unless he’s physically carried out beforehand. Assuming he survives, Teveran will leave with whichever group presents the strongest case for his assistance. More on this to come.

Property Damage The proprietor bails as soon as this goes down but if the PCs can save his business, he’ll be grateful. The Nereid’s Kiss has 100 hp. If the PCs fend off the Siege with the Kiss standing, he rewards them with some healing scrolls he was saving in case he or his staff were ever hurt (4 scrolls of CLW). If the PCs fend off the Siege with the building in good shape (more than 50% hp remaining), he offers a pair of healing wands in thanks (wand of CLW with 5 charges x2). In both cases these rewards are split between the organizations present.

The Man Behind the Curtain PCs may run outside to try to find the source of the attack. Unfortunately, *evil wizard* is invisible atop the adjacent building’s rooftop and almost impossible for the PCs to detect (at these levels). However, if a PC starts the round outside when a summoning completes he can attack a DC 20 spellcraft, perception, or arcana check. Success indicates that he/she recognizes the spellcasting enough to remember it. This will help the PCs in tracking down *evil wizard* and *femme fatale*. In addition, the PCs might spot *femme fatale* lurking in an alley outside. Each round they spend outside (as well as for standard actions spent actively searching, if the PCs succeed on DC 20 perception check they spot a shapely female figure shuffling anxiously in the shadows. If they approach, she’s no longer able to contain her bloodlust and attacks. Under orders from her husband she doesn’t strike to kill but delights in a chance to humiliate the meddlers. If the PCs engage *femme fatale* and are still standing when *evil wizard* flees, she flees as well but not before dropping one of her signature blades. This will help the PCs in tracking down the duo as well.

Andoran

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Advice #2

Don't roll for stats. If your DM insists on rolling for stats, equalize the party in some capacity. Anyone with 54 point buy is going to solo most paizo products.

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