Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Magnifying glass

Harakani's page

Goblin Squad Member. Pathfinder Adventure Path, Roleplaying Game Subscriber. Pathfinder Society Member. 358 posts (5,629 including aliases). No reviews. No lists. No wishlists. 54 aliases.


1 to 50 of 358 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Pathfinder Adventure Path, Roleplaying Game Subscriber

It's doable to convert a race on the fly for an NPC (CRB to ARG).
It's not as easy to do classes: turn a 15th level cleric into an 15th level inquisitor or something.
I find the higher (5+) levels more useful. I can pretty much knock up a 3rd level rogue in my head. Items are what kill me.
I would find an optional BBEG section useful though, stating what treasure it would have if it used Paizo's AP trick of giving the boss monster PC level treasure (and changes to stats if so)
BBEG: Upgrade +1 armour to +2 armour (+1 AC), add Headband of Intellect +2 (+2 int, +1 AC, +1 2nd level spell/day).
That might take up too much room (especially on higher level characters) but would let you use the PC as a Boss, or at +1 CR. Cobine with dvanced for +1 CR and one NPC per 3 levels is quite doable.

Pathfinder Adventure Path, Roleplaying Game Subscriber

Casters would be awesome for items that can alter a battle though.
Hard to destroy. Useful. Will last for generations. Over time these can be world-altering.
A decanter of endless water is beyond price for an army that might have to fight in a desert, or set up a keep in a desolate area.
A single distance siege weapon can let you set up and fire every 36 seconds at a castle without the castle being able to return fire.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Alleran wrote:
Harakani wrote:
A 20th level wizard without buffs and on 10 has 5 more hp than that.

"A character lives to level 20 by being the most ruthless, lucky, capable, and paranoid ******* around. A wizard is throwing around a 30+ Int score and has, entirely in character, planned contingencies for his contingencies. He may well be running around with flat out total immunity to harm, he does not walk outside without an entire bevy of defensive magics around him and enough magic items to buy himself a nation."

A 20th level wizard who even allows his astral projection (let alone their actual body) to get within a continent of the battlefield without a full array of buff magic up and running deserves everything they get for being stupid.

First off, while planning is int, knowing when and how to use a plan is wis.

Secondly at this level wizards are playing chess. Every 'trick' you use to stay alive will be known (and probably countered) by your enemies the next time. These guys are smart enough to know this could happen.
Thirdly Astral projection is a terrible idea for a 20th level wizard. You have to leave your body behind, and while few things can cut the silver cord they do exist and by 20th level you've probably annoyed something that can.

My example assumed an AC in the hundreds, protection from arrows, maximized enlarged greater false life 50% concealment and incorporeality. Seemed like a reasonable set of precautions.
Happy to throw in the extra 150HP stopped by stoneskin (though if enemy wizards use that regularly I would assume Adamantine arrows).

Even so; is your thesis that a 20th level wizard with appropriate buffs might be able to survive the first round of combat with only negative levels?

Pathfinder Adventure Path, Roleplaying Game Subscriber

I can't see how military guys wouldn't have adopted the mantra: "Kill the spellcaster first".

That mantra would have to make "army wizard" a very unpopular job.


I can only assume that the existence of the mana wastes would make employing spellcasters in an army very unpopular.

Effective? Sure it is effective... but the historical effects are well known. There is even a siege wizard school that explicitly doesn't use fireballs.

Let's assume the rules accurately reflect the greater world.

A fireball costs a fortune; a third level spell cast by a spellcaster costs 5*3*10 150gp. Costs more if the caster is in danger.

5 soldiers costs 220.
If you don't kill four guys with that fireball the one who buys soldiers is winning, and soldiers are form more versatile than a fireball.

A +1 arrow costs about 40 gold.
an elite archer costs 76 gold.
Combining them costs 116 gold.
for 2320 gold you can have 20 snipers. Each of them has at least +4 to hit (and can easily get more) with a decent ability to hit a wizard from 120ft and a possibility of hitting at 1200ft (2400 with the right build).
(Work out a way to get a true strike into that mix and that becomes a near guarantee at 600ft)
Spellcaster pops up, everyone shoots them.
Assume the spellcaster has mage armour, protection from arrows and is flat footed. AC 14. Assume the archers are 300ft away (-4). Assume the archers are only +4 to hit. 20 archers fire. on average 7 hit. at only 7d8+7 (and I can see a lot of ways to up that) they do 38 damage. This will outright kill the average level 5 con 10 wizard. For 2320 gold outlay, of which only 800 is expended.

Assuming you hired this wizard as a spellcaster to cast 5 fireballs in your campaign it would cost you 750 gold.

Let's assume for a second that mage-bane arrows are possible (and as a GM I'd allow them). Those arrows would cost 160 gold each. Total cost is up to 4720 now. On the other hand vs spellcasters they're +3 and do 1d8+2d6+3 damage.

In the same scenario these arrows would do 87.5 damage. A 20th level wizard without buffs and on 10 has 5 more hp than that. A few lucky rolls and they're dead. Of course a 20th level wizard has way more spells and equipment than that. Heck, a PC type 20th level wizard has 880,000gp of equipment!
So let's say I spent that on archers and arrows. 3729 archers shoot. Let's say they only hit on a 20.
186.4 archers hit.
50% concealment?
93.2 archers hit.
1165 points of damage.
Incorporeal for half damage?
582.5 damage.

Obviously at this level things start to break down. My point is that wizards should fear being targeted, and magic is *by system* pretty obvious. You might get that spell off, but if the enemy is ready for casters they can take you down.

Further, there is an incentive for other kingdoms to take you down for using a spellcaster, because spellcasters are very bad news for the environment.

Further even other spellcasters should dislike you because it is known that too much magic in an area messes up magic (cf wild magic and dead zones in the mana wastes). If we can assume that the mana wastes are the result of crazy amounts of magic, it is logical to assume that smaller amounts of magic can also cause ripples but in a way the rules don't bother to cover. Assume you are a fifteenth level wizard. There's a 1% chance, or even a perceived 1% chance, that your spell is going to go wild because of some 5th level yahoo fighting a war on the border with fireballs. What do you do?

I can see a world where only the desperate use big magic in combat.

Pathfinder Adventure Path, Roleplaying Game Subscriber

Spends most of the time not doing anything, but for short periods has an unholy to simply ignore the 'laws' of physics.
High Mythic Tier characters can spend a mythic point to do things like add +d12 to their Hit/save/skills, +10 to their AC, or hit everyone in a room at once.

Combine with a class that can use spells to power up. Kensai Magus would be good.
All those rounds where she's just getting toed around pre-combat she's going
standard: Bull's Strength. Standard: Haste...

Gatsby, Sallrana:

Yep -checking in it is okay to have Hex.Qin pick up what Jack is thinking by telepathy and relay it to the group in more fluent common. Also checking Sallrana is okay for me to post what Hex.Qin translates.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Lincoln Hills wrote:

While the logistical reasons that various transportation methods exist can be a fascinating topic for some, I don't think either of you is going to convince the other if you haven't already.

Given the economically-driven motivations I've noted so far, I'm surprised that one reason I haven't heard yet in the circle-networks-would-not-exist camp is that wizards get to charge for each use of teleport individually, over and over - so only a wizard driven by non-economic reasons would ever set up a permanent, "free" service instead.

Merchant: I'll give you a million gold pieces to set up a permanent gate!
Wizard: And destroy the monopoly that I and my guild-brothers have held over your heads for centuries? I think not.

Especially given any wizard who can cast teleport but not teleport circle can probably also cast dispel magic... at range. If people are desperate for teleport (having dismantled the infrastructure to trade in other ways) they suddenly are reliant on people who can teleport.

At 11th level there is teleport trap which can allow really easy pirating of 'caravans' and can be made permanent.

Pathfinder Adventure Path, Roleplaying Game Subscriber
Mulet wrote:

We've replaced Ameiko with my own old PC, Malog. I consistently voice him like an over-exited Sam Tarley from Game of Thrones. He's stupid, lovable and a highly competent ally, who provides free food and lodging.

Hmm - any chance Malog could betray the party members, viciously hurt and wound them and then steal their things and run off? If he's providing free food and lodging he's in a great place to do so.

PCs hate being betrayed, especially by a GM's PC.

If this Tsuto is a powerful magician and has run into the PCs, then done any prep he'll find out Malog is where they're vulnerable. Dominate Person, Magic Jar or Create Undead later and he's in!

Hopefully n session in they'll kill Malog and then discover he was their loyal friend and this Tsuto guy was behind it, and they've been made to look like idiots.

There's a risk that PCs just wont want to trust any NPC after this, so be careful.

1 person marked this as a favorite.
Pathfinder Adventure Path, Roleplaying Game Subscriber
Mystic_Snowfang wrote:
Make a character who's better than them in every way. Make a character who could be the WORST GMPC EVER! have them swoop in and show up the characters constantly, make the characters look bad so that the adoring fans will worship them. Make the most detestable, irritating, Mary Sue you can. Then not only will the characters hate the glowing perfect annoying pain in the butt Adonis, the Players will too because he's super irritating.

GM did this to a group I was in, and we put aside our petty hatred and jealousy to take him down. Worked a treat.

DO NOT REVEAL until campaign is over that you wanted the PCs to hate him.

May I also suggest mind control spells? Players hate that especially hard when used on them.

Understandable - good studying.

Pathfinder Adventure Path, Roleplaying Game Subscriber
If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 times the creature’s Strength bonus on damage rolls.

Check out "natural attacks"

Pathfinder Adventure Path, Roleplaying Game Subscriber

"The Leviathan"
God of Betrayal, Nightmares, Mazes and Fashion. Leviathan exists in a place outside places, exiled from a paradise it seeks to create its own world, and for that it needs living minds.
Leviathan loves its victims, for without them it would have nothing. While it ruins their lives it also protects them from older, darker gods that would destroy them.

Pathfinder Adventure Path, Roleplaying Game Subscriber

+3, +3, -3, +0, -1, +3

I've thought long and hard about this. A character is defined as much by their weaknesses as their strengths, and a 4 is a definite weakness. I've decided it's a good opportunity as I'd never buy that stat in point buy because it seemed cheesy.

I don't want to just put it in charisma, because I honestly can't see how to roleplay a character like that.

I could see playing a hawking like character with a strength of 4.

I can see playing a seriously ill character with a con of 4 desperately looking for a way to surpass the body that failed him (works well for a golemancer).

I can see an int 17 wis 4 character that is amazingly brilliant, but just seems unable to survive in the real world. Someone who speaks 5 languages and doesn't understand sarcasm. Someone with a good family, reliable job, bright future who just keeps making terrible life choices - like going off on adventure rather than working 9-to-5.

Building them all at the moment, but I think option 3 is the best. Was going to be hard for someone who can make a fortune at item-making to explain why he adventures, and this seems to fit that bill.

Pathfinder Adventure Path, Roleplaying Game Subscriber

4d6 - 3 ⇒ (3, 6, 5, 5) - 3 = 16
4d6 - 2 ⇒ (5, 6, 2, 6) - 2 = 17
4d6 - 1 ⇒ (2, 1, 1, 1) - 1 = 4
4d6 - 1 ⇒ (5, 1, 2, 4) - 1 = 11
4d6 - 1 ⇒ (2, 1, 5, 2) - 1 = 9
4d6 - 1 ⇒ (1, 6, 5, 6) - 1 = 17
+3, +3, -3, +0, -1, +3


It's a mixed bag. +5 total.

Might have to think how this changes the concept.

Simon Demarkus wrote:
Simon Demarkus wrote:

Here's my idea.

We have a year and some cash. I'm looking for something impressive, but not ridiculously overpowered for my caster to be able to do.

So here's my idea. Its simple enough. Over the course of our year I'd like to get my symbol of office enchanted to be able to case the spell Spontaneous Immolation. Seems appropriate for an evoker.

The math:

SPell level 2 X Caster level 3 X 1800gp (Spell completion) = 10,800gp (5400 gp to craft)

If for some reason we don't have arms and Armor available, I'll just make a glove that does the same thing.

I'm going to scrap the Cannon idea for now.

Over the last year I'm going to do the above if no one has any objections.

Anyone have any issues with me using 5400 GP for this? With such a thing we can effectively surround the place and I can light up someone every time they show their face. It if turns into a war of attrition it should be useful.

Do we have access to arms and armor or do I just need to enchant a glove to do the same?

Feel like I'm missing something but first looks this seems balanced and reasonable.

Pathfinder Adventure Path, Roleplaying Game Subscriber

I've got a wannabe golemcrafter I'd like to bring in.
He was in a Runelords game already, but got two encounters in before the game died. Happy to start him again though.
Does that sound alright?

Yeah, I think so. Sad :(

Pathfinder Adventure Path, Roleplaying Game Subscriber

Two questions leap to mind
If you already have three characters, what are they? Alternatively you do not care about overlap?
A lot of people on this board have played or run sections (or all) of Carrion Crown. Do you want to put restrictions on people, or trust them not to metagame.

Also, to my knowledge it is not possible to transfer aliases between people - did you mean setting up complete new accounts to which you also have the password? I think that is frowned upon.
If people did make aliases then you could make an equivalent alias with the same picture and a similar name... eg "DM Pizzmic" and "DM Pizzmic (NPC)"

Pathfinder Adventure Path, Roleplaying Game Subscriber

God of the darkness, the deep places of the earth, and the void
Enemy of the Sun and the children of light, driven parent and cosmic soccer mom for the children of dark.

Pathfinder Adventure Path, Roleplaying Game Subscriber

What rate do you expect turns will be?

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

Hat of Disguise. Was a Swashbuckler campaign, and I had a male swashbuckler that was secretly - even ooc from other players - a female wizard noble. She used the hat only for that disguise. One particularly memorable adventure they needed to disguise themselves as nobles to get into a party, and knowing there would be a detect magic she took the hat off and went in 'normal'. Other players went crazy trying to see through the 'disguise'.

Pathfinder Adventure Path, Roleplaying Game Subscriber

GM Deuce:
I'm getting confused. Heldren is pretty much on the Qadiran border, right? Does it snow there? I thought it was equatorial.

When Halvar hears the pony fall he dismisses it. No point in making it suffer now.

Pathfinder Adventure Path, Roleplaying Game Subscriber

If I get picked there are some minor changes to my sheet (as I started to post above) but I'll hold off for now.
@Jaessa: I really liked "I'll bet he means killing" :)
reminded me of Serenity for some reason

Pathfinder Adventure Path, Roleplaying Game Subscriber

Okay - there's a template I'm interested in.

I figure I can switch out a lot of the changeling stuff for Fey; Looking at a fey-tainted possibly half-fey/half-jadwiga from Chillblight.

I'd like to make him a bit creepy, with Fey habits; always tell the truth if asked three times, talk to everything, accept obscure rules.

The next bit is the controversial bit

I'm interested in making him young - like 12-14 young.
There's a tradition of literary heroes at that age like Taran Wanderer, Garion and Harry Potter.
More importantly I think there are a number of fairytale themes in the Irrisen stuff, and children feature prominently in those (and in Irrisen).
There's a number of movies that have creepy kids, or powerful kids, or surprisingly knowledgeable kids.

I like the idea of making him highly intelligent (so that he can cope with being in an adult party) and knowing most of what he knows from a half-remembered childhood in Chillblight and from an encyclopedic knowledge of fairytale stories that he's smart enough to understand the truths behind.

Mechanically there's any number of ways to represent this; reskin a gnome, take the Young template, use the young character rules, but I'd rather just do it as a normal PC that happens to be a bit young.

It is possible to get BP from the kingdom on a 1:2000 rate, but you have to make a check, or people think you are just taking/wasting the money.

Sounded weird to me, but I work in Science and once I made that connection it worked.

"Oh sure, the money we've given to the Grey Academy went into researching ways for better food, housing, security, defence and lifespan... but how can he show this new thing is going to help us, and isn't just throwing away money on some non-existent problem. Remember when he took all that money to make Wraith Repellent? That field has been on for decades, and we've never even seen a wraith."

Pathfinder Adventure Path, Roleplaying Game Subscriber
GM Deuce wrote:

@Harakami - I *think* so because winter witch levels still count as witch levels, but I need to go look at the source documents more closely. Do you have an easy way to let me see the text/your copy of the ARG?

Sorry - I was trying to stick to books you've got, I missed that one. Let me see if I can separate the Changeling part of the concept out - I was thinking maybe Fey might do it.

Pathfinder Adventure Path, Roleplaying Game Subscriber

I've got a hankering to try out a Changeling (Dreamweaver\Winter Witch) Witch, Prestige classing into Winter Witch at level 6.
@GM Deuce: I've checked the prestige class, and I think it still gets the Dreamweaver level 6 and 10 abilities as hexes due to Winter Witchcraft; is that right?

Pathfinder Adventure Path, Roleplaying Game Subscriber

Voyd211; all of them... well, most of them. Bokrug is a water Lizard. Yog Sothoth isn't actually evil.

Pathfinder Adventure Path, Roleplaying Game Subscriber

Yes please!
Wow, question now is which concept to use.

You said Ascension comes early. Forgive me but I would like to ask a but more. Not sure if this should be a PM. I've got two mythic concepts I think would work well in RoW, but timing and nature of the ascension is everything.

One is based around The Trickster Ability Subtle Magic, but is much less useful to the group until that point, so would need an early Ascension.

Another is on a quest to achieve godlike power. Ascension can occur much later, but ideally would not be as a servant to a godlike being.

Happy to talk via Pm if you like, and can also accept "no comment".

Pathfinder Adventure Path, Roleplaying Game Subscriber

Mythic Reign of Winter sounds awesome!

Pathfinder Adventure Path, Roleplaying Game Subscriber

Oh, I'm interested but I have to build an avatar to apply IC. I was looking at a witch, but a Shaman might be even better. Although Hexes, while subject to overlap with Varrel, do allow for Coven!

Pathfinder Adventure Path, Roleplaying Game Subscriber

Okay, I am going to withdraw.
I've tried building the concept a few times, and either it doesn't jell or ends up too much like Figwidget or Uncle Taco.

Best wishes on the game! :)

Pathfinder Adventure Path, Roleplaying Game Subscriber

I've had a PC build one of these, with the goal "bring [PC] back from the dead".
Put it on a headband of intellect because it was the single most expensive item he had, and he really wanted someone to loot it.

That said, if you want this to be stealthy then something that can be more easily concealed is the way to go. Sort of thing that if it is not distinctive then is a very different style of campaign.

Hello everyone, I am Harakani, player of Jack Mister!

Pathfinder Adventure Path, Roleplaying Game Subscriber
Harakani wrote:

Spellslinger isn't integral to the concept, and Uncle Taco called it first. Do you mean no other Spellslingers, or no other Wizards?

I was looking for a Golemcrafter getting old and ill, and seeking immortality without Lichdom. He has been working on transferring his conciousness into a Soulbound Shell. This sudden 'insanity' among the constructs has forced him to put that project on hold.

@GM Zed: I was wanting a Shield Golem for my Golemcrafter - Should I buy it at crafting cost or purchase cost? I'm assuming you'd like to keep companion NPCs (Constructs, Undead, Familiars, Followers, etc) to 1 or 2 each?

Pathfinder Adventure Path, Roleplaying Game Subscriber

Spellslinger isn't integral to the concept, and Uncle Taco called it first. Do you mean no other Spellslingers, or no other Wizards?

I was looking for a Golemcrafter getting old and ill, and seeking immortality without Lichdom. He has been working on transferring his conciousness into a Soulbound Shell. This sudden 'insanity' among the constructs has forced him to put that project on hold.

Pathfinder Adventure Path, Roleplaying Game Subscriber

Is a Golembuilding Spellslinger wizard member of the Guild okay?

GM Gatsby wrote:
Silas Bishop wrote:

@Gatsby: I've declared actions - not sure when they finish taking place, so I will hold off until told they have, if that is okay.

Oh, sorry - I thought they were declared finished in the previous post. ** spoiler omitted **

They were.

There's a few times now I've submitted something and not realised posts have happened while I was composing mine. I tell you, I'm not used to this pace.
My apologies.

Pathfinder Adventure Path, Roleplaying Game Subscriber

I think you might have different responses if you asked for the top two.

Pathfinder Adventure Path, Roleplaying Game Subscriber

I've got a legless Vivisectionist I'm working on, graft wise.
Will try to get it in tomorrow.


So, fellow players. Spells. Our inestimable GM cut me a bit of slack on picking spells until I knew the party composition so there was not too much overlap.
Mr Pilchard, I see that the Magus and Wizard spell lists overlap quite a bit. I'm looking at Void school with Fire school banned. Anything you'd like me to avoid?

breaking this up into multiple subject posts to try to avoid a wall of text

Pathfinder Adventure Path, Roleplaying Game Subscriber

@Gatsby: I have PM'd you a proposal.

More publicly: Does anyone know of a way to cast a spell subtly?
All I can find is


Subtle Magic (Ex) Mythic Trickster Ability

Whenever you cast a spell or activate a spell trigger or spell completion magic item, you can attempt a Bluff skill check opposed by a Sense Motive check from anyone that can see you. Those who fail the opposed check don't know that you cast a spell or activated an item unless it has an obvious effect that emanates from you. In addition, the magical auras of magical effects on you and magic items you carry (except for artifacts) can't be detected.

I think by the rules even a spell with no V, S, M or F components can still be spotted and analysed with Spellcraft.

I'm not so worried once it is cast as then most spells can only be detected with Detect Magic, which is a spell itself.

I am also assuming Magical Healing is going to be very, very rare.

Pathfinder Adventure Path, Roleplaying Game Subscriber

A very interesting idea, but if you are doing Ultimate Campaign Downtime then I think you will need a way to keep 'days' moving along.

Watching people trading to get Capital and GP would be interesting.

Has the information from Walthastasia and Shangphelia's conclusions been shared with the group? I'd like to put it in the case file

Pathfinder Adventure Path, Roleplaying Game Subscriber
GM Gatsby wrote:
As for the lovecraftian inspiration of it, I have absolutely no problem with that - I actually wrote a dissertation on Lovecraft and supernatural horror when I was in university, and Call of Cthulhu was my first ever roleplaying game. Good memories...

You've written on this at uni? That's intimidating...

I confess I did look at your profile before I posted it; there are a number of people who seem to really hate the Lovecraft influences in Golarion.

Any ideas on the Taint? I was looking at Eldritch Heritage, Racial Heritage and the various traits.

Speaking of which: no problem with Precise Treatment is there?

Anglon, when you respond, can you pick an option (anyone who wants to sway that decision should try to post first!)

Pathfinder Adventure Path, Roleplaying Game Subscriber

Wow, lot of changes since I started that post.


Class: I'd like to do a Wizard (witch is very tempting but books and familiar is more in theme. Alchemist or magus could possibly work).

Race: I think Human, though I suppose this concept could work with many races. I'd like to see if there is a way to work in a taint somehow.

Pathfinder Adventure Path, Roleplaying Game Subscriber

That helps a lot, thanks :)

I'm thinking of a wizard or witch;
There's an obvious inspiration from some of Lovecraft's work. For some reason the setup you described reminded me of the towns near Miskatonic.


Silas Bishop's father John was the third son of Albert Bishop. He had some disagreement with his father and left home at eighteen. He worked as a mercenary and an adventurer, made some money and went into the transport business. He disapproved of his son Silas's interest in reading, but was often on the road and Silas' mother Joan - being from an academic family - encouraged Silas to read. His father's disapproval only served to make reading more exciting (a rebellion) and when his father died a young Silas was already firmly on the path to academia.

Silas' intellect was unparalleled. His maternal grandfather, dean of a prestigious university, ensured his grandson got an excellent education. Silas studied for nine years, earning the rank of doctor and was considered on the fast track for academia. The university was his life, and it was there he met and married his wife.

Jessica was beautiful and brilliant. A student of history and mythology she patiently put up with her husband's erratic intelligence, and the two shared the sort of relationship only young lovers could have.

The provincial lawyer who informed Silas he had unexpectedly inherited his paternal grandfather's worldly goods was surprised to know Silas had never even met him. He explained the Bishops were an Old Family (the capitals could be heard) but the remaining family had all caught some strange new disease and died. It had taken months to locate Silas, who was now the heir.

Curious Silas and Jessica went to look at the house they had inherited. While it must have once been a proud mansion it had fallen into disrepair and decay. Slate roofs had fallen in and been replaced with wood and even straw. Windows were boarded up. Entire rooms had simply been closed up and abandoned. Furniture sold, replaced with rough homemade equivalents. Trees - once an orchard but now wild - crowded around the house.

The library was unexpected. If every other room was uncared for, that care had gone into the library. The floor was a solid stone, the walls apparently stone, but covered entirely in glass-fronted bookcases. Each case locked, and so tightly sealed that they were airtight. And the books! Jessica's eyes lit up, for there were treasures here only a student of that strange science that had once been called magic and was now called mythology could recognise.

They planned to stay one night in that house, and Jessica spent it in the library. Silas had trouble sleeping - plagued by bad dreams. Waking he took to his feet to walk the house, thinking he heard strange footsteps in the creaking and groaning of the house.

In the library he found Jessica. A bookcase open, a book on the table before her. Not dead - not exactly - but caught somehow in some spell. Her body was slumped as if sleeping, gently breathing, her eyes open, but she never awoke.

The book before her was an ancient spellbook. Open to a page on Projection of the Mind.

No doctor could help her, and Silas burned much of their money trying. Desperately he started to read the books in the library and found out the family history his father had kept from him.

This house was built by a student - no a master - of the occult nine hundred years ago, the head of Silas' family tree, and evil. The family had stayed here, generation after generation attempting to reclaim their ancestor's lost occult power. Sacrifices. Blasphemies. Experiments. Nothing was beyond his family. Children growing up here learned dark arcana at their parents knee, and many siblings were spouses. Occasionally a child would rebel and leave - the last to do so was his father - many had simply accepted the family's fate and geas, a suspiciously high number had died.

Silas found a reference to the spell. A safeguard on some of the books. His great-great-great-great-grandmother's journal referred with annoyance to having to free someone from the spell, but gave no clue as to how.

Years passed. Silas lived in the house, desperately looking for a way to save his wife, who still slept. Was he driven to madness by the house? Was it some weakness in his blood that seduced him? Or was he simply driven to desperation by love? Either way he lost much of his morality in the house, clinging to his sanity by his fingertips. He read every book, but never found an answer. He despaired, and considered death.

It was a plague that saved him.

There were few doctors in the area, and when the plague came to the area the local mayor came to his door and pleaded with him to help. His skills were rusted from disuse, but he was still a talented doctor and his surgical and chemical knowledge was the reason many who would have died, lived.

In gratitude, and knowing of his interest in 'mythology' one of his patients gave him an old book. A missing journal - by the daughter of the woman who cured the spell. Not all children had stayed in the house, Many had moved out. The woman who wrote this journal wrote of fleeing an arranged marriage to her brother to a village nearby, then continuing her studies, though the House's books listed her as dead.

There were other books - had not Jessica studied them? Silas found a job that gave him an excuse to poke around, and the gold to bribe and buy where necessary. There was more knowledge out there than in the house, and he would find it.

Pathfinder Adventure Path, Roleplaying Game Subscriber
GM DSP wrote:

I would consider it for players who have a track record for long PBP games, and who can demonstrate forward thinking and planning.

Also, the AP is BRUTAL. People drop like flies. It's very fun :)


I'd be willing to try it for a group of friends who know each other at least by phone number, so we can harrass each other into posting when needs be. :)

I've run it IRL, and am running it now, but every kingmaker I join seems to die.

The idea of the friends network is good, is there any other way to get a long lasting kingmaker?

I've been told before that pace (posts/day) are critical to whether a PBP survives.

I guess this is verging into PBP theory.

1 to 50 of 358 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.