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"It has been four weeks since the Night of Ashes, the night of my parents' disappearance. Laria tells me that they're most probably dead at best. Or currently locked away in one of the Lord Mayor's illegal dungeons at worst. I still maintain hope though. Hope that they're simply laying low. My mother knew enough to store the lockbox with Laria. Surely, she must have known about the Night of Ashes... ... on to better thoughts though. Today also marks the beginning of the third week since the founding of the New Silver Ravens (note to self: remember to run the MIGHTY SILVER RAVENS by the other founding members Tassara, Turik and Ormus. The first week of our organised resistance ran smoothly, for a lack of a better word. Last week, however, was another matter. Thrune's goons invaded the Devil's Nursery under the pretense that a dottari patrol went missing in the area. I'm still not sure what provoked the invasion, but rumour has it that Thrune's prison are now packed to capacity with tiefling "dissidents". They even arrested Turik (luckily we had enough in the treasury to cover his bail). Once things calmed down, the founders, accompanied by our new wizard, Philipe, returned to the Nursery to investigate a series of murders. They returned, successful apparently, though with horrendous wounds. I counted fourteen broken fingers among them. Poor Philipe, all ten of his digits were horribly mangled. They haven't told me the full story yet (I'm sure they will in time), but whatever they did, it resonated positively within the Nursery. Laria tells me that dozens of tieflings have begun flocking to our cause. Going through the notes we discovered beneath the Livery, it's clear that somebody in the past Ravens kept a record of things. I see it as my duty to do the same for this generation. I promise to write more in the future, but now it's time for our weekly planning meeting." Bonus supporters gained from the Devil's Nursery: 1d6 ⇒ 6 Supporter attrition: Loyalty: 1d20 + 7 ⇒ (4) + 7 = 11; 1d6 ⇒ 1 New supporter total: 28 Notoriety != maximum Treasury >= minimum Rebellion increases in rank to rank 4. PCs receive the title of Guardian and receive a bonus feat from the following list: Alertness, Deceitful, Persuasive, or Stealthy! Feel free to discuss your rebellion actions for the week. You may take 3 actions this week (2 base + 1 from strategist), though I suggest you use one action to appoint Philipe to an officer role (e.g. Sentinel).
"... and with that, I hereby officially reinstate the old goblin bounty. The town of Sandpoint will pay 10 gp for every relatively fresh goblin ear delivered to the town hall — with an additional reward of 300 gp for the group that can bring in the head of the Licktoads’ leader, Chief Gutwad. As he finishes his speech, Sheriff Belor Hemlock looks to the Rusty Dragon's gathered patrons, you included, for volunteers. The Licktoad goblin tribe has grown unusually aggressive recently. Reports suggest that the tribe managed to secure a cache of explosives and, with that, an inflated sense of ego which has made them dangerously brave. Several merchant caravans and travelers have been attack and according to the victims, the damage caused by horses panicking at the sight and sound of exploding pyrotechnics is almost as destructive as the goblin attacks themselves. Since the goblins don't directly threaten Magnimar, the city has not sent any assistance. The Sandpoint watch, understaffed at the best of times, is already stretched thin protecting the Lost Coast Road. Thus, dealing with the goblin threat has fallen to (would-be) adventurers such as yourselves. "Any questions?" Belor asks the crowd. If you want to ask multiple questions in one post, feel free to do so. I'll build your questions and Belor's responses into the narrative. Though most of the conversation gets directed towards Belor, the crowd does chatter among themselves: Ameiko Campaign Trait:
Ameiko, the Rusty Dragon tavern owner, isn't her usual self today. Instead, she has taken a rather reserved stance behind the bar. She lost her father and half-brother during a series of violent goblin attacks several years back. Now, one of the merchants injured by a Licktoad explosive is none other than an old adventuring friend, Sandru, a varisian caravan master. Koya Campaign Trait:
Koya, the aged cleric of Desna, is not at the Rusty Dragon briefing. Instead, she's at the Sandpoint Cathedral, assisting Father Abstalar Zantus as they look after the recently injured travelers. Shalelu Campaign Trait:
Nobody has heard from Shalelu, the enigmatic elven ranger, recently. Most believe that she may be hunting down Licktoad goblins in the Brinestump Marsh. Diplomacy or Knowledge (local) DC 8: A tavern rumor: Goblin's ain't the only thing we have to worry about. The Soggy River Monster was seen again, this time by a fisherman on the New Fish Trail. He said it stood taller than a man, had white skin, and had a mouth that opened up all the way down its neck. It was eating what looked like a goblin on the far side of the river, which is why the farmer managed to escape.
Discussion thread open. Character generation: 1. All PFS legal options are available. Non-PFS legal options are open for discussion. 2. Use the board's [ dice ] function to roll attributes as follows:
3. Maximum hit points at level 1; half maximum +1 hp for each level thereafter. 4. Maximum starting gold. 5. Each character must have one campaign trait taken from the JR player's guide.
"I still cannot believe you signed us up with this name," Constance, your group's fixer, sighs as she makes her way back to your group, lottery tokens in hand. One token represents your group, the the Mummy Mimi Modo Adventuring Company, while the other token represents the building that you're allowed to explore as part of the opening of the Wati necropolis. Despite protests from the Pharasmin church, the Ruby Prince's economic policy - the legalizing of tomb robbing (well, that's how Constance explains it) - has been pushed through and implemented in Wati. Still, the priests of the Grand Mausoleum could at least influence when, how and who got to explore the necropolis. Sites were assigned to groups of explorers through a lottery - through fate and chance, befitting the Lady of the Graves. "We've been assigned to the Tomb of Akhentepi. Apparently, it's an actual tomb which predates the Plague of Madness. Here, the tokens came with directions and a map of the necropolis. The tomb is in Wati's original graveyard, in the eastern section of the necropolis." Constance says as she hands over the lottery tokens and maps. Then, with the embarrassment of the group's name seemingly behind her, the dark-haired Chelish fixer continues: "The gates only open tomorrow morning, so we have the night to ready ourselves. I have organized accommodation at the Tooth & Hookah. Come on, let's go." CHAPTER 1: I Hope Mummy Senpai Notices Me - The Half-Dead City The Pharasmins of the Grand Mausoleum, though perhaps a little politically weak are at least punctual, opening the necropolis gates at sunrise. As the first adventuring parties begin to enter, the high priestess, Sebti the Crocodile proclaims: "The way is open, but, pay heed and let these rules guide you in your endeavors in this holy place: remember how this came to pass, every slave’s hut is a memorial, and honor the departed. May you go with the Lady’s blessing.” ACT 1: The Tomb of Akhentepi The sturdy stone buildings of Wati’s necropolis were once part of the living city, and even now could still be mistaken for apartments, estates, shops, or tenements if not for the faded paint and desert sand piling up in the streets. Separated from the rest of the city by high stone walls inscribed with prayers and blessings, the necropolis has an outward appearance of peace and repose. The dusty streets are mostly empty of life and it does not take you long to locate your assigned site. A rectangular stone mausoleum sits alone in what appears to have once been an actual cemetery. The trunks of a few dead trees poke out of the sand around the tomb, and a hot breeze whistles through their desiccated branches. A set of massive stone double doors is affixed to the northern side of the structure, beneath a facade bearing the likeness of an Osirian man. Windblown sand is heaped around the crypt, partially burying the doors that lead within. Osiriani:
The name of the individual interred within the tomb, Akhentepi, is engraved upon the doors in Osiriani, along with the dates of his birth and death, indicating that the deceased was born in 2416 ar and died in 2488 ar, 11 years before the Plague of Madness decimated most of the city. Perceptive DN 4:
The doors are on concealed hinges and swing outward. There are also telltale traces of mortar along the seams and jamb that has since crumbled or been chipped away, indicating that the doors were meant to be sealed permanently and not intended to be opened again. They cannot be opened normally until the sand blocking them has been cleared away, which will require at least an hour of sweaty labor. Once the sand has been cleared, it takes a Strong check to open the doors, there are no exterior handles to grasp, or sections to push on for leverage, so roll well or think up something very clever. Perceptive DN 6: You notice signs of a crowbar or similar tool having been inserted between the doors at some point.
I thought I'd take a minute to welcome Lenus-Nel Bronkhorst, the new Pretoria VC. By all accounts, Lenus is a major driving force behind PFS growth in Pretoria and I wish him the best of luck within the role of VC. His region covers the Gauteng province. I'd also like to thank Shaun Murdoch, who now retires as Pretoria VC, for his work to date. Shaun will continue to support the Gauteng scene and Lenus as VL.
It has been months since M-Day, the day the Scarlet Witch tried to use her mutant powers to alter reality, stripping nearly all mutants of their powers in the process. In response, the United States government formed the superhuman monitoring Office of National Emergency (O*N*E) and relocated the remaining 198 known 'powered' mutants to the Xavier Institute. Today, human-piloted Sentinels constantly monitor the Institute, which has essentially become a refugee camp. M-Day, and similar events, such as the Hulk's rampage through Las Vegas, which left 26 dead, and Latveria's attack on Manhattan, launched in response to Nick Fury's Secret War, has resulted in an increase in public pressure for superhuman accountability. Similar to the Mutant Registration Act, the proposed Superhuman Registration Act (SHRA) would require the mandatory registration of any person based in the United States with super powers. Congress is scheduled to vote on the Act soon. You have been offered the opportunity to speak before Congress, either for or against the SHRA. Big decisions happen within these HALLOWED HALLS. Though the rooms of Congress are often CROWDED and full of NOSY JOURNALISTS, and STUBBORN and OPPORTUNISTIC POLITICIANS, you find yourselves in a small, quiet room furnished with two simple tables, a podium, and a few chairs for an audience. Five congressmen sit behind the tables, while a sixth, Senator Dickerson, currently holds the podium. Dickerson, a tall, thin man, with greying blonde hair, begins the proceedings, addressing the X-Men delegates: "We are honoured to have you here today, in your roles as activists, educators, and as known and publicly recognised mutants. The implementation of the Mutant Registration Act had its... challenges. This is why we have invited you here today - to discuss those challenges and how we can bring the lessons learned into the Superhuman Registration Act discussion." The Doom Pool stands at 2d6.
Thread started. Though we'll be following the basic Civil War structure, there is space to deviate from the canon (such as your Captain America choosing to support the SHRA, instead of opposing it). We'll see where the story takes us. We'll be using the troupe play rules introduced in the Marvel Heroic Roleplaying Civil War source book. Each player will start with one of the characters listed below. As play progresses, you'll have the opportunity to 'unlock' additional characters for your troupe. On the other hand, some characters may become unplayable later, based on individual and group decisions. Starting characters: Arachne
Armour Beast Black Panther (unlockable) Black Widow Cable Captain America Colossus Cyclops Clint Barton (Goliath) Clint Barton (Hawkeye) Clint Barton (Ronin) Cloak Dagger Daredevil (Danny Rand) Daredevil (Matt Murdock) Deadpool Doctor Strange Emma Frost Falcon Goliath Hercules Human Torch Invisible Woman Iron Fist Iron Man Luke Cage Mister Fantastic Moon Knight Ms Marvel Nighthawk Punisher Sentry (unlockable) Shadowcat She-Hulk Spider-Man Spider-Woman Storm Sub-Mariner (unlockable) Thing Thor (unlockable) Tigra Wasp Wolverine
Just something I cooked up (looking for feedback, of course). Thinblood Sorcerer (Archetype) The strength of a sorcerous bloodline does not necessarily run true and, often, a particular line of descendants may find it increasingly difficult to sire a true sorcerer. In societies where magical prowess indicates a sign of prestige, these so-called thinblood families have developed rituals, which often rely on the imbibing of drugs or other alchemical substances to enhance the spellcasting ability of any family member that shows even the smallest sign of magical power. Addict: A thinblood has lantent magical power, but cannot access this power without chemical intervention. Each thinblood family perfects a drug, which enables its members to access their power. A drug will only enhance the spellcasting of an individual belonging to the family that created the drug. At 1st level, a thinblood sorcerer chooses the drug’s type (ingested, inhaled or injury) and damage (1d2 points of attribute damage to any non-Charisma attribute). Once this choice has been made, it cannot change. Regardless, of the choice, all of these spellcasting enhancement drugs share the following properties: Type: As chosen above.
A thinblood can cast spells and use the supernatural and spell-like abilities provided by her bloodline normally while benefiting from the effect of the drug or suffering from damage caused by the drug. A thinblood loses access to her supernatural and spell-like bloodline abilities and may only cast cantrips when not benefiting from the effect of the drug or suffering from damage caused by the drug A thinblood sorcerer may create her own supply of the drug, which has a Craft (alchemy) DC of 12. This ability replaces Eschew Materials. Cross-posted at my blog.
Isgeri Blood and Orphans’ Tears Introduction An urban, investigative adventure designed for four 4th level characters, Isgeri Blood and Orphans’ Tears takes place in the Isgeri town of Logas. Using the fast XP advancement track, the characters should reach 5th level by the end of the adventure. The Goblinblood Wars left many Isgeri children orphaned. In the years since the war ended, unchecked banditry and the growing presence of undead throughout the land have done nothing, but add to the ever-growing number of homeless youths. Only the church of Asmodeus responded to the crisis; establishing monasteries across Isger, offering food and shelter to the orphaned children. Those taken into these orphanages found themselves indoctrinated into the faith. Many of them aspire to join the priesthood, the Hellknights, if male, or the Sisters of the Golden Erinyes, if female. Agents of the Asmodean faith have little trouble gathering up the homeless children and orphans that find their way to the city of Logas. The offer of a warm meal and bed are often enough to lure a hungry child to the monastery orphanages. However; the children of Logas have recently begun to avoid the church and its clergy. There has even been an increase in the number of cases of children attempting to escape from the local monastery and return to their lives on the streets. The orphaned children of the street now sing a strange rhyme referring to The Lady, the orphans’ protector, and Kasteron, who punishes those that would harm the orphans. Since the rhyme was first heard, a priest of Asmodeus, directly involved with the orphans, has been found murdered. Isger is a country filled with opportunity for adventure. The PCs may be visiting the country, and find themselves stopping in Logas, for any number of reasons, including:
Part 1: Arrival at Logas The Goblinblood Wars may be over, but the goblinoid threat still lingers, within and below the Chitterwood. While en route to Logas, the PCs encounter Kalvik and Dalith, merchants from Druma. The merchants are happy for the company, since it has been a number of hours since they last saw any of the highway patrol. While traveling with the merchants, the PCs get the impression that something watches from the woods. The watchers are in fact goblinoid scouts, acting as spotters for a group of hobgoblins some distance further down the road. The hobgoblin raiders have set an ambush for travelers. The raiders begin their attack by igniting a line of prepared flammable material across the road, in an attempt to separate the group. This combat will involve defending innocents while facing a tactically minded foe with superior numbers, attacking from multiple directions. To make matters worse, the merchants’ horses, not trained for combat, are prone to panic and bolt.
The City of Logas (LN large town; population 4300) Isger is located dangerously close to the Chitterwood. Rows of fresh goblinoid corpses hang from pikes along the town’s walls. Every now and then, seemingly at random, a trebuchet hurls a large rock, from behind the walls, into the forest. Isger is a large town, bustling with activity, but there hangs a constant sense of unease and nervousness about it. The frequent firings of the trebuchets are a grim reminder of the dangers that lurk just beyond the town’s walls. As the PCs move through the town, they will have opportunity to learn the following with a Diplomacy (gather information) or Knowledge (local) check:
Lady keep me safe this night
While the PCs explore Logas, a boy bumps into and attempts to pick the pockets of one of the PCs. If the theft is spotted, the boy will attempt to run and a chase through Logas will ensue. If the PCs fail to notice the theft, once they do learn of the theft, possibly much later, a successful Diplomacy (gather information) check can tell them who the likely culprit may be. The PCs can then track the boy down, whom, when confronted, will attempt to run. Chase through Logas: Chasing the boy takes the PCs through Logas’ small market area, a poorer neighborhood, between lines of laundry, until he reaches one of the his many hiding holes. Barely an adolescent, the boy, named Warrim, is one of Isger’s many orphans. Almost any of the chase witnesses can tell the PCs that the boy belongs in the Asmodean orphanage. If the PCs require additional motivation, a Logas local can suggest that there may be a reward for returning Warrim to the orphanage. If the PCs fail to catch him, the local guard captures Warrim when he attempts to fence his stolen goods. Once informed of his capture, the PCs may collect their property from the Logas Asmodean temple. If the PCs capture Warrim and then let him go after retrieving their property, they are later called to the Asmodean temple since they are now considered friends of the orphans. If the PCs do not manage to meet any of the above criteria, news of their earlier battle against the hobgoblins will eventually reach the temple, who will then seek them out based on this news. Part 2: The Devil You Know Brother Aleric (cleric of Asmodeus 5), currently the most senior member of the Asmodean clergy in Logas, oversees the running of both the temple and the attached orphanage. He thanks the PCs for returning Warrim safely, if applicable, and invites the PCs to listen to a proposal. Aleric informs the PCs of the strange behavior recently displayed by the orphans, both those in the orphanage and those unfortunate enough to remain homeless. The orphans now believe that life on the street is better than the life offered by the Asmodean faith. There must be some truth to it, since hunger normally brings the children willingly to the temple. Under different circumstances, this would not have concerned Aleric, but the recent behavior of the street children and Essana’s death are definite cause for worry. Aleric asks the PCs to investigate the matter, citing that they stand more chance, than the Asmodean clergy or Logas guard, at successfully engaging the orphans in conversation. Warrim is a known bully and not popular with most street children; his recapture by the PCs does little to harm their investigation. Though Aleric acts as if the children are his only concern, he remains a cleric of Asmodeus. The recent events in Logas threaten his standing and reputation within the church, and perhaps his own life, should he be targeted to share Essana’s fate. If needed, he will not hesitate trying to manipulate the PCs, using whatever information he has on hand. Part 3: Investigation The adventure now becomes an investigation, with the PCs gathering the clues necessary to track down the source of the orphans’ strange behavior and potentially Essana’s killer. This part of the adventure allows the PCs to learn more of the orphans’ mysterious protector and avenger, told from their point of view. Speak with dead:If the PCs think to ask, or require additional direction, Aleric can cast speak with dead (CL 5) on Essana’s corpse, allowing the PCs to ask the corpse two questions. Essana worked directly with the orphans and played a large role in their education. Known as a strict and cruel taskmaster, few of her students, if any, liked the woman. If questioned about her death, Essana explains that the murder took place in one of her classrooms. Essana’s description of the murderer paints a disturbing picture – a faceless man, with badly burnt forearms, hands, lower legs and feet. A successful Heal check reveals that she was bludgeoned to death with a heated object, as evidenced by several burns. The orphans: The PCs cannot hide their relationship with the Asmodean temple for long. The investigation may become more difficult as it progresses, unless the PCs take steps to distance themselves from Aleric and his clergy. For every orphan the PCs return to Aleric, excluding Warrim, decrease the starting attitude of all other orphans by one level. During this part of the investigation, PCs will have opportunity to interact with multiple NPCs, each requiring a different approach. If successful, the PCs will begin to piece together the unique folklore that the street children have created for themselves:
Of the many orphans that the PCs may meet, a few are able to offer more information: Warrim: Warrim does not really understand the songs and games of the younger street children, but he can be convinced to tell the PCs where they can begin looking. Warrim is also very vocal about his dislike of the Asmodean orphanage, freely listing many reasons. Carmin: Carmin, only seven, believes that she caused the baker’s death. The baker, Mister Olvus, was known for giving day-old bread to any orphan that came looking. Carmin remembers accidentally thinking of a tasty biscuit, which Mister Olvus gave her as treat once, while singing the rhyme the day before he died. Pontius Rat: Pontius believes that his current financial situation is little more than a minor setback. His great-aunt should be coming down from Elidir, any day now, to return him to the life he deserves. The boy tries to give the impression of class and dignity, but the local slang keeps finding its way into his speech. Pontius witnessed the murder of Varx, the child-catcher – the man once responsible for rounding up the street children. Pontius does not volunteer the information easily, but, when he does eventually speak, his account matches the description given by Essana’s corpse. Freia: Many consider Freia as one of the informal leaders of the Logas street children. Given her standing, she is not easily contacted. She only makes herself available at a later stage, once the PCs have proven themselves as friends of the children or to negotiate a truce, if the PCs are known to drag captured orphans back to the orphanage. As one of the older orphans, now nearly an adult, she originally thought of the concept of the two protectors. On a particularly harsh winter night, she concocted the tale in order to comfort the younger orphans. Freia based the motherly spirit’s character on a woman that looked after her when she first arrived, parentless, in Logas. The woman, Cataline, died while helping Freia and other orphans escape a fire that tore through parts of Logas towards the end of the war. Freia never intended that the rhyme be anything more than a comfort for her fellow orphans. Many of the works attributed to The Lady are actually the result of Freia’s hard work. Since hearing about Kasteron and the murders, she has cried herself to sleep every night while calling for Cataline, The Lady’s true name, to come rescue her. Unlike Kasteron, Cataline never arrives. Freia will point the PCs towards Cataline’s house (see part 4). The second verse: During their investigations, the PCs will have the opportunity to hear more of the children’s rhyme: He hurt me, she hurt me
A debt repaid: If Kalvik or Dalith survived the hobgoblin ambush, they seek the PCs out and pay them the promised reward. They are a useful source of grown-up gossip, which may or may not help put the conversations with the orphans into a proper context. The monster beneath your bed: At some point during the PCs’ investigations, Kasteron, the Chitterwood Bogeyman attacks the PC that has most relied on threats when dealing with the orphans or, if no PC fits that description, he attacks the PC that has otherwise had the most interaction with the orphans. The Bogeyman will attack at night when the PC is most likely to be asleep. The Bogeyman’s unique physiology allows it to squeeze into the smallest of spaces, which in turn allows it to lie in wait beneath the victim’s bed or inside a cupboard. At this point, Kasteron does not push the attack for too long before escaping, preferring to use hit and run tactics against well-armed PCs. New Monster - The Chitterwood Bogeyman (NE medium fey): Born within the dark reaches of the Chitterwood and given form by the nightmares of countless Isgeri orphans, Kasteron has adopted the children of Logas as its own. Summoned by song and rhyme, Kasteron hunts down those that threaten its new foster family. Kasteron appears as a genderless, featureless humanoid with badly burnt and charred extremities. The joints of its long limbs bend at impossible angles, lending its movements an alien and frightening quality. The ability to discorporate into ash, burning or not, grants Kasteron access to secured rooms and a means of escape, if necessary. Part 4: The House that Cataline Built Several ruined houses, long ago gutted by fire, stand clustered together near the town’s southern wall. Many of the buildings show signs of occupation, either by stray animals or the undesirable element of Logas’ citizenry. One building, however, shows no signs of such activity and stands eerily empty. Haunt: Cataline’s ghost still haunts the ruins of her old house. The ghost still believes that there are children that need rescuing from the fire that consumed her house. Her presence has turned the building into a haunt, which manifests as a ghostly fire. To destroy the haunt, and put Cataline’s ghost rest, the PCs must locate one of the fire’s lost victims, a child’s skeletal remains, and remove it from the building. In the basement of the building, a collapsed wall allows access to a series of tunnels, once planned for goblin sappers during the Goblinblood Wars. Luckily, for the citizens of Logas, these tunnels were poorly constructed and a series of mistimed explosions and cave-ins cut off the goblins before they could bring down the town’s walls. Kasteron now lairs within the remaining tunnels and the PCs must venture through them if they hope to put an end to him. Burning Skeletons: The remains of victims caught within the tunnels stalk the twisted passages. Animated by the same force responsible for Isger’s many other undead infestations, these skeletons also embody the fires that consumed the building above and part of the Chitterwood. The Final Verse: During the exploration of the tunnels, the PCs will encounter a message carved into the walls of the tunnel: Before you turn off your light
Kasteron: Kasteron relies on hit and run tactics, harrying the PCs throughout the tunnels, attempting to lead them towards the burning skeletons and other hazards of the tunnels. Defending its lair, Kasteron fights on until destroyed. Treasure: Kasteron has a small horde of knick-knacks, taken from the citizens of Logas, including pieces of clothing, tools and a selection of children’s toys. Though most of the items are completely mundane, one child’s toy has been warped by Kasteron’s constant handling. The toy grants its carrier a small piece of the bogeyman’s power. Conclusion: With Kasteron defeated, the murders come to an end. Aleric is rightly pleased at the outcome and rewards the PCs appropriately. Some days later, children are heard singing a new rhyme, which, based on the PCs’ actions throughout the adventure, paints them either as the new Lady or Kasteron.
The Old Cassomir Dollhouse
Varstrius’ family home is a large, three-storied manor located within the Old Cassomir district. Varstrius has recently repurposed the basement level of the old house, connecting it with the maze of sewers, tunnels, and forgotten vaults found beneath Cassomir. He now uses those wide tunnels as a base of operations for the slavery operation which has grown up around him, and his obsession with his deceased sister. Varstrius has eleven mercenaries in his employ, but at any given time, 1d4 of them are not present in the basement. Treat the mercenaries as Turnkeys (GameMastery Guide 271) for tier 7-8 and as Sellswords (GameMastery Guide 283) for tier 10-11. In addition, there are currently 1d4 halfling or gnome prisoners held in the basement. If a lone mercenary encounters the PCs, he will attempt to flee and alert the rest of the basement to their presence. If multiple mercenaries encounter the PCs at once, one will attempt to flee and alert the rest of the basement, while the remainder will engage the PCs in combat. Unless otherwise noted, the walls of the basement are superior masonry walls and the doors are good wooden doors. Normally, only the cell doors (area 2) and the door to the tea room (area 5) are locked. 1. Stores: This chamber serves as the manor’s stores, pantry and wine cellar. A DC 20 Perception check reveals a secret door, which connects the area to the rest of the basement.
Sulliana’s Rebirth (CR 10 or 13)
Varstrius commissioned Polald to construct a flesh golem, built in Sulliana’s image. This chamber serves as Polald’s laboratory. Halfling and gnome prisoners, unlucky enough to share a feature with Varstrius’ idealized memories of Sulliana, have been used for parts in the golem’s construction. The golem has even been dressed in clothing similar to the outfit worn by Sulliana in the portrait found in area 6. Despite its size, the golem is made more horrifying by several delicate features, such as its childlike hands and soft-featured face. Varstrius will make his stand here, relying on any remaining mercenaries, Dev, and the animated mockery of Sulliana to help bring down any foes. 9A: Alchemist’s Lab: This lab holds all the necessary alchemical reagents required during the construction of a flesh golem. Characters may hurl the alchemical equipment as improvised grenade-like weapons. To determine the effect of a hurled item, roll 1d4 and consult the table below:
Only 2d4 grenade-like items can be found here. Creatures: Clearly crazed, Varstrius rejoices loudly at the successful animation of the golem. To him, Sulliana’s new body is not a horrid amalgamation of flesh, staples and wire - it is a chance to recapture a life, which his father had once stolen, with his sister at his side. The only obstacles remaining are the PCs. Varstrius will follow his normal combat tactics, commanding Sulliana to assist. Dev will attempt to use his electricity spells to simultaneously damage foes and heal Sulliana. Polald’s homunculus will assist by lobbing grenades from the alchemist’s lab. The mercenaries aim to provide flanking bonuses for Varstrius and Sulliana and try to intercept dangerous melee combatants before they can get close to Dev. Tier 7-8 (CR 10): Varstrius CR 7
Dev, Battle Mage CR 5
Turnkey (2) CR 3
Homunculus CR 1
Sulliana, Young Flesh Golem CR 6
9B. Trap: The metallic slab, and the devices beneath it, retains some of the electrical energy used to animate Sulliana. Treat the metal slab as a burning hands trap (CR 1, Pathfinder RPG Core Rulebook 420) with a trigger of touch, dealing electricity damage instead of fire damage. Tier 10-11 (CR 13): Varstrius CR 7
Dev, Battle Mage CR 5
Sellsword (4) CR 7
Homunculus CR 1
Sulliana, Flesh Golem Shield Guardian CR 9
9B. Trap: The metallic slab, and the devices beneath it, retains some of the electrical energy used to animate Sulliana. Treat the metal slab as an electricity arc trap (CR 4, Pathfinder RPG Core Rulebook 420). Development: Any surviving mercenaries within the basement respond to the sound of battle, joining the battle within 2d4 rounds. Even if the PCs are victorious, the matter of dealing with the rogue wizard, Polald, and the slaver, Sarrisia, remains.
Tarvin Haddon, Agent of the Grim Harvestman
Description: Before you stands a gruff-looking labourer. Yet, despite his simple attire and manner, there is a hint of scheming intelligence behind his eyes. Motivations/Goals: Tarvin wholeheartedly believes in the teachings of his religion: every accidental and tragic death, even those engineered by his own hand, adds to the strength of the godling Zyphus. He hopes to see Zyphus, the Grim Harvestman, become powerful enough to one day strike down Pharasma, rival god over the domain of death. Schemes/Plots/Adventure Hooks:
There are growing concerns about a possible death cult meeting in the local cemetery. Recently, an investigating inquisitor was found crushed beneath a statue of the Lady of Graves. Tarvin CR 5
Tengu Blademaster (Fighter)
Phlebotomist’s Gloves
Today is boobquake day: an experiment to see if promiscuously dressed women cause earthquakes. All in the name of science, of course.
I think that many of us have some sort of issue/gripe/problem with the monk class. Mine happens to be the relationship between the monk's weapon proficiencies, monk weapons (the flurry ones) and unarmed strikes. At first, it was just about the difference in damage, but as my play style matured, I learned that damage output isn't all there is to a character - there is also flash and style. Weapon-based martial arts are visually stunning and weapon choice plays a big role in defining a character. Unfortunately, the monk's selection of weapons are the most mechanically boring and vanilla items in the rule book. So, I've started looking at means for spicing up the monk's weapon selection. Either tweaking the weapon mechanics slightly or looking at new ways to use existing weapons. You can find it over here. Let me know what you think. |