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Liberty's Edge

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After a little more thought, this is what I came up with:

The Church of Razmir is one where lies, deception, and out-right brutality and bullying are accepted methods of converting the free citizens of Golarion to the faith of the Living God. The Church often employs methods whereby townsfolk are duped into believing the way of the Mask such as through dubious ceremonies where people are drugged en-mass or through the use of Temples which amount to nothing more than "rehabilitation" and brainwashing camps.

When a person is subjected to the type of treatment that is expected from the faithful priests of the Church of Razmir, a person can often break mentally, or in some cases, rebel. For this reason, the Church employs a method whereby a person’s esteem is broken down over a period of days or sometimes weeks, with the aim being that their personality can be “rebuilt” in the image of The Living God.

CONVERSION (Skill Use)

Description The priest may use their Bluff, Diplomacy or Intimidation skill (depending on their methodology) in order to attempt to convert a target to the ways of the Church of Razmir. The DC for such an attempt is based on the attitude of the target. Priests of the Church of Razmir usually take their time to cultivate relations with people within a settlement before attempting to assimilate them to the ways of the Living God. Razmiran priests are cunning, and normally before an attempt is made, the priests have carefully selected an individual or target group. Treat all attempts in this fashion to be the same as the use of the Diplomacy skill where the target must be made at least Friendly before conversion can commence.
Time to Use 1d4 hours (normally no more than one attempt is conducted per day)
Effect The target is subject to Razmiran Indoctrination (see below).

RAZMIRAN INDOCTRINATION

Description A character is subjected to brutal treatment and brainwashing at the hands of members of the Church of Razmir
Type Indoctrination
Save Will DC 5
Frequency 1/day; Failing 3 consecutive saves results in the target being converted
Effect Character becomes broken and a follower of Razmir
Modifiers (applied to the DC)

  • Each additional day the character is subjected to indoctrination: +1
  • Reading the Living God's holy text willingly: +5
  • The subject being of any Good alignment: -2
  • The subject being of Chaotic Good alignment: -5
  • The subject being of any evil alignment: +2
  • The subject having been beaten during their indoctrination: +5
  • The subject is faithful to a good aligned entity: -5
  • The subject is faithful to any entity other than Razmir: -2
  • For each 5 points the converting priest rolls above the required DC to convert the target: +2

Liberty's Edge

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Hey All,

I have been running this module for a few weeks now, and the heroes are now in the thick of it. During the process I started to think how effective the Church of Razmir would be at converting the masses to its way of thinking. Here is what I've come up with:

The Church of Razmir is one where lies, deception, and out-right brutality and bullying are accepted methods of converting the free citizens of Golarion to the faith of the Living God. The Church often employs methods whereby townsfolk are duped into believing the way of the Mask such as ceremonies where people are drugged en-mass or through the use of Temples which amount to nothing more than “rehabilitation” and brainwashing camps.

When a person is subjected to the type of treatment that is expected from the faithful priests of the Church of Razmir, a person can often break, go mad, or rebel. For this reason, the Church employs a method whereby a person’s esteem is broken down over a period of days or sometimes weeks with the aim being that their personality can be “rebuilt” in the image of The Living God.

The following rules apply when a character is forced to endure Razmir’s Indoctrination process.

Each day that a character is subjected to this type of treatment requires a DC 5 Will Save. The following modifiers apply to the DC:

> Each additional day the character is subjected to indoctrination: +1
> Reading the Living God’s holy text willingly: +5
> The subject being of any Good alignment: -2
> The subject being of Chaotic Good alignment: -5
> The subject being of any evil alignment: +2
> The subject having been beaten to unconsciousness during their indoctrination: +5
> The subject is faithful to a good aligned entity: -5
> The subject is faithful to any other entity other than Razmir: -2

Thoughts and additions would be appreciated.

Liberty's Edge

1 person marked this as a favorite.

This is what I came up with:

TITLE: Bag Things Come in Trees
SYNOPSIS: The heroes arrive at Three Pines Ford. Whilst venturing into the town, they answer the call of a local druid who is seeking assistance. Soon after they find that one of three ancient dryad trees are dying, and the heroes must establish what has occurred. Matters get worse when the heroes learn that one of the trees is being poisons from underground, which leads the heroes back to town to track down the would-be culprit. The trail goes cold, but not before learning of the sinister plot unfolding in the forest.

ADVENTURE:

- PART 1 -
The heroes arrive in Three Pines Ford and are greeted by the harbour master Braffolk Gysby. Captain Walren doesn’t trust the man, but says that he is helpful enough. Braffolk explains the current situation in Three Pines Ford, and explains that violence will not be tolerated.

The heroes can purchase goods whilst they are here and there are some magic items to be found in the city.

- PART 2 -
Whilst in the city, they find a poster bill asking for assistance from a local herbalist. If they follow this lead, they meet with a young half-elf druid on the outskirts of the town. There they learn that she has sensed a disturbance in the wilds, and somehow the Three Pines are changing. How she is not sure, but asks the heroes for their help.

The druid, although well prepared to deal with the matter herself, has more pressing matters as she has found that one of the three pines is dying, and she is concocting an elixir to slow the progress of the disease whilst she gains help. She asks the heroes to go to the sick Pine and see if there is something that she has missed.

- PART 3 -
At the tree, the heroes notice that it has withered somewhat compared with the other trees in the area, however they also notice decay in the surrounding area below the tree which resulted in one of two saplings dying. The tree is massive and at some angles looks as though its surface is that of a persons face screaming in pain.

The heroes find signs of collapsed ground about 40 feet from the tree and after a bit of digging (with the druid’s permission of course), find a tunnel leading to the tree.

A check of the tunnel show that it was recently used. The tracks are that of a small size humanoid.

If the heroes move down the tunnel towards the tree, they come to a hollowed out area. Inside they notice the remains of recent occupation (DC15 perception to notice it was used less than a day ago), with a makeshift table or alter constructed at the base of the tree roots. The remains of a purple waxy residue and a red power are scattered about the floor in this makeshift room. A further perception check (DC 15) establishes that the patterns form a ritual circle. The use of detect magic shows that there is residual magic present of a necromantic nature, and a spellcraft check (DC20) identifies that the magic used is some type of poison spell similar to the one used on the honey in Kassen, but far more powerful. A knowledge (arcana) check (DC 25) identifies it as being an older type of magic not seen for hundreds of years in these parts.

Whilst searching, the heroes are set upon by 3 Twig Blights and a Debased Dryad who have been created as a result of the dark magics used.

- PART 4 -
The heroes take a sample of the wax and red powder base to the druid at which point she identifies that both are magic items. She recommends visiting the local magic shop, Ageng and Elyelen’s Vault.

The heroes visit the shop, perhaps purchase some items and continue their investigation.

The shop keeper is a middle aged dwarven woman named Ageng. She is well spoken and helpful.

A check of the shop (DC 15 perception check) shows a shelf which is empty with a fair amount of dust apart from a rectangular shape. This indicates that something was here previously. In fact this was the location of a alchemist’s kit that had been on display for some time, but was recently purchased by a gnome who had recently arrived in the town.

If the heroes do not purchase anything, the dwarf is indifferent and unhelpful. If the heroes purchase something valued at 50gp of more, and successfully make a diplomacy check (DC 10), the dwarf assists them in any way she can. If asked about the item, she mentions the story of the purchase, indicating that the gnome paid full price without haggling.

- PART 5 -
If the heroes haven’t made their presence and purpose discrete within the town, they are followed by Molthune agents working for Andre Colton, a local Molthune spy, with the cover of a local accountant.

If the heroes are overheard mentioning about their quest to go to Tamran, or anything about the Razmirians who stole the amulets, the spy quickly attempts to leave the scene in an attempt to get the information back to their employer.

If the heroes take this bait, run an encounter where the spy is chased through the streets (using Chase Cards).

If captured, the spy refuses to assist. If brought to the attention of the local Militia, the spy is thrown in jail as a Molthune spy.

If the heroes remain in the town for long, they learn that the spy was found hung in his cell the following morning.

Liberty's Edge

1 person marked this as a favorite.

For the record, this is what I cam up with:

TITLE: Bag Things Come in Trees
SYNOPSIS: The heroes arrive at Three Pines Ford. Whilst venturing into the town, they answer the call of a local druid who is seeking assistance. Soon after they find that one of three ancient dryad trees are dying, and the heroes must establish what has occurred. Matters get worse when the heroes learn that one of the trees is being poisons from underground, which leads the heroes back to town to track down the would-be culprit. The trail goes cold, but not before learning of the sinister plot unfolding in the forest.

ADVENTURE:

- PART 1 -
The heroes arrive in Three Pines Ford and are greeted by the harbour master Braffolk Gysby. Captain Walren doesn’t trust the man, but says that he is helpful enough. Braffolk explains the current situation in Three Pines Ford, and explains that violence will not be tolerated.

The heroes can purchase goods whilst they are here and there are some magic items to be found in the city.

- PART 2 -
Whilst in the city, they find a poster bill asking for assistance from a local herbalist. If they follow this lead, they meet with a young half-elf druid on the outskirts of the town. There they learn that she has sensed a disturbance in the wilds, and somehow the Three Pines are changing. How she is not sure, but asks the heroes for their help.

The druid, although well prepared to deal with the matter herself, has more pressing matters as she has found that one of the three pines is dying, and she is concocting an elixir to slow the progress of the disease whilst she gains help. She asks the heroes to go to the sick Pine and see if there is something that she has missed.

- PART 3 -
At the tree, the heroes notice that it has withered somewhat compared with the other trees in the area, however they also notice decay in the surrounding area below the tree which resulted in one of two saplings dying. The tree is massive and at some angles looks as though its surface is that of a persons face screaming in pain.

The heroes find signs of collapsed ground about 40 feet from the tree and after a bit of digging (with the druid’s permission of course), find a tunnel leading to the tree.

A check of the tunnel show that it was recently used. The tracks are that of a small size humanoid.

If the heroes move down the tunnel towards the tree, they come to a hollowed out area. Inside they notice the remains of recent occupation (DC15 perception to notice it was used less than a day ago), with a makeshift table or alter constructed at the base of the tree roots. The remains of a purple waxy residue and a red power are scattered about the floor in this makeshift room. A further perception check (DC 15) establishes that the patterns form a ritual circle. The use of detect magic shows that there is residual magic present of a necromantic nature, and a spellcraft check (DC20) identifies that the magic used is some type of poison spell similar to the one used on the honey in Kassen, but far more powerful. A knowledge (arcana) check (DC 25) identifies it as being an older type of magic not seen for hundreds of years in these parts.

Whilst searching, the heroes are set upon by 3 Twig Blights and a Debased Dryad who have been created as a result of the dark magics used.

- PART 4 -
The heroes take a sample of the wax and red powder base to the druid at which point she identifies that both are magic items. She recommends visiting the local magic shop, Ageng and Elyelen’s Vault.

The heroes visit the shop, perhaps purchase some items and continue their investigation.

The shop keeper is a middle aged dwarven woman named Ageng. She is well spoken and helpful.

A check of the shop (DC 15 perception check) shows a shelf which is empty with a fair amount of dust apart from a rectangular shape. This indicates that something was here previously. In fact this was the location of a alchemist’s kit that had been on display for some time, but was recently purchased by a gnome who had recently arrived in the town.

If the heroes do not purchase anything, the dwarf is indifferent and unhelpful. If the heroes purchase something valued at 50gp of more, and successfully make a diplomacy check (DC 10), the dwarf assists them in any way she can. If asked about the item, she mentions the story of the purchase, indicating that the gnome paid full price without haggling.

- PART 5 -
If the heroes haven’t made their presence and purpose discrete within the town, they are followed by Molthune agents working for Andre Colton, a local Molthune spy, with the cover of a local accountant.

If the heroes are overheard mentioning about their quest to go to Tamran, or anything about the Razmirians who stole the amulets, the spy quickly attempts to leave the scene in an attempt to get the information back to their employer.

If the heroes take this bait, run an encounter where the spy is chased through the streets (using Chase Cards).

If captured, the spy refuses to assist. If brought to the attention of the local Militia, the spy is thrown in jail as a Molthune spy.

If the heroes remain in the town for long, they learn that the spy was found hung in his cell the following morning.

Liberty's Edge

1 person marked this as a favorite.

Hi All,

I am currently running the Price of Immortality Trilogy, and the heroes are on their way to Tamran via the Tourndel River. They are about to make a stop along the way at the Three Pines Ford.

Three Pines Ford is along the northern (or Lastwall) side of the river.

I want a short adventure at the town and for the life of me, can't come up with a short adventure.

I need the following:

  • to involve the harbour master
  • involve the Priests of Razmir
  • involve a Molthune spy
  • a short mystery for the heroes to solve
  • to highlight the difference between Lastwall and Nirmathas
  • foreshadow the duplicity of Razmir

I've entitled the "episode" as Harbour Master's Bluff

Any assistance would be greatly appreciated.

Liberty's Edge

1 person marked this as a favorite.

Hi All,

I'm about to run Crypt of the Everflame for the first time this weekend. I have studied the NPCs and done my research. As has been pointed out elsewhere, there is a shortfall. I wanted to run a short intro scenario and I wanted to share to get your thoughts.

My idea involves the lumber guild. Basically the head of the guild has been cutting corners and over using equipment to save having to buy new equipment for the mill and the lumber yard. The adventure starts with the heroes out of town, and they hear a horn sound which normally means either an attack or an emergency.

The heroes are the closest and so they rush to the aid of the mill workers.

A stack of logs has toppled over and doing a couple of things such as trapping a man under a log, another has cased a dirt mount to cover a small foremans hut with small gaps to breath, etc.

Basically the heroes before this find signs of some fey and they foreman must also be aware of it as he blames the fey for the problem claiming sabotage. They heroes then go to find the fey creatures and soon find that they are not responsible. It's then up to the players to prove that the Guild Master is responsible and need to compensate the injured workers.

Here's my questions:

1) Any suggestions for what low level fey I could use?
2) Anyone got any suggestions on things the PCs might need to do at the site of the log-fall? I guess I'm treating these as a kind of skill challenge.

Thanks in advance.

Liberty's Edge

1 person marked this as a favorite.

Killing in self defence is one thing. Killing in cold blood - that's something else entirely.

Liberty's Edge

1 person marked this as a favorite.

Hi All,

Recently in my campaign one of the heroes passed, and was replaced by another. I normally replace characters at the same level and with the equipment for a character of that level.

I am beginning to regret that decision.

This is what my player brought to the table and I think it just broken my game:

sarasan
Male Fetchling Rogue (Scout, Thug) 10
CN Medium Outsider (native)
Hero Points 1
Init +10; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 24, touch 19, flat-footed 16 (+4 armor, +8 Dex, +1 natural, +1 deflection)
hp 53 (10d8)
Fort +5, Ref +17, Will +6
Defensive Abilities evasion, shadow blending; Resist cold 5, electricity 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 Merciful Light mace +15/+10 (1d6+1d6 non-lethal +5d6 +10+5d6/x2) and
. . +1 Merciful Light mace +15/+10 (1d6+1d6 non-lethal +5d6+10+5d6/x2) and
. . +2 Bone Dagger +17/+12 (1d4-1/19-20/x2) and
. . Dagger +15/+10 (1d4-1/19-20/x2) and
. . Dagger +15/+10 (1d4-1/19-20/x2) and
. . Unarmed strike +15/+10 (1d3-1/x2)
Ranged Hand crossbow +15/+10 (1d4/19-20/x2) and
. . Hand crossbow +15/+10 (1d4/19-20/x2)
Special Attacks scout's charge, skirmisher, sneak attack +5d6
Spell-Like Abilities Memory Lapse (1/day), Shadow Walk (1/day)
--------------------
Statistics
--------------------
Str 9, Dex 26, Con 10, Int 12, Wis 12, Cha 14
Base Atk +7; CMB +6; CMD 25
Feats Enforcer, Hellcat Stealth, Improved Two-weapon Fighting, Sap Adept, Sap Master, Skill Focus (Stealth), Two-weapon Fighting, Weapon Finesse, Weapon Focus (Light mace)
Traits Bully, Chance Savior, Dominator (Belkzen)
Skills Acrobatics +21 (+26 to jump, +25 jump), Appraise +5, Bluff +15, Climb +3, Diplomacy +6, Disable Device +12, Disguise +9, Escape Artist +12, Intimidate +18 (+20 to demoralize foes), Knowledge (dungeoneering) +5, Knowledge (history) +2, Knowledge (local) +6, Knowledge (planes) +6, Linguistics +7, Perception +14, Profession (Bounty Hunter) +8, Ride +9, Sense Motive +13, Sleight of Hand +17 (+22 in dim light or darkness), Stealth +39 (+44 in dim light or darkness), Survival +5, Swim +3, Use Magic Device +6; Racial Modifiers +2 Knowledge (planes), +2 Stealth, frightening
Languages Aklo, Infernal, Shadowtongue, Varisian
SQ +5 to stealth and sleight of hand checks made in d, brutal beating (5 rds), glamered, hero points, merciful, merciful, rogue talents (bonus feat, combat trick, fast stealth, finesse rogue, weapon training)
Combat Gear Shadowcloy flask (5); Other Gear +2 Darkleaf Armour, +1 Merciful Light mace, +1 Merciful Light mace, +2 Bone Dagger, Crossbow bolts (60), Crossbow bolts (20), Dagger, Dagger, Hand crossbow, Hand crossbow, Amulet of natural armor +1, Belt of incredible dexterity +4, Boots of striding and springing, Cloak of resistance +2, Handy haversack (77 @ 28.1 lbs), Ring of protection +1, Ring of sustenance, Stalker's mask (1/day), Belt pouch (empty), Book of Crimes, Chain (10 ft.), Crossbow Quiver, Crossbow Quiver, Darklight lantern, Lock, superior, Manacles, masterwork, Thieves' tools, 5 GP
--------------------
Special Abilities
--------------------
+5 to Stealth and Sleight of Hand checks made in dim light or darkness. Add a +½ bonus on Stealth and Sleight of Hand checks made while in dim light or darkness.
Brutal Beating (5 rds) (Ex) Forgo 1d6 sneak attack damage to sicken the target for 5 rds.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Dominator (Belkzen) You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using your Intimidate skill.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead.
Glamered Assumes appearance of normal clothes on command.
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Merciful +1d6 damage, but all damage is nonlethal.
Merciful +1d6 damage, but all damage is nonlethal.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Skirmisher (Ex) After move 10 ft, first attack deals sneak attack damage as though foe is flat-footed.
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.
Stalker's mask (1/day) Take the face of one target in 60 ft, +10 to disguise as them, +2 to weapon att/dam vs them.
--------------------

Would someone like to offer a suggestion without saying - ummm...no.

Liberty's Edge

4 people marked this as a favorite.

I gave my version another go, and here is what I came up wit:

A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work.

To use a spirit planchette, in what is called a 'séance', you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area.

After this time, the planchette begins to slowly slide in random patterns across the board — at this point, questions may be asked of the spirits by any of the individuals involved in the séance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out).

A the maximum number of questions you can ask with it depends on the type of planchette being used.

A 'séance' can only be performed with the same Spirit Planchette once per day with up to a maximum of 4 participants taking part in the ceremony. Each participant can ask a number of questions in that 'séance' as per the type of Spirit Planchette being used.

Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful, this Will save takes a –2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient — the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically “maybe.” If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie.

Each time the Spirit Planchette is used in that 'séance' to ask a question, a new Will save is required from each participant. Each question above the maximum number of questions for the item provides a cumulative +1 to the DC of the Will Save. If a person, for whatever reason, breaks their connection during the 'séance', the use for that day is expended, and no further questions may be asked.

Liberty's Edge

1 person marked this as a favorite.

Ah Indy. There's a town that gets it.