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Asmodeus

Misroi's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 749 posts (4,159 including aliases). No reviews. No lists. No wishlists. 3 Pathfinder Society characters. 28 aliases.


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Cheliax

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Pathfinder Adventure Path Subscriber

Well, what can I say, NobodysHome, we play biweekly for about three hours or so. That sort of limits how much I can get done in that range. I also have a bad habit of interspersing the actual plot with stuff written exclusively for the players at the table. (Sounds familiar when I say it like that for some reason.) We've been playing for about a year and a half, which means they'll have finished with the campaign in roughly three years. (*sigh*)

Anyway, trophy room and conservatory. I think I like Latrecis' suggestion the most - it's just off the path to the garden, so it's probably some sort of sitting room or something.

Cheliax

Pathfinder Adventure Path Subscriber

I've tried that one before, El Cid.

Strangely, it doesn't work to well when applied to the party cleric.

Cheliax

Pathfinder Adventure Path Subscriber

Just finished the Foxglove townhouse and the Seven's Sawmill last night, and I've got one simple question.

Just what is that room on the first floor of the townhouse on the left of the main entry? I mean, I can guess the purpose of pretty much every other room on that floor, but that one escapes me. (It's th 15'x15' room with the weird circle thingy on the floor which is probably a rug of some sort.)

My players speculated it was Aldern's hot tub.

Cheliax

Pathfinder Adventure Path Subscriber

Aristocrat.

Vive le Galt!

Cheliax

5 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Nothing is true. Everything is permitted (except gunslingers).

Cheliax

Pathfinder Adventure Path Subscriber
Albatoonoe wrote:
Mark Seifter wrote:
Kajehase wrote:
Mark Seifter wrote:

Piazo will be announcing our recent partnership with Pazio to release Editers of Girallon, a new product in the Pathfinder Chronicles line that makes the rouge obsolete.

You heard it here first!

For all intensive purposes, this sounds great!
Ironically, my post literally makes no sense with the edits after the statue of limitations. Irregardless, my post is a momento of the original. Which begs the question, are they are one in the same? I think so, but randomly, I think most people actually could care less.
I coughed up a little blood trying to get through that.

./' They see me trollin', they hatin'... ./' #wordcrimes

Cheliax

Pathfinder Adventure Path Subscriber

It's true. English is my second language. (My first is bad English.)

Cheliax

Pathfinder Adventure Path Subscriber

His old mommy was killed by an ex-paladin, you see.

Cheliax

Pathfinder Adventure Path Subscriber

Would WG7 have been more palatable to you if they had called it Castle of Comedy or something, rather than try to pass it off as Castle Greyhawk as Gary intended it?

Cheliax

Pathfinder Adventure Path Subscriber

I know of Kingdoms of Kalamar, Ed. Some people really liked the setting. It never really spoke to me. To each their own, I guess.

The production quality seemed quite good, compared to a lot of the stuff in the early days of 3.0.

Cheliax

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

If a paladin falls in an alignment thread, does he qualify for redemption?

Cheliax

Pathfinder Adventure Path Subscriber

As much as I love Enemy Within, I think it loses something when you translate WFRP into 3.X/PF. That world is a cross between Lord of the Rings and Call of Cthulhu, and the system reflects that. Hit points are low, damage is high, sanity can be lost, and mud is everywhere. Magic is powerful, but dangerous. Pathfinder doesn't do low magic well - there's too many assumptions on how the game will work to remove magic to the lengths that would be necessary for that story to work in Pathfinder. I'd definitely recommend the adventures, but use WFRP2E if you don't want to use the original clunky system.

I'll second Night Below, as well - I bought the boxed set years ago, but lost it. Found a complete set for a very reasonable price at a game store, and I just started running it for a group locally. There were some different assumptions during that time - most notably that the onus was on the PCs to explore the world and find out secrets about it. After the first few plot points that set up the action, there's about a level's worth of activity that isn't scripted at all. It's taken my players some time to learn that unless they tell me what they're going to go out and do, problems aren't necessarily just going to be coming to them. Still, the plot is good, and it's basically a proto-AP!

Cheliax

Pathfinder Adventure Path Subscriber
JaC381 wrote:


It seems showing up on the Material Plane is actually pretty risky for a god.

And that right there is probably the best reason I've heard for the non-interference pact the gods have on Golarion. If you stay in your homes, then you can't be killed. Aroden's death means anyone can die. Golarion's a dangerous place right now - they'll probably give it a few millennia for everything to calm down before they start interfering again.

Cheliax

Pathfinder Adventure Path Subscriber

I wouldn't go that far, John. Ex-, definitely, but not necessarily anti-.

I'll echo passing out the handout again they found on Xanesha. If you play infrequently as you say, then they're probably remembering the information wrong. Refreshing their memory on what it actually said might prompt a round of forehead slapping and jumping back on the right path.

Then again, if they still are deadest to put Turtleback Ferry to the sword after refreshing their memories, then they've decided to jump off the railroad for good.

Cheliax

Pathfinder Adventure Path Subscriber

Which one did you use, Avenka? I couldn't find one that wasn't really quiet or horribly distorted to the point that it was unintelligible. :(

Cheliax

Pathfinder Adventure Path Subscriber

The free download actually give more ideas than the Starter Set on what will be possible when the new books drop. The Starter Set is basically a prewritten campaign to run with pregens. There's no info on how to build characters other than the ones they've created.

That said, maybe? A lot of the AP uses the language of 3E and its derivations. It's very much a gear based game. The things you have define what you can do as much as the way you've built your character, if not more so. Just based on the bits I've seen so far, it looks like they're moving away from that.

The other big thing would be the rules that govern how both PCs and NPCs work alike. Take the first scene of Burnt Offerings, for example. There's three waves of attacks, the first of which is against a mess of goblins. They're nothing special, but they're under the effects of bard song. I'm not sure if bards are even playable when the PHB drops in August, but even if they aren't, then it should be pretty simple to give the goblins a bonus to hit and damage, and say they've been whipped up into a battle frenzy by the macabre song.

Then there's the second wave - more goblins, and a warchanter. OK, again, goblins with a morale bonus, but what about the warchanter? Without bard rules, can she be built? Even if she can, she'll probably lose at least one of her abilities, so she'll have to be rebuilt some.

Finally, there's the third wave, which takes place down the street and introduces the party to poor Aldern. More goblins, however they're bolstered by a goblin riding a goblin dog. I assume there will be a wolf-riding goblin in the game somewhere (it's iconic enough to exist), but that's what we'll have to use, since goblin dogs definitely won't exist in 5E. Also, none of these even take into consideration one simple fact - is one PF goblin an equivalent menace to a PF PC as one 5E goblin to a 5E PC? If the answer is no, then what's the ratio?

And that's just three easy fights. Imagine rebuilding Nualia. Imagine rebuilding Xanesha. Imagine reworking Foxglove Manor (no haunt rules, either!). And let's not forget about Runeforge, let alone Special K himself. It's a big order, and some stuff will get lost in translation.

I think it's worth investigating though. If nothing else, it would help in learning how the game works and what can and can't be done with it.

Cheliax

4 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Sorry to break the trend on awesome maps, but I'm finally getting around to posting the haunts for Foxglove Manor I'd written up for my game. Enjoy!

The way I intended this to play out is that, after the haunt activates, the PC is given the handout, and reads through it. They then make whatever roll the handout requires, and if they are affected by it, it tells them what will happen next. The intent is to give that PC the opportunity to experience a part of the story for themselves, and then tell the story to the rest of the party - much the way I figure it would play out if this were a movie.

Burning Manticore:

As you enter the foyer again, the smell of smoke is heavy in the air. Before your very eyes, the stuffed manticore's mane bursts into flame, quickly engulfing the centerpiece in a massive conflagration. It roars in pain with a hoarse, painful voice, and turns to face you with its cold, glassy eyes. By this time, the entire beast is engulfed in the flame, and you can feel the heat upon your skin as it leaps for you. The creature is loathsome to your eyes, but no more so than its face, a twisted and cruel visage of humanity, but with growing horror, you realize the face has changed since your first viewing of the beast. The deformed features have smoothed and refined into the face of a woman. It is a familiar face to you. It is your face.

It is close now. The heat from the manticore is painful to be near, but the fire gives you the same small comfort it did years ago. You had no other options, after all. For six years, you'd seen this damnable manor darken the soul of your husband, taking what was once a good and ambitious man and change him into something dark and secretive. It had changed him, and it probably had changed you too. Six years ago, you would never have thought you had the inner courage to set the house ablaze, and take your children back with you to Magnimar. Traver couldn't be saved, you knew that. You had no choice. He would be sacrificed to save your children. To save yourself.

The servant's quarters were your proving ground. When you set the blaze, when you watched it erupt and consume the building, you felt free at last. Free from the yoke you have lived under for too long. Free from fear, free from guilt, free from him. All that remained is to set the blaze in the manor house proper. Set it, and be done with it.

But he comes! He yells your name, and you lash out at him with your firebrand!

(At this point, the burning manticore attempts to strike you with its burning stinger. Make a touch attack against yourself. The manticore has a +4 bonus. If it hits, you take 4d6 points of fire damage, and need to make a Reflex DC 15 to avoid catching on fire.)

Worried Wife:

What does he get up to down in the damp below? You asked him that once. He didn't respond, and that was worse than any answer you could have received. That and his glare. It was like he was looking beyond you, as though he was trying to will you out of existence. How could he not care about you? How could he not care about Lorey, his own flesh and blood? What has become of him? What will become of you?

No more! If you and Lorey stay here, then you will be caught up in whatever madness Vorel is working on. If you don't leave now with her, you may never leave. She is beside you, and he is downstairs, as he ever is. Go, now! This is your chance!

(Please make a Will save, DC 14. If you fail, then you are under a suggestion spell. You believe that one PC I designate is your child, and you both need to get out of this house before something horrible happens. As this spell is an enchantment (compulsion) effect with the language-dependent and mind-affecting keywords, any bonus or penalties that target any of these apply.)

Dance of Ruin:

What does he get up to down in the damp below? You asked him that once. He didn't respond, and that was worse than any answer you could have received. That and his glare. It was like he was looking beyond you, as though he was trying to will you out of existence. How could he not care about you? How could he not care about Lorey, his own flesh and blood? What has become of him? What will become of you?

No more! If you and Lorey stay here, then you will be caught up in whatever madness Vorel is working on. If you don't leave now with her, you may never leave. She is beside you, and he is downstairs, as he ever is. Go, now! This is your chance!

(Please make a Will save, DC 14. If you fail, then you are under a suggestion spell. You believe that one PC I designate is your child, and you both need to get out of this house before something horrible happens. As this spell is an enchantment (compulsion) effect with the language-dependent and mind-affecting keywords, any bonus or penalties that target any of these apply.)

Iesha's Vengeance:

He is dead! Your husband, Aldern, has killed him! Not one moment ago, you were seated by the fire with the carpenter, the two of you reading a treatise on the founding of Korvosa, and the next, the carpenter was struck from behind! Aldern was there, his face a mask of fury as he struck the carpenter with a stone bookend. He discards his bludgeon and turns to you, his face red, his eyes accusing. “You harlot!”, he cries, grabbing at your dress and pulling you to your feet. “I am your husband! You are mine, and no other man shall lay a finger upon you! Not now, and not ever again!” He grabs the scarf you wear about your neck, and pulls it tight around your throat. Silently, you plead with him, scratching at his arms and kicking with your feet, trying to show him the book. But the carpenter fell upon it, and your vision swims. As the light fades, your husband is the last thing you see. The man you fell in love with has taken your life. How could he do this to you? Your last thoughts before you black out are those of rage.

(Please make a DC 16 Will save. If you succeed, congratulations, you're safe! If not, you are paralyzed with fear as the ghostly image of Aldern Foxglove appears before you and seems to be pulling the scarf around your throat tight. Additionally, since you failed this first save, you need to immediately make a DC 16 Fort save. If you succeed, you take 3d6 damage – go ahead and roll that right now. If you fail, then you are suffocating. You are reduced to -1 hit point and you are dying.)

Frightened Child:

Quick!”, Sendeli says as she ushers you and Zeeva into the room. “Hide under the bed! Mommy won't find us there!” The three of you crawl under the bed, and cower in the darkness. You don't know what's going on. Mommy came into the house, a torch in hand, and started shouting Daddy's name. She went upstairs, and the screaming and crashing started. The three of you snuck into Daddy's observatory to see what was happening, and saw Mommy and Daddy fighting. Mommy had her torch, and she was waving it around, trying to burn Daddy with it. Daddy had a knife, longer than the ones the servants use in the kitchen to cut meat, and there were things on his face. Ugly black bulges. Even your young mind knew what was happening. They were trying to kill each other.

Sendeli grabbed you both by the hand, and the three of you raced here, to your room, to hide. You shivered in the dark. You might only be six, but you know that tonight, you and your sisters are going to die. Either Mommy will kill Daddy, and she will burn you alive, like she burned the servant's quarters, or Daddy will kill Mommy, and then he will carve you three up with his long knife. You sob, knowing that you are going to die. Zeeva whispers to you. “Shush, Aldern! Or they will hear you!”

Then there is a crash. Followed by a scream that dies away into nothing. Then footsteps, loud ones down the stairs. You begin to scream in fear, but Zeeva and Sendeli place their hands over your mouth to muffle you, to avoid giving away your hiding place. The footsteps turn before they come to your room, however, and the double doors to the gallery are thrown open, followed shortly by the doors to Mommy and Daddy's room. Those doors slam, and then everything is silent. Silent, except for your sobs.

(Please make a DC 14 Will save. If you fail, you take 1d4 points of Wisdom damage from this vision.)

Phantom Phage:

“What's on your face, Mommy?”, Lorey asks her mother. The damnable woman! You were close – close! - to finishing the great work, finishing your glorious transcendence, when she came barging into your laboratory at the worst possible moment. Your attention was distracted, and it all went wrong immediately. The ritual consumes you with a horrible affliction in a moment, and your body dies, deformed and ridden with tumors and boils.

But something of the original work still went right. The b*+~* had no idea what she saw, and you were too far along for the ritual to fail completely. It may not have worked as you intended, but you live on. This was not the transcendence you were hoping for, but you can make this work.

First, though, revenge. She has taken your dream from you. Now, you will take her life. Her, and that whelp. You reach out, and stroke your wife's cheek. Her skin blackens where you touch, and the infection begins to spread. Lorey screams, and backs away from her mother in fear. She may be able to escape her mother's grasp, but she cannot escape yours. Another touch, and the infection spreads to her.

Within minutes, both your wife and your daughter are dead from your hand. Good riddance. You remember the pain they must have felt, as it was your last experience. Growths on your face, foulness bubbling forth under your flesh, filled with pus and cancerous flesh, choking on the tumors in your lungs, blind as the growths swell your eyes shut. It was a gruesome way to die. The least you could do was share it with them. You tried to tear the corruption within your body away, just as they did. It helped them as much as it helped you. It only helped to disfigure their bodies further.

(Make a DC 14 Will save. If you fail, you tear at the flesh of your face, dealing 1d6 points of damage and 1d4 points of Charisma damage. Make a new save at the beginning of each round.)

Misogynistic Rage:

The horrors! The things you have seen in the deeps! Your husband is a monster wearing the guise of a man! You have no idea what he was doing down there, but you know blasphemy when you see it. The gods must have cursed him for his actions, as he was consumed by a horrible sickness and decay before your eyes. As he died, he spat such horrible curses at you! Words that you had only heard from sailors in Magnimar, and worse. “Damn your sex!”, Vorel gurgled as the plague took him. “Damn your curious nature, and your need to stick your noses where it's not wanted! I'll kill you for this, whore! You first, while our daughter watches. And then I'll kill her, just for the crime of being female!” The rage he felt as he died was a palpable entity!

(Make a DC 16 Will save. If you fail, you must attack the closest female using all of your capabilities to kill the target. This lasts for 1d4 rounds, or until the target is slain. This is an effect like dominate person, which is an enchantment (compulsion) effect with the mind-affecting keyword. Any bonuses or penalties that would apply to those effects apply here.)

The Stricken Family:

None. See, here's the thing - while the other haunts are personal, this one is formed by all of the spirits haunting the manor. The other universal haunt, The Worried Wife, is more keyed to Kasanda than any of the others, and is able to evoke the dread she was experiencing leading up to confronting Vorel. This one, though, is clearly more overt than the others, and affects anyone inside the room. Therefore, there's not a single handout to give to the PCs - they start up the haunt through their own actions, and experience it at the same time.

Suicide Compulsion:

You have killed her! By the gods, you have killed your Cyralie! Monster, she called you, as she tried to burn you and the house, like she set the servant's quarters ablaze. And perhaps a monster you have become. You put a hand to your face, and feel the cancerous growths. He has been in control. He forced you to kill your wife. He was the one that used his sorcery to redirect the fire's flow to her. He was the one that set her ablaze. He was the one that shoved her through the window.

You realize this now. That's why you ran from the observatory. For the first time in months, you are free of his corrupting influence! As you ran, you heard his raging bellow behind you. “Who are you to escape me?”, he thundered, and he was upon your heels in a moment. You fled for the front door, but as you cleared the stairs to the upper floor, you knew escape was impossible. You turned for your bedroom, racing through the gallery and slamming the doors to the room shut behind you.

“No way out!”, he cackled, and the doors buckled with the force of his blows. “You will be mine again!” You feel him already, taking control again. In a matter of moments, you will be Vorel's vessel again. You don't have time to make it to the window. But you can make it to the desk. There, on the edge, your dagger! You have time for one last act of defiance.

Your last thoughts are your children. Sendeli. Zeeva. Aldern. May they forgive you for everything he has made you do.

(Make a DC 15 Will save. If you fail, you move to the desk and pick up the dagger, preparing to do a coup de grace upon yourself. This will automatically do 2d4 plus twice your Strength modifier in damage to you. You will then need to make a Fortitude save with a DC equal to 10 plus the damage you just dealt. If someone attempts to stop you from killing yourself, you instead make a single attack against that person versus their flat-footed AC. If you hit, it is automatically a critical hit, dealing 2d4 plus twice your Strength modifier in damage, plus 1d4 points of bleed damage.)

Plummeting Inferno:

There he is! He wears a hood, but your husband cannot hide his deformed face from you. “No more, Traver,” you say, your voice breaking from the exhaustion you feel. “This all ends tonight. The madness that has taken you over – taken over this place – it will be fuel for the fire.” You thrust the torch into a chair, and the fire begins to feed upon it. “This place killed your great-uncle and his family. I won't let it kill ours.”

“What are you doing, you incompetent whore?”, he bellows, pulling a long knife from his belt. “Damnable woman, you're just like Kasanda – you don't know what you are meddling with!” He slashes at you with the blade, but you keep him away by thrusting the torch towards him.

“Listen to yourself, Traver!”, you cry, backing away, watching the flames begin to consume the rug in the center of the room. “You've gone mad! Please, let me help you! Put down the blade, and we can leave this place, never to return!”

“Leave? When I am so close to finishing what I started so long ago?” Your husband laughs a cruel laugh, and slashes at you with the blade. Again, you leap away, but it was a feint. He chants some words that echo with power, and the fire begins to dance to his words. With a gesture from his free hand, the fire engulfs you! You stagger blindly as the flames begin to devour you, Traver's name upon your lips as you beg for mercy. The water! It is your only chance! You leap through the stained-glass window. The fire has burned away the nerves on your skin, so you don't feel the glass tearing your flesh as you crash through onto the roof. You slide down the slanted roof and plummet over the edge. The manor shrinks above you as you plummet to the darkness below. You land hard on the rocks several hundred feet below, and your body crushes at the impact. You die instantly – a mercy, compared to the inferno you had become.

(Make a DC 16 Will save. If you fail, then you feel compelled to leap through the intact stained-glass window. I'll take it from there. If you succeed, you still feel the urge, but you can beg someone to restrain you.)

Unfulfilled Glories:

Ah, the life of a wanderer! The world is filled with a trillion wonders, and a man could live a thousand lifetimes, and never see them all! You remember your first sea voyage vividly – a trip across the Inner Sea from Cheliax to Thuvia. You were a minor attachment to a powerful Chelaxian dottari who wanted to purchase a vial of the sun orchid elixir. It rained the whole way there, but if you hadn't been at the rail on the third day, you wouldn't have seen the sea serpent crest the waves a hundred leagues away. Nobody believed you, but that didn't matter – you had seen it, and that was enough.

That was only the first of many travels. The dusty tombs of Osirion. The enchanting operas of Taldor. The stoicism of the warriors of Lastwall. The savage beauty of the Mwangi Expanse. And Absalom! Ah, Absalom, the City at the Center of the World! No place in the Inner Sea could ever hope to match its splendor!

But that was over a decade ago. You had settled down with your wife, back in your homeland of Varisia, and were determined to start a family. That meant sacrifices – no more wandering, no more travels. Someone else would have to negotiate with the rajahs of Jalmeray to ask for entrance to the Kingdom of the Impossible, someone else would have to arrange to sneak into the isolationist island enclave of Hermea, the utopian society. You, however, would become a father to three children – two daughters and a son.

More travels assault you in flashes. The hideous beasts of the Worldwound, crawling out of the hole in the world. A land frozen over in ice, ruled by the daughters of an immortal witch queen. The technological marvels that lumber about in Numeria. The oppressive society of Nidal, its people kept safe during the long climb back to civilization by the dark god, Zon-Kuthon. The Horde of Belzken, bristling with the orcish horde, barely kept back from rampaging upon the civilized people of the world by their own destructive natures. The Eye of Abendego, the massive hurricane has swirled off the coast of the Sodden Lands since Aroden's death a hundred years ago, and the secrets it keeps in its eye. All these travels – and not a one of them is yours. No, your lot is to spawn, and to die. It took her two tries before that shrill harpy was able to produce an heir, but she finally got it right the third time. At least your bloodline is assured, but how much have you missed? What wonders could you have found, what secrets could you have learned, had you kept wandering? Why did you ever settle down? What have you done with yourself?

And what can you do to fix it?

(Make a Will save DC 14. If you fail, you take 1d6 points of Wisdom damage.)

Origins of Lichdom:

You slip the chime back into your pocket, and quietly push the door to your husband's workshop open. There is a stench of decay in the air, of mildew and something else, something acrid. He is not here, however, so you begin to look around. One of the books on the workbench is open, and you read through its worn pages. Your husband's hand is unmistakable.

The text is shaky at times, and the terms he uses are occasionally indecipherable, but there are large portions that become clear to you as you read. He's written long treatises on two people – Arazni, the Harlot Queen of Geb, and Socorro, the Butcher of Carrion Hill. Their names are disturbing, but unfamiliar to you. They had both performed rituals of some sort, and your husband was looking to them to find commonalities. “In both cases,” he writes, “there are many differences, but a few things remain constant. A receptacle. A potion. A lengthy ritual, one that requires considerable magical power and impeccable attention to detail. Failure at any moment would be disastrous.”

What follows are several pages of metaphysical jargon that you fail to understand, but the intention is quite clear – he has spent years learning what steps he needs to take to replicate this ritual, and carry it out himself. A veritable laundry list of fantastic items take up several dozen pages, almost all of which are crossed out. Nine remain – four are names of monstrous creatures, and a long academic-sounding name next to it: treant, roc, sphinx, kraken. Five are amongst a list of unusual reagents: scorpion venom, vampire's breath, deathwing moth tongue, belladonna, the heart of a poisoned maiden.

The last page is written in triumphant script. “At last! The great work has been completed! Arazni! Socorro! I follow in your footsteps! Tonight, Death itself shall be denied! Tonight, I take my last step in this world, and my first in the next! Time shall have no meaning to me. Death shall have no claim upon me. I shake off such concerns as morality and humanity. I will be reborn in glorious undeath!”

What has he done? You race down to his underground laboratory, finding the door locked. He does not answer your cries, so you pull the chime from your pocket, and ring it. The door opens. You prepare yourself for the confrontation.

It is too late! You must find Lorey! You get her safe from here!

(Make a DC 14 Will save. If you fail, you know that your husband has succeed at his blasphemous ritual, and must flee upstairs at top speed to find your daughter and rescue her.)

Ghoulish Uprising:

“For you.”

“For you.”

“For you.”

Over and over, that's what you say. Your limbs ache, your throat is dry with thirst, your fine clothes are sweat-soaked and covered in dirt and grime, but you keep at your task. You lift the pick again. Your arms protest, but the thought of her gives you strength. “For you,” you cry again, and strike at the stone with the pickaxe.

The stone yields to you, just as you know she will. You sigh as your toil has paid off, but you notice that there is not just darkness beyond the hole. A stench of rotting flesh reaches your nostrils, and a dozen decaying arms reach through the hole, pulling the hole wider. You stand there frozen as the creatures reach for you. They grab you and drag you down, down into the dark with them. You look back, and see her a few steps away. She saved you once, back when the goblins attacked and killed your dog. They had torches with them. Just like Mommy did.

Something is happening to you, down here in the dark. You are changing. The weak-willed boy who was orphaned is dying. You are becoming something stronger. Something confident. Something better. You will claim her. She will be yours, just as you made Iesha yours. She will know that all of this that you do...it is for her. You send your minions out after her. They will bring her to you, so you will be together for all eternity and live underground happily ever after. The end.

(You think you are being attacked by a pack of ghouls. Make a DC 16 Will save. If you succeed, you shake off this vision and regain your senses. If you fail, the ghouls grab you and tear and bite at your flesh. You take 6d6 points of damage, Fort save DC 16 for half. Additionally, if you fail, make a DC 16 Fort save. No reason. Honest.)

Vorel's Legacy:

There! The shadowy fungus! You have seen it before. It is the last remnants of your mortal form! If you feed upon it, you can reclaim your lost essence! You can finally take human form again!

(Make a DC 14 Will save. If you fail, you are under a suggestion to eat some of the black fungus. This is an enchantment (compulsion) effect with the language-dependent and mind-affecting keywords, so any bonuses or penalties that apply to these effects would apply here.)

Cheliax

Pathfinder Adventure Path Subscriber

When my PCs level up, I figure they've been doing any of the necessary skill/feat training in the background. Once they earn enough XP to reach that level, all the work they've done, both on camera as well as off, pays off in the form of new abilities. I've found that it's almost never worthwhile to deny them skill/feat training for Core stuff. The game assumes you can get it without any hassle. Of course, if your players want to train in some feat they found in a recent Paizo release, then you're free to make that feat as easy or hard to find as you wish!

Cheliax

Pathfinder Adventure Path Subscriber

Awesome! I'm not sure it would actually work like that, but as long as nobody died, it all works out in the wash. I believe she'd only be able to drop one of the balls on her action, rather than the whole necklace. Otherwise, what prevents someone from throwing the whole necklace at someone, forcing your baddies to make a save or take 36d6 damage? Moreover, even if this could be done, wouldn't they get multiple saves from the multiple explosions? That'd mitigate the explosion some.

Cheliax

Pathfinder Adventure Path Subscriber

Very nice! Minor quibble: the past tense of 'feed' is 'fed,' so the fourth stanza would need to be rewritten.

Revision:

But all the wrath awoken
Has fed your untrue blood,
And all our words unspoken
Are gone with anger's flood.

Cheliax

Pathfinder Adventure Path Subscriber

Actually, that's probably a really good bet, Josh. After all, the name of the game is Pathfinder - Pathfinder #100 probably should feature the Society prominently and positively in it somewhere.

Cheliax

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Pathfinder Adventure Path Subscriber

"Oloch have hidden depths. Hidden in depths is bigger greatsword."

Cheliax

Pathfinder Adventure Path Subscriber
Justin Franklin wrote:
Are we going to hear anything about eyeless krakens at GenCon?

Prediction:

You will...but not necessarily this GenCon.

Because I'm surprised nobody's asked this yet:

1.What is your favorite word?
2.What is your least favorite word?
3.What turns you on?
4.What turns you off?
5.What sound or noise do you love?
6.What sound or noise do you hate?
7.What is your favorite curse word? (This one might be tricky.)
8.What profession other than your own would you like to attempt?
9.What profession would you not like to do?
10.If heaven exists, what would you like to hear God say when you arrive at the pearly gates?

Cheliax

Pathfinder Adventure Path Subscriber

And done.

Like I said in your WotR thread, I've been avoiding this, since Bruendor (my PC in DM Bigrin's Second Darkness thread) has been keeping pace with you guys. Yes, we're playing constantly, but online PBP is slooooooow.

Cheliax

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Pathfinder Adventure Path Subscriber

Keep in mind, I'm playing on these boards. I believe we just finished those same caves. (And yes, they are a dollar sign ampersand hashtag ampersand hashtag dollar sign.) I'll glance through it.

Cheliax

Pathfinder Adventure Path Subscriber
Rotolutundro wrote:
Misroi wrote:
Nualia's story is definitely tragic. I'm not sure what's worse: the majority of the tables that ended up killing her, the minority of tables that got TPKed against her (thus dooming Sandpoint), or the very tiny minority of tables that subdued her and took her back to town to be incarcerated in Habe's Sanatorium for her own good. There's never really a good outcome for Nualia, no matter what happens to her.

In my pbem game, our paladin of Sarenrae, who had a backstory as being a childhood friend of Nualia, did a kick-ass job of roleplaying trying to redeem her... and it worked. Though one player appears to have bailed on the campaign because he wanted her to be more hardcore Evil-evil, and the other characters aren't really all that happy about leaving her at Windsong Abbey to repent without a heavily-armed guard, the paladin's player told me it was his favorite character moment/event ever, which I think is all worth it. So, SOMEtimes there's a good outcome for Nualia. :)

Yay! Just this once, everyone lives!

Cheliax

Pathfinder Adventure Path Subscriber

Ripnugget has tied his success to Nualia. He's never heard Malfeshnekor's whispers, and he's a bit enamored with the aasimar. He knows he's lost a whole mess of troops, so if the PCs get back to Thistletop, he's probably in big trouble. He knows the party won't fall for the bridge trap again, so he'd probably just remove the bridge until Nualia is finished with the ritual. They need to figure out some way across that doesn't alert the island at that point. It'll be harder, but the PCs still have one advantage - they're still fighting goblins. If any creature would become lax too quickly after the enemy has invaded, it'd be a goblin. Ripnugget would probably execute the pickle thieves for stealing rations, but he needs them - they're now the guards on the far end of the bridge. Their job is to hide in the thickets and wait until the PCs come up with a plan, and sabotage it while they're putting it in action. (This assumes the two can focus on that long enough to be effective at it.)

Nualia probably won't care. She and Erylium are trying to free Malfeshnekor - everyone else can and will be sacrificed to achieve that goal. Lyrie's a bit different. She originally signed on to translate and research a Thassilonian site, but she started obsessing on Tsuto. She knows Tsuto's dead, and she knows the party killed him. I think she'd focus on whoever she blames the most for dumping them all in the drink, and make him the focus of her aggression. That PC gets all her hate and all her magic missiles.

Cheliax

Pathfinder Adventure Path Subscriber

Oh! Bounty hunter's a great background, Lorax. The inquisitor of Abadar in my group also styled himself as a bounty hunter, so one of the first things I did for Local Heroes is write up some bounty posters for him to collect on. I made up a few of my own (a Varisian cat burglar and a psychopathic half-orc brute), and then made up some posters for people in the AP itself - Orik Vancaskerkin and Caizarlu what's-his-face. He ate it up! If your PC goes that route, you could easily get some mileage out of something simple like that.

Cheliax

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You are all welcome. ;-)

Cheliax

Pathfinder Adventure Path Subscriber

Nualia's story is definitely tragic. I'm not sure what's worse: the majority of the tables that ended up killing her, the minority of tables that got TPKed against her (thus dooming Sandpoint), or the very tiny minority of tables that subdued her and took her back to town to be incarcerated in Habe's Sanatorium for her own good. There's never really a good outcome for Nualia, no matter what happens to her.

Cheliax

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Pathfinder Adventure Path Subscriber

No! Don't click on that link, Taddels! We'll lose you forever!!!

Seriously, though, go ahead and read it - NobodysHome's thread is a blast. It's also quite long, but an entertaining read. The clarifications threads are also useful, but like most of the worthwhile stuff on this board, you're going to have to do a lot of digging.

Onto your real questions!

If you can only find three players, then you'll probably need to give them some help. If one of the players feels up to it, they could play a second character, but I find that usually means there's two PCs with half-personalities. A better plan is one that I'm sure NH will second: a GMPC. Have the party make up characters as they will, and you end up playing a fourth character. It's a little harder on you, but you're already playing a bunch of people - what's one more?

Introducing new PCs is always a question. Sometimes it's easy. "As you're heading towards Thistletop, you hear the sounds of battle up ahead. Someone comes rushing down the road to you." Hey, it's the new player with his PC, and he's trying to get some help, since some goblins just jumped him, and they're on his tail! Sometimes it's harder though. "So, there you are, in Foxglove Manor..." Times like those, it might be easier to have them come in a few sessions later. If this happens, and you need suggestions, then we'd definitely be able to help brainstorm.

Roleplaying's tricky, especially if you have new players. (I'm assuming new players, since you asked about encouraging RP.) One thing I can suggest is to use the campaign traits - it gets the players thinking about Sandpoint and how their characters could interact with several of its citizens. Get them invested in the world, and they'll start asking questions about it. Questions are good, it means they're interested in where things could be going. And if you don't know an answer, don't be afraid to make something up! Don't worry about canon for the most part. As long as you get the broad strokes, you can flub a minor detail here and there, and the players will never be the wiser.

Cheliax

Pathfinder Adventure Path Subscriber
Cthulhudrew wrote:

EDIT: Ignore me! (Someone else already addressed it...)

Ummm.

So other things we'd like to see in Giantslayer? Besides giants and orcs?

How about Giants on Giant-Sized Mounts?

Frost giants wielding ice lances on charging mammoths must be a thing.

Cheliax

Pathfinder Adventure Path Subscriber

And "bound as the willing servant to one of the PCs for their entire lifetime" could be pretty short if they don't put some stipulations on that. "You can't kill me, plot to have me killed, or allow me to die through your own inaction" comes to mind.

Cheliax

Pathfinder Adventure Path Subscriber

I think the most useful thing I've used thus far is the Swallowtail Festival games. I like the opening to Burnt Offerings, but the setup is a bit rushed as written. "You're all at Sandpoint for a festival. You have already done a bunch of festival stuff. As you're gathering for the dedication of the cathedral, you hear a shout from the crowd. Suddenly, goblins. Roll initiative."

The games give the PCs time to not only interact with each other, but more importantly, interact with the citizens of Sandpoint. The party will be spending the first book and a half around Sandpoint, and will be coming back periodically over the course of the series. As a GM, you need to acquaint the players (and thus, the PCs) with the people in the town. You need to get them to care about them. The games let the party interact with several of the NPCs, and start the ball rolling on that front.

I also saw that some people had made some haunt handouts for Foxglove Manor, but I didn't care for the entries that were written up. I've been meaning to post the ones I created, but I keep forgetting to do so. I should really fix that...

Cheliax

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I was about to say the same thing, cap'n. Maybe in your campaign, Xin-Shalast is more fully on the Plateau of Leng than in the real world.

Cheliax

Pathfinder Adventure Path Subscriber

I guess the question is simply: what does Malfeshnekor get out of it, other than to keep living? His best option, in my mind, is to play along at first. Give them some nuggets to what life was like in Shalast. Heck, let them know that Karzoug was in charge, right up until Earthfall. He's dead now, though. Nothing survived Earthfall. Impress that upon the party.

"Then there were several thousand years of absolutely nothing. There were no survivors. The greatest civilizations that the world has ever known, gone in an instant. Your ancestors were still crawling about in the muck then, scared of their own shadows. I don't know how you even managed to reclaim the forgotten lore of that age, but you've somehow managed to claw your way there."

Eventually, though, his usefulness will dry up. He'll want things. Something simple at first, maybe some reading material, so he can learn just how much he's missed. Maybe a lamb, so he can sacrifice it to Lamashtu. If he's denied, he clams up. If not, his demands get stronger and stronger. He'll want a good-aligned person to consume at some point. And if he can get that, he knows he can convince them to do anything. That person might just end up being his protégé instead of Nualia. I doubt Lamashtu will care all that much.

One thing: Brodert will be ecstatic to learn that his fringe theories on the age of the Empire and the Old Light's true purpose are correct. If he's not careful, and the party lets him be alone with Malfeshnekor, the barghest might be able to convince the doddering old fool into breaking the seal. That'd be bad for him.

Cheliax

Pathfinder Adventure Path Subscriber

Grain Flail (AKA "Baby's First Nunchaku")
Hatchet (AKA "Punching Daggers That Rock Against Zombies")
Ice Pick (AKA "Punching Daggers That Suck Just As Much Against Zombies As Punching Daggers")
Machete (AKA "Inexplicably 5 Gold More Than A Longsword")
Scythe (AKA "What Did The Grim Reaper Use Before This Book Came Out?")

OK, with the boring stuff out of the way, let's take a look at the other two.

Ritiik: I can't find the existence of this weapon outside of D&D, so I'm beginning to think it was created from wholecloth. The weapon is rather overpowered from what I've been able to find - Reflex save DC 10+damage dealt or be knocked prone? That's insane. Yours is a Lucerne hammer chassis with bleed. Probably a pretty good trade for a feat.

Iuak: Looks like the original writeup in Frostburn made it an exotic weapon with a d6 damage. Dropping it down to a martial makes it decent, though it is functionally the same as a longsword for three gold less. Not much you can do there, though, except maybe increase the price and give it another quality to differentiate itself.

Cheliax

Pathfinder Adventure Path Subscriber

How excited are you for the debut of Iron Gods next month, on a scale of 1 to NUMERIA!!!

Cheliax

Pathfinder Adventure Path Subscriber

Yep. Greedy, Envy, Gluttony, Angry, Sexy, Lazy and Vainy.

Cheliax

Pathfinder Adventure Path Subscriber

I find Arrogant Bastard a bit too hoppy as well. Mother's Three Blind Mice is about as hoppy as I care to drink - it's definitely there, but it doesn't taste like I'm drinking fermented PineSol.

On a completely unrelated note, I was pleased to discover that the Applebee's near my home recently updated its draught beers to include Stella Artois (in traditional stemware, no less!) alongside the usual Shock Top, Blue Moon, Bud Lite, etc. Such a pleasure to drink that stuff.

Cheliax

Pathfinder Adventure Path Subscriber

I've got a paladin who has been on a redemption kick for the entirety of the game. He did try to redeem goblins, but they're pretty much incapable of redemption. That said, it'd be a ridiculously high Diplomacy check (30s or so) accompanied with long-term RP to even save one.

Cheliax

Pathfinder Adventure Path Subscriber

I'm not looking for "Runelords II" from this. Just little touches that suggest what was going on in this neck of the woods when Gastash was extant. An orc camp that's situated in Thassilonian ruins, for example. Much of what could be learned from the site has been lost to the ravages of both time and orcs, but maybe a small mound was overlooked with minor undead and historical artifacts.

Cheliax

Pathfinder Adventure Path Subscriber

After a quick aside where my party solved a rash of murders targeting Sarenrite priests, they got back to the main plot, and visited Foxglove Manor. They remembered they had the hat of disguise and briefly thought about disguising themselves as Aldern before going in. They didn't, but it would have been amazing if they had, for obvious reasons!

Cheliax

Pathfinder Adventure Path Subscriber

I'll echo Shelyn here, regardless of body size. She would be the first to say: "Beauty doesn't come in just one size."

Iconics: How about Enora? Sure, you're taller than she is, but who isn't? Besides, she's new - you'd be the first with her cosplay!

Runelords: Lucrecia. She's a redhead, and very fair-skinned. She shows a bit of cleavage, but that can be toned down depending upon your comfort level. She's very slim, canonically having what appears to be a dancer's body, but she's also a shapechanger, so maybe she's wanting to explore her curves that day.

Cheliax

Pathfinder Adventure Path Subscriber

I'm hoping for nuggets of Thassilonian lore. Belkzen was Zutha's stomping grounds, if I'm not mistaken.

Cheliax

Pathfinder Adventure Path Subscriber

25,000 gp a year. Not a bad little racket. And, honestly, not enough to really break the economy. It just about pays for two wands of cure light wounds every third week. I forget when and where you find this, but if it's where I suspect, the amount of money they're pulling in with this little trick is chump change by the time they find it. I'd let them go ahead and have this little victory.

Cheliax

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Pathfinder Adventure Path Subscriber
NobodysHome wrote:


Even more unfortunately, the noise from the battle with the dretches attracted even more unwelcome company in the form of several cultists of Baphomet. Even more fortunately, NoPrey decided to stop trying to fight and instead Greased the ground under the cultists. The fumbling, bumbling, tumbling cultists were cut to pieces by Jake and Merissa, aided by Anevia's arrows, Kariss' spells, and NoPrey's inspirational dancing. (Yeah. Whatever. He took it. I gotta give it to him. An inspirational bird dance. Yeah.)

So, it's the Chicken Dance, right?

Cheliax

Pathfinder Adventure Path Subscriber

I picked up a sampler pack of Left Hand beers for the weekend, mostly because I noticed it had three bottles of Black Jack porter in it. I'd had this beer at a gastropub a few weeks earlier, and was very pleased with its chocolate aroma and dark flavor. It also came with three Milk Stouts, which made it more appealing.

Sadly, the lighter the beer got, the less I liked it. Their Sawtooth Ale was a rather boring beer, and their 800-Pound Monkey IPA was terrible. (Full disclosure: I abhor IPAs. They're way too hoppy for my taste, so I was bound not to like that one.)

Cheliax

Pathfinder Adventure Path Subscriber

Solid choice on your deity there. Sarenrae is one of the deities that has an altar dedicated to her in the new cathedral in town, so there'd be a good reason for your character to be heading to Sandpoint.

Cheliax

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OK, so I've had a chance to read through it now. It definitely looks like D&D again, to the point where taking something classic like White Plume Mountain should be fairly easy to play in it, while also allowing for playing The Sunless Citadel or Keep on the Shadowfell under these new rules. Nothing in it truly offended me, but then again, I played 4E for over a year in LFR and GMed a third of the Scales of War AP before I truly tired of the way the rules worked.

I'm currently in a "wait-and-see" mode. Nothing that they printed in the rules really excited me, but similarly, nothing really offended me. I'm very interested in playing the game and seeing how the engine actually performs - that's really the test of the game. Advantage/disadvantage looks to be a neat solution to having 8,000 different situational modifiers, cutting down on the easily forgettable bonuses to just one uniform mechanic - roll twice, and pick one. I hope it succeeds - a market without competition is a stagnant market, and while I see no signs that Paizo is resting on its laurels, it's good for our hobby in the long run to have two robust gaming pillars, rather than just one. I want 5E to be successful. I want to see it thriving. I don't want this to be D&D's swan song before Hasbro gives up on it entirely and swallows it up, utilizing it only as a product for licensing.

I want to keep breaking into dungeons and killing dragons. I sincerely hope that Wizards has created a game that will last the test of time again.

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