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

Misroi's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 795 posts (4,297 including aliases). No reviews. No lists. No wishlists. 3 Pathfinder Society characters. 28 aliases.


RSS

1 to 50 of 795 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Cheliax

Pathfinder Adventure Path Subscriber

Ha! Same in my group, then - though he did have a ring of jumping at the time.

Cheliax

Pathfinder Adventure Path Subscriber
Solomani wrote:
Nakteo wrote:
GM 8574 wrote:
What sorts of games of chance are folks using for Silverdisk Hall? I'm trying to think something up that's a little less typical than poker or Twentybone, and wanted to see what y'all had in mind. Thanks!

You beat me to the punch on that one. I've been trying to figure out easy ways for the players to simulate gambling that won't bog down the game if only a couple players want to do so.

Also, how long would y'all say it should take for the smith to make a masterwork weapon (per PC) in exchange for returning the body of Whatshisface? My math using the crafting rules says a 5th level Expert (smith's level unstated) super specked for crafting would take around 5 weeks per weapon. Seems kinda unviable to me. What do you think would be acceptible?

I plan on using actual boardgames as an option - Three Dragon Ante for example or Seven Dragons. Colossal Arena would be perfect for a robot arena.

I figured not all of the PCs would want to go gambling, so I wanted to abstract the gaming. I just had the PCs roll a Profession (gambler) check to see how they did. If I'd thought a bit more about it, I'd actually do something like this:

Each check represents an hour of gaming. You decide the stakes. If your result is under 20, you lose your stakes. If you get between 20 and 25, you end up breaking even. If you get 25 or higher, you actually double your stakes.

Cheliax

Pathfinder Adventure Path Subscriber

Heh, probably should have put spoilers on that. My bad.

The way the XP breaks down, they didn't get enough XP to hit level 2 until they reactivated the module. That pretty much means that Hetuath is pissed at the intruders and comes investigating.

As for the day time limit, the reason behind that is that one PC got away, and is putting together a posse to go save the group. My plan is to have that group encounter Hetuath again, kill him (hopefully), and then encounter the rest of the party, who just escaped from the kasatha caverns.

My current plan is that they wake up in the caverns, stripped to their skivvies. They have strange alien writings scrawled on their flesh in their blood. They then have to escape. I plan on the PCs turning a corner and seeing their gear ahead of them, and a robot head peeking another corner. Their gear is placed just beyond a covered pit trap, and if they charge after it, they'll probably fall in.

I thought about using the advanced ghelarn as well, and that will probably be the final encounter for them. I'm sure the barbarian will appreciate being able to beat something up after an hour or so of traps.

Cheliax

Pathfinder Adventure Path Subscriber

As I mentioned in the obits thread, Het's a beast. I'm not opposed to his inclusion, only that he came so early in the path. As a result, a party of five 1st level PCs, weakened from his undead minions, fell to him. Since this is so early in the path, and I had a bunch of kickass character backgrounds, I didn't want to force them to make new PCs.

So, here's my plan. Since Hetuath's undead status was forced upon him by Zyphus, I think he's wanting to do whatever he can to end it. He's hoping that sacrificing these souls to the Grim Harvestman will free him from his monotonous existence. This got me to thinking - what exactly does a sacrifice to the god of accidental death look like? I figure it's something along the lines of the ways the characters in movies like Saw or Final Destination die - convoluted death traps.

There's another dimension to this, of course, and that Hetuath is likely insane by now. Setting aside the whole "sentient mind trapped in a rotting corpse" fun, he's been stuck inside the habitat module for several thousand years, and only recently has anything unusual happened. He's got to be nuts. I think he would have an unnatural fear of leaving the habitat module. Moreover, as much as he loathes his condition, it's the only thing he knows any longer, and he's afraid of what the next step after he's released from undeath will be. So while he wants to be free, he's also horribly afraid of what the fulfillment of that wish will bring. So, the death traps are escapable, a fact I'm sure my players will appreciate.

So, the real thing I'm planning here is what to do with the players. I think my current plan is to stick them in one of the disused caves in the habitat module and build some quick traps for them to escape from, sans their equipment for a trap or two. I want them to feel like they've bought their freedom, not that I'm "letting them live." As I come up with death traps, I'll post them here - I'd encourage anyone with thoughts to do so as well. My limitations:

1. The trap must be something that Hetuath could reasonably build in a day's time.
2. The trap must be something that Hetuath could reasonably build given the equipment he has and the equipment that the PCs bring with them.
3. It should be more interesting that "surprise - arrow trap!", and hopefully give some insight into the alien mind that built it.

Cheliax

Pathfinder Adventure Path Subscriber

Ironically, the most difficult part of the trap was the effect it left behind - how does the party traverse the stairs now that there are some significant gaps in them?

Cheliax

Pathfinder Adventure Path Subscriber

I'll also suggest RoW, as it uses one of funkiest monsters in D&D history.

S3:

The wolf-in-sheep's-clothing makes an appearance in Baba Yaga's hut, using the body of a witch's familiar as bait.

Cheliax

Pathfinder Adventure Path Subscriber

UaBS already has those. After those two plus Common, I think just budgeting that you spend a point in Linguistics after you've been confronted with exotic languages (read: ones that aren't even in the ISWG) would mean that you'd only be investing four or five points, tops.

Cheliax

Pathfinder Adventure Path Subscriber

I handled it as the rules suggest - roll a d4, and make an attack roll against that many random PCs. If it hits them, then the bell destroys the section of stairs that they're on and a 5' square either in front of or behind them. They then make a Reflex save or fall the rest of the way. Since the faceless stalkers wait until they get about halfway up, they'd fall another 60'.

I admit that I was a bit worried about this one - if all the dice go against you, that's 12d6 damage. Not instantly fatal at 6th or 7th level, but that's a significant chunk of health. My real concern was if I happened to roll a 20 on the attack roll - now you're staring down 18d6, which could kill a PC depending on die rolls. It didn't happen when I ran it, but the threat was there.

Cheliax

Pathfinder Adventure Path Subscriber
leo1925 wrote:
Orthos wrote:
Hobgoblin Shogun wrote:
mikeawmids wrote:
Hobgoblin Shogun wrote:
mikeawmids wrote:
Is Hetuath the new Xanesha? :o
Who dat
A villain from the second book in the Rise of the Runelords AP, she had a reputation for being a party killer (until Paizo nerfed her in the anniversary edition).
Oh, I only have the anniversary edition. The big mega book version. What were the changes made?
Stats slightly nerfed down, a change to the energy drain attack going from 3.5 to Pathfinder, slightly different spell list and tactics.
Also different class and PCs one level higher with more wealth.

So, not much. ;-P

Cheliax

Pathfinder Adventure Path Subscriber

What about triple-identity characters, then? Because Gunthar has revealed two so far - Brenner (the identity he's returned to Torch in) and Tyson (a skymetal smith).

Cheliax

Pathfinder Adventure Path Subscriber

Putting out a call for players looks pretty easy. What happens if Khelreddin, for example, tried to call someone I called?

One complaint - due to the way that the page loads, if I click the call button, then it resets everything, and I need to scroll back down to the list to select the next player. It's not that bad right now, but once there's a significant number of players, that's going to get annoying. Is it possible to replace that with check boxes? DMs could select the players they wish to call, and then submit that with a single button press.

Cheliax

Pathfinder Adventure Path Subscriber

It also doesn't help that they've not really optimized their characters. Their primary damage dealer is the barbarian, who is optimized in the sense that the barbarian is a powerful frame.

I'm going to start another thread regarding my spoiler - I think it might be a good place to brainstorm solutions for people who find that Het TPKed their group.

Cheliax

Pathfinder Adventure Path Subscriber

Sadly, now I have to report as well.

Victims: Human Rogue 1 (Gunthar), Human Barbarian 1 (Granden), Elf Oracle 1 (Celesara), Android Wizard 1 (MEAM)
Cause of Death: Hetuath (again)

This is beginning to become a thing.

So, since I've got a slightly larger party, the level didn't come until they restarted the habitat module. Unfortunately, that meant that they didn't have a chance to level or rest before fighting Hetuath, and they were still low on resources when he came after them.

It was an ugly fight - Hetuath had watched them fight through his skeletal minions, so he knew Granden was the real danger. When he came around the corner to fight the PCs in the control room, he was face to face with Killswitch. He attacked Killswitch, fighting defensively. His plan was to let the barbarian come after him and deflect the blow. Sadly, it worked. Gunthar tumbled into flank but couldn't connect. MEAM and Celesara were out of spells, and were reduced to shooting arrows or throwing alchemist's fire and alkali flasks. Then Hetuath unloaded. He dropped Granden with two hits from his swords, turned to Gunthar and dropped him with a slam (a critical hit, no less), and missed Killswitch with his last attack.

The mass exodus began, but unfortunately, Hetuath was in the way. Celesara ran past, but got stabbed for her efforts. MEAM followed, and discovered that he also had Combat Reflexes - she fell as well. With only Celesara and Killswitch active, and Hetuath barely injured, they had to get creative. Then they had an epiphany - the malfunctioning decontamination chamber! If they could lure the unkillable beast into that, it could blast him with electricity, and they might just have a chance! I thought this was a great idea - since he was cursed to unlife by Zyphus, an accidental death like that was both ironic and fitting. So, they lured him there, and the lightning arced. I examined his stats to take a look at his Reflex save.

Then I noticed his immunities line. He's immune to electricity. Even I had to admit, that was dirty pool, Neil.

Killswitch ran. Unfortunately, the only way he could go was deeper, so he fled the way Hetuath came. He saw the monitor room cum Zyphan chapel, and went south, encountering the security doors to the next level. They didn't have a black card, so he fled west. When it dead ended several hundred feet later, he turned to wait for the inevitable.

It never came.

Not one to look a gift horse in the mouth, he fled back the way they came. He noted that his friends' bodies were gone. Rather than go looking for them, he fled back to Torch, his synthetic mind racing to figure out how to save everyone.

Next Time:

Now, as you might surmise, the PCs aren't dead. Partially because of how nasty that fight was, and partially because they were all level 1, I decided that Hetuath was more interested in sacrificing them to Zyphus in an attempt to be free from his undeath curse. So now I'm putting together two disparate groups - the captured PCs and the deathtraps that Hetuath makes for them, and the group that Killswitch puts together to go after them. It'll be challenging, both mechanically and narratively, but if I do it right, it should be both awesome and fulfilling.

Cheliax

Pathfinder Adventure Path Subscriber

Human Rogue (Gunthar) - worked as an apprentice to a Technic League enforcer, found out how terrible the League is, killed his mentor (and their android servant) by throwing them both into the flame in Torch before the recent troubles. Is now haunted by the android's spirit, and on the run from the League.

Human Barbarian (Granden) - Kellid tribesman, hates robots, drank some Numerian fluids and gained the ability to staunch bloodflow. Took the Numerian liberator archetype.

Elf Oracle (Celesara) - originally born on Castrovel, but her parents took her through the aiudara at a young age, imparting cosmic awareness upon her. Acts as a healer, but is incredibly interested in Numerian ruins due to her otherworldly origins.

Android Wizard (MEAM) - created by robots do be a skinjob assassin, something went wrong with her programming. She only remembers her designation (Metal Elementalist Android Mage), and chose this as her name. She now hunts robots. Still very young. (Player doesn't know it yet, but something happened to her during her Renewal, and this is what she believes is her origin. Haven't quite decided what the "truth" will be yet.)

Android Swashbuckler (Killswitch) - by day, a rather unimpressive Torch guardsman named Daneel Milesteen; by night, Killswitch, scourge of the underworld. Someone needs to take a stand against the Technic League, and Killswitch is that man.

Cheliax

Pathfinder Adventure Path Subscriber

http://www.beeradvocate.com/beer/profile/132/54929/

Cheliax

Pathfinder Adventure Path Subscriber

Well, I was able to create an account. I don't see much functionality to the site beyond that just yet, though.

Cheliax

Pathfinder Adventure Path Subscriber

There's all sorts of ways. Besides bard song, a magic weapon cast on the barb's WoC or some random Trait come to mind.

Cheliax

Pathfinder Adventure Path Subscriber

Oh, yes, I read that. The book I referenced was a collection of short stories, and The Repairer of Reputations was the first story.

The obvious solution to Selene's decision is pregnancy, but I feel like that's overplayed. Besides, I'm not sure I want to deal with Hastur or whatever hitching a ride back to Golarion. Then again, there us precedent of Lovecraftian horrors mating with women and bearing foul young -the Deep Ones come to mind. I thought about something more esoteric, like she'd been impregnated by Carcosa itself, and something horrible would happen if the pregnancy came to term.

I think a more terrifying thought is that she might be a sexual Typhoid Mary now -maybe Carcosa spares her any lasting horror, but anyone she sleeps with soon has visions of the Yellow Sign, and comes to Hastur's worship. I've got time to think about it.

Cheliax

Pathfinder Adventure Path Subscriber

The only thing I've read cover to cover on the Hastur mythos is Chambers' The King in Yellow, and only about half of that is applicable to what Hastur eventually became. I used several different online sources to flesh out my adventure - Wikipedia for general info on Hastur, Carcosa, quotes from the play, etc; The Yellow Site for more detailed information on the play's specifics; and The Road to Hali was instrumental in helping shape the trek through Carcosa.

I've only run about half of it, but so far my players are both excited and creeped out to explore Carcosa as it looms upon Sandpoint. They did not bring Jasper along, but my party's inquisitor hit the DCs exactly on the nose each time. (I didn't have Shalelu roll, mostly because I wanted to see how off target I was with the numbers.) Selene, the group's elven fighter, indulged within the Marketplace - and probably in the worst way possible. I mentioned that they saw sandalprints in a dirt path within the Marketplace that spelled "Follow" in their mother tongue. They'd heard about prostitutes that would advertise in this manner, and she went off to go whoring. She ended up having sex with a male prostitute in Carcosa. This can't possibly end badly!

Cheliax

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

I hinted at this adventure in a few other threads - presented for your amusement is the result. This is designed for a group of 5 PCs between Books 2 and 3 of Rise of the Runelords, and includes Shalelu involved in the process. Enjoy!

The Adventure:

Jasper Korvaski has a problem. His partner, Cyrdak Drokkus, has sequestered himself in the Sandpoint Theater, and has not been seen in almost a week. He's to the point that he's considering doing something drastic – breaking down the door and finding out if his partner is well. But first, a bit of backstory.

When last we left these two, they were returning from Magnimar, and Cyrdak won a trunkful of plays in an estate sale. One of the Pathfinders they escorted back to Sandpoint was a Chelaxian faction member whose faction mission was to sneak a book into his find. The party was unsuccessful in stopping him, so he succeeded.

Outbidding Zarta proved to be a bad plan. She slipped him a copy of The King in Yellow.

When Cyrdak got back to Sandpoint, he inventoried everything, and found this additional book with a curious symbol on the front. He found the first act quite boring, but was instantly shocked and absorbed by the second act. The play has inspired him, and he's spent the last two weeks redecorating the Theater's interior to match the setting of the proscribed play. In the heavens above Golarion, Aldebaran begins to brighten in the sky, and the stars are right. Hastur stirs in dim Carcosa, and Carcosa begins to take form in Sandpoint.

When the PCs arrive in Sandpoint, they'll find that things are relatively quiet – but Ameiko is worried about Cyrdak for Jasper's sake. “The old poof and I have had a rivalry ever since I came back to town,” she'll explain. “But just because we've never gotten along doesn't mean I don't want something bad to happen to him. I'm sure Jasper's beside himself – never has the Theater been closed this long. Something's up, but his stoicism is going to get the better of him.”

Once they meet with him, they'll find that Jasper is indeed deeply concerned – the paladin's outer display of impassiveness drops after they inquire. “He's locked people out before – me, even. He says it gets in the way of his ability to create. I've never bothered him during these bouts, but...he was acting strange, even before this. He's been like a man possessed ever since we got back from Magnimar. When I asked him about it, he just said that he's had an astounding inspiration from our journey, and that we would see his masterwork soon enough. Well, it's been over a week now since he locked those doors, and I...I don't know what to do.”

Part of his problem lies in that he's unable to investigate. “He's done nothing wrong, and I can't unlawfully break into the Theater to check on him. It goes against Abadar's code. But I have to do something. Anything.”

Presumably, the PCs come up with a way for Jasper to accompany them into the Theater. However, it's wholly owned by Cyrdak, and while Sandpoint has nothing against same-sex marriages, Jasper and Cyrdak haven't entered into one, so there's nothing saying he has any claim on the property. Belor would be a sympathetic ear, and even suggests that someone in the party jimmy the lock, but Jasper refuses – there's no legal reason for him to be going in there, so he can't. The Mercantile League is in charge of leasing and subletting land, so in theory, Jasper could be persuaded to do a “spot inspection” on the Theater. Alternatively, as the Mercantile League bought the land from the native Varisians, they might speak with Madame Mvashti to get her permission to enter. Either of these options (or another) would be enough to assuage Jasper and get him to accompany them on the trek into the Theater. (If they convince him to follow, use the 3rd level paladin stats from the NPC Codex.)

Inside, the lobby has been decorated with dark colors. The playbills that once decorated its walls have begun to fray and tatter at the edges. The place is silent and forboding, and the doors leading into the theater itself have been barred on the inside. The doors to the box seats have not been barred, but Cyrdak has cast an arcane lock on all of these using several scrolls he's purchased. If Jasper is with the group, he leads them towards the manager's office, which doubles as Drokkus' private quarters. They're a mess – papers are scattered across the desk, many of them spilling onto the floor. A fine table holds the molding remains of a meal of smoked fish and soup, with scant evidence that they were ever consumed. The bedcovers are a tangled mess – while it doesn't seem to have been slept in recently, Cyrdak's dreams were clearly vibrant when it was. Jasper finds Cyrdak's journal, and in it his detailed descriptions into the clarity shown to him by the play.Once they hear the salient points, a Knowledge (local) or Knowledge (planes) will give the players the name, and the basic plot.

Once they return to the doors, they will have to break them down – Jasper is fully prepared to aid Cyrdak once he's been made aware of the peril. Beyond, the theater's rafters have been decorated with bolts of a pallid yellow satin that gently sways, even though the air in the theater is still. The proscenium has rough stage props to suggest the entrance to a city, while the backdrop is meticulously painted of that city – beautiful and decrepit and alien all at once. Beyond the city is a monstrously large lake, and beyond it a crumbling palace, its cyclopean spires reaching towards the starry skies above. A Knowledge (planes) confirms this to be a represenation of Carcosa, the doomed city by the Lake of Hali before the coming of Hastur. Perception checks – the highest will barely hear what sounds to be the distant lapping of waves upon a shore.

As the PCs approach the stage, the scrim will appear to be more and more lifelike, until they can no longer see the theater any longer – they are not quite in Carcosa, but neither are they wholly on Golarion any longer. The Theater now exists somewhere between the two, and if Cyrdak is not saved, then Sandpoint will disappear from the map as did Lost Carcosa.

The diary will give the PCs the clues they need – Cyrdak seemed enamored with the story, and desired an audience before The King in Yellow himself. This likely means his eventual destination is the palace. They will need to traverse through Carcosa's shifting streets, ford the misted Lake of Hali, and stop Cyrdak before he breaches the doors to the palace. This isn't as easy as it may seem – Carcosa is chaos made manifest, and its streets defy mapping. A highly rational mind cannot make sense of it. Fortunately – or perhaps, unfortunately – a highly irrational mind can. Reaching the first encounter requires a Survival check DC 25, while reaching the second requires a Survival DC 30. While this is high, every point of ability damage done to a mental stat (Int, Wis, or Cha) grant a +1 bonus to this check. Additionally, if Jasper is with the group, his desire to be reunited with Cyrdak grants an additional +2. Should one of the stats drop to 0, then upon awakening, a PC will have gained an insanity. Failure to meet a DC 25 requires a DC 20+(current number of failures) Will save from the party, as the twisting streets and alien architecture take their toll on the party. A failed Will save here means that character takes 1 point of ability damage from a random mental stat.

Encounter 1 – The Marketplace of Trivialities

Eventually, the party will come to a crumbling edifice with the words “Marketplace of Trivialities” enscribed on its massive face in Aklo. Cyrdak's trail leads this way, through its halls. Within are row after row of unattended booths, each offering tempting and intriguing delights. Bottles of some forgotten brew, pouches full of pesh and other insidious drugs, leaflets suggesting temptations of the flesh in secluded corners of the Marketplace, and other such ways to pass the time exist here. Cyrdak's route through the Marketplace is not immediately visible, so searching will need to occur.

Leaving the Marketplace turns out to be difficult, as its stalls form a massive and ever-changing labyrinth of paths, all looping back upon each other. Finding their way out will require a DC 35 Survival check with the usual penalties for failure. However, there is another option.

Anyone foolish enough to try any of the delights here will find that they experience a euphoria unknown to them before – as though the weight of the world were lifted from their shoulders. If they have ability damage in any of their mental stats, they heal 1 point from each. However, this feeling is fleeting, and they experience an ennui of catastrophic proportions. It's then that the Marketplace reveals a previously hidden section of its wares – the final road, towards all manner of ways to kill oneself. A selection of stout ropes, pre-tied into nooses; a guillotine, its blade high and sharp; a selection of poisons, each deadlier than the last; and, perhaps most disturbing, a large stone structure with a strong bronze door with the words “Lethal Chamber” written in the language of whoever gazes upon it. This PC will need to make a DC 20 Will save or choose the manner of his destruction. Naturally, the other PCs may try to snap him out of this – well-roleplayed scenes will allow another Will save, with an appropriate bonus. Regardless of whether the PC is saved or they knock him unconscious, they will find Cyrdak's exit shortly thereafter. (He was tempted, but his desire to see the King in his horrid flesh pulled him from the depths of despair.)

Encounter 2 – The Lake of Hali

As they close, they finally see the Lake of Hali. It's not made of water, but instead a roiling cloud of fog and mist which seems to whisper unintelligible secrets as its clammy tendrils whisp upon the shores. At the far end lies the palace, and a retreating speck on that distant horizon is Cyrdak upon his boat. Shouting will not raise his attention. Fortunately, there are boats on the shore.

Unfortunately, that means subjecting the party to the horrors of the Lake itself. Halfway across, they will need to make Perception checks to note that there is a wave in the mist coming towards them. If they succeed (DC 20), they will not be surprised when a pair of massive tentacles lash out – a giant squid is beneath them. The squid has total concealment from the party (and they have partial concealment for it), and will not breach the surface of the mist until it has killed the trespassers on the surface. Swimming works like normal, except they have no danger of drowning, and will not sink wearing heavy armor. (Use the Giant Squid stats from Bestiary 1, with the Terror Creature template.)

Encounter 3 – On the Steps of the Palace

At last, they have caught up with Cyrdak, and he is upon the steps of the palace. He is beginning the slow and torturous climb to the top, and he is a disheveled mess. His face is a mask of exhaustion, but his eyes bear a frightful clarity of madness. “You don't understand! Everything became so clear after I saw the Yellow Sign! I would show it to you – to everyone!” They will need to make a Diplomacy check in order to get him to come back with them. If Jasper is here, then he'll grant them a +4. However, this is a hard DC – he is hostile towards coming back, and the DC to convince him is 29. If they succeed, they will be able to head out and try to return to Sandpoint. If they fail, then they need to defeat Cyrdak. Jasper will be too emotionally torn to fight, and while he'll implore the PCs to attack to subdue, Cyrdak will have no such restriction. (Use the 6th level bard stats in the NPC Codex for Cyrdak.)

If Cyrdak lives, then proceed. If not, then Jasper remains behind in Lost Carcosa with his dead lover. What this means is for another day.

Encounter 4 – The Return Home

The return trip on the Lake is again interrupted by the mist rolling away and becoming oily and black water. If Cyrdak is conscious, he will gibber in the bottom of the boat (which has changed form when the PCs were dealing with Cyrdak). “The King stirs in his sleep!”, he whimpers. “His mask begins to slip from his face, and soon we shall all see what lies beneath. He is coming. He is coming. He is coming.”

Undoubtedly, the PCs will row harder.

As they race through the now unfamiliar streets, they find that they have no markers to find their way home. Another Survival test is required, this time DC 30. Normal benefits will apply. If they fail, then they find what appears to be the proscenium arch of the Theater, but blocking the way is a strange radiance that illuminates the area ahead without any apparent source of light. Wherever the light falls, shadowy wisps writhe with malignant intent. It slowly floats towards the group, its loathsome light growing ever closer. Knowledge (dungeoneering) will reveal it to be a colour out of space, no doubt drawn here by the spatial paradox as Sandpoint and Carcosa are coterminous. They will need to defeat it before they can escape. They don't need to kill it – reducing it to half hit points will cause the colour to move on and seek easier prey.

Once back on Golarion, the link between Cyrdak and Carcosa is broken – the magic wrought by the magnificent pigments wanes, and the painting on the skrim becomes a normal work of art. Both Cyrdak and Jasper are overwhelmed by their experiences, and they lie on the floor of the stage, weeping openly.

If everyone survives, then one thing that will occur when the party returns to Sandpoint is that Cyrdak and Jasper will have married. “If my time in that other realm taught me anything,” he says, “it's this: we all wear masks. Some of them need to be removed.”

The Journal:

Lamashan 14 – I've glanced through the list of plays I've bought in this lot, and nothing has moved me. I'm beginning to think I overpayed for this auction. Still, maybe I can find something in this that can earn a few gold – not to mention outdo the theater scene in Magnimar again.

Lamashan 17 – Interesting. One of the books doesn't seem to be on the list. Then again, it doesn't have a title, so maybe they just left it off. I'm not sure how you'd write the squiggle that's on the front, after all. I'll add it to the stack.

Lamashan 18 – I can scarcely contain my excitement! My mystery tome is a rare work, one that I had heard whispers of, but never dreamed I would encounter! The haunting words from Cassilda's Song in the second scene of the first act still echo in my mind. Honestly, though, I can hardly see why this play has its reputation. The first few pages I've read have been above average at best, and hardly worth the fuss.

Lamashan 19 – By the gods! Act II! If I had not caught a glimpse of those opening words, I should never have finished it! The rise of Carcosa! The tragedy of Cassilda and Camilla, and the inexorable truths of the Stranger! The doom that came to Yhtill! All of it, perfect in its own terrible way! My words upon this page hardly do it justice. Never have I read anything so enthralling, so impossible to turn away from, the same way that the eye is drawn to a scene of carnage, that same heady mixture of repulsion and attraction. The question: can I capture this upon the stage? How can I not attempt this?

Lamashan 21 – I've told Jasper I'm to be working on my project, and I don't wish to be disturbed. He understood. This time, though, this time, I think I have something truly grand. I want the play to come to life upon my stage. When Cassilda gives her cry to end Act I, it should feel like it echoes through the streets of Yhtill. My illusions won't be good enough, but I've got a second plan. I'd purchased several pots of a magic paint during my trips to Magnimar with Jasper, and I always said I'd use them when the muse struck. When if not now?

Lamashan 23- Little time to write, there is much work to be done and little time to do it. Everything is so clear, the visions I see of the Lake of Hali need to be incorporated from my dreams. The Palace, the winding city streets, the twin suns, the night sky dominated by Aldebaran – if I cannot make this exactly as I see it, then I have failed to birth this beautiful creation.

(new page)The work continues. A distant pounding upon the doors comes occasionally. I ignore it. Nothing matters but creating the backdrop, bringing forth the path I see laid before me. There is no time to eat, little time to sleep, not when The Pallid Mask calls to me. The whispers I hear quiet only when I paint, and give me frightful insight into what to paint when I do not.

(new page)I know not how long I have toiled at the painting. Days? Weeks? Months? Is there still a world besides Lost Carcosa? If there is, I know it no longer. All that remains is to perfect the path – through the Marketplace of Trivialities, across the Lake of Hali, and up the steps to the Palace. I shall come before The Pallid Mask, lift it from his brow, and gaze upon the truths he revealed to Cassilda, Camilla, and all of Yhtill. The mask shall be shed.

Notes Scrawled in the Margins of the Journal:

Along the shore the cloud waves break,

The twin suns sink behind the lake,
The shadows lengthen
In Carcosa.
Strange is the night where black stars rise,
And strange moons circle through the skies,
But stranger still is
Lost Carcosa.
Songs that the Hyades shall sing,
Where flap the tatters of the King,
Must die unheard in
Dim Carcosa.
Song of my soul, my voice is dead,
Die thou, unsung, as tears unshed
Shall dry and die in
Lost Carcosa.
-Cassilda's Song, Act I, Scene 2.

Camilla: You, sir, should unmask.
Stranger: Indeed?
Cassilda: Indeed it's time. We have all laid aside disguise but you.
Stranger: I wear no mask.
Camilla: (Terrified, aside to Cassilda.) No mask? No mask!

-Act 1, Scene 2.

Cassilda: Not upon Us, o King! Not upon us!

-End of Act 1.

Cheliax

Pathfinder Adventure Path Subscriber

As it so happens, I'm running an adventure in Sandpoint that's my homage to the Hastur mythos. Short version - Cyrdak got a copy of The King in Yellow, got a bit obsessed by it, and ended up using marvelous pigments to create a skrim backdrop for Carcosa. This has had the unfortunate side effect of drawing the Unnamable One's attention to Sandpoint, and the party need to chase him to the palace before he can open up its doors and lift the King's pallid mask.

I've only read through Chambers' The King in Yellow, and used that as my main inspiration, as well as some supplementary stuff I found on the web, but the inconsistencies on what Carcosa, Hastur, Hali, and all of these names interest me - especially since even Chambers uses these names interchangeably. In your opinion, what exactly is the relationship between Hastur and Carcosa? Is there one?

Cheliax

Pathfinder Adventure Path Subscriber

I've had the same problem - none of my minis are SWMinis, so I lack robots. I can help with the blindheim, though. I had to find a suitable mini for a PFS mod, and I think a Nothic from the Archfiends set works pretty well.

Cheliax

Pathfinder Adventure Path Subscriber

There's always this option...

Cheliax

Pathfinder Adventure Path Subscriber

I've been writing up some stuff about Torch for my players before we start playing next Saturday, and I just got to location 16, the Chapel of the Wanderer.

What the heck is this? With a name like that, I'd like to have more to say to them than "this is the graveyard." Is it named for Triaxus? If so, why?

Cheliax

Pathfinder Adventure Path Subscriber

Harkening back to last page's discussion of gods from Earth on Golarion, what is it about Earth that makes it inhospitable to divine beings? They all seem to have left for one reason or another.

Cheliax

Pathfinder Adventure Path Subscriber

I ran Dawn of the Scarlet Sun here as well - I don't have any problem muddying the waters with two sets of murders, myself. I set it up that word had reached Belor recently that Magnimar was experiencing its own set of murders, and that one of his friends on that force was investigating. He offered to write an introduction to Kasadei, and that served as the jumping on point. With success there, Kasadei offered to give them a bit of authority to their searches - basically, that these strangers are acting on her credentials. When the party rogue failed to break into the Foxglove townhouse, these papers got them to decide to move on. "Hey, if she's the one sticking her neck out to investigate one of the city's nobles, then I want no part of this."

Cheliax

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

His most interesting part is about to take center stage, as it were.

When I first started the game, I had a bard in the party, so I started brainstorming on a story involving Drokkus. He's tied to several people in town - he's got a rivalry with Ameiko, and he's romantically involved with Sir Jasper Korvaski. It's also mentioned that he often heads in to Magnimar to find new material, both in performers and librettos. Since I already planned on the party heading back for Lyrie's trial, I began to set up my master plan. Sir Jasper and Cyrdak go into Magnimar for different reasons - Jasper's heading there on official mercantile reasons, while Cyrdak is on the hunt for new plays. He'd heard about an estate sale, so he ends up with a trunk of books and scripts. Once he's back in Sandpoint, he begins cataloguing them. Eventually, he finds one that captures his interests.

Unfortunately, it's The King in Yellow.

Cyrdak had heard of the banned play, of course, and while he had heard about the sheer banality of the first act, the second was...eye-opening. He finished it a few days after the PCs leave for Magnimar the second time - towards the end of Book 2. Once they arrive back in Sandpoint when Book 3 begins, they'll find out that Sir Jasper is worried for his lover, and hopefully they can find Cyrdak before complete the inspiration that the play gave him.

Cheliax

Pathfinder Adventure Path Subscriber

Doppelgangers can read your mind, right? Wouldn't a doppel-Kyra be able to suss out the correct answer to "What's my tattoo?" that way?

Cheliax

Pathfinder Adventure Path Subscriber

Signing up to play some low-level PFS with my new brawler. Info on the list.

Cheliax

Pathfinder Adventure Path Subscriber

One of the PCs in my group is a bounty hunter, so I made up some wanted posters for him. One for Orik, one for Caizarlu, and then two for some characters that aren't in the adventure at all. I wanted to make for some fun interparty strife on what to do with Orik, but Caizarlu was always going to be easy - he was a bounty, pure and simple. The PC is an inquisitor of Abadar, and his backstory is that he was following his mentor to Sandpoint, and his mentor told him to enjoy the festival while he "took care of some business." He never came back.

Turns out he was hunting Caizarlu, and got ambushed. His mentor ended up being one of the zombies in the basement. That sort of sealed the deal for the inquisitor - though there was a larger bounty for taking him alive, he smashed the necromancer's head with his earthbreaker.

As for Magnimaran law, Ashkar, there really isn't any. To say their legal system is Byzantine is inaccurate - the Byzantines actually had a bureaucracy. There really isn't such a thing as "precedent" in Magnimar - a Justice hears both sides and makes a ruling. It's rife for corruption, but somehow they make it work. I'd say, yes, owning zombies is a crime - probably a large fine for owning unlicensed dangerous monsters or something, though a particularly outraged Justice could authorize stoning or something. It really depends on what works best for your story!

Cheliax

Pathfinder Adventure Path Subscriber

Hardly, if it smells like that. Let me know when the barbequed ribs-scented map of the Halls of Gluttony is released.

Cheliax

4 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Emperor Point wrote:
Eugh, wasn't Council of Thieves anti-Cheliax? Why can't we have a pro-cheliax adventure path or one that lets you CHOOSE who to side with?

Because heroes. It's hard to be heroic when you're siding with an empire that has literally sold its soul to the Devil.

Honestly, I don't see why you can't do the former. In fact, a wise revolution would be strongly pro-Cheliax, while remaining wholly anti-House Thrune.

Cheliax

Pathfinder Adventure Path Subscriber

I'd be careful with Xanesha - as much as I love the idea of having Ironbriar come to Sandpoint with his handler masquerading as his valet, there are documents that the PCs find that will give out her name. She needs to be traveling under an assumed name, and because I'd want to give astute players an edge, I'd make it an anagram of her actual name. Ahsa Nex, maybe?

Part of me wants her to introduce herself as "Miss Nesha, but my friends call me Christa."

Cheliax

Pathfinder Adventure Path Subscriber

What was your favorite of Robin Williams' roles?

Cheliax

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

Robin touched many lives, Brox. I think most people are just shocked at how quickly the end came. Everyone has seen him in something that they loved, be it Aladdin, Good Will Hunting, Dead Poets Society or Hook. Those performances, those stories touched them at a time when they needed them. Now that person is gone, and it's clear that he needed someone in those final hours.

I don't normally get too broken up about celebrity deaths - as he said in Dead Poets Society, "we are food for worms, lads." Death is inevitable. It's just that nobody expected it just yet. I'd personally hoped that we'd have him for as long as we had Jonathan Winters. Such was not meant to be.

Damn. Genie, you are free.

Cheliax

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

Dance off, bro! You and me! Gamora, tossing it over!

Cheliax

Pathfinder Adventure Path Subscriber

I'm kinda surprised none of the feats made it, but yeah, there was no way that any of the Numerology feats were getting in.

Cheliax

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

Yeah, if time dilation was going to exist in Runeforge, wouldn't it benefit Thassilon if it were the other way around?

"It took us a century to figure this problem out, Lord Karzoug. The grandchildren of the original researchers are proud to present this solution to you."

"You're six months over. Next time, get this done in under a year, or I'll wipe your entire genetic code free from humanity."

Cheliax

Pathfinder Adventure Path Subscriber

For the good of all of us*.

*:

except the ones who are dead

Cheliax

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

Stare into the murderhobo long enough, and the murderhobo stares back.

Then it RAGELANCEPOUNCES.

Cheliax

Pathfinder Adventure Path Subscriber

I don't see anything wrong with that, Dynas. Lamashtu favors the falchion, so it's not like Nualia got the EWP for free. Just trade that out for something else, and you're good to go. I would make it a one-handed weapon, though - part of her schtick is that she attacks you with her weapon, and slashes at you with her demonic arm.

Cheliax

Pathfinder Adventure Path Subscriber

To be fair, Charles, Survival wasn't written to be "the last Doctor Who story." It was written as "the last Doctor Who story of this season," and had a coda added on to the end just in case it happened to be the end. It was unsatisfying because there wasn't a satisfying way of ending it with that episode.

Cheliax

Pathfinder Adventure Path Subscriber

If your party is absolutely refusing to enter a room because of the possibility that something might happen to his character, then I consider that "working as intended," Martin. >:)

Also, like a trap that is never discovered or set off, they don't get XP for untriggered haunts. My party never experienced the Worried Wife haunt for that reason. If they go back and lay Vorel's spirit to rest, then I'll be retroactively giving them that XP as well.

Cheliax

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
James Jacobs wrote:
Lord Snow wrote:
James Jacobs wrote:

When you file off the plot, and then file off the actual NPCs, and file off the locations... a LOT of APs start sounding the same, frankly.

There are certainly similarities in some of the creature mix between Runelords and Giantslayer... but they're different stories.

Fair point.

To a different question: will the NPC "method" from WotR continue here? that is, will we have inner covers detailing allies and villains? just generally speaking, how important would the supporting cast be?

No. We make choices for the inside covers based on the nature of the campaign. WotR had a LOT of recurring NPCs, and that was the right choice for that book. Giantslayer will have a different inside cover treatment more appropriate to Giantslayer than to Wrath of the Righteous.

Which means that the inside covers will have maps of the main adventuring locale drawn entirely in light blue.

Cheliax

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

Meanings:

CotCT: "Thus always to tyrants." Famously said by John Wilkes Booth during his assassination of President Abraham Lincoln.

CoT: "Each of us bears his own Hell." Virgil, The Aeneid.

KM: From Mel Brooks' History of the World, Part I. (No word on when Part II will be coming out.)

SS: Said by Sallah in Raiders of the Lost Ark.

CC: As Gorbacz noted, originally from Castlevania: Symphony of the Night, uttered by some Carpathian noble.

JR: From Kurosawa's The Hidden Fortress, a story which would later inspire a young George Lucas to write a screenplay about a princess who needs to be safely transported somewhere.

S&S: Bellowed by Edward Teach in his final battle, a man better known by the black color of his beard.

RoW: The final lines Shelley's Ode to the West Wind.

MM: Apparently, an actual Egyptian curse placed in an actual Egyptian tomb. No word on whether actual crocodiles or snakes were against the guy that plundered the tomb.

Cheliax

Pathfinder Adventure Path Subscriber

I just had the haunt go off once the person was in the room. Once they were under the haunt's thrall, I handed them the page detailing their experience.

Cheliax

1 person marked this as a favorite.
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

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

Aristocrat.

Vive le Galt!

1 to 50 of 795 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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