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** Pathfinder Society GM. 322 posts (1,461 including aliases). No reviews. No lists. No wishlists. 11 Organized Play characters. 8 aliases.


Sovereign Court

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I don't have much to add except I'm looking for more evidence that maybe the Outer Gods have a part to play. Specifically, Nyarlathotep who takes pleasure in manipulating humans and spreading chaos.

Consider the module Doomsday Dawn, whereby...

Spoiler:
the Veinstone Pendulum, the vital piece of magical components that allows a portal to be created between Aucturn and Golarion, makes a full revolution every 56 year. Every revolution, it gains more power culminating into an end of the world scenario.

And the module was set in 4718 AR. Working backwards, that means a revolution incident occurred in 4606 AR. The exact year of Aroden's demise.

Hmm...


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You're probably right to be honest. Still, it's the only Thaena I can find in that region. Hopefully "The Reaper's Right Hand" will give more details.


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I suspect some candidates aren't so much trying for the Taldan throne as they are trying to secede and form their own nation.

Starborne is a good example but so is Thaena (who is apparently a Luna Naga! She's in the Module "The Dragon Demands").


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Adagna wrote:
Magic Jar is necromancy not enchantment. Enchantment seems to be a prerequisite for it to be considered a mind affecting spell.

Usually, but not always.

Phantasmal Killer is an illusion spell which has the mind-affecting subschool.


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Actually, according to the tenants of Torag, the slaughter of enemies and their families is pretty much standard practise:

Faiths of Purity p.27 wrote:
Against my people's enemies I will show no mercy. I will not allow their surrender, except to extract information. I will defeat them, and I will scatter their families. Yet even in the struggle against our enemies, I will act in a way that brings honor to Torag.

As enemies of the dwarven people, goblins are pretty much considered guilty by default. Certainly, you could argue the finer points of the above, especially with the last sentence, but the point still remains.

Please note, this is one of the codes that a Paladin of Torag is expected to follow. Being Lawful Good does not mean you can't be ruthless, in fact it's pretty much expected.


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Ah yes. Allow me to introduce our local sorcerer Donovan, or as he's more commonly know, "Eater of things that would otherwise just go to waste".

In case it matters, I live in Sydney Australia. (UTC + 10)


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Hello, I'm planning to run the Fire Mountain Games' Way of the Wicked Adventure Path. This is an evil adventure path where characters will strive for personal power, embrace undeath and bring down the honourable nation of Talingarde. You have been warned.
You begin the adventure in the Branderscar Prison having recently been branded 'Forsaken' and sentenced to death for your crimes.

I am ideally looking for 5 players to join in this villainous game.

There is a player's guide located HERE that is free to download.

Blurb:

The Kingdom of Talingarde is perhaps the noblest, most virtuous and peaceful nation yet founded. The royalty of this dominion has rescued a dispirited people from the brink of despair and darkness. They dealt with their enemies honourably and their allies faithfully. Talingarde is a paragon of the age, a bright shining city upon a hill.

They condemned you for your wicked deeds. They branded you. They shipped you to the worst prison in the kingdom. In three days, you die.
A more complete history will hopefully be put into the Campaign tab shortly.

Character generation :

Ability generation We'll be using the Focus and Foible system listed in the adventure path. This means that you get to choose one ability score which will be an 18 and one which will be an 8. After that, you roll 1d10+7 for each of the remaining ability scores in order (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma omitting the one that you've allocated as the Focus and Foible). You do not get to reroll or allocate the numbers.
Addendum For the sake of fairness, players unhappy with their states should add up their ability score using Table 1-1: Ability Score Cost for Core Rulebook (p. 16). If the points total is less than 25 then the player may reroll the ability stats using the above rules.
Races All Core races are allowed, as well as aasimars, tieflings, dhampirs and drow. Other races might be possible but are not guaranteed acceptance.
Classes All are permitted except the Gunslinger, Paladin and Summoner. Anti-Paladin must now be LE Anti-Paladin and may not use their fiendish boon to add the 'anarchic' property to a weapon. Instead, they may add the 'axiomatic' property.
Skills As normal but there is a house rule that each player receives two extra skill points per level. One of these must be a profession or craft skill. This is due to the fact that the characters must be self-sufficient for much of the adventure.
Equipment and starting wealth You begin with nothing, including class-based boons.
Alchemists begin without their formula book, extracts bombs or mutagens. Bards begin without their instruments. Cavaliers have lost their mount, however the week of mourning has past. Clerics begin with their chosen spells but have no holy symbol or material components. Druids begin with their chosen spells but their animal companion is either outside the prison walls or dead. Inquisitors and oracles don't have their holy symbols. Witches, Wizards and Magi do not have their spellbooks, material components, familiars or bonded objects. They do however have a full selection of spells memorized prior to incarceration.
Alignments Only alignments permitted are lawful neutral, lawful evil, neutral or neutral evil. Lawful evil is the preferred choice.
Characters must choose a crime that they are guilty of.
Deities Unlike the original version of WotW, Empire of Night does not require characters to be followers of Asmodeus.
Traits Each character gets two traits, one of which must be a Crime of the Forsaken (see the Player's Guide). Note that your characters are guilty of the crime stated in your trait. You may have done it out of some misguided ideal but you are nevertheless guilty.
Books used
Core Rules, Advanced Players Guide, all Ultimate books, Advanced Races Guide, Blood of the Night, Blood of Angels/Fiends (possibly others but ask first)

Basic Undead Rules:

Although characters begin as mortals there will shortly be an opportunity to become an undead. Due to the unbalancing effect of a vampire PC in early encounters PCs must take feats to progress as a vampire, with each new feat opening new powers for the undead.
The Hunger rules from ‘Blood of the Night’ will also be used.

Never asked questions:

Q: But what if I don’t want to be a vampire?
A: No one’s forcing you. Other opportunities will arise later on (if you’re interested); just don’t forget the title of the campaign.

Q: Can I be a different kind of undead?
A: I’m certainly hoping to open up a few opportunities, yes. You might have to wait a while though.

Q: If this is an evil campaign, what’s stopping the PCs from killing each other?
A: Aside from me pushing lawful alignments? Not a great deal. Still, remember it’s you guys against the world so working together would be wise.

Archetypes:

These Archetypes are found in the WoTW books. Although they lack an undead theme I include them here for the sake of completeness.
Few are willing to sign the contract, penned in their own blood, turning their immortal soul over to Asmodeus in return for power, but those that do find that the benefits are well worth the cost. While they can expect an eternity of torment in the afterlife, they gain untold power in their mortal lives, but each year brings them closer to damnation. It is then no surprise that they wield their gifts with almost reckless abandon, hoping to impress their dark lord with untold acts of cruelty and tyranny. It is a fool’s hope, however, since Asmodeus is not easily swayed by such acts, and there is a high price to pay for his favour.

Lord of Darkness (Antipaladin Archetype)
Antipaladins are known as the hand of evil, but those among their dark ranks who swear fealty to Asmodeus take on an even darker purpose, to bring the people under his unholy yoke. These lords of darkness are feared across the realms, where even the barest whisper of their name inspires dread.

Aura of Obedience (Su): At 3rd level, a lord of darkness radiates an aura that cows the weak into following his commands. He receives a +4 morale bonus on Intimidate checks made against living creatures within 10 feet.
In addition, if he demoralizes a living creature within 10 feet, and exceeds the DC by 10 or more, he may issue one command to the target, as per the spell. The target can resist this effect with successful Will save, with a DC of 10 + 1/2 the lord of darkness’ level + the lord of darkness’ Charisma modifier. A creature cannot be commanded in this way more than once per day. This ability replaces aura of cowardice.

Cruelty (Su): At 3rd level, a lord of darkness gains the cruelty class feature of the antipaladin. This functions just like that class feature with the following exception.

At 3rd level, he can select the following cruelty in place of the sickened cruelty.
Commanded: The target must obey one order from the lord of darkness, as per the command spell.

At 9th level, he can select the following cruelty in place of the nauseated cruelty.
Charmed: The target is charmed by the lord of darkness, as per the charm monster spell. This effect lasts 1 round per three levels of the lord of darkness. The lord of darkness must have the commanded cruelty before selecting this cruelty.

Domination (Su): At 11th level, a lord of darkness can expend two uses of his smite good to make one living humanoid creature within 30 feet into his thrall, as dominate person. The target receives a Will save to negate this effect, with a DC of 10 + 1/2 the lord of darkness’ level + the lord of darkness’ Charisma modifier. If the creature fails its save, it obeys whatever commands the lord of darkness makes. The duration of this effect is permanent, but the target receives a new saving throw each day to end the effect. A lord of darkness cannot have more than one thrall in this way at a time. If he ever dominates another creature, the previous thrall is immediately freed from this effect. This ability replaces aura of vengeance.

Unholy Barrister (Cleric Archetype) Will stack with Infernal Apostle
Wretched are the clerics that worship Asmodeus, but there are some among them that truly find a calling in the service of the unholy lord. These clerics, known as unholy barristers, are among the devil’s most powerful servants in the lands of the living, tirelessly working to enslave all who dare to oppose him.

Deity: The cleric must worship Asmodeus.

Domains: The cleric must have the Evil or Law domain.

Demanding Channel (Su): At 1st level, the unholy barrister gains the ability to channel energy like a cleric of his level. This functions just like channel negative energy, allowing the unholy barrister to deal damage to all living creatures within 30 feet. The unholy barrister cannot use this ability, however, to heal undead creatures.
Instead, the unholy barrister can spend two uses of his channel negative energy class feature to heal all evil living creatures within a 30 foot burst. To receive this bonus, the creatures must each spend an immediate action, swearing loyalty to Asmodeus. In addition to the damage healed, creatures that swear loyalty gain the Devil’s Pact feat for a number of minutes equal to the cleric’s level, but can only use that feat once during that time. If the creature already possesses that feat, they can use it one additional time per day, as long as they use it during the duration of the demanding channel. Regardless of when the power is used, the creature’s soul is bound to Asmodeus for the entire duration and if that creature dies during that time, it cannot be brought back to life by any means aside from a miracle or wish . Even if it is brought back to life, it gains three permanent negative levels (just as if it had the Devil’s Pact feat). This ability otherwise copies and replaces channel energy.

Soulbound Contract (Su): At 8th level, the unholy barrister can barter some of his power off to those who would serve Asmodeus. Using this ability is a standard action and it can only be used on a willing creature who is adjacent to the cleric. The creature must knowingly, and willingly, pledge his soul to Asmodeus to receive the benefits of this ability. The unholy barrister can grant the target a number of his spells, as if using imbue with spell ability , but without having to give up a 4th level spell slot. In addition, the cleric can transfer one use of his demanding channel to the target, regardless of the target’s total number of Hit Dice. Spells transferred and uses of demanding channel are lost by the cleric until used by the target and regained normally. As long as the target has any spells or uses of demanding channel remaining, it is surrounded by an aura of foul energy. It is treated as an evil creature for all spells and effects and if it dies while still possessing any spells or uses of demanding channel, its soul is bound by Asmodeus and it cannot be raised or resurrected by any mortal means. The unholy barrister cannot have more than one use of this ability active at a time and cannot use it again until the first target is slain or it uses up all of the granted spells and uses of demanding channel. The unholy barrister can use this ability once per day at 8th level, plus one additional time per day at 14th level. This ability replaces the 8th level ability gained by the Evil or Law domains. If the unholy barrister has both domains, he chooses with one to exchange for this ability.

Infernal Apostle (Cleric, Drow) Will stack with Unholy Barrister
The Infernal Apostle is an archetype of the cleric class, available to drow clerics who worship Asmodeus or an Arch Devil.
In order to survive the purgings in Talingarde, the drow threw in their lot with Arch Devils. Infernal Apostles gain magical insight from their diabolical lords to dominate enemies by channeling infernal energy.

Class Features
An Infernal Apostle has the following class features:

Infernal Magic
An Infernal Apostle must choose to channel negative energy, and must select either the Lawful or Evil domain or the Devil subdomain as their sole domain.

Infernal Familiar
At 1st level, an Infernal Apostle gains a familiar as a wizard equal to their cleric level, or if they already have a familiar, their cleric levels stack to determine the familiar's abilities.
At 3rd level, their familiar gains the fiendish template.
At 7th level, the Infernal Apostle exchanges their familiar for an Imp without the need to take the Improved Familiar feat.

Infernal Channel (Su)
At 1st level, an Infernal Apostle can channel energy infused with hellfire to damage creatures of chaotic and good alignment, or, at higher levels, bolster the abilities of lawful evil allies. Channeling this energy causes a 30-foot-radius burst centered on the cleric. Creatures within the burst that are chaotic or good take 1d6 points of damage, plus 1d6 points of damage for every two levels the cleric possesses beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from the channeled infernal energy receive a Fortitude save to halve the damage. The DC of this save is equal to 10 + 1/2 the Infernal Apostle's level + the Infernal Apostle's Charisma modifier. Chaotic Good creatures take a –2 penalty on this saving throw.
At 5th level, lawful evil allies within the burst are affected as if targeted by a heroism spell with a duration of 1 round. While under the influence of the spell, your allies also gain fire resist of 5 and all unholy or silver weapons do an additional 1d6 damage.
At 9th level, chaotic or good enemies are also sickened for 1d6 rounds if they fail their saving throw against the infernal channel. Channeling infernal energy is a standard action that does not provoke attacks of opportunity.
This ability replaces channel energy.

Torture Master (Inquisitor Archetype)
Inquisitors are ruthless when it comes to rooting out traitors and the unfaithful, usually employing means that others find distasteful at best, but the torture master takes pleasure from his work. Learning their arts from blasphemous texts devoted to Asmodeus, these inquisitors specialize in causing pain, and using that pain to further the ends of their infernal lord. For them rooting out traitors is not just a duty, it is a sacred privilege and causing pain is the tool that they use to accomplish their goals.

Torture (Ex): At 3rd level, a torture master can spend one minute to cause a helpless target an extreme amount of pain and anguish. The torture master must have adequate tools on hand to use this ability, such as knives, fire, whips, and other grisly torture implements. At the end of this minute, the target takes 1 point of damage per level of the torture master and must make a Will save with a DC of 10 + 1/2 the torture master’s level + the torture master’s Wisdom modifier. The DC of this saving throw increases by +1 for each consecutive use of this ability. If the target fails his saving throw, he must truthfully answer any one question asked by the torture master that can be answered with a few words or less. If the save is successful, the target can refuse to answer the question or even give a false answer. This ability replaces solo tactics.

Lingering Pain (Ex): At 3rd level, whenever a torture master uses his torture ability on a target, that target gains a condition that lasts for a number of minutes equal to the torture master’s level. The torture master must select one of the following conditions at 3rd level and every three levels thereafter. Whenever he tortures a creature, he can select the condition he wants to apply to the target.

Fatigued: The target is fatigued.

Shaken: The target gains the shaken condition.

Sickened: The target gains the sickened condition.

At 9th level, he adds the following conditions to the list of those that can be selected.

Exhausted: The target is exhausted. The torture master must have selected the fatigued condition before selecting this condition.

Frightened: The target is frightened. The torture master must have selected the shaken condition before selecting this condition.

Nauseated: The target is nauseated. The torture master must have selected the fatigued condition before selecting this condition.

Staggered: The target is staggered.

This ability replaces any teamwork feat ability and all additional teamwork feats the torture master might gain.

Torture Touch (Su): At 14th level, a torture master gains the ability to use the torture ability in the middle of combat. Using this ability in this way is a standard action that requires a melee touch attack. If the attack hits, the target is treated as if he had been tortured for one minute, takes the normal amount of damage and must make a Will save to avoid answering a question as normal. This also allows the torture master to apply one of his conditions from lingering pain to the target, but the effects only last for 1 round per level of the torture master (instead of the usual 1 minute per level). The torture master can use this ability once per day at 14th level, plus one additional time per day for every two levels beyond 14th. This ability replaces exploit weakness.

Hand of Tyranny (Monk Archetype)
Those who find themselves heeding the call of self-perfection sometimes turn to Asmodeus to help the overcome their failings. Unfortunately, his dark gifts often twist the thoughts and goals of the wielder, turning them into an instrument of tyranny.

Unholy Command (Su): At 1st level, whenever a hand of tyranny makes an unarmed strike, he can decide to add an unholy command to the attack. If the attack hits, the target must make Will save, with a DC equal to 10 + 1/2 the hand of tyranny’s character level + the hand of tyranny’s Wisdom modifier. If the saving throw fails, the target must obey the order, as if a command spell was cast upon the target. The hand of tyranny can use this ability a number of times per day equal to his level. Using this ability is a free action. At 8th level, this order instead works like the spell suggestion . This ability replaces stunning fist.

Pain Touch (Su): At 7th level, a hand of tyranny can touch a living creature, causing it to become wracked with pain. Using this ability is a standard action that requires a melee touch attack. If successful the target is nauseated for 1 round and then sickened for a number of rounds equal to the hand of tyranny’s level. A successful Fortitude save, with a DC of 10 + 1/2 the hand of tyranny’s level + the hand of tyranny’s Wisdom modifier, reduces this effect to sickened for one round. Using this ability consumes 2 points from the hand of tyranny’s ki pool. This ability replaces wholeness of body.

Tongue of Lies (Ex): At 17th level, a hand of tyranny receives a +10 competence bonus on any Bluff skill check made to lie. Any lie he tells cannot be detected via detect lies , zone of truth , or similar spells. This ability replaces tongue of the sun and moon.


Prestige Classes:

Any Paizo prestige class is fine.
Prestige Classes from D&D 3.5 sources are USUALLY okay but check before making too many plans. :)
Check out http://www.dandwiki.com/wiki/Tome_of_Necromancy_%28DnD_Other%29/Necromancy_ with_Class
OR
http://www.themarcia.com/RPGA/DnD35references/Complete%20and%20Races%20Book s/Libris%20Mortis.pdf
Some good ideas that could be incorporated there.

Path of the Vampire Feats:

These feats are required to become a vampire. (I've taken the liberty of modifying some of them from the original source)
The Bitten
You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly aware that every day, you are changing into something both more and less than mortal. You have only begun your transformation into the living dead.
Prerequisites: You must be bitten by a vampire.
Benefits: You gain darkvision 60 ft. and the alertness feat, however your Constitution score is lowered by two permanently

The Dying
You are dying. You can feel it in very core of your being. Your mortal blood is failing and the vampiric curse is overtaking you. Soon, you will die and rise again as a vampire.
Prerequisites: The Bitten, 3rd level
Benefits: Your natural armor improves by +2, you gain a +2 racial bonus to Perception and you gain the toughness feat. You also gain DR 2/silver and magic.
However your Constitution score is again lowered by two permanently. Further, in full daylight you are sickened.

The Risen
Vampirism has overtaken you and you have died. However after three days in the ground you have risen from your own death. You are now a fledgling vampire. However, you are still unsure of your powers and only begun to understand the full repercussions of this dark gift. Still, you are fast as lightning and full of fury. You can barely restrain your thirst for living blood.
Prerequisites: The Bitten, The Dying, 5th level
Benefits: You gain the feats Dodge, Improved Initiative and Lightning Reflexes. Your Dex and Chr scores are improved by +2. You are now an undead and have no Constitution score. You gain resistance to cold 10 and electricity 10 in addition to all the normal defensive abilities granted by being an undead. You also gain the special attack Blood Drain (as per the vampire template) and a slam attack. You now cast no shadow and have no reflection in a mirror.
However, you must sleep in a coffin every night, you gain the vampiric weaknesses to daylight (this replaces being sickened by daylight) and running water. and if you ever go more than twenty four hours without feeding on living blood you become sickened until you feed. You are also at risk from the effects of Hunger (Blood of the Night p.22-23). If reduced to zero hit points, you fall dead, indistinguishable from a normal corpse. You will remain this way until either you are healed by negative energy or fed blood enough to heal you.

The Initiated
You have been a vampire long enough that you are beginning to be able to control your condition. You need to feed less frequently and you have begun to control your form turning into mist or climbing like a spider.
Prerequisites: The Bitten, The Dying, The Risen, 7th level
Benefits: You gain the feat Combat Reflexes. You gain a +4 racial bonus to Bluff, Perception, Sense Motive and Stealth Checks (the Perception bonus replaces the bonus from the Dying feat). Your strength score increases by +2. You gain the gaseous form and spider climb special qualities of a vampire (see the vampire template). If reduced to zero hit points. However, you now recoil from mirrors and strongly presented holy symbols.

Undead Focus
You have focused your mind and insight into that of a cunning hunter.
Prerequisites: The Bitten, the Dying, the Risen, The Initiated, 9th level
Benefits: You ability scores now resemble that of a true vampire. Gain +2 int, +2 wis and +2 chr and a +4 racial bonus to Bluff, Perception, Sense Motive and Stealth checks (these bonuses stack with the skill bonuses from The Initiated.)

Strength of the Grave
You have perfected your mind and body into a true creature of the night.
Prerequisites: The Bitten, the Dying, the Risen, The Initiated, 9th level
Benefits: You ability scores now resemble that of a true vampire. Gain +4 str, +2 dex and you also gain the Change Shape Special Quality and a slam attack that is treated as magical for the purposes of overcoming damage reduction.

Ascending Undead
The last esoteric powers of vampirism are almost within your grasp.
Prerequisites: The Bitten, the Dying, the Risen, The Initiated, 11th level
Benefits: Gain two special abilities from the following list: Children of the Night, Create Spawn, Dominate, Energy Drain. You also gain a +2 bonus to you natural armor.

True Vampirism
You have mastered your condition of vampirism and are now a true vampire in every sense.
Prerequisites: Ascending Undead, The Bitten, the Dying, the Risen, The Initiated, 13th level, Either Strength of the Grave or Undead Focus.
Benefits: You gain the full benefit and weaknesses of the vampire template.


Asmodeus Feats:

The wicked have a variety of tools at their disposal to bring pain and misery to those around them. These feats are just some of the options they gain from their service to Asmodeus.

Contract Master
You are skilled at negotiating with outsiders for their services.
Prerequisites: Ability to cast lesser planar ally, lesser planar binding, or a greater version of these spells.

Benefit: Whenever you negotiate payment with an outsider to secure its services through planar ally, planar binding, or a similar spell, the cost of the payment is halved. In addition, receive a +4 bonus on any checks associated with such bargains or to compel service (such as with planar binding). This bonus also applies when testing the trap of a planar binding against the outsider’s spell resistance. Finally, whenever you use a spell to gain or compel service from an outsider, you can attempt a Diplomacy skill check opposed by the outsider’s Sense Motive. If you succeed in this check, the contract you form with the outsider is worded in such a way to prevent the outsider from taking intentional actions that are harmful to you and your cause (subject to the GM interpretation).

Deceiver’s Pact
You have dedicated your impressive skills to the service of Asmodeus.

Prerequisites: Devil’s Pact, sneak attack +3d6, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: In addition to its normal use, you can spend one use of the Devil’s Pact whenever you make an attack against a foe that you flank, or that is flat-footed. If the attack hits, it deals damage as normal and the target is also staggered for one round. If the target is an outsider with the good subtype, it is instead staggered for 1d4+1 rounds. Creatures that are staggered by this feat take a –4 penalty on Perception and Sense Motive skill checks. In addition, you can use the Devil’s Pack one additional time per day.

Devil’s Pact
You have signed a pact with Asmodeus, pledging your soul in exchange for unholy power.

Prerequisites: Evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefit: Three times per day, you can call upon the power of the Devil’s Pact to grant you a +2 profane bonus to any one d20 roll. You must declare that you are using this ability before the roll is made.

Special: If you die, you cannot be brought back to life by any means aside from a wish or miracle spell. Even if such a spell is employed, you return to life with three permanent negative levels.

Firebrand (Combat)
You can make use of a torch as a deadly, macelike weapon.

Prerequisite: Worshiper of Asmodeus

Benefit: You treat a torch as a light weapon that deals bludgeoning damage equal to that of a light mace of its size, plus 1 point of fire damage, and you do not incur penalties as you would for using it as an improvised weapon.

Normal: A torch used in combat is treated as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.

Ignore Pain
You are familiar with pain, and have become adept at ignoring when needed.

Prerequsite: Toughness

Benefit: Whenever you have the sickened condition, you only take a –1 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Whenever you have the nauseated condition, you can take a move action and a standard action, but take a –4 penalty on any check associated with an action that requires a standard to complete (such as attack rolls, weapon damage rolls, some skill checks, caster level checks, and so on). When nauseated, you cannot take full-round actions.

Mage’s Pact
You have sworn to use your arcane might to further the goals of Asmodeus.

Prerequisites: Devil’s Pact, ability to cast 3rd-level arcane spells, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: In addition to its normal use, you can call upon the power of the Devil’s Pact feat to increase the DC of an arcane spell by +2. You must declare that you are using this ability before the spell is cast and any saving throw is made. If the target of the spell is an outsider with the good subtype, the spell automatically bypasses any spell resistance the target might have. In addition, you can use the Devil’s Pact one additional time per day.

Ordered Mind
Your study of Hell's laws improves your counterspells.

Prerequisites: Caster level 7th, lawful alignment, worshiper of Asmodeus.

Benefit: You are able to modify more of your spells to use as counterspells. The DC of the Spellcraft check you must succeed at to identify an opponent’s spell is equal to 20 + the spell level of the opponent’s spell (instead of 15 + the spell level), but you are able to cast as your counterspell any spell from the same school of the foe’s spell (instead of the same spell). The level of the spell used to counterspell must be of a level equal to or higher than your foe’s spell.

Priest’s Pact
You have devoted your divine talents to serve the will of Asmodeus.

Prerequisites: Devil’s Pact, ability to cast 3rd-level divine spells, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: You can call on the power of the Devil’s Pact to enhance your divine spells, increasing your caster level by 2. You must declare you are using this ability before the spell is cast. If the target of the spell also worships Asmodeus, it gains a number of temporary hit points equal to the spell’s level for 1 minute. If the spell targets more than one creature, only one of the targets receives these temporary hit points (chosen by you). In addition, you can use the Devil’s Pact one additional time per day.

Sacrificial Channel
You can consume the soul of a dying creature to heal the unholy.

Prerequisites: Channel negative energy 2d6, evil alignment.

Benefit: Whenever you make a coup de grace against a living creature, you can spend one use of your channel negative energy class feature as a swift action. If the creature dies and has at least as many Hit Dice as the number of dice you roll for channel negative energy, the channel heals all evil creatures (living and undead) within a 30-foot burst instead of its normal effect. If the creature does not have enough Hit Dice, the channel energy attempt is wasted.

Unholy Spell (Metamagic)
You can enhance your spells with the power of Asmodeus, making them more deadly to those who oppose his infernal will.

Benefit: An unholy spell has a different function depending on the target. Good creature’s take a –2 penalty on any saving throws made against an unholy spell, while evil creatures gain a +2 bonus on such saving throws.
In addition, if the spell deals damage, half the damage is considered unholy damage, which bypasses any resistances the target might possess. If the saving throw reduces the damage, if halves the unholy damage and the normal damage. An unholy spell takes up a spell slot one level higher than the spell’s actual level.

Warrior’s Pact
You have pledged your martial skill to the service of Asmodeus.

Prerequisites: Devil’s Pact, base attack bonus +5, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: Whenever you use your Devil’s Pact on an attack roll, you also add 1d6 points of fire damage to the damage roll and the damage is treated as evil for the purposes of overcoming damage reduction. The bonus fire damage is increased to 3d6 fire damage on a critical hit, but only if the Devil’s Pact was used on the initial attack roll, not the roll to confirm the critical hit. Finally, you can use the Devil’s Pact one additional time per day.


Player Expectations:
Being able to post once per day is a general requirement. Of course, missing a day or two isn't the end of the world but I'm not afraid to 'ghost' characters if I feel the game needs to move along. I generally give 24-48 hour leeway.

About me:
I have over a decade of experience playing and GMing D&D games in RL. I've also joined a few PbP games on the paizo boards.
However, this will be my first attempt at running a PbP game. You've been warned. :)

2/5 *

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I'll be running Fortress of the Nail at the end of March and I was struggling a bit with the dialogues of each Hellknight. Anyway, I've come up with some 'conversation starters' below. Naturally, these are in addition to the details of the scenario itself. Any other thoughts or additions are appreciated.

Incidentally, PCs will be given the following evidence from Heidmarch:

Evidence:
- Falsified letters claiming Zarta's guilt
- Zarta's travel logs
- Zarta personal note (The one from #4-11 The Disappeared, p.20)
- Prisoner Receipt form (The one from #4-11 The Disappeared, p.21)
Zarta's personal note and the travel logs are, of course, in the same handwriting (both written by Zarta). A skilled linguist is able to deduce that the writer of the Prisoner Receipt form and the Falsified Letters are one and the same. As before, the handwriting style of the travel logs differ to the falsified letters.

Thanks go to Dogon, Purple Fluffy CatBunnyGnome, and anyone else who unintentionally contributed :)

Role playing with Paravicar Acillmar:

General:
Zarta’s is referred to only as The Disappeared. I plan to run Acillmar as a bit of a stickler for rules, insisting on reading every piece of document the PCs have. He especially takes note of the handwriting styles, noting the differences between the falsified letters and the travel log.

Question 1:
”You present a compelling argument, but how can I be sure these documents have not been falsified? The Pathfinder Society is an organisation with many questionable connections, and you ask me to take its side against a loyal agent of House Thrune?”

Despite his aggressive statement, Acillmar is more surprised at the Thrune agent’s deception than suspicious of the Pathfinder Society, instinctively becoming defensive and uncivil. PCs will find that diplomacy is effective provided it does not sound patronizing. PCs might preach the inherent virtues of the Pathfinder Society (bluff), or act offended by Acillmar’s suggestion at the Society’s ethics (intimidate). The worst thing the PCs could do is insult House Thrune and fail their diplomacy check [Ed: I figured a diplomacy check seemed fair in this last instance since Acillmar is probably more open to the idea of House Thrune being less-than honourable].

Question 2:
“Why is such an obviously lascivious woman worth the effort of rescuing?”

Acillmar is curious at the PCs intentions and simply wants to know why they have an interest in Zarta. A polite explanation (diplomacy) or a stern reminder of his duty (intimidate) works best in this instance. Bluffing that the Paracountess is honourable but only acts salacious deserves a penalty to the bluff check. The worst thing the PCs could do is insult Acillmar’s morality.

Question 3:
Acillmar will take note of the Personal Note Zarta wrote in #4-11 The Disappeared.
“I see that The Disappeared has written a personal note, at the bottom of which is a Chelaxian internal security code. She dares include part of a formal code in a personal diary entry? At best, it is unorthodox. At worst, it implies her guilt! Do you continue to defend her character?”

Even Acillmar knows this last point is rather petty but the compelling case against Zarta Dralneen troubles him. After all, the hellknights may have imprisoned a wrongly accused noblewoman and such an error might besmirch the good name of the Order. PCs would be best served by acting obsequiously, admitting that such a slight is an unfortunate oversight but not seditious in any way (diplomacy) although a well-conceived lie would certainly placate the Paravicar (bluff). Claiming ignorance, whether truthfully or not, is the most unwise thing the PCs could do.
[Ed: In hindsight, not sure if this question works]

Role playing with the Mistress of Blades:

General:
Vox does not know Zarta’s identity, and refers to her only as The Disappeared. She shows only a minimal interest in the evidence (except maybe the travel logs), being more interested in the ideals and deeds of the party.

Question 1:
After reviewing the evidence:
“I’m not entirely sure why I should care that some foppish nobility of Cheliax is imprisoned. Convince me this is worth my time.”
Of course, Vox is aware of her duty but is more interested in what the PCs have to say, and how they say it. [Ed: Might want to allow a DC 20 Sense Motive to get a ‘Hunch’ about this] Diplomacy works well although a creative use of bluff or intimidate would be just as effective. Insulting her by claiming she is not upholding the law is the worst thing the PCs could do.

Question 2:
“But why should you all care? Why do adventure-seeking Pathfinders like you see the need to debase yourselves on this... ‘errand’ for a corrupt aristocrat. Or are you just pawns for the glorified decemvirate?”
This is an intentional attempt to goad the PCs. She does not want combat, but wants to see if the PCs have some backbone and the strength of character to preach righteous ideals. She is disappointed by a honeyed response (diplomacy) but is pleased if the party acts indignant and aggressive (intimidate). Boasting, bragging and generally lying (bluff) also helps garner her approval, provided the lie is not entirely unconvincing. An obsequious response is the worst answer the PCs could provide.

Question 3:
“Well, be that as it may, I have long heard that The Disappeared is as corrupt as they come, and this evidence only reinforces my suspicions. Her hedonism is an affront to civilised society. Do you deny her vile, immoral ways?”
Vox dislikes Zarta’s debauched lifestyle, some of which are hinted at in the Travel Logs, and wants to hear the PC’s attempt to justify Zarta’s behaviour. As before, she appreciates boasting, bragging, and even threats -provided they do not insult her combat or commanding abilities- but an eloquent explanation (diplomacy) of Zarta’s hedonism does not offend her. Insulting Vox’s ethics is the worst thing the PCs could do.

Role playing with Lictor DiVitri:

Questions:
This one is simple and to the point. The Lictor will ask two or three straight forward questions, mostly to test the PCs integrity.
eg: "Who is behind this plot to imprison an innocent noblewoman? or "What motive would a ranking official of House Thrune have to defame Countess Dralneen?"
Unlike the other Hellknights, DiVitri both knows and refers to Zarta by her proper name.
Provided the PCs are polite, honest and not stupid, this should be an easy pass.

2/5 *

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Neil Mansell wrote:

Here's the current March line-up for the Blacktown games day:

High Tier (Tier 7-11)
#2-16 The Flesh Collector
#2-04 Shadows Fall on Absalom
Mid Tier (Tier 5-9)
#2-25 You Only Die Twice
#2-06 The Heresy of Man - Part I: The First Heresy
Low Tier (Tier 1-5)
#3-09 The Quest for Perfection—Part I: The Edge of Heaven
#3-11 The Quest for Perfection—Part II: On Hostile Waters

Games are now uploaded and registered on the Paizo board:

Paizo Event:
http://paizo.com/pathfinderSociety/events/v5748mkg0a0no#newPost
Event Code: 8660
http://warhorn.net/shadow-lodge/schedule/day.php?date=2012-03-03
Register on warhorn to guarantee a place.


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I have two stories I'd like to offer:

A person on my table was playing a halfling bard, and the player always brought along his laptop (easier than bringing all the books) which was set up in front of him. The very first meeting with a potential employer went something like this:
Quest Giver: Noble adventurers, will you take up this task?
All: Sure, okay.
Halfling Bard: Wait a minute... [presses a button on laptop, 'Glory Glory Hallelujah' begins playing]
Halfling Bard: [Boldly] Yes, we will indeed take this noble quest!
[Standing up proudly] This task is a just and necessary one, and we gladly accept. But not because it's the right thing to do... Not because it is our duty, we won't even do it for the thrill! We'll do it for one thing, and one thing only! [presses button, inspiring music ends]
Halfling bard: A lot of MONEY!

Much mirth from the table for that one.

Spoiler:
Yeah, I know it's a rip off from 'The Goodies' show

The other incident was during a dungeon crawl in a truly ancient labyrinth (over a million years old apparently). We stumbled into a Hound Archon who chatted to us for a while.

Gnome Wizard: So how long have you been here?
Archon: I was here when this dungeon was created.
Gnome Wizard: You mean you're over a million years old?!
Archon: That is correct.
Gnome Wizard: Well, you don't look a day over five hundred thousand.

Huh. It never seems quite as funny once you're away from the table.


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Light Dragon wrote:
I may have misread a rule, but the wizard in my group made a really high listen check DC 20, figured out where Tyg was hiding invisibly and sent a magic missile at her general vicinity after she woke up the group with ghost sound and dancing lights. If I hadn't given her 6 hp, she would have been dead. As it was, he hit for 5HP. (Shakes head) Then she ran away, chirping. The wizard's comment was "good riddance."

Yeh, Magic Missile only works if the target is visible: 'The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment.' (p. 309)

Since Tyg was invisible, he had total concealment and thus would have been quite safe from the Magic Missile.

Light Dragon wrote:

This led to Perlivash tripping him up and sending him flying into the mud twice the next morning, then slapping a note on his back reading "I R St00pid Sorcarrar"

The group found this so amusing that the rest of them decided to give libations to the fey and try to draw a truce. The fey never spoke to them, but accepted the gifts and stopped bothering them for at least some time. The wizard threatened to kill any fey who decided to harass him, but because no one in the group respects him too much, this only made them go out of their way to be friendlier to the fey.

Hehe, awesome. I'm going to like those fey when I DM.


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Cool, thanks. It's a lot of info I should warn you, but here's the edited version. Note that these are generally written in the point of view of the character in question.

Arlindil:

Spoiler:

Arlindil: Lawful Neutral - Male Elf, Druid
BACKGROUND:
You are Arlindil, High Druid at Thorn’s End and liaison with Golarion’s elven druids. You are the oldest member of the Winter of Council and the most ‘Hard-Line’ and traditional of the surviving councillors. You hold a philosophy that natural ‘cycles’ regulate the world and these include the humanoid races as well as the natural environment, which essentially mean that you ensure such cycles continue without impairment. You used to spend much of your time gathering information from your druidic/ranger contacts and formulating strategies to counter outside efforts to affect the natural order of things.
PERSONALITY: (Cynical, Morose, Proud)
The blow to the Winter Council has affected you more than many of the other councillors. You have lost a much from the betrayal of Allevrah, and you fear that your faith may be slipping also. During the chaos of Allevrah’s betrayal your beloved animal companion (a massive raven named Meraka) was slain in the combat, her body destroyed and you unable to bring her back to life. Furthermore, the corruption of the Tanglebriar forest by the demons constantly assaults your senses. Your mood has darkened as a result. The arrival of the PC’s has only confirmed to you that change is coming to the Elves of Kyonin, and that means the beginning of the end of Elvish society as you know it. Now depressed and despondent, you no longer believe that the Winter Council can (or perhaps even should) be saved. Your only source of comfort has been the company of Malindil, but that in itself is self-destructive, as such a relationship would not normally be acceptable by the rules of Thorns End, and thus a contradiction to your own faith in the traditions of the Winter Council.
RECENT EVENTS:
The decline of the Winter Council can be traced to one key event several years ago. General Allevrah had called a council meeting claiming she had found a solution to the ‘drow problem’. She claimed her studies had led her to the recreation of ancient Aboleth magic, and that she now had the power to call down a star to crush the drow capital city. Of course, this would mean having to smash through Golarion’s crust first, and that would mean uncontrollable collateral damage of an unprecedented scale. Most of the other councillors (including yourself) cried out in horror at the idea, and only Hialin and Auramesties remained silent. After a moment of contemplation, Auramesties denied the request. Angered by the refusal, Allevrah continued the argument until she had to be shouted down by Auramesties. Now possessed with rage, Allevrah cast ‘destruction’ against the First Speaker, slaying him outright, and in the ensuing chaos, released the Maleficus Spike before fleeing the tower. The demons saw the opportunity and caused major damage to the structure and the guards. Fortunately your animal companion retrieved the Maleficus Spike (at the cost of its life) but Allevrah herself escaped Thorns End. Order was restored with the Maleficus Spike back in place but the demons now surrounded Thorns End, and had already destroyed your personal chambers. Worst of all, your precious companion was gone. After a period of mourning, you attempted to bond with a new companion, but you discovered that the species had become extinct from the demonic incursion in the forest. Utterly depressed, you never found the spirit to bond with another animal.
RELATIONSHIPS:
GENERAL ALLEVRAH (Priestess of Nethys: Exiled): You were always indifferent to Allevrah. Although you did admire her dedication to the eradication of the drow menace you found her methods distasteful. Allevrah’s betrayal has enraged beyond reason and the idea of revenge upon her is one of the few things keeping you focused. Even so, with the benefit of hindsight you now believe that a betrayal of some kind within the Winter Council was inevitable, sooner or later.
ARMISTRAL (Captain of the Guard): As Armistral is merely a common guard you’ve generally ignored him in the past. Even so, you are aware that he has proved loyal.
AURAMESTIES (Wizard First Speaker: Deceased): Allevrah’s betrayal left the leader of the Winter Council dead, killed by a destruction spell that made resurrection impossible. Ironically, the only members of the Winter Council able to bring Aurimesties back to life were Allevrah or Auramesties himself. In life, he was a hard-line traditionalist in his role as First Speaker, and you held tremendous respect for him. His death was a blow to you.
PERELIR (Priestess of Calistria): You dislike Perelir. While the rest of the council (including yourself) typically values tradition, order and discipline, Perelir has proven to be a disruptive nuisance, even a liability, and you never wanted her in the council to begin with. Her efforts to forge relationships with others in Thorns End have annoyed you to no end and you have little interest for her religion. Nevertheless, she is a vital asset to the defence of Thorns End, as she is capable of crafting items to aid the defenders. Her role was to ensure the health (physically and spiritually) of the defenders but you believe she has done more harm than good. You suspect she has twisted Malindil in some way, and you now fear that Perelir has begun some plot to take over the Winter Council, maybe as an agent of the Queen.
HIALIN (Mage): You are indifferent to Hialin for the most part. More than any other councillors, Hialin has isolated himself in his chamber and laboratory, and has apparently turned to his arcane studies for comfort. Before Allevrah’s betrayal, Hialin was lined up as Auramesties replacement but he has failed to step up to the leadership after Auramesties murder. Exactly why this is you cannot say, but you believe that Hialin is as depressed and forlorn as you are and his self-imposed isolation is a symptom of this. He has been extremely tight lipped about his studies and stopped receiving visitors altogether over the last few months. You believe that he is working on some method to save the Council but you find his absence frustrating. You feel somewhat ashamed that Hialin is persevering in some endeavour while you waste time with Malindil, and you despise yourself even more for this fact. Being the only arcanist remaining in the Council, Hialin is the one who ‘charges’ the Maleficus Spike each morning, and thus is protecting Thorns End from the demons outside. Regardless of your opinion of him, you cannot deny that this act alone is ensuring the continued security of Thorns End.
MALINDIL (Ranger - Commander-in-Chief of Thorns End): You have always felt a platonic connection with Malindil, and have respected her dedication to tradition and her love of nature. After Allevrah’s betrayal you noticed a gradual change in her as she also descended into depression and, out of mutual desperation, you two formed a relationship. In hindsight you now see this was an act of weakness, more than likely orchestrated by Perelir. Even worse, Malindil seems to think that you could take leadership of Thorns End and, in your paranoia, are fearful of some conspiracy created by Perelir. In any case, you accepted long ago that you do not officially qualify as First Speaker. Malindil is kind and you are grateful to her for her support, but you sense her dedication to the principles of the Winter Council failing and have begun to see her more as a burden than a friend.
DURING THE MEETING:
You are despondent and cynical during the meeting. You are convinced that the Winter Council is effectively dead and the only sane choice left is to abandon Thorns End and throw yourselves at the mercy of the Queen. Depressed or not however, you want Thorns End destroyed (along with the records within) to preserve what little dignity remains and so that the demons outside never have the chance to use it for their own purposes. All records of the Winter Council must be eradicated.

Malindil:
Spoiler:

Malindil: True Neutral, Female Elf, Ranger
BACKGROUND:
You are Malindil, commander-in-chief at Thorn’s End. As part of your duty, you are the point of contact between the Winter Council and the Shin’Rakorath. You are one of the finest hunter in Kyonin, specialising in slaying demons (and drow), and have taken great pride in foiling the plans of Treerazer on numerous occasions. Your slaying of one of Treerazer’s generals (A half-fiend hill giant) a few years ago was of particular note. You have been slain (and raised) three times thus far but you see that as simply part of the risks of your position. Next to Perelir, you are the youngest member of the order.
PERSONALITY: (Proud, Desperate, Enthusiastic)
Once ordered and regimented in lifestyle, recent turn of events have shaken your faith in yourself and those around you. Formerly fearlessly confident and disciplined, your demeanour has worsened dramatically with the betrayal of Allevrah, once your closest friend, while the continuous siege by Treerazer’s minions has made you even more depressed. You are in virtual denial over Allevrah, now convincing yourself that her betrayal was due to mind control or possession. In desperation over the worsening situation, you have formed a relationship with Arlindil and are becoming more emotional and less orderly in your thoughts. You have hidden this from Hialin as you doubt he would understand. The idea of taking control of the Winter Council has occurred to you, but such a move would be at against the principles of the order, and in any event you are no longer confident enough of yourself to make such a move.
RECENT EVENTS:
The decline of the Winter Council can be traced to one key event several years ago. General Allevrah called a council meeting claiming she had found a solution to the ‘drow problem’. She claimed her studies had led her to the recreation of ancient Aboleth magic, and that she now had the power to call down a star to crush the drow capital city. Of course, this would mean having to smash through Golarion’s crust first, and that would mean uncontrollable collateral damage of an unprecedented scale. The other councillors (including yourself) cried out in horror at the idea, and only Hialin and Auramesties remained silent. After a moment of contemplation, Auramesties denied the request. Angered by the refusal, Allevrah continued the argument until she had to be shouted down by Auramesties. Now possessed with rage, Allevrah cast ‘destruction’ against the First Speaker, slaying him outright, and in the ensuing chaos, released the Maleficus Spike before fleeing the tower. The demons saw the opportunity and caused major damage to the structure and the guards Fortunately, Armistral’s animal companion retrieved the Maleficus Spike (at the cost of its life) but Allevrah herself escaped Thorns End. Order was quickly restored with the Maleficus Spike back in pace and the demons routed. But alas, the damage had been done.
RELATIONSHIPS:
GENERAL ALLEVRAH (Priestess of Nethys: Exiled): You once considered yourself a close friends of Allevrah until her betrayal, and although the two of you often disagreed on methods against the drow/demons you never imagined she would abandon the Winter Council in such a way. Allevrah was a well-respected leader of the elves against the drow incursion, and she also distinguished herself against Treerazer’s minions on several occasions. She was extreme in her views, and advocated violent methods which would cause considerable collateral damage. This was likely due to her faith to Nethys, who was a deity who advocated such methods. Although initially enraged by her betrayal, you now sincerely hope that she returns someday to redeem herself, and you believe that she has been deceived or driven to her actions in some manner on that fateful day.
ARMISTRAL (Captain of the Guard): You have worked closely with Armistral in your duties of defender of Thorn’s End. You have a good working relationship with him but as of late have neglected his consul, preferring instead to spend your time with Arlindil. You noticed that Perelir has more to do with him these days but they seem to simply waste their time on pointless hit-and-run tactics on the demons.
AURAMESTIES (Wizard First Speaker: Deceased): Allevrah’s betrayal left the leader of the Winter Council dead, killed by a destruction spell that made resurrection impossible. Ironically, the only members of the Winter Council able to bring Aurimesties back to life were Allevrah or Auramesties himself. In life, he was a hard-line traditionalist in his role as First Speaker, and quite possibly the most powerful mage in Kyonin. His death has been concealed from most outsiders and Hialin has taken up most of his duties. His leadership was vital in the past and his loss has left a void in the council. You believe that the loss of his leadership is a major cause of the failing council.
ARLINDIL (High Druid): You have formed a romantic relationship with Arlindil following the betrayal of Allevrah. You currently have a flicker of hope that his traditionalist views can restore your faith in the Winter Council, and maybe he could even take the mantle as new leader of Thorns End. You have been disappointed to note however that his mood is even grimmer than yours, not terribly surprising since his connection to nature (and its perversion from demonic powers) in the Tanglebriar is even closer than your own. You have made it a personal goal to lift his depressed spirit and give him the confidence to reforge Thorns End, but are beginning to doubt that your efforts are making any impact at all. Nevertheless, he has proven to be the only source of comfort in these grim times.
HIALIN (Wizard 2nd Speaker): You are unsure of Hialin’s attitude. More than any other councillors, Hialin has isolated himself in his chamber and laboratory, and has apparently turned to his arcane studies for comfort. Before Allevrah’s betrayal, Hialin was lined up as Auramesties replacement but he has failed to step up to the leadership after Auramesties murder. Exactly why this is you cannot say, but you believe that Hialin is not yet psychologically ready for such a position as of yet and thus is trying ‘behind the scenes’ to orchestrate something to save the Winter Council, leaving little time for leadership. He has been extremely tight lipped about his studies and stopped receiving visitors altogether over the last few months. Being the only arcanist remaining in the Council, Hialin is the one who ‘charges’ the Maleficus Spike each morning, and thus is protecting Thorns End from the demons outside. For this act alone, you are extremely grateful.
PERELIR (Priestess of Calistria): You distrust Perelir as her attitude is so different to yourself and the others. While the council (including yourself) typically values tradition, order and discipline, Perelir is a troublesome ‘wildcard’ who disrupts the order of things. She has done her best to form relationships between council members and you suspect her influence might be connected to Allevrah’s betrayal, although there is no real evidence of that. Regardless, she is a vital asset to the defence of Thorns End, as she is capable of crafting weapons, armour, and wands. Her role was to ensure the comfort and health (physically and spiritually) of the defenders. Her regular attacks against the demons (typically using summoned minions) are frivolous and pointless however.
DURING THE MEETING:
The convening of a meeting has restored some hope in you that the Winter Council can be restored to strength. Your primary motivation is rescuing the Winter Council by uniting with the PC’s in an assault against the demons. A solid, swift blow to them and their Nalfeshnee leader will show them that the Winter Council remains strong. You are also intent on retaining your position and dignity in front of the other councillors, and take personal offense at any slight against you or Arlindil, especially in regards to your relationship. You are confident that the Winter Council does not need the aid of the Queen and should retain its sovereignty at all costs. The idea of toadying to the Queen is abhorrent to you, and you still believe that the Winter Council can recover without her aid.

Perelir:
Spoiler:

Perelir: Chaotic Neutral - Female Elf, Priestess of Calistria
BACKGROUND:
You are Perelir, spiritual advisor at Thorn’s End. You are the youngest member of the Winter of Council and the most recent addition to Thorns End. Before the betrayal of Allevrah (see Recent Events) your duties were to the spiritual needs of the defenders, as well as to provide sustenance in the form of conjured food and some item creation. You also specialised in scrying and divinations. During the first few decades of your appointment you were disappointed to note that most of the inhabitants refused your efforts to forge relationships, and were/are afraid to ‘feel good about themselves’, as you would put it. You quickly learnt that Auramesties also regarded you as a counterbalance to Allevrah during the council meetings, since her aggressive attitude proved a complication to some of the meetings. After the betrayal you have done your best to rebuild the defenders morale, and have done your best to reforge relationships between them. You were pleased to discover that Malindil and Arlindil have recently formed a relationship, something you took great pride in orchestrating.
PERSONALITY: (Calm, Thoughtful, Diplomatic)
The blow to the Winter Council has affected you somewhat less than the others, thanks to your adaptable nature, but you are nevertheless finding yourself increasingly isolated and alone. Your usual passionate, emotional attitude has been subdued by recent events. You cannot help but feel a growing sense of failure at Allevrah's betrayal, since Auramesties had long considered you a counterbalance to her extreme viewpoints in the meetings. Your mood has worsened as a result, but you remain convinced that an answer to this dilemma exists, and that if you can continue tending to the faith and morale of the defenders, then maybe a chance to save the Winter Council will present itself. Unfortunately, you also fear that an 'opportunity' may involve adjusting the traditional thinking of the Winter Council, something which the other members would vehemently oppose. It is for this reason that you haven’t attempted to take command of Thorns End yourself, at least until you can change their outlook. In the meantime, you help organise guerrilla raids on the demonic horde outside, usually with summoned creatures and planar allies. You like to think that, while not terribly effective at wearing down the demons numbers, you nevertheless keep them on their toes and keep up general morale within Thorns End.
RECENT EVENTS:
The decline of the Winter Council can be traced to one key event several years ago. General Allevrah had called a council meeting claiming she had found a solution to the ‘drow problem’. She claimed her studies had led her to the recreation of ancient Aboleth magic, and that she now had the power to call down a star to crush the drow capital city. Of course, this would mean having to smash through Golarion’s crust first, and that would mean uncontrollable collateral damage of an unprecedented scale. The other councillors (including yourself) cried out in horror at the idea, and only Hialin and Auramesties remained silent. After a moment of contemplation, Auramesties denied the request. Angered by the refusal, Allevrah continued the argument until she had to be shouted down by Auramesties. Now possessed with rage, Allevrah cast ‘destruction’ against the First Speaker, slaying him outright, and in the ensuing chaos, released the Maleficus Spike before fleeing the tower. The demons saw the opportunity and caused major damage to the structure and the guards Fortunately, Armistral’s animal companion retrieved the Maleficus Spike (at the cost of its life) but Allevrah herself escaped Thorns End. Order was quickly restored with the Maleficus Spike back in pace and the demons routed. But alas, the damage had been done.
RELATIONSHIPS:
GENERAL ALLEVRAH (Priestess of Nethys: Exiled): You always had a considerable respect for Allevrah until her betrayal. Although the two of you often disagreed on aspects of faith and ideals of life, you still had a healthy friendship with Allevrah and never imagined she would abandon the Winter Council in such a way. Allevrah was a well-respected leader of the elves against the drow incursion, and she also distinguished herself against Treerazer’s minions on several occasions. She was extreme in her views, and advocated violent methods which would cause considerable collateral damage. You believe that Allevrah's denial of the elven need to experience pleasure and beauty, as part of the mandate of self-discipline within the Winter Council, created a sickness within her that led to her eventual betrayal. In a way then, the Winter Council is responsible for her fall.
ARMISTRAL (Captain of the Guard): You have worked closely with Armistral in your duties of defender of Thorn’s End. You have a good working relationship with him but he has proven uninterested in a relationship of a romantic nature. Even so, he has provided vital support in your attacks on the demonic horde outside and you believe he would stay loyal to the end.
AURAMESTIES (Wizard First Speaker: Deceased): Allevrah’s betrayal left the leader of the Winter Council dead, killed by a destruction spell that made resurrection impossible. Ironically, the only members of the Winter Council able to bring Aurimesties back to life were Allevrah or Auramesties himself. In life, he was a hard-line traditionalist in his role as First Speaker, and an overbearing and stuffy leader. His death was nevertheless a blow to you and the council. Hialin has taken up most of his duties, but he has yet to prove himself the leader that Auramesties once was.
ARLINDIL (High Druid): In spite of your best efforts to befriend Arlindil, he has spurned your every advance. Of all the councillors, Arlindil is the most traditional and the least friendly towards you, his cold indifference and stern demeanour your polar opposite. Even so, you respect his age and experience and do feel some sympathy that he has lost so much in defence of Thorns End. You recently realised that he is has spiralled into a deep depression, which drove him into a relationship with Arlindil. Pleased at this outcome, you also hope this is the first spark that will lead him to a freer and less rigid outlook on life.
HIALIN (2nd Speaker: Mage): You dislike Hialin’s for the most part. More than any other councillors, Hialin has isolated himself in his chamber and laboratory, and has apparently turned to his arcane studies for comfort. Before Allevrah’s betrayal, Hialin was lined up as Auramesties replacement but he has failed to step up to the leadership after Auramesties murder. Exactly why this is you cannot say, but you believe that Hialin's rigid mind has shattered under the pressures and expectations with the crippling to the Winter Council, and his self-imposed isolation is a symptom of this. He has been extremely tight lipped about his studies and stopped receiving visitors altogether over the last few months. Being the only arcanist remaining in the Council, Hialin is the one who ‘charges’ the Maleficus Spike each morning, and thus is protecting Thorns End from the demons outside. Regardless of your opinion of him, you cannot deny that this act alone is ensuring the continued security of Thorns End.
MALINDIL (Ranger - Commander-in-Chief of Thorns End): You and Malindil have rarely seen exactly eye to eye and you have taken advantage of her depression since Allevrah's departure and have helped disrupt her regimented lifestyle. You expect her to finally live free from her old disciplined life and become a 'true elf' in the near future. You have done this subtly, but your efforts have had some obvious success with Malindil and Arlindil forming a romantic relationship. Your ultimate desire here is to gently clear away the overbearing traditions that Malindil once followed and instil a new 'proper' path with the freedom loving ways of the Calistria the prominent goal. Malindil will then become a proper elf, and an example to the others.
DURING THE MEETING:
The convening of a meeting has restored some hope in you that the Winter Council can be restored to strength. Your primary motivation is to convince the other councillors (and the PC's) that the only sane choice is to contact the queen, to beg for help, and to engage the armies of Kyonin on a massive reclamation effort, starting here at Thorns End. You realise such a move might not sit well with some of the other councillors, but if ultimate victory means making a few concessions to the Queen, then surely the end result must be worth it.


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I found Memory of Darkness a good book overall but

Spoiler:
the meeting looked too awkward (I didn't like the idea of role playing 4 NPC's at once) so I used it as an opportunity to LARP. I wrote out info for Perelir, Arlindil and Malindil and gave each to a player who then had to role play it out. Naturally, I played Hialin, and the only thing I didn't mention was the Dark Fate itself. Didn't want to ruin the surprise.
Since I had 5 players, but only 2 elf PC's, I made the rule that The Winter Council would only allow Elven characters to sit in the meeting with them. It worked out quite well all in all.

2/5 *

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I'm hoping to start a Pathfinder Society at Penrith Tin Soldier,
if you're interested in joining, reply to this thread or msg me.
- Neil