Locksmith

Varisian Chronicler's page

923 posts. Alias of Guy Player Man.




Lothan and Tyrrol:

You return to camp after your battle with Shindiira of House Azrinae, the leader of a group of drow stationed in a sea cave on Devil's Elbow. Your encounter there included the reading of the leader's journal, uncovering some surprising information...namely that drow caused the meteor to fall on Devil's Elbow, and that the drow have a presence on the surface world in ruined elven city of Celwynvian, north of Riddleport. Moreover, two names in particular stand out: "Nolveniss", seemingly the leader of the drow in Celwynvian and object of Shindiira's affection; as well as some vague thing or concept referred to as the "Armageddon Echo".

After a couple more days on the island, you leave Devil's Elbow with Akron's fleet, along with Mordecai, Lecian, Kuva, and Samaritha. When you return to Riddleport, you are met by a clamoring mob. A sizable crowd, made up of many different types waits at the docks. Laborers are hard at work, still repairing the damage done by the tsunami. A hosts of merchants clamor at you and others, eager to purchase noqual, the valuable skymetal mined from the meteor. Several dwarves from the Gas Forge are on hand to arrange appointments for smelting and refining the noqual ore.

Departing Akron and his crew, you look for a place to rest. Lecian and Mordecai are surprised to find the Gold Goblin intact, and once they deem it safe, offer lodging there to the others and dried provisions are provided for nourishment. Samaritha heads to the Cypherlodge and Kuva leaves to go who-knows-where.

If there's something else you want to do in Riddleport, let me know.


Hello,

I'm recruiting two characters for part 3 of the Second Darkness AP, The Armageddon Echo. So far, we have a melee warrior, ranged warrior, and a summoning caster, and I'm looking for characters that'll round out the party. You'll start at 7th level and classes to choose from are base classes and APG classes, minus Summoner. For now, I just need character concept/types from potential players.

Posting rate will be 4-5 times a week. I have not decided if this will be a one-off.


Discussion thread.


The surviving heroes return to Sandpoint and report their finding to Mayor Deverin and Sheriff Hemlock. Father Zantus listens to what you've discovered about Ezekial Tobyn and Nualia studying the journals you've found in Nualia's room. He resigns himself to the idea that Father Tobyn wasn't man everyone thought he was, and that, given Nualia's demonic features, Tobyn's body was probably sacrificed at the temple of Lamashtu under Thistletop.

Mayor Deverin sponsors a funeral for the two fallen heroes of Sandpoint, Markum and Quinion, and a ceremony is held in their honor at the cathedral.

After mourning the loss of her brother and father, Ameiko Kaijitsu reopens the Rusty Dragon. She adopts Vuvo, who later becomes a companion to Shalelu.

The wizardress you encountered with Orik remains locked up.

Two months pass since your final return from Thistletop, and Sandpoint has been relatively peaceful. According to Shalelu's reports, the goblin tribes, who had been united under Nualia, have fallen to bickering among themselves; they no longer seem a threat to the town. No one has seen the barghest you've spoken of, including Shalelu, who keeps a constant on Thistletop and the Nettlewood. Still, there's been some unverified troubles in Sandpoint, including occasional reports from residents of seeing hairless, scrawny humanoid with wrath in their eyes. There have also been accounts of parents whose children swore that they've seen attic whisperers, child-like undead, in their homes. For the most part, though, Sandpoint seem at ease.

Praxim:
The description of the wrathful creatures match the sinspawn you fought in the catacombs under Sandpoint.

Rhianni:
You've gained a bit of renown in the town. Cyrdak Drokkus has asked you to serve as an opening act for his plays, recounting your adventures against the threats of goblins and Lamashtu's servants. You get 200 gp for your performances. In addition, you can make eight weeks worth of profession checks to supplement your income with your fortune telling.

...

One day, approximately two months later, each of you receives a letter to meet with Sheriff Hemlock, requesting your presence for a meeting. He invites you to a room the White Deer tavern, and when you all have arrived, a grim-faced Hemlock explains himself.

"First, let me thank you again for all you've done for Sandpoint. It's fortunate that you've proven yourselves so capable, because we've a problem that I think you can help us with - a problem that I with I didn't have to involve anyone with, but one that needs dealing with now before the situation grows worse.

"Put simply, we have a murderer in our midst - one who, I fear, has only begun his work. Some of you doubtless remember the Late Unpleasantness, how this town nearly tore itself apart in fear as Chopper's slaying went unanswered. I'm afraid we might have something similar brewing now.

"Last night, the murderer struck at the sawmill. There are two victims, and they're...they're in pretty gruesome shape. The bodes were discovered by one of the mill workers, a man named Ibor Thorn, and by the time my men and I arrived on the scene, a crowd of gawkers had already sprung up. I've got my men stationed there now, keeping the mill locked down, but the thing that bothers me isn't the face that we have two bodies inside. It's the fact that this is actually the second set of murders we've had in the last few days.

"I come to you for help in this matter. My men are good, but they are also green. There were barely able to handle themselves against the goblin, and what we're facing now is an evil far worse than goblins. I need the help, but I'm afraid that this particular murder knows one of you as well."

Hemlock passes a blood-stained scrap of parchment to Lym. Lym's name is written in blood on the outside of the folded parchment. Inside is written the message "I do as you command, master!" and is signed "Your Lordship". "This note was pinned to the sleeve of one of the victims by a splinter of wood" Hemlock explains. "Now, I don't think you actually had anything to do with this...that this is just to throw suspicion on you, but I don't think the town would be so understanding. So, you should keep as quiet as possible about the murders until we have this mystery solved."

"I'd like you to investigate this incident. It would probably be best to start at the lumber mill. The bodies are still there and little has been done to the crime scene itself. I'd like to get the mill cleaned up as soon as possible and the bodies buried."

"One of the victims had a seven-pointed star carved on his chest. I don't much about this, and I'm not sure who does. I've heard there's someone in town who's an expert on runes, but I wouldn't know exactly where to find this person."

"There's also a man who witnessed the first set of murders. Three con men from Galduria were found brutally killed in a barn a few miles south of here. Their bodyguard survived the assault but has become insane and is being kept at a nearby sanatorium."

"We've interrogated Ibor Thorn. He doesn't seem to more than what I've told you. Perhaps there's something more you could find out from him."

"Finally, there's the father of one of the victims...Ven Vinder. He's my only suspect at this time, but I suspect he's innocent. He flew into a rage when we told him about his daughter's death and had to restrain him. He's been kept in a cell to cool off, but you can speak to him if you wish."


I am about to begin running part two of the Runelords AP and I'm looking for a 4th-level skill monkey and/or investigative skill specialist to join the current party of adventurers. Tanking or melee ability would be a plus. All of the current PCs are magic-users of some sort, including three full casters, so I'm not looking for more magic.

...

Background
A couple months ago, Sandpoint was raided by several tribes of goblins, united by some evil force. Several adventurers, now known as the heroes of Sandpoint, helped defend the town, throws the tribes in disarray, and put a stop to any further harassment from the goblins, so it seems.

Your backstory should include a reason for being in Sandpoint. We can work out some of the details together.

...

Character Creation
- 20-point buy.
- Core races only.
- Core and APG classes only.
- Non-gunslinging archetypes from APG and Ultimate books allowed.
- 1 campaign feat from the RotR player's guide or 1 campaign trait from the APG.
- 1 standard trait or other trait that's subject to approval.
- 4200 gp to start, no firearms.
- HP max at 1st level, half max plus one afterward.


Discussion thread for Skinsaw Murders.


I have a character with a weapon that's covered with grease per the Grease spell, and I'm not sure how many times the character can attempt to pick up a dropped weapon in a round.

Let's say at the beginning of the round, the character is wielding the weapon and fails a reflex save, dropping the weapon. The character uses a move action to pick up the weapon, but fails a save again, losing control of the weapon a second time. Can the character then use a second move action in the same round to try to pick up the weapon again, making it possible to drop the weapon a third time in one round?


I'm looking for 2-3 replacements for Burnt Offerings. We're about half way through the adventure.

The party is currently made up of an archer paladin and a melee druid. I'd like one of the new characters to a skill monkey of some sort.

Character creation rules:
Level 2
Core and APG classes, class variants, and racial variants
1 standard trait and 1 campaign feat from the player's guide
2500 gp


The desert wastes of Osirion have always been home to competing clans of nomadic elementals of air and sand, best known for ushering in the blinding khamsin on a seasonal basis. Something changed this year, though, and the elementals went berserk, scouring the desert with tireless fury. Thousands of tons of desert sand shifted, with entire towns buried and valuable oases lost. As a result, the caravan roads have become incredibly deadly. But one man's disaster is another man's opportunity, for in the valleys and canyons left behind by the storms, ancient wonders from fantastic myths have resurfaced. A dozen previously unknown pyramids now miraculously rise from the sand.

Word has psread. Renowned treasure hunters from acorss the globe congregate in Sothis, Osirion's bustling capital, to prepare for some of the most anticipated dungeon delves in centuries. Within this community of rogues, bandits, mercenaries, and tomb robbers, a rumor has spread like wildfire, One of these resurfaced structures towering out of the desert floor is none other than the legendary pyramid complex of the Four Pharoahs of Ascension.

...

The Pathfinders have brought you together and sponsored an exploration of the pyramid of the Four Pharoahs of Ascension, in expectation that you return to them a map or journal of your adventure, as well as 10% of the value of any antiquities you find.

The Pathfinder Society's local venture-captain, Jalden Krenshar, is your sponsor. She's also set you up to meet with the Mithral Scarab, a Pathfinder agent in Sothis, who in turn has set you up to meet with a local man named Raegos. Raegos is the only surviving member of a failed expedition into the very same tomb more than 50 years ago.

You are scheduled to meet the Mithral Scarab at an auction.

...

The recent khamsin not only uncovered the pyramid of the Four Pharoahs of Ascension, it also unearthed a number of lesser pyramids that were subject to looting. An underground sale of some the finds is currently underway. Local authorities have turn a blind eye to such auctions as long as they remain orderly and don't threaten the peace, and these auctions, ingrained in Sothis culture, make up a significant part of the local commerce.

The auction house is a large white pavilion, hidden among dozens like it, each contributing to the endless maze of tents littering the Malhitu Bazaar. Inside, rows of brightly woven carpets encircle a wooden stage topped with a garish podium.

The Kemesarian presides over this auction. He's a well-known antiquities fence with a reputation for restricting his activities to genuine artifacts. He's guarded by seven eunechs and eight unobtrusive men-for-hire.

Due to rumors of recent finds, the tent is packed with curious nobles, Osiriontologists, and would-be adventurers looking for clues about possible sites for there next expeditions. Of particular note are: Crook Bearer, a collector of repute; Arch Docent, the curator of the Exhibitory; and the Mithral Scarab. Also in attendance is Paracount Julistar, leader of a team of tomb raiders known as Her Majestrix's Expeditionary. He sits in front along with a fellow member of his team, and an entourage of six Chelish legionnaires.


The mundane aspects of the embalming rituals are perfectly straightforward. Indeed, sufficient archeological evidence exists that shows these rituals have not changed in centuries are still practiced by a few fringe groups in modern Osirion. the embalmers used razored hooks to siphon the brain out through the nose. Lateral incisions hidden on the sides of the body provided the means to hollow out the lungs and liver. Precisely eleven layers of linen strips cover the skin, glued together and hardened with a resin. The resulting shell protects the body's exterior to safeguard its soul for the journey to the afterlife.

But while the mundane process remains largely unchanged, what is missing are the subtle and delicate strands of power woven into the cloth. For all our study, our research, and our endless fascination with muffification, the most potent secrets of these ancient embalmers still elude us. The brand of necromancy they practiced in those days has no counterpart in the modern world.

...

The desert wastes of Osirion have always been home to competing clans of nomadic elementals of air and sand, best known for ushering in the blinding khamsin on a seasonal basis. something changed this year, though, and the elementals went berserk, scouring the desert with tireless fury. Thousands of tons of desert sand shifted, with entire towns buried and valuable oases lost. As a result, the caravan roads have become very deadly. But one man's disaster is another man's opportunity, for in the valleys and canyons left behind by the storms, ancient wonders from fantastic myths have resurfaced. A dozen previously unkown pyramids now miraculously rise from the sand.

Word has spread. Renowned treasure hunters froma cross the globe congregate in Sothis, Osirion's bustling capital, to prepare for some of the most anticipated dungeon delves in centuries. Within this community of rogus, bandits, mercenaries, and tomb robbers, a rumor has spread like wildfire. One of these resurfaced structures towering out of the desert floor is none other than the legendary pyramid complex of the Four Pharoahs of Ascension


Character creation rules are the following:

  • 20-point buy.
  • 6th-level.
  • Core PF classes/prestige classes and APG classes allowed. PrCs from Golarion material will be considered on a case-by-case basis.
  • APG playtest teamwork feats allowed.
  • All options from the Osirion companion allowed.
  • 16000 gold pieces to spend, with no more than 8000 spent on any one item.
  • One trait from the standard list (paizo.com/traits), and one trait from the list of Osirion traits on pages 2-3 of Wayfinder #1.


Who would be interested in running through Paizo's Osirion modules?


I'd like to add one more character to the current party, which is made up of the following: Druid, Ranger/Rogue, Fighter, Wizard. The character would start at 2nd level, core classes only. If I get multiple offers to join, I'll be picking the character that I think best rounds out the party.

The new character may not be introduced into the game for a week or two or more.


I've been considering lowering the PrC requirements for characters in my games, and I'd like to know what others think about or have experienced with this, especially in regards to the PrCs with spellcasting levels. Specifically, I'm considering lowering the requirements so that each PrC can be taken four levels earlier than official rules allow. Do you think this would be game-breaking, or has something like this been game-breaking in your experience?


What are the chances of a 10th-level Osirion module, namely by Kortes, coming out this year?


PS: Base classes only.


I need stand-by/replacement players for a campaign that's recently started here on Paizo's boards. We've only just reached the introduction, so far, so if I end up picking you to start immediately, you wouldn't have missed anything.

Adventure thread.
Discussion thread (with character creation rules).


I'm interested in playing one of the higher-level Pathfinder/GameMastery modules as a one-shot adventure - "higher-level" being loosely defined as 4th-level or higher. Is there anyone who'd be willing to run this?


Here on the coast rests the budding town of Sandpoint. Each of you has your own reason for being here, and on this day each of you is has come to the church square in attendance for the welcoming speeches, along with a crowd of the other townsfolk and visitors, as well as merchant tents selling food and souvenirs of all types. It's the first day of Autumn and the Swallowtail Festival is underway, and the new cathedral's christening happens today.

The cheery and excited Mayor Deverin sets off the festivities as she welcomes travelers, followed by Sheriff Hemlock, who contrasts the mayor's exuberance with more sullen words. He urges the attendees to be safe, especially around tonight's bonfire, then requests a moment of silence for those who perished in the last church five years ago. The playwright Cyrdak Drokkus comes next, telling the story of how the new cathedral was built and financed, and then promotes his new production of <i>The Harpy's Curse</i>, starting tomorrow at the Sandpoint Theater. He mentions the famous actress, Allishanda, will be playing the lead role. After that, Father Zantus briefly thanks everyone for attending, officially starting the festival.

...

When noon comes around, Zantus and a group of disciples wheel into the square a large wagon, covered with a sheet. He recounts the legend of Desna, who fell to the earth and was nursed back to health by a blind child, who the goddess rewarded by transforming the child into an immortal butterfly. Just then, Father Zantus pulls the cover off the wagon, and a thousand butterflies swarm into the air in a spiraling riot of color, bringing a loud cheer from the crowd.

The towns taverns' provide lunch for everyone. Among the most notable courses are lobster chowder from the Hagfish, peppercorn venison from the White Deer, and above all, Ameiko Kaijitsu's curry salmon and winterdrop mead.

...

A sharp retort, like the crack of distant thunder, slices through the excited crowd as the sun's setting rays paint the western sky. A stray dog that has crawled under a nearby wagon to sleep starts awake, and the buzz of two dozen conversations quickly hushes as all head turn toward the central podium, where a beaming Father Zantus has taken the stage. He clears his throat, takes a breath to speak, and suddenly a woman's scream slices through the air. A few moments later, another scream rises, then another. Beyond them, a sudden surge of strange new voices rises - high-pitches, tittering shrieks that sound not quite human. The crowd parts and something low to the ground races by, giggling with disturbing glee as the stray dog gives a pained yelp and then collapses with a gurgle, its throat cut open from ear to ear. As blood pools around its head, the raucous sound of a strange song begins, chanted from shrill, scratchy voices.

Everyone make a Perception check.


Given how the rule concerning stabilizing when dying is written in the final ruleset of Pathfinder, how would modify the Lone Wolf feat in the Player's Guide so that it's actually worth taking?


Character creation: 20-point buy, max hit points and gold pieces for your class, 1 bonus feat from the player's guide, and 1 trait from the standard list.

Free player's guide: Rise of the Runelords Player's Guide

Make sure you reade the guide when coming up with your character's background.


...


The information here is readily known by locals or is easily gathered by visitors (DC 10 Knowledge (local) or Gather Information).

Darkmoon Vale is a region in northwest Andoran. It's northern border is made up by Droskar's Crag on the northwestern edge, and continues with the Five King's mountain range extending eastword. Just south of these mountain is Darkmoon Wood, which make up the northern part of the Vale. This region thrives on it's supply of lumber, especially of the Darkwood type, and the Lumber Consortium's main camp lies on the southern edge of the Woods. Wolves and werewolves are common in the region of Darkmoon Vale, and dark fey are known to prey on lumberers and residents.

The depressed town of Falcon's Hollow is several miles south of the Woods, settled on the northern bank of the River Foam,which runs from northwest, just south of Droskar's Crag, all the way to the east of the Vale. Here in Falcon's Hollow, the Lumber Consortium owns every residence and building, and the people living in the town pay high taxes to live and do business. The town is run by the cruel Thuldrin Kreed, the gavel (local leader) of the Lumber Consotium, his number one enforcer, Payden "Pay Day" Teedum, and a handful of other thugs. Sheriff Daeldrin Baleson and his group of deputies stand in opposition to Kreed.

Falcon's Hollow

Arthell Forest sits on the southwest corner of Darkmoon Vale. The large merchant town of Olfden is just to the east of Arthell Forest, while Piren's Bluff is on it's west. A Pathfinder Society base of operations is run in Olfden by Luna Aldred.

Wolfrun Hills is a distance east of Falcon's Hollow, making up the eastern border of Darkmoon Vale.

...

To start, the party has already become a acquainted when they become aware of the following affliction, and have already begun to look for help in stopping it, starting with the local herbalist.

Perched at the edge of civilized lands, the small town of Falcon's Hollow as always had to rely on itself to solve its problems. Meanwhile, the uncaring lumber barons squeeze the commonfold for every last copper, deaf to their pleas. Now the hacking coughs are heard throughout town. Te plague has come to Falcon's Hollow and the town's leaders can't be bothered to stop it.

The plague is has become known as 'blackscour taint'. Lady Cirthana of Iomedae is the only cleric in town who's shown any interest in stopping the plague, and she's been unable to cure the disease. Most townsfolk have looked to the local herbalist Laurel for aid, and it's her shop that the adventurers have been directed to.

Creeping ivy and full window boxes cover the facade of the rugged-looking, two-story shop bearing the faded sign, "Roots and Remedies." A line of twenty-some somber townsfolk - some with pale, wheezing children, others seeming to be precipitously near tears - stretches from the open door.


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Human Wizard 4 / Rogue 2

These traits have been modified from others for use in my campaign.

...
...

General trait

Seeking Adventure - The Pathfinder Society has long intrigued you—tales of the exotic lands and strange discoveries made by Pathfinders have enchanted your dreams and fired your imagination since childhood. When Pathfinders came through your village or neighborhood, they immediately enthralled you with their stories and knowledge. Yet at the time, you were far too young to join them, and when they left for adventure you had to stay behind. Now that you are of age, you’ve gone to the Pathfinder Society safehouse in Olfden, run by Luna Aldred, to apply for membership. The application process went well, and you’re now a full member. You begin the game with your own wayfinder, a loan from your venture-captain. You’ve promised to pay your venture-captain 500 gp for the wayfinder some day, but for now it’s yours to use. A wayfinder is a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action.

...

Regional traits - traits available to characters coming from the given region.

Lupine Killer (Darkmoon Vale, Falcon's Hollow, Olfden, Piren's Bluff) - You grew up in Darkmoon Vale, a region where wolves, werewolves, and worgs are common. You killed your first wolf when you were young, when a pack of werewolves and wolves attacked your village, home, or caravan, and your hatred of them has only grown since then. You gain a +1 trait bonus on attack and damage rolls against wolves, werewolves, and worgs. If you are a barbarian and your fighting wolves, werewolves, or worgs, your rage last 1 round longer than normal. If you are a ranger and you select wolves, werewolves, and worgs as your favored enemy, your trait bonus on attack and damage rolls increased to +2. If you're a spellcaster, you gain a +1 trait bonus to spell save DCs for damaging spells against wolves, werewolves, and worgs.

Falcon's Hollow Firebrand (Falcon's Hollow) - You work closely with Sheriff Baleson and his deputies in defending citizens against attacks by Gavel Thuldrin Kreed and his crew. You are quick to react to opportunity, both physicall and mentally, and know that it is with sudden and swift action, that many conflicts are best resolved. You gain a +1 trait bonus on Initiative checks, and if you act in a surprise round, you gain a +1 trait bonus on attack rolls.

Merchant's Child (Olfden, Piren's Bluff) - One of your close relatives was a gifted merchant, and taught you early in life how to see the innate value in any object. You gain a +1 trait bonus on Appraise checks, and Appraise is always a class skill for you.

...

Religion traits - traits available to character with a certain deity

Devotee of a Condemned God (Iomedae) - Despite the Lumber Consortium's condemnation of your god, you still work to win over converts. You gain a +1 trait bonus on Diplomacy checks and Knowledge (religion) checks. One of these skills (your choice) is always a class skill for you.

Strength of the Sun (Sarenrae) - You take solace in the purifying light of the sun. When in sunlight, you gain a +1 trait bonus on all Charisma-based checks.


I'm considering running through the Pathfinder modules that take place in and around the downtrodden and eerie town of the Falcon's Hollow, and would like to know if there's a handful of individuals interested in playing. Likely parameters for the campaign would probably be Pathfinder rules, 20 point buy, standard base classes, 4-5 posts per week, run here on Paizo's messageboard.

So, is anyone interested?