Zasril

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Goblin Squad Member. Organized Play Member. 272 posts (560 including aliases). No reviews. 2 lists. 1 wishlist. 2 Organized Play characters. 2 aliases.




The table on page 349 lists the price of Cat's Eye Elixir as 3 gp but if you go to the description, the price is listed as 7 gp. My guess is the 7 gp is the correct number, but wanted to point that out.

Goblin Squad Member

I am trying to puzzle out the various battle focuses and how the pluses interact with the different orisons (and what orison leveling is doing as well).

My question is, does anyone have a place that explains this? Thanks.

Goblin Squad Member

We have had two Escalation events so far that have been a lot of fun. Considering not everyone could make the previous times, Keepers of the Circle is looking to host another Escalation Event at 10 am PST/1800 UTC on December 1st (or after the downtime if it goes longer). Anyone available is welcome to join us.

I haven't decided which hex we are going to take on, but was considering one near Emerald Lodge. Those near Keeper's Pass can meet up at the Vault in Keepers Pass and travel north. Those coming from further away can meet at Emerald Lodge and we can meet in the decided hex.

Hope to see you there!

Goblin Squad Member

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A Visitor's Guide to Keeper's Pass

Planning to adventure in the Echo Wood Region of the River Kingdoms? Do you need a place to stay, or to call home? Then come check out Keeper's Pass! We have something for everyone.

History

Keeper's Pass is a bustling town founded by the Keepers of the Circle during the early days of the second landrush. The members of this organization wished to build a settlement promoting freedom and non-aggression. Keeper's Pass recognizes and celebrates the diversity that is prevalent in the River Kingdoms, and so all races are welcome to visit and live within the town.

Government

The ruling structure is a representative democracy. Those companies that choose to join Keeper's Pass during the landrush will gain a seat on the Settlement Council. The voices of all people are important to the ruling body of Keeper's Pass, and all citizens are invited to bring new ideas and concerns to the Council for consideration.

Alignment

Keeper's Pass is a neutral good settlement valuing personal freedom and the adherence to reasonable laws. All who do not seek to threaten this balance are welcome within.

Religion

Keeper's Pass believes that its citizens should be free to worship any of the non-evil gods they choose. Shrines and temples may be seen to a variety of the good or neutral gods as visitors walk the streets.

How To Get Here

Keeper's Pass is centrally located on a rocky plateau, accessible by passes to the north, east and southwest. The eastern pass falls under the aegis of Brighthaven, capital of The Empyrean Order and a co-member of the Roseblood Accord along with the Keepers of the Circle. The southwest pass more properly falls in the domain of the town, rising up just south of the marshy lands that are home to Toad Hollow. The town is working diligently to ensure that the roads from all passes are established and well maintained for ease of travel.

What To See

One can take in the breathtaking views of the southern forest as well as catch a glimpse of the town of Phaeros, capital of The Seventh Veil and a co-member of the Roseblood Accord. Turning toward the town, one can visit any of the eight Districts, each one associated with the eight Rings of the founding company. As the town was built to be a major trade and crafting hub for the region, one may be drawn toward The Golden Ring Market in the Gold District. We welcome all visitors to come visit this market, where items are brought in from not only the local towns but from all across the Echo Wood region of the River Kingdoms. Another site not to be missed is the forges and the craftsman shops in the Iron District. Here, brilliant craftsman work on their wares and sell them to the public. Some may even host tours of their shops to the curious. But these are just a few of the many places one could visit in Keeper’s Pass!

What To Do

Aside from sightseeing in the area, Keeper's Pass provides many other activities. If you are tired and wish to relax for the day with good food and drink, a tavern just may be your answer. Do you like social events or parties? Then keep an ear out for various socials and contests held by different Districts. And don't forget to check out the annual Festival of the Onion, an event steeped in fun, games, and tradition. There is something for everyone, from those interested in a little roleplay to those who prefer a lot of roleplay.

Where To Work

Construction, hunting, and gathering are just a few of the activities that are hosted in the Earth and Wood Districts. Every District has work to be done, so Keeper’s Pass can accommodate almost any interest.

Stay Safe

Security is a priority for Keeper's Pass and two Districts provide protection for the citizens and visitors of the town. You may often see members of Steel patrolling the streets inside and outside the walls. Occasionally you may see a flicker in the shadow, but often times you won't even see members of Shadow keeping an eye on anything going amiss. Know that with both of these groups on the watch, Keeper's Pass cares for your safety.

Stay Healthy

If you are starting to feel unwell, or perhaps you need someone to talk to, make sure you stop by the Light District. The members of this area are there to help in whatever means they can. Many of the more prominent temples will be located in this District if you wish to improve upon your spiritual health.

Contact

Do you value freedom, and non-aggression? Do you wish to help build a great safe-haven and encourage advancement in all areas while growing a community of people? Then Keeper’s Pass is for you! All companies who choose to live in Keeper’s Pass retain their individuality; there is no requirement to join the Keepers of the Circle to live here. We respect and cherish diversity and want Keeper’s Pass to be a place for all neutral and good –aligned people to flourish.

If you wish to join with us in Keeper's Pass, you may contact either Erian El’ranelen or WxCougar in PM on the Paizo boards, or come visit us at our website at Keepers of the Circle.

What You Can Expect As A Charter Company

As mentioned earlier in this guide, companies that choose to join during the second landrush gain a seat on the Settlement Council. These companies also receive return aid in building their own settlements should they choose to expand into new homes of their own down the road. All companies, whether they join before or after the landrush keep their autonomy and are able to take part in conversations dealing with the settlement.

In Parting

We hope you enjoy your stay here in Keeper's Pass. And we hope you consider us as your home or base of operations so long as you respect life, freedom, and non-aggression.

*Disclaimer: All events and names are subject to change due to weather conditions or Council decisions. Thank you for listening.

Goblin Squad Member

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Name: Keepers of the Circle
Alignment: Neutral Good
Values: Life, Freedom, Non-Aggression

Description:

The Keepers of the Circle is a society of individuals who seek to improve life for all while maintaining individual rights and life as the highest values. We encourage advancement in all areas and hope to grow a community of people. All are welcome in our ranks so long as these goals are respected.

The Circle itself is a representation of Life. As such, those who are Keepers of the Circle support that which advances all Life. The Circle of Life is made up of Rings, each of which covers a different aspect of Life. Every member of the Circle is known as a Keeper, whether you are a basic member, the leader of a Ring, or the Sentinel. All are important and all are necessary to keep and maintain the Circle.

Our goal is to maximize freedom of choice while respecting the Non-Aggression Principle. No member of the Keepers of the Circle is warranted to aggress against an individual (where aggression is the initiation of force, the threat of force, or fraud). This does not mean that a Keeper cannot defend themselves, others, or property. Protection of one’s own life and property, or anothers', is permitted and encouraged by many Keepers.

The Eight Rings:

Ring of Steel: The militant arm of the Circle, the Ring of Steel has the purview of Conflict; Conflict is an integral part of life, and the Keepers of Steel are those members dedicated to the
martial aspects of war. Keepers of Steel are called upon in times of war to protect the other Rings as well as to honor martial contracts on behalf of the Circle (guard duty, aid in war, etc).

Ring of Light: The Healing arm of the Circle, the Ring of Light has the purview of Aid; Aiding those who need it is a principle that advances life. However, this does not incur a mandate for Keepers of the Light to help anyone at any time; they retain their right to choose who and how to aid. Keepers of the Light are called on to heal in times of conflict, to provide advice and succor to both Keepers and outsiders.

Ring of Shadow: As aid and conflict are a part of the Circle, so are stealth, surprise, and the use of less than lawful means to achieve ends. The purview of the Ring of Shadow is Stealth; Keepers of Shadow act as the equivalent of covert operations for The Circle. Keepers of Shadow are called upon to enact retribution against single targets, to disrupt supply lines of forces hostile to Life, and to reclaim objects that have been taken from their rightful owners amongst other things.

Ring of Wood: The world is not fully cultivated, and much of it remains untamed. Keepers of the Wood have purview over the Wild, the uncontrolled (by civilization) forces and locations of nature. Keepers of the Wood are called upon to hunt for food, to see off monsters and hostile creatures, to scout for the Circle, and to guide travelers and Keepers into and through the Wilds safely.

Ring of Crystal: Magic is a powerful force in this world, and in many cases draws this power from life and by the living. The purview of the Keepers of Crystal is arcane magic and its use, research, and advancement. Keepers of the Crystal are called upon by the Circle to lend magic-muscle in times of war, to enchant items, to protect Keepers and others from darker magics and the use of magic to destroy life. Keepers of the Crystal, like all Keepers, operate with a great deal of freedom - but their abilities can be the critical difference in a time of crisis and they are saddled with the responsibility of wielding the forces of creation.

Ring of Earth: For life to thrive, there must be a solid foundation. The purview of the Keepers of Earth is construction and farming. Keepers of the Earth form the solid basis upon which the life of all Keepers resides, providing food, shelter, and sundry other mundane - but no less necessary - services. Keepers of Earth are well respected for the infrastructure and power that they retain, forming the structure upon which other Keepers rely. Keepers of the Earth are called upon by the circle for the raising of buildings and walls, for the construction of roads, for their crops, herbs, minerals, and obtaining of metals.

Ring of Gold: Sacred to the Keepers of the Circle are the individual rights of all sentient beings. Fundamentally, contracts show respect for those rights. Keepers of Gold are those who engage in mercantile transactions on behalf of the Keepers as well as those who represent the diplomatic arm of the Circle. Keepers of Gold are known for strictly adhering to their contracts, for providing information to the Circle and for maintaining relations with other groups and nations.

Ring of Iron: It is with the advent of tools that sentient races were able to rise from primitivism into an age of advancement and prosperity. Keepers of Iron have the purview of crafting-weapons, plows, pots, lanterns, shields, all things - Keepers of Iron wield their tools in a war to make something greater than the sum of its parts. They are called upon by the Circle to provide equipment, tools, and advanced items in conjunction with the other Rings, and to maintain the Circle's inventory and logistics.

More information can be found on our website Keepers of the Circle.


I have ran my group through Carrion Crown and now through a series of events afterward with the ultimate goal of returning to Gallowspire to deal with a bit of a problem (namely recovering the missing piece of the Shield of Aroden).

I am working through Dungeon's of Golarion's entry on Gallowspire and am interested in any additional input people might have? What sort of traps, or creatures should I include. Any clever ideas people have or have done before I can borrow?

The group will be level 19 with 3 mythic tiers by the time they return to Adorak. We have a paladin/cleric, a blasting sorcerer, a bard/rogue/duelist and a witch/rogue/harrower for the party make up.


This question could easily be broadened to other shape changing spells, but in this particular case my group was curious about what happens with the Form of the Dragon Spell.

There is a sorcerer lycanthrope who spends most of their time outside of cities in hybrid form. This brings about increased physical stats. When she casts Form of the Dragon in this hybrid form, does the +2 bonus to Strength go off her human form stats or her hybrid form stats?


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Inspired by other campaign journals, I decided to share my group's quest through Carrion Crown and beyond. I hope it will inspire others (and/or amuse them) in their own planning of this AP. Many additional ideas I used came from the message boards on pazio.com. Too many people to thank individually, but THANK YOU for your great ideas! Other ideas came from the organic development of the AP itself, and the crazy antics of my players.

I first decided to do Carrion Crown when I was intrigued by the subjects of each book. I'm not usually a fan of the horror genre, so it struck me as funny that I was drawn to this particular AP. I also had never played in a published adventure before (only home brew games and only since 2008), and I had never GM'ed before. I decided to take it on when everyone in my group encouraged me and thought the AP sounded fun. The only thing that really worried me was Book 4. I wasn't sure what to make of it, but as I read it more, the more interesting it became. And while it is "lovingly" called the "Book That Never Happened" by the players, everyone did enjoy it.

As a note, there will be spoilers for Carrion Crown (obviously), but also for Carrion Hill and The Harrowing. I inserted both of these modules into the story (one during the AP and the other just after it). As for a real world timeline, we started the AP in September of 2012 and we are still going currently in what I call "Post AP".

I will first post general back-stories for the different characters and then start in on the story itself. To keep it from being a giant post, I will spoiler tag each posting - and it will be split by sessions. This will take a bit of time as I go back and rewrite the old reviews of our sessions into a narrative. So keep checking back, I hope to post the entire thing.


Here is the run down on my case contents. I had no breakages, and only one demoniac popped off his base (an easy fix). Paint jobs look a lot better from what I could tell at least compared to Legends of Golarion.

Common
1 Brimorak....4
2 Sloth Demon....3
3 Baphoment Cultist....4
4 Will-o-wisp....3
5 Berbalang....4
6 Schir Demon....3
7 Lost Soul....5
8 Blood Demon....3
9 Demoniac....2
10 Invidiak....4
11 Mongrel....2
12 Slime Demon....4
13 Deskari Cultist....4
14 Vermlek Demon....4
15 Abrikandilu Demon....4

Uncommon
16 Demonic Familiar....2
17 Basilisk....2
18 Shaggy Fiend....2
19 Slimy Fiend....2
20 Tarry Fiend....3
21 Incubus....3
22 Death Demon....2
23 Low Templar....2
24 Horned Demon....3
25 Mongrel Huntress....2
26 Suicide Demon....4
27 Alain, Human Cavalier....2
28 Imrijka, Half-Orc Inquisitor....3
29 Jaruunicka...3
30 Locust Demon....2
31 Frost Drake....3
32 Rift Drake....3
33 Mounted Alain....2
34 Vescavor Queen....3
35 Half-Fiend Minotaur....3
36 Minotaur....3
37 Grimslake....3

Rare
38 Gimrak....1
39 Arueshalae....1
40 Areelu Vorlesh....1
41 Queen Galfrey....2
42 Faxon....1
43 Staunton Vhane....1
44 Minagho....1
45 Nocticula....1
46 Irabeth....1
47 Xanthir Vang....1
48 Dominion Invader....1
49 Baphomet....1
50 Khorramzadeh....1
51 Hepzamirah....1
52 Mythic Chimera....1
53 Aponavicius....1
54 Gibrileth....1

Case Premium Figure: Deskari, Demon Lord of Locusts...1

And individual bricks:

Brick One:

Common
1 Brimorak....1
2 Sloth Demon....1
3 Baphoment Cultist....1
4 Will-o-wisp....1
5 Berbalang....0
6 Schir Demon....0
7 Lost Soul....2
8 Blood Demon....0
9 Demoniac....0
10 Invidiak....2
11 Mongrel....0
12 Slime Demon....1
13 Deskari Cultist....1
14 Vermlek Demon....1
15 Abrikandilu Demon....2

Uncommon
16 Demonic Familiar....0
17 Basilisk....0
18 Shaggy Fiend....0
19 Slimy Fiend....1
20 Tarry Fiend....1
21 Incubus....1
22 Death Demon....0
23 Low Templar....1
24 Horned Demon....1
25 Mongrel Huntress....0
26 Suicide Demon....1
27 Alain, Human Cavalier....1
28 Imrijka, Half-Orc Inquisitor....1
29 Jaruunicka...1
30 Locust Demon....0
31 Frost Drake....1
32 Rift Drake....0
33 Mounted Alain....1
34 Vescavor Queen....0
35 Half-Fiend Minotaur....1
36 Minotaur....1
37 Grimslake....1

Rare
38 Gimrak....0
39 Arueshalae....0
40 Areelu Vorlesh....1
41 Queen Galfrey....0
42 Faxon....0
43 Staunton Vhane....1
44 Minagho....0
45 Nocticula....1
46 Irabeth....0
47 Xanthir Vang....0
48 Dominion Invader....0
49 Baphomet....1
50 Khorramzadeh....0
51 Hepzamirah....0
52 Mythic Chimera....0
53 Aponavicius....0
54 Gibrileth....1

Brick Two:

Common
1 Brimorak....1
2 Sloth Demon....1
3 Baphoment Cultist....0
4 Will-o-wisp....1
5 Berbalang....1
6 Schir Demon....1
7 Lost Soul....2
8 Blood Demon....1
9 Demoniac....0
10 Invidiak....1
11 Mongrel....1
12 Slime Demon....1
13 Deskari Cultist....1
14 Vermlek Demon....2
15 Abrikandilu Demon....0

Uncommon
16 Demonic Familiar....1
17 Basilisk....1
18 Shaggy Fiend....1
19 Slimy Fiend....0
20 Tarry Fiend....0
21 Incubus....1
22 Death Demon....0
23 Low Templar....1
24 Horned Demon....1
25 Mongrel Huntress....0
26 Suicide Demon....0
27 Alain, Human Cavalier....1
28 Imrijka, Half-Orc Inquisitor....1
29 Jaruunicka...1
30 Locust Demon....0
31 Frost Drake....1
32 Rift Drake....1
33 Mounted Alain....0
34 Vescavor Queen....1
35 Half-Fiend Minotaur....1
36 Minotaur....0
37 Grimslake....1

Rare
38 Gimrak....0
39 Arueshalae....1
40 Areelu Vorlesh....0
41 Queen Galfrey....0
42 Faxon....0
43 Staunton Vhane....0
44 Minagho....0
45 Nocticula....0
46 Irabeth....0
47 Xanthir Vang....1
48 Dominion Invader....0
49 Baphomet....0
50 Khorramzadeh....1
51 Hepzamirah....1
52 Mythic Chimera....0
53 Aponavicius....0
54 Gibrileth....0

Box Three:

Common
1 Brimorak....1
2 Sloth Demon....1
3 Baphoment Cultist....2
4 Will-o-wisp....0
5 Berbalang....2
6 Schir Demon....1
7 Lost Soul....0
8 Blood Demon....0
9 Demoniac....1
10 Invidiak....1
11 Mongrel....0
12 Slime Demon....2
13 Deskari Cultist....0
14 Vermlek Demon....1
15 Abrikandilu Demon....1

Uncommon
16 Demonic Familiar....1
17 Basilisk....1
18 Shaggy Fiend....1
19 Slimy Fiend....0
20 Tarry Fiend....1
21 Incubus....0
22 Death Demon....1
23 Low Templar....0
24 Horned Demon....0
25 Mongrel Huntress....1
26 Suicide Demon....2
27 Alain, Human Cavalier....0
28 Imrijka, Half-Orc Inquisitor....1
29 Jaruunicka...1
30 Locust Demon....1
31 Frost Drake....1
32 Rift Drake....1
33 Mounted Alain....0
34 Vescavor Queen....1
35 Half-Fiend Minotaur....0
36 Minotaur....1
37 Grimslake....1

Rare
38 Gimrak....0
39 Arueshalae....0
40 Areelu Vorlesh....0
41 Queen Galfrey....2
42 Faxon....0
43 Staunton Vhane....0
44 Minagho....0
45 Nocticula....1
46 Irabeth....1
47 Xanthir Vang....0
48 Dominion Invader....1
49 Baphomet....0
50 Khorramzadeh....0
51 Hepzamirah....0
52 Mythic Chimera....0
53 Aponavicius....0
54 Gibrileth....0

Box Four:

Common
1 Brimorak....1
2 Sloth Demon....0
3 Baphoment Cultist....1
4 Will-o-wisp....1
5 Berbalang....1
6 Schir Demon....1
7 Lost Soul....1
8 Blood Demon....2
9 Demoniac....1
10 Invidiak....0
11 Mongrel....1
12 Slime Demon....0
13 Deskari Cultist....2
14 Vermlek Demon....0
15 Abrikandilu Demon....1

Uncommon
16 Demonic Familiar....0
17 Basilisk....0
18 Shaggy Fiend....1
19 Slimy Fiend....1
20 Tarry Fiend....1
21 Incubus....1
22 Death Demon....1
23 Low Templar....0
24 Horned Demon....1
25 Mongrel Huntress....1
26 Suicide Demon....1
27 Alain, Human Cavalier....0
28 Imrijka, Half-Orc Inquisitor....0
29 Jaruunicka...0
30 Locust Demon....1
31 Frost Drake....0
32 Rift Drake....1
33 Mounted Alain....1
34 Vescavor Queen....1
35 Half-Fiend Minotaur....1
36 Minotaur....1
37 Grimslake....0

Rare
38 Gimrak....1
39 Arueshalae....0
40 Areelu Vorlesh....0
41 Queen Galfrey....0
42 Faxon....1
43 Staunton Vhane....0
44 Minagho....1
45 Nocticula....0
46 Irabeth....0
47 Xanthir Vang....0
48 Dominion Invader....0
49 Baphomet....0
50 Khorramzadeh....0
51 Hepzamirah....0
52 Mythic Chimera....1
53 Aponavicius....1
54 Gibrileth....0


I am surprise to not see this on here already. I only did a count and did not yet get a chance to look at the paint quality. No miniatures were broken, but we did have some loose figures.

Common
1 Goblin Pyro #1: 4
2 Goblin Pyro #2: 5
3 Kobold Archer: 5
4 Kobold Warrior: 4
5 Charau-Ka: 4
6 Reefclaw: 2
7 Tooth Gang Knifer: 3
8 Tooth Gang Brute: 3
9 Akata: 4
10 Bugbear Warrior: 3
11 Monkey Swarm: 3
12 Orc Archer: 4
13 Orc Soldier: 4
14 Orc Mystic; 3
15 Degenerate Serpentfolk: 3

Uncommon
16 Kobold Mystic: 2
17 Kobold Chieftain: 2
18 Serpentfolk Mystic: 3
19 Scourge Hellknight: 3
20 Hellknight Signifer: 3
21 Thrune Agent: 2
22 Eagle Knight: 1
23 Eagle Knight Officer: 3
24 Ulat-Kini: 2
25 Slurk: 2
26 Snow Leopard: 3
27 Knight of Ozem: 3
28 Tatzlwyrm: 3
29 Moonbeast: 3
30 Seugathi: 3
31 Derhii: 3
32 Calikang: 2
33 Hodag: 3
34 Marsh Giant: 3
35 Toad Demon: 2
36 Serpent Demon: 2
37 Greater Death Demon: 3

Rare
38 Lini, Gnome Druid: 1
39 Kobold King Merlokrep: 1
40 Beatific One: 1
41 Janni: 1
42 King Irovetti: 1
43 Queen Ileosa: 1
44 Sajan, Human Monk: 1
45 Medium Black Dragon: 1
46 Serpentfolk High Priest: 1
47 Mothman: 1
48 Sandpoint Devil: 1
49 Djinni: 1
50 Efreeti: 1
51 Shaitan: 1
52 Marid: 1
53 Gorilla King: 1
54 Fire Demon 1

Special
Gargantuan Green Dragon 1


Forgive me if this was answered elsewhere, but I couldn't find it. I was wondering if a race such as Aasimar who has a racial resistance to energy using a shield with the Energy Resistance Ability gets the benefit of both or do they not stack?

We do know that the spell Resist Energy does not stack with the bonuses, but can not find a ruling for the Shield/Armor ability. We thought that the shield would take the hit first and then the Aasimar (assuming that the resistances were both electricity for example).

Thanks in advance for any help!


While opening this figure, I didn't remember what it had looked like from the reveals given on Friday. I thought "cool" clear figure. Then I saw the image and was wondering, was it supposed to be dark colored? All of my cultists are clear - as if invisible.


I was looking at the Hedge Witch Archetype and had a question in regards to Empathic Healing. When the witch takes on the results of the failed save on the poison or disease, they are not technically poisoned or diseased but they take on the negative effects. How long does this last for the witch?