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Sidequest: Bringing down Jubrayl! - Ongoing until finished - 8 part mission

Rise of the Runelords

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Alright guys, I've been working on this on and off for around a week now and am finishing up part 1 for my game tomorrow.

Part 1:
As the PC's set out with Aldern for the Boar Hunt, a group of Bandits will attack them (I made this two Melee characters and one Archer).

Once killed or brought in alive, the players will learn of Jubrayl's next big meeting. This will either be by reading the note on one of the Bandits, or by word of mouth from one of the captured ones.

I've set this meeting up to take place the very next day, deep within the Small wooded area on the west side of ravenroost peaks at 10pm.

This will be a recon mission where the PC's will be accompanied by Belor Hemlock (so that I have some control over the PC's, ensuring they don't stupidly run in to attack). The meeting will consist of all 24 known Sczarni members within Sandpoint and this will be where the PC's discover the details of all criminal activities, organised by Jubrayl and his Sczarni Syndicate.

The activities will be as follows:

Encounter 2: Varisian Thieves: It's all gone pete tong for Tommy Two and Peter Long.

Encounter 3: The Gentlemen Highwaymen (Gunslinger Duo)

Encounter 4: The Art Form of Con-Artistry

Encounter 5: The Boning and De-boning of Sandpoint's Boneyard (Two Mentally Challenged Necrophiliac's and their Wealth Loving Leader)

Encounter 6: The Smuggler's Run

Encounter 7: The murder of Polly Jackson (Make this a comedic, but poetic story of a girl who was born out of luck)

Part 2:

Varisian Thieves: "It's all gone pete tong for Tommy Two and Peter Long"

This event will take place in ruins of The Old Light.

Tommy Two and Peter Long, two of the Sczarni's dumbest thieves, have taken up residence in The Old Light, barricading the entrance off from the public so they can dig out the rubble and unblock the tunnel that leads down into the Catacomb's of Wrath.

However, not being very intelligent, they are found by the PC's arguing over who brought the Spade to dig out the compressed rubble....which neither of them has.

The encounter: Tommy and Pete are both as dim witted as each other, but fight as a team, working with each other to flank the strongest looking opponent first. Eventually working from strongest to weakest.

They copy each other exactly, sharing the same tactics but lacking the will and understanding to fight against a group efficiently on their own.

Tommy Two:
Level 3
Class: Rogue - Two-Weapon Wielder

Race: Human
HP: 25 (3d8 + 9)
AC: 17

Str: 16
Dex: 18
Con: 14
Int: 7
Wis: 13
Cha: 7

BAB: 2

Fort: 3
Ref: 7
Will: 2

Initiative: 6

CMB: 5
CMD: 19


Dirty Fighter


Skilled (+1 Skill per level)
Favoured Class - Human (HP)


1. Two-Weapon Fighting, Double Slice
3. Weapon Focus (Short Sword)


Acrobatics: 10
Climb: 9
Disable Device: 10
Escape Artist: 10
Perception: 7
Stealth: 10
Swim: 9

Rogue Talent: Weapon Finesse - Short Sword


+5, 1d6, 19-20x2 + 2d6 Sneak Attack + 4 (3 Str, 1 when flanking)
+5, 1d6, 19-20x2 + 2d6 Sneak Attack + 4 (3 Str, 1 when flanking)

Abilities: Sneak Attack, Evasion,

Gear: Two Short Swords, 1 Studded Leather

Peter Long:
Level 3
Class: Rogue - Acrobat

Race: Human
HP: 28 (3d8 + 9)
AC: 16

Str: 18
Dex: 14
Con: 14
Int: 7
Wis: 12
Cha: 12

BAB: 2

Fort: 3
Ref: 5
Will: 3

Initiative: 2

CMB: 6
CMD: 18


Dirty Fighter
Auspiscious Tattoo (+1 Will Saves for being Shoanti - Kicked out of Tribe for stupidity)


Skilled (+1 Skill per level)
Favoured Class - Human (HP)


1. Power Attack, Martial Weapon Proficiency
3. Toughness


Acrobatics: 8
Climb: 10
Escape Artist: 8
Intimidate: 7
Perception: 7
Stealth: 8
Swim: 10

Rogue Talents: Weapon Training - Weapon Focus (Earthbreaker)

Combat: +7 Eathbreaker (2d6, x3) + 2d6 Sneak Attack + 5 (4 Str, 1 when flanking)

Abilities: Sneak Attack, Evasion, Expert Acrobat, Second Chance

Gear: Earthbreaker Hammer, Chain Shirt.

Expert Acrobat (Ex): At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks. This ability replaces trapfinding.

Second Chance (Ex): At 3rd level, an acrobat can reroll any Acrobatics, Climb, or Fly skill check she has just made. This reroll is made at a –5 penalty. She must take the second result, even if it is worse. An acrobat can use this ability only once on any given skill check. She can use this ability once per day at 3rd level, plus one additional time per day for every 3 levels beyond 3rd. This ability replaces trap sense.

Once defeated, the PC's will find a note saying:

"To do list:

1. Go to Old Light
2. Don't forget the Spade
3. Uncover the passageway leading to the Catacomb's
4. Report back to "ME". At which point, I'll form a group of highly efficient mercenaries to go down into the Catacomb's to eradicate any problems, so that I can go down, scout for treasure and use the area as my new base of operations."

Under the note and slightly off to the right is the letter "G".

On a smaller piece of paper, the PC's will find a list of names and locations written down, but without reasons or times stating when or why they'll be there.

Note: These names and locations will be the people and places who'll be acting under Jubrayl Vhiski.

Goal: It's up to the PC's to rid Sandpoint of all Sczarni criminals, with the end boss being Vhiski himself.

Reward: The Fatman's Feedbag + exp gained from defeating all members.

I have little idea on how to work out the CR of an encounter by character level, but I'm hoping this can be pulled off by a group of 4 level 2 characters.

In my campaign I have two Barbarian's, one Magus and one Witch.

Comments and feedback welcome.

The next parts will be added when I've finalised them. :)

Edit: Just had a look at the NPC area for determining CR and it seems the CR is by Class Level and you bump the CR up by 2 for adding another creature in.

So, the Challenge Rating should be CR5.

A bit steep for a party of 4 level 2's. It'll be a decent challenge. :)


Pathfinder Adventure Path Subscriber

For me, personally, I wouldn't have any connection to the CoW. No one in town knows about it, not even Sandpoint's (and Varisia's) resident Thassilonian specialist. So, maybe instead of the note mentioning the CoW, it instead says something about rumors of treasure or something like that.

That's pretty much the motivation for them to go down there anyway.

I couldn't find out if anyone knew about the CoW, but I assumed Belor and the higher up's in the town would know what was really down there (one of the original people who buried it would have known and passed the story down through history) and that somehow, Jubrayl could have discovered some rumours and wanted to find out for himself.

Alternatively, nobody is aware of what was down there, or why the passageway was blocked up, so out of curiosity, Jubrayl sent two of his men to dig out the ruins and investigate the area.

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