Legacy of Sarkoris: A Fan-Made Numeria AP


Pathfinder Adventure Path General Discussion


I originally posted asking if interest for a Numeria AP existed here. It seems there is so I am well under way.

This thread is for discussion, input, requests, suggestions, contributions, complaints, etc.

Campaign Summary

Spoiler:

The Rogues of Caliphas – Levels 1-4
Hired seemingly at random the party is sent to restore order at the Havenguard Lunatic Asylum in Caliphas. Once inside, however, they discover that all is not as they were told. The madmen have taken complete control and an enigmatic conspirator sought out the party to imprison them. Breaking out of the madhouse reveals the identity of their captor as one Doctor Hedgerow. The party sets off on his trail delving deep into the underworld of Caliphas confronting Sczarni at every turn. A final assault on the Sczarni brings the party face to face with Hedgerow. It is then they learn that they have been set up to eliminate the Sczarni and that grater forces are at work than a criminal syndicate.

Horror on the Hill – Levels 5-8
The party ventures to Carrion Hill on the trail of the tiefling responsible for their ungracious capture and imprisonment. Digging deep in a land as twisted as Carrion Hill is bound to turn over some vile things. The trail of the tiefling conspirator uncovers a demon cult operating in the town. The party unravels the mystery and delves into the twisted ruins of the Old Cults beneath the Hill and finally confronts the one responsible for the conspiracy in Ustalav, a succubus named Deidre Gravetounge. The conspiracy, however goes much deeper than machinations in Ustalav. Gravetounge wielded strange technology and was one of many demons sent forth from a greater group in Numeria to bring war to Golarion.

Tales of Blood and Steel – Levels 9-12
With a demonic invasion imminent and a major demon cult operating in Numeria, the party crosses the border from Ustalav. The Numeran countryside however, is hostile and unforgiving. The party’s path brings them into the Scar of the Spider where they are forced to contend with all manner of strange metal beasts. Finally they flee into the labyrinth of valleys known as the Felldales and evade their mechanical pursuers only to find that the scarred land is no less hostile. When they finally make it through the Felldales they are set upon by a flying monstrosity that captures them and brings them to Starfall where they discover they are slaves set to compete in the arena for the pleasure of the Black Baron. The characters must battle for their freedom against all manner of monsters and machines to win their freedom and the ear of the Black Baron.

To Catch a Fallen Star – Levels 13-16
All is not well in the court of the Black Baron. The Lords are fractured along numerous ideological lines and none will listen to the threats of demonic invasion, believing their technology will keep them safe. The party must unite the squabbling lords and they make some progress all while rooting out the demons responsible for the political fracturing. To gather more support the party must venture to the city of Chessed where the remaining lords have traveled to form a new capital. Convincing the lords to return to Starfall is not easy but only the characters can reunite the nation. At the same time the party must strike at the heart of the demon cult operating in Scrapwall before returning to Starfall. Back in the capital Uvulaunt, the merilith responsible for the cult in Numeria, makes a provoking attack against the alliance of lords before retreating into Silver Mount. It is up to the party to delve into the strange dungeon and end the internal threat to Numeria.

The Mendev Alliance – Levels 17-18
While Numeria begins conscripting soldiers the party must ensure that a capable fighting force will be assembled in time. To protect Numeria the party is supplied with gold before traveling to Lackthroat where they must contend with cutthroat mercenaries and assemble a large army. Once the mercenary contracts are negotiated and paid the mercenaries move out to rendezvous with the conscripts in Starfall. Meanwhile, the party travels to Nerosyan to enlist the help of the Mendev crusaders only to find that Crusader Queen Galfrey has fallen under the sway of demons. In the process of seeking out the fiend responsible for claiming the Queen the party discovers that the demons seem to have been conspiring to draw Mendev into attacking the Worldwound. The party finally uproots and destroys the vrolikai demon Thornwing and his haunt of shadow demons, freeing the Queen. Once back in control of herself the Queen calls the Fourth Crusade and pledges her formidable armies to the cause. At the front of a great host of soldiers, the party travels to rendezvous with the Numeran forces in Aaramor.

Usher of the Apocalypse – Levels 19-20
The armies of Numeria and Mendev assemble in Aaramor under the leadership of the party but are assaulted by a demonic invasion before preparations can be completed. The horde retreats and the crusaders follow leaving a bloody swath as they fight hard, not stopping until they control the town of Storasta in the epic Battle of Sellen Valley. The crusade regroups and the party leads them north to the Worldwound where the main body of the demonic host is waiting for them. It becomes clear all too late that the bloodshed is just what the demonic mastermind Jal’kiri wants and the rupture in the fabric of reality grows and the Usher of the Apocalypse begins to push through. With the epic battle raging below the party charges into Jal’kiri’s Citadel of Chaos and clashes with the insane balor and the avatar of Deskari on the very edge of the Worldwound. Once Jal’kiri and the avatar are defeated the rupture snaps shut and the crusaders must flee or be sucked into the vortex. The demonic hordes are scattered and a relative calm settles northeastern Avistan.

Some Numerian Goodies

Here are some Numerian goodies to whet the appetite until I have some substantial adventure material; one weapon, one suit of armor, and one new monster.

The following items and processes are created using technological and arcane means known only to the Technic League. These items are not available on the open market.

Plasma Lance

Spoiler:

Type: 2-handed exotic Damage: 5d6 Critical: 20 Range: 400' Misfire: 1-5 Capacity: 20 Weight: 15lbs Cost: 10,000gp

A plasma lance is a five foot long weapon that resembles an oversized shortspear with a weight near the haft. The barrel of the weapon is flanged at the end creating a look like a rounded spearhead. The back foot and a half of the weapon is larger than the long barrel so it rests comfortably against the hip for firing. The trigger and handgrip is at only a slight angle from the barrel and widened to comfortable accept a humanoid hand. Behind the handgrip is a six inch long cylinder that locks in place around shaft of the weapon and houses the plasma coil. This can be removed once the plasma coil is spent by unclipping and sliding it up, off from the firing mechanism. A fresh plasma coil can then be slid into place where it clips automatically, making the weapon ready for use again.

A plasma lance is designed to be aimed and fired from the hip, making the weapon difficult to aim for those not proficient in its use. When fired the weapon releases a small of super heated plasma at a high velocity. When the ball reaches 400’ it detonates in a ball of searing heat and fire 20’ in diameter dealing 5d6 points of damage. Unless struck directly, those within the blast area are allowed a Reflex save, DC 15 to take half damage. Striking a moving target requires a ranged touch attack while striking a fixed point requires a ranged attack against AC 10.

The resulting fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the explosion may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other explosive effect does.

If the plasma shot strikes a solid object before reaching 400’ it detonates prematurely. A small dial near the trigger allows the weapon’s range to be dialed back to any range between 100 and 400 feet. Dialing in a range requires a standard action unless the shooter is proficient in the weapon’s use, which reduces the time to a move action.

Unless proficient with the weapon, aiming and firing a plasma lance requires a full round action. A plasma lance can only be fired once in a round.

Proficiency with a plasma lance reduces the misfire chance to 1. A misfire gives the weapon the broken quality. If a misfire is rolled while broken the plasma coil immediately overheats and explodes dealing 10d6 points of damage in a 20' radius centered on the weapon. If an attempt to use the weapon is made by someone non-proficient than it is always considered to have the broken condition.

Technic Armor

Spoiler:

Type: Light Armor Bonus: +6 Max Dex Bonus: +3 Armor Check Penalty: -2 Arcane Spell Failure: 5% Speed: 30'/20' Weight: 25lbs Cost: 22,500gp

Technic Armor plates are constructed out of a lightweight and extremely durable skymetal alloy layered atop mithral and shaped to deflect blows. The plates are layered and arranged over a Kevlar weave wired throughout with circuitry powered by arcane energies. The armor provides maximum protection while remaining light and mobile to prevent interference with spellcasting. The armor is often worn piecemeal covering only vital areas to allow even more freedom of movement without a reduction in mobility. Wearing the armor piece meal has no impact on the armor’s statistics.

The significant durability and maximum protection of the skymetal used in the construction of Technic armor grants the wearer DR 2/adamantine. Internal circuitry and magical infusions combine to create an electrical dampening and grounding effect that grants the wearer Energy Resistance 10 against electricity. Servos and body enhancing modifications also grant the wearer increased physical abilities for +2 Str and Dex while worn.

Due to the light weight and maximized efficiency of Technic Armor a wearer proficient in its use can don and remove the armor in five rounds. If attempting to don hastily the wearer is able to do so in only three rounds. Users not proficient in the use of the armor have difficulty with the odd straps and buckles making donning the armor the same as scale mail. This armor is designed for solo use so these times are not made faster with assistance.

Servitor Zombie

Spoiler:

Human Servitor Zombie – CR 1
XP 400

NE Medium undead
Init +2; Senses darkvision 60’; Perception +0
------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 12 (2d8+3); fast healing 5
Fort +0, Ref +2, Will +3
Immune undead traits
------
Speed 30’
Melee slam +4 (1d6+4)
------
Str 17, Dex 14, Con —, Int —, Wis 10, Cha 10
BAB +1; CMB +4; CMD 16
Feats Toughness
Special Abilities Unearthly Mortis
------
Environment any
Organization any
Treasure none
------
Fast Healing (Ex) Servitor zombies repair damage done to their bodies at a tremendous rate, often fully repairing in only a few minutes. A servitor zombie is able to reattach lost limbs and will repair damage even when reduced to negative hit points. Damage dealt by fire, acid, or electricity cannot be repaired. If a servitor zombie’s head is removed from its body the body ceases to function and will begin to decay normally unless the head is reattached, at which point it begins repairing again. Destroying the brain will destroy the zombie and prevent any further repairing.
Unearthly Mortis (Ex) Servitor zombies cease decomposing the moment they are animated. Once a servitor zombie is destroyed it begins to decay normally.

Servitor zombies are created using a strange grey paste that explorers of the Technic League found deep within Silver Mount. When a small dollop is placed onto the head or face of a corpse it quickly absorbs into the skin and in a matter of minutes the corpse begins to move and can accept spoken commands.

The Technic League use servitor zombies for all manner of menial and dangerous tasks. The zombies understand the use and operation of numerous tools and devices without instruction. An additional benefit of servitor zombies is that if damage to a limb or other body part is too severe to repair tools are able to be grafted on and become fully functional like any natural body part.

Gray Paste
Gray Paste is a dense paste that is composed of inert nanomachines. When the pate is applied to deceased flesh it becomes active and will begin to bore into the body, following the nervous system to the brain. Once in the brain the nanites will take control of the brainstem and animate the corpse. The nanites will then multiply and move throughout the body, repairing damage and preventing decay.

Servitor Zombie Template
Servitor Zombie is an acquired template that can be applied to any corporeal creature as long as it still contains a moderately fresh brain. The challenge rating is the same as a normal zombie +1. A servitor zombie template is the same as a fast zombie with the following changes:

Servitor zombies do not have the Quick Strikes special ability instead replacing it with Fast Healing and Unearthly Mortis as described above.

Right now I am nearly finished with the first part of The Rogues of Caliphas called Keys to the Madhouse where...

Spoiler:
...the party finds themselves locked inside the Havenguard Lunatic Asylum and must escape and find out who set them up.

As always, feedback is appreciated.


For the lance I would do this. Make an item that has the exact same stats as a 5d6 1 shot fireball. If you use navel n of lightning as a model Each shot will be 1500 gp. You then make your "gun" portion which does not need to cost much. As long as it can only fire 1 shot a round.

By adding the gun rules you could probably reduce the cost pwr shot a little because actually misfiring would hurt a lot.

In regards to the armour the pricing seems okay, but i dont have armour stats internally memorized Enough to be sure.

For your servitor zombie fast healing i think is too strong a group with. No 2h weapon user would have alot of problems. Dr 5/- would be better and just say nanobots heal 5 pts of every strike.

I think the key to figuring out numerian scifi stuff is to apply the magic item rules with alot of forethought. I like the over all theme of your items.

Edit

I re examined your armour and think it may be under priced..

It is basically, adamantium chain with a built in belt of +2 str +2 dex. ( but you had thenm as untyped) And. 30' movement. I dont have the armour rules memorized but i think the belt starts at 10 grand. So your price should maybe be a little higher if the various pieces should have a hifher cost.


Here are two of my goodies I'll toss up for you, tell me what you think of the Rad Priest and Radiation Bolt spell.

Rad Priest:
Rad Priest(Cleric)

1st|-Radiation Magic, Irradiated Whelp, Vessel of Radiance

Class Features

CLASS FEATURE NAME (Ex, Su, Sp, Ps):
Radiation Magic(Su):Rad Priest must choose to channel negative energy and must select either Chaos domain, Chaos with the Protean subdomain, or Chaos with the Entropy subdomain, or the Death domain with the Undead subdomain.
Irradiated Whelp(Su):At 1st level, a Rad Priest gains a familiar as a wizard equal to her cleric level, or if she already has a familiar, her cleric levels stack to determine the familiar's abilities.
At 3rd level, her familiar gains the entropic template.
At 7rd level, she gains the Evolved Familiar bonus feat even if she does not have the prerequisites.

Vessel of Radiance(Su):At 1st level, a Rad Priest can channel radioactive energy to damage creatures of humanoid, monstrous humanoids, plants, fey, or animal type, or, at higher levels, bolster the abilities of aberrations and undead allies. Channeling this energy causes a 30-foot-radius burst centered on the cleric. Creatures within the burst that are humanoid, monsterous humanoids, plants, fey, or animal type 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 radioactive energy receive a Fortitude save to halve the damage. The DC of this save is equal to 10 + 1/2 the Rad Priest level + the Rad Priests Charisma modifier. Lawful good creatures take a –2 penalty on this saving throw.

At 5th level, aberrations and constructs within the burst are affected as if targeted by a rage spell with a duration of 1 round.

At 9th level, creatures of humanoid, monsterous humanoids, plants, fey, or animal type are also sickened for 1d6 rounds if they fail their saving throw against the radioactive channel. Channeling radioactive energy is a standard action that does not provoke attacks of opportunity.

This ability replaces channel energy.

Radiation Bolt:

[size=3]Radiation Bolt[/size]
SchoolEvocation (Acid) ; 1st Sorcerer 1, Wizard 1, Druid 1, Cleric 1
Casting Time1 standard action
ComponentsV,S
Rangemedium (100 ft. + 10 ft./level)
Target up to five creatures, no two of which can be more than 15 ft. apart
Duration Instantaneous
Save none; Spell Resistanceyes

A bolt of radioactive energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of acid damage.

The bolt strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out.

For every two caster levels beyond 1st, you gain an additional bolt - two at 3rd level, three at 5th, four at 7th, and the maximum of five bolts at 9th level or higher. If you shoot multiple bolts, you can have them strike a single creature or several creatures. A single bolt can strike only one creature. You must designate targets before you check for spell resistance or roll damage.


Mojorat wrote:
...design critique...

My approach to Numerian technology was the magic as technology described in the Inner Sea World Guide. Thus the Plasma Lance just shoots 5d6 fireballs exactly like the spell. The fact that anyone can use it, unlike the spell, is countered by the very dangerous consequences of a misfire. That being said, I agree that it is under priced. According to the CRB a Wand of Fireballs dealing 5d6 costs 11,250gp. With these points in mind I think a good approach will be to keep the price that exists now and make a plasma coil (for reloading the weapon) cost 3,000gp for 30 shots (instead of the listed 70).

I agree that the Technic Armor is under priced as well. I went with the same price as Celestial Armor but upon closer examination they are not comparable in power. If the +2 Str and +2 Dex are removed the power level is roughly the same. So let's make the stat boosts an upgrade to the armor. According to the CRB a Belt of Giant Strength +2 and a Belt of Incredible Dexterity +2 both cost 4,000gp each. So the Body Augmentation upgrade costs an additional 10,000gp. This upgrade does not occupy the belt slot but also does not stack with other Str and Dex boosting items.

As far as the Servitor Zombie goes my idea was that they are relatively easy to take down but hard to keep down. I have reconsidered the design and I think building from the fast zombie might not be the best. So if they are based on just the default zombie their AC drops, making them easier to hit, and they only receive partial actions each round bringing them more in line with a CR 1 monster.

Redesigned Servitor Zombie

Spoiler:

Human Servitor Zombie – CR 1
XP 400

NE Medium undead
Init +0; Senses darkvision 60’; Perception +0
------
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 12 (2d8+3); fast healing 5
Fort +0, Ref +0, Will +3
Immune undead traits
------
Speed 30’
Melee slam +4 (1d6+4)
------
Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
BAB +1; CMB +4; CMD 14
Feats Toughness
Special Abilities Staggered, Unearthly Mortis
------
Environment any
Organization any
Treasure none
------
Fast Healing (Ex) Servitor zombies repair damage done to their bodies at a tremendous rate, often fully repairing in only a few minutes. A servitor zombie is able to reattach lost limbs and will repair damage even when reduced to negative hit points. Damage dealt by fire, acid, or electricity cannot be repaired. If a servitor zombie’s head is removed from its body the body ceases to function and will begin to decay normally unless the head is reattached, at which point it begins repairing again. Destroying the brain will destroy the zombie and prevent any further repairing.
Staggered (Ex) Servitor zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.
Unearthly Mortis (Ex) Servitor zombies cease decomposing the moment they are animated. Once a servitor zombie is destroyed it begins to decay normally.

Servitor zombies are created using a strange grey paste that explorers of the Technic League found deep within Silver Mount. When a small dollop is placed onto the head or face of a corpse it quickly absorbs into the skin and in a matter of minutes the corpse begins to move and can accept spoken commands.

The Technic League for all manner of menial and dangerous tasks. The zombies understand the use and operation of numerous tools and devices without instruction. An additional benefit of servitor zombies is that if damage to a limb or other body part is too severe to repair tools are able to be grafted on and become fully functional like any natural body part.

Gray Paste
Gray Paste is a dense paste that is composed of inert nanomachines. When the pate is applied to deceased flesh it becomes active and will begin to bore into the body, following the nervous system to the brain. Once in the brain the nanites will take control of the brainstem and animate the corpse. The nanites will then multiply and move throughout the body, repairing damage and preventing decay.

One dollop of Gray Paste,enough to animate a single corpse, costs 400gp and is usually found in vials containing enough paste for three or four dollops.

Servitor Zombie Template
Servitor Zombie is an acquired template that can be applied to any corporeal creature as long as it still contains a moderately fresh brain. The challenge rating is the same as a normal zombie +1. A servitor zombie template is the same as a zombie with the following changes:

Servitor zombies do not have DR 5/slashing, instead replacing it with Fast Healing and Unearthly Mortis as described above.

Freedom16 wrote:
...cool stuff...

I love the idea of introducing radiation to the game. maybe we could do radiation as a new energy type. Perhaps it deals less damage than other energy types but makes the target sickened.

The spell looks great. The archetype looks really cool, especially the alternate channeling. The only thing is shouldn't the Irradiated Whelp ability replace something else? A cleric doesn't get much for abilities to drop however, so perhaps the player has the choice to receive one less 1st level spell per day or form a bond with the whelp.

Thanks a lot for the suggestions, critique, and ideas guys. I appreciate any and all feedback, which will make this whole project awesome.


Thanks and I know, it was something I thought of but couldnt figure out what it should replace. I thought maybe replace the domain but then thought maybe wouldn't end well so used one of the other archetypes as a starting point. I was working on a Rad Seer archetype for the Oracle that had its curse represent a 'blessing' in the form of mutation and had special abilities replace some of the revelation.

Other ideas I've had was to make a sorcerer bloodline to represent mutation/radiation in the vein of the dark suns Defiler that over time gave sickly traits. Another idea was was a ranger or magus archetype focus on hunting constructs and casters.


Yeah, I thought maybe replacing the domain but that robs the Cleric of some cool stuff that seems better than the familiar. A spell slot though could work I think.

I think it would be badass to have Ranger archetype that is anti-tech. The Iadenveigh Tech-Hunter or somesuch.


Back in ADnD there was a Dragon Magazine with a article about scifi/fantasy mixing at it had a wizard kit that hunted down 'Sheens' which are self replicating efficient automatons that spawn from a cyst.I was working on conversion for those as well, started them then lost the thread. The Articles are Mage VS. Machine and Revenge of the Sheens in issue Dragon 258 and 270. All kinds of goodies I've been wanting to convert to PF including mecharcana, aka spells and 'magic' items that I love. Check them out, the Sheens make decent Automatons.

Sheen conversions into PF?
Keep in mind I suck at critter converting and creating, good at making spells and the likes though.


I'll have to see if I can get a look at those articles. I've got a complete back issue library of Dungeon but almost no Dragon mags. A friend has a ton so I'll see if he has them. The conversions look okay to me but then I'm not the best at monster creation either. I'm more a story and encounter kind of guy.

Liberty's Edge

Here is the campaign guide for you fine folks. This post repeats the campaign summary for those of you who have already seen it.

LEGACY OF SARKORIS CAMPAIGN GUIDE
By Joshua Goudreau

Legacy of Sarkoris is an epic adventure path designed to bring characters from humble beginnings of 1st level all the way to the epic greatness of 20th level and possibly beyond. A great conflict is brewing in the north. Can you survive long enough to discover what happens when Numeria goes to war?

PLAYER’S SECTION

Spoiler:

This guide, like those for other Adventure Paths, is designed to help you make a character that is well suited and fun to play for the next 20 levels. Feel free to incorporate, steal, adopt, mangle, or ignore any or all of the suggestions in this guide.

Character Tips
The Legacy of Sarkoris Adventure Path is designed to provide a balanced assortment of adventure and encounter types including combat, social, and stealth, and dungeon, urban, wilderness, and more. This will allow each character type the opportunity to shine allowing you to play what will be fun for you. When making a commitment to play an entire adventure path it is, after all, important to make a character you will greatly enjoy playing.

There is little that you may find limiting during the course of this campaign as far as character options are concerned. A variety of opponents and terrains will be encountered. For favored enemies it may be useful to focus on constructs, outsiders (evil), vermin, and the ever useful humanoid (human). Favored terrains that may be the most useful include plains, underground (dungeons), and urban (buildings and streets), while water is perhaps the least useful. Characters with animal companions and mounts should avoid aquatic creatures since the campaign is almost exclusively landlocked.

Setting: Ustalav and Numeria
The Legacy of Sarkoris Adventure Path will begin in the capital city of Ustalav, Caliphas. However, the campaign will not be staying in Ustalav. The focus will shift northeast to the nation of Numeria where magic and technology merge under the brutal hand of a barbarian tyrant.

Take some time to familiarize yourself with Ustalav and Numeria in the Inner Sea Primer. These sections provide a general overview that will assist you in tying your character a little tighter to the setting and the campaign.

Another land with influence and interest in the events of the adventures is the crusader state of Mendev. If you choose, you may also familiarize yourself with that nation and tie your character in. As well, due to proximity, it is not unlikely that your character could hail from other bordering lands such as the River Kingdoms or the Realms of the Mammoth Lords. Always be sure to check with your Game Master before finalizing your character.

GAME MASTER’S SECTION

Spoiler:

Notice to Nosy Players
Game Masters everywhere are trusting you not to read this part. Don’t be that guy.

Numeria Adventure Path or Worldwound Adventure Path?
The Legacy of Sarkoris Adventure Path is the result of some forum posts I saw asking for a Numeria adventure path. I thought a science fiction themed adventure or two might be pretty neat science the helpings of Numeria goodness have been relatively skimpy. This is not surprising considering fans of fantasy role playing seem to either love or hate supertech encroaching on their sword and sorcery. I can’t say as I blame them because this really does change the tone and feel decidedly away from the core assumptions of the fantasy genre.

The people who like sci-fi elements mixed in with their fantasy LOVE sci-fi elements mixed in with their fantasy. Fantasy role-playing has been mixing sci-fi since the beginning and Paizo’s inclusion of Numeria and Starfall into Golarion caters to that demographic. However, given the seemingly small (yet rather vocal) portion of fantasy role-players who enjoy sci-fi in their fantasy it is unlikely Numeria is going to get the official support certain fans want to see. Paizo must make money after all and in order to make money they need to produce books that will sell to a wide audience.

Another group of fans clamored for a Worldwound AP. Who doesn’t love slaying demons, right? Unlike a book or especially an AP about Numeria being unlikely, one about The Worldwound seems to be in production under the title Demon Blight Crusade. Paizo over its 10-year run has done a lot with demons and devils and as adversaries I personally, feel they have grown a little stale. However, I am sure that Paizo will keep them interesting in the future Adventure Path.

Work began on this adventure path before Demon Blight Crusade was announced and originally the attempt was being made to create a Worldwound adventure path combined with a Numeria adventure path. With the future Worldwound AP coming I altered and reduced the Worldwound elements creating a very Numeria focused story. In the end I attempted to both appease an interest in adventuring in The Worldwound and facing off against demons in my own way while making it new and interesting.

Another part of the community, myself included, want to see adventure paths that go to 20th level like those Dungeon Magazine classics that started it all off. I mean, why have classes that go to 20th level if we never get to play to 20th level? I know, I know, I’ve heard the complaints, the combats take too long, the mechanics break down, nobody buys high-level adventures, etc, etc. Personally, I like some epic scope and an Adventure Path is just the forum to start small and dream big.

So all of this brings us to Legacy of Sarkoris where I attempt to kill three birds with one stone.

Designer’s Notes
The Legacy of Sarkoris Adventure Path is a fan-produced series of adventures. Produced entirely by yours truly, you will not see the same kind of spit and polish that are part of professionally produced adventures. What you will be getting in the following months are adventures written and produced by someone with more than 20 years of experience running RPGs who has put a lot of thought and heart into each adventure. I hope you enjoy.

Campaign Background
More than a century ago in the northern land of Sarkoris the walls between this reality and another wore thin. A realm of writhing chaos and thirsting gods pushed against this world. The Demon Lord Deskari, Lord of the Locust Host, Usher of the Apocalypse has long been probing and picking at the thin. His influence seeped through and corrupted the people of Sarkoris, generating a vile cult in his name. Finally the walls broke down and the Abyss swarmed through into this world, laying waste to Sarkoris overnight. However, at the last moment the opening of the rend in reality was halted and Deskari was left raging on the other side. A world sweet with innocence and beauty to corrupt and devour lies just beyond his reach.

Deskari however, is not a creature who admits defeat. For one hundred years he has been pulling strings and tugging at the tear in reality in an attempt to unravel everything and finally step through. The Usher of the Apocalypse will come.

The land where Sarkoris once lay, now known as the Worldwound, is a hostile and unforgiving land even for the tribes of demons that stalk the wastelands. 40 years ago a clutch of balor were spawned on the shore of the Lake of Mists and Veils. The great monsters were to become the leaders of the tribes. One however, was spawned weak and deformed. Dubbed Jal’kiri, meaning ‘she of the weak spawn,’ the pitiful demon was shunned, beaten, and tortured on a daily basis by her more powerful brethren. The harsh treatment fostered a deep hatred and bloodlust within her. She would see them all burn, and with them, the world.

She finally fled her tribe and traveled into the tundra of the north. There she gathered a small band of outcasts and wanderers she could torture and degrade the way the others had always done to her. She journeyed with her tribe for decades, raiding the stronger tribes to survive before fading back into the wasteland.

Ten years ago her tribe fled into the foothills of the Crown of the World. The winter was harsh and unforgiving, brining a cold that caused even the demons to shiver. Jal’kiri lead her band underground where she discovered ancient, cyclopean ruins. An insane, chittering whisper filled her head and drew her deep into the sunken city. Alone she discovered an ancient human stronghold, and inside was a chamber flooded with the blood of innocents in the name of Deskari. The blood was still wet and the whispering told her to bathe herself.

It was then that her mind fractured. Her consciousness flew to vast and alien vistas and she was flooded with secrets that even her mind could not contain.

When she emerged she was still dripping the blood from the chamber and screaming in a vile and black language. She razed the city and the mountain to the ground in her madness. He followers grew terrified of the raging demon and she rended many of them just to watch them bleed. The others she gathered around her and whispered the insane secrets she had been told.

The Locust Host was coming and she was his harbinger.

In the blighted land of the Worldwound, it became known that even a demon can go mad.

Jal’kiri needed blood. The blood of millions, the blood of demons and mortals alike. The ritual is simple. Sacrifice millions amid terror and chaos and the blight will burst, spilling forth the hordes of the Abyss and Deskari himself will be able to step through, ushering in an age of bloodshed and death.

The mad demon whipped her followers into a bloodthirsty frenzy and launched a crusade across the land. Those that would not join were destroyed and their flesh was left to rot and feed the vermin. Before long a formidable horde of demons called Jal’kiri mistress and she was ready to bring her mortal sacrifices to her.

She took stock of her enemies. The holy crusaders of Mendev would be easy to pull into conflict but they would not be enough. She needed more souls to feed her master. The barbarians of the Realm of the Mammoth Lords were too few to be of much use. The warring orc hordes of Belkzen were too distant and seemingly more interested in raiding the western frontier to bother battling demons. Ustalav may be useful but generating enough drive to unite the feuding barons would be too time consuming. Numeria however, was ripe for the picking.

The advanced technology of the barbarian lords would server her desires for killing nicely. The primary problem would be galvanizing the decadent and isolationist lords into open war. It was then that her chittering Lord sent her a vision. Blood calls to blood and the blood of Sarkoris is still strong. She hatched a conspiracy to seek out descendants of Sarkoris and pull them into the conflict. Their blood will call them home and in their wake they will bring the sacrifices.

Jal’kiri sent her agents out into the world and prepared for the coming apocalypse.

Campaign Summary

The Rogues of Caliphas – Levels 1-4
Hired seemingly at random the party is sent to restore order at the Havenguard Lunatic Asylum in Caliphas. Once inside, however, they discover that all is not as they were told. The madmen have taken complete control and an enigmatic conspirator sought out the party to imprison them. Breaking out of the madhouse reveals the identity of their captor as one Doctor Hedgerow. The party sets off on his trail delving deep into the underworld of Caliphas confronting Sczarni at every turn. A final assault on the Sczarni brings the party face to face with Hedgerow. It is then they learn that they have been set up to eliminate the Sczarni and that grater forces are at work than a criminal syndicate.

Horror on the Hill – Levels 5-8
The party ventures to Carrion Hill on the trail of the tiefling responsible for their ungracious capture and imprisonment. Digging deep in a land as twisted as Carrion Hill is bound to turn over some vile things. The trail of the tiefling conspirator uncovers a demon cult operating in the town. The party unravels the mystery and delves into the twisted ruins of the Old Cults beneath the Hill and finally confronts the one responsible for the conspiracy in Ustalav, a succubus named Deidre Gravetounge. The conspiracy, however goes much deeper than machinations in Ustalav. Gravetounge wielded strange technology and was one of many demons sent forth from a greater group in Numeria to bring war to Golarion.

Tales of Blood and Steel – Levels 9-12
With a demonic invasion imminent and a major demon cult operating in Numeria, the party crosses the border from Ustalav. The Numeran countryside however, is hostile and unforgiving. The party’s path brings them into the Scar of the Spider where they are forced to contend with all manner of strange metal beasts. Finally they flee into the labyrinth of valleys known as the Felldales and evade their mechanical pursuers only to find that the scarred land is no less hostile. When they finally make it through the Felldales they are set upon by a flying monstrosity that captures them and brings them to Starfall where they discover they are slaves set to compete in the arena for the pleasure of the Black Baron. The characters must battle for their freedom against all manner of monsters and machines to win their freedom and the ear of the Black Baron.

To Catch a Fallen Star – Levels 13-16
All is not well in the court of the Black Baron. The Lords are fractured along numerous ideological lines and none will listen to the threats of demonic invasion, believing their technology will keep them safe. The party must unite the squabbling lords and they make some progress all while rooting out the demons responsible for the political fracturing. To gather more support the party must venture to the city of Chessed where the remaining lords have traveled to form a new capital. Convincing the lords to return to Starfall is not easy but only the characters can reunite the nation. At the same time the party must strike at the heart of the demon cult operating in Scrapwall before returning to Starfall. Back in the capital Uvulaunt, the merilith responsible for the cult in Numeria, makes a provoking attack against the alliance of lords before retreating into Silver Mount. It is up to the party to delve into the strange dungeon and end the internal threat to Numeria.

The Mendev Alliance – Levels 17-18
While Numeria begins conscripting soldiers the party must ensure that a capable fighting force will be assembled in time. To protect Numeria the party is supplied with gold before traveling to Lackthroat where they must contend with cutthroat mercenaries and assemble a large army. Once the mercenary contracts are negotiated and paid the mercenaries move out to rendezvous with the conscripts in Starfall. Meanwhile, the party travels to Nerosyan to enlist the help of the Mendev crusaders only to find that Crusader Queen Galfrey has fallen under the sway of demons. In the process of seeking out the fiend responsible for claiming the Queen the party discovers that the demons seem to have been conspiring to draw Mendev into attacking the Worldwound. The party finally uproots and destroys the vrolikai demon Thornwing and his haunt of shadow demons, freeing the Queen. Once back in control of herself the Queen calls the Fourth Crusade and pledges her formidable armies to the cause. At the front of a great host of soldiers, the party travels to rendezvous with the Numeran forces in Aaramor.

Usher of the Apocalypse – Levels 19-20
The armies of Numeria and Mendev assemble in Aaramor under the leadership of the party but are assaulted by a demonic invasion before preparations can be completed. The horde retreats and the crusaders follow leaving a bloody swath as they fight hard, not stopping until they control the town of Storasta in the epic Battle of Sellen Valley. The crusade regroups and the party leads them north to the Worldwound where the main body of the demonic host is waiting for them. It becomes clear all too late that the bloodshed is just what the demonic mastermind Jal’kiri wants and the rupture in the fabric of reality grows and the Usher of the Apocalypse begins to push through. With the epic battle raging below the party charges into Jal’kiri’s Citadel of Chaos and clashes with the insane balor and the avatar of Deskari on the very edge of the Worldwound. Once Jal’kiri and the avatar are defeated the rupture snaps shut and the crusaders must flee or be sucked into the vortex. The demonic hordes are scattered and a relative calm settles northeastern Avistan.

Setting
The Legacy of Sarkoris Adventure Path moves around in northeastern Avistan through the regions of Ustalav, Numeria, Mendev, and the Worldwound. Before beginning play it will be beneficial to familiarize yourself with the region as presented in the Inner Sea World Guide and the Inner Sea Primer. It will also be helpful to familiarize yourself with Ustalav, specifically the cities of Caliphas and Carrion Hill as presented in Rule of Fear and the module Carrion Hill respectively. Caliphas is also detailed in the Carrion Crown Adventure Path installment Ashes at Dawn but that book was not used in the writing of these adventures.

I tried to come up with some cool campaign traits but the ones I thought up weren't that good. Does anyone have some good ideas?

--EDIT--

Just in case it's not obvious, different alias, same guy. Just wanted to point that out. lol


Is there any update to this? I am running a game and my PC's are passing into numeria I would love extra content to toss at them.

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