Excising the Pathfinder Society


Shattered Star


Note: Thread contains spoilers.

Been awhile since I posted to these boards.

Anyway...

So we're starting Shattered Star maaaaaybe tonight, definitely this week. Big problem, though, neither of us like the Pathfinder Society as it's written in the vast variety of canon sources. Elicits groans all around, actually. But I adore Thassilon, even dragged my player (yes, I still solo-GM) through Second Darkness so I could fold the results of that AP into this AP.

So I came up with a solution.

My compliments to everyone involved in writing/creating/designing this AP, by the way, because this was amazingly easy. It seriously took me three hours to alter the first volume.

On Korvosa and the Gray Maidens:
After adventurers overturned the monarchy and King Glorio Arkona the First took control of the throne, the remains of the Gray Maidens splintered. A faction stayed in Korvosa and was eventually hunted down after an assassination attempt against the king went horribly wrong.

There have been multiple assassination attempts against King Arkona. Unfortunately the first few were paladins who wanted to prevent the city from falling back into the clutches of an evil power. Through careful PR works and using the will of the people, paladins are scarce on the streets of Korvosa, largely unwelcome in the city's new order. After all, the paladins of Abadar and Iomedae did nothing to prevent Ileosa's rise or protect the people.

As the paladins have largely been driven underground and Iomedae's faith lost favor, the Gray Maidens have splintered and been driven every which way. Some want to take the crown back right away. Some want to increase their numbers. Some merely want to survive, becoming mercenary groups. Some will play the PR game. And some seek artifacts, allies, power.

On the Darklight Sisterhood:
Yes, I am well aware that this group no longer exists in Pathfinder canon. But they played a distinct role in the Curse of the Crimson Throne game I ran way back when with the beta rules. Then the group hadn't been retconned out of the game yet. They were merely... unsupported, as was 95% of Golarion at the time.

The Pathfinder society is mentioned in #61 (Shards of Sin) as being largely uninterested in Varisia. The whole Heidmarch backstory relies on this fact. But Varisia is a former Chelaxian interest. I reworked the Darklight Sisterhood into a group insistent on spreading Chelaxian interests, especially in those areas lost since Aroden's fall. An excellent ally for the Gray Maidens to seek out. Which brings us to the PCs.

On the PCs:
The PCs are Gray Maidens. Both of them were low level initiates in the Gray Maidens when Ileosa fell. They seek allies, something to help them retake Korvosa, put a true Chelaxian back on the throne, anything. When the Shard of Pride presents itself the choice is obvious.

Note: While all of the Gray Maidens in Curse of the Crimson Throne were single-class fighters, their fluff implies that many more martial classes were tapped. Thus, one PC is an Inquisitor of Belial and one is a multiclassed Fighter/Rogue.

On Belial:
Archdevil of Lust. Governs the twisting of that which is beautiful into that which is useful. Obvious enough. Besides, it's been six years since the Gray Maidens fell, not all of them will have kept with Asmodeus since contracts were broken all over the place when Ileosa fell.

I also allowed Asmodeus, God of Contracts; Dispater, Archdevil of Monarchy; Moloch, Archdevil of Obedience; Doloras, Whore Queen of Suffering; and Rubicante, Malbranche of Nobility.

Now then... Changes to the first adventure itself...


Shards of Sin

Shelia is the local boss of the Darklight Sisterhood. Their group is taking advantage of the Pathfinder's dismissal of Varisia, attempting to collect as many artifacts from old Thassilon as possible. The group's goals include the eventual reinstatement of the Chelaxian monarchy to the throne of Korvosa, the spread of Chelaxian civilization back to Varisia, and recognition as a powerful force on the regional stage (at the very least). Shelia has devoted herself to researching legends on artifacts that may have survived: the Seven Swords, the Runewells, the Sihedron.

The PCs are summoned by Shelia Heidmarch to seek out a wayward informer.

I apologize for the delay, as I must conclude my business with Sister Koriah before we meet. In the meantime, I thought you could help us with a minor issue. This stone coffer is an ancient Thassilonian puzzle, a cunning feat of magical engineering known as a paradox box. As you'll see from even a casual investigation, what appear to be seams on the sides are only shallow grooves-there's no obvious way to open the thing. Each paradox box has its own secret method of being opened. Essentially, a paradox box substitutes hidden catches and magical triggers for a lock. Given time, anyone clever enough could figure out how to open a paradox box, just as given time, a locksmith can open any lock. This particular box was among those items recovered by Koriah-the scrolls next to the box are her preliminary notes on possible triggers or methods of opening it, but she's not yet had a chance to sit down and properly investigate the thing. So... why don't you put your heads together and see if you can't do that for me? I'll return shortly and I hope to see that box open. Consider it a test; the actual task I want to speak to you about will require as much wit as it will brawn.

[cue the pugwampi box]

First, allow me to apologize for that unpleasantness regarding the gremlins but it does provide an excellent object lesson. The life of a Sister is not one for the weak-hearted. Very well then, you have proven your skill. Now you must prove your loyalty.

You see, I've recently had trouble with one of my informants here in Magnimar, Natalya Vancaskerkin. She's a half-Varisian who recently approached the Sisterhood with an offer to serve as a street informant. She runs with the Sczarni, I'm not sure which group. A week ago Natalya sent me a cryptic message that her gang was on the verge of uncovering an item that would be of great interest to the Sisterhood. Since the Sczarni's methods of uncovering something often involves an armed robbery we thought it prudent not to press for further details and instead wait to see what it would produce. Suffice it to say, she hinted strongly that it pertained to Thassilon and promised to meet with me to discuss this find three days ago.

She never kept that promise, instead she seems to have simply vanished. Initially I assumed the acquisition of the item was simply taking longer than expected but now I'm hearing rumors that the Sczarni are looking for her as well. It seems likely that Natalya has absconded with this item she's discovered.

That's where you come in, my young acolytes. I want to know what it was that Natalya and the Sczarni found. In fact, I'm more interested in that than in what happened to Natalya herself. For now I'd like to keep all of this quiet. If you can find out what happened to Natalya without letting a lot of people know that she was working as an informant, that would be preferable. That's why I'm asking you. As you are not yet Sisters you don't yet have a reputation in Magnimar and as such the lowlifes and criminals you are likely to encounter may be more willing to talk.

So go out there and look for Natalya. Find out what happened to her and to this item she and her gang discovered. If you can secure the item, all the better. Bring it back to me and I'll have a reward of 500 gold pieces for you. Bring Natalya back alive for me to interrogate and I'll double that.

[cue the investigation]

What you have found, my Sisters, is nothing short of a miracle. Varisia has seen its share of miracles of late, the discovery of Xin-Shalast and the defeat of Runelord Karzoug come to mind, but this discovery will soon be remembered as an equal to those events. This is a powerful Thassilonian artifact, a fragment of horacalcum and a portion of the Shattered Star of Xin. To be precise, this is the Shard of Pride. I suspect that the shard's current carrier already knows more about that than I do, in fact.

Questions:
What is the Shattered Star? [as text]
How did you know what the shard was? [as text, emphasize interest of the Darklight Sisterhood in the Pathfinder's closemindedness]
How can we find the other shards? [as text, awaken with ioun stones]
What does this all mean? [as text, the Darklight Sisterhood finding this artifact and using it in a show of power would force the Pathfinders to take them seriously for once]
Any other questions... [as text]

[cue the dungeon]

Sheila puts the PCs in touch with an ioun dealer. She can tell them which stones are needed for each shard. PCs have to buy the stones, warns them that ioun stones placed into the shards will be destroyed upon pulling them out. Points out that the PCs owe her 8 grand for the stone she put into the shard of Pride, can pay it back with the Heidmarch sidequests.


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On Ioun Stones

Since I have a party of two splitting the treasure meant for a party of four (and since neither the Darklight Sisterhood nor the Gray Maidens are as touchy-feely as the Pathfinders)...

The PCs are going to have to buy their own ioun stones. Or find them. As such I want to use the expanded rules on cracked and flawed ioun stones.

Took some effort but...

On Curses:
So I took each curse and split it into two parts, one major and one minor.

Curses of Envy
Major: The owner covets the success, wealth, and appearance of all other creatures, and becomes sickened whenever she is within 30 feet of any creature of the same race or character class as herself.
Minor: Physical contact with such a creature nauseates the owner for 2d6 rounds if she fails a DC 20 Fortitude save.
Curses of Gluttony
Major: The owner is always hungry and thirsty, and is sickened whenever he has not eaten food in the past hour.
Minor: The owner must make a DC 20 Will save to resist consuming any food or beverage (including potions and the like) he carries immediately.
Curses of Greed
Major: The owner becomes greedy, and is sickened whenever she is not wearing at least 500 gp per Hit Die in non magical jewelry and fine clothing.
Minor: Each time the owner sells a belonging or gives one away, she must succeed at a DC 20 Will save or take 1d4 points of Wisdom damage.
Curses of Lust
Major: The owner becomes narcissistic, and is sickened whenever he has not engaged in sexual relations with another creature within the past 12 hours.
Minor: While the owner wears any sort of armor or magic item that occupies the body slot, he is staggered.
Curses of Pride
Major: The owner suffers delusions of grandeur, and is sickened whenever she must serve another creature as a subordinate of any sort for as long as that arrangement persists.
Minor: She cannot gain the benefit of the aid another action, nor can she take the aid another action.
Curses of Sloth
Major: The owner becomes lazy and sedentary, and becomes sickened for 1 hour whenever he makes more than a single move action in any round.
Minor: All of the owner's movement speeds are halved.
Curses of Wrath
Major: The owner becomes addicted to violence, and is sickened whenever she hasn't brought a living creature to -1 hit points or fewer within the last hour.
Minor: Once the owner attacks a creature, she must make a DC 20 Will save if she wants to cease attacking; otherwise, she does what she can to kill the creature.

Note that even the minor curses are going to ruin your day. The PC holding the shard will have plenty of opportunities between getting the shard and buying an ioun stone to make rolls and consult a copy of Shelia's notes to figure out the full extent of the curse.

On Imperfect Stones:
Ioun stones come in three flavors: perfect, flawed, and cracked.

Perfect stones are the CRB standard stones, full cost. They suppress both major and minor aspects of the curses. The vision granted by the shard's activation is perfect and clear. By concentrating the holder of the shard can make anyone within ten feet (so, a small room) view the vision as well. Any viewer can immediately recognize the image if they've already been there.

Flawed stones are as introduced in Seekers of Secrets. They suppress the major curse only. The vision granted by the shard's activation is blurry around the edges but no penalty to Know(Geography) is taken. This vision can be viewed by the holder of the shard only. The viewer can immediately recognize the image if they've already been there.

Cracked stones are as introduced in Seekers of Secrets. They suppress the minor curse only. The vision granted by the shard's activation is blurry and warbled, inducing a -2 penalty to Know(Geography) checks. This vision can be viewed by the holder of the shard only. The viewer can recognize the image if they've already been there after taking five minutes to meditate on the vision.

Without a stone, the vision granted by the shard's activation is blurry, grainy, and often without color, inducing a -5 penalty to Know(Geography) checks. This vision can be viewed by the holder of the shard only. The viewer can recognize the image if they've already been there after taking ten minutes to meditate on the vision.

Using imperfect stones may end up affecting the final Sihedron but this has not yet been determined.


Curse of the Lady's Light Web Supplement

Shelia suggests the PCs seek out the mad prophet. After all, he knows things. And Gray Maidens on a ship to Korvosa is an expensive ordeal, requires lots of bribes to keep quiet. Still, if they have good reason for not finding him (such as the thugs kill him) then she'll book passage with a guy she knows.

The Handout:
The Shattered Star consists of seven shards each attuned to a different school of Thassilonian Magic, each crafted from a different skymetal. Each also bears a unique curse that can be countered by affixing a specific type of ioun stone. I have an ioun dealer I can put you into contact with. A reminder, though, that less than perfect ioun stones might not be fully capable of counteracting the curse.

The shards are linked in sequence with each shard pointing the way to one of that shard's oppositional school as defined by Thassilon's schools of magic. In this way you can use the shards themselves as a kind of... map to the next shard. But bear in mind that whoever possesses the shard of sloth may well be able to use that shard to find their way back around to your shard of pride. My notes indicate that the curse of the shard of sloth might be enough to counteract the compulsion to seek out the next in the sequence, though, so that should grant some level of safety – if indeed that shard is in someone's possession and not hidden away in some long-forgotten vault.

In any event I've been able to learn the sequence of the remaining five shards along with their associated ioun stones:

The shard of Lust, associated with enchantment magic, you will need a pink and green sphere ioun stone.

The shard of Gluttony, associated with necromancy, a pink rhomboid ioun stone.

The shard of Envy, abjuration magic. You will need a dusty rose prism.

The shard of Wrath, evocation. A deep red sphere. Seems fitting, really.

And finally, the shard of Sloth, associated with conjuration magic. You will need an incandescent blue sphere ioun stone.

Expect that each shard will have great powers to grant along with its curses. I find it very likely that their powers will at the very least match the shards you carry now.

Go, now, and seek the shard of Lust. Speak to this guy, he can set you up with what you need.


Thank-you for posting this. I look forward to any other additions to this thread!


Curse of the Lady's Light

Part 1

First off, I'm splitting Curse of the Lady's Light into two posts. This is by and far the most time consuming alteration simply because the PCs and the rival faction are from the same group. They have the same goals, the same wants, the same everything save what they've done to go about it all.

Also, at this point neither of the PCs have a set of fullplate. Both PCs considered themselves acolytes when Ileosa fell and therefore were never granted their suits of armor yet. They never earned it. However they do both have the same cloaks, the same cloak pins, the same scars... Enough to be recognized by (current and former) Gray Maidens automatically but requires a check (or the story's convenience) for any other observer familiar with the faction.

Therefore...

A. Maroux's Isle

as written save for one addition:

But then, a few months back, we had some new visitors. A troupe of women knights clad in plate and wearing red-plumed helms. Same cloaks an' cloak pins as you've got. D'you know 'em?

[PCs get a chance to answer]

I figured as such. Their leader was a woman named Oriana – Pretty enough at least till she took her helmet off and showed off her scars.

B. Wreck of the Impdrake

no change

C. Battlefield

no change

D. Troglodytes

Run as written until reaching the shrine. Give Uggilo a roll to recognize the PC's regalia. If he does (he might) then he grows wary rather than murderous. Allow the possibility of diplomacy with Uggilo. He accuses the PCs of teaching the boggards to be cowards, using disease instead of real strength. Gives the PCs the ability to prove their strength: decimate the boggard tribe. Then he will listen to their words. Bring proof.

Reward: PCs get let into the dungeon and may negotiate trade. Possible suggestion of pulling up stakes and seeking a new lair elsewhere.

E. Cavern of Many Mouths

no change

F. Boggard Village

If not attacked first, the boggards get a chance to roll to recognize the PC's regalia (they might, no automatic). If they recognize the PCs as Gray Maidens then they will greet the PCs as allies and lead them to Mama Beballa's hut.

Mama Beballa automatically recognizes the PCs as Gray Maidens. She's delighted to reacquaint herself with her 'allies'. But she's suspicious. She knows better than to simply take the PCs at their word, esp since the PCs might have had to fight their way in here (in this case, PCs may attempt to bluff for an acceptable reason). She sends them on a little quest. Kill Chief Daghop and return with proof. If they can do that she'll reward them.

Daghop's bodyguards sneak out and follow, attempt to ambush the PCs before reaching the Temple.

If Beballa can't get some sort of discussion going or if the PCs attempt to explore the compound before bringing back proof of Daghop's death then the boggards are commanded to attack.

Reward: PCs get let into the dungeon and may negotiate trade.

If the PCs meet a random encounter of boggards but don't head to the village then Mama Beballa leads a group to find the PCs and drag them back to the village forcibly. In this case Beballa has already defeated Chief Daghop and is running high on her success. She's willing to attempt to assert her will over her 'allies' to get them to do her will, will take any refusal of her demands as reason to attack.

G. Temple of Gogunta

no change

H. The Lady's Light

no change

I. Solifugid Nest

no change

J. Entrance Chamber

no change


Curse of the Lady's Light

Part 2

Note that these are the changes made to the adventure. Anything not mentioned here can be run as-written or with only minor on-the-fly changes.

K. Dungeon Level 1:

K7 Maiden's Graves

The PCs know the distinctive shields carried by Gray Maidens. They know that Gray Maidens who fall in battle are always buried with their armor. It was a sign of respect as well as a way of proving that even death would not provide release from a Maiden's contract. The symbols of Lust on their shields is abnormal, though.

As the PCs have fallen from their own contract (the inquisitor has abandoned Asmodeus and embraced Belial, after all) it would not be entirely OOC for the PCs to take the symbol of Lust on the shields as sign that these Maidens have also fallen from their contracts. Minor repercussions for taking the shields and making the graves unmarked. If they do so then the Maidens they encounter may start with attitudes one step lower.

If the PCs dig up and wear the armor around then the Maidens they encounter will automatically start with attitudes two steps lower. It's not hard to tell as the armor won't fit right ('found' full plate requires expensive resizing before it fits correctly, CRB pg 150)

K9 Spurned Consort

Gnaeus will automatically find something about the PCs he inherently dislikes. Even if he somehow manages to fail a DC10 check to recognize the PCs as Gray Maidens he will take any answer to the password question as wrong.

Check successful: change his response to “I've been waiting a long time for one of your ilk to fall out of Sorshen's favor. I'm going to enjoy killing you.”

Check unsuccessful: no change to his written response, deliver it with the sense that he really isn't sorry and he's being a vindictive bastard.

L. Dungeon Level 2

Note: From here on out a great deal is dependent upon whether or not one of the PCs ends up inside a Sorshen clone. Therefore...

clone positive:

L10 Whipping Post

If Helanda is saved...

“So you've come to finish me off yourself, then?”

“Wait, you don't believe yourself to be... So there is more than one. Keep your mind close to you, my dear. It will not stay yours for long if the other is any indication.”

“Yes there is another Sorshen. But while she looks the part she also acts it. She's acted it so long I think she believes her own lies.”

L13 Gray Maiden Quarters and L14 An Interrupted Bath

If one of the PCs is a clone she gets a +2 circumstance bonus to bluff checks due to her regalia. Otherwise run as indicated.

L22 Chamber of Correction and L23 Barracks

If one of the PCs is a clone she gets a +2 circumstance bonus to bluff checks due to her regalia unless the alarm has been tripped. Otherwise run as indicated.

Clone Negative:

L10 Whipping Post

If Helanda is saved...

“You're... you're Gray Maidens? But you're not under Oriana's command... How did you find us?”

Helanda goes into their plan to liberate the artifact and use it to retake Korvosa. Seems such a silly plan now that this Sorshen pretender has them all entralled. Play up her bitterness at being sold out.

Helenda gets an idea while considering the PCs. “You seek the same artifact we did, don't you? One word of advice. Do not allow Sorshen to sway your mind. I suspect she's a succubus or some such creature. But she's mad, quite mad. I think she honestly believes her own lies at this point. Keep your own minds, my sisters. I... I wouldn't presume to demand this but if I may offer my services...”

L13 Gray Maiden Quarters and L14 An Interrupted Bath

The Gray Maidens don't immediately demand surrender. Instead they entertain the idea that the PCs might be here to join their cause. The Maidens will want to discourage wandering just in case, preferring to keep the PCs observed and contained until Sorshen can ascertain their suitability. Sneaky PCs can escape during the night to continue exploring but otherwise a more normal exploration of the dungeon will require battle.

If the PCs stay with the Gray Maidens they can get a wealth of information through general conversation: what Oriana's company has been up to, what their plans have been, what they have so far, what each party knows about Korvosa, where and when each Gray Maiden was trained and stationed. Gives the PCs a chance to really flesh out their backgrounds.

If the PCs sneak off and are caught they will attack, attempting to subdue. If they are successful they will strip the PCs of their gear, bind them and throw them in a corner, and Sorshen will appear in 1d3 days.

Sorshen will appear 1d3 days after a PC first sneaks away to discover area L18.

L22 Chamber of Correction

If the PCs sneak off and are caught by Quenelle in L22 then she will attack.

M. The Lady's Light, Upper Level

This level is dependent upon whether or not one of the PCs is a clone.

Clone Positive:

Run the adventure as written. If Oriana is subdued she is very willing to aid in the takedown of Ashamintallu.

Clone Negative:

If the PCs have not escaped the Gray Maidens they are taken one at a time up to Sorshen's chambers. Since there's only two PCs they're both taken up. After all, how much harm could they really do? There's only two of them.

Ashamintallu will attempt to catch the first PC with a charm monster before bringing the second one in. It's a bluff check to act charmed.

While the first PC is left alone, charmed or no, she gets a chance to explore the room. If charmed the dead Maiden tied to the bed does allow for a second save to shake the effects. She has ten rounds (a minute) to explore the room, search for clues, attempt to figure out the teleportation mosaics, even to steal the shard and attune it to herself.

When the second PC is brought in Ashamintallu will attempt to charm her as well. If both PCs are charmed then the alu-demon takes her time toying with the PCs before doing anything that might break the charm effects.

Once the charms are broken the battle begins.

The PCs have the opportunity to explore the remainder of the dungeon after the fight.


For reference... my PCs are in the Crow about to open the siccatite doors. So I've jumped quite far ahead in converting. Much further than I need to be.

Any more major changes I end up making that haven't been detailed will likely be posted.


The Asylum Stone

Ignore the pretty story about Eando Kline and his unearned banishment. Instead...

Tell the story of a Pathfinder who found something Thassilonian, something of such importance that the Pathfinders exiled him when he tried to bring it to their attention. He disappeared soon after, never to be seen again, at least as far as Shelia knows of. After his exile he went from group to group, interest to interest, attempting to get someone to take him seriously about the power, the monstrosity, the doom that lay sleeping in Varisia under Thassilon. This story came to Shelia, interested her, tickled her sense of irony. Fueled her drive to bring the Sisterhood to prominence. After all, if they could control this 'doom'...

Shelia believes this doom to be an awakening runelord, all the more reason to find the Sihedron.

Once in the city...

Gav Nahli still hails the PCs as Pathfinders if one of them is wearing the belt. Otherwise, he's just another voice in the horde. Any of the child guides can give the information about the Therassic Spire's closure and the Augurs on strike.


Beyond the Doomsday Door

I don't have to change a single thing in the adventure as written.


What kind of conversions have you had to make so far to accommodate having only two PCs?


Macharius wrote:
What kind of conversions have you had to make so far to accommodate having only two PCs?

Thus far... Very little.

Consider that some encounters are written such that they can be run as social encounters instead of combat encounters (example: cutest infernal contract ever). We take full advantage of that.

Sometimes I have to be willing to convert combat encounters into social encounters on the fly. Pet dire rats, for instance, that are supposed to attack but have been trained to ignore human females. Since the two PCs are human females you instead have snuggly rats who want ear-scritchies. Or an insane hellhound who's been running around lost and alone for years, unable to open a door. The inquisitor immediately pulled her holy symbol and a hunk of meat. So I ran the hellhound like a smart, wary dog who ended up snatching the food, sniffing around, and following them until they led it out of that room. Then it ran off to terrorize innocents.

Some encounters have become running sword battles through the dungeon as the rogue uses terrain and an absurd stealth score to set up ambushes. Some the inquisitor provides distraction while the rogue sneaks in for the stab. And sometimes they run away.

So... tactics, mostly. My PCs have them.

Thus far, this is a fairly decent campaign to run with a small party. Everyone fits through the door; nobody's waiting outside until combat finishes so the fighter will get out of the damned doorway. The rogue isn't in the back whining that they can't get in and flank because the wizard's in the way.

I have run into a problem with very high CR encounters hiding in closets. Usually the problem is multiple high-CR monsters stacked to make an even bigger CR encounter. Here I generally remove one of the monsters and just give XP for what they fought. Action economy as it is, you know.

This has also been an ideal campaign to run for an all-evil party. It rocks.


There's a reason why this thread hasn't been touched in two months.

Last session the PCs made it into the entrance chamber under the Lady's Light. There seems to be a pattern emerging: the PCs take out half of the adventure in one session and then spend months and months in a dungeon.

Anyway, they ignored the troglodytes completely. Stood outside the barricaded cave and shouted hails in draconic until they were chased away by flung alchemist's fire. They gave a resounding "oh hell no" to the pyrohydra and ended up allying with the boggards. They've managed to convince Mama Beballa that they're just going to slip off for a day or so to find their missing sisters and then they'll all lead the boggards into a glorious victory in battle against the trogs. Heh yeah, unlikely, the dungeon's too long. So when the PCs come back out (with any gray maidens they can bring with them) I'm going to have the boggards returning from their campaign. The troglodytes will not survive.


So back to altering the flow of events.

Helanda, the Gray Maiden from the whipping post in L10 of Lady's Light. She's been adopted by the PCs. But she needs to be rehabilitated from her fall to CN, needs to be reintroduced to the benefits of law.

So the PCs have given her to the Hellknights for correction. The Inquisitor is planning to take her as a cohort. What I have to decide now...

How much Hellknight will this Gray Maiden become? My player wants to use the Hellknight Commander prestige class and I've already okayed it. My task is coming up with the flavor.


Into the Nightmare Rift

Don't have to change a thing. I will need to make sure the PCs acquire an ioun stone before headed out to Guiltspur. They've been instead suffering the curse for a few days as they buy the stone after they find the shard.


Order of the Maiden

There are smaller orders of Hellknights mentioned in the Inner Sea World Guide and in the srd entry of the Hellknight Commander prc. The lesser orders:

Order of the Pike, Order of the Scar, Order of the Coil

and two dead orders:

Order of the Crux (although three undead members remain) and Order of the Thorn (according to wiki, anyway)

So... To add another lesser order to the pile...

Order of the Maiden

The Order of the Maiden seeks to return legitimacy to the crown.

Creed: "Service beyond death."
Symbol: (this is a point of contention, nothing chosen as of yet)
Armor: shining fullplate with red accents, faceless helms, red plumes, red cloaks
Weapon: longsword
Reckoning: scarring the face with a silver dagger

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