Manor of Sarini--Ideas wanted


Hell's Rebels


So, my players are planning a heist of House Sarini, as the younger generation are bankrolling and running some of the Queensmen, who got organized in response to months of Silver Ravens organization.

What I need are interesting details of the manor and the people/monsters likely to be there.

What I have:
Three young adult children of Sarini

That there are some imps on the grounds

That one of the PCs has been invited to the Sarini estate for one of their Theater of the Real spectacles, which I'll be taking from book 2 of Council of Thieves.

Any help will be richly appreciated.


Well, they should have a local force of private guards. Having a house mage on hand wouldn't be a bad idea either. Elves apparently are common in that roll in Cheliax. Having a caster on staff gives you a reason to have wards and summons. Speaking of which, devils are fashionable in Cheliax but you shouldn't feel restricted to them as conjured help goes. Guard dogs aren't a bad idea either, mundane or hellhound varieties. But keep in mind that they're nobles, not the church of asmodeus, so don't go too overboard on security.

What level is your party, and how difficult do you want the encounters to be? Pinning down a CR range would be helpful.


They're just now 5th level. They specialize in Will save spells for offense and Snake Style monk for defense. They have an Arcanist, a Magical Child Vigilante (with earth elemental animal guide), an Unchained Monk, and an Unchained Rogue 3/Inquisitor 2. They typically roll with Morgar the 3rd level fighter but have been known to bring along healbot Rexxus, who's been reskinned as an Ancestors Oracle 3/Aristocrat 1.


The House took an action last week to lobby for aid, so they likely have something special and new on the house grounds.


A Cerberi gifted from Bazillai sold be thematic and approximately correct CR (at CR6 it would be a challenging but doable encounter). Don't know if that's too much of a retread of the poison pen encounter.

A hellcat is CR7, not sure if you want to duplicate Tiorizes' pet here or not.

I believe a host devil (Magaav) is CR6 also, and as written doesn't appear elsewhere. A warmonger devil (Levaloch) is CR7, meaning a tough encounter that would be better to avoid in direct confrontation.

You could also use this as an opportunity to introduce one of BT's cronies. Maybe they're not their in person but have provided henchmen, summons, or wards.

Who are they petitioning for aid, btw? The temple of Asmodeus? Bazillai? Contacts in Egorian?


I figure as a house interested in diabolism that they've got a better relationship with the Church of Asmodeus than House Thrune, but it could be that the Lapdogs of Thrune finally got something from all that sucking up.


I think that Cerberi works best. That's a good recommendation, and will work well as a vault guardian (soul scent, track incorporeal, cursed bite). Creepy too, perhaps enough to make the CN player of the infiltrator think twice about trying to fight it.

I was going to re-write the Poison Pen stuff anyway.


Glad to be of assistance. :)


By the way--the mayor's manor used in Council of Thieves 2 is close to perfect for this purpose. A few edits to remove plot hooks specific to that AP was all I needed to do. AND! The play they put on earlier in that volume is written by a Sarini! Plus, the feast is a very good anticipation for the feast in Vyre later on.


How have you statted the 3 children? Are the parents going to be there?

Out of interest what are they trying to retrieve in the heist you plan?

- Interesting idea on the mayor's from Sixfold. I have that so I might use the idea. The other idea is a manor from Crimson Throne


I did, actually. The heir apparent was a useless fake wizard who got ganked before taking more than one action. Twice. The real threat was Valerius, the swashbuckler. The sister, Asmodea, was mainly involved at the school, informing on the illegal protest by the students.

Ubaldo Sarini Sarini Heir Apparent
Human Aristocrat 4 LE Medium humanoid (human)
Init +1 Perception +3

DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
HP 22 (4d8+4) Fort +1, Ref +2, Will +3

OFFENSE Speed 30 ft.
Melee MW longsword +4 (1d8/19–20)
Ranged needle +4 touch (1 and 1 bleed/20) 10’ RF

TACTICS
Before Combat: Adjusts outfit via Sleeves to appear as an Acadamae Wizard.
During Combat: First action is to appear to cast a summoning of 3 small stone elemental bodyguards via Silent Image. He targets different PCs with his robe to start bleed effects. He uses ghost sound to make it appear like backup is approaching. He tosses an origami swarm and calls for support when challenged.
Morale: The aristocrat fights with caution, as suits one whose duty is to the Sarini family. He’s not ashamed to run at the first sign of serious trouble, using stubborn nail on the first door, or to surrender and demand to see Countess Urora Sarini.

STATISTICS Str 10, Dex 12, Con 10, Int 11, Wis 8, Cha 13
Base Atk +3; CMB +3; CMD 14
Feats Skill Focus (Linguistics), Skill Focus (Diplomacy), Toughness
Skills Bluff +4, Diplomacy +14, Intimidate +4, Knowledge (engineering, religion) +4, Knowledge (history) +5, Knowledge (nobility) +7, Linguistics +7, Perception +3, Perform (oratory) +8, Ride +5, Sense Motive +4, Survival +5
Languages Common, Elven
Combat Gear oil of bless weapon (3), potion of cure moderate wounds,
Other Gear Sleeves of Many Garments, Circlet of Persuasion, dagger, masterwork longsword, noble’s outfit, signet ring, 253 gp
• Cloak of Hedge Illusionist: at will prestidigitation and ghost sound, 1/day color spray and silent image (Will 11) 2.5K
• Stubborn nail: hold door or lock. 100gp
• Robe of Needles: 1 dmg &1 bleed, 6/day, full round action to stop bleed, 1K
• Origami Swarm: 5 round swarm: 300 gp
• Gloves of Apprentice Cheating: mage hand, prestidigitation at will 2.2K

Valerius Sarini Queensmen Master at Arms
Swashbuckler 6 LE Medium humanoid (human)
Init +3 Perception +9

DEFENSE: 20% blur,
AC 21/26, touch 16/21, flat-footed 16
• Dodging Panache (-1P): Move 5’ immediate action, +5 AC, provokes AoO only against other attackers
• Opportune Parry and Riposte (-1P): Opposed attack rolls (if have one of 3 AoO left) but you’re -2, win and dodge attack (tie goes to attacker). If at least 1P left, immediate action counter-attack if w/in reach.
HP 55 (6d10+18)
Fort +5/+10, Ref +8/+13, Will +8
• Charmed Life: 4/day +5 saves, immediate action

OFFENSE: 3 Attacks of Opportunity per round
MW Rapier Precise Strike +11/+5 (1d6+4+6 precision/15-20)
• Menacing Swordplay: on hit—Swift Intimidate +14 if have 1P
• critical hit or killing blow vs. creature w/at least 3 HD regains 1P
• -1P add 6 precision
o Precision damage not multiplied on critical hits
or MW Rapier Precise Piranha Strike +9 (1d6+8+6/14-20)
• Menacing Swordplay: on hit—Swift Intimidate +14 if have 1P
• critical hit or killing blow vs. creature w/at least 3 HD regains 1P
• -1P add 6 precision
o Precision damage not multiplied on critical hits
Panche: 6
Other tactics: Arrow magnet, stalker’s mask (Tyre), extra move action 1/day
Base Atk +6; CMB +6; CMD 20 (22 vs. Disarm)
Kip-up: stand from prone as move action with no AoO (have 1P, -1P as swift)

Things that consume swift actions:
• Charmed life: following turn’s swift
• Dodging Panache: following turn’s swift
• Riposte part: following turn’s swift
• Kip-up: swift action
• Menacing Swordplay: swift action
• Doubling level damage on Precise Strike: following turn’s swift

STATISTICS: Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 21

Feats Charmed Life, Combat Reflexes (3 AoO), Derring-do Deed, Dodging Panache, Fencing Grace, Menacing Swordplay, Nimble, Opportune Parry and Riposte, Piranha Strike (-2 attack/CMB for +4 damage), Steadfast Personality, Swashbuckler Finesse, Swashbuckler Weapon Training, Weapon Focus: Rapier.

Skills Acrobatics +6/+10, Bluff +14, Climb +4, Diplomacy +5, Disguise +15, Escape Artist +6, Intimidate +14, Knowledge (local) +, Knowledge (nobility) +9, Perception +9, Ride +6, Sense Motive +0, Stealth +7, Swim +4
• Derring-do Deed (-1P): +1d6 on Acrobatics, Climb, EA, Fly, Ride, Swim. Roll 6: keep 6 and roll again; another 6, do the same; up to DEX modifier additional rolls

Languages: Common
Combat Gear potions of cure serious wounds (2); potions of blur (2)
Other Gear MW chain shirt, MW rapier, Plume of Panache, dagger, cold weather outfit, 45 gp

Belt of Tumbling: +4 tumble through threatened squares or spaces 800 gp
Quick Runner’s Shirt: 1/day extra move action, 1K
Shield Cloak: MW wooden shield in cloak form, don’t need proficiency. 1K
Sleeves of Many Garments: 200 GP, change garments’ appearance and clean
Stalker’s Mask: +5 stealth, +10 Disguise, +1 attack/damage vs. imitated creature due to your rage and jealousy. 3.5K
Cracked Dusty Rose Prism Ioun Stone: +1 competence to initiative at a cheap price, 500gp
Arrow Magnet: A neat protection vs. arrows 600 gp
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/arrow -magnet/

Asmodea Sarini human aristocrat 6
N Medium humanoid (human) Initiative -1; Perception -1

DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 39 (6d8+12)
Fort +3, Ref +4, Will +4
Can run 5x speed (30’ faster than normal)

OFFENSE
Speed 30 ft.
Melee masterwork dagger +5 (1d4/19-20)
Ranged masterwork dagger +7 (1d4/19-20)

STATISTICS Str 11, Dex 14, Con 12, Int 9, Wis 8, Cha 9

Base Atk +4; CMB +4; CMD 16
Feats: Athletic, Persuasive, Deceitful, Run
Skills Bluff +1, Climb: +2, Diplomacy +1, Disguise +5, Handle Animal +8, Intimidate +10, Knowledge (nobility) +5, Perform (dance) +3, Perform (sing) +3, Ride +11, Swim +11.
Languages Common
NPC Gear masterwork dagger, noble livery worth 300 gp


They ended up killing the boys, taking the money they were paying Queensmen with, and issuing a proclamation afterwards that any Queensman could turn in their Thrune pendant and live their life or they could be exiled. Then they burned the boys' bodies and stealthily left them in a new urn in the family mausoleum. The family's not yet found the urn, so they're putting out rewards for info leading to their live return.

Asmodea made it out scot-free and is now the heir-apparent.

I'll be curious to see whether they'll try to court the nobles during the next book, especially since their very next action was to rescue Marquel, leading to another spate of reward posters...


I love the gear on the heir. The idea of a rich aristocrat who has failed at becoming a wizard and used wealth to try and replicate the effects is brilliant!

When you mention the school with regards to the sister is this the Girl's school from Book 3 or the Alabaster Academy? I guess the former? I am disappointed that I am unlikely to have a female PC because I would like to bring the school in (amongst other things) early doors

Apologies - I completely missed that you already explained why this raid happened

Does the AP mention three children or was this something you completely added. I haven't got far enough to find out about the families in detail

Have you beefed up Queensmen as you go along? I like the idea of brawlers (either the class or perhaps the archetype so they are still not super powerful). Just general thugs.


Lanathar wrote:

I love the gear on the heir. The idea of a rich aristocrat who has failed at becoming a wizard and used wealth to try and replicate the effects is brilliant!

Does the AP mention three children or was this something you completely added. I haven't got far enough to find out about the families in detail

I just made them up, although I might have gotten the name Asmodea from somewhere. One of the PCs had a background as an abused servant, so I wanted to play off that. I'm a bit bummed that one of the boys didn't survive for the Dance of The Damned where rivals are in the mix.

Lanathar wrote:
When you mention the school with regards to the sister is this the Girl's school from Book 3 or the Alabaster Academy? I guess the former? I am disappointed that I am unlikely to have a female PC because I would like to bring the school in (amongst other things) early doors

I have a player who chose the Magical Girl archetype of the Vigilante class. So, basically Lady Docur's School for Girls is a mix of a high-end finishing school, Anime school, and Lacunafex training program.

Lanathar wrote:
Have you beefed up Queensmen as you go along? I like the idea of brawlers (either the class or perhaps the archetype so they are still not super powerful). Just general thugs.

Just thugs. I increase the numbers and used them as blockers for the Sarini brothers. I also don't want them cluttering up the plot after book 2. The implications of what the players have done, however, will have ripple effects in Dance of the Damned. I'll probably use them in the haunts in the late books somehow too.


Did this replace an existing encounter or was it an addition?

I would be uncertain about giving away an extra cash windfall. If I did this as an addition I would be tempted to award the cash directly into the rebellion


I never use random encounter tables unless it's part of a plot line, so it would replace that. They also skipped two full encounters in book 1 (the imp, the pseudodragon). I'm also planning on moving stuff in the third book to book five and cutting there.

Oh, they'll have to upgrade some teams at some point, so I'll drain some cash that way soon. And, besides, they lose 25 gp per week to keeping their treasury active and above the penalty level


I appreciate the sentiment on random encounters

I intend to pre-roll and try to work what comes up into the story as well. I think a good way might be to have the encounters target NPCs I want to bring in rather than the player's necessarily


Re: Random Encounters
While I've avoided them in every other game I've been using them for this AP because if the players are sneaking around in the sewers or trying to move around during curfew I find that there needs to be dome danger. It's worked really well and have been able to add in some plot-points because of it. (Eg: During book 1 the group had an encounter on Bleakbridge with the River Talons that the PC's instigated. While in the sewers I rolled an encounter with a group of tengu. That lead to them meeting Ravzee, who they already know a little about due to them knowing Chuko at the War Cage. So now, in book 4, they'll already have had at least one interaction with him.)

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