Pilts Swastel

AlKir's page

Goblin Squad Member. Organized Play Member. 156 posts (494 including aliases). No reviews. No lists. No wishlists. 23 Organized Play characters. 6 aliases.



Dark Archive

My party is wrapping up a three year run with Kingmaker. Heading in to the House at the Edge of Time, my party is 8 in number including henchmen from leadership and are level 16-19. Going back several volumes I have been increasing the challenge ratings of every encounter by 4 to account for their large party size and higher than intended level for the material. Near the end of volume 5 this was still becoming too little challenge.

In response, I've re-worked nearly all entities from the first world pocket dimension with the Mythic rule set. I have kept the +4 CR advancement but attained this by adding mythic ranks rather than traditional class levels, templates or hit dice. My players have no access to mythic resources of their own other than I have given Briar the mythic quality for the purposes of overcoming DR.

The mythic addition to my campaign has done a wonderful job of creating appropriate challenges for my min/max happy players. It has been very successful in ending long standing combat strategies that have become a "win" button and force my players to re-assess the path to victory for every encounter. As a game master, it has been immensely satisfying.

I've decided to share my stat blocks for others to enjoy. Note that some encounters have been replaced with entirely different creatures providing a greater challenge, but preserving the original spirit of the encounter.

First World Blooms

Thousand Breaths

House at the Edge of Time

Nyrissa (CR25/MR10)

Nyrissa is equipped with gear appropriate in value to a 25th level PC.

Dark Archive

Greetings. Back in March, I attained my fourth GM star in Pathfinder Society OP. My Venture Captain has informed me that upon doing so, I should have received a copy of all of the PFS Special scenarios in My Downloads. However, this has not occurred. Any help with this is appreciated. Thanks.

Goblin Squad Member

I gave one of my 15 day trials to my dear wife. She is now enjoying herself very much but she often gazes longingly in my direction. At first I thought she just found me attractive, but then I realized she was actually longing after my DT account. Her birthday is this month, and it would seem a fitting gift.

Anyhow, if you have a Kickstarter backed account with Destiny's Twin and are looking to sell, I'm looking to buy. Please contact me with a PM with your offer.

Dark Archive

We are currently seeking Players's for Tavern Con 2014.

Tavern Con is a two day Pathfinder Society Event packed full with 32 hours of scheduled game play hosted in a Winery/Brewery. With a selection of recent content and a hand picked plethora of tavern themed scenarios, this convention will satiate the thirst of even the most ravenous adventurer. So join us this Fall to raise a glass, roll some dice and cry havoc!

All signups are being handled through Warhorn

A $3 fee per slot played will be assessed per slot played the day of the event.

Please note: We are still seeking GM's for a small number of slots, including Saturday's Blood Under Absolom event during Saturday Slot 3 and a Venture Officer, or four star GM, to run PFS 5-EX: Ruins of Bonekeep—Level I: The Silent Grave (levels 3-7) Sunday during Slot 3

Dark Archive

[Roll20/G+] Pathfinder Society Scenario: #5-24 Assault on the Wound (tier 3-7) - Thur, July 17th, 2014 @ 8:00PM EDT [GMT -4]

Help with macros and other technical assistance available at 7:30. Event is slotted for 5 hrs.

This event uses Roll20 Virtual Tabletop and Google Hangout.

Please note that this game utilizes Roll20 Dynamic Lighting.

Sign up here: https://www.warhorn.net/events/virtual-pfs-society-roll20

Dark Archive

We are currently seeking GM's for Tavern Con 2014

All signups are being handled through Warhorn

Please note: Player signups are NOT available at this time. We are currently recruiting GMs ONLY. The player signup phase will begin once we have adequate GM coverage for tables. All player signups prior to that announcement will be deleted by the organizers. Thank you for your patience.

Dark Archive

[Roll20/G+] Pathfinder Society Scenario: The Glass River Rescue (tier 1-5) - Thur, July 10th, 2014 @ 8:00PM EDT [GMT -4]
Help with macros and other technical assistance available at 7:30. Event is slotted for 5 hrs.

This event uses Roll20 Virtual Tabletop and Google Hangout.
Please note that this game utilizes Roll20 Dynamic Lighting.

Sign up here: https://www.warhorn.net/events/virtual-pfs-society-roll20

Dark Archive

[Roll20/G+] Pathfinder Society Scenario: Destiny of the Sands Part 3: Sanctum of the Sages (tier 3-7) - Thur, June 26th, 2014 @ 8:00PM EDT [GMT -4]
Help with macros and other technical assistance available at 7:30. Event is slotted for 5 hrs.
This event uses Roll20 Virtual Tabletop and Google Hangout.
Sign up here: https://www.warhorn.net/events/virtual-pfs-society-roll20

Dark Archive

Help with macros and other technical assistance available at 7:30. Event is slotted for 5 hrs.
This event uses Roll20 Virtual Tabletop and Google Hangout.
Sign up here: https://www.warhorn.net/events/virtual-pfs-society-roll20

You must sign up for both parts. Players who attend part 1 will be given preferential seating for part 2.

Dark Archive

Help with macros and other technical assistance available at 7:30. Event is slotted for 5 hrs.
This event uses Roll20 Virtual Tabletop and Google Hangout.
Sign up here: https://www.warhorn.net/events/virtual-pfs-society-roll20

Dark Archive

Help with macros and other technical assistance available at 7:30. Event is slotted for 5 hrs.
This event uses Roll20 Virtual Tabletop and Google Hangout.
Sign up here: https://www.warhorn.net/events/virtual-pfs-society-roll20

Dark Archive

Event is slotted for 4 hrs.
This event uses Roll20 Virtual Tabletop and Google Hangout.
This event is part of Conline, an online convention held Memorial Weekend. This event may have prize support.
Signup Here: https://warhorn.net/events/conline-pfs-con/schedule/2014/05/26#session-2685 8

Dark Archive

Help with macros and other technical assistance available at 7:30.

Event is slotted for 5 hrs.

This event uses Roll20 Virtual Tabletop and Google Hangout.

Sign up here: https://www.warhorn.net/events/virtual-pfs-society-roll20

Dark Archive

New players welcome. Help with macros and other technical assistance available at 7:30. Event is slotted for 5 hrs.

This event uses Roll20 Virtual Tabletop and Google Hangout.

Sign up here: https://www.warhorn.net/events/virtual-pfs-society-roll20

This is a module being run in two 5 hours slots on consecutive weeks. Attending both will earn 3xp and up to 4 PA. Attending only one session will result in a reduced reward. Chronicles will be sent after the game on May 8th.

Dark Archive

New players welcome. Help with macros and other technical assistance available at 7:30. Event is slotted for 5 hrs.

This event uses Roll20 Virtual Tabletop and Google Hangout.

Sign up here: https://www.warhorn.net/events/virtual-pfs-society-roll20

For those completely new to Pathfinder Society, I am holding a guided character creation session tonight, April 10th at 8P EST. If you are interested in tonight's activity please do not reply to this thread. Instead e-mail the event organizer at the link above to RSVP. Thanks. :D

Dark Archive

Greetings. I want to start by telling you that I am anxiously anticipating my copy of Mythic Adventures. However, a very close friend would like to give me his Gen Con copy as a wedding gift. In lieu of his gesture, I must cancel my subscription temporarily as I do not care to own two copies. I will reinstate my subscription with the fall release. Thank you so much for continuing to release fantastic RPG products.

Dark Archive

In the course of running this chapter, my party ran into a few complications which delayed their travel. Chiefly they utterly failed at stopping the warehouse fire and started a week behind. Then poor N'Cheki died from some random circumstances concerning a certain shadow demon. I just prorated the travel time benefit N'Cheki provided giving the party roughly 2/3 of his travel time bonus. This puts them arriving in Tazion on Day 61 after the Red Mantis and the Aspis Consortium.

In the Tazion preface, it states that both groups gain access to the pillars of light without majorly impacting the denizens of the city. The Mantis, through stealth, and the Aspis, through bribery and diplomacy. My question is this, what effect does this have on the locations of the focusing crystals?

Obviously the Mantis managed to stealthily steal the crystals from both Rougaru and Issilar and activate the pillars without their knowledge. Wouldn't they just take the crystals with them after leaving? I simply can't believe they managed to activate the pillars blindly with a DC 40 UMD check. That's just silly.

But let's suppose they did. Now the Aspis comes along and negotiates the crystal from Rougaru and gains Issilar's assistance in activating the pillars. This would leave all 3 stones in Issilar's possession. I get that. The main question I have is why is Issilar trying to activate the pillars to start with? He came FROM Savith'Yi to Tazion to convince the Chuaru'Ka to fight for him and take back the ancient city from his enemies there. He knows where the city is. I don't understand his obsession with activating the pillars. Thoughts?

Dark Archive

Thank you for all of the great material that has been coming out this Summer. The Gamemastery Guide has been a delight to read.

I noticed on my subscriptions page that 2 adventure paths and the Advanced Players guide are expected to ship late July. Would it be possible to hold my payment until July 30? This would help my financial situation greatly. Thank you so much.

Dark Archive

Greetings. I want to start by commenting on what wonderful service I have received the past year and change I have been a Paizo subscriber.

That said, I've noticed that Council of Thieves 6 of 6 does not appear currently anywhere in my subscription schedule. I was charged and received volume 5/6 back in January. At that time part 6 of 6 was listed as a February shipments. Now February has passed and the subscription schedule for March lists Kingmaker 1 of 6, but bears no mention of Council of Thieves 6 of 6. I have been away from your message boards for a few months as work and personal issue have been taking much of my time and I apologize if I've missed an official announcement of the products delay. I just want to ensure that I have not been skipped over. Thanks in advance.

Dark Archive

Greetings Fearless Paizo Staff,

I have several items I have added on to my December monthly shipment. The question I pose to you is this. Many of the items added to my order are holiday gifts. Will they be shipping before the holidays?

Thanks,
Aaron

Dark Archive

Greetings all,

I am currently enthralled with two things new to me. First is the software package maptools. I have begun using it to create detailed maps for the PbP games I run. It is magnificent. In learning the software, however, I have become ensorcelled with it's features. It honestly looks like a really awesome medium for playing RPG's online in real time.

At the same time, I have also been looking heavily into Pathfinder Organized Play. Having heard of living campaigns for years, it wasn't until PFS that I have taken the time to thoroughly check the concept out. With that said I am also quite impressed. It seems to be a really neat system of tying many campains together and as a 20+ year veteran of D&D I'd really like to try on this type of gaming experience.

Now ideally, I would like to find a group that is already playing PFS organized play via maptools that has room for one more weekly player. This would allow me to get acclimated to both organized play and the maptools format gradually without the responsibility of gamemastering. However, after scouring message boards for many a week now on the topic, I am finding it to be very elusive. So as with all means of online RPG play, game masters are exceedingly difficult to come by. I'd have to guess the ratio is somewhere around 50:1. Thus, like always, if you wanna play a game online you've got to run it yourself. (Sadly)

Now, I'm generally considered an experienced and competent DM. This sort of things happens when your first RP experience was being charmed by Bargle in 1988! This being said, I'm a bit apprehensive about starting both an organized play game and a maptools game for the first time without amazingly patient players, so this is what I'm proposing...

If any of you out there play on a regular basis via maptools, I am looking for an invite to WATCH a game or two. I think this will allow me to learn more of the subtle operations of maptools without overly frustrating my first time players to be. Better yet, if you have an organized play game going over rptools that has a slot open, send me an invite and I promise that I will give 110% and you will not be disappointed. Lastly, if any of you have advice on organized play in general, it would be much appreciated.


The link below leads to a map showing the location of Kassen in relation to other prominent landmarks in the Nirmathas region.

Nirmathas

Also, this is a map of the Village of Kassen as well as the major areas of interest:

Village of Kassen

1. Seven Silvers Inn
2. Greathall
3. Woodcutter's Guildhall
4. Temple of Erastil
5. Town Watch Headquarters
6. Renet's Steel (Metalworks)
7. Arnama's Home (Thorvin's Mentor)
8. Sir Dramott's Home
9. Braggar's Shop (Dwarven Smithy)
10. Hawthorne Estate (Carrion's Mentor)
11. Holgast's Tower
12. Mayor Uptal's Home
13. Ilimara's Home
14. Thorvin's Home
15. Lianth's Home
16. Carrion's Home
17. Virgil's Home

Lianth meets regularly with her mentor, Olimira Treesong "The Witch of Mist Lake", in a secret grove North of the village. Virgil often meets with his mentor, Guard Captain Trevor Wisslo, at the Town Watch Headquarters for regular drills and training.

Dark Archive

Currently looking for players for a Play-by-Post Crypt of the Everflame game running under the new Pathfinder RPG Core Rules. Please follow the following link for more info: AlKir's Crypt of the Everflame - Pathfinder RPG Play-By-Post

Dark Archive

Almost 200 years ago, when the land that was to become Nirmathas was still a vassal of the empire of Cheliax, the northern reaches of the Fangwood were a wild and untamed place. The crusades that laid low the Whispering Tyrant to the north were a distant memory, and those who remained were intent upon keeping the orcs of Belkzen and the remaining undead from Ustalav in check. As a result, the great forest was full of danger, from marauding orcs to deadly predators,
making it unsafe for merchants hoping to trade with the growing community of Skelt in the foothills of the Mindspin Mountains to the west.

Ekat Kassen was a crusader and fortune seeker who came to serve Lastwall in the year 4515 AR While he fought with distinction, he soon realized that he wanted more from life and lef the Lastwall military to find his fortune elsewhere. His travels took him all over the region around
Lake Encarthan, and he decided to settle down in 4522 AR atfer a very profitable adventure. Using a sizable portion of his fortune, he set out to tame a small area of the Fangwood on the banks of the Tourondel River, making it a natural stopover for those traveling up and down the river to Skelt. For the next 10 years, the town, which was then known as Kassen’s Hold, grew and prospered.

All that changed when Asar Vergas came to Kassen’s Hold with a host of mercenaries under his command. Asar was an old companion of Ekat, and the two had traveled together for some time before splitting up just afer Ekat’s last adventure. Over the years, Asar became sure that Ekat
had cheated him afer that adventure. Promising great wealth to his mercenaries, Asar raided the town relentlessly for 2 months. Finally, the townsfolk managed to locate Asar’s camp in an ancient crypt deep in the forest, and Ekat himself went out to deal with his old companion.
The battle was terribly bloody, with only a few townsfolk coming back to tell the tale. In the end, Asar was slain and his mercenaries scattered, but Ekat suffered a mortal wound. He died 2 days later, on the 11th day of Neth, 4535.

In honor of their beloved founder, the townsfolk buried Kassen in the ancient crypt, interring his bones in a place of honor, above the simple sarcophagi used to inter Asar, his mercenaries, and the townsfolk that lost their lives in the bitter struggle. They placed an eternal fame above
Kassen’s final resting place, so that all who visited might find warmth in the wilderness.

300 years later, Kassen's Hold is now simply known as Kassen and is a small town ruled by Mayor Uptal, a fair, but mildly grim man. While most of the “townsfolk” actually live in small homes or camps in the woods and fields surrounding Kassen proper, the town is quite tight-knit. As with most of the folk in Nirmathas, they stand up for one another and refuse to be pushed around.

In the tradition of it's adventurer founder, Kassen has had a lion's share of fortune seekers born out this modest frontier trade town. The passage of goods from the rives coming down from the Mindspin Mountains and Southward to Skelt fill the coffers of far more residents of Kassen than dragon's hoards and treasures necromancer's tombs. Never the less, it is the adventurers of Kassen that bring it it's fame. A select few a retired treasure seekers fill there time teaching a hand picked selection of the village's youth their trade. In return for their training, these fortunate youths perform various tasks for their teachers, most of which involves drudgery of some sort. At the age of 10 you were picked by the village council to be trained to be a fortune seeker and brave protector of your community in honor of Ekat Kassen himself.

The eternal flame burns yet at Kassen's tomb and in it's honor the villagers light a lantern from its flame to signal the end of their harvest season each year. On most years, Mayor Uptal and the village council journey to the Crypt of the Everflame and return in a processional bearing a piece of Kassen's Everflame to burn in the city's hall throughout the winter. Once every 10 years, however, Kassen graduates a new crop of young adventurers and inducts another set of lucky souls into it's super elite program. As a final test of their training, these young graduates are given the honor of bearing the cermonial lantern the the Crypt of the Everflame and enter to reach Kassen's Tomb and light their lantern from the Everflame itself and return home victorious and be deemed ready to venture out into the world.

This year, you bear this honor. It has been 8 years of drudgery and hard, menial work with about 2 years of invaluable training sprinkled in amongst the pot, pans, and horse stalls. In less than a fort-nite, you and three other young adventurers will venture off to bring home the flame. Ahead of you lies a lifetime (be it long or short) of adventure and purported riches, with this one last task to prove your worth and your honor to your village.

Dark Archive

Below you will find stats converted to the Pathfinder Beta for the set piece contained in A Memory of Darkness. Our group has decided to finish of the Second Darkness AP using the beta rules and then switching to the final rules when we start our next campaign.

Our group consists of 6 rowdy characters so the CR of most creatures have been advanced by 1. This set piece has been commonly commented upon as being not very difficult for a group of 12th level characters. My players were not quite to 12th level and the set piece worked well to get them the extra xp needed to get over the 11th level hump, but I must agree with the masses... Even with the added CR, this was a cakewalk.

Sun Dagger Cult Warrior

Spoiler:
Sun Dagger Cult Warrior CR 7 Elf warrior 10 CE Medium humanoid
Init +8; Senses low-light vision; Perception +5
DEFENSE
AC 30, touch 16, fat-footed 27 (+7 armor, +3 deflection, +3 Dex, +3 shield, +4 natural)
hp 45 (10d8)
Fort +7, Ref +6, Will +3 (+5 against enchantment)
Immune sleep
OFFENSE
Speed 20 ft.
Melee +1 rapier +14 (1d6+2/18–20)
Full Attack +1 rapier +14/+9 (1d6+2/18–20)
Shield Bash +1 rapier +10/+5 (1d6+2/18–20)
and +1 bashing spiked heavy steel shield +10 (2d6+1/x2)
TACTICS
Before Combat If aware of the PCs, the cultists drink their potions of shield of faith +3.
During Combat The cultists attempt to flank one PC at a time and beat them down, all the while shouting for aid. Morale The cultists are fanatics and fight to the death.
Base Statistics AC 22, touch 13, fat-footed 19
STATISTICS
Str 12, Dex 16, Con 11, Int 11, Wis 10, Cha 8
Base Atk +10; CMB +11
Feats Combat Reflexes, Improved Initiative, Weapon Finesse, Two Weapon Fighting, Improved Shield Bash
Skills Intimidate +12, Acrobatics +8, Perception +5
Languages Common, Elven
Combat Gear potion of cure serious wounds, potion of shield of faith +3, potion of barkskin (prepped at 9th level);
Other Gear +2 breastplate, +1 bashing spiked heavy steel shield, +1 rapier, cloak of resistance +1, 50 gp

Cult Sorcerer

Spoiler:
Cult Sorcerer CR 9 Elven abyssal bloodline sorcerer 11 CE Medium humanoid
Init +3; Senses low-light vision; Perception +3
DEFENSE
AC 24, touch 15, fat-footed 21 (+4 armor, +2 deflection, +3 Dex, +4 shield, +1 natural)
hp 47 (8d6+19)
Resist Electricity/10
Fort +3 (+7 vs poison), Ref +5, Will +6 (+8 against enchantment)
Immune sleep
Mage Armor (Spell/1st): +4 armor bonus to AC, ongoing 11 hrs;
Shield (Spell/1st): +4 shield bonus to AC, ongoing 11 min;
Mirror Image (Spell/2nd): creates 1d4+2 duplicate interweaving images of caster, ongoing 11min;
Bull's Strength (Spell/2nd): adds a +4 enhancement bonus to Strength, ongoing 11min;
Displacement (Spell/3rd): gives 50% concealment on all attacks, ongoing 11 rounds;
Fire Shield (spell/4th): melee attackers take 1d6+11 fire damage from each attack and caster takes half damage from cold effects. Save for half becomes half or no damage.
Stone Skin (Spell/4th) Subject gains DR 10/- all damage prevented in this way is subtracted from a point pool totaling 110. If this point pool reaches zero, the spell ends regardless of the duration remaining, ongoing 110min;
OFFENSE
Speed 30 ft.
Melee flaming claws +6/+6 (1d8+2 /x2 +1d6 fire)
Spells Known (CL 11th, ranged attack +7)
5th (5/day)—cone of cone (DC 19), Summon Monster V, dissmissal (DC 18)
4th (5/day)—ice storm (DC 18), summon monster IV, fire shield, stoneskin
3rd (7/day)—lightning bolt (DC 17), slow (DC 16), fireball (DC 17), displacement, rage (DC 16)
2nd (6/day)—darkness, glitterdust (DC 15), scorching ray (DC 16), shatter (DC 16), mirror image, bull's strength
1st (6/day)—expeditious retreat, magic missile, mage armor, ray of enfeeblement (DC 14), shield, cause fear (DC14)
0 (at will)—acid splash (DC 13), detect magic, detect poison, message, prestidigitation, touch of fatigue (DC 13), read magic, mending, open/close
STATISTICS
Str 10, Dex 14, Con 10, Int 12, Wis 9, Cha 16
Base Atk +5; CMB +5
Feats Combat Casting, Improved Initiative, Spell Focus (evocation), toughness, augment summoning (bloodline feat), empower spell, skill focus (spellcraft)
Skills Knowledge (arcana) +7, Knowledge (the planes) +7, Perception+5, Spellcraft +15 (+19 while casting defensively)
Special Qualities: Claws (ex): claws deal 1d8 damage and are flaming weapons, Demon Resistances (ex), Strength of the Abyss (ex)
Languages Common, Elven
Combat Gear potion of cure moderate wounds (3), scroll (wall of fire and dimension door);
Other Gear ring of protection +2, hat of alluring charisma +2, amulet of natural armor +1,, 300 gp

Howler (Summon Monster IV)

Spoiler:
Howler
Size/Type: Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 6d8+18 (45 hp)
Initiative: +7
Speed: 60 ft. (12 squares)
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/CMB: +6/+12
Attack: Bite +10 melee (2d8+5)
Full Attack: Bite +10 melee (2d8+5) and 1d4 quills +5 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Quills, howl
Special Qualities: Darkvision 60 ft.
Saves: Fort +8, Ref +8, Will +7
Abilities: Str 21, Dex 17, Con 17, Int 6, Wis 14, Cha 8
Skills: Climb +10, Stealth +7, Perception +9, Survival +6 (+8 following tracks)
Feats: Alertness, Combat Reflexes, Improved Initiative
Environment: A chaotic-aligned plane
Organization: Solitary, gang (2-4), or pack (6-10)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Quills (Ex)
A howler’s neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them. An opponent hit by a howler’s quill attack must succeed on a DC 16 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a -1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity-based.
A quill can be removed safely with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage.
Howl (Ex)
All beings other than outsiders that hear the creature’s howling for an hour or longer are subject to its effect, though it does not help the howler in combat. Anyone within hearing range of a howler for a full hour must succeed on a DC 12 Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. This is a sonic mind-affecting effect.
.

Kekkanark “One-Claw”

Spoiler:
Troll
Size/Type: Large Giant
Hit Dice: 6d8+42 (69 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/CMB: +4/+11
Attack: Claw +10 melee (1d6+6)
Full Attack: claw +10 melee (1d6+6) and bite +4 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Modified Rend 1d6+6
Special Qualities: Darkvision 90 ft., low-light
vision, regeneration 5, scent
Saves: Fort +12, Ref +4, Will +3
Abilities: Str 23, Dex 14, Con 25, Int 6, Wis 9, Cha 6
Skills: Perception + 10
Feats: Alertness, Iron Will, Weapon Focus (claw)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Trolls speak Giant.
Combat
Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.
Modifed Rend (Ex)
If One-Claw hits with both his claw and bite attack, he latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 1d6+6 points of damage.
Regeneration (Ex)
Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Jingle Fingers

Spoiler:
Jardim “Jinglefingers” Wyvel CR 11 Male elf bard 13 CE Medium humanoid
Init +7; Senses low-light vision; Perception + 16
DEFENSE
AC 23, touch 13, fat-footed 14 (+2 Dex, +5 armor, +3 Shield, +1 Dodge, +1 Deflection, +1 Natural)
hp 58 (13d8)
Fort +4, Ref +11, Will +8 (+10 against enchantment, +4 bonus on saving throws
made against bardic performance, sonic, and language-dependent effects)
Immune sleep
OFFENSE
Speed 30 ft.
Melee kukri +8/+3 (1d4–1/18–20)
Ranged +1 light crossbow +13/+9 (1d8+1+1d6 shock/19–20)
Rapid Shot +11/+11/+6 (1d8+1+1d6 shock/19–20)
Special Attacks bardic music 12/day (countersong, fascinate, inspire competence, inspire courage +3, inspire greatness, suggestion, dirge of doom, discordant performance, song of freedom, soothing performance)
Spells Known (CL 10th)
5th (2/day)—mind fog (DC 21), song of discord (DC 21)
4th (4/day)—dominate person (DC 20), freedom of movement, greater invisibility, hold monster (DC 20)
3rd (5/day)—charm monster (DC 19), confusion (DC 19), crushing despair (DC 19), gaseous form, fear (DC 18)
2nd (6/day)—blur, cure moderate wounds, glitterdust (DC 17), silence (DC 17), hold person (DC 18)
1st (6/day)—disguise self, grease, hideous laughter (DC 17), ventriloquism, expeditious retreat, undetectable alignment
0 (at will)—dancing lights, daze (DC 15), ghost sound, message, prestidigitation, resistance, read magic
STATISTICS
Str 8, Dex 16, Con 10, Int 15, Wis 10, Cha 20
Base Atk +9; Grp +8
Feats Combat Casting, Dodge, Mobility, Improved Initiative, Rapid Reload, Rapid Shot, Spell Focus (Enchantment)
Skills Acrobatics +19, Bluff +17, Spellcraft +16, Diplomacy +17, Disguise +17, Intimidate +13, Knowledge (arcana) +21, Knowledge (local) +20, Knowledge (untrained) +8, Perception +16, Perform (comedy) +21, Use Magic Device +21
Languages Common, Elven, Halfling, Gnomish
SQ bardic knowledge, lore master (can take 10 on all knowledge checks. Can take 20 twice per day.)
Combat Gear elemental gem (air elemental), potion of cure serious wounds, potion of invisibility, wand of magic missile (CL 7th);
Other Gear +2 studded leather armor, +2 buckler, +1 light crossbow with 30 bolts, 25 +1 shocking bolts, and one screaming bolt, kukri, ring of protection +1, amulet of natural armor +1, efficient quiver, hat of alluring charisma +2

Vodzur

Spoiler:
Vodzur, Advanced Hezrou
Size/Type: Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 11d8+124 (173 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 31 (-1 size, +14 natural, +7 Armor, +1 insight), touch 9, flat-footed 31
Base Attack/CMB: +11/+18
Attack: Bite +16 melee (6d4+6)
Full Attack: Bite +16 melee (6d4+6) and 2 claws +11 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, stench, improved grab, summon demon
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 19, telepathy 100 ft.
Saves: Fort +17, Ref +7, Will +9
Abilities: Str 23, Dex 10, Con 31, Int 14, Wis 14, Cha 18
Skills: Climb +19, Spellcraft +16, Stealth +14, Escape Artist +14, Intimidate +18,  Perception +24,  Survival +14 (+18 following tracks), Knowledge (the planes) +13, Bluff +15, Appraise +13
Feats: Blind-Fight, Cleave, Power Attack, Toughness, Great Cleave, Improved Natural Attack(bite)
Environment: A chaotic evil-aligned plane
Organization: Solitary or gang (2-4)
Challenge Rating: 12
Treasure: Large +2 breastplate, dusty rose prism (ioun stone), belt of mighty constitution +2, 30 pp
Alignment: Always chaotic evil
A hezrou’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Improved Grab (Ex)
To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Spell-Like Abilities
At will—chaos hammer (DC 18), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18); 3/day—blasphemy (DC 21), gaseous form. Caster level 13th. The save DCs are Charisma-based.
Stench (Ex)
A hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou’s stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poisonare unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.
Summon Demon (Sp)
Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.
Skills
Hezrous have a +8 racial bonus on Perception checks.

Lastly, during the climatic battle with Vodzur. Our love-able, invisible wizard riding on a flying carpet decided it would be nice to cast baleful polymorph on the Hezrou during the first round of the encounter. He ended up with a net result of 27 to overcome the Hezrou's spell resistance. I then proceeded to have the d20 come up a 2 for the demons fortitude save and a whopping 6 for his will save. The result is a very unusual bunny now in the care of our group's druid. Dare I say that it has sharp pointy teeth....

Bunny

Spoiler:
Bunny (Polymorphed Advanced Herzrou)
Size/Type: Tiny Animal
Hit Dice: 11d10 (162 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Burrow  20 ft. (Soft Earth Only)
Armor Class: 15 (+2 size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +11/+14
Attack: Bite +16 melee (1d6+7)
Full Attack: Bite +16/+11 melee (1d6+7)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +16, Ref +9, Will +8
Abilities: Str 21, Dex 14, Con 29, Int 1, Wis 12, Cha 2
Skills: Acrobatics +16, Climb +15, Stealth +8, Perception +7,
Feats: Blind-Fight, Cleave, Power Attack, Toughness, Great Cleave, Improved Natural Attack(bite)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 7
Combat
Bunnies prefer flight to combat, but they can bite painfully if there is no other option.
Skills
Bunnies have a +8 racial bonus on Climb checks. They also have a +8 racial bonus on Acrobatics checks and can always choose to take 10 on Acrobatics checks, even if rushed or threatened. Bunnies use their Dexterity modifier instead of their Strength modifier for Climb checks.

We all had a good laugh at that. I was very tempted to add the following. DR: 10/Holy Hand Grenade :P J/K

Dark Archive

Below you will find stats converted to the Pathfinder Beta for the set piece contained in Endless Night. Our group has decided to finish of the Second Darkness AP using the beta rules and then switching to the final rules when we start our next campaign.

I added a pair of Gugs as a random encounter on the way to the blood pools. I've also replaced the darkmantles (really, darkmantles in a 10th level module???) with a pair of centipede swarms.

Most statistics have been advanced by 1 CR as I have a very rowdy group of 6. Use at your own discretion.

Centipede Swarm

Spoiler:
Centipede Swarm (x2)
Size/Type: Diminutive Vermin (Swarm)
Hit Dice: 9d8+9 (49 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/CMB: +6/—
Attack: Swarm (2d6 plus poison)
Full Attack: Swarm (2d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, poison
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 1, Dex 19, Con 10, Int Ø, Wis 10, Cha 2
Skills: Climb +13, Perception +8
Feats: Weapon Finesse
Environment: Underground
Organization: Solitary, tangle (2-4 swarms), or colony (7-12 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Combat
A centipede swarm seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex)
Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Poison (Ex)
Injury, Fortitude DC 14, 1 dex damage, duration: 4 round, 1 save ends
Skills
A centipede swarm has a +4 racial bonus on Perception checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A centipede swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Gug

Spoiler:
Gug CR 10 Usually CE Large aberration
Init +1; Senses Darkvision 60 ft.; Perception +13
DEFENSE
AC 24, touch 10, fat-footed 23 (+1 Dex, +14 natural, –1 size)
hp 187 (15d8+120)
Fort +12, Ref +6, Will +12
Immune disease, poison
OFFENSE
Spd 40 ft., Climb 20 ft.
Melee 4 claws +19 (1d6+9) and bite +15 (2d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks rend 2d6+18, trample 1d6+13
TACTICS
During Combat In battle, gugs prefer to use multiple claw attacks on individual targets in hopes of hitting and enabling multiple rend attacks.
Morale Gugs are fearless in combat when in the presence of other—especially more powerful—gugs, but when lef to their own devices usually fee if reduced to half their hit points. In these situations they are also prone to dragging fallen opponents away from combat in order to feed.
STATISTICS
Str 28, Dex 12, Con 24, Int 11, Wis 16, Cha 11
Base Atk +11; CMB +21
Feats Alertness, Awesome Blow, Blind-Fight, Improved Bull Rush, Power Attack, Skill Focus (Survival), Stealthy, Weapon Focus (Bite)
Skills Climb +25, Escape Artist +15, Stealth +11, Knowledge (dungeoneering) +8, Perception +13, Survival +14.
Languages Undercommon
SQ tunnel mobility
ECOLOGY
Environment any underground
Organization solitary, pair, or camp (3–10)
Treasure standard
SPECIAL ABILITIES
Rend (Ex) A gug that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+18 points of damage.
Trample (Ex) Reflex DC 26 half. The save DC is Strength-based.
Tunnel Mobility (Ex) Strangely fexible, gugs are capable of moving through spaces only half as wide as their normal space without squeezing penalties. They must still make Escape Artist checks to squeeze through spaces smaller than half their size.
Skills A gug has a +4 racial bonus on Escape Artist checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Morlock Tribesman

Spoiler:
Morlock Barbarian 4 CR 4 CE Medium monstrous humanoid (Into the Darklands 54)
Init +9; Senses darkvision 120 ft., scent; Perception +8
DEFENSE
AC 17, touch 16, fat-footed 12 (+5 Dex, +1 natural, +1 deflection)
hp 74 (3d8+4d12+35)
Rage Points: 22
Fort +8 Ref +11, Will +6
Immune disease, poison
Weakness light blindness
OFFENSE
Spd 50 ft., Climb 40 ft.
Melee mwk club +10 (1d6+2) and bite +5 (1d4+1)
Special Attacks leap attack, sneak attack +1d6, swarming, fast movement, rage, rage powers, uncanny dodge, trap sense +1
STATISTICS
Str 14, Dex 21, Con 16, Int 5, Wis 14, Cha 6
Base Atk +7; CMB +9
Feats Improved Initiative, Lightning Reflexes, Toughness, Weapon Focus (Bite)
Skills Acrobatics +22, Climb +23, Stealth +13 (+17 in caverns), Perception +8
Languages Undercommon
SQ expert climber
Gear: masterwork club, ring of protection +1, potion of cure light wounds
SPECIAL ABILITIES
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for her race by +10 feet. This benef it applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any
load carried or armor worn.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase a barbarian’s total number of rage points. A barbarian must spend one rage point to enter a rage and one additional point at the start of any round spent in rage. In addition, rage points can be spent to activate rage powers. A barbarian can enter rage as a free action. While in rage, a barbarian gains a +4 bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rage points spent during the rage. A barbarian cannot enter a new rage while fatigued but can otherwise enter rage multiple times during a single encounter or combat.
Surprise Accuracy (Ex): The barbarian adds +4 on one attack roll. This power is used as a swift action before the roll to hit. (4 rage points)
Guarded Stance (Ex): The barbarian gains a dodge bonus to her Armor Class equal to +2 for 1 round against melee attacks. (2 rage points)
Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught f lat footed or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized.
Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand and footholds. In effect, a morlock is treated as constantly being under a nonmagical version
of the spell spider climb, save that they cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16
racial bonus.
Light Blindness (Ex) When exposed to sudden bright light, a morlock is blinded for 1 round. When operating in an area of continual bright light, the morlock takes a –1 circumstance penalty on attack rolls, all saving throws, and all ability and skill checks.
Leap Attack (Ex) As a standard action, a morlock may make a single attack during a leap. It can make this attack at any point along the course of the leap, either at the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity when it leaves a threatened square.
Sneak Attack (Ex) A morlock can make a sneak attack like a rogue, dealing an extra 1d6 points of damage whenever a foe is denied a Dexterity bonus, or when the morlock is flanking.
Swarming (Ex) Morlocks dwell and fght in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same space at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Skills a morlock gains a +4 racial bonus on Stealth checks. In caverns, its racial bonus on Stealth
increases to +8. It also has a +16 racial bonus on Climb and Acrobatics checks. A morlock can always choose to take 10 on Climb checks even if rushed or threatened.

Magnamaga

Spoiler:
Magnamaga Morlock Barbarian 11 CR 11 CE Medium monstrous humanoid (Into the Darklands 54)
Init +9; Senses darkvision 120 ft., scent; Perception +14
DEFENSE
AC 20, touch 17, fat-footed 14 (+6 Dex, +1 armor, +2 natural, +1 deflection)
hp 142 (3d8+11d12+57)
Rage Points: 63
Fort +11 Ref +14, Will +8
Damage Reduction 2/-
Immune disease, poison
Weakness light blindness
OFFENSE
Spd 50 ft., Climb 40 ft.
Melee +1 vicious greataxe +18 (1d12+2d6+5/19-20 x3)(+1d6 self) and bite +13 (1d4+1)
Special Attacks leap attack, sneak attack +1d6, swarming, fast movement, rage, rage powers, uncanny dodge, improved uncanny dodge, trap sense +3
STATISTICS
Str 16, Dex 22, Con 16, Int 6, Wis 14, Cha 6
Base Atk +14; CMB +16
Feats Improved Initiative, Lightning Reflexes, Toughness, Weapon Focus (Bite), Improved Natural Armor, Extra Rage, Improved Critical (Greataxe)
Skills Acrobatics +27, Climb +27, Stealth +14 (+18 in caverns), Perception +14
Languages Undercommon
SQ expert climber
Gear: +1 vicious greataxe, ring of protection +1, bracers of armor +1, Belt of Giant Strength +2. Elemental Gem (Earth)
SPECIAL ABILITIES
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any
load carried or armor worn.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. A barbarian must spend one rage point to enter a rage and one additional point at the start of any round spent in rage. In addition, rage points can be spent to activate rage powers. A barbarian can enter rage as a free action. While in rage, a barbarian gains a +4 bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian
cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rage points spent during the rage. A barbarian cannot enter a new rage while fatigued but can otherwise enter rage multiple times during a single encounter or combat.
Greater Rage (Ex): The bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. A barbarian must spend 2 rage points to enter greater rage, and must
expend 2 rage points per round to maintain her rage.
Surprise Accuracy (Ex): The barbarian adds +11 on one attack roll. This power is used as a swift action before the roll to hit. (4 rage points)
Guarded Stance (Ex): The barbarian gains a dodge bonus to her Armor Class equal to +5 for 1 round against melee attacks. (2 rage points)
Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. (8 rage points)
Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a free action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 2d6 rounds. (4 rage points)
Terrifying Howl (Su): The barbarian unleashes a terrifying howl as a standard action. All enemies within 30 feet must make a Will save DC 17 or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not) it is immune to this power for 24 hours.(8 rage points)
Uncanny Dodge (Ex): retains Dexterity bonus to AC (if any) even if he is caught f lat footed or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized.
Improved Uncanny Dodge (Ex): can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels.
Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand and footholds. In effect, a morlock is treated as constantly being under a nonmagical version
of the spell spider climb, save that they cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16
racial bonus.
Light Blindness (Ex) When exposed to sudden bright light, a morlock is blinded for 1 round. When operating in an area of continual bright light, the morlock takes a –1 circumstance penalty on attack rolls, all saving throws, and all ability and skill checks.
Leap Attack (Ex) As a standard action, a morlock may make a single attack during a leap. It can make this attack at any point along the course of the leap, either at the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity when it leaves a threatened square.
Sneak Attack (Ex) A morlock can make a sneak attack like a rogue, dealing an extra 1d6 points of damage whenever a foe is denied a Dexterity bonus, or when the morlock is flanking.
Swarming (Ex) Morlocks dwell and fght in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same space at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Skills a morlock gains a +4 racial bonus on Stealth checks. In caverns, its racial bonus on Stealth
increases to +8. It also has a +16 racial bonus on Climb and Acrobatics checks. A morlock can always choose to take 10 on Climb checks even if rushed or threatened.

The Innoportune

Spoiler:
The Innoportune
Size/Type: Tiny Construct
Hit Dice: 2d10+2 (13 hp)
Initiative: +3
Speed: 10 ft (2 squares)
Armor Class: 15 (+2 Dex, +3 size), touch 15, flat-footed 13
Base Attack/CMB: +1/-2
Attack: Bite +2 melee (1d4-1 plus poison)
Full Attack: Bite +2 melee (1d4-1 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison
Special Qualities: Construct traits, darkvision 60 ft., low-light vision
Saves: Fort +0, Ref +4, Will +1
Abilities: Str 8, Dex 17, Con Ø, Int 10, Wis 12, Cha 7
Skills: Stealth +8, Perception +6
Feats: Lightning Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 1
Alignment: Chaotic Evil
Poison (Ex) Injury; Fortitude DC 13; damage 1 Con, 4 rounds, 1 save ends.

Dark Archive

I've spent many hours now searching through mini's online to find a best fit for the Taldoran Bard/Chronicler I've rolled up for an upcoming Legacy of Fire game. I've given myself 3 criteria, the figure must be male, medium sized, wielding a whip, wearing a hat that looks explorer-like, and holding a shield or book in his off hand. Now I believe I've found a solution at Reaper:

A fairly good base mini holding a book in off hand

A whip held in the right hand

The perfect hat, top row, 3rd from left

And some sovereign glue

Now, I think I could get some decent looking results with the above. However, I was wondering if any of you have ideas on how to do it better/cheaper? I'm new to mini customization. Frankly, any advice at all would be appreciated.

Here are some other base figures I'm kind of in love with but am not sure how to make work..

I love the pose of this one but can't find another figure holding a left handed whip.

I think the pack this guy has is really cool, but am unsure how easy the staff would be to remove..

Dark Archive

The description of house Vonnarc describes two types of locked doors. Iron Doors and Noble Doors. Both are Arcane Locked and difficult to break. Iron Doors are passable with a signet, and Noble doors are passable with a house amulet. I get that. What I don't understand is which doors on the map are which.

From the brief description it would appear that the only "Iron Doors" on the map are the exterior entrances and exits of the house? Which, would be the double doors leading into areas A1, A22, and B1? This would make sense. I highly doubt all doors are locked in this way, but then again Drow are paranoid and everyone who has business in the house would either possess a signet ring or be accompanied by someone who has one, so I can see it that way too. Concerning the Noble Doors, I have read through the House Vonnarc room descriptions and find no mention of which doors are specifically Noble Doors. I would assume that perhaps Noble Doors would protect rooms A12, A22, A31, A33, & A35? Looking through Tower Solcas, I honestly don't see where a noble door would make sense anywhere in this layout because nearly every room is used by lesser house mages for one reason or another. I suppose the devious traps therein are enough protection in and of themselves.

Any input would be appreciated. My players really SNAFU'd their entrance into the house, yet want to return uninvited.

Spoiler:
2 of the 6 party members were guilty of being both male, and cocky/snide during their interview with Undamesta. In the end, she offered all the PC's a place as slaves but separated the party sending the 4 respectful ones off to settle into their quarters, while sending the two insubordinate males through the other door off the stable leading to the torture chamber where two female drow paintasters were waiting to mete out punishment. They order my players to be good males and strip. They freaked out! In hindsight, I had the players themselves in fear of what I was about to do. Incorrectly believing that the female drow were about to execute them, they instead attacked. Worse yet one of the males was a cleric of Torag and let loose with some divine fury, nearly one-shotting one of them while the other male a druid, baleful polymorphed the other. The first paintaster managed to get away sending in a squad of Vonnarc guards.

Well, mass melee followed in the stables as the party reconnected and things ended with them fleeing the house for their lives but after slaying the First Son. Now they wish to regroup and infiltrate the house by force. They are convinced the information that they seek is contained within the walls (for no other reason that I can tell except for the fact that the plot hook fell in that direction), and the wizard in the party is now obsessed with Erdrinneir's shield guardian amulet and wants the other half of the puzzle.

Dark Archive

My party has had an interesting time with the aboleth.

Spoiler:
During the Aboleth encounter (which my players actually really enjoyed BTW) I ended up with 2 party members afflicted with the Aboleth's disease ability causing them to take 1d12 damage every ten minutes not in water and 3 party members (who were dominated) afflicted with the 3hr breath water ability. The druid sadly did not memorize cure disease.

In hindsight I find it kind of odd that the author did not include a sidebar suggesting what to do in this instance. My players are unlikely to hold their breath as they charge through the double doors in front of them into unknown peril. And the other 2 are probably inconvenience enough to hesitate before jumping headfirst into the echo..

I am tempted to simply decree that the water breathing end shortly after the aboleth is slain and include a scroll or two of heal somewhere within the Echo. But I'd first like to throw this situation out to the community in general for suggestions. Thanks.

Dark Archive

I must admit that for some time now the official running joke at my place is that: "It's raining and Paizo has billed my credit card for my AP subscription, I bet I get it in the mail today." This week the joke wasn't funny. I've had soggy envelopes before from the rain leaking into the mailbox but never has there been anything to be sad about. This time, however, my favorite federal employee decided it wasn't necessary to close the lid of the mailbox before leaving my property. Below is the resulting PF 21: Warning to the squeamish, the images are distubing!

Pathfinder 21

PF21 Up Close

I can not express how much it saddens me that a federal employee who's salary is funded by my tax dollars and given flawless benefits is paid to destroy my property. Is it possible for paizo to offer a premium shipping option that includes shrink wrap. One itty piece of shrink wrap would have fixed this whole mess. I'd enroll hands down.

Dark Archive

Hi all,

I wanted to let you know that I'm losing pages out of my copy of Armageddon Echo. I have read through the copy twice previously and am now using it a 3rd time as I actually run the game. The binding is already broken to the point that pages are loose and falling out in the middle. I'm not particularly upset, I just wanted you to know of a possible quality control issue with your contracted printer. I try and take above average care of my roleplaying materials. I have a copy of Dungeon from several years ago I have been running the Incursion campaign out of for over 2 years now and it is still in good condition and as a past subscriber of Dungeon and Dragon magazines I know that the quality of your binding (those were even stapled back then) was much higher than I am experiencing now. Has anyone else experienced this issue?

Dark Archive

I'd love to get back into PbP gaming I've been playing rpgs for about 20 years now. Although the two tabletop games I'm running right now have my DM resources tied up I'd love to play in any available Patbfinder Beta game. I'm new to PbP on this site but have been active on other such sites in the past.

Dark Archive

Hey there,

I've been using the RSS feeds from the site to stay on top of the Paizo forums that interest me. However, I have found that when the RSS Feed sends my reader a post, it does not send any text encapsuled by a spoiler tag. This can be a tad bit annoying as the info in the spoiler tags are usually what I'm most interested in as I am comparing my experiences with the Second Darkness AP that I am running with that of others. Is there any way to edit my RSS feed preference so that I can view spoiler info with my reader?

-Alkir

Dark Archive

Greetings,

I am recently a new subscriber to you AP line. I must say that as a 15+ year veteran of the hobby I was very pleased with the quality of your product. I have been running a home brew Monday night game for years but when I was approached by novices to host a Sunday afternoon game I was overjoyed but did not have the resources to run two custom home brew campaigns simultaneously. Your product has been an invaluable resource in this regard. Kudos!

I was wondering, however, if it is possible to tack on general merchandise purchases to my monthly subscription order to save on S&H charges? I would happily order say a flip mat here, item cards there, dice etc. with nearly every monthly subscription shipment if the option were available, but would be less likely to do so if I had to make a separate shipment for my subscription materials and the other shiny things I see from month to month. Please educate alkir@hometowncellars.com when time permits.