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As the title says, I'm in need of undead arcane caster creature akin to Huecuva for clerics. Aside from using vampire, ghoul and skeleton for the purpose, is there one in Pathfinder Bestiaries?


I hope it's okay if I post this question again, but this time here.

I'm currently running Curse of the Crimson Throne AP and party will soon get to the end of third story arc (Escape from Old Korvosa). I started AP before Updated Edition and still haven't had time to read it/take a look at changes and additions to the overall story in full detail. But I know that there is an addition with raiding Red Mantises HQ under the Longacre Building.

Considering that the place is also the training grounds for Grey Maidens, I'll make sure that PCs are going to meet some of these fine ladies. Because two of them, are sisters of their respective brothers from the party. Story short - they "enlisted" on their free will, but were conditioned, as other recruits, to serve the Queen with unquestionable loyalty (and have, time from time, "sessions" that maintain this state).

When the party will go on the raid, they will meet these unfortunate relatives in full armor and with their minds messed up. Therefore, no immediate recognition from their respective brothers, avoidance of fighting and trying to "bring them back" (not immediate at least).

Now the problem is that until the raid, party isn't yet on Queens hit list. So there is no reason to put sisters under some intense brainwashing, to make them almost mindless constructs under Ileosas thumb. Only the "standard procedure", which I think consists of spells, drugs/alchemical creations (to make the mind susceptible) and some technics (diplomacy skill maybe?).

I'd be happy to hear any advice on matter of what spells and other stuff I should use, to flesh up the procedure of indoctrination. So they too do not snap back in one round, and run away with party. I kind of hope for some roleplay, and even "accidental death" of one of the sisters for a dramatic story/motivation to really hate Ileosa and make her a villain to remember.

P.S.

More context/explanation:
Group knows me and I know them well, because I had run for them RotRL earlier for two years (and other stuff before that). And CotCT is probably getting its first year of gaming. Before the start, I warned them that CotCT would not be the murderhobo happy ride that RotRL became (somewhere at the middle of 3th story arch). It would be gritty and more personal. Why? Because I did the mistake not to tie RotRL party to Sandpoint and it made them uninterested in the place and its struggle. Which spilled further, making them to have a more "pay us first" approach to the story of AP, then a heroic one.

Therefore, we rolled for backgrounds, got the skeletons of it for each character, and players went to flesh them up. And I must say, they made decent enough stories. Yes there was a bit of "dead parents" trope, but mostly because of rolls. Others in PCs families where alive (cannot say fine, because they tied some of them with AP story traits). After that, I again warned them, that this AP has elements that target not only their characters, but characters family and friends.

Players got the taste of it, when we got to the second story arch of AP, with the plague epidemic. I cannot say that they weren't interacting with them before, but they probably assumed that plague will avoid these NPCs. At the end of the second arc, which took literally seven days of in-game time, plague silently killed two of them (others managed with their Fortitude rolls against the plague) and almost killed the father of the paladin (character had to be informed by his adopted brother about the problem). Players were caught of guard yes, but they took it rather well. Questions were asked to clarify some things, but no hard feelings.

By this time, party wasn't (and isn't even now) knowing that the plague was engineered by Ileosa, and what is behind the Gray Maidens. They avoided fights with them, so they had just distaste towards them, thinking that they are misguided iron fist of the Queen. The sisters in question knew even less. One enlisted because of her idealism, wanting to help the city as her brother does (party is by the way, a special task force at City Guard) and serve the monarchy (Queen did pose herself as innocent lady trying her best in this chaotic times). Second one was an Academae student and was invited in Gray Maidens. Being determined and mostly ambitious (because this magic school isn't for the soft sort), she took the chance to be someone there.

Characters, after sisters enlisted, being in Bloodsworn Valley and doing some adventuring/getting noble titles and lands, sent letters to them asking to break with Maidens, but got no response (explanation on why will need another wall of text, but suffice to say its tied to one of brothers background and choices). Now they think that there is something fishy with Grey Maidens.

tl;dr version of spoiler text - sisters where introduced in PCs backgrounds; players know me and I them for some years (was their GM earlier many times); warned them that this AP will hit not only their characters but their respective circle of NPCs; playing the villain smart and cunning, so her actions didn't seem tyrannical to the less informed; inserted motivations for respective sisters to join Gray Maidens; prefer at least some of the world to move forward without direct involvement from the party.


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I'm currently running Curse of the Crimson Throne AP and party will soon get to the end of third story arc (Escape from Old Korvosa). I started AP before Updated Edition and still haven't had time to read it/take a look at changes and additions to the overall story in full detail. But I know that there is an addition with raiding Red Mantises HQ under the Longacre Building.

Considering that the place is also the training grounds for Grey Maidens, I'll make sure that PCs are going to meet some of these fine ladies. Because two of them, are sisters of their respective brothers from the party. Story short - they "enlisted" on their free will, but were conditioned, as other recruits, to serve the Queen with unquestionable loyalty (and have, time from time, "sessions" that maintain this state).

When the party will go on the raid, they will meet these unfortunate relatives in full armor and with their minds messed up. Therefore, no immediate recognition from their respective brothers, avoidance of fighting and trying to "bring them back" (not immediate at least).

Now the problem is that until the raid, party isn't yet on Queens hit list. So there is no reason to put sisters under some intense brainwashing, to make them almost mindless constructs under Ileosas thumb. Only the "standard procedure", which I think consists of spells, drugs/alchemical creations (to make the mind susceptible) and some technics (diplomacy skill maybe?).

I'd be happy to hear any advice on matter of what spells and other stuff I should use, to flesh up the procedure of indoctrination. So they too do not snap back in one round, and run away with party. I kind of hope for some roleplay, and even "accidental death" of one of the sisters for a dramatic story/motivation to really hate Ileosa and make her a villain to remember.


Is there any date or timeline, even approximate one, on when did Allevrah turned drow or started her research on how to "copy" Earthfall?

The only solid thing I found about her, that she was for 4 years in Zirnakaynin, before she took over Azrinae House.


I'm currently running Curse of the Crimson Throne, and I know that a part of Kazavon is placed in Shackles. So I'm kind of interested, did anybody used this plothook?

I'm also a player at my friends Skull&Shackles game, and he's also a player at mine run of CotCT. I think to inform him about Kazavon part in "his region", as soon as CotCT party and his character would have the revelation about Ileosas Crown. Maybe we will think of some sort of over-AP plot for cameos of CotCT characters.


Long story short, at the start of AP I did a dumb thing giving magus, as his blackblade, Sin Sword of Pride. Not long ago, I started parallel run of Crimsone Throne AP, and will eventually incorporate in it Seven Swords of Sin module. The bad guy from the module will be changed to Kusasfa - one of the Sorshens lovers (or who he was, don't remember). He needs the power of the swords to finally awaken his mistress, so he's on the way of collecting them all. Let's say that he knows Baraket is in the hands of PC. And they are going now in to the Runeforge (asked them in which wing they are going first - Halls of Pride). He's probably a 15+ level wizard (James Jacobs said Shorshen wasn't interested in henchmen with NPC classes in her court). Maybe vampire or somebody like this.
So, any advice how would Kusasfa steal Baraket? Leaving to magus the blackblade with basic abilities from his class - a less powerful "clone" version of the rapier, essentially.

Changed Runeforge a bit too - made that only viable escape route is master teleport circle (dimensional anchor circles inward around the demiplane sphere). Being able just to planeshift out sounds lame. Azaven, Lords of Greed or others could easily go away out of Runeforge. In exchange getting only extraplanar subtype, which is a very weak... weakness.
Second change - Wrath is mustering forces for final push to take over other wings. Azaven knows it, so he's preparing his own counterattack plan, but needs access to Vraxerises dead clone bodies (and some help from Ordikon, to make his army faster/stronger/fully under his control). So there are two camps - wrath and gluttony, and party has to choose with whom to ally themselves (and save hundreds of real-time hours from pointless battles - I prefer some roleplay possibilities to achieve victory, with all the exp as story award).


As GM, I use contact rules. Some of mine players are thinking on taking Glorio as contact (he gave them a sidequest/job, so they met him between first and second arc). Im torn between "yes" or "no" answer. Is it a good idea, to maker him a contact for the party?


One of my players wants to devise a plane, how to move the library section out of Jorgenfist to Magnimar. He's looking for blueprints of the ruins in the library, info on the magic spellc cast on the stonework and magic that can help him. He also wants help from Golemworks in this project (intending to share with them all info from library). And wants it done in a few days. Before their cohort-Pathfinder reports about the discovery to the Lodge.
Help me with arguments, that it will take much more time than few days to achieve this goal...


Can somebody help me and point at products, that contain the storyline of Eando Kline after Pathfinder Journal in Second Darkness AP?


I need some advice. Currently, I'm GMing RotRL and we are at 4th arch. Party is going to teleport to Ravenmoor, and travel to Storval Stairs. Some time ago, they where in the village, and, as you may expect, terminated the cult. The latest news was, that Desnian Priests went to Ravenmoor, to help villagers with their after-cult situation.
How should I describe the mood in the village now? How desnites could manage the situation? More diplomatic, or Inquisition Style?


Are there any guidelines, like in 3.5, for this kind of things? My players sometime theorize around situation, where their current characters (party of 5 characters of 9th level) sack a small town or other settlement.


My players (and me) are debating on this problem. One points that by the description of illusions, you can disbelief mirror image, if you roll good enough on spellcraft when it is cast. The same with invisibility. And while the spell is still on, the character who rolled can see the enemy via illusion (efficiently switching off mirror image or invisibility for his eyes). Then he points that studying carefully (standard or full-action) by watching mirror image that is on enemy (with even attacking him once, for interaction) he can try to disbelief the spell. Other moment, that when hit from invisibility (greater), he can try to disbelieve it, because being hit by invisible foe is a good enough interaction with him (and so with the spell).
Other player just points out that mirror image and invisibility doesn't have disbelieve will check, so the description for disbelieving is not applied to this kind of spells. He doesn't agree ether with disbelieving this spells by successful roll on spellcraft when they are cast (no disbelieve save).
And there's an idea that mirror image can be seen through, by observing that some objects are passing them "no-clip" style. Like fighting in grass can point via good perception where is the original standing (the grass around and under "original" is bent, while around and under mirror images is not).
So the question is, do you get disbelieve check for image mirror, invisibility and other spells of this kind? Or it's better to go with compromise, that you can disbelief them only by successful spellcraft roll, while the spell is cast?


My players asked me about, which AP is the best for evil characters? Can somebody help me with this question?


In need of help - I'm GMing RotRL AP, and the party 8 level magus with his black-blade rapier is becoming a problem (and will be even a bigger one as he level ups further). With keen property, he has critical range from 15. Till now, dice wasn't on his side, but as he will level up, I fear he could one-shot a lot of people. Can somebody give me an overview of classes, race types/subtypes, spells and items that can give immunity to critical hits?


I'm currently GMing RotRL AP and one of the characters recently has been killed by Scarecrow. Others want to bury him properly, but nobody knows how it's done in Gorum's religion. Is he burned? Or placed in the cemetery? Or send back to his family? And what about his equipment - armor, weapons, magic items - do they go with him?
Deceased character was duergar-inquisitor raised by an eccentric dwarven warrior.


The next session my players are going against big X. And they know that it's going to be a hard battle, with a very possible TPK outcome. So summoner has a plan to try grapple Xanesha, pin her and tie with his eidolon. It's a 50-50 chance, but I can see that it's possible for them to pull it off.
So, if they manage to achieve it, and secure her for interrogation (cannot imagine how, but surely they would try), will Xanesha speak? Ans what would she tell?


Is there any information on how many pathfinders operate in Varisia, except Heidmarchs and two others in their manor?


In need of suggestions how elegantly to play corrupting influence of the sword on player, who currently owns it.
He's character is an elf-magus, risen in human society, by his elven parents, who where servants of some rich human family.


I didn't read yet the part of AP where Sandpoint is attacked by giants, but since I known that there will be such attack, and I know my players very well... I must prepare myself as GM, that they may try to evacuate some people in Catacombs (did a bit of fast research - catacombs may held around 600 people) and others by ships out of town.
But if with catacombs I have information from which I can "dance", the ships are another story. How much there can be, and what kind?


It's not really a big problem, but at the start of the Skinsaw Murders, the PC's in my group are almost at the sixth level. Some luck with random encounters (10 skeletons, 2 rat swarms), a bit of exp reward for good roleplaying and fast progression.

So, the question - what should I do, to make their life a bit harder, without dramatically increasing the CR's of monsters/encounters (which will result in increasing exp reward)?

I don't want to stop giving them exp after every game session (6-9 hours of gameplay deserve some moral reward) and go to the rules, where they level-up only when I say that the moment has come.

The party consists of:
- Samsaran witch (pacifist, healer, buffer).
- Elf black-blade/hexcrafter-magus (hits hard - second damage dealer, but after that, his luck often gets him dying on the floor).
- Druergar Preacher-Inquisitor (rivals magus on damage dealing, but also servers as drawer of enemies attention with his greatsword... if he's not far away from the party, for some bad reason).
- Half-Elf Summoner (mostly, it's his eidolon - prime damage dealer, who gets the job done with killing enemies. Summoner is for some help here and there, like, occasionally, guarding the witch).

Sorry for my English, by the way. Not a native speaker.


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My player wants to buy for his character (duergar-inquisitor of Gorum) a brewer's kit. Any suggestions, how much it can cost and weight?


Greetings to all!

Three weeks ago I've started with my players RotR Anniversary. Story short - the party has a magus with bladebound and hexcrafter archetype. He's currently at the borders of 3th level (guys are very lucky with "random monster encounters" that gave them a ton of extra exp). And we agreed, that he will find (or maybe not - depends on some perception checks for secret chambers) his black blade not immediately, but later. For his patience, I wanted to give him a better version of the blade, with some additional bonuses. But now I'm considering to add the Seven Swords of Sin (I've read that this can be a good addition) to the campaign arch of RotR.
So the question is - should I give him one of the sword (I'm thinking about the scimitar - Chellan, if I remember correct its name) to be his black blade? Or it will make him overpowered?

P.S. Sorry for my English. Not a native speaker.