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![]() Whereabouts on the Port Peril map would you locate the Formidably Maid? Just curious since it wasn't noted in the article on Port Peril. (Unless I overlooked it.) I have a feeling my players will want to head there when they reach Port Peril ... and will want a little payback against the tavernkeeper for [as my PCs will probably see it] conspiring with Harrigan's crew to drug and kidnap them. ![]()
![]() The Scarlet God
This adventure is for four 9th level characters. By the end of the adventure, PCs should reach well into 10th level. The adventure includes a gazetteer and special rules for adventuring in Leng. Adventure Summary
Background
The Argent Veil received wealth and arcane lore in exchange for a steady supply of mortal slaves, which the denizens of Leng used as fodder for their ever-hungry god. Though essentially mindless, the Scarlet God was a conduit to alien intelligences that lurked in the unknowable depths of the Dark Tapestry. As a by-product of its awful feedings, the creature wept an ether-like substance that the denizens of Leng consumed to access to a vast and terrible repository of forbidden knowledge. Several baku, long troubled by the Argent Veil’s rise to power and connection to the hated night hags, decided it was time to destroy the cult. Unable to defeat the cult on their own the shrewd baku recruited others to their cause, and soon an army of Desnan priests, wild kellid tribesmen, and fey from the Verduran Forest marched on the cult’s main temple. The temple fell in a single day and the night hags were each put to the sword. The victors discovered a one-way portal to Leng in the catacombs below the temple and soon deduced the cult’s ties to the denizens of Leng and the existence of the awful Scarlet God. Unable to destroy the portal, for it magically repaired itself after sustaining damage, the victors merely sealed the catacombs and then constructed the Monastery of the Vigilant Star over the site. This proved fatal to the denizens of Leng. Without mortal slaves to placate its hunger the Scarlet God eventually consumed its former care-takers, who were unable to flee due to their unnatural addiction to the Scarlet God’s arcane weepings. Completely without food, the Scarlet God soon fell into a deep, unnatural slumber and now lies dreaming in its tower in Leng. Naevia
Under the sorcerer’s tutelage, Naevia became a gifted spell-caster. During her apprenticeship, Naevia gained access to her master’s library of blasphemous tomes. She read of Leng and of the entity known as the Scarlet God. Soon after this discovery, Naevia dreamt of a tower on a vast desolate plain in which lurked a great scarlet entity full of wisdom and dark promises. The Scarlet God was reaching out to her. Beguiled by the entity’s promises, Naevia slew her master and dedicated her life to waking the Scarlet God. Naevia recruited a group of mercenary-minded adventuring companions and they traveled as far as Vudra and Tian Xia seeking information about the Scarlet God. Naevia’s investigations eventually pointed her toward the long-destroyed Argent Veil and their connection to Leng and the Scarlet God. Further research led Naevia to track down and capture one of the bakus that helped destroy the Argent Veil. Naevia tortured the baku for information, and after months of abuse the poor creature told Naevia everything it knew. Now armed with the location of the Argent Veil catacombs and the long-hidden portal to Leng, Naevia enlisted the aid of a band of giant mercenaries and set her plan into motion. Adventure Outline
The adventure begins during a snowstorm when the PCs stumble across Peliria (Acolyte, GameMastery Guide 304), a young halfling acolyte from the Monastery of the Vigilant Star. She is severely wounded and out of spells. The PCs have only a few minutes to question her and learn about the giant attack before a shadow falls from the sky. A young adult white dragon lands in their midst and attacks. An ally of the frost giants, the dragon has tracked Peliria since she escaped the carnage at the monastery the day before. Monastery of the Vigilant Star:
This ancient monastery is atypical of most Desnan temples. Instead of a structure built for stargazing and quiet contemplation, it looks more like a small motte-and-bailey castle. The monastery is protected by a watchtower and curtain wall that surrounds a courtyard containing a two-story stone priory and four wooden buildings (barn, storehouse, servants’ quarters, and guard barracks). The PCs arrive at the monastery at least a full day after its fall to the giants. They find the curtain wall breached in places and the main gate shattered. A ghastly collection of severed heads, bloody torsos, and hacked off limbs dangle from crude hooks along the wall’s length. Smoke from several smoldering buildings fills the air, and the priory’s upper floor has collapsed. Giants infest the courtyard and monastery ruins. The Hootenanny: Twenty ogres fill the courtyard, celebrating their victory in typical ogre fashion around a huge bonfire. A few survivors of the massacre are here as well, though they are in shock due to the ogres’ brutal handling. If rescued, they tell the PCs the giants were led by a sorceress who captured the priests and took them into the catacombs below the monastery. Pappy Slerg: The one-eyed patriarch of the Slerg family (ogre barbarian 6) and his snow tiger (dire tiger variant) retired to the watchtower overlooking the courtyard. Pappy keeps his two malformed sons (blind degenerate ogres, Classic Monsters Revisited) on chain leashes. Hill Giants: Five drunken hill giants are inside the partially collapsed barn. Having consumed a prodigious amount of wine from the monastery storehouse, the giants are currently sickened and staggered. Frost Giants: Two frost giants began celebrating with the ogres, but found their allies’ festivities too vulgar. They now rest in the ruined monastery’s main hall. Thrannus: Thrannus, an evil cloud giant, sits brooding in a chamber off the main hall absently strumming his lute. He’s the leader of the mixed band of giants, and wields Rivenglaar, a gargantuan-sized +2 human bane greatsword. Thrannus is beginning to reevaluate the wisdom of accepting Naevia’s gold, especially since the monastery’s treasury was rather underwhelming. Part 2: Ancient Catacombs
Several of these chambers comprise the inner sanctum of the Argent Veil’s leaders, where the night hags gathered to scheme and perform vile acts of cooperative magic. The long-dead hags haunt these chambers as witchfires, though they are bound to separate chambers. Following the central hallway, the PCs discover a huge cavern. The cavern’s floor drops into a chasm, several hundred feet deep and 100 feet wide. A five-foot wide stone bridge arches over the chasm and leads to set of double-doors. Three of Naevia’s adventuring companions, Nars, a Varisian cutthroat (Slayer, GameMastery Guide 267), Thorvoard, an Ulfen mercenary (Viking, GameMastery Guide 281), and Sudacar, a Keleshite wizard (fire elementalist wizard 10) guard the bridge. These men have adventured together for years and are confident they can defeat the PCs. The Portal Chamber: Through the double-doors is an immense circular chamber, dominated by a 20-foot tall stone archway—the one-way portal to Leng. The portal is a minor artifact that magically repairs itself if it sustains damage. Due to the chamber’s connection to Leng, the PCs feel a palpable sense of unnatural dread and wrongness here. The PCs enter in time to watch Naevia, her four remaining adventuring companions, and the 12 shackled Desnan priests slip through the portal. Naevia offers the PCs a contemptuous sneer as she vanishes. Alharo: Muzzled and shackled (dimensional shackles) nearby is an abused baku named Alharo. After Alharo led Naevia to the monastery she intended to slay him before departing for Leng, but she was distracted when the PCs arrived. Alharo is friendly toward the PCs, and if they release him he becomes helpful. Alharo was one of the bakus that participated in the destruction of the Argent Veil and he knows a great deal about the cult, its ties to Leng, and how to operate the portal. Alharo knows nothing about the Scarlet God other than its ties to the denizens of Leng that were once allies of the Argent Veil. Because he was Naevia’s prisoner for months, Alharo knows a great deal about Naevia, her companions, and her plans to rouse the Scarlet God. Alharo reminds the PCs the portal is only a one-way route to Leng, and they’ll need to find another way to return to Golarion. He quickly adds that Naevia owns at least one plane shift scroll. After Naevia uses the portal, the PCs cannot activate it again for 24 hours. After months of abuse, Alharo is mentally unstable. Though he‘s obsessed with stopping Naevia and rescuing the priests, he fears Naevia too much to confront her. Unless coerced with magic, Alharo does not accompany the PCs. Part 3: Leng
Though Naevia’s party arrived at least 24 hours earlier, it’s easy to follow their tracks. Visible on the farthest horizon, in the same direction Naevia headed, is a tiny black dot. This is the tower of the Scarlet God and it grows steadily larger with each passing hour. Shortly after they begin traveling across the blasted plain, the PCs notice a dark cloud moving toward them. Moments later, a huge void mote swarm overtakes them. Void Mote Swarm:
Void mote swarms are composed of thousands of tiny jet-black particles of living energy, a form of terrible alien life found in regions touched by the raw madness of the Dark Tapestry. Individual void motes are harmless, quickly disintegrating when separated from its swarm-mates. As a swarm, however, void motes develop a predatory intelligence and a hunger for living flesh. Void mote swarms feed on life-force and sanity, often reducing victims to gibbering mad-men before turning their bodies to lifeless husks. Several hours later, the PCs encounter the half-human Faelnak (half-fiend Beggar, GameMastery Guide 300), a slave that recently escaped from the denizens of Leng. The PCs only have a few minutes to speak with Faelnak before a gug slave-tracker finally catches up to him. Due to the featureless terrain, the PCs spot the split-faced giant when it is 200 yards away. After an encounter with a pair of hunting shantaks, the PCs finally track Naevia to the tower of the Scarlet God. Part 4: The Tower
Four beings dressed in tattered robes stand in the tower’s entryway. They are denizens of Leng, who recently forged an alliance with Naevia. They remain utterly silent and fight to the death to keep the PCs from entering the tower. Devouring Geometry:
The tower is a work of alien architecture infused with dangerous energy emanating from the Scarlet God. Each hour the PCs remain inside the tower there is an increasing chance one of them is targeted by a devouring effect. A character targeted by this effect that fails a DC 19 Fortitude save appears to turn a corner inside the tower and disappear. The reality-warping influence of Leng has snuffed the character out of existence. Nothing short of a wish or the direct intervention of a deity can bring the character back to life. As the PCs enter the tower they each vanish into their own personal labyrinth. Nothing allows them to remain together or communicate. The labyrinth is different for each PC. Some encounter long twisting halls and spiraling staircases, while others encounter steep, curving ramps and claustrophobic passages. The oppressive feeling of isolation and terror is overwhelming. Each PC must make a DC 18 Will save or gain the sickened condition for 1d6 hours. The PCs simultaneously emerge into a chamber with dozens of oddly angled walls and alcoves. Here the PCs find Naevia’s sole remaining companion, Renzer (half-elf Celebrity Bard, GameMastery Guide 273) standing in a corner, giggling and babbling to himself. Naevia’s other three companions were destroyed by the tower’s devouring geometry. Moments after the PCs arrive four hounds of Tindalos emerge from different angles in the room and attack. After the PCs defeat the hounds Renzer begins shrieking and foaming at the mouth. He attacks the PCs and fights until slain. A spiral staircase leads from this chamber up to the Scarlet Fane. When Naevia entered the tower, the Scarlet God sensed her and shielded her from harm. Thus, Naevia and her captives did not experience the labyrinth effect nor were they targeted by the tower’s devouring geometry. The Scarlet Fane: This large chamber is dominated by a 20-foot tall obelisk of oily red stone. The 12 Desnan priests are lying on the floor in front of the obelisk, drugged and incapacitated. Naevia (human destined bloodline sorcerer 13) is here as well, and she fights to the death to protect her new god. If Naevia is slain, the obelisk dissolves into a hideous mass of bloody goo as the Scarlet God comes to terrible life. At its strongest the Scarlet God was essentially a nascent Great Old One, however due to its long slumber and lack of sustenance it is considerably weakened. In its current state, the Scarlet God is a young fiendish carnivorous blob. It cannot use its reactive strike ability and suffers from the staggered condition. Scepter of Ravening Madness:
Naevia’s ebony scepter functions as a +2 light mace when used in melee. Three times per day when it successfully strikes a foe, the wielder can use a swift action to cause the victim to suffer terrible waking nightmares. The victim must make a DC 20 Will save or take 1d6 Wisdom damage and gain the confused condition for 1d6 rounds. Conclusion
Assuming they succeed, the PCs have accomplished a heroic feat by destroying the Scarlet God. If the PCs rescued the Desnan priests and return them to Golarion, they promise to share their divine magic and knowledge with the PCs. The PCs are welcomed as honored guests of the monastery for the rest of their lives. Three months after returning the priests to Golarion, the PCs receive a significant payment in gold from the monastery as thanks for their heroic efforts. ![]()
![]() EDIT FROM THE JUDGES: Please read this information about playtesting these encounters. We've also added hyperlinks from the encounter's short stat blocks to the full stat blocks in the PRD so you have the information you need to run the encounter. Eightfinger’s Tomb
Surrounded by coral reefs and water constantly roiled by the Eye of Abendego, no vessel larger than a jolly-boat can safely approach within two miles of the Gloomspires. The columns are riddled with ancient chambers and passageways, cleverly hidden behind secret doors and illusion-veiled cave openings. Those few who have dared to enter the columns and returned have come away with tales of encountering fearsome monsters, horrific undead and devious traps. These chambers were created by the columns’ inscrutable builders for unknown purposes. However, since the time of Ghol-Gan, many of them have been claimed and re-purposed by more recent visitors. One such site is the column in which the notorious pirate Sempet Eightfingers built his tomb. Sempet Eightfingers was a pirate captain and powerful wizard who terrorized the sea lanes from Varisia to Sargava nearly 300 years ago. Unwilling to allow his ill-gotten wealth to fall into another’s hands, Sempet constructed a tomb inside one of the ancient Gloomspire columns and filled it with traps and monstrous guardians. When his tomb was finished he sealed himself inside and was never seen again. Centuries later, Old Eightfingers is regarded as a sort of boogeyman among the pirates of the Shackles. Pirate legends claim that vast riches undoubtedly lay unclaimed in Eightfinger’s Tomb, though these same pirates are usually quick to add that Old Eightfingers probably still watches over his treasure as a vengeful lich, blood-drinking ghost, or worse horror. Room 1: Hrethnar’s Throne (CR 6 or 9)
The heavy iron trap door groans loudly as it’s opened, revealing a large dark chamber many feet below. The smell of old sea water is strong here, mingled with an earthy odor reminiscent of a marsh. A sturdy-looking ladder made of chain links is bolted to the wall just below the trap door. The chain ladder descends into the chamber below, and jangles softly as a draft of wind from the shaft above whispers past you and through the open trap door. Aside from this brief gust of air, the chamber below is silent and still. The chain ladder descends 50 feet from the trap door in the ceiling to where it is bolted to the floor of the raised landing in the center of the chamber. PCs climbing the ladder must make a successful DC 5 Climb check to descend safely. The chain links rattle loudly, and cause climbers to suffer a -10 to any Stealth checks. Assuming they have adequate light sources, read the following as the PCs descend into the chamber: As you descend, you can see the chamber’s floor is covered in a thick layer of briny mud. A 20-foot square landing in the center of the chamber stands about five feet above the muddy floor. The entire landing is covered with a thick carpet of glistening green mold. To the west are two more raised landings, one on the north wall and another on the south wall. Stairs lead to the top of both of these landings, which are 10 feet above the muddy floor. At the top of each landing is a pair of heavy, brass-bound oak double doors. To the east is another 10-foot high landing. Set in the center of the east wall, this landing has a pair of stone stairs leading up to it, one set to the north and one to the south. The landing itself is 10-foot square and dominated by a large throne carved from a single block of white marble. Sitting on the throne is a hunched humanoid figure covered from head to foot with grimy strips of damp linen that weep tiny rivulets of mud and watery filth. In front of the throne lies a heap of gold and silver coins, gleaming gemstones, and sparkling jewels. The mud covering the floor is only one foot deep. The central stone landing is five feet tall and the other three stone landings are 10 feet tall. The two squares on the map marked with Xs contain the mud-covered bones of Hrethnar’s skeletal guardians. Until the skeletons rise from the mud, they are difficult to see. PCs observing the western section of the chamber can make a DC 15 Perception check to notice a few bones protruding from the mud. Creatures:
Low Tier (CR 6):
High Tier (CR 9):
Hazards:
Development: The undead in this chamber fight until they are destroyed. They pursue fleeing PCs anywhere on this dungeon level, but they will not leave the level. Pathfinder 34 Bog Mummy stat block: Bog Mummy CR 5 XP 1,600 Variant mummy (Pathfinder RPG Bestiary 210) LE Medium undead Init +4; Senses darkvision 60 ft.; Perception +16 Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates) Defense AC 20, touch 10, flat-footed 20 (+10 natural) hp 60 (8d8+24) Fort +4, Ref +2, Will +8 DR 5/—; Immune undead traits; Resist fire 10 Weaknesses vulnerability to cold Offense Speed 20 ft. Melee slam +14 (1d8+10 plus mummy rot) Statistics Str 24, Dex 10, Con —, Int 6, Wis 15, Cha 15 Base Atk +6; CMB +13; CMD 23 Feats Improved Initiative, Power Attack, Toughness, Weapon Focus (slam) Skills Perception +16, Stealth +11 ![]()
![]() This hairless pony-sized quadruped is covered with an immaculate pelt of glossy black flesh. Its vaguely canine head is dominated by a pair of shimmering blue eyes and an over-sized mouth with three rows of jagged silvery teeth.
Slaughterhounds were created in ancient Bakrakhan, the Thassilonian realm of wrath, by a combination of potent rune magic and breeding techniques and bio-technology obtained from the alien mi-go. Sometimes called wrathhounds, they were one of Bakrakhan’s earliest attempts to harness the power of a runewell to engineer a race of warrior-thralls -- a practice that culminated centuries later with the creation of the sinspawn. Used in Bakrakhan’s wars with neighboring Shalast, slaughterhounds are highly intelligent and possess an array of abilities designed to help them hunt down and kill enemy spell-casters. Slaughterhounds do not eat or drink, but instead derive sustenance from the energy released when they destroy organic material with their disintegrating bite. Slaughterhounds are nine feet long, stand five feet tall at the shoulder, and weigh 500 pounds. Millennia after Thassilon’s fall, slaughterhounds have evolved into nomadic pack hunters who roam the caverns, vaults, and passageways of the Darklands below Avistan and Garund in constant pursuit of sentient quarry. Though most slaughterhounds regard all intelligent life as prey, a few ambitious slaughterhound packs are employed as mercenaries for various evil Darklands races. Slaughterhounds are mainly found in the Darklands layer of Nar-Voth, though rumors persist of a great nomadic slaughterhound nation that wanders the lightless plains of one of the deepest vaults of Orv. ![]()
![]() Sisters of Chana-Zhol
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![]() Feywhisper Crown
Description
The crown grants its wearer DR 2/cold iron and low light vision. Twice per day, as a standard action, the wearer can breathe forth a cloud of shimmering mist that fills a 30-foot radius centered on the wearer. The mist is a haunting amalgamation of thick fog, whispering shadow-shapes, muffled screams, and fey laughter. It remains stationary and obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment, and creatures farther away have total concealment. The wearer is able to see through the mist with perfect clarity. A moderate wind (11+ mph) disperses the mist in 4 rounds; a strong wind (21+ mph) disperses the mist in 1 round. Unless dispersed, the mist lasts 30 minutes. The mist has a memory-stealing effect on the wearer’s enemies. Any creatures the wearer designates as an enemy must make a DC 16 Will save or have no memory of any time spent inside the mist. Enemy spellcasters that fail the Will save also lose a randomly determined prepared spell or available spell slot. Enemies that make the Will save must make a new save each round until they either fail a save or leave the mist. This is a mind-affecting effect. Construction
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![]() The mindslayer mold from the Bestiary section of Lands of the Linnorm Kings has an Avoidance special ability that allows it to "make a Reflex save as an immediate action to completely avoid an attack...". If the Reflex save is successful, the attack then harms the mold-infested creature instead of the mold. Unfortunately, there is no DC listed for the Reflex save. What's the DC? ![]()
![]() Hello, I noticed that my pending order (order 1682201) has two items that are marked as "Unavailable" (both are Vallejo paints). If these two items are holding up my shipment at all, please remove them from the order. I'm eager to have the order shipped ASAP so I can download the Pathfinder subscription PDFs also on the order. Thanks for your time -- I know you're all busy during Subscription Week! ![]()
![]() Good morning. Help! I have yet to receive order 1669946 (Gamemastery Carrion Crown Item Cards), which were "shipped on April 15". Since it's been over 12 business days since the item shipped, I am concerned. Incidentally, order 1673076 (Tomb of the Iron Medusa) shipped on April 18 and I promptly received it on the 22nd. Thanks. ![]()
![]() I thought I'd start a thread where everyone could chime in and offer up some good role-playing and character creation advice for the hapless victims preparing to play in the Carrion Crown adventure path. I've seen lots of tips and advice for GMs who want to run a horror campaign, but next to nothing for the players. Playing in a horror campaign is very different from playing in a typical Pathfinder campaign. It takes a substantial emotional investment from each player to create an immersive and successful horror campaign. Please excuse the cheesy baseball analogy, but imagine the GM as the pitcher. Regardless of the GM’s talent (i.e., his pitch), it’s up to the players to hit the ball out of the park. Don't create a hero.
Embrace the setting. Feel the fear.
Stay in character. Don’t meta-game.
Nix the slapstick. Paint it black.
Don’t overdo it.
That’s all I have for right now. Does anyone have some good advice to share? ![]()
![]() My player characters will pass close to the site marked "Liclac Ruins" on the Heart of the Jungle supplement map. I have a few questions... In Racing to Ruin, the Eloko Headhunters encounter briefly mentions this place as the nearby "ruined city of Liclac". I didn't see a reference to Liclac when I read through Heart of the Jungle or Sargava the Lost Colony. What exactly are the Liclac ruins? What do they look like? Who built them? Who lives there now? Edit: Fixed a typo. ![]()
![]() Varisian Carver (Fighter)
Class Skills: Acrobatics, Bluff, Climb, Craft, Intimidate, Knowledge (local), Profession, Sense Motive, Sleight of Hand. These replace the standard fighter class skills. Skill Ranks Per Level: 4 + Int modifier. Weapon and Armor Proficiency: Varisian carvers are proficient with light armor and simple weapons. They are not proficient with shields. Slashing Knife (Ex): At 2nd level, a Varisian carver can add her Dexterity modifier (instead of Strength) to attack rolls with a dagger. She can also deal piercing or slashing damage. This ability replaces bravery. Dagger Virtuoso (Ex): At 3rd level, a Varisian carver gains a +1 bonus to attack and damage rolls with a dagger. This bonus improves by +1 for every 4 levels beyond 3rd. This ability replaces armor training 1, 2, 3, and 4. Perforate and Sever (Ex): At 5th level, when a Varisian carver hits an opponent with a dagger, the opponent takes bleed damage equal to the Varisian carver’s Dexterity modifier (minimum of 1) each turn on his turn, in addition to the damage dealt by the hit. The bleed damage increases by +2 for every 4 levels beyond 5th. This ability replaces weapon training 1 and 2. Dastardly Feint (Ex): At 13th level, a Varisian carver gains the Greater Feint feat even if she does not meet the prerequisites. When she hits an opponent suffering the effects of her feint with her dagger, the opponent becomes stunned for 1 round. This ability replaces weapon training 3. Knavish Strike (Ex): At 17th level, a Varisian carver gains the Greater Dirty Trick feat even if she does not meet the prerequisites. When she hits an opponent suffering the effects of her dirty trick with her dagger, the opponent suffers a critical threat. This ability replaces weapon training 4. Crippling Thrust (Ex): At 19th level, when a Varisian carver confirms a critical hit with her dagger, the target must make a Fortitude save or gain the disabled condition. The DC of the save is 5 + ½ the Varisian carver’s level + the Varisian carver’s Dexterity modifier. This ability replaces armor mastery. Weapon Mastery (Ex): A Varisian carver must choose a dagger. ![]()
![]() Iron Collar of the Unbound Coven
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![]() I'm having a little trouble rationalizing why another ship would approach Smuggler's Shiv to investigate the newly lit lighthouse to rescue the PCs at the end of the adventure. Isn't the Shiv a notorious island inhabited by monsters, cannibals, and ghosts? What ship captain would dare approach such a place just to check out a lighthouse? My first thought as a sea captain would be : "Duh. Trap!". Has anyone come up with a good rationale for getting a ship to come and rescue the PCs? ![]()
![]() Just curious to see the PC party combinations other DMs are working with. Here's our group: Arakara - CG Female Dwarf Cleric of Bolka
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![]() These nightmares, as well as the ones JJ included in the adventure, went over quite well at the game table. I handed them out just before the first PC woke up on the beach. After the PCs read them, and then had to roll their initial Fortitude saves, they reacted appropriately with shocked stares, barely-stiffled gasps, and hollow mutters of "Oh, @#$%*, we're done now!". It was a giddy moment for me. I highly recommend GMs use these great roleplaying devices. Thanks James, for including them! ![]()
![]() One of the PCs in my game, a wizard, wants a pteradactyl as a familiar. I'm sure he'll want a dimorphodon when he encounters them on Smuggler's Shiv. Has anyone thought about the familiar bonus for a dimorphodon? I was thinking about a straight +2 to vision-related Perception checks in bright and dim light. ![]()
![]() Ossuary
An ossuary’s appearance varies, but it is usually sculpted as a 7-foot-tall stone humanoid. The imprisoned creature has no control over the ossuary’s actions, which makes ossuaries particularly attractive to evil individuals who dislike the willfulness of intelligent undead minions. Even good-aligned spellcasters occasionally create an ossuary to seal away dangerous creatures that are difficult to destroy permanently. Crackling with negative energy, this demon-headed stone automaton lumbers forward. Its heavy tread echoes as stone scrapes upon stone. Ossuary Wight CR 5
First created in Ustalav during the reign of the Whispering Tyrant, ossuary wights are now common tomb guardians in Cheliax and parts of shadowy Nidal. Ossuary Construction
Creating an Ossuary
Challenge Rating: Same as base creature +2.
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![]() The Rules for Round 3 wrote:
Hi, Judges. Hopefully I'm not being too terribly dense here. Can you please clarify something? Are we expected to add the monster concept text from Round 2 to our stat blocks? I only ask this because the rules seem to indicate we can....but the sample blank stat block doesn't have a section for the flavor text. ![]()
![]() Slithering Horror
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![]() Pathfinder PRD wrote: Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points. In our last game session, the party of six 8th level characters encountered a bebilith. The party sorcerer was affected by the monster's rotting bite attack, which deals 2 points of CON damage for each failed Fort save. The sorcerer had 60 hit points, and had taken 26 points of damage from melee. Then, on each of the next 3 rounds, she lost 2 points of CON from the rotting bite (6 total CON lost). My assumption as DM, was that the sorcerer was pretty much dead-meat, since the 6 points of CON damage equated to 48 additional points of damage. Added to the melee damage, this was a grand total of 74 points of damage, which dropped the hapless sorcerer to -14 HP. Since her adjusted CON score was now a 6 (down from a 12), death occurred at -10 HP. Was I correct in my adjudication, or too harsh? ![]()
![]() Just thought I'd toss in this idea -- though I'll be surprised if it hasn't been suggested before. Would anyone be interested in a map pack depicting various mounts? It could include cut-outs for horses, wagons, ponies, hippogriffs, griffons and maybe a few other common or uncommon creatures used as steeds. I'd buy this in a hot Chelaxian minute! ![]()
![]() Aquatic elves were only briefly mentioned in Elves of Golarion, and even then it was just a bit of fluff. (But GREAT fluff!) Is there another Pathfinder source that has information on aquatic elves? I have a player that is interested in running one, so I need to come up with some crunch. Aside from stealing the Forgotten Realms aquatic elf stats, how would you go about creating one? I'm thinking of just adding the Aquatic sub-type and the Amphibious special quality, but I wanted to limit the amount of time the aquatic elf can remain on dry land. Any suggestions? ![]()
![]() The rules for demoralizing an opponent annoy me as a DM. One of my players has a barbarian that has tossed a ton of points into Intimidate and has the ability to demoralize his foes as a move action. I'm fine with him demoralizing your typical humanoids and natural animals, but it's difficult to suspend my disbelief when this 8th level barbarian successfully demoralizes a hezrou demon. Especially when the barbarian is clearly outmatched by the hezrou (he barely gets through the demon's DR) and currently has him in the grappled condition. Aside from the penalty for trying to demoralize a creature larger than yourself, are there any situational modifiers I should be using? ![]()
![]() I'm a little fuzzy on the rules for removing the effects of baleful polymorph. In our last game session, the party fighter was turned into a toad after an evil cleric cast baleful polymorph on him. As DM, I ruled that a dispel magic would reverse the polymorph spell as long as the caster beat the caster level check. Was I correct to allow this? ![]()
![]() Troll Fingers
The wearer must pluck a finger from the necklace and eat it for its magic to take affect. Unfortunately no amount of seasoning can make a troll finger palatable, so the eater must make an immediate DC 14 Fortitude save or be sickened for 1d6 rounds. Regardless of whether the eater becomes sickened or not, the magic takes affect and lasts for 1 hour. During this time, the eater heals 5 points of damage per round (including an equal amount of nonlethal damage) as long as he remains alive. This effect cannot heal acid or fire damage. The eater is also immune to bleed damage. Only damage taken while under the effect of the troll finger is healed. Although this healing resembles a troll’s regeneration ability, the eater does not regenerate limbs, organs, or other body parts. A character can only benefit from eating one troll finger per day. When all of the fingers are consumed the necklace becomes a nonmagical item. While the magic is in effect, the eater suffers from mild hallucinations and an unpleasant mind-numbing sensation. This causes him to suffer a -6 penalty to all Perception checks. Additionally, for the next 1d3 days, his tongue and lips are stained green.
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![]() Sorry if this has been asked before.... Do invisible creatures still automatically provoke AoOs if they move out of a threatened space? For instance, if an invisible Bone Devil tries to back out of a threatened space to cast a Wall of Ice, does the PC armed with a melee weapon get an AoO? I ruled Yes in our last game session, and wanted to make sure I was correct. ![]()
![]() In our last game session, the party faced a single Bone Devil which promptly used its summon ability to bring in another Bone Devil. When the original Bone Devil was killed, I ruled that the summoned Bone Devil vanished. I reasoned that since the ability was like the various summon monster spells, the summoned creature should vanish if the summoner is killed. Was I correct in my assumption? ![]()
![]() One of my players has a 6th level Fighter that has a halberd as his weapon of preference. He's a little disappointed that Overhand Chop and Backswing are missing from the Core Rules. His typical move was to use Power Attack, Overhand Chop, and Backswing to devastating effect. Were these feats (and Devastating Blow) deemed unbalanced? I want to house rule them into the game, but I wanted to see why they were left out first.
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