Brodert

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The background art adds a certain aesthetic that lifts these pawns up from copy/paste cutouts to the next level.

Whilst there maybe a very minor advantage with the white background in regards to easy identification realistically if you cant tell at a glance what pawn is what, even with background art, you need to move closer to the table!

My view is that these could have been a show piece for the product line further enhancing an already strong core.

If they were done right I would have had no issue paying double the listed price for a full set of creature pawns but as it is they are an unappealing offering for mine.


A comparison if you will to explain my point (only ones I could quickly find) http://www.fantasyflightgames.com/edge_news.asp?eidn=1648

These are more static posed and are character class pawns but they give the idea.


I don't understand where you are headed with that comment Gorbacz.

There is no difference between the "usefulness" of either of the pawns mentioned in my previous post, they both fulfill their intended role.

My observations were that the aesthetics of one was more appealing (a lot) than the other.

I understand that cost issues arise due to artist's but also believe that impressive art goes a long way in the marketing of these products.

This is not a snipe at the artists involved either as the actual monsters are well portrayed but more a design layout issue, electing to go for the stark plain background instead of including environmental aspects.

My personal opinion is that they missed the mark with what could have been a real winner as I know for sure personally I would have purchased them in an instant if they were of the quality of the previous mentioned product.

These don't inspire me to buy them at all which is a shame.


Whilst I think the initiative is great for players, giving them an alternative to metal/plastic minis, the end product (shown pawns) appear very bland in appearance.

The stark white background in my opinion doesn't work and pales in comparison to pawns produced for other RPG's such as FFG's Warhammer 3rd ed. which have fantastic background art.

On the whole I think you guys do a great job with graphic layout throughout the Pathfinder range of books but I think these have missed the mark by a bit.

Just a personal opinion mind you :)


Sorry Snowyak...haven't followed this post in some time.
Unfortunately yes the campaign was placed on hold due to group issues.
That said we have a new 6 PC group up and running with 3 new members that has recently finished their first session of the Haunting of Harrowstone in the Carrion Crown AP.
I am actually trialing the Obsidian Portal campaign manager for this AP and the group love it to date.
Allows me to complete and GM related stuff hidden until necessary and just makes things a bit tidier. Has some good functions to (calender for sessions, group forums, wiki ect.)
Here's a link to our campaign http://www.obsidianportal.com/campaigns/death-s-dark-shadow

SPOILERS may pop up from time to time so be warned if you or anyone else are playing it although I am mindful of it.


Our last session had the PC's electing to put down the Sczarni uprising in Sandpoint culminating with the finale at the Safehouse.

After a pitched battle I had Jubrayl flee into the cornfields behind the homestead preferring to give him time to heal his wounds and pose a problem for the group in later adventures.

Two of the Trask's boys were killed in the encounter, one PC was maimed by a bear trap and all were lucky to escape with their lives following Jubrayl attacks.

Elgar Trask and his other son who were not present at the time will likely pose a more immediate threat as their want for revenge will be high!

The Sczarni threat has been put to rest for the time being and now the PC's have the last few things to knock over to complete the first book of the adventure path.


We had a break over the Christmas period. With everyone off on holiday's it makes it hard to coordinate a full group session. We kick things off again this coming Saturday after the group successfully investigated the Glasswork's at our last sitting.

There are three main plot hooks floating around for the group to sink their teeth into.

1: The Cathedral of Wrath

This is the background post I put up to sew the seeds of something a little sinister happening below Sandpoint.

Reeves, weapon drawn, ordered his men to back out of the cave opening. The haunting wail resonated around the tunnel in which they stood seemingly coming from deep underground. Only four guards remained stationed in Sandpoint due to Sherriff Hemlock taking a small contingent with him to Magnimar in an attempt to secure reinforcements following the recent goblin raid on the town. Charged with the running of the Sandpoint Garrison in Hemlocks absence Reeves had been wary when heading over to the Glassworks to investigate the reported goblin atrocities overseen by none other than the bastard Tsuto Kaijitsu himself who now lay in chains in the holding cells of the garrison. The group of adventurers that had stumbled upon the crime and subsequently rescued Ameiko Kaijitsu from a near certain death had mentioned a freshly cleared passage leading from the basement of the Glassworks and heading North. The group had not ventured along the passage instead opting to hurry a rapidly failing Ameiko back to the Sandpoint Cathedral for healing. Concerned that the passage may be an entry point for further goblin incursions Reeves had gathered two of the other three remaining guards and set off to clean out the goblin corpses before allowing the removal of the murdered glassworks workers for burial by their loved ones.
The scene inside the Glassworks would haunt Reeves for many nights…blood everywhere and the hideous wounds inflicted upon the faithful workers. The place had been turned into a charnel house but in the end the goblins had been repaid in kind at the hands of Hemlocks Halftall’s as they had come to be known. After what seemed like an endless supply of goblin corpses had been dragged into the furnace room and unceremoniously dumped into its one thousand degree fires Reeves and his guards had ventured down into the basement. The passage was simple to find with a section of the brick wall effectively smashed down revealing a narrow tunnel heading what Reeves estimated was due north below Sandpoint itself. The passage had branched off to the right some distance from the basement but ended where the tunnel roof had collapsed. The main tunnel had continued a considerable distance and ended where they were currently standing. Reeves was not a coward by any means but the first time he had heard that mournful wail his bowels had nearly vacated. The second time had revealed two facts, the first was that it was drawing closer and the second was that one of his comrades wasn’t as fortunate at controlling his body as Reeves had been. They stood now, fear etched upon their features and with a growing feeling of uncertainty hanging in the air. Reeves did what all good leaders do when faced with uncertainty and possible demise and ordered the expeditious retreat back up into the basement. There they had hastily piled bricks and rubble into the tunnel mouth in a futile attempt to block the passage. The bodies of the workers had been quickly removed from the glassworks aided by several acolytes from the Cathedral and taken there to be properly prepared for a suitable burial. Reeves had ordered the glassworks be boarded up from the outside following a check on the basement tunnel of which no disturbance was noted. With more able men due to return in the next few days Reeves was certain that whatever lurked beneath the streets of Sandpoint would soon be answering to the blades of the Sandpoint guard.

2: Off to confront the horrors of Thistletop

3: Put down the Sczarni uprising that is about to boil to the surface.
This post set the scene for the Sczarni scenario and includes Jubrayl Vhiski as the main villan and is written from his perspective.

The sea breeze had stiffened snapping at the old broad brimmed hat that sat atop the man’s head. Laconically he rolled the bent cod bone with his tongue moving it from one side of his mouth to the other. Three hours he had sat here, feet dangling over the edge of the pier with cane fishing rod in his hands, watching every movement along the far end of the docks. To passers by his long greasy black hair and soiled poor quality garments spoke only of a man down on his luck and trying to provide a meal but inside that head cascaded a myriad of thoughts as he meticulously planned his next move. Now was the time he knew…another better opportunity may be months in coming. With that nosey Sherriff out of town and a minimal watch presence in Sandpoint thanks to the unforeseen goblin raid he knew to delay may prove costly, both financially and in blood. Things were progressing along nicely. Yes there had been the odd hiccup, what with that captured fool leaking information foolishly trying to save his own hide but that was nothing more than an annoyance. Too much of his time and effort had been invested into this backwater s%&+ hole to have it all go awry due to one loose tongue. That tongue he thought would very soon wag no more.

Movement along the end of the docks again drew a studious stare from the man noting the departure of two more of the crew. A sly grin broke across his face as he imagined the surprise on the face of that pirate witch when the events unfolded. First things first he thought noting the suns position and gauging the time left before the key players would be in position. Blood would soon drench the streets tonight and none would be his. Reaching in a mock effort to scratch his back he carefully checked the position of the cleverly concealed short sword strapped between his shoulder blades. Another tug on the line and the man aggressively drove home the hook before casually laying the fishing pole beside him and retrieving the line. The large mouthed bass…common where inland freshwaters met the sea, flapped helplessly on the timber pier. Then the man with an action that would have betrayed his downtrodden appearance flashed out with incredible speed brandishing a cleverly concealed jeweled dagger and drove it unerringly into the bass’ eye. Looking around to ensure no eyes were upon him the man effortlessly sprung to his feet in one fluid motion flicking the dagger and sending the cod back down into the cold harbour water. Slipping a foot under his fishing pole he discreetly nudged it over the edge of the pier then swung on his heel heading off into the dockside streets whistling an old Varisian mourning tune.

I have already posted up some of the Sczarni encounters but slipped a couple more encounters into the middle paving the way for the final showdown at The Safehouse.

The suggest encounter progression now is as follows

Dockside Trouble
Sczarni Smuggler
(allow a few days to a weeks break following these initial encounters for investigation ect.)
Rum Runner Burn's
Sandpoint Theatre
Fatman's Feedbag
The Safehouse

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Rum Runner Burns (CR 3, 800 XP)

• 1 Sczarni Legbreaker
• 1 Sczarni Necker
• 1 Sandpoint Thug

This scenario unfolds as a three part encounter where the local Sczarni Leader Jubrayl Vhiski puts into motion his cunning plan to establish himself as the key trader along the Lost Coast removing his primary opposition in Myra Carver and the Rum Runner.

The Alert the PC’s that smoke can be seen rising down towards the docks area.

Early evening has settled over Sandpoint with the last rays of light slowly receding. Down towards the docks area in the direction of the Hagfish Tavern your attention is drawn to a rapidly rising plume of black smoke. Rounding the corner you notice the smoke is in fact coming from the caravel Rum Runner whose foredecks are fully ablaze. Patrons stream from the Hagfish and nearby businesses carrying wooden buckets sloshing with water in an attempt to extinguish the greedy flames.

As the PC’s approach to within 50ft of the burning vessel they notice that a body lies slumped face down on the dock, blood pooling out from a hideous head wound. Das Korvut stands arms folded across his huge chest with a foot firmly planted on the unknown figures arm effectively pinning him to the dock. The floored figure is the Sczarni Legbreaker who foolishly delayed his departure following his firebombing of the Rum Runner in preference for witnessing his handiwork. Das Korvut cut short his self appreciation with a wooden bucket full of water slamming with huge force into the man’s skull as he turned to leave.

Seven crew members remain in the water and even in the dimming light can be seen treading water well clear of the stricken vessel. One man has swum back under the pier and clambered up the wooden pylons. He swings over the edge of the pier landing effortlessly on his huge bare feet wearing little more than a small yellow loincloth. Fully 6ft 8” tall the dark skinned man is a picture of athleticism rippling with muscle and moving with feline grace A DC 10 Knowledge Geography to reveal this man is a native of the Mwungi Expanse a huge tropical jungle area of Golarion. He rushes towards Das Korvut and starts talking in a heavily accented broken common. You pick out the words “captain be in danger” and “watching the stage show” before he sprints off into the side street beside the Hagfish Tavern.

The PC’s may elect to stay and help retrieve the sailors which will have an effect on the following encounter at the Sandpoint Theatre. If they choose to help at the scene an extra CR 1 experience is granted as they drag sailors from the water and help douse the flames. Ropes are soon thrown into the water and it becomes clear that the sailors in the water are safe. Observers at the scene allude to at least two other attackers who hurled clay firebombs onto the deck of the Rum Runner before sprinting off into the town.

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Sandpoint Theatre (CR 5, 1600 XP)

• 2 Sczarni Neckers
• 1 Sczarni Smuggler
• 1 Sczarni Legbreaker

Tonight’s performance promises to be a special one with a coordinated strike underway against opponents of the local Sczarni guild. Myra Carver has been shadowed to the Sandpoint Theatre after information was intercepted that she would be attending the final performance of Madaam Xarl before her return to Magnimar. Upon entering the PC’s are find the following.

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Inside the foyer the double doors leading into the theatre room proper stand open with an usher, sword in hand, circling warily around the sodden dark skinned man just encountered on the docks. He attempts several slashes at the man’s exposed abdomen who effortlessly avoids what appear to be little more than diversionary swings. Screams can be heard coming from the room behind with a piercing high pitched shriek drowning out all other voices. The ushers is facing towards you and a brief flicker of recognition crosses his face as you enter.

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The Sczarni assailants managed to insert a man undercover dressed as an usher after waylaying the regular workers on the way to the theatre. With the owner busy playing host for the final show of the season the man had managed to go undetected before silencing the girl at the front desk following the start of the show. He then ushered in three of his comrades who are currently involved in a heated battle with Myra Sinsashi on the second floor balcony. Stairs branch off to the left partway down the centre of the theatre leading up onto the reserved seating area of the balcony…the best seat in the house. As they near the stairs have the front two PC’s need to pass a DC 15 Reflex save (or Athletics) to avoid being slammed into the floor by a falling Sczarni Necker who has a colourful spiked fan lodged firmly across his throat. If impacted by the falling Sczarni the PC takes 1d8 damage and is pinned to the floor until helped. The PC affected must pass another DC 12 Fortitude test to avoid losing sensation in 1-3 left arm or 4-6 right arm for 1d3 rounds.

Myra is sorely pressed on the balcony fending off blows from both the remaining Necker and the skillful Sczarni Smuggler. They attempt to flank her at all times maneuvering so she is between them.

If the PC’s arrive late due to helping at the docks they find the dark skinned man slumped on the floor at the entrance to the main theatre, clutching his stomach where a gruesome slash can be seen. Lying dead in the doorway to the theatre proper, neck twisted at an unnatural angle is an usher with a shortsword still clutched in his lifeless hand.

SCZARNI SMUGGLER CR 3
Male Human (Varisian) Expert 1 Rogue 4
NE Medium Humanoid (Human)
Init +3; Senses Perception +8
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 35 (5d8+5)
Fort +2, Ref +7, Will +3
Defensive Abilities Evasion, Trap Sense +1, Uncanny Dodge
OFFENSE
Spd 30 ft.
Melee Masterwork Dagger -3 (1d4/19-20/x2) and
Masterwork Shortsword +2 (1d6+1/19-20/x2)
Ranged Masterwork Crossbow, Hand +7 (1d4/19-20/x2)
Special Attacks Bleeding Attack +2, Sneak Attack +2d6
TACTICS
Before Combat The Smuggler entered the theatre following the subduing of the girl at the front desk accompanied by the two Neckers. The Legbreaker disguised as an usher now guards the entrance door. The Smuggler has consumed his potion of mage armour before engaging Myra in combat.
During Combat The Smuggler looks for an opening to land a killing blow with his poison coated short sword. Always working to flank his opponent the Smuggler is constantly moving. Part way through the fight when help arrives he throws caltrops in front of the advancing enemies in a hope to hinder and slow them down.
Morale If hope seems lost the smuggler attempts to flee…likely jumping off the edge of the balcony and sustaining a serious leg injury that effectively hobbles him. He then as a last defiant gesture hurls a fire bomb down into the milling theatre goers.
STATISTICS
Str 13, Dex 16, Con 13, Int 14, Wis 10, Cha 13
Base Atk +3; CMB +4; CMD 18
Feats Deceitful, Dodge, Extra Rogue Talent, Persuasive, Rogue Weapon Proficiencies, Weapon Focus: Shortsword
Skills Acrobatics +11, Appraise +8, Bluff +9, Climb +5, Diplomacy +9, Disguise +10, Escape Artist +9, Handle Animal +3, Intimidate +9, Knowledge: Local +7, Linguistics +8, Perception +8, Prof: Smuggler +7, Sense Motive +6, Sleight of Hand +8, Stealth +11, Survival +5, Use Magic Device +6
Languages Dwarven, Elven, Goblin, Halfling, Shoanti, Taldane (Common), Varisian
SQ Rogue Crawl (Ex), Trapfinding +2
Combat Gear Masterwork Crossbow, Hand, Masterwork Leather, Bolts, Crossbow (10), Masterwork Dagger, Masterwork Shortsword; Other Gear Adventurer's Sash (3 @ 1.34 lbs), Alchemist's fire (flask), Bolt Quiver, Caltrops, Drug, Scour, Forgers Kit, Poison, Malyass Root Paste, Potion of Cure Light Wounds (2), Potion of Mage Armor, Pouch, belt (1 @ 2 lbs), Signet ring
TRACKED RESOURCES
Bolts, Crossbow - 0/10
Drug, Scour - 0/0
Masterwork Dagger - 0/1
Poison, Malyass Root Paste - 0/0
Potion of Cure Light Wounds - 0/2
Potion of Mage Armor - 0/1
SPECIAL ABILITIES
Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage per round.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Rogue Crawl (Ex) Move at 1/2 speed while prone.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 +2 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

SCARZNI NECKER CR 1/2
Male Human (Varisian) Rogue 1 Warrior 1
LE Medium Humanoid (Human)
Init +2; Senses Perception +3
DEFENSE
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 14 (1d10+1d8+2)
Fort +3, Ref +4, Will -1
OFFENSE
Spd 30 ft.
Melee Dagger +1 (1d4/19-20/x2) and
Dagger +1 (1d4/19-20/x2) and
Dart +1 (1d4/20/x2) and
Shortsword +1 (1d6/19-20/x2)
Ranged Crossbow, Light +1 (1d8/19-20/x2)
Special Attacks Sneak Attack +1d6
TACTICS
Before Combat The two neckers are ready to surprise from concealed positions having prepared carefully for the attack.
During Combat After initially opting for ranged sneak attacks the two neckers drop their crossbows and draw shortswords and daggers. They angle for flank opportunities to gain the benefits from their precise strike ability.
Morale Rather than risk capture by the authorities the neckers fight till victory looks doubtful then attempt to flee the town.
STATISTICS
Str 11, Dex 15, Con 12, Int 9, Wis 8, Cha 10
Base Atk +1; CMB +1; CMD 13
Feats Precise Strike, Rogue Weapon Proficiencies, Two-weapon Fighting
Skills Acrobatics +6, Bluff +5, Disguise +5, Intimidate +5, Perception +3, Sleight of Hand +6, Stealth +7
Languages Taldane (Common), Varisian
SQ Trapfinding +1
Combat Gear Shortsword, Dagger, Padded, Dagger, Dart (5), Crossbow, Light, Bolts, Crossbow (10); Other Gear Acid (flask), Dart Bandolier, Pouch, belt (2 @ 1.08 lbs)
TRACKED RESOURCES
Bolts, Crossbow - 0/10
Dagger - 0/1
Dagger - 0/1
Dart - 0/5
SPECIAL ABILITIES
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.

Should the Smuggler fall in battle, something that is likely when the PC’s arrive to even the odds a DC 8 Perception Check reveals a folded note concealed in an inner hidden pocket. Written on the note are brief notations as follows; bag at 9.00, trask’s if s&!~ hits, trim the fat later. A DC 30 Know Local and the successful PC remembers over hearing someone in the Rusty Dragon Tavern speaking about “Trask” but unclear of details.

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I also altered the Fatman's Feedbag encounter a little which now is as follows.

Fat man’s Feedbag (CR 7, 3200 XP)

• Jubrayl Vhiski
• Erb Varick
• 5 Taproom Brawlers

Jubrayl Vhiski (NE male human) is not only the front man of the local Sczarni gang but also the secret owner the Fatman’s Feedbag Tavern. With a seedy base of operations secured Jubrayl has become increasingly rich over the last 18 months as profits under his callous leadership have grown. Most believe that Gressel Tenniwar owns the business, a lucrative role which he continues to play. Gressel was new to the town around 18 months ago.

If the PC’s do some investigating with local businesses they will find that more than a few have been bullied into paying tithes to the local thugs. Test Diplomacy DC 25 for the business owners to talk seeing as they are concerned for their safety should they be found talking.

Erb Varick is the bartender that works behind the counter. Wade has long dark hair and has a swarthy complexion. Wade also doubles as the Fatman’s bouncer; judiciously deciding when people have had enough to drink (or when he is tired of listening to boorish customers). He carries a savage streak in him and is ready to kill at the slightest provocation. The Sczarni Smuggler that attacked Lavander Grimspatch can be encountered here most evenings save the night of the theatre attack. Jubrayl mixes up his appearances at the Feedbag so as to never let an enemy become familiar with his movements (50% chance PC’s encounter him).

If encountered after the events at the Sandpoint Theatre Jubrayl is lounging at a booth toasting what he believes to be a masterstroke in his cunning plan with Erb Varick.

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The Feedbag is half full of regulars as you enter the tavern. The place is rundown with a distinctly offensive odour permeating the room of sweat, fish and vomit. The floors look like they receive a clean only once a year with the remains of a big night clearly evident in places. Three men stand towards the back of the room clinking tankards in a toast obviously celebrating a special occasion and quickly glance over as you make your way into the tavern.
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If a PC passes a DC 25 Perception check they notice a small freshly bleeding facial scratch on Jubrayl’s cheek. This came about from his recent visit to the Sandpoint barracks where he silently infiltrated the almost vacant headquarters, incapacitated the only two stationed guards and then went about silencing the Sczarni informant that was placed here following the Dockside Trouble encounter. To confuse authorities he then inserted the key into Tsuto Kaijitsu’s cell door locking it before making his way unnoticed back to the Feedbag. Tsuto has since fled the scene…heading north to Thistletop.

As the PC’s arrive a young lad burst’s through the back kitchen door screaming

"It’s all turned to s!@% boss…none of them made it out alive and the b@&$& walked out like nothing ever happened…their on to us I tell you…THEIR ON TO US!!!"

The young lad then bolts again for the back door cursing everyone in the room.

If the PC’s barge in attempting to ‘take’ Jubrayl down he fights for 2 rounds then with the aid of a diversion he flees via the rear door of the tavern. His lackeys form a protective barrier in front of the door. Two grab a table at either end and rush at the group stalling any pursuit for at least 3 full rounds as furniture is smashed while Erd Varick…ever up for a scrap… pulls out his pacifier and starts swinging!. His trail can be followed as several people witness an individual hurrying along toward the Squashed Goblin Stables. When the PC’s arrive at the stables Daverin Hosk has been knocked unconscious and one of the stable hands has been stabbed through the chest and died. One of the best mounts in the stable has been stolen. Jubrayl flees North East through the outlying hinterlands for an hour before entering a ramshackle, decrepit property.

JUBRAYL VHISKI CR 6
Male Human (Chelaxian) Rogue 7
NE Medium Humanoid (Human)
Init +8; Senses Perception +12
DEFENSE
AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
hp 54 (7d8+14)
Fort +4, Ref +9, Will +4
Defensive Abilities Evasion, Trap Sense +2, Uncanny Dodge
OFFENSE
Spd 35 ft.
Melee +2 Keen Mithral Shortsword +9 (1d6+4/17-20/x2) and +2 Seeking Mithral Dagger +9 (1d4+3/19-20/x2)
Special Attacks Bleeding Attack +4, Lasting Poison, Sneak Attack +4d6
STATISTICS
Str 15, Dex 19, Con 14, Int 14, Wis 14, Cha 12
Base Atk +5; CMB +7; CMD 22
Feats Combat Reflexes (5 AoO/round), Dodge, Fleet, Improved Initiative, Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +14, Bluff +11, Climb +12, Diplomacy +9, Disguise +10, Escape Artist +12, Intimidate +10, Linguistics +9, Perception +12, Sense Motive +12, Sleight of Hand +14, Stealth +14, Swim +7, Use Magic Device +9
Languages Dwarven, Elven, Gnome, Goblin, Halfling, Shoanti
SQ Bandages of Rapid Recovery, Hero Points (1), Trapfinding +3
Combat Gear +2 Studded Leather, +2 Keen Mithral Shortsword, +2 Seeking Mithral Dagger; Other Gear Bandages of Rapid Recovery, Bracers of Armor, +1, Flash Powder, Poison, Blue Whinnis, Poison, Oil of Taggit, Potion of Cat's Grace, Potion of Cure Moderate Wounds (2), Potion of Invisibility (2), Potion of Neutralize Poison
TRACKED RESOURCES
+2 Seeking Mithral Dagger - 0/1
Bandages of Rapid Recovery - 0/1
Poison, Blue Whinnis - 0/0
Poison, Oil of Taggit - 0/0
Potion of Cat's Grace - 0/1
Potion of Cure Moderate Wounds - 0/2
Potion of Invisibility - 0/2
Potion of Neutralize Poison - 0/1
SPECIAL ABILITIES
Bandages of Rapid Recovery These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.
CONSTRUCTION
Requirements Craft Wondrous Item, cure light wounds, lesser restoration, stabilize; Cost 100 gp
Bleeding Attack +4 (Ex) Sneak attacks also deal 4 bleed damage per round.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of apportunity per round, and may make them while flat-footed.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Lasting Poison (Ex) Poisoned weapon can be used for 2 hits, but saves are at +2.
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 +3 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


We finished up in the Glass works last session with the party finally capturing Tsuto after a few major battles. I have since been going through and editing my notes to date and putting them into some kind of order (OCD coming out in me). The problem I now have is in doing this it comes together pretty well as the complete adventure. The enemies in the encounters are converted to Pathfinder rules through Hero Lab. I am adding the descriptive text to each location but I'm unsure as to how much I can post seeing as how I copy some of the text from Burnt Offerings and don't want to do the wrong thing by Paizo. While a lot is my own work, some is the hard work of others on these forums and elsewhere. I suppose I can just pop up any of the 100% original stuff for anyone to make use of.

Here is a little something I am working on Re: Jervis Stoot aka Chopper. I intend to build this up over quite a few sessions culminating in the confrontation with the ghost itself. I have yet to properly tie it all together but here is what I have done to date.

Choppers Isle (CR 6, 2400 XP)

• Chopper

Jervas Stoot, later known as Chopper, forged a reputation over one long winter’s month by murdering 25 people in the town of Sandpoint. The eccentric wood carver it was later revealed brutally killed his victims inflicting horrific deep cuts to their necks and torso’s. The victim’s hands and feet were severed and stacked nearby and their eyes and tongues were crudely removed and missing entirely.

The culmination of his spree resulted in Chopper found lying dead in a carved out chamber beneath his dwelling, having torn out his own eyes and tongue in sacrifice to Lamashtu. His body was taken down onto the beach on that stormy final night…doused with holy water and cremated so as to prevent evil spirits returning and possessing his body.

Several times a year reports go out and the rumours abound that Chopper’s ghost was seen wandering the beach below his old home or walking its ruins. Most reports are credited to drunken youths too full of the local drop and discredited. Chopper’s ghost is indeed wandering aimlessly on severe stormy nights but is very rare and rises mainly during winter when severe storms lash the coast. More commonly observed, although still infrequent is the trapped spirit of one of Choppers victims still tormented by the presence of both the killers murder weapons at the site. The spirit may be observed on a stormy night on its knees at the foot of the old sandstone stairs leading to the destroyed remains of the Stoot residence.

Witnesses have reported choppers ghost carries an elaborate walking cane tucked under an arm. Abstalar Zantus may provide information about ghost’s and the presence of the visible weapon which alludes to its material existence. Brodert Quink may have information regarding choppers history. Quink will likely be found in The Curious Goblin conversing with collegues.

Only the foundation stones and sections of the lower stonewalls remain standing on Stoot’s Rock, now known as Choppers Isle. Stone and rubble lie scattered around the old dwelling site which while only modest in stature was an icon of Sandpoint’s creativity and prosperity. Creepers, weeds and moss now cover most of the remaining structure clinging tightly to the charred base stone underneath. A wide set of stone steps lead up to what little remains of the building. The stairs are all sunken at slight angles as if settled into the soil over the years. One step DC 25 Perception check remains straight and level with a false capstone cleverly concealed atop of it.

Removing the capstone was once a simple task as the guides along which it was engineered allowed for a simple sliding motion with minimal effort. Nowadays through neglect the capstone requires a DC 25 Strength test to lift with up to 3 people being able to get purchase on the stone to assist. Resting inside lies Jervas Stoot’s favourite murder weapon, a long fluted chisel cleverly concealed inside an ornate walking stick. One of a pair of such weapons the other was found before Stoot’s dead body in the chamber below and was left behind when the entrance was collapsed. The chisels are mithral bladed and extremely sharp. They have dark grey ironwood handles (same as the walking stick) and have black smoke filled gems inserted into the end of the pommel.

CHOPPER CR 6
Male Human (Varisian) Assassin 1 Expert 2 Rogue 3
CE Medium Undead (Augmented Humanoid, Incorporeal)
Init +5; Senses Darkvision (60 feet); Perception +15
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 deflection)
hp 42 (6d8+12)
Fort +3, Ref +5, Will +4
Defensive Abilities Channel Resistance +4, Evasion, Incorporeal, Rejuvenation, Trap Sense +1; Immune critical hits, precision damage, Undead Traits
--------------------
OFFENSE
--------------------
Spd 30 ft., Flying (30 feet, Perfect)
Special Attacks Corrupting Gaze (DC 15), Corrupting Touch 6d6 (DC 15), Death Attack (DC 11), Draining Touch, Frightful Moan (DC 15), Malevolence (DC 15), Sneak Attack +3d6
Spell-Like Abilities Detect Magic (1/day), Feather Fall (1/day), Levitate (1/day)
--------------------
STATISTICS
--------------------
Str -, Dex 13, Con -, Int 10, Wis 10, Cha 14
Base Atk +3; CMB +4; CMD 17
Feats Assassin Weapon Proficiencies, Dark Adept, Flyby Attack, Hover, Improved Initiative, Rogue Weapon Proficiencies
Skills Acrobatics +10, Climb +10, Diplomacy +6, Disguise +8, Escape Artist +9, Fly +26, Intimidate +8, Linguistics +7, Perception +15, Sense Motive +5, Sleight of Hand +5, Spellcraft +4, Stealth +18, Use Magic Device +6
Languages
SQ Hero Points (1), Ledge Walker (Ex), Poison Use, Telekinesis (Su), Trapfinding +1
Combat Gear Choppers Fluted Chisel;
--------------------
TRACKED RESOURCES
--------------------
Detect Magic (Dark Adept) (1/day) (Sp) - 0/1
Feather Fall (Dark Adept) (1/day) (Sp) - 0/1
Levitate (Dark Adept) (1/day) (Sp) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Corrupting Gaze (DC 15) (Su) [choice of abilities] Make Fort save or 2d10 damage + 1d4 Charisma damage.
Corrupting Touch 6d6 (DC 15) (Su) 6d6 damage from Touch attack.
Dark Adept Gain detect magic, feather fall, and levitate as spell-like abilities.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Death Attack (DC 11) (Ex) You can kill or render a target helpless for 1d6+1 rounds with a prepared sneak attack.
Detect Magic (Dark Adept) (1/day) (Sp) You may use detect magic as a spell-like ability 1/day at a caster level of your total character level.
Draining Touch (Su) [choice of abilities] Drain 1d4 ability points, heal 5HP with touch attack.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Feather Fall (Dark Adept) (1/day) (Sp) You may use feather fall as a spell-like ability 1/day at a caster level of your total character level.
Flyby Attack You can take a standard action during your move action while flying.
Flying (30 feet, Perfect) You can fly!
Frightful Moan (DC 15) (Su) [choice of abilities] Make Will save or panic for 2d4 rounds.
Hover You can hover in place while flying.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Precision Damage You are immune to Precision Damage
Incorporeal (Ex) You aren't quite here.
Ledge Walker (Ex) You may move along narrow surfaces at full speed using acrobatics at full speed. You are not flat-footed while using Acrobatics to move along narrow surfaces.
Levitate (Dark Adept) (1/day) (Sp) You may use levitate as a spell-like ability 1/day at a caster level of your total character level.
Malevolence (DC 15) (Su) [choice of abilities] Magic Jar a creature on the material plane.
Poison Use You don't accidentally poison yourself with blades.
Rejuvenation (Su) Ghosts can return after a few days.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Telekinesis (Su) [choice of abilities] Use Telekinesis every 1d4 rounds as standard action.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 +1 to find or disable traps.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects

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The swordcane (Choppers Fluted Chisel) is a +1 Mithral Bladed intelligent weapon, tainted by evil and able to grant the user Darkness 3/day.

Also the Ghost does not gain all those special abilities listed, only one I think from memory at this level as per the Bestiary but Herolab prints it out like that.


JUBRAYL VHISKI CR 6
Male Human (Chelaxian) Rogue 7
NE Medium Humanoid (Human)
Init +8; Senses Perception +12
--------------------
DEFENSE
--------------------
AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
hp 54 (7d8+14)
Fort +4, Ref +9, Will +4
Defensive Abilities Evasion, Trap Sense +2, Uncanny Dodge
--------------------
OFFENSE
--------------------
Spd 35 ft.
Melee +2 Keen Mithral Shortsword +9 (1d6+4/17-20/x2) and
+2 Seeking Mithral Dagger +9 (1d4+3/19-20/x2)
Special Attacks Bleeding Attack +4, Lasting Poison, Sneak Attack +4d6
--------------------
STATISTICS
--------------------
Str 15, Dex 19, Con 14, Int 14, Wis 14, Cha 12
Base Atk +5; CMB +7; CMD 22
Feats Combat Reflexes (5 AoO/round), Dodge, Fleet, Improved Initiative, Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +14, Bluff +11, Climb +12, Diplomacy +9, Disguise +10, Escape Artist +12, Intimidate +10, Linguistics +9, Perception +12, Sense Motive +12, Sleight of Hand +14, Stealth +14, Swim +7, Use Magic Device +9
Languages Dwarven, Elven, Gnome, Goblin, Halfling, Shoanti
SQ Bandages of Rapid Recovery, Hero Points (1), Trapfinding +3
Combat Gear +2 Studded Leather, +2 Keen Mithral Shortsword, +2 Seeking Mithral Dagger; Other Gear Bandages of Rapid Recovery, Bracers of Armor, +1, Flash Powder, Poison, Blue Whinnis, Poison, Oil of Taggit, Potion of Cat's Grace, Potion of Cure Moderate Wounds (2), Potion of Invisibility (2), Potion of Neutralize Poison
--------------------
TRACKED RESOURCES
--------------------
+2 Seeking Mithral Dagger - 0/1
Bandages of Rapid Recovery - 0/1
Poison, Blue Whinnis - 0/0
Poison, Oil of Taggit - 0/0
Potion of Cat's Grace - 0/1
Potion of Cure Moderate Wounds - 0/2
Potion of Invisibility - 0/2
Potion of Neutralize Poison - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Bandages of Rapid Recovery These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.

Construction
Requirements Craft Wondrous Item, cure light wounds, lesser restoration, stabilize; Cost 100 gp
Bleeding Attack +4 (Ex) Sneak attacks also deal 4 bleed damage per round.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of apportunity per round, and may make them while flat-footed.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Lasting Poison (Ex) Poisoned weapon can be used for 2 hits, but saves are at +2.
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 +3 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

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TRASK'S BOY'S (GRUBB) CR 1/2
Male Human (Varisian) Ranger 1
CE Medium Humanoid (Human)
Init +1; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 12 (1d10+1)
Fort +3, Ref +3, Will +0
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Shortspear -1 (1d6+2/20/x2) and
Shortsword -5 (1d6+1/19-20/x2)
Ranged Shortbow, Comp. (Str +0) +2 (1d6/20/x3)
Ranger Spells Known (CL 0, 3 melee touch, 2 ranged touch):
--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 13, Int 8, Wis 10, Cha 9
Base Atk +1; CMB +3; CMD 14
Feats Alertness, Endurance
Skills Intimidate +3, Perception +6, Ride +5, Sense Motive +2, Stealth +5, Survival +4, Swim +6
Languages Taldane (Common), Varisian
SQ Enemies: Humanoids (Human) (+2 bonus) (Ex), Track +1, Wild Empathy +0 (Ex)
Combat Gear Shortbow, Comp. (Str +0), Arrows (20), Shortspear, Shortsword, Leather; Other Gear Ale (Gallon), Ale (Mug), Backpack (2 @ 9 lbs), Rope, hempen (50 ft.), Rough Hide Quiver
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Shortspear - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Track +1 +1 to survival checks to track.
Wild Empathy +0 (Ex) Improve the atttitude of an animal, as if using Diplomacy.

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TRASK'S BOY'S (LIONEL) CR 1/2
Male Halfling Ranger 1
CE Small Humanoid (Halfling)
Init +3; Senses Perception +8
--------------------
DEFENSE
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 11 (1d10)
Fort +3, Ref +6, Will +1
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Darkwood Walking Cane +3 (1d4/20/x2)
Ranged Masterwork Shortbow, Composite (Str +2) +4 (1d4/20/x3)
Ranger Spells Known (CL 0, 2 melee touch, 5 ranged touch):
--------------------
STATISTICS
--------------------
Str 10, Dex 16, Con 11, Int 8, Wis 10, Cha 11
Base Atk +1; CMB +0; CMD 13
Feats Alertness
Skills Acrobatics +4, Climb +5, Fly +4, Perception +8, Ride +2, Sense Motive +2, Stealth +10, Survival +4, Swim -1
Languages Halfling, Taldane (Common)
SQ Enemies: Humanoids (Halfling) (+2 bonus) (Ex), Fearless, Track +1, Wild Empathy +1 (Ex)
Combat Gear Arrows (20), Lionel's Stopper, Darkwood Walking Cane, Masterwork Shortbow, Composite (Str +2); Other Gear Alchemist's fire (flask) (2), Ale (Mug), Backpack (1 @ 1 lbs), Elixir of Tumbling (2), Rough Hide Quiver
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Darkwood Walking Cane - 0/1
Elixir of Tumbling - 0/2
--------------------
SPECIAL ABILITIES
--------------------
Enemies: Humanoids (Halfling) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Halfling).
Fearless +2 morale bonus vs Fear saves.
Track +1 +1 to survival checks to track.
Wild Empathy +1 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
--------------------

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TRASK'S BOY'S (BULL) CR 1
Male Half-Orc Fighter 1 Ranger 1
CE Medium Humanoid (Orc)
Init +1; Senses Darkvision (60 feet); Perception +3
--------------------
DEFENSE
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 22 (2d10+4)
Fort +6, Ref +3, Will -1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork Bardiche +5 (1d10+3/19-20/x2) and
Shortspear +4 (1d6+2/20/x2)
Ranger Spells Known (CL 0, 4 melee touch, 3 ranged touch):
--------------------
STATISTICS
--------------------
Str 15, Dex 12, Con 14, Int 8, Wis 9, Cha 10
Base Atk +2; CMB +4; CMD 15
Feats Intimidating Prowess, Weapon Focus: Bardiche
Skills Intimidate +9, Perception +3, Stealth +5, Survival +3, Swim +6
Languages Orc, Taldane (Common)
SQ Enemies: Humanoids (Dwarf) (+2 bonus) (Ex), Orc Ferocity (1/day), Track +1, Wild Empathy +1 (Ex)
Combat Gear Shortspear, Masterwork Bardiche, Masterwork Studded Leather; Other Gear Backpack (1 @ 0 lbs), Drug, Dwarven Fire Ale, Rope, hempen (50 ft.)
--------------------
TRACKED RESOURCES
--------------------
Drug, Dwarven Fire Ale - 0/0
Orc Ferocity (1/day) - 0/1
Shortspear - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Enemies: Humanoids (Dwarf) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Dwarf).
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Track +1 +1 to survival checks to track.
Wild Empathy +1 (Ex) Improve the atttitude of an animal, as if using Diplomacy.

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ELGAR TRASK CR 2
Male Human (Varisian) Ranger 2 Rogue 1
CE Medium Humanoid (Human)
Init +2; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 24 (2d10+1d8+6)
Fort +5, Ref +7, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork Handaxe +5 (1d6+2/20/x3) and
Masterwork Handaxe +5 (1d6+2/20/x3) and
Shield, Heavy Wooden +4 (1d4+2/20/x2)
Ranged Crossbow, Rp. Heavy +0 (1d10/19-20/x2)
Special Attacks Sneak Attack +1d6
Ranger Spells Known (CL 0, 4 melee touch, 4 ranged touch):
--------------------
STATISTICS
--------------------
Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 16
Feats Double Slice, Exotic Weapon Proficiency: Crossbow, Repeating Heavy, Rogue Weapon Proficiencies, Skill Focus: Intimidate, Two-weapon Fighting
Skills Acrobatics +8, Bluff +6, Climb +6, Escape Artist +6, Intimidate +9, Knowledge: Local +6, Perception +6, Ride +7, Sleight of Hand +6, Stealth +8, Survival +7
Languages Taldane (Common), Varisian
SQ Enemies: Humanoids (Human) (+2 bonus) (Ex), Track +1, Trapfinding +1, Wild Empathy +2 (Ex)
Combat Gear Masterwork Handaxe, Masterwork Handaxe, Darkwood Shield, Heavy Wooden, Masterwork Studded Leather, Crossbow, Rp. Heavy, Bolts, Repeater (10); Other Gear Adventurer's Sash (2 @ 1.5 lbs), Black Leather Quiver, Harpy Musk, Potion of Pass Without Trace (2)
--------------------
TRACKED RESOURCES
--------------------
Bolts, Repeater - 0/10
Potion of Pass Without Trace - 0/2
--------------------
SPECIAL ABILITIES
--------------------
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Track +1 +1 to survival checks to track.
Trapfinding +1 +1 to find or disable traps.
Wild Empathy +2 (Ex) Improve the atttitude of an animal, as if using Diplomacy.

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Missed out the middle encounter with the Sczarni. Here tis!

Jubrayl Vhisky CR ?

• Jubrayl Vhiski
• 1 Sczarni Smuggler
• 5 Taproom Brawlers

• Jubrayl Vhiski (NE male human) is not only the front man of the local Sczarni gang but also the secret owner the Fatman’s Feedbag Tavern. With a seedy base of operations secured Jubrayl has become increasingly rich over the last 18 months as profits under his callous leadership have grown. Most believe that Gressel Tenniwar own the business a lucrative role which he continues to play.
• If the PC’s do some investigating with local businesses they will find that more than a few have been bullied into paying tithes to the local thugs. Test Diplomacy for the business owners to talk seeing as they are concerned for their safety should they be found talking. Gressel was new to the town around 18 months ago
• Wade Moreson is the bartender that works behind the counter. Wade has long dark hair and has a swarthy complexion. Wade also doubles as the Fatman’s bouncer; judiciously deciding when people have had enough to drink (or when he is tired of listening to boorish customers). He carries a savage streak in him and is ready to kill at the slightest provocation.
• The Sczarni Smuggler that attacked Lavander Grimspatch can be encountered here most evenings.
• Jubrayl mixes up his appearances at the Feedbag so as to never let an enemy become familiar with his movements. (50% chance PC’s encounter him).
• If the PC’s barge in attempting to ‘take’ Jubrayl down he fights for 2 rounds then with the aid of a diversion he flees via the rear door of the tavern. His lackeys form protective barrier in front of the door stalling any pursuit for at least 3 full rounds.
• His trail can be followed as several people witness an individual hurrying along toward the Squashed Goblin Stables. When the PC’s arrive at the stables Daverin Hosk has been knocked unconscious and one of the stable hands has been stabbed through the throat and died. One of the best mounts in the stable has been stolen.
• Jubrayl flees North East through the outlying hinterlands for an hour before entering a ramshackle, decrepit property.

The order for the encounters was:

Myra Sinsashi, Dockside Trouble
Sczarni Mugging
Jubrayl Vhiski
Trask's Patch (Safe House)


Thanks Snowyac.
We have just sat our second session recently so I can put a little more of what has transpired in the busy little township of Sandpoint.

I actually haven't got around to doing anything yet with Eando Kline...just a little intro to the PC's on festival eve.

A couple of the other NPC's namely Myra 'The Carver' Sinsashi, one and only captain of the Rum Runner and Shalelu Andosana have both played a major role in the campaign to date.

Here's a few encounters that I used to keep the PC's entertained in Sandpoint for a couple of days following the raid. Keep in mind I still am getting my head around all the DC skill checks so if you see anything wrong with the checks feel free to offer advice.

Hemlock’s Request

• Belor Hemlock approaches the PC’s the morning that Shalelu and Harthorn (PC)leave Sandpoint to scout out the surrounding hinterland settlements.
• He advises the group that Shalelu requested help late last night following the raid and that the bulk of the raiding force had escaped to the North East but she turned back at Brunners fjord on the Turandarok River due to the raiding party splitting.
• Shalelu and Harthorn have set out this morning travelling as far north as the Devil’s Platter in an attempt to pick up the raiders trail and would likely report in later this day.
• Belor states that Shalelu would be briefing him on developments later this evening and that he would welcome the groups input. He will send for them when she arrives.
• Belor explains that his men are stretched too thin at the moment and he is highly worried of another attack. Most of his men are patrolling the outer homesteads checking on the well being of the inhabitants.
• Belor expresses his approval that ‘technically’ no blood was split with the tussle with Gorvi and his two lackeys last night. He mentions that two of his guardsmen reported Gorvi as being in a bad, bad way but Abstalar Zantus was sending someone over this afternoon to tend to his wounds. Watch that one he warns the party!
• Belor then mentions that another problem has arisen and seeing as the group expressed interested in acquiring some work he has a small peace keeping mission that he would like for the party to undertake down in the docks area.
• He mentions that Myra stormed into his office early this morning threatening to take matters into her own hands if something is not done about the security of her ‘business associates’ that have been harassed since she arrived.

“Myra’s not one to get all fussed up as she’s more than capable of taking care of things herself but the last thing this town needs is that crazy lass going off half cocked down the docks”

“Nearly took a week to clean up the mess last time someone crossed her and its only cause I threatened to exile her from Sandpoint should something like that happen again that she’s approached me this time I’d be guessing”.

“She makes a good amount of coin on her stops through here she does”.

------------------------------------------------------------------------

Myra Sinsashi: Dockside Trouble CR4

• 1 Sczarni Legbreaker
• 2 Sczarni Neckers
• 3 Sandpoint Thugs

• Belor requests that the PC’s try to locate Myra down in the docks area. He explains that she has a good idea who is behind the attacks but could offer no proof putting it out of Hemlocks legal bounds.
• Myra can be found out the front of the Hagfish talking to Lavender Grimspatch a merchant out of Magnimar who visits the area every Fireday.
• Have the PC’s test Perception (DC 12) to notice Myra’s garb change from black leathers to flowing black silk pantaloons, knee high black boots and a scarlet silk shirt as they approach from a distance.

“Aha ha ha, let me guess, Hemlock’s sent you down to ‘monitor’ the situation for him. Well it’s like this you strapping lil lads, turn a blind eye the next time one of those scum head down these parts and in a blink of an eye the problem will be solved!”

• If questioned Myra explains that she has spotted several Black Scarves lurking around the place since she arrived. Always just a bit far back behind the press so as not to draw untoward attention. Two of her associates that she conducts regular business with here in Sandpoint have been assaulted in the last two days and that’s bad for her business.
• Myra’s attention gets diverted mid conversation. She pushes back the table, stands and bolts toward the lower docks reaching for her weapon as she runs. DC 12 (Perception) to notice the garb slip back to full black leathers. DC 18 (Perception) and the PC notices a lone figure standing up the far end of the dock watching the meeting.
• Myra gives chase until the watcher flees up Shanks Alley with Myra hot on his heels. As the PC’s arrive they witness Myra, hand-crossbow drawn, fire a bolt that trails a wispy black tendril of mist behind it as it slams into the right shoulder of the unknown watcher. To the PC’s amazement they hear Myra pronounce a single word DC 12 (Perception) and the tendril of mist solidifies into a solid thin black cord of which she wraps quickly twice around her leather wrist guard and yanks backwards pulling the individual down with a scream of pain. The black cord then dissolves to fine dust and drops to the ground.
• But the trap has been sprung! As the group advance on the now prone watcher, Sczarni assailants clamp shut their pre planned trap.
• The Sandpoint Thug lies prone on the ground 10ft from a shadowy alcove from where the Sczarni Legbreaker and two more Sandpoint Thugs emerge.
• The two Sczarni Necker’s ready with ranged attacks from behind crates and barrels at the entrance to the alley. DC 15 (Perception) to sense the presence of the assailants.
• Myra senses the assailants but too late to avoid a surprise round if perception tests fail. She then dives for cover. The following round she fires her hand-crossbow but misses due to the cover but the bolt slams into a crate which she then heaves on and drags clear exposing the assailant.

------------------------------------------------------------------------

Sczarni Mugging CR 2

• 1 Sczarni Smuggler

• The encounter happens following the chase through Sandpoint’s docks area by Myra Sinsashi and the PC’s.
• The chase was used as a diversion to allow the Sczari Smuggler, ringleader of the local group, to intimidate Lavander Grimspatch. Probably Myra’s most prominent contact along this section of the Lost Coast, Lavander Grimspatch has numerous contacts and ‘outlets’ for saleable goods of which the Sczarni are demanding a cut of their profits.
• The PC’s are alerted by a young lad who has sprinted from the Hagfish Tavern.
• Upon returning the PC’s find Lavander seated at the same bench outside the tavern with a dagger driven through the top of each hand and firmly embedded into the top of the wooden table. A black scarf has been left lying on the table and the bystanders claim they were threatened with death should they remove the daggers. If asked one of the crowd volunteers some information about the assailant with a successful Diplomacy test. DC 10 (5.11ft and mid 30’s) DC 15 (light brown hair and grey eyes) DC 18 (part of left ear missing).
• If the PC’s show the Black Scarf to Belor Hemlock or any attending guards they immediately inform the PC’s that it’s the work of the local arm of the Sczarni, a widespread guild of stand over men, robbers and cutthroats that conduct illicit dealings throughout much of the region.
• Following this encounter if the PC’s enter the Fatman’s Feedback any evening allow a DC 15 Perception test to notice a character that the similar striking feature that the bystanders described. He is the second in charge for the local Sczarni gang. The leader is none other than Jubrayl Vhiski who is also present in the Feedbag most nights and secret owner of the tavern.

------------------------------------------------------------------------

Trask’s Patch (Safe House) CR 6/7

• Jubrayl Vhiski
• 2 Trask’s Boy’s
• 2 Mastiff Guard Dogs

If Jubrayl Vhiski seeks out Trask’s homestead as a safe house following a mad dash from Sandpoint, one or two of the Boy’s may be present with Elgar off selling ‘goods’ likely stolen, in Magnimar.

• Jubrayl hurries inside the homestead leaving his lathered horse tramping nervously on the spot out the front of the yard.
• Lionel immediately drops into the dugout tunnel that runs from under the wooden table in the main room out on an angle into the yard. If the PC’s force their way into the dwelling a hessian mat lies thrown back revealing the crude crawlspace suitable only for someone of Lionel’s build.
• The tunnel runs 20ft from the house and culminates in a small foxhole covered by a hinged wooden lid. It’s location above ground is located under a poorly maintained crop bed mulched with stable straw and manure.
• DC 20 Perception check to hear Lionel grumbling underground but the sound is muffled and less warned other PC’s will be subject to a surprise round when Lionel surfaces, Flash Powder bombs a heaving and yelling ”Take this (deleted)”.
• Bull rants and raves inside the homestead clearly arguing about something. DC 15 Perception check to hear details. Bull then flings the door open loosing the mastiffs which have been madly barking and scratching the door. He then himself charges down the short steps towards the nearest enemy screaming Don’t let me down Lionel you little piss ant…this one’s for you Pa”.
• There are 2 large concealed bear traps at various points around the house, one at the rear and one near an old chopping block at the front. DC 15 Perception to notice a length of chain half buried if PC stands within 5ft of trap. Traps are undetectable if the PC’s are running around in combat. A triggered trap may be avoided with a DC 22 Acrobatics check. If caught in the bear trap the PC takes 1d8 damage and must make a successful DC 16 strength test to free the injured limb. Movement speed is halved until any form of healing is applied.
• Jubrayl once the battle is started yells out to the group and attempts to bargain for his freedom. He admits he is outnumbered but confidently assesses that at least half the group will not walk away should they try to take him down. Sense Motive check DC 10 to realize that he is likely telling the truth and has supreme confidence in his own ability.
• He offers the lives of half the group in exchange for his freedom and will not haggle about other rewards.
• If the party attempt to burn him out Jubrayl exits the house smashing through a rear window.
• If Jubrayl flees he runs towards the rustling small cornfield behind the property in an attempt to lose the pursuers. Inside the field stands an abandoned merchant wagon that has been recently hijacked, its owners murdered and the wagon hidden under the cover of dark in the field.
• The wagon has the initials MME (Murcurio's Marvelous Escapades)engraved into the wood at the front of the wagon. Murcurio, an entertainer from Magnimar, was supposed to perform at the Swallowtail Festival but has been waylaid on his journey and forgotten in the confusion following the raid. A locked hidden compartment lies under the hinged seat at the front of the wagon DC 22 Perception. The lock is trapped with a poison dart trap. Inside the compartment lies a pouch containing 12 small garnets (10gpea).
Small silver snuff box (40gp). Old silver engraved hip flask (75gp)containing an
aged dwarven malt whiskey. Brace of 4 masterwork throwing daggers.
• Poison Dart Trap CR2
Type: mechanical; Perception DC 20; Disable Device DC 20
Trigger touch; Reset none
Effects Atk +10 ranged (1d3 plus weakened Sassone Leaf Residue).
Sassone Leaf Residue
Type poison, contact; Save Fortitude DC16
Onset 1 minute; Frequency 1/min for 2 minutes
Initial Effect 1d12 hit point damage; Secondary Effect 1 Con damage;
Cure 1 save.
• Two large iron animal cages are located at the rear of the wagon with both locks smashed open. A search of the area DC 15 Survival or Perception reveal large cat tracks heading off through the corn field. One set of tracks belong to a large black panther that was part of the travelling one man circus.
• Three large pit traps have been dug around the area to prevent prying eyes from discovering the wagons whereabouts and are covered with large hessian tarps with gravel and soil atop DC 18 Perception. The pits are tapered, larger at the bottom than the top and require a DC 25 Climb check to make their way out of the 20ft pit. The fall (20ft )causes 2d6 damage with a successful DC acrobatics test reducing the damage.
• If either of Trask’s Boys are killed in the encounter Elgar and Grubb are driven by hatred to track down and punish those responsible.

The Trask Boy's mentioned in this encounter are 3 nutters named Lionel (halfling)...Grubb (human)...Bull (half-orc). Elgar Trask, leader of this group of sadistic murderers, claims to have sired all three!

*This encounter borrows some ideas others have already created.*
My PC's have yet to tackle a couple of these encounters and were created mainly to introduce the Sczarni as an ongoing thorn in the side of our adventurers.
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This is another encounter involving Trask's Boy's.

Trask’s Boy’s (Wilderness) CR5

• Elgar Trask
• 3 Trask’s Boy’s
• 2 Mangy Hunting Dogs (Rabies, bitten then DC14 Fortitude )

• Elgar Trask and his three notorious sons, butchers, sadists and rapist’s all, owns a small run down property an hour’s ride from Sandpoint. Little more than a dingy shack with various derelict outhouses Trask earns his living robbing merchants and their like along the Lost Coast road.
• Under the guise of trappers, Trask’s and his boy’s head off for weeks at a time ranging well North or South of his property before striking fast under the cover of darkness any poor unfortunate worth a coin.
• Trask also supplement’s his living by providing a safe house for any local Sczarni members found to be attracting too much attention from local authorities.

Trask and his boys may be encountered two ways. As a random wilderness encounter Trask target’s the group as easy fruit ripe for the picking.

• “Ole Trask” as he calls himself likely attacks at dusk with enough light left for ranged attacks. He enters into the campsite/clearing mounted on a light horse. He holds a long leash in his left hand as well as the horse’s reigns. Two mangy hunting dogs emit low growling sounds with rotting teeth bared. Cradled across his lap is a huge wooden crossbow which he holds with his right hand.
• Trask hail’s the party while his three sadistic sons circle silently behind the group.
• DC 20 Sense Motive check to determine the situation is not right.
• DC 16 Perception check to notice movement or hear noise. Opposed Stealth check for successful check to spot the hidden assailants.
• Failure to detect the Boy’s leads to surprise round with spears launched.
• Hawks and spits a wad of phlegm on the ground then wipes his nose up his bare arm.

“A moment of your time there lads and if in you don’t mind”.
“Ye all seem’s to be lost an entering on Ole Trask’s patch ere”.
“Now that’s going be costing ye all a few shiny clinkers for sure”.
“Or maybe you could be letting me loan the pretty lass there”…Trask chuckles loud and says “Damn, don’t think I never did see me a more mangy looking lot but me boys will enjoy the sport and spoils none the less”.
“Meet me boy’s you sluggards…sired them all me did”…chuckles loudly and then drops the two leashes onto the ground yelling “Don’t maim the pretty one she’s my sport!!”
• Trask lowers crossbow and fires off a shot mounted then drops weapon and draws axes yelling…

“We got a sweet looking one here me boy’s…have at them!”

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Brathazmus has been naughty too in the nights following the raid.

Brathazmus: Fear in the Air CR3

• Brathazmus was fully aware of the impending raid on Sandpoint due to his loose affiliation with the Thistletop Goblin’s.
• PC’s get their first encounter with this half crazed murderer during the Gresgurt encounter.
• Amele Barret flees from the homestead clutching baby Verah in her arms and requests assistance from the PC’s who are likely in the Rusty Dragon or passing nearby.
• If the PC’s are in the Dragon Bethana Corwen hurriedly ushers Amele through from the rear of the Tavern and hastens over to the PC’s asking Davice (PC)to help.
• Brathazmus has lurked on the outskirts of town using his uncanny stealth skills and has reveled in the thick scent of fear that permeated the town during the raid.
• The Barret’s homestead has held a particular attraction for Brathazmus due to the unexplainable fear eminating from the young child Aeren inside. Brathazmus has been lurking in the shadows around this small homestead since early evening.
• Brathazmus is aware of a goblin nearby as his keen sense of smell can detect it but he is unsure where the goblin is actually hiding.
• DC 20 Perception for the PC’s to detect the faint outline of large boots in several spots around the house.
• Brathazmus remains concealed in deep shadows some distance from the house and remains even until Hemlock and three guards arrive following the discovery of Alergast’s body. Bethana after securing assistance sent word through to Hemlock.
• Guards set out to secure the immediate area but one guardsman fails to return after a period of time. Hemlock calls for him but there is no response. The guardsman is found slumped against the woodshed with his throat gruesomely cut and one of his ears is missing.
• If a PC encounters Brathazmus immediately after collecting his trophy the Bugbear swiftly draws his bow and lets fly (rapid shot)with arrows before fleeing.
• Hemlock immediately commands that everyone be prepared and to get out of sight and seek cover knowing full well who’s calling card has been left at the scene.
• Hemlock orders the remaining two guards to get Amele Barret and Aeren to the Garrison for safety if they are present (they follow the PC’s unless directed not to).
• A later discussion prompt’s Hemlock to explain the story of Brathazmus.
• DC 18 to find tracks beside the woodshed leading down towards the Turandarok River heading north along the bank.
• Knowledge local/nature DC10 to determine creature type if PC confronted.

This encounter near killed our dwarven fighter Broland as he charged upon seeing Brathazmus who in turned fired his bow delivering a nasty, hard hitting pointy stick into Broland's chest.

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Bit of background fluff for Myra

Myra ‘The Carver’ Sinsashi (Rum Runner)
• +3 Leather Armour (Sinsashi Leathers)…15770gp
• Grants the wearer Glamered…can assume the look of normal clothing upon command, retaining the weight and armour class of original form.
• Grants the wearer Shadow…the armour is jet black and blurs the wearer whenever they try to hide granting a +5 competency bonus to stealth
• Carries small quantities of contraband (drugs/poisons) as well as exotic alcoholic drinks (Elven Absinthe, Taldor Bowler, Dwarven Fire Ale, Pesh).
• +2 Hand-Crossbow…Darkwood stock with ivory inlays…Vansaya…inscribed. Magical elven crossbow used by the Eternal Claw Wardens (Ranger/Rogues) of fallen Celwynvian. When the wielder wears the small engraved ivory handle ring on his firing finger the bolts gain the following properties. A thin black tendril of magical mist trails out behind the bolt to maximum distance. When the command work…Vansaya…is spoken following the arrow lodging into an object, the black tendril solidifies acting exactly as a thin, but incredibly strong silk rope. Not issuing the command word simply leaves the visible trail of black mist that evaporates moments after the bolt strikes. The solidified rope may be used in an attempt to pull an unsuspecting opponent off balance (CMB v’s CMD) causing the opponent to fall prone. Failure sees the bolt pull free causing normal damage only. The weapon can also act as a means of climbing or swinging via the rope.

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Aldern Foxglove

• Aldern requests the groups company after they save him from Goblining likely finding them in the Rusty Dragon Tavern. He rewards them for their help (70gp) and offers to take them on a boar hunt into nearby Tickwood Forest.
• He asks to meet up with the group at the Squashed Goblin Stables at first light.
• He gifts the PC’s with two hinterland ponies and a light horse secured from Daverin Hosk owner of the Goblin Squash Stables. Also provided for temporary use are three riding dogs from a local dog breeder, Grin Lokket a known associate of Aldern’s. (Dogs are a special order for customer)

“The dogs are primarily bred for hunting but recently Grin has diversified into some of the larger breeds and secured the services of a trainer from Magnimar to adapt the dogs for riding.”

• The 3 dogs are large mastiffs, two are clearly from the same litter and almost identical with shiny bluish black coats. The third dog is slightly larger than the pair and has a dark tan coat with white markings across the chest and face.

“Aldern mentions the smaller ponies were a bit of a rarity in these parts but called in a favour from Daverin”
.
• At the meeting with the PC’s he frequently thanks them and makes a strong point that he is in their debt.
• The horses are supplied with serviceable, well maintained tack (bridles, saddles ect.).

I wanted to give the PC's a taste of mounted combat and the dogs suited our party makeup...2 gnomes, 2 dwarves a half elf and halfling.

------------------------------------------------------------------------

The Boar Hunt CR3

• 1 Tickwood Boar
• 1 Tickwood Huge Boar

• Roll for weather when leaving Sandpoint.
• Journey out to Tickwood takes 1 hour (slow ride as Aldern is chatty).
• Aldern compliments Broland (PC) repeatedly. He mentions that rumours abound that Broland single handedly cut a goblin dog rider clean in half. He also expresses his amazement that even when overwhelmed and outnumbered by a furious enemy Broland stood firm to the last until a sly blow felled him. Aldern asks Broland where he received such impressive martial training stating that the skill displayed was beyond equal and that Broland must be truly blessed by the gods.
• The hunters then enter Tickwood and under instruction from Aldern start following some of the larger game trails still mounted.
• Most of the next hour or two passes uneventfully with only deer tracks being spotted.
• One of his handlers along on the hunt separates from the hunt midway through to prepare for the midday meal. His screams and that of his horse alert the party.
• Two boars have gored the retainer’s horse leaving it thrashing on its side in a clearing. Whilst attempting to save his horse ‘Corby’ has been impaled by Bowel-Gore and drops to his knees as the group enter the clearing holding his innards.
• One of the boars, a massive black brute, flees as the others arrive on the scene but the second smaller boar grunts and charges at the nearest PC.
• Aldern is furious with the man (Corby) even though he was mortally wounded as well trying to save the horse and dies not long after the PC’s arrive in the clearing.

“Holy s+&~ Corby what the hell wrong with you, you dumb fool” “How hard is it to set up lunch in a damn safe spot for Desna’s sake and now one of my best mounts lies gutted and dying!!!”

• Aldern seems more concerned about the loss of the horse than his servant but his attention soon turns to the size and power of the escaped boar. Aldern insists they should track it down to ensure no one meets poor Corby’s fate.
• Aldern mentions the boar is likely Bowel-Gore a huge black that rumour holds may have resulted from cross breeding with a dire boar. Named because it disemboweled a young noble from Magnimar several years back that had whisked a local lass off for a romantic interlude. They found him lying all messed up with near on 50ft of his innards stretched round the clearing after the local lass returned to town pale with shock and covered in blood.

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This is a bit of stuff created so far for our next session in the Glassworks. Borrowed a bit from a guy who converted RotRL to 4th ed. as far as the encounter numbers go.

The Glassworks

• Loud smashing noises interspersed with laughing and giggling coming from behind the front entrance doors.
• Heavy velvet curtains drawn across the windows.
• Climb onto the roof or pick any of the door locks DC 20
• Window skylights in areas A1 & A17.
• Three velvet covered rolls holding 50gp remain hidden in a secret floor safe drawer that lies open in area 13…DC 15 Perception to find the rolls and identify that a large box was also recently removed.

The Servants Quarters CR2 A2-A5

• 5 Goblin Warriors
• 2 Goblin Dogs

• The goblin dogs lie asleep at the entrance to the sleeping quarters with a partly chewed boot lying beside one of them (DC 12 Perception reveals foot still in boot).
• Four goblins lie in various states of drunkenness.
• One asleep on the floor with a smashed flagon beside him. The flagon was smashed over his head by one of the other goblins and he is still unconscious.
• Two goblins are laying spread eagle on the servants sleeping pallets snoring wildly.
• The last is asleep in a chair and wakes shortly after the PC’s enter, wipes vomit off his chin, picks up the chair and attempts to brain the nearest PC.
• The other two goblins that are asleep wake on turn 2 following the surprise round with the unconscious goblin not waking even if kicked.
• Sleeping pallets are little more than a thin straw mattress on the floor and some bedding. PC’s can move over this area with no impediment to speed.
• A search of the room finds a small bag that was looped over the arm of the chair where the goblin was seated and it falls to the floor when he attempts to strike with the chair. It contains only red coloured sand.
• One extra goblin staggers out of the latrines opposite the room once the battle has begun hurriedly trying to tuck his clothes in and holding up his loose fitting trousers. A nasty smell wafts out of the room when he exits. When attacking the goblin let’s go of his trousers and must make a DC 10 agility test to save falling prone. If successful he can move only at half speed as he jumps with both feet at the same time and swings his dogslicer.

The Dining Room CR5 A6-A8

• 1 Goblin Cook (Gruel)
• 2 Goblin Cutters
• 3 Goblin Warriors

• The goblin cook (Gruel) carries a large, rusty curved meat cleaver ‘Boner’ and is in the process of chopping the limbs off one of the servants and adding them to a large boiling furnace pot that is sitting on a burning pile of wooden furniture.
• The goblin cutters, standing beside Gruel watching his handy-work, yell out “More foods comin in, wes gonna be fat” and charge straight at the PC’s attempting to flank the closest PC.
• Gruel draws the two other smaller cleavers in his belt and throws them as soon as combat starts.
• In a disturbing move he then grabs the lower limb he was preparing, hacks a little meat away from the lower section and brandishes the leg as a club in his off hand.
• He then bangs the leg twice on the table with a meaty thud before wading into combat brandishing ‘Boner’ screaming “Halftalls …halftalls stew!!!…catch the furry lil sods…dibs on them shanks”.
• The goblin warriors who are seated at the start of the encounter are hesitant to leave their food and two will begin stuffing stuff down their shirts before engaging in combat with dogslicers.
• One of the warriors draws his shortbow and attempts to ‘peg a shorteye’.

Glassworks Furnace Room CR5

• 8 Goblin Warriors
• 1 Goblin Skullcleaver
• 1 Goblin Hexer
• Tsuto Kaijitsu

• Two of the goblins use tongs with smashed glass to attack the PC’s.
• Once a PC falls unconscious two goblins immediately attempt to drag them into the furnace.
• The furnace doors swing open and unbearable heat washes over you. The flames beyond are hot enough to work glass from sand, and they engulf you in agony as you’re tossed in.
• After 2 rounds some areas are treated as rough terrain (caltrop damage).
• The Hexer puts up Mage Armour then casts spells from range.
• The goblin Skullcleaver flies into a squeaking frenzy, clearly an unstable individual he then rages around and attempts to Bull Rush, Trip or Drag opponents if the option presents.
• The remaining 5 goblins attack at random with one fleeing down the corridor to alert Tsuto Kaijitsu of the intruders. Tsuto enters at the start of round 3.
• Tsuto flees down into the basement rooms when defeat becomes obvious (<5hp’s).
• The corpse of Lonjiku Kaijitsu stands with bound arms raised to his face and covered in clear molten glass forming macabre sculpture.
• If the PC’s make a DC 10 Perception test when electing to search the body they find a small gold bird whistle worth 40gp and a Potion of Cats Grace concealed in under his belt.

The Secret Office CR1

• In the secret office that Tsuto has been using to coordinate the raid can be found a small safe, a heirloom possession of the Lonjiku dynasty. The small chest appears carved from some unknown wood and is adorned with precious metal carvings depicting strange dragon type creatures in various poses of battle.

The Song Safe CR 1
Type magical; Search DC 10
Hardness 5; hp 20; Break DC 25
KEY

• A PC who completes the Search check listed above discovers a hidden panel on one side of the box, but no means to open it.
• The strange lettering on the box is actually the notes to an ancient forgotten tune, something that will be deciphered with a DC 7 Bardic Knowledge check, Decipher Script check, or any music related Perform check.
• The pores on the safe are actually the openings of a simple wind instrument which has been built into the workings of the safe. Blowing on the first hole while covering the correct pattern of the remaining holes will enable a PC to replicate the upbeat song inscribed on the box. Correctly playing the song requires a DC 12 Perform (wind instrument) and causes the hidden panel on the boxes side to spring open.
• Lonjiku Kaijitsu kept additional gold and silver dust for glass staining. Inside are 4 bags of gold dust and 6 of silver. Of interest as well is a pile of folded parchment detailing transactions with local Sczarni operatives. It appears that Lonjiku was hiring out the furnaces as a means for disposing of human remains. Repeatedly mentioned are the names Jubrayl Vhiski and Elgar Trask.
• The room has several empty bottles of expensive wine lying around plus one full bottle of Springbolt Ferma 20gp a much sought after vintage in the area.

Rescuing Ameiko

• Ameiko is deeply grateful for being rescued from her deranged brother’s clutches.
• She informs the group that she will repay the debt she owes the group and that accommodation is free at the Dragon for as long as they see fit.
• Ameiko makes a point of seeking out Imp (PC)at a later time and gifting him with a Magical Lute Strap embossed with the glyph of the open road (Pathfinder Society Emblem). The strap is brown leather with dark embossed glyphs and golden stitching along the edges. It confers the user a bonus +1 to Perform checks when using a stringed instrument. She also arranges training for any perform based skills he requires.
• Ameiko asks to view the transaction records should the PC’s reveal them and appears ashamed that her family have been involved in such serious transgressions.
• Ameiko claims that Jubrayl and this Trask must be brought to justice.
• She also reveals that her brother mentioned a special ‘surprise’ for Sandpoint was in the tunnels below.

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Wow...that's alot of typing :)


The Swallowtail Festival was handled pretty well straight from the adventure path with the exception of increasing the difficulty of the encounters to suit 6 PC's.

Initial Assault CR2
• 5 Goblin Warriors (if all PC’s are present)

Goblin Pyros CR3

• 5 Goblin Pyros: Torch -1(1d2+1 fire damage)
• 1 Goblin Commando (if all PC’s are present).
• 1 Goblin WarChanter

Die Dog Die! CR4

• 4 Goblin Warriors
• 1 Goblin Commando (mounted)
• 1 Goblin Dog
• 1 Goblin Torturer/Jailer (Bunkel)

Development

Rumour passes that the night before the festival the graveyard was raided by a group of humanoids and due the excitement and preparation the next morning the crime wasn’t discovered until after the goblin raid.
Naffer Vosk escorted a local ranger to the area who inspected the grounds and reported two sets of human tracks interspersed amongst at least half a dozen goblins.
Several graves were dug up including those of Father Tobyn and his daughter Naulia Tobyn.


The Gorvi encounter played out exceptionally well and the PC's actually were confronted by him twice.
The first time in the Rusty Dragon Tavern where he threatened one of our dwarven PC's.
In a funny moment the dwarf got up on one knee and delivered a sickening blow to Gorvi's groin (Nat 20 crit of all things!!!) which dropped him quick smart.
The second time the group had a run in with Gorvi and 2 of his lackeys while they were out on 'latrine duty' early hours of the morning.In a brutal encounter the PC's humiliated Gorvi again, busting both his kneecaps.
Here is the post I popped up on our forums to review the scene.

Belor Hemlock slumped down into his chair, fully exhausted from the day’s events.
The earlier fighting, at first on the defensive but soon swinging to a counter attack, had left even Hemlock, considered one of the fittest men in Sandpoint, feeling drained of energy.

Two guards then entered the front door of the garrison headquarters chuckling to each other, the taller of the two slapping his shorter comrade on the back.
“Well?” asked the sheriff patiently awaiting an update on an incident that had just occurred over near Junkers Edge.
“Jus like Splints said sheriff…Gorvi be steppin on the wrong toes by’s the looks.
“Blood spilt?” asked Hemlock.
“Not blood spilt but be lookin like poor ole Gorvi’s bowels exploded…got crap all up his back an head”.
“Stinks like ell he does, an naked as a babe”.
“They trussed im up good an proper to the cart”.
“Couple a badly busted up knees too sherrif…an his knackers are like two a those black melons Myra brings up from Magnimar, all bruised up an swollen”.
“Brings tears to me eyes jus thinkin about it”.
“Zantus said they be sendin somebody over Gorvi’s way tomorrow to tend to the knees…later in the day me hopes”.
Hemlock dismissed the pair “Go and get cleaned up boys and get some rest…looks like a busy few days ahead”.

Just in case your wondering why he has "crap all up his back an head". Our sneaky halfling thief climbed undetected onto the cart whilst Gorvi ranted around below and emptied one of the full waste tins over him sending him into a rage!


Thanks DmRrostarr. I have heaps more to put up yet but have to pace myself a little in case some industrious members of our group are lurking. As I get to the encounters as well as the descriptive texts of the situation I will list the enemies and the CR rating of the encounter. I roll up all the enemy stat blocks through Herolab so I might just give an overview of their role in the fight as I progress. Seeing as I am running this campaign for 6 (7 on occasions) I have borrowed a lot from the works of others on this forum (ie. Joey) when determining the difficulty of the main storyline encounters.


Festival eve rolled on and with the events at the Rusty Dragon tapering out rumour's came through that the Hagfish was pumping! With the sounds of drunken revelers slashing below, apparently fallen down into the harbour waters, the group entered a very busy and extremely loud Hagfish Tavern.

The Hagfish:

• Patrons chant “Norah…Norah…Norah” whilst banging tankards and fists on tables and stamping feet on the wooden floor. One drunken dwarf seated near the bar even goes as far as slamming the head of his passed out friend into the tabletop.

• Norah’s tank contains a foul mixture of excreted slime that disperses through the water. Whilst an initial inspection of the substance in a glass reveals nothing overly untoward, when it is imbibed the combination of foul taste and repulsive slimy texture causes the drinker problems.

• Jargie Quinn (owner) dips in a large glass, handled ale stein aptly nicknamed Norah’s Gullet and fills it to the top.

• PC’s must first pass a DC18 Willpower test to mentally resist gagging as the foul concoction slides down the throat and then pass a DC18 Fortitude test to tolerate the substance as it churns around in the gut.

• Any PC failing on the Willpower test sprays the drink out immediately.

• Any PC who passes the Willpower test but fails the Fortitude test vomits violently for 1d3 minutes staggering around the room…tears streaming out of their eyes and no doubt delighting the onlookers and finally falling to the floor groaning.

• Any PC passing both tests causes 10 seconds of expectant silence followed by an almighty cheer. Free drinks for the winner and the Purse as reward. Inscribe name above the bar.

• Myra (The Carver) Sinsashi may be encountered here any evening. Claims to be a freebooter privateer selling goods to the highest bidder all along the Lost Coast as far north as Riddleport.


An encounter I used in the Rusty Dragon involved the eventual winner of the Rusty Strongman and habitual bullier Gorvi, the local resident half-orc and latrine technician! Success, as always, went straight to an already swollen head and upon seeing the hated enemy...dwarf PC!... the following occurred.

Gorvi:

• Gorvi is one of the few half orcs residing in Sandpoint and fills the roll of rubbish removalist for the town’s inhabitants.

• Gorvi is a heavily tattooed, fat lummox of thing and becomes quite aggressive, boisterous and troublesome when intoxicated.

• Trouble needed in a bar fight…Gorvi is your man!

• Use Gorvi alone for a CR1 encounter if he is met in one of the taverns in Sandpoint. He spits on the leg of a passing dwarf while seated at a bench then explodes to his feet accusing the dwarf of spilling his drink and demanding payment for damages.

“Stinkin inbred, stone humpin dog! Yer spilt me grog ya foul lil hairy backed gnome!

• Use Gorvi and 2 lackeys (Sandpoint Thugs) for a nighttime altercation whilst they are cleaning out the latrines, emptying them into a covered cart!

• Gorvi, seated atop the cart, dips his long stick into the human waste and flicks some at the PC’s. This action causes his two dumb lackeys to crack up laughing.

• Gorvi tries to intimidate when leaping down off the cart bellows foul obscenities.

“Yer filthy squat runts…get yer clear of me streets yer stinking offal bags or I’ll beat yer simple skulls in”.

• He continues to rant on to the PC’s about interrupting important town business while advancing on the closest small folk.

• Gorvi draws his club from his belt while the lackeys swing a shovel each (club stats).

• Award a CR 2 if lackeys are involved either in the bar or at night.


The festival eve introduced the PC's to some of the resident's of Sandpoint who will reappear throughout the campaign. Note that Eando Kline is here in a non official role merely observing the consecration of the new cathedral. I aim down the track the accept any of the PC's who are willing into the Pathfinder Society and he acts as the linch pin. Shalelu, Ameiko and Eando I have set up as associates although not a very well known fact. The PC's in our first session roll played exceptionally well and some hilarious moments resulted.

Festival Eve:

• Rusty Dragon Tavern is the oldest tavern in Sandpoint.

• Old and rustic feel to the tavern. Clean and homely atmosphere.

• Large circular fireplace in centre of room with a low hanging, brass circular suspended chimney that’s heat stained giving it a coloured, multihued effect.

• Huge worn dark cherry wood bar and a semi circular stage in one corner.

• Stairs made from same dark cherry wood stairs heading to the upper floor on both ends of room.

• Menu favourites are Curried Spiced Salmon and the early Winterdrop Mead.

• The Dragon hosts the Rusty Strongman competition currently held four years running by Das Korvut the local blacksmith and owner of The Red Dog Smithy. It’s common knowledge that Das only enters for the free drinks and the winner’s purse.

• The Rusty Strongman Competition consists of an opposed arm wrestle on a large custom made device named ‘Ole Rusty’ (as per intro post). Competition runs through various qualifying rounds with the PC’s who want to participating. Our opening session had Das Korvut and Gorvi facing off after two group members got to the penultimate round and utilized opposed strength tests ie. Das Korvut (Str. 17 +4bonus).

• The table is set up with two levers one at either end. The losers hand is subjected to the paralyzing slime of the local Crimson Anenome…and must drink with non dominant hand for 2 hours.

• No retries permitted and winner receives the 10gp purse plus free drinks for the evening.

• Later in the evening Eando Kline introduces himself to one of the PC’s.

• Talks about local events mostly…some knowledge of the ‘late unpleasantness.

• If pushed opens up about the Pathfinder Society

• While chatting away about his adventures he notices Shalelu Andosana enter the tavern.

• Shalelu ushers Eando aside and chats to him for 15 minutes then leaves.

• Eando then motions to Ameiko who has been watching the pair whilst continuing to sing. Ameiko finishes her song and says she will return shortly after lubricating her dry throat.

• Ameiko discusses something with Eando who later questions the PC he was talking to if they would be interested in assisting with a local problem after all the fuss of the festival is over.

I used the conversation with Shalelu and Eando as a precursor to the group accepting a role investigating the problems in the area with a possible goblin uprising, a fact that they would discover soon enough the next day.


The above posts provided my PC's (6) with a little insight into what's happening around Sandpoint prior to the festival. Owing to the great job the Paizo authors did of laying out Sandpoint I wanted to expand on the town and provide a real sense of character and depth. I elected to start out our campaign the day before the Swallowtail festival in order to introduce a few of the locations and locals of interest. The PC's were all 'required' to post on our forums the background history of their character and a reason for heading to Sandpoint including describing the journey. Much to my surprise they all did!

Burnt Offerings

Pre festival:

• Rusty Dragon Tavern has a help wanted board advertising for workers to help with the set up of the Swallowtail Festival.

• Mayor Kedra Deverin has put up an offer of 2gp for the day’s work. Ameiko Kaijitsu provides a sweetener and includes a free evening meal and entertainment for the workers at tonight’s Rusty Dragon Tavern’s traditional festival eve celebrations.

• Lodging at the Rusty Dragon overnight is also offered at a reduced rate of (5sp). Ameiko informs them she will be singing more than her usual 1 or 2 songs tonight.

• PC’s spend the day carrying barrels of ale and crates of produce to various locations around Sandpoint. They also assist with the setting up of stalls and food marquee’s.

• When carrying kegs from the docks area the PC’s notice an influx of visitors arriving by boat…various small cutters and clippers likely down from Magnimar are moored in the harbor.

• A larger vessel, a sleek looking caravel named the Rum Runner has just been lashed to one of the peers and should be brought to the PC’s attention.

• Excitement builds as day progresses people mention the festival eve celebrations at the Rusty Dragon Tavern and the Rusty Strongman Comp.

Late in the afternoon two Sandpoint Guardsman approach the group, thank the PC’s for their help and pay them the 3gp (Mayor Deverin tips in 1gp out of her own pocket).


The Rum Runner sliced effortlessly through the light northerly swell, its prow rhythmically raising and falling. The waters of the Varisian Gulf were predictably settled for this time of year and in stark contrast to the blustery, gale swept seas that batter this part of the coastline during late autumn and winter. Whilst the changing of seasons was imminent, with autumn almost arrived, the winds were still weeks away if the seasons followed their usual patterns.

Myra ‘The Carver’ Sinsashi, proud owner and captain of the sleek caravel on which she sailed, again raised her small eyeglass and focused on the rapidly increasing land mass to her right. The entrance to Sandpoint harbor beckoned and with relatively light seas entrance into the sheltered cove would be a mere formality.

The trip out from Magnimar had taken two days as the Rum Runner had visited two of the close offshore islands on the way down to Sandpoint. A particularly heavy night of celebrations over on the Isle of Grubbers Hermitage had put the Runner behind schedule and left the majority of the crew offering ‘bile penance’ over the side of the ship to the sea gods. Although time was not paramount on this venture Myra still wished to conduct a little business before festivities took a proper hold in Sandpoint this evening. The fact though that sodden minds often produced fat profits caused Myra to smile and call for the aft sail to be folded…. A little bit late won’t hurt!


The following is a series of posts I put up for background material for the Runelords adventure path I am about to run. It basically provides some backstory and sets the scene for the initial group gathering in Sandpoint. I will put all three posts up now and likely follow up with the other material that I have been working on for this adventure path.

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The three withered hags begged him again, Eando...Eando...take us Eando!
Eando Kline sat bolt upright, a sharp crack heralding the contact of his forehead with the bunk above him. Damn it he cursed as he rolled out into a sitting position on the floor still somewhat shaken by the unwanted advances in his dreams. Why can’t they be lithe, beautiful women like that firebrand Ameiko downstairs he thought to himself? Looking around Eando noted dim moonlight flickering through the open window illuminating the room. Early hours of the morning he thought. Standing gingerly he made his way over to the writing desk conjuring a small flame midstride and briefly touching the wicks of two candles on the side shelves. Sitting down Eando opened his leather bound notebook, the spine of which cleverly incorporated an embellishment of the ‘Glyph of the Open Road’, the sign of the Pathfinder Society.

Eando was considered somewhat of a renegade within the ranks of the Society but still received support from internal sources. One such source and the primary reason why Eando now found himself lodging in the Rusty Dragon Tavern in Sandpoint, was his good friend and confidant Shevala Lorae. Shevala enjoyed the influential post of venture captain and now operated out of the Grand Lodge of Absalom. She had been the driving force behind the recent establishment of a new society lodge in Magnimar, one of the major centres of population in Varisia. Shevala, herself a wild Varisian girl at heart, had contacted Eando recently and requested his attendance at the opening of the newly rebuilt Sandpoint Cathedral.

After nearly five years of planning and construction since the old cathedral was burnt to the ground, the recently completed multi deity building would open its doors in little over a week’s time. Eando was sequestered to merely observe the occasion and report the success of the grand opening to Shevala. The Pathfinder Society had a vested interest in the project and had provided an untraceable source of funding. With access to higher level divine powers and training for lower members of the society in all things divine and powerful, a greater section of the Lost Coast’s mysteries and lost antiquities could be investigated and reclaimed.

..................................

There they were…six this time Shalelu noted from her vantage point, perfectly concealed high amongst the boughs of an ancient oak. The past two nights she had maintained a vigil with a growing concern at the close proximity of this threat to the outlying settlements along this section of the Lost Coast. With a slight sigh Shalelu slid effortlessly down the branches and leapt the last ten feet to the ground alighting soundlessly on the forest floor. Out of the undergrowth trotted Sheer, a full grown stag hound, head up and sniffing the night air no doubt wary of the nearby threat. He silently joined his mistress with a gentle nudge of his muzzle against her proffered hand. Stag hounds were naturally large but Sheer was easily a hand span higher than others of the breed and combined with a coal black coat he formed an intimidating visage.

Shalelu once again considered her options. The Swallowtail Festival was due to start in a little over two days time meaning masses of people filing into the streets and inns of Sandpoint. Oh how she hated the crowds! With the opening of the new cathedral coinciding with the festival, there would be an even greater than normal influx of visitors and revelers alike. Still, dislike of crowds aside, Shalelu would not rest easy knowing some of these isolated homesteads and families were in danger. She made up her mind a quickly electing to travel south along the coast to Sandpoint and report her findings to Sheriff Hemlock. Hopefully after the commotion of the festival subsided Hemlock could organise a few patrols out into the surrounding area to put down this possible uprising. After all, a boil is best lanced early saving it growing out of control and bursting. With a slight smile at remembering one of Eando’s tasteless analogies Shalelu broke into a run, her keen elven eyesight guiding her faultlessly while Sheer loped along fluidly at her side.

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The sound of Ameiko Kaijitsu’s melodic voice drifted down Market Street as the talented bard prepared in earnest for the upcoming Festival Eve celebrations. Passersby smiled in anticipation of the upcoming event, a truly memorable night on Sandpoint’s calendar. Ameiko walked slowly to the open double doors on the second story balcony of her room atop the Rusty Dragon Tavern. Proprietor now for many years the Dragon was thriving and its busiest night of the year was barely a day away. Ameiko glanced out towards the harbor noting the weather was holding and hoped it continued for the start of the Swallowtail Festival. Stowing her lute in its ornate leather bound case Ameiko made her way downstairs to start what was sure to be a busy day of preparation.

Half way down the stairs a string of curses in the dwarven tongue caused Ameiko concern as confronting Volioker Briskalberd in a foul mood was not an appealing thought. The town’s locksmith was under stress trying to get the equipment for the Rusty Dragon’s strongman competition in working order. Volioker was standing alongside a large but narrow bench around two metres long. Each end of the bench sported a leather handled iron lever standing upright. While ‘Ole Rusty’ as it was nicknamed might look an odd contraption, it was brutally efficient when it came to the dirty end of deciding the strongest person in Sandpoint each year.

Rigged underneath with countless pulleys, cogs and chains Ole Rusty was the culmination of years of testing and refinement by Volioker and a true labour of love. Much to his embarrassment last year’s strongman had nearly been ruined by an incident where a malfunction caused one of the contestant’s arms to be pinned. Part of the loser’s ‘medicine’ is their hand contacting one of the local, sponge like crimson anemone, a large and toxic inhabitant of the areas coastal waters. The sponge is placed into a recessed area at both ends of Ole Rusty and upon defeat and the losers arm touching down they are briefly subjected to its paralysing slime. Last year with the malfunction one poor sod was trapped with his arm pinned for near fifteen minutes while Volioker belted cogs and gears underneath the bench trying to free up the mechanism. Instead of the usual paralysed hand a losing competitor sports for several hours requiring temporary drinking with the non dominant hand, the individual very nearly suffocated as the toxin spread up his arm and across his chest.

Ameiko left Volioker to his own company affording him a nod and good morning as she passed and headed out the front of the tavern. Things to do she thought and hurriedly headed off towards the docks to check on the progress of the evenings fish order and to confirm the capture of several anemone for the upcoming competition. Exciting times!

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