Magma Dragon

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Organized Play Member. 146 posts (1,498 including aliases). No reviews. No lists. 1 wishlist. 5 aliases.



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It would be great if anyone did.


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In honor of the 7th anniversary of the Kickstarter for Throne of Nighe closing, I present to you the gunzarak cannon golem. I wanted to make the cannon golem picture a unique encounter and I didn't just want to add gunzarak qualities to the regular cannon golem (although that's probably what would have happened.) I didn't give this golem a CR but I was aiming for 17. Not sure if I made it too powerful or not.

Gunzarak Cannon Golem:
N Large construct
Init +8; Senses darkvision 60 ft., low-light vision; Perception +2

DEFENSE

AC 31, touch 17, flat-footed 23 (+8 Dex, +24 natural, -1 size)
hp 150 (24d10+30)
Fort +8, Ref +16, Will +8
Defensive Abilities DR 15/ adamantine, DR 3/—; Immune construct traits, magic, rust

OFFENSE

Speed 50 ft.
Melee 2 slams +31 (4d10+8)
Ranged cannon +31/+26 (6d6+8/19-20/x4)
Space 10 ft.; Reach 10 ft.
Special Attacks Smoke blast (30 ft. cone, Fortitude DC 22, nauseated), cannon, destructive strike

STATISTICS

Str 26, Dex 26, Con —, Int —, Wis 14, Cha 2
Base Atk +24; CMB +35; CMD 51
Feats Improved Critical (cannon)
SQ alloyed, blasting critical, gun training

SPECIAL ABILITIES

Alloyed (Ex)
A gunzarak cannon golem’s slam and cannon attacks count as adamantine, silver, and magic weapon for the purpose of overcoming damage reduction.

Blasting Critical (Ex)
When a gunzarak cannon golem confirms a critical hit with a slam attack, it can make one cannon attack against that target as a free action (as long as the cannon is loaded).

Cannon (Ex)
A gunzarak cannon golem’s cannon has a range increment of 100 feet and deals 4d8+ points of bludgeoning and piercing damage on a hit with a x4 critical modifier. The cannon’s magazine can hold up to 20 cannonballs at a time—reloading a single cannonball into this magazine is a standard action for the golem, while loading a cannonball into the cannon itself to fire it is a swift action; this allows the golem to take two shots per round with the cannon.

Destructive Strike (Ex)
A gunzarak cannon golem’s slam attacks threaten a critical hit on a 19 or 20. In addition, whenever an adamantine golem scores a critical hit, it deals 6d10+8 points of damage to the target’s armor or shield in addition to the normal damage, as if it had also made a successful sunder combat maneuver.

Gun Training (Ex)
A cannon golem adds its Dex modifier to the damage dealt by its cannon.

Immunity to Magic (Ex)
A cannon golem is immune to spells and spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.

Any spell with the water descriptor that affects a gunzarak cannon golem renders its cannon unusable for 1 round (no save).
A heat metal spell causes the golem’s cannon to instantly backfire, dealing 6d6 points of damage to the golem and staggering it for 1 round (no save).
A slow spell cast on the golem causes it to lose its quickness ability for 1d6 rounds.
A haste spell heals the golem of 1d6 points of damage per level of the caster (maximum 10d6).

Quickness (Ex)
A gunzarak cannon golem is incredibly quick. It can take an extra move action during its turn each round. This means it can move up to its speed and still make a full attack.

Smoke blast (Su)
A gunzarak cannon golem can fire a 30 ft. cone of thick, black smoke. Creatures caught in the smoke must succeed on a Fortitude save or be nauseated as they choke and cough. A creature that chokes takes 1d6 points of nonlethal damage. The smoke acts as fog cloud.

Construction
Craft Construct, crushing hand, fog cloud, geas/quest, haste, wish, plane shift or secret chest; Special creator must be caster level 18th; Skill Craft (siege engine) and Knowledge (engineering) DC 30, creator must know the secret of working true mithral; Cost 200,000 gp

Gunzarak (true mithral) special material.

I also have this random encounter table for the Sunless Sea. You can at least use it as inspirational material. The water elementals could be on the boiling sea and do burn damage. The void dragon could be fighting a magma dragon... or mating with it. There's a scary thought, baby magma void dragon.

Sunless Sea encounters:
1–20% 4 elder water elementals CR 15
21–30% 2 advanced monadic devas CR 15
31–40% 1d4 ropers CR 15
41–50% 4 sea serpents CR 16
51–60% 1 scylla CR 16
61–70% 2 neothelids CR 17
71–80% 1 Winterwight CR 17
81–95% 1 ancient void dragon CR 18
96–100% 1 Deep Sea Serpent CR 19


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You know, all these iconic encounters are fun little reads, but knowing this is the last one, for now, makes me wonder, when are we going to see the villain icons again? I mean, obviously going to see the other icons again, but I don’t recall anything about the villains since Hell’s Vengeance concluded. I would love to see a story from their lives.


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I can speak for myself and say that I’m a... dedicated player!


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Suspense.


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Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

Now that we’re back on track can I get a result from that appraisal for the wine I’ve been going through?

“Varisian?” Varor asks loudly without stopping his inspection of the various wines. “Your wife, is she a Varisian?”


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Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

“Kalem was very upset when he got killed. It didn’t help when I pointed out that he jinxed himself.”


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theasl wrote:
BoggBear wrote:

So, we're on the home stretch now eh? Sooooo....is this the point where we try to bribe the GM for a spot?

Someone else go first, I want to see the base line before I make any offers.
I got...uh...a couple spare pennies on my table? :)

I got a rock.


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Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

In character Varor is tired from nearly dying. out of character I'm having a blast. And I think we will all be taking this as a learning experience.


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Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

Varor looks over at Kalem.

'And that is why you were going to be the lead in my prison escape plan.'


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The rebellion begins! The city of Kintargo has long been a safe haven for artists, freethinkers, and those marginalized by the oppressive Chelish government, but now the city has been placed under martial law by inquisitor Barzillai Thrune.

When a protest turns into a riot, a new group of heroes comes together to form an organized resistance against the devil-binding government and the church of Asmodeus—but can they survive long enough to establish allies? Or will they become the latest victims of the Thrice-Damned House of Thrune?

And would that really be a bad thing?

Hello and welcome to Hell's Vile Rebels. Where you will lead a rebellion against hell, for evil!

"But shouldn't we be rebelling against Hell because we're good?"

Well I'm glad you asked random Strawman that I just made up. Yes you should be rebelling against Hell because you're the good guys, but you aren't.

You see I originally wanted you to be evil in an adventure against the Iron Gods—for obvious reasons if you know the story—but that just seems so bland. I considered Serpents Skull but that doesn't really add much of anything there. Kingmaker? Skull and Shackles? Those are sandboxes, you could already be evil in those without many problems. No, it needed to be something where you're expected to be the good guy. And I came to two options: Hell's Rebels and Wrath of the righteous, but the problem with Wrath was that it's so expecting of you to be the good guy that actually easier to just rewrite the entire campaign.

No. It had to be the Hell's Rebels campaign, where you could be any form of evil and it wouldn't break the story as long as I was careful with it. After all Asmodeus is the lord of ambition. There is a god of secrets and lies. and demon worshippers can be found anywhere. So here we are, the expectedly good campaign where you actually play the bad guy. It's time to be evil, dastardly villains and take over an entire city right under a hell damn empire.

But here's the catch Strawman; you have to pretend to be the good guy. That's right, you have to gather a couple of evil to call your own, while leading a righteous rebellion, while pretending to be regular citizens under an evil government.

Naturally gathering a secret cabal of evil while pretending to be good guys rebelling against an evil government might seem intimidating to fledgling villains such as yourself, but don't worry, it's not nearly as bad as it could be. All of the good guys who could see you for the evil that you are, are currently unaccounted for. And everyone who's evil is in such a position of power that you are nothing more than a mere insect to them.

So go forth Strawman! gather new allies and together you may become the sinister power in the shadows that all should rightly fear. And know this, no matter what you do, no matter how hard you try, you will inevitably further my own design.

I highly recommend looking into the Hell's Rebels and Hell's Vengeance player's guides for inspiration on how to make your characters.

Character Builds:
- 20 point buy.
- HP after first level is roll your hit dice or half plus one, whichever is higher.
- Knowledge of the adventure is not a disqualifier for character submission.
- Background skills are in effect.
- 2 traits.
- Max starting gold.
- No good alignment.
- No third-party content and Feat Tax is not in use. It would require me to go in and edit a bunch of stat blocks for characters which defeats the purpose of a pre-written adventure.
- A completed character sheet is in no way required, I constantly ask if I can just submit a character backstory without a character sheet and I am not going to demand more from anyone else.


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Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

Because then it wouldn't have been a surprise.


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Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

Yeah it doesn't really help that the AP doesn't even try to be subtle about it.

I mean, they try. But the shift from not supposed to be evil to the antagonist of the campaign is as subtle as a car wreck. I mean it's more obvious to us because we've been doing really well in the campaign and that's kind of supposed to be the reward for doing well, But the hardcover edition is somehow less subtle then the original.

The first time you meet the Queen she's supposed to be veiled and sad but the new artwork actually makes it even more obvious that she's evil. How did a hardcover of an adventure path manage to downgrade something!

...The point I'm trying to make is that Kalem is the most trusting member of this party and that's concerning me.


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Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

Varor draws his scimitar and holds it at the ready, not daring to move in without any armor and test his odds against a hippogriff.

As he does so he looks around at the hippogryphs and tries to think of something, something nagging at the back of his head, but it takes a moment for him to realize what it is. "Hey guys you don't suppose that these hippogryphs belonged to the now disband Sable Company do you?"

So that's me drawing a sword, tacking a total defense action, which raises my AC up to 16, and providing a plot reason for why these hippogryphs are here.


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Okay so I track down the campaigns thread by using your profiles to find it and holy s*** that opening is long and complicated! So here's the thing, I'm willing to take over this campaign for you guys if you're willing but I'm going to need a few things in turn.

1: I need a comprehensive summary of what's going on and I need you guys to provide this for me instead of having me read over the campaign. Because I can't even begin to figure out half of it where as you (the players) should be able to read it a lot better than me.

2: Get rid of any and all third-party material. I don't buy third-party material so I can't make any calls on that stuff. Also make sure all relevant information about your character, such as stats and backstory, is somewhere I can easily access. Preferably in the profile page but if you use an off-site character sheets then I do need a link.

3: Give me like a week to read over at least the first book in this campaign. Also I would appreciate a full list of the characters who are still actually in the game by that point. I've also never adopted a form game so I'm not sure how to actually do that.

If anyone has any questions want to ask please feel free to ask them, and if somebody could figure out how I'm supposed to adopt a game that be great. Not that I can't, I'm just lazy.


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Upon closer inspection of the veil there are several intricate patterns weave in into it. The veil in the image. And just so we don't spend another week with you guys trying to figure out what it does...

As Taldran examines the veil in better detail he notices the pentagram symbol in the center of the veil. Running his thumb over it the pattern appears to peel off the Veil and fall to the ground turning into a silver symbol of Asmodeus.


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If I can just add my two cents here, it seems like the problem is more about the fact that someone can just one shot a near demigod. Which is pretty boring when you think about it, because shouldn't a demigod be as close to the ultimate challenge (for even a fantasy character) that they could ever hope to get? Because the whole point of the mythic rule system is to help you emulate the ancient Greeks and Romans heroes of myth, but even they couldn't fight these guys.


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Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

Varor finished searching the room for whatever he could and decided to listen in on the now found Briget as she tells her story to Ilsa. While he was heartwarmed by the fact that Ilsa had found her niece he was still disgusted by what he heard from the young girl as he leaned against the wall next to the doorway, but his heart stopped when she finished. He knew exactly what type of dagger she was talking about.

Gaedren had a key shaped dagger in his lockbox, and he wouldn't have stolen some random dagger off of someone. Meaning that he had gotten it from the same place, possibly the same person as our new mystery suspect.

Varor grit his teeth as he felt his thoughts swarm in his head, whatever warmth that it's sparked in his heart flicker and die. And they're both gone! Gaedren possibly knew more than even he was aware, and he's dead! And we sold the dagger already!


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Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

Meanwhile Varor's still guarding the rear.

It may be a position where I do nothing, but I'm going to do nothing with diligence dammit!


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Guilty. You are a lawbreaker – the worst of the worst. Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken. You won’t be at Branderscar Prison for long. Branderscar is only a holding pen. In three days – justice comes. In three days – everything ends.

What a pity. If only there was a way out of this stinking rat-hole. If only there was a way to escape. If only…

No. No one has ever escaped from Branderscar Prison. This is where your story ends.

How to Make a Villain:
Everything you need is in the free preview from Pages 24 to 29. You're not allowed to use gunslingers, ninjas or samurai, and you are only allowed to use the core races, aasimar, fetchlings, tieflings, and dampires.

Focus and Foible or 25 point buy.

The only player information that I feel I need to add is that wizards and monks don't really have any specialized schools in Talingarde so they are either self-taught or had to learn from whoever was willing to teach them.

Background skills will see limited use but are in effect.

The only trait you're allowed is the crime you have committed, you'll receive plenty of power ups later.

Feat Tax is not in use. It would require me to go in and edit a bunch of stat blocks for characters which defeats the purpose of a pre-written adventure.

Character submissions are open until the 18th of next month, that will give you 20 days to work on a character.

Common Knowledge:
Here are thirteen things everyone knows about the
kingdom of Talingarde.

1. Talingarde is an island.

It is about the size of England in the real world. It is an isolated place far from any other nations and outsiders are something of a rarity. In the south it enjoys a temperate clime, but the north of the island is quite cold and often blanketed with snow. Most people avoid this part of the island because it is populated by monsters.

2. Talingarde is a lawful good nation.

Talingarde is a place of law and order. Violations of the law are punished severely but fairly. Talingarde is also a place that reveres the ideals of goodness. Clergy tend to the sick, often for no pay. Knights seek to protect the weak. Paladins are fabled individuals often featured in stories and songs. Talingarde might be, in all the world, the nation most committed ot the ideals of law and good.

3. Talingarde is a monarchy.

It is ruled by good kingMarkadian V called the Brave. Markadian is a much beloved ruler from a well established royal family known as the House of Darius.

4. The King has no son.

He does however have a daughter, the beautiful princess Bellinda who is twenty years old and still unmarried. The king and the princess are the only full-blooded members of the royal family, though they have lots and lots of cousins and more distant family. The King’s wife Lucinda died in child birth and he has never remarried.

5. The Victor was the first Darian king.

Markadian V is actually the great grandson of Markadian I called the Victor who established the House of Darius and defeated the former royal house, the House of Barca, at Battle of Tamberlyn. The Victor remains beloved in Talingarde even decades after his death and you still see statues of him everywhere.

6. The only god you are allowed to worship in Talingarde is Mitra.

Once other gods were worshipped, but that all came to an end under the House of Darius. Worship of Asmodeus, arch-enemy of Mitra, is outlawed and punishable by death by burning. Worshipping other non-evil gods is technically allowed but highly discouraged and very rarely seen.

7. Mitra is the Lord of Light.

Mitra is the god of light, healing, goodness and leadership. He is usually depicted as having three aspects – a king, a healer or a living flame. Mitra is benevolent god and the arch-enemy of the First
Tyrant, Asmodeus.

8. The Church of Mitra is everywhere.

No town in Talingarde lacks a church of Mitra. The priests are almost always important men in their community. The second most powerful man in the kingdom is the High Cardinal of the Church, Vitallian of Estyllis. There word is not law but it is heard and respected and ignored only infrequently. The House of Darius and the Church of Mitra are allies dedicated to keeping Talingarde the bastion of goodness, law and Mitran devotion that it is today.

9. Asmodeus is the enemy of Mitra and Talingarde.

Only one faith is banned and punishable by death within the kingdom of Talingarde – the faith of the devil-god Asmodeus, the lord of the Nine Hells. Before the House of Darius rose, Asmodeus was part of the pantheon of Talingarde. Asmodeus was not loved, but he was feared and respected alongside the other gods. Markadian IV called the Zealot outlawed the faith and unleashed the Inquisition against it. In the Asmodean Purges of the twenty years ago, every temple and high priest of Asmodeus was burned. The Temple of Asmodeus never recovered.

10. Talingarde is defended by the Knights of the Alerion.

The Knights are a storied and legendary order of warriors who uphold the right, protect the weak and work to see justice done. They are a religious order and everyone has sworn oaths to Mitra. Uniquely, they are not all nobles. Even those of common blood may become a knight if they are deemed worthy. Not every Knight is a paladin, but their order has produced more paladins than any other.

11. Talingarde has six regions.

The Island of Talingarde has six parts – The Cambrian Ports, The Heartland, the Borderlands, the Caer Bryr, the Savage North and the Lands of the Yutak. The Cambrian Ports are the three large cities of Talingarde that sit upon the Bay of Cambria. The Heartland is the farms and rural parts of Talingarde. The Borderlands are the northern reaches of the kingdom protected by the Watch Wall. The Caer Bryr
is a great forest inhabited by the savage Iraen. The Savage North is a wasteland of ice ruled by monsters. And the Lands of the Yutak are scattered small northern islands inhabited by strange men very different from the men of Talingarde (or Talireans as they are sometimes known).

12. Talingarde is protected by the Watch Wall.

Twelve fortresses mark the northern border of the kingdom of Talingarde. These fortresses control every point of access from the Savage North and defend the land from incursion by the bugbears and other monsters that live there. Markadian V called the Brave earned that name defending the Watch Wall.

13. Talingarde is at peace.

But will it last?

The races of Talingarde:
Humans make up the majority on Talingarde with a significant portion of half-elves in positions of power as well. There's also a sizable dwarf population in the mountains.

Any other race is too small or spread out to really have much of a presence in any one area that has any effect on your allowed character creation.


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Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

Actually I have the Rebuke Death ability due to my healing domain.

Varor moves over to the dying cultist and quickly pulls out Zamandas arrow, offering whatever healing he can.

Rebuke Death: 1d4 + 2 ⇒ (2) + 2 = 4


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Time travel is always something tricky to work with, you do it poorly you have paradox after paradox, and if you do it well you then have to explain how the time travel actually works, and also deal with a bunch of stupid questions. "Do the gods exist outside of time? if they don't then how come Aroden is dead?" I also remember that there is an artifact that uses time travel in one book, so it's not just the adventure paths that time travel has been mentioned in, it's just the runelords that it's been ever implemented in


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Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

Try not to die guys.


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While Cheliax may appear on the outside to be a stable empire if you actually read the adventure path you would see that it is very frail. House Thrune is literally the only thing keeping the nation togethe but I understand the confusion.

From the outside Cheliax seems like a stable empire kept together by some unseen nuance despite the fact that it's inhabited by liars, assassins and thieves. Turns out, no, it's just House Thrune keeping it together. Even the Archdevil's say that Cheliax is doomed to fall and it's just a matter of time.


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law/chaos: 1d3 ⇒ 3
good/evil: 1d3 ⇒ 3
size: 1d20 ⇒ 18
government: 1d12 ⇒ 2
quality 1: 1d32 ⇒ 12
quality 2: 1d32 ⇒ 16
quality 3: 1d32 ⇒ 5
quality 4: 1d32 ⇒ 29
quality 5: 1d32 ⇒ 31

region: 1d5 ⇒ 2
race: 1d20 ⇒ 4

Deepgate
CE Large City (South)
Corruption +3; Crime +2; Economy +3; Law +0; Lore -1; Society +0
Qualities Tourist Attraction, Resource Surplus (Adamantine), Notorious, Subterranean, Racially Tolerant (Drow)
Danger 20
Government Autocracy
Population 24,000 people (10,000 human, 5,000 half-Drow, 3000 Drow, 1,000 elf, 1,000 Dwarf, 1,000 Orcs, 1,000 Kobold, 2,000 other)
Notable NPCs
King Asgar Earthsong X LE Male Human Fighter 5 / Bard 5
Contracted royal advisor Lan Popan NE Feale tengu Lich Wizard 10 / Blackfire Adept 7
Noble serial murderer/Holy judge Xov Ciennydre CE Male Drow Slayer 5 / Assassin 10
Arch Executioner Nolif Vire CE Female Drow Antipaladin 10
Mich Yard TN Male half-Drow Alchemist 2 /Gunslinger 4

Marketplace
Base Value 12,000 gp; Purchase Limit 75,000 gp; Spellcasting 7th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

Sitting between the border of two empires, and despised by both, Deepgate has made a name for itself, a name that has survived repeated attempts to be wiped from history. The city is a death trap for all things, fortune, fame, decency, morality, life is one of the few things that you are likely to keep no, matter how much you don't want to. They say if you can make it in Deepgate, you can make it anywhere. A true enough statement, as anyone who can make a living in Deepgate is truly a monster of the highest caliber.

The namesake of Deepgate is the 10 meters tall adamantine gateway that leads to the Deepworld. a mystery to all who study it, and an attraction to all who would, the Deep Gates purpose, construction, and creators are all unknown. The city Deepgate is a history of its own, the humans and drow who populate the city have a intertwined history with the gate from both sides.

The drow's history of the Deep Gate, which they refer to as the Last Wall, involves the drow expanding and creating a frontier settlement on their side of the gate. Working to both understand the secrets that they have forgotten of it (or so they say), and to prepare for whatever awaits when it opens.

The human history of the Deep Gate involves two large mercenary companies agreeing to form one mercenary company and setting up a base of operations on an open plain. While digging a tunnel to establish a basement, a digger hit the Deep Gate. the diggers excavated the site and discovered the Deep Gate. A baffling mystery the company of mercenaries had to turn their base into a tourist attraction for all who wish to study the large adamantine construct. The mercenaries having to give up there mercenary work and turning they're established Bass into a new settlement as more and more people came to study the Deep Gate.

Centuries later the Deep Gate opened for reasons that no one knows, and so the drow and human settlements on both sides interact for the first time. needless to say a war broke out and the humans won.

It was not as bad as a war could have gone though. While the drow had been preparing for such a thing for as long as there settlement had existed, the human simply far outnumbered them. Due to this the peace treaty between them resulted in a unique standard of social distribution for both sides. The drow who lived there would keep their titles and ranks, as would the humans, but the humans would be the only ones who could become kings and queens of the city. elected from their own noble houses by the drow nobility.

Religion is another matter entirely, as there is no one state-sanctioned religion the city's religious population is wild and varied. There have been shadow wars in Deepgate for as long as Deepgate has existed. these shadow wars range from shadowy cults and religions fighting each other to righteous cults, holy cults, shadow cults, wicked cults, and every other religion and cult you can find fighting each other.

Currently the most powerful religious force in it Deepgate is the Pure Church. The Pure Church is led by the Pure One or Pope and is elected into the position for life by the Archbishop's, a circle of 17 figures who are themselves elected in to their position by the various factions who support and hold power in the church.

The Merchants Guild is a continuous power struggle of all business owners in Deepgate. The Merchants Guild is led by whoever has the most money, and thus the most power, in the guild.

The Culture Guild is the most legitimate power in Deepgate. But just because it's the most legitimate doesn't mean it doesn't hold its own secrets. There recently made powder is a well desired and selfishly kept secret, and many wait with bated breath to see who it will be who starts a war with the Culture Guild to get their hands on it.

While Deepgate may be run by kings and queens, they are, for all intents and purposes, penny kings and queens. Deepgate itself is little more than a city-state that will often join the force that holds the most power in the region, and while the current empires that it sits between would love nothing more than to wipe the city out of existence, the city and its rulers keep to themselves and pay tribute to whoever claims rule over them regularly.

The Empire of Grandia holds dominion over Deepgate for now, and only maintains that hold for the wealth of the city provides.


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An adventure in Galt which involves the PCs ending the Red Revolution once and for all and then fending off invasions from the River Kingdoms and Taldor to cement their rule.

A Mythic Adventure that will take the PCS from Lastwall to Eox to face off and defeat the wizard King Geb once and for all.

Renaming everything in these adventures so that I can put them on community use and not take off paizo for using their property. (I don't understand legal jargon)

And working on two other campaign outlines, doing all of this by myself. So now adding aspirin to my shopping list. And now I'm removing aspirin from my shopping list because I could never choke it down and I'm ending this terrible running joke.


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You know what I wish they'd put in that I know they're not going to? A mythic path for aquatics. Think about it, becoming a mythic lord of the seas or being able to split the ocean. That would be amazing, but it's never going to happen.


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Playbook: Cutter | Stress: 0/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0

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"Slumber essence. My friend, the one who just made the toast, is a bit frisky and outgoing but most people don't like to play his games willingly, so he has me those them while they're distracted. I don't ask what he does, all I know is that he pays me and people tend not to talk about it. There's an old saying that works we'll hear from my old soldiering days, 'why kill the Goon when you can stab the boss,'"Crooked says with a smile forming on his face."I suppose one kind of stabbing is the same as the rest, Ha ha ha."

"Well I have't been paid enough to get stabbed for him,"He finishes as he turns away from the man and walks away.

I'm trying to stall him long enough for the serum to start taking effect or at the very least get him off of me and onto Smiles. In other words I'm trying to make this desperate situation not my problem.


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All feedback is taken and appreciated, all questions will be answered, and any missing information it's something I've not noticed and need to be notified of.

One: Assassins

Two: Bravos

Three: Hawkers

Playbook: Cutter

Name: Masia Clearstone

Alias: Crooked

Look: A worn-out old man who lets his features hide nothing of his years and the cold flames that were once his youthful anger. He's often dressed in a cream jacket with a white shirt and a black tie wearing worn trousers and scruffy brown shoes.

Heritage: Akoros - Masia was born to a family of merchants who's only great aspiration in life was to keep their heads low and survive.

Background: Military - Masia wanted more to life than just to survive, he wanted to thrive and decided to join the military. Decades upon decades of legitimate clean work as a soldier have gotten him nowhere. The best things that ever happened to him are his marriage and his kids.

Now he is a retired old man. His wife taken by drugs that he didn't even realize she was taking, one son dead due to the foolish ambition and pride that he himself had as a child and another showing the same he has decided to leave something before his own death so that his other son might survive.

Vice/Purveyor: Obligation - His son is the only thing that is keeping him alive but he knows his time is coming so he feels a need to pass on as much to him as possible, whether it's advice or saved wealth.

Special Ability: Not to be Trifled With

Friend: Mercy - A friend by happenstance, Masia saw Mercy be attacked by Chael and Mercy trying to kill him in turn. Chael was left with the more grievous wounds and tried to put the blame on Mercy when some Bluecoats arrived but Masia provided testimony and they've been acting as accomplices and friends ever since.

Rival: Chael - Chael hates Masia ever since Masia got him arrested.

Action Dots: Cutter playbook plus 1 Sway (Heritage,) 1 Finesse (Background,) 1 Finesse, 1 Command