Concept: bullied child gains power, seeks respect and the source of a vision
Witch, no archetype. I have not taken Slumber and hope I never feel the need to. I have Evil Eye and Cackle, to stay useful in most situations.
Background:
The gnomes in Brastlewark called her "Einnim the Mad" Ratfolk are often forced to the fringes of society in the first place. But Einnim was odder than most, and was nearly shunned. You see, Einnim was cursed with visions. Visions of a vast ratfolk empire, entire cities of her kind, living without shame. She could hardly contain talking about it, and how she sensed it was "far away, above the sky." These rantings left her picked on as a youth and mocked as a teenager. Even when she became a young woman, her prospects seemed bleak. That is... until the stray rat adopted her. The rat that brought visions of the glory of Nethys. The power, and the destruction, there for the taking. She took it. That brought the power, the curses, the spells. With it came fear. Fear from those who had tormented her. But the rat promised more, a quest, a journey, a task. What? Neither knew. Only that a time was coming; and that the greatest reward of all waited... the Ratfolk Empire.
Alignment: NE.
PersonalityShe embraces the destructive side of Nethys, but with calculated precision, not chaos. She will brook no disrespect and is more than happy to curse a being, then laugh at its pain. She considers allies useful, if only to add more targets, and will work with those who treat her properly. She loves her rat more than anything else, but the rat has no name. Or rather, the rat has not told her its name yet.
The Amoral Mercenary Trait is the closest I can find to fit her.
The character is in HeroLab, save gear, and I can send a PDF if requested.
Player: David C
Character: Monkey Boy the Humble One
Pathfinder Society Number: 108344-49
This Chronicle #: 17
Current XP: 27.5
Current Prestige: 33
Current Fame: 42
Current Gold: 15,586 gp
Faction: Silver Crusade
Spending 12,000 gp pre-game to bump Belt of Giant Strength to +4.
Player name: DavidC
Character: Brother Gabriel
Character class (archetype) / level: Inquisitor 13
Faction: Silver Crusade
Please explain your connection to the elemental planes: Once freed an elemental phoenix from the control of an evil mortal.
Have you played GMed this scenario before?: Played, not GMed
Have you played other Ranginori storyline adventures?:
#8-04: Wardens of Sulfur Gulch
#8-13-What Sleeps in Stone
#8-17: Refugees of the Weary Sky
Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).
The secondary success condition for this scenario is disgusting.
Please either change it, or retire the scenario.
Secondary Success Condition:
You get an extra PP if you recruit a slaver, someone who is kidnapping people and forcing them to labor in the equivalent of magical sweat shop as slaves, into the Society.
Start of turn, discard Magus Arcana using playmat power. Draw Blessing of the Gods 2
Start of turn, examine top card of deck.
A harpoon is on the edge of the cliff, but Zvarbel's approach causes it to slide over the edge.
Explore, card 2
Zvarbel sees a bar ahead! She enters and asks for a wine list. This provokes a riot.
Barroom Brawl:
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Str 6:1d10 + 1 ⇒ (5) + 1 = 6
Since the barrier is guaranteed to be defeated, I will draw it into my hand and continue my turn.
Turn continued:
Discard Blessing to explore again
Yikes, a Zombie!
Banish Barrier for d8
Combat 9, with d8+d10+1, or everyone else has to fight one too. So I would like a Blessing or some such, will pause while everyone deals with the brawl.
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13 If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Recharge Masterwork Tools, draw the barrier into my hand.
Draw random cards: Shortbow, Onyx of Constitution, Sphere of Fire (spell 1)
Discard Shortbow, Deadman's Chest, Onyx of Constitution draw Magus Arcana
Zvarbel deals with a nice chest of loot, but it takes her entire day.
Zvarbel wrote:
Hand: Galivance, Magus Arcana, Blessing of the Gods 3, Sphere of Fire,
Displayed: Deck: 17 Discard: 6 Buried: 1
Notes: Re-roll not used. Playmats available for all. My playmat not used.
Sideboard cards:
Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).
Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).
"The is beneath me..." mutters Zvarbel as she picks up a mop.
Discard Blessing of Kols to add to Fort check
Fort 8:2d8 + 2 ⇒ (3, 5) + 2 = 10
Draw barrier into hand
Redraw. Done.
Zvarbel wrote:
Hand: Magus Arcana, Galivance, Swabbing the Decks, Blessing of the Gods ,
Displayed: Deck: 13 Discard: 2 Buried: 1
Notes: Re-roll not used. Playmats available for all. My playmat not used. Blessing available.
Sideboard cards:
Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).
Beached at Tempest Cay, Zvarbel draws her new sword, Galivance, and heads onward.
Cut-Throat Grok:
Ally 1
Traits:
Half-Orc
Fighter
Pirate To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7 Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Fortitude 5:1d8 + 2 ⇒ (5) + 2 = 7
The Half-Orc volunteers to aid the party, and leads Zvarbel on.
Discard Grok to explore again. Tempest Cay card 2.
Deckhand:
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration
Charisma 6:1d6 ⇒ 4
Zvarbel calls upon her Magus powers to impress the reluctant sailor.
Place Magus Arcana on top of deck to reroll
Charisma 6:1d6 ⇒ 6
Shockingly, it works. Zvarbel sits down for dinner with her newfound friend.
End turn, redraw Magus Arcana and draw one new card.
Zvarbel wrote:
Hand: Magus Arcana, Galivance, Deckhand, Blessing of Kohls,
Displayed: Deck: 14 Discard: 1 Buried: 1
Notes: Re-roll not used. Playmats available for all. My playmat not used. Blessing available.
Sideboard cards:
Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).
Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.
Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).
Casually watching as Mother Myrtle drowns, Zvarbel decides to explore on.
Ahead is a creature
Owlbeartross:
Monster P
Traits:
Aberration
To Defeat:
Combat 13
THEN Combat 15 Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.
Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).
Ally B
Traits:
Tengu
Assassin
Basic To Acquire:
Charisma
Diplomacy 8 Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.
Sadly the two do not share a common language.
Autofail
Discard Blessing of the Gods to explore again.
Zvarbel ventures to the water, and soon regrets it.
Sea Drake:
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14 The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Auto fail dex check
Electricity damage:1d4 ⇒ 1
Discard Terhk Fourwinds
Reveal Clawhammer and put Magus Arcana on top of the deck
Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).
Today, all the gods get together and have a party.
Zvarbel heads to the Lonely Island, in hopes of some solitude.
She finds a strange object on the ground.
Dragon Pistol:
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.
Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).
Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([X] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).
Hand: Magus Arcana, Blessing of the Gods 2, Blessing of the Gods 3, Explorer's Staff,
Displayed: Deck: 6 Discard: 8 Buried: 0
Notes: Re-roll used. Playmats available for all. My playmat used. Blessings available if needed.
Sideboard cards:
Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).
The waves drive the ship against the rift. Even the sturdy Mistmourn is damaged in the crash.
Though shark's are something Zvarbel usually prefers in soup, she heads to the island all the same.
Shark Island card 1
Wave Crash!
Spoiler:
Henchman 1
Type: Barrier
Traits:
Weather
Veteran
To Defeat:
Strength
Constitution
Fortitude
Survival 5 Before you act, your ship is dealt 1d4-1 Structural damage.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, each character buries an ally.
If defeated, you may immediately attempt to close
the location this henchman came from.
Cast Strength
Str 6:1d6 + 4 ⇒ (3) + 4 = 7
Use shirt re-roll
Str 6:1d6 + 4 ⇒ (4) + 4 = 8
Using her magic. Zvarbel bolsters her strength enough to grab the helm and wrench it. The ships turns from the deadly waves.
However, Zvarbel is washed overboard, where she is attacked by a shark!
Draw the barrier
Put Magus Arcana on top of deck to add Intelligence. Discard Barrier. Recharge Eye Patch.
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
A single, dim lantern sheds uncertain light in the cabin of Venture-Captain Retief VanSchuyver. The deck of his ship, the Maelstrom, sways and rocks with the gentle swells in the predawn darkness off the coast of Rahadoum. The captain scratches his patchy beard as he speaks. “I’m not sure how much you know about the nation of Rahadoum. Its position on the mouth of the Inner Sea keeps it prosperous enough, I think, but the strangest thing about the nation has nothing to do with trade. You may already know this, but they’re not too keen on the gods. Any of ’em. Not Desna, nor Abadar, nor Gozreh, much less the bleaker crew like Asmodeus or Lamashtu. Them Rahadoumi want nothing to do with them—had a war over ’em, in fact. Even Sarenrae can’t get her foot in the door!” The captain leans back, turns, and spits tobacco juice into a brass spittoon. “Despite all that, Rahadoum is a peaceful nation, eh.
Education is highly valued, and civic duty held in high esteem. At least it hasn’t had to deal with any religious wars in a long time. But turnin’ your back on the gods has its downside. Famine always looms on their horizon. The desert claims more and more of their farmland every year, it seems. And, worst of all, plagues wreak stark havoc among ’em. Thousands die every year from one ailment or another for want of a decent cleric. They have no power, no divine will, to stem the tide of disease, and they struggle and they starve and they die so dreamlessly, knowin’ that when they enter the Boneyard, there’ll be no deity to meet ’em there with open arms, no paradise waiting on the other side. “Just lately, things have been much worse. A new plague sprang up several weeks ago in the outlying villages around Manaket—Rahadoum’s center of learning. They call it the Night Plague, and it’s a killer. Very few infected have recovered from it but the handful who made it across the borders or out through the ports have been easily cured by clerical magic. This Night Plague’s a killer, but it doesn’t have to be. “That brings me to why we’re bobbing here off Rahadoum’s coast in the dead of night. Despite Rahadoum’s current social agenda, it’s an ancient, storied land. There’re a lot of secrets buried in those forgotten sands. As a result, let’s just say that the Pathfinders have ‘assets in place’ in the area not ‘officially’ associated with the Swordmeet Lodge in Manaket and leave it at that. But with plague striking the area, and those assets having no clerical support, they are now in jeopardy. We’ve got to protect our people and their research, and to do that we’ve got to get a handle on this plague before it becomes epidemic, or at least shield our folks before they’re exposed to it.” He looks up, his eyes dark and fierce. “So we’re going to give Rahadoum a little help… whether they like it or not.”
He gestures behind him to a shadowed figure sitting on a sea-chest. “This is Agosa Agion, a holy hand of Sarenrae and Pathfinder field operative.” A human male rises from his seat and bows low. He wears a desert dweller’s robes on his slender frame and a green turban around his angular head. His forked beard is golden-colored and dyed with henna at its tips. Captain VanSchuyver clears his throat and continues. “Agosa normally serves as a healer in the Sothis Lodge and his expertise should serve him well as a plague doctor. I don’t intend for you folk to play nursemaid to a bunch of plague victims, that’s what we’ve got Agosa here for, but getting him into the country and to the action is where you come in.
“Your job is to sneak him into Rahadoum and get him to the village of Wadi al-Hesr, avoiding the nation’s priest-hunting military forces—they’re called the Pure Legion—and taking care of any ‘entanglements’ that you may run into along the way. For all the gods’ sakes, don’t let them know you’re even in the country! Right now, we’re anchored just off Rahadoum’s northern coast near the Qassabah Heb Amar. As far as the Rahadoumi government knows, it is the home of Bey Sarkris El Makkra, jefe of several of the local villages. The truth is, the good bey uses his stronghold as a secret smugglers’ port. Tonight, you are the smugglers, and Agosa here is your contraband. Get him into the tunnels where you’ll meet one of the bey’s servants; he’ll direct you from there.
“Don’t mess this thing up. Once you get Agosa to Wadi al-Hesr—only a few miles from the bey’s fortress—he’ll know where to go. Questions? If not, then get to the tunnels before the tides change. Someone from the bey’s staff is surely already waiting.”