HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
I like the fire in that one, Marcello thinks to himself as he listens to Amaya. She can work a crowd quite well. She'll be useful when we are able to move more openly.
"So it has been since the death of Aroden, Yaka. Destiny itself has come unravelled, and the future is what we make of it. Cheliax was a mighty empire when the God of Humanity guided us. Perhaps He did so a little too well, for when His guidance disappeared, we felt rudderless. We needed that spiritual guidance, and the Thrice-Damned House of Thrune found it in the Prince of Darkness. Now the Asmodean church suppresses all other teachings, even those of Aroden's own herald." Marcello removes the holy symbol of a sword hanging from around his neck, prominently displaying it. "I know the light of the Inheritor is dim here in Westcrown, and some might say that, if She was a power worth serving, why hasn't She done something to aid Her patron's most favored people? I ask you - what if we are that aid?"
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
"Grazie," Marcello says to whomever hands him a bowl of water and towel to wipe the worst of Westcrown's sewers off his boots and pants. He accepts a bit of food and wine, but not more than these folk have to offer. "So, amici," he says to the person who brought him the bowl. "What have the Hellknights done that has lit a fire in your belly? I would hear your tale, so I might better know the men and women I fight and bleed alongside."
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
"Buonasera, Figli di Wescrani," Marcello replies. "I am Marcello of House Lucani...back when such a thing existed. It was by the skin of our teeth we dodged the Hellknights beneath Westcrown. Had we not stayed together, surely we would have been captured...or worse, eaten by those loathsome folletti." He glances about the small group - judging by the fuss the Hellknights made about them, he'd thought the Children of Westcrown would have been bigger. He turned to Zeke. "Is this...all of the Children? Or just the ones who are not involved with other actions this evening?" He sat down on a cot, catching his breath from the night's exertions.
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
HP: 1d6 ⇒ 6
Awesome! Unfortunately, the rest of Sorcerer 2 sucks. I realized I chose to take an extra skill point for my 1st level favored class bonus, then neglected to add it, so I've gained six ranks of skills this level to make up for the four I had from 1st. Bluff got two ranks; Diplomacy, Intimidate, Knowledge (arcana) and Spellcraft all got one.
New 0th level spell is Daze.
+1 Will save
+1 BAB
+8 hp
+1 1st level spell slot / day
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
"Certainly not, signore," Marcello replies. "They expected death by our hands. By awakening with wounded bodies and pride, a seed of doubt might be placed in them. Who knows what that might grow into, eh?" He lays the Hellsquire down with the rest of the group, and makes haste to follow Zeke further through the sewers.
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
"I agree with you, Zeke," Marcello says. "If we are to inspire the good people trampled upon by their Hellish overlords, we must give them an alternative to blood and chaos. Let us begin with these misguided souls - perhaps they might temper their views when they awaken."
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
The LG guy really doesn't want to do it. He might not be a paladin, but he'll wrestle with those same decisions. If someone will make an argument that there's no other way, he might go along with it under protest.
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
"We didn't exactly have a chance to disguise ourselves before the Hellknights started beating down our doors. The Inheritor would want us to help these deluded souls by showing them mercy, but doing so dooms our loved ones. How can I make that choice for them? Is there some way to do what's right and not damn those around me with the consequences of my actions?[/b}" He grows silent in thought as he continues dragging the unconscious man with him. "[b]We might be able to buy the cadets' silence, but not their commander. He's a believer - he'll be hard to turn."
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
The sorcerer stoops to pick up Armand, slinging one of the junior armiger's arms over his shoulder, and wrapping his own arm around their foe's waist. "Why must a man weigh so much? Signore Winstrom, may I beg your assistance?"
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
As the leader surrenders, Marcello begins grabbing the weapons of the two fallen guards. He glances to Pallius. "He's right, amici. Let's not give the Hellknights anything more to be after us for than what we have at this moment. Make him sleep like his friends."
After gathering their supplies, Marcello resumes his retreat down the passageway with his allies.
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
Round 6
Marcello dashes towards Pallius' unconscious form, and kneels down to slap the warrior's cheeks. "Risvegliare, signore! There will be time to sleep later, once the work is done!"
Mechanics:
Move: Move to F27.
Standard: Slap Pallius awake, ending the sleep spell on him.
Swift: Speak in faux Italian.
Free: Steal Jerod's running gag.
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
Round 3
Marcello begins running away from the fight, then notices that they are two party members short. "Dannazione!", he curses, and begins returning to the fight. A true Iomedaean would never leave a compatriot behind, he thought. Then again, a true Iomedaean wouldn't stoop to a trick like this. He stops halfway, and begins weaving his arms in the air, much as he did before. This time, however, he did not channel the power within him - this was just for show.
Mechanics:
Move back 30'. Bluff check to make it look like I'm casting another spell.
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
Marcello grimaces at the grisly task, but slits the throat of one of the goblins, and quickly searches it for anything useful. "We must be gone. The Hellknights will be close on our heels, and this area will be an obvious clue to them that we headed this way." He sheathes his blade, and prepares to move on.
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
So it was! Sorry about that!
A thought occurs to Marcello, and he slashes again at the goblin in front of him. He slashes at the goblin, intent on keeping its attention. He once again fails to draw blood, but that is of little concern. "Come at me, filth! You face a noble scion of Westcrown, not the gutter trash you feast upon!" He slowly withdraws, hoping to draw the goblin into a bad position.
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
Marcello dodges one of the goblin's cruel blows. "Oh, just dandy!", Marcello groans, his voice dripping with sarcasm. "Kill the stregone! The others may flee!"
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
"How dare you make me bleed, creature! I'll have you for that!" Marcello slashed at the goblin again, though his indignation causes him to swing wildly at the filthy creature.
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
Too many of them, Marcello thought. Not enough of us. Time to fix that. He noted two of the foul-smelling greenskins charging from the north, muck splashing up from their feet as they went. It did not distract him from his Art, and soon the words were finished. He sent the soporific dweomer out to the ones to the east - maybe Pallius could reach the caster, cut off the head before these creatures ended them all.
The spell complete, he turned his attention to the ones near him. He pulled a stiletto from his belt, and brandished it at the nearest goblin. "Come and face me, verdino. A Wescrani does not fall to letame such as you!" He slashed at the goblin, drawing blood, surprising goblin and nobleman alike.
Mechanics:
Sleep finishes. Targetting the intersection of squares E26, E27, F26 and F27. This should catch 4 goblins without causing a problem for Pallius. Will Save DC 16.
Draw dagger (move), attack goblin at D19 (standard), pray to Iomedae (free).
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
Marcello exclaimed something in his mother tongue - it sounded melodious, but still carried the force of a good strong curse. "Protect me if you can - we might yet be able to even these odds." He began to chant the arcane words, and inwardly he was thankful that they were racing through a sewer. At least here, the scent of brimstone would be unnoticed.
Mechanics:
Begin casting Sleep. Targetting the northern block of gobboes for now.
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
"What in the Inferno's name have you done, Marcello?", thought the fallen noble as he left the relative safety of the group. "Sometimes you get so wrapped up in playing the hero, you don't think things through. There are bound to be Hellknights in the sewer, and just one of you. You need protection."
Fortunately, Marcello never went anywhere completely unprepared. He said a word of power, and felt the familiar tingle of force envelop him. He had grabbed a torch from a nearby sconce before entering the sewers, and let the flame illuminate his immediate surroundings. Hopefully, he would find his way back before he ran into too much trouble.
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
Good news! I'm moving to a new apartment!
Bad news! I'll be without access to the boards there until I can get connectivity. That means I'll only be able to post at work occasionally, and not at all until I get service.
Hopefully, that won't be too much of an interruption, but I will be unavailable for the next 48 hours or so.
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
Marcello waits a moment to see if anyone gets up to leave. After any have had their chance, he clears his throat. "When a government can no longer protect its citizens, it must fall to those citizens to protect themselves and others. If wanting to die on my feet rather than live on my knees brands me a traitor to the House of Thrune, then so be it."
He listens to Zeke's words, and finds himself nodding in agreement. "Well said, signore! There are many cancers that fester in Westcrown, the strongest of which is the shadowbeast threat. I have it on good authority that these four" - here Marcello gestures to Pallius, Lhuar, Jerod and Naeli - " are more than capable. I am Wiscrani, as was my father and my father before him, and it pains me to see what has become of this jewel of Cheliax. What plans do you have? And where do we all factor into them?"
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
Marcello arrives at the Crossed Swords, and follows April's direction to the side hall. "Grazie, bella. A flagon of wine, a hunk of bread and a bit of cheese will suffice for now, I should think."
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
Marcello bids farewell to the woman beneath the hood, pulls his own over his head, and leaves the Iomedaean graveyard, heading north out of the civilized section of town. The further north he travels, the less savory the neighborhood becomes, and the more infrequent the Hellknight patrols are visible. Eventually, he finds himself at the door to a flophouse somewhere in the narrow and crooked streets of the Rego Crua, invisible amongst the pesh-pushers, prostitutes and cutthroats.
He enters the building, ignoring the few people that congregated in the dingy and poorly-lit common room. They paid him the same notice. He climbed to the second story, and knocked at a door at the end of the hall. "It is Marcello, nonna. Please, open the door." His voice is quiet and solemn, almost weary.
Silence answered at first, though he eventually heard the familiar scrape of a chair against a bare wood floor, and slow footsteps. The door was unlocked, and opened by a withered old man, wearing a faded military uniform from decades ago. His eyes are rheumy, and it takes him a moment to recognize Marcello. "Come in, nipote," rasps the old man. "Before someone else does." He moves aside, and Marcello enters, closing the door behind him.
The old man heads back to where he was seated, sitting facing a grimy window, watching the people walk up and down the Rego's streets. "Look at them," he said. "Desperate, mewling, afraid. That's what Westcrown has become. We were a proud people - Cheliax controlled the parts of Golarion worth controlling, back before everything went to Hell. Now look at us. The pride of Cheliax. Murdering each other in the street for a few coins." He shook his head, and continued to look out.
Marcello knelt down before his grandfather. "I know, nonna. The Thrice-Damned House of Thrune sold away our freedom in exchange for the power that the Dark God could bring. But I've listened to your stories. I've listened to the way things were when your father was still alive. Is it not too late? Can we not change the way things are?"
The old man's lower lip quivered slightly. "You dream, boy. No, the Asmodeans are too entrenched in Cheliax. Save Aroden returning, nothing will excise him. This cancer is too deep."
"Then not Cheliax, but at least Westcrown!" Marcello cried, quickly lowering his voice as he realized how animated he had become. "I have met a few people, nonna. They want to help the people of Westcrown in ways the Hellknights either cannot or will not. My friend, Gregor...he was among them. He died last night, trying to save people he had never met. I owe it to him to see what can be done. If anything good can come from my blasphemous birth, then let it be this."
The old man sat impassively, staring out the window. "Do what you must, boy," he said, quietly. "It matters not to this old soldier. My fight ended years ago."
Silence returned to the tiny apartment. Marcello adjourned to the corner of the place that he called his own, and he opened a small footlocker. Inside was a wooden box, painted white. He opened it, and removed a silver necklace. Dangling from this was a stylized longsword with a starburst hilt. He put this on, kissed the blade, then tucked it beneath his shirt - for a slight moment, he thought he felt a burning sensation as the symbol touched his flesh, but the feeling passed as soon as it came. He spent some time in silent prayer to the Inheritor, then put the box away and closed the footlocker. After all this, it was time to meet the others. He went to the door, reached for the handle, and stopped.
"Goodbye, nonna." He waited from some sort of response from the old man, but never received one. He sighed in disappointment, opened the door, and left to head towards the Crossed Swords.
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
Marcello meets Pallius' gaze. "I do wonder, signore, on what might have been different had I met Gregor for drinks last night. Would he still be alive? Would I? I can only wonder. This much has clear - his passing has brought me into contact with people who care about Westcrown's future as much as myself. I shall see you at the Crossed Swords for cena. Until then, arrivederci."
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
After Jerod had given his speech to the crowd, Marcello stands as well. "Amici, we have all come here to give our remembrances of a man who we knew in life, Gregor Arcadis. Signore Winstrom has already come closest to expressing what we all feel this day. A candle's flame burns brightest in the darkest of places, and the loss of it's light is most strongly felt in that darkness. I had hoped to have met Gregor one last time, but I understand he died a hero's death, making the ultimate sacrifice attempting to save a family from the creatures that run rampant through the Parego Spera. Do not mourn him, for his life ended as he wanted it to - fighting against an enemy that no one else would stand against. I had heard my friend once say that 'all that is required for evil to triumph is for good men to do nothing.' Because of Gregor, evil did not triumph that day. Remember this, amici. If Gregor's death can show us anything, it is that there are those in this city that see beyond the present, and envision a brighter tomorrow."
He lays a hand upon Gregor's casket. "Che si combatte così forte nella prossima vita come avete fatto in questo. Requiescat in pace, amico."
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
Actually, I wasn't referring to the "Children of Westcrown," so much as the common folk. But good to know - Marcello would try to be as circumspect as possible about fomenting rebellion!
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
I suspect not - the Lucani fortunes have taken a poor turn in the last forty years or so. If he mentions his last name, you would probably recognize them, but he's strictly fallen nobility.
"Marcello, signore, pleased to make your acquaintance." Marcello accepts Jerod's hand and shakes it heartily. "And you speak the truth - there was a time that Westcrown was the jewel of Cheliax, and its citizens did not cower in their homes, frightened to walk its strade lest they be taken by creatures made of living shadow." He moves the flagon near his mouth, as though to take a drink, but stops short. He speaks lowly to the man. "[b]Or by those who were tasked with protecting them." He then drinks a mouthful of the liquid.
"I had met Signore Arcadis a few times here - in truth, I was to have met him here to discuss a few things with him. He had quite a taste for the fruit of the vine, so while I am saddened to hear of his untimely end, my coinpurse is not. He had talked of doing something to help the sons and daughters of Westcrown. He wanted to take bold action, make a large scene - I told him that was pazzo. Here in Westcrown, squeaky wheels get kicked. By jackboots."
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
After the toast, a man wearing the dark clothes of a commoner approaches the storyteller. He wears a hooded cloak, though the hood is at the moment down. He is fine of feature, and his jaw and nose suggests some noble bearing. He carries a flagon of wine in each hand, and presses one of them into Jerod's hand. "For your excellent story, signore," he says with a sonorous voice. "A man with such a way for words should not pay for his vino." He raises a mug to the actor, and toasts to his health.
He wipes a gauntleted hand across his mouth, his lips as scarlet as the wine. "Did I hear you correctly as I approached? Gregor Arcadis has joined Gorum's invisible army?"
HP 5/16, AC 11/11/10, F +2, R +1, W +4, Init +2, Per +0
I was working on that, but Paizo wasn't letting me select an avatar. Then it ate my updated profile. I'll get that all taken care of in the next 24 hours.
I had a question regarding Paizocon 2015. I would like to come by for only one day to have a look at the vendor tables (and spending way too much money on buying miniatures and books) without participating to any of the scheduled games. Would I need to buy a pass for doing such a thing? Is a pass required to access the site?
A Pathfinder Society Scenario designed for levels 1–5.
The Pathfinder Society has discovered the location of a powerful Osirian artifact secreted beneath the sands, but they are not the only ones who seek its power. The Pathfinders must endure the scalding Osirian desert, brave its inhabitants, and watch for hidden dangers if they are to survive. Can the PCs reach the ruins before their rivals claim the prize?
“Race to Seeker’s Folly” is the second scenario in the three-part Destiny of the Sands campaign arc. It follows Pathfinder Society Scenario #5–12: Destiny of the Sands—Part 1: "A Bitter Bargain" and is followed by Pathfinder Society Scenario #5–16: Destiny of the Sands—Part 3: "Sanctum of the Sages." All three chapters are intended to be played in order.
Content in “Race to Seeker’s Folly” also contributes directly to the ongoing storyline of the Osirion faction.
Written by Matt Duval, RPG Superstar 2013 finalist.
A Pathfinder Society Scenario designed for levels 1–5.
A powerful ally of the Pathfinder Society has disappeared, and no one but the Pathfinders even remembers that she ever existed. Can the PCs discover the fate of their missing associate, or will all memory of her be erased completely from history?
A Pathfinder Society Scenario designed for levels 1–5.
Valuable relics of religious natures have been disappearing on their way into Absalom and the Pathfinder Society stands to lose countless irreplaceable artifacts if the cause isn't found. Amid the bustling markets of the God's Market in the shadow of the Starstone Cathedral, the Society sets a plan in motion to ensure the parties responsible for the recent thefts are caught and brought to justice.
When a monster is discovered on the grounds of the Pathfinder Lodge at Heidmarch Manor in Magnimar, an investigation into its appearance leads the PCs deep under the City of Monuments—and face to face with a burgeoning thieves’ guild.
Remembrance/Veteran's Day Pathfinder Marathon (8 to 12 hours)!
I will run the Crypt of the Everflame module on that day (Tier 1). If the module takes less than 8 hours to accomplish, I will either run a scenario afterwards, probably The Confirmation (Tier 1-2), or I will run the module again if there is enough demand for a 2nd run with different players.
The young heroes of the town of Kassen are ready for their coming-of-age ceremony, an old tradition in which they retrieve a piece of the eternal flame burning in the tomb of the town’s founder. Yet when they arrive there, they find only the corpses of their fellow townsfolk, dead bandits, and mysterious animated skeletons. The novice heroes must brave the traps and perils of the Crypt of the Everflame, discover the source of the corruption that has awakened an ancient evil, and defeat a menace that seeks vengeance against Kassen and its people.
Crypt of the Everflame is a dungeon adventure for 1st-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. The adventure map uses the same layout as the 2009 edition of Paizo’s GameMastery Flip-Mat: Dungeon. This adventure is set in the forested land of Nirmathas in the Pathfinder Chronicles campaign setting, but can easily be set in any game world. It can be used on its own or combined with its sequels, Masks of the Living God and City of Golden Death to create an even greater campaign arc.
Designed specifically for the new Pathfinder Roleplaying Game rules and designed by the new game’s primary designer, Crypt of the Everflame spotlights exciting new rules updates and character abilities, making the ideal introductory adventure for Pathfinder RPG players. A new era in fantasy roleplaying begins here!
When a thief arrives at the Pathfinder Lodge in Almas bearing stolen artifacts and writings pointing the way to a lost dwarven gallery, you are sent into the rugged Aspodell Mountains to find the famed dwarven explorer last known to be searching for the gallery as well as the gallery itself. Once there you find a tangled web of darklands creatures in the thrall of a charismatic cult leader with ties to the darkest shadows of the First Realm.
Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves.
A Pathfinder Society Scenario designed for 1st level characters.
In your first mission as a Pathfinder agent, the head of the Grand Lodge sends you on a number of missions throughout the metropolis of Absalom, pitting you against traps,thieves, and even an unruly devil, all in the pursuit of knowledge.
A Pathfinder Society Scenario designed for level 1-2.
Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents.
A Pathfinder Society Scenario designed for level 1-2.
Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents.