Asmodeus

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Pathfinder Adventure Path Subscriber. Organized Play Member. 2,171 posts (8,660 including aliases). No reviews. No lists. No wishlists. 10 Organized Play characters. 43 aliases.


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Dark Archive

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I believe both come from Plot & Poison.

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This isn't the right forum for this, but I'm sure a helpful mod could move this to the right place.

IIRC, that's the adventure where you're climbing the siege tower outside of Absalom. I'd suggest that he's actually set up this entire scenario to see which of them is worthy to learn the secrets of his art, and has constructed the tower and its illusory inhabitants to test them. That includes the friend of the father - that guy has always been an illusion, and their adoptive father has been setting up this test for years.

They go through whatever you want them to go through, fight a "boss" that's guarding the father's friend, and rescue him. At that point, the friend fades from view, and the father reveals himself. He informs the two siblings that this has all been a test to see how much they understood of his magic, and that he has seen almost all that he needs. However, a wizard does not take more than one apprentice, and they have both arrived at the end of his challenge alive.

"One of you must kill the other to take their place at my side."

Since it's a one-shot, they could either fight each other, or team up and take down the adoptive father, or something else.

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logsig wrote:
Charles Grybosky wrote:
I remember reading in the CRB that anyone traveling for four hours or more in rainy conditions becomes fatigued. I don't remember mention as to how long the trip takes, but it seems a bit of a jerk move to throw the fatigued condition on top of all the other miserable conditions the PC's have to deal with.
Yeah. Realistically the trip must take more than 4 hours (some of the encounters state the time elapsed since the last encounter - "half an hour", "an hour", "a few hours"), but it struck me as a jerk move too.

I suspect that rule is describing something like a forced march, where you don't stop when you're getting fatigued or hungry or whatever. I suspect that what we're not seeing between encounters are the parts where the party stops for a bit to rest the horses and their feet, take a breather, and get going again.

In short, I don't see a reason to inflict a condition on lowbie characters in this mod. There's enough conditions to go around as it is.

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Given the nature of the bad guys in Book 2, another alternative title might be Sins of the Flesh.

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Book 2: Sins of the Father

Book 3: Ill Met in Turtleback Ferry

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SCIENCE RULES!

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I'm running some Star Trek Adventures, and playing in some Scion, as well as Legend of the Five Rings (4th Edition). Eventually, I want to run a Torg Eternity game, but one step at a time.

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Yay! The Knights' story continues! Long live the Flame Unquenched!

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Honestly, in my experience, all of the combats in this are a bit too tough for what would be many players' first experience in PF2.

Spoiler:

I've played/run this three times, and as it happens, I've seen all three possible combat encounters. Our first run was the centipede swarm. I appreciate that swarms are not immune to weapon damage, as that was one of my least favorite rules in the game, but the fact that the swarms could move and do swarm damage twice was rough. Nobody died, but several characters dropped and the party fighter managed a crit on their final attack, killing the vermin. It's probably far less a dangerous encounter if you have people with splash damage - alchemists, anyone with acid splash, etc. - but if not, it's a bit of a knife edge encounter.

Up until the bit about mummy rot listed above, I would have said that my second run with the mummies would have been the easier encounter. Setting aside that I never rolled anything approaching double digits for the mummies in that encounter, I like that there's a boss mummy and a few lesser mummies in the encounter, and while the lackeys aren't much of a threat, the big one certainly is, and can do a hefty amount of damage in a single hit. This one's definitely a lot easier if the party has fire or holy damage - they ran with Kyra and Fumbus, so the mummies really didn't stand a chance.

And then there's the statue. Hardness 6 is incredibly difficult to overcome at 1st level, and if you're playing with the pregens, Amiri is the only one who could consistently get past that when she rages. On top of that, the statue is likely not going to miss when it attacks, and it does a lot of damage when it hits. Sure, it gets easier if you break its construct armor, but that involves weathering its storm to get it down to halfway, or managing to roll a 20 to hit for most PCs. We ended up having to retreat from that encounter, since none of us could really hurt it, and our Merisiel was at wounded 3 when we ran.

Since this is the first quest to be released under the new guidelines, I'm good with calling this a learning opportunity, but I'd suggest giving the PCs a challenge, but not an overwhelming challenge like these encounters seem to be.

Dark Archive

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I suspect this is due to early terminology discrepancy, and Shadrick has the right of it. I suspect it might be slightly easier to track unclaimed bundles for a GM, since I suspect most tables will acquire 10 bundles in most adventures, but time will tell.

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Quote:
So, how did he possibly anchor Zev Ravenka?

As with most things involving demiliches, very very carefully.

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Amaranthine Witch wrote:
Joana wrote:
Having just skimmed through the adventure, I am in love with NPC Alak Stagram and want to make sure he plays a prominent role. As such, I think I'll tamper with the beginning so that Alak is the one looking to hire adventurers to help find his ancestors' ring. Calmont, having eavesdropped information about Alseta's Ring without knowing what it is, thinks they're one and the same but was rebuffed by Alak and the council as not being a qualified adventuring party, giving him a grudge against everyone involved that leads to him setting the fire.

Alak really rubbed me the wrong way. He is a "cool bro" who thinks Asmodeus totally rocks, even though he doesn't do that religion thing. He's also an armiger of the Nail, the order responsible of bringing "civilization" to the "savages" by force. Despite this, your idea is good for groups that might like him.

I had, surprisingly, no problem with Warbal and Helba.

Your concern is absolutely valid, though I would temper this only by mentioning that this is book 1 of 6, and we don't know what role (if any) he serves in the remainder of the story. Regardless of whether Arak is meant to be a recurring character by the rest of the AP, it is possible that he could examine those beliefs of his and decide that Asmodeus isn't all that great a guy and the Hellknights really aren't for him, should the players show interest in reforming him and the GM respond in kind based upon their actions.

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What's your take on d30s?

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I personally wouldn't, but you can if you wish, though if you went that route, I'd recommend the Sihedron rings and amulets allow the PCs to ignore the repulsion effect as well.

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Even if Stoker wasn't equating vampires to homosexuality, Le Fanu was. And since Stoker cribbed much of Dracula from Carmilla...

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Here's a weird corner case that might help - what if you aren't doing sneak attack damage, or even lethal damage, with that punch?

Imagine your LN cleric (Irori) 13/monk 1 who casts harm, and then follows that up with a nonlethal punch.

Let's imagine that the monk knows that they're attacking a target with less than 100 hit points remaining, so if they fail that save, they'll be reduced to 1 hit point.

Let's also imagine that the target does indeed fail that save, and takes 130 HP of damage - reducing them to 1 - but they also take nonlethal damage from the punch.

Since nonlethal is tracked separately from hit points, does the target fall unconscious? What happens to the nonlethal damage?

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Thanks, Yossarian - this is exactly what I've been looking for to present my players for History of Ashes! I'll let you know the response once I pass it out to them!

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Yeah, there's no real reason to keep it a secret. If the players figured it out, then let the players feel smart for figuring it out.

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Just out of curiousity - does that map have space to include markers for where the PCs need to go for the rest of Book 4? 'Cause if so, then you just solved a minor problem I've been wrestling with for the last few weeks.

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At long last, we face the Mansquito. I knew this day would come.

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I blame Cosmo.

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Can confirm, Pungeon Crawl is awesome and filled with awesome people.

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Warped Savant has the right of it. The Gardens definitely has a show of police, their job is probably more to keep the "wrong sort of people" out of the quarter. The Kintargan guard assigned to the Devil's Nursery has a different sort of assignment - make certain the tiefling populace knows their place. It's not quite a pogrom, but the fact that an underclass is relegated to a poor section of the city does suggest that the powers that be want the tieflings in one place and to have as little power as possible to preserve the status quo.

Of course, that status quo is the sort the Ravens are here to fight, so who else are the tieflings going to turn to when their own are dying, and nobody cares?

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I suspect that we will get a chronicle sheet for the BB eventually, since that's a simple and great way to transition a player from the BB to the ongoing campaign. Of course, that means someone needs to write up that sheet, and that's time that could be used doing something else.

It'll happen. It just might take awhile, though.

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I actually waited to spring the domination effect until the final battle with Karzoug. I felt that it wouldn't spring that on the party until it was necessary. The fighter managed to shake off the domination, so she didn't have to pull Chellan and turn on her friends.

Bummer, I know. ;)

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That's kinda my recollection as well, LadyGrayRose, but I couldn't find anything in the text to support that. It's probably what I'll end up using once the PCs return to Korvosa in Book 4 onwards, but I'm just curious if my gut feeling matches what Paizo was intending.

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Since you want to streamline the adventure, I'd recommend making it easy to scout the area and realize an assault upon the Black Fortress is a really bad idea, and that the caves by the river could be another way in. I'd recommend replacing the wyvern cave with Longtooth's, and cutting his normal location entirely. If the party has already killed him, then they get the hoard for free, and if not, then they get to encounter him.

Deathwebs are fine as is.

Once inside, cut Enga - as fun as it is to surprise players with a surprisingly vicious kobold, her encounter isn't necessary. In fact, I'd recommend that most of the encounters on the upper level aren't necessary - move Conna to that area, and have her exposit Mokmurian's backstory. I would adjust the story to that Conna's cabal of loyal giants is much larger than as written, so that there's next to no interference on the way down to the Thassilonian level. The encounters I'd recommend keeping are the two red dragons and the two lamia, just to set up the lamia connection to Xin-Shalast.

After that, the necessary encounters for me would be Mokmurian, the hounds of Tindalos, and probably the Headless Lord. Make the vault impassable without the key that Mokmurian has, and get rid of the summoned shining child.

So, encounters left would be:

1. Longtooth (?)
2. Deathwebs
3. Red dragons
4. Lamia
5. Headless Lord
6. Hounds of Tindalos
7. Mokmurian

What's your party make up? You might be able to seed some treasure to facilitate faster travel into the hoards, based on their abilities.

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So, I'm pretty much at the point in this campaign that I don't need to worry about the statblock any longer, but my experiences could be useful for someone down the road, so I figured I'd ask this.

When, exactly, does the city statblock change? I've found several instances of the indication in the text in chapters 1 and 2, but weirdly, it seems that the city goes from Unrest to Plagued around the beginning of book 2, and doesn't ever change back.

I don't have my book handy, but here's my recollection - please feel free to correct me if I'm wrong.

Beginning: Normal
Right After Dealing With Gaedren Lamm: Anarchy
Nebulous Time Between That And Visiting The Queen: Unrest
Wanted - Trinia Sabor: Anarchy
Captured - Trinia Sabor: Unrest
The Plague Hits Korvosa: Plagued
The Plague Is Cured: Unrest?

After that, I couldn't find anything to suggest the statblock state in book 3 onwards.

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"Leveling" is...weird in this game.

I don't have my book in front of me, but you don't get XP or anything like that. Instead, you get "milestones." A character is eligible for a normal milestone after any story where they either use their Values, challenge their Values, or sustain an Injury. This normal milestone can be used to tweak the character - swap out a Focus for a new Focus, increase an Attribute by 1 but lower another one by 1, etc. I believe it can also be used to generate Determination, and should be flavored as a way to call back to previous episodes.

Every few stories, the GM can state that enough has happened that there is a spotlight milestone up for grabs. The players decide amongst themselves who gets it, and add this to their spotlight milestone count. This can be used to tweak the character even more - I believe this can be used to trade out Talents, for example - but it's still lateral adjustment.

Depth adjustment only comes once you've earned enough spotlight milestones to qualify for an arc milestone. I believe the initial number is 2, but it could be 3 - again, I don't have my book in front of me, and I've only played enough to see one spotlight milestone handed out. This is where you can add Foci, Talents, etc.

It's worth noting also that some of these milestones can be used to improve either the Supporting Cast, or the ship itself. So, if you don't see a place where adjusting your character makes sense, we can always look at improving the ship or our transporter chief or whatever.

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Gotcha. I'll work that up tonight.

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Same, should I make a profile? And, if so, which character would everyone prefer I play? (It sounds like we want to go with an NPC Captain, so we're really at #1 and #2.)

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First Officer is usually a rank below the Commanding Officer, just so the rank structure doesn't get weird when two officers of equal rank have to figure out which one is subordinate to the other. In general, the CO will hold the rank of Captain (though not always), which means the XO will hold the rank of Commander. That holds true in both TOS and TNG, FWIW.

LC would be weird for an XO, since we see that rank most often at the department head level: LC Data (operations), LC LaForge(chief engineer), LC Scott (also chief engineer), LC McCoy (chief medical officer), just to name a few.

Then again, if the idea is that the Bastion got hauled out of storage for running missions while the modern ships are all out on the line against the Dominion, then it's entirely possible that a random NPC Commander got roped into running the ship, and the rest of the crew on down are much less decorated. Food for thought, there.

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Here's a current list of roles and the character filling them as I understand it.

XO: Jok'kem
Chief Engineer: T'Karra
Science Officer: Gareb
Chief Medical Officer: (new character from Tobin)
Tactical: (new character from Delmoth)
Helmsman/Flight Controller: (new character from Insnare)

As I see it, there's three directions I could go with this.

1. I could go for the operations manager role, LC Data's role aboard the Enterprise-D. Basically, I'd be coordinating with both T'Karra and Gareb, and reporting that info to the senior staff (at this time, Jok'kem). If I went this route, I'd go for someone flexible enough to pull backup science or engineering, and assist either staff head with their work.

2. We've got most of the important roles filled, so if want to go with a Ship's Counselor, I can pull that character out of mothballs and have her ready to go.

3. I'm saving this one for last, because I don't want to make it look like I'm angling for this, but it does need to be said - there's not a PC captain any longer. I could build that, but honestly, it's the position I'm least interested in, especially since I'm coming into this game late. I'd much prefer either of the other two roles.

Any thoughts from the rest of the crew?

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Here's a quick overview of the role of the first officer from Memory Alpha.

First Officer

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Also, I wouldn't worry a great deal about "is this build good?" One of the features of STA is that all PCs are broadly skilled. If it's a rather routine task, say Difficulty 1, then pretty much everyone has a decent chance of success, while a focused character has a very good chance of success. Since your character has very high Command and Conn scores, I suspect they might be close to the top of the list of people who can sit center chair.

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Yeah, I think the most pressing jobs to be filled aboard the Bastion would be:

1. XO
2. Flight Controller/Helmsman
3. Tactical

I was initially thinking of breaking out the Tellarite Counselor I had built up awhile back (she tells you the hard truths you avoid!), but I think that if we're losing a captain in favor of a CMO, then it makes more sense to work up something else. Delmoth, any preferences?

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I'm also interested in playing. Building on Delmoth's initiative, I'll answer the original recruitment questions.

1. Why do you want to play in this campaign?

Back when I was a kid, my dad bought several eps of TOS on VHS - City at the Edge of Forever, Bread and Circuses, and Journey to Babel are ones I recall him showing me. That was enough to whet my appetite, so when TNG started up in the late 80s, I was the prime target for the continuing mission of the Enterprise-D and her crew. Over the years, I've picked up several Trek rules sets, and none of them really captured the feel of Trek - something that STA finally achieved. I've run a few adventures in the system already, but I would love to be able to play!

2. Are you willing to buy the rules or do you already have them?

I...may have purchased all the books that Modiphius has released thus far. I can neither confirm nor deny this fact.

3. What are your strengths and weaknesses as a player?

I have a good grip on mechanics, and can usually translate what I want to do into flavorful writing. I see tabletop RPGs as a collaborative experience, and while I try to bring my own flair to the game, I also try to find ways to build relationships between my characters and the other PCs - a rising tide lifts all ships, after all.

As for weaknesses, my job can sometimes interfere with my posting schedule, and I have had to go quiet on the boards without prior notice. That's thankfully been rare over the last year (knock on wood!), but it's worth mentioning. I do try to let people be aware of planned silences as well.

4. What is your favorite episode of Star Trek and why?

The Naked Now is a cinematic tour de force and I shall hear no ill spoken of it.

I lie. That ep is garbage, if only for coming way too early in the series.

It's hard to choose your favorite child, and in TNG's seven seasons, there's a lot of good episodes to go with. For today, I'll go with Darmok. The Tamarians are set up to be an inscrutible species, as the universal translator cannot translate their idiomatic language beyond the metaphors they speak in. As a result, we understand the words but not the message behind them, a problem echoed by Captain Picard. We see the two men isolated on an alien world, and Picard is forced to rely on his imperfect understanding of the alien metaphors to survive on the planet. It's a wonderful meditation on the elusiveness of language, how communication works, and how learning language informs your knowledge of a culture. It's really the excuse plot of The Big Goodbye, but far more interesting. The moment when Picard understands how to interpret the language, when Dathon looks up to the heavens and exclaims in triumph "Sokath! His eyes uncovered!" - that's the exuberance of a successful teacher. I'll watch this any time the show comes on.

Oh, and that dead sexy captain's jacket isn't a bad catch either.

5. What would the prefered era of play?

As Delmoth mentioned, this is of less importance, so here's my ranking of the shows.

1. DS9. I didn't care for the show at first, not quite understanding how a show about space exploration could be interesting at a starbase, but after I went back and watched it, the show is quite probably the best series of the lot. Sure, their first season or so is slow, but seriously, what Trek series isn't? It darkens the optimism that Trek is known for, but ultimately that optimism is what rises above the evils that Sisko and the crew have to fight. Also, it had to compete against Babylon 5, and I think that lack of monopoly on space opera made the writers work harder to distinguish themselves.

2. TNG. I have to put my beloved Next Gen here, mostly because there's a lack of a ongoing story, and about a season and a half of execrable drek at the front half of the seven. Once you get out of Season 2, you're in for a good ride, but man, what a slog.

3. TOS. It's fun, but for every Mirror, Mirror or Amok Time, you have a Spock's Brain or Assignment: Earth. It's also weird to go back and watch these episodes with our understanding of how the Federation works and not see things we recognize - like a Prime Directive!

4. TAS. Everyone forgets this gem! There's a few good episodes, and they gave us the Caitians, so they get a pass in my book.

5. VOY. Bleh. So many of these episodes are forgettable, and the ones you can't, you wish you could.

6. ENT/STD/ORV. Haven't really watched any of these, so I can't form an opinion.

6. Writing sample

Let me place my character introduction for the character I played in a Curse of the Crimson Throne game here on these boards. It's long, but hell, if you've read the rest of this novel I've written on these boards, why not keep going?

Ortik:

"Oi! You! Are you Gartaman Raelk?"
The gruff voice came from a dirty dwarf wearing furs and rags. He leaned upon a gnarled stick, and fixed the fisherman with a level eye. "Are you hard of hearing? Do I need to speak up?"

"No," the fisherman said, wrinkling his nose. It was a testament to the dwarf's powerful odor that it would make a fisherman turn up his nose. "I heard you the first time. I'm Gartaman. What do you want? I've no coin to give you for whatever hard luck story you're about to spin."

"That ain't it, friend," the dwarf replied, either ignoring or missing the insult. "I'm doing honest work, conducting interviews with the witnesses on the death of Maxis Opertung, the shopkeep on Yardarm Lane for the prosecution. You did witness the killing, yes?"

Gartaman nodded slowly. "Aye, I did. Foul business, that. The other guy just up and slit his throat."

"One step at a time, friend, one step at a time. Now, you gave a statement to the guards about the murderer. Can we go over that?"

"Don't the guards have it? Can't the city just examine that?"

"Aye, they can, and they have, but they've got questions about it. And that's why I'm here, to clear up those questions. If you like, we can do this at the offices? Of course, that'd take a lot of your day, and you look like a man who can't afford a day off. So, shall we do it here, or should we do it there?"

"Fine, ask your questions and go, dwarf."

"Name's Ortik, if you please. Anyway, let's start with the basics. You say you saw the attack happen. Tell me what happened."

"I was in the shop, Opertung's Delicacies, doing a bit of shopping. The wife needed some candles and whatnot. I was browsing the stacks when in walked a man. Opertung asked the man to leave, and he wouldn't. Begged him to give him some food. Opertung tried to forcibly eject the man from his store, but the other man pulled a knife. There was a struggle. Opertung lost."

"I see," Ortik said, writing Gartman's words down on a scrap of paper. "So, you witnessed the whole thing from inside the store."

"That's what I said. I also said that in my report."

"You're sure? Because I've been to Opertung's shop. The shelves are only waist high. The other man would have seen you."

Gartaman fidgeted. "No, he didn't. I ducked when the scuffle started. He didn't see me."

"Oh, I see. Yeah, that makes a lot of sense. OK, so he killed Opertung, and left the shop. You ducked down to avoid being seen, and he left the store. And then you did...what?"

"Left."

"Just left? You didn't even check on Opertung to see if he was living?"

"No!", Gartaman said, his voice quavering. "I panicked. I've never been around a murder, so I got scared and left."

"Fair enough. I believe you. So, you called for a guard then, right?"

"Yes."

"Except you didn't."

Gartaman was silent for a moment. "What do you mean?", he asked warily.

"Well, you didn't. It took the better part of the day for the guards to arrive on the scene. I know things take time to be investigated in the city, but the guards still put the death of a tax paying citizen rather high on the list.

"And that doesn't even begin to cover the other lies you've told me. For instance, that ridiculous comment about ducking behind shelves. Fine, he wouldn't have seen you on the way out. But there's no way he couldn't have seen you when he entered. You had no way of knowing what was going to happen, so he would have seen you, and would have either accosted you or killed you.

"But don't worry, friend," Ortik finished, a mirthless smile on his face, patting the fisherman on the arm. "I still believe you."

"You...you do?"

"Yes. I believe you've never been around a murder."

Sweat beaded on Gartaman's brow, despite the cool air blowing off the pier. "Please...don't do this."

"I have to. The man you accused? He's a good friend of mine. Father figure, you might say. Took me in to his commune, showed me the secrets of the streets. Old Man Hartelby. That's what we know him as. Now, you can either tell me who told you to lie about the Old Man, or I can convince you to talk."

"I...I can't! They'll kill me if I do!"

"We can protect you. The commune protects its own as best we can. You tell me what you know, and we'll get you, your wife and kids all into safety."

"No, you don't understand. Nowhere is safe from him."

Ortik sighed. "Fine. Suit yourself."

Ortik struck the man, and wrestled him to the ground. The man had years of hauling in fish from the sea, but Ortik was a dwarf, his muscles chiseled from the earth itself. There was no contest.

"Let me go!", the fisherman cried.

"Not until you tell me what I want to know. Speak, or I get my friends to help." The dwarf leaned in close to whisper into Gartaman's ear. "I told you, the Old Man taught me the secret of the streets. Tell me who did this, or I'll show you why they call me Ortik Gutterrat." As he spoke, a rat scurried towards the fray, chittering at the wrestling pair. "No, I've got this one, Wormy. Go get your friends though. This one might need some nibbling before he talks."

"NO! Alright! I'll talk! Gaedren Lamm! That's the man you want!"

Ortik released his grip on the fisherman, who remained prone on the pier, sobbing with fear. "Lamm. That name is not familiar to me."

"It should be. He's a crime lord, runs all sorts of terrible things. Sells shiver to expecting mothers. Orders urchins to steal for him. He'd sell his own mother into slavery if there was coin to it, and if he already hasn't, I'd be surprised."

"Charming man. I'll have to meet him some day. For now, though, on your feet." Ortik reached down to help the man up. "You've got a date with the guards. You've got a man's life to save."

"I don't think so, squat!", a gruff voice said as a forceful blow struck him from behind, sending the dwarf reeling. Three men fell upon him, striking him with vicious blows, as a fourth advanced upon Gartaman. The three restrained Ortik, and forced his head towards the fourth man.

"Watch close, gutter trash," said the fourth as he pulled a short sword and thrust the blade into Gartaman's stomach. The fisherman cried out and his eyes rolled up into his head. The blade was removed. Then reinserted. Again and again. Ortik wasn't sure which stab wound actually killed Gartaman, but in the end, it didn't really matter.

"Now, onto you, squat," said the fourth. "I should kill you myself, but I think you need to be taught a lesson. Gaedren Lamm owns these streets, and there's nothing you or any of your filthy masses can do about it. Your time is up. Enjoy your last days."

Then the beatings resumed, and Ortik fell unconscious.

He wasn't sure how long had passed when he awoke, but he knew that everything hurt. One eye was swollen shut, and they may have actually cracked a rib in their strikes. A rat was perched on his stomach, looking at him with dim curiousity. He scowled and swatted the rat away.

"Get off me," he grumbled. "That rat might know where I've been taken. Wish I could actually speak with them." He rose and winced in pain, making his way further into the city. There was a widow with children that he hoped he could save before Lamm found them. He couldn't save Gartaman, but he could at least save his family.

"Them today," he thought. "Then Lamm. Lamm's fall will save the Old Man. Save us all." Ortik hobbled into the darkness, popping a berry into his mouth to alleviate the worst of his injuries.

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His mug is still there. Befitting a Caydenite, his shield is protecting it.

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There's not a great deal of info. They're generally well-liked within the region - the Deverins have always been elected to the position of Mayor when an election occurs, over the objections of the Scarnettis. That good will was earned when the Deverins negotiated a treaty between the city of Magnimar and the native Varisians who live in the area, made more difficult after one of the Scarnettis rounded up a mob to try to kill the Varisians and pin it on a goblin attack.

There's more in the Magnimar book, and since the AP eventually goes there, it's not a bad idea to have that handy. Is your player's character a Deverin? Or just a friend of the family from Cheliax?

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Varisia has a history of being the playground of Abyssal entities, so he could definitely be of demonic heritage and be relatively local - native to the region, at least, even if not the Magnimar protectorate.

My recommendation is that he's actually from Korvosa initially - they have a shrine in that city, though it's not a large one. If you don't want to go a supernatural route and receive a vision from the Dawnflower, then maybe Baros simply heard about the reconstruction and reconsecration of the cathedral after the fires during the Late Unpleasantness, and petitioned his superior within the church hierarchy to go on pilgrimage to the new temple. It would allow him to show up in time for the ceremony, and the distance from his church means he's effectively a lone operator in the town.

I'm pretty certain that if you work with your GM, they'll be pleased to find a reason your tiefling paladin could be in Sandpoint. :)

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I have a drone mechanic as my secondary character. He's a ryphorian, and his drone is the consciousness of his dragonkin partner who died during an operation with the Skyfire Legion. As such, I've set him up to start using heavy weapons from level 1 onwards, because if I'm going to have a dragon drone, she needs a breath weapon!

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Say Roland Deschain's route to the Dark Tower took him through Golarion. Which of the iconics would be most drawn to be his Golarion ka-tet?

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Can we all agree this first set will be a bust if we don't get a Zo! miniature?

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Can I earn AcP for adventures I run for PFS1 or SFS, or do they only apply to PFS2 adventures?

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Cole Deschain wrote:
DeathQuaker wrote:
No One Is Alone from Into the Woods (that one does speak to me).

My big Into the Woods "I get the feels" jam is No More

Mind you, musicals don't play fair.

How Could I Ever Know?

Remember Me

Make Them Hear You

No kidding.

The death of Val Jean in Les Mis kills me every time, even the crappy film version. "To love another person is to know the face of God." EVERY. DAMN. TIME.

Who Lives, Who Dies, Who Tells Your Story from Hamilton. The first half is good - each of the principals gets to say just how much Alexander meant to them as they die - but the second half, the half where Eliza comes back? "I put myself back in the narrative." EVERY. DAMN. TIME.

I recently listened to Circle of Life from the stage production of The Lion King, and while I really don't feel a great need to see it, the opening call in Zulu sung with a full stage cast is chilling. Teared up from the beauty of it on my first listen.

Several of the songs from Mary Poppins Returns, notably Where the Lost Things Go and the grief that's at the root of A Conversation. Some of that might just be the imagery in play as well, and how much appreciation I have for the original. I know I felt my throat tightening as Mary appeared for the first time on screen, but that's neither here nor there.

There's probably more, but those are the ones that I know kill me.

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Yep, much like Lem's story, this one didn't seem to introduce anything we didn't already know about druids - they can have a pet, they can cast heal, and they can cast entangle. Though I wonder if that last bit was cast through Spell Points, assuming such is still a thing in PF2.

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I'd say it's probable she noticed the difference, however imperceptible it was. She's the oldest deity in existence, after all. I don't think it matters how many levels of wizard you have and how many cool toys the writer gave you, Special K - you're still having to play by rules. She's a god. She doesn't.

Why doesn't she take action, then? Who's to say she didn't see that the PCs are already on the job, and she's letting them act as her mortal agents?

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Yakman wrote:
Shepard's a bounty hunter human envoy with high DEX for ranged weapons.

Shepard is not a bounty hunter.

She's a hero, a bloody icon.

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It pleases me that my report has been of use to other GMs.

It probably pleases my players less, but that's no concern of mine. ;)

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NobodysHome wrote:

A few non-spoilery comments:

(1) The AE edition of Scarwall is quite the mess. They didn't add any rooms, but they more than doubled the number of encounters. So yes, the AE version is a grindy drag, no matter which way you slice it. I ran it once. I will never run it again. The original is much better, in my personal opinion as a GM. A haunted castle is creepy because of all the empty rooms and haunts. Not because there's a CR-appropriate undead encounter in every single room.

(2) In the original, you were given two divine casters as allies for precisely the reasons you list: They could queue up and cast the necessary Death Wards and various flavors of Restoration. In the AE edition you're still supposed to get at least one divine caster who has access to both Death Ward and Restoration.

If your GM is running the AE as-is in "gritty" mode with no casters who can provide you with at least Restoration, then yes, you really are getting a much harder dungeon than written. The AP assumes you've got ready access to at least one Restoration a day, so you shouldn't have PCs with ability damage or drain or temporary negative levels going in and out of the dungeon.

Can you pool your gold for the 33,000 required to get a wand of Restoration, or is that forbidden as well?

I'm glad you mentioned Point 1, NH - I'm dreading running Scarwall when my PCs get to it, for this very reason. I feel like it's a massive grind, and the various effects in place due to The Curse makes it even more dangerous. Then again, my group also dealt with Runeforge, which was also a long slog through a dungeon, so maybe I'm fretting for nothing.

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