Jeggare Noble

Needs More Zasz's page

Goblin Squad Member. Organized Play Member. 56 posts. 1 review. No lists. No wishlists. 1 Organized Play character.


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Seeing as we'll be starting Skeletons in the next week or so, this is just perfect.

Thanks a bunch.

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What if you were to use the telekinesis to lift a large object over an enemy's head and then just stop using the telekinesis so that it falls on them?

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Rogue: The only reason you're not dead right now is because your shirt isn't as good as this one.

Barbarian: Anger, the new black.

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Super cool! I love the Talislanta setting.

Thanks for the heads up.

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I once GM'ed for a player who made sure to keep me up to my eyebrows in giant margaritas. Not only did it ease the pain of running a 9-PC group, but everyone always ended up getting awesome loots.

Except for the bard, I slit his throat.

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Judge Dredd ... I mean the Hellknight.

I also really like the Student of War and how actually knowing about your enemies strengths and weaknesses helps you to fight them. What a novel idea.

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Azmahel wrote:

The If I was in the Top 16 ... is up. If you created a round 3 "non-entry" please post it there and leave this thread to the concepts.

:)

And the posting has begun!

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Here is a batch that I came up with from the other thread.

As with Azmahel, I hope the authors excuse any liberties taken.

Bonefiddler:

Bonefiddler CR 4
XP 1,200
CE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +13
=====
Defense
=====
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 33 (5d8+15)
Fort +4, Ref +3, Will +5
Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits
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Offense
=====
Speed 30 ft.
Melee slam +3 (1d4 plus energy drain)
Special Attacks energy drain (1 level, DC 15), insidious rhythm
Spell-Like Abilities (CL 4th)
At will – daze (DC 13)
3/day – charm person (DC 14)
1/day – animate dead (skeletons only)
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Statistics
=====
Str 10, Dex 14, Con -, Int 11, Wis 13, Cha 16
Base Atk +3; CMB +3; CMD 15
Feats Improved Initiative, Skill Focus (Perception)
Skills Intimidate +10, Knowledge (religion) +7, Perception +13, Stealth +11
Languages Common
=====
Ecology
=====
Environment any
Organization solitary, pair, gang (3-6)
Treasure standard
=====
Special Abilities
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Insidious Rhythm (Sp) As a full-round action, a bonefiddler may create a discordant burst of sonic energy from his instrument. All living creatures within 30 ft. must make a DC 15 Will save or take 2d6 sonic damage. A creature who makes their Will save only takes half damage. Silence negates the sonic effects of insidious rhythm. A deaf creature is not subject to the sonic effects of insidious rhythm.

Punishments for poor performances made by bards, jesters, and other entertainers vary widely, but none is as harsh as death. When a performer is put to an untimely death, the spirit may linger behind, seeking vengeance or a chance to redeem themselves.

Clothed in the tattered remains of their performance outfits, Bonefiddlers and undead parodies of the entertainers they once were. Withered and skeletal in their appearance, bonefiddlers enjoy using their ghostly instruments to bring pain and suffering where they once brought joy and laughter.

Often found leading groups of lesser undead raised through their ghostly music, Bonefiddlers primarily rely upon the their unholy performance to charm and ensnare living creatures. Though they prefer to stay out of direct combat, a bonefiddler pressed into melee can use their ghostly instruments to deliver brutal strikes which steals the very life of their opponent.

Mudbane:

Mudbane CR 1
XP 400
CE Medium monstrous humanoid
Init +ZZ; Senses darkvision 60 ft.; Perception +5
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Defense
=====
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 15 (2d10+4)
Fort +2, Ref +5, Will +4
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Offense
=====
Speed 30 ft.
Melee bite +4 (1d4-1), 2 claws +4 (1d3-1 plus disease)
Special Attacks smoldering gaze
=====
Statistics
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Str 8, Dex 15, Con 14, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +1; CMD 13
Feats Weapon Finesse
Skills Disguise +2, Knowledge (local) +2, Perception +5, Stealth +8; Racial Modifiers +4 Stealth
Languages Common
SQ change shape (any humanoid, disguise self), smoldering gaze, squeeze
=====
Ecology
=====
Environment any urban
Organization solitary/pair/pack (3-6)
Treasure standard
=====
Special Abilities
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Disease (Ex) Filth fever: Claw—injury; save Fort DC 13; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

Smoldering Gaze (Su) As a standard action, a mudbane may use smoldering gaze on one target within 30 ft. that had line of sight. The targeted creature must succeed on a DC 11 Will save or be stunned for 1d4 rounds. This is a fear effect. A creature that makes its saving throw against a mudbane’s smoldering gaze cannot be affected by the gaze of that mudbane for 24 hours. The save DC is Charisma-based.

Squeeze (Ex) Mudbanes are adept at squeezing through the tightest spaces and never take any penalty for squeezing.

Every major population center has storied of children who go missing while playing near sewer drains and crumbled buildings. Living in the shadows and squalor of major urban center, mudbanes are often the reason for these stories.

Monstrous creatures, mudbanes make their lairs in the stinking cesspits and dark pits of urban life. Though they are roughly man-sized, mudbanes are adept at squeezing themselves into the smallest spaces they can, using these hidden crevasses to lie in ambush for their prey or to avoid pursuit by those who would see them exterminated.

A mudbane’s thick fur is often matted with detritus and other cast-offs of urban life, all of which help them to blend with their surroundings. Though a mudbane’s appearance is brutish, they have an uncanny ability to temporarily disguise themselves as a member of the race they are hunting. Being physically weak, mudbanes often target younger prey, using their ability to disguise themselves to confuse gullible children. And even if the prey manages to escape from a mudbane’s attack, the mudbane’s filth encrusted claws often mean that the lucky prey finds themselves perishing not to the mudbane’s claws, but to the diseases they leave behind.

Mnemonic Ooze:

Mnemonic Ooze CR 6
XP 2,400
N Medium ooze
Init -1; Senses blindsight 60 ft.; Perception +4
=====
Defense
=====
AC 5, touch 5, flat-footed 5 (-5 Dex)
hp 112 (9d8+72)
Fort +8, Ref -4, Will -4
Defensive Abilities ooze traits; Immune cold, fire; SR 17
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Offense
=====
Speed 10 ft.
Melee slam +9 (1d4+4 plus 1d4 Int damage and grab)
Special Attacks constrict (1d4+4 plus 1d4 Int damage)
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Statistics
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Str 16, Dex 1, Con 24, Int 16, Wis 1, Cha 1
Base Atk +6; CMB +9 (+13 grapple); CMD 14 (can’t be tripped)
Feats Improved Initiative, Skill Focus (Stealth), Skill Focus (Use Magic Device), Toughness
Skills Perception +4, Spellcraft +12, Stealth +7, Use Magic Device +7
Languages none
SQ absorb spell, devour magic, split, transparent
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Ecology
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Environment any
Organization solitary
Treasure none
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Special Abilities
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Absorb Spell (Su) Any arcane spell that fails to penetrate a mnemonic ooze’s spell resistance grants a mnemonic ooze 1d6 temporary hit points per level of the resisted spell. The temporary hit points granted by this ability stack.

Devour Magic (Su) When a mnemonic ooze’s intelligence draining attack hits an arcane spellcaster, the target must make a DC 17 Will save or lose a prepared spell of a level equal to or less than the amount of intelligence drained by the ooze’s attack. 0-lvl spells count as a 1-lvl spell for this attack. Spells drained in this manner may be cast by the ooze on the ooze’s next action. If the mnemonic ooze does not cast the spell, it is considered absorbed as if the mnemonic ooze had resisted the spell with spell resistance. In addition, any magic weapon striking the mnemonic ooze is subject to a targeted dispel magic effect. A mnemonic ooze may activate a magic item with the Use Magic Item skill, but is always assumed to absorb the item’s effects rather than casting it.

Split (Su) When a mnemonic ooze gains its starting hit points in temporary hit points, the mnemonic ooze splits into two creatures, each with the starting stats of the original ooze.

Transparent (Ex) Due to its lack of vivid coloration, a gray ooze is difficult to discern from its surroundings in most environments. A DC 15 Perception check is required to notice the gray ooze. Any creature that fails to notice a gray ooze and walks into it automatically suffers damage as if struck by the ooze's slam attack and is immediately subject to a grab attempt by the ooze.

Created in an attempt to duplicate a grey ooze through arcane means, the mnemonic ooze is an intelligent creature that feeds off of arcane energy. Often found around places where arcane magic is prevalent, such as wizard’s schools, or bardic lodges, mnemonic oozes pick suitable locations, such as fountains or pools, and use their natural transparency to blend in. Disdaining combat, mnemonic oozes will wait until activity in their area has died down before emerging to feed off of magic items like wands and scrolls. Particularly inattentive spellcasters can find themselves quickly overrun with mnemonic ooze’s as the creatures absorb all of their magic items, splitting in the process.

And finally, my own monster. I know the challenge was to stat up someone else's monster, but I've already lost so what should I care.

Chitterwolf:

Chitterwolf CR 2
XP 600
N Small aberration
Init +2; Senses darkvision 60 ft.; Perception +1
Aura fear aura (30 ft., DC 14)
=====
Defense
=====
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 22 (3d8+9)
Fort +4, Ref +3, Will +2
Weaknesses light sensitivity
=====
Offense
=====
Speed 40 ft., burrow 10 ft.
Melee bite +4 (1d4+1 plus grab), 2 claws +3 (1d3+1)
Special Attacks pounce, rake (2 claws +3, 1d3+1)
=====
Statistics
=====
Str 12, Dex 14, Con 17, Int 2, Wis 8, Cha 13
Base Atk +2; CMB +3 (+7 grappling); CMD 15 (27 vs. trip)
Feats Ability Focus (chitter), Weapon Focus (bite)
Skills Acrobatics +10, Perception +1, Stealth +4; Racial Modifiers +8 Acrobatics
SQ chitter, tenacious grapple
=====
Ecology
=====
Environment any underground
Organization pair/pack (3-5)/nest (6-12)
Treasure standard
=====
Special Abilities
=====
Chitter (Ex) When hunting, chitterwolves emit a series of high pitched whistles and clicks to panic their prey and alert nearby hunting packs. All creatures within a 30-foot radius that can hear a chitterwolf must make a DC 14 Will save or have their current fear condition worsened by one step for 1d4 rounds. No fear condition becomes shaken, shaken becomes frightened, and frightened becomes panicked. Each additional chitterwolf affecting the target adds 1 to the DC of the saving throw. Whether or not the save is successful, that creature cannot be affected again by the same chitterwolves chitter ability for 24 hours. This is a mind-affecting fear affect. The save DC is Charisma-based.

Tenacious Grapple (Ex) A chitterwolf gains a +2 racial bonus on CMB checks to grapple and to CMD against grapple attempts. In addition, it may use its grab ability against creatures of Medium or smaller size.

Inside deep caverns and shadowy ruins, dozens of holes burrowed in dirt and rock espouse the deadly presence of a chitterwolf nest. As chitterwolves are highly territorial and always hungry, it is not uncommon to find areas around their chosen nests stripped clean of life. Voracious hunters, a chitterwolf nest will only migrate to more fertile grounds when there is absolutely no prey left for them.

A mature chitterwolf resembles a bloated, malformed mixture of arachnid and canine. The three sickly eyes on either side of a chitterwolf’s stunted, dog-like head continually twitch and roll, constantly searching for new sources of food. Chitterwolves typically hunt in pairs, searching out prey large enough to feed the entire nest. When suitable prey has been found, chitterwolves use their namesake chittering sounds to herd the prey and alert distant pack members.

One the prey has been cornered and surrounded, chitterwolf hunting packsl strike en masse, leaping and locking their thick, lipless jaws onto the hapless food source. Individually small, chitterwolves use superior numbers to drag the prey to the ground where it can be killed and consumed by the pack or torn apart and taken back to the nest holes to feed the young.

Please feel free to tear them apart with criticism or, if you like the, use them in a game. It would be really neat to hear everyone's thoughts.

Thanks for the opportunity. I've had a blast and I look forward to everyone else's monsters.

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The summoner in my group took it, but somehow thinks that using it automatically means that he's going to fireball the group so he refuses to use it when anyone is near his target. *sigh*

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And the loser's bracket continues! Huzzah!

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Sean McGowan wrote:

So now that I can post this with utter impunity, here are the two monsters I decided not to go with. I'd love to get feedback on them, even if that feedback winds up being 'why the hell didn't you pick one of these over your actual entry, you idiot?'

Phageborn

I like this concept, it has a real Resident Evil type feel to it. I could see it with stats like a barghest/greater barghest in that a lesser phageborn who consumes enough HD of creatures becomes a greater phageborn. Nifty concept and I would use something like this in my games.

Sean McGowan wrote:

Flickerfiend

Perma-invisible or ethereal creatures are a pain, but they have methods to counteract their protections. The flickerfiend completely bypasses this and seems a little too abstract for a good solid monster entry. Plus, since there are no facing rules, if one of these was around then characters always have line of sight.

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Not bad but not good. Solid meh. So much so that I actually found my attention drifting to what the latest thread updates in the sidebar were while reading this.

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Oh wow, I absolutely love this creature and could easily see using it more than a couple of times. You could even simulate the different effects of different undead powering it through a system of construction points similar to the Bestiary Animated Object.

Good work.

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Sean K Reynolds wrote:
Needs More Zasz wrote:
With Crimson Throne being my favorite AP, I've always hoped for Grey Maiden minis....

Pathfinder Miniature: Gray Maiden

SQUEE!

*happy dance*

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Since most groups carry some type of bag-of-holding, put a portable hole trap in the floor for them to fall into. *poof*

For even more fun, have whoever setup the portable hole stand a door or pedistal with a ruby or something similar so that the group just thinks they need to head into the "pit" to keep going.

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Please feel free to jump right on into the loser-pool with the rest of us.

It's cold and tastes like tears.

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My group should be finishing up the Vivified Labyrinth tonight and these should prove invaluable.

My hat off to you sir.

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With Crimson Throne being my favorite AP, I've always hoped for Grey Maiden mini's, one with sword/shield and one with longbow. The Queen's Physicians would also be cool.

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Nermal2097 wrote:
The name was changed a couple of times, this being the one I settled on but maybe Guttersnipe would have been better. And thats all your getting in its origins.

I think Guttersnipe would have been much better. It evokes the kind of ratty, feral look that your monster has.

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Nermal2097 wrote:

This is what i came up with for round two. Any and all feedback welcome.

Mud Bane

** spoiler omitted **

Reading the name "Mud Bane," I was expecting some sort of ooze creature like a mudman, or at least something that lurks in mud pools. What you have seems to lurk more in trash heaps than in mud, so I would give it a different name.

In your description you mention that it can change its facial features to match prey but give no power related to this. Similarly, in powers you mention that it has smoldering eyes that can paralyze prey but don't mention that in the description.

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Solrenevermead wrote:

Okay so this was my idea. please if you all would be so kind and let me know.

Unhallowed** spoiler omitted **

The first issue that I see is that your description block is confusing. I had to reread parts of it to understand what you were saying and although I get it, it still took some effort, which is a turn off. If this were in the voting, that would put your submission at a -1 for me right from the get-go.

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zylphryx wrote:

OK, here we go:

Mnemonic Ooze
** spoiler omitted **

Having an ooze that feeds off of intelligence and magic energy is an interesting idea. Making it intelligent on its own seems ok, but I don't like the "can assume a crude semblance of a translucent medium bipedal creature, less a head." Why less a head? Why even bipedal creature form at all? Isn't half the fun of oozes that they just schlorp around in big globules and engulf people and equipment?

I think you would have done better to concentrate on the magic energy feeding properties of the ooze. Give it SR and have any magic item that comes in contact with it be hit by dispel magic for a time. It would go a long way to making this a more unique creature and less a "just another ooze, but this one eats spells" creature.

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Azmahel wrote:

And now to a more serious attempt:

Bonefiddler
** spoiler omitted **

Undead are my favorite! I think to keep this from being a one-shot pony, you would have done better to make it a returned spirit of an angry bard who died because his performance sucked instead of limiting it to just a jester. I would imagine that a lot of jesters are bards if they have class levels anyway. And if their "fiddle" could be any instrument, it would also go a long way to making it more mainstream.

This feels like more of a minion-type undead than a master-type, like you would encounter one in the presence of the big bad undead lord. I like the compulsion effects that the instrument does, but I think that instead of having the creature animate dead, you would have done better by having its music enhance the undead around it.

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Charles Evans 25 wrote:


1) You raise spider imagery so I instinctively went looking for mention of webs, but could not find any. Do chitterwolves have web spinning capacity? Or given that they can dig (as some spiders do, I think instead of spinnin webs) do they at least have poisonous fangs?

2) Given that they can dig, and work in packs, do they ever employ tactics where one group dig holes and wait in ambush, whilst another group drives victims towards the ambush site?

Nope, no webs and no poison. They seem like spiderish creatures but aren't really. I wanted the chitterwolves to swarm out in a pack, grapple an opponent through sheer weight and tear them apart. I did note that they do use pack tactics, so something like what you suggested would be completely in keeping with the spirit of the creature.

zylphryx wrote:


mutant chihuahuas ... not terrifying on their own, but get enough together and you'll be hating life.

Can they actually burrow through solid stone? Or did you mean rocky soil? If it is solid stone, that could be a nasty infestation for a castle or keep ...

Though they are larger than chihuahuas, that's exactly the idea I was going for. Of course they can burrow through stone, albeit at a much slower rate. How else would they burrow inside caves and underground tunnels. Though they dislike bright light, it would certainly make night time interesting in a keep.

Benjamin Bruck wrote:

I have to ask, was this at all inspired by the real life Wolf Spider? Because that's the first thing I thought of when I read this entry, that it was a literal wolf spider!

The image of a creepy, hairless dog-thing with a bunch of extra legs is also pretty darn interesting. While I'm pretty ambivalent about most animal mash-ups, I think this one works.

Thanks! It isn't inspired by the Wolf Spider. I had thought of a group of large meat eating spiders swarming out in packs and tearing groups apart. The pack tactics inspired the wolf part. Though I wanted it to look like a weird aberrant spider/wolf thing, I wanted it to have its own flavor.

Steven T. Helt wrote:

I'd like to see the name chitterwolf directly connected to some noise the animal is famous for making. Maybe linking its summon other chiterwolves ability to the moniker?

Appearance reminds me of the wolf spider, but that might be a little obscure. Does your monster have a penchant for the rod of seven parts?

Fair writing. I would have liked a little more color n the prose (these things sound maniacal, I think another try and you could make someone afraid of the dark for fear of chitering wolves), and I'd like a little more mechanical meat in the Powers section, but that might be just me.

Never read the Rod of Seven Parts. This one was all me. I completely agree that their summoning howl should be directly related to chittering, certainly makes them seem more creepy/menacing. I've already had a friend who wants me to stat this up for use against his players as they sort through some old ruins.

Tom Phillips wrote:
A chitterwolf! What a great name! I would definitely throw a pack of these spider-wolf-horrors against my players. Very nice.

Thanks! Feel free to use them to tear apart a party member or two.

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Steven T. Helt wrote:
I solemnly swear I have not typed one word about my boy. I will post tonight or drop out....of the...non-contest. : }

Terribly saddening, but it does leave a better chance for us ... uh ... non-winners.

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This, then, would have been my attempt:

Chitterwolf:

Chitterwolf
Description: A chitterwolf is a wrinkly, hairless aberration with eight legs like a spider, but with a stunted head and claws like a canine. A chitterwolf has three eyes on either side of its head, and hosts a jutting, lipless jaw filled with thick, dagger-like teeth. Mature chitterwolves grow roughly to the size of a large dog and almost always hunt in packs. An individual chitterwolf is not much of a threat for well-prepared adventurers, but chitterwolves are rarely encountered individually.
Ranging in color from milky-white to dark brown, chitterwolves are territorial pack animals most commonly found in naturally dark habitats such as deep forests, large ruins, and caverns. Disliking bright light sources, chitterwolves are adept burrowers, and will dig out a burrow hole large enough for only a single chitterwolf to occupy. As such, a typical chitterwolf lair is pockmarked with deep holes to provide shelter to all members of the pack.
Powers and Abilities: Though chitterwolves only possess animal intelligence, they are adept pack hunters and commonly use swarm tactics to bring down larger prey with their bites and claws. The chitterwolf’s powerful legs and thick claws allow it to burrow quickly in soft earth and dirt, with slower burrowing through solid stone. In addition to burrowing, a chitterwolf’s powerful legs allow it to jump great distances, and attacking chitterwolves will often leaping upon surprised prey. A chitterwolf’s powerful jaws lock upon whatever a chitterwolf bites, allowing a chitterwolf to attempt a grapple with a successful bite attack. Finally, as pack creatures, a chitterwolf may emit a high-pitched howl that it may use to summon others of its kind and to frighten weak-willed prey.

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This one was my submission. After seeing the Top 32, I can see that I needed some more spunk and personality with the item but any further comments are extremely appreciated.

Longevity Injector
Aura Strong (no school); CL 11th
Slot none; Price 7,800 gp; Weight 1 lb.
Description
This small metal tube with a needle and plunger is hollow inside with enough room to slot a potion. The first three potions a day injected through a longevity injector extends the duration of the potion’s effects as if the potion had been prepared with the Extend Spell feat. Injecting a potion using the Longevity Injector requires a standard action that provokes an attack of opportunity. The attack of opportunity may not be directed against the potion as it is protected by the Longevity Injector’s metal frame. Slotting a potion into the Longevity Injector requires a standard action which provokes an attack of opportunity.
Construction
Requirements Craft Wonderous Item, Extend Spell; Cost 3,900 gp

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+1

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Ganzir wrote:
The Arcopolis of the Thrallkeepers can serve as an infinite XP generator.

It sure can if you really want to allow that sort of thing as a DM. If you want to stick to the script that the PCs can't wake the Havero, then what about the following:

- Though the Havero doesn't wake up, its subconscious starts to react to the constant annoyance of the PCs and starts manifesting different tentacles. The Havero write-up in the back gives rules for different types of tentacles and the PCs might not want to risk it if the creature suddenly starts sprouting Vorpal or Etherial tentacles.

- Being unable to lash out against the gnats bothering it, the tentacles start going into a blind-rage frenzy and attacking the temple structure itself. After enough time/damage the whole Acropolis collapses, resulting in no more free xp and a large group of Shoanti angry at the PCs for defiling one of their holy sites.

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methanos wrote:
So what exactly did Kazavon do to the other artists? Did he posess them? Has the Queen been taken over by Kazavon? I am a little confused on exactly what Kazavon is and what he did? Where did Queen Llosa get the Fangs of Kazavon? Is she actually Queen Lleosa or some spirit of Kazavon?

Kazavon is dead, though his spirit lingers on the the various 'Relics of Kazavon'. The Fangs are one such relic and were, until recently, hidden in the ruins under Castle Korvosa. Kazavon's spirit had been sending dreams to sensitive mortals, but quit doing that to focus on Illeosa when the Queen stumbled upon the Fangs. All of the artists except for Salvator Scream committed suicide when Kazavon abandoned them and Laori has spent her recent time gathering tracking them down and gathering their skulls for use with speak with dead.

methanos wrote:
What is Laori's goals is he trying to revive Zon-Kuthon? Need some clarification and why she needs to find Salvatore besides his artwork having tied with Zon-Kuthon. What is Laori's goals and purpose?

Kazavon was a favored dragon warlord of Zon-Kuthon and Laori is part of a special sect of the church dedicated to tracking the relics down so that they can be used to resurrect Kazavon. She hopes to use Salvator's contact with Kazavon to help her track down one of the relics (ie. the Fangs) but unfortunately has run up against a dead-end since Kazavon departed from Salvator.

methanos wrote:
Why was the Red Mantis after Vencarlo and Neolandus who hired the Red Mantis?

Queen Illeosa hired the Red Mantis to kill Neolandus as he would have had power as the senechal to oppose her rise to power. The assassins are after Vencarlo because they believe he knows where Neolandus is.

methanos wrote:
Does the Queen know of the PC's at this point? Assuming they did not try to accuse her of the Plague back in chapter 2? What exactly does the Queen know of the PC's?

Illeosa should have met with the characters in Edge of Anarchy when they returned her brooch. If they did anything at all to stop the plague (ie. her plague) then she should know of them and will most likely hold a grudge, even if they didn't try to pin it on her.

methanos wrote:

Also, how are you other DM's determining what magical items are available in Korvosa? Would they have almost every minor magical item? Where exactly are the magical items sold besides the Gilded Orrery? There aren't really any other magical item shops are there?

Should I rolling for the availability of most magical items? How do you other DM's deal with magical items?

Since Korvosa is the largest city in Varisia and is on somewhat pleasant terms with Cheliax, I assume that most minor items and enchantments can be found or acquired and shipped there by a merchant. I figured that anything the characters could actually pay for through Book 3 would be obtainable.

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The party-hate continues this session. Maybe it's just that fate wants the players to die in horribly agonizing ways, or maybe they need better tactics and backup.

Charatcer: Taviri, Cleric of Zon-Kuthon
Class/Level: Cleric 7
Adventure: Escape
Catalyst: Fiery Mantis Doom

While searching through a certain swordmaster's house, Taviri decided to rest his aching back by sitting on one of the couches in front of the fire. (One has to question his devotion to Zon-Kuthon if he's resting an ache at all.) While half the group heads upstairs to check it out and the other half goes back to the entrance to convince the large flying mount that its a good idea to squeeze into the tiny house, Taviri just relaxes. At least he relaxes until a pair of Red Mantis Assassins drop in to say hello. Between an explosive fireplace and love from two assassins, Taviri is just another flaming corpse on the floor.

Or would be if he didn't use an action point.

Taviri Update: After his latest near-death experience, Taviri's missing eye, animated hand (he got his missing one replaced), and crooked back are now matched with full-body burn scars. Zon-Kuthon would be so proud if Taviri had actually done any of it to himself.

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Even more kills for Zasz. My poor, poor players...

Character: Ravan the Tiefling
Class/Level: Monk 6
Adventure: Seven Days
Catalyst: Daughter of Urgathoa

Character: Simon the Conjurer
Class/Level: Wizard 5
Adventure: Seven Days
Catalyst: Daughter of Urgathoa

Charatcer: Taviri, Cleric of Zon-Kuthon
Class/Level: Cleric 5
Adventure: Seven Days
Catalyst: Daughter of Urgathoa

The group was forced this session to face off against the end of the Temple of Urgathoa without the aid of the Paladin. They killed off Lady Andesain without too much effort, but the Daughter of Urgathoa was another matter. Two turns took out Ravan, who slowly bled to death from his wounds. An attack of opportunity against a running Simon did in the only member to have survived up to this point from the original party. And a "Sever Spine" card from the critical hit deck not only took Taviri to below dead, but it cut him in half in the process.

Taviri Update: After being put back together and raised, Taviri is a true paragon of Zon-Kuthon as he is now missing an eye, missing a hand, and walking with a crooked limp from being cut in half.

Dark Archive

Looking over all the player deaths I'm racking up here. Jeesh.

Character: Taviri, Cleric of Zon-Kuthon
Class/Level: Cleric 5
Adventure: Seven Days
Catalyst: Rolth/Clerics of Urgathoa

Character: Thoramer the Dwarf
Class/Level: Rouge 5
Adventure: Seven Days
Catalyst: Rolth/Clerics of Urgathoa

Having set off the alarm in the Temple of Urgathoa, the group finally crosses swords with a horde of opponents in the Plague Vats. A room crossing jump from the monk help off Rolth for a couple of turns, but by the time he got a free chance to start blasting spells, nearly everyone in the group had put themselves in a straight line. One lightning bolt later, and two members had dropped. The next turn, Taviri and Thoramer were forced to spend an action point to stay alive when Channel Negative from the temple's clerics sent them packing.

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One night, a monk player of mine jumped into the middle of combat and declared that he was going to start his "Flurry of Blowing".

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And now for some underwater hijinks.

Character: Waulcoul
Class/Level: Rogue 5
Adventure: Seven Days
Catalyst: Yvicca

Pretty straight forward kill on this one. Waulcoul had been bitten a couple of times by the Yvicca’s summoned shark when the sea hag moved in for the kill. Two spear attacks brought him to 1 hp and a crit from the natural claw attack with a 3x damage card from the critical hit deck tore Waulcoul down.

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I guess when it rains it pours, as I came out this morning to find my car window smashed and all my books taken as well.

What a world.

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Another bout of PC deaths from our campaign, this time in the Carowyn Manor. Both characters used action points to remain almost dead, but since they were dead by numbers, I’m posting it.

Character: Taviri, Cleric of Zon-Kuthon
Class/Level: Cleric 4
Adventure: Seven Days
Catalyst: Sneak attack crossbow bolt.

In the first round of the fight, a zombie rushed Taviri and critically broke his back (Yay! Critical Hit Deck). Deciding it would be prudent to control the undead, Taviri commanded them in the name of Zon-Kuthon. Unfortunately, the zombie’s current owner didn’t take too kindly to that and one near maxed out sneak attack shot nailed Taviri’s head to the front door.

Character: Simon the Conjurer
Class/Level: Wizard 4
Adventure: Seven Days
Catalyst: Zombie curb-stomped

After a long, drawn out fight Simon had been whittled down from zombie slams and was knocked bleeding and unconscious. Lionel the Paladin rushed over and healed him, only to watch the zombie critically stomp the life out of Simon’s healed head.

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With this week’s session, the PCs finished Edge of Anarchy, had some break time, and moved into Seven Days. I spent some time reworking the end scene for EoA to fit it with the PCs actions and give a little suspense and intrigue to the three guys who have played through this part of CotCT already.

Cast:
Taviri – human cleric of Zon-Kuthon
Lionel – human paladin of Serenrae
Simon – human conjurer
Walcoul – half-elf rouge
Ravan – tiefling monk
Don – half-elf ranger (archery specialization)

The Session:
Having recovered all of the pieces of the dead Shoanti in the Dead Warrens and removing the bodies of the previous PCs for burial by the Church of Pharasma, the PCs returned to the Citadal and gave them to Cressidia. Cressidia was happy to get the remains back and told the PCs that their effort to help the guard stave off a Shoanti uprising is the second bit of good news she’s received that day, the other being a notice from Castle Korvosa that the King’s murderer, Trinia Sabor, had finally been captured by the palace guard. She rewarded the PCs their 1000 gp and even threw in a little extra for each PC from her own purse. Cressidia then offered to help the group find lodging and promised to call on them again if needed.

Things seemed to settle down for everyone over the next few days. Simon was crashing on the couch at Ravan’s apartment in Old Korvosa and the rest of the group was staying together at an inn recommended by Cressidia. Three days into their rest, Ravan came down ill with Filth Fever from his encounters in the Dead Warrens. Don had come by Ravan’s apartment so that Ravan, Simon, and he could search for two adjacent apartments in Old Korvosa that could be used as a temporary base of operations. While Ravan was getting ready, a knock came at the door, which Simon offered to answer.

As Simon opened the door, he was greeted by a kick to the knees which sent him sprawling to the floor. Rolth had sent revenge in the form of his servant Cabbagehead and the reanimated corpses of several victims that the PCs had failed to rescue from the Dead Warrens. Simon never managed to regain his feet as Cabbagehead brutally curb-stomped his face into the floorboards several times, resulting in a motionless wizard bleeding to death. Ravan and Don fared better, though the archer was forced to draw his rapier when he was cornered by the undead. Ravan was significantly wounded, but managed to hold on until all of the attackers had been taken down.

On the other side of town, a second group of Rolth’s minions (a carrion golem made from the unused parts of Rolth’s would-be flesh golem and Derro parts) and the remaining zombified prisoners ambushed Taviri, Walcoul, and Lionel as they neared the stable where Lionel’s horse was resting. Both Taviri and Walcoul ended up contracting Tetanus from the carrion golem’s attacks, but overall were much more proficient in taking down their enemies.
The PCs sought each other out again to pool information about the attacks. Apparently Rolth wasn’t too happy about the destruction of his lab. From the experience gained by thwarting the ambushes, everyone except Simon and Don (who had missed a significant portion of the Dead Warrens) leveled up to 4. Within a few days, the group would be called together again by Cressidia Kroft.

The morning that they were called together to visit the Field Marshall, both Taviri and Walcoul had to give a generous donation to the Church of Abadar for healing of the lockjaw which had set in. Taviri had an especially bitter pill to swallow as he consciously hid his holy symbol of Zon-Kuthon and asked for Abadar’s blessing. Once together, the group found themselves invited to attend the execution of Trinia Sabor as impartial helpers of Cressidia, who was suspicious of Trinia’s swift trial which had been held in secret. The group rushed to prepare themselves in the few hours that they had before the execution party.

Showing up in newly purchased finery, the PCs mingled with the noble crowd.Taviri made it a point to meet with Glorio Arkona, patron of House Arkona, as he had been spending his off-time setting up a series of information contacts to seek out the location of his missing sister. Making Glrio’s acquaintance, Taviri discovered that while Glorio was enjoying the prospect of the execution’s violence, he was disdainful of the Queen’s methods.

While mingling, Simon was caught up by the arm and a familiar voice requested a private discussion. It was Vencarlo Orsini, who Simon and his previous group had left Trinia Sabor with. After a few minutes of small talk and sympathies for the dead PCs, Simon and Vencarlo got down to business. Simon asked how Trinia had managed to be captured by the castle guard to which Vencarlo replied that she hadn’t. The real Trinia was still hidden away safe at Vencarlo’s house. This left Simon puzzled as to who was going to be executed, and Vencarlo made some quips about the true nature of the Queen’s justice. Following their exchange, the rest of the group came together as the trumpets sounded the main entertainment for the evening.

A burly executioner led a wobbly, glassy eyed woman from the holding area to the executioner’s block. Simon, who had met the real Trinia, couldn’t even tell that this woman was a different person, though a quick Detect Magic from Simon showed his that “Trinia” was definitely under some magic effect. After the girl was readied, Queen Illeosa made her grand appearance. Lionel, who had never met the queen, made a Detect Evil on the queen, but discovered that she was not evil (which surprised the player).

A short speech later and the crowd fell silent waiting as the order for the execution was given. The headman hefted his axe at which point Simon uncomfortably called out across the silence “wait, there’s something wrong” which got odd looks from the crowd around him, a vicious look from Queen Ileosa and Sabina, and a smirk from Vencarlo. The headsman wouldn’t be stopped by a dissenting voice, however, and continued his course, only to be stopped by Blackjack.

All hell broke loose at Blackjack’s appearance. Lionel and Don stood stunned and unsure of what to do. Ravan threw sleep poisoned shurikens at “Blackjack” but “accidentally” hit the executioner. Simon did the same with a daze spell. Taviri actually targeted Blackjack with a command spell in an attempt to stop the vigilante, but Blackjack shrugged off his magic. Under Simon and Ravan’s combined attack, the executioner stumbled and then passed out and fell onto the guards who were attempting to push their way up the platform. Seeing his teammates in action, Walcoul tripped several guards who were pushing their way up as reinforcements. Vencarlo laughed and nodded approvingly.

Freed of having to deal with the executioner, Blackjack freed “Trinia” and began to make his way to the parapet. Taviri tried to cast another spell to hold Blackjack, but Ravan had readied to throw his last sleep poisoned shuriken at the cleric and hit. Taviri failed his save and fell asleep, his spell fizzling on his lips. The rest of the group pushed the crowd away from the fallen cleric, claiming that he had fainted. Walcoul stealthily pocketed the shuriken that he had keenly spotted Ravan throwing to keep Taviri from realizing what had happened.

Blackjack escaped and the rest of the group pushed their way clear of the stampeding crowd and encroaching guardsmen. Simon discovered that Vencarlo had left a note in his pocket asking the PCs to meet at his house as soon as possible. The PCs arrived at the dueling academy and were introduced to the real Trinia Sabor. After some long explanations and heated discussions with Taviri and Lionel, the group settled on the fact that it was a good thing that Blackjack had not allowed “Trinia” to be executed. It was decided that Trinia would continue to stay with Vencarlo until things cooled down.

Unfortunately, things did not cool down. A couple of weeks went by and the PCs went about various personal business but were contacted by Vencarlo shortly after a 5,000 gp reward was put on Trinia’s head. The PCs offered to help escort Trinia out of the city and managed to do so with little trouble. It was late at night by the time the PCs made it back to Korvosa, and as they crossed the North Bridge they witnessed a black sailed ship with a single yellow light being fired upon and sunk in the Jeggare River. Puzzled by this, the PCs returned home and vowed to investigate the next day. Upon returning home, Simon felt a call from Zellara’s Harrow deck and pulled the cards out. Zellara appeared and announced that dire happenings were on the winds and offered a new Harrow reading for the PCs. The Harrowing went through and that ended the session.

Dark Archive

Nobody died this week and once again the group missed some things. They didn't miss anything major and, all in all, the Dead Warrens was fun and exciting for everyone.

The APs are written for parties of 4 and I ran this module as written. With a group of 5 it gave the party a little bit of an edge, but as shown by last week’s near TPK, it was still tough. A group of 6 though makes quite a bit of difference, just in the sheer number of actions that the PCs get to take. I’m still weighing in my mind whether I should continue to run the 4 person AP for 6 people or if I should go through and buff up the encounters a bit. In the first case, the XP will be split and the PCs level progression will be slower but will be easier for me to just run as written. The second case requires a bit more pre-planning to do on my part if I want to keep the PCs at the same level progression. (Of note, though we are using PFRPG rules, I stuck with 3.5 level progression since the books had been written that way).

I’m giving the PCs roughly a month on in-game time before the next book begins and have asked them to provide me with some role playing stuff that they would like to do in that time frame. I’m hoping to give each character a little more stake in Korvosa, so that they’re continuing quest will be more personal and less “well I’ve got nothing better to do right now”.

Everyone is loving the campaign, a testament to the quality of the products that Paizo puts out. They’re not perfect, but they’re fun.

Random musings:
1. No more “barbarian diplomacy”. *sigh*
2. It was funny listening to the paladin of Serenrae and the cleric of Zon-Kuthon quibble at each other’s religious preferences. Fortunately, the two have decided not to take things personal and have kept it mutually entertaining.
3. It was pointed out that Taviri’s CHA isn’t high enough to exclude everyone from the party with Selective Channeling, so the paladin became the default “zapped” guy by mutual agreement of Taviri and Zon-Kuthon.
4. Simon the Wizard’s daily spells proved once again to be fairly useless thanks to failed caster checks and Spell Resistance, but Simon the Lousy Crossbow Fighter has really stepped it up a notch and actually hit 3 or 4 times.
5. Ravan realized that being lit on fire does 1d6 fire damage and that he has Fire Resistance 5 as a tiefling, so he’s thinking of dousing himself in oil and lighting himself on fire before every fight. Flaming grapple monkey!

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Another session finished and the end of “Edge of Anarchy” is just in sight. Following the near-TPK I had last week, we had an almost entirely new party this week. We ended up getting a sixth player for the group, though not the player who was originally intending to play. (He just couldn’t manage to get the time.)

Cast:
Taviri – human cleric of Zon-Kuthon
Ravan – tiefling monk (twin brother to Gurei, the previous monk)
Lionel – human paladin of Serenrae
Don – half-elf ranger (archery style)
Simon – human conjurer
Walcoul – half-elf rogue

Simon and Don didn’t show up until halfway through the adventure.

The Session:
I figured that the easiest way to get everyone together for this was to say that this group, like the one that was killed, had been doing odd-jobs for Cressidia Kroft during the recent unpleasantness in Korvosa. When Simon came back and reported that his party had been killed within moments of entering the Dead Warrens, Cressidia called in her second string.

The group was given the same mission, and was told to be more careful and ensure that they had fully stocked up before they headed to the Dead Warrens. Ready this time, they set off to retrieve the dead Shoanti’s body. Simon accompanied them to the entrance but waited outside for the arrival of the last member, Don the ranger (who was finishing up his character sheet).

The PCs entered the mausoleum and found the remains of the previous party cold on the floor. As they approached, the remaining skeletal guardians once again animated to attack. This time, things went much more smoothly, and though some damage was dealt, a Command Undead from Taviri left the party with three battered human skeletons to act as porters (Taviri only has a 7 Str, so he can’t carry his own equipment). Everyone got to loot their own dead body to get their stuff back.

They then snuck down to the branching corridor leading into the tunnels and picked a passage. The scouts made good enough stealth to see a derro working on preparing a body without alerting him. The rouge went back to give the info out and the monk decided to sneak a bit closer, botching his roll. Alerted, the derro let loose the remaining stirges who latched onto the monk. During the fight, the monk took some pretty heavy damage but was fortunately saved by the cleric’s Channel Negative Energy which not only hurt the enemy, but healed the tiefling (he had rolled the “healed by both positive and negative energy” trait on the Fiendish Heritage table from the Council of Thieves AP).

The group backtracked and dealt with the two derro that were playing Rat-Squish in their sleeping quarters. The derro got surprise and acted before anyone else, but just couldn’t get through the paladin’s armor (who had realized that AC for a charge in melee type should be above the 16 that his Barbarians had). After cornering the derro, the PCs made short work of the crazy little buggers.

The PCs next headed to the disposal room and easily dealt with the Otyugh “garbage disposal” and were rewarded with the first part of the Shoanti’s dissected body. Heading down the bone corridor, the acid traps hit everyone at least once and destroyed all three porter skeletons (poor Tav and his weight problem). The necrophidius fight went back and forth as at least half the party was dazed or paralyzed for the fight with the other half being unable to hit the constructs. To be fair, the construct really couldn’t hit the PCs either, and I didn’t want to just coup-de-grace the paralyzed guys while there were still viable targets in range. Numbers eventually favored the PCs, who dispatched the constructs just in time to be joined by Simon and Don.

The lone derro in the next room proved no problem as Ravan ran in and grappled him, then pinned him down and let the rogue sneak attack him. Prying the boards loose from the pantry, the paladin and the carrion golem engaged in a “hugging contest” as neither could grapple/hit the other. Finally, they lured the golem out of the room (essentially just telling the paladin to get the heck out of the way) and surrounded it. The golem had one of the Shoanti’s arms, which gave them two pieces of their macabre puzzle.

The cleric managed to spot a secret door in the back wall (they never realized that the entire place was full of passages since they all rolled pretty low on perception checks through the dungeon) and the group decided to take that route instead of using the regular tunnels. The passage led them to the library and a short argument on how to get all the books out before they continued on. In the workshop, they found the patchwork body to be used for a flesh golem, including the Shoanti head that topped it. Reclaiming the head, they pushed further into the last rooms.

There was nothing to be seen in the first bedchamber, but the second was filled with swirling darkness. They threw a torch in to light it up, but realized that it must be magical when the torch failed to fully illuminate the room. The rogue did see the last piece of the Shoanti body sitting against the far wall and snuck in to retrieve it but was ambushed by a skeleton which had appeared from nowhere.

In the general confusion that followed, the group scrambled to figure out what was going on as undead continued to appear in the small room. The situation was further exacerbated by Don rolling a crit fumble and nearly shooting his own eye out. While the Don and Taviri were trying to deal with the bleed caused by the fumble, the rest of the group pushed into the room. The paladin, selected as the heaviest fighter, was hit by a sneak attack scorching ray from Vreeg, who had been floating invisibly above the group, tossing creatures out of his robe of bones.

Over the next 45 minutes or so, the group got to feel my general frustration at not being able to hit their AC all evening as they couldn’t hit Vreeg’s magically enhanced AC either. The paladin called smite but failed to hit the flying necromancer for something like 9 rounds in a row. Once again numbers prevailed as the group made every single save against Vreeg’s spells and wand and eventually whittled the little guy down. On Vreeg’s last turn he attempted to flee but was finally hit by … everyone with a weapon. I guess fate demanded a cinematic ending as Vreeg was pulled from the sky and curb stomped by the angry PCs. We ended the session there as it was 30 minutes past closing time at our gaming store (the guy running the place graciously let us stay as it was the last fight and he was to having too much fun watching the combat to kick us out anyway).

Dark Archive

Prince That Howls wrote:
Now that I think about it... didn't Simon just reach level 3 last session? How in the heck did he know Web?

No, he reached 3 at the end of the session where he had his eyes cut out. He had a week between sessions to level up and memorize Web.

Dark Archive

Prince That Howls wrote:
Still thinking about if I want re-do the same character, or switch it up for something else. I certainly didn't switch characters to play him only once, but there's other characters I could play if the party needs something else more.

From what I've heard, the new group will consist of:

- Simon the Wizard, most recent winner of "Survivor: Korvosa" and proud wearer of the vaunted "Yellow Badge of Cowardice"
- Taviri the "I poke people with sharp things for Zon-Kuthon" Cleric - ? the Nebulous, Cleric of not showing up and getting people killed
- ? the "Obviously the Gods Don't Want Me To Play a Barbarian" Beatstick
- ? the Rouge/Fighter

Of course, knowing the group I wouldn't be surprised if I had Simon and 5 Bards next session.

Dark Archive

The lack of a cleric really hurt the group this time. Hurt them to death, apparently. Ankou’s player really didn’t enjoy the cleric class and when a new guy was supposed to come in with a cleric he jumped to make a monk. Jumped a little too quickly.

The Shingles chase was fun, and we all had a great time running it. It got very close with them catching Trinia just before she got off the last card. We also had a great laugh at Cyril’s expense as the sissy wizard smoked past him in the chase by just walking casually. Tortoise and the Hare sort of moment.

I was frustrated that once the player had captured Trinia, the guys who had played the module before railroaded everyone into bypassing returning her. With the way they handled it, I don’t think the characters were playing into their alignments perfectly, but I see alignments as broad scoped and fairly nebulous in regards to player actions. I tried to keep hands off in their inter-group RP’ing, but now that I have had some time to think about the situation, I would have handled it differently. My fault was that by that point in the session, it was getting late and we all wanted to get to the Dead Warrens.

Everyone saw the Dead Warrens task as urgent and ran there without resting, healing, or stocking up on supplies. While no one was really hurt when they went in, a couple of hit points here or there might have made a difference. Looking at the math I don’t think it honestly would have, but who knows.

Factors in (near) TPK:
1. No cleric - Not much to say here as we were supposed to have one but didn’t. *shrugs*
2. Not rested – Party went in at less than full hit points and the wizard had 2 spells left.
3. Not supplied – The group had one Cure Light potion and no Bludgeoning items (expect for the monk’s unarmed which brings us to)
4. Dex monkeys – Some of my group has gotten into the mindset that having high Dex means having high AC which means they don’t get hit and can whittle the enemy away with their low damage. Sure, this works unless the DM's dice are rolling really good like last night (I rolled something like 6 20’s and 4 19's during the fight) In this case, the Monk with high Dex and weapon finesse has good to hit (though terrible rolling on hit part meant that he didn't hit often), but three times he did just enough damage to not kill a skeleton, who then did damage to him with good rolling on my part.
5. Dice – The catch all. They rolled crappy, I rolled great. Why is it that my dice smoke when I’m DM’ing but suck when I’m a PC?
6. Charge! – Bad Cyril! Charging into the center of a skeleton horde without backup. Bad Half-Elf!
7. Kharmic Backslap – Not really a reason for TPK, but a skeleton crit fumbled against the monk and I pulled a card which still hit the monk but did min damage. A couple of rounds later everyone was holding their own but were pretty wounded when the monk pointed out that the only damage he had taken was from an enemy’s crit fumble. Everyone then died within 3 turns. Anti-bragging kharma? Maybe…

Dark Archive

Prince That Howls wrote:
Well, if they do remember him it'll probably be at his funeral...

Which brings us to ...

Fourth game last night. Everything was going well and everyone was having fun. Until the (near) TPK. To be fair, everyone was having fun during and after the TPK though.

Cast:
Max – Shoanti Barbarian
Cyril – Half-Elf Ranger
Gurei – Tiefling Monk
Simon – Human Wizard
Tanoff – Dwarven Fighter

Tanoff had recovered from his illness and rejoined us. Another member was supposed to have joined us (he was going to play a Cleric) so Ankou the Cleric’s player had Ankou recalled to the Church of Pharasma and entered in as Gurei the Monk. The new cleric didn’t show.

The Session::
The PC’s were enjoying a few days of R&R. Korvosa was mostly back to normal, the riots had all but died down, and Ankou was recalled to resume his position at the Church of Pharasma. Everyone took a week of time to sell and buy and do crafty things. During the week, however, the group began to hear ominous murmurings of a rumor that the deceased king had been poisoned. The rumors were gaining strength, but were still relegated to the domain of conspiracy-theory when Castle Korvosa suddenly announced that they were true. A castle guard had come forward and confessed that he had seen a young woman, who had been hired to paint the King’s portrait, slip something into his tea. The young woman was named Trinia Sabor and the guard killed himself by leaping from one of the castle’s towers in shame.

The muttered rumors soon flared into a call for vengeance against the king’s murderer and the violence of the previous weeks threatened to surge to life again with new riots when Field Marshall Kroft marched into the inn where the PC’s were staying. She quickly commandeered a private room and beckoned the group to join her. She explained that she needed the PC’s to seek out and capture Trinia before the mob found her and lynched her. She also professed some questions as to the queen’s method of delivering the news, but that wasn’t important at the moment. Cressidia introduced Gurei, a monk who, like the PC’s, had proven himself by completing odd jobs for the Korvosan Guard during the riots. He was to accompany the PC’s as his skills might prove valuable. The PC’s agreed to help and headed off to the Midland District to find Trinia.

The group quickly found their way to the Midland District, but getting in unobserved proved to be a tougher task. Cyril and Gurei knew the area well, and helped to lead the group through some back alleys and side streets to avoid the roving mobs, hellknights, and guardsmen. Twice the group managed to sneak past these groups, but the third time, a trio of hellknights spotted them and moved in. Initiavtive was rolled and the incredibly slow hellknights watched as all of the PC’s, except for Simon, ran for it. Simon just couldn’t get over the fence. Everyone else watched as the guards surrounded Simon, but just as they reached him, Simon managed to sneak away, thanks to a little help from destiny.

Regrouping, the PC’s found themselves at Trinia’s building in an area the locals called “the Shingles”. Cyril approached the door and was met by a middle aged woman who peered anxiously at him from the cracked door. One failed check later, and the woman tried to slam the door, crying out in alarm. Cyril kicked in the door, proving that frail old woman strength is no match for brawny half-elf strength.

The PC’s flooded into the building but were dismayed to find that it was a three story building with multiple rooms on each floor. Figuring that they didn’t have much time, Tanoff came up with a plan to get Trinia’s whereabouts by throwing gold at the alarmed tenants. This actually worked out really well, as they pointed out Trinia’s floor in exchange for “phat lootz”. Rushing up to the third story, the PC’s began searching doors. Funny enough, the only door that was barricaded was the door picked by Shoanti Max, whose Shoanti tribal name was apparently “Great Kicker of Doors” and with a Nat 20 Max sent the door flying off the hinges and across Trinia’s tiny apartment.

Strangely enough, despite the utter destruction of her door, Trinia still appeared to be sleeping in her bed. As the group rushed over to apprehend her, Gurei head something outside and rushed to the window to see the skinny young painter rushing across the rooftops. With a shout of alarm, everyone jumped out the window and began the Shingles Chase.

Everyone had a lot of fun with this. Max and Gurei managed to keep up with Trinia most of the way, though they both received a good dose of dazing thanks to some low saves. Max plunged off the rooftops once near the end, but bounded back up the next turn to assist Gurei with wrestling the feisty bard to the ground.

Simon said “no way” to trying to run her down and proceeded with a slow one square a turn pace. He attempted to hinder Trinia’s escape with some spells, but after his efforts proved only to hamper his own allies he gave up and just walked slowly towards her.

Tanoff tried to follow along, but his stubby dwarven legs just weren’t going to be much help. After falling off once and failing to continue the foot chase on the ground, Tanoff climbed back up and took Simon’s lead, walking only one square a turn. He continued to fire arrows ineffectually at the fleeing Trinia, until he crit fumbled and spilled all of his ammo down into the streets below.

The real winner of the chase was Cyril, who after a good first turn of chasing Trinia got stuck on the same ledge for two turns, then fell, then failed to climb up three times, then fell again, then climbed up, then moved one square, then fell again. Left with only 1 hp at the end of the chase, we all had a good laugh at the fact that the wizard make it twice as far as the ranger.

Gurai and Max finally managed to catch and pin Trinia on the final Shingles space. They tied her up, but Gurei said that he wanted to question her on his own before turning her over to the guards. Any dissenting opinions were bull-rushed by the monk as his player just did what he wanted. They took Trinia back to his place (bow-chicka-wow-wow) and interrogated her. The frightened young woman pleaded with then and confessed her innocence in the whole matter. Gurei and Cyril got into an argument on what to do with her which turned into the Lawful Good Monk proclaiming that the law couldn’t be trusted while the Chaotic Good Ranger declared that the law was the only way to go. After some head scratching arguments, Gurei got his way because he refused to go with what everyone else wanted.

Seeking a compromise, Cyril said that she should at least be handed to a third party for safekeeping. They contacted Vencarlo Orsini, who they had some previous experience with, and tested they waters to see if he would be a good candidate for holding the young girl until further plans could be made. Vencarlo seemed less than pleased with the way the Korvosan government was going and accepted the responsibility of taking care of Trinia until further proof of her innocence or guilt could be found.

The group returned to Field Marshall Kroft with the bad news that they hadn’t been able to catch Trinia. Cressidia wasn’t pleased that they had failed, especially since the mob was growing restless. Further, she introduced the PC’s to Thousand Bones, and elderly Shoanti and explained that Thousand Bones has brought even more problems to her doorstep. Thousand Bones’ grandson had been murdered during the recent unrest and Thousand Bones was demanding that Korvosa return his body for a proper burial before the Shoanti took the action upon themselves.

Since they had failed to bring Trinia back to the guard, the group agreed to help Cressidia out with Thousand Bones’ request. They received some minor healing and headed to the boneyard to find the “Dead Warrens” where the necromancer who had purchased the Shoanti body resided.

The mausoleum which housed the Dead Warrens was dark and had been tunneled out to connect to other underground passages. Halfway across the entry ossuary, the group was attacked by skeletal guardians.

Cyril was first to act and rushed to one side alcove to attack the skeletons that had risen there. The skeletons poured out of the alcoves to flood the group. The last to act in the surprise round was Simon, who prepped and fired his crossbow, and sprained his wrist with a critical fumble, losing 4 Dex. Cyril faced of with one of the two owlbear skeletons, which was supported by a normal human skeleton. Tanoff brought down two of three human skeletons but couldn’t manage to hit the third for the rest of the combat. Gurei held off two human skeletons by himself, but like Tanoff, just rolled like crap the entire fight. Max raged against the second owlbear skeleton and cracked it a good one, but not good enough.

In a few turns, the owlbear had clawed through the raging barbarian’s lowered AC. Cyril had nearly managed to destroy the first owlbear, but was clawed to death shortly after Max. Simon saw the writing on the wall and ran from the tomb. Gurei maneuvered himself to follow Simon and would have escaped had the owlbear that killed Max not mauled him to death as well. Tanoff, alone and surrounded by skeletons, cursed the cowardly human wizard that had left him to die and chanted a dwarven warsong, destroying the owlbear Cyril had weakened before the second owlbear made its third kill of the evening.

And, with that near TPK we ended the session. I guess next session Cressidia will have to send one of her more reliable groups to accomplish the task.

Dark Archive

Another good session for the group. The kharmic wheel dealt Simon a blow for trying to screw Max’s knivesies game in a big way. That same player always seems to have the worst luck when it comes to fighting random minions.

Minion Bob was a holdover from a Mutants and Masterminds game where (even though you only need to hit a minion once to take him down) a lone minion beat his super-hero until he ran and transformed himself into a couch to hide from the street thug (in the middle of Long John Silvers restaurant). We determined that by the end, Bob had just taken off his belt and gone to town on the unlucky superhero before fleeing. From that point, every minion who whips one of his character (like this one) is the return of minion Bob.

Other than that, people seem to want to get past the “mini-quests” and get to the big stuff. I’m telling them not to worry and to enjoy the lull before the storm.

Also, we all love the freshness of stuff like the knivesies game that these AP’s have. It gives each adventure a unique feel. I'm looking forward to running them through the next encounter.

Points of note for the session:
1. Return of “barbarian diplomacy” on the hypnotized Verik Vancaserkin. (Yay!)
2. The group missed encounters (precious XP’s) and treasure in several places by not fully searching/dealing with things.
3. Devargo’s encounter was fun for everyone, even though they didn’t get to take out the Eel’s End. (In the previous game we killed everyone and took over, becoming the new crime lords of Old Korvosa)
4. Minion Bob > any of Eric’s characters

Dark Archive

The third session of our CotCT campaign went off well. Tanoff the dwarf was once again missing from the table as he was ill and (intelligently) didn’t want everyone else to get what he had.

Cast for the evening:
Ankou –Cleric of Pharasma
Cyril – Half-Elf Ranger
Max – Shoanti Barbarian
Simon – Failed-Academae Wizard

The Session::
After returning the Queen’s brooch, the group was rewarded and offered a job with the Korvosan Guard and “errand boys”. The group decided that they had nothing better to do and headed to the Citadel to meet with Field Marshall Cressidia Kroft of the Korvosan Guard. She welcomed them as warm bodies that she could throw at problems which were too delicate for the guard-proper to take on. Offering to set the group up at a nice inn with a discounted rate, she told the group she would contact them when she had a job for them.

A week passed in which the group got to sell the random loot that they had managed to acquire over the last few days. The only other incident of note was that Max came down with a fever, which could only have come from being bitten by a rampaging Otyugh some days before. The next day, Max (having failed his DC 11 Fort save again) was looking even worse, so Ankou took the day to help Max rest and get better. Within two days Max had beaten back the fever, but was still weak and shaky when a runner from the Korvosan Guard arrived with a summons.

Cressidia welcomed the PC’s back to the citadel and explained to them that she was in a bit of a bind. Verik Vancaserkin, one of her Watch Sergeants, had gone rouge during the riots two weeks ago and had set up shop giving out meat to the poor. While not terribly ignoble, Verik had convinced several other guards to join him, and Cressidia could not allow the desertion to spread any further. She tasked the PC’s with bringing Vancaserkin and his men back to the Citadel, alive if possible.

Seeking information about All the World’s Meat, the PC’s set to the streets and found out that the ex-guards had not only set up shop as butchers, but they also spent the evenings as hired thugs, calling themselves the “Cow Hammer Boys”. The group devised a plan and entered All the World’s Meat, asking about the “night’s special cuts.” The guards smiled and ushered the few remaining patrons out the door, locking it so they could get down to dirty business.

As soon as the doors were closed, the PC’s sprang into action. The guardsman who had stepped out from behind the counter to close the door was nearly knocked straight out by non-lethal blows from Cyril two swords. He took a step back and drew his weapons, but a shot from Simon’s crossbow knocked him out. The guardsman who remained behind the counter began shouting for help as he drew a crossbow and fired at the looming Ankou, missing by a mile. Ankou stepped around the counter and struck the guard, fazing him but not knocking him out. With a roar, Max leapt upon the counter, but didn’t quite make it and crashed to the floor. Shaking his head at the wild Shoanti, Cyril stepped up and pommel-punched the remaining guard into unconsciousness.

The two guards were quickly trussed up before the PCs snuck their way towards the back of the building. Heading to a set of double-doors, the group prepared themselves for another fight and Ankou threw the doors wide … before being shot with two readied crossbow bolts. The remaining two Cow Hammer Boys had heard the shouts from up front and had prepared themselves as well. Recovering from the shock, Ankou charged forward and swung at one of the guards, again knocking him over the head in as non-violent a fashion as possible. Cyril followed quickly behind but couldn’t quite get a strike in at the guards. Max, angry at being made fool of earlier, rushed in with his greatsword turned sideways and delivered an attack of non-lethal force that hit so hard it actually damaged the poor guard who received it. The remaining guard drew his sword in a daze and slashed at Ankou, who had hit him, but couldn’t get the strike in before Simon’s crossbow bolt knocked him out.

All four of the Cow Hammer Boys were brought to the meat room and hung up by their bindings to keep them from getting away while a quick search was conducted of the rest of the building. The PC’s looked into the waste grate in the butcher’s room, but no one thought anything of it. Similarly, they found two angry pigs penned up in the kennels but gave them a wide berth. With nowhere left to go, the group figured that Verik must be hiding upstairs.

Verik was upstairs, but he wasn’t hiding. While the PC’s had been dealing with his men and searching All the World’s Meat, Verik had moved the tables and chairs of the lounge to create a makeshift barricade. The PC’s prepared themselves and surged up the stairs with Ankou in the lead. As Ankou reached the top of the stairs, he was again shot by the readied action of Verik’s bow. Simon seized the initiative and pushed his way into the room, calling upon the power of his magic to hypnotize Vancaserkin, who failed his Will save. On Verik’s turn he stood in a trance, wondering out loud who the people that were barging into his room were. In true Shoanti fashion, Max rushed into the room and leapt over the makeshift barricade and gave Verik a taste of “barbarian diplomacy” cracking the hypnotized man over the head with the flat of his blade, which seemed to shake Verik out from under Simon’s spell. Cyril similarly charged over and smacked Verik with non-lethal damage before Ankou failed his really easy acrobatics check and ended up tripping over a chair.

Seeing that his spell had been prematurely terminated Simon shrugged and missed Verik with a crossbow shot. Verik dropped his bow, stepped back into the corner while drawing his spear and stabbed at the angry Shoanti right next to him. Max retorted with a mighty blow which spent Verik spinning to the ground. Verik and his possessions were looted, though try as they might, the PC’s couldn’t make heads or tails of All the World’s Meat’s ledgers. Simon did find and kept a fascinating silver dagger which seemed magical but didn’t display any magical qualities. Returning the unconscious guards to Field Marshall Kroft, the group was paid the agreed amount and told they would be contacted again if help was needed.

Another week passed before they received a new job. Cressidia introduced the group to Vencarlo Orsini, a well-known and respected teacher of sword-play in Old Korvosa. After chatting for a few minutes Cressidia got down to business. The PC’s were being asked to head to a den of vice known as the Eel’s End to try and find some dirt on the Chelaxian Ambassador. Cressidia gave them a bag of gold in “donation to the cause” funds and sent them on their way. Vencarlo, being from Old Korvosa, accompanied the party and chatted with them for a while, building a friendly repertoire. Vencarlo pointed Eel’s End out to the group before returning to his dueling academy.

The PC’s ignored the delights that the Eel’s End offered and headed straight for the ship owned by the proprietor of Eel’s End and local crime boss Devargo Barvasi. With some smooth talking and coins, the PC’s slid their way past security and into Devargo’s audience chamber. A bunch of wannabe thugs were hanging out inside, waiting for a chance to prove themselves to the big man, who was himself lounging on his spider infested throne. Devargo demanded to know who the hell these guys were and what they were doing in his ship. Ankou stepped forward and told Devargo that they were looking for blackmail material on the Chelaxian Ambassador and that they would be willing to pay 500 gold for it. One great roll later, and with a hefty sum of money on the table, Devargo was suitably impressed enough to not throw the PC’s out, though not impressed enough to give them what they wanted. Instead, Devargo proposed that they play a couple of rounds of “knivesies”, a Riddleport gambling game.

After a quick overview of the rule, Ankou stepped up as the first challenger. Devargo directed one of the thugs-in-training to be his opponent. Gold was cast and the match began. With a smirk, Ankou reacted first but instead of going for the dagger or the coins he pointed at the thug and cast “Cause Fear.” The thug failed hi save miserably but Ankou’s sense of satisfaction at “thinking-outside-the-box” was short lived as the thug fled directly away from him with violent force. Ankou failed his strength check to resist and both men flew off the table, still bound at the wrist. After a moment of stunned silence in the room, Devargo roared out with laughter and declared both men losers and himself the winner of all the profits. Ankou shrugged since at least Devargo was pleased with the results.

Cyril and thug #2 were up next and, like Ankou, Cyril won initiative but didn’t grab the dagger. Having particular knowledge of human anatomy, Cyril wanted to end the match quickly and lashed out with a devastating uppercut which made the thug see double. The thug wasn’t out though and grabbed for the dagger on his turn. Cyril punched again but was cut by the thug’s Attack of Opportunity and missed. The thug grabbed some coins. Cyril swung again and was cut one more time before landing a solid blow and knocking the thug out. Devargo applauded Cyril’s complete disregard for his own safety, bringing them one step closer to winning his approval.

Giant Max the Shoanti stepped up next and everyone threw their money down and ran to bet on Max’s side, expect Simon. The devious wizard bet on thug, thinking to win all the money, and with a smirk cast enlarge person on the man as the match started. With both the bulky Shoanti and large thug on the table, both of them were making acrobatics checks to avoid slipping off. Enraged at this turn of events, Max raged and bull-rushed his opponent right off the table and onto Simon. Devargo roared his approval with laughter. It looked like the information was the PC’s, but Devargo remarked that not everyone had gotten a chance to play. All eyes turned to Simon.

Simon wasn’t too worried as he had secretly surrounded himself in magic armor before entering the Eel’s End. Bob the minion mounted the table across from Simon, the remaining thugs bet on Bob while the PC’s all bet on Simon. The match began with Bob grabbing the dagger from the table. Simon, somewhat wary of the dangerous looking knife, called upon his arcane power to shrink Bob, but Bob pulled on the strap linking them and Simon lost his spell. Bob grabbed some of the few going off the table (the group was a bunch of cheapskates who only threw in 1 gp each in the hopes of making more off the thugs). Simon saw that Bob had only managed to grab a few of the coins and realized that with a good grab, he could win the match. Simon was stabbed by Bob as he reached for coins, but couldn’t manage to get enough to end the game. With only a few coins left, Bob would be the winner, but Ankou threw some more cash on the table, keeping the match going. The rest of the group was trying to defect to Bob’s side, but the thugs were pushing them back, not wanting to split the cash. Bob grabbed a generous handful of coins, leaving only a few left. Simon decided that offensive tactics were the way to go and summoned an acid dart to strike Bob, but Bob lashed out with an attack of opportunity and critically hit. Drawing from the Crit Deck, Simon was forced to make a Fort save and failed, meaning that Bob the minion had permanently blinded Simon by cutting his eyes out. Bob grabbed the last couple of coins and won the match.

Devargo was doubled over with laughter by this point and told the group that they had definitely earned their blackmail letters. Telling the guards to watch the PC’s, Devargo descended into the ship, laughter echoing through the hold. The rest of the group comforted the now blind Simon and bound his wounds before Devargo returned with two letters. He took the PC’s money and gave them the blackmail and then kicked them out of his audience chamber.

The PC’s used the rest of the money they had been given to get a restoration for Simon, giving him his eyesight back, and the returned the letters to Cressidia, who thanked them and gave them some additional cash before the session ended.

Dark Archive

Dissinger wrote:
Letter to mommy...

Seriously. You might want to lay off the guard-o-cide if you really want to be one of them. They kind of frown upon that sort of thing.

Just saying.

Fortunately, this all happened during the general chaos of the riots and its unlikely that they will remember you specifically. Though there's always the chance ...

Dark Archive

Last night had our first (near) TPK:

Character: Max the Shoanti
Class/Level: Barbarian 3
Adventure: Edge of Anarchy (Dead Warrens)
Catalyst: Mauled to death by an Owlbear Skeleton

Character: Cyril the Half-Elf
Class/Level: Ranger 3
Adventure: Edge of Anarchy (Dead Warrens)
Catalyst: Mauled to death by an Owlbear Skeleton

Character: Gurei the Tiefling
Class/Level: Monk 3
Adventure: Edge of Anarchy (Dead Warrens)
Catalyst: Mauled to death by an Owlbear Skeleton

Character: Tanoff the Dwarf
Class/Level: Fighter 2
Adventure: Edge of Anarchy (Dead Warrens)
Catalyst: Mauled to death by an Owlbear Skeleton

The party entered the Dead Warrens, with a couple members slightly under max HP from a previous encounter but not too bad off, and were almost immediately assaulted by Rolth’s skeletal guardians. Cyril, the first to act, charged towards one group while the rest of the party pulled into formation to hold off the undead. Max raged, and the extra staying power that it gave him wasn’t as important as the AC that he lost in doing so. Several rounds later Max was bled to death while the fight raged on around him. Cyril stood toe-to-toe with an owlbear skeleton using his longsword/shortsword two-weapon fighting technique. Blows were traded back and forth but it was Cyril who came up lacking in the HP department. Seeing the writing on the wall, the only survivor (Simon the Wizard) began to edge his way out of the crypt while ineffectually firing his magic crossbow and the Damage Resistant skele’s. Taking a cue from the wizard, Gurei started edging towards the exit as well, but now that Max was down, the owlbear could turn his attention to the tiefling and clawed him to ribbons. Simon decided that the fight was a lost cause and fled, leaving Tanoff alone in the center of the room, surrounded by skeletons. Tanoff managed to kill off one of the owlbears before he was torn to stringy dwarf shreds.

Dark Archive

The group did a good job of actually taking part in helping to quell the riots and seemed to take a personal interest in the welfare of the city and its people more than returning the queen’s brooch for the reward. Along with the AP’s suggested riot encounters, I added a couple of confrontations with the town guard and groups of rioters. From now on, in general interactions with the Korvosan Guard, I’m going to make it so that there is a chance (however slim) that Cyril will be recognized by some of the guards that he assaulted, which should make for an interesting time.

Aside from that, there wasn’t really anything that needed too much changing for this portion of the module and the party achieved level 2.

Points of note for this session:
1. I enjoyed Max's use of "Barbarian Diplomacy" and look forward to it being used much more often.
2. The group seems to be coming together.
3. No major spoiler problems from the guys who have been through this part in this session.
4. No PC-deaths this time around.


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