Benjamin Debrick wrote: For those of you who have gotten through it, how many sessions did it take? I ran it simultaneously for two different groups, the first group took 6 sessions of 4 or so hours each, and the second group took 7 sessions of 3 or so hours. So between 20-25 hours seems like a pretty safe bet :) Running it this way was an absolute blast, I got to see each group tackle the manor in completely different ways, and the story/research part revealed itself organically and differently to each group.
Name: Sekheb, the Garnet Sage
Venture Captain Rahotep of the Pathfinder Society rescued Sekheb from one such expedition, and recruited him to the Society as a protégé. Unlike his mentor, Sekheb is calm, thoughtful and measured in his manners and prefers to resort to violence as a last resort.
Name: Lord Ratathiel, Duke of Fromage, Baronet of Mumblecough
Hell’s Restraints
Once per day as a standard action, the wearer can release a cacophonous howl that causes chains to snake out from the armor in a 15-foot burst. The wearer can make a grapple combat maneuver check using his own CMB with a +2 enhancement bonus against up to four creatures of his size or smaller in the area. If the grapple maneuver is successful, the wearer may also reposition his targets by 5 feet as a free action. The wearer of hell’s restraints does not gain the grappled condition while the chains grapple his targets. The wearer is tethered to the grappled creatures and cannot move farther than 15 feet away from each grappled creature. The chains have a CMD of 29, hardness 20 and 5 hp. Broken chains have no effect on the armor and reform magically. The chains maintain their grapple for one round, after which they recoil back into the armor. The wearer of hell’s restraints may also awaken the chains as a standard action to manipulate objects at a reach of 15 feet, and grant himself a climb speed of 20 feet for 5 rounds each day. These rounds do not need to be consecutive.
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