I plan to run it that Zev's link is severed when he is destroyed. He's no longer corporeal at that point and will take 2d6 days to reform. Mithrodar can only anchor corporeal undead.
My question is, the party is doing research on breaking the chains. The Chained Spirit entry says that Dispel Evil/Law will work, but the dispel evil/law entries say they won't work on any spell that Dispel Magic can't remove. Dispel Magic won't work on the chains.... so how did you word that conundrum assuming they spoke to any of the reasonable anchors?
Along these lines, is there anything the PCs can do to identify that a creature is a spirit anchor in the first place? Knowledge Arcana is used to identify spell effects in place with a DC of 20+spell level, but Chained Spirit doesn't have a spell level and isn't a spell.
Is there a raw way to identify that a creature is a spirit anchor?
The spirit song tells all. All four are pretty clear once the players meet them.
THE SPIRIT’S SONG
Fate of steel—Serithtial
Her cage for years sustained.
Four enthralled in lost Scarwall;
Undead to keep her chained.
A spirit first, red war his thirst
Still stands at post of old;- - - - Captain Castothrane
A second foe, infernal soul
Waits high in tower cold.- - - - Nihil the Ashbringer
In kennel’s grime, third bides his time
Then vents his killing breath.- - - - Belshallam
And on a stone ’mid ash and bone,
The final dreams of death.- - - - Bishop Zev Ravenka
The spirits worn and battle torn
And locked in their damnation,
The chained one’s hold at last grows old
And ushers in salvation.
Yet hope remains amid the chains
When blade’s stone cage has crumbled,
Friends to dread and death of the dead,
Keys to Kazavon humbled.
Don't forget, the Paladin's detect evil is a spell like ability and works just like the spell and casting a spell (noticeable, susceptible to being identified, and provokes AoO). It is not as simple as just looking around. Grey Maiden foot soldiers are 3rd level, even if they are evil they will not have a detectable aura.
The party's investigation started of with a couple interviews. They then convinced the High Priest to cast a speak with dead.
How did you die? I don't know.
What were you investigating? The plague house.
Off they go to the plague house. Some bad luck and were forced to retreat. We ended there.
8th - The Queen puts a bounty of 5,000 gold pieces on Trinia’s head. The new look guard is seen around the city searching high and low for Trinia. By all accounts, these new guards are all female. Thus, begins Seven Days to the Grave.
11th - Cressida Kroft asks the party to remain as off the books operatives in case she needs something done she would rather not include the Guard officially.
15th - During the night, Carpian has a nightmare that reveals Korvosa has been eaten by a blue dragon of gargantuan size.
18th - The party visit Cressida Croft and Marcus Endrin and learn that the city is on the verge of some very trying times.
4717 Pharast
2nd - The party gets a visit from Zarella who performs a Harrowing for them.
4th - The party receives a missive from Vencarlo Orisini, inviting them to some free training. When they get their Vencarlo has them escort Trinia Sabor to the town of Harse.
6th - In the morning the party is waylaid by bounty hunters after Trinia. A fight ensues and though the party is victorious, it came at the cost of Nate’s life. During the fight Septimus is cursed. In the early morning a ship bearing a yellow light is sunk in the river by the Kovosian Guard.
7th - Brienna Soldado infected with Blood Veil.
9th - The party arrives back in Korvosa and goes to the Bank of Abadar to get Nates raised from the dead and Septimus’s curse removed.
10th - Grau Soldado visits the party and asks them to help his niece. The party goes to Tayce Soldado residence and finds Ishani Dhatri there who is unable (unwilling) to cure Brienna. The party attempts to guilt Ishani Dhatri into doing it, but think they failed.
11th - The party visits Brienna a second time to give some more healing. They then receive a summons to the Bank of Abadar where they are hired to escort Ishani Dhatri to see Cressida Croft. There they first meet Doctor Reiner Davaulus and find out the guard has been ordered to support he Dr. Davaulus and his physicians in anything they need.
12th - Unbeknownst to the party, Ishani Dhatri cures Brienna. The party investigates the sunken ship, Direption. The party then reports their findings to Cressida Kroft. Cressida and the party come to the conclusion that the Direption was a ruse and that it was not complerely the cause of the plague, but that the cult of Urgathoa is, and particularly one woman known as Andaisin.
13th - Carpian and Urixi contract Blood Veil. The party visits Brienna and discovers Ishani Dhatri has cured her for free. The party escort Ishani Dhatri to a tavern where he is trying to buy a wand of remove disease. The sellers were trying to sell him a fake, a fight broke out and the fraudsters were killed or captured by the party and one got away. The party freed the captured fraudster after she gave them a potion of remove disease. Urixi uses the potion but it fails to cure her.
14th - Nate contracts Blood Veil. The party stays off the streets to avoid further risk of contamination from Blood Veil.
15th - Nate cured of Blood Veil but Septimus contracts from exposure to his friends.
16th - Urixi cured of Blood Veil. The party is visited by Eries Yelloweyes, a were rat, who seeks the parties help in trying to prevent a war between the city folk and the were rat community. The were rat community is being blamed for the plague by the common folk, who have been hunting them down.
17th - Septimus cured of Blood Veil.
18th - The party follows up on Eriers Yelloweye’s information, but it seems they arrived too late. The They found dead human and bodies, some with distinctive rat features and dead dire rats. The rest of the lair was abandoned. Just outside the lair they encountered a hungry otyguh and killed it. A search discovered blood trails leaving the sewers and heading into the city.
20th - Cressida Kroft asked the party to investigate one Vendra Loaggri, and her Lavender’s Luxuriant Liniment, a supposed cure to Blood Veil. The party determined it was a fake and at Kroft’s behest, went to close the shop down in the middle of the night. A fight ensued as they tried to nail a sign to the door and two of Loaggri’s guards were defeated. The party withdraws for the night.
21st - The party returns the next morning to find the shop abandoned. Further search of the area leads the party to a couple apartments, both deserted. They find evidence of where Loaggi was making her fake liniment. Later in the day, Urixi hears about a fight between some city folk and what appears to be were rats. Bodies of several humans found.
22nd - Current day. Septimus contracted Blood Veil but was quickly cured. Cressida Kroft contacted the party and asked them to patrol the area between Pillar Wall and Pillar Hill Boulevard. They responded to panic people running from the Grey. Inside they found a ghoul invasion. The pasty stopped the invasion, but not before Urixi and Carpian are knocked unconscious and almost killed.
23rd - The party is asked to help patrol in Old Korvosa. They encounter a stand off between Grey Maidens manning a blockade, and citizens trying to break a quarantine. The Grey Maidens have already killed a few citizens and have threatened to kill everyone. The party managed to talk the citizens down and to return to there homes.
24th - While investigating a report of bodies be dumped in alleys the party encounters a group of vampire spawn in a toy store. Carpian carries the day by almost single handily killing the vampires with channels. The bodies of the vampires are found under the toy store, in coffins. Nate stakes them all.
25th - Urixi contracts Blood Veil and is cured by Carpian.
26th - Carpian contracts Blood Veil and cures himself. They get a visit from Deyanira Mirukova who asks them to find her brother Ruan. They investigate the Carowyn Manor, the last place Ruan was known to be, entertaining at a nobleman’s party. The party finds a veritable house of death, with all the nobles dead, many turned into zombies. The find the perpetrator of the crime, one Jolistina Susperio, a crazy forlorn elf. They captured her. With the information extracted from her, they decide that they need to investigate the Queen’s Physicians at the Hospice of the Blessed Lady.
27th - The party visits the Hospice and convinces the receptionist that they need to talk to Dr. Davaulus. They do not gain any useful information from him and leave.
28th - Urixi finds a note left under her door which was written by Blackjack that is suggesting they investigate the Hospice further. The party then decides to visit Vencarlo Orisini. On route to Vencarlo’s the party is attacked by three dandasukas. The thee dandasukas quickly broke off their attack after half a minute had elapsed.
Vencarlo expresses his doubts about the Queen’s physicians and suggests they follow Blackjack’s advice. The party scouts the Hospice again, using gloves of reconnaissance and find some Varisian people that appear to be held against their will. The party breaks into the hospice and are almost immediately detected by a Queen’s physicians. A battle ensues and after a prolonged battle which almost killed Nate, the party gains the ground floor of the Hospice. Unfortunately, one Grey Maiden escaped to the upper level. The party advances up stairs and is confronted by Davaulus but he escapes down the lift, the rest of the Grey Maidens and physicians are killed. The party rests for the night.
29th - The party uses the shaft to descend down to the Temple of Urgathoa after several very tough battles they confront and kill Andaisin. Andaisin turns into a daughter of Urgathoa and the party runs. Nate gets killed. The party returns with Korvosa guard and find the temple abandoned.
30th - Nate is raised from the dead.
4717 Gozran
3rd - The cure for Blood veil is discovered and production begins.
6th - After three weeks of Wererat attacks, the party tracks down their new warren and eliminates them. End of Seven Days to the Grave.
7th - Party meets for the first time at Zarella’s shop, who asks the party to kill Gaedren Lamm. They invade the Old Fishery. In the early morning of the 8th, Gaedren escapes as the party finishes cleaning out the fishery. Thus begins The Edge of Anarchy.
8th - Party returns to Zarella’s and learn they were speaking with a ghost and that Gaedren had her killed. Zarella ghost intrusts her Harrow cards to the party. Party reports what they have found to the guard. The party returns the Queen’s brooch to the guard.
10th - Party travels to Farwwod to return a ring to Tungin Vaurir former Mayor of Farwood. They learn that Emmah and her mother, Lirca, went missing sometime ago. King Eodred dies later that day. Unrest begins in Korvosa.
11th - Rioting is in full swing in Korvosa. The party returns to Korvosa. Nate has physical encounter with a raving prophet who infects Nate with Filth Fever. The party saves Amin Jalento from a mob and escort him home.
12th - Party has encounter with Sczarni thieves. Later they are summoned to the Citadel and receive reward from the Queen via Cressida Kroft and join the guard as hired mercenaries. Party is sent to investigate All World Meats and to apprehend Verik Vancaskerkin. Vancaskerkin is accidently killed by the party.
14th - Nate comes down with filth fever.
16th - Nate is cured of Filth Fever. The party later rescues a Sable Company marine and comes to the attention of Marcus Endrin, leader of Sable Company.
19th - Party has encounter with imps while guarding a market place. House drakes come to the rescue.
22nd - Party has an encounter with a rumor mongerer who questions them about the validity of the story the King was murdered. Later this day Cressida Kroft confirms that the King was murdered.
23rd - Party encounters Grau Soldado and helps get him to the Citadel.
26th - Party has encounter with an Otyugh.
27th - Party meets Vencarlo Orisini. Takes on a mission to secure information on Darvayne Gios Amprei from Devargo Barvasi at Eel’s End. This mission ends with success and the information was recovered.
30th - The party is tasked to find and bring in Trinia Sabor, the alleged murderer of the King. This results in chasing Trinia through the shingles until they capture her. Trinia is turned over to the guard for questioning by Cressida Kroft but is later seized by the Queen’s Personal Guard before that can happen.
31st - Assassins hired by Gaedren Lamm attack the party and are narrowly defeated.
4717 Calistril
1st - Cressida Kroft sends the party into the Dead Warrens to retrieve the body of Gaekhen, a Shaonti warrior. The party meets tough resistance and must retreat. Rioting comes to an end at the notice of an official announcement regarding the King’s murderer will be the next day, during Merrymead.
2nd - Merrymead celebrations. The party make a second foray into the Dead Warrens but are forced to retreat again without all the body parts of Gaekhen. Nate infected with zombie rot from a plague zombie. It is announced that Trinia Sabor will be publicly executed on the 7th of Calistril.
3rd - The party makes one last foray only to find the place empty and the arm of Gaekhen still missing. They do find some tracks leading in to the city proper, and a with a bit of luck, track the last of the Dead Warren’s occupants to a house in Old Korvosa. They attack the house and find the arm and Gaedren Lamm who they kill. The arm is recovered. Nate infected with filth fever from a carrion golem.
4th - Nate develops Filth Fever that he received for the carrion golem.
5th - Nate develops zombie rot that he got from the plague zombies and was cured of them by Ishani Dhatri at The Vault of Abadar.
6th - The party confronts Devargo Barvasi in attempts to rescue Najenko, a house drake, held captive. Battle ensues and Barvasi is killed.
7th - The day of Trinia Sabor’s execution. She is rescued at the last moment by Blackjack, who the make their escape from the castle grounds. So ends The Edge of Anarchy.
If you have access to Pathfinder Legends they play Laori awesome. You cannot help but love her...love to hate her...whatever. They made her funny in a dark and menacing way. She was my favourite character int he CDs.
When I played through this the GM downplayed her which was disappointing after listening to the CDs. I plan on have more fun with her.
I agree with Duamatef. You do not have to get carried away with shops and lists of stuff for sale. All you really need to know is this...
Gamemastery Guide wrote:
Base Value and Purchase Limit: This section lists the community’s base value for available magic items in gp (see pages 460–461 of the Core Rulebook). There is a 75% chance that any item of this value or lower can be found for sale in the community with little effort. If an item is not available, a new check to determine if the item has become available can be made in 1 week. A settlement’s purchase limit is the most money a shop in the settlement can spend to purchase any single item from the PCs. If the PCs wish to sell an item worth more than a settlement’s purchase limit, they’ll either need to settle for a lower price, travel to a larger city, or (with the GM’s permission) search for a specific buyer in the city with deeper pockets. A settlement’s type sets its purchase limit.
That all being said, I like to RP the buying and selling of interesting, rare, or powerful items. Makes it way more fun than a simple hand wave. I make up a buyer or seller on the fly or if I have time, pre-design a NPC for the purpose.
In my game Neolandis returned at the start of the last module, as one of the leaders of the revolt against the Queen, giving legitamany to the revolt by his denunciation of Illeosa. He was protected by the PCs, but of course the Queen was absent.
No system of inherited power would work if spouses could succeed, the temptation to murder would be too great for any lord to marry.
Devils may be lawful, but like paladins they don't have to respect local laws that go against what they believe are greater laws. For devils "might makes right" is such a law. The law against not murdering the king is certainly one she broke which they have no problem with ignoring according to the AP. Illeosa becoming the de facto ruler with the might to back it up would be sufficient. That has often worked in the real world too.
Obviously it is your game and you can run it as you like.
I agree, Neolandis returns at the beginning of the last book. But to be public about it just to give the rebellion legitimacy is his death warrant. The rebellion does not need to be legitimate, it will have the support of the people and that is all it needs. They just need Neolandis alive at the end to make legitimate the successor to Ileosa.
The Queen maybe absent from Korvosa, but she is not in a vacuum (sending spell is awesome). Neolandis publicly denouncing her will get back to her (for that matter the sim would likely take steps). If the players did that in my game, the response would be:
1. Inform the Queen
2. Queen orders his death
3. Sermignatto greater scry
4. Serignatto greater teleports to Neolandis when he is alone
5. Serignatto kills the 5th level Neolandis in one round, two on the outside if he rolls really, really, really badly.
6. Serignatto greater teleports home
7. Rinse and repeat if they raise Neolandis from the dead.
8. Eventually he will make Neolandis' death permanent.
Using your argument about succession, why would the lord even have children? They are just as likely to murder for power as a spouse would. Lots of examples of this in the real world.
Anyway, not arguing with you, just pointing out the flip side to your coin.
And yeah, Neolandus, or his heir to the role of seneschal, Marcus Endrin wouldn't choose Ileosa, preferring some distant relative of Eodred or a local noble.
I have the original CoCT. In those Marcus Endrin was never the seneshal. Neolandis' fate was unknown but he wasn't missing for very long. Did the hardback change that?
Of course Illeosa was clever. She was legitamately regent during her husband's illness. She was the de facto ruler, but as soon as Neolandis reappears and denounces her she was no longer the legitmate one.
How long Neolandis is missing for is exactly how long it takes for the PC to free him from the rakshasas prison and get him reinstalled as seneshal (that, realistically, cannot happen until the queen has been dealt with). An important thing to remember is Neolandis has to stay missing until the Ileosa is dealt with. If it becomes public knowledge he has been found (or has returned to his post) Ileosa will simply have him killed. The timing is completely up to your designs on time flow, and how effective the PC are. You could get there in a mere couple months of game time if you want to play it that way, or years if you prefer to drag out the game time.
For instance, in my game, we are 13 game days in and have only done the Old Fishery and 7 of the events in "A city gone mad" (5 game sessions). I anticipate that by time the PC free Neolandis from the prison it will be 3 or 4 months he has been missing. How long until they have dealt with the queen and get him reinstalled as seneshal could be up to a year.
Your right, Marcos Endrin was not seneshal in the original or the updated hardcover. That does not mean that a GM could not change the story for that to happen. The beauty of Pathfinder is once the adventure is in your hands you are free to alter how you see fit. There are no rules that say you have to run an adventure path as written.
On a side note,:
when I played the original version a few years back, we installed Neolandis as the King after we killed Ileosa.
Bringing real life issues (PARTICULARLY diversity) into Pathfinder and Golarion is one of the most important things to me about my job at Paizo and my responsibility as the company's Creative Director and my personal goals to make the game appealing to as many people as possible.
If Pathfinder is indeed a game for lots to enjoy (and that's the whole point), then it needs to have lots of folks represented. Full stop. I don't see this as an issue that's up for debate.
For me, "escaping" to a setting like Pathfinder REQUIRES diversity, since one of the things I'd like to escape about the real world is homophobia, racism, misogyny, and the like.
If diversity "taints" a game for someone, then perhaps Pathfinder isn't the game for you.
I get that, and honestly I agree with you about making the game more diverse so it will appeal to more people. The more people that play the game, the better it makes the game.
No where did I say that the game should not be diverse. No where did I say that the game is tainted for me because of diversity.
What I did say was if diversity becomes an issue it would be tainted for me.
So maybe I need to clarify what I meant by that. If people start coming on these boards complaining about a lack of diversity (or any other social issues from the real world for that matter), that is what will taint it.
Bringing in homophobia, racism, misogyny, and the like, will also taint the game. They have no place in a game enjoyed by people from all over the world, from all walks of life, from all ethnic backgrounds, or from all religions.
I thought that Crimson Throne was bold and daring for creating the relationship between Ileosa and Sabina. I also thought it was awesome. Then when the relationship between Kyra and Merisiel came up in the Pathfinder Legends series I thought it was very cool (not sure what the comics did). Even being able to throw a little humor in there about Valeros and Harsk was great. I look forward to more of that.
Bring on the diversity, just don't complain if there is not enough of it to make you happy. It is there, and it is to be enjoyed.
Also, the best part is that if you don't think there is enough in the published works, the rules and guide books allow you to create your own world and make it as diverse as you like. The power is in your hands. Also remember, that just because it is a published work does not mean you cannot not alter it to suit your needs. You have the power.
Now I am off to play my hedonistic bisexual female fetchling Oracle in Hell's Vengeance. Calistria's kindness be praised...
I can see Korvosa becoming more diverse after the queen is defeated. But at the beginning of Crimson Throne, the city is primarily Chelish/Varisain when it comes to the human population. Until then you can expect that the majority of who you will see and interact with will be pasty and olive complexioned people.
Now, I have never been one to worry about such things in this game. Pathfinder, and it's predecessor, where designed with the goal of escapism in my opinion. It seems that to bringing in real life issues (such as diversity) into a game developed for escapism is counter productive to the very idea of escapism. I hope it never comes to it, but it will a very sad day when the SJWs of the world come to invade upon mine and other people's means of escape.
Do not get me wrong, I live in one of the most diverse and accepting countries in the world and I welcome it. I just don't want to see it become an issue in Pathfinder. It will taint the game for me.
James, did unchained summoner change this answer? I found a recent thread saying otherwise, though nothing official. I put a link to this thread there.
I believe there are several (inconclusive) threads on this topic on the messageboards. So I was wondering if you could clarify something on the subject of summoning and how it works in Golarion:
1)If summoning an eidolon only summons an "aspect" of a creature, does this mean that the actual creature remains behind on its home plane?
2) Do items carried/worn by the creature representing the eidolon come over with it when it's summoned?
3) What about items that the eidolon is carrying when it's dismissed (or dies) and is sent back to its home plane?
4) If the answer to 3 is that they are left behind, does this mean the eidolon has to be re(equipped) every time it's summoned?
5) Do the answers to 1 through 4 above apply to summoned monsters as well?
6) And finally, are the answers to all the above questions Golarion-specific, or would they apply to the Pathfinder mechanic in general?
Thanks in advance!
Here's my take—how I justify and interpret the summoner.
1) The rules are unclear as to what happens to the source of a summoned creature, but basically, think of a summoned creature as a "reflection" of a creature on another plane... yet it's a real and physical creature, not just an image. It's likely that whatever the original creature on the other plane was never even realizes that it's "reflection" has been summoned to do the bidding of someone somewhere else. As for eidolons... my preference is to believe that they're not "reflections" of single creatures, but composites cobbled together from many different creatures. The summoner essentially custom-builds his eidolon from partial reflections from numerous different source creatures and then binds that specific combination together with metaphysical "glue" harvested form his own life energies (hence the shared magic rune between summoner and eidolon).
2) In the case of an eidolon, it initially comes over naked. Any gear or items given to it stay with it, vanishing into some inaccessible void when the eidolon is gone and coming back the next time it's summoned. Items can't be utilized while in this "void" but neither can they be destroyed.
3) Those items go with the eidolon, and come back the next time it's summoned. Creatures being grappled or otherwise detained by the eidolon do not vanish; they're released when the eidolon goes away.
4) Nope.
5) Summoned creatures are very different. The actual summoned creature itself has no existence before or after the summon monster/summon nature's ally spell is cast, and thus any items it's equipped with have nowhere to come from and nowhere to go. If a summoned monster is a creature that, in its actual stat block, has gear, that gear is with the monster when it arrives, but vanishes as soon as the monster or spell effect is slain/ends. And any additional gear given to a summoned monster drops to the ground as soon as the spell ends or the summoned monster is defeated.
6) I would say those interpretations should apply to the Pathfinder rules in general, because if they don't work that way, you open up a world of confusing possibilities that the rules don't currently offer solutions to. The interpretations above are the simplest and easiest to handle. If you want to interpret them in other ways, it increases the complexity beyond what the rules can currently adjudicate or cover. AKA: If you or your GM doesn't want to use these rules, he/she is going to have to do a little or a lot of work to explain things otherwise.
Ran this last night at tier 1-2 with my home group.
Party consisted of a fighter 1st (archer path), Wizard 1st (Fire Elementalist), Rogue 1st, and Kyra 1st.
The players enjoyed it and thought it was well balanced. In fact, by the end of the session they had used up every resource they had. One character had gone down into the negatives 4 times. Kyra got her uses out of rebuke death, every channel, and all her spells but one channeled into cures.
The rogue ended up with little fairy wings and a curly piggy tail from the protoflesh. He spent a PP to get them removed.
The players and myself loved the map with its simplicity and organization that made perfect sense. The only thing was the amount of pre-dungeon crawl stuff that slowed the game and made it last a longer than the 4 hours it should have taken. Mind you, the 18 round fight versus Glibeldring and company did not help. There was a lot of swing and a miss happening as is the lot for 1st level characters.
Our hats are off to Brian Duckwitz for a great adventure.
When I was a player in the original CotCT I felt it was very anti-climatic to kill him in the very first part of the adventure. This guy was supposed to a nemesis that we picked traits for, should have been more to it. I am going to be starting to run the new version as soon as we are done Emerald Spire (currently on the 14th level). So sometime this summer.
I have rewritten the Gaedren Lamm story so that he is not actually killed at the Old Fishery. He will be there, but will have a couple more henchmen with him in the underside of the fishery. I am adding a secret door that Gaedren will use to escape after telling the henchmen to "kill these upstarts".
Just before the execution of Trinia, the characters will get a new lead on Gaerdren and find him at a second location and fight him there. I think that more of a fitting end to Gaedren than an early exit. Maybe he will escape them and return later, or one could hope. I have removed one of the expert levels, changed the rogue levels to unchained and added a one, removed the limp, and made him middle-aged.
Spoiler:
Gaedren Lamm CR 6
XP 1,600
Male middle-aged human (Chelaxian) expert 2/unchained rogue 5 ( Pathfinder Unchained 20)
NE Medium humanoid (human)
Init +6; Senses Perception +12
—————
Defense
—————
AC 17, touch 14, flat-footed 14 (+3 armor, +1 deflection, +2 Dex, +1 dodge)
hp 33 (7d8-2)
Fort +0, Ref +6, Will +6
Defensive Abilities danger sense +1, evasion, uncanny dodge
—————
Offense
—————
Speed 30 ft.
Melee +2 dagger +9 (1d4+4/19-20)
Ranged mwk hand crossbow +7 (1d4/19-20)
Special Attacks sneak attack (unchained) +3d6
—————
Tactics
—————
—————
Statistics
—————
Str 7, Dex 15, Con 9, Int 15, Wis 14, Cha 15
Base Atk +4; CMB +2; CMD 16
Feats Combat Expertise, Dodge, Improved Feint, Improved Initiative, Mobility, Skill Focus (Bluff), Weapon
Finesse, Weapon Focus (dagger)
Skills Acrobatics +12, Appraise +12, Bluff +15, Disguise +9, Handle Animal +12, Intimidate +10,
Linguistics +8, Perception +12, Sense Motive +12, Sleight of Hand +12, Stealth +12, Swim +6
Languages Common, Dwarven, Gnome, Goblin, Halfling, Varisian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents
(combat trick, weapon training), trapfinding +2
Combat Gear potion of cure light wounds , potion of invisibility (2), potion of shield of faith +2 ; Other
Gear +1 leather armor , +2 dagger , mwk hand crossbow with 10 bolts, ring of protection +1 , brass key
(unlock all doors in the fishery), rust iron key (unlock the strongbox in area a14)
—————
Special Abilities
—————
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs.
striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more
vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5
ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
So this is my final contribution to these obituary boards. Hope you guys have enjoyed our contributions to this thread. I have really enjoyed everyone else's stories and they helped me prep for my own games by knowing which encounters were potentially more deadly than others.
We'll be moving on to Wrath of the Righteous (voted in by my players). ...Wish me luck heh.
Name of PCs: Crosis, Himmelsdorf, Seelah, Kyra, Ayruzi (TPK)
Race/Class/Level: Respectively... Human CG Bloodrager 7/Dragon Disciple 10. Elf CN Arcane Archer 4/Ranger 12/Sorcerer 1. Human LG Paladin of Iomedae 17. Human NG Cleric of Sarenrae 17. NG Planetar, Angel.
Adventure: Spires of Xin Shalast
Catalyst: BBEG
Story This is going to be crazy long but I kinda wanted to immortalize it for our group.
** spoiler omitted **...
Thanks for the entertaining stories and advice you have freely offered up for this adventure path. Congrats on finishing it up, though sad that it ended in a TPK. My group recently finished Curse of the Crimson Throne (I was a player), and found the final battle a little anti-anticlimactic, but it seems your final battle here was epic. I am still languishing in the third book. One day, one day...
Just completed The Skinsaw Murders and have a couple deaths to report.
Name of PC: Giecee
Class/Level: 6th Level Magus (Hex)
Adventure: Skinsaw Murders - Side Quest - Dawn of the Scarlet Sun
Catalyst: Avalexi
Story: The party had been hired on to solve the murders of the Sarenrea followers. One party member, Karn (dwarf priest of Sarenrae) agreed to be the bait. When the ambush of Zadendi failed and the Scarlet Sun and her ran back to the old shrine the party was in hot pursuit, arriving a few rounds later. The scarlet Sun and Zadendi were down in the catacombs reporting the botched kill when the party burst in. Avalexi wanted the dwarf's heart but was denied as Karn did not enter the room right away, but stood out of her sight casting spells. Avalexi summoned up a babau demon then started studying Giecee. Three rounds later Avalexi uses ethereal jaunt to get close to Giecee but hidden in the wall. Next round steps out and does a death attack on Giecee. Poor Giecee failed his save by one.
The player choose not to have Giecee raised, and now has a barbarian named Dancing Rabbit.
Name of PC: Threbriwen
Class/Level: 7th Ranger (Urban) Female Elf
Adventure: Skinsaw Murders - Shadows of Time
Catalyst: Xanesha
Story: After killing Scarecrow, the wizard, Cyrus, had used arcane eye to spy out the top of the Shadow Clock, finding Xanesha up there in human form. They hatched the plan of three of them using dimension door to get up to the room with Xanesha while Threbriwen would fly up the outside and come in through the roof. Solid plan they thought. The dimension doored folks arrived 2 rounds before Threbriwen and had engaged Xanesha, casting silence and glitter dust to shut down her spells and invisibility. Xanesha changes into her Lamia Matriarch form. Threbriwen arrived and moved into position to attack Xanesha who got a solid critical on an attack of opportunity against Threbriwen. Next round Xanesha goes full attack on Thresbriwen, activating the despair ability of the Impaler of Thorns. Threbriwen and Karn failed their saves and were effected by the dispair. Threbriwen also failed the second save and was nauseated. The next round Xanesha full attack Threbriwen and got a critical on the first attack, solid hit on the second and Threbriwen was unconscious and 3 hit points from death. Xanesha finished her with the third attack. Xanesha, who had taken some serious damage from the barbarian, Dancing Rabbit, used the prescribed escape with 5 hit points remaining.
Trebriwen has been raised and is likely going to be doing some retraining during the down time between now and The Hook Mountain Massacre. As for Xanesha, it remains to be seen where she will resurface.
Name of PC: Arbreth
Class/Level: 3rd Level Wizard (Diviner) Tiefling
Adventure: Thistle Top
Catalyst: Erylium (an angry little quasit)
Story: So after fighting the party to a stand still twice in the Catacombs of Wrath, Erylium decides to retreat. She had decided they would just keep coming back until she was dead. She spent days tracking them as a centipede and raven. She had her familiar following them as well. Her hopes was to catch them one at a time, alone, and eventually kill them all. A solid plan she thought. The party kept seeing the same song bird but it never clicked that it was her familiar.
One night between forays into the complex below Thistle Top, they were sleeping in one of the towers. Arbreth thought it would be a good idea to sleep on the landing between the two levels. He failed to realize that he was out of sight of the rest of the party, despite me asking a couple times if that was what he was really doing. Erylium found him there when she was sneaking after them as a centipede. She decided it was now or never, she changed self, and coup de graced him in his sleep. By time the party was aware she was there, Arbreth was very dead, and they saw a centipede slipping through the cracks in the wood of the palisade.
The first and only death in the adventure thus far. That is likely to change when they face Xanesha when next we play.