Zadim

Olmac's page

Organized Play Member. 365 posts. No reviews. 2 lists. No wishlists. 5 Organized Play characters.


RSS

1 to 50 of 365 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Grand Lodge

I would just role play that out and see how the rogue extricates himself from his social faux pas. At the very least he might be able to charm his way around it with some good diplomacy or bluffs, worst they might not let him in. I would not change to Sarenrae, let him live with the consequences of his actions .

Grand Lodge

KSB Snow Owl wrote:

Can anyone explain to me how Knurlott's attack bonus with his +2 greatsword is +26? I can't figure out the last +3.

Either it's just flat out wrong, or I'm missing something from some of the Pathfinder-specific feats that applies to get him that high.

Melee +2 cold iron greatsword +26/+21/+16 (2d6+19/17–20 plus 3d6 acid)
+12 BAB
+6 Str
+2 for Weapon Focus and Greater Weapon Focus
+2 enhancement bonus
+1 bonus from desecrate aura
= +23

I can also only figure out up to 2d6+15 for his damage. No clue where the extra +4 comes from. (+9 for 1.5*Str, +2 enhancement, +4 weapon specialization and GWS).

I also can't figure out how his armor spikes attack modifiers are so high...

armor spikes +21/+16/+11 (1d6+9 plus 3d6 acid) or slam +15 (1d4+5)
+12 BAB
+6 Str
+1 bonus from desecrate aura
= +19

The armor spike damage is also wonky, unless there was some change in pathfinder that I don't know about (it appears he's getting 1.5x Strength to damage, even though they are light weapons?)

And why is his Slam attack at only +15, and only getting +5 of his +6 Strength bonus to damage?

Weapon Attack Bonus

+2 Fighter weapon training (heavy blades)
+2 bonus from desecrate aura due to this

Quote:
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area.

Weapon Damage Bonus

+2 weapon training (heavy blades)
+2 bonus from desecrate aura

Armor spike attack bonus

+1 weapon training (close)
+2 bonus from desecrate aura

Armor Spike Damage Bonus

+6 strength damage
+1 weapon training (close)
+2 bonus from desecrate aura

The Slam is totally messed up.

The slam attack should be +20

+12 BAB
+6 strength
+2 bonus from desecrate aura

Slam damage should be +11

+9 strength
+2 bonus from desecrate aura

Hope that helps.

Grand Lodge

regicide85 wrote:

I know you're probably way past this by now, but I figured I'd bump it because my PCs are crawling through the Anniversary Ed. Scarwall right now and they're going to fight Ukwar tonight. She's only able to be permanently killed via a glass or obsidian weapon (which none of my PCs have ever owned in all the years I've ran PF games). I'm sure they'll be able to subdue her just fine, but they're going to take her weapons and armor immediately, and I'd rather she keep them for her continued appearances until the Scarwall curse is lifted.

As for Knurlott, they just haven't tried to take the armor for some reason, and I have his body disappear whenever they leave the room. I've been lucky I guess...

...Does Belshalam's body just lay there and decay after they kill him? His soul is now trapped in Scarwall despite no longer being a spirit anchor, but since he was alive when he was made into an anchor, does he rise as undead now?

I feel like I should know this already.

Oh my goodness...or should I say badness?

I love the how that armour works. Nice to know about the write up in Undead Revisited. Thanks. I know the fighter in the group will use that spiked plate mail.

I don't think Belshalam comes back as undead, but, coming back as a Forsaken Lich, a gift from Scarwall for his services, would be awesome...LOL...food for thought!

Grand Lodge

KSB Snow Owl wrote:
Olmac wrote:

I definitely let the inhabitants of Scarwall use their teleport ability.

Never really put much thought into the how's of the current anchors. I don't think my players will either. They haven't connected the anchors to Mithrodar. They have only killed one so far, and I had the water elemental in F1 anchored as a replacement.

My thoughts on this. If you use the rules strictly as written he would never be able to replace an anchor which makes the ability useless. I am sure it was not intended that way.

Excellent, I will have no qualms about allowing the fiends to teleport, then, either (obviously, Nihil will still have the 100-foot leash of the Anchor limiting her movements).

Regarding Mithrodar and the Chained Spirit abilities... If you are writing a new monster, specifically for a module scenario, there is absolutely no reason to not ensure that the monster actually works in the scenario you wrote it for. Screwing that up is Wizards of the Coast-level incompetence. Thus far I'd been impressed enough with Paizo's products (largely just this Adventure Path, admittedly) that such lazy writing actually surprises me.

Yeah, I'll just have to DM-fiat Mithrodar to work the way its obvious he's supposed to work (treat the range limit on using his Chain Spirit supernatural ability as being 500 feet for undead, and 100 feet for other creature types, and assume that his Spiritsense ability is not blocked by walls and such).

Alternatively, I suppose there is a strictly-legal way Mithrodar could have done these things, exactly as the abilities are written...

Quote:

Chain Spirit (Su) As a standard action, once per day, a chained spirit can attempt to chain any evil-aligned intelligent, corporeal creature it can detect.

...
Spectral Sight (Su) A chain spirit can see and hear through the senses of any of its anchor spirits whenever it wishes, just as if it were using both effects of the spell clairaudience/clairvoyance.
In theory,...

I actually have been treating that Mithrodar is well aware of the goings on within Scarwall and can react to them.

Quote:
A final, and extremely important, aspect of the castle’s haunted nature is that the majority of the spirits trapped in the castle, from the ones the PCs will never see that infuse the structure’s walls to the majority of the undead foes they face in the adventure, are all under the sway of the chained spirit in area C14. The chained spirit functions as an anchor for these spirits, and as long as he retains his control, he can use the countless ghosts of Scarwall to watch and listen, giving the denizens of the castle a highly efficient organization against invasion.

I think this actually let him find new anchors, no matter where in Scarwall they are, and attack them to chain them.

Grand Lodge

KSB Snow Owl wrote:
Olmac wrote:

Not sure how I should handle this.

The party ... decided that burning ... the pillars (thus collapsing the ceiling) was how to end him. They set the chair on fire and were attempting to lite the pillars on fire when Mithrodar reformed again. They decided to run this time.

Now my quandary is, will the castle and the Mithrodar defend/prevent the pillars from burning, or does it burn?

Keep in mind that solid sections of wood don't light on fire that easily. Hold a match to a log, and it isn't going to light. The only description we are given is "Thick wooden columns, their sides caked with dust..." The map depicts them to be roughly 5 feet in diameter.

I would assume that columns such as these have had their bark peeled, and been somewhat sanded and smoothed. They may still display some of the natural undulations of the trees they were formed from, but they wouldn't have lots of small fibers that would easily catch fire.

Also keep in mind the Hardness rules. Wood has Hardness 5, and 10 hit points per inch of thickness. That's Hardness 5, and 600 hit points for a 5-foot section of a column. And fire damage is halved before applying Hardness, so any fire used to light them would have to deal at least 12 points of damage to have any chance of actually damaging the column for even a single hit point of damage. As a quick spit-ball, I would say you need to deal consistent, round-to-round damage, dealing at least 10% of the total hit points (so, 60 hit points) before the column would actually catch fire and continue to burn on its own.

Of course, accelerant would make it easier to accomplish the above; I didn't catch exactly what your PC's did, and if they got the columns lit.

I feel your pain on the prospect of your PC's inflicting massive structural damage/changes on a set-piece encounter location like Scarwall. I once had a druid use Transmute Rock to Mud (I think that was it, anyway) on a central portion of Castle Ravenloft... That is, until I looked into the rules of the spell, and learned it could not be used on worked stone. It's important to know the limitations of the PC's methods before adjudicating what occurs.

++++++++++++++++++++++++++++++++++++++++++++++++++++++

On to matters of my own. I'm just beginning my first read-through of Skeletons of Scarwall, and I've noted a few things that I've got questions about. For reference, I am running the original module in D&D 3.5, with a six-player party. I've noted NobodysHome's recommendation to run the original, less-populated module, to keep the creepy factor, and prevent it from turning into a slog. I largely plan to do this, but do want to cherry pick one or two encounters/monsters from the Anniversary Edition to place into the castle when I run it.

Primary among the new encounters I want to import is the Graveknight, Knurlott. However, just having him hang out in his quarters seems... dull. Anyone have a suggestion on a better spot to place him in the mostly-empty original incarnation of Scarwall?

I've seen reference by posters in this thread about various monsters not being able to use their teleport SLA's, but I was under the impression that the dimensional anchor effect of the Unhallow laying over the castle only affected non-residents of the castle.
SoS p. 19 wrote:

Unhallow: The entirety of Castle Scarwall lies within a permanent unhallow effect. All of the castle’s inhabitants gain protection from good. Turn undead checks are made at a –4 penalty, and rebuke undead attempts gain a +4 profane bonus. This effect also creates a dimensional anchor effect for all non-inhabitants of the castle. This unhallow effect functions at CL 20th, and if dispelled, automatically returns after 1d4 rounds of being suppressed.

As such, shouldn't Nihil, as well as the Barbed Devils and Bone Devils be able to use their Greater Teleport SLA's? (I haven't gotten that far through the module yet, but noted it being mentioned here in this thread.) Is there something I'm missing?

In the original, Sergeant Lashton's steed is just a skeleton Nightmare, and as such has no intelligence or special abilities from before its death and reanimation. I note in the Anniversary Edition that the mount is instead a Skeletal Champion Nightmare (which does retain intelligence and abilities), but it is noted as being unable to use its Plane Shift ability. Why is this? Wouldn't it and Lashton be considered residents of the castle?

Along that line of thinking, I'm planning to add the Dread Skeleton template (Advanced Bestiary; already used for the Dread Skeleton Minotaurs) to a Nightmare to make the mount. This would allow it to retain some intelligence, as well as the 3.5 versions of the Nightmare's planar travel abilities (Supernatural astral projection & etherealness). Obviously the entrapping curse would keep Lashton and his steed from astrally projecting, but is there any good reason that I'm missing for not allowing them to travel ethereally? They would still be "in" the castle, and could not leave its grounds, and there are ghosts in the castle (Pegg & Loute) who are there ethereally. If one argued that Lashton and the Nightmare couldn't go ethereal, would you also rule that Pegg & Loute must remain manifested, and could not stop manifesting onto the Material Plane?

This last question I think I figured out earlier tonight, but I'm going to pose it anyway, just in case I'm still not understanding things correctly...

How is Mithrodar chaining some of the creatures like Zev Ravenka (the demi-lich)? Mithrodar is anchored to one spot (presumably the middle of area 18), and automatically returns there after each of his turns. He also only has a fly speed of 60 feet. There is more than 60 feet between area 18 and the chapel (area 39). He would not have ever been able to move the distance from where he is anchored, to see the demi-lich in the chapel, and still have an action left to activate his Chain Spirit supernatural ability.

Okay, and the answer that I think I worked out... Mithrodar's Chain Spirit supernatural ability doesn't require line-of-sight, and he can use it on any evil corporeal creature he can sense with his Spiritsense ability. Meaning he can target any undead within 500 feet, regardless of any intervening walls, or any non-undead within 100 feet (but intervening walls block this sense, since it acts as Blindsight, which "must have line of effect to a creature or object to discern that creature or object").

... But now that I'm typing out the above, I realize that this answer still doesn't work, because all the stone of the castle (1-foot-thick inner walls) would block Mithrodar's Spiritsense (as one foot of stone blocks it, as per detect undead). So, how did he possibly anchor Zev Ravenka?

Thanks for the response. I had forgotten the half damage to objects. Makes the decision much easier. They were trying to lit the pillars with torches so they would never have been able to make that work. The throne they burnt with a flaming sphere. That would be the closet thing they used as an accelerate. I also found some interesting rules while doing my search for answers (https://www.d20pfsrd.com/gamemastering/environment/environmental-rules/#He at From The Twice-Damned Prince PAP 30).

I definitely let the inhabitants of Scarwall use their teleport ability.

Never really put much thought into the how's of the current anchors. I don't think my players will either. They haven't connected the anchors to Mithrodar. They have only killed one so far, and I had the water elemental in F1 anchored as a replacement.

My thoughts on this. If you use the rules strictly as written he would never be able to replace an anchor which makes the ability useless. I am sure it was not intended that way.

Grand Lodge

Not sure how I should handle this.

The party went and found the Mithrodar before they had killed any of the anchors. They took him down after a brutal fight (almost killing one of them) and then proceeded to heal and the such. By the time they were done, the Mithrodar had reformed and the fight was on again. This time they pretty much owned it and killed him quite quickly. They decided that burning his big wooden chair and the pillars (thus collapsing the ceiling) was how to end him. They set the chair on fire and were attempting to lite the pillars on fire when Mithrodar reformed again (and in a Steve Rogers fashion said, "I can do this all day"). They decided to run this time.

Now my quandary is, will the castle and the Mithrodar defend/prevent the pillars from burning, or does it burn? If the pillars do burn, it does stands to reason that the floor and tower (D5, D13, D14, D17, D18) above will collapse into area C14.

The implications of all this is hard to imagine. The treasure hoard ends up in C14, Do the critters move to another location. Can you imagine the Mithrodar, Nihil, and her followers all ending up in C14? That would be an epic fight and likely a TPK.

I am leaning towards the pillars resisting burning. But I definitely can see the chained spirit having some of the wandering encounter critters attack the escaping party.

Grand Lodge

I could see this character being a little problematic for a GM. Fun idea though.

Grand Lodge

Thanks for the input James.

Grand Lodge

zimmerwald1915 wrote:
Olmac wrote:
I have to agree with you, Paizo has not been very consistent with where Bloodsworn Vale is exactly.
The big defining feature of the Bloodsworn Vale is the two rivers that form at its northern boundary and join at its southern. On the main Inner Sea Region map, the westernmost of those two rivers has its source near the Jeggare River, on the other side of the water divide. On the map of the Bloodsworn Vale itself, the pass into the vale from the west is near the headwaters of that western river.

Yes I get that. Yet some maps clearly have an arrow pointing southeast of Korvosa. That is what he went by.

Honestly, Yossarian obviously put a lot of work into his map, which looks awesome, and deserves kudos, not criticism. I thought it was great of him to share his hard work with us. How does your map look?

Grand Lodge

Beautiful map. Wish I had this a few months ago. Just finished book 4.

Yossarian wrote:

3. Bloodsworn Vale is too far south. The pass into the Vale ought to be around the headwaters of the Jeggare River.

I'm confused about this. Paizo have put out a few maps of the area and they don't align on where Bloodsworn Vale is exactly. So I just stuck a label down there and hoped for the best. But to the best of my research so far it seems that Bloodsworn Vale is to the South East, and is not a continuation of the source of the Jeggare River. But like I said, Paizo seems to have moved it around a bit from map to map.

Thanks for the feedback! My intention is to be 100% canon and then with added details in the gaps left by Paizo.

I have to agree with you, Paizo has not been very consistent with where Bloodsworn Vale is exactly.

Grand Lodge

rkotitan wrote:

Maybe it wouldn't hurt to use the old Ravenloft method? A mist (manifestation of the castle's desperation to prevent them from killing the anchors) that requires a fort save whenever they are within the valley in an open area. Effect would be fatigue / exhaustion and then does con drain to them?

I guess in that instance I would be counting on them not having life bubble prepared, which they do.

I like this idea with a couple tweaks.

What I am going to do is when the living physically enters Scarwall a fog forms around the castle effectively surrounding it with a fog. The effect is actually a sphere that continues into the water and under Scarwall. The fog has a visibility of 5 feet (even underwater and underground the vision is obscured) and starts about 100 feet from the castle proper. Anyone outside of the fog does not see it. Anyone attempting to leave either, by walking (boating), swimming, tunneling, or flying gets caught in the fog. The person gets lost in the fog and finds himself exiting the fog inside the sphere (tunneling characters find themselves at B37). Time spent in the fog is costly and the character gains 1d6 temporary negative levels (as per mythic enervation CL 20), and is sickened for 24 hours.

Once a first spirit anchor is destroyed the sickened effect goes away
Once a second Spirit anchor is destroyed the characters get a DC 24 fortitude save. A successful save halves the temporary negative levels (minimum 1)
Once a third spirit anchor is destroyed the temporary negative level effect goes away, but the character still find herself returning to Scarwall.
Once the fourth spirit anchor is destroyed the dissipates and the characters can come and go from Scarwall without effect.
Of course, if Mithrodar regains a lost spirit anchor, these rollback.

Life bubble does not offer protection from negative energy.

Grand Lodge

I treated it like an cure/immunization that had the awesome effect of being transmittable to other people through touch vector.

My party got Blood Veil so many times I lost count. I thought it would be cruel for them to get it again after they discovered the cure.

Grand Lodge

Please cancel my Adventure Path subscription.

Thank you.

Grand Lodge

I started mine on the 7th day of Abadius, 4717. Currently at the end of A History of Ashes (in the Deathhead Vault) on 15th day of Sarenith, 4717. I am running the hardcover edition.

Grand Lodge

It has been a while since the last death in my game. Nate having been the only one to die, and he did that twice. Someone new has had the honor of a death.

Name of PC: Carpian Hat
Race: Human
Class/Level: Cleric (Desna) 12
Adventure: A History of Ashes
Location: Bolt Rock
Catalyst: A very hungry bulette

Story:
The Trial of the Totem was going well. A couple of hick ups with Urixi’s totem falling, but Nate helped her out. Then in the afternoon the unthinkable happened. They were discovered by some hungry bulettes. The fight was on. The party was bravely fighting just to hold the ground. Nate and Urixi doing a lot of the heavy lifting with sword and fire. Carpian was keeping Nate and everyone else in the fight with cure, neglecting himself. Then he had just finished healing Nate when a land shark did their signature leaping pounce scoring a critical with the bite and hitting with all four claws. Carpian was down and out. The rest of the party cleaned up the bulette.

Carpian has since been raised.

Grand Lodge

My group is about to meet Cinnabar in a couple sessions. Knowing them, it will be kill first, ask questions later.

Grand Lodge

Not that I am aware of. Just when the deaths occurred. The Guide to Korvosa has a great time line.

Grand Lodge

Name of PC: Turtok Orcbane
Race: Human
Class/Level: Ranger 4
Adventure: The Hill Giant’s Pledge
Location: A Knight in Need
Catalyst: Goblin Skull Bomb

Story:
The party and Captain Bloodtusk came ashore suspecting that something was amiss. One of the dire wolves detected the party and came out of the stable to attack. The wolf attacked Bloodtusk. The parties spell casters started buffing as Bloodtusk was being attacked. The halfling rogue, Summer, moved to support Bloodtusk and scored a good sneak attack on the dire wolf. The second dire wolf had moved and attacked the barbarian, Renka Orcbane. Turtok was supporting Bloodtusk with bow fire and then decided to drop his bow and join in the melee. By this time Bloodtusk was almost unconscious. The cleric, a gnome named Fortunatos, moved up to heal Bloodtusk as Turtok finished of the wolf.

Unbeknownst to the party the orcs inside the building had detected the fighting and were moving to attack. A fight ensued around the stairs and drawbridge. Turtok was making short order of the orcs despite being seriously injured. Fortunatos created a ghost sound behind the building to try to distract the orcs which failed due to the orcs having to fight their way through the party. One of the orcs was just about dead when it moved back from the combat and pulled out a Goblin Skull Bomb. The next moment he threw it at Turkok, who was obviously the most efficient fighter on the field. Turtok took enough damage to knock quite unconscious, starting him on fire, and almost killing him. Before any of the party could do anything to aid the burning Turtok, he took damage from the burning and died.

The party, or at least a very bereaved barbarian, Renka, Turtok’s sister, convinced Bloodtusk to take them to Vigil to find a cleric to raise Turtok from the dead.

Grand Lodge

Hello Sam,

But I am not telling it to use two different payment options. I want my subscription and my side carted order to both use my store credit.

I am sure my subscriptions are set to use store credit. It says "Subscription orders will use your store credit if available."

The only time I use a different payment method is when I buy the eGift card.

I want the product in my cart to ship with my subscription and be 100% paid with my store credit.

I must say, this seems rather silly to jump through all these hoops to buy something you want to sell. I want to pay for it with my store credit, but if I want it side carted it thinks I want to pay for it a different way than my subscription, which is not the case.

Why would you not make it so it was compatible? One would think a business would make it as easy as possible for the consumer to buy their products.

Frustrating.

Grand Lodge

Hello,

I always seem to have this issue with my cart. I purchase a eGift Card to use for store credit, and redeem it. Then when I try to place and order after, I can never get the order to work, it never psses the place order screen.

Today the same thing happened ordered and redeemed a gift card. Went to order the item I want and it never gets passed the place order screen.

Anyway, can someone nudge it to use my store credit and side cart it please?

Thanks,

Rob

Grand Lodge

1 person marked this as a favorite.

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.

Grand Lodge

Gauldin wrote:


Then go to the Reading tab. Click Shuffle to clear out anything that was leftover from the last reading, then click Draw to randomly draw a new reading. It shows the flavor and interpretative text for each card, as well as the CotCT hints listed in the AP. It also highlights if a card is misaligned, and if it was chosen by one of the characters during the choosing. Each PC's total Harrow Points is updated on the Choosing tab.

Here's the LINK to the file. Hope you find it helpful!

I don't see the shuffle or draw buttons. Am I missing something?

I love the choosing part.

Grand Lodge

Sunderstone wrote:
Olmac wrote:


My party is 5 players and the characters are 15 point buy, average starting gold, and I have limited the players to core, advanced players, unchained, and ultimate equipment books.

Our minds are one.

However, my Dhampir Rogue player expressed interest in the Red Mantis Assassin PrC from the Inner Sea book. A little hard to tie into CC as a prestige class thematically, but we reworked his back story as sort of a magically altered child experiment that failed (Or was thought to be a failure ;)). He'll have recurring nightmares as well as grow into his abilities later.

Basically, I'll use others books on a case to case basis.

I forgot the Inner Sea Guide and Inner sea Gods books. The player can use them as well.

Grand Lodge

I received another email today saying the payment method was declined.

Grand Lodge

I am three sessions into it now. Finished the last session as the orcs were busting through the gate for event 5.

My party is 5 players and the characters are 15 point buy, average starting gold, and I have limited the players to core, advanced players, unchained, and ultimate equipment books. I also stated them with a extra HD based on their class, but one step down (i.e. ranger got a d8). I thought might help mitigate all the TPKs I have read about in the first book. My Party.

Grand Lodge

Thank you, I got the email saying it was now pending. Thanks.

Grand Lodge

Hello,

I just received a email saying my payment method was declined. The order is for $12.74 and there is $18.53 in my store credit. That is where the payment should be coming from. The weird part is I put $25 into my store credit the day before I placed the order. I am hoping someone can figure this out for me.

In the mean time I will put more into me store credit so the order can get authorized.

Thanks,

Rob

Grand Lodge

Sam Phelan wrote:

Hello Olmac,

Unfortunately I could not add the item in your cart before your subscription order had already shipped. Due to the difficulty you experienced with your cart, I have submitted the item you wished ot add with free shipping and applied your store credit. This should balance out the shipping you would have saved had these items been able to ship together.

Bear in mind for the future, that once your subscription order has been generated for the month, submitting any further orders to "ship with subscriptions" will put it in the sidecart to ship with the next months' subscription order. If you would like to add an item to a currently pending subscription order, Customer Service will have to do this for you.

If you have any further questions or concerns, please let us know. Thank you!

Thank you Sam, that was awesome.

Grand Lodge

Hello,

I am trying to place an order that is in my cart. I am hoping to get shipped with this months subscription but it seems stuck and won't allow the order to be placed. I want it to use my store credit. I am hoping someone can give it a nudge and get it placed for me.

Thanks in advance,

Rob

Grand Lodge

1 person marked this as a favorite.

Just started on New Years Eve.

I am the GM with 5 players.

Turtok Orcbane - Human Ranger (spirit ranger)

Renka Orcbaner - Human Unchained Barbarian (drunken brute / invulnerable rager) (Becoming a Sorcerer then Dragon Disciple)

Villanelle - Elf (forlorn) Transmuter (enhancement) (Only Trunau resident)

Summer ShinyPenny - Halfling Unchained Rogue

Fortunatos - Gnome Cleric of Desna

The Orcbanes are brother and sister.

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.

Grand Lodge

MrVergee wrote:
Olmac wrote:

Name of PC: Nate

Race: Human
Class/Level: Fighter 7
Adventure: Seven Days to the Grave
Location: The Inner Sanctum and The Princess’s Bacchanal
Catalyst: Daughter of Urgathoa
** spoiler omitted **
Sounds like a real heroic death, and since he's been raised, quite a memorable role-playing experience.

This is the stuff of legends. I love the way the kids are role-playing their characters. So refreshing from the adult game of min/max, kill, get the cookie, and repeat.

Grand Lodge

Nate Marlow - Human Male Greatsword Fighter

Carpian Hat - Human Male Preist of Desna

Septimus Smith - Half-Orc Male Alchemist

Urixi Standlehoof - Human Female Sorcerer

4717 Calistril

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.

Grand Lodge

Name of PC: Nate
Race: Human
Class/Level: Fighter 7
Adventure: Seven Days to the Grave
Location: The Inner Sanctum and The Princess’s Bacchanal
Catalyst: Daughter of Urgathoa

Story:
After some very tough battles the party had finally killed Andainsin. Depleted of resources, the party watch in horror as the corpse of Andaisin transformed into a Daughter of Urgathao. Not having the strength to fight her, the party ran. When it was realized that they did not have the speed to get away from her, Nate turn to fight her in theThe Princess’s Bacchanal, as the rest of the party fled. Nate held his ground for a couple rounds allowing the rest to escape, but in the end, he went down with a critical hit from the great claw. Andaisin finished of an unconscious Nate.

When the party returned with members of the Korvosa guard they found the enemies all gone and Nates body. Nate has been raised and is good to in Escape from Old Korvosa

Grand Lodge

Thanks Katina.

Grand Lodge

Hello,

Thanks for doing that. The email I received yesterday said the payment method was declined, but I see the money was taken from my store credit. I hope that still means everything is a-okay.

Rob

Grand Lodge

Can you apply this order to my store credit please, I cna;t seem to do it myself.

Thanks in advance.

Rob

Grand Lodge

Thanks, I was trying to get to use my store credit.

Grand Lodge

Hello,

I have had an item in my cart that I have been trying to order for a few weeks. I just can't seem to get it to complete. I was hoping you could help me out with it. I would like it side carted.

Thanks,

Rob

Grand Lodge

I did look when I ran the Dead Warrens.

Grand Lodge

I would treat it as a standard action (activate a magic item other than a potion or oil; AoO No). It is definitely not a free action as it requires the removal of the patch from the robe (I treated it as a use activated).

Grand Lodge

Please cancel my Pathfinder Society Scenarios subscription.

Thank you,

Rob

Grand Lodge

I don't think the Grey Maidens care if the physicians are evil, so are the maidens. The indoctrination and training the maidens go through makes them absolutely loyal to the Queen, and if they are told to guard the physicians with their lives, that is what they will do. I don't think it matters to them what the physicians are up too. I don't know how they could miss the fact about the temple and cult under the hospice, after all, some are stationed down there and I am sure they would be rotated out.

I would actually take the prisoner down to the temple and throw him or her in one of cells down there. He or she would make a fine candidate to test a new virulent version of blood veil on.

Grand Lodge

Glan-Var Ov-Thur wrote:
Hey! So... what's been unclear for me with Harrowings...does each character get their own reading? Or does the party as a whole get their own reading with Zellara?

I really think that is up to you. As written, I am sure they intended each character to get their own reading, but that can be a bit onerous. I am doing a party reading myself.

Grand Lodge

What I did was run the first part as written except for the following.

1)Gaedren had a secret bolt hole in his small room in the under side of the Old Fishery.

2) Graedren had two home brew accomplices (rogues) in the under side of the Old Fishery. One a 1st level expert/2nd level unchained rogue, the other a 1st level unchained rogue. They used caltrops to control the party and keep them at range for a couple rounds.

3) Gaedren gave a little speech and then escaped out his bolt hole.

"So, you’re the little upstarts raising havoc upstairs…"

Looking at Carpian

"Carpian, I should have fed you to gobblegut instead of letting you live. That shall be corrected today…"

Looking at Septimus

"And you, you ugly orc, you’re another I should have fed to gobblegut, but I did not want to poison him with your foul meat…"

Looking at Urixi

"Urixi, the boys should have mangled that pretty face of yours to teach not to screw with me. Today, I think I will have them do just that…"

Looking at Nate

"I don’t know you, but obviously you have taken up with a bunch of losers. That shall be your undoing…"

Indicating Carpian, Septimus, and Nate to his to cohorts

"Kill them and fed them to gobblgut…"

Indicating Urixix

"Capture her, I know someone that will pay some good gold for her…"

At that he slips through the door and closes it behind him…

I then set him up in a building in Old Korvosa. They party got a couple clues later, one from a group of thugs that Gaedren hired to kill the party. Another in the Dead Warrens, a letter Gaedren wrote to Rolth.

The party finally got to confront Geadren between the Dead Warrens and Trina's execution.

Grand Lodge

NobodysHome wrote:

In addition to the maps, 7 years ago when I was toodling around here someone had done the 3.5 --> Pathfinder conversions for all the encounters. Can someone linky those here? Or did I just skim the thread and manage to miss them?

https://www.d20pfsrd.com/bestiary/fan-conversions/adventure-paths/

I believe this might be what you were looking for.

Grand Lodge

Personally I would leave Cinnabar there, she needs to redeem herself still.

Create a couple tougher than usual grey maidens, maybe call them sergeants or some such title. Add some more mocks because that is the logical thing to do. The powers that be will obviously retake the rooms and shore up the defenses, like add a couple traps. I would also create a bottle neck, to funnel the party into a killing box. A sorcerer with some battlefield control spells works for this, lots of walls (fire, ice and force work great, stone is a little to permanent)to make those funnels and kill box. Keep the sorcerer airborne and greater invisibility on.

Of course, this would all depend on what the party has for resources and skill level, you do not want to make it too deadly.

Grand Lodge

Ack, I meant 47, not 40 in my dates.

Grand Lodge

I don't believe that there is an actually official year for this play out. I think you can run it whenever you want too. It is whatever suits your campaign timeline. I am playing my in 4017.

That being said, according to the ISWG the current year is 4011. Eodred is still alive and only retreated from rule at this point. Given that, it makes sense that in 4011 the Direption is lost and Eodred is murdered by Ileosa.

I think the timelines changed when they did the switch from 3.5 to Pathfinder RPG. I could be wrong though.

Grand Lodge

1 person marked this as a favorite.

This is the absolute worst web site redesign I have ever seen. I hate it! Please bring back the old one.

If you want to fix something, fix the performance, it is horrible.

Oh yeah...

Where did the forums go???

Grand Lodge

What would be awesome, is an pack of just the magnets, like a booster pack. Mostly of enemy colours.

1 to 50 of 365 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>