KSB Snow Owl wrote:
Weapon Attack Bonus+2 Fighter weapon training (heavy blades)
+2 bonus from desecrate aura due to this
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)
Armor spike attack bonus
+1 weapon training (close)
Armor Spike Damage Bonus
+6 strength damage
The Slam is totally messed up.
The slam attack should be +20
Slam damage should be +11
Hope that helps.
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!
KSB Snow Owl wrote:
I actually have been treating that Mithrodar is well aware of the goings on within Scarwall and can react to them.
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.
KSB Snow Owl wrote:
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.
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.
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?
Beautiful map. Wish I had this a few months ago. Just finished book 4.
I have to agree with you, Paizo has not been very consistent with where Bloodsworn Vale is exactly.
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
Life bubble does not offer protection from negative energy.
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
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.
Name of PC: Turtok Orcbane
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.
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.
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?
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.
I don't see the shuffle or draw buttons. Am I missing something?
I love the choosing part.
I forgot the Inner Sea Guide and Inner sea Gods books. The player can use them as well.
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.
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.
Sam Phelan wrote:
Thank you Sam, that was awesome.
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.
Off they go to the plague house. Some bad luck and were forced to retreat. We ended there.
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.
Nate Marlow - Human Male Greatsword Fighter
Carpian Hat - Human Male Preist of Desna
Septimus Smith - Half-Orc Male Alchemist
Urixi Standlehoof - Human Female Sorcerer
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.
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.
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.
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.
Name of PC: Nate
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
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.
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.
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…"
"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.
I believe this might be what you were looking for.
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.
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.