Rival Explorer

Oskar Metalsound's page

Pathfinder Adventure Path Subscriber. Organized Play Member. 62 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Pathfinder Adventure Path Subscriber

I'm trying to figure out the timeline of that adventure, Curse of the Crimson Throne and Shadows at Sundown.

Academy has a cameo by Ileosa and seems written to take place slightly before Crimson Throne. But in Shadows at Sundown the adventure background talks about the events that occur there as happening a few years after the end of Crimson Throne.

My instinct is to side with the newer source, but I'm not sure if anyone has more concrete information


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

I've been looking through the Bestiary 2 and thought it was odd that they are the only big outsider from 1e that's not in yet. Did they get the Inevitable treatment where they got folded into another outsider type?


Pathfinder Adventure Path Subscriber

So at the start of book 6 when the party is... "encouraged" to engage in the chase with the Wild Hunt, it never says how many Pursuit Points the party actually starts with. It gives you ways to gain or lose them, but never actually gives you a starting total to begin with. I feel like 3 is a good number, but I curious what other think.


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

"Nocticula showed up like a straight up bro and a real sweetheart."


Pathfinder Adventure Path Subscriber

If an Intelligent Magic item enters a Forbiddance effect and it's master failed the will save and the item's alignment didn't match the one specified by the effect, would the item take damage from the effect as well?


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

So, my party had just gotten back to the Cathedral of Minderhal with all the items they needed for the ritual to relight the forge, except for the Dragon breath in the fire geodes. Speaking with Etena, the group learned about the Dragon up in the tower and the Inquisitor that lives below it. Deciding that it might be easier to negotiate with the Dragon, the group decided to sneak into a tower. But they didn't want to fight the Inquisitor. And thus was born a wonderful, horrible plan. But first, some backstory.

Backstory: Our Sorcerer(Weaver) attempted to bluff his way past a Hill Giant patrol by claiming to work for Ogreclease, who at the time of this first bluff was supposed to be a powerful local Ogre boss, but overtime, he evolved into a minor God. He then proceeded to crit basically every bluff check to convince the (rather stupid) Ogres and Giants that Ogreclease existed. So by the time they got back, the ground work for the cult of Ogreclease had already been done.

So, our characters decided that, during one of the Minderhal sermons, one character would be invisible and provide a distraction while the rest of the group used Spider Climb to climb up to the Dragon. The Warpriest/Monk(Mariah) decided that they would be the distraction. So the rest of the party sneaks out of the Cathedral and wait for the sermon to start. When Urathash started to speak about Minderhal, the Warpriest used Enthrall to distract the crowd. While the Stone Giants and Urathash weren't fooled, the Ogres and Hill Giants were easily captivated. Mariah then used Stone Shape and Light to simulate a miracle of Ogreclease. Urathash attempted to sway the crowd, but he wasn't very successful. Eventually though, he cast See Invisibility and found Mariah behind the statue. This lead to Urathash calling Mariah out for 1 on 1 combat. Cut to the tower.

Weaver climbs the tower with the rest of the group (a Magus named Markus, A Barbarian named Grunyar, a Hunter named Cyrus with his lion Tala and a rogue named Thykk) reached the top of the tower. Everyone else hides while Weaver bring the Fire Geodes up and attempts to convince the dragon to light them on fire with it's breath. This naturally confuses the dragon, who attempts to find out what's going on. This leads to the line "Quite trying to change the subject and light my balls on fire."

Unfortunately, the Dragon is 1) Not stupid and 2) able to perceive the other members of the group (except Thykk) so he pins Weaver and calls out the rest of the group. They attempt to negotiate with the Dragon, but negotiations break down when they refuse to give him Angrimosh. The battle began when the party attempted to taunt the dragon into breathing on them. He does not fall for this. The Hunters lion then charge/pounced it for over half it's health and, after a few minor hits from others, Thykk Sneak-Attacked the Dragon to death. So they now don't have the fire breath they need.

Cut back to the Cathedral, where Mariah and Urathash spend a few rounds posing and buffing each before Mariah charges and fails to hit with all her flurries. Urathash then proceeds to one shot her with hammer blows. So the session ends with Mariah unconscious and everyone else on the top of the citadel with no way to know this.

Subplot: Two of our characters are Dwarfs and Thykk, who got this from her brother (a previous character), believes that Dwarfs are rare on the surface because they don't breed well and need to be bred by outsiders. So, with help from her brother, she has 75 Elixers of Love that she has been drugging the dwarfs with. Neither of them failed their saves all night, but I got Thykk's player in the end by having Grunyar make his final Elixer of Love will save while looking at her.


Pathfinder Adventure Path Subscriber

World of Warcraft’s newest Raid, the Emerald Nightmare, is coming out next week. The nightmare has a lot in common with the Tanglebriar and since I’ve been reading Second Darkness recently, I’ve been thinking about Treerazor. So I decided to try and design a WoW boss fight with one of Pathfinders unique villains. Obviously WoW and Pathfinder are very different, but I hope I could preserve at least a little bit of Treerazor’s unique abilities.

Phase 1: Dimension Lock

Treerazor is a powerful Nascent Demon Lord who can summon minions and teleport at will. In order to defeat him, the elves of Kyonin have decided to use magic to set up a Dimensional Lock that will keep him from teleporting out or his reinforcements from teleporting in. But in order to make sure they actually get Treerazor, they need to set it up at the sight of the battle. The first part of the fight involves waves of adds and mini bosses while the elves of Kyonin attempt to set up the Dimensional lock. Treerazor does not attack in this phase, instead summoning minions and casting Time Stop on the elves working to set up the Dimension Lock.

Three Elven armies accompany the heroes on their quest to slay Treerazor. Each army helps repel demons attacking the wizards setting up the Dimensional Lock. Periodically, Treerazor will cast Time Stop of the army the players are closest to, requiring them to take up the defense of the casting wizards. While doing this, he will summon a mini-boss, with a more powerful mini boss being summoned each time. The first miniboss is a Shemhazian demon, then a Marilith demon and finally a Balor. Additional Glabreezu and cultist adds will spawn in this phase as well. This phase is timed and players have a minute to defeat each mini boss before the Dimensional Lock is ready.

Phase 2: Treerazor

Any adds from the last phase will remain, so they should be killed quickly. He begins this phase by casting Aura of Corruption, causing all players in line-of-sight to Treerazor to be treated as plants. He will periodically hit the tanks with Blackaxe Strike, which does additional Nature damage and reduces the target's armor by 10%, stacking with each hit and lasting 30 seconds. Every 20 seconds, Treerazor will summon a Wall of Thorns to obstruct player movement. He will also target players with Blight, they must hide behind the Walls of Thorns in order to lose line-of-sight with Treerazor to avoid the effect. After 1 minute, Treerazor will cast Defoliate, causing all player who are plants to take lethal damage and destroying all Walls of Thorns following the cast. This phase last until 60% health. At this point, Treerazor cast Anti-Plant Shell and Phase 3 begins

Phase 3: Tanglebriar

Treerazor summons several Walls of Thorns around him. These walls are lower and do not obstruct line-of-sight. All older Walls are destroyed when this phase transitions. Several corrupted plant creatures and blighted fey stream in from around the area. Throughout this phase, Treerazor will cast several abilities. Unholy Blight, which must have the damage split by all players to avoid killing the target. Contagion, which must be dispelled and passed to the corrupted fey. Finally, Treerazor will use Telekinesis to pull players into the Walls of Thorns around the arena. Players must run away and dodge the walls to avoid damage. Melee must take care of the adds while ranged players damage Treerazor down to 40% health. At that point, the last phase begins.

Phase 4: Lord of the Blasted Tarn

This is a mix of Phase 2 and 3. Treerazor will continue to summon Wall of Thorns that can line of sight, as well as pulling player into them with Telekinesis. He will also still cast Unholy Blight, Blight and Defoliate during this phase. Additionally, he will target several players with Control Plants, which instantly dominates and fixates them on another raid member. These players must be kited out of line-of-sight in order to drop the Dominate effect. This phase continues until Treerazor dies.

Mythic Only

Phase 5: Scion of Cyth-Vysug

In Mythic, once Treerazor hits 5% health, he casts Anti-Plant Shell again before running over to a tree at the edge of the arena. He strikes this tree with Blackaxe, healing him to 40% health. He then calls on the power of the Demon Lord Cyth-Vysug, who answers by causing the arena to become fungal and desiccated. Every 30 seconds, Players gain a stacking debuff that increases damage taken by 5%. Treerazor becomes empowered and his Aura of Corruption now lasts for 5 additional seconds out of line-of-sight. Additionally, Cyth-Vysug occasionally corrupts one of the Wall of Thorns in the area, causing it to pulse with damage to anyone standing near it. Otherwise the phase is the same as Phase 4 and continues until Treerazor is dead.

So there you go. Let me know what you think. Also it this belongs in a different forum, feel free to move it, I wasn't sure exactly where it would fit ^_^.


Pathfinder Adventure Path Subscriber

So, those Ultramarine Chasers completely destroyed my party and everyone is dead. Some players are making new characters and some want to bring back their old ones. Still figuring out what I want to do to make this happen, but my current plan is to re-stat Ewigga as a Witch with a non-standard Patron list that will allow me to bring a few of them back to life.


3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

So, some of the players in my Giantslayer game aren't setting nerds like me, so they wanted some context for the area they were going to be starting in. As such, I present to you the post I made on Facebook.

Totally Accurate History and Background for Belkzen and Trunau

There are many places on Golarion where it would suck to live. Unlike most places, which started out fairly okay and then had horrible s#!~ happen that made them suck, Belkzen has the distinction of being pretty g&%@%$n s%#+ty before stuff happened to make it worse.

Belkzen is bordered by Varisia (Land of adventure and gypsies) and the Mindspan Mountain Range on the left and Lastwall (Land of Keeping Liches Locked Up) and Ustalav (Transylvania as depicted by Hollywood but also somehow worse) on the right. To the north are the Realm of the Mammoth Lords (As in, riders of mammoths, not just super fat people) and the Worldwound (Demon Yo!). To the south is Nirmathras (Land of I Forget, so no fancy title for you).

Belkzen was “founded” by an Orc, also names Belkzen, who united his people against the Dwarves and managed to take over one of their giant fortresses. The Orcs then went about breaking into tribes and killing each other with much gusto. Their passion for murdering each other was outshone only by their passion for mating with each other and their passion for killing (and sometimes mating with) other races, mostly humans. Due to these finely honed murder skills, the Orcs of Belkzen have been used by outside forces as a powerful army with which to conquor and murder many people. Most famously, the Horde was roused to battle by the Blue Dragon Kazavon, who was so deadly his bones can kill you, and by Tar-Baphon, also known as the Whispering Tyrant, a lich who was strong enough to look at Aroden, God of Humanity, and think “Yeah, I could take him in a fight.” It was the battles against Tar-Baphon that ended up founding the nation of Lastwall, where the Lich is currently sealed away.

The Orcs have, on occasion, made major pushes to expand their borders, mostly southward as it is the easiest direction to push. Lastwall has attempted, and often failed, to stop this expansion. The most recent major push occurred 200 years ago, where much of southern Lastwall was overrun. Many of the farmers and villagers fled, but not all of them. This brings us to the town of Trunau, where you start your adventure.

When everyone else decided to run, the people of Trunau said “F!$% that noise, bring it you green skinned bastards!” The town has remained standing to this day, weathering many an orc raid. The people of Trunau are close knit and always ready to spring into action to defend their town. Children are taught to fight as soon as they can and not adult goes about unarmed. Every citizen, once they come of age, is given a dagger called a Hope Knife, which they must be ready to use on themselves or their loved ones should they ever be taken alive by orcs.

As fate would have it, your adventure beings on the day of one such coming of age ceremony for the daughter of the Leader of Trunau, Chief Defender Halgra of the Blackened Blades. Her daughter, Ruby, will be presented with her Hope Knife in a ceremony and will then take part in numerous festive games to celebrate her transition into adulthood.

Trunau is located in the southern part of Belkzen, close to the borders of Lastwall and Nirmathras, with which they do a good amount of trade. If you have any questions about fitting your back story into the area or just have some additional questions, let me know.


Pathfinder Adventure Path Subscriber

I have a character that is intending to be a Zen Archer who wants to take the Empty Quiver style feat in order to make melee attacks with his bow-turned-mace. Is he able to do this or does he need the Empty Quiver Flexibility in order to use his Flurry on the melee attacks?


Pathfinder Adventure Path Subscriber

Due to some things that happened, our Captain is now an Ethereal Statue in the middle of Harrigan's fortress. What do?


Pathfinder Adventure Path Subscriber

So, following our encounter with Radosek and his wonderful goat master, our Male Human Gunslinger and Female Human Barbarian were both blinded. During the search of the tower we came across the Ring of Regeneration that was actually the curse Ring of Lifebleed. Since I had previously read the AP before playing in it, I don't say anything.

So, the Barbarian's player, deciding to be clever, looks up how the regeneration spell works and finds out that it can regrow eyes. Believing that the curse is on the characters eyes specifically, he develops a plan. Specifically, he will have his character stab her own eyes out.

So his character places the ring on her finger and stabs her own eyes out, in front of the entire party. The character then proceeded to take 7 points of bleed damage and found herself now without eyes. The big kicker is that, as both I and the DM said, this wouldn't have actually worked even if the ring was actually a Ring of Regeneration, since her eyes weren't damaged, rather the entire character was cursed.

So in summary, a plan that wouldn't work based on incomplete information causes a character to loose her eyes.


Pathfinder Adventure Path Subscriber

So, our party just started Book 5 of Jade Regent last night. After stumbling a bit over the riddle, we were tasked to take out the bandits at Seinaru Heikiko. When we arrived, we did very little investigating. Using Air Walk and some Potions of Vanish, we made it inside the courtyard, where the wooden constructs came to life and attacked us. At this point we began what would become a three hour encounter.

The party at this point is a Paladin, a Ranger, a Bard (Me), a Winter Witch and a Druid, all level 11. Other than using Vanish to get over the walls unseen, we didn't try stealth at all. So once the construct fight ends, everyone in the base starts running into the courtyard to try and kill us.

The Paladin and Ranger, along with the Druids Dire Tiger companion, can take down almost anything that tries to fight them one on one. The Druid and Witch are laying down area spell damage so potent that the average bandits barely get a turn to move into bow range. Meanwhile, I'm staying back providing healing, Haste, +3 song bonus and an extra 1d6 from the Discordant Voice feat. Given the amount of rounds we went, this massacre was over about 3 minutes, if that.

The best part, for us, was that our GM had made maps for every part of the fortress except the courtyard, which he used a generic grid map for instead. Naturally, the generic flip map is the only place that saw combat that night.

Still, it was super fun to play though. Especially since we interrupted the Druid and Were-Tiger mid activity and they had to run out in various states of undress.