Braddikar Faje

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268 posts. Alias of DiscoDragin.


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Just to confirm:

When Melisenn makes her "though you bear his mark" speech, it's a reference to the fact that the PC's are marked by Hastur, and that is what gives them immunity to the Xhamen Dor mind infection? Or is it Nyarlethotep, (illustrated by them appearing to 'help' the ghouls in the next book?)"

Or is it a reference to them being Lowls's servants? or just something meant to be mysterious/ominous?


Regarding the Keeper of the Yellow sign, on the Entropic Drain entry, it reads :

A keeper’s use of its energy draining
ability can result in a surge of entropy that consumes
its body and disrupts life all around it. Every time the
keeper’s entropic drain attack results in a creature’s
death, the keeper must succeed at a DC 17 Fortitude
saving throw or be destroyed. If the keeper is destroyed,
all sentient beings in a 15-foot radius around the
keeper gain a negative level (Fortitude DC 17 negates).
If any negative level bestowed by a keeper becomes
permanent, the victim must succeed at a DC 17 Will
saving throw or die after 1 hour of delirium. The save DCs
are Charisma-based.

So does this mean that if the player fails the fortitude save after 24 hours (and the negative level becomes permanent) that they must also save or die?? (from the delirium??)

Or is this only in the case of the drain, killing a creature, and then the keeper exploding from failing his own save (and thereby giving the negative level to everyone in the radius??)


Does Count Lowl's fear of cats not come up in this (from Book 2 Thrushmoor Terror)


But isn't hit die a level dependent variable for creatures with class levels?

From the CRB--

CRB wrote:


Hit Dice (HD):

Hit Dice represent a creature's general level of power and skill. As a creature gains levels, it gains additional Hit Dice. Monsters, on the other hand, gain racial Hit Dice, which represent the monster's general prowess and ability. Hit Dice are represented by the number the creature possesses followed by a type of die, such as “3d8.” This value is used to determine a creature's total hit points. In this example, the creature has 3 Hit Dice. When rolling for this creature's hit points, you would roll a d8 three times and add the results together, along with other modifiers.


Do negative levels affect hit die for the purposes of spells and spell like abilities?

Such as...

Level 10 fighter with 8 negative levels gets hit by cloudkill. No save and just dead? (Going by cloudkills ruling of creatures underneath three (or is it four hit dice just popping)).

My apologies if this has been answered before, did some searching but after page three I gave up.


Looking at the portion of 'Level dependent variables', does that include hitdie? (Such as for the purpose of how bad that Blasphemy hits you?)

Example: Level 14 fighter eats 3 negative levels, level 14 cleric casts blasphemy.

Instead of no effect (since same HD) does the fighter now save vs the blindness/deafness?


Male HP:09/21 AC: 16(18HS)/11/15(17HS) F: +5 R: +1 W: +0 Per: +0 Init: +2

As long as my side is the more powerful!

Any traits? Alignment restrictions?


Wooo just checked in!


I RSVP'd and bringing 4 with me! Thanks again for setting this up!!


Sounds awesome, should be bringing five (5)!


Since apparently parties are living too much, I'll add some more deaths to the total!!

Character Name: Kuyo Yama (Wizard 13)
Adventure: The Empty Throne
Location: Well of Demons
Catalyst: Finger of Death!

Death of the Wizard:
After bypassing the omox demons with a combination of communal resist acid and free of movement, the party ignored the other sections and flew straight down the well. After a near TPK/Negotiation with the Advanced Thanademon (Cavalier failed trap the soul, Oracle traded a bit of his soul, wizard got knocked unconscious by the hydradaemons, and both Thanadaemons (the boatman, and the NPC himself started poking the Paladin with enervations)... they found out the location of Emperor Shigure's body!

As they took the boat ride (yay more $$) to the north eastern section, the Paladin dueled the graveknight to death (So... hard to beat smite, also apparently the graveknight has critical focus but not improved critical for his katana (or once again my eyes are playing tricks on me)!!) walking into the next room only the oracle is not surprised (blasted blindsight!) as the nightwing descends from the cavern with a deeper darkness!!

The oracle of life counters with his own daylight, and then the wizard unleashes a mighty disintegrate (the downfall of almost all my npc's, blasted ill omen, misfortune, save vs death combo!) at the undead monstrosity only to roll a nat 2 on the spell pen. Realizing the danger the Nightwing counters with a FoD, and the wizard is no more!! The paladin avenges him by smiting the nightwing and rolling a crit, it never stood a chance..


Character Name: Kuyo Yama (Wizard 13)
Adventure: The Empty Throne
Location: Well of Demons
Catalyst: Disintegrate

Character Name: Ardric (Oracle 13)
Adventure: The Empty Throne
Location: Well of Demons
Catalyst: Disintegrate 2! Electric Boogaloo!

Wizard go POOF!:
Now with a hefty dose of death wards ( and protection from evils) passed out the party heads into the next room to confront the dread ghost! By now they are far tired of evil mastermind's monologue and out start the brazen threats!! With the ghost winning on initiative he unleashes a wave of exhaustion (or was it fatigue) at them! But as their deathward prevented it from affecting (blasted negative energy!!) he knew something was up!! (and I forgot to be using his quickens!!)

The party counters with a prismatic spray from the wizard (rolled a 1 so 10 fire dmg (after incorporeal)) and a silence on the paladin as the cavalier/paladin drink their potions of fly. Wanting to put an end to the wizard's antics, a disintegrate is thrown and the wizard (even after misofortune reroll) misses the save by two and is turned to dust!!) followed by a quickened dispel magic on the oracle's deathward.

And your little oracle too!:
Unfortunately the paladin not only misses, but so does the cavalier (yay blur!!) on their charge attacks. And the oracle reapplies a deathward. Using a quickened mirror images, our dread ghost Ito manages to fly through their squares (two images bite the dust) and throw disintegrate at the oracle (he makes the save only due to protection from evil, as the gm curses bitterly from behind his screen). This time the paladin connects with his ghost-touched smite and the cavalier follows suit with that blasted nine touch broadsword bringing our dread ghost dangerously low (and I rolled terrible on images/blur!!) With a hail mary our ghost moves (blur blocks both aoo's) and disintegrates the oracle once more (dusting him in the process). Now the gloves are really off, as the paladin/cavalier remove all but one image (and all but 35 hp) in a flurry of attacks.

Using his remaining two level 7 spell slots he quicken dispel magics the deathward on the cavalier and throws another finger of death! A NAT 1!! (Game is paused as the GM dances around the room, only to be spoilt by the cavalier announcing he is still alive, albeit dying) (I blame myself not throwing a quicken magic missle first round!) As the paladin destroys the ghost (who taunts that he will be baaaaacckkkk!) the dust that remains of his comrades is poured into flasks, and Emperor Shigure's body is thrown into the portable hole as the two valiant warriors make their escape!!


Many thanks Neil for writing this one, First rounds is on me at Paizocon!! (Unfortunately the party members that are coming with me... will probably be less forthcoming with the free drinks!!)

So far I think the party is averaging four to five deaths a book.... not bad.


OMG at the island of death in book 6, between the greater shadows the grave warden and the harm trap (with the rokurokubi feebleminding away from the group) how do you not TPK??

Will add the first party members death, but with Kiyomi leading the party (with her bluff of +26 without even using a good glibness/etc, and I'm amazed she doesn't have some sort of spell to cloak her alignment..) to the guardian (and letting them get mauled by the shadows) I had to hold back from murdering them all outright!! (She dispelled their deathwards, even though for some reason she has NO spellcraft being a sorcerer!!!)

Awesome blow + Harm trap = WIN! or Charm Monster and have the ally (go fetch help across the island) into the harm trap is just nasty (but fun for the GM!)


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Not to stir up an old bee's nest.. but if people are referencing the reduction from page 12.

What it says:

Setting Things Right
The Jade Regent and the Five Storms have created a
variety of problems in Kasai, and after talking to Isao,
the PCs might wish to look into some of the grievances he
described. Solving and exposing some of these situations
helps the PCs undermine the Jade Regent’s control and
win more of the people to their cause. Isao certainly
encourages them to do something about each problem.
Feel free to run any of these encounters in any order,
either before or after the PCs go to the Imperial Shrine in
Part Two. Until all of these situations have been remedied,
however, for every day in which the PCs fail to resolve at
least one of these situations, reduce their total Rebellion
Points by 1 (see the sidebar on page 13).

bolder for my Emphasis... once you clear the encouters "Captive Hearts", "Public Executions", and "Food Shortage" you no longer lose rebellion points. (Unless I am misunderstanding something, you can also clear each of them one day at time if you want, since you are resolving them!!)

In the case for my party, they wanted to head to the shrine first (and I am choosing not to penalize them for not understanding the rebellion point mechanic (as I do not want to wave it in front of their faces about what they should be doing first).

But for a difficulty point of view, it seems quite difficult to get the Hall for rescuing the daughters if you are already not beating down the JR's door (hence why my party opted to head for the island first before bringing down the wrath of JR on their heads.) Anyone else have their party try to do the island first?? How did it work for you??


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Question (and maybe this has been answered previously but..) Listed near the end of the Shadow Chess game fight, if one breaks the token they enlist the aid of Hatsue (the Sohei/Paladin of Irori) and references her nightmares/spirit talking to the pc's. And is again referenced as a possible avenue to inform the PC's to meet with Jiro again before the final attack, (or to inform them the attack is underway).

Are Hatsue's nightmares described in more detail in part of this book?? Or was it something that got cut out? Or maybe I'm just missing it...

As for Shosaito + Oni connection..

Sakkabe is mainly ruled by the yakuza (I believe I have this correct, referencing the Minkai section near the end). Maybe he is trying to set himself up as new governer de-facto ruler of the region, and the five storms would love to have another strong hand in the northern provinces.

Or you can have him be a large financier of Sikkutsu Senakka, who is the JR's main man in the north. (Looking at the lore he was very angry about missing out on some tax money and maybe Shosaito helped balance the books so Senakka gives him free reign). And the party can find some notes/records linking the two?


Character Name: Virkhus (Paladin 12)
Adventure: Tide of Honor
Location: Shinju-no Ie
Catalyst: Strength Drain for everyone!!

Character Name: Kuyo Yama (Wizard 12)
Adventure: Tide of Honor
Location: Shinju-no Ie
Catalyst: Strength Drain for everyone!!

Character Name: Virkhus (Cavalier 12)
Adventure: Tide of Honor
Location: Shinju-no Ie
Catalyst: Fiendish Dire tiger!!

They did not fight anything in the manor house (which probably would have drained enough resources to TPK) as they used the tunnel from the lacedon village to traverse to the maze.

After trudging through the shadow maze, the party was suffering the following,

Paladin -2 levels
Cavalier -2 levels
Wizard -3 Con
Oracle - 2 levels (Thanks Kabunaishinsho!!)

The only triggered the first trap before catching onto the inro.

Enter the nue, pouncing and biting the paladin (-2 levels), and poisoning the wizard (-1 str). Sir Virkhus responded in kind by smiting and full rounding the beast, dropping it to 50hp before slinking away (it went 2nd on initative used surprise round to pounce charge).

Keen on not letting the creature escape the cavalier cut through the wall, discovering that the nue had managed to drip its ichory blood through a secret door!! Meanwhile the wizard starts to succumb to the str poison and fails on a neutralize poison scroll while the oracle hands him a potion of delay poison.

Chasing once more the Paladin ends up in the hallway and exchanges verbal barbs with Shosaito and combat ensues once more!! After throwing the pearls to the ground (by the way this was AWESSOME, had my party screaming how much they hated this guy), the paladin charged through only to be stopped by the trustworthy nue's readied pounce!! Another 2 negative levels (Paladin at -6!!) the nue was felled by the retalitory crit. Unfortunately the shadows then came to life and flanked our poor paladin giving him 5 str dmg.

Cavalier carefully strides into the room (to avoid crushing a soul-pearl) and tries to lay waste with a lance (hitting once). Wizard and Oracle try to deal with the two women's bodies but end up heading towards the fray as they hear their comrades cry out.

Death of a Paladin:

Next round, Shosaito delivers a ray of enfeeblement, (paladin saved for half) to drop him low enough for another 11 points of str dmg to slay the paladin out right!!) (roll to raise him in two rounds as a greater shadow (no adv template)

The wizard mage-steps in to deliver a nasty distingrate (it has killed one boss before!!) with another nat 20!! only to be beaten by the displacement! (WOO!!!!!) The cavalier proceeds to full round the shadow that slew his comrade but the level drain and poor rolls take their toll. Oracle flies over and starts buffing the party.

Death of the Wizard:

Soon rising as a shadow they now focus on the wizard, who weakened from the nue poison (-5 str) took 15 points from two fly by attacks and the paladin has the wizard join him in shadow fun!

With the combatants lowered down to two vs wizard +2 shadows it becomes a test of spells as the cavalier fights the shadows with the life elemental oracle casting heals to keep the str dmg away. Shosaito manages to summon a fiendish dire tiger to pounce/rend/rake the Cavalier while the oracle counters with celestial dire lions.

Death of the Cavalier:

While he is able to slay the shadows, the tiger's smite damage is too much and he is rended limb from limb staining the room in splotches of gray (and nice cinematic of covering the pearls into blood gems!!)

Now out of spells, Shosaito laughs as the lions tear into his old flesh taunting the oracle that he has already won....

The poor oracle (who has deaf/haunted dual curse, doesn't have any of the local languages) is left as the sole survivor and is stumped at what to do with the bodies of everyone around him and trying to get the barge to take him home...

Would've been a TPK, but the oracle nat 20'd the finger of death :(.


Character Name: Ardric (Oracle 12)
Adventure: Tide of Honor
Location: Enganoka
Catalyst: Fortune telling hurts!

Kabunaishinso partook in his fortune telling disguise luring two of the party members to his stall, after some drugged tea (and a nat 2 on the save!) a sleeping member was assassinated (and starting another round of doppelganger/disguise paranoia). After a small scuffle he ended up shadow walking into the floor (yay Fuhonsen!)

Character Name: Ardric (Oracle 12)
Adventure: Tide of Honor
Location: Enganoka
Catalyst: Round 2, hurts even more

After getting ressurected (via the seal), the party decides to scry/fry. Using the flawed crystal ball (from book IV) they spend the hour to find Kabu eating a fine lunch somewhere, as he notices the sensor he motions for the party to 'bring it', which sends them in a flurry to start buffing. After round three he decides he has had enough of it and dimension doors away (#1) , now they both start scrying again (Yay fuhonsen). As both scryers locate each other.. its a battle of initative!! Kabu wins, dimension doors to the party and stealths.

Comes out of hiding and proceeds to full round sneak attack the oracle, who goes down in a flurry of shurikens before being disintegrated into dust by the wizard (natural 20 hit and confirm for 180 dmg!!!).

Now the party is terrified of ninja's... and even more so of the Fuhonsen (which has been described to them as trying to put 150% ninja in a person, it's just TOO MUCH NINJA for one person to handle!!)


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Enjoying part one!! Party loved the riddle from Hatsue and Jiro!! Their dynamic and banter makes them very endearing (at least IMO)

Another +1 to Seinaru Heikiko, awesome design (my party snuck in at night using extended silences, cut a whole in the wall to get into the coutyard). Unfortunately (for them) they ran by the wood stacks, and so began the wood golem fight... which poured into the bath house.... which turned into a huge brawl.

Great fight, (although if the raiders use all their javelins (once the party lines up), that is some scaaarrry dmg, x10 raiders (at night) = 50d6 possibly. I do say that Gangasum seems a bit light on the damage dealing, (would be far better served to two hand that scimitar for massive damage!!) to provide a threat.

One party member (LG Cavalier wielding Suishen) Nat 1'd the fort save for Lycantrophy from Tos Katun, (who he ended up trading a few sultry words between combat roudns with). And as she ran away..... I figure she will be paying him a few 'night time visits' to ensure his were-tigerness... and for fun! (Now where did I put that ecology of weretigers book...)

The party loves the place ("We get our own mountain fortress?? And it comes with a bath house?!?! Why would we ever leave?!!?!??! It's like RavensCraeg all over again, except we are the ninja army!! "), so much that they don't even want to loot the place!!

Next session: They are wanting to hire druids/interior decorators, repairmen for the bathhouse, and bickering about who gets the cool carpets to place in their room and where to store their 'battlefield bling' and trophies.

Oh the joys on their faces as they build their 'secret hideout'.

I'm a bit afraid to run the assassin Ninja, as it will start another wave of book two paranoia; combined with their hatred of ninjas (Books two and four I'm looking at you!), I expect the three monkeys 'social' encounter to break out into a fight.

So far have gone through... twelve characters to get this far??


Looking at the bestiary (and on the PRD) it says the way to cure lycanthrophy (curse) is to have a remove disease/heal from a 12th level cleric (within three (3) days of gaining the affliction).

Does this mean that oracles, witches, druids, paladins, samsaran spell picked people are unable to do it?


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I don't know if this will help anyone, but my party was in the same boat that they LOVED the first part of the adventure. (The hanging out in the city with smiling prince) [who also terrifies my players for unknown reasons.] It was a huge change from the roving combats, murderous undead, yetis, ghosts and other such horrors and relax in a 'civilized' setting.

It seemed rather odd (to both them and myself) that the party would just 'hang out' in a city where the ruler would chastise/punish his people for slights, (some of which they had nothing to do with!!). After all, isn't part of the reason the group is traveling to Minaki is to 'Overthrow the evil power that is oppressing it's people??'

And this is where the tinkering comes in with the party dead set on finding out 'what is really going on', they spent most of their time wandering the town trying to get the citizens to talk to them about their 'benevolent ruler'. (In between the feasts where they saw/learned what happened to those that 'displeased' the prince)

Involving the Party:

Instead of waiting for the 5th feast to have ninjas attack and then thrown out of the city with nothing to do but follow Miyaro, I tried another angle. As the party learned and more of the prince's punishments when he is displeased, the closer the more plotting and conversation came about of what to do to try and fix it. (from the benign conversation, to pleading with the prince, to plain ol' off with his head!). After the second feast (and learning the fate of the first batch of beaten champions), the party learns (either via skill check) or having a note delivered to their rooms/caravan of a rebel group that is wanting to help the oppressed citizens of the region (in both Hongal and Minkai).

Now this is where the split occurs, it can either be actual rebels (I think they are in book 5) or Minkai assassins that the party meets who give them a chance to prove their cause to the people of Tian Xia. While the rebels plan to use Hongal (and hopefully the forest) as a staging ground (relying on the Kami in the forest to act as a sort of buffer). The assassins want to replace the prince with an oni overlord (much similar to Karlsgard)

Now whether or not the party decides to go along with the group, report it to the prince, or just stay hands off entirely is up to them. The reponse however is up to you!! (My party went aboard both feet in!)

Five Storms says 'Welcome to Tian Xia!':

Now this is where the Five Storms lets the party know that they indeed do know that they made it across, and that they aren't going to stand for it. Let me just say that Richard Pett's 'dancing dragon of ninja filled death' (as my players called it) was FANTASTIC!!!

The method I used to get the players chomping at the bit to go the forest was to hit them where it hurts. The ninja attack is a fine opener, but try to specifically tailor something that they enjoy, take pride in, and have the five storms smash it. In this case I had the party meet a visiting envoy from Minkai during the feasts who just loved to taunt them about their journey (especially hinting about Karlsgard). And since the prince doesn't want to risk the Jade Regent's ire, he has to sit and take it.

(In my party's case they are all about helping the common person). Not to go into a lot of detail, but basically as the assassination attempt of the prince went south, people started fleeing the palace. Naturally the party let people take refuge in their caravan (albeit temporarily was the plan). So as they went and saved a noblewoman from a pack of killers, she offered them this 'fine necklace' she had as payment. Turns out, the Minkai envoy had cast suggestion on her, given her a 'disguised' necklace of fireballs, and told her to give the necklace to the party as payment but keep one for herself (to pay her way home). (Activating the necklace and turning her into a sort of sacrificial delayed blast fireball).

After the blast (in which she, along with the vast majority of the civilians perish), from the smoke of the caravan and the corpses rises the shape of the envoy who formally bids them welcome to Tian Xia on behalf of the Five Storms as he 'most anxiously' awaits their journey into Minkai providing that they survived.

After that, Miyaro's introduction had them racing through the country side to get to the forest to deal with those damnable oni!!!

TLDR Version:

1: Have individuals (either evil Minkai oni/assassins or actual rebels) help push the party to aid in regicide/overthrow the government.
2: During/Amidst the chaos Five Storms 'Kill Team' gives the party a 'welcoming gift' to Tian Xia
3: Evil NPC whether Munskuro (sp) or made up hands the party a large 'Come at me bro' sign.
4: Miyaro & the Kami lead the party to the source of the problem.

Once again, don't know if it will be any help (or if it's just a collection of ramblings). But there is so much that can be done with book five, I just feel that the dungeon takes up a huuuge portion so it really SHOULD matter if they go or not.

Just had a random thought to have the Arankea be the killers and have Miyaro tracking them across the country side!


Character Name: Istavahn (Ranger 8, 9)
Adventure: Hungry Storm
Location: Anyplace with Katiyana
Catalyst: Poison

Poison spell, failed saves.... yep.. slow painful death. (Died twice!) Once in the storm tower, second in the battle against her in the yeti cave.

Character Name: Ardric (Oracle 8)
Adventure: Hungry Storm
Location: Storm Tower
Catalyst: Katiyana smite!

(Description of battles with Katiyana below)

Character Name: Arceros (Summoner 9)
Adventure: Hungry Storm
Location: Path of the Spirits
Catalyst: Katiyana's Ghost attack!

So... Katiyana was a HUUUGE pain in my party's side as she could (and did..) Sleet storm (thereby blocking all sight, and making difficult terrain on the top floor), followed by channeling negative energy (doesn't matter if she can't see, chances are will hit the party) while the hoarfrost spirits use their heatsense to find their prey (get the invisibility bonuses and try to paralyze folks on the elevator up, only to have it disappear and then fall 200ft to their death).

Only thing that kept the party in the fight was the oracle (deaf, haunted dual curse) casting silence on the summoners eidolon, and having it fly at Katiyana once they weathered the storm. Really took the wind out of her sails.

Oh at the lethality this adventure brings to the fore.... between the shadow/revenant combo with the specters on the side, (got one player -8 levels in one round! and another down to 1 str). And the headless CDG wardens, not to mention the crazy amounts of damage those yeti savages can do with blessing of fervor. Really had my party coming up with all sorts of solutions/combos to try and survive! Between this and night of frozen shadows, their paranoia is off the charts!!!

All this leading towards their exciting stay in Hongal, where they are about to start a rebellion!!


Character Name: Shaelelu
Adventure: The Hungry Storm
Catalyst: DRAGON!

Character Name: Istavan Varia (Ranger 7)
Adventure: The Hungry Storm
Catalyst: DRAGON!

Character Name: Sandru
Adventure: The Hungry Storm
Catalyst: DRAGON!

Vegsundvaag, wow what a killer fight!! As the party sent ranger team into her lair (hoping to bait her out), all seemed to go poorly when she burst from the ground and Ice Shaped the entrance shut (with a fog cloud going).

Luckily the druid also had ice shape, and a mini battle of spell casting went off (with no one wanting to enter the fog, and the ranger team escaping with only a single AoO).

Sounding the parties retreat, their deaf oracle proceeded to taunt the dragon about her dead children and ran into the plains.... unfortunately he forgot about her burrow/iceshape combo. Soon he found himself falling (feather fall though), sixty feet to the awaiting dragon, who proceeded to grapple with her tail and take him back into the cave.

(Could have just murdered him with a Full Attack, but I figured she would be cruel enough to drop him down the chasm and watch him slowly starve to death).

The party followed, and soon found themselves looking down an impossibly dark chasm until they saw his holy symbol flash from down below!

And so battle was to be joined again!! The cavalier dove down (flying) with his lance to hunt the beast, while the oracle tried climbing up with the ice bear claws. The remaining party members had their readied actions to shoot the dragon if they saw her... and soon they did!! She had been hiding just beneath the ledge and reared her head to bite/grapple/drop Sandru down the chasm (once again, ice shape could have probably had them all fall.. but seemed a bit petty).

Luckily for Sandru the cavalier (his brother) managed to see him on the way down and flew to his rescue, as for team ranger + druid up top, the druid leapt onto her back to keep her from flying, while the rangers peppered her with arrows. (Next round, druid rolled poorly and slipped from grapple, managing to catch himself in one of her escape tunnels).

The cavalier deposited Sandru in her hoard, and had him scanning for whatever might be magical to help kill her (while the party is fighting for their lives above!!!), poor Shaelelu however had no such flying angel to save her, and when she was thrown, fell quickly to her death (almost hitting the oracle). Istavan seeking to avenge the fallen elf, unleashed a flurry of crits (really.. back to back crits, made the 50% invis rolls on both.)

Vegsundvaag repaid the ranger by pulping him in a full attack of her own (complete with two crits), while the druid climbed the walls and Sandru/Cavalier found the dragon slaying arrow. With the cavalier holding a true-striked arrow wielding Sandru flew into her like a missle, the oracle (who had done very little this combat) rolled the dragon's save... NAT 20!

Vegsundvaag turned her actions towards Sandru, and soon another body was added to the pile! However three more crits (two from the Cavalier wielding Suishen, and one from the druid) laid her low....


Apologies on the huge delay for this release, lost my notes.. and am rebuilding.

Part 1: The hapenning:

Upon hearing of the rumour: 'hat there red seagull's bad luck!' (and more importantly the chance for coin!), the party set off to talk to not only the mayor, (who tells them of the fishermen's troubles and their offer of 1000g to fix it.) But also to any of the fishermen who say the same thing: "Ever since that Blood gull has shown up, it's been nothing but trouble!!"

Other rumors the party can hear:

"The folks who lived out on Grubber's used to come by every now and then to trade their fish for supplies.... haven't seen them lately. No doubt that gull has them wary!"

"Grubber's Hermitage normally keeps to themselves, not the kindest lot if you know what I mean."

Part 2: The Trip!:

After hiring passage (from some old fisherman too old to care about no blood gulls), out to the island; the party comes across two other boats when (Perception Check! DC 20) the "Blood Gull" can be seen, right when one of the fishermen goes overboard and gets caught in his own fishing net (suffocating him), as the party tries to help, "Red Bishop in gull form", uses that fate ability to do a hydraulic push/torrent (forget the spell name), and knock most susceptible PC (Hopefully in full plate) into the water/net along with.

Whether or not the PC's save the fishermen (who will give them thanks, offer them a free ride back, random rumours), their boat will dock at the southern side of the island. The docks are alive with seagulls (non red) of every sort. (Feel free to have the gulls lined up on pier posts, masts, etc etc ala Alfred Hitchcock's 'the birds'.)


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Character Name: Shen-ri (Human Wizard 7)
Adventure: The Hungry Storm
Location: Village stop off (Section B, I believe)
Catalyst: Painting a target on oneself.

Having bested Raven'scraeg, and bidding farewell to Karlsgard, the party headed into the mountains. As the entered the camp they were greeted by two human hunters (Bert and Ernie) who offered them a warm meal if they wanted to stay with their 'Ma' ol Maguyu. Declining the offer the party was saved being murdered in the night by the wights, only to be assaulted by the witchfire herself!!

With a pyrotech blinding the cavaliers, the wizard took it upon himself to unleash a flurry of magic missles into the witchfire, she returned the favor with two bolts... and the wizard was naught but a pile of ash.

(Expecting more as they nearly TPK'd vs Tunuak and the village... and we left off last session with the Oracle of Life being kidnapped by the white dragon!!)

And just for Halloween sake, will have the hungry dead horde doing the thriller dance as they advance, with vampire Vincent Price being the overseer.


Random question.. anyone know how the models are delivered? (is each in their own packaging, much like one would see in a store?)


Male HP:09/21 AC: 16(18HS)/11/15(17HS) F: +5 R: +1 W: +0 Per: +0 Init: +2

Thanking the halfling woman for her offer, Pallius washes down his current hunk of bread with some wine. Standing up he stretches, rubs his hands together and looks about the room: "Now that introductions are over, let me repay your hospitality. Who wants to learn to defend themselves?"

Pallius will help give pointers on teaching those that want to... the ways to fight using whatever weapons they have (or using some of the weapons the party has picked up, "put pointy end in squishy bits"!) Although he will be taking a suit the hellknight chain for himself.)


Male HP:09/21 AC: 16(18HS)/11/15(17HS) F: +5 R: +1 W: +0 Per: +0 Init: +2

"Speaking of bleeding..." Pallius grumbles, admiring the Hellknight armour amid stuffing his face with bread. "Anyone a healer? Those boys went down swinging." Nodding towards the gear.

Any special markings on the Hellknight's chainmail?


Male HP:09/21 AC: 16(18HS)/11/15(17HS) F: +5 R: +1 W: +0 Per: +0 Init: +2

Always better to have too much work to do, than no work.

"Looks like we're the last ones to the party, good thing we brought gifts!" Emphasizing the party's gains. "Donated by the ever friendly Hellknights!" As he drops the gear into a corner of the room.

Moving to shake the hands of all in turn he introduces himself: "Pallius, Pallius Crispin, don't mind the blood.." As he brushes it off with a cloth "went a few rounds with some critters in the sewers."


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Alright, this may have been covered before... but a few thoughts came to mind as I was going over notes from Carrion Crown (Specifically the Bestiary of PT 6).

Specifically..(spoiled below) (Don't think I can quote it right out of the book.. but if I can I will add it later..)

Carrion Crown #6:

Eragayl Aruodra battling a reaper of death, attracts the attention of Urgathoa and ends up disappearing with her. (Shadows of Gallowspire, CC#6, pg 82).

So, some nice fluff, but here is where the person mentioned happens to show up again...

Rule of Fear:

Been admitted into Castle Arudora (also known formally as Castle Maiserene) (now called Bastard Hall) "carrying a swaddled bundle, and how that stranger bore a shocking resemblance to the long lost Paladin of Shelyn Lord Eragayl Arudora." (Rule of Fear, pg 60.)

Then is there also the reference in Carrion Crown Part 5 (Urgathoa entry) talking about Urgathoa's relationship with Shelyn with some priests claiming...

Ashes at Dawn:

"The goddess of art has taken and hidden something from the goddess of the undead, intensifying their enmity." (Ashes at Dawn CC#5 pg 73)

I believe (although could easily be mistaken), that somewhere it talked about Urgathoa having a child? (Besides the obvious daughters of Urgathoa from the Inner Sea Guide) Possibly with said individual who somehow managed to steal the child away?? Hide it in BastardHall?? Or at least seems to be hiding SOMETHING....

Some of the individuals who have played the "BASTARD HALL" series at PaizoCon, may be able to help flesh out more of the information.

I have only played in the PaizoCon2012 "Gardens of Bastard Hall" Game, run by F. Wesley Schenider, (are allowed to post my campaign notes???) That seems to give a hint of credence?


Male HP:09/21 AC: 16(18HS)/11/15(17HS) F: +5 R: +1 W: +0 Per: +0 Init: +2

XCOM is a gateway drug!

HP: 1d10 ⇒ 2 Ouch! (If I can take a GM roll, gladly do it!)
Fighter Feat: Cleave
Class : (Unflinching) (EX): +1 Will saves against mind affecting effects.
Skills: Knowledge Dungeon (+1 (Total of +4)
Climb (+1 (Total of +4)
BAB: +1
Saves: F+1


Tempted to get one of the tables they offer (in particular the portal)

Website: Geek Chichq Site

Anyone had experiences with their products?

Or would I be better off trying to build my own? (With only a semester of high school shop underneath my belt.)


Male HP:09/21 AC: 16(18HS)/11/15(17HS) F: +5 R: +1 W: +0 Per: +0 Init: +2

Looking at the unconscious Hellknights, Pallius smirks: "You going to write them a letter? Sorry we knocked you out and took your stuff, let's be friends? Were we in their boots, we'd be in for a rude awakening..."

After loading up with their righteously gotten gains, Pallius kicks one of the Hellknight boots: "If we're leaving them, then let's get out of here."


Keep up the good work Gary!! I owe you some scotch!


Male HP:09/21 AC: 16(18HS)/11/15(17HS) F: +5 R: +1 W: +0 Per: +0 Init: +2

Added to loot:

4 Chainmail
4 Longsword
4 Light crossbow
24 Bolts

Anyone want some of these? Pallius will probably take one of the chainmails. (And maybe useful to use as disguises!)


Male HP:09/21 AC: 16(18HS)/11/15(17HS) F: +5 R: +1 W: +0 Per: +0 Init: +2

Shrugging his load to the ground, Pallius stretches his shoulders to get feeling back in them. "Less I have to carry..." As he goes about adding the hellknight gear to his list of things to carry.

While looting them, any documents? Personal possessions? Dog tags?


Male HP:09/21 AC: 16(18HS)/11/15(17HS) F: +5 R: +1 W: +0 Per: +0 Init: +2

You know what? Pallius has some of the 'seedier' connections in the group (albeit without knowledge local trained...)

Can I make a Knowledge Local roll or see if Pallius knows a guy who might hold a few our 'guests' over for a few days? Or heck, maybe even a local jail to drop them off in. The intent is to stash the people for a short period of time while the party comes up with a more 'permanent solution'.

Knowledge Local: 1d20 + 0 ⇒ (18) + 0 = 18

Edit: Wow... now that I read that... sounds like either running a slaving/kidnapping ring, or organ boot legging.


Male HP:09/21 AC: 16(18HS)/11/15(17HS) F: +5 R: +1 W: +0 Per: +0 Init: +2

So.... how do people feel about killing unconscious, helpless government lackys? Even though they may be able to bring the fuzz down upon our heads?

I know how Cirnos Duvall would take care of this situation......


Male HP:09/21 AC: 16(18HS)/11/15(17HS) F: +5 R: +1 W: +0 Per: +0 Init: +2

Thinking very hard for a few moments, Pallius's eyes flash with insight! "We could get them drunk, and hope they forget? Or stuff them in a box and ship them out?"


Male HP:09/21 AC: 16(18HS)/11/15(17HS) F: +5 R: +1 W: +0 Per: +0 Init: +2

We did loot them right??

"They've seen our faces! While it don't matter for me, some of us... are more famous than others." Leaning with his head towards Jerod, " I'd rather not start my rebel career with getting someone's family axed!"

Trying to tone down what I at least think is proper English to be in more tune of Pallius


Had to say it:...

Deskari must die?


Zach as Ezren


Male HP:09/21 AC: 16(18HS)/11/15(17HS) F: +5 R: +1 W: +0 Per: +0 Init: +2

Pallius ready to rock and roll!

Let me go throw a rock and wake up Jerod.....


Is there a reason the hellwasp swarm (inhabiting the body to function as a zombie), doesn't just slam and break the glass to TPK the party? (In reference to the 'optional' encounter in the laboratory inside Ravenscraeg)

Inhabit Ability of Hellwasps:

Inhabit (Ex) A hellwasp swarm can enter the body of a helpless
or dead creature by crawling into its mouth and other
orifices. Inhabiting the body requires 1 minute, and the
victim must be Small, Medium, or Large. The swarm can
abandon the body at any time, although doing so takes
a full-round action. Any attack against the host deals
half damage to the hellwasp swarm as well, although the
swarm’s resistances and immunities may negate some or all
of this damage.
If a hellwasp swarm inhabits a dead body, it can restore
animation to the creature and control its movements,
effectively transforming it into a zombie of the appropriate
size for as long as the swarm remains inside.
If a hellwasp
swarm inhabits a living victim, it can neutralize the effects
of its own poison and control the victim’s movement and
actions as if using dominate monster on the victim. The
hellwasps quickly consume a living victim, dealing 2d4 points
of Constitution damage per hour they inhabit its body.
A hellwasp-inhabited creature is relatively easy to spot,
since its skin crawls with the forms of the insects inside.
The swarm is intelligent enough to attempt to hide beneath
loose clothing or a large cloak to keep its presence from
being detected. The swarm can attempt a Disguise check
to conceal its inhabitation of a host, taking a –4 penalty if it
inhabits a Small host.
A remove disease or heal spell cast on an inhabited victim
forces the hellwasp swarm to abandon its host.

Bolded for my emphasis.

The creepy factor alone makes the encounter so enjoyable as a GM, as the players quake in their boots. (Whether or not they break the glass). (My party believes it's some sort of super devil, unable to release itself from the magical glass against evil.)

The players had flipped tables and readied actions to bull-rush enemies away from the glass for fear of 'that creepy guy with the buzzing voice and the moving pustules'.


Most AP's end around 16-17th level if going strictly by the book... (random encounters not withstanding for increasing exp!)

btw, best of luck... Jade Regent is an awesome/fun AP! (Although I would recommend any GM's look at the Jade Regent forum located here on the paizo boards, as it has ALOT of great recommendations for how to run!)


Ah, did not know you were a cleric. (At least the spell says the mount serves willingly and well.)

Now as to whether or not it will still feel that way when you use it as a mine sweeper..


Might try a wand of mount for such an occasion? (I think its 2 hours per lvl!) More hp, send that pony a walking!


Congratulations sir! Keep up the good work!!


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Alright will post my campaign notes (and those I am transcribing from paper to digital) for the Grubber's Hermitage adventure. (My apologies if someone has done this already, my search-fu is not the strongest) First off, let me thank James Jacobs (and any others who had a hand in the Sandpoint/GH portion of Book 1), my party really enjoyed the 'extra' encounters and helped them get much more comfortable being 'Varisian'.

Apologizing ahead of time for some bad grammar, diverging from Paizo format, etc. (Once it gets all the way out will update later!)

Background:

As is stated in the Sandpoint entry, Grubber's Hermitage is a small fishing community that trades with Sandpoint. Rough population of 150-200 people (Mainly human, one half-elf (old hermit)), couple of halflings.) Notable NPC's are the cleric of Gozreh: Lenark Windwhisper, mayor: Curtis Villingsworth. Notable locations: Forest of Fangs (where the hermit lives), the Inn known as the 'Crusty Crab', the Church of Goz-reh (overlooking the northern cliffside), the docks, and the cannery.

**NOTE ABOUT THE CANNERY**
And yes, I believe they do not have 'canned fish' or what have you in Golarion. But the idea is a place where they would preserve the fish to be traded to the people of Sandpoint. (There is a pulley/lever crane in there, hope it doesn't break a 'technology' point).

Decent map forthcoming (didn't really need TOO much of it for the party, encounter maps even more forth coming, although map-pack entries would probably work for a lot.

Generic overview of the island: South- Docks East-Inn West-Canary North-Church, NE (far end of island)- Forest

Reason for why things went bad:
(Red Bishop) Mothman used nightmare/increasingly creepiness/mothman powers to sway members of the population. Eventually driving the mob to slay the current priest of Gozreh (as well as any dissidents), except for an old hermit (Ranger, trapmaker (really there to be an ally/inform the pc of what is REALLY going on if they make him at least indifferent). Also propped up one of the cultists to be the new 'prophet' (Cleric) and lead the faithful all sorts of cultist goodness/badness/all hail Pazuzu.

Encounters on the island:

Encounter's of Grubbers Hermitage:

1: Fisherman mishap on the way to the island.
2: Dock greeting by the 'not so friendly mob'
3: Trapped Inn
4: Forest of Fangs
5: Cannery
6: (PT1) What you gonna do when cultists come for you?
6: (PT2) Burn baby burn!
7: Great Church Battle

Generic Playthrough Arc/Storyboard:

1: PC's hear rumour/asked to investigate the Hermitage
2: On boat/ship ride over, encounter the 'Blood Seagull' and experience the 'bad luck' first hand. (Encounter 1)
3: Upon landing, PCs meet the inhabitants of the island (Encounter 2)
4: PCs begin their investigations! (Encounters: 3-5 any order (may not do all)).
6: Once the cultists/PCs know the jig is up, its a brawl in the village streets! (Encounter 6)
7: After defeating the cultists there is one place left to clear: the Church of the Cliff. (Encounter 7)
8: Conclusion/Aftermath


Ah I also see how my group garnered as massive amount of NP so quickly. They tend to leave survivors.

Farm: They negotiated a truce after killing Asvig (and about 9 warriors), after they lost their inquisitor and got beat up themselves. +5NP (I think)

Boat: (Now this may be my fault..) but I couldn't really see all four ninja's 'fighting to death' if they are to go back and inform on the party. +4NP

Those two alone are 9NP, along with boat (10NP), triggering encounters which garner more NP, and into the downward spiral of increasing lethality they go!

1/5

People I met: Paizo staff were awesome! So were the writers and the freelancers! Met (and played) with Painlord (who has done a stellar job at getting attention brought to this thread!).

High points: Listening to painlord's character , and many thanks to tje support for the silent image plan!! Despite the inepititude of my 'accountan Ezren' had ato blast olaying cyphermage! Thanks toto Todd Morgan for running the table (and putting up with our shenanigins) despite his heavy handedness towards PL and my day job. To quote: "You're a pregen, it doesnt matter!!" And "Get that buddha out of here! *flicking it actoss the table" :(

Sorry about the shortness and terrible grammar, will post more later!

Posting this after leaving the hotel and driving towards pike market! (Will try and get some pictures up for those folks who couldn't make it!


Just got here! And has mini fridge!!!! So hungry...