The Witch

Rajorke's page

8 posts (12 including aliases). No reviews. 1 list. No wishlists. 4 aliases.


RSS


I was curious, would a Speak with Dead spell work on a Carrion Golem?


Since the solar system book has been announced, I've noticed quite a few posts about the want or speculation of an adventure path of the planetary romance genre. I love planetary romance and thought of a cool idea for an adventure path(at least I think so) that I wanted to share.

My idea is that the orc after which The Pillars of Kreth are named (Pathfinder 11) returns to the Hold of Belkzen from Akiton bearing strange artifacts of that world and accompanied by a retinue of alien bodyguards. Either Kreth, who the orcs now call Kreth the Pilgrim, became a powerful warlord upon Akiton and has returned with conquest in mind or he serves a greater power that still resides upon the red planet who seeks to expand his domain onto Golarion. This is all I've really came up with so far, but I'd love to see other people's ideas or thoughts about this one.


1 person marked this as a favorite.

This is our second session. We have only played two so far. Our game night is fluid, since we have to work around work schedules, but we try to play once a week.

II: Tarsakh 1, 1372 (Night time)
The PCs come upon an issue of moving through the city after dark, since the sabbans are all separated by walls and the gates are closed after dark to hinder the movement of thieves and black market merchants. Searching for a way to enter into the Muzad and avoid these limitations upon their movement through the city, Mohmod and Saïd seek out separate paths for finding paths through the undercity. Saïd , being naïve to how criminals operate, decides to search out a “thief” in the back alleys of the city. He finds a man who “looks suspicious” and attempts to take him by surprise, but is instead attacked by the man, who stabs him with a long, vicious knife. Eventually overpowering the man, Saïd demands knowledge of how to enter the Muzad. The man tells him of an entrance nearby, but Saïd , being naïve, doesn’t question the man’s intent and lets him loose and follows his directions into the Muzad. Mohmod, deciding to take a less overt route, seeks information within taverns frequented by less savory types and learns the name of a tavern where members of a thieves’ guild called the Bloody Barbers like to drink called the Rat’s Den, which lies in Naiid Sabban. In order to reach it, Mohmod decides to attempt to cross over the Sabban wall, and during the attempt he alerts the guards by throwing his rope onto a lit brazier, which topples over. He escapes by leaping through the roof of a stable, landing in a trough, and finding refuge within a nearby tavern, disguising himself with a stolen cloak.

In the Muzad, Saïd follows the directions given to him by the “thief” and discovers the ruins of an abandoned sabban underground. While traveling through the ruins he is set upon by a group of green-scaled reptilian humanoids who stand about three feet tall. They cast a net over him and begin to pelt him with stones thrown from slings. “Through the will of Kossuth,” Saïd is able to defeat one of the creatures (while another is taken out by a stray stone from one of his companion’s slings) while the others flee, and Saïd continues on toward a group of faint lights he sees in the distance. The lights turn out to be one of Calimport’s dark bazaars, where Saïd seeks a cartographer who can sell him a map of the Muzad, but he soon discovers that no such map exists, save for one rumored to owned by the Syl-Pasha himself, so instead Saïd enters into a pesh tent and seeks aid in finding a route into Nadana Sabban where the Temple of Set lies. A sniveling man who smells of sewer filth offers to help, but implores Saïd to go first as he guides him through the Muzad. Somewhere in the dark tunnels the man suddenly takes the form of a disgusting humanoid rat and bites Saïd twice before fleeing. Using his natural sense of direction, though, Saïd is able to find his way out of the Muzad while retaining knowledge of where he has passed, emerging in Sahar Sabban in the Trades Ward, where he decides to find a rooftop upon which to sleep for the night before returning to Matilda’s in the morning by a much safer route.

Within his refuge of the tavern, Mohmod meets an aged man whose eyes appear to have been burned out named Jofeth. The man offers advice to Mohmod in dealing with the city’s underworld, and when the amlakkar come seeking Mohmod, who committed a crime punishable by death in jumping the sabban wall, Jofeth whispers to the guard that the amlakkar’s wife would not be very pleased if she learned of the man’s visitations to the city’s brothels. Mohmod learns that the blind man is a great source of information about the comings and goings in Kharundaq Ward, and Jofeth tells Mohmod of a fence named Larick the Fish, whom Mohmod should contact if he wants to start work as a thief. He says that Larick can be located in the Rat’s Den, but for Mohmod to be wary of the man, as he is not at all to be trusted. Following Jofeth’s advice, Mohmod finds Larick within a curtained booth in the eerily quiet tavern called the Rat’s Den. Larick is guarded by a large, muscular slave named Razar. After talking to Razar, Mohmod is granted to speak with Larick, who gives Mohmod his first job: stealing a Decanter of Endless Water from a Qadhi (Judge) who lives in Sholeh Sabban.

Meanwhile, Barbatos learns that his aunt Matilda owes her moneylender a large sum of money and asks him to help her in some way, and Zarzuket learns the process of opening a market stall in one of the bazaars. Afterwards, they decided to join Iltaar in returning to his master’s house to search for a scroll that contains information about The Teeth of Azand, items that Banda Chan’s men were demanding Iltaar’s master tell them where to find and for which he died when he refused. Barbatos disguises himself as a noble using Disguise Self in order to travel along the sabban walls so as to bypass the gates. Zarzuket, wearing his finest hat, takes this air of nobility to heart and nearly blows their cover by insulting a guard, but they make their destiation quickly before the spell's duration ends. At the house, they find two of Banda Chan’s men dead on the floor by crushed necks. Casting a Detect Magic spell, Barbatos discovers a moderate magical aura in the room. Warily, Barbatos, Zarzuket and Iltaar enter the house, and the bodies begin to stir and rise to attack them. After being driven back outside by the zombies, suddenly, out of the shadows, a stream of bolts fly into the zombies, dropping them (one of my players played her Plot Twist card). The PCs turn to discover four of Banda Chan’s men running out of the shadows, rearming their bolts. The PCs run inside, and Iltaar cast Hold Portal on the door and tells them to run for the stairs, since the safe which contains the scroll is beneath his master’s bed. Grabbing everything from the safe (a bag of coins and gems, four scrolls, one of them being the one they were looking for, and a wand) they leap out the window and clatter down the roofs of the house and into the street as Banda Chan’s men let loose bolts, hitting Barbatos and Iltaar, but they make it safely back to Matilda’s.

As this is occurring, Mohmod travels through tunnels in the Muzad as told to him by Larick, following faint markings on the tunnel walls of the sabban symbol of a hourglass and five stars, and emerges outside of the Qadhi’s house. He leaps from a roof onto the rounded top of the house wall with much grace, descends into the garden, climbs a pillar, and steals into the bedroom of the Qadhi’s daughter, with whom, upon seeing her beautiful face in the moonlight, Mohmod falls immediately in love. Whispering to her lies of his intentions and truths of the fabled kingdom from which he was exiled, Mohmod manages to have the young woman that very night. When she falls asleep, Mohmod moves into the house, steals the Decanter, returns to Larick without being noticed and is paid handsomely for his work.

All of the PCs return to Matilda's by midmorning and get some well-needed rest.


Here is our first session. I wrote this one pretty quick, so it's not too detailed. More of a summary of what happened. The game went without a single combat.

I: Tarsakh 1, 1372
The PCs meet in the streets of Calimport when a misunderstanding concerning Mohmod’s lack of knowledge concerning the need for purchasing of fruits leads to pursuit by the city’s amlakkar (guard). After Zarzuket convinces Said that Mohmod is blessed of Kossuth by secretly starting a fire to cover his escape (they knew each other from the boat into Calimport), they find a place to hide in a brothel owned by Barbatos’s aunt in Kaval Sabban, a corpulent woman named Matilda, who in exchange for hiding them, asks that they investigate the disappearance of a few of her girls. Quickly, they discover that the girls have joined a new snake cult that has arisen within the city. Barbatos and Zarzuket decide to investigate the cult by searching the Imperium Archives for any information upon snake cults, while Mohmod and Saïd investigate the areas of the city where the cult priests have been preaching and gathering converts in the Naiid Sabban, an entertainment district of the city.

In the Library, Zarzuket and Barbatos, with the aid of a Chultan scribe named Basoo discover a book with information about a Mulhorandi snake cult of Set that is missing these pages. Meanwhile, Mohmod and Saïd find a priest who has disrobed in an alley alongside a tavern who mesmerizes a serving girl through some magic and leads her back to the Temple of Set in the Jewel Ward, Nadana Sabban.

Zarzuket and Barbatos encounter a group of men working for the gnoll slaver Banda Chan in the library searching for information about the snake cult as well, leading to a tense confrontation in which the slavers advice the PCs to move long about their business and forget about the snake cult. Returning to Matilda’s, they discover that they are being followed. The person turns out to be a teenage scribe named Iltaar who served a man named Caleed ibn Shamaal, who was murdered by men working for Banda Chan. Iltaar was hiding in the library when the PCs were confronted by the slaver’s men. The PCs learn from Iltaar that these slavers killed his master Caleed ibn Shamaal when he refused to give them information about something called The Teeth of Azand. It was he who stole the missing pages. He also tells them they were asking the old sage for information about a Mulhorandi god named Set, whose temple had been recently erected in the city. He was able to escape when his master was murdered, and took with him a number of scrolls, but left behind within a safe in the sage's bedroom the scroll that contained information concerning The Teeth of Azand.


I'm going to try for a really strong Arabian adventure feel, which I've always wanted to do. Everything in the game will be homebrew, but I may take some things here and there from other sources. I'm also using some of the information on Katapesh and transferring into Calimport, such as the Nightstalls and a few other things.


1 person marked this as a favorite.

I'm using the Pathfinder rules for this campaign, which is set in Calimport in the Forgotten Realms setting, pre-fourth edition changes, which I ignore completely. So far the characters are as follows:

Barbatos - a demodand-descened tiefling Bard with the Sandman archetype (created using the tiefling rules in The Bastards of Erebus and the Sandman archetype from Adv. Player's Guide). Barbatos wants to become a great poet, but has no real talent for poetry, so makes a living by singing in his baritone voice whatever song the crowds demand. He is corpulent, short and loves fine clothing. Barbatos was born to noble parents, who kept him hidden within their house before he finally fled, taking with him no small sum of money.

Zarzuket - a gnome Alchemist from Lantan who has an obsession with hats, planning to have one of the greatest hat collections in all Faerun. Also has plans for opening up his own business in Calimport.

Mohmod al-Bakmar Wadeen - a Rogue and exiled prince of Zakharra, whose father was killed by his Wazir, who forced Mohmod's sister into marriage in order to legitimize his rule. Mohmod was nearly assassinated but escaped to Calimport. At the beginning of the game, he has absolutely no experience living among normal people in everyday life.

Said al-Samar ibn Bahram - an extremely naive, young, but very strong, cleric of Kossuth. Said has been preaching in Calimport for months, but all his messages about the glory of the God of Fire has fallen on deaf ears within a city so recently plagued by fires.

I will post our first session soon.


Thank you, Liz.


Could you please cancel this order.

Thank you.