Vencarlo Orinsini

Rodger Graham's page

Goblin Squad Member. Pathfinder Roleplaying Game Superscriber. Organized Play Member. 133 posts (143 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.


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Pathfinder Roleplaying Game Superscriber

I ordered subscriptions for the Pathfinder Adventure Path, Roleplaying and Campaign Setting lines. I selected the options to have the Adventure Path and Campaign Setting lines to start with the Age of Ashes and the Lost Omens guide respectively, but the system changed my selections to begin with the last issue of the previous AP and the Druma book. I would like the subscriptions to start only with the 2nd Edition material.

Could you please update my subscriptions to start with the correct items? Please let me know if you require any other information to process this request. Thanks in advance.

Rodger

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Pathfinder Roleplaying Game Superscriber

I put together a Darkmoon Vale mini-AP with some of the modules a few years ago, an an introduction to Pathfinder for my group.

In my campaign, Drazmorg is the big bad, a semi-lich follower of the whispering Way who believes that if he defeats the Whispering Tyrant and takes in his power, he will fully ascend and then begin transforming all of the world into an undead paradise. In my version, Tar-Baphon's prison in Gallowspire is held together by certain seals in locations important to him in his actual life, and one such seal exists below Droskar's Crag. Meanwhile, tensions between the townsfolk of Falcon's Hollow and the fey court of Queen Syntira are deteriorating due to the machinations of Kreed and his grip on the region. My image for Falcon's Hollow is very much inspired by the tv show Deadwood.

I used a number of the published adventures set in or around Falcon's Hollow and Darkmoon Vale. I connected them together with some homebrew adventures directly related to the PCs' actions and stories. Here's my set-up:

Hollow's Last Hope - 1st adventure; intro to Falcon's Hollow.
Crown of the Kobold King - 2nd adventure; further fleshed-out the town and the notable NPCs like Kreed (a very Al Swearengen-type in my game).
Wolves in Sheeps' Clothing - 1st interlude; one of the PCs succumb to a werewolf's bite and the party had to deal with the ramifications .(ending with one of the other PCs making a deal with the fey queen Syntira to "cure" his comrade).
Tower of the Last Baron - 3rd adventure; set on the Chelaxian border of Darkmoon Vale, the threat of war leads the PCs to intercede on behalf of Falcon's Hollow.
Revenge of the Kobold King - 4th adventure; leads to the first hints as Drazmorg as the BBEG.
The Bonds of Blood - 2nd interlude; one of the former PCs comes back as the undead servant of Drazmorg.
Treasure of Chimera Cove - 5th adventure; Drazmorg sends his minions to capture the "treasure" (really just wants the amulet as part of his grander plan), the party face his minions and meet Drazmorg for the first time.
Keys to the Heart - 3rd interlude; the party looks into Drazmorg's background and what he could be up to in Darkmoon Vale.
Carnival of Tears - 6th adventure; the bad blood between the fey and the townsfolk comes to a head and Drazmorg uses this opportunity to strike against the PCs.
Hungry Are The Dead - 7th adventure; climax of the AP as Drazmorg uses all of the recent deaths in the region to fuel his ritual and the PCs must stop him.

I cannot stress enough how useful the Darkmoon Vale sourcebook is to any campaign set in the region. Pick it up if you haven't already.

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Pathfinder Roleplaying Game Superscriber

I actually think RotRL is one the best APs for rangers, given how the escalating threats in the campaign so closely fall into the favored enemy/terrain progression.

Here is what the player in my campaign has done with her ranger:

Favored Enemy/Terrains:

1st - Goblin +2 (being from Sandpoint, it made sense.)
3rd - Forest +2
5th - Undead +4, Goblin +2
8th - Underground +4, Forest +2
10th - Giant +4, Undead +4, Goblin +2
13th - Mountains +4, Underground +4, Forest +2

Currently, the group is in Janderhoff, tracking down information on a some leads at the beginning of chapter 6.

Going forward...:
I'm guessing that she will increase her bonus against giants to +6 at 15th, and she'll probably add evil outsiders as her new one as they have come up in the campaign (and since her character has a problem with the demon who killed her father and the devil that is currently partnered with her lover). As for terrains, Urban is also a good one in chapters 1 and 2, and useful in chapter 6.

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Pathfinder Roleplaying Game Superscriber
Sean K Reynolds wrote:

Potion: cheap, anyone can use, limited to 3rd-level spells
Scroll: cheap, requires spellcasting or UMD to activate, requires caster level check, minimal DC built into item
Wand: cheap, requires spellcasting or UMD to activate, minimal DC built into item
Staff: not cheap, requires spellcasting or UMD to activate, DC based on user

Thanks, Sean. This is a great way to explain it to my players.

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Pathfinder Roleplaying Game Superscriber

I have just completed converting all of the haunts in the Skinsaw Murders to the PRPG rules using the guidelines provided by James on the boards and the info provided in Pathfinder #27.

Please feel free to give me feedback. I had to take some liberties to make some of the haunts work under the new rules, and I'm not sure if the are as good as they could be. Thanks.

Spoiler:

Burning Manticore CR 3
XP 800
CN haunted area (area B2) - burning
Caster Level 3rd
Notice Perception DC 20 (catch a momentary whiff of burning hair and flesh)
hp 6
Effects
Trigger proximity; Reset automatic (24 hours)
Effect Atk +8 touch (4d6 fire damage; Reflex DC 15 to avoid catching fire). The flames burn only the haunted PC and cannot spread to other creatures of objects.

Worried Wife CR 4
XP 1200
LN haunted area (area B5) - universal
Caster Level 8th
Notice Perception DC 20 (hear a woman’s voice whisper “Lorey”—the name of Vorel and Kasanda’s daughter)
hp 8
Effects
Trigger proximity; Reset automatic (24 hours)
Effect Spell effect - suggestion to drag another PC out of the house to area B1 and into the carrionstorms outside; Will DC 14 resists.

Dance of Ruin CR 3
XP 800
CN persistent haunted area (area B7) - vengeful
Caster Level 3rd
Notice Perception DC 15 (to hear the piano play a catchy but discordant Varisian song)
hp 14
Effects
Trigger proximity; Reset automatic (24 hours)
Effect Haunted PC takes 1 point of Strength damage every round for 6 rounds (DC 15 Will save ends the dance early). Once the dance ends, the affected PC is fatigued. If the character can be successfully grappled and pinned or otherwise stopped, Iesha shrieks in rage causing 1d2 Wisdom damage to all in the room (DC 15 Will save negates).

Iesha’s Vengeance CR 5
XP 1600
CE persistent haunted Diminutive object (scarf) - vengeful
Caster Level 5th
Notice Perception DC 15 (to notice the scarf moving on its own)
hp 22
AC 14 (+4 size); Fort +4, Ref +4, Will +4
Effects
Trigger proximity; Reset automatic (24 hours)
Effect When Iesha’s scarf unerringly wraps around the haunted character’s throat, he must make a DC 16 Will save to avoid being paralyzed with fear as a ghostly image of Aldern manifests before him and appears to be using the scarf to choke him to death; at the same moment, the haunted character loses sense of himself and believes he has become Iesha. He must then make a DC 16 Fortitude save—success indicates he merely takes 3d6 points of nonlethal damage, but failure indicates he is immediately reduced to –8 hit points and is dying.

Frightened Child CR 3
XP 800
CN haunted area (area B11) - obsessed
Caster Level 3rd
Notice Perception DC 15 (to hear the sound of a child sobbing)
hp 6
Effects
Trigger proximity; Reset automatic (24 hours)
Effect DC 14 Will save or take 1d4 points of Wisdom damage from the mind-numbing terror of the sight.

Phantom Phage CR 3
XP 800
LE haunted area (area B13) - festering
Caster Level 3rd
Notice Perception DC 15 (to hear a child’s voice, quivering with fear, ask “What’s on your face, mommy?”)
hp 6
Effects
Trigger proximity; Reset automatic (24 hours)
Effect DC 14 Will save or the PC claws desperately at the flesh of his own face, dealing 1d6 points of damage and 1d4 points of Charisma damage.

Misogynistic Rage CR 3
XP 800
LE persistent haunted area (area B15) - wrathful
Caster Level 3rd
Notice Sense Motive DC 15 (to notice a feeling of overwhelming hatred or women)
hp 14
Effects
Trigger proximity; Reset automatic (24 hours)
Effect When this haunt manifests, the haunted PC hears the sound of a woman’s shrill voice saying, “What do you get up to down in the damp below?” He must make a DC 14 Will save or be compelled to attack the closest female, using all of his capabilities in an attempt to kill the target—this haunting continues beyond the surprise round for 4 rounds. If no suitable target is within sight he instead attacks himself, leaping out the window if no weapon is handy.

Stricken Family CR 3
XP 800
NE haunted area (area B17) - universal
Caster Level 3rd
Notice Wisdom DC 10 (to notice the room start to grow cold)
hp 6
Effects
Trigger proximity; Reset automatic (24 hours)
Effect DC 14 Fort save or contract Vorel’s Phage (see Pathfinder #2); those that fail also see tiny splotches of mold and tender red bumps on their flesh, but until the disease has had a chance to incubate, these symptoms remain invisible to others.

Suicide Compulsion CR 4
XP 1200
CN haunted area (area B18) - insanity
Caster Level 4th
Notice Sense Motive DC 20 (to notice feeling the overwhelming conviction that he has just killed the person he loves the most)
hp 8
Effects
Trigger proximity; Reset automatic (24 hours)
Effect The haunted character must make a DC 15 Will save. Failure indicates he moves over to the desk and attempts a coup de grace action on himself with the jagged length of wood, dealing 2d4 + plus twice his Strength modifier points of damage on himself. He must make a Fortitude save (DC 10 + the damage dealt) to avoid being slain by this suicide attempt. If anyone tries to prevent the attempt, the haunted character makes a single attack against that person with the “dagger.” If he hits, the supernaturally guided strike automatically scores a critical hit. After this attack, the “dagger” turns back into wood.

Plummeting Inferno CR 4
XP 1200
CN haunted area (area B22) - burning
Caster Level 4th
Notice Wisdom DC 10 (to notice feeling uncomfortably hot)
hp 8
Effects
Trigger proximity; Reset automatic (24 hours)
Effect The haunted character must make a DC 16 Will save. If he fails, he is compelled to hurl himself through the unbroken window, taking 2d6 points of damage from the shattering glass and a further 1d6 points of damage from the fall onto the rooftop below. A weather vane on the roof makes a single +8 attack against the falling character; if it hits, the character takes another 1d6+7 points of damage, but his fall ends. If it fails to hit him, the character must make a DC 15 Reflex save. If that fails, he slides off the steep roof over the course of one round, whereupon he may make a final DC 10 Climb check to catch himself before falling 300 feet to the rocky surf below, taking 20d6 points of damage in the process.

Unfulfilled Glories CR 3
XP 800
NE haunted area (area B23) - insanity
Caster Level 3rd
Notice Sense Motive DC 15 (to notice the growing feeling of bitter disappointment)
hp 6
Effects
Trigger proximity; Reset automatic (24 hours)
Effect DC 14 Will save or take 1d6 points of Wisdom damage.

Origins of Lichdom CR 3
XP 800
CN persistent haunted area (area B29) - wrathful
Caster Level 3rd
Notice Perception DC 20 (to notice the stain-glass depiction of Vorel sneer)
hp 14
Weaknesses Calm emotions, dispel evil, and protection from evil or any effect that removes a fear effect used on the haunted character can end this haunt before the PC reaches B13.
Effects
Trigger touch; Reset automatic (24 hours)
Effect Once the haunted character receives the vision described above, she must make a DC 14 Will save or suddenly be filled with terror at the knowledge that Vorel has already succeeded in transforming himself into a lich, and must flee at top speed upstairs to try to find her “children” and rescue them. Anyone who gets in her way or tries to stop her suddenly seems to transform into Vorel, and the haunted character must attack that character to the best of her ability until she can continue on her flight up to area B13.

Ghoulish Uprising CR 4
XP 1200
CE haunted area (area B30) - obsessed
Caster Level 4th
Notice Wisdom DC 13 (to notice an increase in the stink of rotten flesh)
hp 8
Effects
Trigger proximity; Reset automatic (24 hours)
Effect As the ghouls reach for the haunted PC, she must make a DC 16 Will save to shake off the vision and regain her senses. If she fails, the ghouls grab her and begin to tear and bite at her flesh. Observers see the haunted PC jerk and thrash in the air as if she were being shaken by a mob, and suddenly deep red claw and bite wounds appear on her flesh. The haunted PC takes 6d6 points of damage from the assault (half on a DC 16 Fortitude save), and must make a DC 16 Fortitude save to resist catching ghoul fever (Pathfinder Bestiary 146).

Vorel’s Legacy CR 4
XP 1200
NE haunted area (area B37) - festering
Caster Level 4th
Notice Sense Motive DC 15 (to notice a sensation of vertigo)
hp 8
Effects
Trigger proximity; Reset automatic (24 hours)
Effect Spell effect: suggestion to eat the fungus; DC 15 Will resists.