Oh, I just am having the lodge's wood work trimmed nicely with old well tarnished silver. It would be black against the dark wood and would hardly be visible to visitors, but to those pesky wolfmen out there...well a sure sign saying: go away.
Nice. In my game, Vorkstag escaped and Grine did in a fiery web, so no trial possible! Did your PCs actually capture them alive?
Yes, the PCs captured them alive. The party is rather well balanced/magic heavy/healing heavy and also rather good heavy, so they captured them to use as witnesses.
This led to a awesome questioning on the stand, where the Paladin and bard worked over Vorkstag and got him to explode in anger (they rolled very well) at the court (who were horrified by his appearance), and then got Grine to turn on his former associate on the witness stand (once again rolling very well). It was all over amazing roll playing by all involved and the players were cheering as they rested their case.
I did a write up description of the punishing man in Lepidstadt and the punishing of V&G (although it would be easy enough to replace them with someone else).
Potential plot spoiler:
The streets are so packed that you have to turn south, and finally leave your wagon in the riverside square, where the Crooked Kin's circus is in full swing. The clowns are juggling and Trollblood the giant man is breathing fire above the heads of the wowing the crowd as the bearded lady sits upon a high throne and is dressed as a mock judge. Below her Lettie and Poppy are dressed as Vorkstag and Grine and Kaleb is taking turns, putting on different outfits to act as the prosecution, defense, and various witnesses. The crowd is eating it up and laughing and barking out suggestions of their own, some not for polite ears. Finally the bearded lady gives out her judgement, and effigies of Vorkstag and Grine are brought out and stuffed in the small punishing man, which is then pulled up by the clowns on a rope, and set alight by a huge breath of fire from Trollblood. The crowd goes wild!
Bells then ring out as the courthouse clock chimes the late hour. The crowds starts to thin though as people make their way towards the great courthouse square.
The square itself is packed tightly and the streets leading away from it as well. Hawkers are working the crowds with cooked bits of meat on sticks, wineskins, and charnel cakes. It seems whenever there is a punishing man burning, the bakers of Lepidstadt bake Charnel cakes, small steamed buns, blackened with charcoal ash, that are filled with sweet marzipan paste men, one for each criminal to be punished.
The punishing man itself rises above the crowd. This giant rough man shaped figure's head stands even with the clock tower of the courthouse. At its foot, there has been pilled a huge pyre of wood, all bone dry and now being soaked in oil. Twelve guards in heavy padded armor, stand in a circle with clubs in hand facing outwards towards the crowd, their backs protected from the soon to burn effigy by massive tower shields.
The crowd is loud and almost beginning to become raucous as the doors to the courthouse balcony open and the three judges step out into the night air. The crowd silences to a hush. At the same moment, the main doors to the courthouse also open and a line of guards forms a gauntlet through which Vorkstag and then Grine are led, kicking and screaming, towards the wooden executioner. Slowly, then rising to a great crescendo, the crowd begins to chant.
"Burn them, punish them, burn them, punish them!" again and again.
Ladders are pushed up against the shoulders of the punishing man and the two are hoisted upon, bound hand and foot, struggling, by a pair of huge city guards. Small sections of the shoulder are removed and Vorkstag to the right and Grine to the left, are shoved into the Punishing man, manacled to the main support beams ungagged, and after replacing the sections, the guards climb down. Vorkstag it seems has stopped struggling and is, in a very unsettling manner, laughing. Grine on the other hand is beggins and pleading, crying, his face full of snot and sweat even in the cold, struggling against the chains.
The three judges now approach the railing and you can barely hear Judge Embreth Daramid call out "Silence", as the Holy sister of Justice forces the pair to be silent.
Judge Daramid continues. "This court has been tasked with bringing justice to the people of Lepidstadt, to seeing that crimes do not go unpunished. For 885 years this court has seen to this justice, ever since the fall of the Tyrant and the return of peace to our troubled lands. So it is that this court has been asked to pass judgement over one Vorkstag and one Grine for unspeakably terrible crimes of fraud and murder." Judge Daramid takes a half step backwards as Judge Kasp Aldaar steps forward.
"The evidence was clear and confessions to the crimes were made. The accused were given fair counsel and the verdict against them was unanimous. Vorkstag was found guilty of murdering 10 people of Morast, guilty of committing arson and thus murdering 14 patients of Karb Isle Sanctuary and Doctor Brada, of blinding the good man karl, and of murdering 9 citizens of Lepidstadt and of impersonating them for fraudulent ends. Grine was found guilty of murdering 10 people of Morast, guilty of assisting in the arson and murder of 14 patients of Karb Isle Sanctuary and Doctor Brada, of blinding the good man Karl, and of assisting in the murder of 9 citizens of Lepidstadt and of gaining fruit from the fraudulent impersonation of them in the months and in some cases years following their deaths at the hands of his associate, Vorkstag." Judge Aldaar then takes a half step backward and Chief Justice Ambrose Khard steps forward.
"For these unspeakable crimes you are to be given the gravest of punishments. In sight of all the people of Lepidstadt you shall be executed. As the fires rise up upon the punishing man so to shall the light of civilization hold back the dark around and within us. The pure fire of justice shall cleanse our lands, shall defend our borders from the chaos that waits in the dark. The licking flames shall cauterize the wound that you have left upon the body of our people. We will listen to your last words with ears of stone. May you be judged and found dammed by Phasrma Misters Vorkstag and Grine."
With the that chief justice steps back from the railing and motions for the pair to be allowed to speak. The crowd holds its silence, even as a pair of torches are lit upon the courthouse stairs and passed along the two lines of guards towards the pyre.
Grine, blubbering and sobbing begins to pray loudly to Norgrober to punish the heathens of Lepidstadt and slay their children in their slip with knives and poisons. Vorkstag continues to laugh unsettlingly. The torches are thrown into the pyre which erupts in flames. The crowd chants "Burn them, punish them!" one last time. And then silence, only the sound of the fire and the punished breaking the warming night air.
Within a minute Grine's prayers turn to screams as the flames lick his body. Vorkstag continues to laugh until with one great scream he is silenced by the building inferno. Soon the pyre is burning so hot that the crowd pushes back and many hide their faces from the heat, some ducking down to escape the pulsing power of the pyre.
The first part to collapse is the left arm, crashing down into the pyre and sending sparks flying into the night air. The crowds begin thinning, each leaving for their homes or to drink in quiet somber groups, the festivities past with the anger and ashes. A few stay to watch, sitting on the courthouse stairs, as the wooden man collapses in on himself and burns deep, embering into the night and morn.
So my players are returning to Lepidstadt after Schloss Caromarc. The trial of V&G has just wrapped up as they arrive and the drunken peasantry of Lepidstadt will be singing this song:
Plot spoiler:
Come to the courthouse square
One, two louse we did ensnare
In the Punishing man they be
the Vorkstag Grine jubilee!
Come to the punishing man
Built of wood, their frying pan
Match to tinder it will light
They will burn to make it right!
Skinless was the man Vorkstag
Stolen flesh to cover the hag
Murderer most horrible
Criminal so deplorable
Come to the courthouse square
One, two louse we did ensnare
In the punishing man they be
The Vorkstag Grine jubilee!
Backstabber was the Grine
Assassin with no spine
Turned upon his only friend
Burn him we will in the end!
Come to the courthouse square
One, two louse we did ensnare
In the punishing man they be
The Vorkstag Grine jubilee!
So now they sit inside the man
Tied to branch, no more plans
We will the wood alight
Burn them this very night!
Come to the courthouse square
One, two louse we did ensnare
In the punishing man they be
Vorkstag Grine will burn, jubilee!
Thanks! I do try my best with making maps. It sounds like you dug a lot more into the Shackles then I did. I barely touched them in my campaign, preferring to go the lazy road and just wander off the map.
Good call with the PC being a daughter of the dead captain. Nice way to bring the PCs even more into the plot.
Excellent work! Some questions: where did you place your Isle of Dread and why did you not replace the Seventh Coil with Red Mantis Assassins?
So I set up a map for where the isle of dread was, by photoshopping the map of Golarion and the isle of Dread map, found in the 3rd adventure module (as I recall). I tried to make the maps representative of what would be well known territory to the players, thus the large whited out areas. Here is a link to the maps I made:
I thought a lot about that. I on one hand wanted to replace them, but also realized that this would cause me to have to rewrite large portions of the Scuttlecove adventure as the Seventh Coil are presented as worshipers of Demogorgon, something the Red Mantis clearly are not (the Red Mantis frankly come off as a LE organization, from their whole no killing kings bit, to how Ilizamagorti is presented in the campaign setting book).
I would have had to rewrite parts of the battle at the Crimson Fleets headquarters and also rewrite earlier parts that led to the whole direction of that adventure. In the end I went for the easy way out.
I left Scuttlecove as nasty as it is presented, really somewhat worse even at times, no going for the Ilizamagorti styled city (as presented in the Campaign Setting book) instead looking at Scuttlecove/Ilizamagorti as a much more chaotic, less centralized city, probably set up by a group of Ur-Priests (I love me some Ur-Priests, but some hate them, I get that, but I love em, so I wanted to keep em) who were related to the godlessness of Rahadoum (perhaps a group who took the anti-divine ideas to far, overly radical even for that nation), and who were a founding power in Scuttlecove/Ilizamagorti, who had combatative enough relations with the Red Mantis (and maybe this is why they all died mysteriously, for though they were rulers, they were also seeking to kill gods, perhaps a rogue Red Mantis even hired out the job, to a group of wannabe Demorgogn worshiping, snake-man assassins to kill the Ur-Priests, the same assassins who would later form the competition, the Seventh Coil, maybe), that the Mantis were not the sole rulers of the isle, thus allowing Demogorgon worshipers to also become a power, thus creating a unbalanced and decentralized power structure of Scuttlecove/Ilizamagorit, that is portrayed in the adventure backdrop.
Thus the Seventh Coil is a purification of this power struggle, in which a group of Demogorgon worshipers seek to usurp the corner on the assassination market that the Red Mantis hold, on the isle of their central power base!
Now you could argue that the Red Mantis would never put up with that and would wipe the demon worshipers out. But perhaps the Red Mantis are a subtle group, perhaps they don't want to rock the boat too much at home and start open war with the Seventh Coil and the Crimson Fleet. Perhaps they would prefer to see a group of foreigners, say...adventurers wipe out the Seventh Coil and upset the power structures in Scuttlecove/Ilizamagorti enough (by say killing the leadership of the Crimson Fleet) such that the Red Mantis can finally take full control of the city.
I don't know seems like a fun back story to the adventure, not that it matters much to the players who would never get more then a whiff of a rumor of all this as they cut huge swaths through that savage and depraved city.
Like I said though, before all that justification and inventive back story, I mostly choose to keep the Seventh Coil around because it was simpler and left the adventure more intact and required less change and rewriting.
What do you think about it and why would you change them to the Red Mantis and how (maybe post some rewritten encounters and replacement monsters, I would love to see them)?
I think this powered up Kargoth nicely, making him the real badass that he should be for such an epic ending adventure (but nothing more then an appetizer for whats to come with the big of Prince in the room next door). I also think Ulu-Thurg works better, stealing items and working with the other war-apes, ganging up on foes.
I did change most of Kargoth's spells and abilities to allow anti-law direction as well as anti-good. I did this mostly because the palyer group I am running STAP with is all LN/CN alignments, and so anti-good stuff is wasted on them.
Dungeon #150 – Savage Tide – Prince of Demons
Replace Ghaele and Bralani Eladrin on Pg. 69 with Ghaele and Bralani Azata from Beastiary
Ulu-Thurg – (pg. 71) – Advanced Bar-Lgura 4th Sorcerer/10th Arcane Trickster, CE Large Outsider CR21
HP:338/338 28HD, AC: +2 touch , CMB+34, CMD:48, Base: +21, Initiative: +4
Str:34, Dex:18, Con:27, Int:16, Wis:12, Cha:24
Fort+21, Ref+21, Will+19 Move: 40ft, Reach 10ft
Attack: +3 Vicious Spear - Hit+36/+31/+26/+21, Damage:2d6+23+vicious, Crit:20x3
Bite – Hit+25, Damage: 2d6+11+Poison fort DC20 1/rd for 6 rnds – 1 con
Skills: Bluff+20, Climb+20,Disable Decive+9, Disguise+10, Escape Artist+10, Intimidate+10,
Know (Arcana)+4, Know (the Planes)+4, Perception +24, Sleight of Hand+25, Spellcraft+10, Stealth +40, Use Magic Device+10
Special: Darkvision 60ft, Immune Electricity & Poison, Resist Fire, Acid, Cold 10,
DR10 Cold Iron or Good, SR 16, Pounce, Sneak Attack 5d6,Abducation, Summon Demon
Ranged Legerdemain (30ft), Impromptu Sneak Attack 2/day, Trickey Spells (Silent/Still)
5/day, Add Sneak Attack to Spells
Serpants Fang – Bite Attack, Serpentfriend – Speak with Reptiles, Snakeskin,
Feats: Dodge, Improved Critical, Power Attack, Mobility, Spring Attack, Weapon Focus, Gang-up,
Precise Strike, Outflank, Improved Steal, Greater Steal, Disruptive Spell (DC as per spell + spell being cast level), Arcane Shield, Quicken Spell Like Ability (Teleport), Stealthy, Deft Hands
Spell like abilities: save DC + spell level
At Will – Darkness, Cause Fear, Dispel Magic, Teleport, See Invisibility, Telekinesis
3/day – Quicken Greater Teleport
2/day – Disguise Self, Invisibility, Major Image
1/day – Quicken Greater Invisible for 10rounds (non-consecutive)
Spells: DC 17+spell level Touch + Serpentine Bloodline 14th Level Caster
7th – (4) Summon Monster VII (Reptiles), Prismatic Spray
6th –(6) Mass Suggestion, Mass Bear’s Endurance, Disintegrate
5th – (7) Hold Monster, Waves of Fatigue, Feeblemind, Cloudkill
4th –(7) Poison, Shout, Stoneskin, Dimensional Anchor, Phantasmal Killer
3rd – (8) Summon Monster III, Haste, Ray of Exhaustion, Slow, Hold Person
2nd –(8)Delay Poison, Bull’s Strength, Mirror Image, Glitterdust, Detect Thoughts, BLur
1st – (8) Hypnotic, Mage Armor, Magic Missile, Ray of Enfeeble, Shield, Protect vs. Law
Items: Ring of Protection +3, Ring of Chameleon Power, Heartsipper (+3 Viscious Spear),
Badge of Passage, Belt of Physical Might (+2 con/dex), Circlet of +6 Charisma
War Ape Brutes – (pg. 72) – Awakened Advanced Fiendish Dire Ape - 9th Warrior CR:16
HP:212/212 25hd, AC:22 touch:11, CMB+30, CMD:42, Base: +21, Initiative: +2
Additional Feats : Gang-up, Precise Strike, Outflank
General Tetradarian – (pg.73) – Clone of Aameul, CE Huge Outsider CR:23
HP:499/499 27hd, AC:48 touch:11, CMB+43, CMD:61, Base: +27, Initiative: +12
Additional Feats: Wind Stance, Lightning Stance, Power Attack, Stunning Assault (DC:37)
War Secretary-General Gromsfed the Drowned – (pg. 74) – CE Huge Klurichir 4th Warchief CR22
HP:423/423 24HD, AC:38 touch:10, CMB+40, CMD:52, Base: +23, Initiative: +2
Additional Feats : Critical Mastery, Power Attack, Furious Focus
So that is everything. I hope some folks find this all useful. It took a bit of time, but it was nothing that I didn't have to do already for my campaign. As a side I totally recommend Age of Worms, I think it is an awesome Adventure Path. Looking forward to sinking my teeth into the Pathfinder AP's once this is all done (my players are still only on Dungeon 145, and so we probably have at least until Summer time, till the campaign runs it's course and I end up using the stats in the spoiler above).
As always, critique and thoughts are ever so welcome. And a huge thanks goes out to the Paizo staff for writing such amazing material!
I must admit to being a bit lazy with the stat blocks for some of the epic/godly/planar powers. I could have tried to stat them out all Paizoy, but that would rob them of their epicness (something that is kinda cool to have them still have, as there is no Epic in Pathfinder and thus they are extra special and way out there compared to the players experiences and rules), and also it is kinda unnecessary. If the players pic fights with any of these planar powers, they are kinda going to get their butts kicked.
I think Celeste turned out pretty cool though. It was fun, in my Age of Worms Campaign (set 20 years before my Savage Tide AP), one of the players, a Paladin of Hextor (we were still in Greyhawk/3.5 as it was all pre-Pathfinder), had a set of twins with Celeste. Each of them took one of the twins to raise. So I figure I will add in the twin in that encounter.
Shami-Amourae – (pg. 84) – Lady of Debased Eros (Minor Demon Lord) CE Medium Outsider
HP:319/319 22HD, AC:40 touch:31, CMB+28, CMD:44, Base: +22, Initiative: +11
As a side please mention anything that you think is out of line or that I missed, always like to improve upon things. I hope you like my changes to Red Shroud, I think it adds such nice flavor and makes her rather badass all around.
Good luck Tracer & good luck to you as well White Knife. I have been running Save Tide AP since March of 2009 and we are just in the middle of the 7th module.
The players are all 14th level and just took a side story adventure in the City of Dis in hell. I have each character start with an Item of Legacy and one of them needed to dip his gauntlets of legacy into the River Styx, it was good fun! If you want check out our Yahoo group: http://games.groups.yahoo.com/group/pirates_and_dinosaurs_STAP/ I will add you if you ask and all. Lots of images, some adventure write ups (kinda stopped doing those a while back) and other tidbits, including a couple downloads I gave to players at the start of the campaign.
I have had great responses all around from the group of players about Savage Tide, which is saying something as the group is mixed with one mid 30s player having never played D&D before, one late 30s player having played D&D since the late 1970s, one player in his early 20s and the last player (the son of the 1970s player) who is 13 (a bit young for my table, but he has lots of D&D experience and his dad to keep him in line, so it works). As a full disclosure of exprience at the table, I have been playing D&D since '85, but have only been GMing for the past 10 years, and seriously DMing for the past 7 years.
Anyhow here is the next installment of the stating up. As a side note I sometimes have replaced NPC character classes if they are not classes that are found in Pathfinder or the PFRPG sourcebooks I own. I always have tried to stay as close to the flavor and stat block given in the original adventure however, and have kept beasts (and converted the stats of said beasts) that have not yet (or never will) be added to Pathfinder.
Thanks. I should be done converting most of all the creatures up through Dungeon #150 here in a few days. I will get around to posting it all after I am finished.
And just to add the last bits of flavor, I ran as a side adventure (somewhere between the 3rd and 4th modules, though set 5 years prior to the first STAP adventure, and with a separate set of evil 10th level PCs) "The Porphyry House Horror" From Dungeon 95.
Spoilers:
This helped introduce them to Scuttlecove (which they are about to now first see as their main player characters almost 1 year of real time later). It also meant that they created 4 cool and interesting NPCs who they will probably run into years later as their STAP PCs travel to Scuttlecove in the "Serpents of Scuttlecove" Dungeon 146 Adventure. Sorry I have only stated out a few of the encounters, I can't find the file where I finished my work on this vile and deeply disturbed adventure:
Way out of order in this post is this write up I made for players when the campaign first started. It basically adapts most of the elements of Greyhawk Sasserine (factions, noble families, etc.) into Golarion's Bloodcove aka. Sasserine:
Spoilers?:
Creating a character for Savage Tide
Stats: 25 point Epic Fantasy buy system for Stats (Pg. 5 Pathfinder Beta rules)
Races: Try to stick to the standard races (elf, half-elf, half-orc, human, dwarf, Halfling)
I am not too big on Gnomes.
Common Races – Human, Half-elf, Half-Orc, Halfing, Dwarf, Elf.
Uncommon Races – Tiefling (this is not Cheliax after all) and other humanoids.
Class: Check out the Pathfinder Beta Rules basic classes.
Common classes – Rogue, Fighter, Bard, Ranger, Cleric, Barbarian, Druid, Wizard, Sorcerer,.
Uncommon classes – Monk & Paladin.
Equipment: There is some rather Golorion specific weapons and equipment that can be found
in Sasserine. I will post a scan of the pages for you to look at on the web page.
Languages: Common, Polygot, more rarely Osiriani and Mwangi regional dialects.
Character background questions:
1. Name?
2. Race? (there are many human races to choose from, more about that later)
3. Parents? Siblings?
4. Age
5. Place of Birth
6. Where have your travelled (far or little)
7. Affiliations (see Savage Tide Players Guide)
8. Friends (or people that your character would likely know)
9. Deed of note (something heroic done in the last 6 months)
10. What does your character want most of all?
11. What is his/her darkest secret?
12. Personality
13. Appearance
14. Quirks
15. Faith
16. Strongly Held beliefs, norms
17. Hates
Sasserine – Population and statistics:
Population: 15,650 citizens
Racial breakdown: 77% human, 6% half-elf, 6% half-orc, 5% halfling, 2% dwarf,
2% elf, 1% other.
Cultural breakdown:
(This is not a racial breakdown, but instead a cultural breakdown of the city.
There might be Mwangi elves and Yamasa Halflings, Chelaxian dwarves or Half-Orc Ex-pirates)
20% Ex-Pirates – “Rats” – Some settled 700 years ago, some yesterday. They tend to be Dockworkers, ship crews, carpenters, even farmers, along with beggars, day laborers, and thieves.
17% - Lirgen refugees – “Boat People” – Some date back to before the fall of Aroden, but
most arrived in boats after the Eye of Abendego destroyed Lirgen. Many serve as scholars, professors, artisans, and other educated trades, along with ship crews.
12% - Mwangi– “Natives” - A few have trickled in every year in the cities history. They tend to be lower class, guides, fishermen, farm workers, slaves, and lumberjacks.
9% - Chelaxian Colonists – “Two Tongues” – Many Original settlers, but some fled the
more recent devil worshiping regency in Chelix. Serve as mages, stonemasons, architects, jewelers, and business owners of every kind.
9% - Yamasa refugees – “Cannibals” – Mostly recent arrivals, fleeing the destruction of
their land by the hurricane. They work as Fishermen, gladiators, entertainers, and day laborers.
4% - Merchant Princes – “Apids” – Members of the Apis Consortium and their close
associates. They run merchant ships, large plantations, and mercenary companies.
3% - Rahadoum – “Godless” – Refugees from when their land exiled those who
worshiped gods, these refugees are almost all devout. Act as clerics, organizers, and low level managers of many businesses.
26% - Others – “Rabble” – Peoples from all places, none, or of mixed heritage, orphans.
Ruling Families of Sasserine:
Arabani – The Merchants – Anwyn Arabani rules the district in style, with
wealth flowing in from the many successful business ventures she has made with her relatives back in Cheliax. She has yet to choose a husband despite a near-constant flow of suitors to her home.
The family is of Chelaxian descent.
Dracktus – The Cannibals (never to their faces) – The man known as Fars Dracktus it is rumored fled the Sodden Lands with great wealth and few morals, he took up the name of the Dracktus family when they all disappeared soon after his arrival in Sasserine. His grandson Emil runs
the show now.
The Family is of Yamasa (Garundi) descent.
Islaran – The Harbormasters. Current Harbormaster is Keltar Islaran, an older man whose children seem little interested in the families responsibilities.
The family is of Mwangi descent.
Kellani – The Rats – Heldrath Kellani is said to have gained her gold as a pirate in the Shackles before settling down to run the various nefarious dealings of this noble family.
The family is of mixed descent (primarily Chelaxian-Garundi mix)
Knowlern – The Stone Elves – Aniphastus Knowlern and his family were
shipwrecked in Sasserine over 300 years ago. They have ruled over the lands where the wild meet the city on the Eastern shores.
The family is of Elven descent.
Lidu – The Elders - The oldest noble family in Sasserine, they suffered greatly
under the rule of the pirate lords. Worrin Lidu, the current patriach, hopes to heal the wounds between the churches and nobles in the city.
The Family is of mixed descent (originally Chelaxian).
Lorchester – The Entertainers – Current patriach is the canny Neldrak Lorchester, whose interest seems focused on the timber industry.
The family is of Rahadoum (Garundi) descent.
Taskerhill – The Lumber Barons – Baron Kalmadar Taskerhill is the proud and
eloquent leader of the Taskerhill company, who has the Cudgel District’s
best interests at heart. The family is of Lirgen (Garundi) descent.
Toregson – The Blacksmiths – Urik Toregson rules over Sasserines newest noble
family, having relocated from Lirgen when the Eye of Abendego destroyed their homeland.
The family is of Lirgen (Garundi) descent.
Vanderboren – The Adventurers – Lavinia Vanderboren only recently became head of this noble house. Her family has long been associated with high risk ventures and great journeys.
The family is of Taldan descent.
Districts in Sasserine:
Each district has a church that is the caretaker of the district as well as a noble family that
rules it. They each have different styles, architecture, and norms.
District Noble Family Church Description
Azure Islaran Gozreh
The true waterfront. Western half is the cities waterways, Eastern is the whaling industry.
Champion’s Lorchester Cayden Cailean & Gorum
District of soldier, mercenaries, and gladiators. Not so friendly with the noble district.
Cudgel Taskerhill Irori
Primarily residential. The safest district because of the Irori watch. The people are ever vigilant.
Merchant’s Arabani Abadar
The cities heart and perhaps soul. The first and often only district visitors see. Little can’t be found here.
Noble Lidu Pharsma &
Nethys
Traditional ruling center of Sasserine. The richest and oldest mansions are found here. Seen as decadent by many.
Shadowshore Draktus Besmara
Small but notorious. Long a haven for criminals, thieves, pirates, and the poor.
Sunrise Knowlern Erastril
Primarily residential, but better off then Cudgel, as many have stakes in the inland plantations and lumber camps.
Affiliations:
These are organizations that the player characters can be associated with, working for, or just closely allied with. As your character performs certain deeds and grows in power, his/her standing and sway in the organization will grow, giving him/her more access to its resources and influence. A player characters association with an organization could be out in the open (the Dawn Council), somewhat secret (Pathfinder Society), or a deeply held secret (Red Mantis). Each group will have it’s own goals and purposes.
Apis Consortium – (all alignments, though mostly Neutral, NG, NE, N, LN, CN)
The Apis consortium is a secretive and wide-ranging group of merchants and non-landed nobility who run many of the plantations and gold driven expeditions into the Mwangi expanse. Many question their true motives, but none question the gold that flows into their coffers and the trickles of silver that flow into many hands from there.
Symbol: A rampant serpent under a shield.
Secrecy: Semi-secret. The leadership, membership, and deeper motives (if they exist) are secret, however their operations are often quite open, using mercenaries and other hirelings under command of lower level members.
Blackfire Adepts – (Mostly evil and chaotic alignments, CN, CE, NE, N, LE, LN)
A mysterious cadre of outcast mystics, demonologists, and arcane explorers track the Ebon flame that burns whenever foul magics rend the veils between the planes. Many explore the outer planes and other realties beyond Golorion, returning with less sanity but greater knowledge. In many ways they are at odds with the Church of the Whirling Fury.
Symbol: A black flame against a red background.
Secrecy: Secret. The membership and actions of the group are secret.
Church of the Whirling Fury – (Mostly good and lawful, LG, NG, CG, LN)
The Church of the Whirling Fury seeks to oppose the advance of demonic influences into Golorion, while at the same time venerating it’s patron, the eladrin paragon Gwynharwrf. It keeps it’s presence in Sasserine subtle, operating in semi-secret. Founded in Sasserine by an elven woman known as Lady Silvermane.
Symbol: A vortex of wind behind a pair of crossed scimitars
Secrecy: Semi-secret, known to members and a few others.
Dawn Council – (All alignments, though mostly Lawful ones)
The Dawn Council formed from the noble families that joined forces after overthrowing the rule of the Shackles pirate lords. Each of the seven districts has a representative on the Dawn council from a noble family living within it.
Symbol: A red spire rising from an island.
Secrecy: the leaders are all publically known, but some agents are secret.
Hellknights – (Lawful alignments only, LG, LN, LE)
They are the law, justice without mercy, punishment without recourse. Grim-armored law enforcers disinterested in social goodliness, Hellknights exist to enforce and maintain order. Although severe, they are not inherently evil (though many are).
Symbol: An Iron Fist, or other symbol depending on the Knightly Order.
Secrecy: Semi-secret. They operate openly, but their keeps are closed.
Pathfinder Society – (all Alignments, mostly chaotic, CG, CN, CE, NG, NE, N)
The greatest heroes of the modern age, the seekers of forgotten lore and ancient ruins, the publishers of the Pathfinder Chronicles, the Pathfinders have agents traveling the globe, seeking out that which has been lost, and discovering that which has been forgotten. They are only loosely affiliated, members being solitary and competitive.
Symbol: A compass rose, the Wayfinder.
Secrecy: Semi-Secret. The Leadership is unknown, even to pathfinders, and
membership is not public knowledge.
Red Mantis – (Evil only, CE, NE, LE)
The dreaded assassin cultists of the Mantis God. With cells in nearly every city and land, none are truly safe from the Red Mantis save for kings and queens, for regicide is the one crime that is anathema to their god.
Symbol: A red mantis or Sawtooth Sabre.
Secrecy: Total secret. Even members are unknown to each other.
Zelkarune’s Horns – (All Alignments, though many Chaotic)
A group of powerful warriors and gladiators associated with the Sasserine Arena, they manage and organize all of the events of the Arena and much of Sasserine in terms of entertainment. The group also funds numerous hunts and expeditions to gather new exotic creatures for the arena and trophies for glory.
Symbol: A dragon skull pierced by a spear.
Secrecy: As the members are braggarts and gloryhounds, there is no secrecy.
I replaced the Sorcerer with the Alchemist, partially to give the class a try (it is new right now)and also to have some fun (since the alchemist could leave timed bombs, and thus was able to even more effectively ambush the players). It almost killed them all.
And here are a couple of NPCs I made up because the Cleric and Wizard were both killed in the battle at the village, and so the players needed a bit of help escaping from the center of the Isle of Dread to find someone who could resurrect their fallen comrades:
Rissashtak – Male, Lizardfolk 5th Ranger & 6th Cleric of Sarenrae
Initiative +1, AC: 23, touch 11, HP:87
Base+9/+4, CMB+13, CMD:24
Fort+11, Reflex+7, Will+11
Str:18(16), Dex:13, Con:15, Int:8, Wis:20(18), Cha:10
Skills: Acrobatics+5, Climb+12, Heal+14, Know (geography)+7, Perception+14,
Stealth+9, Survival+13
Feats: Multiattack, Two-Weapon Fighting, Endurance, Weapon Focus, Weapon Focus,
Double Slice, Improved 2-weapon Fighting, 2-weapon Defense, Brew Potion
Attacks:
Sword of the Planes - to Hit+14/+9, Damage: 1d8+6, Crit: 19-20x2
+2 Short Sword – to Hit+14/+9, Damage: 1d6+6, Crit: 19-20x2
Bite - to Hit+11, Damage:1d4+2, Crit:20x2
Special: Hold Breath, 1st Favored Enemy (Evil Outsiders), 2nd Favored Enemy
(Monstrous Humanoid), Favored Terrain (Mountains), Hunter’s Bond (allies), Channel energy (3d6), Wild Empathy
Languages: Draconic, Mwagi Polyglot
Items: Wand of Cure Serious Wounds (31 Charges), Sword of the Planes, +2 ShortSword
Rod of Metamagic (extend 1-6th), potions of heroism, Rhino Hide (+2 hide), Sustaining Spoon, Incadescent Blue Ioun Stone (+2 wis), Belt of giant strength +2
Ranger Spells:
1st – Longstrider, Pass without trace, Resist Energy
Cleric Spells: Healing & Fire Domains
Domain Powers – Rebuke Death, Healers Blessing, Fire Bolt, Fire Resistance 10
0th – Create Water, Detect Magic, Light, Stabilize
1st – Bless, Comprehend Languages, Detect Evil, Divine Favor, Shield of
Faith, Cure Light Wounds
2nd – Aid, Bear’s Endurance, Resist Energy, Spiritual Weapon, Cure Moderate
Wounds
3rd – Inflict Serious Wounds, Invisibility Purge, Water Walk, Fireball
Dungeon 143 - "Tides of Dread" - Here are the stats that I drew up for the Infamous 7. I states up at least 1 or 2 of them to be way to hard for the group to kill, thus showing that even though they were bad boys of Farshore, there were still beasts out there bigger than them:
Spoilers:
Baarabrauth – Mother of Oblivion CR15 Gargantuan Outsider
HP:217/217, AC:32 touch 6, CMB+32, CMD:42, Base: +15, Initiative: +0
Str:37, Dex:10, Con:31, Int:25, Wis:18, Cha:20
Fort+19, Ref+9, Will+13 Move: 20ft, Swim:60ft
Attack: Bite - Hit+21, Damage:4d6+17+energy drain, Crit: 20x2 Reach:20ft
4 Tentacles - Hit+19, Damage:3d6+9, Crit: 19-20x2 (+2d6 bleed)
Special Attacks:
- Breath of Madness – 60ft cone, 1/minute, 1d6 wis dam + confusion for 1d6 rounds, DC 27
- Constrict – 2d6+6
- Energy Drain – lose 2 levels, DC 22 fort save, Mother +5hp per level
- Warp Dimensions – DC 21 to cast teleport within 300ft
Skills: Perception +30
Special: Darkvision 120ft, Immune to Death Effect, Mind Effect, Petrifaction & polymorph,
DR 15/Cold Iron, Resist cold/acid 20, Spell Resistance 26
Feats: Iron Will, Power Attack, Multiattack, +5 Improved Bite, Improved Tentacles, Critical Focus,
Improved Critical, Bleeding Critical (bite)
Spell like abilities: Caster Level 18th, save DC 14+ spell level
- 1/day – Commune, Dream, Unhallow
- 3/day – Demand, Dimensional Anchor, Divination, Dominate Person, Greater command
- At will – Death Knell, Invisibility Purge, Prayer
Items: A thorough search of the reefs that Baarabrauth has as her territory will recover the following:
Figurine of Wondrous Power – Silver Raven, Robe of Blending, 190gp, 1,200sp, 2,500cp,
A large ornate silver and gold framed mirror with carvings telling the tale of Yeaw the Cursed
Fisherman worth 2,200gp Seach DC 20 (2 items), 25 (4 items), 30 (6 items)
Chakaranka – Bull Ankylosaurus – Advanced Fiendish Gargantuan Animal CR 12
HP:210/210 (16HD), AC:27 touch 8, CMB+27, CMD:39, Base: +11, Initiative: +2
Str:39, Dex:14, Con:25, Int:2, Wis:17, Cha:12
Fort+18, Ref+13, Will+8 Move: 30 ft
Attack: Tail Slap - Hit+22, Damage:6d6+20+stun, Crit: 19-20x2 Reach:20ft
Special Attacks:
- Stun – DC 28 or dazed for 1 round, 1d4 stunned if critical
- Smite Good 1/day
Skills: Perception +20
Special: Darkvision 60ft, DR 10/Good, Resist cold/fire 15, Spell Resistance 15
Feats: Weapon Focus, Great Fortitute, Improved Bull Rush, Improved Overun, Power Attack,
Toughness x2, Improved Natural Attack
2 Scorpion Swarms CR3
HP:35(5d8), AC:18 touch 18, Base: +3, Initiative: +4
Str:1, Dex:18, Con:12, Int:-, Wis:10, Cha:2
Fort+5, Ref+5, Will+1 Move: 30 ft
Attack: Swarm – 2d6 + poison
Special Attacks:
- Poison Sting DC17 Fort save – 1d2 str dam 1/round for 6 rounds
- Constrict 1d6+4
Burbalarg – An immense shambling mound larer than many buildings reportedly dwells in the Blackfen swamp on the western coast of the isle. A tribe of bullywugs call s this monster Burbalard, and have taken it as their tribe’s totem although it is unlikely the frog-men have anything resembling an actual alliance with the monster.
Burbalarg – 6th level Rogue Advanced Giant Shambling Mound CR:14
Huge Plant
HP:212/212, AC:26 touch 10, CMB+23/+27 grapple, CMD:34, Base: +12, Initiative: +5/+2 in swamp
Str:30, Dex:12, Con:25, Int:11, Wis:14, Cha:13
Fort+18, Ref+9, Will+7 Move: 20ft, Swim: 20ft,
Attack: Slam - Hit+20, Damage:4d6+10+grab, Crit: 19-20x2+bleed Reach:15ft
Vs. humans - Slam - Hit+24, Damage:4d6+14+grab, Crit: 19-20x2+bleed
Special Attacks: Constrict 4d6+14
Skills: Perception +22, Stealth +18/+28 in swamps
Vs. humans in swamps - perception +28, Stealth +28
Special: Electric Fortitude (+1d4 con per electrical attack), Wild Empathy, Hunter’s Bond,
1st Favored Terrain – Jungle (+2 initiative, Know, perception, stealth, survival)
1st Favored Enemy – Human - +4/+4 (hit, damage, bluff, know, perception, sense motive)
2nd Favored Enemy – Animal - +2/+2
Darkvision 60ft, Immune to Death Effect, Mind Effect, Petrifaction & polymorph,
Feats: Improved Natural Attack (slam), Endurance, Power Attack, Weapon Focus (slam), Improved
Critical, Improved Initiative, Toughnessx2, 2 weapon defense, Critical Focus, Bleeding Critical
Xiureksor, Advanced Adult Green Dragon 4th Sorcerer CR15 Huge
HP:244/244, AC: 29 touch 10, CMB+28, CMD:40, Base: +16, Initiative: +2
Str:31, Dex:14, Con:25, Int:20, Wis:21, Cha:20
Fort+17, Ref+12, Will+19 Move: 40ft, Swim: 40ft, Fly: 200ft (poor)
Attack: Bite - Hit+24(+19), Damage:2d8+14(+24), Crit: 19-20x2 Reach:10ft (15ft bite)
2 Claws - Hit+24(+19), Damage:2d6+9(+14), Crit: 19-20x2
2 Wings - Hit+17(+12), Damage:1d8+5(+7), Crit: 20x2
Special Attacks:
- Breath Weapon – 50ft cone Dam: 12d6 acid, DC22
- Crush – (small Creature) DC22, Dam: 2d8+12
Skills: Perception +25
Special: Dragon Senses, Immune to Acid, Paralysis & Sleep,
DR 5/Magic, Spell Resistance 23
Feats: Alertness, Flyby Attack, Improved Critical (bite, claws), Improved Sunder, Iron Will, Power
Attack, Cleave, Great Cleave
Spells: Caster Level 9th sorcerer DC: 15+spell level
1st (8) – Shield, Silent Image, Ventriloquism, Reduce Person, Identify
2nd (7) – Alter Self, Mirror Image, Bear’s Endurance, Make Whole
3rd (7) – Dispel Magic, Protection vs Energy, Haste
4th (5) – Scrying, Summon Monster IV
Spell like abilities: Caster Level 15th, save DC 14
- At will – Charm Person, Entangle, suggestion
Items:
- 310 platniun coins, all bearing the likeness of Aroden from Cheliax
- 1,200 old gold coins of dozens of nationalities dating back nearly 500years
- 2,500 silver coins equally varied
- 20,000 Copper coins of all nationalities and ages
- Solid gold Torque, inlaid with turquoise in the style of dragon scales – 1,200gp
- A small carved emerald chalice carved with a likeness of Xiureksor set in a platinum base – Worth 3,500gp
- 12 statues of the various Mwangi gods as known by the ancients, each carved from a different semiprecious stone, standing between 10-14 inches tall, each worth 200gold.
- Jade funeral mask set with gold and carved with wave like patterns – 500gp
- Set of tarot cards each carved out of thin sheets of ivory, with pierced patterns and ebony inlay – worth 20gp each, or 1,200gp as a set.
- Mwangi ceremonial obsidian and copper dagger – 150gp
- Thaund’s Staff
- Staff of Healing
- +2 Chain Shirt of Acid Resistance (10pts)
- Scroll of Dispel Magic
- Scroll of Fireball
- Potion of Cure Serious Wounds
- Potion of Haste
- Potion of Speak with Plants
Xiureksor – Spelled Up, Advanced Adult Green Dragon 4th Sorcerer CR15 Huge
Xiureksor - Haste, Mirror Image, Endurance, Protection vs. 90pts fire, Shield
Rucana – Bull’s Strength, Mage Armor, Resist 100pts cold, Greater Magic Fang +2
HP:282/282, AC: 38 touch 11, CMB+28, CMD:40, Base: +16, Initiative: +2
Str:35, Dex:14, Con:29, Int:20, Wis:21, Cha:20
Fort+19, Ref+12, Will+19 Move: 40ft, Swim: 40ft, Fly: 200ft (poor)
Attack: Bite - Hit+28, Damage:2d8+28, Crit: 19-20x2 Reach:10ft (15ft bite)
Bite - +28 to hit, Dam: 2d8+28, Crit: 19-20x2
2 Claws - Hit+28, Damage:2d6+18, Crit: 19-20x2
2 Wings - Hit+21, Damage:1d8+11, Crit: 20x2
Special Attacks:
- Breath Weapon – 50ft cone Dam: 12d6 acid, DC22
- Crush – (small Creature) DC22, Dam: 2d8+18
Skills: Perception +25
Special: Dragon Senses, Immune to Acid, Paralysis & Sleep,
DR 5/Magic, Spell Resistance 23
Feats: Alertness, Flyby Attack, Improved Critical (bite, claws), Improved Sunder, Iron Will, Power
Attack, Cleave, Great Cleave
Spells: Caster Level 9th sorcerer DC: 15+spell level
1st (8) – Shield, Silent Image, Ventriloquism, Reduce Person, Identify
2nd (7) – Alter Self, Mirror Image, Bear’s Endurance, Make Whole
3rd (7) – Dispel Magic, Protection vs Energy, Haste
4th (5) – Scrying, Summon Monster IV
Spell like abilities: Caster Level 15th, save DC 14
- At will – Charm Person, Entangle, suggestion
Items:
- 310 platniun coins, all bearing the likeness of Aroden from Cheliax
- 1,200 old gold coins of dozens of nationalities dating back nearly 500years
- 2,500 silver coins equally varied
- 20,000 Copper coins of all nationalities and ages
- Solid gold Torque, inlaid with turquoise in the style of dragon scales – 1,200gp
- A small carved emerald chalice carved with a likeness of Xiureksor set in a platinum base – Worth 3,500gp
- 12 statues of the various Mwangi gods as known by the ancients, each carved from a different semiprecious stone, standing between 10-14 inches tall, each worth 200gold.
- Jade funeral mask set with gold and carved with wave like patterns – 500gp
- Set of tarot cards each carved out of thin sheets of ivory, with pierced patterns and ebony inlay – worth 20gp each, or 1,200gp as a set.
- Mwangi ceremonial obsidian and copper dagger – 150gp
- Thaund’s Staff
- Staff of Healing
- +2 Chain Shirt of Acid Resistance (10pts)
- Scroll of Dispel Magic
- Scroll of Fireball
- Potion of Cure Serious Wounds
- Potion of Haste
- Potion of Speak with Plants
Rucana, Half-Dragon - Half-Human 10th Witch CR12 Medium
HP:101/101, AC: 14 touch , CMB+10, CMD:20, Base: +5, Initiative: +4
Str:22+6, Dex:10, Con:20+5, Int:20+5, Wis:8-1, Cha: 12+1
Fort+8, Ref+3, Will+6 Move: 30ft, Swim:ft, Fly: 60ft (average)
Attack: +1 Acidic Adamantine Dagger - Hit+12, Damage:1d6+7+1d6 acid, Crit: 19-20x2
Special Attacks:
- Breath Weapon – 30ft cone Dam: 10d6 acid, DC20, 1/day
Skills: Perception +
Special: Darkvision 60ft, Low Light Vision,
Hexes – Evil Eye – 30ft sight, -4 penalty DC20
- Fortune - allows Xiruksor to reroll 1 per round for 2 rounds
- Ward – Xireksor – warded +3 to AC and saves until struck
- Healing – Cure Moderate Wounds (2d8+10)
- Slumber
- Tongues
Great Hex
- Retribution – Will save negates, take 1/2 the damage you deal, for int mod rounds
Patron – Strength, Bat Familiar
Feats: Improved Initiative, Spell Penetration, Greater Spell Penetration (+4), Improved
Counterspell, Weapon Focus (ray), Toughness
Spells: Caster Level 10th witch DC: 15+spell level
1st (6) – Divine Favor, Magic Missile x2 5d4+5, Shield, Mage Armor x2
2nd (5) – Bull’s Strength, Resist (fire/cold) x2, Acid Arrow (2d4 for 4 rnds), Cat’s Grace
3rd (4) –Greater Magic Fang +2, Lightning Bolt (10d6), Haste, Ray of Exhaustion
4th (4) – Divine Power, Stoneskin x2, Lesser Globe of Invulnerability
5th (3) – Righteous Might, Mage’s Faithful Hound, Cone of Cold (10d6)
Items: Staff of Healing (10 charges, Cure Serious wounds 3d8+10),
Belt of Physical Might +2 (con/str), +1 Acidic Adamantine Dagger
Rucana Empowered, Half-Dragon - Half-Human 10th Witch CR12 Large
Haste, Mage Armor, Righteous Might, Bull’s Strength, Cat’s Grace, Lesser Globe, Shield
HP:121/121, AC: 26 touch 16, CMB+10, CMD:20, Base: +5, Initiative: +4
Str:30+10, Dex:12+1, Con:24+7, Int:20+5, Wis:8-1, Cha: 12+1
Fort+10, Ref+4, Will+6 Move: 30ft, Swim:ft, Fly: 60ft (average)
Attack: +1 Acidic Adamantine Dagger - Hit+16, Damage:1d8+11+1d6 acid, Crit: 19-20x2
Special Attacks:
- Breath Weapon – 30ft cone Dam: 10d6 acid, DC20, 1/day
Skills: Perception +
Special: Darkvision 60ft, Low Light Vision, DR5/Good
Hexes – Evil Eye – 30ft sight, -4 penalty DC20
- Fortune - allows Xiruksor to reroll 1 per round for 2 rounds
- Ward – Xireksor – warded +3 to AC and saves until struck
- Healing – Cure Moderate Wounds (2d8+10)
- Slumber
- Tongues
Great Hex
- Retribution – Will save negates, take 1/2 the damage you deal, for int mod rounds
Patron – Strength, Bat Familiar
Feats: Improved Initiative, Spell Penetration, Greater Spell Penetration (+4), Improved
Counterspell, Weapon Focus (ray), Toughness
Spells: Caster Level 10th witch DC: 15+spell level
1st (6) – Divine Favor, Magic Missile x2 5d4+5, Shield, Mage Armor x2
2nd (5) – Bull’s Strengthx2, Resist (cold), Acid Arrow (2d4 for 4 rnds), Cat’s Grace
3rd (4) –Greater Magic Fang +2, Lightning Bolt (10d6), Haste, Ray of Exhaustion
4th (4) – Divine Power, Stoneskin x2, Lesser Globe of Invulnerability
5th (3) – Righteous Might, Mage’s Faithful Hound, Cone of Cold (10d6)
Items: Staff of Healing (10 charges, Cure Serious wounds 3d8+10),
Belt of Physical Might +2 (con/str), +1 Acidic Adamantine Dagger
1. The Great Pit – This yawning gap, known locally as Kinta pit lies deep within the Northern Jungle of the Isle of dread. It is over 400ft in width at it’s mouth, around 300ft wide at it’s base and is over 600ft deep, the greatest sinkhole cavern of it’s type on the isle. The bottom of the pit is covered with thick jungle, inhabited by large centipedes and other insects. Hidden up under one of the overhangs is the main entrance to Xireksor’s lair. A DC 30 spot check is needed to see it from the base of the pit. The entrance is alarmed as per the spell.
2. The Grand Chamber of Xireksor – This massive carved chamber, is a perfectly circular hole, 100ft in diameter that rises 200ft to a grand stalactite covered ceiling. Carved with the acidic breath of Xireksor hundreds of years before, it has served him as a lair for many centuries. It is here that he takes audience with visitors important enough to bring to his lair. He normally hovers in the air when meeting, though if under attack, he will perch on Area 3 and breath down upon the interlopers.
3. The Perch or false Treasure horde – This semicircular depression carved out of the marble like limestone walls of the grand chamber serves Xireksor in 2 purposes. First it is where he can attack from, and secondly it serves as a false horde. Found here is about a 1/4 of the entire horde, thus appeasing any invaders that make it this far in alive.
700 gp, 1,000sp, 5,000cp, 3 of the 12 mwangi statues, the tarot cards, the sacrificial dagger, and a Scroll of Dispel Magic.
4. The frozen path – This escape route leads out to a smaller exit to the leser pit (DC 35 to spot it as it is smaller and better concealed, also alarmed). It is here that the 4 Acid-Ice golems rest, hidden amongst the 40+ ice sculptures that fill the room. All of the sculptures, which vary from small 6ft long to full life sized, are sculptures of Xireksor, completed by his daughter, Rucana. Rucana lives here in a small ice cave. The majority of the horde is frozen into the floor, at least 10ft down in the ice.
5. The Lesser Pit – The Falls of Mosi-oa-Tunya – The smaller of the 2 sinkholes, it is only 200ft in diameter and around 400ft in depth, features the stunning Mosi-oa-Tunya falls. This 400ft tall waterfall is the last place where they Tunya river can be seen before it plunges into the underdark and finally into the tunnels of Golismorga beneath the isle, before dissipating into the sea.
6. The false Chamber – This false dragon’s cave is warded in 2 ways, with a symbol of Pain and stalactite of summon monster V (it summons large fire elemental).
(I replaced the Yuan-ti with a Sea Hag, maybe even a trio of them I can't recall, as I was originally going to axe the Seventh Coil and replace them with the Red Mantis, something I did not do in the end)
V’sesslin – 9th level Sorcerer (Abyssal bloodline) – Sea Hag pg.54
CE Medium monstrous humanoid (aquatic)
Init +7; Senses darkvision 60 ft.; Perception +11
Aura horrific appearance (60 ft.)
Defense
AC 24, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 131/131 (4d10+9d6+78)
Fort +10, Ref +10, Will +14
SR 20
Offense
Speed 30 ft., swim 40 ft.
Melee 2 claws +12 (1d6+4)
Special Attacks evil eye
Statistics
Str 19, Dex 16, Con 18, Int 14, Wis 14, Cha 20
Base Atk +12; CMB +12; CMD 25
Feats Augment Summoning, Spell Focus, Greater Spell Focus (evoc), Toughness x2, Improved initiative, Iron Will, Fortitu
Skills Bluff +9, Knowledge (any one) +5, Perception +11, Stealth +10, Swim +19
Languages Common, Giant
Special Abilities
Evil Eye (Su) Three times per day, a sea hag can cast her dire gaze upon any single creature within 30 feet. The target must succeed on a DC 14
Will save or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim. If a sea hag uses her evil eye on someone already afflicted by this curse, the victim must make a DC 14 Fortitude save or be
overwhelmed with fright and collapse into a comatose state for 3 days. Each day that passes, the comatose victim must
make a DC 14 Fortitude save or perish. The evil eye is a mindaffecting fear effect. The save DCs are Charisma-based.
Evil Eye Curse: Gaze—failed save; save Will DC 14; frequency 1/day; effect staggered (or fall comatose if already under the
effects of the evil eye).
Horrific Appearance (Su) The sight of a sea hag is so revolting that anyone within 60 feet (other than another hag) who
sets eyes upon one must succeed on a DC 14 Fortitude save or instantly be weakened, taking 1d6 points of Strength
damage. Creatures that are affected by this power or that successfully save against it cannot be affected again by the
same hag’s horrific appearance for 24 hours. This is a mindaffecting effect. The save DC is Charisma-based.
Resist Electricity 10, Fire resistance 90pts, DR10/adamantine
Spells: Summoned Creatures get DR4/good+4str, +4con, DC:15+ spell level Evoc 17+level
1st – (5/7) – Mage Armor, Shield, Magic Missile, Cause Fear, Expeditious Retreat, Grease
2nd – (4/7) – Protection vs. Arrows, Summon Swarm, Acid Arrow, Scorching Ray, Bull’s Strength,
3rd – (5/7) – Rage, Summon Monster III, Protection vs. Energy, Fireball
4th – (3/5) – Stoneskin, Ice Storm, Summon Monster IV
Headband of Mental Prowess +2, Rod of Empowerment, Lesser
Vanthus Vanderboren – pg. 55 – 1st Rogue/11th Fighter - Lemorian half fiend
HP:128/128, AC:31 touch 17, CMB+15, CMD:30, Base: +11/+6/+4, Initiative: +9
Str:20, Dex:21, Con:18, Int:12, Wis:8, Cha:18
Fort+11, Ref+10, Will+2 Move: 30ft,
Attack: +3 Longsword - Hit+20/+15/+10, Damage:1d8+10, Crit: 17-20x2
+1 Keen Sickle - Hit+17/+12/+7, Damage:1d6+7, Crit: 19-10x2
Tail - Hit+11, Damage:1d6+1+1d6/1d6 wis - Fort DC20
Skills:
Special: Sneak Attack +1d6, Armor Training 3, Weapon Training 2 (Longsword, Sickle), Darkvision 60ft,
Immune to Poison, Resist cold/acid/electricity/fire 10, Spell Resistance 22
Feats: Dodge, 2-Weapon-Fighting, Improved 2-weapon Fighting, Greater 2-weapon Fighting, 2-Weapon
Defense, Weapon Focus x2, Weapon Specializationx2, Improved Initiative, Improved Critical (longsword), Double slice, 2-Weapon rend
Spell like abilities: save DC 14+ spell level
Command 3/day, Suggestion, Fear, Charm Monster 3/day, Dominate Person, Mass suggestion
Items: +3 Full Plate, +3 Longsword, +1 Keen Sickle, mwk Dagger, Ring of Protection +2, Amulet of
Health +2, Boots of Speed, Shadow Pearl
Fire resist 90pts, DR 10/adamantine
I did not convert the first adventure at all as we ran that before the Pathfinder rules had been released. Here is a basic pathfinder update of most of the monsters from the 2nd adventure, the Bullywug Gambit (sorry that I never got around to finishing off stats for all the encounters):
Now on to the next set of STAP conversions to Pathfinder. Some Helpful NPCs:
Spoilers:
Gal Orl – Fishing Hamlet
5miles up from Kraken’s Cove is found the village of Gal Orl. Hidden from the main waters by a sand bar, Gal Orl was built around a shallow lagoon, amongst the mangroves that hug these coastal waters. A dozen small huts, held up on stilts, each with Mangroves supporting their walls line the bay, small catamaran canoes tied off by each one. This village lives by small catches, and only rarely sells or trades with the occasional merchant that decides to make a stop on his or her was to Sasserine. In the center of the far side of the lagoon stands three great cypress trees in the shallowest waters. Long ago the local of Gal Orl filled the gap between them with shells and eventually stones creating a raised platform, upon which they built a small shrine to their Mwagi gods. It is there that you find the locals talking, relaxing, carving, and trading amongst each other.
There are no more than 4 dozen in habitants in the village, but 5 are interested in looking for work, adventure, or just an escape from this backwater fish haven.
Awiti – 1st expert (woodcarver) NG – 14 year old runt of a boy, he stands only 4 ft tall. Picked on by others, he yearns for escape to another life. He is quiet and focuses well on his work, hiding his talent for carving from view, but storing away a whole collection of local gods and idols in his bedroll. He is always stelling small chunks of leftover wood. Diplomacy DC 5
Wakesa – 1st commoner CN - 17 year old strapping young lad. He wants to work and get enough gold to bring in an outside wife to the village. He is always on the look for a beautiful young woman, and often is found carousing and being idle. Diplomacy DC 10
Ateino – 1st commoner NE – 18 year old girl. She is looking to get out of the village and make it in the big city. She is going to jump ship at first chance, with someone’s purse in hand. Diplomacy DC 10
Mosi and Nuru - 1st warrior CG & 1st expert CG - 22 year old twins. Mosi is the older and taller while Nuru is shorter but often cracks good jokes. They look to escape their village and move to Sasserine and become workmen. Mosi is tattooed across his chests and arms with dots as he passed the test of manhood, slaying a shark, he wears the teeth in his ears. Nuru is a solid fisherman and knows the waters of Blood bay, as well as a few trade dialects. Diplomacy DC 15
Imani - 1st Adept, NE – 40 year old healer. Imani is an older woman whose husband recently died in a devilfish attack. She has always been known as a healer, but recently has been seen as taboo and is looking to leave the bad blood brewing amongst her fellow villagers. In truth she poisoned him. Diplomacy DC 20
K here goes. There is a lot, and almost all of it is spoilers, so I will hide it within (as best I can). I will start with a intro adventure I wrote up. I set the Savage Tide in the city of Bloodcove aka. Sasserine, on the South-Western shore of Garund:
Spoilers:
Savage Tide Adventure #0
Passage to Sasserine
Scene 1 – Threading the Eye of Abendego
The waters churn and bring a salt spray crashing up the bow of the Waking Owl. Captain Bressano is on deck barking orders, his good hand gesticulating, his bad one given to ticks and fits. The waves rock the boat, even as it’s port is bathed in light, the starboard dips into shadow. Threading the eye of a needle, the navigator steers the ship between the shoals and shallows of Sunken bay to port, the Sodden Lands shores. To Starboard lies an even greater threat, the ever storm, the death throes of Aroden, the Eye of Abendego. You can feel the hurricane winds whip out from the storm, bringing hourly rainstorms to flood the lands, feed the Mwagi jungles, and break upon the spines of the Napsune Mountains. It is a massive dark storm, impenetrable to the eye, baffling to the mind, unmoving, monolithic, yet thrashing about with an inner passion greater than any lover’s heart. To steer between these two fates takes the fittest crew, the most skilled navigator, and the most despotic captain, and even then ships are lost with unnerving regularity. Yet the only other way would be to go far out into the open Acadian Ocean, brave the empty waters of the far sea, uncharted passages, abyssal creatures, and desperate pirates. So threading the Eye of Abendego it is.
The captain eyes you, his jaundiced orbs flashing with anger, as he orders all paying passengers to the galley to wait out the passage to Drenchport. From there, after a nights stay, it will be Port Peril, Quent, and then Sasserine, where the ship will unload it’s cargo of Northern spices, silks from markets of Sothis, spices from Merab, slaves from Absalom, and gemstones from Azir. Tithes will be paid to the rulers of the Shackles for not taking the prize whole and impressing the crew, yet even after that, Captain Bressano and most importantly his benefactor the Aldy Arabani, will be very wealthy indeed.
The galley has been outfitted to serve as a common room for the paying passengers. Where the officers would normally have their quarters, just below the captain’s own rooms, a shallow yet broad room has been set aside for you. Here the benches have fine, if worn pillows stacked upon them, beneath the aft glass windows, creating a stuffy yet bright room, with a table and a few chairs bolted to the planks.
In the room are the 8 paying passengers of the Waking Owl.
A young pair of newlyweds, deeply in love and eager to prove it, the husband, Jaer Lidu-Maili a distant cousin of the Lidu family, he traveled far to Corentyn to bring his bride, Riealn Barro-Maili from the iron ruled cities of Chelaxia, to the land of his patrimony.
An older gentleman also travels with you. Berac Leng is his surname, grey of beard, yet taught and wiry, he moves with some grace. His clothes are somewhat rough, worn from years of travel and some small patching, yet they seemed too have been at one time fine, with filigree and embossing barely visible in the wear.
A Wizard
A Cleric
A Fighter
A Monk
The final passenger is a beautiful young noble woman. She is dressed in fine clothes of silk and linen, yet cut for travel, impressive yet not ostentatious. Her long blond hair and piercings eyes give truth to the purity of her nobility, Lavinia Vanderboren, the eldest daughter of Lady and Lord Vanderboren of Sasserine, she is traveling back to her home city after many years away. Her grace and manners make the rest of the company feel clumsy and brutish, yet she does not lord this over any. Instead she is modest and friendly, asking for tales of travels from the assembled passengers, in order to pass the hours that you are all banished to this room. “We have long hours to pass before we are to be free of these quarters. As fine as they are” she casually pics at the tattered edge of a pillow “let us leave them in our minds and tell tales of our travels and of days gone by. A group of travelers like us must each have tales that are worth the telling.”
Scene 2 – Tales from the Arcadian Ocean
Jaer Lidu-Maili’s Story – the horrors of Ilizmagorti
The young man casually perks up at Lavinia’s request. Unwrapping himself from his beloved, he stretches and arches an eyebrow. “I know of a few tales, though my own travels be of the common sort, I heard tell in Azir of the pirate city of Scuttlecove, the feared horror that is Ilizmagorti. The Shackles as we all know are home to many a foul pirate, fiends who would not balk at harrying this ship, putting to the sword those men who would not submit to them, enslaving the women, and taking prize our cargo. And the lords of the Shackles would see fit to this, taking their promised cut of the booty. Yet good Captain Bressano has paid them handsomely, and will fill their coffers more when we make port. As such the Shackles are a friendlier country, for those who plan ahead and don’t mind dealing with bloodthirsty fiends. Yet there are those who ply the waters who find these pirates to be soft and weak, moral and overly honest men. These true pirates make their port of call at Ilizmagorti. Many call it Scuttlecove, a myth passed from ship’s mate to new hands, a tale told in the dark, of a port so fetid, so callow, that even most pirates fear to tread it’s boardwalks. Founded centuries ago by a group of Godless monks, cast out of Rahadoum for their cannibalistic ways, it has been ruled by a triad of god like men. Yet the rot grows deeper, for Ilizmagorti would be but a hidden cove for buried plunder if not for the Red Mantis cult. It is rumored that they are assassins, a band of killers that hides in every city, in every land. They found a common goal with the flesh eating monks, making Scuttlecove the port for any seeking the services of the most feared assassins in all Golorion. No civilized sailor knows of the location of Scuttlecove, save that it lies in the Arcadian Ocean. Those who know the way there are often unwilling to book passage as the streets are deadly and few return from the foul city. But to those desperate or depraved enough to seek it out, Ilizamgorti provides a home, until one is poisoned, eaten, or disembowled for another’s morning pleasure.” He gives a meaningful glance to all of you, his one brow raised, leans back into comfort, and then gestures with his open palm to his wife.
Riealn Barro-Maili’s Story – Devils pacts in Cheliax
The black haired beauty from Cheliax, takes a moment to compose herself before beginning. “I would not wish to try and overcome the horrors that my new husband has describe, yet my tale is one that delves into darkness. I come from the empire of Cheliax. Long the center of culture and wealth, we have acted as a beacon on the hill shining down upon the rotten empires of Taldor and Osirion, or the wilds of the Mwangi and Varsia. However as you all know since the fall of Aroden my land has become a stronghold for the church of Asmodeus, our rulers binding the land to pacts with the great devil himself. This is why I chose to marry a noble, fine man, from a less civilized land, in order to escape the depredations of the throne of Egorian.”
“My family is a noble one, our lineage painted upon the walls of our greathall, dating back to my ancestor Lord Aslot Barro of Taldor, who came to Cheliax after fighting in the Shining Crusade against the Whispering Tyrant some 1,000 years ago. Since those fabled days we have dwelled and ruled our lands along the shores of the Barro River, near the edge of the great wood. The fresco of him, in the great hall, painted some 500 years ago, shows my ancestor astride a mighty white steed, his pike accented by the head of a Chattering Knight, the champions of the Whispering Tyrants army. Under heel lies the shattered body of the knight, along with the words in ancient Taldorian: ‘Larsk und Golor Asmod’ ‘Under heel the evils of Golorion’. Needless to say, my families long association with the Shining crusade, and pride in our attacks upon the devils and demons of the lower planes, is less popular of late. My uncle, who fell under the sway of a devil during his studies in Egorian hung a great canvas of the city of Dis triumphant over fallen Absalom, covering the fresco of our ancestor. It is from these whispered horrors that I now exile myself in love to the South. May I find more peace in Sasserine then in the homeland of my ancestors.” With that the darkly dressed lady leans back into the arms of Jaer, looking out the starboard glass into the dark clouds lit red by the failing light.
Berac Lang’s Story – The tale of the Age of Worms
The older man sighs, finishes drawing on his pipe, and looks down into the glowing embers. “I am sorry to hear of your flight from that empire of old. Many have left it’s shores since the rise of House Thrune. I have traveled far and seen many thigns, of which I will not speak today. Instead I will tell a tale of another group of men, the Lords of Law and the felling of the God Kyuss, I will tell the tale of Wormfall, that fine celebration of life and victory we are given to in these Southlands.”
“My story beings 20 years ago. I was a young man in those days, a ranger in the employ of plantations past the safety of Sasserine’s walls. There is a tale of an ancient ruin in the jungle, a great ziggurat of the distant past, surrounded by a wall, filled with death. We had always stayed far from that place, the Spire of Long Shadows, as it was known. In the lands nearby one would often encounter the living dead, zombies and the like, yet sometimes tougher and more deadly. One season however these encounters began to grow in frequency, and it seemed the dead had set eyes upon the lands of the living. We fought the dead in the jungles as the spread out towards the deep plantations. It was during this time that the two heroes, the Lords of Law came to Sasserine. They traveled from a distant land to the South, a free city, and sought the Spire of Long Shadows. We thought them mad, though they were powerful, they were sure to encounter only death at the Spire. And they did. Of the four that left for the Spire, only 2 returned, Lord Lugduh and Lord Herrin. They claimed to have slain many great beasts, ancient undead that had long slumbered at the Spire, and they left as quickly as they came, going South to their homelands. That is when the dark times came. It seems that in destroying the evil of the Spire, they had cracked the ancient walls, splintering their magic. The dead came pouring forth from the ziggurat. In the jungles now was open war, with invincible zombies and massive worms laying waste to the land. Sasserine itself was besieged more than once by the dead, the clerics of the city combining forces to expel the fiends. It seemed we were doomed as the numbers of the dead continued to rise and the defenders of the city and it’s plantations lost hope. Yet in the Southlands, far beyond the great jungles and swamps, in lands more distant then Varsia, the Lords of Law were locked in battle against Kyuss and his undead legions. They fought dragons and vast legions of giants, they discovered whole lands long thought lost, and eventually they even came to blows with the death god himself. Upon the shores of some nameless lake, in the city from which he sought his apotheosis, Kyuss and the Lords of Law did battle, upon an endless spire in the heavens. And they did lay him low. Even as they were victorious against the death god in the South, we the defenders of Sasserine found new hope as the legions of the dead began to falter, and that day we gained a hard fought victory over them. Their backs were broken, and they were pushed back into the darkest corners of the jungle, never again to threaten the city and it’s peoples. As such we honor the Lords of Law and their triumph over the God Kyuss in our celebration of Wormsfall.”
With that Berac takes a long draw on his pipe and blows out a small ring of smoke, smiling knowingly at you all.
The players stories.
Lavinia Vanderboren’s Story – Her brother’s and her fall from grace
As you finish your story, all eyes slowly turn to the well dressed noblewoman sitting in the center of the bench. She smiles, plays with a ring for a moment, then begins. “My story is more of a more personal nature. We all have our reasons for traveling upon the sea, taking on the perils in exchange for passage to Sasserine. For me it is a homecoming. I grew up in Sasserine, a favored daughter amongst one of the ruling noble families, the Vanderborens. My family has long been based out of Sasserine, its location near places of peril and adventure suiting our adventuresome demeanor. As a child my younger brother and I let loose this spirit and played pranks upon all of Sasserine, no citizen to mighty for our sometimes harsh humor. It was not to last though, my brother, he bought a group of elixirs of love from a swamp witch, the real thing, with money he filched from our parents. Together we made a plan to dump them in the water supply of certain key figures, with the intention of creating love-crossed chaos in the city.
This complex plot came to not, we were discovered by a officer of the watch, Sergeant Piemon. That was the end of our childhood. Our parents decided that enough was enough. Vanthus, he was sent inland to work on our Uncle’s plantation in Sargava while I was sent North to Thenalar Academy in Almas, the capital of Andoran. That was over 5 years ago. I am now returning to home, I cannot wait to see my parents, my old nanny Kora, the manor house of course, and my dear brother Vanthus. It has been so long.”
Scene 3 – Attack of the Flies
Put in for a night in Drentchport & then Port Peril
3 days out from Port Peril, and the Waking Owl rounds the Horn of Storms, bringing the ship into the warm, calm waters of the Gulf of Ivory. Here the waters of the Vanji River spill out into the Arcadian Ocean. The great hills of the Terwa Uplands barely visible through the constant mists and rain showers that spin off from the Eye to the North. Four more days of sailing and you will make port at Sasserine. The captain has given permission for all paying passengers to spend their times up on deck, in fact he has required it, so that he and the crew can ready the hold for unloading. It is on the 2nd day in from the horn, just as the gulf narrows that the stench begins.
A horrid smell of rot fills the winds coming off the gulf, as the morning turns to afternoon it only grows. The crew sours and their moods turn black as the excitement over making port call falls. They begin to spend more time below deck, as much to escape the miasma as to finish preparations to empty the hold. Then the black streams begin to be seen.
First only small streaks of black water here and there, but before long great streaks of black water run along the surface around you. All seeming to lead to a small island, uncharted it would seem, that lies in the Gulf ahead. The smell builds as your approach the island on starboard, no other passage available and a sick interest building in you all. Finally the horrid truth become visible.
It is no island but instead the rotten corpse of some leviathan from beneath the waves, some beast long forgotten by the surface world, come to share it’s death with the world. The bloated corpse has been split upon the top and two great ribs jut up into the clouds of flies above the corpse like two snake heads sharing one carrion body. Yet there are larger things eating at the corpse, what from farther off you thought were other ribs, writhe and twitch as they delve into the corpse, maggots the size of men. As this realization settles in, you then see their progenitors lift off from the gaping hole from which the rip-heads project, a swarm of flies the size of wolves lift off and redirect themselves towards your ship.
At first you only see the water and far jungle, a rock cliff rising up from the canopy. Yet slowly the split in the cliffs becomes apparent, an opening as if from a god’s axe blade hiding a gem like bay as a thief might guard a jewel. Sasserine, called Bloodcove during the rule of The Shackles pirates, the gem of the South, the Jungle Port. Across the channel cut into the cliffs by the ancient river lies the rent ruins of a bridge from before time. Said to be built by the ancient Azlantians or perhaps even a Southern group from Thassilonia, the bridge stands testament to some ancient past, long lost to man.
I have been converting the STAP to Pathfinder as I go along, and am currently up to the City of Broken Idols. If you want I could post some of my conversion stats on here and some ideas and other notes.
My players are right now battling in the Thieves Den and are having quite the tough time, though a lot of fun and no TPK's as of yet. I must admit to being totally lazy, I have yet to convert any of the adventure to Pathfinder, even though the players are using Beta rules for their characters.
Has anyone converted any of the higher level adventures?
Perhaps we could also post some conversions for major and minor NPC's once the corebook comes out this next month?
I am going to get started DMing a Savage Tide game Sunday nights here in Salem, Oregon. I currently have 2 players (in their 20s & 30s), and am looking for an additional 1-3 players to round out the group. I am an experienced GM/Dm having most recently run Age of Worms in Eugene, and am excited about getting my hands dirty in the Pathfinder Beta test. Any interested parties should email me at:
1. Firefly (there has never been a funnier, better, cleaner made, every damn episode is great, show made that stand sup in so few episodes).
2. Battlestar Gallatcia (new) - So intense, so well paced, so damn wired (can we say Baltar ala Jesus?). It had to make the creme of the creme.
3. X-Files - sure there were terrible seasons, but it is still a behemoth in the dark sci-fi TV and movie world.
4. Star Trek (inclusive) - where would we all be without the trek?
5. Buffy the Vampire Slayer (2 Whedon's in the top 5). While I would often not call Buffy sci-fi (except for the occasional robot step-father, military Frankenstein monster, side show freak), it deserves to hit the top 5.
Looking for a player to join us for Friday nights. I'm in the middle of running "Rise of the Runelords" adventure path from Paizo. We're in need of a player familiar enough with RPGs to create and play an 8th level character.
Our style of RPing is 50/50 combat/role-playing.
Our ages range between mid-20s to late-40s. Email me with questions if you got 'em.
Bill
Hey William, I am in Salem but have been looking for a new gaming group. I have tons of exprience in gaming and so would have no problem coming up with a character. You did not include your email however, so if you could that would be great, or just email me andrewibhunt@yahoo.com
thanks,
Sol/Andrew
I'll get back to you soon Andrew. Trying to sus a few things out.
Looking for a player to join us for Friday nights. I'm in the middle of running "Rise of the Runelords" adventure path from Paizo. We're in need of a player familiar enough with RPGs to create and play an 8th level character.
Our style of RPing is 50/50 combat/role-playing.
Our ages range between mid-20s to late-40s. Email me with questions if you got 'em.
Bill
Hey William, I am in Salem but have been looking for a new gaming group. I have tons of exprience in gaming and so would have no problem coming up with a character. You did not include your email however, so if you could that would be great, or just email me andrewibhunt@yahoo.com
I am a high school art teacher (I teach drawing, photography, printmaking, and AP Studio Art) and am in my 4th year of teaching.
I luff you guys. All of my art teachers in high school were awesome and really encouraged me to do the art I wanted to do. :)
Well I hope to do the same for my students, at least for 26 or so more years. I also had some great art teachers and some great teachers beyond that (and some horrible ones) in high school, so I keep them in mind (both good and bad) nearly every day I am at work.
Teaching art is a total dream job for me. I love everyday of work that I have to go in for.
The Kingdom - The Danish TV show. Saw the first couple episodes in an empty art house theater in SLC, UT as a teenager (the Tower for those in the know).
http://en.wikipedia.org/wiki/Riget
It was some of the freakiest movie making I have ever experienced, and gave me shivers for a couple weeks afterward.
Well folks, Corvallis is rather centrally located in terms of being situated between Eugene and Salem. on the other hand, Salem is centrally located in terms of Eugene, Corvallis, Portland, triangulation. do we want to figure this out over email. If so give me a shout on the above addie.
My players (we completed the campaign about a year ago) really liked going to the Tomb of Horrors. One knew of the adventure while the other (only has played since 3rd edition) did not. But even so it led to some great talk about Gygaxian style dungeons and D&D history.
Saw this earlier today, and while it's not quite the powerhouse to dethrone "Cloverfield" from my #1 of the year, it DID bash its way through "The Ruins," "Encounters at the End of the World," and "Iron Man" to settle in at #2.
Del Toro has yet to make a movie I don't love, which is why it's ALL THE MORE IMPORTANT for him to get going on "At the Mountains of Madness." I'm sure "The Hobbit" will be awesome, but having to wait for that one to be done before we get giant penguins and shoggoths is gonna be tough...
I hope to all the outer gods that Del Toro gets to make "At the Mountains of Madness".
Speaking of which, did anyone else notice the "Elder Things" walking around in the background of the Troll Market. I am sure when I get Hellboy 2 (which by the way I loved!) on DVD I will find a dozen other small hints and homages to Lovecraft within it.
As a more general note, I really enjoyed Hellboy 2. I think the relationship between Abe and the Princess was a little forced, and maybe Del Toro really isn't that great at doing love on screen, but all in all it was a great and surprising movie. So rare is it to find good humor within a geeky, yet otherwise serious film. It also means he is breaking with the classic plot convention of a dark 2nd act.
From what I understand Hellboy 3 will be the apocalypse. Fun times. Oh and I loved Johann, thought Seth did a fine job with the voice.
I live in eugene and I have a small group. Do you travel?
I have run my most recent campaigns with two friends who lived in Eugene (one moved to Newport, one moved to Thurston). I am willing to travel to game, but am also looking for folks up in Salem. Shoot me an email at andrewibhunt@yahoo.com and lets chat some more.
Looking for gamers interested in playing or running RPGs in the Salem, Oregon area. I both GM/DM and play. I am generally more interested in the serious side of gaming, although a good joke campaign can be fun sometimes too.
But how does a commisiar get command, if I've understood correctly commisiars are the 'morale' officers ensuring that guard regiments operate at 100% at all times. Failure results in a boltshell to the head. Ergo, how does someone who soldiers rightfully fear become someone respected enough that they'll follow him into Chaos?
Well that is one of the questions I am trying to work out. Any suggestions? I picked a commissar (a choice that I can easily, at this point int time change), partially because they are such shining examples for the Legionaries to follow. It has been years since I last played 40K or Epic (I even sold all my figs about 5 years back), and so I had forgotten about the part of Commissar's not being command units. however that still does not rule out his usefulness, and in fact might make it work all the better, especially if the evidence actually pointed not at the Commissar, but instead at the Legion commander that he has associated himself with. He could be playing a power behind the throne kind of position, giving advice to the legion commander, all the while planning the damnation of the legion and empire.
Anyhow, critique is good, but critique with other possible avenues attached to it is even better.
Pretty exciting campaign....I was trying to think of a little twist or a dash of suspense you could throw in. Nothing too revolutionary but what if this Commissar Kleitos was extremely prideful and vain and thats what pushed him toward whatever chaos pact he forged. His early career could have been streaked with glorious victories but his last few crusades ended in stalemates and near defeats so he sold his proverbial soul to chaos to increase his glories and make him immortal in the eyes of the empire. The men closest to him, the legionnaires that backed him for most of his career, are thrilled by Commissar Kleitos latest lightning raids and stunning successes so when the PCs begin to reveal the chaos taint that lies underneath, the imperial legions at Commissar Kleitos beck are not fully convinced. Maybe the Commissar could have made an effort at undermining the PCs and falsified evidence painting them in a questionable light....In addition the worlds that Commissar Kleitos has so doggedly defended are sympathetic to his cause and enraged that the PCs would paint their savior as slipping toward darkness so in the end the PCs not only have to deal with a Commissar gravitating toward chaos, they have to make a decision between trying to save the lives of the legionnaires who are loyal to him, but haven't yet turned to chaos, and committing wholesale slaughter in an effort to cleanse the imperial guard....
I like this approach a lot. I know there are still bugs to work out of my original idea (part of the main reason to post here, and ask for help), such as the Commissar's motivation for moving over to chaos, and how he could both taint some of the officers closest to him, while also carrying on his duties as Commissar to the Imperial Guard in the system.
"Pride was always my favorite sin." As Al Pachino said in "Devil's Advocate". It is a good one to pick, and very 40K esque.
I am toying around with the idea of running a Dark heresy campaign. I used to play 40K back in the day (all through he 1990s) and while I would never want to play the table top game again, running in a RPG in that setting intrigues me.
Here is the plot I have put together. Any advice on the system, plot, or anything else would be of great help. Thanks.
Plot: Imperial Guard Commissar Kleitos has secretly fallen to Chaos. This was a process that started over 20 years earlier, when he was commander over an imperial guard force batting chaos. They traveled in a space ship now lost as a space hulk. Kleitos is planning to undermine the imperial battle in a system of planets, that if they fall, will leave an entire section of the Imperium ripe for the expansion of chaos. One world in particular, Ushas Prime, is of particular strategic importance, as it is placed on the crossing of space lanes, and is the largest and most benign world in the Girisha system. There is a large force of Imperial Guard stationed on Ushas Prime, with smaller forces stationed on Nala (only a few detachments), Valli (Mostly Irregular troops, with a couple Battalions), and Ushas Tau (A few Companies protecting each mining interest).
Commissar Kleitos plans on turning the tide by infecting small groups of imperial guards, at specific strategic positions, with the tour-de-force being his taking control of the Imperator titan, stationed at Kutna Bastille, the main imperial fortification in the system.
Locations:
Girisha System – 5 planets, Asteroid belt, and 2 Suns that orbit each other.
In order, from closest to farthest:
Girisha – the sun – 1.2 times the size of terra sun (more Orange hue)
Yami – the lesser sun - .6 size of Terra sun (brighter white)
Nala – Small silicon based planet. Solor energy collection station.
Valli – Heavily forested, hot, Methane based atmosphere, some colonization
Ushas Prime – Terra like planet (1.8x size of earth)
Ushas Tau – Ironite Sphere – Heavy industry and mining.
Anil – Gas Giant
Adventures
#1. Plague infests a space dock station orbiting Ushas Tau. Sent in to investigate alongside medical crews. Location - Zayin mining Transfer Station – Ushas Tau. Encounters - Rabies like plague infested crew. (28 days later esque).
#2. Evidence of Captain Hengist possibly, accidentally or purposefully bringing the plague to Zayin station. Unsuccessfully track down Captain Hengist. Location - Ushas Tau – Mining Colony. Encounters - NCOs in the Imperial Guard, disgruntled miners, chaos infected (radiation poisoning) mine manager.
#3. Track Captain Hengist to Valli. There on the forested planet, encounter with him, laying foundation for possible chaos taint. Locations - Valli – Main Colony . Encounters - Captain Hengist, imperial troops assigned to him. Eldar scouts.
#4. Transport the body of Captain Hengist to Imperial ship orbiting Anil, for Inquisition autopsy, to be performed in another system. Locations - Space & Orbit of Anil. Encounters - High inquisitors. Space pirates?
#5 Respite from main plotline. Location -Ushas Prime
#6 Respite from main plotline. Location - Ushas Prime
#7. Inquisition asks for them to investigate Commissar Kleitos, surreptitiously. Travel to interrogate members of his old unit, on an outer system. Location - Ahti system – Terraforming planets, full of retired Imperial Guard officers. Encounters - Retired Imperial Guard officers. Possible chaos taint.
#8. Travel to an old battlefield, fought 5 years earlier, by Commissar Kleitos. Discover evidence of his taint. Locastion - Battlefield in other system. Encounters - Ghosts of the battle. Tainted animals.
#9. Travel to find the Space Hulk that Commissar Kleitos commanded previous to his being promoted to the Rank of Commissar. Location - Space Hulk deep in space. Encounters - Terminator Space Marines. Tyranids and Gene Stealers.
#10. Present evidence damming Commissar Kleitos to the Inquisition. Put him on trial, in abstantia. Locations - Inquisition courtroom on an imperial planet. Encounters - Lawyers (Sebastian mayhaps), the Inquisition court judges.
#11. Attempt to find Commissar Kleitos at his Bunker. Discover his plans for the Imperator Titan. Location - Commissar Kleitos’ bunker on Ushas Prime.Encounters - Tainted Imperial Guardsmen. Lesser Chaos demons.
#12. Assassinate Commissar Kleitos and foil his plans to give the Imperator Titan to the forces of Chaos. Location - Battlefield at Kutna Bastille. Inside the Imperator Titan. Encounters - Commisar Kleitos.
Tainted Imperial officers. Chaos Demon.
Oh yeah, and I'm reading Jazz by Toni Morrison and a big collection of Hemmingway (right now in A Farewell to Arms). Next on the list is Lies your teacher told you, by James Loewen.
Loved "Lies my Teacher Told Me" I recommend it to anyone who is going into teaching as well as many high school students. Check out Lowen's "Lies Across America" when you get finished with that. Oh and on a side note be sure, if you ever email Prof. Lowen, to proofread that email first. I learned the hard way.
Finished:
"Dreams of my Father" by Barak Obama. I totally recommend this to anyone living in the US at this time. It is a very concise and biting look at race in America and what it means to grow up biracial in the last quarter of the 20th century in the USA.
Reading:
"The Phillip K. Dick Reader" - Got to love that old drug addled paranoid guy. So much Paranoia, so many cigarettes smoked, so many A,B,C,E, & H bombs dropped.
Soon to be read:
"The end of America" by Naomi Wolf
or
"Do Androids Dream of Electric Sheep" by Phillip K. Dick
I must admit that I have been feeling some serious burn out on D&D for a while as well.
I have played RPGs for 23 years now and have gone to the far reaches of systems and styles of play over the years. I got serious about gaming in college playing WW (vamp, Were, Mage, ect), but since just before 3rd edition's release, it's basically all that I have been playing in some form or another (except for a couple short CoC campaigns, although those notably have been run d20, with great sucess). I am totally burnt, and strangely enough, am just not willing to put up the effort to learn 4th edition. Kinda like some old man to tired to lift his arm off the bed(I am not yet 30 so I can still be trusted and all, jk).
Anyhow, I am thinking of playing some 4th Edition Shadowrun, CoC, D20 modern, whatever just some different stuff for a while. Maybe even try out the new Wold or Darkness, I have heard good things about it.
so I totally know what you mean, even if for me it is a different expression and all.
Ah the racist bit is hard to define. I do not mean racism found within societies in the future. That would be stupid.
I mean the way the writers and publishers of Rifts approach discussing current peoples is at best juvenile, and at worst shows a neo-liberal style of racism, not a KKK cross burning type, just a myoptic view of the world.
Their discussion of Native Americans reminds me of some stoned out hippy in 1971 dressing up in buckskins, taking peyote, and calling himself by a native American sounding name. Basically it shows a complete ignorance and misunderstanding of Native American cultures and peoples, especially pre-columbian history. Not only a huge loss of cool opportunities that games like Shadowrun took advantage of, but also frankly the whole approach just feels so dated to the late 1960s, not a more accurate, truthful, and respectful approach found in many games and literature of the 1990s and 2000s. Oh well.
Sure there are all sorts of reasons why it seems reasonable that Africa would be a blasted, backward waste land, with no interesting or developed societies found on it, but frankly on the part of the designers it just seemed like a throwback to the old racism of the 19th century.
Once again I understand it is a fantasy game, and that therefor there can be (and should be, as it is an interesting conflict) racist societies found. But when designers base things on places and peoples of the real world, they have to walk carefully, or else fall into racist stereotypes of yesteryear. Palladium books failed at this, among many other things (such as smooth rules, power balance, and good art).