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![]() The summons from Sheila Heidmarch arrives two hours before dawn, and the venture-captain demonstrates a scarcely contained mix of excitement and anxiety as she motions for everyone to take a seat. "You succeeded in the recovery of the refuge tokens that might grant us access to the Runelord Krune's lair. While you succeeded in recovering the tokens, we still lack the proper command words to activate them, and no amount of divination seems able to provide them. "While we don't know the command words themselves, we do know that the words are etched into a set of rune plates-durable, well-crafted, and roughly parchment-sized tablets bearing ritual instructions that are held in the Thousandth Spire, one of the many towers at the Thassilonian ruins known as Desgard's Thousand Columns in what was once Haruka. You won't have time to formally chronicle the site today, as you will not be alone. Our divinations also sensed multiple cells of Lissalans converging on the site, and it appears they have a lead. As a result, I have called in a favor from a Lissalan cultist we captured some months ago to have you teleported directly to the site. "Krune and his predecessors appear to have protected their towers against most forms of divination. As a result, there is little more that I can tell you on short notice. The Thousandth Spire stands near the western end of the site, and its entryway will be marked by these runes," she states, placing a slip of paper on the table. "Don't tamper with any of the other towers unless you know what you are doing; you will be travelling to an eminent site of sloth magic, and there's little telling what products of conjuration magic lie hidden within." With that, Sheila plants her feet and curtly nods to signal the close of the meeting. "You have your orders: retrieve the rune-plates, exercise discretion, and show initiative. You're among my top agents, and I trust you to do whatever it takes to get the job done. Questions?" ![]()
![]() Everyone gets 3323 gp each from the last adventure ( I deducted 4,000 from the party total to pay for the gems required to cast the restoration spells of 4 negative levels from "The Cultist's Kiss" (I will add to character Sheets - Sekkimm can do his) After adding cloaks you still have one left - Marked the extra to sell (500gp). You will be travelling with Kyra the NG Cleric of Sarenrae. I will run her as an NPC, but you can ask me to do actions (heal, dispel magic etc.). She will be splitting the experience and looking for clerical items you find (now divided by 5). She is a potent healer who can channel positive energy to heal everyone for 4d6 4 X a day and can cast restoration in case of level drain. Background: Kyra was one of the few survivors of a brutal raid on her hometown, and on the smoking ruins of her village she swore her life and sword arm to Sarenrae. Possessed of a fierce will, pride in her faith, and skill with the scimitar, Kyra has traveled far since her trial by fire. She lost her family and home that fateful day, yet where another might be consumed by anger and a thirst for revenge, Kyra has found peace in the Dawnflower, and in the belief that, if she can prevent even one death at evil hands, her own losses will not have been in vain. She will not be witness or participate in evil actions. Current XPs Per PC
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![]() In Kaer Maga, the mysterious and dangerous cliffside City of Strangers in untamed Varisia, the Pathfinder Society will come face to face with a sect of the cult of Lissala who prey upon the city's most vulnerable denizens to increase their own power. To what end do they conduct the ancient Feast of Sigils ritual, and can the Pathfinders stop them before their evil plans come to fruition? ![]()
![]() An active cell of the cult of Lissala—ancient goddess of runes and obedience—has been discovered in the Varisian town of Palin's Cove. Seeking a chance to learn about this long-lost faith not from millennia-old relics but from its current practice, a team of Pathfinders travels to the industrial seaside settlement to uncover the secret coven and infiltrate its services in the guise of prospective converts. Will the Pathfinders discover the knowledge they seek, or will the evil cult subvert them with its vile and seductive faith? ![]()
![]() Something is afoot in Varisia. There have been a series of odd murders in a small town on the west coast called Sand Point and more recently the capital Magnimar, where even the lord-mayor was a target. A cult of serial murderers called the Skinsaw Men was uncovered and stopped. We have also received reports of more activity along the border. We have several archaeological sites in the border area investigating the Thassilonian Empire’s ruins, in addition to the more well known monuments; The Cyphergate of Riddleport, the Irespan of Magnimar, the Grand Mastaba of Korvosa, and the Lady's Light in the Mushfens. In the past few hundred years, the magic protecting these structures has finally begun to fail, and have slowly been suffering from the normal effects of erosion. This has also made them more vulnerable to explorers and treasure seekers, who search for the lost treasures of their ancient owners. the Society naturally is involved lest some tomb raider release something horrible on all of Golarion. In addition to the ruins, there are major caravan routes which crisscross the region and connect most of its major cities. Varisia has no real central government. It is a collection of independent city-states that each holds sway over a small collection of towns and villages, while the wilds on the edges of their territory (including most of the area on top of the Storval Plateau) is claimed by the Shoanti.” He nods at Anaba, “Perhaps you can stop by and visit your friends and family. Varisian politics is dominated by the competing aims of criminal Riddleport, ambitious Magnimar, and traditionalist Korvosa. The neutral Kaer Maga is often discounted altogether, and its inhabitants seem to prefer it that way. I would like you to go see the lord-mayor of Magnimar. Assure him the Pathfinder society will do what we can to help him. Investigate these goings on and see if there is a common thread to all this unrest. We have a lot of interests in Varisia and would like to maintain the good graces of the government. I doubt the lord mayor will have you sitting around for long. It is a big place and inevitably something will need attention. So how does that sound? A mission without a precise goal and with no guarantee of coin. Ha! Are you up for it? ![]()
![]() Sekkimm do you have time for more crafting?
Rolande - Bandolier, Beneficial:
Aura moderate transmutation; CL 9th
Slot belt; Price 1,000 gp; Weight 2 lbs. DESCRIPTION This bandolier is made of finely tanned leather. It has slots for up to 200 rounds of ammunition. Pellets and black powder are kept in tiny individual pouches, and bullets in small loops. The bandolier alters itself as needed to accommodate both. There are also places on the beneficial bandolier for a gunsmith’s kit and a powder horn. Regardless of what quantities of these items are placed within the beneficial bandolier, its weight does not change. As a swift action, the wearer can command a single round of ammunition from the beneficial bandolier to teleport into a firearm of the appropriate type that he is wielding. CONSTRUCTION REQUIREMENTS Craft Wondrous Item, secret chest; Cost 500 gp. Cela - Vest of Surgery:
Aura faint conjuration; CL 5th
Slot chest; Price 3,000 gp; Weight 4 lbs. DESCRIPTION This emerald vest has four prominent and bulging pockets along its front. The wearer is always treated as if using a healer's kit when making Heal checks. Once per day, the wearer can make a DC 20 Heal check as if attempting to treat deadly wounds. If the check is successful, it cures 1d4 points of ability damage instead of hit point damage. CONSTRUCTION REQUIREMENTS Craft Wondrous Item, lesser restoration, creator must have 5 ranks in Heal; Cost 1,500 gp. Fernleaf - Headband of Vast Intelligence Fernleaf - Jacket, Sipping:
Aura moderate transmutation; CL 7th
Slot chest; Price 5,000 gp; Weight 5 lbs. DESCRIPTION Absorbent fibers line this heavy canvas coat. Once per day as a standard action, the wearer can pour a potion onto this lining, suffusing it into the coat. If the potion has an instantaneous duration, the wearer can activate the coat as a swift action to consume the potion. If the potion’s duration is measured in rounds, the wearer can activate the coat as a swift action to gain the potion’s benefits for 1 round, repeating as desired each round until the potion’s entire duration has been used. These rounds do not need to be consecutive. The coat absorbs only potions with instantaneous or round-based durations, and only those which affect creatures (for example, it does not work on oils). Once the coat absorbs a potion, the potion cannot be retrieved from it, only used as described above. The absorbed potion loses its powers after 24 hours, even if unused. CONSTRUCTION REQUIREMENTS Craft Wondrous Item, amplify elixir; Cost 2,500 gp. Party - This will come in handy - Bag of Holding : Aura moderate conjuration; CL 9th
Slot —; Price see below; Weight see below Description
Regardless of what is put into the bag, it weighs a fixed Amount. This weight, and the limits in weight and volume of the bag's contents, depend on the bag's type, as shown on the table below. Bag Type
If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process. Editor's Note: Bag of Holding refers to the space inside as "non-dimensional" whereas the rules on extradimensional spaces explicitly refer to bags of holding as examples of extradimensional spaces.
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![]() While you were debriefing in the Grand Lodge - somewhat sequestered until your journals are updated and endless meetings with several Pathfinder scholars from various factions regarding what you found in Xin-Gafar, the Isle of Terror, and the Razmiri faith, Venture-Captain Drandle Dreng arranged for a barrister to clear any legal fees or leans on the property. He also had an agent investigate your property to check what ties it has to the Razmiri cult. A week and a half into your trip - just as you think you are finished with the infernal paperwork and meetings - Venture-Captain Drandle Dreng summons you. Venture-Captain Drandle Dreng’s pinched face is hard to see from behind the stack of books that divide the front of his office from the space behind his desk. A shockingly old man with white hair and slightly milky eyes, he is surprised by the appearance of outsiders in his office, and looks up, half startled and half relieved. “Thank you for coming on such short notice. It seems that time has conspired against us.” Dreng mumbles to himself as he passes out a stack of notes and maps from behind the wall of books. "Firstly, We are not sure how the deed arrived in the hands of the Razmiri herald. Perhaps foul play, a gambling debt, extortion or robbery. The barrister has validated the deed and the property is rightfully yours. He has sped the bureaucratic process for you to legally take ownership as well... You can expect his fee soon, I'm sure." “These notes are from an agent I sent to check on your property just on the outskirts of Absalom. It contains some interesting finds, but one of them is now the utmost priority to the Society and I'm sure you have a vested interest in your holdings, as well.” Dreng lightly taps a bony finger on a map, on which can be seen a section of Absalom with a small corner townhouse circled in deep red. “This is your townhouse, it is also a façade for an underground vault. The vault belonged to an old noble family of Absalom that was expelled a decade ago—the Decklands. The family was forced out when their patriarch—a man known as Orias—was discovered to have written documents detailing the city’s defenses, documents he intended to hand over to hostile forces loyal to Cheliax. The agents's notes indicate that a copy of these documents exist within the vault. “The Pathfinder looking into the Decklands and their ties in Cheliax was attacked and killed two days ago. The thugs made off with a copy of his notes— fortunately, he’d already sent us another. We have reason to believe it was the work of the Decklands’ oldest child, a young woman named Celeena, and she’s the reason this assignment is now urgent. The fact that Celeena and her forces were willing to kill a Pathfinder for this information shows how desperate they are to retrieve the documents. If she were able to get these documents and return them to Cheliax, it would undermine the defenses of the whole city, as well as cause the Society undue headaches. Find Celeena, find the documents in her, err, now your vault, and prevent this situation from turning into one big mess for the Society. I did not suspect the danger when I sent a lone agent to investigate. Don't let them escape and deliver a..." Dreng pauses for a moment, "message to Celeena and any accomplices for me and the Society.” ![]()
![]() I was looking for a similar thread to offer my 2 coppers worth... I would like to see
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![]() Reginar meets you in the morning following the destruction of the Temple. "I hope you don't mind, but I have been asking around about Iramine for you. I have some good news and bad news...First the bad news. The note you found in her chamber indicated she intends to go to the Isle of Terror. The Isle of Terror is located in the middle of Lake Encarthan. She plans to open, Xin-Grafar — the city of Golden Death — is the fabled vault-city of the Whispering Tyrant Tar-Baphon. Legend to hold more wealth than all of Avistan combined, the treasure-city has been sought after by adventurers and explorers for centuries. I want to warn you to never to let your guard down while you are there. There are great, island-encompassing, negative energy storms that periodically wrack the middle of Lake Encarthan for months at a time and warped wildlife, twisted terrain features, and poisonous streams. Many Pathfinders have explored the Isle of Terror but very few have returned...Those who have are often changed by their experience and speak only of dark things that hunted them in the night and bolts of pure negative energy that hounded their every waking moment." "With that said now the good news, I believe you are familiar with Captain Walren and the Black Mist. As luck would have it, he docked just yesterday. I was able to see him last night and inquired about the evil priestess who absconded with the amulet. It seems he was just in Druma to the east and she was there as well. She has been spending time outfitting an expedition, gathering the Razmiri faithful, at least 20 and possibly as many as 25 cultists. She has also hired a flat-bottomed riverboat out of Druma called the Witch’s Stitches that could barely hold Iramine, her cultists, their supplies, and the boat’s crew. Captain Walren reports that the Stitches is a slow boat and isn't going to make the Isle of Terror anytime soon, assuming it can make it at all. The captain has agreed to deliver you to the island. He was not eager to go there, but when I told him of the passengers, he figured he owed you a favor, and he is no friend of Razmir. If you leave soon, (today, sorry about the sort notice) and make all haste, the slow pace at which Iramine is headed to the island combined with the speed of the Black Mist should deliver you to the Island no more than 2 to 3 days behind the Razmiri faithful." "Please gather your supplies quickly. Go to the Isle of Terror aboard the Black Mist, find Iramine, and recover the amulet before she can use it to plunder Xin-Grafar in the name of the Living God. Once you have the amulet seal the city behind you so that no one else can access the city’s treasures. Afterward, return the amulet fragments to the Crypt of the Everflame and finally put Kassen’s spirit to rest." ![]()
![]() A few days have passed since the events at the Crypt of the Everflame and life in the town is beginning to return to normal. The folks are still quite wary of the dark, worried that some overlooked undead fiend might stalk from the crypt. With everyone rested, healed and Anaba's strength returned to normal. You spend some time resupplying and thinking of the grave robbers, how to get the Amulet back and the hidden treasure horde and where the three amulets will lead. One evening while sitting in the inn and discussing your next steps your group looks for the amulet Asar was wearing and finds it missing. After looking through your rooms and possessions you cannot find it anywhere. You suspect someone must have stolen it. There was a ship docked recently and several strangers were in town. Speaking with the dockmaster you find that it was headed for Tamran. The next day you receive a message from Cygar, the Pathfinder, requesting that you meet him by the docks tomorrow afternoon, ready for travel to the capital city of Nirmathas. When you arrive, you find him waiting, standing in front of a large river barge. He greets you and explains that he has made contact with a friend in Tamran named Reginar who could help. Reginar knows the city well and has been keeping an eye on masked followers of Razmir (whose description matches the masks found in the crypt). He also suspects that the Razmirian followers stole Asar's piece from you. Cygar would like you to travel to Tamran and learn what they can about the tomb robbers and, if possible, recover the amulet fragments so they can be returned to their resting place. Cygar explains that he has booked passage to Tamran on the Black Mist, a river barge run by captain Walren. The barge is headed straight for Tamran with a shipment of ingots from Skelt, and Cygar promises that it will make the journey swift and easy. Cygar you to find Reginar once they reach Tamran, and he will help on the mission. ![]()
![]() I had a player cast grease onto a dungeon floor which was covered in 2' of water. My ruling was the grease was ineffective because it floated to the surface. I didn't find any other posts on this, so thought I'd ask. The spell states : A grease spell covers a solid surface with a layer of slippery grease. Technically, he was trying to coat the floor and not the water, but I was thinking about pouring bacon grease in a sink full of water - it floats. Any thoughts? ![]()
![]() "I have an an urgent mission for you and a bit of a personal favor to ask"[b] says Drandle Dreng the Grande Lodge venture-captain. I received an urgent message from Mayor Uptal of Kassen. I owe him a favor and that means I need your help to get it done. It will be good to get you out of Absalom again anyway. I have called on a mage for a favor myself to get you there quickly. A little background. Your going to Kassen a small town on the Tourondel River in the Fang Wood of Nirmathas. It's a relatively close-knit settlement with origins that stretch back to the year 4522 AR, when the town's founder, Ekat Kassen, grew tired of life as an adventurer and retired there. They seem to have lost some young heroes and their prized lantern. That's all I know. see Mayor Uptal help him as much as you can and don't embarrass the Pathfinder Society. You leave in the next few hours so off you go to do any shopping then hurry back here you leave at midday!" After a quick trip to the market you hurry back to the Grand Lodge and are escorted to a meeting room where a mage waits somewhat impatiently. "Alright I have important things to do so, everyone hold hands and let's get this over with. In a flash you are in a town square near the Temple of Erastil where they toll their midday song, echoing throughout the quiet town of Kassen. As the peals begin to fade, the first of the townsfolk make their way into the square, dressed in black, as if attending a funeral. They slowly fill the square, moving quietly across the cold, hard ground, their eyes downcast and mournful. After a few moments, a murmur passes through the crowd as it slowly parts to let Go to Mayor Uptal. through. Once he reaches the center of the crowd, Mayor Uptal stops and calls out to the assembled townsfolk. “Nothing to see here folks, just some visitors I was expecting. Our brave Heros will return any time I know it!!” The Mage smirks at you "How provincial. Enjoy your visit and tell Dreng the favor is paid when you see him next. He disappears in a flash leaving behind a small puff of smoke. The Mayor quickly escorts you through the crowd to the townhall.
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