Achaekek, The Mantis God

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So uncertain if this should be posted here or in home brew or Hell's Rebels or not but let me know..

So the most loved and popular set of adventures I've run were the Legacy of Fire campaign. One of these days I'll story hour it. So beloved it was that one of the players took the leadership feat and actually created over a hundred PC's as his followers to post on our game wiki. We've since used these mostly first level kids in one shot adventures.

Fast forward to today when we've just finished running Cat and Mouse. The adventure is set in Midgard's PerBastet but I crib *cough* steal from a ton of sources. The world is also based in Monte Cook's Ptolus world well off the map of his big book. And we share this world with other DM's as we tell stories in various corners of it.

So: Mazin is a mashup of Communist era East Berlin with efreet as the big bads. They've since conquered and rule this formerly pirate slaver and litorian (let's say catfolk) city using invisible genie spies. The kids were so enamored with the setting an idea of setting up a rebellion that I'm trying to figure out how to run with it.

I figure Hell's rebels may be the best bet, by mostly swapping out the devil city for efreet based genie contracts and such. I'm mostly looking for stumbling blocks to this conversion, and possibly other adventures out there I could somehow speckle in there. I plan on using Grimalkin which is a good companion piece to the first adventure, but otherwise they're really into the idea of formenting a rebellion against the leftover efreet genies that their teacher's didn't get to taking out...

Thoughts? And feel free and ask questions about the setting. it got all sorts of tangled from all the other DM's effecting the world and other games so... Thanks for your help.


Okay. So my group wrapped up the Legacy of Fire campaign last year, and they still love the world and their PC's so we're rolling with it.

The PC's REALLY got owned by the red dragon Aberzjerax as he took the Impossible Eye from them so they absolutely want revenge. And I've decided that a very patient, divine heavy read dragon could be a fairly powerful enemy (Our campaign is actually slid into Monte Cook's Ptolus game world, so there's a lot of crossover with other games we run -it's all a shared world is our gimmick). In this world, the dragon was never a pawn of the Brass Sultan, but his own faction.)

I'm looking for mirror heavy and red dragon based adventures and encounters I can mine. I'm already looking at Mask of Diamond Tears from old dungeon adventures, and I'm trying to figure out some fun things. I sort of want to send the PC's on quests for mirror related magic macguffins (there's an old secret dead mage kingdom based entirely on the mirror universe) that will help them deflect the red dragon's considerable scrying or possibly mirror walking into his lair.

Final encounter I'm tentatively thinking of having them curb stomp the old stat block of Aberzjerax (as the PC's will be level 19 or so by then) and suddenly more versions of Aberzjerax pop out of the mirrors they brought... possibly all of them combining into some weird multidimensional amalgamation that I'll use the Choral the Destroyer stat block from the last Kingmaker book.

Thoughts?


So just what it says on the tin. I dislike the disposable magic weapon economy and would like this weapon to scale with the PC as they level. I'm familiar with the Weapons of Legacy clusterf*** but I would prefer something similar to what was done in the Legacy of Fire campaign with the main PC weapon leveling when the PC does.

Probably a similar level spread to what was done in LoF. Simple +1 weapon at level 1-4, with extra features added at 5-7, 8-9, 10-11, and 12-13 - with the possibility of adding some fun powers later on.

It's a Heavy Pick, that (given that he's level 6 so far) is a +1 Keen Heavy Pick. I'll likely bump it to +2 at level 8-9 but I'm trying to get some ideas for other powers as well...

Thanks all.


So my party has recently made a stop over in Nantambu and I really want to have some actual personalities and icons to show to the group as they wander around. I'm planning on playing them as a Mages Justice League more than anything else, with kids wearing masks and people int he area growing up with their stories and having their favorite Warriors as kids.

I've only seen very sketched out details, and I can likely make up a lot, but I'm asking for some quick brainstorms for fun Mwangi-style super heroes. Thanks.


My players. Always zigging when I expect zagging.

So in the adventure, it says that Ezer will attack if the PC's don't give him the Eye. So what if they do? In fact, what if they essentially let him buff himself with spells and assume an attack from another direction while they try to get him to talk? Just how desperate is Ezer in covering his tracks?

Just looking for fun brainstorm ideas.


Finally am getting around to posting the edited PbP logs of our LoF campaign. I just got the the damn pugwampis and the goat and lord I forgot how glorious that was...

Taste the Madness


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A few notes.

The campaign has been running PbP for nearly three years now and we're close to wrapping up. The message board is actually where a large group of us that have known each other online for nearly fifteen years come to commiserate. Many of us are writers, either pro, semi-pro or amateur, so we focus a lot more on story and PC interaction than most. Being play by post, this lends itself well.

The campaign started with one friend doing an old school 1E feel campaign set in the world of Monte Cook's Ptolus, although not in the city itself. A couple years later, I decided to run my own campaign within Ptolus (a police procedural, which some day I may get to archiving. It's... gotten enormously twisty and complicated.) Not long after that, I decided to give Legacy of Fire a shot set within the same world. Many of the gods and country names have been changed in order to fit the world, and to keep within continuity of the shared universe we have going on. I'll probably post stuff in spoiler boxes that diverge greatly.

There's a LOT of PM's that go on that the players never see. This is a group of PC's that often play against each other, to very entertaining results.


So I doubt anyone else has had this issue, but I am curious for some potential advice.

Our moldspeaker/knight has embraced his role with Vardishal whole-heartedly. Sadly (or not, because I love this sort of off-the-rails improv), he has a Wisdom of 8 and it shows. I've had Vardishal appear to the PC while he was knocked out in battle, simply as a way to impart more of the great backstory to the PC's. During the rather harrowing battle with Ghartok, the knight went down and Vardishal appears to point at the throne, to hint at the secret passage underneath of course.

The PC (not the player mind you) interpreted this as meaning he must take the throne of Carrion King. Needless to say, this threw the other party members (and a Rokova disguised Zayfid) for a loop.

It may be a moot point, as the party turned on Zayfid shortly after the battle, having gotten enough info from the troglodytes not to trust him. At which point, Zayfid escaped with ethereal jaunt and is now fetching the entire rest of the house to pound them into next week. I'm not too worried about that, as the PC's went under the throne anyway and are about to grab the scroll after a rough battle with the sand kraken. They'll be healed right up thanks to the oasis and I'm fairly certain they'll be able to handle what Zayfid can throw at them. So there may not be many gnolls left in the House to rule anyway.

But how do you think a delusional lawful-good knight would manage trying to forcibly install himself as king of all the gnolls?


Just checking. I'm a new Pathfinder Adventure Path Subscriber, and got the earlier order tout suite. This one, the one with the last of Kingmaker and first of Serpent's Skull seems to be MIA. It supposedly shipped July 29th. Thanks.


I did find the thread on the Pactmaster's Favor (thanks for all that work Sean), but the question remains if it would be unbalancing for gameplay or gimp a knight PC slightly? I can actually see this item working very favorably for a tank-like knight PC.


Looking for a few suggestions. Our group just finished HotCK and are now at the point of choosing what to do during their year of down time. The one PC, who is a water-based sorc is actually twins with Haleen with that Finding Haleen trait. Once the loot gets totaled and unwanted items sold off, she's planning on paying off Haleen's debt herself- and given Haleen started with 320 gold on her person, they might actually be able to scrounge up the 2 grand.

So I'm looking for some suggestions on possible PC rewards for doing this. I'm leery of making Haleen a cohort, since one of the PC's already took the Personal Romance choice and the party is getting a much needed cleric out of that. In addition, the Haleen/PC relationship is a bit strained, and I'm not certain if she'd go for that or not. I have no problem mixing and matching rewards as needed (the monk is opening a fighting school in the battle market, but he has no interest in money - so I swapped the Research reward in for that choice)

Thoughts?


The year is 720 in the last week of Birth.

These months it is relatively cool in Uraq. But even then the trip southwest from Rashadar was hard. They skirted far from Ra'ad the Blue's claimed territory, instead following the almost forgotten Obelisk Trail. Dozens of twelve foot black pillars of obsidian rose out of the sand, the word "trail" inscribed on it in ten different languages: Dwarven, Gnomish, Halfling, Uraqi, Imperial, and Elven being the only recognizable ones. The others were in the strange languages of cuneoform Panogolan and Buneir. Even the odd sweeping kanji of Kellisan was present.

Scrawled on almost half of these obelisks were the words "death" in Gnoll.

They took the long way around the Trackless Storm, the several mile system of near constant sandstorms requiring the detour- even if the fabled pesh fields were true. They skirted quickly past the Slithering Cove as sand eels hissed among the bones of travelers and slow, stupid camels. They walked warily past the Crouching Jackal as it stared at them, keeping eye on the Creeping Watcher miles away.

Until finally the sands hardened and turned into cracked, dry earth and the occasional cactus multiplied and was joined by thorny scrub brush and the massive Scorched Peaks were visible in the distance. The eerie Pale Mountain loomed over the mid-evening horizon like a tombstone.

They were all collected by a lantern-jawed man named Garavel Imaad-Isaam. He has said little on the long journey southwest toward the far-off mountain range, instead leading the camel caravan steadily toward its goal, where their employer supposedly waits.

A dry wind blows Garavel's keffiyeh in the wind. "Over the next hill," he says simply.

"May the Gods preserve you and your master, Garavel Imaad-Isaam." Abud says loudly. His face is still covered by a strip of cloth coming from his turban. "I eagerly await to hear what he has to propose to us."

Garavel turns slightly to Abud.

"She."

Gerber Loewe remains stony and silent as he has for most of the journey. Apparently detoxing in the desert from over a year of alcohol abuse has not done much to improve his disposition. At least he's not hunched over his camel and dry heaving today. Still, he's a sickly color and he sweats far more than his travelling companions.

"Ah..." Abud says, his voice dripping with honey. "A Flower of the desert. May her family be blessed and plentiful. What can you tell us, in the little time we have, about your most noble mistress?"

"She is the eldest daughter from a respected merchant family in Rashadar. She is ambitious and determined," Garavel says matter-of-factly.

"Thrice blessed, I can tell." Abud grins. "We can be sure an enterprise put together by such a woman will be gifted by the most potent auguries."

"May I ask if your mistress has taken a husband?”

Garavel keeps his eyes straight ahead. "You may ask."

Jadid rides silently.

"Hahaha! We're in the middle of the desert and your only thoughts are if she's a rich heiress?" Dima laughs.

"You misunderstand me, fair one. I have been separated from her for many moons, but I am firmly committed to my mate." Abud says. "I merely wanted to know if she has a family, so I could offer my services as a teacher. If she has not taken a husband, I would limit myself to the mission at hand and move on. Adventuring is fine, but I would like to stay in one place for a year or two."

"Has she and is she blessed with children? Are they interested in a teacher of arts and elven lore?"

Garavel nods at something as he taps the reins. The camel spits petulantly.

"She is not married, so of course she has no children."

"And your purpose here is not to teach, but to do as she wishes."

"Ah, no children...." he says, trying to hide his disappointment. "No use for a teacher where there are no students. Fine, let us see what your mistress wishes."

"Your mistress," Mahjub begins, having absorbed the information presented thus far, "would she be Almah Roveshki, by any chance?"

"She is," says simply.

"Excellent," Mahjub says with a satisfied smile. "Are we to play some small part in her stuggle to return her family's name to its former glory? No small feat, but I admire her tenacity."

"As do I," Garavel answers.

"Do you really?" Mahjub asks, casually tapping his own left temple as he meets Garavel's gaze.

Garavel meets Mahjub's gaze evenly and without emotion.

"Yes. I do."

Mahjub simply shrugs and smiles, turning slightly to focus his attention on the rider behind him. "So Dima, any word from your sister? Has Mehri been talking about me?"

Dima studies Mahjub carefully for a moment. "Weren't you the street rat Mehri pulled the awning down upon, once upon a time? She laughed at that a lot."

Mahjub laughs a little. "I was hoping for something a little more complimentary, but I'll take what I can get."

Dima adjusts her shawl slightly, allowing the tiny fox draped around her shoulders to stretch and yawn somewhat, as she considers her words.

"I haven't heard from her in a while myself."

"Oh? Has there been a falling-out?"

Before Dima can answer, Garavel speaks."We are here. The Sultan's Claw."

As soon as the craggy tree begins to appear over the next hill, it becomes obvious why it is called as such. With five immense, leafless branches, the tree looks more like a skeletal hand than a meager tree.

But as the party tops the last rise of the hill, they see a caravan of a half-dozen wagons and a large tent clustered around the distinctive tree. Normally a welcome sight after their long journey... except for the fire.

Lush orange and red flames engulf an elaborate wooden wagon decorated with painted moons and stars. A gout of smoke pours from an open door. A wind blows and a number of fortune telling cards fly out from inside of the wagon, one of the singed cards catching Jadid directly into his chest in a burst of orange cinders. Suddenly, the whole wagon erupts into flame.

The camp is in chaos. Camels in pens near the tree dance in agitation and a clutch of confused and bleating goats and livestock careen around the wagon as a man and a woman frantically try to chase them down. Four soldiers in the distinctive red chitin-plate armor of the Pactmaster Guard begin shouting at each other as they surround the wagon. Four burly mercenaries struggle to pull an enclosed wagon just feet within the burning wagon out of the flame's reach. An older man frantically attempts to calm a moaning man as he tries to bandage his wounds, blood beginning to drench the cracked earth below. Another burnt figure lies still next to them.

The central flap of the elaborate tent flies open and a regal woman who can only be Almah steps out into the firelit dusk. "Douse that flame!"she shouts to the men surrounding the wagon before turning toward the party. "Ah, Garavel!" she says. "Just a moment later than the nick of time as usual." Looking specifically past her major domo, she barks a simple order before running off toward the fire.

"Find some way to help!"


So my party will be wrapping up the Howl of the Carrion King shortly, and I'd like some ideas for side-trek type adventures for the journey to the House of the Beast. A lot depends on which route they chose to go, which I'll be leaving up to them, so suggestions for all the different stuff they could cross by would be fantastic.

So anyone have any decent medusa (Lithia Vale) ideas? How about for Onyx Hall or those terrifying intelligent lions at Marudshar? Throw them at me folks. I have to be prepared for a party that tends to do the unexpected. I'll take published or ideas or even nuggets of some to chew on.

Paizo Brainstorming... GO!


So Gerber walks straight to the bar, as he has a bit of a drinking problem since he was kicked out of his order. Abud notices him and walks down to run interference on all the merchants that divebomb Gerber trying to sell him something. The thing is, Gerber's player is smart enough to know that he's down to 10 HP and likely can't face whoever the "Strangler" is. So one of the merchants says they have just the thing... A few failed Sense Motive checks later and the drug dealer has just sold Gerber something that slightly increases the knight's STR and CON, but drastically reduces his INT, WIS and CHA. We know have a very inebriated, drugged and roided up knight.

Meanwhile, Mahjub and Dima walk to the north and use the key that Undrella gave them. Mahjub abandons Dima, telling her to stay put hidden in the hallways, as he goes to try to rescue the last Lion in the holding cell. He barely manages to sneak past Kardswann and Ugurk looking over the arena and sneaks past the bugbear fetching Hurvank for the battle. Inside, he finds Oxvard (or Omar, as we called him. Bit more Middle Eastern flavored for us...) and runs him out the door where he runs straight into Jank who has taken his position back at the door. Mahjub quickly take the goblin hostage with a good Intimidate roll and takes them across to the palace where the rogue holds Jank over the ledge and convinces through Diplomacy and Intimidation that Jank should help the party. The goblin jester agrees as long as he gets to slice up Kardswann after it's all over.

Meanwhile AGAIN, Dima is spotted by one of the merchants. Now this part is crucial. Dima wanted her to be one of two sisters, with one of the sisters missing for a while (one is a water sorc and another a fire sorc.) Since there was an NPC designed for that, I simply altered Haleen a bit to be this missing sister. Ah yes, and did I mention the player wanted to be one of two twins? The whole Fire and Ice twin thing?

Yep, you guessed it. The merchant mistook her for Haleen, and Dima was smart enough to figure that out. After realizing what was going on, the tiny little girl walked up to the arena, INTIMIDATED Hurvank by Bluffing herself as Haleen and turned around to secretly heal Gerber while keeping her cloak around her hands, giving Gerber a fighting chance. She walked away before Hurvank could react.

Kardswann announced the fight and the drunk knight opened up with max damage. Miraculously, the ogre blew the grapple roll with a 2. Round 2 - More damage, but this time Gerber gets grappled. Round 3- Gerber choked as he tries to escape to no avail. Round 4- Gerber drops Tempest and power attacks with his bare hands to nearly take Hurvank to 0. Hurvank decides to pin Gerber and keep choking. Round 5 - Gerber rolls a 20 to escape the pin, but Hurvank keeps choking. Round 6- Gerber misses, but Hurvank blows the grapple roll again to not be able to damage the knight this round. Round 7- Gerber power attacks again and knocks the ogre's eyes right out of his skull.

The knight won in single combat against the ogre.


Also, are those bridges above the monastery at B12?


So I tried and didn't get in. Ah well.

Feel free and look if you wish. Now admittedly, I'm not overly familiar with the world, but I worked with what sources I could find.

Hide:

Fallen From Grace

Introduction:

The greatest promise of being a Pathfinder is the chance of being remembered.

A group of Pathfinders walked into a cave in Druskor's Crag. Months later, one gaunt, traumatized paladin walked out. He had no treasure to show for their sacrifice - just the Pathfinder journal, which detailed more of the ancient dwarven kingdom than had ever been seen by human eyes. Saddling his giant eagle mount Aglaia, he flew toward the nearby town of Falcon's Hollow, vowing that his companion's lives would not be in vain and that their story would live on.

He failed.

They were above the forest when the carnivorous pixies ambushed them. The exhausted paladin succumbed to their sleep arrows and fell to his death through an ettercap's lair, who quickly claimed the body to terrify nearby loggers.

The paladin's heartbroken mount searched the forest, but the ettercap hid the paladin too well. Aglaia, mad with grief, hunted the invisible assassins. After many guerilla attacks Aglaia chased the fey to the mountains, where she triggered an ancient dwarven relic transforming her into metal and trapping her within the caves. The mount, along with the paladin's saddlebags and journal, sat in the dark to recover, mourn... and nurse its hatred.

Summary:

The Pathfinder Society wants to recover the journal and sends the party to investigate Falcon's Hollow, where the adventurers were last seen. After convincing local authorities they aren't there to ruin their illicit plans, the party follows the trail to an ettercap's trapped lair. Defeating the ettercap reveals nothing but they find Aglaia's trail. The party may encounter remnants of the fey hunting party before coming to the dwarven obelisk that seals Aglaia 's lair. After solving the obelisk's puzzle, which may turn the party into various elements, the grief-maddened, altered Aglaia attacks.

Encounters:

1- Lumberjacks report that a dead and mutilated paladin matching the party's description haunts their job sites. Before they can investigate, Lumber Consortium thugs confront the party as the Guild thinks they are here to stop an illegal Darkwood smuggling deal. The party can talk past them with social skills or defeat the guards. (Tier1: 2 fighters, 3: 4 fighters, 6: 8 fighters)
2- The trail leads to the forest, where a sick paladin ghost marionette suspended by nearly invisible webs is constructed. The ettercap uses the body to lead them toward a series of traps. (Tier1: Pit Trap, 2: + Hail of Needles, 3: + Poison Wall Spikes)
3- The party barely has time to consider the lack of evidence on the body before the enraged ettercap attacks, leaping and hiding between branches to attack the party at a distance. The party can climb trees to close to melee range, requiring Reflex and Balance checks to navigate. (Tier1: ettercap, 3: ettercap monk 2, 6: ettercap monk 5)
4- (Optional) After killing or capturing the ettercap, the party finds Aglaia's vengeful trail of feathers and dead pixies. The party may be ambushed by what remains of the starving, harried fey. If any are captured, they reveal Aglaia's location and confirm the mount had saddlebags containing the paladin's equipment. (Tier1: 1 pixie, 3: 2 pixies, 6: 4 pixies)
5- The party arrives at a rune-carved obelisk- a security gate developed by ancient dwarven alchemists. Pressing the runes in the correct order (determined by the periodic table, and NOT monetary value as greedy adventurers are likely to think) will open the cavern doors trapping Aglaia within. Incorrect answers will subject them to temporary (negative and beneficial) effects, as they become stinking clouds of chlorine or hard iron or flimsy tin. Knowledge and Alchemy checks will reveal the combination, although player knowledge of chemistry will also help. If too many wrong runes are pressed, the relic will overload and shatter- freeing Aglaia and damaging the players, who will now have to fight the mount while transformed into various elements! (Tier1: 7 wrong answers allowed. 3: 5, 6: 3)
6- Aglaia, now freed, attacks the party in a haze of rage and grief. The party will have to somehow subdue the mount to recover the journal. (Aglaia advanced using Green Ronin's "Advanced Bestiary", page 170-2 Tier1: Giant Eagle - Brass, 2: Iron 3: Mithral)

Conclusion:

If they succeed, the party honors the Pathfinder's promise and saves the journal from obscurity. If they fail, their fellow Pathfinder's sacrifice will be in vain and no one will know what they discovered in Droskar's Crag. Worse, no one will remember their names.


Hey there all. Long time fan of Paizo, first time poster.

I am planning on running this damned excellent AP for my PbP group, but I seem to have a whole slew of people interested in it.

I seem to recall the AP's are designed with 4 PC's in mind, so does anyone have any suggestions on how to scale it for 6? Some encounters, like Bonegrinder, could maybe use some extra help- but I'm wondering about many others. The battle market, the pugwampis, etc. Any advice or suggestions would be appreciated.

If this has been answered before on the forums, sorry I missed it in my weak web-fu. Thanks.