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Male Human Expert 4

Righteous Medals for Chapter 3

None of you have spoken up to nominate one another, but here are the medals earned in chapter 3 if you’re interested.

Aramnar: Medal of Vigor for his fight against the Wintersun Barbarian Leader

Davina: Medal of Command for redemption of Jesker Helton, Medal of Valor for her killing blow against the Shachath demon

Ison: Medal of Valor for delivering the death blow to the Mythic Vrock

Additionally, both Ison and Parmadon earned a second Medal of Vigor for getting dropped and then getting back up, but only the first one counts as a magic item.


Male Human Expert 4

Artifact and unusual item descriptions

RETRIEVER DRONE:

PRICE 8,000 GP
SLOT none CL 15th WEIGHT 5 lbs.
AURA strong conjuration

A retriever drone appears as a masterfully preserved spider the size of a house cat, whose eyes have been replaced by four glittering gemstones. These devices are created by spellcasters who wish to control their own retrievers, since the secret of creating those monsters is beyond mortal capacity to understand. A retriever drone can be used to usurp control of a retriever that is within 30 feet. To take control of a retriever, the user of a retriever drone must have line of sight to the target and concentrate on it while holding the retriever drone in both hands. The target retriever can resist the attempt to take control by succeeding at a DC 16 Will save. If the retriever is currently on a mission to retrieve a target, it gains a +8 bonus on this save.

If the retriever’s saving throw is successful, the drone thrashes and scurries, making a single +15 bite attack (1d6+4 damage) against its carrier before becoming inert for 24 hours.
If the retriever fails to resist, it falls under the control of the person who carried the drone—this control is permanent as long as the retriever drone exists and the person who activated the drone is chaotic evil. If the controller isn’t chaotic evil, control granted lasts for only 24 hours. If the retriever controlled by a drone is destroyed, the drone itself crumbles to dust. As a full-round action while touching an active retriever drone, the user can look through the eyes of a controlled retriever and direct its actions. If the drone is destroyed while the user is linked in this manner, the user takes 1d4 points of Constitution damage (Fortitude DC 16 negates).
CONSTRUCTION REQUIREMENTS COST 4,000 GP
Craft Construct, Craft Wondrous Item, greater planar binding, scrying

SWORD OF THE PLANES:

AURA strong evocation; CL 15th
SLOT none; PRICE 22,315 gp; WEIGHT 4 lbs.
DESCRIPTION

This longsword has an enhancement bonus of +1 on the Material Plane, but on any Elemental Plane its enhancement bonus increases to +2. The +2 enhancement bonus also applies whenever the weapon is used against creatures native to the Elemental Plane. It operates as a +3 longsword on the Astral Plane and the Ethereal Plane, or when used against opponents native to either of those planes. On any other plane, or against any outsider, it functions as a +4 longsword.
CONSTRUCTION
REQUIREMENTS Craft Magic Arms and Armor, plane shift; COST 11,315 gp

WORD BOTTLE:

AURA moderate evocation; CL 7th
SLOT: none; PRICE 1,500 gp; WEIGHT 1 lb.

This fragile glass flask encloses a single scrap of worn parchment held in place by a taut metal wire threaded through its cork stopper. As a full-round action, a spellcaster can cast a targeted language-dependent spell of 3rd level or lower into the flask as a full round action, which covers the parchment with magical writing and charges the flask with power. The flask cannot be used with spells that have a casting time longer than 1 full round. Any of the spell's variables that are determined by its caster (such as commands given to the spell's target) are decided when the spell is cast into the bottle.
The charged flask can be thrown as a splash weapon with a range increment of 10 feet. The flask shatters and is destroyed upon impact, releasing the stored spell. A creature struck by the flask is subject to the effects of spell contained within, just as if it had been the target of the spell. Creatures within 5 feet of the flask when it breaks hear whispery echoes of the spell's words and are also subject to its effects, though they receive a +5 bonus on their saves to resist the spell. If the spell does not ordinarily allow a save, creatures caught in the splash radius may still make a Will save to negate it (with the +5 bonus).
CONSTRUCTION REQUIREMENTS
Cost 750 gp
Craft Wondrous Item, imbue with spell ability

AMBROSIA:

AURA strong conjuration; CL 18th
SLOT none; PRICE 10,000 gp; WEIGHT 1 lb

This divine food comes in many forms, from a light and airy honeyed cake to a deep, rich chocolate. A mythic creature that eats this food is restored and replenished. Eating this food takes 1 minute, and when the meal is done, the consumer regains all her uses of mythic power for the day. If a non-mythic creature consumes ambrosia, that creature is subject to neutralize poison,remove curse, and remove disease, each at caster level 10th. A mythic creature can choose to either gain this effect instead of regaining mythic power.
CONSTRUCTION REQUIREMENTS
Cost 5,000 gp
Craft Wondrous Item, Mythic Crafter, greater heroism, heal

FORTUNE'S ARROW:

AURA strong evocation (minor Artifact); CL 15th;
SLOT none; WEIGHT 1/10 lb.;

While this +3 seeking arrow is carried, it grants its bearer a +2 luck bonus on saving throws and skill checks. The wielder doubles her favored enemy bonus on attack and damage rolls against any creature of that type she attacks with the arrow.
When taking a full-round action to fire a single shot using the arrow, the wielder ignores all range penalties for that attack. By expending one use of mythic power while such an attack, the wielder scores an automatic critical hit if the attack hits, and the arrow bypasses any damage reduction the target possesses.
Fortune's arrow can always be recovered if searched for. Even if lost, it finds its way back to its previous owner within 1d6 days as long as she still lives. Fortune's arrow fails to return to its owner only if she dies or freely gives it to another.


Male Human Expert 4

Brain Collectors Labratory
When you have some free time, you can spend a few hours studying the writing on the wall of the laboratory that was being used by the Brain Collectors.

The writing on the wall is in Aklo and is a strange combination of arcane and mathematical notations. Between Linguistics and Knowledge (engineering), you can determine that it’s a massive and complex equation that incorporates elements of alchemy, arcane magic, and metallurgy that are normally believed to be unrelated. It’s evident the work is unfinished. It is possible that the equation is part of an attempt to alter planar binding spells to work on natives of the Material Plane.


Male Human Expert 4

Jerribeth’s Quarters
In Jerribeth’s quarters, you find a number of documents in her desk, along with an unfinished letter. The notes and documents reveal that she was involved in creating all of the codes, secret symbols and hand signs used by the cultists. This information, in the hands of Anevia Tirabade, Drezen’s resident spy master, could be used to cripple the remaining templars. I’m going to assume that you can correctly identify the Necklace of Strangulation as a cursed item without trying it on and getting choked to death. You can use the Redemption Forge at Citadel Drezen to change it back into a Periapt of Wound Closure,

Handout – Jerribeth’s Letter:

Hepzamirah,

Our esteemed representative of the Lord of the Locust Host continues his dalliance with his guests. It should not surprise me that one such as he would look to the Dark Tapestry for alliances. Despite his condition, he remains a child of this tiny plane, and I suppose I should not concern myself overmuch with his pastimes, yet the presence of these aliens in your Father’s Ivory Sanctum vexes me still. They are not so dangerous—not to one such as myself— yet I remain concerned for the dangers they may represent. Their presence is more a symptom than the problem itself.

Vang has been supplying them with victims intended for sacrifice. He knows better than to short my needs for the rituals, yet still. These mortals belong to your Father, not some clattering tangle of legs and brains. Even so, our Dominion visitors possess some interesting powers. I have not yet managed to crack their minds and tempt them with my wishes—nor have I cracked Vang, for that matter—but I will. And when I do, we will have an interesting new tool to use against these crusaders. Vang will simply need to accept the fact that, when that time comes, these “guests” were never his at all, but merely waiting upon the will of your Father to join in the war.

The effects of Nahyndrian elixir continues to impress me. My own experiences, combined with the fact that the last four demons who imbibed survived with ease, tell me that Minagho’s serpentine scum and her insane scientist have finally perfected the recipe. I look forward to the next shipment from the Fane, and hope to be able to join you soon to aid you in recruiting more of the lords and ladies of Midnight to our cause.

And in regard to the Drezen situation, you need not fear. I am in the process of


Male Human Expert 4

Vang’s Chambers
When you search out Vang’s chambers, you find a wealth of information, along with some unusual items of treasure.

There are two masterfully preserved spiders, each the size of a house cat. The eyes of each spider are glittering gemstones. The spiders radiate strong conjuration. You can identify these as Retriever Drones. These can be used to seize control of a retriever and command its actions. (details below)
Vang’s treasure also includes 4 doses of Ambrosia. (details below)

His Type 4 bag of holding contains his collection of spellbooks. There are many books here, obviously written by many different spellcasters. It will take a considerable amount of time to completely inventory them. For game purposes, it will allow Ison to add a third spell for free each level, and has a chance to contain any other arcane spell you are looking for. In addition to the standard spells, there are instructions for a special preparation ritual.

Preparation Ritual—Abyssal Binding:

By spending the boon granted by this ritual as a free action while casting a planar binding spell (including the lesser and greater variants), the wizard gains a +4 bonus on all opposed Charisma checks attempted against a chaotic evil outsider, and the maximum duration of an open-ended task increases by 4 days. More information on preparation rituals is in Ultimate Magic.

In the side room, hidden away under some other mundane treasure, there is a chest with a complex lock, which can be opened by a slim mithral key carried by Vang. It contains two vials containing a strange purple residue; each vial radiates faint conjuration and necromancy magic. These vials once contained Nahyndrian elixir, but are now empty.

Intelligence from Vang’s Quarters:


  • Vang was working with the Brain Collectors to modify Planar Binding spells so that they could be used to call and bind natives of the Material Plane. His theory is that on other planes, natives of the material plane are effectively Outsiders, and that spells like banishment and dismissal work on them. Binding ought to as well.
  • Vang was intimately involved in the efforts to refine the Nahyndrian crystals into an elixir that can give incredible power to those who consume it. Also involved in the research were Areelu Vorlesh and an Alchemist named Mutasafen.
  • These Crystals were also used to fashion a chisel that was to be used to destroy the Keanbres Wardstone (an event that the PCs prevented).
  • A demon named Minagho was in charge of holding Kenabres until the Chisel could be brought in. Her failure has been a great displeasure to Baphomet.
  • Vang has ideas about other ways to use the crystals, the most disturbing-sounding is to craft a Golem out of them
  • The crystals are being mined in the abyssal realm of the Demon Lord Nocticula, the Midnight Isles, and are made from the fossilized ichor of dead demon lords. Apparently, all of the islands in
  • Nocticula’s realm are grown from the corpses of her victims. The journal records several attempts by the cult of Baphomet to bring Nocticula into the alliance associated with the Worldwound, but so far, the Queen of Shadows has not agreed to join. The journal vaguely mentions a few new attempts to forge such an alliance that will soon be undertaken by the Templars stationed in the Abyss; these are the latest entries in the book.
  • The mining operation is being run by Hepzamirah, the daughter of Baphomet and the true leader of the Templars of the Ivory Labyrinth.
  • The recipients of the elixir so far have mostly been test cases, but it has been successful enough that they are starting to distribute them to demonic commanders in a more strategic manner. You find a list of names, with several annotations. Most are unknown to you, but with appropriate knowledge checks, you might identify some of them.

Elixir Distribution notes:


  • Khorramzadeh – the Storm King – checked off
  • Mistress Anemora – Already Checked off
  • Svendack
  • Minagho –her name is scratched out, with a line next to it, moving it lower on the list. She is mentioned above)
  • Aponavicius – a name you’ve heard before.
  • Carrock - that is the name of a fabled demonic Treant, said to rule Storasta (a city where the Sakora River once ran into the West Sellen)
  • Firadreal
  • Inger-Maggor – research reveals him to be also known as The Ivory Hunter, favored minion of Baphomet
  • Yracandra
  • Diurgez Broodlord – His name is crossed out. – Research reveals him to be a Balor Lord. Speculation is that he was the ruler of the former Sarkorian Prison Threshhold.
  • Zelmisdria
  • Odeenka
  • Plorig-Stagul
  • Ursathella
  • Kralisq
  • Ibaheniel
  • Uffandir


Male Human Expert 4

Wrath of the Righteous Chapter Three Wrap Up

When Xanthir Vang collapses into a pile of dead worms, a quiet falls over the room. As you catch your breath (and presumably do some healing) the Cloudkill drifts lazily down the corridor away from you.
A moment later, you hear 2 clattering noises, as if something metal had just hit the floor. Arueshalae investigates and reports that there were 2 more templars of the Ivory Labyrinth who finally decided to join the party, and unfortunately for them, they walked into the cloudkill.
Once you recover a little, I presume you investigate the rest of the sanctum. There are a couple of other creatures, but nothing you can’t handle. The illusory wall near Vang’s chambers leads to a cave, which connects to an escape tunnel. There are two retrievers in the cave.

The Western side of the building contains mostly living quarters for the inhabitants of the Sanctum. However, there are a couple of rooms of note. (Spoilered for length)

Planning Room:

One appears to be a strategy/planning room. There is a large table in the center of the room. When you get there, the table is swarming with locusts. There are also shards of glass on the table. You surmise that the templars had some sort of device that released the locust swarm, which in turn ate the sensitive documents on the table. However, the walls are still covered by a couple of large maps of the worldwound. These are very valuable, as they appear to depict the region as it currently is. Most of the maps being used by the crusaders are old maps of Sarkoris with hand-written notes for where things have changed. The maps also contain notations of the locations of several Templar strongholds.

Workshop:

Next to the planning room, there is a workshop. A smokeless forge sits in the northwest corner of this room, next to an anvil. A weapon rack stands against the north wall, while two tables to the east and west, respectively, are covered with tools, alchemical supplies, magical reagents, books, and more. Several wooden chests sit under the western table, while to the north of the eastern table sits a second weapon rack; whereas the northernmost rack contains several weapons that appear to be in fine condition, this more southern one contains weapons that appear to be damaged.

Vault:

Working your way all the way around behind the temple, you find one more room – the vault.
Behind a secret door, armed with an arcane lock (you find the key among Vang’s possessions) is the inner vault. The walls are lined with lead to prevent divination, and inscribed with countless tiny Abyssal prayers and runes that constantly sweat and reabsorb cold black water. The runes on the walls radiate strong evil and strong necromancy magic, for they are infused with the waters of the River Styx, filling the area with potent and debilitating energies and a low, discordant drone. The room is defended by a Thanadaemon. As you approach, he calls out to you, asking to talk. He has been bound here against his will by Vang. If you release him, he promises to leave your plane and cause you no harm. Whether you deal with him peacefully or violently, I am going to assume that the CR 13 daemon won’t slow you down that much. There is a substantial haul of treasure here. Two items stand out.

The first is a gleaming set of Mithral Full Plate (+3) emblazoned with the symbol of Iomedae. He isn’t sure why, but the armor seems familiar to Parmadon. Assuming you look into it when you get back to Drezen, you can find out that it is the armor previous worn by the paladin Yaniel, whose sword Parmadon now wields.

The second is a single darkwood arrow, decorated with Elvish script. The writing reads: “May Fortune Favor Him Who Bears this Arrow.” Its aura is very strong, and it cannot be identified with Detect Magic. Further research identifies it as Fortune’s Arrow, a minor artifact, which once belonged to Ison’s father. Description below.

Also in the vault, there are several powerful magic items that you recall were described to you back in Kenabres, as having been stolen from the Riftwardens, from their vault at the Blackwing library. This includes: a Greataxe +3, a Sword of the Planes, a Rod of Empower metamagic, a Staff of Healing (6 charges), a Carpet of Flying (5x5), and an Instant Fortress.


Male Human Expert 4

In the session on 1/14, in the fight against Zanthir Vang, both Ison and Parmadon were dropped, but revived in time to rejoin the fight.


Male Human Expert 4

In the session 12/4, Ison delivered the death blow to the mythic Vrock, a CR 11 creature.

In the fight against the woundwyrm, Aramnar was knocked out and then revived to rejoin the fight.


Male Human Expert 4

Another fyi:

In the session on 11/19, Davina's Atonement spell and continuing influence and encouragement redeemed the fallen Cleric of Erastil.


Male Human Expert 4

reminder for future reference

In the session on 11/5, Davina Windchild's Holy Smite spell put the finishing touches on the CR 11 Shachath demon.

Also, Aramnar was dropped by the Barbarian, but was revived by Davina in time to rejoin the fight.


Hi all. We still have an opening for a player in a long-standing Pathfinder group in Metro Atlanta. Group meets Wednesday nights in Norcross.


Male Human Expert 4
Aramnar wrote:

Ison, any scrolls you make for the group not on my list you can subtract from the party fund as well.

If we don't use all of our cash I would plan to buy another 1000gp of diamond dust. This seems to be stuff we can have enough of. That and granite dust.

Granite dust is easy to come by around here. For diamond dust, you need to have it shipped in.


Male Human Expert 4
Aramnar wrote:

With Ison busy Aramnar would be leading regular partols in and around the town and let Parmadon deal with managing the army and the politicians. He takes Davina with him when she wishes.

Your patrols in the city are largely uneventful. Within the first few weeks, any stragglers among the demons or cultists have been captured, killed, or driven off.

Beyond the city, things get a little more wild. With regular patrols, you are able to pacify the immediate vicinity, but anyone who goes more than a few miles out, or stays in the Wounded Lands for more than a day or so still runs a significant risk of running into some sort of hazard.

The whole region is oppressive, dangerous, and ugly. Still, with the Sword of Valor hung prominently in the Citadel, morale remains high.


Male Human Expert 4
Ison Ryzhik wrote:


Yeah I was copying what I was considering when Ison got the crafting mastery at 8th level.
Might as well make it CL9 so 135000gp and 27 days.

I think you have an extra zero in there, but yes, doing it at CL 9 is fine.


Male Human Expert 4

The Corruption Forge

It takes Davina and Ison several days of research to work it out, but with several spells and prayers, they are able to dispel the Evil and Chaotic auras from the forge. By manipulating the forge's magic, Ison is able to reverse its effects. The Corruption forge is now the Redemption forge. Using the forge, it is possible to convert an evil magic item to one aligned with good.


Male Human Expert 4

In terms of writing scrolls, no problem. scribe away.

In terms of learning new spells, spells of 5th level or lower are easy enough to get a hold of. Some you might need to borrow from the Riftwardens. They may come asking for favors later, but help yourself.


Male Human Expert 4
Ison Ryzhik wrote:


wand of magick missle with dazing metamagick 10500gp 21days

The Wand of Dazing Magic Missile - at 10,500 gp crafting cost, you are making that at CL 7. Is that correct?


Male Human Expert 4
Ison Ryzhik wrote:


This will leave Ison with 4109gp + 3434gp(already had) = 7543gp
and 106days which he will use to hopefully learn some more spells, write some scrolls, and do research on the possibility of including sonic in the admixture versatile evocation.

I'm going to rule (for now) that you can't add sonic to the admixture class ability. Since there is absolutely nothing resistant to Sonic that I can think of, that would replace admixture with "I bypass all energy resistance all the time". This AP is already running on easy mode.


Male Human Expert 4
Ison Ryzhik wrote:


wand of magick missle with dazing metamagick 10500gp 21days
(would make these mythic if I could - is that possible?)

Sorry, but per the PRD:

Mythic Spells in Magic Items: Mythic spells can't be crafted into magic items unless the item is an artifact (for example, you can't brew a potion of mythic cure light wounds).

so no mythic spell wands.
I would rule that if you had a staff with a spell on it and you know the mythic version of that spell, you could spend a point of mythic power while casting the spell from the staff and get the mythic version. Since staves use the caster's abilities and feats, that would make sense for me.


Male Human Expert 4

Regarding party items: Don't you already have one or more cure wands? with Ison's item recharge ability, do you need ore than one?


Male Human Expert 4

Can Ison make the Jingasa of the Fortunate Soldier?
its CL is 15th, and it requires the spell Moment of Prescience (8th level spell).

Is the Caster level issue a flat requirement, or does it just increase the DC? I know not having the spell increases the DC.


Male Human Expert 4
Ison Ryzhik wrote:

I probably need a list of what Ison should craft for the party and members.

(crafting mastery path ability = all item creation feats)

What item creation feats do you actually have? If you have the actual feat, then crafting mastery cuts the time in half, which may make a difference considering how many items are on the wish lists.


Male Human Expert 4
Aramnar wrote:

Davina Items

Cirlcet of inspired wis +4 $8,000.00 16
HB of CHA +4 $8,000.00 14

Don't WIS and CHA item take up the same slot? you need the 2-fer item.

Headband of Mental Prowess (WIS and CHA +4) is base cost 40,000 gp. Cost to craft = 20,000 gp. time 40 days.


Male Human Expert 4

So, if I'm reading this right, not including anything he wants to do for himself, you have Ison booked for 160 days of crafting. At 5 days per week, that's the next 32 weeks in his study manufacturing magic items for the three of you.


Uncle Monkey wrote:

Still looking for a player for a Wednesday Night game in Metro Atlanta area.

Nudging back up to check for interest


Male Human Expert 4

Reminders about the medals and actions needed to qualify

Agility – kill a demon before it gets to go.
I don’t recall any of those, though there were plenty of lower CR demons you might have knocked off before they acted.

Command – redeem an enemy
None of you have really done that

Spirit – become possessed, but become free before doing any evil acts.
Steve was either charmed or dominated briefly by one of the Succubi, and didn’t accomplish anything against the party before being freed.

Valor – kill a demon with a CR higher than your level.
Qualifying demons in this chapter:
Soltengrebbe – the beast of Drezen. Technically, he was a chimera, but the infusion that gave him mythic abilities also gave him the demon subtype.
The Vescavor Queen was CR 9
There was a CR 9 Vrock
There was a CR 9 Nabasu Demon
The Succubus Duelist was CR 9 (succubus in the silver armor)
And last, but not least, was the mythic Shadow Demon at CR 11.

Vigor – get dropped or killed, but survive and rejoin the fight in which you got dropped.
You had a couple of people get dropped fighting the Chimera. Staunton dropped at least one of you, but I don’t think he got back up during that fight.


Still looking for a player for a Wednesday Night game in Metro Atlanta area.


Male Human Expert 4
Parmadon wrote:
GUess we to figure out who gets what medals also

You can nominate each other.

If you're having trouble remembering events, I can provide some reminders, but basically it's up to you.


Male Human Expert 4
Aramnar wrote:
With the city here are we able to feed this larger army? Also I assume we have the sword of valor up and can inhibit any teleportation?

Yes. You are reliant on the caravans coming from Mendev, since you can't grow anything here, but once those are up and running, you can maintain the army. In fact, it becomes Irabeth's problem. you don't need to track it anymore.


Male Human Expert 4

The Army

Enough of the troops leveled up from the battles fought in chapter 2 to make the army a unit of 5th level paladins instead of 4th. In addition, reinforcements increase their size from Medium to Large. New stat block is below. The Divine bond allows them to act as if they had the magic weapons resource for one melee phase per day.

Knights of Kenabres Revised ACR6
LG Large army of humans (paladin 5)
hp 33
DV 20; OM +9, ranged
Tactics: standard, withdraw, Cavalry Experts, Sniper Support
Resources Magic armor, improved weapons (mwk cold iron), mounts, ranged weapons (longbows)
Special aura of courage, channel positive energy, divine health, lay on hands, mercy, smite evil, spellcasting, Divine Bond (Weapon)
Speed 3; Morale +5; Consumption 8


Male Human Expert 4

The City

Currently, Drezen has the following stats:

DREZEN
LG large town
Corruption –2; Crime –4, Economy –5; Law +3; Lore +0; Society –1
Qualities holy site, strategic location, tenacious
Danger +5
Disadvantages ruined

Its base value is 2200 gp, and its purchase limit is 5000 gp. Not including the party, the highest level of spellcasting services available is 5th level spells.

With some work, the “ruined” disadvantage can be removed, which would enhance the city’s economy, and increase the goods and services available.


Male Human Expert 4

Downtime

You have approximately one year between the liberation of Drezen and the main events of Chapter 3. I believe Steve was writing down treasure.

Since you have Ison, who has the mythic feat allowing him to craft anything, I presume you’ll be crafting a crap-load of magic items with that time and money. Feel free. Make a list.

The first few encounter areas will actually take place during this down-time, but for ease of record-keeping, we’ll assume all of your crafting is completed beforehand.


Male Human Expert 4

You soon learn that Irabeth has also received correspondence from the Queen. She has been assigned to the position of Commander of Drezen. Several other NPCs have also been given administrative responsibilities in the town. Sosiel Vaenic is acting as High Priest, helping to organize the clearing and re-consecration of the various temples and shrines that once served the crusaders who lived here. Anevia is acting as an advisor for Irabeth, and becomes sort of a part time chief constable as more people begin to arrive. Aron Kir, meanwhile, is put in charge of repairing the defenses of Drezen, putting his engineering skills to good use.

There are a couple of familiar faces in the caravan as well. Caelda Halse, Parmadon’s cousin, arrives with a couple of apprentices, and sets up shop crafting and repairing armor and weapons.

One of the librarians you met at Blackwing in chapter 1, a young woman named Fallas, arrives. She bears greetings from Aravashnial. She will be acting as the local representative of the Riftwardens. She is not nearly as powerful a wizard as Ison, but she has some knowledge skills, and access to resources. If you have any magical or mundane books to sell, she can give you a good price. She can also help you acquire scrolls and the like.

Somewhat surprisingly, there is a small contingent of Mongrels, lead by Lann, the mongrel you helped rescue in the tunnels below Kenabres. They have volunteered to join the crusade. While their appearance can be unnerving, their natural skill at stealth and their ability to see in the dark makes them very handy as sentries and scouts.

The least expected is the person who seems to be leading the caravan. You find that the whole supply caravan has been organized and financed by Horgus Gwerm. The nobleman still seems a bit stuffy, but the word around the caravan is that he took considerable personal and financial risks to make this happen. He doesn't stick around long. He soon heads out with his wagons and guards, to arrange for an ongoing supply chain.


Male Human Expert 4

Word of the liberation of Drezen travels swiftly back to Queen Galfrey, who wastes no time in dispatching a contingent of paladins and crusaders north to aid in holding, rebuilding, and fortifying the city. The crusaders don’t come alone—trailing behind is a small army of laborers and artisans, as well as caravans bearing food and other supplies. These crusaders bear with them a note to the PCs from Queen Galfrey.

To the Heroes of Drezen—

Words cannot convey my gratitude for what you have done. I wish that I could say the worst is over, but as you must surely know, the liberation of Drezen is but the first of many steps. You are poised to serve in a way that no others among the crusaders can match. Use Drezen as a base of operations. Set out to explore the Wounded Lands to the south and west for anything else we can use against the demons. You, being on the front lines, doubtless have already isolated several possible leads to investigate, but do not hesitate to consult those I have sent north with you. Sosiel, Aron, Irabeth, and the rest know much of the region’s history and legends.

Word of your success and Drezen’s liberation has already started to spread, and already I see the results in the faces of my soldiers. They fight with renewed morale. Our increased tenacity along the southern borders should keep the eye of Deskari turned away from you, affording you time to explore and investigate behind enemy lines. With your aid, I now feel that victory is finally something we can hope for.

—Galfrey


Male Human Expert 4

Between Game Updates and Info (spoiler tags used for long blocks of text)

Food Stores in the Citadel provide 16 units of provisions for the Army

Staunton Vhane’s Journals contain

Spoiler:

  • A list of dozens of sacred and holy weapons and armor he and his brother have successfully tainted through the use of the corruption forge in area G7. These notes give some insight into how the forge operates, and could help you figure out a way to either shut it down or perhaps even turn it to your advantage.
  • A description of the Sword of Valor, including Staunton’s frustration over Aponavicius’s desire to keep it as a mere trophy and not to attempt the banner’s corruption.
  • Several detailed pages of how he hopes to someday torture Irabeth for “ruining nearly everything” when she confronted him almost a year ago in Kenabres.
  • Notes on the shadow demon Eustoyriax, an unusually powerful shadow demon who came to Drezen a few weeks after Staunton f led here from Kenabres. The shadow demon arrived in the possessed body of a crusader named Maranse (a man the diary records as now being long dead after having been turned over to the succubus Kiranda), and bore gifts from a place called the Ivory Sanctum— five elixirs of distilled power brewed from powdered Nahyndrian crystal. The notes explain how Staunton volunteered to take one of the elixirs to test its strength before Aponavicius used one, and of the powers the elixir unlocked in him (drinking the elixir was the antipaladin’s moment of ascension to mythic power). The notes go on to describe the grisly deaths the elixirs inf licted on the dragon and xacarba servants Aponavicius tested them on, and that only the chimera Soltengrebbe survived the transformation. The notes conclude by revealing that the shadow demon Eustoyriax remains here in a chamber below the citadel, where Aponavicius has placed him in charge of protecting the Sword of Valor.
  • The Ivory Sanctum is the central stronghold of the Templars of the Ivory Labyrinth in the Worldwound, a fortress led by a man named Xanthir Vang who also happens to be the regional leader of the Blackfire Adepts. Staunton records his sole meeting with Xanthir Vang, and indicates he would rather not meet him again—apparently something about the man particularly revolted the antipaladin.
  • Finally, Staunton mentions a special prisoner who’s been kept in the Drezen dungeons—a succubus by the name of Aureshalae who was captured by Aponavicius. Staunton knows the succubus is some sort of Abyssal heretic and that the marilith wanted her kept prisoner until a special oubliette in the Rasping Rifts on the Abyss was ready for her. The fact that the succubus escaped not long after Aponavicius left Drezen in Staunton’s hands is a major point of worry for the dwarf. He’s sent several minions out into the Worldwound to track her, noting that her loss of certain demonic abilities is the one saving grace and hoping her inability to teleport or become ethereal will allow his agents to find her and return her to Drezen before Aponavicius finds out she’s managed to f lee into the wilds of the Wounded Lands. The final note in the diary talks of how he hired an annis hag cultist of Sifkesh to track her down as well, and that if this final attempt fails, he intends to seek out Arueshalae himself once “this matter with the so-called heroes of Kenabres is settled.”

The tower

Spoiler:

The open rooftop of the tower has the faint remains of a gold and ivory inlay conjuration circle. It could be repaired by a skilled craftsman relatively easily. A person who uses the circle gains a +3 bonus on Knowledge (planes) checks relating to a creature being called or summoned, and a +3 bonus on Charisma checks, Diplomacy checks, and Intimidate checks to influence or bargain with a creature called or summoned here.

The arcane prison in the dungeon level

Spoiler:

One of the two cells still works. The wards in the cell create an antimagic field inside the cell. The cell is equipped with masterwork manacles fastened to the walls.

The other cell has been decorated with hundreds upon hundreds of butterfly images, scratched into the stone. The entire cell radiates strong chaos and good—auras that increase to overwhelming on the northern wall, where a short prayer has been scratched into the wall.

The prayer reads:

Hear my prayer, lady luck. For it is luck I need in escaping this cell. Not just the life behind these bars, but an eternity spent shackled to the abyss itself. If you truly are the tender of dreams, then tender unto me a new existence. Let me sing the song of the spheres, see the stars with new eyes, and escape the pit into which my soul was cast. Bring me good fortune, my lady. Bring me a new spirit made clean. And I will forever be yours, in life, and in faith. I am ready. Finally ready.

The Torture Chamber

Spoiler:

In the torture chamber, the whispers of the dead are the loudest. You believe that a combination of prayer and magic could put the souls to rest and end the whispering effect throughout the dungeon. You think that the spells Dispel Evil (Cleric 5/Paladin 4), Dispel Chaos, or Hallow (Cleric 5/Druid 5) would all do the trick.
Hallow is more time consuming and expensive, but Dispel would require a level check.

The Corruption Forge

Spoiler:

The forge makes the whole room hot. Characters within the room itself take 1d6 points of fire damage per round from the heat—demons are immune to this, of course, but for humanoid crafters to use the forge, spells like resist elements would need to be employed. The forge itself grants a +2 bonus on all Craft checks made while using it, but it also allows a character with the Craft Magic Arms and Armor or Master Craftsman feat to transform a magic item from lawful and/or good to chaotic and/or evil. This process takes multiple days, during which the crafter must toil on the weapon or armor as if crafting it from scratch.
You also suspect that the forge is the source of the abyssal energy that seems to infuse the dungeon, making the area strongly chaos and evil aligned. With a little research, you think you could dispel the evil and chaos energies to remove their influence on the dungeon level.


Male Human Expert 4

to be used for downtime activities etc


Male Human Expert 4

Place for out of game time discussion and down-time activvities


dot


Group meets in northeast Atlanta area, weekly, Wednesday nights.

The group has been going for about 10 years.

We run Pathfinder APs. New player would be coming into chapter 3 of Wrath of the Righteous.


Male Human Expert 4
Book of the River Nation page 18 wrote:

When a hex is lost, the rulers no longer gain the benefit provided by the hex (and any cities or other buildings inside the hex) nor do you have to pay the upkeep for the hex. A hex may be lost by...

Siege from a monster or an invading army. The sieging monster or army must remain in the borders of the hex for a full month. If the monster or army is not defeated within the month, the kingdom’s Unrest increases by 4. If your kingdom’s Unrest is 5 or higher, the hex the monster or army occupies is lost. (Note: an additional hex may also be lost during Upkeep due to this high Unrest-see above rule).

Reclaiming a lost hex requires that it be claimed like a new hex (see page 6).

So, does that mean that even if the invading army occupies Leveton, so long as we keep unrest below 5, we wouldn't lose the hex and still get to keep the benefits from the City? That seems odd, but I don't see anything in the rules that contradicts it.


Male Human Expert 4

Putting the "ham" in "Langham"


"The path of the righteous man is beset on all sides by the iniquities of the selfish and the tyranny of evil men. Blessed is he who, in the name of charity and good will, shepherds the weak through the valley of darkness, for he is truly his brother's keeper and the finder of lost children. And I will strike down upon thee with great vengeance and furious anger those who would attempt to poison and destroy My brothers. And you will know My name is the Lord when I lay My vengeance upon thee!"

I'm tryin' real hard to be the shepherd


There are also plenty of spells that give you size bonuses, which would stack with other bonus types. Reduce Person is cheap, as is Alter Self. Some of the Elemental Body spells have good AC benefits as well.


Joey Virtue wrote:

Researching the Blot can already be done within the Pathfinder rules so what could be done to replace the ability?

I made it a flat +2 bonus to Spellcraft checks to ID magic items. I think that lines up pretty well with the amount of bonus granted by other traits.


Just started the AP using Pathfinder (Core rules with some APG material). Party consists of:

Kacan: LG Male Human Monk (planning on multiclassing with Paladin)
Hedrig: CG Male Human Cleric of Calistria
Harvey: CG (I think) Male Dwarf Fighter
Redmoor: N Male Human (Chelaxian) Wizard (genralist)


Monkey!

Opposable thumbs FTW


Papa-DRB wrote:

Currently the Pathfinder Core Rule Book, the Bestiary, the Bonus Bestiary and the Web Enhancements Traits books are supported (not quite 100% but close). Some of the modules are in the program also.

Longtime PCGen user for 3.5. I just installed the Pathfinder files. Works well for me so far. Thank you. I'll probably grab some of the files for the APs next.


MoFiddy wrote:

Wouldn't the price be 21,000 gp?

4 (spell level) * 7 (caster level) * 750 gp = 21,000 gp

I believe the spell also have a 50GP material component, so that would add 2,500 GP for a total of 23,500, or 13,000 to craft. Expensive, but not horrible.


Captain Marsh wrote:
3. Know the rules. I know this sounds basic, but it's essential. If your players are running characters with weird or unique magic items or abilities, make sure they know how they work. Similarly, if you're running a special monster or running a unique game environment, know its abilities thoroughly. Nothing kills a climax moment more rules-lawyering.

I agree with this for the most part, but I do allow some leeway. The rules are complicated and I don't have a photographic memory. So, looking up something, like whether a spell is short range or medium range is OK. Arguing over application is not. That being said, I agree 100% on the second half of this rule. The GM should be prepared, with an adequate knowledge of the NPCs' abilities.


Lokie wrote:
Secondly... carrying the opponent away from the ground to a distance they might fall would be placing them in a hazardous location so I'd suspect they would get another free attempt to break free just prior to take off.

Alternately, I might allow the free "hazardous location" attempt to let the character hang on while they are in the air.