I added a Riddleport prelude to my game where 4 of the PCs were lifelong friends of the gladiator PC. Said gladiator fought in Clegg Zincher's arena during the "Freshmeat Fireday" tournament that opens each week for aspiring new gladiators.
In order to make the session more fun for the other players, I let each of 4 others play a 1st level pre-gen with PFS stats (barbarian, bloodrager, fighter, slayer). The final player (my fiancée) played a 5-headed hydra. Each of the gladiatorial contestants were given betting odds and the PCs were allowed to bet on them (or the monster) if they wished. The hydra had 2:1 odds. Amiri had 3:1 odds. Valeros had 4:1 odds, Crowe had 5:1 odds, and Zadim had 10:1 odds. The gladiator PC was given 3:1 odds.
The gladiators teamed up on the hydra and then turned on each other after it was dead. Valeros fell first (to a hydra pounce), then Amiri, followed by the gladiator PC, and finally Zadim. Crowe was the overall winner and earned the PC playing him 250 gp.
Cleric acolytes ran out at the end of the match and stabilized each of the dying contestants who had not already made the final trip to Pharasma's boneyard.
I started the PCs at 2nd level to allow for multi-classing from the start, if desired. Each started with 1,000 gp for wealth.
Clegg Zincher invited all of the PCs to sit with him (excluding the gladiator, of course) in his VIP box seats to enjoy the fights with all the free food and booze they wanted. He did so out of a favor to the gladiator PC, whom he fancied as a rising star of the arena. After all three of the matches were done (the other two were glossed over via brief narrative), Clegg invited them to a dinner celebrating the two winners of the three matches: Crowe and Maximus Adronicus (level 10 fighter/gladiator) afterwards. He introduced them to the elf treesinger PC who had graciously guided a caravan carrying arms and armor to Riddleport through the Churlwood.
Then he presented them with an opportunity to make 100-300 more gold apiece. He wanted them to deliver a scrollcase bearing a letter to the daughter of his former employee, Jess Gildersleeves. The daughter's name was Jana and according to Clegg, she had taken some of his property that formerly was in the possession of her mother.
According to Clegg's informants, Jana was now in Rodric's Cove and he needed the PCs to deliver this message to her and report back to him in two weeks. They would receive 100 gp for delivering the letter and reporting on how Jana reacted. If the PCs returned Clegg's property, he would give them each another 200 gp for their trouble.
And so, that is what brings the characters to Rodric's Cove where we continue later tonight for week 2's session.
P.S. Those familiar with Clegg Zincher might be surprised that he is still alive. I changed the story so that he had a twin named Cliff who perished in the Second Darkness AP a year ago (in-character) along with his lover, Jess Gildersleeves. The PCs notice a well-sculpted bust of what looks to be Clegg standing in the corner of the VIP booth overlooking the arena, but it was actually commissioned by Clegg in Cliff's memory. The two-headed roc that served as the Zincher Brothers' crest represented each of them.
Here are the level 1, 3, and 4 versions of Bisbee and Smuz that I created for use in home games. Enjoy!
Bisbee - Level 1
Goblin bard (flame dancer) 1 (Pathfinder RPG Advanced Class Guide 81)
CE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Perception +1
AC 13, touch 12, flat-footed 12 (+1 armor, +1 Dex, +1 size)
hp 9 (1d8+1)
Fort +0, Ref +3, Will +3
Speed 30 ft.
Melee club +0 (1d4-1) or
scorpion whip +0 (1d3-1)
Ranged lucky throwing rock +2 (1d6-1)
Special Attacks bardic performance 4 rounds/day (distraction, fascinate [DC 10], fire dance, inspire courage +1)
Bard (Flame Dancer) Spells Known (CL 1st; concentration +1)
1st (1/day)—chord of shards[UM] (DC 11), flare burst[APG] (DC 11)
0 (at will)—dancing lights, detect magic, prestidigitation, spark[APG] (DC 10)
Str 8, Dex 12, Con 11, Int 9, Wis 12, Cha 11
Base Atk +0; CMB -2; CMD 9
Feats Point-Blank Shot
Traits advantageous distraction, beast bond
Skills Handle Animal +5, Perform (sing) +4, Ride +7, Stealth +13, Swim +0; Racial Modifiers +4 Ride, +4 Stealth
SQ bardic knowledge +1
Other Gear padded armor, club, scorpion whip[UC], lucky throwing rock, bag of fly wings, blackrat whiskers (4), broken violin bow, dented tin cup, half a copper piece (she ate the other half, and is saving the rest for a special occasion), hornetnest rattle, sapcoated hair clog (functions as a tanglefoot bag), lucky toad ("Blorch")
SPECIAL GOBLIN TRAIT
Advantageous Distraction -
Like most goblins, you’re easily distracted. Unlike most goblins, though, you have a knack for being distracted at the right time, especially when it comes to avoiding pain. Once per day as a swift action, you can be momentarily distracted in combat—ducking an axe swing to inspect a toadstool, or stooping behind a tree to lick some bark and accidentally avoiding an arrow, and so on. When you activate this ability, you gain a +2 dodge bonus to your AC for 1 round.
Special Challenge Talent -
Bisbee - Level 3
Special Challenge Talent -
Bisbee - Level 4
Special Challenge Talent -
Smuz Whoistotallyagoblin - Level 1
"goblin" druid (blight druid) 1 (Pathfinder RPG Advanced Player's Guide 98, Pathfinder RPG Bestiary 207)
NE Small fey
Init +2; Senses darkvision 120 ft., low-light vision, scent; Perception +5
AC 14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 size)
hp 12 (2 HD; 1d6+1d8+1)
Fort +2, Ref +4, Will +5
DR 2/cold iron
Weaknesses light sensitivity
Speed 20 ft., climb 20 ft.
Melee knitting needle +3 (1d3-1/19-20)
Ranged light crossbow +3 (1d6/19-20)
Special Attacks hatred
Spell-Like Abilities (CL 1st; concentration -1)
1/day—doom (DC 9)
Druid (Blight Druid) Spells Prepared (CL 1st; concentration +2)
1st—charm animal (DC 12), cloak of shade[APG] (DC 12)
0 (at will)—create water, detect magic, know direction
Str 8, Dex 14, Con 10, Int 10, Wis 12, Cha 7
Base Atk +0; CMB -2; CMD 10
Feats Weapon Finesse
Traits Ugly Little Bugger
Skills Acrobatics +6 (+2 to jump), Bluff +2, Climb +11, Diplomacy +2, Handle Animal +2, Linguistics +1, Perception +5, Sleight of Hand +10, Stealth +14, Survival +3, Use Magic Device +2; Racial Modifiers +4 Sleight of Hand, +4 Stealth
Languages Druidic, Goblin, Undercommon
SQ nature bond (arcane familiar[APG]), nature sense, vermin empathy, vermin empathy
Other Gear padded armor, crossbow bolts (20), knitting needle, light crossbow, ragged cloak, lucky toad ("Grumbletypeg")
SPECIAL “GOBLIN” TRAITS
Vermin Empathy (Ex) -
You can influence bugs and spiders by talking to them, just like a druid’s wild empathy, save that you can only use this ability on vermin. You have a total +4 bonus on this check. Vermin are normally mindless, but this communication imparts a modicum of intelligence.
Ugly Little Bugger -
Special Challenge Talent -
Smuz Whoistotallyagoblin - Level 3
Ugly Little Bugger -
Special Challenge Talent -
Smuz Whoistotallyagoblin - Level 4
Ugly Little Bugger -
Special Challenge Talent -
sadness I wanted to see where Smuz goes for higher levels..... would be really fun (definitely going to take a shot at it for home games but would love to see PFS versions for the other modules as running them with more than 4 players is a pretty common occurrence and new options would make them fun to revisit for players and GM's alike.
From the sound of it, Smuz would advance nicely as a Blight Druid. I would make Bizbee a Bard with the Flame Dancer archetype.
I will post stats for them here tomorrow for use in home games.
Will each of the Immortality chronicles be worth 1 XP?
I'm plotting a Road to Level 20 schedule and want to be sure there are no detours...
Eyes of the Ten (level 12 to 13.2)
This question is for John Compton, Tonya Woldridge, and the other PFS staff.
Are there plans to make Core more integrated with the standard system?
Core is wonderful to introduce new players to Pathfinder and PFS without overwhelming them with an entire library of character build options. However, it can be challenging to locate a Core table (at least in my area) that is playing within four levels of the new player-character's tier. For example, in my area there is only one regularly scheduled Core PFS table within a 30-mile radius. The Average Player Level for that game is now 6th level. This means that new players are excluded from any Core game within the same region.
What I would like to propose is to make things so that what constitutes Core is the player's character sheet. So long as the PC has been created with Core-rules only (and allowed supplements) for their build, they may participate in any game (Core or Standard) they like.
Some may feel that this puts the Core PC at a disadvantage since they lack the bells & whistles of their standard PC companions. Leave that decision up to the player. Yes, they might not be as powerful as some of the non-Core classes, but that should be the player's call. Doing it this way allows new players to quickly join any game in their tier. If said player later wants to take non-Core feats and equipment, then the PC becomes a standard character and can no longer participate in Core-only tables. Again, make that about the player's choice.
Thank you for your time and consideration.
I made an online quiz that helps players new to Pathfinder Society select a class that best fits their character concept. All 38 classes are represented, including the Vigilante.
Think up a character concept and give it a try. Then let me know what you think.
Pathfinder Society Scenario #6–12: Scions of the Sky Key, Part 1: On Sharrowsmith's Trail (PFRPG) PDF
Thank you, and yes, I shall be at CincyCon helping Andy McDonald with GMing as many tables as possible. He will be handling HQ at that convention, although I will be happily helping him.
Thanks, Geoff! I think I played at the same table as you during a previous CincyCon. I distinctly recall your character riding a summoned shark to rid Golarion of some pesky kelpies.
Thanks for the update, Mike!
I, too, hope that you don't retire some of the Season 0 scenarios. Silent Tide and Black Waters are two of my favorites to introduce to new players. Hopefully the revised replay rules will enable GMs to re-run level 1-5 scenarios, the Beginners Boxed Set Bash scenarios, and the Quests, and still receive XP and Prestige credit for doing so.
It's very cool that PFS will no longer be tied to the annual AP. Year of the Shadow Lodge was immensely fun and I look forward to more metaplot like that.
The news about factions is intriguing, but I hope we don't bring back faction missions as that would be one way to keep a scenario on-track for just 4 hours. It's good news that the VOs will be looking over the scenarios before they're published. Another thing to keep tabs on are encounters that run longer than an hour (i.e., the first one in Frostfur Captives, which is otherwise one of my favorite scenarios). I prefer that the actions of the players directly impact the future and season metaplot. It makes the world more dynamic and gives players a feeling that their character's actions truly matter. So, please keep the ABCD checkboxes on the reporting sheets.
Speaking of reporting sheets, is there an ETA on when the online reporting system will allow the new factions?
How can I get the interior maps without the secret doors and other markings?
Use the Screen Capture feature in Adobe Acrobat Reader to take a screenshot of the map. Then paste that into either Photoshop or Word. It shouldn't copy the secret door markers as those are usually on a different layer of the graphic.
Here are the stats for two more goblins in case you have a party of 6 players...
FARGA the FLATULENT
Female Goblin Bard 3
NE Small Humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +6
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 26 (3d8+8)
Fort +2, Ref +6, Will +3; +4 vs. bardic performance, sonic, and language-dependant effects
Speed 20 ft.
Melee Masterwork Dogslicer +7 (1d4-1/19-20/x2) and
Masterwork Whip +7 (1d2-1/x2)
Special Attacks bardic performance (standard action) (10 rounds/da, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 13), bardic performance: inspire competence +2, bardic performance: inspire courage +1
Bard Spells Known (CL 3):
1 (4/day) Vanish, Expeditious Retreat, Cure Light Wounds, Chord of Shards (DC 13)
0 (at will) Ghost Sound (DC 12), Mage Hand, Detect Magic, Dancing Lights, Prestidigitation (DC 12), Message
Str 8, Dex 16, Con 13, Int 10, Wis 10, Cha 14
Base Atk +2; CMB +0; CMD 13
Feats Toughness +3, Weapon Finesse
Traits Foul Belch (1/day)
Skills Acrobatics +0 (-4 jump), Bluff +8, Climb -4, Diplomacy +8, Escape Artist +6, Fly +2, Intimidate +6, Linguistics +5, Perception +6, Perform (sing) +8, Ride +0, Sense Motive +6, Spellcraft +6, Stealth +8, Swim -4
Languages Common, Giant, Goblin
SQ bardic knowledge, versatile performance abilities (singing), well versed
Combat Gear Potion of cure light wounds (3), Potion of invisibility, Wand of Sleep (31 charges), Alchemist's fire (4), Tanglefoot bag (3); Other Gear +1 Chain shirt, Masterwork Dogslicer, Masterwork Whip, 1 GP
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (10 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Foul Belch (1/day) Once per day as a standard action, you can force a particularly odious belch at a single opponent within 5 feet. The character affected must make a DC 12 Fortitude save or be sickened for 1d6 rounds. The save DC is Constitution-based.
Versatile Performance (Singing) +3 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
Farga likes to belch and fart,
Disgusting things is her art.
Some sing sweet songs from the heart,
While Farga lifts a leg and sharts.
Male Goblin Sorcerer 3
CE Small Humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +0
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 20 (3d6+6)
Fort +2, Ref +4, Will +3
Resist fire 10
Speed 30 ft.
Melee Quarterstaff +0 (1d4-2/x2)
Special Attacks elemental ray (5/day)
Sorcerer Spells Known (CL 3):
1 (6/day) Magic Missile, Shield, Mage Armor, Burning Hands (bloodline energy type) (DC 14)
0 (at will) Spark (DC 13), Acid Splash, Ghost Sound (DC 12), Prestidigitation (DC 12), Jolt
Str 6, Dex 16, Con 12, Int 13, Wis 10, Cha 14
Base Atk +1; CMB -2; CMD 11
Feats Eschew Materials, Spell Focus (Evocation), Spell Specialization (Burning Hands)
Skills Bluff +8, Fly +5, Knowledge (arcana) +7, Ride +7, Spellcraft +7, Stealth +11; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin
SQ bloodlines (elemental [fire])
Combat Gear Potion of cure light wounds (4), Wand of color spray (50 charges), Wand of Fireball (3 charges), Wand of Invisibility (6 charges), Alchemist's fire; Other Gear Quarterstaff, Flint and steel, Torch (3), 3 GP, 9 SP, 9 CP
Bouncy - Your bones, flesh, and skin are a bit more elastic than those of most goblins - when you fall, you tend to bounce a little better as a result. Whenever you take falling damage, the first 1d6 points of lethal damage suffered in the fall are automatically converted to nonlethal damage. You also gain a +2 on all Reflex saves to avoid unexpected falls.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental (Fire) You may change any energy spell to use [Fire] energy.
Elemental Ray (5/day) (Sp) Ranged touch attack deals 1d6+1 Fire damage.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were 2 higher levels
Zubzub casts and Zubzub blasts,
All his spells will kill you fast!
Fire's in his blood--he's Genie caste--
Make a wish and it be your last!
After re-reading my above post, I apologize for being antagonistic to Min-Maxers. Some people are competitive by nature and create the most competitive characters they can. That doesn't necessarily make them bad players. Sorry for the blanket assumption on my part. It was insensitive of me to be so harsh towards players who potentially lost their favorite characters due to this ban.
Thanks for opening up Aasimar, Tengu, and Tiefling.
In my opinion, anyone who dumpstats two or more ability scores kinda missed the point of playing a Pathfinder Society character in the first place. Pathfinders should strive for balance.
Good riddance to min-maxed characters and the all-too-numerous Munchkins who love playing them!
First of all, thank you to Mark Moreland, Mike Brock, and the rest of the PFS Team for doing double duty on the release of the final Season 3 scenarios!
I'm planning my Pathfinder Society GM calendar and would like to know if we can expect there to be another batch of four Season 4 scenarios available by October.
Thank you for creating an opening Season 4 scenario for every possible character level to 11th.
Agreed. Thanks for doing something special for the kids. They're sometimes overlooked, and we have to remember to treat the next generation of gamers with respect. I wish there was something like this when I was growing up and new to the original D&D red boxed set.
Can you recommend a suitable Golarion god for a Witch-Hunter Inquisitor?
One of my players is playing a witch. In his character's background, a group of religious zealots burned his family's village to the ground because of the large concentration of witches that lived there. He wants to have an enemy NPC responsible for the burnings. And so, I need a god whose followers could be so cruel as to resort to genocide in their narrow-mindedness.
I'm thinking the god would be Lawful Neutral and primarily worshiped by humans.
Thank you for your support!
Is it possible to earn 3 Prestige Points in this scenario?
Page 18, under Success Conditions, suggests a second PP for getting the Lizardfolk to ally with the Pathfinder Society. Combined with the PP for learning how the Aspis Consortium entered the demi-plane and the Faction Mission PP, this totals 3 PP possible.
I created an introduction and faction missions for this module so that it can be easily run as a Pathfinder Society adventure. Enjoy!
Two weeks ago, Venture-Captain Alissa Moldreserva called you to the Pathfinder Lodge in Almas, the capital of Andoran, the democratic country located on the northern shore of the Inner Sea.
Blessings of the Ruby Prince fall upon you,
Until the ultimate triumph,
May the Satrap’s shadow fall upon you,
Fellow Champion of Light,
Redeemer of the Empire,
--FACTION MISSION NOTES—
ANDORAN: Dorin can be found in Part 1, area A3 (pp. 4-5).
CHELIAX: Lumi Reasonknot is auctioning a loaf of her bread in Part 1, area A2 (p. 4).
GRAND LODGE: Elyin Ursage is greeting guests in Part 1, area A3 (pp. 4-5) and may be spoken with there. A DC 30 Diplomacy check is required to convince him to rejoin the Pathfinder Society; although, he is unlikely to agree to this in public and the faction member(s) would be best suited to speak with him in private. If the player insists on coercing Elyin beside his wife and fellow Nighthawks, the entire wedding party becomes Unfriendly towards the offending PCs. As Elyin is surrounded by his fellow rangers at the Gazebo, Intimidation is not recommended.
LANTERN LODGE: a gourd-full of nodrim may be acquired from Vinroot the Treant in Part 2, area C (pp. 11-12), with either a DC 20 Diplomacy check, or a DC 20 Sleight of Hand check. If Vinroot spots the PC trying to steal his nodrim, he immediately becomes Hostile towards the offending PC.
OSIRION: the shadow-mist may be collected at the borders of Bellis at the end of Part 1 (p. 8), or seeping from the submerged wardstones in Part 2, area E3 (pp. 15-16). A Stealth check is required for the faction PC to avoid being seen by his/her fellow Pathfinders while s/he collects the mist with the atomizer.
QADIRA: the Trade Prince’s gift should be delivered to Kailah Winmede while she is receiving guests at the gazebo in Part 1, area A3 (pp. 4-5). Kailah will likely thank the faction PC and ask him/her to please bring the gift to the Chapel of Shelyn where all of the gifts are being kept for the wedding reception. A Diplomacy DC 20 can be made for Kailah to take a special interest in the Qadiran gift—enough for her to personally write a thank you letter to Alinzia al’Hakam following her honeymoon.
SCZARNI: the map of the surrounding wilderness can be started anytime the faction PC enters the Verduran Forest in Part 2 (p. 9). To fulfil the faction mission requirement, the PC should have mapped all areas encountered in Part 2.
SHADOW LODGE: Elyin Ursage is greeting guests in Part 1, area A3 (pp. 4-5) and may be spoken with there. However, if the topic of why he left the Pathfinder Society is brought up while at the Gazebo among the wedding party and his other guests, he will grow uncomfortable and hastily explain that he retired so that he could spend his remaining years with his lovely bride-to-be. If the faction PC pushes the matter while in public, Elyin and the rest of the wedding party will become Unfriendly to the offending character and refuse to speak about it further. If Elyin is addressed in private, a DC 25 Diplomacy check results in Elyin elaborating that he and his Nighthawks were bounty hunters working for the Pathfinder Society to capture rebellious Shadow Lodge operatives. A DC 30 Diplomacy check results in Elyin divulging that one of his best friends turned out to be one such operative and he was forced to kill him during the confrontation. After this admission, Elyin grows quiet and excuses himself to attend to other matters. Only a DC 25 is needed to fulfill the faction mission.
SILVER CRUSADE: the PC may address the local Seelie court at the end of Part 2 (p. 17). As detailed under “Addressing the Conclave,” the PC should help convince the various fey factions to unite against the threat of Queen Rhoswen’s army. To fulfill their faction mission, Silver Crusade PCs must obtain at least one successful DC 30 Diplomacy check during the negotiations. They are allowed to aid one another to accomplish this.
TALDOR: Prior to the wedding ceremony, Viviana Albercroft may be found in the Chapel of Shelyn (Part 1, area A6, p. 6). A DC 20 Diplomacy check is required to convince the cleric of Shelyn to attend the Wispil temple’s groundbreaking ceremony. She is understandably hesitant about making a presence on Taldan soil as she is still trying to convince the Bellis locals that she is trustworthy even though she is native to Taldor. Fulfillment of this faction mission only requires that the invitation be delivered.
I wrote my own batch of these along with a new introduction, adding the five new factions to what Thod has written. I thought Thod's faction notes for Andoran were especially pertinent for the Silver Crusade. Ditto for the Osirion notes for the Grand Lodge.
Tell me what you think!
Venture Captain, Sheila Heidmarch, has dispatched you to Kaer Maga in northwest Varisia to aid a group of Pharasmin clerics. The specifics of the mission will be provided by Valanthe Nerissia, one of the Priestesses, when you arrive, but Heidmarch hopes that the quick aid of the Pathfinder Society will help to pave positive relations with the Pharasmins of the Godsmouth Cathedral as well as other, affiliated Kaer Magan organizations in the Bottoms district. There is presently no Pathfinder Society presence in Kaer Maga.
Upon arrival in Kaer Maga, you make your way through the labyrinth-like multi-storied streets to the southeast section of the city known to locals as The Bottoms. The gothic majesty of the Godsmouth Cathedral towers over you as you make your way down a gravel path to to the front doors of the church. To the north, thornless black roses, thought to bring good luck, are planted in a bed in the center of the path, while to the south, rowan trees provide homes to sacred whippoorwills, birds believed to guide departed souls to the Goddess Pharasma’s otherworldly sanctuary known as The Boneyard. The two knockers on the double-door to the Nave are carved into large silver spirals.
A priest wearing dark purple and midnight blue robes answers the door and leads you inside the cathedral. He asks you to wait while he notifies Cryptmistress Nerissia that you have arrived.
A few minutes pass and the priest returns, accompanied by a somber woman dressed in dark purple and black robes. Her gray hair is streaked with silver and is pulled back into a bun. She looks over you as she approaches and then gives a curt bow to each of you. “Welcome to Godsmouth Cathedral. I am Cryptmisstress Valanthe Nerissia. Your Venture Captain assured me that you could help us resolve our problem….”
“Over the last month, bodies have gone missing from the lowest level of our Ossuary and we need adventuring sorts such as you to investigate and, if possible, put a stop to the disappearances. Many noble families invest their fortunes to see that their loved ones are kept safely at rest in the catacombs of our Ossuary. It would be an embarrassment, to say the least, if this information was leaked to the public, so your discretion is most appreciated…”
“To compensate you for your time, you will be rewarded with 500 gold to stop whomever—or whatever—is causing the disappearances. An additional 250 gold will be awarded for clearing the ossuary of any monsters that you encounter along the way. In addition, you are permitted to keep any valuables you find so long as they do not belong to the deceased entombed within. Any Pharasmin relics should be returned to me so that they can be given their proper reverence in our library and temple…”
“To aid you in your quest, you will each be provided with 2 curative potions and 2 vials of holy water. There is only one known entrance and exit into the lower level. To keep our priests safe, the door will be locked after you enter and will not be reopened by anyone not in possession of this Chime of Opening, which has five charges remaining. Save one charge so that you may exit the Ossuary. Are there any questions?”
Alternate Faction Notes for all 10 Factions:
Defender of Freedom,
In the name of freedom and democracy,
Until we meet again,
Most Honored Pathfinder,
Seeker of Knowledge and Truth,
In Service to Lore,
To reclaimed destiny,
GRAND LODGE FACTION
By the will of the Ten,
LANTERN LODGE FACTION
Most Esteemed Pathfinder,
For the east and all it holds,
SILVER CRUSADE FACTION
Bastion of Good,
For love, peace, and goodness,
To reciprocated favors,
SHADOW LODGE FACTION
Servant of the Society,
In the shadow of the masked ones,
Thod gives good GM explanations as to where players find each item/character discussed in the faction notes, so please refer to his original post at the top of this thread for those.