The Whispering Tyrant

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Pathfinder Adventure Path, Rulebook Subscriber. Organized Play Member. 402 posts (650 including aliases). 5 reviews. 1 list. No wishlists. 4 Organized Play characters.



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Pathfinder Adventure Path, Rulebook Subscriber

I realized just today that the conversion I have been working on on-and-off for the last two years in the Tyrant's Grasp forum might have been better off being posted here.

Anyway, It's very nearly done barring edits after my players make it through book 6. I thought I would post the link to the conversion here so the maximum amount of people would potentially see use from it.

Have fun!

Tyrant's Grasp Conversion

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Pathfinder Adventure Path, Rulebook Subscriber

I asked this question in the thread about the specific AP book which the encounter happens but thought I would ask here.

The adventure notes specifically the Qolok uses its skip between ability to hop out, grab a character, swallow them and then skip between to jump back to the ethereal plane to give them a phobia before dropping them back off on the material plane.

What would you guys rule happens if a character dim doors or otherwise escapes on the ethereal plane?

Are they then stuck there, or do they go back to the material?

Thanks for any help!

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Pathfinder Adventure Path, Rulebook Subscriber

So I'm working on a conversion of Tyrant's Grasp to 2E. I've gotten about halfway through book 2 and... its been a learning experience. I've been enjoying the process so far but today I hit a creature with a whole bunch of spells that don't exist in 2E. Guess minor spoilers for TG if you are playing through it.

The Creature

My Conversion So Far:
GUECUBU CREATURE 8
CE, MEDIUM, EARTH, UNDEAD
Perception +16; darkvision, tremorsense 60 ft
Skills Acrobatics+18, Athletics +20, Nature+16, Stealth +19
Str +7, Dex +6, Con +4, Int +3, Wis +6, Cha +7
AC 27; Fort +16, Ref +13, Will +19
HP 125, negative healing, fast healing 5; Immunities electricity, death effects, disease, mental, paralyzed, poison, unconscious; Resistances all physical 10 (except bludgeoning), cold 10
Broken Ground (aura, earth): A Guecubu causes the ground to ripple and distort within 30 ft of its location. All creatures treat this area as difficult terrain. Guecubu are immune to this effect.
Speed 25 feet, burrow 15 ft., earth glide
[one-action] Melee bite +20, Damage 2d8+10 piercing plus misfortune
Misfortune (curse, luck, necromancy) A creature damaged by the Guecubu’s bite must succeed at a Will save DC 23. On a failure the creature is enfeebled and clumsy 2. If the creature is already afflicted by this curse then they receive Stunned 2 for one round.
Primal Sorcerer Spellcasting DC 23, attack +15; 4th: Shape Stone (at will),

My Thread So Far

Should I just come up with some other spells to replace the ones that don't exist? I've considered just making the creature a skeletal hulk c7 and advancing it but I wanted to do a faithful conversion.

I would appreciate any input.

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Pathfinder Adventure Path, Rulebook Subscriber

Hey everyone!

My next big path (and only one for the foreseeable future) is going to be Tyrant's Grasp but I'm currently making the effort to convert it to Second Edition. It's slow going but I feel like even if nothing comes of it I will learn the system a lot more while I'm finishing up Jade Regent and WftC.

So here is my google drive doc with my current work on Dead Roads. I would appreciate anyone calling out any major problems with the monster's I've tried to build or the changes I've made.

Thank you!

Dead Roads Conversion

Note: This document intentionally does not contain anything more than relevant dice rolls, creatures and treasure and a conversion for the Obol powers.

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Pathfinder Adventure Path, Rulebook Subscriber

So I've done a lot of edits for Jade Regent so far. Probably too many. This campaign has been a bit of a difficult slog for me but we have finally reached book 5. I made this thread because I plan to add the work I did on Book 4 (using Richard Pett's post from the GM section of that book as a guide) and some of my NPC conversions using herolab. Today I'm adding my changes to the encounter with Lo-Pan... I mean Yugureda Shosaito in book 5. Most of the changes are encounter based as he is largely similar to his counterpart in the book but I did add some spells.

Note: You might note that he has a lot more bonuses to items etc. I am using automatic bonus progression and the background skills from unchained. He is also 20 pt buy and I gave him traits so this would last more than a round.

Yugureda Shosaito:
Yugureda Shosaito
Human (Tian-Min) illusionist (shadow[APG]) 14 (Pathfinder RPG Advanced Player's Guide 147)
NE Medium humanoid (human)
Init +11; Senses see invisibility; Perception +16
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Defense
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AC 28, touch 22, flat-footed 22 (+2 deflection, +5 Dex, +1 dodge, +3 enhancement, +1 insight, +2 natural, +4 shield)
hp 122 (14d6+58) + 27 from gfl
Fort +11, Ref +14, Will +16
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Offense
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Speed 30 ft.
Melee +3 silver dagger +9/+4 (1d4+1/19-20)
Special Attacks binding darkness
Illusionist Spells Prepared (CL 14th; concentration +21)
7th—finger of death (DC 26), phantasmal revenge[APG] (DC 24), greater shadow conjuration, waves of exhaustion
6th—banshee blast[ACG] (DC 25), major curse[UM] (DC 25), greater illusion of treachery[UI] (DC 23), bouncing wracking ray (2, DC 24)
5th—bouncing boneshatter (DC 23), greater oneiric horror[OA] (DC 22), bouncing quickened ray of enfeeblement (DC 20), vampiric shadow shield[ACG], waves of fatigue
4th—enervation (2), greater false life[UM], shadow attack, shocking image[UC], wall of blindness/deafness[ACG] (DC 23)
3rd—bouncing blindness/deafness (2, DC 21), dispel magic, displacement, howling agony[UM] (DC 22), vampiric touch, vision of hell[UM] (DC 20)
2nd—glitterdust (2, DC 19), illusory maze (DC 19), bouncing ray of sickening[UM] (2, DC 20), see invisibility, spectral hand
1st—alarm, hydraulic push[APG], magic missile (3), shadow trap (DC 18), shield
0 (at will)—detect magic, disrupt undead, ghost sound (DC 17), prestidigitation
Opposition Schools Enchantment, Transmutation
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Statistics
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Str 8, Dex 20, Con 15, Int 24, Wis 14, Cha 10
Base Atk +7; CMB +6; CMD 32
Feats Bouncing Spell[APG], Brew Potion, Combat Casting, Defensive Combat Training, Dodge, Greater Spell Focus (necromancy), Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Toughness
Traits magical lineage, reactionary
Skills Appraise +19, Fly +22, Knowledge (arcana) +24, Knowledge (dungeoneering) +24, Knowledge (local) +24, Knowledge (nature) +24, Knowledge (nobility) +24, Knowledge (planes) +24, Knowledge (religion) +24, Perception +16, Profession (merchant) +10, Sense Motive +12, Spellcraft +24, Stealth +9
Languages Abyssal, Aklo, Common, Erutaki, Hon-la, Minkaian, Nagaji, Necril, Shadowtongue, Tien
SQ arcane bond (+3 silver dagger), extended illusions (7 rounds), shadow step
Combat Gear potion of cat's grace, potion of water breathing, scroll of resist energy; Other Gear mwk silver dagger, dusty rose prism ioun stone, ring of sustenance, the pearls of sakakabe
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Special Abilities
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Binding Darkness (3 rounds, 10/day) (Sp) Ranged Touch attack entangles target and grants them concealment.
Bouncing Spell You can cast a spell that can be redirected if it has no effect on its first target.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extended Illusions (+7 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Shadow Associated School: Illusion
Shadow Step (84 5-ft inc/day) (Sp) Teleport 30 feet per day, in 5 foot increments.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.

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Encounter Notes: The doors leading to this area (instead of opening traditionally slide into the walls and remain open unless specifically reset) providing a clear line of site to G6 where the fight with the Nue occurred.

Yugureda has pre-cast shield, greater false life, shocking image, and see invis, and spectral hand.

As before Yugureda makes his ominous speech alluding to O-Sayumi's fate as a pearl and dumps the vase. His next action (presuming that damn +11 initiative does work) is to shadow step into the room with the Nue's corpse and cast phantasmal revenge as the Shadow Sentinels swoop in on the party.

A key part of this fight is actually the double strength everburning lantern (functioning as a torch) which casts a shadow from any party member making their way down the hall 20 ft toward the room with the Nue. This allows Yugureda to use his spectral hand along with the spell shadow attack to deliver his touch spells as the party approaches.

The goal is that the longer it takes the party to get to him the more horrible spells he can get between himself and them interspersed with quickened bouncing ray of enfeeblement or his other bouncing spells. I chose bouncing as a feat because the paladin/monk/coe is impossible to affect with spells.

Any input would be appreciated. If you would like to use this version of Yugureda for your game I hope he works for your group.

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Pathfinder Adventure Path, Rulebook Subscriber

Several years ago when I was in the latter part of my Carrion Crown run through I posted a lot of the writing and personalized builds that I created for that game on the Carrion Crown board and I thought I would share some of the same things here.

This game is run through Roll20. The current roster of the group along with fatalities and members who left the group is below.

Roster:

Dagni Ironheart (Dwarven Cleric of Grundinnar)
Dagni's son was kidnapped and recruited by Gaedren Lamm drawing the dwarven cleric into Zellara's conspiracy to bring down the crime lord. Dagni was the heart of the group and a moral compass for several others.

Ultimately he was cut down by clerics of Urgathoa in the Hospice of the Blessed Maiden.

Esbeth (Dhampir Bloodrager)
A devout worshipper of Pharasma, Esbeth's wife was killed in the midst of one of Gaedren's plots. She was eager to join the effort to bring him to justice as revenge for the loss of her love.

Insult was brought to injury when Rolth Lamm dug up the remains of her loved one, Sara, and brought her back from the dead for the final confrontation with the Cultists of Urgathoa.

Esbeth enjoyed a flirtatious relationship with Laori Vaus as the adventure progressed northward. Ultimately the scope of the quest overwhelmed her and the bloodrager put down her blade to retire to the mean streets of Kaer Maga.

Lideth Amalt (Tiefling Wizard)
Originally from the Redroof district of Kintargo her parents resettled in Korvosa to avoid the rampant racism of the most tame of Cheliax's cities.

When she was old enough the young tiefling joined the Acadamae and studied magic with skill that worried even some of her instructors. Ultimately it would be her contentious relationship with another student (Vivana Dhatri) that would bring her downfall.

Dhatri hired Gaedren Lamm to fake her own death for the sole purpose of destroying Lideth.

Lideth is one of the few remaining members of the core group still endeavoring to defeat Ileosa.

Eturi (Sylph Swashbuckler)
Eturi held a long standing grudge against Gaedren Lamm for using his shiver addiction to turn him to dark acts in his youth. After he kicked his addiction, with the help of Grau Soldado, he joined a ships crew and set sail.

Returning to Korvosa he hoped to find a chance to get revenge on Lamm, if not simply stop him from corrupting others.

Ultimately Eturi remains with the group having been chosen to become the new Blackjack and in a relationship with Trinia Sabor.

Ajani Hanamura (Skinwalker Ninja)
Ajani was one of the founding members of the group. No one, least of all Ajani, knew why he was involved with the attempt to bring down Gaedren Lamm (seriously I still don't know).

Ajani decided that the quest was no longer for him after the battle at the Temple of Urgathoa. After his departure he returned to his father's fishing shack in Old Korvosa. The two of them attempted a suicidal assault on their family's old enemies (The Arkona's) and were presumably eaten alive.

Saviet Maleano (Vishkanya Bard)
Although he was only present for the initial foray into the fishery to defeat Gaedren Lamm Saviet has had perhaps the longest lasting effect on the group.

Eager to take down the crime lord for framing his younger sister (remanded to Longacre Hall for her crimes, Saviet was hopeful to use his clandestine skills at disguise to aid the group.

When he departed the group after the successful action in the Fishery he was arrested for taking part in a Riot. Due to his high status instead of a direct trip to Longacre he was remanded to service at a border fort in the Cinderlands.

Meanwhile his sister was fully indoctrinated as a Gray Maiden. The group will encounter her during their foray into Deathhead Vault.

On their journey north into the Cinderlands the group encountered Saviet again as he had been instrumental in corrupting the border post at which he was posted with the aid of an ancient cannibalistic spirit.

Ramka (Human Shaman)
A long since outcast member of the Skoan Quah, Ramka joined the group following the departure of Saviet and remained with them throughout their efforts to end the Blood Veil plague.

An aged former criminal who began his life as a student of Thousand Bones the shaman was attempting to atone for the acts of his past that got him outcast from his tribe.

He was tragically cut down by Andaisin in the Temple of Urgathoa.

Vili Vitteri (Human Unchained Rogue)
Vili was at one time a Sczarni tough working the streets of Old Korvosa. When he was nearly sent to a Hellknight prison it awakened him to the dark path he was walking. He finally came around to the counsel of his Aunt (Zellara) and joined the guard.

After the confrontation at the Temple of Urgathoa (an obvious low point for the group) Vili volunteered to his Commander (Cressida) that he would be willing to join the group.

He remains with them, prone to visions and near death experiences.

Zhu Lee (Tiefling Warpriest of Erastil)
Zhu Lee, a local mercenary, saw the growing danger in the region due to the rise of Ileosa and having worked for the guard as a free agent from time to time joined along with Vili Vitteri.

Dustu (Human Barbarian)
Where the Sklar Quah has Krojun-Eats-What-He-Kills the Skoan Quah has Dustu. The two men's lives have always been one of competition. Dustu is also related to Thousand Bones, and it was his son Gaekhen who was killed by a mob in Korvosa.

When the party arrived in the Cinderlands Dustu knew that he owed them a great debt for returning the body of his son and so he put his honor on the line by choosing to support the group of Tshamek as they attempted to shed their outsider status.

Maps:
I used a program called Dungeon Painter Studio (on Steam) to create these maps. I noticed that the Community Created Content thread had a number of maps but when it came to Scarwall there were none. Unfortunately even though I created these maps at a lower resolution several of them are still quite large and might have to be split into sections to be placed on a virtual tabletop.

CotCT Maps

Red Mantis Assassin Build:
Red Mantis Assassin CR 8
XP 4,800
Human (Chelaxian) red mantis assassin 3/slayer 6 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Adventurer's Guide 282)
LE Medium humanoid (human)
Init +4; Senses Perception +14
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Defense
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AC 19, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 dodge, +1 shield)
hp 85 (9 HD; 3d8+6d10+24)
Fort +9, Ref +12, Will +5
Defensive Abilities red shroud; Resist fire 10
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Offense
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Speed 30 ft.
Melee +1 sawtooth sabre +12/+7 (1d8+7/17-20), +1 sawtooth sabre +12/+7 (1d8+7/17-20)
Ranged dagger +12 (1d4+4/19-20)
Special Attacks prayer attack (DC 16), sneak attack +3d6, studied target +2 (2nd, move action)
Red Mantis Assassin Spells Known (CL 3rd; concentration +4)
1st (4/day)—expeditious retreat, feather fall, magic weapon, vanish[APG] (DC 12)
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Statistics
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Str 18, Dex 18, Con 14, Int 8, Wis 10, Cha 12
Base Atk +8; CMB +12; CMD 27
Feats Alertness, Dodge, Double Slice, Exotic Weapon Proficiency (sawtooth sabre), Improved Critical (sawtooth sabre), Improved Two-weapon Fighting, Two-weapon Defense, Two-weapon Fighting, Weapon Focus (sawtooth sabre), Weapon Specialization (sawtooth sabre)
Skills Acrobatics +16, Bluff +13, Climb +16, Intimidate +13, Perception +14, Sense Motive +2, Stealth +16
Languages Common
SQ combat style (two-weapon combat), slayer talents (ranger combat style[ACG], ranger combat style[ACG], weapon training), track +3
Combat Gear mask of the mantis[ISWG], potion of bull's strength (2), potion of resist fire 10, alchemist's fire (2); Other Gear +1 leather armor, mwk sawtooth sabre[ISWG], mwk sawtooth sabre[ISWG], dagger (4), cloak of resistance +1, 27 pp
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Special Abilities
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Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire under specific conditions.
Prayer Attack (DC 16) (Su) Fascinate a single target for 3 rds, then coup de grace.
Red Shroud (3 rounds, 2/day) (Su) Create a red mist around yourself that grants +1 AC and fast healing.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Track +3 Add the listed bonus to survival checks made to track.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
--------------------

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Cinnabar Build:
Cinnabar CR 12
XP 19,200
Female human (Chelaxian) red mantis assassin 7/slayer 6 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Adventurer's Guide 282)
LE Medium humanoid (human)
Init +5; Senses Perception +18
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Defense
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AC 25, touch 16, flat-footed 20 (+8 armor, +1 deflection, +4 Dex, +1 dodge, +1 shield)
hp 150 (13 HD; 7d8+6d10+71)
Fort +11, Ref +14, Will +5
Defensive Abilities red shroud
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Offense
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Speed 40 ft., fly 60 ft. (good)
Melee +1 sawtooth sabre +16/+11/+6 (1d8+9/17-20), +1 sawtooth sabre +16/+11/+6 (1d8+9/17-20)
Special Attacks prayer attack (DC 21), sneak attack +5d6, studied target +2 (2nd, move action)
Red Mantis Assassin Spell-Like Abilities (CL 7th; concentration +9)
1/day—summon mantis
Red Mantis Assassin Spells Known (CL 7th; concentration +9)
3rd (1/day)—fly, haste
2nd (4/day)—bear's endurance, bull's strength, cat's grace, summon swarm
1st (5/day)—disguise self, expeditious retreat, jump, true strike, vanish[APG] (DC 13)
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Statistics
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Str 18, Dex 21, Con 18, Int 10, Wis 8, Cha 14
Base Atk +11; CMB +15; CMD 32
Feats Alertness, Dodge, Double Slice, Exotic Weapon Proficiency (sawtooth sabre), Greater Two-weapon Fighting, Greater Weapon Focus (sawtooth sabre), Greater Weapon Specialization (sawtooth sabre), Improved Critical (sawtooth sabre), Improved Two-weapon Fighting, Toughness, Two-weapon Defense, Two-weapon Fighting, Weapon Focus (sawtooth sabre), Weapon Specialization (sawtooth sabre)
Skills Acrobatics +18 (+22 to jump), Bluff +17, Disguise +17, Fly +10, Intimidate +17, Perception +18, Sense Motive +11, Stealth +18, Survival +14
Languages Common
SQ combat style (two-weapon combat), mantis form, resurrection sense, slayer talents (ranger combat style[ACG], ranger combat style[ACG], weapon training), track +3
Combat Gear mask of the mantis[ISWG], potion of cure moderate wounds (2); Other Gear +2 mithral chainmail, +1 sawtooth sabre[ISWG], +1 sawtooth sabre[ISWG], boots of striding and springing, ring of protection +1, 8 pp
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Special Abilities
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Fly (60 feet, Good) You can fly!
Mantis Form (1/day) (Su) Polymorph into a giant mantis 1/day
Prayer Attack (DC 21) (Su) Fascinate a single target for 3 rds, then coup de grace.
Red Shroud (7 rounds, 4/day) (Su) Create a red mist around yourself that grants +1 AC and fast healing.
Resurrection Sense (Su) Sense if someone you killed within the last year is resurrected.
Sneak Attack +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Summon Mantis (1/day) (Sp) Summon giant praying mantises.
Track +3 Add the listed bonus to survival checks made to track.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
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Koriantu:

Koriantu [from E6] CR 11
XP 12,800
Female azata-blooded aasimar (musetouched) warpriest (mantis zealot) of Achaekek 12 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Adventurer's Guide 25, Pathfinder RPG Bestiary 7)
LE Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
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Defense
--------------------
AC 33, touch 19, flat-footed 32 (+9 armor, +4 deflection, +1 Dex, +4 enhancement, +1 natural, +4 shield)
hp 129 (12d8+72)
Fort +15, Ref +8, Will +16
Defensive Abilities sacred reflexes (evasion, uncanny dodge); Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.; air walk
Melee +3 defending spell storing sawtooth sabre +11/+6 (1d8+2/17-20)
Special Attacks blessings 9/day (Evil: battle companion, unholy strike, Trickery: double, greater invisibility), channel negative energy 5/day (DC 21, 4d6), fervor 11/day (4d6), sneak attack +3d6
Spell-Like Abilities (CL 12th; concentration +14)
1/day—glitterdust (DC 14)
Warpriest (Mantis Zealot) Spells Prepared (CL 12th; concentration +17)
4th—air walk, blessing of fervor[APG] (DC 19), freedom of movement, greater shield of fortification[ACG]
3rd—cure serious wounds, dispel magic, prayer, protection from energy, speak with dead (DC 18)
2nd—cure moderate wounds, death knell (DC 17), grace[APG], communal protection from good[UC], shield other, silence (DC 17)
1st—cure light wounds, cure light wounds, cure light wounds, divine favor, entropic shield, sanctuary (DC 16), shield of faith
0 (at will)—bleed (DC 15), detect magic, detect poison, read magic, stabilize
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Statistics
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Str 16, Dex 12, Con 18, Int 8, Wis 20, Cha 14
Base Atk +9; CMB +12; CMD 27
Feats Channel Smite, Command Undead, Craft Magic Arms & Armor, Craft Wondrous Item, Critical Focus, Improved Critical (sawtooth sabre), Lunge, Selective Channeling, Sneaking Critical, Toughness, Weapon Focus (sawtooth sabre)
Skills Diplomacy +4, Knowledge (religion) +4, Sense Motive +18; Racial Modifiers +2 Diplomacy
Languages Celestial, Common
Other Gear +3 mithral breastplate, mwk buckler, +3 defending spell storing sawtooth sabre[ISWG], amulet of natural armor +1, belt of mighty constitution +4, cloak of resistance +3, headband of inspired wisdom +4, 395 gp
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Special Abilities
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Blessings (9/day) (Su) Pool of power used to activate Blessing abilities.
Channel Smite Channel energy can be delivered through a Smite attack.
Command Undead (DC 21) Channel energy can take control of undead.
Critical Focus +4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fervor (4d6, 11/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Sacred Reflexes (evasion, uncanny dodge, 12 minutes/day) (Su) As a swift action, gain uncanny dodge and evasion.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneaking Critical Confirmed critical with sneak atk add crit. multipler sneak atk dmg. dice.
Warpriest Channel Negative Energy 4d6 (5/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
--------------------
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Gray Maiden:
Grey Maiden CR 6
XP 2,400
Female human (Chelaxian) fighter 5/sanguine angel 2 (Pathfinder RPG Adventurer's Guide 80)
LE Medium humanoid (human)
Init +1; Senses Perception +10
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Defense
--------------------
AC 24, touch 11, flat-footed 20 (+13 armor, +1 Dex)
hp 71 (7d10+19)
Fort +7, Ref +3, Will +5 (+1 vs. fear)
Defensive Abilities hardened heart, maiden's shield
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +13/+8 (1d8+7/19-20) or
+1 longsword +7/+2 (1d8+7/19-20), heavy shield bash +6 (1d4+1)
Ranged mwk composite longbow +9/+4 (1d8+3/×3)
Special Attacks tyrant's discipline (castling), weapon training (heavy blades +1)
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Statistics
--------------------
Str 17, Dex 12, Con 14, Int 8, Wis 12, Cha 13
Base Atk +7; CMB +10; CMD 21
Feats Improved Shield Bash, Iron Will, Point-Blank Shot, Quick Draw, Shield Focus, Shield Wall[APG], Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Acrobatics -3 (-7 to jump), Intimidate +11, Linguistics +0, Perception +10
Languages Common, Infernal
SQ armor training 1
Combat Gear potion of cure moderate wounds; Other Gear +1 Gray Maiden plate, mwk heavy steel shield, +1 longsword, mwk composite longbow (+3 Str)
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Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Castling (Ex) Exchange location with ally with a 5-ft.-step.
Hardened Heart +4 (Ex) A sanguine angel adds twice her class level to the DC of any attempt to Intimidate her.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Maiden's Shield (Ex) Has benefits of Two-Weapon Fighting as long as using longword and shield.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Shield Wall +2 to shield bonus if adj ally with same feat has a tower/heavy shield or +1 for smaller shields.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

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Tisharue:
Tisharue CR 11
XP 12,800
Female elf fighter 5/sanguine angel 7 (Pathfinder RPG Adventurer's Guide 80)
LE Medium humanoid (elf)
Init +1; Senses low-light vision; Perception +22
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 20 (+14 armor, +1 Dex)
hp 134 (12d10+41)
Fort +11, Ref +4, Will +8 (+1 vs. fear); +2 vs. enchantments, +4 vs. illusions
Defensive Abilities armored angel, eye of mahathallah, hardened heart, maiden's shield; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 flaming longsword +19/+14/+9 (1d8+8/17-20 plus 1d6 fire) or
+1 flaming longsword +15/+10/+5 (1d8+8/17-20 plus 1d6 fire), heavy shield bash +12 (1d4+2)
Ranged +1 adaptive humans-bane composite longbow +17/+12/+7 (1d8+5/×3 plus 2d6 vs. Humans)
Special Attacks tyrant's disciplines (castling, driving assault, furious huntress), weapon training (heavy blades +1)
Sanguine Angel Spell-Like Abilities (CL 7th; concentration +8)
1/day—dominate person (DC 16)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 16, Int 10, Wis 12, Cha 13
Base Atk +12; CMB +16; CMD 27
Feats Alertness, Improved Critical (longsword), Improved Shield Bash, Iron Will, Shield Focus, Shield Wall[APG], Sisterhood Rampart, Sisterhood Style, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Acrobatics -3 (-7 to jump), Intimidate +15, Linguistics +1, Perception +22, Sense Motive +3; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Infernal, Varisian
SQ armor training 1, elven magic, mystique of ardad lili
Other Gear +1 Gray Maiden plate, +1 heavy steel shield, +1 adaptive humans-bane composite longbow, +1 flaming longsword, belt of physical might +2 (Str, Con), 15 gp
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Armored Angel 2 (Ex) Gain armor training when wearing Gray Maiden plate.
Castling (Ex) Exchange location with ally with a 5-ft.-step.
Driving Assault (Ex) Make bull rush with sucessful melee full attack.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Eye of Mahathallah (Su) As swift action, take 1d4 Cha damage to gain benefits of true seeing.
Furious Huntress (Ex) The sanguine angel adds her Strength bonus, rather than her Dexterity bonus, to attack rolls made with bows.
Hardened Heart +14 (Ex) A sanguine angel adds twice her class level to the DC of any attempt to Intimidate her.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maiden's Shield (Ex) Has benefits of Two-Weapon Fighting as long as using longword and shield.
Mystique of Ardad Lili (Ex, Sp) Once a day use dominate person as a spell-like ability.
Shield Wall +2 to shield bonus if adj ally with same feat has a tower/heavy shield or +1 for smaller shields.
Sisterhood Rampart Grant adjacent female allies greater protection from Shield Wall.
Sisterhood Style +1 on Reflex and Will saves and use teamwork feats more easily.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
--------------------
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

The bulk of these character changes reflect new options available in the Adventurer's Guide, which I was eager to try. I also updated Kordaitra with some of these options, but not enough to reflect a significant difference in her build.

I've been considering rebuilding the Cinderlander but they will likely be fighting him tomorrow.

Dark Archive

Pathfinder Adventure Path, Rulebook Subscriber

My group is rapidly approaching Deathhead Vault in the Crimson Throne Hardcover and will end up having to fight a Pakalchi Sahkil.

The creature has ability called Entangling Train

Text:
Creatures adjacent to a pakalchi must succeed at a DC 20 Reflex save or become entangled in its vines for 1 round, and count as tethered. Entangled creatures take vine damage automatically each round they’re entangled. Creatures are no longer entangled if the pakalchi moves away. The save DC is Constitution-based.

So if a character gets snared by this entangle (which is tethered) do they pretty much have no option of escaping other than the Pakalchi moving away, escape artist, teleportation, gaseous form, or killing the Pakalchi?

I expected some kind of STR check or perhaps an ability to cut themselves free but I don't see one.

Just asking to avoid the inevitable rules discussion coming up.

Thanks for any help.

Dark Archive

Pathfinder Adventure Path, Rulebook Subscriber

I have a quick question, which seems as if it should be obvious, that I hoped to get answered here.

So, both the Orc Bloodline Arcana and the Blood Havoc Blood line mutation..

Bloodline Arcana:
You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

Blood Havoc:
Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline.

say that they add an amount of damage to 'damage' caused by sorcerer spells with some provisos.

My question is would this add to ability damage with spells like...

Wracking Ray:
A creature hit by this spell is wracked by painful spasms as its muscles and sinews wither and twist. The subject takes 1d4 points of Dexterity and Strength damage per 3 caster levels you possess (maximum 5d4 each)

since it is technically damage.

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Pathfinder Adventure Path, Rulebook Subscriber

So, I'm not even halfway through my current game (CotCT) and my players are already discussing what should be run next. One of the major front-runners is Jade Regent (with Hell's Rebels and Ruins of Azlant a close second).

One of the players very much wanted to play a Hellknight in CotCT but given that involving her character with the campaign would have in effect involved her entire order I couldn't see fit to allow it for that campaign.

It is starting to seem very unlikely I'm going to be able to hold it off for JR however.

Seeing how her other option of interest is in an inquisitor of Zon Kuthon I'm inclined to find a way to make it work.

Any Hellknight scholars with deep knowledge of JR who can tell me how I could tie in the most troublesome of organizations to the path?

The suggestion that Hellknights are troublesome is the opinion of the OP and not indicative of the posting masses as a whole. Any opinions are the responsibility of the OP and not actionable by the universe at large.

A potential fugitive for Order of the Chain perhaps?

Dark Archive

Pathfinder Adventure Path, Rulebook Subscriber

Our Hell's Rebels game is just beginning book 4 (lvl 10) and we have 5 standing players, many of which have been with our group for a long time.

I'm hoping to add a sixth player for our group.

Our group leans more toward roleplay than system mastery.

The current group is a Investigator, Sorcerer, Cleric/Holy Vindicator, Bard, Fighter.

The group is currently trying to take back their city from a ruthless representative of house Thrune.

The group meets at 12:30 on Sundays at Little Wars and we generally play until 5 pm.

Send me a message if you are interested. Here is a link to my character creation document.

Character Creation

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Pathfinder Adventure Path, Rulebook Subscriber

My players will very soon (in the next few weeks) be finishing up their business in Old Korvosa and moving on to lands to the north.

I was wondering if other DM's had thrown in material between the city and lands north?

I have seen Fortress of the Nail (PFS scenario) and the Harrowing mentioned as potential side adventures. I was wondering if there are others that people would recommend.

Perhaps adventures that could potentially fit into Kaer Maga?

Dark Archive

Pathfinder Adventure Path, Rulebook Subscriber

I'm the DM of a group of 4 players who have been making their way through the Hell's Rebels path through the last year.

They are currently about level 8 and in the third book of the path.

We had a couple of players take off on us at the end of October and I've been looking for 1-2 players interested in jumping in to the later part of the campaign. In need of martial characters (surprisingly).

We play at the local store Little Wars.

Sundays from 12:30 to 5 pm although once a month we do try and avoid PFS if we can by playing on Saturdays.

If you are interested PM me.

Dark Archive

Pathfinder Adventure Path, Rulebook Subscriber

Hey Everybody. I am running Hell's Rebels for a group and there is a creature that factors into part of the second book that has an ability where it causes a character to become addicted to a drug (in this case Opium). I was looking through the rules for addiction and there seems that there may be a typo... or I'm just continually misreading them.

According to the rules there are three kinds of addiction (minor, moderate and severe) which are noted next to the save for that drug to avoid addiction.

None of the drugs actually have a 'severe' addiction rating however. They all have ratings of 'major'.

I guess the answer is pretty obvious but I was just going to ask.

Does major = severe in this case? Is that the way others have been doing it or have I been reading the rules wrong?

Dark Archive

Pathfinder Adventure Path, Rulebook Subscriber

I'm hoping to use this thread to get advice from my fellow pirate wranglers about my rebuilds of the various creatures in Richard Pett's 3.5 Edition adventure 'The Styes' which can be found in Dungeon Magazine #121.

My group is nearing the end of the Brine Banshee investigation and I have made the decision (after considerable foreshadowing about the lantern man killer in Port Peril) to remove the aboleth from there with evidence that it was making plans in the wreck and until recently used it as a place to hide before moving to the Styes.

In preparation for bringing in the investigation at the end of the campaign (or before the Free Captain's Regatta if I'm feeling particularly bloodthirsty) I have used Hero Lab to rebuild the foes in the adventure for Pathfinder.

Any advice from the folks frequenting the boards (especially about the final confrontation, the rebuild of Mr. Dory, Sgo's rebuild, and what to make of the kraken) would be incredibly welcome.

Here are the changes in order:

Warehouse:
I don't really believe there should be much change here. The only question is to throw in two or three Manticores. To be honest I expect my players to bypass them with dimension door.

Skum Rogues:
Rebuilt with Hero Lab and presented here. I am torn between making their main attack their bite (finesse etc) or giving them a weapon to increase the loot pool. The assassin below kind of makes up for it.

I have been wrong about this before but they might be too much for a 6 person party given that they are the bulk foes of the adventure.

Skum Rogue
Skum rogue (unchained, dark lurker) 5 (Pathfinder Player Companion: Heroes of the Street 26, Pathfinder RPG Bestiary 253, Pathfinder Unchained 20)
LE Medium monstrous humanoid (aquatic)
Init +4; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 17 (+5 armor, +4 Dex, +2 natural)
hp 76 (7 HD; 5d8+2d10+40)
Fort +5, Ref +11, Will +5
Defensive Abilities danger sense +1, uncanny dodge; Resist cold 10
--------------------
Offense
--------------------
Speed 20 ft., swim 40 ft.
Melee bite +9 (1d6+4), 2 claws +9 (1d4+1)
Ranged +1 composite shortbow +10 (1d6+2/×3)
Special Attacks sneak attack (unchained) +3d6
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 19, Int 14, Wis 12, Cha 6
Base Atk +5; CMB +6; CMD 20
Feats Alertness, Blind-fight, Combat Expertise, Improved Feint, Multiattack[B], Toughness, Weapon Finesse
Skills Acrobatics +13 (+9 to jump), Bluff +8, Climb +10, Escape Artist +13, Intimidate +3, Knowledge (dungeoneering) +11, Perception +13 (+17 when underwater), Sense Motive +13, Stealth +13 (+17 when underwater), Survival +7, Swim +13; Racial Modifiers +4 Perception when underwater, +4 Stealth when underwater
Languages Aboleth, Common, Polyglot, Undercommon
SQ amphibious, blades from the shadows, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talent (hunter's surprise[APG]), trapfinding +2
Other Gear +1 chain shirt, +1 composite shortbow (+1 Str), 150 gp
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Blades from the Shadows (Ex) Can make attacks of opportunity against foes with cover.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Hunter's Surprise (1/day) (Ex) Against chosen adjacent foe, all attacks are sneak attacks for 1 rd.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swimming (40 feet) You have a Swim speed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Harld:
Considerable changes here. For token reasons I made the character female. Since the red mantis assassin prestige class wasn't added at the time of The Styes publication I could not resist adding it. The addition of the Pitfall Sawtooth Sabre was just for flavor and of course loot.

Harld CR 8
XP 4,800
Female human (Keleshite) red mantis assassin 3/slayer 6 (Pathfinder Campaign Setting: Inner Sea World Guide 282, Pathfinder RPG Advanced Class Guide 53)
LE Medium humanoid (human)
Init +5; Senses Perception +13
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 45 (9 HD; 3d8+6d10-9)
Fort +5, Ref +11, Will +4
Defensive Abilities red shroud, trap sense +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 pitfall sawtooth sabre +10/+5 (1d8+5/19-20) or
dagger of venom +9/+4 (1d4+2/19-20)
Ranged mwk whipwood hand crossbow +9 (1d4/19-20)
Special Attacks prayer attack (DC 13), sneak attack +3d6, studied target +2 (2nd, move action)
Red Mantis Assassin Spells Known (CL 3rd; concentration +5)
1st (4/day)—hide weapon, jump, long arm[ACG], touch of gracelessness[APG] (DC 13)
--------------------
Statistics
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Str 14, Dex 18, Con 8 (12), Int 8, Wis 10, Cha 14
Base Atk +8; CMB +10; CMD 25
Feats Alertness, Dodge, Exotic Weapon Proficiency (sawtooth sabre), Improved Two-weapon Fighting, Mobility, Two-weapon Fighting, Weapon Focus (sawtooth sabre), Weapon Specialization (sawtooth sabre)
Skills Acrobatics +15, Climb +10, Disable Device +17, Escape Artist +14, Intimidate +10, Knowledge (local) +8, Perception +13, Sense Motive +13, Stealth +15
Languages Common, Kelish
SQ combat style (two-weapon combat), slayer talents (poison use[ACG], ranger combat style[ACG], trapfinding[ACG]), track +3, trapfinding +3
Combat Gear potion of cure moderate wounds, medium spider venom (10); Other Gear +1 studded leather, +1 pitfall sawtooth sabre[ISWG], dagger of venom, crossbow bolts (10), mwk whipwood hand crossbow with 10 medium spider venom, belt pouch, masterwork thieves' tools
--------------------
Special Abilities
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Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Poison Use (Ex) Can't accidently poison self when applying poison to a weapon.
Prayer Attack (DC 13) (Su) Fascinate a single target (DC 10 + Red Mantis Class Level + CHA Mod), then coup de grace.
Red Shroud (3rounds, 1/day) (Su) Create a red mist around yourself that grants +1 AC and fast healing
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Track +3 Add the listed bonus to survival checks made to track.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Mr. Dory:
Perhaps the least change among the new stat blocks. Mr. Dory's primary alterations came in giving him spring attack. It's also clear to see here that I also made sure to try and stay as close to the original character as possible in the feat department. I added Hunter's Surprise in hopes of getting at least one round of sneak attacks. Flesh Golem, no changes.

Mr. Dory CR 12
XP 19,200
Human zombie lord (Varisian) cleric of Shub-Niggurath 3/rogue (unchained) 6 (Pathfinder RPG Bestiary 4 286, Pathfinder Unchained 20)
NE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 15 (+2 armor, +1 deflection, +5 Dex, +1 dodge, +2 natural)
hp 64 (11d8)
Fort +4, Ref +11, Will +10
Defensive Abilities channel resistance +4, danger sense +2, evasion, uncanny dodge; DR 5/slashing; Immune undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen rapier +14/+9 (1d6+6/15-20) or
slam +12 (1d6+1)
Special Attacks channel negative energy 2/day (DC 10, 2d6), sneak attack (unchained) +3d6
Domain Spell-Like Abilities (CL 3rd; concentration +5)
5/day—touch of chaos, touch of evil (1 round)
Cleric Spells Prepared (CL 3rd; concentration +5)
2nd—death knell (DC 14), hold person (DC 14), shatter[D] (DC 14)
1st—command (DC 13), doom (DC 13), protection from law, true strike[D]
0 (at will)—create water, detect magic, mending, resistance
D Domain spell; Domains Chaos, Evil
--------------------
Statistics
--------------------
Str 12, Dex 21, Con —, Int 13, Wis 14, Cha 8
Base Atk +7; CMB +8; CMD 25
Feats Combat Expertise, Deft Hands, Dodge, Mobility, Persuasive, Spring Attack, Toughness, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +19, Appraise +15, Diplomacy +10, Disable Device +24, Escape Artist +19, Intimidate +17, Perception +16, Sense Motive +10, Stealth +19
Languages Common, Polyglot, Varisian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (double debilitation, hunter's surprise[APG], opportunist), trapfinding +3
Combat Gear acid (12); Other Gear +1 keen rapier, bracers of armor +2, ring of protection +1
--------------------
Special Abilities
--------------------
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Cleric Channel Negative Energy 2d6 (2/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Double Debilitation (Ex) When using debilitating injury, apply 2 effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hunter's Surprise (1/day) (Ex) Against chosen adjacent foe, all attacks are sneak attacks for 1 rd.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Opportunist (1/round) (Ex) A foe who takes a melee hit from another provokes an AoO from you.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Touch of Chaos (5/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
Touch of Evil (1 round, 5/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Undead Traits Undead have many immunities.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Skum Rogues and Chuul:
The same. I'm actually debating advancing the Chuul but after an encounter with so many skum it might be nice to have a less murderous encounter.

Sgothgah:
Here is the terrifying one... I attempted to re build this creature with psychic levels instead of sorcerer. I had to seriously downgrade it's loot. Ultimately it's spells (for the most part) are meant to inflict non-lethal and drive down will saves so it can use dominate monster to enslave the group. I got to be honest, I think that lowering it's class levels a little might be best. I can see this easily being a TPK. CR 11 Hero Lab? Really?

Mr. Dory and his flesh golem are more dangerous?

Sgothgah CR 11
XP 12,800
Aboleth cleric of Shub-Niggurath 1/psychic 8 (Pathfinder RPG Bestiary 8, Pathfinder RPG Occult Adventures 60)
CE Huge aberration (aquatic)
Init +6; Senses darkvision 60 ft.; Perception +27
Aura mucus cloud (5 ft., DC 20)
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 23 (+3 armor, +1 deflection, +2 Dex, +11 natural, -2 size)
hp 183 (17 HD; 8d6+9d8+110)
Fort +12, Ref +8, Will +19
--------------------
Offense
--------------------
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +15 (1d6+6 plus slime)
Space 15 ft.; Reach 15 ft.
Special Attacks channel negative energy 8/day (DC 15, 1d6), it came from beyond, painful reminder (2d6, 8/day), phrenic amplifications (overpowering mind[OA], relentless casting[OA], will of the dead[OA]), phrenic pool (9 points)
Spell-Like Abilities (CL 16th; concentration +21)
At will—hypnotic pattern (DC 17), illusory wall (DC 19), mirage arcana (DC 20), persistent image (DC 20), programmed image (DC 21), project image (DC 21), veil (DC 21)
3/day—dominate monster (DC 26)
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—touch of evil (1 round)
Psychic Spell-Like Abilities (CL 8th; concentration +13)
1/day—detect thoughts (DC 16)
Psychic Spells Known (CL 8th; concentration +13)
4th (4/day)—dimension door, mass pain strike[APG] (DC 19)
3rd (6/day)—displacement, unadulterated loathing[UM] (DC 18), vampiric touch
2nd (7/day)—invisibility, mad hallucination[UM] (DC 17), mirror image, pain strike[APG] (DC 17)
1st (8/day)—expeditious retreat, magic missile, murderous command[UM] (DC 16), persuasive goad[UM] (DC 16), shield, sow thought[ARG] (DC 16)
0 (at will)—dancing lights, detect psychic significance[OA], grave words[OA], know direction, mage hand, message, open/close (DC 15), telekinetic projectile[OA]
Psychic Discipline Pain
Cleric Spells Prepared (CL 1st; concentration +4)
1st—cure light wounds, protection from good[D], haze of dreams
0 (at will)—create water, detect magic, mending
D Domain spell; Domains Void (Dark tapestry subdomain), Evil
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 22, Int 21, Wis 17, Cha 21
Base Atk +10; CMB +18; CMD 31 (can't be tripped)
Feats Ability Focus (dominate monster), Alertness, Combat Casting, Craft Wondrous Item, Empower Spell, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (tentacle)
Skills Acrobatics +2 (-6 to jump), Bluff +25, Diplomacy +25, Intimidate +16, Knowledge (Arcana) +25, Knowledge (history) +25, Knowledge (religion) +25, Perception +27, Sense Motive +5, Spellcraft +25, Swim +25
Languages Aboleth, Aklo, Aquan, Common, Dark Folk, Literacy, Undercommon
SQ detect thoughts, live on (2d6, 7/day), mercy (fatigued), power from pain (maximum 3)
Other Gear belt of mighty constitution +2, bracers of armor +3, ring of protection +1
--------------------
Special Abilities
--------------------
Cleric Channel Negative Energy 1d6 (8/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Dark Tapestry) You worship not only the vast emptiness of space, but the sinister and alien powers that reside therein.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Thoughts (Sp) Cast detect thoughts, or expend 1st or higher spell slot to do so.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
It Came From Beyond (1/day) (Su) Your spells that require Will saves can have confusion added to their effects.
Lay on Hands (2d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mucus Cloud (5 ft., DC 20) (Ex) Creatures in range lose air breathing but gain water breathing for 3 hrs (Fort neg).
Overpowering Mind (Ex) 2/4 pool: increase Will save DC of linked mind-affecting spell by +1/+2.
Painful Reminder 2d6 (8/day) (Su) Swift action: deal nonlethal damage to enemy you damaged with spell on prev or this turn.
Phrenic Pool (9/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Power From Pain (3/day) (Su) Regain 1 pool when painful reminder does at least 5 damage.
Relentless Casting (Su) 1 pool: roll twice and take better result to overcome SR for linked spell.
Swimming (60 feet) You have a Swim speed.
Touch of Evil (1 round, 6/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.

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Aboleths:
Two hurt aboleths? Sounds alright to me.

Spawn of Shub Niggurath:
Given that this creature even with the young template is a CR 17 (a kraken) I briefly considered a gutaki warpriest of Shub but I think I have settled on the Dark Young of Shub Niggurath from Wake of the Watcher.

Any ideas?

Dark Archive

Pathfinder Adventure Path, Rulebook Subscriber

Hi everyone!

I'm currently running the Skull and Shackles Adventure Path through Roll 20. I was wondering if I might get some advice from fellow GMs about what to do with what will likely be the death of my campaign.

If you are playing Skull and Shackles on Roll 20 and are openly trying to piss off Besmara you are likely my players. Please do not open the spoiler tag.

Besmara:

Current Characters
Viginti - Wizard 6
Arden - Cleric of Gozreh 6
Sails - Swashbuckler 6
Teach - Kineticist 6
Balthor - Unchained Barbarian 6
Brody - Monk 6

There has been a problem brewing for a while in my campaign. I am not going to pretend that the way I have been playing Sandara has not contributed to it pretty heavily but... current discussions are convincing me that things are heading for the realm of my group being a footnote... like literally a smear on Besmara's heel.

Back in book 1 when the Grindylow's kidnapped Sandara and Jakes Magpie the officers set off on Bonewrack to save her. Sails is smitten with her and she had been overwhelmingly helpful and kind (although sassy, lusty, crude, and needling to certain characters egos) to the group.

While in the grindylow caverns the group takes a lot of damage and is struggling for spells. Knowing that they are likely about to face a powerful foe to retrieve Sandara Arden quickly says that he doesn't want to risk his life for her. The group should fall back. There is no need to risk their lives for two crew members.

The rest of the group disagrees and he is so vehement about not helping that he does not join the last fight. Sandara notices.

Afterward she gets in his face about being an honorless coward and a dog and claims that she shall never heal him or tend his wounds again. Arden doesn't take it well but chooses to attempt over the course of the crews journey to try and mend fences with Sandara by making her magical items and deciding to try and help build a small shrine to Besmara on the ship.

Sandara approves (me hoping to get past it) but as is typical of how I have been playing her answers with playful insults or condescension.

Much further into book 2 I am speaking to the group about how Besmara likes to take tithe or receive gifts from her followers and Sails chooses to mandate a 1/2 plunder (500gp) offering to her.

The crew absolutely agrees... as does Sandara.

Arden and Balthor, however, refuse. The latter because of greed but the former because he refuses to give some, '2 copper goddess whom he doesn't defer to in the least a single pittance of his share." This he says in front of the ENTIRE crew.

Afterward as he is making his way back to his hallowed position at the wheel a sea bird falls dead at his feet. Viginti, knowing more about religion than most of the crew, informs almost everyone that it's a sign of displeasure from Besmara.

Any measure of fences mended between them are torn apart as Sandara and Arden have a huge argument.

Paranoid, Arden chooses from this point forward to use lesser restoration to remain at the wheel of the ship 24 hours a day, "To spit in that witch's (besmara's) eye," if she attempts to do anything to the ship.

(Side Note: During the battle with Inkskin at Tidewater Rock Arden was hit by a ballista bolt (a crit) that knocked him into negatives. Sandara, being the only healer on board, was ordered to heal him. She cast infernal healing on him out of spite. Arden does not know this... but his player does and has refused to separate personal knowledge from character knowledge)

More than one discussion is had among the more faithful of the crew of Arden having an 'accident' for the better of the crew. Sandara put a stop to it and chose the high road.

She offered to leave the ship along with the most superstitious of the crew so that Arden no longer has anyone to hate and will perhaps stop putting the crew in danger by hating Besmara.

Sails offered to make her the captain of their next ship, which she accepted.

Now angry commentary continues (mostly between Arden and Balthor) about both killing Sandara and some ultimate confrontation between them and Besmara.

I have warned them that calamities of increasing terribleness wait down that road but they still seem pretty confrontational and I think it might kill the game...

Any ideas?

I suppose it's kinda long but it does make for a decent, if self-destructive, campaign story.

Grand Lodge

In the tradition of a similar popular thread on the Rise of the Runelords forum I thought it would be fun to try and come up with more games for Ruby's Hopeknife Ceremony. These games provide opportunities for the party to meet locals also participating and get to know them before the more serious events that follow. Let me know what you think.

Note there are no second prizes.

Do you guys have any suggestions for games?

HOPEKNIFE CEREMONY GAMES

1.) Tug O’ War - As detailed

2.) THE SEIGE IS LIFTED - The contestents will eat bowls of seigestone porridge for one minute (10 rounds). The character (or NPC) who eats the most bowls of porridge in 1 minute is the victor. To continue eating the bland viscous porridge for the entire period the character must make a fortitude save each round (after the 1st bowl). A bowl of porridge is eaten in halves per standard action. A character can attempt to eat an entire bowl of porridge in one round but even during the 1st bowl this will cause a save at a higher DC.
a. Base DC 5 in round 3 / 7 to eat an entire bowl of porridge in round 1
b. +1 to DC for each ½ eaten
c. +2 to DC for each attempt to eat an entire bowl in one round.
d. Failing the save causes the character to pause for 1 round.
e. Failing by more than 5 causes the character to regurgitate their valuable porridge and disqualifying them.
f. Contestants: F +2, +4, +6 (Sara Morninghawk)
g. Ruby is one of the judges
h. Prize: 3 of Agrit Sagindsar's famous pies to clear the pallete

3.) Fi Fo Fum - Sgt. Frum sits in the middle of a 20 x 20 square in a chair, playing the part of a blinded giant (complete with garrishly colored blindfold). Players are human raiders eager to steal precious treasure from the blinded giant. Everytime a character crosses the square with his bag of loot without being caught by the giant they gain a point. Everytime they are captured they lose one point.
a.) NPC Contestants (+3, +6, +9 Ruby / LOOK UP CMDS)
b.) Prize: A smokey orange quartz (5g) called the Giant's Eye.

4.) The King of Bloodmarch Hill - Unbeknownst to the township this game is actually one that was long ago adapted from orcish celebrations. It has of course lost some of it’s bloodthirsty nature since it’s adaptation. A group of players wearing only trousers and a flag in their belts charge toward the top of a steep dirt hill. A contest of grappling and wrestling the player who is in the 5 foot square at the peak of the Hill at the end of 1 minute (10 rds) is the victor.
a.) Each square (except the summit) is difficult terrain requiring 2 squares of movement.
b.) A character or NPC who is pinned can have their flag removed and is disqualified from the competition.
c.) A character who is thrown off the base of the hill is disqualified.
d.) Anything short of non lethal damage is allowed (Grapple, Dirty Trick, Drag, Reposition)
e.) Prize: Bragging rights. 10 silver. The 'Bloodmarch Flag'. This game is often undertaken by new militia initiates hoping to achieve higher rank. Youths who win the competition are almost assured to be leading a patrol within the next year. How long they keep it is another matter.

5.) Horizon Watcher - Pick out the hidden signs! An attack may be upon us! The contestants are given clues and are charged with finding five hidden items throughout the village. Unlike the other challenges this game is a team exercise. There are three hints and four locations. The first to go to the final location with the items is the winner. There are multiple copies of each item at each location. Each team has a judge to follow them. Rodrik is the group's representative.

a.) "Second of it's line, Ever Watchful Under her Eye"
- A Knowledge History or Local DC 15 reveals that this is the Sanctuary given the fate of the Plague House and the gender specific 'her'. (Straight Int Check DC 15)
- Arriving there the group finds Brantos Calderon waiting with a smile. The group has to manage a Diplomacy check DC 10 to convince him to hand over the first mark, a medal with a letter 'R' engraved on it.
b.) "It is All We Have, Let Us Pray it Never Runs Dry."
- Knowledge Geography DC 13 or Knowledge Local DC 15 reveals that this is the Hopespring. (Straight Int DC 18)
- A small sack doll of an orc with X's for eyes is sitting at the edge of the rafters of the small building near the hopespring. Pegs have been driven into the wood allowing a spry climber (DC 15) to shimmy up and retrieve the doll. Unfortunately the third peg has been intentionally loosened and requires a DC 10 perception check to notice. A failed check causes the climber to fall taking d3 non lethal. The Doll has the letter 'U' stitched into it.
c.) "Crafter of the Ceremony, Walls of Iron and Thunder"
- Knowledge Local DC 13 to know that this refers to the Clamor. (Straight INT Check DC 15)
- A crude handaxe of orcish craftsmanship is hidden in a bucket beside an old anvil. A DC 15 Perception check will locate it. The haft of the axe has the letters 'B' and 'Y' slashed into it with some form of blade.
d.) If the players do not realize that at this point they are to return to Ruby allow them an intelligence check to realize that they must return to the girl.

Upon the search's completion and returning to the girl with the items Ruby will light a small fire built specifically for the game and call out, "The warning has been given!"

The Winners are applauded by all gathered and genuinely thanked by members of the crowd, teaching just how much the whole town owes those who are vigilant and sound the alarm during an attack.

Prize: A bag of 20 gold, and a bronze medal decorated with a hopeknife symbol surrounded by fire (worth 5g each)

Grand Lodge

So, my players have made it to the fifth part of the path and last night they descended toward the first dungeon. I'm going to spoiler the rest but I would welcome any GM advice on this matter.

The Wish:
Last night the group descended toward the Scribbler's Shrine to find out what had happened to a group of adventurers recommended by Ameiko and hired by Belor to investigate strange sounds. They got some info from them about the individual adventurers and then descended into the sinkhole.

About the time they encountered the Scribbler he managed to perhaps ask two questions before the wizard dispelled the constant fog effect on in the halls. This angered The Scribbler who immediately dim doored away and started casting buffs.

Moving forward they notice a naked female figure laying on the floor of the temple of Lamashtu wearing a mask. Very concerned about ambush no matter how many times she yelled for help they were hesitant until the sound of approaching howls from the south drove them to action.

The naked woman is non-other than the Glabrezu using her veil ability. Also, in a plot twist, the glabrezu is the long dead Nualia. When Lamashtu had to decide which of her loyal servants to send the chaos inherent in the goddess couldn't resist.

The fighter/cavalier and Nualia have bad history since Arianne was tortured by her when she was captured in the first book. Banter ensues.

Then I heard the words that every DM prays to hear when running a glabrezu, "I wish.." I asked her to clarify exactly what she said to the Glabrezu/Nualia and this what I got. So here I am asking you folks on the boards for a bit of wish help:

"I wish you had not not had to suffer at the hands of your father and that you had found a better way, from my viewpoint, of dealing with your problems that had lead you down a righteous path and away from evil."

What twists would you put on this wording? What do you think?

Grand Lodge

So my RotRL group is headed for their confrontation with Mokmurian. I believe the big show down will be sometime in the next two weeks. I have come to the resolute conclusion that even after giving him better loot (including a headband of vast int +4 to raise the saves of his spells) there is little to no chance of him lasting more than three or four rounds against my group.

Most of those rounds will be spent with him trying to do ANYTHING to slow them down so they don't surround/kill him.

TLDR: Does anyone have any helpful hints or suggestions about running Mokmurian?

Here is the party:

black blade/hex magus 12
cavalier/fighter (with griffin mount) 12 (not sure of exact combo)
cleric of groetus 12
sorcerer/diabolist 12
alchemist (grenadier) 12

Here is my current spell list for him:

Mok's Spells:
Spells Prepared (CL 12th; concentration +16)
6th—disintegrate (DC 23, 2), quickened scorching ray, quickened obscuring mist, leashed shackles, unwilling shield
5th—cloudkill, quickened shield, telekinesis (DC 22, 2), wall
of force, lightning arc (DC 22), waves of fatigue
4th—dimension door, fire shield*, black tentacles (DC 21),
solid fog, stoneskin*, lesser globe of invulnerability*
3rd—dispel magic, fireball (DC 20), fly, greater magic weapon,
slow (DC 20), stinking cloud (DC 20)
2nd—fog cloud, glitterdust (DC 19), resist energy (elec)*, scorching
ray, defensive shock*, whispering wind(2), admonishing ray
1st—alarm, mage armor, magic missile (2),
protection from good, ray of enfeeblement (DC 18), reduce
person (DC 18), obscuring mist
0 (at will)—arcane mark, light, mage hand, prestidigitation,
touch of fatigue (DC 17)

This is how I figure it will go:
Prep: Mokmurian casts obscuring mist so it extends out into the other room at least ten feet before the door is opened.
Round 1: Door is opened and Mok casts solid fog overlapping with the mist near the door and then a quickened obscuring mist immediately in front of his platform.
Magus and Cavalier double move fly into the room taking them more than half way (or all the way through in the magus' case) the solid fog.
*Special bonus combat ending move: Sorcerer uses staff of heaven and earth to blow away solid fog. He is burning those charges pretty fast though.
Sorcerer uses a fireball to burn away obscuring mist?
Cleric probably buffing and closing.
Alchemist?
Round 2: Mok chooses whether to wall of force the magus or the cavalier. (Probably Cavalier/Magus will Dim Door Through).
Magus closes with Mok.
At this point I can count on the sorcerer to dim door the others into the room or cast vision of hell. They love that spell.
Cleric buffing and closing.
Alchemist?
Round 3: Mok - Telekinesis the magus? Will save too high. 20 ft meh.
Unwilling shield the alchemist? DC 25 concentration check is chancy.
Leashed Shackles on cleric? Disintegrate on sorcerer?

I've read other threads about how quickly Mokmurian can get crushed and many others about how easily he is killed. I incorporated some of that into his spell list.

Anyone have suggestions?

Grand Lodge

So I think I know where I'm going to fall on this question. It's not too huge of a leap.

The Ranged Spellstrike ability allows you to attach a spell that is a ranged touch attack to a ranged attack. Molten Orb does not specify that it is a ranged touch attack, just that it's treated as a splash weapon.

A splash weapon is a ranged touch attack. RSP also specifies that the spell has to be single target, which a splash spell would not be.

Am I looking into it too much? Is it clearly to be allowed?

Grand Lodge

Yep, it's yet another, "What Path should I GM?", post.

My group is careening toward the end of Carrion Crown. There are still a few months to go but I like to get a jump on preparation months in advance so now is the time to prepare.

I essentially offered my group (we play in Baton Rouge) a myriad of options of games for me to run next. I included some options outside of Pathfinder but it seems as if they are keen on sticking to the tried and true.

Through a series of emails they narrowed down their choices to:

Second Darkness
Jade Regent
Iron Gods

It has essentially come down to me.

The majority of them seem to favor Second Darkness but the prospects of conversion and rewriting portions of the Path kind of discourage me.

I actually like the idea of the caravan/marco polo adventure and eastern cultures of Jade Regent. The prospects of an At the Mountains of Madness-like diversion in the arctic are certainly appealing.

Iron Gods adds the prospect of something that one of my players hasn't either read or played in. (He seems to have done one or the other for all the paths)

In the opinion of the boards is the extra work of Second Darkness worth it in comparison to Jade Regent or the great unknown of Iron Gods?

Grand Lodge

So I really enjoyed reading the thread on the Skull and Shackles board which discussed the crazy moments that have happened to different folks in that AP.

Considering that our group (I'm a player) had just such a moment last night I thought I would start a thread (for better or ill). So here is the recount of last night's wackiness.

Drezen:
So last night we started further into Drezen initially through the gauntlet where we fought a few encounters. My fighter fell into a spiked pit trap and after dealing with some archers we, mostly on my direction given my status as head door opener, headed to the west.

It was here we ran into the ranting and raving barbarian woman. Due to poor communication from the DM my fighter, who was recently redeemed and has become Sarenrae's (perhaps too) enthusiastic biggest fan, assumed that she was under the effect of some kind of madness and that we should take her alive.

So we do.

The reason I mention this is that our ranger plays his low charisma, low int scores to the nines and when I told him not to kill her it confused him.

Next encounter we run into the Succubus in the shrine. People forget to tell him not to kill the crusaders so he butchers two of them.

We immediately tell him to stop killing people.

The last hit on the succubus? Non-lethal, from him.

"You guys TOLD me not to kill anything!"

"Not the demons you idiot!"

Now we have to take a Succubus prisoner.

This can not turn out well.

Grand Lodge

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I thought it couldn't hurt to post a list of all the written material I have typed up for Carrion Crown (in both my campaigns) with the hopes that some of it might see some altered use by someone else in the future. Otherwise it's going to go to waste.

A lot of the credits for stuff in these writings go to people on these boards. Rakshaka, Evil Paul, and so on. I'm also going to repost my proposed changes to Broken Moon and maybe to the earlier parts of the adventure path that I made to try and challenge the hurdle of min-maxers and a larger than usual group. So from here on out it's all spoilers.

House Call (Pre-Game Text):
16th of Erastus, 4117 AR
Thrushmoor, Ustalav

The hulking carriage rattled its way through the heavy mud on the unbuilt road. The woman inside, her dark hair bound up and behind her head, and wearing riding leathers peered out into the night and caught glimpses of the rolling empty countryside composed largely of moors and twisted trees surrounded with thick rolling mist. Some would likely call her simply a 'girl' being in her late teenage years. She was attractive and had features more akin to fine living as opposed to the rough and haggard pallor of those who toiled in the fields around Thrushmoor.

The young woman turned her sharp green eyes on the other man on the carriage. He was bound up in a thick black travelling cloak and his eyes, very similar to hers, were cast down at the floor of the carriage. His face was rough and lined, hardened by years on the road and the intense stress of his work. A thick gray mustache and goatee curled around his lips and chin.

She pulled her own cloak close and spoke softly to him, "Did you say that this family was a friend of yours father?"

The older man spoke softly, his voice tired and his eyes never deviating from whatever distant memory arrested him, "Indeed. The Rockmartin family have long been friends of our own. I attended university with the patriarch. He was something of a fool, but of course in those days so was I." The memory seemed to bring a rare smile to his lips.

The young woman nodded and sat back into her seat. She was still surprised that her father had come to the University, where she had been deep in her studies, and called on her to accompany him on one of his special assignments. He had also hired a man, called only Christopher and introduced to her briefly, to both be their coachman and security.

She toyed briefly with the hem of her shirt and said, "What are you investigating there?"

The old man's pale green eyes turned on her and he seemed to awaken from the haze of his thoughts, "Oh, I'm sorry my dear. It would seem that my old friend Bartholemew believes his wife's mother to be possessed by an unrested spirit. We are going to exorcize it if need be."

Kendra sat back, pale, and circled her heart with a warding sign of Pharasma.

The carriage rolled to a stop shortly after leaving the familiar softness of the muddy road for a cobblestone drive. Her father, bent from age and clutching to his cane, climbed down from the wagon. He looked up to the young man in the carriage seat and offered a nod as Kendra hopped out after him.

The Rockmartin House was a true manse. It put the small home her father kept in Ravengro to some shame in terms of opulence. It was seemed to have once been a fort, with three separate wings. Only the central hall was lit with any kind of lit torch or candle. The central wing towered at the three floors and the moored grounds spread out in every direction.

As they arrived a group of men, mostly grooms and butlers but lead by a very large rotund man dressed in finery his face red with exertion and framed with terror and worry as he spoke hurriedly, "Oh dear, Petros my friend, I am afraid that things have grown much much worse since our last letter. Thenia has been speaking in a tongue I do not recognize and when she does speak Varisian she screams the most horrible things."

The older man nodded to Christopher again and muttered, "My friend, see to the carriage and the horses."

Petros turned to his old friend and managed a smile again, "Sounds serious Barty. Don't grow overly concerned though my friend. I think I can help you. This is my daughter Kendra."

Bartholemew looked at her as if seeing her for the first time and raised his eyebrows, "Oh my dear I am so sorry, where are my manners? I am Viscount Bartholemew Rockmartin." He hurriedly bowed to her and kissed her hand.

Kendra blushed and curtsied, "Honored m'lord."

Bartholemew lead the way up the walk to the large iron bound wooden doors of the manse. Kendra followed in her father's wake, carrying his heavy pack. She glanced upward to the ghoulish gargoyles that adorned the top of the old fort briefly before hurrying inside.

As they entered she could hear the intense screams of a woman's voice faintly coming from upstairs. Servants stood around quietly, holding small torches, their faces stark and pale in the flickering light.

Bartholemew lead the way upstairs and down the hall. All the way the sounds of the screams grew louder and more intense. Finally, Petros stopped and put his hand on Kendra's shoulder, "My dear please wait here." He fished a black steel dagger from the bag and pressed it into her hand, "If the spirit somehow escapes into me and tries to leave this room, then strike me down."

Kendra was aghast her face going immediately pale. He gave her a reassuring smile and another pat on the shoulder, "Just a precaution my dear. Just a precaution."

She was left standing quietly, the dagger loosely in her hand as the old man pushed his way into the room and disappeared, the screaming briefly intensifying when he entered.

The screaming continued but now it was joined by the voice of her father. Gone was the kindess and gentle attitudes of the old scholar. This was the voice of a much younger man, booming with authority.

He seemed to be questioning the spirit and receiving answers but try as she might she could only hear snippets of the conversation.

Finally the spirit let out one last bellow of defiance and she could hear every word clearly, "Soon Petros Lorrimor, the Tyrant will walk among you again. All the world will be awash in whispers and all your efforts will be for naught."

By all accounts, the deed was done. The Rockmartin's allowed her father to rest and recover in the west wing. Despite the victory he seemed in dark spirits and withdrawn. He continually muttered darkly and looked out onto the moors around the estate talking only of, 'Whispers,' and, 'Tyrants'.

Opening Text:
Oathday, 20th Day of Lamashan
4711

You sit in the prow of the ferry as it cuts lazily across the choppy blue waters of Lake Isia.

Dantes, the captain of the ferry calls out directions to his son and holds tight to the till with a bright smile on his face, “A great day to cross Isia!”

You glance at the steel gray overcast sky and give the smiling captain a dubious look. Several of the other passengers seem to mirror your expression. Ignoring the captain as he started rattling on about the beauties of the Lake you pull a piece of parchment from your bag.

Once again you can't believe what you're reading, Professor Lorrimor is dead.

There were few supernatural investigators more adept than Petros Lorrimor. A former Professor at the famous University at Lepidstadt, Petros had travelled throughout the Inner Sea region using his keen skills of deduction to solve crimes, put spirits to rest, and when all else failed hiring adventurers to face monstrous threats.

That is how the two of you had become acquainted. You had known few souls as devoted or good as the Professor... and now you were on your way to the man's funeral.

You were snapped out of your memories when Dantes echoed your thoughts, “I'm afraid that you all come at a sad time I'm afraid. A scant week ago we lost a great man who called Ravengro his home.”

As he mentioned the town you drifted through a bank of chill mist, typical of the month of Lamashan, and caught sight of the rolling hills where the lights of the town flickered in the murky morning light. The town seemed small but strangely forboding with it's small stone buildings and dull gray slate roofs. Dantes brought you around again when said, “Professor Lorrimor, he will be missed.”

You mused quietly lifting the invitation in your hand, “I am here for the funeral.”

Several of the other passengers looked at you and nodded several echoing their assent.

The boat clunked against the dock. Dantes gathered his ropes and nodded as he made his way to the prow of the ship, “I'll accompany you. Old Petros and I would often have a hot cider at the Laughing Demon. He was a good man, Pharasma keep him, I'll see you to his house.”

With that the ferryman and his son gathered their things and led you down the cobbled road toward the town.

After 1st Journey to Prison:
21st of Lamashan, Village of Ravengro
Ustalav

Sheriff Cullers let out a sigh of frustration and swirled the mug of Zokar's 'Soul Brew' cider. The owner of the Laughing Demon stood quietly behind the bar nursing his own drink.

The large barman finally broke the silence, "Heard you drug old Gibs into the jail this morning."

Cullers nodded and sighed, "The man incited a mob. I thought for sure when he settled here after service that an old campaigner like him could only make Ravengro more safe..."

Zokar gave the young law man a sympathetic clip on the shoulder, "What about those strangers? Less than a day and the gossip mill is already buzzing about them. I have to say I was impressed with how they handled that mob without an ounce of blood shed."

One of the deputies, Jenna, pushed her way in through the doors of the inn and walked up beside her boss. She was wearing a blue and gold coat over her chain mail shirt to stave off the encroaching chill of night, "Did you hear chief?"

Cullers looked at her and raised an eyebrow, "What's that Jen?"

She managed an impish grin and leaned against the bar eager to share her secret, "I was in Jominda's a few minutes ago and she said that the word around town is that a group of kids saw those travelers headed up to the prison."

The young Sheriff cursed under his breath and looked out the door of the inn and into the growing gloom of the small town, "Now what are they doing up at that old place? They told me that they were down at the Temple last night as well."

The deputy mouthed the word 'cider' to Zokar and received a gruff response, "Dragon's Blood?"

She shook her head and turned back to the Sheriff, "You think we can get out to the Sarsky place before it gets too dark? Old Man Sarsky says a number of his goats have gone missing."

Culler grabbed up his hat and grumbled, "Sure, we can check in with Jominda on the way."

The First Time that the Town Learns that Zombies Are About:
21st of Lamashan, Village of Ravengro
Ustalav

The sheriff stood at the edge of Old Man Yarrick's grave watching the strangers leave the graveyard. He let out a pained sigh and looked at his two deputies. Both of them looked shaken and pale.

Klys looked into his eyes and muttered, "Vanar protect us. Whats going on chief?"

Cullers pulled off his hat and swiped back his hair as he walked away from the grave, "I don't know guys. I didn't tell you but Jen and I went out looking for lost goats earlier today. We found them half eaten and torn apart."

Emir, his features dark and shadowed by the lack of moonlight, muttered a curse and said, "You think it was the same thing? I mean it's dead now right?"

Sheriff Cullers led the way as the young priest who had met them led several others as they dragged the corpse up the road back toward it's grave, "I don't think so guys. Geography is all wrong. I think there is more than one of these things up and about."

He looked back into the two men's faces and saw that if possible they were even more afraid than before, "Keep it under your hats guys."

----------------

22nd of Lamashan
Village of Ravengro
Ustalav

Sheriff Cullers nodded absently through the questioning of the Inquisitor. He answered each quickly and woodenly.

The direct questions, and the obvious focus slowly terrified him.

When the Inquisitor left he grabbed his coat and hat and followed quickly setting out onto the street and north. The inquisitor was fuming and the young sheriff knew that Jo, with her fiery disposition, would only get herself into trouble.

He arrived from the alley to see the group of strangers emerge from Jominda's shop. They appeared angry but turned and started heading south, back toward the Lorrimor House.

Ben straightened his jacket against the mist and chill of the morning and walked up the steps to the Apothecary. He pushed his way inside to see Jominda, behind her counter, her face twisted with anger and defiance, "Damn you Cullers. I don't have time for your accusations. One of those damn strangers just threatened me in my own shop."

He stopped in his tracks and sighed, "Are you alright Jo?"

The young woman narrowed her eyes at him and muttered, "I'll be fine. Why do you ask?"

Cullers' face hardened and he moved further into her shop scanning the trays and jars of ingredients, "I'm interested in protecting the people in this town, that just happens to include you."

Jominda slumped down behind her counter and into a chair cursing with her eyes down, "They were talking about ghosts. They said the prison was a huge danger to the town. He said if I didn't help him everyone here was going to die."

He stepped forward and reached out to touch her shoulder trying to quell his anger, "That's not true Jo."

She looked up sharply causing him to withdraw his hand, "I won't be pushed around in my shop Ben. That goes for you too."

Sheriff Cullers smiled and pulled his hat back on, "I'll have a talk with them when they get back to town."

He opened the door to the shop and paused, looking back at her, "Jo... Don't go out after night fall. Ok?"

Cullers Investigates and Pre-Town Meeting:
25th Day of Lamashan, 4711 AR
Village of Ravengro, Ustalav

Sheriff Cullers watched the group of stranger head south on the road to the old prison. He was conflicted about the obvious strength and help that the group was providing to the prison and their borderline criminal treatment of Jominda at her shop.

He pulled his old wide brimmed hat back onto his head and set off up the road at a quick pace. Two of the councillors had outright suggested banishing the strangers from the town and handling the terrible events in the town internally. Verdana and Straelock were, as usual, were quick to oppose that suggestion and raised the suggestion of the town meeting.

Cullers wasn't sure where he came down in the argument. He despised them for what they had done to Jominda but he also felt that they were the town's only hope.

Klys jogged down the dusty cobblestone road toward him, his breath coming out in great gusts in the cold morning air, "Hey chief. Good news. Old man Jacovi says he might have caught sight of he person who has been marking up the old monument at night. He wants to talk to you though."

Cullers sighed and clapped the young deputy on the soldier. The blonde haired youth had taken to wearing an old chain shirt of his fathers in recent days. He wore a symbol of Vanir on his chest. He had even seen the younger man practicing swordplay with Emir after their shifts were over. Night time ciders at The Laughing Demon had seemingly been completely forgotten.

They made their way up the hill to the end of Feder Jacovi's estate and met the older man standing with Emir. The farmer was enthusiastically discussing something about farming with the younger man, and Emir thoroughly disinterested in such things was doing a phenomenal job of humoring him, "Grubs you say? How are you going to get rid of them?"

Jacovi spit on the ground in passing and muttered, "Stop off at Jomindas and pick up a simple salt based concoction or so. People talk a lot of s$!$ about that young lass but she damn well knows her way around getting rid of pest infestations."

He looked up as the sheriff joined them and nodded, "Sheriff. How are ya?"

Ben removed his hat respectfully and returned the nod, "Doing alright Feder. What's this I hear about you catching sight of our wily graffiti artist last night?"

Jacovi nodded and gestured toward the path to his house setting them all to walking, "Seen some body out in the mist old night. Looked like the fool was wearing a damned night gown. He comes out of the river up here completely naked and pulls back on his robe.. starts running north up the edge of the river. I thought it was odd so I caught young Klys and had him run off to find you at first light."

The group reached the slow moving and shallow river and Ben moved forward slowly, looking at the bare footprints in the fresh mud. They were definitey a man's but beyond that he couldn't find anything to identify him."

The tracks indeed led north and he looked over his shoulder, "Klys come with me. Emir walk Feder back up to his property and then head back to the jail." He glanced at the old farmer and nodded, "Thanks Feder. You've been a lot of help. We'll track this bastard down."

The old man nodded and set off with Emir, once again picking up his conversation about slugs.

The sheriff lead his way up river into a part of town that housed even more farmers. After a couple hundred meters, however, he lost the tracks to the dense underbrush. With Klys in tow the two of them checked the area three times looking for any sign of the lost tracks. Finally the sheriff kicked a stone in frustration, "To the seven hells with this damned bastard."

Klys looked just as frustrated and turned to the older man with a raised eyebrow, "How many people in town know how to cover their tracks this well?"

Cullers paused in his tracks and turned back to him with a look of surprise on his face, "I didn't think of that. Let's head back we'll ask around and see what the folks in town know."

Klys nodded and slid his short sword back into it's scabbard, "What if the guy gets wind of what we're asking?"

The sheriff made his way back down the bank toward town, "Then we'll scare him up and out of hiding or the damned bastard will make a run for it. Either way... we're done with him."

-

25th Day of Lamashan, 4711 AR
Village of Ravengro, Ustalav (Evening)

Sheriff Cullers stood on the open porch of the town hall looking out into the darkening street with a mask of concern on his face. Between himself and the deputies they had not been able to locate a single person, who didn't have an alibi, in town that had the kind of skills it took to try and throw a trail like the man who had been defacing the monument.

Finally they had all resolved to ask the entire town, or those who showed up, at the town meeting if they knew anyone with such skills. Perhaps the strangers had encountered someone like that.

He managed a small smile as he saw Jominda walking up to the town hall and tipped his hat to her, "Jo, how are you miss?"

She eyed him skeptically and pulled a knitted shawl around her shoulders to dispel the chill, "Ben... how goes the investigation? Have you turned up what's actually happening?"

He was a bit taken back by the question and shook his head, "I know that you don't want to hear it but those outsiders are up at the prison.. should be headed back right now. They might be able to help us, or else I would have thrown them out of town by now."

She nodded and sighed, "I guess if we need to make a deal with thugs to make sure the town is safe its a small price to pay. I hope the meeting goes well."

Cullers eyed her and tried to hide his brief disappointment, "You're not gonna sit in?"

Jominda shook her head and smiled at him, "Come find me later and we'll have a drink. I don't want to be around those people. I haven't quite calmed down from yesterday."

The sheriff sighed and nodded then eyed her with a smile, "Laughing Demon around nine?"

She flashed him a quick smile and lowered her eyes, "I'll see you there."

Jominda disappeared into the misty night and Cullers turned back to the town hall doors. A number of locals had already gone in and he could see even more coming from up the street.

Finally the outlines of the strangers, so distinctive in comparison to the rest of the villagers appeared out of the fog making their way toward the bustling town hall.

"Here we go," he muttered as he moved out to greet them.

Attack on Ravengro:

28th of Lamashan 4117 AR
Canterwall Province, Ustalav
Village of Ravengro
9:00 AM

Sheriff Cullers nailed the last board into place and brushed off his hands. He stood and surveyed the square. Men and women who didn't know the business end of a sword were wearing loaned armor from the forge or ancient old suits they had scrounged from their attic. He managed a sad smile as he wondered if some of it had seen the light of day since the Shining Crusade.

Around the entrances to the square they had erected barricades. In order to construct it they had torn down and chopped up the old gazebo at the center of the square. He spied Jominda amongst a group of the women arranging a number of bottles into groups. He shuffled off of the porch of the town hall and toward the small gathering.

Half way there he was intercepted by Klys, the young deputy, who looked terrified and nervous with a number of old spears over his shoulder, “Boss? Boss? Where do I take these damned things?”

The Sheriff gave him a weak smile and shook his head as he answered. Take them over to the Laughing Demon. They are simple enough weapons, and if thats about the best they can handle.” Klys set off like a shot, nearly dropping several of the spears but stopped in his tracks when the sheriff called after him, “Klys!”

The young man paused and turned back and Cullers smiled as he spoke, “You're gonna be alright kid. Calm down.”

Klys nodded sharply and took off at a slower pace.

Cullers reached the circle of frumpy older women to hear Jominda reassure them, “These are all the potions I have ladies. You just toss these,” she gestured at a group of dust covered bottles, “and the things will be burned with acid.” She lifted another bottle from smaller group and grimaced, “Don't toss these anywhere near a building. It's persistent fire but it will spread. Use it on big groups of the creatures if you can.”

The women shuffled forward in turn, each taking one of the bottles from each group. In turn they thanked the young woman for her potions. Some of them looking sheepish or guilty as they did so. Cullers guessed that these were the rumor mongers who so hounded Jo and made her feel unwelcome.

As they dispersed he walked up with a smile and a blush, “Morning Jo.”

She looked at him with a wide smile and a blush of her own, “Ben.”

An awkward silence passed between them before he said, “I'm glad we got to have that drink.”

The young alchemist smiled and looked down, “Yeah, me too.”

Ben slid off his hat and held it in his hands nervously, a habit he couldn't seem to break and said, “Look Jo...”

He was interrupted as a cacophonous boom echoed from the direction of the prison. There came a great wail and the windows of the distant prison blazed a distinct blue. Thunder echoed through the clouds above and it seemed he could hear a faint wail fading from the prison as the light started to fade.

The sheriff sighed and slid his hat back on, “Looks like whatever they are doing is working. Better gather everyone up into the square if we can.”

He gave her a reassuring smile and walked over to the town hall where an old bell had been hung. Grabbing the rope he sounded it rapidly raising the alarm.

The streets of Ravengro echoed with the sound of ringing bells.

-

11:30 AM

Cullers looked down the cobbled street and wiped the mixture of blood and soot from his forehead. Several steady plumes of black smoke rose from throughout the small town. He could tell that some of the heaviest fighting must be happening at the Temple of Pharasma. The street was teeming with the ranks of shambling dead. He even saw faces he recognized, men and women he knew from his years living in the small town.

One of them clambered over the barricade and he rolled under it's lunging arms, drawing his short sword across it's stomach and spilling the contents onto the street. Another came just after it and a spear drove into it's chest. Emir reached out and helped him up, “Alright there boss?”

The sheriff stumbled away from the barricade and cursed, “Who knew so many people have died in this town.”

Zokar, heavy set and in his banded mail armor and weilding a deadly looking metal tankard in his hand, yelled from across the square and pointed at the rooftops, “Ben, incoming!”

Cullers looked up to see a small gang of fast moving slender figures scrabbling over the rooftops into the square moving much faster than the others. He looked up at Emir and pointed at the barricade, “Hold here!” Running across the square he pulled a small bow as he moved and let fly with an arrow at the leading creature.

The arrow thunked into it's side and it nearly lost it's footing but with the tirelessness of undeath it rushed on. Ben cursed as he saw them heading for the town hall. He fired again and again as he rushed across the square finally causing the leading beast to tumble from the roof and onto the ground. Calling out he stowed his bow and drew his sword as he called out, “Klys, help me at the town hall!”

One of the monsters leaped from the opposite roof toward the town hall aimed for one of the windows. Cullers screamed as the creature burst through the window, “NO!”

He was surprised when the monster was blasted back out of the window covered in flames. The three other monsters on the roof gave pause when they saw their comrade burning to death on the cobblestone street below.

Cullers used the chance to burst through the doors into the town hall. The women of the village huddled in the center with the children. Jominda hefted a globe of fire in her hand, staring intently at the window with determination.

He looked at them and barked an order, “Jo, get the women and kids into the center of the square. Find Klys and protect them. I'll hold them off.”

Jominda brooked no argument and quickly barked an order to the ladies and children, “Now, do what he says!”

Just as they started toward the doors the ghouls found their resolve and started to clamber through the window toward them. Cullers met the first with two blades hammering it's claws away and driving his sword up to the hilt in it's chest.

The things other claw managed to graze his forearm and he could feel the cool numbness of some supernatural malady moving up his arm. Fighting on stabbed, parried drove the creatures back toward the window, even as they surrounded him, flailing with their claws from every direction.

More and more cuts blossomed on his skin, but the ghouls were taking just as much punishment.

The first and second ghoul fell onto the burned town hall floor. Cullers turned to face the last of them but found that his left leg wouldn't answer his call to move. Stumbling to his knees he roared through his teeth to try and force his body back into action.

The ghoul slavered and licked it's claws. It had been a young woman, patches of faded blonde hair still hanging in tufts from it's bared skull. Split and bloody red lips spread into a smile as it advanced on the sheriff and kicked him to the floor.

Ben managed to close his eyes as the creature started to tear him apart. He thought of Jominda and hoped that the town might be saved.

-

At the far end of town a black lacquered carriage pulled to a halt at the gate outside the former estate of Petros Lorrimor.

A pair of black leather boots clattered to the cobblestones followed by the closing of the carriage door. A group of zombies moaned as they shuffled past. Their inhuman dark senses never turning toward the strange dark figure.

The figure made his way through the gate and up to the door. He rapped on it softly and called out, “Kendra my dear? I've come to pay my respects.”

-

31st of Lamashan 4117 AR
Canterwall Province, Ustalav
Village of Ravengro
6:30 PM

Father Grimburrow stood at the front of a large number of villagers. They all held torches in solemn reverence. The towns folk had built small pires for all the victims of the violence three days hence.

Among them were the bodies of Sheriff Benjamin Cullers, who fought valiantly to save the women and children at the expense of his own life. Councilwoman Veldrana, whose carriage was found ransacked and bloody north of town. Emory Zokar and Deputy Jenna Valtra, who were both killed when the sheriff's office was overrun. A number of other dead joined them, but the casualties had been surprisingly light.

The eyes of many villager turned toward the group of men, ratfolk, and dwarf who had fought valiantly to save their town from the escape of whatever darkness laired at the prison. The strangers stood among them gathered at another pyre. What was left of Kendra Lorrimor, the lost Professor's beloved daughter, sat on it's own ready to be burned.

At the foot of the man called Dogan, Old River, the town's old Basset Hound mascot, sat with it's eyes locked on the pyre intently.

Father Grimburrow turned to them as the sky started to darken, “We are gathered here at dusk, the end of another day to remember the lives of those we have lost. Their spiral has ended but they affected us all in so many ways. Many of us here would not be alive to carry on if it had not been for the sacrifices of those we have lost. For that we thank them and the Lady for seeing fit to let us continue on our path. May they find favor at the Judgement of our Lady and be welcomed into paradise.”

“Councilor Hearthmount has also asked that I announce that this day will heretofore be known as the Day of Light. Every year hence we will gather in the square where we made our stand to remember those we have lost and those who valiantly risked their lives to save us. Thank the Lady, and thank those who saved Ravengro,” he finished by turning toward the pyres with his torch.

The town in unison covered or put out their own, leaving the Father's torch the only light. He walked forward in the darkness and began to light the pyres each in turn.

(Post Haunting)Riot at Harrowstone:
20th Day of Lamashan, 4661 AR
Harrowstone Prison, Ustalav
Canterwall Province

Professor Feramin strolled casually around the empty cellblock in complete darkness. He was the only occupant of the Nevermore wing and, thinking him harmless, the guards rarely deigned to visit him. He paused in his tracks and looked up as the sound of armor echoed down the hall toward the portcullis. A tall mustachioed man in chain mail armor, wearing a grey surcoat with a raven perched on a barren stone hobbled into view attended by two more of the guards, young men from the nearby town.

He did not know their names. The idea, the possibility of not knowing infuriated him. He tightened his lip as the tall leader stopped at the gates and managed a smile, "Feramin, you piece of offal, how fare things in lonely Nevermore."

The slender man, his glasses barely held together and maintained straightened his thick prisoner's smock and made his way toward the distant light provided by their torches, "Gurtis,.. Vortch.. such an unusual name. I have told you that haven't I? An unusual spelling and pronunciation. I am quite certain it's Kellid in nature. It would certainly explain your temperament... and the smell."

Vortch's mocking smile vanished and he leaned against the bars toward the smiling prisoner, "You won't be so mouthy when you take another visit to the rack 'Splatter Man'."

Those words were spoken with particular venom. Vortch knew that Feramin hated the popular moniker and relished the visible twinge in the haughty prisoner when it was spoken. Hean kept his bearing however and shrugged, "Do what you have to do Mr. Vortch.." He trailed off, speaking the individual letters as he wandered away from the bars.

Later, they came for him, dragging him through the secret tunnel in the cellblock that lead to the torture room. The Warden himself was there, observing placidly from the shadows as Vortch explored his body with hot needles, hot brands, and the rack. Feramin stumbled back, hours later but in the middle of the tunnel he fell, grasping and tearing up a clump of moss before the guards could yank him back to his feet.

They lowered him, nearly unconcious down into the oubliette. Feramin managed a weak smile as he carefully wedged out a stone and pulled his many components from the cache. It was with careful, expectant hands as he lit a small fire and started a small potion to brewing in his battered drinking cup.

He whispered the words of a spell, one he had mastered long ago, and waved a hand over the concoction. With another word it lifted up into the air and floated slowly north on and on toward it's intended target.

-

Vance Saetressle, the man that many only knew as the Lopper, lounged in the bottom of his oubliette. He looked up toward the grating that covered it expectantly, a wide almost unnatural grin on his twisted face. As he watched a small item floated down through the bars and slowly began to drop. He reached out a hand and grabbed it with a satisfied grin.

-

Gurtis Vortch, captain of the guards, strolled through the Oubliette cellblock. He casually dragged his heavy black mace across the bars giving the prisoners that looked his way a mockingly sympathetic look.

He paused in mid-stride when he heard a whisper from the iron grating in the floor. His name echoed from the deep hole bouncing up and echoing through the cellblock, "Vortch, you piece of thrice damned offal."

The lopper's voice continued, mocking him, "Your mother is down here. She says that she wants you to join in. I told her I didn't know what a limp cock would do for the situation."

He growled and charged over to the oubliette without thought. He grabbed the handle to lift it and leaned in only to find himself face to face with the leering criminal. Saestressle reached up and grabbed the dagger from his belt, slicing it back and forth on his neck rapidly and raining a fountain of blood down over the cackling murderer.

Using the remaining power of the levitation potion he floated up out of the grate and with the meticulous slices of a master quickly beheaded the now completely dead guard, yanking off his keys he left the headless body there on the cellblock floor and moved to free the other prisoners.

-

When the Lopper reached the gate to the Nevermore he was completely covered in blood and followed by a horde of armed prisoners. He unlocked the portcullis and moved in. In short order the prisoners opened the oubliette and lifted Feramin, his face covered with a smug smile from the deep black hole.

-

Feramin stood at the bottom of the stairwell calling up to the barricade of armed guards that blocked the stairwell. Behind them the Warden, with his thick golden hair and mustache looked ashen as he listened to the former prisoner speak, "I spent a lot of time spelling.. studying your name Lyvar. I spelled your wife's name as well. You both have had a fixed position in my thoughts since we met."

Behind him, the still living guards knelt down, gagged and naked. They were whimpering and shivering in the cold of the deep dungeon and each of them had beaten, abused, and tortured in the two hours since the dungeons fell to them.

The warden cleared his throat and stepped forward, "I will step into those men's place and serve as prisoner if you will let them go free."

Feramin giggled and clapped his hands together beckoning him down as he chuckled his response, "Warden, you have just made me the happiest man on earth. Come on down!"

-

Vesorianna looked across the fully set kitchen table and crossed her arms. The guards have come down from the prison that morning and rushed her husband in to work due to a 'crisis' of some kind and she had not seen him all day. Today was supposed to have been one of his few days off. It came laden with all manner of promises and sweet words that his work would not be so all-consuming and that they would be spending much more time together.

She huffed angrily and stood, grabbing her shawl from the hook and make her way out of the house. As usual, fall in southern Ustalav was unforgivingly cold. The night sky was clear and filled with stars. She was surprised to see none of the guards patrolling the yard. In a huff she made her way up to the prison and made her way through the front door.

Through the open doors past the foyer she could see a huge crowd of guards gathered around the stairwell. She paused in the foyer and watched them until one of the guards, a young handsome boy named Hephenus rushed over and lightly touched her shoulder, "Mrs. Hawkran, you shouldn't be here. There's a situation."

She narrowed her steel grey eyes at him and then looked over his shoulder at the gathered guards, "Sgt. Hephenus, I want to talk to my husband."

He looked back toward the group of guards and shook his head, "Ok.. ma'am your the Warden is down below. I'm afraid there has been a riot. Some of the other guys were taken prisoner and he offered himself as an exchange to get some of them released."

Her face grew darker and darker with each word and her eyes widened quickly. She paused briefly after the news and narrowed them darkly at the young man, "Send your men in. Save my husband. Kill them to the man if you have to!"

Hephenus shook his head and pointed back toward the doorway out of the prison, "Mrs. Hawkran the guards are handling this. We are doing everything we can to get your husband out of there."

Hephanus made his way back to the gathered guards, sure that he had ushered the worried Lady Hawkran back out of the prison.

She paused standing in the foyer feeling the light breeze from outside and turned to the left instead. Holding up her dress she hurried through the room of judgement, cool and empty with no guards to inhabit it burst into the training room. It too was dark, the many training dummys standing guard, motionless and imposing in the large room.

Rushing over to the lift set in the northern floor, desperate to do something to save her husband she grabbed the lift controls and yanked them into the down position. Made to be lowered slowly, the heavy iron lift dropped like a stone deep into the dungeon crashing violently to the ground and echoing throughout the prison.

It didn't take long for the guards to arrive. They grabbed her around the arms and dragged the grieving and terrified woman through the prison. She called out for her husband long after they threw her into the work room and locked her inside.

-

The sound of the falling lift brought Feramin and the Lopper rushing from the torture room. They left the bloody and mangled remains of the warden strapped to the rack. They did all they could to keep him alive throughout the torture, but neither of them were experts on keeping someone alive, being so much better versed in murder.

Feramin rushed back up to the stairwell and yelled up toward the guards, "What was that Hephanus?! What are you up to?"

One of the prisoners, an aged grey haired man, bent and twisted by years in his cell rushed up and pointed toward the Hell's Basement wing, "They dropped the lift Professor. They are up to somethin I know it!"

Without pause there was a terrible crash from above. The room shook and immediately filled with a cloud of dust that spread throughout the dark room obscuring vision. Screams erupted from the east as Feramin stumbled through the dark.

Several men screamed, 'Fire!" He could not find his way out of the smoke and stumbled fully into the rushing flames.

The terrible pain scourged him and fire swept over him as he ran fully away from it batting at his clothes and body to stop the pain. Panting and blurry eyed from the pain he ran back toward his cellblock, trying to get away from the spreading smoke.

Delirious, he rushed back into the cellblock tripping over the body of one of the murdered guards. Rolling over and back to his feet he finally smothered the last of the fire on his charred body. Stumbling past the portcullis and into the familiar dank and empty Nevermore Feramin turned and looked back the way he came trying to catch sight of the fire. Backpedaling he stumbled back into the outbliette. The plotting murderer collided with the cobbled bottom of the oubliette and died instantly.

-

The Lopper stumbled through the smoke and fell onto the charred body of one of the prisoners. His hands sought out a rope on the man's shoulder and a smile, broken only as he coughed violently, spread over his face.

Wrestling the rope of of the man he ran from the smoke and flames and easily made his way back to his cellblock. Tying the rope expertly to the metal, chuckling at how cleverly he had managed to avoid the fire and perhaps still manage escape he tied off the rope to the grating and slid down back into the deep hole.

Straesessle gave Gurtis Vortch's skull a light pat and smiled as he settled in, waiting for the fire to pass.

-

Above Vesorianna Hawkran was the first to succumb to the rising smoke from the fire below. The neglectful guards left her to her fate when they chose to escape their choice to kill all the prisoners rather than negotiate the release of their comrades.

Far above, on the second floor, men waiting to meet the scyhe of the headsman choked slowly and died from inhalation as well. Among them, the infamous Piper of Illmarsh and the despised Father Charlatan.

No matter how long the suffocating prisoners screamed and called for help none came. By the time the guards returned with help from town, hoping to stop the blaze they had all perished horribly.

-

Long after the fire had passed and the search for survivors had lapsed the Lopper awakened in his deep outbliette cradling the bloody skull of Gurtis Vortch. He picked it up and looked into the eyes with a smile, "What do you say Gurty? Think it's safe?"

Receiving some ephemeral response the Lopper nodded and smiled, "Me too!"

Giggling he hopped up and grabbed the hanging rope. Bracing himself he climbed up the rope slowly scaling toward the grating above and whistling a tune. It was not until he had reached the iron bars that he noted that the fire that had killed his comrade had also compromised the rope.

The rope frayed and broke in an instant even as he reached for the bars to save himself but alas the murderer fell back into the oubliette and broke his legs on impact.

Huffing breath through intense pain the madman lifted the skull of fellow occupant and spat blood into it's face, "Gurty! Why didn't you tell me about that?!"

The Lopper giggled until his voice went hoarse. Days passed and finally silence reigned over the old prison. It would remain much that way for fifty years to come.