Way of the Wicked—Book #2: Call Forth Darkness (PFRPG) PDF

3.80/5 (based on 13 ratings)

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A DUNGEON OF YOUR OWN!

The Horn of Abaddon was once a place of primal darkness. And then the forces of good moved in and ruined everything. It’s been eighty years and the kingdom of Talingarde sleeps soundly knowing that darkness has been vanquished. Now, it’s your turn to prove them wrong.

You will find the lost temple and do what no one else has ever dared. You will call forth the banished daemon prince. And from his unholy hand, you will recover a plague so virulent that it shall shake Talingarde to its foundations.

And then the fools will sleep no longer.

Welcome to the second chapter of the “Way of the Wicked” adventure path! Inside you’ll find:

  • “Call Forth Darkness,” an adventure compatible with the Pathfinder Roleplaying Game for 6th-level villains by Gary McBride
  • Full color art and maps by Michael Clarke
  • A gazetteer of the frontier town of Farholde
  • Optional rules for building your own evil organization and managing your minions.
  • Advice for crafting unique variants of this adventure path
  • And more!

You’ve raided countless dungeons. Isn’t it time you had a horrid little dungeon of your own?

A 106-page full color Pathfinder Roleplaying Game-compatible PDF perfect to either stand alone or continue the "Way of the Wicked" adventure path. Includes a printer friendly version and seperate player handout PDF.

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Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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3.80/5 (based on 13 ratings)

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Good idea, flawed execution.

1/5

I've written this review 3 times now and the site keeps crapping out, so pardon the brevity.

+ Interesting idea that's not done in Good campaigns
- Falls into the Kingmaker Problem of 1 encounter/day but worse: 1/week until the last 5 days
- Doesn't accommodate for that at all: encounters are frequently only APL+1 or APL+2, and that's before factoring in dungeon minions, traps, etc.
- Too early to be fun; bear traps (CR 1 per 12) weren't yet guaranteed to be spotted or disabled by rogues, and they couldn't be bypassed by spellcasters without them expending their high-level slots (this got worse over time, since my mesmerist slowly augmented them with nodes of blasting)
- Obvious NPC errors, like a sorceress who is missing 2 on her fire evocation DCs and sometimes includes herself/the fire-resistant barbarian in the blasts (only possible since her as-written incarnation is impotent as a blaster)
- Has the gall to ask if a APL+4 encounter is too much. If it were just a 4v4, that's a mathematically even fight. Factor in the fact it's a 1v4, they have minions, etc. and it's audacious.

-1 Star from my actual rating because of the whole 'fraud' thing.


Fraud

1/5

I would love to give this product a higher rating but it has been written by a fraudster, Gary McBride, who tricked 315 people into giving him $40,000 through Kickstarter and refused to communicate with them for 4 years now. Despite multiple appeals from backers he has backed over 520 other kickstarters since then, logging in every week though seemingly unable to respond to his backers products. Shame on Paizo for selling the products of a con man and allowing him to continue profiting from rpg fans.

For details of the swindle and Gary McBride’s backing record see https://www.kickstarter.com/projects/730004812/throne-of-night-a-pathfinder -rpg-adventure-path/comments


Written by a fraudster

1/5

I would love to give this product a higher rating but it has been written by a fraudster, Gary McBride, who tricked 315 people into giving him $40,000 through Kickstarter and refused to communicate with them for 4 years now. Despite multiple appeals from backers he has backed over 520 other kickstarters since then, logging in every week though seemingly unable to respond to his backers products. Shame on Paizo for selling the products of a con man and allowing him to continue profiting from rpg fans.

For details of the swindle and Gary McBride’s backing record see https://www.kickstarter.com/projects/730004812/throne-of-night-a-pathfinder -rpg-adventure-path/comments


I loved it - others may not

5/5

Taking over and then defending your own multi-level Dungeon of Doom? Heck yeah!

As with the entire Way of the Wicked campaign there are significant sandbox elements, so long as the players are willing to take the risks if they gallivant about overlong.

I would rate this at 9/10 for the minion subsystem. It wasn't my cup of tea. Others may get a great deal more gratification from it than I did. Since fractional ratings on the 1-5 scale are not possible, I round up to 5/5 since this remains an excellent defend-your-sandbox plus extra.

The upside is that the campaign encourages taking Vile Leadership. You'll likely need the fireball fodder ...


Call Forth Darkness Review

4/5

Warning: Potential Spoilers. Written from a GM's perspective. I ran this for 6 PCs.

Pros:
The concept of Call Forth Darkness is really great. Getting to own your own dungeon and having to defend it against invaders is not something that players usually get to do.

Both the ally and enemy NPCs continue to be fun and memorable. Grumblejack is still a party favorite. Tenuous alliances with Ezra Thrice-Damned and Zikomo had the players sleeping with one eye open. Opponents were fleshed out well enough to make for memorable encounters. The minion system also opened up a lot of possibilities for roleplaying as the party threatened those not making quotas and began to pick favorites.

Finally, while the pacing of this book starts out rather slow, it really hits its stride in the final act. The presence of the Abbey and the watchtower in the town, as well as the impending threat of the dragon created a great feeling on tension as the players waited for their enemies next moves. The Sons of Balentyne were a good surprise for the party and proved to be worthy adversaries. Finally, the summoning of Vetra Kali felt like an appropriately epic finale.

Cons:
The only real criticism I have is that the book felt like it dragged in some sections. It took my group about five months of weekly play to make it to the end of the book. By comparison, the first book only took about eight sessions to complete. Between the unchanging location and the long stretches without level ups, there were definitely some moments where the game felt a little stagnant. I found a good way to deal with this was to cut a few encounters that didn't add much to the overall story, like the Wytch Lights and the Gorgimera. However, the most important thing, I found, was to encourage players to be proactive and add flavor based on their actions. Otherwise, the game risks falling into a monotonous pattern of "Does anyone want to do anything this week? No. Okay. So it's new week, does anyone want to do anything now?"

General Advice:
The Horn of Abaddon has nearly a hundred rooms and your players are heavily encouraged to modify its already complex layout. Pretty much every encounter has to be reviewed and carefully adjusted, so that players are challenged, while still feeling like their defense choices are meaningful. I would highly recommend printing out the player's map of the Horn and letting your players mark it up. Make sure that you have organized notes on the changes they make.

There are also a lot of potential allied NPCs to manage, which can easily throw off the encounter balance or overshadow PCs if not utilized carefully. The book recommends that the GM print out stat blocks for allied NPCs and have players run. I strongly recommend following this suggestion. Not only did it make running combats far more manageable for me, it also helped the players feel more connected to the NPCs. However, most importantly, it made it easy for me to keep all the players at the table involved, even though sometimes their PC was in the wrong place and was stuck spending their rounds running to the fight.

Finally, Call Forth Darkness is not an easy book for a GM to run. The book offers players a lot of freedom, which is great, but makes it extremely likely that the GM will have to create extra content for plans that the book didn't anticipate. An inexperienced GM might want to approach this one cautiously and any GM just looking for something quick and easy to run, should probably avoid this book entirely. However, when managed correctly, all these challenges can lead to an incredibly fun and unique gaming experience.


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The Exchange RPG Superstar 2010 Top 32

Lycanthropic Boggards - nice! Thanks for all the statblocks - plenty of ideas there!

My lot have just bumped into the Wraiths, so we'll resolve that this week - and after that it'll be time to climb the spiral to the Sanctum, after which they'll have investigated everything and will get the first ritual underway.

One thing they haven't found, or even noticed, is the treasure room. How did your groups find it? It's fairly obscure really...

Grand Lodge

carborundum wrote:

Lycanthropic Boggards - nice! Thanks for all the statblocks - plenty of ideas there!

My lot have just bumped into the Wraiths, so we'll resolve that this week - and after that it'll be time to climb the spiral to the Sanctum, after which they'll have investigated everything and will get the first ritual underway.

One thing they haven't found, or even noticed, is the treasure room. How did your groups find it? It's fairly obscure really...

My original group was super paranoid about secret rooms. Well, mostly one player. He had maxed out Perception, and he continually paid the wizard to make wands of detect secret doors. It was trial and error. Once one was discovered, it only fuelled his paranoia. I ended up having to add more wealth just so they could pay for the wands. Eventually they made a constant goggle set.

On top of that, the cleric had a 3pp cantrip that worked as a dwarf's stone cunning.


My players negotiated with the wraiths and Daemons as a result the wraiths told them about the treasury.

The werewolf boggards came from the Minion Quest scenario in book 7 , my players managed to infect several minions with lycanthopy and now they have converted many minions to give them a dangerous bunch of killing machines


During the last 5 days we have the Eagles (all and the Agathion Advanced), the Mud Elemental (Elder) and Wondering Xenarth demon drawn to the ritual.
And a relic of the elder days...
The son of the sun as he calls himself a Nephilim living alone in the wilderness dedicated to Mithra and opposed to the evil of Asmodeus he has come to cleanse the horn of evil.

Son of the Sun:

Son of the Sun
Agile nephilim paladin 4 (Pathfinder RPG Bestiary 3 200, Pathfinder RPG Mythic Adventures)
LG Large outsider (native)
Init +25/+5, dual initiative; Senses darkvision 60 ft.; Perception +21
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 35, touch 22, flat-footed 27 (+8 armor, +5 deflection, +5 Dex, +3 dodge, +5 natural, -1 size)
hp 192 (15d10+104)
Fort +26, Ref +16, Will +21 (+2 bonus vs. fear and any effect that causes sorrow)
Defensive Abilities evasion, soul of sorrow; DR 10/magic; Immune disease, fear; Resist cold 10, fire 10; SR 19
--------------------
Offense
--------------------
Speed 70 ft.
Melee +1 flaming greatsword +27/+22/+17 (3d6+36/19-20 plus 1d6 fire) or
. . 2 slams +25 (1d6+26)
Space 10 ft.; Reach 10 ft.
Special Attacks channel positive energy 3/day (DC 17, 2d6), crushing blow, mortal challenge, smite evil 3/day (+5 attack and AC, +8 damage)
Paladin Spell-Like Abilities (CL 4th; concentration +9)
. . At will—detect evil
Paladin Spells Prepared (CL 1st; concentration +6)
. . 1st—bless weapon, protection from evil
--------------------
Statistics
--------------------
Str 30, Dex 20, Con 22, Int 14, Wis 16, Cha 20
Base Atk +15; CMB +27 (+31 sunder); CMD 49 (51 vs. sunder)
Feats Dodge, Endurance, Great Fortitude[B], Greater Sunder, Improved Critical (longsword), Improved Lightning Reflexes, Improved Sunder, Power Attack, Quick Draw, Weapon Focus (greatsword)
[b]Skills
Acrobatics +4 (+20 to jump), Bluff +14, Climb +18, Diplomacy +20, Intimidate +23, Knowledge (geography) +11, Knowledge (planes) +14, Perception +21, Sense Motive +21, Stealth +11, Survival +12
SQ lay on hands 7/day (2d6), mercy (shaken)
Other Gear +2 mithral breastplate, +1 flaming greatsword, silver smite bracelet[APG], 150 gp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Crushing Blow (DC 25) (Ex) Melee critical hit does +3d6 nonlethal dam and staggers 1 rd (Fort neg).
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Lightning Reflexes (1/day) Can re-roll a Ref save, but must take the second result.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Lay on Hands (2d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Mortal Challenge (DC 20) (Su) Frighten/shake humanoid/mon. humanoid in 100 ft 5d6 rd if less HD (Will part).
Paladin Channel Positive Energy 2d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Smite Evil (3/day) (Su) +5 to hit, +8 to damage, +5 deflection bonus to AC when used.
Soul of Sorrow (Ex) +2 bonus to Will saves vs. fear and sorrow effects.
Spell Resistance (19) You have Spell Resistance.

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.

Grand Lodge

What prompted this guy, of all creatures, to show up?


He sensed the build up of evil from across the land, he walked across Talingarde through weather and Bugbears, then he got stabbed to death by a bunch of Asmodeans.
He is a descendent of the first kings of the Mithran people of Talingarde who faced the nameless tyrant and indeed as the legends say where more than mortal

Overall I thought the last 5 days needed a few extra dangers to make them really testing this guy is one of them


Mr Hawkins, you are clearly preparing your way for an immersion of Talingarde's long forgotten past. On that route, you seem to go quite fast, being able to reach the last days at the horn in a month of players time. How are the things going?

The Exchange RPG Superstar 2010 Top 32

My guys finally took the Horn, beating down the huge Lightning Elemental and his attendant balls of lightning. Now they're being distracted by Forest Drakes outside, while something else happens.

Spoiler:
They're being driven towards the party by the winged elves and a heartbroken Broken Soul Lillend.

By the way, I'm thinking of having my players old characters attack the Horn, but I'll need to think of a good excuse to get copies but keep it a surprise. Any ideas? :)


carborundum wrote:

My guys finally took the Horn, beating down the huge Lightning Elemental and his attendant balls of lightning. Now they're being distracted by Forest Drakes outside, while something else happens.

** spoiler omitted **

I suggest the following:

1) Daemon cultist has killed them and zombified them as juju zombies
2) Greed: they want the wish of Vetra Kali to betray mr T.
3) Redemption: someone (a confessor angel?) has given them a new purpose.

Grand Lodge

carborundum wrote:

My guys finally took the Horn, beating down the huge Lightning Elemental and his attendant balls of lightning. Now they're being distracted by Forest Drakes outside, while something else happens.

** spoiler omitted **

Don't suppose that they were very good characters, and they just randomly did stuff? What was their usual motivation? They could have just hit port at Farholde, and are hearing rumours of the Horn. Could be curiosity, or they feel it's a noble quest.

Grand Lodge

I know this isn't part and parcel to what this thread is discussing, but I know a lot of people are feeling the burn on Throne of Night. During the past two years I've made suggestions and been talking about that AP, and it's been said by a few people that I should be getting involved. So, I'm asking a particular question that I hope I can get everyone here to look at, and answer. It'd definitely be appreciated.

Dark Archive

kevin_video wrote:
I know this isn't part and parcel to what this thread is discussing, but I know a lot of people are feeling the burn on Throne of Night. During the past two years I've made suggestions and been talking about that AP, and it's been said by a few people that I should be getting involved. So, I'm asking a particular question that I hope I can get everyone here to look at, and answer. It'd definitely be appreciated.

I would feel alot better about supporting this idea if you had an established 3rd party company on board for the AP. Gary doesn't have anyone to answer to or anyone else in house to provide assistance if things start to get out of hand. I wouldn't want to see you go down that same path.

Grand Lodge

DragoDorn wrote:
kevin_video wrote:
I know this isn't part and parcel to what this thread is discussing, but I know a lot of people are feeling the burn on Throne of Night. During the past two years I've made suggestions and been talking about that AP, and it's been said by a few people that I should be getting involved. So, I'm asking a particular question that I hope I can get everyone here to look at, and answer. It'd definitely be appreciated.
I would feel alot better about supporting this idea if you had an established 3rd party company on board for the AP. Gary doesn't have anyone to answer to or anyone else in house to provide assistance if things start to get out of hand. I wouldn't want to see you go down that same path.

No, that's absolutely fair. If there's enough people who would want this, it'd be published by Purple Duck Games. They did my last two publications, as well I created an end boss NPC villain for an upcoming book, and a new inevitable that'll be featured in an upcoming Bestiary. So far they've only released one AP, and multiple side quest adventures/encounters. They mainly do magic items, world books, and character classes. It's what sells for them. However, if enough people show interest then steps would be taken. It's still a smaller company so 'sure things' are the safest route to go unless the masses tell them otherwise. They have a Patreon as well, and the higher tier are usually the ones who dictate what's done and when.


Pnakotus Detsujin wrote:

Mr Hawkins, you are clearly preparing your way for an immersion of Talingarde's long forgotten past. On that route, you seem to go quite fast, being able to reach the last days at the horn in a month of players time. How are the things going?

Sorry for the long delay in responding , it has been a very busy week.

It looks like I started book 2 back in August so we have been at book 2 for nearly 6 months which is a actually a long time for us. I did add a significant amount of other stuff but we do seem to go through these things fairly quickly , Group play-style I guess and I think it will be 3 or 4 more sessions before we wrap up book 2 although for various reasons I will probably make sure it happens on or before the 7th of March as we will have a disruption after that for a couple of weeks possibly the rest of March.

I am trying to give my players a bit of depth to where the nameless tyrant came from and some of the other later events and as part of that and inspired by one of the players back story I have set up rules by which the various extraplanar powers contest for control of Talingarde which limits the number of available devils and angels. It also means that I have numerous devils competing to have their agents lead hell's forces to victory and my pc's have a different patron to the Cardinal which will help lead to the conflict between them.
So I have a prehistory of Talingarde written up and some ideas for how this can all tie in


carborundum wrote:

My guys finally took the Horn, beating down the huge Lightning Elemental and his attendant balls of lightning. Now they're being distracted by Forest Drakes outside, while something else happens.

I plan to have the characters my players used in Rise of the Runelords turn up to oppose them. Probably in book 3 but maybe book 5 , in my case the explanation will be simple they were heroes lead by a Paladin before and hate everything the current despicable crop of pc's stand for and so will have traveled here to kill them all and save the land from evil

The Exchange RPG Superstar 2010 Top 32

Thanks guys. I actually meant "a good excuse to have them dig out their old character sheets for me" without tipping them off!


I keep copies!
Also I have gloated at them to give them the feat of facing the Unstoppable Synthesist Summoner with his Paladin Rider.


Argossian:

Argossarian, Young Adult Silver Dragon CR 14
XP 38,400
Silver, adult dragon (Pathfinder RPG Bestiary 110)
LG Medium dragon (cold)
Init +4; Senses Perception +27
--------------------
Defense
--------------------
AC 41, touch 12, flat-footed 41 (+4 armor, +2 deflection, +21 natural, +4 shield)
hp 289 (17d12+85)
Fort +19, Ref +16, Will +21
DR 5/magic; SR 25
--------------------
Offense
--------------------
Speed 30 ft., fly 150 ft. (average)
Melee (M) +2 holy greatsword +22/+17/+12/+7 (1d8+27/19-20 plus 2d6 vs. evil)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Spell-Like Abilities (CL 17th; concentration +22)
. . At will—detect evil, feather fall, fog cloud
Sorcerer Spells Known (CL 7th; concentration +12)
. . 3rd (5/day)—heroism, magic circle against evil
. . 2nd (7/day)—augury, cure moderate wounds, mirror image
. . 1st (8/day)—alarm, divine favor, mage armor, shield, true strike
. . 0 (at will)—breeze[UM], detect magic, flare (DC 15), light, message, read magic, stabilize
--------------------
Tactics
--------------------
During Combat Argossarian focuses on whoever is conducting the ritual and does his best, even endangering his own life, to stop this abomination. He leads with his breath weapon hoping to fell his foes quickly and then uses his great melee prowess to fight his way to the altar. There he will ensconce himself and battle to the death or until he is sure the ritual is disrupted.
Morale Having come to understand how important this battle is, Argossarian fights to the death to disrupt the ritual.
--------------------
Statistics
--------------------
Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20
Base Atk +17; CMB +24; CMD 37
Feats Flyby Attack, Hover, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Acrobatics +19, Appraise +7, Bluff +7, Climb +10, Diplomacy +27, Disguise +7, Escape Artist +2, Fly +22, Heal +27, Intimidate +27, Knowledge (arcana) +27, Knowledge (local) +27, Knowledge (nobility) +27, Perception +27, Ride +2, Sense Motive +27, Spellcraft +27, Stealth +2, Survival +7, Swim +10
Languages Auran, Common, Draconic, Dwarven, Giant, Terran
SQ change shape (humanoid or animal; polymorph)
Other Gear +2 holy greatsword
--------------------
Special Abilities
--------------------
Change Shape (humanoid or animal; polymorph, 3/day) (Human) (Su) You can change your form.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Flight (150 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Spell Resistance (25) You have Spell Resistance.
Vital Strike Standard action: x2 weapon damage dice.

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.


And his sad fate:

Took his time ripping through the Horn until engaged by all the pc's and cohorts , he was putting up a good fight until the GM forgot that the spell Named Arrow was effected by SR and took 2 crtical hits from arrows against his touch AC for something like 150hp in total.


The second to last day at the Horn, the remains of the Verdant knot, the Liliend , her lovers and the remains of a Viking Warband arrived under protective cover from the Moon Prince. They entered the Horn slaughtering a guard squad but warning the villains they were coming and in heavy combat in the Shrine were killed although the Viking Captain and her Come and Get Me ability terrified the pc's. She was mainly brought down by archery and spells as attacking her was not popular.
There were 6 viking warriors and 4 sneaky elves, the sneaky elves were trying to sneak around behing the pc's but blew their stealth rolls and were spotted and the Gorgimera hit them with its petrifying breath which did for all of them .
My dice rolling except for the captain was consistently bad and even she managed to miss one attack by rolling a 1.
Stats are with full buff spells and bardic abilities active. the skald gives +1 Frost to all weapons
Next session the end of book 2 and the showdown with Sir Richard and his merry men

Doomed Warband:

Viking captain
Female human barbarian 12
N Large humanoid (human)
Hero Points 1
Init +3; Senses Perception +18
--------------------
Defense
--------------------
AC 21, touch 6, flat-footed 19 (+8 armor, +1 Dex, +1 dodge, +7 natural, -1 size, -5 untyped penalty)
hp 230 (12d12+141)
Fort +20, Ref +8, Will +8; +2 morale bonus vs. charm and fear, +7 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
Defensive Abilities improved uncanny dodge, trap sense +4; DR 2/—
--------------------
Offense
--------------------
Speed 70 ft.
Melee +3 frost furious heartseeker greatsword +29/+29/+24/+19 (3d6+35/19-20 plus 1d6 cold) or
. . 2 claws +21 (1d8+13)
Space 10 ft.; Reach 10 ft.
Special Attacks greater rage (32 rounds/day), rage powers (beast totem[APG], beast totem, lesser[APG], come and get me[APG], no escape, superstition +7, unexpected strike, witch hunter[APG])
--------------------
Statistics
--------------------
Str 32, Dex 12, Con 30, Int 10, Wis 13, Cha 10
Base Atk +12; CMB +28; CMD 31
Feats Cornugon Smash, Extra Rage Power[APG], Furious Focus[APG], Intimidating Prowess, Power Attack, Raging Vitality[APG]
Skills Acrobatics +2 (+18 to jump), Appraise +2, Bluff +2, Climb +21, Diplomacy +2, Disguise +2, Escape Artist +2, Fly +0, Heal +3, Intimidate +28, Perception +18, Profession (sailor) +15, Ride +2, Sense Motive +3, Stealth -2, Survival +3, Swim +21
Languages Common
SQ fast movement, hero points
Other Gear +2 mithral breastplate, +3 frost furious heartseeker greatsword, belt of giant strength +4, boots of swift fury[ACG], helm of fearsome mien[APG], 150 gp
--------------------
Special Abilities
--------------------
Beast Totem +4 (Su) +4 to Natural Armor while raging.
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Come and Get Me (Ex) Enemies get +4 to hit and damage you, but attacks provoke AoO from you
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
No Escape (1/rage) (Ex) As an imm action, move up to 2x speed to follow withdrawing foe.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (32 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Superstition +7 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Unexpected Strike (1/rage) (Ex) Once per rage, gain an attack of opportunity against someone who moves into your threatened area.
Witch Hunter +4 (Ex) Bonus to damage spellcasters while raging.

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.

Grand Lodge

What did you do for Moon Prince stats? Or is that coming up soon?


I still don't have a good idea for the Moon prince, my vision is of something very powerful so I consider he has been unable to intervene directly at this point for the same reason a Solar has not turned up and wiped out the players. I expect to use him in book 6.

What I have noticed is how inconvenient you can make the prisoner needed for the last sacrifice, he is irreplaceable and the players have to keep him alive and imprisoned for weeks while under attack, it has been a real nuisance for them

Grand Lodge

JohnHawkins wrote:

I still don't have a good idea for the Moon prince, my vision is of something very powerful so I consider he has been unable to intervene directly at this point for the same reason a Solar has not turned up and wiped out the players. I expect to use him in book 6.

What I have noticed is how inconvenient you can make the prisoner needed for the last sacrifice, he is irreplaceable and the players have to keep him alive and imprisoned for weeks while under attack, it has been a real nuisance for them

In the Book 6 part 7 entry I did put up a few suggestions, but I'm curious to see what you come up with anything different.

My players kind of cheated with their prisoners. They bought a ring of sustenance and some universal solvent for the main prisoner. For anyone else, they used their command spells.


We're using a lot of Dex-based poisons to keep him immobile.


One of the biggest problems with the prisoner my players have realised is that if one of the attacking groups kills him they are done for. They can't bring him back from the dead, as he won't let himself be raised by an evil caster, there is no other replacement nearby and they only have a short amount of time left (currently 15 minutes ) before they have to sacrifice him.
They are hoping the Paladin and his allies are too noble to kill him


The Paladin and his allies. With full combat boost and intended to face all PC's and cohorts. The cleric got hit by a confusion and spent the battle hitting himself in the head, the others took down 2 pc's but I have a nagging suspicion I failed to cast one of the wizards spells. His attempt to teleport out Sir Richard was foiled by a pc attack of opportunity

Spoiler:

I rigged the dice roll for him to fail the concentration check as I wanted Sir Richard dead, and then brought back by the Cardinal as I think it will make for a better plot

Sir Richard:

Sir Richard Thomasson Havelyn CR 9
XP 6,400
Human paladin (tempered champion) 10 (Weapon Master's Handbook 7)
LG Large humanoid (human)
Init +0; Senses Perception +13
Aura courage (10 ft.), resolve (10 ft.)
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Defense
--------------------
AC 33, touch 15, flat-footed 32 (+11 armor, +5 deflection, +1 dodge, +2 natural, +5 shield, -1 size)
hp 134 (10d10+75)
Fort +20, Ref +12, Will +17 (+5 resistance vs. enchantment); +1 morale vs. fear, +1 morale bonus vs. fear
Defensive Abilities fortification 50%; DR 10/adamantine; Immune charm, disease, fear
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Offense
--------------------
Speed 60 ft. (50 ft. in armor)
Melee +2 longsword +28/+28/+23 (2d8+33/19-20) or
. . +3 bane keen longsword +29/+29/+24 (2d8+34/17-20 plus 2d6 vs. )
Space 10 ft.; Reach 10 ft.
Special Attacks channel positive energy 6/day (DC 20, 5d6), sacred weapon (1d10, 0), smite evil 4/day (+5 attack and AC, +10 damage)
Paladin Spell-Like Abilities (CL 10th; concentration +15)
. . At will—detect evil
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Tactics
--------------------
Before Combat Before entering the Sanctum, Sir Richard pauses to cast vestment of the champion, bless weapon, bull's strength, protection from evil, activates his divine bond to make his sword keen and +3, and finally casts divine favor.

During that time the wizard casts stoneskin and bear's endurance on Sir Richard.

Brother Carthus casts aid.
During Combat Sir Richard smites first and asks questions later. He heads straight for the altar, hoping to disrupt the ritual and see that it's evil is stopped. Any who get his way earn his special attention.

He prefers to focus on one enemy at a time. He wastes little time on banter but does issue his battle cry "For Balentyne! My father, know that this day ye shall be avenged!"

Yes, he talks like that. Like father like son.
Morale Like his father, Sir Richard never retreats especially from evil.

He will either be victorious or die. However, the wizard does not share Sir Richard's fanatic zeal. If Sir Richard falls the wizard is quick to use teleport.
--------------------
Statistics
--------------------
Str 26, Dex 10, Con 18, Int 10, Wis 14, Cha 20
Base Atk +10; CMB +28; CMD 35
Feats Bless Equipment, Extra Lay on Hands, Power Attack, Shield Focus, Toughness, Weapon Focus, Weapon Specialization
Traits hatred of the dark prince, resilient
Skills Acrobatics -5 (+3 to jump), Appraise +1, Bluff +6, Climb +3, Diplomacy +19, Disguise +6, Escape Artist -5, Fly -7, Heal +3, Intimidate +6, Knowledge (religion) +14, Perception +13, Ride -5, Sense Motive +21, Stealth -9, Survival +3, Swim +3
Languages Common
SQ divine bond, divine bond (weapon +2, 2/day), lay on hands 12/day (5d6), mercies (frightened, poisoned, shaken)
Combat Gear potion of cure moderate wounds (2); Other Gear +2 champion full plate, +2 moderate fortification heavy steel shield, +2 longsword, +3 bane keen longsword, amulet of natural armor +2, belt of physical might +2 (Str, Con), cloak of resistance +2, headband of alluring charisma +2, ring of inner fortitude (minor)[UE], seducer's bane[UE]
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Bless Equipment Std Act: Bless single item (see text) for 5 rounds.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Su) Expend a lay on hands usage to activate your divine bond
Divine Bond (Weapon +2, 10 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Fortification 50% You have a chance to negate critical hits on attacks.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (5d6 hit points, 12/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Frightened) (Su) When you use your lay on hands ability, it also removes the frightened condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Paladin Channel Positive Energy 5d6 (6/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Shield Focus +1 Shield AC
Smite Evil (4/day) (Su) +5 to hit, +10 to damage, +5 deflection bonus to AC when used.

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Erik the Falconer:

Erik the Falconer (Erik Varning) CR 9
XP 6,400
Human wizard 10 (Pathfinder Player Companion: Familiar Folio 11)
NG Medium humanoid (human)
Init +4; Senses Perception +13
Aura elemental manipulation (30 ft.)
--------------------
Defense
--------------------
AC 25, touch 17, flat-footed 20 (+4 armor, +2 deflection, +4 Dex, +1 dodge, +4 shield)
hp 87 (10d6+50)
Fort +10, Ref +11, Will +12; +1 morale vs. fear
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Offense
--------------------
Speed 60 ft.
Melee quarterstaff +8/+8 (1d6+1)
Special Attacks intense spells (+5 damage)
Wizard Spells Prepared (CL 10th; concentration +17)
. . 5th—cone of cold (DC 24), empowered fireball (DC 22), empowered fireball (DC 22), teleport
. . 4th—detonate[APG] (DC 23), empowered scorching ray (2), shout, stoneskin
. . 3rd—dispel magic, fireball (DC 22), fireball (2, DC 22), haste, lightning bolt (DC 22)
. . 2nd—mirror image (2), scorching ray, scorching ray (3), web (DC 19)
. . 1st—burning hands (DC 20), enlarge person (2, DC 18), mage armor, magic missile (2), shield
. . 0 (at will)—detect magic, light, ray of frost, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Tactics
--------------------
Before Combat Erik has mage armor almost always up and casts bear's endurance and stoneskin on Sir Richard (trying to keep the sometimes foolhardy paladin alive). Before entering the sanctum he also casts stoneskin on himself.
During Combat Erik is a disciple of the gospel of boom. He loves large impressive evocation spells and he expertly uses them every round. He keeps teleport in reserve however.
Morale Erik is neither a fanatic (like Richard and Carthus) nor a crazy person (like Meinhard).
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Statistics
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Str 10, Dex 18, Con 18, Int 24, Wis 14, Cha 10
Base Atk +5; CMB +8; CMD 22
Feats Combat Casting, Elemental Spell[APG], Empower Spell, Greater Spell Focus (evocation), Greater Spell Penetration, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Spell Specialization[UM]
Skills Acrobatics +5 (+17 to jump), Appraise +8, Bluff +1, Climb +1, Diplomacy +1, Disguise +1, Escape Artist +5, Fly +5, Heal +3, Intimidate +1, Knowledge (arcana) +21, Knowledge (dungeoneering) +21, Knowledge (engineering) +21, Knowledge (history) +21, Knowledge (nature) +21, Knowledge (planes) +21, Knowledge (religion) +21, Perception +13, Ride +5, Sense Motive +13, Spellcraft +21, Stealth +5, Survival +3, Swim +1
Languages Aquan, Auran, Common, Draconic, Ignan, Terran
SQ arcane bond (arcane familiar, hawk [protector]), loyal bodyguard, shield master, versatile evocation
Combat Gear maximize metamagic rod (lesser), pearl of power (3rd level), pearl of power (4th level), potion of cure moderate wounds, scroll of cone of cold, scroll of detonate, scroll of passwall, selective metamagic rod (lesser)[APG]; Other Gear quarterstaff, belt of mighty constitution +2, headband of vast intelligence +4, belt pouch, fine robe, spell component pouch, diamond dust (worth 1,000 gp), 135 gp
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Special Abilities
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Admixture Associated School: Evocation
Combat Casting +4 to Concentration checks to cast while on the defensive.
Elemental Manipulation (10 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Elemental Spell (Fire) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Intense Spells (+5 damage) (Su) Evocation spells deal listed extra damage.
Loyal Bodyguard (Ex) Familiar can use Bodyguard to protect master, even if not threatening attacker.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shield Master (Su) Familiar can take half damage done to you, as shield other
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Versatile Evocation (10/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

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Brother Carthus Donnagin:

Brother Carthus Donnagin CR 9
XP 6,400
Human cleric of Mitra the Shining Lord 10
LG Medium humanoid (human)
Init +2; Senses Perception +7
Aura divine presence (30 ft., DC 21, 10 rounds/day), nimbus of light (30 ft., 10 rounds/day)
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Defense
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AC 29, touch 17, flat-footed 26 (+8 armor, +4 deflection, +2 Dex, +1 dodge, +4 shield)
hp 113 (10d8+65)
Fort +13, Ref +9, Will +17; +1 morale vs. fear, +1 morale bonus vs. fear
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Offense
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Speed 60 ft. (50 ft. in armor)
Melee +1 longsword +15/+15/+10 (1d8+6/19-20)
Ranged light crossbow +14/+14 (1d8+3/19-20)
Special Attacks channel positive energy 5/day (DC 19 [21 to damage undead], 7d6 [+10 vs. undead]), sun's blessing
Domain Spell-Like Abilities (CL 10th; concentration +16)
. . 9/day—touch of glory (+10)
Cleric Spells Prepared (CL 10th; concentration +16)
. . 5th—breath of life (DC 21), disrupting weapon, flame strike[D] (DC 21), flame strike (DC 21)
. . 4th—divine power, fire shield[D], holy smite (DC 20), spell immunity (2)
. . 3rd—daylight, dispel magic, magic circle against evil, prayer, searing light[D]
. . 2nd—admonishing ray, aid (3), bless weapon[D], find traps, spear of purity[UM] (DC 18)
. . 1st—bless, divine favor, protection from evil, shield of faith[D], shield of faith, shield of faith, shield of faith
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domains Glory, Sun
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Tactics
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Before Combat If given the chance, Brother Carthus casts aid on Sir Richard, bless weapon on Mad Meinhard and shield of faith, and protection from evil on himself.
During Combat Brother Carthus is a true believer in Sir Richard having a destiny. He does all he can to keep the paladin alive and in the fight, even at grave risk to his own safety.
Morale Brother Carthus is fearless in the face of evil and will stand by Sir Richard to the bitter end.
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Statistics
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Str 14, Dex 14, Con 16, Int 12, Wis 22, Cha 14
Base Atk +7.5; CMB +14; CMD 26
Feats Alignment Channel, Channel Smite, Combat Casting, Extra Channel, Improved Channel, Selective Channeling
Traits indomitable faith
Skills Acrobatics -1 (+7 to jump), Appraise +2, Bluff +3, Climb +1, Diplomacy +3, Disguise +3, Escape Artist -1, Fly -1, Heal +20, Intimidate +3, Knowledge (planes) +15, Knowledge (religion) +15, Perception +7, Ride -1, Sense Motive +7, Spellcraft +15, Stealth -1, Survival +7, Swim +1
Languages Celestial, Common
Combat Gear extend metamagic rod (lesser), reach metamagic rod (lesser)[APG], scroll of communal protection from energy (CL 10th), communal protection from energy (CL 10th), communal protection from energy (CL 10th), wand of cure moderate wounds; Other Gear +2 breastplate, +2 heavy wooden shield, +1 longsword, crossbow bolts (10), light crossbow, belt of mighty constitution +2, headband of inspired wisdom +4, phylactery of positive channeling, wooden holy symbol of Mitra
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Special Abilities
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Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 7d6 (5/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Glory) Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Divine Presence (30 ft., 10 rounds/day, DC 21) (Su) Allies in 30 ft gain sanctuary with enhanced DC. If attack, ally breaks aura for self, creator breaks for everyone.
Nimbus of Light (30 ft., 10 rounds/day) (Su) As a standard action, 30 ft. aura of daylight deals 10 dam to undead each rd and dispels [Darkness] spells.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sun's Blessing (Su) +10 to channel damage vs. undead and they don't get channel resistance.
Touch of Glory +10 (9/day) (Sp) Grant +10 to a CHA-based skill or ability check.

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Mad Meinhard:

Meinhard Mott aka "Mad Meinhard" CR 9
XP 6,400
Human barbarian (armored hulk) 10 (Pathfinder RPG Ultimate Combat 28)
CG Medium humanoid (human)
Init +2; Senses Perception +14
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Defense
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AC 31, touch 14, flat-footed 29 (+12 armor, +4 deflection, +1 Dex, +1 dodge, +5 natural, -2 untyped penalty)
hp 180 (10d12+110)
Fort +19, Ref +9 (+1 bonus vs. trample attacks), Will +8; +1 morale vs. fear, +1 morale bonus vs. fear, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 2/—
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Offense
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Speed 70 ft. (60 ft. in armor)
Melee +4 furious greatsword +28/+28/+23 (2d6+22/19-20) or
. . 2 claws +18 (1d8+6/×3)
Ranged javelin +15/+15 (1d6+11)
Special Attacks pounce, rage (28 rounds/day), rage powers (beast totem[APG], beast totem, greater[APG], beast totem, lesser[APG], guarded stance +2, quick reflexes, superstition +4, witch hunter[APG])
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Tactics
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Before Combat Meinhard Mott is a superstitious sort and mostly does not care to have arcane magic used on him. Still, he glady excepts any aid the cleric gives him. When he goes into battle against evil the cleric usually pauses to bless his weapon.
During Combat 'Rage and charge' sums up both Meinhard's battle strategy and philosophy of life. He is a born weapon-breaker and loves to shatter the prized weapon of his foe.
Morale Meinhard respected only one man in his life -- his brother Franz. They disagreed about everything. Meinhard certainly never cared for the flighty young trophy wife his brother got saddled with. But deep down he loved his brother. And now he's certain that the people before him caused his brother's death.

Mad Meinhard is going to rip them open and carve his brother's names in their guts. No surrender! No retreat!
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Statistics
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Str 30, Dex 14, Con 28, Int 8, Wis 10, Cha 12
Base Atk +10; CMB +24; CMD 35 (36 vs. overrun)
Feats Extra Rage, Extra Rage Power[APG], Extra Rage Power[APG], Raging Vitality[APG], Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Acrobatics +11 (+23 to jump), Appraise +0, Bluff +2, Climb +19, Diplomacy +2, Disguise +2, Escape Artist -2, Fly -2, Handle Animal +6, Heal +1, Intimidate +15, Perception +14, Ride +2, Sense Motive +1, Stealth -2, Survival +11, Swim +15
Languages Common
SQ indomitable stance, resilience of steel
Other Gear +3 full plate, +4 furious greatsword, javelin (5), amulet of natural armor +2, belt of giant strength +4, boots of striding and springing, poorly maintained traveller's garb, ratty sackcloth bag, coinage and jewelry (worth 2,385 gp), 2,385 gp
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Special Abilities
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Beast Totem +3 (Su) +3 to Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Guarded Stance +2 (9 rounds) (Ex) Gain a +2 dodge bonus to AC vs. melee attacks while raging.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Pounce (Ex) You can make a full attack as part of a charge.
Quick Reflexes (Ex) While raging, you may make one additional attack of opportunity per round.
Rage (28 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Resilience of Steel +3 (Ex) Gain bonus to AC vs. a foe's critical confirmation rolls.
Superstition +4 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Witch Hunter +3 (Ex) Bonus to damage spellcasters while raging.

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Sister Sara Edderley:

Sister Sara Edderley
Human warpriest of Mitra the Shining Lord 10 (Pathfinder RPG Advanced Class Guide 60)
N Large humanoid (human)
Hero Points 1
Init +0; Senses Perception +16
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Defense
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AC 31, touch 15, flat-footed 29 (+11 armor, +4 deflection, +2 dodge, +5 natural, -1 size)
hp 132 (10d8+79)
Fort +15, Ref +7, Will +15; +1 morale vs. fear, +1 morale bonus vs. fear
Defensive Abilities fortification 25%, sacred armor (+2, 10 minutes/day); Resist fire 10
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Offense
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Speed 60 ft. (50 ft. in armor)
Melee +2 holy naginata +21/+21/+16 (2d8+25/×4 plus 2d6 vs. evil) or
. . +2 naginata +21/+21/+16 (2d8+25/×4)
Space 10 ft.; Reach 10 ft.
Special Attacks blessings 8/day, channel positive energy 5/day (DC 19, 3d6), fervor 10/day (3d6), sacred weapon (+2 1d10, 10 rounds/day)
Warpriest Spells Prepared (CL 10th; concentration +15)
. . 4th—crusader's edge (DC 19), divine power
. . 3rd—blood rage, daylight, deadly juggernaut[UC], invisibility purge
. . 2nd—inheritor's smite, ironskin (2), communal protection from evil[UC], spear of purity[UM] (DC 17)
. . 1st—burning disarm (2, DC 16), divine favor (3), shield of faith (2)
. . 0 (at will)—detect magic, detect poison, guidance, stabilize, vigor
--------------------
Statistics
--------------------
Str 26, Dex 11, Con 20, Int 10, Wis 20, Cha 10
Base Atk +7.5; CMB +19; CMD 32
Feats Bodyguard[APG], Combat Patrol[APG], Combat Reflexes, Dodge, Greater Weapon Focus (naginata), Mobility, Power Attack, Stand Still, Weapon Focus (naginata), Weapon Specialization (naginata)
Skills Acrobatics -4 (+4 to jump), Appraise +1, Bluff +1, Climb +14, Diplomacy +1, Disguise +1, Escape Artist -4, Fly -6, Heal +6, Intimidate +1, Perception +16, Ride -4, Sense Motive +19, Spellcraft +14, Stealth -8, Survival +14, Swim +6
Languages Common
SQ blessings (nobility: inspiring word, lead by example, sun: blinding strike, cleansing fire), hero points
Other Gear +2 fire resistance light fortification full plate, +2 full plate, +2 holy naginata[UC], +2 naginata[UC], belt of physical might +2 (Str, Con), cloak of resistance +2, headband of inspired wisdom +2, 150 gp
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Special Abilities
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Blessings (8/day) (Su) Pool of power used to activate Blessing abilities.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Patrol (+5') Full-round action: increase your threatened area by +5' until your next turn.
Combat Reflexes (1 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fervor (3d6, 10/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fortification 25% You have a chance to negate critical hits on attacks.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Armor +2 (10 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +2 (10 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
Warpriest Channel Positive Energy 3d6 (5/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

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Brother Artos Vashion:

Brother Artos Vashion
Human inquisitor of Mitra the Shining Lord 10 (Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (human)
Init +7; Senses Perception +22
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Defense
--------------------
AC 33, touch 16, flat-footed 31 (+11 armor, +4 deflection, +1 Dex, +1 dodge, +2 natural, +4 shield)
hp 128 (10d8+75)
Fort +14, Ref +8, Will +16; +1 morale bonus vs. fear
Defensive Abilities fortification 50%
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Offense
--------------------
Speed 60 ft. (50 ft. in armor)
Melee +1 bane flaming longsword +20/+20/+15 (1d8+18/19-20 plus 2d6 vs. plus 1d6 fire) or
. . gauntlet (from armor) +18/+18/+13 (1d3+17) or
. . unarmed strike +18/+18/+13 (1d3+17 nonlethal)
Special Attacks bane (10 rounds/day), judgment 4/day (2 simultaneous)
Inquisitor Spell-Like Abilities (CL 10th; concentration +16)
. . At will—detect alignment, discern lies (10 rounds/day)
Inquisitor Spells Known (CL 10th; concentration +16)
. . 4th (2/day)—divine power, forceful strike (DC 20)
. . 3rd (4/day)—litany of righteousness[UC] (DC 19), magic vestment, communal resist energy[UC], greater shield of fortification[ACG]
. . 2nd (6/day)—detect thoughts (DC 18), inheritor's smite, communal protection from evil[UC], see invisibility, shared judgment
. . 1st (7/day)—divine favor, ear-piercing scream[UM] (DC 17), heightened awareness[ACG], shield of faith, wrath[APG]
. . 0 (at will)—acid splash, daze (DC 16), detect magic, detect poison, resistance, stabilize
. . Domain Spellkiller inquisition
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Statistics
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Str 20, Dex 12, Con 18, Int 10, Wis 22, Cha 12
Base Atk +7.5; CMB +18; CMD 28
Feats Disruptive, Heavy Armor Proficiency, Instant Judgment[UC], Judgment Surge[UM], Outflank[APG], Paired Opportunists[APG], Power Attack, Shared Judgment[UC], Shielded Caster[APG], Weapon Focus (longsword)
Skills Acrobatics -4 (+4 to jump), Appraise +1, Bluff +2, Climb +2, Diplomacy +2, Disguise +2, Escape Artist -4, Fly -4, Heal +7, Intimidate +20, Knowledge (arcana) +16, Knowledge (planes) +16, Knowledge (religion) +16, Perception +22, Ride -4, Sense Motive +25, Spellcraft +14, Stealth +9, Survival +20, Swim +2
Languages Common
SQ monster lore +6, solo tactics, spellkiller, stern gaze +5, track +5
Other Gear +2 full plate, +2 moderate fortification heavy steel shield, +1 bane flaming longsword, amulet of natural armor +2, belt of physical might +2 (Str, Con), cloak of resistance +2, headband of inspired wisdom +4, ring of protection +2, 150 gp
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Special Abilities
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Bane (+2 / 2d6, 10 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (10 rounds/day) (Sp) Discern Lies at will
Disruptive +4 DC to cast defensively for those you threaten.
Fortification 50% You have a chance to negate critical hits on attacks.
Inquisitor Domain (Spellkiller Inquisition) Deities: Any (with GM approval).

Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites).
Instant Judgment May pronounce or change a judgment as an immediate action
Judgment Surge (1/day) Gain improved versions of your judgments
Monster Lore +6 (Ex) +6 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Shared Judgment Extend a judgment to an adjacent ally instead of enacting a second judgment.
Shielded Caster +4 to concentration if adj ally has same feat, more if they have a shield. Halve Conc DC increases.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spellkiller (+2 Sacred, DC 21) After defeating enemy, gain +2 sacred bonus to AC for 10 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent.
Stern Gaze +5 (Ex) +5 to Sense Motive and Intimidate.
Track +5 Add the listed bonus to survival checks made to track.

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.


6 people marked this as a favorite.

The Sad Fate if Vetra-Kali
1)Please do not kill us 'Ok'
2) Please give us the Tears of Akhlys so we can Unleash it on the world
'Yes unleash my precious'
3)Take this Gem we prepared with a trap the soul scroll earlier 'What, damn I cannot refuse, and because I took it there is no save , curse you all may a mountain fall on your head'

Pc's Use teleport scrolls to flee.....
They are negotiating with the devils of hell to see what they can get for the Soul of a major plague Daemon

(The players purchased an expensive scroll form Tiberius Thane in Ghastenhall)


JohnHawkins wrote:

The Sad Fate if Vetra-Kali

1)Please do not kill us 'Ok'
2) Please give us the Tears of Akhlys so we can Unleash it on the world
'Yes unleash my precious'
3)Take this Gem we prepared with a trap the soul scroll earlier 'What, damn I cannot refuse, and because I took it there is no save , curse you all may a mountain fall on your head'

Pc's Use teleport scrolls to flee.....
They are negotiating with the devils of hell to see what they can get for the Soul of a major plague Daemon

(The players purchased an expensive scroll form Tiberius Thane in Ghastenhall)

I love this.

I would suggest to have a charming contract devil to be the infernal trader for the gifts of hell ... since Vetra Kali is a deacon of pestilance, he's worth very much. I would suggest to look at the shop of the Whore Queen in "Devil Unleashed" and allow the pcs to go wild!

Grand Lodge

JohnHawkins wrote:

The Sad Fate if Vetra-Kali

1)Please do not kill us 'Ok'
2) Please give us the Tears of Akhlys so we can Unleash it on the world
'Yes unleash my precious'
3)Take this Gem we prepared with a trap the soul scroll earlier 'What, damn I cannot refuse, and because I took it there is no save , curse you all may a mountain fall on your head'

Pc's Use teleport scrolls to flee.....
They are negotiating with the devils of hell to see what they can get for the Soul of a major plague Daemon

(The players purchased an expensive scroll form Tiberius Thane in Ghastenhall)

Wow. I have absolutely nothing to add at this time. I'm just too shocked. That's beyond impressive. But since that happened to him instead of him going back to his plane, it makes me wonder if the side quest thing in Book 5, involving him once more would even happen. Maybe they're looking for him. That's just, wow.

Also, kudos to your paladin build when facing off against the PCs. Until now I never knew of the Bless Equipment feat. It's not the greatest, but it is less lackluster than Improved Initiative.


I was shocked when they thought of the Trap the Soul plan, I had several weeks warning while they set it up. But it is a good plan and it's not like Vetra-Kali could know of it or carry out any preperation.

Indeed my players have taken the plague Daemon to the shop from Hell Unleashed

Grand Lodge

2 people marked this as a favorite.

Owen Stephens just shared a free simple template to Facebook today, and because of its relevance I'm sharing it on here too. I'll probably even edit my blog to add this.

Thrice-Damned and his wraiths could easily make use of this.

The simple "Channel Wraith" template.
A channel wraith channels negative energy as a cleric with a level equal to the wraith's HD. This negative energy both heals undead and harms living creatures each time it is used, rather than doing one or the other. The channel wraith can use this ability as a swift action by expending two daily uses of its channel.
+2 CR.

Scarab Sages

JohnHawkins wrote:

The Sad Fate if Vetra-Kali

1)Please do not kill us 'Ok'
2) Please give us the Tears of Akhlys so we can Unleash it on the world
'Yes unleash my precious'
3)Take this Gem we prepared with a trap the soul scroll earlier 'What, damn I cannot refuse, and because I took it there is no save , curse you all may a mountain fall on your head'

Pc's Use teleport scrolls to flee.....
They are negotiating with the devils of hell to see what they can get for the Soul of a major plague Daemon

(The players purchased an expensive scroll form Tiberius Thane in Ghastenhall)

Brilliant!


I was thinking about the evil organization rules and an idea came to mind.
The general assumption seems to be that you form a generic criminal organization and are supposed to keep knowledge of your Asmodean allegiance insulated from them; or perhaps that was the inference. However, I had a different idea: a particularly zealous Asmodean such as an Antipaladin, Cleric, Inquisitor, or Warpriest may seek to use either the organization or the Leadership feat (possibly it's Vile variant) to restart the cult of Asmodeus.
What I refer to is proselytizing, indoctrinating, and recruiting cultists, appointing priests, establishing hidden shrines and temples, overseeing sacrifices and ceremonies, et cetera.


kevin_video wrote:

Owen Stephens just shared a free simple template to Facebook today, and because of its relevance I'm sharing it on here too. I'll probably even edit my blog to add this.

Thrice-Damned and his wraiths could easily make use of this.

The simple "Channel Wraith" template.
A channel wraith channels negative energy as a cleric with a level equal to the wraith's HD. This negative energy both heals undead and harms living creatures each time it is used, rather than doing one or the other. The channel wraith can use this ability as a swift action by expending two daily uses of its channel.
+2 CR.

That template is great. Thanks for sharing it.

Grand Lodge

1 person marked this as a favorite.
Eric Hinkle wrote:
kevin_video wrote:

Owen Stephens just shared a free simple template to Facebook today, and because of its relevance I'm sharing it on here too. I'll probably even edit my blog to add this.

Thrice-Damned and his wraiths could easily make use of this.

The simple "Channel Wraith" template.
A channel wraith channels negative energy as a cleric with a level equal to the wraith's HD. This negative energy both heals undead and harms living creatures each time it is used, rather than doing one or the other. The channel wraith can use this ability as a swift action by expending two daily uses of its channel.
+2 CR.

That template is great. Thanks for sharing it.

Welcome. Hopefully you guys can make use of it.

Shadow Lodge

I am having a map Issue

spoiler:

on Day 217 one of the events is the following

2-20 The Pillar marked ‘B’ collapses smashing into the
double doors. Any guards stationed on either side of the
double doors must make a second DC 15 Reflex save or
take a further 6d6 damage (save negates).

my issues with this the ceiling is 50 ft
the distance to the double doors is 100ft
Further more this cuts off the only access to the 3rd or 4th floor other than the newly opened entrance on 3-11 completely ruining text that is presented later in the book considering that that particular pillar has the stairway in it that leads up from the Maw- Causing the Following events to not make sense

the boggards assult on the sanctum
the Sons of Balentyne

Since without those stairs - they simply cannot make it to the sanctum

any sort of advice on this ?

Grand Lodge

1 person marked this as a favorite.
Wraith235 wrote:

I am having a map Issue

** spoiler omitted **

any sort of advice on this ?

I took this as meaning one of three things:

1) It's a mistake and he meant the door leading to room 2-2.
2) He meant that there was a domino effect, causing B to topple and smash the other two pillars adjacent to its left.
3) He forgot that his map squares are 10 ft. each, not 5 ft.

No matter the case, he probably also assumed that the players would clean it up. It's likely rubble, and not still a solid pillar. Acid attacks would clean it up fairly quickly. They probably also have stone shape[/i] loaded, and can reform the pillar. Or, maybe the boggards do the clean up when they come up so that the Sons of Balentyne have it free and easy to get through. There's also the chance that Gary forgot about this part, and meant to give the wizard of the party, Erik, dimension door as a 4th level spell instead of having two stoneskin spells loaded. Considering his feeble wealth, he could have that second stoneskin as a scroll.

There's definitely ways around this.


I am a bit confused on how the security points and adventurers work in this adventure. How did everyone determine what resources the various adventuring parties spent before they're discovered. Do you actually run the adventurer's through it, because that feels very time consuming. I really just don't get this one.

Grand Lodge

DM_Kumo Gekkou wrote:
I am a bit confused on how the security points and adventurers work in this adventure. How did everyone determine what resources the various adventuring parties spent before they're discovered. Do you actually run the adventurer's through it, because that feels very time consuming. I really just don't get this one.

You more or less do a virtual run through out of game. I know a few groups that brought in additional players from their local gaming houses and had them play the "pregens" to see how they fared. Then the GM would tell the evil players, or sometimes those players were around to watch it all go down. In the latter case, they them took on the NPCs afterwards with all the players interacting with one another.

Overall, yes, this will be very time consuming.

Grand Lodge

Back when I first ran this, my group made an intercom system to alert everyone. Having watched Critical Role, I learned of their Earrings of Whisper uncommon wondrous item. Unfortunately, it was designed using 5e so conversion is difficult. The earrings do a wide birth message to everyone within 500 ft that also has an earring. Otherwise it's just static. It's like a secret ops comm system. The best that I've come up with is having it be 3625 gold a piece. Mine have 100 charges each before the batteries run dry. Depending on the group size this could get expensive over time. I could see people going into groups of 2 or 3 until everyone can afford it probably.
To learn more about the item, Google the earrings. It'll take you to their wiki. I've contacted Matt Mercer, and he said that the sending spell is the base, and by mid level they had 8 of them equipped.


kevin_video wrote:

Back when I first ran this, my group made an intercom system to alert everyone. Having watched Critical Role, I learned of their Earrings of Whisper uncommon wondrous item. Unfortunately, it was designed using 5e so conversion is difficult. The earrings do a wide birth message to everyone within 500 ft that also has an earring. Otherwise it's just static. It's like a secret ops comm system. The best that I've come up with is having it be 3625 gold a piece. Mine have 100 charges each before the batteries run dry. Depending on the group size this could get expensive over time. I could see people going into groups of 2 or 3 until everyone can afford it probably.

To learn more about the item, Google the earrings. It'll take you to their wiki. I've contacted Matt Mercer, and he said that the sending spell is the base, and by mid level they had 8 of them equipped.

ya the group I ran thru did a similar thing... but it was just a "communicator rod" style of thing, lesser range (think it was bout 300ft) but no charges.

Grand Lodge

Grollub wrote:
ya the group I ran thru did a similar thing... but it was just a "communicator rod" style of thing, lesser range (think it was bout 300ft) but no charges.

How much did yours cost to make, and how many at a time was part of the final cost? I couldn't figure out a way to lower the price, so I went charges. It's reasonable, and they have to careful to not overuse it or else they'll run out of communications.

Grand Lodge

So it's once again time to delve into the mountain. Not that we got anywhere close to that during the session. I'm hoping that this time we'll complete the book.

Lackluster:
Not much happened at this time other than everyone trying to figure out the rolls they needed to make to create items without the required spells. That took about 2/3 of the session, much to my dismay. Still, they managed to arrive in Farholde and meet with the Baron. They were immediately terrified of how powerful he was, and it was a little awkward seeing them try to figure out how exactly he could aid them as they completely misunderstood Thorn's words. They thought that the Baron knew the location of the Horn, which I don't get how they could confuse the Baron for a ranger, but whatever. At any rate, they went from there to Drowington and entered the manor.

Overall, just a setup session. One player was pouting because he had to stay on the barge crafting while Tiadora did her thing on shore. He wanted to cause mayhem and bloodshed, and felt cheated that only she got to do that.

The Exchange RPG Superstar 2010 Top 32

My game is slowly progressing again too. We've passed the halfway mark, with

Spoiler:
the Banner Verdant being slaughtered on the field outside the Horn. The party Necromancer has been controlling his skeletons and zombies day and night (Ring of Sustenance), having them chop down trees and drag them to the Horn, where they are building a palisade. He has maxed out Knowledge (Engineering) and Profession (Siege Engineer) for the purpose. Atop the palisade, Kilkiletz and some Gravelings (from Monster Focus (Gravelings)) keep a sharp eye out for trouble.

Inside the Horn the lower corridors are full of skeletons commanded to grab their weapons when anyone approaches. The party ignore them, intruders "counterattack" and start a fight. The Boggards number among the skeletons :)

The one thing I'd love some tips about is this whole Evil Organisation thing - I've two (soon to be three) players who've taken Leadership, as they love the idea of being Evil Masterminds. Short of the occasional 60 gp and some information corroborating the messages from Zadaria, it doesn't seem so worthwhile yet. What have you folks done to make it seem more useful?

Grand Lodge

carborundum wrote:
My game is slowly progressing again too. We've passed the halfway mark, with ** spoiler omitted **

I actually ignored the rules altogether and just did the three side quests in the Book 7, and then made my own when things came up. They weren't the strongest NPCs, but by this point you've got more than enough minions to take care of the whole shebang. It also made the players feel more involved to do things themselves rather than leave everything up to chance. Nothing worse than seeing a natural 1 when you should be "invincible" by that point.


I gave all my players leadership for free. I have run a lot of side quests since then , particularly during book 2 which saw mixed groups of main cohorts and characters off looking for lost magical items, and looting strange dungeon complexes(I harvested bits of the Giant slayer and shattered star adventure paths, the Iron medusa module , the Harrow deck module and I think one other to keep them busy).

They made use of the minions for robbery , kidnapping (I have allowed mechanical benefits for sacrifices to their dark gods ) and providing goons to get killed noisily by attackers so they would be alerted. They started tieing bells to the guards so if they got killed by a sneaky rogue again it would make a noise when they fell over.

I also have used two of the quests from book 7 with the 3rd to come and another minion only quest to hunt down a defector who had run away to Matharyn. The managed to recover Werewolf minions from the 1st quest which have been immensely useful to them

Grand Lodge

Something I'm pretty sure I forgot on my blog, but when the PCs meet Artephius, one of the checks they have to make is a Craft (smith). That skill doesn't exist. Instead, I would suggest replacing that with either "mechanical" or "clockwork". I want to lean more towards the latter as that'll be the more relevant by the end of the series.

Grand Lodge

The next session:
So the PCs have made their home in Drownington Manor, where they will be paying a fee each week to keep their rooms, and have made their way out into the Caer Bryr.
They met Jurak along the way, but realized quickly that they couldn't take him on without a few people dropping unconscious in the process. He did mention the lillend by name, but not race, and the players are quite afraid that she's actually the end boss. Not wanting to anger her by taking down a treant, they again backed off. They believe her to be a high level druid. I don't think I'll disappoint. If they think her to be, then I'll just add the druid simple template to her. Heh heh. Oh, but won't they be surprised when they find out who the actual end boss is.

They entered the horn, talking in boggard, and all but one (the summoner) used their circlets of disguise to look like boggards. Kumanda demanded a trial by combat for the rights to keep the tribe his, and show everyone their mistake for trampling their territory. This is when I learned Gary made an error on Kumanda's attack stats. He should have two attacks with the greatsword due to him having BAB +7. So be sure to add another one at -5. That said, despite the extra attack, I couldn't roll higher than a 3 on the dice, and that included a natural 1 on the initial raging charge. Needless to say he was taken down quite easily. Just to let him know who's actually in charge, the summoner did nonlethal and essentially backhanded Kumanda with each strike. The summoner is now the new chieftan. Then to add insult to injury, they healed Kumanda instead of giving him a warrior's death, and then handed him back his trophy greatsword like he was no threat whatsoever. The boggard just slumped away in disgust and defeat.

Not much happened, but that's because they were doing a lot of role playing and gathering information, as well as meeting up with the 7th Knot. I don't feel like there were any missed opportunities or anything like that, and everyone felt like they were satisfied with what their character was doing.

We're breaking for Christmas, and then a few people have vacation days coming their way in January, so I'm not quite sure when we'll get back into the swing of things. I'm hoping the second week of January, but we'll see.

Happy Holidays in the meantime to everyone.

Dark Archive

Thx Kevin, i wish the same to you. :-)

Grand Lodge

Marco Massoudi wrote:
Thx Kevin, i wish the same to you. :-)

Thanks. Hopefully everyone gets what they want this holiday season.

The Exchange RPG Superstar 2010 Top 32

Happy Christmas, Kevin, and fellow DMs!

Spoiler:
Well, my team have passed the halfway mark and are tougher than I expected :-)
Their collection of undead is being almost constantly supervised, felling trees and building a palisade. Perks of being a Dread Necromancer with Knowledge (architecture/ engineering) and Profession - siege engineer.

The various beasties got wiped out - all the boggards, the trees, the tiger, the parties of adventurers... They found a nice map on board the boat belonging to the 2nd party and stormed the Temple from "Eyes of the Lich Queen". A few fun fights since I replaced the wee dragons with Orichalcum ones, and now everyone is sporting a Least Dragonmark. Hurrah - a feat sink!

The Barbarian retired and was replaced by an (almost) vampire. The Inquisitor and his troops took out a Daemon before being wiped out. The (pimped) Banner Verdant were spotted by the spy network of Kilkiletz and some Gravelings and slaughtered at the fence. Angus is now Fangus (!). The priest became the second sacrifice, and Vetra-Kali was pleased. The party informed Tiadora of the treachery, and were given leave to punish the 7th. They then used their evil organisation to find a safe house and stake out the inn. An early morning break-in ended in utter defeat for the 7th in about 10 seconds flat. Zadaria has been dominated and taken to the torture chamber, sans raven.

The halls of the Horn are packed full of skeletons and zombies that make threatening gestures with their weapons/ claws when anything approaches, but nothing else. Any intruders are going to defend themselves and get attacked. Not a bad idea, and all in one simple command! The party ignore the undead because they're badass like that.

Not long to go....

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