The Skinsaw Murders (GM Reference)


Rise of the Runelords

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I think it is important for you to answer the question what are you willing to invest (time/prep-wise)?
An easy way would be to have them arrested; especially if they talk about faceless stalkers assuming other people's looks: I mean, THEY could be faceless stalkers themselves! and have them spent time in the Hells. Here, they could be contacted by one of the Lord-Mayors agents. This could then work nicely for the transition from #2 to #3.
Or you could have them arrested and have Ironbriar offer them a deal: they solve a little problem for him (where he hopes they'll die while on their mission): this "side trek" could involve dealing with a Szcarni gang (upped Shattered Star #1) or the Scarlet Son freebie.

Ruyan.

Dark Archive

Pathfinder Adventure Path Subscriber

Or they go on the run, trying to solve the issues in Magnimar while dodging the law. Ironbriar would definitely use his clout to hunt the PCs down and squash the threat they pose to Xanesha and the Skinsaw cult (in that order of importance to him at the moment). Once they uncover his duplicity, though, they should be able to get a fair shake at proving their innocence. Until then, time to play at being fugitives from justice!


@ RuyanVe and Latrecis: Thank you very much for your ideas! :)

They inspired me to poke around in various Varisian encounter tables, and I think that I've found a solution. While sneaking into the city, X. could have come through the swamp and picked up a Will-o'-Wisp minion.

It's the same CR as a Babau demon, but thematically would fit a bit better. With one or two notable exceptions, demons are not a big thing in this AP. Furthermore, X. does not have the ability to call one, nor even to summon one - except for her crowd-pleasing opening move, of course. :)

A WoW even has no difficulty in getting to X.'s lair. It is naturally invisible, and has a much higher Perception modifier than X. herself. It's the perfect sentry and flanking buddy (what with its high AC). Plus, it would love to be near-by when the cultists do their thing - all that lovely fear as the victim of the week/month slowly expires with the rune carved on his chest. :o


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Seymore wrote:

I am looking for advice on how I should handle the actions of my players.

** spoiler omitted **

I think it depends on what exactly they were told and what everyone involves knows. So if the players specifically told Ironbriar about Aldern and he told them to not investigate, they have some trouble. But if he didn't get that specific or they didn't share details, they might claim all kinds of innocence.

Before having them arrested, I'd throw out a few things to think about.

1) Be sure you want to start a pc's vs government theme. The authorities in Varisia don't come off in the best light in this AP - if the pc's view the authorities as incompetent, weak and corrupt they may just ignore them/take the law into their own hands/take no prisoners, etc. going forward.

2) You can have the guards who respond to the Townhouse know about Ironbriar's order if you want but it's also plausible that these guards don't know anything about that until they report it and the word makes its way to Ironbriar. In the interim the guards might help the pc's, let them go, etc. If the pc's have a key to the building and were assaulted by faceless stalkers impersonating Aldern, the pc's sure look more innocent than guilty.

3) Ironbriar has to be careful. The facts don't favor him. There were faceless stalkers in the building - that's suspicious. The pc's are heroes from Sandpoint (which may or may not be well known in Magnimar but is something that could be readily discovered.) So why is Ironbriar accusing them? Ironbriar lives on the razor's edge - if too many people start asking about him, his charade might fail. So the guards might be thankful toward the pc's and when they are brought to Ironbriar, he might say "I thought I told you boys to stay out of it... But since you've stuck your foot in it, maybe I can put your enthusiasm to use." And he sends them on a wild goose chase. Where they are ambushed by Nightscale assassins.

4) You could just ignore it. The guards take their story and information about where they are staying and report it to their superiors. They send the pc's on their way with a "stay out of trouble" message. Later, the Scarecrow tries to kill them. Wait? How did he know where to find us?

Sczarni

Thank you all for the feedback. I really like the idea of taking their information and having the Scarecrow attack later. I suspect that they will have the Halfling Ninja sneak into the townhouse at night to snoop around. I could have the Scarecrow attack while he is away. That little bugger causes me no end to trouble.


Quick question: how do the stairs work in X's lair (AE version)?
The second E2 shows there's 15ft missing, the third drawing of E2 has even larger portions missing--is that correct?

Ruyan.


RuyanVe wrote:

Quick question: how do the stairs work in X's lair (AE version)?

The second E2 shows there's 15ft missing, the third drawing of E2 has even larger portions missing--is that correct?

Ruyan.

I assume the graphic is in error. 1) The written description mentions two or three steps being missing but that's not the 15 or 40 feet as suggested by the blank spaces on the map. 2) The red 3 and yellow 4 on the map are where they should be if there were steps. If the end of the steps were supposed to be where the map art shows them ending, wouldn't the colored arrows be there? 3) If that much was missing on the 3rd level, that would make going up the stairs much harder and more perilous. Just my opinion but something that challenging should be called out in the room description.

Shorter version: I just assumed the stairs wrapped around each floor as depicted in the 1st, 4th and 5th level.


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That would be my assumption too.

Does anyone else think that there might be level sections (missing outer railings in true Imperial school of design style) on stair "floors" 2, 3, and 4?


Another thing: if the stairs would be missing--how'd the invis stalkers get up and down...
Seems the map is badly drawn in my case.

Ruyan.


Bellona wrote:

That would be my assumption too.

Does anyone else think that there might be level sections (missing outer railings in true Imperial school of design style) on stair "floors" 2, 3, and 4?

I found this picture of the Shadow Clock Tower in internet. Not sure if it's official or fan made, but it looks very well, and explains it


It is an official picture of the Shadow Clock. But I don't see how that explains level sections on the way up, though this is something I've thought of as well. Than again, on the map (AE version) it could also be an artistic attempt to sketch the stairs below the current ones.

*still confused, but on a higher level*

Ruyan.


RuyanVe wrote:

It is an official picture of the Shadow Clock. But I don't see how that explains level sections on the way up, though this is something I've thought of as well. Than again, on the map (AE version) it could also be an artistic attempt to sketch the stairs below the current ones.

*still confused, but on a higher level*

Ruyan.

I think the picture shows some openings in the walls, with scaffolds and whatnot. I supposed that the parts of the map where the stairs were missing, you had to go "out" of the building and walk through the scaffolds, although I agree that the map is lacking. I'd use it like that, and maybe ask for a very easy climb check (like DC 5 or so, maybe Acrobatics-Balance check) to move through the scaffold


That might actually work. Thanks!

As I'll draw my own map when we're playing I think I will decide it then. Has anybody actually used a round staircase? I like it much more than the square one presented but somehow fear a fight on the stairs will become a movement nightmare.

Ruyan.


Round should be better (the tower is round, anyways), but round maps have a bad relationship with grids :(


My party captured the necromancer at Habe's and are turning him over to Hemlock, any ideas on what to do with him in the future?


Ninja in the Rye wrote:
My party captured the necromancer at Habe's and are turning him over to Hemlock, any ideas on what to do with him in the future?

He might have useful information about Jubrayl Vhiski, depending how much you wanna do with his Sczarni background, which might mean Jubrayl feels it's important to get the necromancer out of Hemlock's custody. One way or the other.


You could also use him to introduce Ironbriar early as he visits to question the necromancer in Sandpoint or have the PCs escort him to Magnimar to hand him over to the authorities.

Ruyan.


What would Ironbriar do with Caizarlu?


I think that would depend on what role you want Caizarlu to play in your game.
I'd have Ironbriar march him to Magnimar where he is standing trial, gets convicted and than IMG I'd add him to the ranks of the Ironbriar (either at the mill or as side kick to X).

Ruyan.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

My players are likely to start The Misgivings in our next session, and it occurs to me that the party cleric is likely to try to neutralize the haunts by channeling positive energy or using her wand of cure moderate wounds. I understand the mechanics if she chooses channel, which has a radius effect, but I think she is more likely to use the CMW wand since she and the party wizard crafted it pretty recently and it still has about 40 charges left (compared to 5 channels/day).

Since cure spells are cast at range: touch, what does she touch to deal damage to a haunt? The affected PC? Some of the haunts are directly associated with an object - the manticore and Iesha's scarf are the examples I can think of - but what about the Frightened Child, Phantom Phage, and Misogynistic Rage?

The Gamemastery Guide rules for haunts doesn't provide any guidance on this point - it just refers to "positive energy applied to the haunt." (Full paragraph quoted in the spoiler below.)

I'd appreciate any advice / experience on this point.

Haunts:
On the surprise round in which a haunt manifests, positive energy applied to the haunt (via channeled energy, cure spells, and the like) can damage the haunt's hit points (a haunt never gains a Will save to lessen the damage done by such effects, and attacks that require a successful attack roll to work must strike AC 10 in order to affect the haunt and not merely the physical structure it inhabits). Unless the haunt has an unusual weakness, no other form of attack can reduce its hit points. If the haunt is reduced to 0 hit points by positive energy, it is neutralized—if this occurs before the haunt takes its action at initiative rank 10, its effect does not occur.

PRD-GMG: Haunts

Silver Crusade

I've wondered that at times myself, both for this adventure (the one and only time I've actually liked Pathfinder haunts), and in my many Pathfinder Society games where haunts have come up. I'd recommend asking the same question in the rules subforum instead of here, just leaving out the specifics of the adventure.


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My view (who knows whether its RAW or not): is that unless the Haunt is explicitly tied to an object (as in your examples) it cannot be affected by a cure spell (with its touch delivery method).

Just because haunts are damaged by positive energy and cure spells are positive energy doesn't mean all haunts can be damaged (targeted) by cure spells.

Also keep in mind, the haunt triggers in a surprise round - the cleric will have to be within touch range of the haunt (physical or otherwise) to hit it since he can't both move and cast in the surprise round.

In almost all ways channel will be more effective.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Thanks, Fromper, I'll do that.

Latrecis, your first point makes sense to me, too, but it does make the haunt's single vulnerability extremely specific.

Latrecis also wrote wrote:
Also keep in mind, the haunt triggers in a surprise round - the cleric will have to be within touch range of the haunt (physical or otherwise) to hit it since he can't both move and cast in the surprise round.

Do you interpret this section to mean that the haunt is only vulnerable to positive energy attack during the surprise round? Several of the haunts in Foxglove Manor continue for several rounds, and I thought that they would be vulnerable to channel or to CLW during the entire period.


Tusk the Half-Orc wrote:

Thanks, Fromper, I'll do that.

Latrecis, your first point makes sense to me, too, but it does make the haunt's single vulnerability extremely specific.

Latrecis also wrote wrote:
Also keep in mind, the haunt triggers in a surprise round - the cleric will have to be within touch range of the haunt (physical or otherwise) to hit it since he can't both move and cast in the surprise round.
Do you interpret this section to mean that the haunt is only vulnerable to positive energy attack during the surprise round? Several of the haunts in Foxglove Manor continue for several rounds, and I thought that they would be vulnerable to channel or to CLW during the entire period.

My focus was on preventing the haunt from being triggered not necessarily destroying the haunt. Unless the haunt loses all its hp prior to Init 10 in the surprise round, it still "goes off." Another reminder - many of the haunts can only be disrupted, returning in 24 hours unless their source is eliminated so the positive energy doesn't actually destroy the haunt.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Latrecis said: wrote:
My focus was on preventing the haunt from being triggered not necessarily destroying the haunt. Unless the haunt loses all its hp prior to Init 10 in the surprise round, it still "goes off." Another reminder - many of the haunts can only be disrupted, returning in 24 hours unless their source is eliminated so the positive energy doesn't actually destroy the haunt.

I think that's true for all of them. I had been thinking in terms of neutralizing them rather than destroying them, and thought that the PCs wouldn't be able to manage it in the surprise round most of the time because I had the idea that no one but the targeted PC has a chance to notice a haunt before the effects started.

I couldn't remember *why* I thought that nobody else got a perception check in the surprise round, and it turned out to be based on something you said in an earlier post on this thread a year and a half ago (Evernote FTW). Am I misunderstanding this post?

Latrecis said: wrote:

Here's how I read it - those characters that are not targeted by a haunt can see the physical manifestations of the haunt and aid the target(s) if practical. I interpret the reference to the "haunt's effects" in the line you quoted to apply explicitly the Effect section of the Haunt detail which often but not always only describes the game rule or physical manifestation. Example: Iesha's Vengeance (B9, p.95) PC's who are not targeted can see the scarf wrap around the target and may be able to help by pulling it off. They do not experience or see Aldern's ghostly image strangling the target. Another example: Dance of Ruin (B7, p.95) PC's who are not targeted cannot see Iesha as the dancing partner, but they see the target dancing with an imaginary partner and can attempt to grapple the target to stop the dance (with consequences as described.)

For the Burning Haunt - the target automatically smells burning hair the first time he/she passes through the room. On the second time, only the target gets the perception check. Only the target takes damage or has a risk of catching on fire. Other characters can aid in putting such fires out if they do start.

All of which makes sense to me (which is why I clipped the post a couple of months ago, when I first started prepping for this chapter). I think I've got a decent handle on how to run this now, thanks to your advice and a response on the Rules Questions subforum.

I'd be less concerned about nailing it down precisely, except that the cleric is played by the only other adult in the party (my wife); my 11yo son is the wizard, my 14yo daughter is the rogue, and their 13yo friend is the monk (I'm running a fighter as a DMPC, since they didn't have one in the party and they are all new to RPGs). I need to run the Manor as tightly as possible to keep it from devolving into a panicked rout (unnecessarily - if they retreat to avoid a TPK, that's fine, but if I freak them out so badly that the players are afraid to finish the chapter, that's not good). Last night, when they were resupplying ahead of going to the Misgivings, I finally just told the cleric, "You get the strong feeling that Sarenrae really wants you to scribe two scrolls of lesser restoration, right now."


I need some advice for handling a sticky situation with the B-7 and its leader. I hope this is the right place to post this vs. making a new thread.

Spoiler:

The party has discovered that Ironbriar is charmed and they have dispelled the charm before heading to Foxglove's townhouse. I've found some good ways to handle things in various other posts, but there's a slight twist: Due to prior dealings with him, the party has thought that Ironbriar is one of the few officials in Magnimar whom they can trust--other officials being noticebly corrupt--and they've confided in him on pretty much everything. The precious part of this is that they still think he's generally on their side but that someone has been manipulating him.

Now, I'm not sure which piece of advice in the linked posts I should follow. The other detail is that there was at least a half-hour between them consulting with Ironbriar and him "trying to arrange an appointment for them with the lord mayor"--in reality he quickly went to inform Xanesha--and the party telling him he was charmed. He scoffed at the idea, refusing to believe it, before one of the PCs lost his patience and forcibly dispelled the charm. Ironbriar then reacted with barely concealed surprise (except to the PC in question). Flummoxed, he admitted that he tought he knew who had done it to him and that it was a personal matter. (The party accepted this explanation.)

The party has just finished killing the faceless stalkers and searching Foxglove's townhouse, which they made a bee-line to after uncharming Ironbriar, so the timing of events have been swift and furious. I expect the party to make another bee-line to the sawmill before the end of the day.

Now, what to do about Ironbriar and what may befall the party by this turn of events? I agree with others that he might very well flee and leave his fellow cultists high and dry. Another possibility is for him to double-down and try to ambush the party at the sawmill, throwing everything the cult has--perhaps even the scarecrow--at them. And then there's the fallout between Xanesha and Ironbriar, along with possible fallout amongst members of the cult. Xanesha is now aware of the party's history and actions and should likewise either be trying to kill the party with extreme prejudice or cutting bait and fleeing Magnimar ASAP if she discovers that Ironbriar's no longer charmed. (The latter would probably fatally stall the adventure.) He could even try to position himself against Xanesha while hiding any and all evidence of this cult activities and try to come out of this smelling like roses.

Any advice on which of the myriad scenarios would make the best sense?

Silver Crusade

It's been a while since my group did that section of the adventure path, so I may be remembering wrong, but isn't Ironbriar supposed to be angry at Xanesha and turn on her if the charm is broken?

If so, then he'd probably like to save his cult, if possible. But if the PCs seem capable of taking them, then he'd probably just go ahead and give them Xanesha's location and pretend he never did anything wrong, except when Xanesha forced him to. That way, he gets off scot-free and just starts over with his cult after the PCs leave town.


Tusk the Half-Orc wrote:
...I'd be less concerned about nailing it down precisely, except that the cleric is played by the only other adult in the party (my wife); my 11yo son is the wizard, my 14yo daughter is the rogue, and their 13yo friend is the monk (I'm running a fighter as a DMPC, since they didn't have one in the party and they are all new to RPGs). I need to run the Manor as tightly as possible to keep it from devolving into a panicked rout (unnecessarily - if they retreat to avoid a TPK, that's fine, but if I freak them out so badly that the players are afraid to finish the chapter, that's not good). Last night, when they were resupplying ahead of going to the Misgivings, I finally just told the cleric, "You get the strong feeling that Sarenrae really wants you to scribe two scrolls of lesser restoration, right now."

There's no law that says you need to run the haunts as scripted. You could simply lower the save DC's - this lets the pc's get some of the background information without quite the same emotional intensity. The purpose of the haunt mechanic is to give haunted houses some teeth in game mechanics to encourage the players to respond as if they were actually scared like the pc's might be. You could give the pc's visions of the past tragedies without adding grave personal risk in the present.

Note of warning: you'll need to start thinking about Hook Mountain soon. It's definitely R-rated (or worse.) Assuming you intend to run the entire AP.


Fromper wrote:
isn't Ironbriar supposed to be angry at Xanesha and turn on her if the charm is broken?

Ah, yes. I'd forgotten about that.

Quote:
If so, then he'd probably like to save his cult, if possible. But if the PCs seem capable of taking them, then he'd probably just go ahead and give them Xanesha's location and pretend he never did anything wrong, except when Xanesha forced him to. That way, he gets off scot-free and just starts over with his cult after the PCs leave town.

Good point. Yes, the party is very capable of taking Ironbriar and cultists.

Spoiler:
That doesn't necessarily rule out a trap if Ironbriar can get all of the cultists and the Scarecrow--assuming he's able to wrest control of it away from Xanesha--to ambush the party and zerg rush them. That would take time to set up, though. Probably too much time given my party's propensity to follow every lead relentlessly and quickly.

The party has found the deed to Foxglove Manor and Aldern's ledger book mentioning payments dropped off at Seven's Sawmill, so that's a problem. They'll be heading there next most assuredly unless I can come up with a credible distraction that doesn't derail the campaign.

Spoiler:
The cultists will still need to be prepared to deal with the party, whether it be in laying a trap, desperately finding a diplomatic means to keep the party from snooping around too much w/o resorting to violence, or having them clear out as much incriminating evidence as possible before the party arrives. (My party is also very persistent and won't take "No" as an answer to a request that they be allowed to search a place. One PC in particular is very creative in that regard. If town guards or soldiers get involved in any of this, it needs to be in a way that doesn't connect back to Ironbriar.)

The cultists' third option might be a good way to implement your suggestion:

Spoiler:
Ironbriar and the cultists remove as much evidence as possible, but leave behind some things that point toward Xanesha. If the PCs confront him about his role, he can claim she charmed him into providing legal cover for her. There's a decent chance at least one PC will see through that though, if by virtual of his good Sense Motive modifier and bad luck with my d20 rolls.

Thanks for the input, Fromper! You've helped me to explore a couple of avenues that I may not have thought about on my own. :-)

Silver Crusade

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If things look bad, Ironbriar might be willing to sacrifice his fellow cultists, too. Remember, as an elf, he's been with this cult since the beginning 100 years ago, so he's already outlived at least one or two generations of human partners like Vorel Foxglove. He would probably have no problem with just giving up on the the other cultists now and starting fresh with a new batch in a year or two. His only concern would be making sure the PCs don't find anything at the sawmill that would incriminate him.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Latrecis wrote:


There's no law that says you need to run the haunts as scripted. You could simply lower the save DC's - this lets the pc's get some of the background information without quite the same emotional intensity. The purpose of the haunt mechanic is to give haunted houses some teeth in game mechanics to encourage the players to respond as if they were actually scared like the pc's might be. You could give the pc's visions of the past tragedies without adding grave personal risk in the present.

Note of warning: you'll need to start thinking about Hook Mountain soon. It's definitely R-rated (or worse.) Assuming you intend to run the entire AP.

Thanks - that's a good idea about lowering the DCs on the haunts, I'll do that.

As for HMM, yeah, I'll definitely have to make some adjustments, but I don't think it will require wholesale rewriting of the chapter or major plot points. The Runeforge section of Sins of the Saviors, on the other hand...

The goal is to finish the campaign before my daughter (the oldest of the group) leaves for college in 2018. Of course, no matter how old they get, I probably won't ever be comfortable describing magical sex toys to my kids, so that section is going to have to change.


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Ironbriar is not a serial killer as a hobby; it's an act of faith in his God. He's spent 100 years building this Cult - he's not letting some lamia and a group of hicks from Sandpoint take it out. Rebuilding is a very distasteful option - do you know how hard it is to recruit serial killers? It's not like you can hold a Father Skinsaw Open House.

No, both the lamia and the pc's need to die. The pc's know too much even if all they know is he was charmed - Ironbriar lives on the razor's edge, just a hint of doubt can be fatal. There's too much divination magic available. He survives by being above reproach. Once someone starts asking questions, it all comes unraveled.

The answer is fairly straightforward - put his enemies into direct conflict and pick off the survivors. Ironbriar and a squad of guards (or disguised cultists) meet the players in route to the Sawmill. He's glad he found the pc's - he needs their help. He originally thought the source of the charm was a scheming social climbing woman who was after him for political advantage. But he now suspects she's part of a cult of Skinsaw worshipers that have been performing ritual killings throughout the city - she was after him because he was leading the investigation! She and some of her cultists are hold up in the Shadow Clock and he's headed there now. He'll secretly confess to the pc's that he has doubts about the city guard - he's concerned they've been co-opted. His investigations suggest the cult may have faceless stalkers as allies - that's why he needs the pc's - he trusts them. (The faceless stalker bit should tie to what the players found at the townhouse.)

If the pc's agree, he leads them to the clock. The guards and pc's engage the Scarecrow. Ironbriar hangs back (I'm a lawyer not a fighter) Perhaps the stalkers drop the bell like a bomb on the combat instead of as a trap. You could have Xanesha join in a massive battle royal. Lamias, cultists, golems, stalkers, guards, oh my. Ironbriar and his guards remain steadfast with the pc's until its most convenient to stab them in the back.

If the pc's insist on proceeding to the Sawmill, he agrees and insists upon coming along so the pc's actions have legal authority. He and his cultists simply ambush them there. Proceed with AP as written.

Silver Crusade

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I like where Latrecis is going with this. Bluff the PCs into going to the clock tower first. But instead of having his "guards" join them, he should pretend to be alone.

Let them deal with the clock tower like normal. Wait for them and Xanesha to beat the hell out of each other while he holds back. When it's nearly over, he signals the other cultists (from the sawmill) to join him in attacking the winner(s) before they can heal.


Fromper wrote:

I like where Latrecis is going with this. Bluff the PCs into going to the clock tower first. But instead of having his "guards" join them, he should pretend to be alone.

Let them deal with the clock tower like normal. Wait for them and Xanesha to beat the hell out of each other while he holds back. When it's nearly over, he signals the other cultists (from the sawmill) to join him in attacking the winner(s) before they can heal.

Yes, I really like it, too. (Thanks, Latrecis! You're brilliant!)

More thoughts...:

One of our players is out for the upcoming session, so we're down to 3 PCs and they're currently at 6th level instead of 7th. At least one of the PCs is highly optimized, though, and can fight as if being at a level or two higher. After adding up the numbers for the CR of the proposed plan, I'm a bit concerned this might turn into a TPK, even if Ironbriar comes alone w/o any of his cultists. I may leave some of the cultists behind at the sawmill--assuming the PCs take the bait and go to the clock tower first. (I could also have them level up at the beginning of the session, although they were at the tail-end of rummaging through Foxglove's townhouse and will be following the leads discovered there post haste. Is there anything in RAW or RAI regarding leveling up during the day vs. taking an extended rest?)

As for the missing PC, I may use her as an excuse for the party to skip the sawmill for now by having her check the sawmill out and leave that as a mini-battle between her and a small handful of cultists--the ones that aren't at the clock--to be had at the following session.

Regarding whether Ironbriar has guards with him, perhaps he can bring a few of them with him and voice his concerns over them to the PCs as Latrecis suggests? The catch is that the guards are legit and not cultists. That provides a few more targets for Xanesha and company and lowers the relative CR a bit. Bonus points for regular guards being disposable enough if any of them survive beyond Xanesha's defeat.


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Phew, what a night.
All players expressed to continue with the campaign so I'll let them create new PCs at lvl 7 and let them join the remaining two PCs.

The current situation:
One of the cultists escaped into the night, shouting for help and the city watch/militia. The leader of B-7 left the mill and set it on fire.

What I would like to discuss with you good folk here is how to handle the situation where we stopped yesterday night.

My thoughts:
The militia will find the PCs and arrest them.
The mill will be saved from the fire (most of it anyways) and the ledger/journal will be found.
I will use this opportunity to introduce the lord-mayor of Magnimar.
He will have the journal translated and will task the remaining PCs with finding the murderer(s) and end this "annoyance".

What else?
- I'd like to use one of the Sandpoint ruling families to intervene on the PCs behalf (tying the old and new heros to Sandpoint).
- Where does the Ironbriar go? To the sewers? To X? Back to Vyre?
- More intrigue using the nobility of Magnimar?
- Playing on the tension between Ordellia and the rest of Magnimar?
- ...

Your thoughts are welcome!

Ruyan.


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RuyanVe wrote:

Phew, what a night.

What else?
- I'd like to use one of the Sandpoint ruling families to intervene on the PCs behalf (tying the old and new heros to Sandpoint).
- Where does the Ironbriar go? To the sewers? To X? Back to Vyre?
- More intrigue using the nobility of Magnimar?
- Playing on the tension between Ordellia and the rest of Magnimar?
- ...

Your thoughts are welcome!

Ruyan.

I can speak some to the nobles of Magnimar. The Mayor is going to listen to either whoever pays him the most or whatever benifits himself the most.

Within Magnimar you have the Valdemars, Scarnettis and Kaijitsus. Kaijitsus are pretty much done after the earlier events in the AP. You have been presented with two big opportunities and it is up to you which works best for your party.

1. The Scarnetti's want to gain power in Sandpoint and would love to use the Heroes of Sandpoint to that end. Titus's son controls the Scarnetti house in Magnimar (I think it's his son... you could make it a nephew or uncle or brother if you wanted.) If the Scarnetti's can get the PCs to owe them a favor they could collect on that later as part of a bid for the Mayorship of Sandpoint. That would give them control of the lumber (and thus the Valdemars) and the town guard. The scarnizi get a little bit more leway and the laws slowly shift to support Scarnetti influence. Their lumber monopoly is secured and the growing port of Sandpoint will secure them for generations.

2. The Valdemar's need a leg up on the Scarnettis. They control the shipyards in Sandpoint, but they Scarnettis have a chokehold on lumber prices. By gaining the support and a couple favors from the Heroes they could point the hero's towards a sidequest or two that will uncover Titus's connections to the Scarnizi and with the support of the Sheriff and the Heroes of Sandpoint they could run the Scarnettis out of town.

3. You could pair up number 2 with a rising noble family who is a friend or supporter of the Valdemars. They need to gain power and they could fill the vaccum left by the Scarnetti downfall.

If you went with option 2 it would be important to note that the Scarnettis are not ruined.. just their chokehold on Sandpoint. They would still be a minor house in Magnimar and still have friends that could make things difficult to the party. I would suggest that the party has trouble with underground contacts or finding contraband items. If option 1, I would make those more accessible.


Thanks for your input, Hellfire!

What I've got so far:

I've also toyed with the idea of the subplot involving the Valdemar's presented in the Magnimar sourcebook.
The Deverins are also present in Magnimar ("the Simple Lord") and I've chosen to involve Kendra as well (the love interest of our fighter).
I'll make one of the watch captains an agent of the Scarnettis to play on the run for supremacy between houses Scarnetti and Valdemar (and Deverin).

Keep it coming and thanks in advance.

Ruyan.


Did you mean to have a spoiler link for what you have so far?

With the fighter's love interest being Kendra, I think it would make the most sense for you to expand on the Valdemars. If you use the Valdemars/heroes to take down the Scarnettis then all of the noble families get some spotlight.

If you wanted to you could put the Scarnizi, Scarnettis and Kaijitsus in league with each other. Scarnettis have knowledge that the Scarnizi are smuggling things through the Kaijitsu tunnels. Scarnizi pays off the Kaijitsus and the Scarenettis take a cut for hush money.

It gives Titus more dirt on noble families. Play him up as a confident, cocky noble who has practically never made a bad move. He thinks he can get away with anything and although HE is not careless, some of his people are.

The Sheriff wants the Scarnizi out of Sandpoint. Valdemars have some dirt on the smuggling operation. Turns out some high addictive things where being moved through the tunnels and then sold to sailors. The town doesn't find out about it because the sailors leave town and keep it on the DL. Unfortunately, its made its way into the Valdemar dockworkers. A couple weeks ago there was an accident and it was discovered that the drug was the culprit.

So the Scarnettis have knowledge about the drugs, but do not actually buy or sell it. They do have Vishki on a payroll and there are documents about several people who have been "silenced" over the years. More than a couple caravans have been robbed and some nice pieces added to Titus' collection. etc etc. Enough to get Titus run out of the noble council in Sandpoint.

Maybe the party face is asked to fill his role?


Thanks again, HellFire.

Spoilers aren't necessary--my players usually don't come here. And if they want to it's their fun that's ruined if they read some of the twists and turns in advance.

Your input sounds interesting and will get my people even more involved!

I'll have to see what the three players whose PCs died come up with. So far they didn't have a party face/leader.

Ruyan.


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I made the mayor a big deal. A lisping, fat, greedy man with a keen mind. I introduced the players to The Hells in Magnimar after the sawmill, and then the mayor gave them an ultimatum to do as he wished them to, as per the AP.

I introduced a little "cut scene" of 2 hell knights interrupting the meeting to demand the PCs AND Ironbriar put to death, after which the corpulent mayor rose up and told them where to go. The players got a very dramatic introduction to just how lazy, uninterested but powerful the mayor is in that bit.

Further on in the AP they are terrified and yet excited every time they have to meet the lisping, corrupt mayor. It is, after all, an election year. They have a very clear idea that while they think themselves powerful, the bureaucracy of Magnimar is currently far more scary.


I played the mayor as corrupt and sleazy as possible, and my players ate it up. They LOVED to hate him. So yes, anything you can do to portray him as a money-grubbing, gluttonous S.O.B. whose concern never extends beyond who's lining his pockets and how he can increase his standing with voters is a plus.


That's actually what I did! That's how I imagined him.

Unfortunately, I had to introduce him off scene by email and I described him exactly as the two of you did.

I will add the Hellknights when the rest of the group is ready to re-assemble; should leave an impression on the PCs.
And I will have one of the noble families of Sandpoint approach one of the new PCs with a little extra mission...

Ruyan.


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I have to be very careful about how I portray the mayor. If I make him too offensive and corrupt, the party will focus on him and we'll be off the tracks for a long, long time.
Plus, I'll ultimately end up in a choice between a TPK and needing a new mayor of Magnimar.

So, I plan on portraying him as a man with a greed for power rather than coin. His grasping for coin is simply a necessary step in supporting his power base and keeping the noble houses in check. I'm sure it's all much the same to Karzoug.

That way I can show how the mayor's lust for power keeps the balance with Korvosa and the many threats throughout Varisia. If I play that right, he can be offensive yet necessary. The Paladin will hate it but if taking out the mayor will result in the death of innocents, I think he'll have to tolerate it.
I can even have the head of the Paladin's church step in to support the mayor:-)

Silver Crusade

I have a lawful neutral cavalier in my party who is loyal to the mayor of Magnimar above all else, so I couldn't play him as too corrupt. I've been making him seem a little greedy, a little corrupt, but mostly just incompetent. Kinda like Boss Hogg in the Dukes of Hazzard. The TV show, not the recent movie remake.


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I have had a lot of fun making use of his secretary/assistant Valanni Krinst, who is the medieval equivalent of a bored P.A. He is constantly referring to his schedule in the manner of a teenager on their Iphone and when he summons the P.C.s to the mayor, or they seek him out to ask for an appointment, he is generally sarcastic. He is always the first point of contact, to show the players how important the mayor is/unimportant they are in a big city.

When my players completed the Clocktower they immediately began selling loot and returned to their inn (I think in the excitement of the battle with Xanesha they had forgotten they were actually on a mission from the mayor; to absolve them from an earlier debacle taking out Ironbriar, ending up with them in The Hells) so I had Valanni enter the inn, look around in mild disgust, and suggest they might want to give the Mayor an update as soon as possible.

The party felt like they had achieved something that would switch the power balance. They were, after all, heroes in Sandpoint, why not here? One of the party hand-waved him away, saying they would go the next day whereupon Valanni replied "Of course, of course..you must have been through quite an ordeal and be absolutely exhausted. Why not have a bath and carouse the night away in a local brothel? Or perhaps a little holiday? Maybe take the rest of the year off, start a family? After all, it is only the %$#*ing LORD MAYOR OF MAGNIMAR."

[As I hissed this through clenched teeth, rising in volume, they sat open mouthed a little stunned. Very satisfying]

Then he clicked his fingers and 6 guards came into the tavern to form a line leading to the door. "SHALL WE?".

They left immediately.


I'm going to be running my group through the Misgivings within the next one or two sessions and I had a couple questions concerning Iesha.

Is the assumption for the encounter with Iesha that the group sees her, perhaps recognizes her from the portrait, identifies her as a revenant with a knowledge religion roll, and decides to move the mirror to release her? My group isn't particularly likely to just destroy the mirror without cause, so I'm assuming unless a group identifies what type of undead she is the encounter typically ends in the attic.

The second question is about presentation of the encounter. To my mind once a group of adventurers encounters an undead creature for the first time they probably have an almost reflexive urge to attack it. My thought was to have the group roll initiative (Iesha would as well, withholding her action until she is attacked) and as each turn comes up secretly roll sense motive for each PC to give them a chance to realize she is not immediately hostile. Is this unfair though? Only one PC has Sense Motive as a skill, so the odds of the first PC acting not attacking are low. If I tell the players to roll sense motive it would be giving it away, so I'm wondering if I should go forward but have the DC of the roll be really low, or maybe if I should just not bother and just give the group enough rope to hang themselves and see what they do.

Any thoughts would be appreciated.


The Iesha revenant does not have to play a part in Alderns destruction. The PCs can just leave her sitting there, try to destroy her, or set her free to attack Aldern. In the end, it is not really relevant for the adventure, but it can help the PCs somewhat.

The knowledge DC would be 16, which is not a guaranteed success, but not too hard, either (at 6th level, a competent cleric probably has Knowledge:Religion at + 10 or so), so knowing that this is a revenant is probably not too hard, and I´d give them the information that it is a vengeful undead seeking revenge on its murderer also.

The way Iesha is encountered, cowering in self-loathing in a dark attic corner, might not be provoking attacks from the PCs, as this differs strongly from "usual" undead behaviour. But then, if your group contains undead-hunter types, or a paladin, straight-out attack might be possible. That is something only you can gauge. If your PCs are of the "attack anything in sight" mindset, the revenant (and indeed, the whole Misgivings) might be a place to show them that this is not always the best option. A 6th-level group should be able to destroy her, but then, "As long as the murderer exists, the revenant exists.", so she will come back, probably the next day. And then, the PCs have one more enemy in Misgivings. I would have them conveniently smash the mirror in the fight as well, and have her let loose with the Baleful Shriek the moment she is attacked. A revenant still is an evil, hateful undead which is not too bright, so holding back anything in case of an attack does not fit to this kind of monster.

I don´t really know if Sense Motive works on undead anyways. I guess it would be more difficult.

Basically, the PCs most probably notice the highly unusual behaviour of this undead creature, and have the opportunity to think about this. If they don´t make anything of it, they deserve what they get.

Silver Crusade

I think I played the revenant by describing her as a woman crying in a corner of the dark room, her features hidden in the shadows. They didn't know she was undead until they stopped to look closer. I wouldn't go into initiative until someone declares that they're doing something aggressive.


Thanks Stebehil and Fromper for the advice, I suppose rolling for initiative is too leading.

Silver Crusade

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Well, I should also point out that I didn't really roll for initiative at all in the Misgivings. I had my players roll 40 or 50 d20s in advance and write down all the results on a single sheet of paper, along with their perception and init modifiers. Whenever I needed a perception or initiative for a haunt, I just used the next roll on the list, rather than slow down the play to have them roll again. This both saves time, and keeps up the mystery, because they don't know when a roll was called for.

I think we may have rolled init normally for the actual combats in the Misgivings, but only when they declared they wanted to go into battle by doing something aggressive.

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