Faces of the Senate (**Possible Spoilers**)


War for the Crown


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In my own game, I've decided to expand the Senate NPC characters role in Part One of Crownfall.

I think posting some ideas here may help other GMs that may be considering the same. I've only started on my list, but wouldn't mind seeing others expanding the Taldan Senate with their ideas as well.

Here goes:

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GRAND DUKE AVERNATHUS
LE male human aristocrat/magus (UM) 13
Background A senator from a seat tied to Porthmos Gap, while disinterested in typical politics Avernathus is looking to pass along his knowledge to future generations.

DESCRIPTION
Appearance A balding man well in his sixties with a weathered face and wispy white hair falls roughly around his face in a hollow crown of hair.

Personality A noble that seemingly have strong-armed his way into power, Grand Duke Avernathus is gruff and distant around typical politicians but seemingly keen on spellcasters who wish to learn more. He loves being the center of attention when dealing with magical forces, using the rumors of his ascendance in political standing to pass along his sage advice to upcoming magical and martial mentees.

DISCOVERY
Weakness (Knowledge [arcana] or Profession [solider] DC 18): Avernathus is proud of his prowess in magical and martial fields, but the magus is fearful that his information will be overshadowed in the senate by his lack of actual power, which his disinterest in kept him from perceived corruption but has kept the best acolytes away from his mentorship. Avernathus fears his distance from the pulse of the senate will keep families from sending him their best pupils.

INFLUENCE
Influence Check (Knowledge [arcana] or Sense Motive DC 16) Bluff, Diplomacy, Profession (soldier) DC 16
Successes Needed 2 successes
Benefit Influencing Avernathus gets access to his array of spellcasting community contacts. He can easily arrange meetings with the PCs to get a 10% discount on magical services or a one-time magical item purchase at 20% off.

Story Award If the PCs successfully influence Grand Duke Avernathus, award them 600 XP.


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TRIBUNE ARIC OF NORTHERN TANDAK
NG/CG male human vigilante 7
Background An attending tribune judge from the Northern Tandak, Aric is found at the edges of the crowd holding his own with his wit and charm though he seems like he’s looking for something else while working the room.

DESCRIPTION
Appearance An ever-smiling man with short, wavy hair shot with gray, a tightness around his eyes as he continually scans the crowd. His clothes speak of the latest fashions, but seem to be slightly sized for larger man keeping an air of quick movement around him.

Personality Aric is a confident man with a polished grace, never letting a social barb sting to close to home while making his point eloquently. He comes across as shallow and filled with bluster, though pushing to learn more with him finds that he has surprising depth of knowledge with Taldan politics and is very opinionated.

DISCOVERY
Weakness (Knowledge [nobility] or Sense Motive DC 18): Tribune Aric has been sent to the Taldan Senate, representing Northern Tandak in Baron Stelan of Adrast’s stead. What Aric tries to keep to himself is that he is not a Taldan noble but here representing a more subtle cause. He’s come for the rumors surrounding the Grand Day of Exaltation and wants to be certain that things turn in his group’s favor.

INFLUENCE
Influence Check (Knowledge [local] or Sense Motive DC 18) Intimidate, Knowledge (nobility), or Perform (oratory) DC 16
Successes Needed 2 successes
Benefit Influencing Aric may have greater reach in later adventures in the Adventure Path or he may bring aid in the form of a small stockpile (1d6) of potions of cure moderate wounds at an opportune time between adventure chapters.

Story Award If the PCs successfully influence Tribune Aric, award them 600 XP.

Spoiler:
This is something fun I want to try with my players, taking a familiar iconic and adjusting them slightly to fit within the current Adventure Path. Some possible connections: Aric does come from Galt, but has been made Tribune by Baron Stelan’s dealings with Lady Morilla and the Sovereign Court. This allows Lady Morilla to leverage her clout to get a powerful figure into the growing conspiracy around the Grand Day of Exaltation. Raising Aric to Tribune could also be the Lion Blades strengthening their position or working leverage to address the same rumors.


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BARONET DURANIS CICATO
LN male human aristocrat 4/fighter 5
Background A strong proponent strengthening Taldor’s military, Baronet Cicato took the senate seat once held by his mother. Forward looking, Duranis is seeking to better his nation by removing roadblocks to improvements—including the dated ideals of Old Taldan primogeniture.

DESCRIPTION
Appearance With short-cropped red hair, he stands rigidly with a facial scar that turns his dour expression into a slight smirk.

Personality A hard man with grand ideas, Baronet Cicato presents a mostly dispassionate grace when dealing with topics other than those close to his heart. When the topic turns to military enhancements, a fire can be seen behind his eyes. Calculating but hopeful, Duranis can be seen as a man that would do anything to improve Taldor’s military presence in the Inner Sea and modernize it to meet the evolving world.

DISCOVERY
Weakness (Knowledge [local] or Sense Motive DC 16): Baronet Cicato can be caught up in his grand plans for revitalizing the military and keeping an eye of softening positions that other nobles make containing compromises, he may lose sight that his position can be eroded by too much sentimentality. He can be seen too weak by other nobles for his allowances for military improvements also come at the cost of keeping traditions going.

INFLUENCE
Influence Check (Knowledge [nobility] or Sense Motive DC 18) Diplomacy, Knowledge (local) or Profession (soldier) DC 15
Successes Needed 3 successes
Benefit Influencing Duranis grants better access to trade routes later in the Adventure Path, opening key avenues for the PCs to move their forces with greater ease and lessen resistance in mildly contested areas.

Story Award If the PCs successfully influence Baronet Cicato, award them 800 XP.


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KNIGHT MARCIAN GERMANDE
LN male human fighter 6
Background The second son of House Germande, Marcian comes to the senate to witness the Grand Day of Exaltation for his father. A family with large ties to the horse-trade in the prefecture of Ligos, Knight Germande is a prime example of an arrogant dandy that has come to believe more of himself than is supported by the political clout he has.

DESCRIPTION
Appearance Knight Germande has short brown hair and wandering eyes. A charming man, Marcian shows that holds himself well in more, well-versed company, but his speech is peppered a man more comfortable with ribald acquaintances.

Personality

DISCOVERY
Weakness (Knowledge [local] or Sense Motive DC 15): Knight Germande has a failing that he carries with him, that he feels he drove his younger brother away from the family by encouraging the younger man’s behavior. If someone broaches equal familial losses, he turns more favorably to that person finding a kinship that others may not have.

INFLUENCE
Influence Check (Knowledge [nobility] or Sense Motive DC 18) Diplomacy, Handle Animal or Profession (soldier) DC 15
Successes Needed 2 successes
Benefit PCs successfully influencing Marcian can get into the Germande’s family trade and get horses or ponies at reduced cost. They may even have access to free battle-trained mounts, should the PCs find a way to get Marcian reconnected to his wayward brother.

Story Award If the PCs successfully influence Knight Germande, award them 600 XP.

Silver Crusade

Thanks for doing this, Gug Swarm! I will try to contribute too, but I'm going to play one or two of the PFS tie-in scenarios on Saturday, and I want to see some of the Senate members in action before I build their influence stat blocks.


Happy to help! Let us know what you think of the tie-ins or how they turned out.

I, myself, am looking forward to running the PFS tie-ins to help my players get in the mindset for War for the Crown. They are excellent adventures, Sam Polak, Nathan King, and Thurston Hillman did an excellent with these adventures.

For the War for the Crown pawns though:

Spoiler:
I want a mounted Earl Calhadion Vernisant pawn. Let's make that happen!


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LADY ZARIYAH CLEMENT
NG female human aristocrat 9
Background Lady Zariyah Clement’s family has roots that tie it to the Sixth Army of Exploration’s expedition in the Mwangi Expanse. She is focused on keeping her family in power even while helping effect change in Taldor’s political arena.

DESCRIPTION
Appearance Lady Zariyah Clement dresses in glowing golden dresses with delicately styled hair that is on the edge of the latest Taldan fashion. Of noble bearing, she keeps poised even when confronted by the least magnanimous amongst Taldor’s senate.

Personality Lady Zariyah Clement speaks in an precise, impeccable manner. Keeping her words rich with meticulous details, she does her best to keep her topics evenly toned even when discussing controversial topics. She keeps her personal opinions reserved for those she feels respect her and chooses her dearest confidants with great care.

DISCOVERY
Weakness (Knowledge [local] or Sense Motive DC 18): Lady Clement is deeply concerned about her family’s position in Taldor. Despite coming into the senate on the family’s growing merits, this fear is never far from her mind. While some just see her meticulous mien, she can be focused on hearing about her family’s status. In the current political climate, she tries to use what she gleans so she can react to her efforts to assist the claim that Princess Eutropia is making for the Lion Throne while keeping her family’s position intact.

INFLUENCE
Influence Check (Knowledge [local] or Sense Motive DC 16) Bluff, Diplomacy, or Knowledge (nobility) DC 18; Special: should characters fail with Bluff in a social round to influence Lady Clement, she feels the PCs are being too disrespectful to her position and future Influence checks have +4 to the DC even if they choose another skill.
Successes Needed 2 successes
Benefit For PCs successful in influencing Lady Clement find safe houses far away Oppara and other highly populated areas, granting a secure place for characters to lay low and scheme away from prying eyes. PCs may even get granted access to her Verduran Forest estate, which lies just northeast of the forest, should they impress her well enough.

Story Award If the PCs successfully influence Lady Zariyah Clement, award them 600 XP.


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MARQUESS CHARLOTTE DESCHAMPS
CN female human rogue 8/shadowdancer 4
Background Charlotte Deschamps has raised herself from the commoners of Oppara, making her way (through adventure and other means) to the senate seat of House Cato, which she has recently vacated to assist Princess Eutropia in her endeavor for the throne.

DESCRIPTION
Appearance Always in darker shades of clothing, Marquess Charlotte Deschamps wears exquisite dresses and silvered jewelry. Flowing black hair hangs loosely around her expressive face. She can be seen with a laugh or smile just at the edge of her lips. She can also be seen with her shadowy associate ever at her side, with several blades hidden about her person.

Personality Bold and equipped with a dry wit, Charlotte Deschamps strives to keep things interesting by being hard to pin down topics other than the end of primogeniture and elevating Princess Eutropia to the throne. She feels that she can make things more interesting by bringing up the salacious activity of those she interacts with.

DISCOVERY
Weakness (Knowledge [local] or Sense Motive DC 16): Marquess Charlotte Deschamps detests trite conversations and ungracious requests; she is finding the Exaltation Gala extremely dull. Characters can see that the event is taxing Deschamps more expressive personality, allowing them better ways to influence her during the Gala.

INFLUENCE
Influence Check (Knowledge [nobility] or Sense Motive DC 15) Bluff, Diplomacy, or Perform (oratory) DC 16; Special: PCs that are active members of the Pathfinder Society and show this affiliation through Pathfinder Society hand-sign or a displayed wayfinder gain a +4 bonus on all checks to influence Marquess Deschamps.
Successes Needed 3 successes
Benefit Influencing the Marquess Deschamps nets the PCs some additional resources from the Pathfinder Society, like small caches of healing at opportune times or possibly gaining access to a special wayfinder at some point later in the Adventure Path.

Story Award If the PCs successfully influence Marquess Charlotte Deschamps, award them 600 XP.


Pathfinder Lost Omens, Rulebook Subscriber

What a great idea! Here’s a minor NPC from one of my games.

CAPTAIN DANNICO VOLUS
LN male human aristocrat 8/fighter 2
Background The second son of a prominent Opparan senator, Dannico unexpectedly inherited the title when his older brother Synno passed on the responsibility and moved to Merab. Dannico married a Kyonin noble and diplomat. Together they had beautiful Valisaria, a half elf and the epitome of Taldan grace.

DESCRIPTION
Appearance Dannico is of late middle age with a somewhat weak constitution, but still stands tall, and presents himself at all times with all the regalia of his station. The blood of old Azlant runs strong in the Volus family, most prominently in their striking purple eyes.

Personality A staunch traditionalist, Dannico strives to embody all the pride, chivalry, and bravado of the Taldor of legend.

DISCOVERY
Weakness (Know [local] or Sense Motive DC 16) While supportive of the rightful heir to the Taldan throne, Princess Eutropia, Dannico fears that with her in control, Taldor will never return to its former glory. If his sense of honor and his commitment to restoration were put into conflict, which one he would choose is unclear.

INFLUENCE
Influence Check (Knowledge [local] or Sense Motive DC 16) Bluff, Diplomacy, Know (history) DC 16. Perceived disrespect towards Taldor’s history and accomplishments, or towards his position, deeply offend Dannico. Should characters fail with Bluff in a social round to influence him, all future influence checks have a +2 to DC. However, a failed Know (history) check prompts Dannico to animatedly educate the PC, and they gain a +2 to future Know (history) checks if they incorporate what he taught them.
Successes Needed 3 successes
Benefit Dannico has many business contacts around the Inner Sea thanks to his wife and brother’s families. Successfully influencing him adds +1 to the PC’s Leadership score, and they can treat any settlement as one size larger when buying items. If impressed enough, Dannico’s daughter Valisaria would be willing to host dinner parties for the PCs, giving them opportunities to meet with virtually anyone in and around Oppara, as her invitations are coveted.


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Excellent, YlothofMerab.

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LANDGRAVE OGVAI JARLBJORN
CN male human barbarian 7
Background Having earned his title for a diligent warning on a rain-soaked evening, Ogvai quickly became known for his effectiveness and practicality. He was raised to an empty senate seat to become entrenched in political conflicts far from his Fog Peaks territory.

DESCRIPTION
Appearance This Ulfen man has stringy blonde hair streaming down in a torrent of waves and wild strands. His eyes are ever watchful and he quickly faces newcomers to his conversation. He seems to be in constant motion, even if he’s standing still.

Personality A caged lion will test his bars, and Landgrave Ogvai Jarlbjorn may break through the bars keeping him behaved in civil company. Detesting physical weakness, Ogvai comes across as tough person to converse with. Fretful his position at the senate makes him look weak; he fights to keep his frustration from his voice.

DISCOVERY
Weakness (Knowledge [arcana] or Sense Motive DC 16): Landgrave Jarlbjorn detests anything that has a feeling of “witch magic” to it, keeping his childhood superstitions withheld from those around him but it can be a “weakness” that others might exploit.

INFLUENCE
Influence Check (Knowledge [local] or Sense Motive DC 18) Intimidate or Profession (soldier) DC 15
Successes Needed 2 successes
Benefit Successfully influencing Ogvai, PCs can learn insightful information about the Ulfen Guard and its organization. Landgrave Jarlbjorn may help characters with his many connections within the organization should the need arise.

Story Award If the PCs successfully influence Landgrave Ogvai Jarlbjorn, award them 600 XP.


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LORD REMILLIARD KASTNER
LG male human paladin of Ragathiel 10
Background Descendant of the Kastner family that remained in Taldor, Remilliard has taken his family’s senate seat and uses his position to fight for progressive change within Taldor.

DESCRIPTION
AppearanceIn the gold-and-crimson plate of Ragathiel, Remilliard stands self-assuredly, his golden hair tied back from his clean-shaven face. Alert blue eyes glance towards any he thinks as trouble and they spark in fury at the idea of peace with modern Cheliax.

Personality Haughty is a way to describe Remilliard Kastner, but even his pride doesn’t keep him from accepting those of other good-align faiths. He’s stalwart in his own ideals and in the changes he feels would be best for Taldor.

DISCOVERY
Weakness (Knowledge [nobility] or Sense Motive DC 16): Remilliard can be a bit too focused on his need for vengeance against the slights his family name has endured since the separation of Cheliax from Taldor. He can be goaded into lengthy diatribes against any move towards a peaceful future with Cheliax that may allow some to circumvent his own progressive plans.

INFLUENCE
Influence Check (Knowledge [local] or Sense Motive DC 16) Diplomacy, Knowledge (religion) or Profession (soldier) DC 18; Special: PCs with outward signs of beneficent worship gain a +4 bonus on checks to influence Remilliard, while those with outwards signs of Chelish appearance or malicious worship have a -4 penalty.
Successes Needed 2 successes
Benefit Those PCs that successful influence Kastner find a staunch ally in the bid to enthrone Princess Eutropia and a excellent warrior for their side against evil forces that move against those plans. He may come into play later in the Adventure Path, but he fights only for those that impress him.

Story Award If the PCs successfully influence Lord Kastner, award them 600 XP.

Spoiler:
GMs may have had run-ins with the Chelish side of the Kastner family before, especially those that ran or adapted Pathfinder Society scenarios #4-09: The Blakros Matrimony and #5-14: Day of the Demon.


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VISCOUNTESS OCTAVIA NICODEMIUS
LN female human occultist (OA) 11
Background One of the longest serving senators, Octavia Nicodemius is more focused on her own concerns than that of the current Exaltion Gala. She may be moved to favor the Princess Eutropia, but currently she favors the stability offered in maintaining the status quo.

DESCRIPTION
Appearance A wizened woman in dark noble clothing, Octavia Nicodemius’s eyes have a hint of cataracts. Her white hair is unkempt, and her bearing is one that long ago left worrying about what others feel as appropriate to the younger nobles.

Personality Her voice is tinged with warmth, but can be biting without notice. She comes across as a bit withdrawn, but she warms up quickly to those that express interests in the occult and forgotten lore.

DISCOVERY
Weakness (Knowledge [local] or Sense Motive DC 15): Octavia Nicodemius is not one for the distractions of the Exaltation Gala or senate life, she’s focused on completing a compilation of her archiving of the Endless Repository. She can be seen testing potential replacements to her seat and stewardship of the Repository as the Gala allows her access to a lot of talented people that may impress her enough to seek more from them.

INFLUENCE
Influence Check (Knowledge [nobility] or Sense Motive DC 16) Diplomacy, Knowledge (arcana) or Profession (librarian) DC 15
Successes Needed 3 successes
Benefit Characters that influence the Viscountess gain access to the Endless Repository, Nicodemius’s repository for her knowledge and information in western Porthmos. Her library can come into play later in the Adventure Path when PCs need access more occult details. She may even offer her services as a magical item crafter, should characters greatly impress her.

Story Award If the PCs successfully influence Viscountess Octavia Nicodemius, award them 600 XP.


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MARQUESS TANASHA STARBORNE
CG female gnome aristocrat 2/sorcerer 5
Background Elected by the city of Wispil to the seat she holds, Marquess Tanasha Starborne is not a hereditary senator. For more than two decades, she has worked to make her position to better the lives of gnomes and humans alike, even going so far as to be vocal in her support of Princess Eutropia’s claim to the Lion Throne.

DESCRIPTION
Appearance A gnome with beautifully styled rainbow hair and a glowing smile, Tanasha dresses in the rich greens of the Verduran Forest and with a stylized broach denoting the city of Wispil at her shoulder.

Personality Ever peppy and smiling, Tanasha enjoys leaving the traditionalist senators in discomfort with her policies and positions as it helps keep the Bleaching at bay. Known that she’s invited to social functions as more curiosity than respected senator, Marquess Starborne makes sure to liven up the crowds and break the monotony whenever she can.

DISCOVERY
Weakness (Knowledge [local] or Sense Motive DC 16): While cheerful and exciting, Tanasha is feeling worn down by the senate’s dreariness. Welcoming any excuse for a colorful exchange or impromptu display of frivolity, she may be open to more bombastic characters that seek to get the Marquess to their side.

INFLUENCE
Influence Check (Knowledge [nobility] or Sense Motive DC 18) Bluff, Knowledge (arcana) or Spellcraft DC 16
Successes Needed 2 successes
Benefit Influencing Tanasha may grant PCs safe travels through the Verduran Forest, as well as access to potential fey boons.

Spoiler:
Such as those detailed in Pathfinder Adventure Path #119: Prisoners of the Blight.

Story Award If the PCs successfully influence the Marquess, award them 600 XP.


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EARL GAHEZ VARIMA
N male human aristocrat 4/bard 2
Background The senate representative from northeast of Zimar, Earl Gahez Varima traces his lineage back to the first Vudrani immigrants to Taldor.

DESCRIPTION
Appearance A tall man, Gahez keeps a weary smile on his face while dealing with some of his colleagues in the senate. His long black hair falls loosely straight pat his shoulders. His outfits seem to be well-traveled, as if they’ve been moved around form place to place recently.

Personality A calming presence, Eal Varima embodies the peaceful overtones he has for dealing with the looming threat of war. A smooth talker, Gahez is motivated to quelling the hostilities between Taldor and Qadira. His presence at the Exaltation Gala is to help keep his peacemaking efforts in the minds of more warmongering nobles.

DISCOVERY
Weakness (Knowledge [nobility] or Sense Motive DC 18): The peacemaking with Qadira and making reports to the Grand Prince have been taking their toll on Gahez’s resolve. Each senate decision regarding Qadira sends Varima in a flurry of diplomatic activity. Those looking to pressure Earl Varima may be spreading inflammatory rumors that cause his anxiety to rise.

INFLUENCE
Influence Check (Knowledge [geography] or Sense Motive DC 16) Diplomacy or Knowledge (religion) DC 15
Successes Needed 2 successes
Benefit Characters that successfully influence Gahez gain a trusted intermediary with the Padishah Empire of Kelesh. Earl Vermia can arrange meetings between the PCs and Keleshite contacts which may be helpful in the fourth adventure, City in the Lion’s Eye.

Story Award If the PCs successfully influence Earl Gahez Varima, award them 600 XP.


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DUKE GEORGI BACKUS TALBOT II
LN male human aristocrat 9
Background Duke Georgi Backus Talbot II is a political figure cut of two cloths: one a trade magnate, the other a senator in the Taldan empire. Appearing at the Exaltation Gala to help his trade empire improve even should he need to support a change to the Taldan status quo.

DESCRIPTION
Appearance A bald man in his fifties, Duke Georgi Backus Talbot II has pinched face and discerning eyes as if weighing the value of the people he speaks with. He dresses in dark blue Taldan fashions, with an emerald diadem on a golden circlet on his head and has a graying moustache.

Personality Duke Georgi Backus Talbot II is ready to be disappointed by everyone around him. Family, friends, and business relations all end-up lost to the inevitable betrayal to self-interest. Talbot keeps himself distant from close connections to avoid that heartbreak.

DISCOVERY
Weakness (Knowledge [nobility] or Sense Motive DC 18): Talbot’s distrust of close connections may make it harder for those seeking to get into his good graces. The betrayal of his son’s to the faith of Abadar still stings, which makes those words appealing to his family or boasts of adventuring fall on deaf ears.

INFLUENCE
Influence Check (Knowledge [local] or Sense Motive DC 16) Diplomacy or Profession (merchant) DC 18; [i]Special[./]: PCs with outward symbols of the Abadaran faith have a -4 penalty to all influence checks made on the Duke.
Successes Needed 2 successes
Benefit Influencing Duke Georgi Backus Talbot II gains the PCs discounts using the Duke’s personal trade empire, allowing for significantly discounted mundane and magical purchases.

Spoiler:
Coupling Tablot’s trade agreements with those of Count Orlundo Zespire can almost keep PCs from having issues acquiring improved equipment.

Story Award If the PCs successfully influence Duke Georgi Backus Talbot II, award them 800 XP.


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EARL CALHADION VERNISANT
NE male human cavalier ACG 13
Background The leader of Greater Ridonport, Verinant feels it’s time for him to step into the power vacuum that Grand Prince Stavian III created when dismissing several officials. He’s trying to use his time at the Exaltation Gala to make his bid to become a close advisor to the grand prince as only a direct descendant of General Arnisant could.

DESCRIPTION
Appearance Earl Calhadion Verisant keeps his hair slicked back from his face, looking as though he’s recently took off his helmet. Whether found in noble finery or finest armor, Vernisant prowls his social circles with an arrogance stemming from his battle-tested might.

Personality Earl Calhadion Vernisant is self-assured and cocky, boasting of more praise than he’s earned. He keeps a smug smile on his face while browbeating lesser nobles and underlings. His laugh is like a lion’s roar and all his actions are touched with menace.

DISCOVERY
Weakness (Knowledge [nobility] or Sense Motive DC 18): Earl Calhadion Vernisant’s bloodline is very important to his political career and goals, giving him motivation to underscore its value with propaganda or other flattering documentation. This leaves Vernisant open to attacks should some question his heritage and lineage, to which the earl may reply to challenges with a fury.

INFLUENCE
Influence Check (Knowledge [local] or Sense Motive DC 16) Handle Animal, Intimidate or Profession (soldier) DC 18
Successes Needed 3 successes
Benefit Characters that manage to influence Calhadion Vernisant, which may forsake their allegiance to Princess Eutropia (or pretend to forsake), can have accidents arranged for rivals, which some would consider such requests as an evil act. Vernisant doesn’t judge the PCs making these requests, just plans on how best to turn the request into an advantage later.

Story Award If the PCs successfully influence Earl Calhadion Vernisant, award them 600 XP.

Spoiler:
Earl Calhadion plays active roles within several Pathfinder Society scenarios. These scenarios are #9-08: Birthright Betrayed, #9-11: The Jarlsblood Witch Saga, #9-13: The Lion’s Justice. GMs may play these or adapt them for a prequel to the Adventure Path.


I made a Google Doc that consolidates all of the canon ones you've posted here Gug, with a table of contents. Just thought others might want it, it's great and I'm printing it out to add it to my binder.

The only issue is how many more social rounds to give. The book recommends adding 2 social rounds per NPC, but as there are 13 here, that might be a bit unwieldy.

Of course, having choices is good too. I might put together a small list with some basic info about each to give to my players, so they can plan who to approach when (we'll say the guest list was leaked by Martella.


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COUNT ORLUNDO ZESPIRE
LN male human swashbuckler ACG 11
Background The “Iron Gar” made a name for himself hunting pirates for the Grand Prince, granted a vacant senate seat for a successful pirate hunt that lead into River Kingdoms.

DESCRIPTION
Appearance Orlundo wears traditional Taldan outfits that seem a bit over starched. His graying, short hair is smoothed back from his tired face. Worn around the edges, Zespire keeps his smiles subdued and almost flat, never really showing too much emotion around others of the senate.

Personality Known to be a capable administrator, Count Zespire ties to maintain a composed bearing. When there’s an agenda item he’s passionate about, there’s no stopping him until he gets his way. He’s a steady ally to those that have proved themselves, others may have voiced too many complaints over limited resources to be worth his time.

DISCOVERY
Weakness (Knowledge [geography] or Sense Motive DC 16): Orlundo Zespire represents central Tandak’s interests, these interests are hard to maintain with the lack of resources from the southern Tandak canals—canals which Earl Calhadion Vernisant had let fall into disrepair, allowing priracy to flourish. This inability to move materials through the empire may cause other nobles concern should it become known, Zespire may want some to look into this issue and see if Vernisant may be complicit as opposed to just neglectful.

INFLUENCE
Influence Check (Knowledge [local] or Sense Motive DC 16) Diplomacy or Profession (sailor) DC 15
Successes Needed 2 successes
Benefit PCs successful in influencing Zespire gain access to the count’s contacts that range from Taldor to the River Kingdoms. These contacts can ease trade throughout lands touched by the Sellen River.

Story Award If the PCs successfully influence Count Orlundo Zespire, award them 600 XP.

Spoiler:
Count Zespire plays active roles within several Pathfinder Society scenarios. These scenarios are #9-08: Birthright Betrayed, #9-11: The Jarlsblood Witch Saga, #9-13: The Lion’s Justice. GMs may play these or adapt them for a prequel to the Adventure Path.


Jack Stargazer wrote:

I made a Google Doc that consolidates all of the canon ones you've posted here Gug, with a table of contents. Just thought others might want it, it's great and I'm printing it out to add it to my binder.

The only issue is how many more social rounds to give. The book recommends adding 2 social rounds per NPC, but as there are 13 here, that might be a bit unwieldy.

Of course, having choices is good too. I might put together a small list with some basic info about each to give to my players, so they can plan who to approach when (we'll say the guest list was leaked by Martella.

Jack, excellent job. I was going to make a Influence chart, listing names, influences skills and DCs. The more resources the better, right?

As for additional social rounds, GMs get to feel out how this impacts the adventure, if you feel that there needs to be more rounds, go ahead. If you feel that the game has devolved into "roll and keep" the NPC, you can make less social rounds as well. I'll be seeing how things play out with my group, myself, and may need to drop some of the elements I wanted to add with this list.

There are 12 additional folks in the "Faces of the Senate" article in Crownfall: Avernathus, Cicato, Clement, Deschamps, Jarlbjorn, Kastner, Nicodemius, Starborne, Talbot, Varima, Vernisant, and Zespire.

I created a couple to add for my games: Aric (the iconic "noble") and Marcian Germande (Alain's older brother). (I was debating creating another entry for Kess's older brother, but I figured there was enough from the Taldan iconics.) Volus is YlothofMerab's NPC contribution, a decent foil to PCs plans to pad the senate with sympathetic votes (and makes sure they have to really work to change hearts and minds).


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I've created a Google Doc with the Faces of the Senate NPCs, with the influence skills and DCs. As more GMs add to this thread, I'll go back and update the Doc.

Advocates

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Great idea! I noticed the doc with all the write-ups is currently only for NPCs established in canon. Is there a possibility for a second section or doc for fan-created ideas? Either way, I plan to add at least one to this set fairly soon. :)


Lindley, Jack Stargazer created their Google doc from the text I posted in this forum, some new creations mixed into the ones appearing in the "Faces of the Senate" chapter of Crownfall.

I created another Google doc with just the skills and DCs listed in this forum.

If your wanting others to utilize your own NPC creations, please post them here. It allows others to see them, as well as some, like Jack, may come through and create another document or two for their campaigns. I'll be coming back through to add to my influence document, and I might even open it up for others to edit at some point.

Advocates

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber
Barbaric Gug Swarm wrote:

Lindley, Jack Stargazer created their Google doc from the text I posted in this forum, some new creations mixed into the ones appearing in the "Faces of the Senate" chapter of Crownfall.

I created another Google doc with just the skills and DCs listed in this forum.

If your wanting others to utilize your own NPC creations, please post them here. It allows others to see them, as well as some, like Jack, may come through and create another document or two for their campaigns. I'll be coming back through to add to my influence document, and I might even open it up for others to edit at some point.

I am aware. I was commenting on how the first doc lacks the NPC made by YlothOfMerab, ie the only NPC listed with no presence in established canon.

Anyways, here's my first contribution to this project. Not a senator, just a potential person to talk to. :)

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MAGE-CORPORAL TILLIA SARIS
LN nonbinary half-elf bloodrager (urban bloodrager) 4/bard (sandman) 3
Background A military agent who serves in the top-secret arcane ops division, Tillia also has even-more-secret ties to the Sovereign Court. They believe in the proper regulation of magic and in equal opportunities, so the latent corruption in Taldor means they’re desperate for change.

DESCRIPTION
Appearance Mage-Corporal Saris wears a mithral chain shirt and a comparatively-plain courtier’s outfit, with a peace-bound bastard sword on their back. Their short-cropped ginger hair frames their angled ears, and their gray-green eyes constantly scan the room for trouble. When the mage-corporal speaks, it is with a brief and militant nature, comparable to a drill sergent’s orders.

Personality Mage-Corporal Saris is nervous about how the nation’s corruption could influence the nation, and acts with an overly serious demeanor. They are stand-offish at first, but discussions of magic can quickly put them at ease.

DISCOVERY
Weakness (Knowledge [local] or
Knowledge [arcana] DC 14): Mage-Corporal Saris is a staunch supporter of laws regarding magical usage, and playing into their desire to regulate spellcasting pleases them greatly.

INFLUENCE
Influence Check (Knowledge [local] or Sense Motive DC 16) Diplomacy DC 19; Spellcraft DC 16; Perform (oratory) or Profession (soldier) DC 13
Successes Needed 2 checks
Benefit Mage-Corporal Saris remembers the PCs’ resourcefulness and openness. They might provide the party with instruction in magic and sabotage at a later point. Alternatively, if the PCs are losing a battle against spellcasters, Tillia can show up from watching them to disrupt the opposition’s magic for a few (1d3+1) rounds. Feel free to, for a more immediate benefit, give a +2 bonus to influence Lady Gloriana Morilla and/or other suitable NPCs with ties to the Society or the Sovereign Court for two social rounds.

Story Award If the PCs successfully influence Mage-Corporal Saris, award them 400 XP.


Thank you for the addition, Lindley. Saris is starting a new page on the Faces document.

Shadow Lodge Contributor

I just wanted to say that this is a fantastic idea! If you're still accepting additions (and my week calms down at all), I would love to contribute to this!


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CanisDirus wrote:
I would love to contribute to this!

Please do! Just post in this forum. I look forward to seeing what you have.


This thread is great. Thank you Barbaric Gug Swarm!


My PCs influenced a fair number of the Faces of the Senate folks, saving this topic for reference. Big thanks for this!


So consensus is to add one social round for each Senator added yes?


Adding two rounds as suggested in the Faces of the Senate chapter felt like massive overkill, it made things drag on and if I didn't cut it short the players were going to hit level 3 before the Sudden But Inevitable Betrayal happened.


Also remember to account if your party has more than the default of four party members. I'd subtract rounds as the party size increases.


Does the AP have a recommended correction for parties of 6?


I'm happy this thread is helping out with others campaigns. As for a 6 person adjust, I didn't see one listed in the article. You may just want to feel things out, if your party's struggling you may need a touch more time. As for experience points, you can stop awarding xp after a certain treshold is reached but they can be rewarded with other in-play items.

Shadow Lodge RPG Superstar Season 9 Top 8

Building off the work Richard did, I made some detailed face cards. The idea is that you can print these off on a printer, fold them in half the long way and have a two sided sheet to show the players your NPC, with the needed info for running them right on the back.

Drobox Link


Excellent work there Walter. Awesome!

Shadow Lodge RPG Superstar Season 9 Top 8

You did the work man! I just copy pasted. But yes, I am a master of the old copy paste.


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GM PDK wrote:
So consensus is to add one social round for each Senator added yes?

Dunno about everyone else, but I added a round for every four that were added, and it worked out pretty perfectly. Tight enough that PCs had to scramble to do everything they wanted to, but not so tight that they didn't have some room for errors and do-over, and were able to get it all done in the end.

In our case, it was 32 additional NPCs and 8 additional rounds. Worked great!


I generated the stats of Lord Titus Lotheed-Casava, whom the PC's will meet in book two and who is supposed to recognize the Pcs from the Exaltatiuon Gala, as a combination opposotion and foreshadowing. I think including him will make meeting him (again) in book two and eventually fighting him even better, as well as providing an active opponent at the gala, albeit a small one.

LORD TITUS LOTHEED-CASAVA
LE male human fighter 6

Background A distant cousin of Martella's by marriage, Titus is a poiled bully with an intimidating reputation as an accomplished duelist. Oppara's given him everything he's wanted out of life, and hes not yet faced any real threats to his lifestyle.

DESCRIPTION
Appearance Young and proud, Titus' ornate dueling sword accents his green tunic proudly. The smell of his cologn is overpowering, but while it covers his breath, his glassy, drooping eyes and irregular speech make it obvious he's been drinking.
Personality Titus is a braggart, a bully, a slacker, and a lush. He takes an immediate dislike to the PC's and sees through their political machinations, but with nothing but his reputation as a parasite, Titus has little sway. Most of his energy is spent chasing skirts and skutton, or else harrasing and insulting those around him.
Special: Taking an immediate dislike to the PC's, he follows around and insults the first PC that interacts with him. This imposes a -4 on all tasks and checks until he is shaken off and prevents the PC from influencing a room. If he witnesses the PC's comit a crime, he calls the guards.

DISCOVERY
Weakness (Apraise/Sense Motive DC 15): Surpisingly discerning for an alchoholic, Titus is easy to distract with gifts of alchohol woth at least 10gp more than what is otherwise available to him at the moment. Pouring elven wine into him is an especially good way to distact him or get him off your back, for a moment anyway.
INFLUENCE
Influence Checks (K:Local/Sense Motive DC 18) Intimidate, Perform (comedy), Craft (alchemy), or Profession (brewer) DC 15
Successes Needed: 3 checks
Benefit: PCs successfully influencing Titus manage to shake him loose, causing him to set off towards the kitchens declaring a need for stronger stuff. He stops harrasing the PC's during this adventure.


Knight Karina Deckland is an assosciate of Earl Calhadion Vernisant and is within the Exaltation Galla in the PFS Scenario Lion's Justice.
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KNIGHT KARINA DECKLAND
LE female human fighter 6
Background A guest of Earl Calhadion Vernisant and the now-eldest daughter of a small family of Chelish Nobles, Karina rose to prominance after her half-sisters murder by Pathfinder agents several years ago. She mkes no secret of her distaste for the society or other "murder hobos".

DESCRIPTION
Appearance Katrina's most striking feature is easily her singular red eye, rumored by many as a sign of a pact with infernal powers. With long, wispy black hair and a tendency to lock eyes for just a little too long, she seems to thrive on unnerving those around her.
Personality Knight Karina Deckland is highly intelligent and utterly un-charismatic, she would be a jewel of Chelish courtly politics if she wasn't so hot tempered and crass in her treatment of others, especially her betters. Tactical and hardy, she spends her free time training her body and mind, relying on combat as her proving ground and relishing any chance she has to deliver a killing blow. She fantasises about getting vengeance on the Pathfinder Society for killing her half-sister, and though she's had little opportunity, she loves to find a reason for executing adventurers that would have otherwise been taken prisoner.

DISCOVERY
Weakness Weakness (K:History/Sense Motive DC 18) Her hatred of the Pathfinder Society is apparent and easy to play on. If someone expreses a similar distast for the society, adventurers, explorers, and their like, without revealing that they themselves are adventurers, they can easily find a fast (if false) friend in Karina.
INFLUENCE
Influence Checks (K:Geography/Sense Motive DC 16) Diplomacy, Knowledge (geography), or Profession (soldier) DC 18
Successes Needed: 2 checks
Benefit: Successfully influencing Karina grants two benefits. First, she offers to introduce the PCs to High Strategos Maxillar Pythareus if they haven’t already met him. This introduction occurs immediately after Karina is influenced, allowing any PCs present a “free” social round to influence the high strategos with a +2 circumstance bonus due to Karina’s glowing praise. Second, she will pass on her opinion of the PC's to her sponsor, Earl Calhadion Vernisant, which counts as one sucessful influence check on the Earl (if his favor hasn't already been won).

Story Award: If the PCs successfully influence Knight Karina Deckland, award them 600 XP.


These NPC are from Honors Echo, which mesh quite nicely if played as a prequal to the events at the Senate.
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LORD DOMINICUS RELL
N male human bard 3/ rogue 3/ lion blade 3
Background A close advisor of the Grand Prince of Taldor, Dominicus Rell is also the head of the Lion Blade's hidden Shadow Schools, and the only man alive who knows all of their locations. While technically palace staff, Dominicus Rell is one of the few atending guests outside of the Grand Prince's personal attache who lives at the Imperial Palace.

DESCRIPTION
Appearance Lord Dominicus Rell is an imposing man of Azlanti ancestry, and the cold stare of his multi-colored eyes has been known to freeze people in their tracks. Lean but strong, he keeps his movements precise and deliberate.
Personality While Dominicus Rell happily talks with anyone who approaches him, he tends to turn conversations into opportunities to probe those around him for useful information, while seeing through the unreliable gossip-mongers and keeping conversations with them short and pointed. He is here to protect the crown, and by extension his position, while being idly antagonistic to Princess Eutropia's cause, seeing her as naive and a danger to the kingdoms stability.

DISCOVERY
Weakness N/A
INFLUENCE
Influence Checks (K:Local/Sense Motive DC 15)Knowledge (history) DC 15
Successes Needed: 3 checks
Benefit: Benefit: Successfully influencing Dominicus Rell at this point reveals that his loyalties are to the crown more than to the Grand Prince himself. Uncovering this information is so profound for a PC with the discovery mission, that it makes up for not getting one of their assigned targets. Further, his favor makes admitance into the Lion Blades significantly easier for any PC's looking to pursue that prestige class.
Story Award: If the PCs successfully influence Lord Dominicus Rell, award them 800 XP.


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FATHER BASRI
LG male half-elf ex-cleric 12
Background Father Basri maintains the Basilica of the Last Man as a tourist attraction, keeping Aroden at least somewhat alive and remembered. As an Archbishop, Father Basri has a permanent invitation to state celebrations, and uses the opportunity to raise donations for his dwindling church.

DESCRIPTION
Appearance Incredibly old and with a broken spirit Father Basri shambles to and fro, reminding the Taldor traditionalists of their old deific patron, the Last Azlanti. The sadness of his patron’s death and the years since have weighed heavily on his shoulders, and he walks with a stooped back, leaning heavily on a cane.
Personality The last Archbishop of Aroden left on Golarion, the incredibly old half-elf Father Basri can still remember a time when Aroden personally spoke to him through prayer. Lately, he's been telling people that he believes Aroden will return in their lifetime, but many see this as mere wistful ramblings of an old man.

DISCOVERY
Weakness (K:History/K:Religion DC 18) Father Basri dedicated his life to Aroden over a century ago, and he remembers fondly the times before the commencement of the Age of Lost Omens. Those who use Arodenite aphorisms in their speech can quickly coax a warm smile from Father Basri.
INFLUENCE
Influence Checks (K:Local/Sense Motive DC 16) Diplomacy, Knowledge (religion), or Knowledge (history) DC 15
Successes Needed: 1 checks
Special: If the PCs returned the relics, they have already earned his favor. If they kept the relics, he is actively petitioning against them and the PC's cannot earn his favor.Benefit: Benefit: The thanks of an Archbishop to a dead god isn't worth much these days, but making the old man smile warms the hearts of some people in attendance. This grants a +1 to influence checks against good-aligned characters during the galla and during the trial for Honaria.
Special: If the PCs kepts the relics, he petitions for their return and slandars the PC's, imposing a -2 penalty on all influence checks during the Galla or until the PCs return the relics.


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CAPTAIN SEFERI
CG female human rogue 6
Background A Zimar Corsair, little is known about Captain Sefari for certain, though a few like to tell fanciful stories.

DESCRIPTION
Appearance Dressed in her corsair blacks, Captain Sefari sticks out like a sore thumb (and the 12 inch peacock feather in her hat doesn't help matters). Scowling, she moves about anxiously, and the faint smell of rum wafts about her.
Personality Bulying and blackmailing her way into the galla, Captain Seferi is headstrong and usually self-assured, but today shes extreamly nervous. She hides it, and her insecurities, but shes come to support Princess Eurtopia, wanting to see the anticipated success of her bid for the repeal of primogeniture in person, and hoping to find some way to curry her favor and approval.

DISCOVERY
Weaknesses (K:Nobility or Sense Motive DC 16) Despite her seemingly rough demeanor, Captain Seferi just want to earn the approval of Princess Eutropia, and has no idea how to do it. Giving her advice on how to dress or act encourages her, and a gift of a proper set of clothing to wear or a good gift to offer the Princess after the vote can help her find the confidence uses as she faces the rest of the world.
INFLUENCE
Influence Checks (K:Local/P:Soldier DC16) Diplomacy, Proffesion (soldier), or Knowledge (nobility) DC 14
Successes Needed: 2 checks
Special: A good gift to offer the princess or a proper set of clothing to wear automatically curries her favor.
Benefit: Helping prepare her for whats ahead earns her trust. She gives the PC's a token of the Zimar Corsairs, a cleaver coin-shaped piece of metal that other corsairs will easily recognize. Showing the token to a corsair shows them your one of them and you have the trust of a captain, making securing the corsairs aid much easier. She also offers the use of her ship, should they ever need to sail to Qadira, but she is slain defending the princess during the massacre and is unable to keep this promise.
Story Award: If the PCs successfully influence Captain Seferi, award them 600 XP.


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JUDGE SOLOMON MEANDER
CG male human aristocrat 6
Background An ageing judge, off duty this particular evening, who is preparing to make a presentation to the senate ahead of the vote concerning primogeniture. Some wisper he's uncovered scandelous evidence regarding the princess, and has been sitting on it until just before the vote.
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DESCRIPTION
Appearance Well dressed in a worn three piece suit, Solomon Meanders indulgience in pipe tobacco has left his breath and clothes stained with its smell. Over-the-hill, the frown lines creasing his face and forehead make him look far older than his still colored hair suggests.
Personality A bitter and overworked bureaucrat, Solomon is jaded with his fellow nobles and senators and wants to watch them suffer. He's uncovered scandelous letters regarding the princess that he's been looking forward to revealing at a time like this just to make as many nobles as possible squirm uncomfortably. Keeping a close ear to investigations and political machinations, Solomon would actually make an excellent spy, if he chose to help himself (or even others) with the information he's uncovered, rather than only using it to sow chaos and discord. An excellent judge, he's made enemies a few times, but never to a degree where real retaliation was waranted.
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DISCOVERY
Weakness (K:History/P:Barrister DC 15)
It's practically a well-known fact at this point that Judge Solomon wants to make the nobility as uncomfortable as possible. Complaining about the nobility is a sure way to earn his attention, and hes often willing to trade dirt on a noble for dirt on another.
INFLUENCE
Influence Checks (K:Local/Sense Motive DC 16) Perform (oratory), Diplomacy, or Knowledge (history) DC 15
Successes Needed: 2 checks
Special: Mocking or embarissing a noble in front of him counts as one success.
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REWARDS
Benefit: Once his favor is earned, he lets slip that he has scandelous letters from princess eutropia that will cast doubt on her just before the vote. He also offers to trade a secret about Remaio Alcasti in exchange for humiliating another noble in front of him, or giving him proof of their future humiliation (during this evening). Once acomplished, he warns the PCs that Remaio has been paying for his lifestyle and quest to restore his family name with illicit financial tactics and ill-gotten-gold. Supporting will likely turn into more of a liability than a benefit, as if he becomes a noble, he will only expand his illicit deals and his reputation will taint their own. He suggests that they abbandon the endevour, or find a way to clear his families name without restoring his title.
Special: Stealing the letters (DC15 Sleight of Hand) and delivering them to Martella causes her to reward the PC's an extra 200gp for their initiative and prevents the judge from throwing shade on the princess before the vote.


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VISCOUNT THEON CENABRI
NG male human aristocrat 6
Background Adistant descendant of Italice Cenabri, this particular viscount is remarkable in that while he has done little more than coast on his family name, he has done nothing scandelous to harm his family name, and he treats his servants better than most.
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DESCRIPTION
Appearance Dressed in mutted colors and lacking ostentatious jewelry, Viscount Theon Cenabri stands out in this particular crowd as the only noble not wearing flashy jewels. He might be mistaken for a servant were in not for his expensive and well-recognized signet ring and frequent apearance at state events.
Personality Calm and reserved, Theon is perfectly polite at all times, and is excellent, albeit passionless, at making small talk with nobles and courtiers of all ranks. He does not much play the great game, and while he's kept his family name clean, he's not advancing it either. The only thing he seems passionate about is his ancestry, and he is in attendence primarily to fight against Honaria's reinstatement on general principle, though he has very little influence to bring to bear on the issue.
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DISCOVERY
Weakness (K:History/K:Local DC 16)
Caring for the preservation of his family history, he appreciates anyone demonstrating a similar knowledge of their heritage as well as anyone who holds a deep respect for tradition and bloodlines.
INFLUENCE
Influence Checks (K:Nobility/Sense Motive DC 15) Diplomacy, Knowledge (history), or Bluff DC 15
Successes Needed: 1 checks
Special: If the PCs left Italice's remains behind, he cannot be influenced. Alternatively, if they promise to tell her story at the court proceedings, they automatically earn his favor..
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REWARDS
Benefit: The influence of Viscount Theon is limited, but his passion at the trial can surprise the court. He provides a +5 bonus to the PC's if they choose to withold Honaria's title, or a +2 if they chose to restore her title but not restore Remaio to nobility.
Special: If the PCs tell Italice's story or don't earn Theon's favor, they take a -2 penalty at the court procedings to restore Honaria's and Remaio's honor.


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REMAIO ALCASTI
N male human bard 3
Background A decendent of the Countess Honaria Alcasti, Remaio is here in a bid to restore his ancestors honor and titles, and conveniently restore him to nobility as well.
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DESCRIPTION
Appearance Curly hair, trimed beard, plucked eyebrows, and manacured nails, Remaio looks every bit like the son of a Noble. Dressed in fine livery sporting his family colors, and wearing an ancient signet ring, you'd think he was a noble if you didn't know better.
Personality Prideful and corrupt, Remaio is leveraging several fotunes on this "investment" of restoring his ancestors titles and honor. While he already leverages a fair amount of influence,his power will be greatly expanded upon should he become a nobleman, receiving the priviledges he believes he deserves. Should he become a noble, he is likely to continue expanding his criminal activities and may be a stain on his family name, but should his bid fail, he's likely to seek vengeance on those that stoped him.
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DISCOVERY
Weakness N/A
INFLUENCE
Special: If the PCs work leads to him receiving an Earldom, they have his favor. Alternatively, should he fail in his bid, he will blame them and seek vengeance.
REWARDS
Benefit: While his actions are far from laudible, he leverages a fair amount of influence, though this tends to manifest as extra "jobs" for the PC's to clean up after.
Special: If he fails to become an earl, he leverages what influence he can to make the lives of the PC's miserable, albeit only half as much as he would if he was "helping" them as an earl.


Thanks GamerM13, nice work there.

I had used Honor's Echo (along with three PFS scenarios: Birthright Betrayed; The Jarlsblood Witch Saga; and, The Lion's Justice) for the lead into my (short lived) War for the Crown campaign too.

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