• First Impression,  Pathfinder,  worthless shit

    PF Roll20 Demo Part 2 – Post-Game

    fb3caa4c-erm___jpg

    Hi everyone,

    Great game everyone! Hope everyone had a good time; I know I had a good time DM’ing using Roll20. Seems like it’ll be an excellent tool for games. Next module will be Skulls and Shackles Part 1.

    The Characters:

    1. Banmoril the Magus

    2. Heavenly Peach Petals of Shelym III the Diva Bard

    3. Likour Gnardle the Time Oracle

    4. Grox the Axe-Wielding Fighter

    5. Star Killer the Barbarian

    6. Theodore Hobbs the Alchemist

    The Story:

    One summer day, the members of the group were enlisted by Kendra Deverin, the Mayor of Sandpoint to take on the creature that had been stealing livestock. They were directed to a hill several hours outside of town, where they found a cave mouth leading to a mossy wall and a statue of a warrior. Star Killer pulled on the statue’s fist, and the wall opened up into a hobgoblin hideout!

    As the hobgoblins brandished their weapons, Theodore tossed a bottle of acid, and the fight was on! The hobgoblins fought long and hard, but the group eventually took them down with the help of Heavenly Peach Petal’s music, acid, heavy flails, battle axes, and tiny maces. Past their hideout, the party found an intact fountain devoted to Desna. The water gave a few members a boost before becoming unmagical, and then it was onto the next room: an altar room under the guardianship of two bronze statues of Desna.

    “Approach with humility, and live!” the statues bellowed.

    Several of the party members approached the statues by kneeling and moving, which prevented the statues from unleashing their powerful Burning Hands trap. Star Killer got to the altar first and took a large ruby from the offering cup. It was an Energy Heart, a relic of Desna that can absorb all sorts of elemental attacks. The room’s guardians deactivated, allowing the group to move forward.

    As the party opened the door to the next room, they noticed lots and lots of spider webs and a bloated goblin corpse. Theodore approached the goblin carefully and found a wooden toy dragon, but then the corpse burst into a spider swarm. Two giant spiders descended from the ceiling and attacked!

    Banmoril, thinking quickly, shot a Spark spell on a web one of the spiders was sitting on, plummeting it to the ground. Star Killer was bitten repeatedly by the other spider’s fangs and took heavy damage to his muscles from its poison. Likour tried to assist, but he was knocked unconscious. Banmoril was covered in spiders, but Theodore landed a bomb that blew the tiny creatures away.

    After a quick rest, Star Killer found graffiti mentioned how the goblins were afraid of the “wyrm” and that its “breath is death”. The group then came across an underground lake surrounding a small island. Grox and Star Killer swam out to investigate, but Grox had to turn back. Grox found a pile of treasure, including a sword with a golden dragon hilt. Disturbed by the movement in the water, two reefclaws burst out, spoiling for a fight!

    Grox took one on without the benefit of armor, but the other escaped into the water under the influence of Likour’s Cause Fear spell. Heavenly Peach Petals landed a critical blow to the first reefclaw with a well-placed shot from her bow, but in its death frenzy it swung its claws at Grox wildly! The second was dispatched without too much trouble, as it was still frightened.

    After the turmoil, the members examined a strange pillar that described a fable of a fisherman devoted to the service of Desna. Banmoril deduced the meaning of the story and touched the appropriate symbols, and found he could breathe under water! He dove into the lake and found a bar of platinum that had sunk beneath the water. They also examined the sword, and found that it was a Dragon-Bane Sword!

    Glorying in their newfound wealth, the members moved on to a passage blocked by a wood door. Voices were heard squabbling in Goblin behind the door, so Theodore took a listen and translated.

    “You get it!”

    “No, you get it!”

    Star Killer kicked the door in, and the party found a group of four goblins arguing, and a fat goblin named King Fatmouth sitting on a “throne” of a repurposed tavern chair. The goblin sitting in the chair ordered the other goblins to not attack. The group conversed with the goblin leader and found that the goblins were under the guard of the hobgoblin slavers near the cave entrance. Rejoicing in their newfound freedom, the goblins left and gave the group treasure that they had hoarded from their slave masters.

    Standing in a now empty hideout, the group decided to climb up a cliff shrouded in a strange mist. Once on top, they found six empty tombs, their lids long ago pried open. As Theodore examined a tomb, two skeletal champions clambered forward in metal armor. Even though the skeletons’ swords were masterwork and very sharp, the party prevailed and moved forward. They examined a cave-in, but couldn’t move the boulders, so they continued up a set of stairs into a stone chamber.

    They were presented with two doors: one made of iron and one made of heavy marble. Behind the iron door, they could hear the faint sounds of loud snoring, so they chose to open the second door. Likour found the secret switch, and with the sound of grinding stone the ancient doors opened. Inside, the group found the long-dead remains of a priest of Desna, along with his ring and holy symbol. They also found a fishing rod, showing that the interred priest was actually the fisherman from the fable.

    The group went back to the wider chamber and put their ears against the iron door. The snoring they heard before stopped. Steeling themselves, they opened the door and came face-to-face with Black Fang! Still groggy from sleeping and full from eating, Black Fang offered the party the chance to flee if they bowed before him. They refused, and the final battle began!

    Drinking a homemade mutagen cocktail, Theodore grew huge and slammed the dragon in the head with his mace. Star Killer rushed forward and drove the Dragon-Bane Sword deep into the dragon’s belly as he could. The wyrm, now sporting his first wounds in more than a century, lashed back with claws and his huge bite, but everyone fought with everything they had.

    Now enraged, the wyrm unleashes a powerful breath attack: a vortex of acid! Likour, Banmoril, and Theodore fell unconscious and started bleeding out, but Star Killer, Grox, and Heavenly Peach Petals fought on. Impressed with their tenacity, Black Fang departed, eager to fight them again another day.

    Without the threat of the dragon, the party was free to heal their wounds. Surprisingly though, King Fatmouth came into the chamber flanked by his four goblin friends. Sending them away, Fatmouth revealed himself as Rozgul, a Pathfinder operative with the Heidmarch Manor, a Pathfinder guild in Magnimar. Rozgul thanked the group, and vowed that Heidmarch would hear about their deeds.

    Sure enough, when the treasured-fattened party came back to Sandpoint, they found that their lodging accommodations were paid for by the Heidmarch Manor. Not only that, Canayven Heidmarch and Sheila Heidmarch themselves made the trip to Sandpoint to offer them a place in the Manor and a Bag of Holding! The group accepted, and the Heidmarch Manor gave them their first assignment: rescuing two Pathfinder operatives press-ganged into the service of a brutal pirate captain.

    Now, the party has one week to prepare to join a pirate crew in the hopes of causing a mutiny!

    That was a lot longer than I thought, so here’s the loot list:

     

    Underground Lake:

    • a bar of platinum

    Throne Room:

    • 3 large pearls (worth 100 GP a piece)
    • A Wand of Cure Light Wounds (a white marble wand)
    • 422 gold pieces

    Tombs:

    • 2 breastplates
    • 2 exceptionally sharp masterwork longswords
    • 2 heavy steel shields

    Inner Tomb:

    • A Ring of Protection +1 (a gold ring inset with a single diamond)
    • Holy Symbol of Desna (a gold medallion bearing the engraving of a butterfly)

    Dragon Hoard:

    • A dusty set of half-plate armor
    • A +1 light steel shield (an immaculate light steel shield)
    • A flask of Bull’s Strength (a flask filled with a red potion that smells of cinnamon)
    • A scroll of Fireball (a vellum scroll with the inscription DAIYEN FOOLS)
    • A scroll of New Life (a long parchment scroll with the inscription VITAE)
    • 600 gold pieces

    Heidmarch Manor Recruitment Bonus/Quest Reward:

    • 1000 gold pieces (reward for driving out Black Fang)
    • a Bag of Holding I

    Encounter List:

    6. Diplomatic Relations with Goblins (CR 3)

    7. 2 Skeletal Champions (CR 4) – Tarkus, Blueford

    8. Tales from the Crypt (CR 1)

    9. Black Fang Battle/Quest Completion (CR 5) – Black Fang

    Total Base XP from Part 2: 665

    XP Bonuses:

    A Tale Crit in Stone – (first to kill with a Critical Hit) – Likour (+10 XP)

    The Conan the Barbarian Award – (grasped the Energy Heart) – Star Killer (+10 XP)

    Spidey-Sense – (burned the webs and caused fire damage to the spiders) – Banmoril (+10 XP)

    Swarm Behavior – (killed the swarm) – Theodore (+10 XP)

    The Michael Phelps Award – (swam to the other side of the lake) – Grox (+10 XP)

    Power House – (dealt more than an enemy’s max HP in damage) – Heavenly Peach Petals of Shelym III (+10 XP)

    The Little Mermaid – (found the platinum bar) – Banmoril (+10 XP)

    It’s Sandpoint Claus! – (delivered the toy back to the goblins) – Theodore (+10 XP)

    Could Do With a Bit of Rope – (first to climb up the cliff) – Star Killer (+10 XP)

    You Gon Switch It On ‘Em? – (found the hidden switch) – Likour (+10 XP)

    Final Word:

    This was a lot of fun to DM, and I hope it was a lot of fun to play. The next module is going to have a lot of keelhaulin’ and rum drinkin’ and swabbin’ poop decks so be prepared! Tentatively, I’d like to schedule it for July 5th at 6 PM if that’s cool.

  • First Impression,  Pathfinder,  worthless shit

    PF Roll20 Demo Part 1 – Intermission

    Peep this Stealth roll.

    Hello!

    So overall, I think the first game went fairly well! We had some hiccups in the beginning, but I think we hit our stride near the end. I’d say you guys are about 2-3 hours away from completing this module.

    Instead of a full blow-by-blow which will be the post after you guys finish, I’ll post your guys’ loot, battles, and experience points so far sans some special XP awards.

    Firstly, the loot:

    Goblin Chest:

    • A small sable pouch containing 20 gold pieces
    • (Masterwork dagger) – a well-made dagger in a lacquer sheath
    • (50GP) – A pea-sized ruby
    • (Cure Light Wounds) – A glass potion vial containing a fizzing orange liquid (CONSUMED)

    Hobgoblin corpses:

    • 4 sets of stinking studded leather (one taken by Theodore)
    • 4 light steel shields painted with black hands
    • 3 longswords, slightly rusted
    • 1 longbow made of yew
    • 20 arrows fletched with vulture feathers

    Statuary:

    • (Energy Heart) – A large, flawless ruby

    Engorged goblin corpse:

    • A wooden dragon toy that flaps its wings when the tail moves
    • (Wand of Magic Missile, 4 charges) – A wand made of polished oak
    • A leather pouch containing 14 gold pieces

    Island:

    • (+1 Dragonsbane Longsword) – A black sheath containing a longsword with a golden dragon hilt
    • (potion of levitation) – A bottle containing a milky white potion
    • (potion of invisibility) – A flask containing a clear potion
    • 175 gold coins in a leather sack

    Secondly, the encounters and XP:

    1. 4 Hobgoblins (CR 3) – Hobbler, Hobby Hobstar, Hobnobber, “Hungry” Hob Gadling

    2. Fountain Room (CR 1/3)

    3. Statuary/Altar (CR 1)

    4. 2 Giant Spiders + 1 Spider Swarm (CR 4) – Wuda, Wrydda, and the Pretties

    5. 2 Reefclaws (CR 3) -Hydrox, Oreo

    Total XP (per person): 560 

    Thirdly:

    The 65 point stat thing was unexpectedly constraining for feats, so I’m going to allow everyone to add a total of 5 more points in statistics. My only stipulation is that don’t make a stat higher than 18 before racials.

    I’d like to finish this on Saturday night at 7 PM if that’s good for everyone. Just let me know on Puppyrush or Facebook if that doesn’t work.

  • First Impression,  Pathfinder,  worthless shit

    PF RollD20 Demo (6/8/14) – I Hate Sandpoint. It’s Coarse and It Gets Everywhere.

    bwosh

    Hi everybody!

    Since the Pathfinder Society attempt at the comic book store didn’t work, I thought I’d give RollD20 a shot as a DM. This isn’t going to replace the normal in-person Pathfinder game, but if we can make this work we may be able to use it for when we don’t feel like driving.

    So far, I’ve got Greg, Enoch, Eric, Steven, Jack, and Bob (tentative based on computer situation in Florida). I have a few ground rules and basic stuff to lay down so here goes:

    Time: June 8, 2014. Setup/debug at 1 PM, game start at 2 PM. Game link to be sent over Facebook and Steam at noon.

    Sign-ups: Greg, Enoch, Eric, Steven, Jack, Bob (tentative)

    Module: Modified version of Black Fang Dungeon from the Beginner’s Box. This is more of an ‘on your honor’ thing, but please don’t look at the map or the encounters! If the RollD20 voice chat sucks, we can migrate to the PPR Ventrilo server.

    Story:

    “A few weeks ago, livestock started to disappear from nearby farms. Sometimes a half-eaten corpse is found, sometimes only bloodstains. The people of Sandpoint are afraid, and mayor Kendra Deverin is growing desperate. She hopes some heroes will volunteer to search out this menace and put an end to it before it kills a person. She’s offered a reward of 1,000 gold pieces to the group that stops this mysterious creature. Although no one has seen the killer directly, a long black fang was found in one of the animal corpses, prompting the locals to dub the unseen killer “Black Fang.”

    You have decided to go on a quest to put an end to these brutal killings. Rumor holds that Black Fang is living in an old cave not too far from town, which has been used as a den for many monsters over the years. You’ve gathered your gear and are now approaching the entrance to this dungeon, but you still have a few moments to get to know your fellow adventurers.”

    Character creation rules:

    1. Stats: Allocate 65 points any way you wish before racial abilities. We got a possible 6 people, and in the regular Chesapeake game we have 5 people at 75. This made for some real powerhouses and easy encounters, so hopefully this’ll balance that out somewhat. This makes you several points lower than the pre-made characters in most modules.

    2. Alignment: Only rule is no chaotic evil. 

    3. Story: Don’t get too bogged down with your backstory besides a basic outline in case you don’t like your character (see 6).

    4. Class/Archetype: Any first party class/archetype can be used. Greg was looking at the alchemist I know, and Jack was kind of leaning towards a Mad Dog barbarian.

    5. Make a DNDSheets please. This is just so I can see your characters and what you made. (Greg: I can help make your character on Saturday if you want to hang out.)

    6. Remember this is just a demo. Have fun with making your characters and try not to be too worried about party composition. Obviously, it might be a big tougher to play without a healer, but we manage in Bob’s game with just a Bard healing. Also, if we play more and you decide you don’t like your character after this demo, you can transfer your equipment and XP to a new character for free.

    7. Starting Gold: Assume you rolled all 5s on the Starting Wealth formula. This’ll start you with slightly more gold than average.

    8. Two traits: Can be anything as long you have the pre-reqs.

  • Pathfinder,  worthless shit

    Pathfinder – Carrion My Wayward Son Post-Mortem

    Hi everyone!

    Good session, even though we didn’t get through as much as I like. Limiting the game to 5 hours was a good idea, I felt a lot less exhausted.

    Here’s what happened in the story:

    While staying at the Highside Stacks, the party received letters from Dreng and Kormiggon Sussworth describing the mission from the Pathfinder Guild: spearhead a relief effort with the Church of Pharasma and re-establish communication with Mayor Heggiry, the main Pathfinder contact in Carrion Hill. The party made their way to the Church and accepted the quest.

    The next morning, a wagon train of three wagons and horses was brought to the northeast gate of Kaer Maga. Driving the wagons was Brother Gallo, an animal trainer, embalmer, and midwife of the Pharasman Church. In addition, a mute woman veiled in black–incidentally, the one who bankrolled the wagon train–requested passage on the relief effort. Secretly, she passed a message to Valeria indicating that she was actually Esme Varisi, the intelligent undead from the Godsmouth Ossuary. A map and shipping manifest were provided for the group, along with instructions to meet an Urgir escort at a toll bridge in the Hold of Belkzen.

    For the first few days out of Kaer Maga, the trip was uneventful. At sunset on the third day however, the party found the wreckage of a wagon along with the corpse of a Pharasman priest, along with smoke billowing over the cliff. Gunnar and Elorin scouted ahead and found that the smoke was coming from a camp of 3 Ogrekin and a warg. Unfortunately, the warg detected the two, and a battle broke out.

    Gunnar was savaged by the warg, but the danger from the ogrekin was lessened by Shania’s Slumber Hex and Valeria’s Hold Person spell. Elorin managed to deliver a coup de grace one ogrekin, and the rest of the attacking group were dispatched without a problem. In the ogrekin camp, the group managed to find a valuable artifact: an illuminated manuscript of the Bones Land in a Spiral, the holy book of the Church of Pharasma. Brother Gallo identified it as an artifact in the Church at Carrion Hill. Grifflebore, along with Gallo, buried the body of the priest and performed final rites.

    The party made its way to the toll bridge, where Elorin used the orders he was given by the Pathfinder Guild to secure passage across the Hold from the escort, Captain Urghosh of the Empty Hand. With the escort of 11 Orc archers, the party made its way to the ferry past Gallowspire without any trouble, and from there the group traveled to outside the Carrion Hill walls. The party noticed that the sky was unusually dark.

    Outside the walls, the group was met by a Crow, one of the remaining guardsmen of Carrion Hill. The Crow, shocked that Pathfinders had actually arrived, gave them directions to Mayor Heggiry’s manor. The wagon train rolled down the deserted and ruined main street towards the manor, but just as the group was about to reach the manor, four Juju zombies attacked!

    Grifflebore attempted to annihilate one of the zombies with a Radiant Charge, but it dodged out of the way at the last second, leaving a sizable hole in the side of an abandoned building. During the battle, a wall of smoke advanced from the south along with an ominous bell tolling. Despite the danger and resilience of the semi-intelligent zombies, the group was able to defeat them thanks mainly to the powerful energy of Sarenrae channeled by Valeria.

    As the last of the zombies was blasted by positive energy, the bell tolled twice more, and the wall of smoke coalesced into a wraith named Tol’Thun the Twice-Living, Thrice-Damned! Gunnar ran towards the manor, and an Abbess of Sarenrae blessed his weapon to attack the incorporeal monster. As the wraith flew around the battlefield draining the party members’ strength, Shania cleverly cast Burning Gaze on her raven familiar and executed a tandem spell attack.

    After a long battle, the party emerged victorious and rolled on towards the manor. There, they found that the remaining refugees of the town have all gathered here after a long internal siege by evil forces. The party met Mayor Heggiry and Abbess Almestra, one of the few remaining practicing clerics in Carrion Hill. Tarrig, a cobbler in town, was pressed to present his eyewitness account of the massive abomination that started the horror.

    He wasn’t able to provide many details beside the symbol (a gate) the monster painted with the guardsman’s carcass, the man that was eaten by the creature (a person known as Old Man Marshan), and the creature’s apparent large-size and invisibility. Mayor Heggiry answered the party’s questions, and beseeched them to investigate the building that Tarrig mentioned in his account. He offered the remaining portion of the city’s treasury, 1000 gold pieces, and 500 gold pieces from his personal fortune on top of the reward from the Pathfinder Guild.

    The party agreed, and the Mayor gave them an assortment of invisibility-nullifying and recovery items.

    Here’s the important loot from the module:

    – scrolls from the relief effort

    – an illuminated manuscript of The Bones Land in a Spiral

    – 4 masterwork short swords

    Along with items from the Mayor:

    – 2 potions of Lesser Restoration (a red potion that tastes like watered-down cherry juice)

    – a scroll of Lesser Invisibility (a scroll with the inscription OOBAKEEP)

    – 2 potions of Cure Moderate Wounds (a yellow potion that tastes strongly of lemon)

    – a scroll of Invisibility Purge (a scroll with the inscription EGNIBSIVNI)

    – a dose of Dust of Appearance (a bag of purple dust)

  • Pathfinder,  worthless shit

    Pathfinder – Carrion My Wayward Son (12/28/13)

    cellphone

    Hi everyone,

    I wanted to post a few things before the game on Saturday.

    1)

    It’s been a few weeks since the group explored the Temple and freed Kormiggon. Due to your service for both the Pathfinder Society, the Church of Pharasma, and the Duskwardens decided to upgrade your accommodations. Your characters are currently staying at the Goldenwood Boughs, a luxurious hotel located in the Highside Stacks, the well-to-do district of Kaer Maga.

    Two letters have been delivered to you care of the Pathfinder Society of Absalom. One is from Kormiggon, the swordsman you released from the slavery of the Shadow Lodge. The other is from Venture-Captain Dreng, the leader of the Absalom Pathfinder Guild.

    Here is the letter from Kormiggon (read this one first).

    Here is Dreng’s letter.

    To accept, you’ll need to talk to the Church of Pharasma and specifically the leader of the church: High Priestess of Death Delana Karaheis.

    2)

    Unfortunately, I may not get challenges made in time for the game. There’s a lot of other stuff added though!

    See you guys later!

     

  • worthless shit

    Pathfinder City of Perfect Strangers Final – Jailhouse Rock

    Whoa, it’s been 6 months since we lasted played Pathfinder?! Whoops!

    Sorry for the huggeeeeee delay in the write-up for the last session, but I’ve been lazy we’ve had a lot of false starts and things going on, so the review kind of fell by the wayside! I’ll try to be a bit more timely from now on about posting these.

    Also, I didn’t post this because, embarrassingly, I lost some of my notes/materials and the challenges from the previous session. Fortunately though, this was a heavy-encounter session (I actually remember all of those!).

    Plot Summary:

    In the previous session after the ambush at the Meatgate, the party found a heavy key featuring a person praying. Shortly thereafter (and after defeating the Cult of the Skinsaw), the party was collectively brought to Dakar’s hideout for a rare meeting with the Duskwarden leader Captain Alphonse, Dakar from the Merchant’s Guild, and Besel Ardoc of the Ardoc family.

    It was revealed that the key to a prison in Kaer Maga called the Temple. The prison had long since been abandoned as justice in Kaer Maga is generally meted out swiftly and brutally without such ornamentation as ‘due process’ or ‘jurisprudence’. In addition, it was revealed by Dakar that the leader of the Lodge was a former Pathfinder named Kormiggon Sussworth, also known as The Wolfslayer.

    The Duskwardens, still stretched thin from a civil war in the northern districts, asked the party to bring in Kormiggon alive for a sum of gold before the actual Pathfinder Guild (or worse, the Korvosan Army) decided to step in and solve things. At the same time, Dakar’s envoy offered to double the reward if Kormiggon was brought back to Dakar dead.

    Inside the entrance to the Temple, Gunnar and Elorin found that not only was the Temple being used, but it was guarded by a regenerating troll. Shania swoled up Grifflebore using Enlarge Person, Valeria provided the Guidance of Sarenrae to all, and the party laid waste to the troll without a problem.

    Other hazards confronted the group, including a giant scorpion kept by the Lodge as a pet and the last remnants of the Shadow Lodge’s goblin forces. Two Shadow Lodge operatives, a draconic sorceress and a human rogue, also attacked the group. When Shania put the sorceress to sleep, a debate arose within the group as to whether or not to kill her. The debate was truncated by poor DM’ing Gunnar smashing the sorceress to death.

    The party rummaged through a kitchen, dug through trash and found coupons, and confirmed that this was indeed the place where the goblins from the Halflight Path were armed. They also found diary entries indicating that Kormiggon, disillusioned with the Pathfinder Guild, made his way to Kaer Maga and made contact with a mysterious man known as the ‘Keeper’.

    Eventually, the party made their way to the jail part of the Temple, and there they fought with hobgoblins, a goblin shaman, and a menacing bugbear. The jail cells were used to keep the goblin army while they were under the Shadow Lodge’s command.

    On the upper floor of the jail, the party encountered unusually icy conditions. The traps that were laid out for the group were frozen or broken to the point of being useless. However, one particular arrow trap using an adamantine arrow pierced through the ice without any problem.

    At the end of the hall, the group found Kormiggon but he seemed to be under the spell of an ancient necklace given to him by (perhaps) the Keeper or the bard Wymund Pratt. The necklace gave him control over a powerful ice golem, which proceeded to attack the party!

    The ice golem’s assault was brutal, and Valeria had to call upon Sarenrae several times to counter the golem’s ice breath. Shania managed to get Kormiggon stuck while Gunnar fired arrows at the golem and at Kormoggin, and as Grifflebore and Elorin assaulted the former Pathfinder, the spell on the ancient necklace broke.

    Kormiggon, confused and penitent, used his magic flame rapier Wolfslayer to help the group fight the icy menace, but as the ice golem grew weaker it exploded in a burst of icy shards that wounded everyone around it. A few heals from Valeria and quaffed potions though and everyone was back up and moving in no time. Inside a chest in the corner of the room, the party found a few magical items that were left over from the Shadow Lodge’s dealings.

    Kormiggon gladly turned himself in for his crimes to the Duskwardens. Surprisingly, Dreng–the aged leader of the Absalom Pathfinder Guild–made the journey to Kaer Maga to pick up his former protege. More surprisingly, Dreng offered to make the group full-fledged Pathfinders! With that, the session closed.

    Major Loot:

    – Mithril Chain Shirt

    – +1 Flame Rapier (called the Wolfslayer)

    – a scroll of Touch of Idiocy

    – a set of adamantine arrows

    – Cackling Hag’s Blouse

    Encounters:

    – Troll
    – Advanced Giant Scorpion
    – Draconic Sorceress + Rogue
    – 4 Goblin Warriors
    – 2 Hobgoblins, a Goblin Shaman, and a Bugbear
    – Kormiggon Sussworth (level 5 swordsman) and an Ice Golem

    The next game is scheduled for 12/28. More materials will be revealed this week.

  • Pathfinder,  worthless shit

    Pathfinder Retrospective (2/9/13) – Mister Drow, That’s My Name, That Name Again Is Mister Drow

    Yikes, has it been 4 months?

    This update is long overdue, but this’ll be fairly short, since most of the session was taken up with combat.

    Session Summary:

    In the previous module part, the party managed to slay Wymund Pratt, a lower level Shadow Lodge operative who was being controlled by someone in town, and his retinue. After waiting some time in the Starry Night Inn, the group was summoned by the Duskwardens, Besel Ardoc, and Dakar of the Commerce League in a rare alliance.

    They give the party a key piece of secret information: the leader of the Shadow Lodge of Kaer Maga is a man named Kormiggon Sussworth, a former Pathfinder renowned as the “Wolfslayer.” In addition, Captain Alphonse reveals that the Duskwardens received an anonymous note requesting a meeting at the Meatmarket to reveal more Shadow Lodge-related information.

    Ardoc, Alphonse, and Dakar give the party the quest to stop the Shadow Lodge once and for all for the reward of 2000 gold pieces. However, Dakar’s operative gives the party another choice: bring Dakar Sussworth’s head and get 4000 gold pieces instead.

    With only the note in hand, the party goes to the Meatmarket. After a while eating pillbugs and sugar skulls, someone recognizes Gunnar, and a group of Shadow Lodge operatives–led by a gnome named Mickey Ticklefeet–attack. The party manages to slay the group with the time-honored method of “hitting them extremely hard.” One of the operatives has a key with a strange insignia, so the group travels to the Duskwarden barracks to discern its meaning.

    There, the Duskwardens explain that the key is for an abandoned prison called The Temple. Also, the short-handed Duskwardens request the group’s help with a Duskwarden operative that has gone missing while investigating a cult in town. Between the two quests, the party decides to investigate the cult first.

    Using the last notes of the Duskwarden as a guide, the group is guided to an old court house within the walls of Kaer Maga where a group of drow calling themselves the Cult of the Skinsaw  have taken refuge. The cult apparently abducts people from out of Kaer Maga’s alleys and “judges” them in a show trial before they are executed by an entity called “The Bailiff.”

    The group manages to fight their way through the courthouse, and defeat the inquisitor behind the cult and her anti-paladin cohort, saving the town of Kaer Maga from one of the two threats and nabbing a sweet shortsword in the process.

    Extra Character Sheets:

    Lahng, Eyeland, Ayeziti – level 1 drow fighters, “Peace Officers” of the court

    Jynn, Tahnic – level 2 drow rogues, “Warrant Servers” of the court

    (DNDsheets lost my character sheet for Adkov, the level 3 priest/”Docket Keeper”)

    Adjudicator Izeret – level 5 drow Vengeance Inquisitor

    Volruska the Spider Knight – level 5 drow Anti-Paladin

    Significant Loot:

    Masterwork Short Sword of Allying (a short sword with a 3-man phalanx engraved on the blade)

     

  • Pathfinder

    Pathfinder Retroscopic: Finding Your Way in 1960s Varisia

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    The Party:

    Alora, Sorceress Supreme

    Darzzo, Blowhard Bard

    Tian-Xie, Nearsighted Ninja

    Sumack, Disrespectful Druid

    Kali, Gritty Gunslinger

    Krox, Killer Krox

     

    The Story:

    The party had taken a few days off to rest and relax in the slowly settling capital of Varisia, Korvosa. The riots were dying down, trade had picked up once more, and the party hadn’t heard so much as a peep from Field Marshall Cressida Kroft. The only foreboding sign was a rumor, one the party members had heard passing among the notoriously volatile Korvosan population. Speaking to the barkeep of the Three Rings Tavern confirmed their suspicions that something was indeed amiss. The tale on everyone’s lips was that the late King had been poisoned. This rumor, coming so soon after the riots from the King’s death had subsided, was creating quite a stir.

    Unfortunately, our motley crew was not in any shape to address this swelling unrest on their own. Many – but not all – of the party were beginning to show signs of morbid obesity and complacency as they stared for hours on end at their entertainment tablets. Newly introduced to the city, these lightweight sheets of obsidian had been enchanted with powerful illusion magic, causing a mild form of hypnosis in whoever stares into them for more than a few moments. If Kroft hadn’t appeared when she did, I can only imagine the horrifying depths of complacency the party may have fallen to.

    Let us not dwell on what was not, but what was! Cressida approached the party and revealed the name of the suspected murderer: Trinia Sabor, a young painter, who had been commissioned to paint the King only a few weeks before he died. Kroft herself seemed unsure about the timing of this evidence coming to light, however, and warned the party to be on their guard, and see to it that Trinia was brought in quickly and, above all, quietly, to avoid lighting the powder keg that was Korvosa.

    The party set out, braving streets lined with people, a churning ocean of humanity only barely contained by the buildings lining the streets. On their way the group faced a surprise ambush by one of the otyughs held in the Korvosan sewers, enraged by the constant commotion of the streets above. The party handily defeated this foe, and continued their way down side-streets and back alleys until they entered The Shingles, a ramshackle section of Korvosa notorious for its poverty-stricken denizens and towering tenements. The group entered Trinia’s building, sweet talking a few of its inhabitants (and greasing a few palms) until they made their way to Trinia’s apartment. Upon entering, they found her sleeping in bed.

    But she wasn’t! SURPRISE! Oh ho ho! That was merely an illusion; some members of the party had attempted to communicate to Trinia when they discovered her door was blocked, which gave the young woman more than enough time to escape out the window and onto the real highways and byways of The Shingles: the rooftops. Thus followed a mighty, merry chase. Various members of the party leapt wide (or narrow) gaps, scaled walls, brushed off chokers, and avoided/reasoned with vicious hounds. Half of the party fell at one point or another, introducing themselves suddenly to the crowds below. Alora was particularly guilty of this, failing to climb back to the rooftops SEVERAL times, with the aid of Krox and his mighty Teflon shield. He eventually decided she was a lost cause, and made his way through the crowds, attempting to keep track of Trinia on foot.

    At what was quite honestly the last second, Tian Xie managed to catch up with Trinia and wrestle her to the ground. The girl immediately began sobbing and asking to be released, swearing that she had no idea why these rumors were being spread and that she had nothing to do with the death of the King. When the rest of the party finally caught up, they discussed turning Trinia over to the guards, letting her go, or hiding her someplace. They discussed, and they argued, and they debated, and they took so long that a squadron of Sable Company griffin riders saw them and came to collect Trinia.

    Back at Citadel Volshyenek, Field Marshall Kroft commended the group for their success and handed them their rewards. There was no time to bask in the glow of a choice well made (for them, by guards) as Kroft was currently dealing with another matter, a matter which demanded the attention of a certain group of capable warriors and, well, I don’t want to yeah it was the party. Gaekhen, a Shoanti from the north, had recently been killed in Korvosa. In an attempt to retain the strangled peace between the barbarians and Korvosa, his grandfather, Thousand Bones, had come to the city to claim his body. Talk about a bad time to visit the city! His body, however, had been sold to a necromancer named Rolth, and if that sounds awesome because necromancers are awesome, well I’m right there with you. Thousand Bones didn’t think it was awesome, though, and vowed that if his grandson’s body wasn’t found and delivered soon, the Shoanti would send their own soldiers in to retrieve it – and carve their way through Korvosa in the process.

    Armed with knowledge of the situation, a degree of wit and even, I dare say, a taste for adventure, our heroes made their way to where the body sale went down, and found an entrance to a subterranean structure inhabited by derro. Traps, goons, and necrophidiuses – necrophidii? – abounded, but our stalwart bastions of righteousness continued onward. Until it got too late IRL, and we had to call it.

     

    Tune in next time for the exciting conclusion of CURSE OF THE CRIMSON THRONE PART ONE – EDGE OF ANARCHY

  • Pathfinder,  worthless shit

    Pathfinder: City of Perfect Strangers Part 2 – Assault on Castle Hoobastank Post-Mortem

     

    Hey everyone,

    Hope everyone had a good time rollin’ bones in City of Perfect Strangers. I had a good time running it and City of Strangers 2 looks better I think. I’m not too enthusiastic as to how the module ends though, so I’m going to punch it up a bit. Before I go into the plot summary, here’s some of the prep materials and other extra stuff. The next Pathfinder game will probably be February 9th.

    Also, update your DNDSheets pretty quickly if you can, because I sometimes use the new skills/spells you get to write the challenges.

    First, here’s the loot list:

    – several potions of Cure Light Wounds
    – scroll of Sleep (2) (scroll with the inscription TGHIN TGHIN)
    – scroll of Mage Armor
    – Ring of Protection +1 (a gold ring embedded with a single emerald)
    – potion of Cure Moderate Wounds (2) (a bubbly yellow potion that tastes like lemon)
    – scroll of Dimensional Door (scroll with the inscription DOA DOA)
    – scroll of Silence (scroll with the inscription TEIUQ)
    – Cloak of Resistance +1
    – +1 chain shirt
    – Cloak of the Hedge Wizard (Enchantment) (a green cloak made of gossamer)
    – Robe of Infinite Twine (a coarse robe made of burlap-looking material)
    – scroll of Searing Light (a scroll with the inscription ERIALOS)
    – Aegis of Recovery (a small spherical pendant made of rose quartz)
    – Ioun Torch (a small obsidian octahedron)

    Two things about this list:

    1) I actually kind of forgot how many CLW potions there were total. Since there are so many and it might be a little broken for everyone to have a lot of them, you can sell them back for full price, rather than for the normal half price.

    2) The only thing that’s been claimed so far is the chain shirt (which was going to Bob’s cleric) so feel free to claim stuff on Facebook or whatever. The shirt was listed as ‘+1 chain shirt’ in the equipment list for Wymund, so I’m not sure if that means it’s magic (i.e. armor check penalty goes down by 1 and AC goes up by 1), or just masterwork (armor check penalty goes down by 1 only).

    Second, here are the challenges:

     

     

     

     

     

    I had a few that I made on the fly to replace some of the ones that were impossible to get in this session. I think I’ll probably stick with this setup in future modules (5 for each of you, 15 for the party).

    Third, here are the custom character sheets I made for Fulgach and Bessie:

    Fulgach the Disturber of Bones, level 5 Cleric of Urgathoa

    Bessie the Animated Auroch Skeleton, minion of Fulgach

    Finally, here’s the encounter/plot summary:

    The party left off investigating the whereabouts of a famous Kaer Magan golem maker named Besel Ardoc. Besel is the head of the prestigious Ardoc family, and he seemed to be connected to the goons that were guarding the murdered Collgardie’s house. Through investigating and talking to various citizens of Kaer Maga, they found out that he liked to drink, he never travelled without six iron golems surrounding him at all times, he liked to drink in the Downmarket, he drank at a pub called the Augur’s Entrails, and he talks to the proprietor right after the pub opened.

    As the party tried to stealthily tail Ardoc, they soon realized that this was unnecessary. A clearly confused and inebriated (and well-guarded) Besel Ardoc introduced himself to the group and had a conversation involving Collgardie and the mysterious Shadow Lodge that was seemingly behind Collgardie’s murder. The party learned that he was hired as a middleman by someone named Dakar of the Commerce League to guard Collgardie’s house in case some of the murderers came back. Ardoc then subcontracted out the guarding to a group of hired goons. When the party asked where they could talk to Dakar, all they got was a laugh and a promise that Ardoc would contact a friend of a friend of a friend etc. to arrange a meeting.

    Going back to the Starry Night Inn, the party was greeted by five burly thugs and a short man named Upton who introduced himself as an ambassador or emissary of sorts to Dakar. Dakar is a very secretive man, he explained, so certain measures were needed to ensure his privacy if the party actually wanted to talk to him. To that end, he had the party wear a set of bags enchanted with a Silence spell, and made them endure a long wagon ride to Dakar’s private residence.

    Once there, Dakar quickly asked the party what they wanted. When they replied they wanted information about the Shadow Lodge, Dakar replied that he knew where one of the (supposed?) leaders was hiding, but that he’d require a favor later despite the fact the party seemed to be helping him out. He explained that one of the leaders, a man named Wymund Pratt, was hiding in the abandoned and condemned Naderi Theater. Armed with this new information, the thugs put the bags back on the party members’ heads and took them back to the Inn.

    The next morning, the group snuck into the alley leading to the theater, and got ambushed by a group of  armed and angry goblins and a human sorceress named Vadoma. Shania put Vadoma to sleep with a hex, and the rest of the party started to fight the goblins. Eventually, after a pitched battle that involved such highlights as Gunnar atomizing a goblin with an arrow and Grifflebore slamming another goblin on the head so hard the goblin shrunk two inches in height, the party won. They captured Vadoma alive, and brought her back to the Duskwardens for interrogation. Then, they headed back to the alley.

    After having Valeria (fresh off completing a quest to find dangerous goblin artifacts) patch up the group, Gunnar and Elorin made their way down a junk-filled, deserted, trap-laden alleyway aptly called Trap Alley. Elorin took a glaive trap to the face, but then managed to disable an arrow trap and a swinging axe trap with relative ease with his new thieves’ loupe. Gunnar and Elorin soon made their way to the front of the entrance to the theater, but they found that the way was blocked by a robed man named Fulgach, his two goblin cohorts, and his powerful minion: the animated skeleton of a full-grown auroch bull.

    The party soon found themselves in another heated battle. The goblins, clearly afraid of Fulgach, beat a hasty retreat. Fulgach busted out with a powerful Visions of Hell spell that the party managed to shake off. Elorin charged at Fulgach with both swords drawn,  Grifflebore attacked the skeleton, and Gunnar tried to pepper Fulgach with the arrows he gained from the amateur halfling fletcher he helped. With one mighty swing, Grifflebore managed to obliterate the skeleton, causing the already powerful Fulgach to channel the dark energy of Urgathoa to blast the party. Valeria and Shania were able to provide healing and divine guidance, though, and the party managed to survive.

    They unlocked the front door of the theater with a key dropped by Fulgach, but they soon found that they were expected. A scroll of Alarm alerted Wymund to their presence, giving him enough time to summon three powerful wolves to help him take down the group. Wymund taunted them a bit, and then started to cast spells of his own. The large space of the dilapidated theater made the initial combat phase difficult, as Wymund’s spells (like Glitterdust) had a large range and the party was almost a hundred feet away. The wolves also stymied a frontal attack; Elorin tried to attack Wymund head-on and was ravaged and knocked unconscious almost immediately from a sustained assault by the wolves.

    Eventually, the group closed the distance, and even though Wymund tried desperately to survive by using an Invisibility spell and a sneak attack, the group knocked him out. Unfortunately, as Wymund blacked out he hit his head hard on one of the seats in the theater, killing him and preventing the party from launching a full-scale interrogation. The party did managed to find a sheet with a number of cities and code names listed on it, along with a collection of magical items Wymund was buying to start his assault on the genuine Pathfinder guild.

    The party now finds itself back where they started, the Starry Night Inn, awaiting news from Besel, the Duskwardens, and the Commerce League. There are also rumors that there’s a new threat in Kaer Maga that the Duskwardens are keen to see eradicated.

    So, that’s it for right now. Be sure to leave more feedback about this session if you can and update your sheets with all your new skills and stuff.

  • Pathfinder,  worthless shit

    Pathfinder: City of Perfect Strangers Part 2 – Assault on Castle Hoobastank (1/5/13)

    Well, well, well, it looks like we’re finally going to get a chance to finish up the first section ofCity of Strangers. Not much I needed to reiterate, except I did want to do something I forgot to do earlier: post the character sheets of the monsters from the sidequests.

    Enoch (Shania) – Undead Guards

    Eric (Grifflebore) – Tallow Boy Bernard

    Jack (Gunnar) – Galgus the Mutant Rat

    See you this weekend!