Session Notes January 13th, 2019

Session Notes January 13th, 2019


Continuing Developments

I have left out any details of what the PCs have done, mostly due to a foggy memory. Without notes taken during game to draw from, I will provide the scaffolding of where you went and what was there but skip the narrative. I realize it is gigantic pain in the butt, which is why I tried recording for a while with hopes of transcribing—impossible without dedicated voice pickup. If anyone has electronic notes or would like to take them, that would be great.


Troglodyte Caverns

“The Children of Zevgavizeb are in bad shape—they've suffered greatly in the escalation of violence with the boggards, primarily as a result of the intervention of the Gray Maidens giving the boggards excellent tactical advice on how to defeat the troglodytes. Ever since their latest grisly defeat, the troglodytes have remained here in their cave, hunkered down as they try to regroup and rebuild their bravery for a second attack on the boggards. The tribe's chieftain and all of his young have been killed, leaving the caves in a terrible state of disarray—there is no plan for an organized defence of the chambers, so aggressive PCs can simply fight their way through the chambers and proceed on into the caverns below the Lady's Cape without worrying that the troglodytes will make a coordinated defence.”

The caves themselves, though, are exceedingly foul smelling—all saving throws made to resist troglodyte stench while in these caves take a -4 penalty as a result. The troglodytes rely on darkvision to navigate the caves, and therefore the s e chambers remain completely dark. Water drip s from the walls to gather in frequent puddles on the floor, with ceiling heights averaging at 7 feet in tunnels and 15 feet in the caverns themselves. Unless otherwise noted in the text, all of the troglodytes in these caves are armed and armoured as specified, and carry 2d4 tiger-eye gemstones worth 10 gp each.


Cave Entrance

“A wide cave entrance opens in the side of a rocky hillside here. The cave's exterior shows clear signs of habitation, with much foot traffic in and out of the entrance, which has been barricaded crudely with mounds of brush and branches between spots of live thicket. The interior is dark, and a deeply unpleasant odour issues forth like the exhalation of some carrion-fed beast.”

troglodyte barbarians

The troglodytes made a half-hearted attempt to barricade the entrance to their cave—while the mound of branches and uprooted shrubbery won't block intrusions into the cave for long, it does make the first 15 feet into the cave entrance difficult terrain. Perhaps more importantly, a successful DC 15 Perception check is enough for a PC to notice the reek of oil among the barricade—the branches have been soaked in lantern oil. (The stink of the cavern imparts a -10 penalty on this check for any creature that doesn't have the scent ability.)


Pitfall

Trap: To casual observation, this large cavern may look empty and unremarkable, but a keen eye notes that the ground lacks any puddles. In fact, the "ground" is a thin layer of woven reeds covered with a layer of dirt to make it look solid—this mat covers a large pit that takes up much of the central area. The reed mat is held up by 10-foot-high stakes driven into the dirt floor, which is lined with hundreds of smaller sharpened stakes, all poisoned with spider venom. The pit's simplicity is such that there's really nothing to disable with this trap—if the PCs notice it, they can either avoid it by staying near its edges while crossing the room, or simply climb down into the pit and move slowly through its field of spikes. A character can move through the spikes at half speed—if he moves at full speed, 1d4 spikes make attacks against him as he passes through the area.

Pit Trap:
Type mechanical; Perception DC 16; Disable Device
EFFECTS
Trigger location; Reset manual
Effect 10-foot-deep pit (1d6 falling damage); Reflex DC 20 avoids; pit spikes (Atk +10 melee, 1d4+2 spikes per target for 1d4+2 damage each plus Medium spider venom); multiple targets (all targets who step into the pit's area).

Medium Spider Venom
Type poison, injury; Save Fortitude DC 14
Frequency 1/round for 4 rounds
Effect 1d2 Str damage; Cure 1 save


Devastated Nursery

“The ground in this cavern is a slimy mess of mud and fungus. Several trampled mud nests mixed with fragments of leathery eggs lie around the room.”

During the most recent attack against the boggards, while this cavern was left relatively unguarded, a small group of boggards crept in here and smashed all of the troglodyte eggs—an assault that has done more to demoralize the troglodytes than anything else.

troglodyte fighters

Creatures: Two groups of four troglodytes argue bitterly here (Perception DC 19 to hear the argument from D1. Cave Entrance)—bickering over whether it's a better idea to stay here under Uggilo's protection or whether they should abandon the cave and flee east into the Mushfens to start a new tribe. The argument is in Draconic, and is easy to hear—the troglodytes here take a -4 penalty on Perception checks. If they spot the PCs, two of the troglodytes hiss in rage and attempt to escape to area D6 to alert their master, Uggilo. If the PCs block the main exit, these two squeeze through the narrow northern tunnel (which may slow them down enough for the PCs to catch them). The other two troglodytes stand their ground and fight, the other four surrender and beg for mercy in Draconic.

Development: If one of the troglodytes surrenders and begs for mercy, it is a nervous creature named Sulgesh. He's lost his faith in Zevgavizeb, and now wants nothing more than to escape into the Mushfens to the east to find a new life and, if possible, a new mate (his current mate is a prisoner of the boggards). If the PCs can communicate with Sulgesh, the troglodyte reveals much of the tribe's recent ordeal; you can use him to encourage the PCs to take out Uggilo or to indicate to them that the troglodytes in area D4, if cured, could become allies. If the PCs ask Sulgesh for advice on how to reach the Lady's Light, he admits that there's a tunnel in the back of these caves that leads there, but warns that the way is guarded by a nest of "giant snapping grabber bugs" (the solifugids), which are quite adept at eating troglodytes. He goes on to further state that the boggards have some sort of "magic juice" they use to make the grabber bugs docile.

The troglodytes have tried many times to duplicate this juice, but failed every time and eventually just cultivated the dangerous fungi to serve as a barricade against grabber bug invasions. At your discretion, Sulgesh might agree to accompany the PCs as a minion—despite his chaotic evil ways, Sulgesh (as with the troglodytes in area D4) is ready for a change of heart, and given the right support, could eventually be redeemed.


Fever Victims

“The floor in this cavern is slightly sunken, forming a shallow pool of filthy water. Mounds of swamp plants and branches are heaped here-and-there to form crude, nest like beds.”

Creatures: Once the primary sleeping quarters for the tribe, this room is now used to house the sick and dying. The bulk of the (barely) surviving troglodyte tribe can be found here—there are 14 troglodytes suffering from filth fever sprawled about this room. The troglodytes are all in the late stages of the sickness, and are in no condition to defend themselves—all are essentially helpless, as they all possess enough Dexterity damage to effectively immobilize them. Without any kind of outside assistance, they will all perish within 24 hours.

Every full minute a PC who's currently suffering any amount of hit point damage is in this room, she must succeed at a DC 15 Reflex save to avoid accidentally exposing her wounds to filth fever—which is thick indeed in this room's occupants and furnishings.

Filth Fever
Type disease, injury; Save Fortitude DC 12
Onset 1d3 days; Frequency 1/day
Effect 1d3 Dex damage and 1d3 Con damage; Cure 2 consecutive saves


Shrine to Zevgavizeb

“An overwhelming reptilian stench mixes with the foul putrescence of rotting flesh in this cave. Between two rocky outcroppings, both smeared with blood, are the remains of a foul ritual—heaps of decaying limbs, bones, and viscera. A symbol depicting a spiralling clawed tentacle has been crudely carved into the rock on the right.”

This room was once the chieftain's chamber, but since his death it's been converted into the tribe's shrine to their cruel demon-god Zevgavizeb (which was previously located in area D4). A successful DC 20 Knowledge (religion) check reveals this fact—while casual observation is enough to reveal that many of the remains that have been offered here are not of boggards or animals, but of troglodytes.

The rocky outcroppings serve as an altar. Searching through the filth and decay heaped between them exposes the searcher to filth fever if the searcher has any hit point damage (see Core Rulebook, pg 557). Moving through the heap requires a DC 20 Fortitude save to avoid being 'sickened' for 1 minute.

troglodyte guards

Creatures: The last remaining authority figure among the tribe is the cleric Uggilo. He dwells here, and has spent the days of late praying fervently for Zevgavizeb's intervention against the boggards , periodically offering up a sick troglodyte from area D4 as a sacrifice. Uggilo is greatly feared by the other troglodytes, who believe him to be the immortal son of their demonic god—for how else could Uggilo have lived this long in the face of boggard aggression when other champions and even the tribe's chieftain did not?

giant alligator

Uggilo is attended by two fanatical troglodytes who believe that their servitude to the cleric will earn them special roles in the afterlife, but Uggilo's closest companion is an enormous alligator he raised from a hatchling. The alligator is nameless but loyal, and is never far from Uggilo's side in this chamber. The two troglodytes maintain posts near the entrance to this cavern, hidden against the walls—if they notice any intruders, they shriek a warning and step out to attack the PCs before the intruders can fully enter the room, giving Uggilo time to cast his two preparatory spells before combat (if the cleric has not already been warned of the intrusion).

uggilo

Treasure: The troglodyte tribe's now-dead chieftain kept a stash of treasure in this room behind a rock in a cleverly hidden hollow in the westernmost corner. A PC can discover this niche with a successful DC 25 Perception check. Inside are a small stack of pearls (a dozen in all, each worth 500 gp), a jade unholy symbol of Zevgavizeb worth 150 gp, a masterwork bolas, and a lens of detection (the magical nature of which went unnoticed by the chieftain).


Back Tunnel Entrance

“A crude fence of tree branches lashed together by lengths of sinew blocks the entrance to this cavern. Beyond the fence, the chamber is filled with all manner of strangely coloured fungal growths.”

The profusion of fungi in this chamber helps to obscure the 4-foot-high entrance to the tunnel leading north—noticing this tunnel requires a successful DC 18 Perception check because of the fence that blocks easy entry along the southern entrance. This fence can be torn down quickly (or smashed through with a successful DC 14 Strength check)it exists primarily to prevent the dangerous fungi within the cave from wandering south into the troglodyte caverns. The cave to the north leads further in.

violet fungus

Creatures: Among the fungi in this room are three violet fungi, kept here by the troglodytes as deterrents to anything (particularly solifugids) that might try to wander into the caves from the northern route. Mindless, the fungi do not attempt to pursue foes south unless the fence is destroyed or they are attacked from the far side of it.


Warriors Pyre

“The air in this long cavern is much drier than elsewhere, and the thick tang of smoke fills every breath. A large fire pit burns brightly to the north.”

Once a communal feasting cavern, this room now serves the troglodytes as a place to burn their dead. Since the boggards have been using filthy weapons deliberately caked in diseased sludge, many troglodytes who survived the battle against the frogs ended up growing sick with 'filth fever'—those who die are dragged here for disposal.

troglodyte rangers

Creatures: Six troglodytes are gathered around a pyre where the corpse of a seventh who recently died of 'filth fever' is being burned in a funeral ceremony. The troglodytes are chanting and croaking morosely as their fallen kin burns, giving them a -2 penalty on Perception checks. Cornered, they fight to the death.


Session Notes (by Aaron)


Players

  • Mersit Of The Raging Tree, catfolk swashbuckler/rogue ..... Aaron Collins
  • Taarn, kellid barbarian ..... Mick Hodorek
  • Ashen, elf bladebound magus ..... Mike Horrigan
  • Rupert Silvermoon, elf wizard ..... Jonathan Hood
  • Esdar (Dar) Aerril, half-elf cleric ..... Alex Nuttall


Continuing The Saga

Recap: entering the land of the trogs.

Post battle: one trog bleeding out. The cavern is drippy and slightly moldy.... What to do?

Esdar does a healing burst (leaving out the trog). We decide we don't need any trogs. We debate how to approach the trogs—Ashen is particularly against dealing with them; Taarn seems to want to "wipe them out... All of them." type of approach.

Rupert hears some voices from the north (not sure from the east or the west). Rupert advances to northeast until he sees the back of trog. It appears that there are two different factions (Zev and ???) one follows a demonlord? The others are leaving. Then Rupert's light is noticed.


Inish

  • ROUND 1Rupert: “If you want to stop dying for your demon lord, lay down your arms and parlay.” Two reactions: some say 'woo hoo', the others say 'blashphemy'; Ashen: gives us a quick rundown on what he heard then he moves up next to Rupert; Esdar: moves up to Rupert, throws Gozreh's Trident—lightning at the trog; Mersit: Moves to the trog and tries to calm him down but...; Taarn: Charges up the left side, avoiding a pit trap, then decapitates the trog...; Trogs: announce some fleeing that should be killed, others come near us threatening.

  • ROUND 2Rupert: Casts scorching rays at more dumb Trogs; Ashen: moves to the north, ready spell combat; Esdar: 'spell of joy'; Mersit: Takes +2 from SoJ, moves to the east and finishes off the trog that got 'scorched'; Taarn: Moves to northeast passage to some trogs trying to get away. Hits hard on T1 and when T2 continues to run, he hits him as well; Trog1: Runs to the boss and gets hit by Taarn as he flees; Trog2: Attacks Taarn and does some little damage.

  • ROUND 3Rupert: "Who is the boss?" he asks the trogs remaining. "He's a cleric of Zevgavizeb…with a giant crocodile." He then moves up towards the northern passage with seems to have prone bodies (Trog?); Ashen: Moves toward Taarn then pass Trog1 to almost to Trog2—he sees a mass grave area (bloody). He also see a reed-like barrier on the side of the cavern; Esdar: Moves up to Trog1 and zaps him; Mersit: moves north to what looks like an infirmary for sick and dying Trogs—stench! He moves back to Rupert and describes the scene; Taarn: moves past the Trog1 and runs down Trog2 hitting him hard, dropping him to the ground; Trog1: looks around and sees Esdar and attacks; Trog Cleric: deep deep roar…Ashen hears "We'll delay them you get ready." He can also see the giant croc.

  • ROUND 4Rupert: Moves northeast toward Esdar and Trog1 who missed on AoO, He continues northward; Ashen: Moves closer to the desecrated sacrifice area, Readies an action; Esdar: Hits the trog1, knocking him to the ground, then moves north; Mersit: Moves double move to next to Taarn; Trog3: moves closer to us. Ashen hears chanting behind a column!; Taarn: fleet charges to the croc, Trog4 misses him, attacks the croc hitting it, then continues hitting until it's dead;

  • ROUND 5Rupert: casts fireball at the two Trogs (3 & 4); Ashen: goes north over the sacrificial pit (almost puking), But he's fine! He keeps moving and sees the chanting cleric, Readies to attack; Esdar: Moves close to the trogs and casts Lightning Lord; Mersit: Takes 'SoJ' for 'speed' and moves to Trog4, hitting it for some damage; TrogCleric: unholy will effect to Ashen and Taarn, he then is 'enbiggened': he attacks Ashen but the attack bounces off Ashen's arcane shield…; Trog3: moved and attacks Mersit but misses; Taarn: Moves to attack the TrogCleric, getting hit on the way in, he also makes a FORT save against some mace effect, hits some kind of shell; Trog4: Moves and attacks Esdar but clangs off his armour.

  • ROUND 6Rupert: Drops a fireball on the two trogs; Ashen: shifts next and tries arcana theft, to transfer the 'enbiggen' spell, He is large (righteous might). WTF; Esdar: Moves closer to TrogCleric and casts searing light but misses on SR; Mersit: 'SoJ—speed', fleet charge to get multiple attacks, narrowly avoiding stuns, the Cleric falls unconscious; Taarn: finishes off the cleric.


Finish

Ashen shrinks back to normal. We heal and search the area. We find a hidden niche with some stuff inside.

Niche: Pearls x 12 (500gp each), Jade unholy symbol of Zevgavizeb (100 gp), Bolas—masterwork, Lens of detection (Rupert takes them).
TrogCleric: Scroll of cure mod wounds, Scale Mail +1, +2 Thunder and Quake Heavy Mace.
Trog bodies: 10 large tiger-eye gems (100 gp each), 6 small tiger-eye gems (10 gp each).

Esdar goes to sanctify the sacrificial pit. He seems something odd in the pile—he goes in and drags out some strange body part. Rupert comes over to identify... Manticore.

Rupert and Mersit go to talk to the Trogs who surrendered. They enter the area with the 4 surrendered trogs—when we show the head of Uggilio, they cheer and proclaim they just want to leave. They describe some of the defences (some kind of juice we can get from the Bogards who are working with the fucking metal bitches). The trogs were also being sacrificed.

Are you good at getting herbs?

Trogs: "We can't stay here because the Boggards will slaughter us." Central area guarded by Solofugids, spider-crab things—the bogards have a juice that controls the spiders.

Ashen: goes to investigate the gate he saw. He sees a passageway that turns northward. A chamber with fungal growths takes up the area. As he walks by the fungal spores attack with tendrils. He gets almost heavily 'necrotized'—drained in attributes STR and CON… They are violet fungus… Ashen dimension door's to a safe area. Goes to Taarn and warns him to close the gate. Taarn runs to close the gate and re-lashes.

Rupert explains the terms with the trogs: 1) let them leave, 2) make a economic deal where we have to deal with Bogards 3) kill them all? We favour letting them leave. We can't do much for the trogs with 'filth fever'—the cleric will let them die (Mersit sees a typical uncaring cleric of Gozreh).

The 4 trogs bring us to another group of trogs around a campfire—filled with smoke. The 4 trogs announce that "We can leave". The Campfire trogs raise their arms and agree to leave. Esdar has a change of heart and goes to try to help (stays sickened) but they are too far gone. He asks Taarn if he'd finish them off but the barbarian sees no point in it. Ashen says he does not care at all. Esdar thinks he should finish them all off but walks away knowing they'll die within 24 hours. Mersit is heartbroken about it.

We move to the gate blocking the way to the violet fungus.

Index


Thunder and Quake

A thunder and quake weapon creates a low rumble (like thunder in the distance) upon a successful strike delivering +1d6 sonic damage. On a critical hit, the weapon makes a louder thunder-like clap and has a few additional effects;

  • first: the weapon does an additional +1d10 sonic damage, plus an additional 1d10 for every critical multiplier above x2;
  • second: the target must make a Foritude save with a DC = (5 + total damage rolled) or be stunned for 1 round;
  • third: against inanimate objects (including the ground), this extra damage is doubled and ignores hardness;
  • last: if the weapon strikes a surface, a 15' conical shockwave radiates outwards creating a minor earthquake in the area that can trip creatures. Attempt a single combat manoeuvrer check with a CMB = (10 + total damage rolled) and apply the result against the CMD of every creature in the area. If your roll equals or exceeds a creature's CMD, that creature is knocked prone. This trip attack does not provoke an attack of opportunity. Unlike with a regular trip attack, you can trip any creature touching the ground, regardless of size. Though the earthquake is small and focused on the surface, if the area is particularly unstable, the spell might cause items to topple, stones to shake loose from the walls or ceiling, and so on at the GM's discretion.

This may only be placed on bludgeoning melee weapons.

Construction Requirements: CL 15, Craft Magic Arms and Armour, sound burst, tremor blast; Cost: +3 Bonus.



Adventure Path and Module specific information © Paizo.

Session Notes January 27th, 2019

Session Notes January 27th, 2019


Continuing Developments

After the fight in the Troglodyte cavern and Ashen's brief halucination of a horrible death—necrotitis by Violet Fungi—down the fenced-off tunnel, the group agrees that while they will go and explore the cavern at the other end of the trail, it won't be until after heading back to Maroux's for a rest. Your resident spell-slinger exhausted more than half his arsenal in emptying the cavern of the followers of the demon lord Zevgavizeb. By now, the trogs that were allowed to leave have been gone for more than ten minutes and the cavern of death remains full of trogs barely hanging-on to life. So you left with an over-the-shoulder quip of “Good Riddance!”


A Reunion and a New Meeting

As you headed out of the Troglodyte cavern, you saw three people walking up the trail toward you. Two of whom you recognized immediately—Jasper Kandamerus and Tirana, the third was a tall male mostly-elf bedecked as an adventurer wearing a surcoat—the image of a spiral comet clearly stitched into the coat's material—and bearing a gold-edged large steel shield—bearing the same motif. Jasper looked to his companions and said “See? Didn't I tell you I would get you here in time? And look, here are the Soldiers of the Void as promised!”

Arthas

I WOULD LIKE THE PLAYERS TO RECOUNT THEIR MEMORY OF THE MEETING AND LEAVE IT IN THE COMMENTS BELOW---I'LL USE THAT AS A BASIS TO FILL THIS SECTION IN.

Tirana has been messed up since the events of 6 months ago. She re-appeared in Kaer-Maga 2 months ago seeking asylum/aid with the Church of Abadar (of all places). After paying off a hefty fine for stealing the Sword of Lust in the first place, she was turned away. That is when she approached the Church of Pharasma. Here she has helped out as best she could while the church investigated the cause of her "illness". There they ascertained that she was suffering from a 'magical withdrawal'—akin to a curse—whose cure was beyond their ability. Tirana then recounted her "plan" to consolidate the Seven Swords of Sin—you know, for the whole 'ultimate power' thing—and the resulting battle with the 'Company of The Gold Goblin' that dispersed the artifact level magic and exposed all present to that energy. After more divining, High Priest Karaheis was able to glean that Tirana was now somehow tied to the energies from artifacts of ancient Thassilon. Further, it was determined that without being in proximity—no specific range found—to a Thassilonian artifact—again no specifics given as to which ones may help—she would slowly wither away and die.

This results in a cumulative -1 to all abilities for each week not in the presence of such an artifact. If later brought within range of a suitable artifact, the debilitating effects begin to wear off after 24 hours. Once Constitution reaches 0 the character dies.

Without further information available, the High Priest suggested that her best course lay in trying to find this 'Company of The Gold Goblin'. Arthas—who was already working with the Church of Pharasma here in Kaer-Maga—was tasked with helping Tirana find her missing 'people' and keeping an eye on her and her progress toward redemption at the same time.

As The Gold Goblin Gambling Hall in Riddleport is known even here, it seemed the best place to start looking. Arthas headed out with Tirana to Riddleport and met with one of the owners, Samaritha Beldusk—upon hearing who Tirana was, almost put a lightning bolt through her. After calming everyone down Arthas got the story that the last meeting Samaritha's husband Rupert had with Tirana had not gone well. In fact she subjugated them and used them to take another sword before trying to kill them in an epic magical battle. But that was before Rupert and the 'Companions of the Gold Goblin'—as Samaritha corrected, they haven't actually formed an official adventuring company yet—met Tirana on a 'fugue plane' talking to a disembodied spirit. Anyway, Samaritha told the two that the 'Companions' weren't there, that they were away on business with the Pathfinder Society in Magnimar. Venture-Captain Sheila Heidmarch would know more.

The two headed to Magnimar and after once again Tirana having paid recompense at the First Bank of Abadar in Magnimar—now topping 50,000 gp paid—they made their way to Sheila Heidmarch. There after having listened to both Arthas and Tirana's stories she was impressed enough with your tales that she agreed to have you 'sent over' to join the rest of the party—but not before Tirana accepted a Geas to assist the party in all capacity in recovering and returning the Shard of Lust. Sheila paired the two up with the only guide she knew of, one Jasper Kandamerus, a slightly mad cleric of Groetus. With Jasper help describing the location to arrive, you three were teleported to Maroux's Isle where Jasper was reunited with Maroux. After a brief discussion of where you last said you were going, Jasper leads you off to the troglodyte caverns, arriving just in time to see the trogs leaving the caverns with a tale of a great battle between a group of adventurers and the fanatical followers—“Not us mind you, we've had enough and are heading out of this area.”—of Uggilio, cleric of the Demon Lord Zevgavizeb. You walk in just as they are waking out.


Cavern of Many Mouths

“A wide cave entrance yawns at the base of a stony outcropping overlooking a wide bog. The cave is nearly forty feet wide and twenty feet high, and slopes up into darkness. A wide assortment of bones lies scattered about in front of the cave itself, and here-and-there something shiny glitters among the bones. Five shallow-looking brackish pools about 10' in diameter are dotted amoung the bones and shiny bits.”

A quick peek in the cave showed no imminent sign of attack so you got to examining the spoils at the entrance. Seems that the bones and shiny bits were found near three of the pools right at the opening to the cave, while the other two pools were further out. Paranoia ran rampant with thoughts of traps and ways of collecting some of the spoils. Ashen, Rupert and Tirana all cast 'detect magic' and determined that there was magic in the area. More thoughts of "It's A Trap!" The spell-users took the time to all-but-identify the magic items. Each of the pools closest to the cave had an item of magic within, 'faint conjuration' from the southern-most of the three, 'moderate abjuration' from the western-most and 'faint abjuration' from the northern-most!

Having waited long enough listening to the intelligentsia go on-and-on, Arthas was first to move and poked a pool with his sword. Taarn grunted his approval. As no effect was observed, the rest of the group chimed in on what to do next, until Arthas finally reached into the water to come out with coins of platinum, gold and silver. That was enough to get the "loot patrol" into gear and—as a group—methodically collect everything.

Rupert had another look at the scene as a whole. He and the other scholars conjectured that the bones suffered death by fire or acid and after an examination of some of the larger bones—another manticore—they concluded that the black residue was from fire, hot fire, hot enough to melt some bone. Of course that led to a round of monster speculation—Taarn, Mersit and Arthas looked at each other and rolled eyes. They threw out anything that could be smart—after-all nothing intelligent would ever leave treasure at their front door! Guesses ranged from dragons—eliminated due to intelligence and greed—fire elementals, and even hydra. That last one had Rupert on about a pyrohydra while Ashen leaned more toward a chimera-hydra—heads that breathe different lethalities.

After that, Mersit ventured further up into the cave, to a point where a bend made sure that a direct line-of-sight from the entrance wasn't possible and deep enough where he saw a huge serpentine-like creature with many more snakes curled in on each other laying in the dirt. The sides of the cavern, the floor, some rocks covered with a blackish residue. Coming back he described what he saw and they looked over the bones and spoils once again. They agreed on hydra. Mersit used a magic ability 'shard of greed—haste', Tirana cast 'resist energy—fire' on her and Arthas, Ashen cast 'shield' and used his 'arcane pool' to add "bonuses"'+1 keen shocking'—to his sword. Tirana only had the two spells but if things got nasty she informed them that she had a 'hold monster' spell available. So "the plan" was for Mersit to move in quietly while the others followed behind in a wing formation—a diagonal line. Once close enough, Mersit would 'fleet charge' in with a sneak attack and use his remaining full-action to run back, drawing the creature with him. Tirana was to cast her spell and the remaining party to reign death and destruction—we're looking at you Taarn—on the creature!

Pyrohydra

Moving in to where he last saw the sleeping creature, he was shocked to find it gone, likely further back in the cave. Well Damn! Instead of "the plan" , Mersit moved further in to catch a glimpse of the serpentine beast just out of his range. After he strategically retreated for a quick conferral, he returned again only to find it waiting.


Inish

  • ROUND 1The serpent-beast retreated further into the cave and waited; Mersit moved up and told everyone where it was; Taarn moved first then used 'fleet charge' and ran for the attack. He drew multiple AoO's from different heads and took a fire-breath as well—Taarn took 64 hp—before he unloaded on the pyrohydra; The others were only able to move forward.

  • ROUND 2The ten-headed pyrohydra then unloaded on Taarn with seeming machine precision in its strikes as one-after-another head bit into the same relative area causing increasing amounts of damage—Taarn took another 91 hp—before it had begun to heal; Mersit also used 'fleet charge'—drawing one AoO that missed—and unloaded on the beast, dropping its massive torso to the cave floor but not its heads, they remained alert and ever-hungry which drew Rupert to comment “That's not right! It should have died!”; Taarn, in a state of shock at having been ravaged, withdrew to heal and took two more AoO's on the way out, and was struck with enough damage to knock him unconscious 15' from the beast—he took 32 hp knocking him unconscious, but on the way to meet the cavern floor, Taarn used incredible force-of-will and triggered his 'renewed vigor' and was healed for 10 hp; Ashen ran to Taarn and readied his 'philter of life—30'; Arthas moved in closer and used 'word of healing' and healed Taarn another 12 hp bringing him back to consciousness; Tirana cast her spell and it worked; Rupert cast 'lightning bolt', then used 'arcane surge'to cast it a second time.

  • ROUND 3The pyrohydra failed its save so remained 'held', though it did heal—“Damn! This must be one of those immortal Lernaean Hydra's! It can only be killed once all of its heads are chopped off and acid is used to stop the healing!”; Fair enough!; Mersit set about removing two of its heads; Taarn, now "fatigued" , got up, drank the potion from Ashen—was healed 30 hp—then used 'fleet charge' to sever another head; Ashen used 'pool strike—acid' to remove a fourth head and sealed off the neck at the same time; Arthas moved in and removed a fifth head; Tirana moved up and took the 'wand of acid arrow' from Rupert; Rupert cast 'acid orb' and sealed the neck of head one.

  • ROUND 4The pyrohydra failed its save so remained 'held', though it continued to heal; Mersit removed a sixth head and noticed the body mostly healed; Taarn was not able to take a head this round; Ashen did a rinse-and-repeat of last round, took the seventh head and sealed the neck with 'acid'; Arthas pounded the body more to ensure it remained immobile; Tirana used the 'wand' and sealed neck two that had already split in two readied for a double head growth next round; Rupert also did a rinse-and-repeat and sealed another neck.

  • ROUND 5The pyrohydra failed its save so remained 'held', though it continued to heal; Mersit removed the eighth head and poured more damage to the body; Again Taarn was unable to remove any heads; Ashen did a rinse-and-repeat of last round, took the ninth head and sealed the neck with 'acid'; Arthas used 'lay on hands' and healed Taarn—for 23 hp; Tirana sealed another neck; Rupert did likewise.

  • ROUND 6The pyrohydra made its 'save' and became mobile at the end of its round, though it continued to heal; Mersit removed head ten and noticed it split immediately in two—warned everyone of two heads due next round; Taarn hammered the body; Ashen repeated his actions of his last round action and sealed the neck of the one Mersit had just chopped; Arthas hammered the body; Tirana sealed another neck; Rupert sealed the final neck killing it.
  • Pyrohydra

From my records Taarn is presently at 63 hp.

Treasure: Several bits of treasure lie amid the remains of the hydra's past meals, strewn about the cave mouth haphazardly. Most of the treasure is hidden in the shallow mud or water—finding it all requires 2d4 minutes of searching—per pool, three in all—and a successful DC 20 Perception check. (Remember to let the sleeping pyrohydra make Perception checks, modified by a -10 penalty for distance, if the PCs are particularly noisy while searching for treasure here!)
In all, the hydra's treasure consists of 2,400 sp, 1,230 gp, 391 pp, a gold ring worth 250 gp, a silver necklace worth 100 gp, a crystal wand of acid arrow (25 charges), a +1 brawling amulet of mighty fists, and a ring of swimming.


Session Notes (by Aaron)


Players


  • Mersit Of The Raging Tree, catfolk swashbuckler/rogue ..... Aaron Collins
  • Taarn, kellid barbarian ..... Mick Hodorek
  • Ashen, elf bladebound magus ..... Mike Horrigan
  • Rupert Silvermoon, elf wizard ..... Jonathan Hood
  • Esdar (Dar) Aerril, half-elf cleric ..... Alex Nutall


Continuing The Saga


Recap: end of Trog battle; we don't want to go through the fungus tunnel; Rupert and Esdar want to recharge their spells

We decide to return to Maroux's to rest up. On our way we encounter three people: Jasper; an elf Paladin (of Pharasma?); and Tarana Tirana.
Jasper greets us, then says to Tirana “I told you I'd find them.”
Rupert then asks "Tirana, you here to help?"
Tirana replies "I'm under a Geas to help you in recovering the 'Shard of Lust'."
Rupert: "Who dis?" pointing to the white-haired elfy guy.
Arthas: "I'm Arthas and was guided to come find and help the Company of the Gold Goblin." "Tirana and I went to Venture-Captian Heidmarch and she assigned Jasper to guide us."
Esdar: "I'll take Jasper away to keep his chaos away from us."
Rupert: "I'm borrowing the lesser spell-adder!"
Mersit: "Who gaius'd you? (talking to Tirana)
Tirana: "A Huer something or other."
Mersit: "Ah master Huer Thowatt!" (who merged our weapons)
Esdar: teases Arthus into admitting he's a follower of Pharasma.

We head back to Maroux with new people in tow. Rupert and Ashen use Prestidigitation to help clean us up. Mersit resists Tirana come-ons.

We convo: We discuss the Shard of Lust and who else is interested.

  • Grey Maidens (working with the frogs)
  • Hired Trolls & Gnolls
  • Pathfinders (Sheila et al.)

One of them (Grey Maiden Captain Oriana) found the Runelord of Lust… Sorshen. Grey Maidens are rebel guards from Korvosa. Tirana mentions what she knows about the Lady's Light - created by Sorshen (vanity). The Grand Whore. We spend the night to restore our powers and spells, etc…

Next morning: Ashen states he must be able to imprint on Tamara—to allow us to know where she is. Tamara and Ashen shake on it—with all the weirdness associated with that.

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

We head to a different entrance to the caverns (from the Trogs to the other one further south). We pepper Arthas with questions but he's reticent. "DeadUndead need to staybe dead." seems to be his moto.

We come to the opening of the cavern. A boneyard surrounded by bogs sit in front of the entrance. Mersit goes around the bogs to check the cavern—he sees rubble and what looks to be charred rocks. Ashen uses detect magic on the bog and detects something. Mersit returns and reports on what he saw. Magic: moderate in three of the pools; 'conjugation', 'conjugation' and 'abjuration'

Arthus goes to poke the northern pool; he pulls up some coins; we find a ring (identified as 'ring of swimming'); Mersit uses shovel to clear the bog to up the coins; 2nd pool: amulet (identified as 'amulet of mighty fists +1'); 3rd pool: crystal wand (identified as 'wand of acid arrow' 25 charges), Silver necklace (100 GP), Gold Ring (250 GP), 391 PP, 1200 GP, 2400 SP

Rupert identifies some of the bones as Manticore; humanoid; trogs & frogs; Also, that the scorching is from fire (as opposed to acid) hot enough to melt bone; (fire elemental?; hydra?)

As we discuss things, Arthas moves ahead to scout the cavern again. Mersit sneaks ahead and sees a sleeping Hydra! He sneaks back and tells the others. We have a plan to have Mersit be bait with a hit and run tactic. When Mersit goes to enact the plan though, the hydra is gone!


Inish


  • ROUND 1Hydra: moves away; Mersit: chugs 'heroism potion' then moves ahead 30 feet. He sees that the monster has 10 heads; Taarn: Rages, moves next to Mersit then does a fleet charge to the Hydra who hits him with AoO as he comes in, including breathing fire, then Taarn finally gets to hit a couple of times; Ashen: Double moves to within sight of the hydra; Arthas: Moves closer; Tirana: Double moves closer; Rupert: Follows Tirana.

  • ROUND 2Hydra: wails on Taarn, LOTS of damage to Taarn; Mersit: 'Hasted'; Fleet Charges in—hitting every time with 2 Nat 20's!; Taarn: Retreats and gets hit, dropping him to the ground! He needs help!; Ashen: moves to Taarn and preps an 'Phylterphilter of life'; Arthas: Moves ahead and uses Lay On Hands bringing the barbarian back to consciousness (One to many heads); Tirana: casts Hold Monster and it fucking works! The Hydra is frozen in place; Rupert: casts lightning bolt! Into the monster.

  • ROUND 3Hydra: tries to save (a neck begins to bubble as it threatens to grow); Mersit: Cuts off two heads (we need to be quick); Taarn: Drinks the 'phylter' to restore HP, fleet charges in cuts off a head; Ashen: Moves up, charges sword with 'acid' and cuts off a head (and seals the neck) with acid (1 down); Arthas: Moves and cleaves off one head; Tirana: takes the 'wand of acid arrow' from Rupert to get ready next round; Rupert: Cast acid splash to perma death another head (2 down).

  • ROUND 4Hydra: Tries to save, fails; Mersit: Cuts off another head (6) and moves to flank; Taarn: Comes in and tries to hack off heads but misses; Ashen: Charges with 'acid' and seals another neck (3); Arthas: Attacks the body for some damage to keep it from being mobile again; Tirana: Uses 'wand of acid arrow' to seal another neck (4); Rupert: aims for the bubbling neck to seal another head (5).

  • ROUND 5Hydra: Misses save again but two heads start bubbling; Mersit: cuts off another head and attacks the body; Taarn: hacks at the body; Ashen: pool charge acid again and attacks one of the split heads and hits (6); Arthas: heals Taarn and then starts rummaging for a potion for Taarn; Tirana: Repeats 'wand acid' to kill another head (7); Rupert: Targets head with acid to kill a head (8).

  • ROUND 6Hydra: Makes a save!; Mersit: cuts off the last two heads (immediately a head starts to split); Ashen: holds off to save pool points; Arthas: gets out his potion for Taarn; Tirana: Kills a head (9); Rupert: Kills last head (10)—Dead!


Finish


Ashen performs his anti-undead ritual.



Adventure Path and Module specific information © Paizo.

Prestige Points And What to Do With Them

Prestige Points And What to Do With Them

Prestige Points And What to Do With Them


Spending Prestige Points

A character’s Prestige Points reflect the goodwill, political capital, and personal favors she has built up through service to an organization. While a character’s Fame can provide her with certain titles and privileges, most tangible benefits of membership are listed under the header Prestige Awards and are acquired by spending Prestige Points on boons (vanities), favors, aid, spellcasting, or other services. (See page 10 of this guide for a table of generic awards a PC can purchase with Prestige Points).

Once a Prestige Point is spent, it is spent permanently; it is not recovered automatically like lost hit points or ability score damage. The character must earn more Prestige Points by completing additional missions to replenish her total.

Characters may not spend Prestige Points during combat. For the sake of simplicity, many GMs might consider limiting characters to spending Prestige Points only once per gaming session.

The monetary equivalent of 1 Prestige Point is approximately 375 gp, though characters should normally only be able to spend Prestige Points on services, not physical goods.

Player characters may not pool Prestige Points to obtain more expensive items or boons. As a general rule, Prestige Points are designed to be spent by characters on themselves.

A character can spend Prestige Points when in contact with Pathfinder Society agents and allies. When in Magnimar, PCs may speak directly with Sheila Heidmarch for this purpose, but when in the wilds of Varisia, there is an increased cost associated with spending Prestige Points. Prestige Point costs increase by 5 in communities smaller than 5,000 people. A player can spend Prestige Points even if the PC is dead, petrified, or otherwise out of commission. This represents the PC having made prior arrangements with the society to perform certain actions on her behalf, such as having her raised from the dead. In this event, the PC’s actual location does not impact the Prestige Point cost at all.

 

Generic Prestige Awards
Award Cost*
+4 on any one skill check 1 PP
Dispel magic 1 PP
Lesser restoration 1 PP
Make whole 1 PP
Remove blindness/deafness 1 PP
Remove curse 1 PP
Remove disease 1 PP
Remove paralysis 1 PP
Free purchase up to 150 gp** 1 PP
Atonement (8 PP to restore cleric/druid powers) 2 PP
Break enchantment 2 PP
Greater dispel magic 2 PP
Neutralize poison 2 PP
Restoration (4 PP to remove a permanent negative level) 2 PP
Free purchase up to 750 gp** 2 PP
Regenerate 3 PP
Raise dead 16 PP
Greater restoration 16 PP
Resurrection 32 PP
True resurrection 77 PP
* Add +5 to this cost if this benefit is purchased outside a settlement of 5,000 residents or more.  
** Once per session, you can acquire any single item of this cost or less from your faction by spending the appropriate amount of Prestige Points.  


Using Fame and Prestige

The Pathfinders have access to strange magic and mysterious rituals derived from half-understood lore.

Fame 1: When in a Pathfinder lodge library, gain a +5 circumstance bonus on one Knowledge check. The check takes 1 hour, reflecting the need to reference the appropriate materials. This bonus does not stack with the +4 bonus on one check listed in the Generic Prestige Awards table.

1 PP: Transcribe a common spell (one listed in the Pathfinder RPG Core Rulebook, or any spell the GM feels is common in the world) from a Pathfinder lodge library into a wizard’s spellbook or alchemist’s formula book. This spell must be of a level the PC can cast and on that PC’s spell list. This benefit does not require a Spellcraft check or any additional transcribing costs.

Fame 1, 1 PP: Acquire your own basic wayfinder. Details on wayfinders can be found in the Resources Section of this Player’s Guide.

Fame 5, 1 PP: Become familiar with an uncommon or rare spell (at the GM’s discretion) from a Pathfinder lodge library, allowing a bard, sorcerer, or similar spellcaster to select it as a spell known at the next available opportunity (this benefit allows the character to gain access to bard or sorcerer spells from sources other than the Pathfinder RPG Core Rulebook without having to do spell research or find a copy of the spell while adventuring).

Fame 5, 1 PP: Exchange one character trait taken at character creation for a new Pathfinder Society trait (see Shattered Star Player's Guide, p. 5). The character must still obey the normal trait system rules (such as not having more than one trait from the same category); however, the new trait does not need to be from the same category as the trait it replaces.

Fame 5, 5+ PP: Gain a contact in a particular city. The character can consult with the contact for local gossip, news, and advice; this benefit grants the character a +2 bonus on Diplomacy checks to gather information, Knowledge (history), Knowledge (local), Knowledge (nobility), and Knowledge (religion) checks regarding the contact’s city made within that city. The character must wait 24 hours for the contact to provide the desired information. For an additional 10 PP, the bonus from the contact increases to +4. A character may have contacts in multiple cities, but multiple contacts in the same city provide no extra benefit. If the contact dies, the character can spend Prestige Points to find a replacement contact.

Fame 10: Purchase faction spellcasting at 1 PP less than normal (minimum 1).

Fame 15: Purchase ioun stones from a Pathfinder Lodge at a 10% discount.

Fame 15, 2 PP: Access a special section of a Pathfinder lodge library for 1 week and gain a +10 circumstance bonus on any one Knowledge check. This bonus does not stack with the +4 bonus on one skill check listed in the Generic Prestige Awards table.

Fame 20: Gain free passage on caravans and merchant vessels that are friendly to the Pathfinder Society.

Fame 20: Purchase any magic item worth up to 10,000 gp value from a Pathfinder lodge at a 10% discount.

Fame 20, 6 PP: Access a hidden cache of supplies in a wilderness area. These supplies consist of survival gear such as dried food, clean water, spare weapons, rope, sunrods, spell components, and other nonmagical equipment listed in the Core Rulebook. Spending Prestige Points on this resource represents finding a cache within 2d6 x 10 minutes of the character’s current location; the character does not need to plan ahead for this cache or know of its existence (it is, in effect, a plot device for acquiring emergency items). A typical cache contains up to 375 gp worth of these goods, and many times they are found near sites the Pathfinders planned to explore at some point. This resource always incurs the +5 PP increase (included) for being outside a community of at least 5,000 people.

Fame 20, 5 PP: Gain the services of a learned scribe. This scribe is assigned to you from Heidmarch Manor and follows you on your travels chronicling your fame and adventurous exploits.

Fame 40, 1 PP: Gain a reputation as a famous and successful Pathfinder. The character is in effect a celebrity adventurer and is well known in several countries (though whether this is with fame or infamy depends on the history and personality of the character). This reputation grants the character a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate checks when dealing with someone who knows of her fame. Many Pathfinders with this level of prestige go on to become venture-captains (though the Decemvirate selects venture-captains based on qualities other than prestige).



Adventure Path and Module specific information © Paizo.

Maroux's Tale of Oriana

Maroux's Tale of Oriana


Maroux's Tale of Oriana

“The xulgaths (who you city folk know better as troglodytes) and boggards have bickered over control of the Lady's Cape for years. They're pretty evenly matched if you ask me. I've bloodied their noses when they've stuck them in my business, so for the most part they've let me be—that's what the skulls and artwork on my bridge are for.”

“But then, a few months back, we had some new visitors. A troop of women knights or something, clad in plate and wearing red-plumed helms. Their leader was a woman named Oriana—pretty enough, at least till she took her helmet off and showed off her scars. She sat down to dinner with me just like you did, only she gave me a fine magic wand as a bribe, so I didn't feel the need to send her off to gather seaweed. Anyway. She told me she and her sisters were from Korvosa, soldiers of the rightful queen who'd been tumbled off the throne a few years back. They'd had to flee the city once their queen wasn't in charge, and fell into mercenary work until Oriana got the idea to plunder the Lady's Light for the treasure they think's hidden inside of it. Made me chuckle a bit, since I've heard there's secret rooms in the Lady filled with treasure too. I've tried to find a way into the place before—there's caves under the area that are supposed to connect to the chambers below the Light, but those caves belong to the trogs and frogs and bigger critters. I didn't get far, and since then I've steered clear of the Light—the bitch gives me the willies, anyway. Some powerful magic going on in there.”

“Anyway, Oriana was intent on getting under the Lady's skirts, and she asked me if I knew a way in. I told her about the caves and warned her of the trogs 'n frogs, but that didn't seem to bother her. Unlike me, she had herself a whole group of ironclad soldiers to back her up, after all. So off she goes, and damned if she and her mercenaries don't make friendly with the frogs! Got them some better weapons, gave them some fighting tips, and then helped them launch an attack on the trogs. In return, the frogs gave her permission to use their tunnels.”

“But here's the kicker. Oriana found a way inside the Lady—or at least she says so. She came my way ten days ago with a story that she'd found none other than the Runelord of Lust herself in there, and that the runelord had recruited Oriana to help her reclaim her lands and rebuild her kingdom! Oriana asked me to join their crusade! I politely refused and wished her well and she went on her way. Gods above an' below, I couldn't get her out of my hut quick enough!”

“The way I see it, there's three possibilities. First, Oriana is lying, for whatever reason. The second, Oriana, sad child, is off her nut. And the third, some one or something in there is masquerading as Sorshen the Grand Whore of Thassilon and has tricked Oriana into being her minion. Well, I suppose there's a fourth possibility—that Sorshen really is alive and well in the Lady's Light, but if you believe that claptrap, there's a bridge across the Straits of Aroden I'd like to sell ya!”



Adventure Path and Module specific information © Paizo.

March 10th, 2019

Session Notes from February and March 2019 Session Notes (by Aaron) ...