Shackled City: Part Two: A Mystery!

Hello! Welcome back to Cauldron, home of the Shackled City Adventure Path! When we left off our heroic musicians were retiring to their homes to contemplate a series of missing person cases which recently culminated in the abduction of four children from a local orphanage. Fate led to our characters taking the rescue of these people upon themselves! (If none of this sounds familiar, read this blog post first.)

shackled city cauldron
The city of Cauldron, an important location in the Shackled City Adventure Path.

Although the time between reading Part One and Part Two of our adventures is only a moment away for you, it was not so for my son. We paused here for a few days, and let me tell you, my son’s imagination went WILD! He spent two days straight CONSTANTLY working out theories and suggestions about the riddle they received from Jenya Urikas, and coming up with possible connections between the missing persons (for a full list of missing persons, click here). On the walks to school, during dinner, at bedtime… CONSTANTLY. And there were A LOT of theories. Surprisingly, some of his ideas were pretty close to accurate. Still, I said nothing aside from: “Mick will have to wait and see.” and “You think so?” He got out his detective’s notebook–a copy of Detective Murdoch’s notebook from Murdoch Mysteries that he adores–and began writing all of his ideas and theories down with a big red crayon.

Dark blue skin
Art chosen to represent my six-year old son’s gnome bard (prankster), Mick Frimfrocket. Mick has dark blue skin and red eyes. For image information see Pinterest.

Obviously, my son was insistant that the locks and keys were very important. He had a ton of theories about why, all of which were crazy, but whatever the reasoning, he settled on them being literal locks and keys. He alto took the curtain and cauldron part of the riddle literally, insisting everyone check behind their curtains at home, and at the orphanage, and that everyone look underneath every cauldron they own or come across.

He had no idea what was up with the doors with teeth, but was pretty sure he would recognize a giant mouth door when he found one, so he wasn’t too worried about that. My daughter was though, and had a few-hour-long fear of doors, worried as she was that they might grow teeth and chomp on her.

My son was very excited with the next part of the riddle: descend. He knew that meant going down, and he was very hopeful that would lead us to his character’s birthplace: Jzadirune. An underground enclave of the gnomes, Jzadirune was hit by a mysterious vanishing plague, and shut down when Mick was only a child. Many people died, and although Mick made it to the surface, he was orphaned by the experience. Nearly all of his madcap theories involved Jzadirune in one way or another. He was pretty sure that whatever was going on, Jzadirune was either a secret base for the bad guys, or a way to get to their secret base. He didn’t know what the bad guys might be, but he was hopeful it was invisible evil gnomes.

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My five-year old daughter’s rabbitfolk kineticist, Rabbity Castalle. Art is by Shadify and is Armello fanart. For more image information see Pinterest.

My son does understand the concept of slavery, so he was pretty sure that was involved because of the next line in the riddle. After giving it some though he decided it probably wasn’t invisible evil gnomes after all, but duergar. He’s got a decent knowledge of the races and monsters of D&D and not only does he know that duergar are evil underground dwarves, he also knows they’re slavers. With those his current suppositions, he made a TON of crazy ideas about what’s going on, why it’s going on, and how it’s going on. Magic showed up in his detective’s journal a lot. How’d they get in? Magic. How’d they stay silent? Magic. How come there were no footprints? Magic. Also, the doors with teeth? Were they a real toothy door? Or a monster’s mouth? Was it magic? He thought it might be a literal monster’s mouth we’d have to enter, which would be pretty awesome…

The next time we sat down to play the Shackled City, the PCs had breakfast together, chatted a bit, and headed out to the Lantern Street Orphanage to begin their investigation. The headmistress, a halfling by the name of Gretchyn Tashykk, was suspicious of the group–and rightly so! But Mick and Aeris managed to earn her trust. Aeris often donated money (from her occasional midnight criminal activities) to the orphanage, and Mick had grown up here. Although Gretchyn hadn’t been there to raise him, she did recognize him.  Occassionally he came by to tell jokes to the children.

Aeris Caldyra
Artwork chosen to represent Aeris Caldyra. Artwork is from the illustrated novel, Caldyra, by Suzanne Helmigh.

After explaining their purpose, the characters asked for information on the abductions, and for permission to interview the staff. Gretchen agreed. She told them everything she knew, and gave them a tour, then introduced them to each member of the staff in turn. They learned a bit from Gretchyn–which is listed below:

  • The children who are missing are Deakon, Evelyn, Lucinda and Terrem. Two boys and two girls.
  • The orphanage has two common bedchambers on the second floor: one for boys and one for girls. Two children were taken from each room.
  • None of the children slept nearest to the windows or door. They did not sleep beside each other. No one saw or heard anything.
  • The orphanage has lockable windows and doors. In addition to the orphanage locking during the night, the bedchamber rooms are locked as well.
  • There were no signs of forced entry and nothing was broken.
  • The PCs aren’t the only ones to investigate the children’s disappearance. The day the children were discovered missing the town guard came by, looked around and spoke with everyone. Two days ago a pair of half-elf investigators sent by the Mayor’s Office came by to look around and speak to Gretchyn. Yesterday that young priest came by offer help  and speak with the children (Rufus Laro). And today the PCs arrived.

Aeris set out to inspect the locks on the doors and windows, while the characters asked further questions of Gretchyn, and spoke to the children. Mick ran a ton of crazy theories past her, but Gretchyn had no insights to offer.

Falco Rhiavadi
Sima Zhao from Dynasty Warriors 7. Art was chosen to represent Falco Rhiavadi.

Shortly, Aeris had confirmed that there was no signs of a break in. The locks were of fine quality and were in working order. There was no sign they had been picked. She decided to check the other locks in the building, while the others started interviewing the staff.

They started with Jaromir Copperbeard, the dwarven gardener who seemed to genuinely love the children despite his gruff demeanour. He also informed the group that one of the children, Terrem, was a troublemaking brat. He couldn’t imagine HIM going quietly. He confirmed he had found no signs of a break-in that night, and found no prints in his flower beds or scuffs along the outer walls.

Then they visited Neva Fanister, the old human nurse. Neva was always busy tending bruises, cuts and wounds. Kids were rough and rambunctious. She knew the kids quite well and confirmed that Terrem was a handful and was often in her care for scrapes and bruises he received in fist-fights and play-wrestling. The others were very different from him. Deakon was a smart, hard-working dwarf boy who had been with them a long time (dwarves grew up slowly), Evelyn was a sullen, quiet girl, and Lucinda was a happy but superstitious child. They didn’t have much in common with one another. Although, they did have their good health!

The characters tried to visit the half-elf schoolteacher, Willow Atherfell, next, but finding her overwhelmed with trying to handle the children, they moved on to see the cook, Temar Flagonstern, instead. Temar was a relatively new addition to the orphanage, having only worked there three years–the same as Willow. He complained about the huge amount of labour he had to do, and told the characters that he barely knew the children. He spent all his time cooking for them, washing their dirty dishes and cleaning up after their messes, only to do it all over again. Clearly a grumpy fellow, Temar seemed to be telling the truth. In addition, he confirmed that one of the children, Terrem, was a hall-raiser and was constantly making huge messes in the dining hall. Temar was NOT impressed.

Patch
Patch, janitor at the Lantern Street Orphanage. For image information check out Pinterest.

Then they went to speak with the janitor, Patch. Patch was a strong half-orc with an eye patch over one eye, a nervous demeanour and a stutter. It was immediately clear that Patch adored the children and knew his way around the place well. In fact, Patch had grown up here and took work as a janitor when he was too old to stay any longer. Of course, it was also clear he was stupid. My son was immediately suspicious of the poor half-orc and soon Falco, Mick and Rabbity began asking questions about the orphanage, the children, the Last Laugh and the night of the abductions. Eventually, the nervous, stuttering fellow admitted he did know something but that he couldn’t speak about it here. Falco responded by doing what any fine gentleman would do: he invited Patch for tea at his flat.

Aeris rejoined them before they left the building. She had discovered that all the locks were in fine working order and great quality. In addition, she recognized the maker’s mark. It was a competitor of hers, Keygan Ghelve. As the others headed off with Patch to Falco’s flat, Aeris decided to separate from them for a while. She took the list of missing persons and visited all the places she thought she would be able to gain access to in order to examine their locks. If the locks truly were the key to finding the missing people, as the riddle had suggested, then perhaps there was something in common between them.

After inviting Patch inside and giving him a tour of the house, Falco, Mick and Rabbity sat down for tea with the awkward fellow. Patch was wary at first, and clearly had information to share that he wasn’t sure he should. But working together, the characters diplomacy was through the roof, so Patch soon believed he could trust them. Patch told the group in his stuttering, nervous way, that the Last Laugh wasn’t responsible for the kidnappings. A few years ago, when Terrem came to the orphanage, a man approached Patch while he was drinking away his earnings at the Slippery Eel Tavern. He was a halfling who was missing both of his pinkies and introduced himself as Regis Two-fingers. Patch and Regis became pals, and soon, Regis told Patch that he had a favour to ask him–as friends. Patch accepted (having not many people who he could call friends) and learned that Regis was a member of the Last Laugh Thieve’s Guild, a group that had a very keen interest in ensuring that a young orphan named Terrem was kept safe and in the orphanage’s care. Patch was confused. How did Regis even know about that little human child? But, he agreed to watch over Terrem and keep Regis informed of his health. Patch promised, more than a little scared for his life, that Regis would be the first to know if anything happened to Terrem. The day that Terrem and the other orphans went missing, Patch had slipped out to tell Regis as soon as he could. And Regis was furious! Patch swears that the Last Laugh wants to protect Terrem, and get him back, not hurt him or take him someplace else.

Wait… What?

The PCs were a little confused. They asked Patch some clarifying questions and discovered that Patch was out drinking the night the kids went missing, and returned late. He slept like the dead, and felt horribly guilty that he didn’t hear anything happen at all that night!

The group pressed him further, using his guilt and his love of the children against him, until Patch had told them everything he knew (which wasn’t much more) and promised that if they found out who had taken the children, Patch would go with them to help save  the children. Satisfied, they took Patch back to the orphanage, asked the overwhelmed school-teacher Willow a few questions, and bid everyone farewell.

Before heading out to regroup with Aeris, the PCs decided to pay a visit to the Mayor’s Office in the hopes of pooling their information with the half-elf investigators that had been sent to the orphanage. Upon arriving the secretary, Lucia Reynald, asked their business. When they inquired about the Lantern Street Orphanage investigation she told them that she was not privy to which guards were placed on which cases. That was up to the guard Captains. When they pressed for information about the Mayor’s special investigators she informed them they were mistaken–the Mayor’s Office employs no investigators at all. Certainly not a pair of half-elven ones!

The plot thickens!

On the way out of the Town Hall and Lord Mayor’s Office the characters ran into a chipper, young woman named Cynarra Navalant, who turned out to be the mayor’s daughter. Falco introduced himself politely, but Mick was too scared! He didn’t want to get in trouble for talking to important people like the mayor’s daughter! He ignored her completely and hurried out into the streets. The others followed him–after a polite farewell.

Keygan Ghelve
Keygan Ghelve. Official Shackled City artwork.

Regrouping with Aeris after a hard day’s investigating, the players shared information with each other. Aeris was skeptical about the Last Laugh’s ‘benevolent’ involvement, and Patch, but there were more pressing things to consider. She had checked the locks at six other sites of disappearances and discovered none of them had been tampered with. In addition, they were all crafted by the same locksmith–Keygan Ghelve. With a new suspect (or at least accomplice) in mind, the group set off straight for his shop, Ghelve’s Locks.

Arriving late-afternoon they found Ghelve’s Locks open for business and went right in. Keygan was there on a pair of stilts covered by long pants. He strutted around the place comfortably, and wandered over to ask how he could help his new customers. And then he recognized Aeris (his competition).

With a scowl, he asked her to wait while he handled his customers, but Aeris cut in and assured him they ALL had business with him. Business regarding the recent disappearances. Surely he must know something about them, right? They all used his locks!

Keygan told the group to get out, but Falco stalled, using diplomacy to try to get some answers. Keygan looked nervous, and began gesturing with his head and eyes to a curtained back-room. Mick was pretty sure that Keygan wanted to hug and kiss him or something, but Falco understood his meaning: Keygan wasn’t alone, and whoever was with him was back there…. Beyond the curtain.

Unfortunately for Keygan, the group proved less keen on playing along and pretending to leave than they did with tearing through the shop to get past the curtain. Mick seized a pile of what he hoped was stinky, smoky leaves and tossed them onto the fireplace’s flames, while Rabbity hopped on Panthy, Aeris pushed her way past the curtain, and Falco moved to follow her. Keygan had had enough! He cast a spell at the trio, just as Mick summoned his piano and began to taunt the little locksmith with his mock ability. Solely focused on Mick now because of his rude insults, the gnomes battled it out with wits, words and magic spells in the shop front while Aeris charged into the darkness of the storage room. Three steps into the room and she recoiled in pain. Looking down in shock she realized she had been shot by a crossbow bolt.

“Someone’s… here!” she grunted through the pain. Rabbity and Panthy charged into the room, Falco healed Aeris and then moved to open the window curtains, revealing their attacker was up on the landing of the stairs to the second floor. An unnatural calm came over Aeris as her goddess’ will and purpose overtook her. Replacing her fiery temper and impulsiveness with an eerie calm and righteousness, the now bloodraging Aeris stalked up the steps to engage her enemy.

Her companions soon joined the battle, and in a few short rounds it was done. The mysterious, grey skinned figure was unconscious, and the trio rejoined Mick and Keygan–who promptly surrendered.

shackled city adventure path d20diariesAeris scolded the man and began blaming him for his crimes, causing Keygan to break down in sobs. Keygan explained that a few months ago strange humanoids had come up from his basement and attacked him! They stole his rat familiar, Starbrow, and asked him tons of questions about the city. Keygan told them everything they wanted to know, and they left–but they took Starbrow with them. In addition, one of them stayed behind in his home to ensure he never spoke about them to the guard. Keygan was a prisoner in his own home and his beloved pet was their hostage! Not long afterwards they demanded Keygan make them a set of skeleton keys which could open any lock he had crafted. He did so, and worried in silence as they began rifling through his records. Every few nights since they’ve taken a few addresses from his books and headed off into the city, only to bring unconscious Caudronites back down into the tunnels below his home…

Keygan was ashamed, and regretful, but not truly sorry. He would do it again to save Starbrow. Aeris was disgusted and wanted to turn both Keygan and the gray-skinned man over to the town guards, but Falco had a different plan. Falco told Keygan that they were going to go underground and rescue the missing people (and rats!) but that Keygan would have to come with them. Seeing no other choice, Keygan agreed.

They tied up the gray-skinned man, tossed him in a trunk, and then tied up the trunk from outside with thick ropes, before sitting down to speak. They had some questions, and Keygan would have to tell them everything he knew if they were going to succeed. Luckily, Keygan had plenty of information.

  • In his basement are old tunnels that were sealed up long ago and lead to Jzadirune. (At this news my son jumped for joy). This is where he assumes the kidnappers are currently lairing.
  • The doors in Jzadirune are gear-shaped and designed to roll to one side or the other. Most of them had traps that only the gnomes could safely bypass. Unfortunately, Keygan was too young to remember much more than this. He knows they had keys that looked like long sticks. He also knows his father had a leather map that showed the layout of Jzadirune (though whether or not it’s accurate he has no idea).
  • The kidnappers took Starbrow someplace dark within one mile. Through his empathic link with the rat, Keygan can tell he is hungry and scared.
  • There are two kinds of people who come up from his basement: ‘tall ones’ and ‘short ones’. Neither of them seem to like the sunlight. The tall ones resemble naked, hairless, genderless humans with blue pupilless eyes, and grey skin that changes colour, allowing them to blend perfectly with their surroundings. They are usually encountered in pairs or threes and often leave the shop wearing cloaks. They carry repairs and light crossbows.
  • The short ones are sinister gnome-like creatures with pallid skin, large noses and black hooves for feet. They wear black cloaks and cowls that help them hide in the shadows. The wield filthy looking daggers.
  • The kidnappers share a common language that Keygan doesn’t recognize.
  • If the kidnappers have a leader, Keygan hasn’t seen it. They seem to get along fine without one.

With this information, Rabbity, Panthy and Mick stayed behind to keep an eye on Ghelve and study the map of Jzadirune, which was old, faded and unlabelled. Aeris went home to fetch a backpack no one had seen her wear before that contained a surprisingly large number of objects useful for breaking into places and adventuring in the dark… Falco also left. First he did some shopping (he was rather ill-equipped for adventuring!) and then he went by the Lantern Street Orphanage to get Patch.

Together, this motley group of heroes, cowards, crooks and musicians are about delve beneath Cauldron to a gnomish enclave abandoned for over 75 years, braving the dark, the unknown, and the myserious disease known as the Vanishing, to find the missing citizens of Cauldron or die trying.

Wish them luck!

shackled city player handouts


The other side of the screen: 

Welcome to the other side of the screen, a place where you’ll find GM notes related to the recent game sessions you’ve read, and links to the adventures themselves. If there’s something different in the adventure, or things I’ve changed and added, you’ll find it here!

So what’s different in this session? Not much!

The major change came right near the end: Patch and Keygan Ghelve are not intended to join the player’s on their quest below Cauldron. However, Falco’s diplomacy checks came out absurdly high, and the characters managed to leverage the things those NPCs cared about to their advantage (Starbrow, guilt, and the fate of Terrem and the children). This coupled with the deadliness of their upcoming adventure, the PCs small group size, and the likelihood of my children making poor tactical decisions during combat, caused me to decide that instead of offering other types of aid, Keygan and Patch would join them. However, that meant that their statblocks would need to be updated. Although using their 3.5 stat blocks included in the Shackled City Adventure Path is fine for a battle or two, if they were joining the party they’d need to be proper Pathfinder characters. Patch was originally written as a commoner 1/rogue 1, while Keygan was an expert 3/wizard 1. While converting them to Pathfinder I streamlined their levels, making Patch a rogue (acrobat) 1, and Keygan an illusionist wizard 1. Despite these changes their tactics, gear and the general build and feel of the stat blocks remained true to their original intent.

The Shackled City Adventure Path is available for purchase in its entirety here. The first volume, Life’s Bazaar, is available for purchase here.


Thanks for joining us on our adventures in Cauldron! Tune if later this week for an update on an ongoing Reign of Winter campaign, and a review of Paizo’s Iron Gods Adventure Path!

Jessica

 

Shackled City: Part One

With our characters made, minis picked out, and some free time on our hands, the members of Boople Snoot Dinorabbit set out to try their luck at the deadly Shackled City Adventure Path! (No idea what I’m talking about? Check out this blog post for more details).

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The city of Cauldron, a major location in the The Shackled City Adventure Path by Paizo.

Our story begins on a dreary evening, near sunset. The clouds are dark, the sky is red, and the first fat raindrops begin to fall from the sky on the city of Cauldron. Despite the gloomy atmosphere, tonight is a special occassion! For tonight is Dinorabbit’s one year anniversary! To celebrate, Falco Rhiavadi has insisted the entire band join him for a fine dinner at the Coy Nixie (on his family’s tab, of course!). Always happy for a new experience, Mick Frimfrocket agreed immediately, and soon they were off.

The characters showed up underdressed, and had a fun opportunity to role-play their way through the restaurant. Falco convinced the snooty greeter, Odell, to escort them to a table by name-dropping his relatives. The whole group managed to befriend the waiter, Relveth, with an astoundingly high diplomacy check led by Falco. They ordered fancy sounding meals, and settled in to eat. During the meal they realized they could hear beautiful music, but couldn’t find the band–a mystery which set my son’s imagination ablaze. They also discovered the murals on the wall were like massive search and finds. Each painting was of a different aquatic scene and had a number of nixies hiding within. As they ate and examined the paintings they also got to eavesdrop on the other patrons and socialize.

Falco Rhiavadi
Sima Zhao from Dynasty Warriors 7. Art chosen to represent Falco Rhiavadi.

The manager, Narissia Delacour, was curious which Rhiavadi was dining at her establishment and paid them a courtesy visit. Although she was disappointed it wasn’t anyone important, Falco made a good enough impression that they were allowed to stay and given good service.

Nearby guests included Tabitha Aslaxin, a studious business-minded woman who once attended school with Falco–before he dropped out to join the music program. Tabitha sat with her younger sister, Averil, who had only recently come of age and seemed extremely excited to be present in her finery. The Aslaxin family owns the Coy Nixie and many other establishments in Cauldron. Although the curious members of Dinorabbit took notice of these noble ladies, they chose not to attempt to speak with them.

Other nearby notables included a trio of sisters from House Taskerhill. Mick and Falco managed to overhear that the younger sisters, Monette and Carmine, were scolding the eldest sister, Annah, for her dangerous ways. Bored with life among the nobility, Annah had joined up with a group of other nobles and was spending her free time ‘adventuring’ for the good of Cauldron. As the sisters worried over Annah’s health and their family’s reputation, Annah assured them no harm would come to her. That’s what her companions were for…

Aeris Caldyra
Artwork chosen to represent Aeris Caldyra. Artwork is from the illustrated novel, Caldyra, by Suzanne Helmigh.

Lastly, Falco recognized a few familiar faces at a nearby table: his cousin Venser Rhiavadi, and his Uncle Hasserton Rhiavadi. Falco greeted them warmly, but received a rude, disinterested greeting from his uncle. In his uncle’s defence, Hasserton was his mother’s husband’s brother (and therefore not truly related to Falco at all). Falco’s cousin was equally cold, though he did take the time to make fake-pleasant conversation (for a few minutes). When his patience was worn out Venser bid Falco a curt farewell and returned to his meal.

With their dinner at the Coy Nixie complete, the members of Dinorabbit headed out into the rainy, dark streets. Rabbity tossed her leftovers to Panthy, her beloved pet black panther, and then danced and played in the rain for a while. As the group began to move down they road they heard a scream for help. Rabbity hopped on top of Panthy and urged her forward, followed closely by Aeris. As the two turned a corner they caught sight of a man, with his face painted half-black and half-white with the grinning visage of a jester, blocking the way into a nearby back alley. And from that alley issued the cries for help.

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Rabbity Castalle bending water to her will. Art by Shadify. For more image information check it out on Pinterest.

Aeris recognized the strange face paint as the signature of the local Last Laugh Thieve’s Guild, and immediately drew her blade. The Last Laugh had killed her beloved Grandfather Marzio, last High Chamberlain of Alseta, and she’d be damned if she let this hoodlum get away with whatever he was up to!

Rabbity and Aeris were the first into battle, but Mick and Falco weren’t far behind. Rabbity launched blasts of water at the Last Laugh thief, urging the puddles in the street to surge forward and smash into her enemy. Aeris used some of her elemental assault ability to make her sword crackle with electricity as she fought. Shockingly, the thug didn’t fall. Instead he drew a greataxe and swung it at Aeris, nearly cutting her open completely. Falco was there in a flash, healing Aeris’ wounds. Mick hurried to the fight as fast as his little legs would carry him, then used his magic to summon his favourite piano. His inspiring songs filled the streets, echoing over the sounds of the heavy, pounding rain.

As Rabbity and Aeris knocked the thug unconscious, Falco caught sight of a man down he alley–a priest by the look of him–getting beaten and bullied by two more Last Laugh thugs.

asault
A fateful encounter! The Last Laugh Thieve’s Guild attacking a priest in the dark of night.

“Leave the orphanage alone, priest, if ya’ know what’s good for ‘ya!” they growled.

The young priest begged for help.

The characters all ran in to help him, of course, and with Panthy’s fangs, Rabbity’s water blasts, Aeris’ sword, and Mick’s grooving tunes, the battle was quick, but hard. Aeris took a decent amount of damage that fight and tore through half of her daily rounds of blood rage, all of her rounds of elemental assault and all of her uses of destined strike.

Falco healed the priest, and together they ensured the thugs weren’t in danger of dying. Once everyone was safe, Aeris and the priest suggested they turn in the Last Last Thieve’s to the town guard. The other characters agreed, so they hoisted the thugs up over shoulders and onto backs, and began the long, slippery trip uphill to the Garrison. Along the way the characters chatted with the priest.

The priest’s name was Rufus Laro, and he was an acolyte at the local church of Abadar. He was sent to the Lantern Street Orphanage earlier that day to check on the children and offer aid–only three days ago four children were kidnapped in the dead of the night from the orphanage. On the way home he was ambushed and set upon by thugs! He had thought they were going to rob him, but their threats were clearly meant to keep him from further interference at the orphanage. Though why any thieves would be interested in a run-down orphanage he had no idea… The young priest was quite shaken by the ordeal, and asked his saviours to escort him back to his church after they all finished giving their statements to the guard.

Ruphus Laro
Rufus Laro. Priest at the Church of Abadar. For image information check it out on Pinterest.

My kids had a blast talking with Rufus. My son, especially. They asked him questions and bragged about their various gear, music and pets. Rufus found Panthy quite intimidating, which Rabbity thought was hilarious. She tried to prove to Rufus that Panthy was well trained, but her handle animal checks all failed, and Panthy chose that time to ignore her commands completely. This did little to set Rufus at ease…

As the group arrived at the guard post with unconscious men thrown over their shoulders, the guards came out to accost them. The guards sighed and rolled their eyes when Aeris informed them that she had apprehended some criminals–clearly they know her and don’t like her very much. Aeris is in the habit of reporting all the crimes she witnesses to the guard, while the guard in turn thinks Aeris is a lying, busy-body.

Rufus’ account of the group saving his life did get them motivated, though, as did the tell-tale face paint marking the thugs as members of the Last Laugh. The entire group of characters was ushered into the offices to give their statements. During the interviews, Falco managed to overhear some exclamations of surprise from the jail cells. Apparently the Last Laugh thugs they brought in were also members of the town guard! Falco was more than a little intrigued. Unfortunately, no further information was forthcoming, and the group left with Rufus to escort him to the church of Abadar.

It was another wet trip through the pouring rain, although this time the reception was kinder. The group was ushered into the elaborate church and offered dry towels, snacks and refreshments. Rufus gave the heroic musicians his heartfelt thanks and asked them to stay awhile. He was sure his superior would like to reward them! Then he disappeared deeper into the building. While the characters waited they had a bit of time to eat, warm up, and chat with a pair of low-level acolytes in Abadar’s clergy. Tiefling sisters, named Tirabeth Drissant and Orellia Drissant. Despite her more obvious fiendish traits, Orellia was the more social of the two sisters, while Tirabeth was more insular and studious.

Jenya Urikas
Jenya Urikas, Priestess of Abadar. Official Shackled City Artwork.

It wasn’t long before the group was brought before Priestess Jenya Urikas, the acting head of the Church of Abadar in Cauldron–at the moment. Her superior was off at a meeting in the far-away city of Eleder and wouldn’t be back for some time. Jenya introduced herself and thanked the PCs for rescuing Rufus. The characters introduced themselves in turn, and they all made a good impression. Jenya hesitated only a moment before offering them a job.

She explained that recent kidnappings and disappearances have plagued Cauldron for the last few months. In that time twenty-six people have been abducted in the dead of night, without witnesses or leads. The last four were all children at the Lantern Street Orphanage. Feeling for the children, and worried that the town guard were getting nowhere in their investigations, Jenya decided to have the Church of Abadar get involved. To that end she compiled a list of all the missing persons, and sent a few of her priests out to get what information on them and their disappearances  they could. Rufus was sent to the Lantern Street Orphanage. In addition, she used a holy relic of her church, The Star of Justice, to get more information. This holy mace was capable of using a sliver of Abadar’s wisdom in order to divine the future. In the hands of the faithful it could answer a question, though its responses were often difficult to comprehend. The Star of Justice was only supposed to be used by the head of their church in times of great need, but Jenya felt justified on calling upon its powers in order to save the lives of four innocent children. She prayed to Abadar, took the Star of Justice from its altar and asked it:

“Where are the children who were abducted from the Lantern Street Orphanage?”

The answer came back in prose:

“The locks are key to finding them. Look beyond the curtain, below the cauldron. Beware the doors with teeth. Descend into the malachite ‘hold where precious life is bought with gold. Half a dwarf binds them, but not for long.”

Jenya shared this information with the characters and asked for their help. Would they be willing to take up the investigation into the children’s disappearance on behalf of the Church of Abadar? If so, she would provide them each with a potion of healing as an act of good faith, and she would pay them a small fortune upon completion of the investigation. over 2,000 gold pieces.

The characters conferred amongst themselves for a moment…

Dark blue skin
Artwork chosen to represent Mick Frimfrocket. Note: Mick has dark blue skin and red eyes. For artwork information check it out on Pinterest.

Mick was always up for new experiences! He had never been a hero before, or a detective, or saved children, so he was very excited to get started! And THAT RIDDLE! Oh, boy was he excited about that riddle! Plus, those poor kids… Mick had grown up at the same orphanage they were taken from! So sad…

Rabbity sadly recounted that a friend of hers from work, Gryffon, was among those missing persons. He had been abducted from his home three nights before his wedding to another of Rabbit’s co-workers, Imelie. Poor Imelie hadn’t smiled since… Hoping to find Gryffon, Rabbity also accepted the mission.

Aeris had no hesitation and accepted immediately. She kept up with local news and was well-aware of the kidnappings. Despite only being a locksmith, she aspired to be like her grandfather–a heroic leader of the community and paladin of Alseta. He had always fought against injustice and crime. Aeris always attempted to do the same. Plus… the Last Laugh seemed to be involved. She had promised her grandfather at his funeral that one day she would put an end to the gang of thieves that had killed him. She wanted to discover how deep they were wrapped up in this!

And Falco? Well, Falco was a good man who was more than a little too confident for his own good. Of course he wants to help the orphans!

With the group all in agreement for one reason or another, they accepted Jenya’s offer, were given a potion of cure moderate wounds each, a copy of the riddle, and a list of all the missing persons. Of course, it was too late to begin the investigation NOW, the Lantern Street Orphanage was all closed up for the night. So they headed home and spent the evening stewing over the information that had been given to them.

They had a lot to contemplate…



Note from a GM:

The Shackled City Adventure Path is available for purchase in its entirety here. The first volume, Life’s Bazaar, is available for purchase here.

Very little has changed from the adventure as written to our game table so far. The most noticeable change is the campaign opening. As printed, The Shacked City takes place in Cauldron, and begins with the characters walking down the road in the rain, late at night, when they hear someone call for help. Although I’ve got no problem with coincidental openings such as this, my children love roleplaying with NPCs and I’ve found that giving them opportunities to have dinner at a restaurant, shop, or make a new friend in character adds a lot to their gaming experience. To this end I began the campaign at a fancy dinner at the Coy Nixie, instead of on the street. This turned out to be a fun role-playing encounter for our whole family, and really let my children have a chance to try out their characters before hopping right into a fight.

The second change made so far wasn’t so much a change as an expansion. Plenty of NPCs were given names and faces in order to make the surrounding city and the people in it come to life. This is an easy to do addition that really adds a lot of depth to the gaming experience, and is definitely going to continue throughout the campaign.

Lastly, some changes were made due to setting. Cauldron was placed in Pathfinder’s world of Golarion, in the Mwangi Expanse. The nearest major settlement is Eleder. All instances of the god Abadar and his church were used to replace the 3.5 Dungeons and Dragons deity, St. Cuthbert. Their functions and beliefs are similar, making it a simple, seamless change.


Thanks for joining us on our adventures in Cauldron today! I hope you enjoyed the ride. Another update for Shackled City is coming later this week, followed by our first glimpse at an ongoing Reign of Winter campaign. Stay tuned!

Jessica

 

The Shackled City

After playing a Pathfinder Society Scenario a while back with my husband and children, I expected to be playing a few more in the near future. They’re short, fun, and don’t require a long-term commitment. Since my husband’s already playing in two other long-term campaigns with family (Reign of Winter and Mummy’s Mask), and a campaign with my children (Carrion Crown), I figured this would work out well.

And we had fun! So much fun my husband got an itch to start another new campaign. Just the other day he asked my kids if they wanted to play Shackled City with him. They said yes, obviously, and they started planning characters together.

Great!

Wait. Shackled City?

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Cover art for the hardcover edition of The Shackled City Adventure Path by Paizo Publishing. For more Shackled City artwork check us out on Pinterest.

For those of you who don’t know, Shackled City is a HARD campaign. Awesome. But hard. We’ve played it before and gotten up to the end of of chapter one with a whopping six character deaths. SIX. And I have a crew of great players.

And there’s my children, chattering happily with my husband over character concepts.

This was going to take some work.

Now, I’d need to put a fair amount of work into running Shackled City anyway. It’s an adventure path written for 3.5 and these days we play Pathfinder, so there’s some conversion required. Not much, but some. Pathfinder characters are stronger than 3.5, so that should work in our favour. But it was written for a group of 4-5, and we would be running three. Of course, my kids enjoy it when I play with them, so perhaps I’d make a character to be their fourth party member. Still, this campaign would be tough and, as much as my children know that sometimes our characters die and that’s okay…. They’re five and six. I’d rather they not have their little paper dreams tattered and torn and tossed in the trash.

I spent some time thinking while my children and husband worked on their character concepts. What would our creation guidelines be? How could we make this work and have a reasonable chance of success? There’s plenty of ways to allow your player’s a bit of a boost for their characters, but I wanted to keep it simple. I decided to have them create level two characters (instead of level one) with a 25 point buy for their ability scores (we usually roll 2d6 and add 6). They got to take one of the Shackled City traits (which provide a benefit and a penalty) and two Pathfinder traits with the option to take a drawback to gain a third Pathfinder trait. I granted them background skills, which is essentially an extra two skill points each level that must be spent on less-useful skills like perform, profession and craft. Rules for background skills can be found in Pathfinder Unchained. They got 1,000 gp for their starting gold (which is the wealth expected of a second level character). And lastly, I made a character to join them and round up the party size to four.

In only two days my husband and both of my kids had their characters ready to go, complete with a reason to know each other. The reason?

They’re in a band.

But before I tell you about their characters, I’m going to tell you about what they’re going to play.


THE SHACKLED CITY

The Shackled City is an eleven-part adventure path printed in Dungeon Magazine from March 2003 through until November 2004. In 2007 it was compiled in a hardcover edition that included supplemental articles, a collection of maps and player handouts, and an entire additional adventure. Shackled City was created for 3.5 Dungeons and Dragons and is intended to bring characters from level 1 to 20.

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Cauldron, from the Shackled City Adventure Path. For more Shackled City art check us out on Pinterest.

The Shackled City takes place in Cauldron, a merchant metropolis built into the caldera of a long-dormant volcano. Located amidst jungles teeming with dinosaurs and demons, Cauldron is far from any other major urban centres, although a few small villages exist nearby.  Shackled City is an urban adventure path that has a heavy amount of dungeon crawls and political intrigue. It’s an awesome, fun campaign with a lot of twists and turns but, as mentioned above, it’s very challenging for low-level groups.

Evil schemes are afoot in Cauldron. Driven by the dreams of an insane demon prince, bizarre cultists known as the Cagewrights are plotting something foul. Something they’ve been working towards for centuries. To prevent their agenda and save Cauldron, your player’s will have to explore cursed underground complexes, brave haunted jungle ruins, slay mighty dragons, and perhaps, even bind themselves to a layer of the infinite abyss.

The first adventure in the series, Life’s Bazaar, begins with a chance encounter that soon sees our characters investigating the abduction of four children from a local orphanage. But these children are not the only ones to go missing, dozens have disappeared over the last few months alone. And their fate lays entirely in your player’s hands…


Without further ado, let’s take a look at our band (literally) of brave characters!

Falco Rhiavadi

Falco Rhiavadi
Art chosen to represent Falco Rhiavadi. Art is from Dynasty Warriors 7 (PlayStation 3) and depicts Sima Zhao.

Falco Rhiavadi is a member of the prominent Rhiavadi noble line. A rich and powerful family, the Rhiavadi’s are currently lead by Falco’s aunt, Thifirane. Unfortunately, Falco is clearly a bastard. His father was a foreigner by the name of Kenji Ozawa. Unable to hide his parentage, and refusing to give the boy up, Falco’s mother kept him close, and treated him as any other member of the family. Brazenly keeping Falco around caused no small amount of friction within the Rhiavadi family. Much of that anger was directed at Falco’s mother, while Falco was treated as an outsider and an embarrassment.

Despite this, Falco was given a thorough education at Bluecrater Academy, where he again disappointed his family by ending all of his practical studies and joining the music program. He made plenty of friends there, including Mick Frimfrocket (a gnomish pianist and comedian), Rabbity Castalle (a rabbitfolk dancer with a pet panther), and Valius (an artist and cleric of Shelyn). Valius inspired Falco to find faith in Shelyn, the goddess of love and art, while Mick and Rabbity eventually formed a band with Falco, named Boople Snoot. Recently the band’s name was changed to Dinorabbit. Falco plays the flute, and is an accomplished orator.

When Falco was a teenager, his father, Kenji, heard tales of a dragon outside the city and set out to pay homage to the proud beast. Unfortunately, dragons in the Inner Sea are not the same as dragons from Tian Xia, and Kenji was devoured. In grief, Falco called out for the power to keep those he cared about safe. A colourful thrush appeared to him–clearly a gift from Shelyn herself! The bird said its name was Ruby, and promised Falco the power to keep the people around him healthy. She even hinted at the possibility of bringing Kenji back to life. Elated, Falco took the bird home with him, and they’ve been inseparable ever since.

Unfortunately, Ruby is a rude, cantankerous bird, who is very protective of Falco. She gets offended and complains whenever Falco prays to Shelyn instead of Ruby herself. Ruby acts like a normal songbird in public, sweetly whistling as an accompaniment to Falco’s flute music. In private, Ruby complains, demands fealty, and generally is a grouchy pain in the butt. Falco loves her dearly.

Now twenty years old, Falco is a well-groomed, handsome man with an easy smile and a winning personality. He lives in a small flat paid for by his family, and rarely ever attends noble gatherings or does anything practical. Instead he spends his time making music with his bandmates, visiting his friend Valius’ art studio, or socializing in the Tipped Tankard Tavern. He also volunteers to use his healing powers at the local church of Kurgess. His love of life, art and music is boundless, and Falco is the driving force behind his band’s performances and music. He is the heart and soul of Boople Snoot Dinorabbit.

Mechanically, Falco is a shaman who has formed a lasting bond with the life spirit. Ruby is his spirit animal and conduit to these spirits. He’s a human of mixed Taldan and Tien descent. With the ability to channel positive energy, and the healing hex, Falco is a healer first and foremost. He selected extra channel, and selective channel as his feats to further enhance his healing powers. As a shaman, his spells prepared can change each day, but so far when expecting danger he’s prepared burning hands, entangle, obscuring mist, and his spirit spell: detect undead. His favourite orisons include detect magic, dancing lights, daze and stabilize. Though he prefers not to engage in violence, Falco began the campaign with an elaborate dagger, and a very fine walking stick which he is more than capable of using to defend himself. Falco is my husband’s character (and his third character to attempt the Shackled City Adventure Path).

Mick Frimfrocket

Mick Frimfrocket is a gnome with dark blue skin, bright pink hair that stands straight up on his head, and light blue eyes with flecks of red around his pupils. He’s energetic, bold, and loves nothing more than a good laugh! Mick grew up in the gnomish enclave of Jzadirune, located underneath Cauldron. He was brought to the surface when he was only a child, in order to escape a strange disease afflicting the enclave, called the Vanishing. Unable to remember much of anything from this time, but plagued with nightmares of people fading away to nothing in front of him, Mick is curious about his youth, and the family and home he cannot recall. Once he reached the surface, Mick was taken in by the poorly funded Lantern Street Orphanage. Due to his fondness for playing tricks on people and making jokes, he got into a lot of scuffles with the other kids, and quickly learned his way around a fist-fight. His time at the orphanage was happy, but LONG, as Mick was never lucky enough to be adopted (apparently prospective parents don’t like it when you put salt in their tea instead of sugar, trip them in the hallway, or make illusions of dinosaurs stomping through the adoption office…). Most of the staff he once knew who worked there have moved on now, or passed away.

Upon reaching adulthood and moving out into Cauldron on his own, Mick took the the street corners to tell jokes, play pranks, and generally have a laugh as a busker. He made enough coin to enrol in the music program at the Bluecrater Academy, where he learned to sing and play the piano. There he met Falco Rhiavadi, and Rabbity Castalle, an eclectic pair of people who soon became his best friends and bandmates. In addition, Falco also invited Mick to live at his luxurious flat with him, and they became room-mates.

Mick is an inspiring, funny, exuberant fellow who constantly tries new things. He’s worshipped at least four different gods, eats the strangest things he can get his mouth around, and is constantly insisting the band change their name. The most recent change was from Boople Snoot to Dinorabbit. An ironic change, since it was him who suggested they be named Boople Snoot in the first place. He likes to make fires when he’s bored, both illusory and real, and finds constant joy in the fact that no flame ever flickers the same. He has an obsession with pigs–though he’s never owned one–and collects every piece of art, or toy pig he can get his hands on. He’s also a fan of learning new languages, and currently can speak seven: Common, Dwarven, Elven, Gnome, Halfling, Sylvan and Tien.

Mechanically, Mick is a multi classed monk and a bard (prankster). He’s carries no weapons, instead fighting with his fists or throwing whatever objects happen to be nearby as projectiles. He also carries alchemist’s fire, LOTS of alchemist’s fire, but has never had a chance to actually THROW any alchemist’s fire. This saddens him greatly, as he thinks it would be a spectacular sight! He uses his bardic performances to inspire his allies and mock his enemies. He makes use of his gnomish magic to make magical lights, phantom sounds, perform minor magic tricks and speak with animals. With his bardic magic he can detect magic, set flammable objects on fire, and summon his favourite piano. He can also cast cure light wounds and biting words, a spell that lets his words physically harm an enemy. He chose weapon focus (unarmed strike) as his feat, while monk granted him the feats improved unarmed strike, stunning fist and throw anything. Unfortunately, Mick’s not very clever, which doesn’t let him take advantage of the monk’s bonus AC ability. Despite this, Mick doesn’t wear armour. Instead he has a collection of potions he drinks to increase his AC, including mage armour and shield. Mick is my six year old son’s character.

Rabbity Castalle

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Art chosen to represent Rabbity Castalle. Art is Armello fan art created by Shadify.

Rabbity Castalle is a rabbit folk with soft white fur and a few patches of blue on the tips of her ears. She wears fancy clothes, and lots of beautiful jewelry, all in her favourite colour: blue. Sapphires are her favourite gemstone. She loves water and rain, and thinks its horrible that the government has let the lake at the centre of town become so stinky and polluted! She has a connection to water of all kinds and can make it obey her commands–most of the time. In addition to shooting it from her hands, and using it as a shield, she can create water, clean water, create mild currents in bodies of water, make extremely slippery puddles of water appear on surfaces or objects, and dry wet creatures. The heat never seems to bug her.

Rabbity is lucky, nimble and quick. She’s a beautiful dancer, and eventually saved up enough money to attend Bluecrater Academy. She joined the music program, and further honed her craft. There she met Falco Rhiavadi and Mick Frimfrocket whom she eventually started a band with.

Rabbity’s best friend is a panther named Panthy, who she has trained to let her ride on its back. Panthy can also act terrifying, follow Rabbity, and perform minor tricks like rolling over, shaking a paw, and dancing. Rabbity and Panthy typically perform together before the band goes on stage.

Rabbity works at the Tipped Tankard Tavern as a waitress. Because of this, the Tipped Tankard has become a meeting place for her bandmates, and they can often be seen there, eating, drinking, or performing in their band. Rabbity rents a room from her friend, Aeris (a local locksmith), and eventually Rabbity convinced Aeris to join their band as a drummer.

Mechanically, Rabbity is a kineticist tied to the element of water. Her panther is purchased and trained, but not an animal companion. She is my five-year old daughter’s character.

Aeris Caldyra

Aeris Caldyra is a locksmith born to the historic Caldyra family,  and the business-minded  Halar’s. It is said that the first Caldyra were brothers who accompanied Surabar, the founder of Cauldron, deep into the jungles in order to bless any settlements and boundaries he erected with the aid of their goddess Alseta. A respected but sparse family, the Caldyra name is still remembered fondly by historians. Aeris and her father, Edwin are the last of the Caldyra’s in Cauldron.

Aeris Caldyra
Artwork chosen to represent Aeris Caldyra. Artwork is from the illustrated novel, Caldyra, by Suzanne Helmigh.

Her mother’s side of the family are successful merchants and businessmen from far off Qadira. Practically nobility, the Halar’s were rich beyond imagining and powerful, maintaining the ears of both the Satraps and extraplanar beings. Magical powers and the blood of elementals has long been recorded in their family histories. They have spread throughout the world, although the local Halar’s are little more than rich merchants and business-men. Unlike the Caldyra’s, the Halar’s are a vast family, with dozens of them living in Cauldron at the moment. Although Aeris’ mother, Kiriel socializes with them often, Aeris has always felt out of place among her extended family.

Despite being surrounded by a bustling family of merchants Aeris Caldyra has always felt less interested in business than she has in the gods. She felt like an outsider among the Halar family and with her parents. Only her Grandfather Marzio, a High Chamberlain of Alseta and the last of his faith, truly understood her. They were incredibly close, and despite her parents protests that she take up a worthy trade and get her head out of the clouds, Marzio trained Aeris in the ways of Alseta’s faith. She went with him on tours throughout the city to bless doorways, gateways and arches, to inspect the city walls for defects and repairs, and to ward peoples homes and businesses against danger. He knew a great deal about engineering, the history of the region, demons and, of course, religion. He was a good man and a good priest, but his focus was always more on helping people and Cauldron than it was on proselytizing and spreading Alseta’s worship. His followers were small in number, but many respected him and his work. He had working relationships with all four of the other churches in Cauldron as well as the Mayor’s office and the town guard. Alongside him, Aeris learned her religion and what it meant to be a good priest and a good person. Unfortunately, when she was only eight years old Marzio died. …And it was all her fault.

Aeris had accompanied Marzio on his rounds throughout Cauldron to inspect the walls and gates. By mid-day she was tired and begged her grandfather to take her for a treat at a local candy shop. He told her to wait until they were finished for the day, as he had packed them a picnic lunch, but Aeris had insisted, and Marzio never could say no to his beloved granddaughter. On the way to the candy shop they passed a mugger painted with a black and white face (a member of the criminal gang the Last Laugh) accosting a banker of Abadar. Marzio leapt in to assist the man, brandishing his holy symbol and attacking with his longsword, but he was ambushed by the muggers comrades. Stabbed in the back, Marzio fell, and faster than Aeris could blink the gang was upon him: beating, stabbing and stealing his coin. Aeris’ screams summoned the guard, but by the time they arrived Grandfather Marzio was dead, both he and the priest of Abadar had been robbed and the Last Laugh thugs had fled. Aeris snatched up his holy symbol and sword — the only valuables the thieves had left behind — and cried for days. Her grandpa was dead because she was a spoiled brat who wanted a candy! This was all her fault! Broken hearted, Aeris couldn’t bear to tell anyone he was dead because of her.

Life moved on. Aeris’ parents sold Marzio’s home and shrines to members of the Halar family. They were torn down and remodelled. The few followers of Alseta’s faith turned to Abadar for guidance, and soon the only place Grandpa Marzio’s religion lived on was inside Aeris herself. She was a poor excuse for a devotee and knew she would never be a Chamberlain like her grandpa had been. Aeris’ parents insisted she take up a trade and prepare for running her own business one day, so she studied to be a locksmith. Her locks could protect people. It was a trade her grandfather and Alseta would appreciate. When she became an adult Aeris was gifted a townhouse of her own, with a business space downstairs. She turned it into a profitable little locksmith’s shop. She rents out her spare room to Rabbity, a quirky little rabbitfolk who was in need of a home.

Aeris Caldyra
Art chosen to represent Aeris Caldyra. Artwork is from the illustrated novel, Caldyra, by Suzanne Helmigh.

Now twenty years old, with blond hair, braided on one side, and mismatched eyes (one blue, one green), Aeris is a charismatic, cheeky woman. She’s always smiling or ready with a quip. She endeavours to be kind, honest and courteous. She doesn’t brag or lie (often). She’s strong of faith, but never proselytizes. She tries to keep up the duties her grandfather did. She blesses doorways (as she installs locks), prays to Alseta as she passes through thresholds of all kinds, inspects public archways and gateways for damage and repair work, and patrols the town walls looking for damage and wear.

Aeris never interacts with people she suspects of being criminals. When she discovers such people she always ends her interactions with them immediately and reports them to law enforcement. Most of the town guard think she’s a rubber-necker or a liar—another nosy citizen who makes fake and unnecessary reports. When she can stand it not more, Aeris takes the law into her own hands, seeking retribution against the criminals no one will punish. She sneaks into their homes and safe houses to rob them before slipping out again. She donates her stolen goods to fund civic projects, charities or local churches. Despite the good that comes of these misadventures she always feels horribly about it afterwards, believing her grandpa and Alseta are displeased with her actions. Her prayers the days following are always filled with promises to never steal again, which she inevitably breaks.

To this day Aeris has an intense hatred of the Last Laugh Thieve’s Guild, and to a lesser extent other groups of gangs and organized crime. She’s always tries to step in and help stop crimes when she sees them (another reason the town guard is not fond of her). Despite her hope that she’ll be able to foil or disassemble the Last Laugh one day in honour of her grandfather, she is disregarded by them. A fact that hurts her more than she admits.

Aeris aspires to embody the four virtues of Alseta’s faith: Courtesy, Duty, Honesty and Humility. She believes that it is very important to protect people. She thinks that undeath and portals to dangerous planes are thresholds that should never have been opened and in the off chance she encounters such threats she would react strongly to stop or close them. As a follower of Alseta she also believes she must act as a fair arbiter to disputes. She tries to uphold the law.

Recently, Rabbity convinced Aeris to join her band as a percussionist. A fateful decision which caused her to meet Falco and Mick, and will inevitably set her on course to save her entire city….

Mechanically, Aeris is a suli bloodrager (spelleater and urban bloodrager archetypes). Instead of causing her to get out of control, Aeris’ bloodrage manifests as an unnatural calm, as she more fully embodies the will of her goddess. In addition to empowering her body, Aeris gains fast healing 1 while bloodraging. Aeris is the group’s trapfinder and main melee combatant. She has the destined bloodline, as she’s blessed by Alseta to achieve great deeds. Her suli blood, courtesy of the Halar side of the family, grants Aeris energy resistance to acid, cold, electricity and fire, the ability to speak a wide variety of exotic languages, and the ability to wreathe her weapons in the elements for a few rounds a day. Her feat is incremental elemental assault, which lets her use her elemental assault ability one round at a time instead of all at once. Aeris is my character for the Shackled City. Although strong, quick and skillful, nearly all of Aeris’ abilities only function for a certain number of rounds each day, meaning she’s likely to run out of them FAST. Especially in an adventure so combat heavy in the beginning.


With our characters created, and the campaign prepared, the members of Dinorabbit (the band formerly known as Boople Snoot!) head out to dinner to celebrate their one year anniversary at a fancy local restaurant, the Coy Nixie.

But fate has bigger plans for this quirky band of friends. Cauldron needs them!

I hope you enjoyed reading about our new characters who are going to brave the Shackled City. Check back soon to read about their continuing adventures.

Have you ever played the Shackled City? What kind of character would you make for this campaign?

Let me know in the comments below!

Until then, enjoy!

Jessica


The Shackled City Adventure Path is a difficult to get your hands on adventure path published in eleven separate Dungeon Magazines, or available in hardcover from Amazon here or from Paizo Publishing’s website here. The first adventure, Life’s Bazaar is available in Dungeon Magazine Number 97 from Paizo Publishing’s website here.

The shaman and the bloodrager classes, as well as the bloodrager archetype spelleater, can all be found in the Advanced Class Guide. The urban bloodrager archetype can be found in Heroes of the Streets. The Kineticist class can be found in Occult Adventures. The monk and bard are base classes found in the Pathfinder Roleplaying Game: Core Rulebook (or in a convenient travel-sized edition: Core Rulebook (Pocket Edition)  while the prankster archetype for bards can be found in the Advanced Race Guide.

OutPost 2018

I’ve got exciting news for you today from the world of Play-by-Post gaming and the Pathfinder Society. It was recently announced on Paizo’s messageboards that they’ll be hosting the an online Pathfinder Society Convention. Awesome!

Why?

First of all, Conventions give out cool boons. Boons are rewards granted to a character at the end of a scenario. Most conventions give out special boons. Sometimes even the chance to use a special race on a future character. But, getting to a convention can be a problem. There’s none near me, that’s for sure.

Second, this convention is hosting 115 tables of gamers. Most are hosted on the Paizo messageboards, but some on other platforms like Mythweavers. There’s even a few tables running entirely in Spanish or French.

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The Glyph of the Open Road, sigil of the Pathfinder Society and its Grand Lodge Faction.

Third, this convention is hosting a huge variety of games. Core and Standard Pathfinder games are up for grabs, with Standard being most popular. There’s also the Pathfinder Adventure Card Game available to play and a bunch of Starfinder games. Also, there’s the Solstice Scar Special. These game options are all spread across a variety of tiers, meaning whatever level your PFS character is, there’s sure to be a game open for them.

Fourth, and for some the most compelling reason, it’s first come first served. This is usually the case with PFS, but by play-by-post there’s always more players than there are games. This means for some, getting into a play-by-post PFS game can be hard. Maybe they always fill up before you get home from work, or maybe you just constantly get passed over for other players. Whether you have trouble getting into games or not, the beauty of OutPost is you don’t need to get chosen to play. You simply sign up and you’re in.  This is especially awesome for groups of players. Want to play online with a friend? Sign up for the same game. Done. Easy.

Finally, Pathfinder’s awesome! Haha.

The convention is called OutPost and it’s games start on March 5th, and run until they are complete, with a maximum end date of April 30th. There’s a limit of three games each player can sign up for, which is great. It ensures no one hogs too many games or overburdens themselves. But admittedly, I wish I could sign up for more, haha. I decided to sign up for three games, and after choosing a few, I realized something: my kids might want to join.

d20 games can teach kids a bunch of awesome skills. Reading, writing, spelling, math, strategy, creative thinking, problem solving, teamwork… The list goes on. But the one thing it doesn’t teach my kids? How to use a computer. Usually this isn’t a problem for children, as most get plenty of screen time these days. But mine don’t. My son, who is in grade one, had a computer class the other day and he told me he had barely managed to sign into the laptop by the time some other kids had finished their work. Alright, MAYBE he’s old enough to practice on our laptop at home. Haha.

And wouldn’t this be the perfect place? He’s always asking to play more Pathfinder. He needs to practise his spelling (and his coding, believe it or not), and he needs to get used to typing on a computer. Perfect.

I asked if he’d like to, and both of my kids were thrilled. Mr. Ice and Bunny Paras were ready and waiting for adventure. After a quick check with my husband, he decided he’d be willing to try it out if he could play with our kids. Enzo Jeggare had agreed to the mission.

I quickly hopped onto the online sign up sheets and checked the GM names. …None that I recognized. So I found one that had four open spaces, was for level one characters, and that I knew contained NO WEREWOLVES. As recently discovered, my daughter has a thing about werewolves. Not long afterwards, a GM I knew would be great as a GM for my kids signed up to host a game that was also level one. After checking with my kids, they decided they wanted to play in both, so I quickly signed us up for a second. My husband passed on the extra game. I warned both the game’s GMs that there would be children playing at their tables, and soon got an enthusiastic welcome for my kids from both. Things have fallen into place wonderfully.

Soon I’ll get to play alongside my kids in a Pathfinder game without also GMing. This is unheard of. I’m thrilled! And my kids? They began immediately tossing  around character concepts for their second PFS characters.

So what ARE we playing?

Our experienced Pathfinder trio, Bunny Paras alongside her trusty parasaurolophus Paras, the ever-cold Mr. Ice, and occultist Enzo Jeggare alongside his summoned servitors, are joining up with two other characters to take on an old Pathfinder scenario from Season 0. I chose my character Everbloom to team up with them. Everbloom’s a kitsune kineticist capable of blasting her enemies with razor sharp flower petals and leaves, lashing vines, and tree branches. She’s a part of the Dark Archives faction–the same as Enzo. Plus, I thought my daughter would love to meet a fellow kitsune. The Season 0 adventures only allows five people to play, so we’ll be joined by only one other person who seems to be an oracle. We’ll be playing Black Waters, which is the sixth scenario ever written for the Pathfinder Society. Intended for level 1-5 characters, this scenario will be sending our Pathfinders into an elite school that was destroyed by an earth quake over a decade ago. Now half-flooded and known as the Drownyard, they’ll need to navigate the haunted, flooded ruins in order to find an ancient treasure lost in the disaster. Although a bit spooky for most young children, my kids have played through the entire first book of Carrion Crown (Pathfinder’s horror adventure path) so we don’t expect to have any issues. This scenario is written by Tim and Eileen Connors, and is available for purchase on Paizo’s website for only a few dollars.

For our second game we had signed up for Delirium’s Tangle (Season One, #45). Also an old scenario, this game would allow for five players maximum, and we would fill up three of those slots. Delirium’s Tangle is intended for level 1-5 characters and sends a group of Pathfinders on the hunt for Nuar Spiritskin, a famous minotaur prince who has gone missing–but don’t tell anyone! Apparently the minotaur is lost in an infamous underground maze, and he’d be terribly embarrassed if word got out that he couldn’t find his way. This scenario is written by Crystal Frasier and is also available for purchase on Paizo’s website for only a few dollars.

I decided to play my fighter, Juno Berik, a dwarven woman who thinks far too highly of herself and is atrocious at social encounters. She’s a ton of fun to play, and I thought my kids would get a kick out of interacting with her.

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Art chosen from Pinterest to represent Fuzzy, my son’s forgetful wizard. Artist unknown. Let me know in the comments if you know the artist so proper credit can be given.

My son decided to make a forgetful old wizard named Fuzzy with his owl familiar Bobby. Why is he named Fuzzy?

“My name? Oh dear! I can’t recall. It’s all a little fuzzy you know. A-ha! That must be it! Fuzzy! It’s a pleasure to meet you!”

With his memory problems, Fuzzy is constantly asking Bobby for advice. “What was that spell again?” “Who is that person?” “Where are we going?” The list goes on. And the ever helpful Bobby always replies immediately with a calm: “Hooooooo…”

Just the thing to spark Fuzzy’s memory!

My daughter came up with about ten character ideas ranging from Fuzzy’s equally old and forgetful sister, to an gnome ninja and everything in between. In the end she discovered a picture on Pinterest and became inspired. Pictured in the side bar, this young girl is much older than she seems. As a child, the young noble played around her family’s vast estate alongside her stuffed rabbit Miss. Whiskers. One day they happened upon a fairy ring and found themselves far from home. There they met brownies and pixies and other fey. They played games, and played tricks and had fun, fun, fun. The experience filled the young girl with magical powers–which she believed came from Miss. Whiskers. Eventually, Naysha and Miss Whiskers found their way home, but Naysha was forever changed. Despite the passage of time, she

Lady Naysha and Miss Whiskers
Art that inspired my daughter’s creation of Lady Naysha and Miss Whiskers. Discovered on Pinterest, artist unknown. If you know the artist let me know in the comments so proper credit can be given.

never seemed to grow up. She appeared to be a young girl even as an adult woman, and her love of play, imagination and tricks never diminished. With a heart full of childish joy and wonder, Lady Naysha and Miss Whiskers have become quite a topic of discussion around aristocratic circles. Lady Naysha works as a magician part-time, bringing wonder and joy to children of all ages, and for the Pathfinders the rest of the time, discovering new sights, sounds and treasures. When she’s in trouble, Lady Naysha can call upon her fairy friends for aid, allowing them to play dirty tricks on her enemies, can summon small woodland creatures (rabbits, most likely) and can heal her companions. All thanks to her beloved Miss. Whiskers! Lady Naysha is an oracle of whimsy.

I love both their creations!

For my final game I signed up for the Unseen Inclusion with my half-orc monk, Kenza Bloodborn. The Unseen Inclusion is a season nine scenario (#9-04) which sends a team of Pathfinders into the haunted ruins discovered under a construction site in the Thuvian city of Merab. Tasked with not only learning about the newly discovered ruin, but also putting the unquiet spirits to rest, Kenza’s going to have her hands full. Intended for characters from levels 1-5, this scenario is of particular importance for members of the Scarab Sages and contributes directly to their story-line. In a few months the Scarab Sages Faction will be retired, and its members will be forced to join other factions instead. A member of the Scarab Sages herself, my beloved monk will have to find a new faction to call home in the coming months. For now, I’m excited to get this introspective Osiriani a chance to play among some of her faction mates. Written by Mike Kimmel, the Unseen Inclusion is available for a few dollars on Paizo’s website, here.

OutPost is going to be a load of fun, and slots in its games are filling fast. But for now, there’s still openings. For more information on OutPost you can check out this post on Paizo’s message boards here. To see what games are still available, click here, then click the tab on the bottom labelled Entry.

At the moment of posting, there’s plenty of room to play in the Pathfinder Adventure Card Game, and in Core Pathfinder scenarios. If you’re into Core adventures I’d recommend joining Black Waters (tier 1-5), or one of the Scarab Sages scenarios up for offer: The Unseen Inclusion (tier 1-5) or Salvation of the Sages (tier 7-11). For mid-level play I’d recommend the highly adaptable repayable scenario, Beyond the Halflight Path, (tier 3-7) which takes place in my favourite city on Golarion, Kaer Maga.

There’s a ton of Starfinder openings. For those of you looking to play a scenario that introduces you to the factions at work in the Starfinder Society I’d recommend joining the Commencement (tier 1-2). But for those of you looking for a more thrilling adventure, I strongly recommend signing up for Cries from the Drift (tier 1-4) or Yesteryear’s Truth (tier 1-4). Both are lots of fun.

Standard PFS scenarios are clearly the most offered and popular game choice at OutPost. It’s my format of choice, as well. Despite that, there’s still plenty of spots up for grabs. If you’re interested in low level play I’d highly recommend joining GM Rinaldo’s Murder on the Silken Caravan (tier 1-5), which is a great adventure run by a very friendly GM. I’d recommend picking up a hot-weather outfit for that one, as it takes place in the Qadiran desert. Echoes of the Overwatched (tier 1-5) is also great fun. For mid-level play I’d highly recommend To Scale the Dragon (tier 5-9, bring cold-weather gear!), Voice in the Void (tier 3-7), the previously mentioned Beyond the Halflight Path (tier 3-7), or GM Gustavef’s Song of the Sea Witch (tier 3-7). For high-level play I’d highly suggest Ancient’s Anguish (tier 7-11).

I hope you give OutPost a chance, and help make this convention a success! Already signed up? Got a favourite PFS Scenario to recommend? Is a favourite scenario of yours missing? Let me know in the comments below!

See you there!

Jessica

 

Mummy’s Mask: Game Aids

I love to GM. As mentioned already on this blog, I do it a lot, but mostly for my children. Playing d20 games with a five and six year old is considerably different than playing with a group of adults. Currently, there’s only two games I play face-to-face that do not involve my kids: Mummy’s Mask and Reign of Winter. I GM both.

It’s been weeks since we’ve played, but that’s understandable. November and December are a time full of birthdays and holiday events in my family. Add to that all of us suffering through a weeks-long illness and it’s no wonder my beloved games have been put on a bit of a pause.

We play on Friday nights: Reign of Winter when my brother’s free to join my husband and I, or Mummy’s Mask when both he and his wife are available. Our kids spend the evening playing and watching a movie before heading to bed for the night, and we have a few rare hours of adults-only d20 gaming.

And tomorrow, FINALLY, we’re playing Mummy’s Mask! Needless to say I’m excited.

One of the things I enjoy about GMing and playing is the environments you can create. With a simple description and a series of short social interactions it’s easy to make each city and town feel different and memorable. But a city’s not just buildings and climate, it’s also the is people who live there. Not just the few NPCs who hold plot-hooks, but all of them. From the lowly baker to the mayor’s foppish cousin, I love making an eclectic cast of NPCs for my players to interact with. Shopkeeps have names and families, minor social encounters occur when travelling through cities, and even that random urchin who tries to con you out of a few coppers has a name and a friend or two. I don’t expect the group to interact, befriend, or get into deep conversations with all of them, but I find it’s enriching for them to be able to. To know that they can. Every once in a while there’s an NPC who becomes special to them. Maybe it’s the baker’s daughter who’s been dumped by her boyfriend, the crime-lord’s bodyguard who they try to entice into switching sides, or the down on his luck priest whose temple is in need of repairs. And nothing makes side characters more memorable than a few lines of dialogue and an image to represent them.

Mummy’s Mask is a campaign bursting with opportunity for NPCs. Right at the beginning of the campaign the group stays at a local inn, the Tooth and Hookah. Run by a husband and wife duo, this hookah bar and watering hole is also home to tables staffed by merchants, and a tiny crocodile who lives in the well named Toothy. Now, what player’s NOT going to want to talk to the innkeeper when he’s got a croc in his well? Answer: none.

Beyond their base of operations, the PCs join a lottery put on by the church of Pharasma. Run by it’s High Priestess, a woman with green painted lips known as Sebti the Crocodile, even this distant personality is bursting with interesting quirks. There’s also gate guards and patrols of Voices of the Spire, militant Pharasmins who patrol the Necropolis the tombs are found within.

And the most fun, exciting NPCs to make in the early days of this campaign? The other lottery entrants. See, this campaign is special. Your players join a lottery where the right to explore ancient tombs is handed out to registered groups of adventurers by draw. Some of these groups have a chance to interact with your PCs. And what’s more fun than making a bunch of adventuring parties for them to socialize with?

Playing, obviously, but making adventuring parties is pretty cool, too.

Which brings me to the purpose of this post: GM Aids.

Periodically I’ll post supplementary information, images, encounters, locations and side-trek adventures intended to be used in published campaigns. Today’s focuses on the many NPCs–especially the rival adventuring groups–found in the first book of Mummy’s Mask.

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The Half-Dead City,by Jim Groves. Book One of the Mummy’s Mask Adventure Path.

So without further ado: let’s get rolling!

Mummy’s Mask is an adventure path printed by Paizo Publishing which takes place in the town of Wati, within the desert nation of Osirion. A six-part adventure path, the first of these volumes is entitled The Half-Dead City and is written by Jim Groves. Additional details on the city of Wati are included in this book, written by Crystal Frasier, while a short story in the back of the book that uses the Tooth and Hookah as a backdrop is written by Amber E. Scott. A player’s guide for this campaign is available as a free download on Paizo’s website here.

The Tooth and Hookah

One of the places players of Mummy’s Mask are going to visit most often is the Tooth and Hookah. This affordable little establishment will become their temporary home. A place for them to sleep, eat, rest, get out of the sun and to plan. Owned by a Garundi fellow named Farhaan, the Tooth and Hookah, its owner, and it’s delightful little crocodile mascot, Toothy, are given a bit more detail in the short story found at the back of the Half-Dead City. For my version of this campaign we gave Farhaan a wife, Maatkare, a meek but hardworking woman who busies herself around the Tooth and Hookash as a cook and waitress.

Along one wall of the Tooth and Hookah are a few tables available for rent by merchants and peddlers. These merchants aren’t detailed, so I got to make some additions. At the start of the campaign these tables are staffed by Mila Ansretti, a friendly Varisian traveller who loves the vast deserts of Osirion and makes a living selling maps, books, herbs and scarves of all kinds; and Ishpi, an awkward young man who (poorly) sells hand beaded jewelry created by his ailing grandmother. Later in the book Jarha Psenmin joins the merchants here, loudly shouting at patrons and acting like your typical pushy, market haggler–though this one deals in potions! Jarha doesn’t last long at the Hookah, and moves on to the Sunburst Market after only a single evening. If no one’s given Mila a reason to stay at the Hookah, she moves on by the end of this book, finding a new location to sell things in Wati.

For entertainment, the Tooth and Hookah features performances by Wahka, a sleazy half-elven bard who secretly lusts after Maatkare, and Senja Messeniah, a streetwise, lesbian belly-dancer who is good friends with Farhaan.

The Grand Mausoleum

Wati’s temple of Pharasma is incredibly large and has a lot of political power. It’s called the Grand Mausoleum, and is the organizer of Wati’s Necropolis lottery. Each day of the lottery sites are drawn and announced by High Priestess Sebti, pictured in the sidebar. Sebti is detailed thoroughly in the Half-Dead City adventure and the article on Wati later in the book. She’s helped by some acolytes which are undetailed. In my campaign these acolytes are Henna, a scribe who handles all the lottery’s record keeping and can sometimes be found working as a secretary at the Grand Mausoleum, and Ammon, a charismatic mysterious fellow who handles inquiries and explains the details of the lottery and their site with the PCs while Sebti continues with the lottery.

Other NPCs added into the Grand Mausoleum are Elder Neferaba, one of the oldest and most respected clerics in the temple, and Inet, a young woman with no formal education who works as Sebti’s personal secretary.

There’s one more member of the Grand Mausoleum who is written directly into Mummy’s Mask. Introduced with full character art and given a thorough backstory, Ptemenib is found in the second book of this adventure path, Empty Graves, he’s a colourful character your players are bound to love. I highly recommend introducing him right from the start. In addition to being found at the Grand Mausoleum, Ptemenib could also be spotted at the Tooth and Hookah spying on a suspicious patron he suspects of being a member of the Silver Chain (a local gang of smuggler’s who operate within Wati and it’s Necropolis). Ptemenib is joined by his (invisible) friend, a  nosoi psychopomp by the name of Qasin.

The Voices of the Spire

The Necropolis is under the control of the Voices of the Spire, a militant wing of the Church of Pharasma, led by the Commander of Voices, Nakht Shepses. Nakht is a character written into books one and two of Mummy’s Mask (though no art was provided for him), and is destined to butt heads with Sebti and the player characters in book two, Empty Graves.

Only one member of the Voices is given a name and artwork, Bal Themm, a woman who guards the front gates to the Necropolis and is introduced in book two, Empty Graves. Bal is easy to include right from the start, as the players walk right by the gate guards twice a day while they’re in the lottery. Starting professional, Bal can grow to respect the group for their accomplishments in the Lottery and even become a friend and source of information. By the time she needs their aid in the second book she’ll already be a companion–or at least remembered–and her fate will have more of an effect on the group.

The Half-Dead City makes mention of Voices of the Spire patrolling the Necropolis and performing inspections during the lottery. However, no other Voices are detailed. In my campaign we added in Shenanda, an experienced Voice who is professional and serious. She’s also Bal’s superior, and Nakht’s lover. Working with Shenanda is a nervous new recruit to the Voices, Menes. Although Menes looks up to Shenanda, he thinks that Commander Shepses is too proud, and needs to treat his lower-class subordinates better. Other Voices on patrol in the Necropolis include the young dwarf Ankhet, the stern female oread Faiza, and the charming and flirtatious Sebkay.

The Scorched Hand

There’s a lot of adventuring parties mentioned in the Half-Dead City. Most are little more than a title and a sentence or two of information, but one of them, the Scorched Hand, are destined to play a major role in this adventure. A group consisting of three followers of Nethys and their sword for hire, the Scorched Hand are introduced in a scripted social encounter that takes place after the first day spent in the Necropolis. I recommend utilizing them at least once more, either before or after that encounter as a social interaction. Make Velriana brush against them while passing by your players in the streets and demand they apologize to her for the insult! Or have them show up at a market stall while your players are trying to purchase an item and insist upon buying that same object–for a bit more coin. Small clashes like this will make the Scorched Hand a group to remember. By the time your players spot Velriana’s feathered hat in the final part of this adventure, they’ll know exactly who they’re about to butt heads with–again.

The Scorched Hand is lead by a pompous, Taldan noble who worships Nethys, Velriana Hypaxes, a wizardess with attitude to spare and ostentatious fashion sense. Her second in command is Khelru, a cleric of Nethys who began life as a peasant and slowly worked his way through the clergy. Khelru’s the only member of the Scorched Hand that Velriana respects. Khelru’s lover is a spoiled, nobleman by the name of Azaz Arafe. Azaz is infatuated with Khelru and converted to Nethys’ faith in order to impress the clergyman. Azaz is a wizard–a poor one–and has a scorpion familiar. Velriana thinks he’s useless–and isn’t shy about showing her feelings. Idorii is a half-elf mercenary hired by Velriana to protect her, then the rest of the Scorched Hand. Idorii sympathizes with Azaz, and thinks Velriana’s stuck-up, but business is business, and Velriana’s the one paying her.

 The Cryptfinders

Another group conceptualized in the book but lacking details are the Cryptfinders. They’re a group who met in Absalom, the City at the Centre of the World, and joined up specifically for the purpose of entering Wati’s lottery. Including members from throughout the world, the Cryptfinders are lead by a roguish, womanizing bravo by the name of Falto. Falto is joined by Ilpatrus Nexonus, a Nexian summoner who looks down on other magic users (and barely notices non-magic users). Hesham ibn Gathbiyya is a Qadiran cleric of Sarenrae and the group’s healer. He hates undead and tries to convert everyone he meets to his faith–an unpopular habit in a town so controlled by the Pharasmin clergy. Their final member is Vittoria Etrovain, a Chelaxian cavalier that worships Asmodeus and despises every woman Falto interacts with. The Cryptfinders are present at a single scripted social encounter and, like the Scorched Hand, benefit from additional social interactions. A fellow wizard could study alongside Ilpatrus, the players could come across Falto making a scene as he duels a few local men over his recent dalliance with their sister, or they can help Hesham talk his way out of an angry crowd of locals that he’s tried to convert to his faith.

Daughters of the Desert

This entirely female adventuring party is led by Sigrun Firehair, an Ulfen skald from the Land of the Linnorm Kings who claims to be descended from a genie. Joined by Firadora Fal-Shiek, a paladin of Iomedae exiled from Rahadoum for daring to have (and spread) faith; Sati, a Thuvian desert nomad with no tongue who looks fierce and is constantly splattered with blood stains; and The Twins, Rua and Naat, mysterious Osirian witches who refuse to speak or socialize with outsiders and seem to communicate with glances. These adventurous women make their sole appearance in the same scripted social encounter that the Scorched Hand and the Crytfinders appear in. Sigrun takes the lead for this group, telling epic tales of their adventures in the Necropolis. These women, Sigrun especially, are incredibly easy to add to the campaign further. Sigrun can often be found boasting about her many accomplishments at a variety of drinking establishments, hawking her newly acquired treasures in a market and haggling with the best of them. My favourite location to add them is immediately outside the Necropolis, Sigrun works up the crowd, telling tales about their adventures that day and waving around the treasures they acquired. She then immediately attempts to sell the goods to the crowd. The Twins stand by mysteriously silent, Sati roars and brandishes her bloody blade for the crowd and Firadora poses dramatically. Sigrun is also a great choice to use again in book two, representing the Daughters of the Desert alongside the Twins at the auction at the Canny Jackal.

Dog Soldiers

The Dog Soldiers are an all halfling adventuring group whose obnoxious leader, Mad Dog Marrn, fights alongside his pack of trained Katapeshi hunting dogs. Joined by his ‘bitches:’ Rita, a flirtatious and curvaceous warrior; Madge, a trapsmith who doesn’t care at all what you think of her; and Ninette, a sorceress who’s quite likely insane. The Dog Soldiers are scheduled to appear in the same scripted social encounter as the previously mentioned groups. Unfortunately, half of Marrn’s dogs die that day fighting a gelatinous cube. I highly recommend making the Dog Soldiers stay at the Tooth and Hookah in a suite upstairs, alongside the PCs. This gives your players plenty of time to interact with the bombastic group before Mad Dog and the girls are in mourning over their dogs. The next morning be sure to place Mad Dog in the Sunburst Market, sadly trying to find replacements to join his remaining pack.

It’s noted in the next book that not all of the groups who entered the lottery return. Some lose members to death, while others never return at all. I chose to make the Dog Soldiers one of these unfortunate groups. Tasked with clearing out Tahetep’s Dance Hall the day after losing most of his dogs, Marrn, Rita and Madge were all killed in the haunted ruin, while Ninette survived, driven mad by her experiences. Have the players go through dinner that evening, then breakfast the next day, without any sign of the noisy halflings at the Tooth and Hookah. That evening Farhaan can ask if you’ve seen any sign of them. After hearing they haven’t Farhaan sighs and remarks ominously “They’ve still got a bit of time.” After another day with no word from the Dog Soldiers Farhaan places their personal possessions out for sale at his merchant’s tables. This can be a poignant sign to the group that their line of work is more than just dangerous, it’s deadly. The next time the players are in the Necropolis they should discover something of the Dog Soldiers–perhaps it’s Mad Dog’s medium +1 longsword engraved with his name or, if you’re feeling really cruel, they can discover one of his dogs–now an undead ghoul hound–gnawing on Mad Dog’s rotting arm. During the second book, while the players are in the Necropolis on other business they can discover that not all of the Dog Soldiers are dead–the insane wreck that Ninette’s become still resides in the haunted dance hall. Mute, deaf and blind, she dances to a song that only she can hear.

Sand Scorpions

This all-rogue group of adventurers is on the hunt for an arcane combatant to assist them before the lottery starts, but by the morning of the first draw they’ve filled that role. To best showcase this I highly recommend making the Sand Scorpions the second adventuring party to stay at the Tooth and Hookah. This group is led by Black Kiss, an assassin who specializes in poisons that I made mysterious, aloof and literally deadly–her skin is coated in a paralytic poison that she’s immune to. Joined by Briggs, a trapsmith party girl who’s secretly in love with her best friend and other member of the group: Tama. Tama’s a gruff, half-orc locksmith who–along with Briggs–lives in the floating slums of Bargetown. Their newest member is Atticus Bant, a magus who tries his best to get along with all his new female companions, and is failing horribly. He’s terrified of Black Kiss and attracted to Tama. Unfortunately, he made the mistake of letting Briggs seduce him after the first day in the Necropolis and he’s only recently realized she’s both conniving and manipulative. Briggs soon spends her free time bad mouthing Atticus to Tama, while Atticus tries to woo Tama, and Tama poorly ignores the both of them. Desperate for less needy companionship, Tama’s very likely to try to socialize with the player’s characters. An act which is guaranteed to draw both Briggs and Atticus to the conversation in short order. Allowing your players to get involved in the drama of this catty, dysfunctional group can be amusing, and can drive home how important teamwork is. Near the end of the lottery, have fun showcasing Atticus’ desperate final attempts to get Tama to go on a date with him–only to find him later, drunk and mournful at the bar, wailing about his unrequited ‘love.’ Tama and Briggs are also good choices to use as contacts in the second book of Mummy’s Mask, when the players are looking for information about Bargetown and the Veins.

One of my players got obsessed Black Kiss, insisting that his character was destined to be with her (he’s a firm believer in fate). A chubby catfolk who looks like an overgrown housecat, the many, many ways he tried to prove his love to the toxic, aloof woman provided endless entertainment for us. Even more so were her challenges–the most daring of which was taking shots of poisoned drinks with her at the bar. Unfortunately for the smitten catfolk, he was so busy playing coy with her that he missed his chance to say goodbye. After the lottery, Black Kiss heads off to Tephu on the search for ancient alchemical secrets. They’ll have a chance to meet her again in book three.

Amethyst Dragons

This adventuring party is detailed in the random encounters section of the Half-Dead City. Consisting of an Osirion enchantress, Melu, and her charmed companions, each of the men in this group vies for her attention and would give their lives for her. Originally consisting of Ahotep, a warrior who’s been charmed so long he can’t imagine life without her; Djaal Sidrim, a young and inexperienced ranger; and Karem Afir, a streetwise cutpurse; this group’s membership is destined to be shuffled around a bit. The first time you meet the Amethyst Dragons, Melu attempts to charm the strongest looking player’s character, while the other members of the Amethyst Dragons sit jealously by. If Melu survives this encounter, be sure to show her a few days later with all new companions–she had to replace them after they gave their lives to allow her to escape the dangers of the Archives of the Ibis.

Flickering Four

This adventuring party is also detailed in the random encounters section of the Half-Dead City. Intended to be encountered in the Necropolis, they’re found sitting outside a tomb. Their leader, a halfling sorcerer by the name of Fergrim Flame, toys with a ball of fire, while their studious wizard, Verichi Denger, studies a few tomes on the side of the road. Verichi is wary, but claims that the group needs to wait just a while longer while he memorizes some necessary spells. Lirgana Ahmose, an optimistic half-elf bard, tries to pass the time happily, while the group’s half-orc fighter, Kha, loudly complains about Verichi’s obvious cowardice and picks apart Lirgana’s every suggestion and comment. Verichi is a great choice to use in book two, representing the group alongside Lirgana during the auction at the Canny Jackal.


There’s plenty of other colourful characters kicking around Wati. Patrons of the Tooth and Hookah, the Abadaran Marketwives, merchants, students of the Hall of Blessed Rebirth, and even a thief or two, but those will come in time. For now, I hope you enjoyed–or even better: make use of–the colourful characters I’ve shared today.

Our next Mummy’s Mask game aids will be entirely different. Featuring details on the Shrine of Wadjet, Ubet’s Folly and the tattered remains of a drug-addled cult found within, as well as the lots up for auction at the Canny Jackal in book two.

Until then, have fun, and keep gaming. I wish you plenty of criticals!

Jessica

Crown of the Kobold King: Part One

A few days ago my son decided he wanted to make a villain to join me and my daughter’s evil characters on their dark and shady adventures. We spent some time together, and Professor McMaan was born! But where, oh where, would a bunch of villains hang their hat? And what kind of adventures would they go on?

A good question!

When my daughter first told me she wanted to make an evil girl, instead of another hero, I thought long and hard about where she would live, and what she could do. Would she live in a large city and try to hide her misdeeds amongst the masses? Would she live on the outskirts of a secluded village and hide her evil under a cover life of lies and deception? Would she live someplace where no one cared what she did, and shady dealings were considered normal? For answers, I turned to my daughter.

“Who are you?” I asked her. “What kind of evil girl are you going to be? What does she like to do that’s so bad?”

“Oh, Mom!” she exclaimed happily. “I was a nice doctor lady, who lived near the woods and made medicine and stuff.” Suddenly she switched to her ‘spooky voice.’ “And one day I was out in the woods and I found a rabbit! Oooooo! But it was not a normal rabbit, it had wings like a fairy and it looked very… very… adorable!” She wiggled her fingers in an ominous fashion and make more spooooooky sounds. “Oooooo! So I took the little rabbit home and it made whispers in my head! It taught me magic! But ya’ know what?! It was a demon rabbit! And the demon rabbit told me to do mean things like make zombies! And I liked it! And now I am a necra– necROmancer!”

“Oh! I almost forgot!” she exclaimed. “I am also very nice and pretty, and that is a LIE! I am pretty and very mean! But I act nice because the demon rabbit taught me how to lie really good. Oh! And I can shoot fire at people.” She made some expert fire blasting sounds for emphasis: “WHOOOOOOSH! Burny burn!”

Absorbing this for a few moments, I concluded. “Dear… That’s awesome.”

We ended up making her character an aasimar witch with the grave walker archetype and a flying rabbit familiar tied to the elemental patron. Witches have a variety of spells that let them create undead, including zombies, skeletons, and (later) more powerful undead like ghouls and ghosts. The elemental patron would add some damage dealing spells to her list including the level one spell: burning hands, which will let her shoot a cone of flames at her enemies. The gravewalker archetype, found in Pathfinder’s  awesome hardcover: Ultimate Magic, would allow her some nifty death themed spells in addition to the elemental spells granted to her by her patron and two awesome abilities: aura of desecration, which empowers negative channeled energy and makes undead harder to harm with positive energy, and bonethrall, which lets her take control of any undead within her aura of desecration that isn’t hers. The only downside: gravewalkers have creepy dolls made of skin for familiars instead of animals.

Farris
Artwork chosen by my daughter to represent Farris, her demon rabbit familiar. Artist unknown. (If you know who created this let me know in the comments below so proper credit can be given).

With big teary eyes (my daughter can cry at will), and her bottom lip stuck out sadly, my then four year old daughter tried her best to convince me it would be alright if she had a demon rabbit instead of a demon rabbit doll. Knowing it was only us playing–and mostly verbally on walks to and from kindergarten–I caved. Besides, she’d already found some artwork she wanted to use as her familiar (pictured on the sidebar) and decided on a name: Farris.

With her class decided, my daughter chose an alternate racial trait for aasimars, which grants them sharp nails or claws. She chose the cauldron hex, granting her a witches cauldron and the ability to brew magical potions. She finalized her spells, feats and traits, chose her gear and named her: Lorelei.

Then it was my turn. But before I made a best friend for the good doctor, I needed to know where we lived.

Lorelei
Artwork chosen to represent Lorelei, a gravewalker witch. Artist unknown. If you recognize the signature let me know in the credits below so proper credit can be given.

Taking into account her backstory, we decided Lorelei and Farris lived on the outskirts of a secluded village. She hides her evil deeds and necromancy behind a public life as a doctor, midwife and herbalist. Her maxed out ranks in bluff and diplomacy should keep her ‘friendly’ cover intact at low levels, and as long as she didn’t do anything too absurd she should be able to successfully lead a convincing double life–for a while at least. But where, exactly would this small village be?

Since Pathfinder’s my favourite RPG and Campaign Setting, it would be in Golarion, of course. But Golarion’s a large place and there are plenty of little villages that could fit the bill. I ended up choosing one that has a special place in my heart: Falcon’s Hollow. As the old Dungeon magazines published by Paizo came to an end back in 2007, Paizo launched a series of modules and variant rules for Dungeons and Dragons which would eventually become their own ruleset, Pathfinder, while Dungeons and Dragons branched off into 4th edition. With no desires to relearn the rules to 4th when I had only recently accomplished mastering 3.5, I decided to give the budding Pathfinder campaign setting a try. The first adventure I got my hands on was the very first one they printed: Crown of the Kobold King. This dark little adventure took place in the awful, horrible town of Falcon’s Hollow, and its surrounding forest, the Darkmoon Vale. With a free prequel adventure, Hollow’s Last Hope available for download online (STILL a free download, give it a try!), a sequel, Return of the Kobold King, due out shortly thereafter (ALSO a free download), and a supplement book (Guide To Darkmoon Vale) available for purchase, I had plenty of time to grow to love the little town and its dreary desperation.

Falcon’s Hollow is better understood as a lumber camp run by a greedy, amoral lumber company known as the Lumber Consortium. The lumberjacks work long hours in the dangerous, fey-filled forest and live in dismal shacks provided by their employers. All the shops that sell gear and food are controlled by the Lumber Consortium–who charge massive fees for basic necessities–as are the law courts, and the town guards. Even the hardest working and thriftiest lumberjacks soon fall so deep into debt to the Consortium they have no chance of getting out of it. These people work non-stop just to get by in this hopeless, dreary town. Their families find what work they can, either working as lumberjacks or in the few shops and bars around town. The Consortium in Falcon’s Hollow is run by a corrupt, mean fellow named Thuldrin Kreed, and his right hand man is Boss ‘Payday’ Teedum, a pug-nosed man as vile as his employer. The only source of justice is the sheriff–who refuses to bow to the Lumber Consortium despite threats of violence and worse.

Against this backdrop I placed Lorelei’s herbalist shop, replacing the town’s original herbalist with her (for now…). And her first adventure? Hollow’s Last Hope. It was perfect! So when a mysterious sickness made more than half the town ill, and Boss Teedum came knocking on her door to bully her into curing this plague–or else!–even my daughter’s evil girl was moved to finally find a cure.

It’s been quite a few short adventures since then, and Lorelei and Farris have had a blast. With burning hands and grasping corpse her go-to level one spells, and boneshaker her level two spell of choice, she’s had a lot of fun shooting fire, making dead bodies trip and grapple her enemies, and painfully grabbing peoples skeletons and dragging their bodies around the battlefield. She keeps a collection of corpses, carried around in a cauldron by her skeletal minions, for the inevitable time when her current undead minions are destroyed (always keep some raw materials laying around!).

In addition to saving her town from illness, she’s gone grave robbing, treasure hunting, and visited cursed locations in the hopes that more powerful undead can be researched there–and that she can learn the secrets to crafting them (or at least mind control some!). As for undead under her control, she’s had zombie crows, human skeletons, kobold zombies and her current favourite: the ghost of a cannibalistic druid.

Blood Kineticist
The wonderful art that inspired Kilarra Bloodborn, a blood kineticist with more than a few disturbing habits. (If you know the artist let me know so proper credit can be given)

She’s made friends along the way (and killed others!), including her best friend, Kilarra Bloodborn. A tiefling kineticist (blood kineticist archetype (from Occult Adventures, one of my favourite d20 books of all time) and dark elementalist archetype (from Horror Adventures)) who sacrifices humanoids to her demonic patron, Shax, in order to gain dark powers. When she shoots blasts of blood at her enemies the howling faces of her sacrifices can be seen in its depths, bound to her in their torment. With a skeletal hand that loses flesh the more she uses her powers, and regains flesh each time she rests, shrunken heads woven into her hair, and the habit of painting cards with the images of the people she’s sacrificed, Kilarra’s one disturbing room mate. She was heavily inspired by this amazing art shown in the sidebar.

The first time I described the very creepy Kilarra with her skeletal hand walking through Falcon’s Hollow, my daughter smiled.

“Oh, Mom! My girl runs right up to her and looks at her hand. She takes it and she tells the scary lady: ‘You’re beautiful!’ Because I think her IS beautiful. My girl wants a skeleton hand! But, I don’t think people would like doctors with skeleton hands much.”

It was a friendship forged in blood and corpses.

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Beautiful art by Redreev George that inspired the creation of Kiyla, a young ranger who loves to dance. And hunt. And combine the two.

There’s other’s she met along the way. Kiyla, a little girl who fights with a unicorn’s horn as a sword and loves to dance. The only problem? The music she loves best is the cries of tortured, wounded animals. I swear I didn’t make that up. It was my daughter. And let me tell you, it is creepy as heck when this pretty little girl starts to dance ballet whenever an animal’s in pain.

And now, Professor McMaan, my son’s mad scientist who likes to trap souls inside the bodies of the dead or dolls that he’s created. His piece de resistance is his pig familiar, within which he trapped the soul of his rival, Professor Piggs.

But on what adventure would the newly expanded four person party embark upon?

An old favourite: Crown of the Kobold King.

Having made a name for herself saving Falcon’s Hollow, Lorelei, Kilarra and Kiyla recently returned from an extended vacation where they visited haunted locales in the area. Coming back to Falcon’s Hollow to find a new herbalist has moved into town in her absence–Laurel (that witch!)–Lorelei decides she needs to make this backwater town remember why they need her!

Meanwhile, another new face recently arrived in the area: Professor McMaan, a foul scientist from Sandpoint who was forced to abandon his research and flee before the law caught up with him. Newly arrived to Falcon’s Hollow he spent the last of his savings on building a new secret laboratory, underneath an old hut in the woods outside town. After settling in he went to check on his nearest neighbours, expecting lumberjacks or thugs, he was surprised to discover a herbalist’s shop–with strange moaning sounds coming from it’s basement. After sneaking into Lorelei’s home and discovering the necromantic experiments hidden in her secret lair, Professor McMaan has been biding his time, anxiously awaiting the moment his delightful new neighbours return home from their trip!

As soon as Lorelei, Kilarra and Kiyla get back home, Professor McMaan’s at their door, knocking happily and introducing himself as “a fellow bad guy and professor of dead things!”

Lorelei was intrigued and insisted Kilarra NOT sacrifice him. Yet.

My kids had a blast introducing themselves to each other, sharing dinner at Lorelei’s home, and giving each other tours of their secret labs. By far, the majority of our session was spent on them talking and play acting as their characters, showing off drawings they’d made of their homes and pictures they’d discovered on Pinterest of their furnishings. Professor McMaan had a particularly dashing shelf of pickled eyeballs and brains to share that my son found on a halloween board.

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Crown of the Kobold King,a 3.5 adventure easily adaptable to the Pathfinder rules set. Written by Nicolas Logue. Printed by Paizo Publishing in 2007.

Unfortunately, their dinner party was interrupted by a rude knocking. Boss Teedum was back, demanding that Lorelei get her things together. Five kids in town–Mister Kreed’s son included–have gone missing, and they’re sending guards to get him back (him, not them, because all Mister Kreed really cares about is his own son). They’re expecting the kids to be hurt–the stupid brats!–and they’re going to need a doctor in case Kreed’s boy is hurt.

Realizing this is her chance to make the folks of Falcon’s Hollow remember why they need her, Lorelei graciously accepts the Boss Teedum’s ‘offer’ (orders) on one condition: her friends accompany her.

Not caring whether or not Lorelei’s weirdo friends die, Boss Teedum accepts, telling Lorelei that the guards set out in only a few hours. Then he stomps off.

Lorelei is thrilled. She quickly hurries to her necromancy lab to pick some of her weaker, more lively-looking undead. She selects two zombie rabbits and two zombie crows from her collection, each kept in cages (they’re not under her control right now, and are very dangerous) she picks them up carefully and puts them in her cauldron (it’s an animated object now, and can walk around on its own. Usually she rides inside it). With some backup undead ready to go, and her handy ghost cannibal creepily haunting her every step, Lorelei’s excited to set off for the Darkmoon Vale.

The guards are creeped out by their new travelling companions, but it matters little. The cannibal ghost kills them in their sleep, and soon the four heroes villains are by themselves.

They follow the trail of the children (Kiyla’s a magnificent tracker) to a burnt down orphanage long thought to be haunted. It seems the children dared each other to spend the night camping nearby. After exploring the campsite they decide to check out the ruins in case any delightful new undead are lurking in its halls. They’re not, but they do find signs that whatever fire claimed the orphanage was not what it seems. They find a secret torture chamber made to contain and harm a werewolf. A werewolf that seems particularly small sized… The werewolf is nowhere to be seen–burnt in the fire, perhaps, but the orphanage matron is there, long dead with her throat torn out.

Lorelei decides she doesn’t want that body, and uncharacteristically leaves it behind. Why? We’ve accidentally stumbled upon one of my daughter’s recent fears: lycanthropes.

Jeva
Jeva, a werewolf from Crown of the Kobold King, by Nicholas Logue.

Nervous and jumpy, my daughter expressed fear. Now, this might seem normal, but my daughter’s encountered lycanthropes in D&D before, and never had a problem with it. The last one she met was a wereshark by the name of ‘Bloody Frennick’ who she made friends with and insisted join her pirate crew.  In all honesty, I thought she’d welcome a little werewolf girl into the group as a friend! Deciding it was best to let my children fight the mysterious werewolf and put an end to the suspense rather than leave it out and have them nervous and paranoid the rest of the adventure, we took a short snack break. When we continued they met a young girl, who tried to trick them into the deep, dark forest, with promises of how she and her friends were ambushed and dragged into the woods. She gestured to the trail that… yes, it did seem to belong to the five children, but Lorelei knew better. This girl was NOT a child from Falcon’s Hollow! She was a werewolf!

A battle ensued with Lorelei hatefully exclaiming: “She’s lying! I think she’s a werewolf! Kill her just in case!”

Although it should have been a tough fight, Lorelei’s cannibal ghost made quick work of her, and she was unable to escape. Lucky for my daughter’s conscience, it was a werewolf, as she proved when she transformed during the fight.

With the terrifying werewolf dealt with we wrapped up for the night.

But not before Professor McMaan scooped up the girl’s body for his experiments.

Concluding our first session of Crown of the Kobold King, we packed up our dice and minis and put our villains aside for a while. Even undead need a rest sometimes. The children of Falcon’s Hollow would have to wait for rescue for another day.

Soon it was dinner, and my kids moved on to play Pokemon in the other room while I cooked.

I learned a valuable lesson that day: Werewolves are terrifying. Weresharks are not.

I don’t know about you, but I’d be WAY more scared of the shark.

Signs in Senghor: Part Two

My family and I recently finished playing Pathfinder Society Scenario #9-10: Signs in Senghor, a delightful adventure written by my brother. This marks my husband and both of my children’s first official Pathfinder Society adventure. We made their characters the other day, registered them, and played through the adventure in two sessions; the first yesterday evening after dinner, and the second this morning after breakfast.

Adventures always take a bit longer when my children are playing, as their tactics aren’t always… the most effective, and social encounters and small details always gets expanded by their actions. There’s nothing my kids love more than having conversations in character with NPCs and describing extra fun activities their characters to–whether it be dancing, singing, or playing with their pets. That being said, we finished Signs in Senghor in about five hours, which is the high end for a scenario session, but not exceptionally slow. As mentioned, we split that into two days of play. Not because they ran out of patience or got bored, but because it was their bedtime. Haha. They REALLY wanted to stay up late to finish it last night, but bedtime prevailed and we continued in the morning.

Signs in Senghor begins in Eleder, a colonial port city in the hot and humid country of Sargava. There they meet their Venture Captain for this adventure, Finze Bellaugh. Finze is a scholarly, portly fellow who comes off as educated but personable. Written into the text during his mission briefing are lots of colourful, humanizing actions that my kids really related to. He circles sections of map, rubs his chin in thought, crosses his arms over his big belly, and waves his arms around to calm the group’s excitement. During this part of the adventure my kids really enjoyed introducing themselves to each other, and their Venture Captain. My daughter acted out her shy rabbit-breeding druid (Bunny Paras) and her goofy parasaurolophus who likes to perform tricks at her command (Paras). My son shivered with cold despite the heat, with his ranger, Senton, more commonly known as Mr. Ice. And my husband shared his occultist’s vast knowledge with the group, providing them with all kinds of background on their upcoming mission.

The Pathfinders and their rivals, the Aspis Consortium are constantly butting heads and fighting over control of discoveries throughout the world. Although the Pathfinders are by no means a virtuous organization, the Aspis are most certainly a foul group. Known for exploiting their workers and locals, using slave labour, and caring more for profit than anything else, the Aspis Consortium are a thorn in the Pathfinders side, and a blight upon Golarion. Recently, the Aspis Consortium has started up a suspicious mining operation which doesn’t seem to be netting them any profits. When word reached the Pathfinders of the strange occurrences happening near the mines (which never happened before the Aspis arrived) they were understandably suspicious about what the Aspis Consortium are really up to. Unfortunately, in the Mwangi Expanse, the Aspis Consortium have a lot more power than the Pathfinders. In order to move against the Consortium, the Pathfinders are going to need allies. And while other, more experienced Pathfinders begin to investigate the mines, my group of players gets tasked with making those allies.

Nearby the mining operation is the port city of Senghor and my lovely little group of players are tasked with proving to the ruling council of Senghor that the Aspis Consortium are exploiting the nearby ruins of Boali for profit. Boali is considered taboo and haunted among the citizens of Senghor, and is off limits. Unfortunately, the council of Senghor isn’t just going to take your word for it. You need evidence. And what better place to get evidence than in Boali itself!

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Mirian Raas, Captain of Daughters of the Mist, and star of Beyond the Pool of Starsby Howard Andrew Jones.

After the mission briefing, Bunny Paras and her pet parasaurolophus, Paras, along with the ever cold Mr.Ice, Enzo the Chelaxian occultist and (because all PFS scenarios require at least four players) Amiri, the iconic barbarian from Pathfinder, all socialized a bit. Mr. Ice played up his shivering, despite the hot and humid weather, Bunny Paras made Paras dance and ‘sing‘ by making annoying sounds with her crest, Amiri played up her strong and gruff demeanour by doubting the other weaklings around her would be any help, and Enzo put his noble upbringing to good use by taking charge of the group. They travelled down to the docks to meet Mirian Raas, a sailor and Pathfinder who is scheduled to bring our Pathfinders from Eleder into Senghor on her ship, Daughters of the Mist. Mirian is also the main character in one of the Pathfinder Tales novels, Beyond the Pool of Stars by Howard Andrew Jones.

After a quick sailing summary, they make port in Senghor without difficulty. From there, the group had a chance to traipse around the city, speaking with locals and looking for information about the Aspis Consortium’s work in Senghor. Enzo and Bunny Paras (along with Paras) took advantage of the opportunity, and discovered a lot of information about Boali. Mr. Ice did the opposite, instead using his free time to find a patch of sunlight to sit in. He sat there for a full hour (in game time) shivering in the sunshine while bundled up in his furs. Amiri mocked him. Haha. My son had a blast. He was chattering his teeth and shaking to act out his character.

After an hour in Senghor (in game time) the group returned to the docks where Mirian had procured a fishing boat for them to use to sail to Boali. She offered them a sailor to help, but Mr. Ice insisted he could sail them there. Of course, he has no ranks in profession (sailor), so whether or not he would succeed was entirely up to lucky rolls. Fortunately, luck was on their side, and they made it to Boali in only eighteen hours, a full six hours faster than the expected travel time. My son was extremely proud of himself and took to insisting he was a master sailor.

Upon arriving in Boali they looked around for signs of the Aspis Consortium, eventually discovering their old camp and some muddy, discarded boots with a hole in the toe. Mr. Ice took extreme care in approaching the camp stealthily. An effort which Bunny Paras handily thwarted by telling her parasaurolophus to ‘sing’ loudly and dance. Despite the foiled stealth attempts, the group was unmolested. They found the camp empty. My son thought the holey boot was particularly suspicious, but finding no real troubles, they followed the Aspis’ trail into the ruins of ancient Boali, a city in the jungle now partly-flooded with swamps.

Eventually they came upon a flooded section of the ruins, where they found an interesting statue toppled over in the water–a statue which proved entirely suspicious to my son. He spent a solid five minutes interacting with the statue. Examining it, and offering many, many theories about why it might have toppled over and what it might mean. Listening to my six year old son talk about erosion, and how swamp water might affect a marble statue was thoroughly entertaining. His theories ranged from people knocking it over, to earthquakes, and erosion. But wait! Why, oh why, is the statue irregularly eroded? Why can we still see its helmet clearly?!? Cue another stream of suspicious theories from my son.

Boggard_Champion_by_ilkerserdar
Boggard, as seen in Pathfinder’s Bestiary

Fortunately, boggards hiding in the deeper parts of the flooded ruins ambushed the Pathfinders, putting an end to the many conspiracy theories being put forth by Mr. Ice. The boggards quickly wrapped up Mr.Ice and Amiri with their sticky tongues–preventing them from escaping–but they had less luck actually striking either of the Pathfinders with their morningstars. Mr. Ice took great glee in shouting insults at the frog-people and attempting to chop their tongues off with his short swords, while Amiri laughed. Escape was the furthest thing from her mind. She swung her massive great sword at the boggards and dealt a ton of damage. Bunny Paras made an exceedingly useful tactical decision: she made her parasaurolophus dance and trumpet loudly. Yup. Another wonderful use of a turn from my daughter. Enzo proved far more practical, using a ancient stone figurine of a dog to summon a magical dog, which attacked the boggards on his behalf. The group made quick work of their enemies, but over the sounds of Paras’ loud saurian ‘singing’ they heard something else: a man calling for help from a nearby building.

Curious, the group hurried to the sound. Once inside the building in question they split up: Mr. Ice and Amiri checked one room for dangers, as Mr. Ice was incredibly paranoid this was a trap, while Enzo led Bunny Paras and Paras to the cries for help. Mr. Ice and Amiri found a weird room which Enzo later determined was an arcane laboratory, while Enzo and Bunny Paras discovered a man calling for help. With the lower half of his body stuck in the stone from a magical trap (quick application of transmute stone to mud and then transmute mud to stone made him sink into the floor and then get stuck) and the upper half of his body stuck in a half triggered mechanical trap he only managed to stop from slicing him in two by shoving his metal gauntleted hands into it’s gears, this fellow found himself in a tight spot.

“It’s about time you–” the man exclaimed angrily as Enzo and Bunny found him–only to realize they were not who he expected. “Hi!” he exclaimed with a smile, downplaying his predicament. “The name’s Gideon Wren! What brings you fine folks to my humble home?”

And thus entered my son’s favourite part of this adventure: Gideon Wren. A freelancer for the Apis Consortium who was left for dead by his colleagues, Gideon’s a fast talking, fun NPC to run at the table. With melodramatic, mournful tales of his friends leaving him behind and the boggards who were tormenting him by tossing leeches at him while he was stuck, and promises of telling you everything he knows about the Aspis’ work in Boali and Senghor, if only you’ll get him to safety back in Senghor, Gideon provided a wealth of role-playing opportunities. My son took great pleasure in threatening and intimidating the fast-talking Aspis agent, thinking of a ton of ways in which he could threaten and torment the fellow. Meanwhile my daughter regarded him with worry and suspicion, squeaking with worry at the table, and running around whispering to my husband and son the results of her sense motive checks. Enzo really latched onto the idea of bringing Gideon to safety in order to learn everything he knows. After eliciting promises of not only sharing information with them, but also testifying against the Aspis Consortium in front of Senghor’s ruling council, Enzo finally disabled the trap that threatened Gideon’s life. He then left Amiri to dig the fellow out of the ground, while he explored the other rooms in this building. Bunny Paras spent her time dancing happily to Paras’ irritating and loud ‘musical’ calls. Mr. Ice kept guard over Gideon, informing him of the many ways he would hurt him if Gideon backed out on his promises.

A few hours later Gideon was free, and the Pathfinders moved out into the city in search of more evidence. Unfortunately, the boggards who call Boali home found them soon after, led by their massive ‘Great Queen’, a frog-monster known as a mobogo, which was chasing a group of Aspis Consortium agents through the streets. None of our Pathfinders managed to identify the creature, but they all realized it was incredibly powerful. As the mobogo magicaly makes an eight foot tall wave of water chase the Aspis Agents, carrying rubble and smashing buildings as it goes, they all decided to do what any brave hero would do! Like the great, brave, Sir Robin, they ran away.

Mobogo
The Great Queen, a mobogo, found in Pathfinder’s Bestiary 3

So began what I thought would be one of the most fun, and the most difficult parts of the adventure for my lowly level one players: a dramatic chase through the ruined city of Boali with a powerful creature hot on their trail. The DCs for this chase are quite high, but after modifying it as necessary for their level, I was hopeful they’d have a good chance. Fortunately for them, their early arrival to Boali via Mr. Ice’s masterful sailing, and Enzo’s good luck with disabling the trap that held Gideon, meant that Gideon would be helping the Pathfinders during this chase, instead of being in need of their assistance from horrible wounds.

After escaping the waves of water, the Pathfinders had to suffer through the mobogo’s terrifying croaks and a stampede of terrified Aspis Agents, only to have the monster frog leap upon the road and crush most of those same Aspis Agents. After narrowly avoiding being squished by a mobogo bum, they ran from his hurricane-like breath, and got tangled in poisonous vines. After escaping the vines they managed to pick up a few stone tablets the remaining Aspis Agents dropped, dove through a crumbling archway and reached the beach–only to have the mobogo flick its tongue out at them and wrap up Gideon. As Gideon was dragged back towards the gaping maw of the mobogo, the others panicked.

“Not Gideon!”

They hacked and slashed at the ‘Great Queen’s’ tongue until it let go of Gideon, then escaped with him on their ship. Deciding they’d had enough of Boali, the Pathfinders sailed back to Senghor.

Despite the difficulty of the chase, my group did awesome, only failing against the poisoned vines, which still allowed them to escape with time to spare.

Upon arriving in Senghor the next day, back in good time thanks again to Mr. Ice’s masterful sailing (luck), they probed Gideon for information. Mr. Ice threatened the poor ex-Aspis agent with bodily harm in many ways (seriously: never underestimate a child’s creativity!) while Bunny Paras listened to everything with great suspicion, and Enzo took thorough records. After learning much about the Aspis Consortium’s purpose in Boali, and their operations in Senghor, Enzo decided he’d like some further evidence before going to the Senghor’s Council. They agreed to head for the Aspis Consortium’s local warehouse from which Gideon’s boss, Shinri Dells, leads the operations in Boali. Unfortunately, there’s no way Gideon was going to fight Shinri. By his account, she’s a terrifying woman.

Enzo and Bunny Paras tried to convince him to wait for them in safety with diplomacy, but Mr. Ice and Amiri decided to threaten his life instead. Shaking in his boots, Gideon waited for the others to finish up at the warehouse at a nearby restaurant–or at least he said he would…. Would he really wait for Mr. Ice to come back and threaten him some more? My children were unsure.

After casing the warehouse (and with some help from the intel they got from Gideon) they decided to split up. Enzo and Amiri went in the front door to speak to the Aspis agent masquerading as a secretary whose job it is to shoo nosy visitors away. Knowing the guard was going to try to warn the others in the warehouse if the Pathfinders didn’t leave, Bunny Paras, Paras and Mr. Ice wait at the loading doors, listening intently for the alarm to be sounded by the secretary, which will also be their signal to enter the warehouse.

The plan goes off without a hitch. As the secretary drops pottery on the floor and loudly bemoans how much trouble he’ll be in, my children’s characters rush into the warehouse, effectively splitting up the guards and getting the jump on them. Facing off against these two, they make poor progress. It doesn’t help that Bunny Paras’ first turn is spent telling her parasaurolophus to ‘sing’ and dance instead of attacking. Still, Mr. Ice gets in a hit with his short swords, while the guards put up a fight. Back in the front room, Enzo slips past the guard as he loudly looks for a broom, and hurries into the warehouse. Angrily, the secretary charges after Enzo and throws a dart at him. Lucky for Enzo his aim is poor. Also lucky for Enzo? The secretary turned his back on Amiri. It’s not a mistake he lived to regret long. She knocked him unconscious with one swing of her massive sword, and finished him off on her next turn. Enzo summoned another dog to battle the remaining guards, while the fight continued. Eventually, Bunny Paras ordered Paras to swing her tail at the enemies–missing, but hey, she tried!–and shoots a few stones at the guards with her sling.

As the Pathfinders triumph over the guards, Enzo hurries to the side door, hoping to catch the fearsome Shinri Dells unaware. Unfortunately the door opens right before he goes through, revealing Shinri herself. Not very scary looking, Enzo knows better from Gideon’s many accounts of her battle prowess. He immediately orders his dog to get in her way. It misses her, and Shinri retaliates, destroying the dog with two quick punches.

“You shouldn’t have come here,” she taunts.

Alone in front of a woman who’s bound to kick his ass, Enzo remarks cleverly: “Eeep!”

Now, this fight is tough. In addition to being a CR 3 enemy, Shinri’s got the monks flurry of blows ability, which lets her make two attacks every turn, and the ability to deliver her sorcerer’s corrupting touch with one of her punches, which can scare her victims. That’s not even taking into account the monk’s handy stunning fist ability. Things are not going to go well for Enzo.

Or so we thought.

Amiri went next, charged at Shinri with her sword raised, and scored a critical hit. Dealing a massive 33 damage in one hit, Shinri Dells fell to the ground, dying.

They are SO lucky! Seriously. I was expecting at least one of them to fall unconscious, but to come out unscathed? I was honestly flabbergasted.

LUCKY.

Enzo quickly stabilized Shinri, which prevented her from dying, then stuffed her in a big sack with the intent of brining her to Senghor’s Council as proof against the Aspis Consortium’s presence in the city.

But first? Investigating! My kids LOVE clues. As fans of Scooby-Doo and Murdoch Mysteries, they set out to find clues, clues and more clues–also loot!–on the bodies of the Aspis Agents and the warehouse. Happily, they found lots. Including, that Shinri Dells is in communication with some kind of evil fiend during her daily meditations. This fiend gave Shinri magical powers, new fighting techniques and knowledge of an ancient relic. Known as the Twelve Rites, these stone tablets were what Shinri had her agents searching for in Boali. And our heroic Pathfinders have six of them. Armed with that important bit of information (and lots more that we won’t go into here), the Pathfinders leave the warehouse and look for Gideon.

Who is waiting for them, as promised.

They leave together for an audience with the ruling council. Along the way they meet a poor child, begging for food and coins. Although Amiri rudely ignores the child, the others are all suckers, giving the urchin over five gold. A healthy sum in Pathfinder! As they turn to leave, Bunny Paras suddenly exclaimed in pain. She turned to find the child was not a child after all–he was a tiny asura demon who used illusions to mask his appearance. The asura jabbed her in the back with his poisonous stinger.

Woozy and afraid, Bunny Paras exclaimed “Help! I am poisoned! I’m dying!” and fled down the road in hysterics, with Paras hot on her trail.

Leaving the vicious little assassin fiend to the rest of the group, Amiri and Mr. Ice slaughtered the creature in one turn. Considering the creature was a CR 3 challenge, they are very luck–again! After working together to help the frantic Bunny Paras overcome her poisoning, they set out again for the Council offices, this time arriving without further incident.

They easily earned themselves an audience using their Venture Captains’ letter of introduction–Thanks, Finze! After arriving in the waiting room they are offered dried fruit and water–which Bunny Paras suspiciously checked for poison. It comes out clean, so they eat and socialize with the other guests. Enzo sought out gossip and information about the council members they’ll be meeting with, discovering their identities and how best to influence them.

Soon, they enter the last stage of this adventure: presenting their case to the representatives of the Council of Senghor, and winning them to their cause in the hopes of driving the Aspis Consortium out of Senghor, and gaining the Council’s aid in the Pathfinders efforts to shut down the Aspis Consortium’s suspicious mining operations.

Now, this part is going to be difficult for my players. None of them are well trained in diplomacy, and intimidation won’t work for them here. Other than one of the nature-loving council members who can be influenced by Mr. Ice and Bunny Paras’ knowledge of the natural world, the other methods to get the council on their side are not skills my players are trained in. Fortunately they presented a good case–bringing Gideon to testify, the paperwork and clues from the warehouse, and the six clearly evil tablets of the Twelve Rites–as well as the fiend-tainted Shinri Dells herself–all granted them bonuses on their attempts to influence the council. Even with these bonuses some of the rolls were tight, but the Pathfinders managed to get the entire council on their side!

Happy at their successful first mission, the Pathfinders are dismissed. They bid Gideon farewell, only to have Mr. Ice–the same Mr. Ice who has been tormenting him and scaring him the entire mission–tearfully bid farewell to Gideon.

“Goodbye.” he waved sadly. “I’ll miss you.”

Gideon looked incredibly surprised. He gets only a few steps away before my son decides he couldn’t possibly say goodbye to the shifty ex-Aspis agent. He decides to try to fulfill one of his faction missions, by recruiting a named NPC scholar, archaeologist or similar character to join his faction: the Scarab Sages. Unfortunately, the DC to do this is a 16, and my son’s modifier on his roll? A zero. Zilch. Nothing. He needs to roll a 16 or higher on his d20 to pass. Still, he grabs his dice, and looks incredibly nervous.

“Wait, Gideon! You should join the Scarab Sages!”

“You want to give me a job?” Gideon asks suspiciously.

My son nods vigorously. “YES!”

He rolls his dice…. getting a 16.

My son jumps for joy and exclaims happily, proud to have brought Gideon into the Pathfinder Society.

And so our session came to a close.

We filled out our paperwork, spent their earned coins, and wrapped the session up, bringing their first Pathfinder Society Scenario to an end.

The verdict?

They loved it.

My daughter and husband’s favourite part was the chase scene where they fled from the “frog-bat.” My son’s favourite part was his interactions with Gideon Wren. And mine? I loved how excited they got during this session. I loved seeing their eyes light up in excitement, and their super, creative roleplaying.

Also? I loved this adventure!

So thanks to my family for playing with me. Thanks to my brother, for writing this adventure. And thanks to Paizo, for making scenarios affordable!

I’m sure we’ll be off on another PFS scenario soon!

Joining the Pathfinder Society

After deciding to make proper Pathfinder Society characters so that my children and husband could enjoy my brother’s recently released Pathfinder Society Scenario as it was intended to be played, I spent part of the day helping my children create their new characters and register with the society.

As mentioned in the previous post, my daughter made a rabbit-breeder with a parasaurolophus as her animal companion. She decided to make herself a kitsune–an irony which thoroughly amuses me–and chose the archetype Saurian Shaman, a pretty straight-forward option from Pathfinder Roleplaying Game: Ultimate Magic, that makes her better at summoning dinosaurs, interacting with dinosaurs, and lets her take on the aspects of–you guessed it–dinosaurs.

Rabbit Shaman wasn’t an option. *hint hint, Paizo*

She didn’t have many skill points, but those that she did have she dropped into handle animal, knowledge (nature), acrobatics and–her personal favourite–profession (rabbit breeder). That’s a well spent skill point, alright!

She surprised me by choosing Magical Tail for her feat, a quirky racial feat available only to kitsune that not only causes her kitsune to grow a second tail, but also give her new magical abilities–in this case the ability to cast disguise self twice a day. I expected her to take a feat that makes her parasaurolophus better, but thoughts of the many tricky things she could do with an illusory disguise won out.

She spent her gold after that, on important camping gear like a pink sling, leather lamellar armour–also pink, a large tent painted with images of rabbits and a parasaurolophus frolicking in a meadow, and a stuffed rabbit for cuddling at bedtime. Once the necessities were out of the way she splurged on frivolous things like: food.  She named her character Bunny Paras, and her beloved dinosaur Paras. I’m sure by tomorrow she’ll have names for all the rabbits on her farm.

My son went next. Heavily inspired by Legolas from the Lord of the Rings, he decided to make a ranger who fights with a bow, and dual wields daggers. That’s where the similarities end. Deciding his character was from the frozen north, he explained that his character is very pale, and covered in old frost bite. He’s constantly feeling cold, and made friends with Bunny Paras while training at the Pathfinder Lodge. After asking why his character would be heading to the jungle, instead of going on a mission in the north, my son immediately replied: “He’s cold. The jungles hot.” then he laughed as if it were the dumbest question he’d ever been asked.

Touché.

Soon he decided his character would have the trapper archetype, also from Ultimate Magic, which lets you quickly make and deploy traps instead of gaining spell casting abilities. He uses these traps to protect the rabbit farm from animals and intruders. (Rabbit thieves are a huge danger, you know…)

And what masterful name did he come up with this time? Senton. Although everyone calls him ‘Mr.Ice’ because he’s always shivering cold.

My husband went last, deciding to make a Chelaxian occultist of noble birth who spends a some of his time pursuing philanthropic endeavours, and the rest attempting to improve his magical powers. Capable of minor divinations and conjurations, Enzo Jeggare prefers to summon animals to do his bidding.

With characters in hands it was time to choose factions. Enzo surprised no one by joining the Dark Archives, a faction of Pathfinders who collect, curate, study and learn from powerful artifacts and evil relics. My kids, on the other hand, were very surprising. Both of them chose to join the Scarab Sages. Soon to be retired from Pathfinder Society play, the Scarab Sages are a faction of Pathfinders who are seeking ancient magical stones which can impart the wisdom of ancient Osirion (essentially ancient Egypt, in Pathfinder) upon their users. These Sages will lead Osirion into a new golden age.

WHY did a rabbit-breeder and a trapper care about ancient jewels from the desert? Good question. Mr.Ice is feeling cold, I guess, and what better place to warm up than a scorching desert? As for Bunny? Jewels are pretty.

And then came the last step: registering their characters. We signed into the Paizo website, made them their own accounts, and signed each of their characters up for the Pathfinder Society.

Prepared, registered, and very excited, my kids are thrilled to get to play their quirky new characters through my brother’s adventure, Signs in Seghor. And me? I’m thrilled to help them.

I can’t wait for game day!

Happy New Years, guys.

To new beginnings!

 

Signs in Senghor: Part One

Big news around my house today! Some new Pathfinder Society Scenarios just released and one of them–Signs in Senghor–is written by my brother.

That’s right! Exciting!

For those of you who don’t know, the Pathfinder Society is a world-wide organized play program. It’s like playing Pathfinder in short sessions with a rotating group of people. All of your characters are members of the Pathfinder Society, which is like a organization of adventurers, explorers, scholars and archaeologists. You just make your character by following the Pathfinder Society Guidelines, take your nifty character and all their paperwork with you to your local game shop, a convention, or to play with your pals, and play a game together. One person GMs, as normal, but they have to use specific, short affordable (five bucks and under!) adventures, called scenarios–and follow them. After a few hours your session’s over, you fill out some more paperwork and show up again whenever you find the time. The GM sends records of the game to Paizo, and voila! Game done. You and some fellow Pathfinders completed a mission together. Maybe you’ll play with those people and their characters again, and maybe you’ll play with a whole new group.

Now, I’ve never played a PFS scenario in person before. Recently, however, I got addicted to Paizo’s message boards. Here, you can play by post. Join the message boards and play your characters–for regular Pathfinder or for PFS–online by posting their actions with your gaming group. Once you find a gaming group, that is. Although competition’s tight for most play-by-post campaigns, it’s quite easy to join a PFS game. They’re short, fun, and you get to play with people from all over the world. It’s a blast.

But, back to the topic at hand: my brother!

PZOPSS0613E
Of Kirin and Kraken‘ by Kris Leonard. Pathfinder Society Scenario for tier 7-11

Now, this isn’t the first PFS scenario my brother’s written for Paizo. He wrote one other back in Season Six. Of Kirin and Kraken. Intended for play between levels 7 and 11, I haven’t had a chance to play it yet. As a newcomer to the Pathfinder Society I’ve got a bunch of characters, all still enjoying their first level. I’ve a long way to go before I can play through that beauty! So I read it, instead. A lot. Involving ancient sunken ruins, a magical instrument, weird cultists, a tribe of boggards and a spell-casting squid, it’s a fun, memorable romp with a surprising number of opportunities for role-playing with a colourful cast of NPCs. I really enjoyed it.

But his new scenario? Ahh! THAT one I can play right away. Intended for characters from levels 1 through 5, Signs in Senghor isn’t just going to be purchased. It’s getting played. Immediately.

So I bought it last last night, and read it this morning, and as I finished it I told my children: “Uncle Kris wrote an adventure for Pathfinder, and I have it. Do you want to play it?”

They shrieked out “Yes!” in a variety of ways, and jumped around a bit.

“It’s a Society scenario.” I told them. “Do you want to play it by all the proper Society rules? Or should we play it with some characters you already have, just for fun?”

They decided on the Society rules. And when I mentioned they would get to make new characters, no one was more excited than my daughter. She jumped in glee and immediately shouted: “I’m making a rabbit breeder!”

“…A rabbit breeder?”

“Yes! I raise rabbits! I have a whole farm of them! I’m a druid, you know.”

It should be noted, my daughter REALLY loves rabbits. This character concept did not surprise me at all.

“Why did you join the Pathfinders?” I asked her.

“I want to find treasure from the people who used to worship rabbits. Cause I think they’re holy. Oh! And also, Mom, I will be a fox-person!”

I laughed. “You’re a kitsune who raises rabbits? Do you eat them?”

NO!” she shrieked, clearly offended at the idea. “I am a vegetarian fox-girl. I never eat rabbits. Or other animals. I cuddle them.”

Well, alrighty, then. A kitsune rabbit-breeder it is. And what did she pick for her animal companion? A parasaurolophus. BY NAME. She actually said: “Mom, I want a pet parasaurolophus.”

Seriously.

If you don’t know your dinosaurs as well as my daughter, you can learn about parasaurolophus here.

Looks like we’ve got a lot of (fun) work to do before we play tomorrow. I can’t wait to see what else they create.

Character Focus: Professor McMaan

Today I got to use some content from Pathfinder Roleplaying Game: Ultimate Wilderness. That’s right! And what content, you might be asking? A nifty little archetype for familiars. And why? My son.

My kids are young, only five and six, but they play a lot of Pathfinder. Usually, we play verbally, on the half hour walks to and from school. But on the weekends or the holidays, we have a chance to pull out the battle mat and play a proper game. Quite a while ago, my daughter decided she wanted to play a campaign for only the two of us. Something to play on the walks home from kindergarten, when my son’s still at school. Girl’s only.

“That’s great.” I told her. “What kind of characters should we make this time?”

“Oh, Mom,” she told me. “I do NOT want to be a hero this time. I have a lot of heroes. I want to be… a villain! A really, REALLY evil girl!”

So we created two horribly evil females. And my son’s been jealous ever since.

Today, as my daughter was trying to convince me to play a session of ‘evil girls’ with her, my son decided he’s finally had enough. He too would make a villain, and join us on an adventure.

But what kind of villain? Who would really want to hang out with a blood kineticist who feeds on the souls of others, and a doctor who’s more fond of the undead than the living? A mad scientist of course!

“Mom, I want to make a scientist, who is really good at making things, and knows about peoples bodies and things. And he likes to take things souls and stick them in special bodies. Maybe dead ones, or live ones, or ones he made! And he has a secret lab! Oh! And he’s nice and friendly!”

A nice and and friendly mad scientist who meddles with souls? Sure, why not! And so Professor ‘Bigpants’ McMaan was born. Why the nickname ‘Bigpants’? He was inspired by this amazing artwork we discovered on Pinterest. He even made himself old and sucked up the age penalties in order to be true to the image.

My son decided he would make an investigator. And, after some time spent glancing through archetypes he decided upon a bonded investigator. Giving up all of their poison capabilities for a familiar which gets better over time, my son was thrilled to find this little gem in Pathfinder Campaign Setting: Inner Sea Intrigue. And what’s the perfect familiar for our soul-meddling Frankenstein-inspired investigator? A pig with the soulbound familiar archetype! Thank you Ultimate Wilderness! By giving up the familiar ability alertness, his adorable little pig gets a soul gem stored inside it with the spirit of a humanoid trapped within. This grants his pig skill focus in any one skill his soul excelled at in life. Choosing skill focus (craft constructs), my son decided Professor McMaan’s pig was enhanced with the soul of his rival, Professor Piggs, making his familiar capable of helping him out in the laboratory with his many experiments.

To make his quirky little pig even more thematic, he chose to take evolved familiar as a feat, allowing him to scientifically enhance his pig’s body — in this case, to give it a swim speed, “cause pigs are real good swimmers, Mom!”

With his familiar ready we settled in to finalize the rest of Professor ‘Bigpants’ McMaan himself. With an old, frail body, but a powerful brain, my son decided to equip the good professor with a nifty sword cane (topped with a silver skull!) and a host of acid and alchemist’s fire. But, starting as he was at level three, he had a lot more wealth to go around. He insisted we check into crafting constructs, despite that I promised him that required being level five, only to discover ‘craft poppet’ on d20pfsrd. Apparently, poppets are tiny and small, weak constructs which you can make right off the hop, at level one, and are relatively affordable. In addition, each poppet can be modified with enhancements. Recently published in Pathfinder Player Companion: Adventurer’s Armory 2, a sourcebook which I do not own, but seriously wish I did, these poppets made his day. He happily spent the rest of his three thousand gold coins on building a combat poppet, modifying the small sized wooden doll with armour, extra health and strength improvements; and a sneaky poppet, modifying the tiny doll with enhanced agility, stealth, and a faster move speed.

Thrilled to pieces, Professor ‘Bigpants’ McMaan and little Professor Piggs are ready to take their miniature poppet minions out on an adventure with some seriously bad girls. Now, if only I could decide what that adventure would entail…

Have a great night, everyone! I hope you enjoyed reading about my sons new character as much as he enjoyed making it.

Jessica

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