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Presenting the samurai bodyguard. He delights in pushing the peasantry around, roughing up his masters enemies and otherwise bullying anyone who stands in his way.
Samurai wearing a nodachi, or field sword.
Samurai Bodyguards CR 3 XP 800 Human Warrior 5, CN Medium Humanoid Init +0; Senses perception -1
DEFENCE_________________________________ AC 18, touch 10, flat-footed 18 (+8 armour, +0 Dex) hp 39 Fort +5, Ref +1, Will +0
OFFENCE_________________________________ Speed 30 ft. Melee mwk nodachi +10 (1d10+3 /18–20 ×2)
mwk wakizashi +9 (1d6+3 /18-20 x2) Ranged short bow +5 (1d6 / x3) Space 5 ft.; Reach 5ft.
STATISTICS _______________________________ Str 16 (+3), Dex 11 (+0), Con 12 (+1), Int 9 (-1), Wis 8 (-1), Cha 10 (+0) Base Attack +5; CMB +8; CMD 18 Feats Intimidating Prowess, Skill Focus (Intimidate) , Weapon Focus (nodachi), Dazzling Display. Skills Climb +3 (+0 in armour), Intimidate +14, Ride +8 (+2 in armour) Languages Common Combat Gear master work Nodachi, master work wakizashi, dagger, short bow, 20 arrows and master work agile half-plate. Other Gear Leather belt case containing (2x antitoxin, 2x meditation tea, 2x smelling salts, 2x soothe syrup, 3x vermin repellent) and light combat trained horse with riding kit. 72 gold. Tactics Pairs of bodyguards use their Dazzling Display to demoralize foes, then focus their attention on the nearest threat; who they cut down without mercy. Description These heartless oafs love nothing more than pushing around peasants at their lord’s command. They carry huge swords both as a sign of strength and as an effective means of crowd control.
Kamen, Land of Masks
This is the second of three NPC previews from my upcoming Pathfinder adventure, Where Heroes Stand. Check out the target of the bullying samurai bodyguard, the humble mountain villager, from last week. For more NPC goodness check out my recently released NPC Strategy Cards on DriveThruRPG or Paizo.com.
Presenting the humble mountain villager. Strong, hardy, and ready to run at the first sign of a katana wielding samurai.
Mountain Villager CR 1/3 XP 135 Human Commoner 1, LN Medium Humanoid Init +1; Senses perception +0 DEFENCE_________________________________ AC 12, touch 12, flat-footed 10 (+0 armour, +1 Dex, +1 Dodge) hp 6 Fort +0, Ref +1, Will +0
OFFENCE_________________________________ Speed 35 ft. Melee dagger +1 (d4 +1 / 19-20 x 2) or club +1 (d6+1/ x2) Ranged dagger +1 (d4 / 19-20) Space 5 ft.; Reach 5ft.
STATISTICS _______________________________ Str 12 (+1), Dex 13 (+1), Con 11 (+0), Int 8 (-1), Wis 10 (+0), Cha 11 (+0) Base Attack +0; CMB +1; CMD 12 Feats Dodge, Fleet
Skills Craft (choice of carpentry, leather, pottery or traps) +3 or Profession (choice of brewer, butcher, cook, driver, farmer, fisherman, herbalist, innkeeper, merchant, midwife, miller, tanner, trapper or woodcutter) +4, Handle Animal +4. Languages Common Combat GearClub or dagger Other Gear Rice bowl and cup, well worn kimono, grass hat, jacket and woven grass shoes. Tactics Villagers know that in a fight their best bet is to run away, and, having lived their lives on the side of a mountain, they are particularly fast on their feet.
Kamen, Land of Masks
This is the first of three NPC previews from my upcoming Japan based Pathfinder adventure. For more NPC goodness check out my recently released NPC Strategy Cards on DriveThruRPG or Paizo.com.
DriveThruRPG is having a massive Pathfinder sale, but hurry, it ends in a few days!
Gnome News
Copies of the Claustrophobia! Beta rules are flying off the shelves and feedback is streaming in. My thanks to everyone who downloaded the book so far. It’s never to late to send in your feedback and I’m reading it all, keep it coming!
An update is in progress, mostly rules clarifications at this stage. Remember that once you order the PDF, you can always download the latest updates from the DTRPG site, you don’t need to buy a new copy.
More is brewing too. I’ll be on summer holiday soon and that will mean some interruptions, but hopefully I’ll deliver some juicy new content to you soon!
I had my first go at GMing a game using Roll20, a browser based virtual tabletop. Currently I’m kicking off an initiative to get Pathfinder Society going in Japan, starting with the English speaking community of teachers from the USA, South Africa and other parts of the world. Because the community is quite spread out, I turned to Roll20 to connect easily with players and allow for more game time. We’ll see how that works out, but so far so good.
The Pathfinder Roleplaying Game Beginner Box has been around for awhile now but I figure it’s worth a review. Today we’ll crack open the box and look at the highs and lows of this game.
If you haven’t already bought something from Paizo before then let me put you at ease. Today gamers expect quality and Paizo delivers in bucket loads, both visually and content wise. In fact, Paizo polish would be my main reason for recommending anything they sell. The Pathfinder Roleplaying Game, if you don’t know, is actually an improved version of Dungeons and Dragons 3.5. You’re not getting a new game here, you’re getting the next generation of a game that won a place in the hearts of role-players everywhere.
I could trace the origin of this blog back to many sources, but one of the most prominent must be when I started writing modules for the convention circuit back in Gauteng South Africa, specifically for UPCON and ICON. ICON was actually the first convention I ever attended, going there for comic books (Spider-Man mostly). I came out of that convention with a box of Warhammer 40k, which eventually lead to role-playing. So I kind of think ICON was where most things began for me in a way. But enough rambling, this year again I’m submitting a Pathfinder Roleplaying Game adventure, Death in the Deep.
So, wouldn’t it be neat if players and GM’s could get additional information about the module online? Wouldn’t it be great if other interested readers could get a taste of the adventure? Well, that’s what this page is all about. I’m posting it now, but it’s sure to change as more information and downloads become available here.
#NEWS FLASH! – 30 March 2012# Just submitted the module and all the character sheets. I’m pretty proud of the outcome. I reckon this is my best work so far.
#NEWS FLASH! – 13-14 April 2012 Play Test# Our Japan group, who were a witch, wizard, fighter and stow away rouge (she only joined the fight when the Loreley split in two, managed to wound the sea serpent so badly that it ended up with a Dex of 8 and made it’s escape. The adventurers then made it to land where they sheltered for the night, uncomfortably close to a boggard camp. They then made their way on foot and by horse to Dead Mans Landing, passing the town of Gold Bridge, ruled by Duke One-Eye. They found Lantern Tower to be trapped, a store house for the 8-9-3.
Gear Up
It pays to be ready. All the following items are not required, but may prove useful to GM’s running the module.
Game Mastery’s Pirate Ship Flip Mat. We’re working on including our own ship map, but this is a super map. You can also check out these cheaper options: Battle Map: Pirate & Ghost Ship, which includes a nice ghostly version of the same ship. Fantastic Maps: Pirate Ship, which I think does a good job of showing where all the rigging is supposed to be.
Disposable Heroes Pirate Statix 1: I’ve never used Disposable Heroes before, but these don’t look too shabby. And it doesn’t matter if these mini’s get totally destroyed at the con.
For music check out this little Amazon widget for some ideas.
Player Characters
You can check out the player character sheets here. Please note, check the files for viruses, I can’t be held responsible if your computer crashes and burns.
Cromin Rist (male human wizard) (link to PDF 80KB)
Mastery is not about perfection. It’s about a process, a journey. The master is the one that stays on the path, day after day, year after year. The master is the one that is willing to try, and fail, and try again, for as long as he or she lives.
George Leonard – Mastery He is / was a 5th dan in Aikido Thanks Maarten for this one.
2011 was great. 2012 will be even better. Why? Well, life is what we make of it, after all, and this is what I think 2012 has in store for Julia and me.
Japanamazing
We’re in Japan, working, living and learning. I think 2012 will see more opportunities as we get even more at home here, learning the language and travelling. Our goals for this year are to learn more Japanese, to travel and experience more of Japan and for me to take Iaido to the max and finally get some rank to my name. Most importantly we’ll be putting more effort into finding a Church.
Marriageamazing
This year we’ll reach three years of marriage, and it just gets better all the time. Julia is super and truly is my better half, we are growing all the time. Being able to face the highs and lows of Japan together has been so good, and we are looking forward to growing and strengthening our relationship together.
Creatamazing
Last year I managed to write a novel, wow, I can’t really believe that (okay, still needs a few more words to reach my target, but it’s close enough). I’ve also been pumping out the blog posts at Rising Phoenix Games, including a whole solo campaign for the Pathfinder Roleplaying Game that includes three maps I made. I’m also writing for a small project Julia and I are working on for foreign English learners, but more on that later. 2012 will see more writing and creativity, hopefully with something going up on Drive Thru RPG by the end of this month even.
I hope…
That your 2012 is full of promise and that you manage to grab all the right opportunities and hear God’s call for your life. Have a great 2012 everyone!
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
This content produced in terms of the Open Game License, a copy of which is available here.
This is the final instalment in our four part series, which started with chapter one, continued with chapter two and chapter three last week, and now comes to its climactic end. Be sure to read those posts before you continue with this one.
If you captured Lazar you can now pump him for information. Make an intimidate check of DC 10. If you succeed read the block below.
“Agh! Stop! stop!” Lazar squeals, his good eye wide with terror. “I’ll tell you everything.” He squirms uncomfortably, trying to inch away from you, but ready to talk. He details to you how he and his men were hired by a group known as the Sentinels, a secret organisation who offered a good reward in gold to bring Rotham to them. Lazar never actually met with anyone from the group, but he was to take Rotham under cover of darkness to the Sentinel Inn, where he supposes the organisation gets their name. He suggests that if you want more answers you’ll need to go poke around there.
If you get nothing from Lazar you can head out of the sewer, meeting up again with Rotham if you left him behind. Rothams own investigations have lead him to suspect something going on at the Sentinel Inn, and he’ll want to strike there now. You have an hour to rest up before heading out again. Any prisoners are locked up near the exit to the sewers.
The Sentinel Inn
The Sentinel Inn is a nondescript building within the main walls of the city. It is old but reasonably kept, possibly one of the oldest buildings in South Fort.
Download and print this map for todays adventure.
The adventure plays out like a mini dungeon map. There are three possible entrances into the inn, and these are listed below. You can try any and all entrances until you get in, then follow the numbered map below.
Breaking and Entering
You can try getting in through the front door, the stable doors or through the chimney, since there’s no fire rising from it. The Sentinel Inn is a two story building but all the windows are too small to fit through, even for small characters.
The Front Door
This is a double good wooden door, and is currently locked. Through a small window you can see an empty hallway beyond the doors. A Disable Device DC of 21 is required to get through the lock. Getting through the door brings you to room 2.
The Stable Doors
The stable has double doors on both sides of it, except that the Northern doors are blocked on the outside by a pile of crates, barrels and other discarded items. You can make a stealth check (DC 8 ) and a perception check (DC 14) to find a small hole through the crates which any small character can sneak through. If you fail the stealth check the crates clatter to the ground, possibly alerting occupants of the inn, but you can still use the hole if you find it, leading to room 1. The Southern door is a simple door with a lock (Disable Device DC 20). You can attempt to break down the door with your shoulder (DC 15 Strength Check). However, you can hear the sound of horses on the inside of the stables. Getting through the door brings you to room 1.
The Chimney
The chimney is large enough for a person to climb through, except that reaching it will be difficult. To climb up to the roof requires a DC 10 Climb check and you must make a second check of DC 15 to climb down on the inside of the chimney. If you have any rope you can reduce the DC to 10. If you fail you take D6 wounds from the fall (we’ll assume you fall from half way up of the 20 foot climb. Success brings you to room 2.
Inside the Inn
Refer to this map and read each room description given below once you enter it. If at any point you wish to leave the inn you can go to entry 7 below.
Map Reference. See the corresponding entries below.
Room 1 – The Stables
The room is dark but you can see that two horses are stabled here. If you made a noise coming in they are stamping, snorting and generally making a noise. You can make a Handle Animal check, DC 10, to silence both animals (roll once). Otherwise, after three rounds two men come to see what’s happening and you’ll have to fight them, whether or not your still in the stables.
You can search the room (DC 10) to find 30′ of rope. A door leads from this room into room 2.
Room 2 – The Passage
This room is quiet. If you came in through the chimney or search the chimney make a DC 12 Perception check. If you’re successful you find a roll of papers in a leather tube. The papers are blank way-bills similar to the one found in the bandits lair.
Doors from this room lead into rooms 1, 3, 4, 5 and 6. You can also leave via the main doors or through the chimney if you wish. The stairs lead up to the second story which is a series of empty guest rooms, all completely bare except for bed racks.
Room 3 – The Book Cook
The door to this room is locked (DC 20). It’s a good wooden door. You cannot see anything through the key hole, something is covering it, but you can hear someone moving about inside. If you manage to bash the door down in one round or pick the lock you get a surprise round against the occupant of the room. If not, or if you broke down the main doors to the inn, you find him standing ready for you. Otherwise this grey haired, portly man, is sitting at his desk, writing in a journal. You can attack him or threaten him. If you fight him, use the stats for Dominic Gladstone below, he attempts to run, but will fight if you have him cornered. If you wish to threaten him make an intimidate check at DC 10. If you fail he calls out and a henchman arrives in 3 rounds. If you succeed he hands you a journal, explaining that he wants only to live and this book contains all the evidence you will need to put the sentinels away for a long time.
If you search the room you find 100 gold pieces in a locked strong box. The lock is DC 25 and the hardness of the box is 8 with 60 hit points and a break DC of 25. The key is around Dominic’s neck.
From this room you can go back to room 2.
Room 4 – Guard Room
The door to this room is open and you can see movement inside. If you pass a stealth check (DC 10) and didn’t alert the horses in room 1, you can take a surprise round against the occupants of this room. There are 3 henchmen in this room, – 1 for everyone you have already faced.
Searching the room turns up some fine clothing worth 12 gold pieces.
From this room you can go back to room 2.
Room 5 – Master Mind
This door is open and ajar. You cannot see anyone from where you stand but you can tell that the room bends around out of sight.
If you’ve had no combat in the inn so far, and if you didn’t make any noise entering you get a surprise round on the occupant of this room, who is working at his desk with his back to you. Otherwise he is hiding on his bed in the darkness, make a perception check (DC 12) or he surprises you. He makes a single attack and then flees through the window and onto the roof. You can follow him with a DC 10 climb check.
Once on the roof go to the final showdown below.
Room 6 – We Paid To Be Left Alone
The door to this room is locked. It’s a simple wooden door with a lock DC of 19. Looking through the key hole you can the dim light of candles and you can hear giggles coming from within. If you get inside read the passage that follows.
A fat man with a thinning hair line and rosy cheeks is tickling a woman with elaborately styled hair, who squirms around and then freezes when she sees you, letting out a loud scream. “What’s the meaning of this?” the man shouts, “we paid to be left alone!”
It’s obvious these two will not be getting in your way, so you make your apologies and close the door as best as you can when you leave.
This room leads back to 2.
The Final Showdown
It has started to rain outside and as you climb up onto the roof Cedric turns to Rotham and spits out in loathing “So Rotham, you found me. Well done, but now what? You won’t get any medals for this.”
“I’m not after medals Wolfheart, I’m after rats like you!” Rotham draws his sword and aims it at Cedric. “I think it’s time you came clean.”
The rain has made the steep slate roof slippery and treacherous. If anyone is hit make a reflex save to avoid falling (DC 10). If you fall make a further DC 10 save to grab onto the gutter or take 2d6 damage from the fall. Cedric aims to knock you or Rotham off the roof, switching his attacks between the two of you. Once you have played three rounds of combat read the block below.
There is a flash of light and your night vision is robbed from you. You blink to clear your vision, the rain driving into your eyes making it no easier. When you finally clear your vision you see that Cedric has disappeared, leaving behind a burn mark on the roof and smoke that drifts up into the rain filled sky.
If you manage to defeat Cedric before he escapes, well done. You have completed the mission successfully. If not, if he managed to escape, well then that is an adventure for another day. You’ve still uncovered major goings on in South Fort, and helped Rotham in no small way. Well done adventurer. If you were defeated then hopefully some other hero will be along shortly to avenge you, perhaps another character played by you!
Inventory: Blue Coat, MWK Long sword, Leather Armour, Light Crossbow (15 bolts), 15 gold pieces.
Tactics: Cedric tries to surprise attack anyone who enters his room, then flees through the window, climbing up to the roof (DC 10 climb check).
THE END
Well, that’s the end of the solo campaign, for now. Let me know what you thought by leaving a comment. Keep an eye open for the PDF version coming soon that will include higher quality maps, more adventure option and the final battle with Wolfheart and his magic wielding accomplice.
Well, it’s just about 2012 as I write this, but never fear, I’m about to get into the spirit of New Years Eve. I can’t believe a whole year has flown past. Anyway, I’ll leave that for another post. For now, the next installment of our exciting solo campaign. Enjoy.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
This content produced in terms of the Open Game License, a copy of which is available here.
Sentinels Watching is a mini solo campaign using the Pathfinder Roleplaying Game for a level one (1) character. Everything is provided here so you can jump straight in, or, if you want to run this game for a player, there’s enough here to get you started.
This is the third instalment in our exciting adventure in the city of South Fort. If you haven’t already played through the first scene, please head there now. The second chapter can be found here, and you’ll need to play that for this post to make any sense.
Chapter 3 – The Bandits Lair
You arrive at a dimly lit tunnel, with candles burning on the tops of crates that are obviously from old plunder. They appear empty and some have rotted through from the damp air. There is no guard posted at the entrance of what must be the bandits lair, and you have time to organize a surprise attack. should you wish. Make a stealth check at DC 9. If you succeed you get a surprise round in your favor when the combat begins.
The lair is a simple affair, set up in a dry stone cistern of the sewers. A small fire burns in a pit, warming the contents of a battered pot and providing a flickering light in the room. A table made from tressels and planks of rotting wood takes up the center of the room. On top of the table are spilt the contents of a broken chest, a mass of gold pieces, a necklace of pearls on a silver chain and some crumpled papers. Six chairs sit on either side of the table, two of which are occupied by dirty, travel stained men, the others are empty. On the far side of the table, on a ledge of stone, sits a gaudy throne of yellow painted wood, in which an ugly, angry man sits arguing with those below him, spittle flying from his lips. An ugly scar covers the left side of his face and his ruined eye, while his good eye seems ready to pop out with rage.
You may attack at now, or if you have passed the stealth check, you can listen in. If you are listen to the conversation read the block below.
“I don’t care Dungie, things are bad enough, we lose that bloody Blue Coat and now you rob someone under the protection of the bloody Sentinels. They’ll skin us alive they will. Tell me, Dungie, who employs us?”
A shorter man with a leather skull cap and nervous sweat dripping down his forehead answers “The… the… the Sentinals do, but I…”
The man on the throne cuts him off. “Really Dungie, you’re not as stupid as you look. Let’s just hope we can fix this mess before it gets any worse. Where are all the others?”
At this point something catches the man on the thrones ear and he holds up a hand for silence. Now’s the time to fight.
Play the encounter out as a normal combat encounter, using the map below. You get to roll for the bandits and Rotham as well, use the listings in posts one and post two of this campaign. There are two bandits and their leader, each who start on a section of the map with a chair. The bandits react to your attack by getting between you and their leader, and if you are with Rotham they divide their attack between the two of you. Their leader, Lazar, shouts directions to his men and every second turn throws various objects at you or Rotham (Roll to decide who he targets). They fight until they can all safely escape, or if the two bandits fall Lazar will give up, pleading for his life, so that you or Rotham can manacle him. If anyone escapes you can continue the chase into the sewers as you see fit.
Click here to download the full sized map.
The Merchants Treasure
The loot on the table belonged to a merchant, who you now suppose has new use for his treasure for the amount of blood on the broken chest. There are 40 gold pieces and the silver and pearl necklace is worth 100 gp. The papers contain letters and cargo manifests, mostly detailing cargo of linens and silks from the Southern Pirate Ports. One letter stands out though and is reproduced below, it is dated from some two days ago.
Tactics: Lazar throws his dagger when he’s sure he’ll get a kill, otherwise he picks up bottles littering the table and the area around his throne.
The quest isn’t over just yet. Continue the fight for justice in Chapter 4, the final scene. For more information on Avernos, the setting of Sentinels Watching, head over here.