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Slumbering Tsar game


posts: 284

Moving the talk of this game, into it's own thread.

As it stands there is me and three players. Would be good to have one more. [Although I'm kinda thinking that if Ginga is able to host he'd probably join us]

4 players is good with me numbers wise.

Basics of the adventure path:
Starting level: 7
Races: any of the races in the core book.
Classes: Any from Core/APG/Complete magic/Complete Warrior. [Although no Summoner or Gunslinger]
Starting cash: 23,500gp

This adventure is a sandbox like adventure. You have the area of The Desolation and the City of Tsar open to you to explore/plunder. You can choose were you go and in which order you do it in. [Although a gentle GM pointer do the area of The Desolation first then go to the City of Tsar]

Just a side note (to make it a little easier for me) your characters are members of the Pathfinder Society. [It is up to you if you want your characters to have worked together before or if you know each other prior to setting out]

Background:
Your characters have been given an job by the Pathfinder Society to investigate the region known as The Desolation, and the deserted city of Tsar.[They have pointed you to the hamlet called "The Camp" as a home base while in the area]
The society is particularly interested in this area for two reasons.

Firstly the old trade route that existed through The Desolation if made safe would mean that the Society would have a significant advantage in trade between the Inner Sea Region and Tian Xia.*

Secondly, the history's of this area report long ago that the (now deserted) city of Tsar was a city held by Orcus. There was a battle between the forces of light and the forces of Orcus, which changed the nature of The Desolation.

Given the history's there must surely be many interesting relics that should be claimed for the Society so that they can be stored safely and be kept out of the wrong hands. The society would also be interested in further information about the battles that happened here as the recorded histories have many gaps in them.

They have mentioned that if you are able to make The Desolation and the City of Tsar safe, they would need a capable group to set up a Pathfinder Society Lodge in the area, and perhaps run the area for the good of the Society.

  • A note, I am placing The Desolation in the area of the Inner Sea called The World Wound. The city that you would have been given this assignment in would be Bard's Gate.

Almort (Ding): Lich Sorcerer
Rondar (Ron): Magus. Now an NPC as he fell at the feet of Orcus in a dream.
Mehilainen Kirkas (Mel): Cleric. Sometimes known as "the one armed Bint"


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posts: 284

I do expect the characters to use this weapon however. Player paranoia is one thing.. your characters however may not be as paranoid. (Remember the last evil thing you did not kill, has given you an Inn to own, has also made you locals of The Camp, and is willing to trade with you. Not all evil wants to kill you... by going about your business you may be helping them, while furthering the cause of good and lining your own pockets with gold!)



Tim the Enchanter posts: 123

For the benefit of anyone who was in attendance in spirit only but might be following the story - a (reasonably) brief summary of the key points of the session...

  • The party loots and then nukes Gertrude's Lair.
  • An attempt to cure the cursed Halfling at the 'Holy Cemetery' fails.
  • The Midnight Peddler sells us a Wilted Orchid, and some fluff about 'a voice in a cave' and being wary of the 'second sculpture'.
  • We find the Bard's Gate Caravan (hurrah!) - we discover:
    • The caravan has been ransacked, only non-magical tat remains.
    • Caravan peeps were killed by tooth, claw and more acid attacks.
    • The culprits were 'Gargoyle-esque' and can fly.
    • The culprits are probably based in the Chaos Rift.
    • There is / was a survivor - possibly still incarcerated in the Chaos Rift.
  • The party encounters a Pyrohydra. The Fighter flukes a one-hit-kill on it but is overruled by the party-pooper DM. (Boo! Hiss! :p)
  • During the night a mysterious cowled figure sidles up to Ron and asks: "What is your heart's desire?" After a short discussion about Magical Hookers we decide instead to ask for something to take down the 'Guardian' of Tsar. We are awarded a '+3 Warhammer of Ass-Kicking'. The Warhammer has 3 images on it: 2 are of known 'Good' deities, the third has been obscured. It may have been deliberately defaced or perhaps there is some mystical explanation. I'm guessing we might find out more about this 'faceless' deity as the campaign progresses.
  • The party is currently en route back to the Camp to:
    • Do some selling / shopping.
    • Visit the rest of the buildings there.
    • Chat with the Ambassador about his trashed caravan.
***

Question: given that the Pyrohydra is 'Immune to Fire', if we cut the body up and barbecue it, would it actually cook?



posts: 284

On the question about the Pyrohydra being Immune to Fire.
For the case of the party throwing a BBQ at the Camp to show off there awesomness... I'll say that you can BBQ it (as it is fire heating it up not causing it damage), but it cannot burn.
(So perfectly cooked BBQ Pyrohydra) biggrin

I made a side note at the game, as there was talk about "upgrading" the Inn that you own at the Camp. May I suggest that any upgrades you want to do with the Inn (and Pathfinder Society lodge that you run) are done via here/email. (Mainly so we can keep the game sessions for gaming!)



Ding posts: 204 United Kingdom

Thanks for trying to sort out Almort's 'little problem' and well done on the slaying.

Looking forward to seeing the warhammer in action.



posts: 284

Oh as a minor aside, I think I may add a minor meta game rule.
If (should that be when?) a PC is killed from now on, the player is going to have to sign the Obituary page in the Slumbering Tsar hard back book.



greatzombieron posts: 28 United Kingdom

Rondar lives to fight another day! Apparently Mel forgot to add a bonus on top of the one she gave me, so it added up to a +3 ( +5 if dying from stone to flesh counts as a death effect )

HE LIVES! :-D



posts: 284

And which spell would that be that be? I've had a quick look at the SRD, and not been able to find one!

Rondar is not Kane so does not qualify to make the "He Lives" statement.



greatzombieron posts: 28 United Kingdom

From what Mel tells me, She would have buffed me as much as possible to help me survive the process. She already counted a +1 for Resistance, and she would have also cast Wrathful mantle ( 3rd level Cleric ) Which gives a +2 and does stack with resistance.



posts: 284

That spell also does 2d8 force damage to the person it is cast on too. It also has a save on it too.



melociraptor posts: 86

Wrathful Mantle deals 2d8 damage to creatures within the area if the subject chooses to end the spell as a swift action, not to the subject.

But if you're not happy with me using that I would still have cast Resistance and Prayer which stack to give a +2, which was all Ron needed to pass the save.



posts: 284

I'm just being cruel! Ron needed an eztra +1 on his rol (that included reaistance and prayer. The replacement spell is enough for him to live.
Grr brought the book with me to ad him to the obituary tonighr now he isnt dead!



Tim the Enchanter posts: 123

Awesome news! biggrin

Time for a (long overdue) Brian Blessed impression:

"Rondar's alive..!"



Ding posts: 204 United Kingdom

How many times has Rondar scraped himself from the apparently greasy claws of death?

Just wondering how we got Rondar back to camp in terms of story, will we have to leave the Paladin's fist shape batterying ram behind and which wall we're going to hang the griffin tapestry on in the inn?

Almort is looking forward to his next shipment of onyx, the undead will soon be mine to command (for the greater good).



posts: 284

Rondar has escaped death by the skin of his teath too many times for this GM's likeing! twisted

As for getting him back to the Camp for the (successfully stone to flesh spell)... well you will need to go into the room that he is currently in. Depending on if you search about the room, and do a few things while your there.. you may have a helpful person to give you a hand.(So you do not have to leave anything behind)

What I'd say as for getting Rondar back to the Camp and made flesh again we will do that in a montage. (So you can keep adventuring)



Tim the Enchanter posts: 123

As long as Stone-Rondar weighs 550 lbs or less then the Fighter can carry him...!
(Assuming that everyone else can help out by carrying about 35 lbs each of Sword 'n' Shield stuff.)

Otherwise we could pull Stone-Rondar along on the ground (probably using the Paladin's tent as a kind-of sledge.)



posts: 284

Oh, just to confirm Tsar IS on this week.
I've only just realised (thanks Tim) that I didn't put it on the calender!



Tonbo posts: 45

I may have made a bit of an error in my setting up of the character.
It would appear that Kalos has been encumbered all the way through the game so far…Stupid boy-Ahem. However if it is OK I would like to change him into a nice mithral number, one that costs slightly more but gives the same benefits as the full plate Kalos has on at the moment. Therefore his armour class will remain the same due to the additional enhancement of +3 and he will benefit from being slightly quicker on his feet 30ft rather than 20ft.
Hope this is OK, see you all later for statue dragging fun.



posts: 284

Does Kalos have the money for the change in armour?



melociraptor posts: 86

Hi all,

After much confusion, I have realised that there's no point in me having the Cloak of Resistance +2, because it does not stack with the +2 I get from the Protection Domain. So call shotgun and you can have it ;)



Tonbo posts: 45

hey.really enjoyed last nights game as usual.
thanks for the snacks mel, i'll have to look out for those corn snack things.
kalos already has a cloak of resistance so everybody else can fight for it.


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