Thursday, October 31, 2013

Lazy Trip Down the Rabbit Hole - Session #2 Design

Pathfinder Campaign Runelord Krune


Lazy Trip Down the Rabbit Hole – Session #2 Design

The party will very likely want to go down the cistern to investigate what has been exposed by the Dire Plague Wolf’s sacrifice.  Robinn will also say that they must investigate.  I anticipate that they will either go right away, or alert the village and mayor while also taking the orphans to a safer place.

If they go to let the village know, then the mayor/ innkeeper and his wife will take point.  The Tanner is off investigating the “ruins” by the lake, having left after spending some time at the Harvest Festival.  The mayor says he is more “adept” at searching during the night.  This may be mysterious to the party, but it is actually because he is half-orc, and orc-bloods are treated with great hostility in Varisia.  He works at the tannery with a hood, and does his own hunting, trapping and wanderings at night when he is less likely to be observed fully.

DC 20 Diplomacy to gather any information on the village area prior to being built.  Some 120 years prior, when the village was first founded, there were “ruins which included a stone circle” in the area.  With a DC 22 on Diplomacy, the stone circle was on what is now the village green.  And a DC 25 on Diplomacy talks of an entrance to “what was likely a burial cairn” where the church now sits.  The church is recent, having been just an old barn with a dried up “well” before being built around 5 years prior.  Most of this information will be from Cenn and his wife, as well as the blacksmith and possibly the herbalist.  If talking to the minstrel who is in for the festival, the same information can be gained by Knowledge (Local).  None of the players are locals, so the skill does not offer any benefit unless asked of a storyteller such as the minstrel.

At some point, the party will head down the cistern.  This is where I plan to begin injecting some fear into the game.  I will be using index cards to let specific players know what they see/ hear/ sense while keeping it “unspoken” to the other players until the characters speak with each other.  Certain actions will get increasingly intense fear affects while others, depending upon player choice, will be static.  But if separated, the players will just see index cards going around and not realize that some are being fed one thing while others another.

Robinn will be coming with the party, whether with Juliet’s acquiescence or tagging along behind, hidden.  He will be rather stubborn about staying with the party, specifically Juliet, which will play throughout the game.  He is her “Guardian”, but she will need to guard him frequently, adding a dynamic to the story.

The trip down the rungs of the cistern is creepy if uneventful.  Light sources and who has what light source will be important, as the party will likely be separated, sometimes multiple times or in multiple ways.  This is the entrance to where Krune, the Runelord of Sloth, interred himself before Starfall.  Per the campaign setting, he was unable to make it back to his country before the cataclysm, but had this hideaway as a default.  So he sleeps under the town of Clearwater’s Gate, unbeknownst to anyone.  And as the Runelords have begun to stir, although not completely awakening, his power will grow in this area.  More on how Sloth will affect the village going through the campaign, but the companion school of magic, Conjuration, is being manipulated already as this is where Krune, and thus is center of power currently, is located.

Getting to the tombed door of Krune’s resting place must go through traps and guardians associated with the idea of sloth.

First Encounter (another scene taken loosely from a dream I had at one point):

The passage splits into two passages, one branching slightly left and one slightly right.  Both are 5’ wide.  I will assume that someone will scout ahead on one of the passages.  Light sources will be problematic as there is a permanent Darkness effect, lowering the impact of all light sources by one step.  A Light spell or torch becomes dim light (10’/ 20’; 20% miss chance due to concealment), and a dim source becomes darkness (0’/ 0’; 50% miss chance due to full concealment plus other penalties).

How the “puzzle” works:

·         Whatever passage taken is the “easy” path (i.e. sloth).

·         30’ on through whichever passage, the passage splits again, left and right as before.  But whichever choice was originally made (left or right), the next split becomes easier for that side and more difficult for the one not chosen, by 1’. 

·         So, original split, left chosen.  Go 30’, left is now 6’ wide and right in now 4’ wide.  Choose left again, go 30’, left is now 7’ wide and right in now 3’ wide, etc. 

·         If the player turns around after taking the first choice and is at the second choice at that point, whatever light source they have is no longer seen by whoever is behind them still in the passage.  It winks out.  Shouting for a player who has “disappeared” and faint echoes of calls can be heard by each side.  This is due to a conjuration (sloth magic) effect of teleportation. 

·         If a player ends up going through 5 choices of the “easy” passage in a line, they end up in a large chamber for a specific encounter which will be ugly.

·         Also, once turning around, the passage “back” is now a split choice passage, one slightly left and one slightly right, both 5’ wide.  It starts over again that direction, and 5 choices in one direction need to be made.

·         The proper choice is the difficult way.  Once through the first choice, they should take the “thinner” passage, the 4’ passage.  It will then end in 30’ at another choice, with the easier side a little wider (7’) and the harder a little narrower (3’, which is a squeeze and causes movement to be half speed for 60’ this time).  If they end up at the end of the 3’ passage, they come out to a passage on the far side of the encounter chamber, but with a wooden door closed and locked at the chamber entrance.  This means the players who end here will not even realize that there is a chamber behind the door, until shouting and/or screams of pain begin.

·         Now for the fear element.

o   At any point a player enters a passage that isn’t 5’ wide, they need to make a Will save vs. Fear.  The starting DC is 10, and every subsequent passage after the first which isn’t 5’ wide adds +1 to the DC save.

o   If one fail of the save, the player becomes shaken, a -2 penalty to attack rolls, saves, weapon damage rolls, skill checks and ability checks.

o   If two consecutive fails of the save, the player becomes frightened.  Flee or fight, with the above penalties for shaken.  They can use spells and abilities, and must if it will assist in their flight.

o   If three consecutive saves, the player becomes panicked.  The player drops everything in hand and flees at top speed, along with the penalties above for shaken.  The player will likely go through the “easy” passages, which is the point.  They can use spells and abilities, and must if it will assist in their flight.  The player will likely cower if possible instead of fight and use full defense if cornered.

o   Throughout the fear saves, the player affected should feel a sense of evil and thick dread.  Escalate for each failed save:  movement out of the corner of their eyes, shadows and sound moving towards the character, and finally hallucinations of vile creatures.

Once a player “exits” the puzzle, they enter the encounter room.  Across the room is a set of double wooden doors, the exit to the hallway beyond and where any “successful” characters will be.  The door is locked but not trapped; DC 25 Disable Device to unlock.

Encounter in the Fear Room:  3 Fleshdregs - CR 1, NE Small Aberration, Init +1, Senses: Darkvision 60', sin-scent (sloth), Perc. +4; AC 14, T 12, FF 13 (+1 Dex, +2 Natural, +1 size); HP 13 (2d8+4); F +2, R +3, W +3; Defensive Capabilities:  Immune: mind-affecting effects, SR 13; Speed 30'; Bite +3 (1d6+1 plus sinful bite); Special Attacks: Sinful Bite(Sloth) – bite creates amber crust which restricts movement, DC 12 Reflex or -2 to attack rolls and Reflex Saves for 1d4 rounds; Str 12, Dex 13, Con 15 , Int 6, Wis 11, Cha 12; Base Atk +1, CMB +1, CMD 12; Feats:  Lightning Reflexes; Skills: Acrobatics +5, Escape Artist +5, Perc +4, Stealth +9.



 

2 Sloth Vipers – CR 3, N Large Magical Beast, Init +7, Senses: Darkvision 60', low-light vision, Perc. +9; AC 17, T 13, FF 13 (+4 Dex, +4 Natural, -1 size); HP 27 (5d10); F +4, R +8, W +2; Speed 30', Climb 30’, Swim 30’; Bite +8 (1d4+1 plus poison); Special Attacks: Poison – Bite, Injury, Save DC 14 Fort, frequency 1/rd for 6 rounds, effect – slowed for 1 minute as the Slow spell, cure – 2 consecutive saves; Quickness – inherently quick, so may take an extra standard or move action each round; Str 13, Dex 19, Con 11 , Int 2, Wis 12, Cha 2; Base Atk +5, CMB +7, CMD 21; Feats:  Improve Initiative, Skill Focus (Perception), Weapon Finesse; Skills: Acrobatics +16, Climb +13, Perc +9, Stealth +8, Swim +15.

 

 

The passage continues for another 100’ straight ahead, and ends at a open 10’ wide arch opening on a 10’ x 20’ ledge over emptiness.  This is the second “puzzle” room.

·         A path 10’ wide leads straight across a black chasm, 80’, to a mirror copy of the entrance on the other side.  No walls or ceiling or pit floor can be seen.

·         On either side of the path are 10’x10’ platforms hanging in the air, 10’ out from the “bridge” and hanging at different levels, none more than 10’ higher or lower than the “bridge.”  There should be 3 platforms on each side.

·         Rods hang in mid-air in salmon-runs, running parallel to the entrance and exit arches, and running up and down in “runs”.  They are placed close enough to swing from one to another, but take a DC 10 Athletics check to swing each 5’ range.  They are placed to connect one side to the other with the platforms as islands between groupings.  (see map)  After each platform landing by a player, the Athletics check increases by +2 DC for exhaustion.  A failure on an Acrobatics checks means no movement; failure by more than 5 means a fall.

·         A fall, after 3 rounds, lands the player on the “bridge” (teleportation), but with 3d10 falling damage.

·         The “easy”, lazy path of Sloth is the bridge.  Every 10’ crossed by ANY player gives a 25% cumulative chance of conjuration of Thassilonian Bronze sentinel (once summoned, start the percentage accumulation at 25% again).

·         The trick is to take the difficult path, causing the summoning NOT to happen.

·         Many outcomes from this, including finding interesting ways to cross the chasm, splitting the group so that some cross the bridge and some the salmon-runs (with the added difficulty for the salmon run players of maybe needing to deal with creatures summoned by the bridge), or running jumps.  Allow for creativity.


Thassilonian Bronze Sentinels:  – CR 3, N Small Construct, Init +7, Senses: Darkvision 60', low-light vision, Perc. +5; AC 18, T 14, FF 15 (+3 Dex, +4 Natural, +1 size); HP 32 (4d10+10); F +1, R +4, W +1; Speed 40', Climb 20’; 2 Claws +9 (1d4+4); Special Abilities:  Constant Detect Magic; Defensive Capabilities:  Immune – construct traits, fire, magic; Special Attacks: Fiery Bolt +8 – As a standard action, can fire a bolt of flame as ranged touch attack to 30’ range, 1d6 fire dmg; Immunity to Magic – immune to all magic which allows SR except electricity; Str 18, Dex 16, Con - , Int 1, Wis 11, Cha 5; Base Atk +4, CMB +7, CMD 20 (28 vs. trip); Feats:  Improve Initiative, Skill Focus (Perception); Skills:  Climb +12, Perc +5, Stealth +9.

 

 

100’ passage straight to large room with portal door in wall surrounded by runes in Thassilonian.  A figure sits in a chair in front of the huge portal.  This is Syren, a Sinspawn Conjurer who is the servant of Krune while he sleeps.  Syren will try to engage the players in conversation.  If the players attack for some reason, then 3 Sinspawns and 2 Thassilonian Marble Sentinels appear from side passages to engage.  Syren will not engage unless forced, but keep trying to talk the fight down and get the players to engage in talk.  Syren will also have Undetectable Alignment cast so that he doesn’t read as evil.

 

 
Syren, Servant of Krune

3 Sinspawn – CR 2, NE Medium Aberration, Init +5, Senses: Darkvision 60’, sin scent (sloth), Perc. +7; AC 13, T 11, FF 12 (+2 Natural, +1 dodge); HP 19 (3d8+6); F +3, R +2, W +4; Speed 40’; Ranseur +3 (2d4+1/ x3), bite -2 (1d6 plus sinful bite) OR bite +3 (1d6+1 plus sinful bite), 2 claws +3 (1d4+1); Defensive Capabilities:  Immune – mind-affecting effects, SR 13; Special Attacks: Sinful Bite – DC 12 Will to negate, target overwhelmed by thoughts of laziness and sloth, sickened for 1d6 minutes, if second bite and failed save, staggered for 1 round, Calm Emotions/ Remove Curse/ Break Enchantment negates effects;  Str 13, Dex 11, Con 14 , Int 10, Wis 15, Cha 12; Base Atk +2, CMB +3, CMD 15; Feats:  Improve Initiative; Skills:  Intim +7, Perc +7, Stealth +7, Survival +7, Languages:  Aklo.

 

 

2 Thassilonian Marble Sentinels – CR 4, N Small Construct, Init +7, Senses: Darkvision 60’, low-light vision, Perc. +6; AC 20, T 14, FF 17 (+3 Dex, +6 Natural, +1 size); HP 43 (6d10+10); F +2, R +5, W +2; Speed 40’, Climb 20’; 2 Claws +12 (1d4+5); Special Abilities:  Constant Detect Magic; Defensive Capabilities:  Immune – construct traits, acid, magic; Special Attacks: Paralyzing Bolt +10 – As a standard action, can fire a green-hued bolt of energy as ranged touch attack to 30’ range, DC 12 Fort or paralyzed for 1d6 rounds; Immunity to Magic – immune to all magic which allows SR except force; Str 20, Dex 16, Con - , Int 1, Wis 11, Cha 5; Base Atk +6, CMB +10, CMD 23 (31 vs. trip); Feats:  Ability Focus (paralyzing bolt), Improve Initiative, Skill Focus (Perception); Skills:  Climb +13, Perc +6, Stealth +10.

Syren should be calm and even in his talk, almost sing-songy.  Points he will bring up in conversation:

·         I am Syren, servant of the sleeping lord of this tomb.

·         He and his brothers and sisters sleep, for now, but will awaken soon, as the time is coming nigh to reenter the world.  One has already stirred.

·         He and his brothers and sisters hold sway over great power, but something seeks to subsume their rightful power.  Someone dares to use the sleeping lord’s power for their own purposes.  This is not acceptable.

·         It is of enough annoyance that the pathetic mortals of this time dare to put his claim of power in the realm of one of his sister lords.  That is insult enough.  But to have yet another use his power as well as that of the other lords without permission, this cannot be allowed.

·         Your assistance is requested in tracking down who is using this stolen power, determine what for, and then stop it.  Rewards will be found along the journey.

·         One of you is already eager to do my lord’s bidding.  (Looks at Mall.  If she denies, he snaps his fingers and brings forth Pashmora.

·         If anyone reads Thassilonian, the runes around the portal talk of “the path of ease; the simplest way to travel, the toil of the lesser to benefit the grace of the betters.”  Also, “Lord and Master of those brought forth to serve their rightful masters in all things.”  This all has to do with the Sin of Sloth and the School of Conjuration, which includes Teleportation.

·         Robinn will suggest that they must work with this force or the world is doomed by a far worse fate.

·         Each will be gifted a Potion of Haste and 150 gp each in coin, each in small leather pouches.

·         If the party agrees, Syren will expect them to come back to the village often for reports.  Sitting on the village green will suffice for a connection with Mall or Robinn.

·         Also, be wary of reflective surfaces.  They might show things of the world they would rather not see . . . or visions of their own wickedness.

As for a way back, Syren states that he would be happy to get the party back to the surface and on the right track.  With a snap of his fingers, Fleshdreg swarms begin to come racing out of all exits into the room, quickly coming over, covering each party member, and swallowing them up horribly, only to disperse with each party member gone.  Build on this with one or two members going through the process first before the others.

The swarms appear at a farmstead on a river flowing west, and each character appears from the swarm, which then disperse into the ground and trees.  Give the characters a quick chance to wonder at where they are, and then a girl’s scream from the farmstead.  Looking over, the farming family at the homestead is being attacked by flying heads which have multiple eyes, huge toothy maws, and a strange fish-like small body trailing behind (Cacodaemons).

 

 

 And the session ends.

Sunday, October 6, 2013

Music for Pathfinder Game - Reflections of Sin - First List

Pathfinder campaign design and the music for the game:  just some selections which inspired my creation.  Rather a minor key group of music.

Theme song:

"Circle of Stones" - Tina Malia:  http://www.youtube.com/watch?v=exeqbSjv0KY

On the campaign soundtrack: 

"Dream On" - Aerosmith:   http://www.youtube.com/watch?v=hHRNSeuvzlM

"Dust in the Wind" - Kansas:  http://www.youtube.com/watch?v=_wp4O7v5320

"Stairway to Heaven" - Led Zepplin:  http://www.youtube.com/watch?v=w9TGj2jrJk8

"Forever Autumn" - Justin Hayward:  http://www.youtube.com/watch?v=hsCdlX-5UjE

"The Mummers' Dance" - David Arkenstone feat. Kathleen Fisher:  http://www.youtube.com/watch?v=ecLQ6g35KQo&list=PLEDCDF8DB3E20EC63

"And I Will Kiss" - Underworld:  http://www.youtube.com/watch?v=hM0fiegRbTg

Clearwater's Gate NPCs - 1st Batch

Pathfinder campaign.

First batch of NPCs in the village of Clearwater's Gate.  These folks will be in the forefront at the beginning of the campaign, and some play intergral parts in the first few sessions.

Herolab was used to create the characters.  Very good software to throw an NPC or PC together quickly and effectively!

PDFs of Characters are on my Drive.  Not certain how to share the files on the blog.

Robinn - Orphan boy and "Guide" for Kyler's character:


Petris the Adept of Sarenrae:




Cenn Flannis - Innkeeper:
 


Florina Flannis - Innkeeper's Wife:

 


Delix, the Tax Collector from Korvosa:

 


Thad, Jonn and Brill - Bodyguards for Delix:





Gerrett the Tanner:
 


Atell, Gerrett's Animal Companion:

 


Beckka the Blacksmith:

 


Eldreth the Herbalist: