Rise of the Runelords–The Skinsaw Murders

(Dwarven forge picture originally posted on the Dwarven Forge forums 2013 Nov 17)

[Game date: 2013 Aug 31]

After dealing with the deadly denizens dwelling atop Thistletop, the heroes took a trip to Magnimar to purchase some equipment. There, they learn about a rash of murders – mostly of wealthy businessmen, that are wagging the tongues of the cityfolk. The theories of who is behind the killings range from underworld deals gone bad, to the followers of justice bringing home judgment on those who would trample on the poor.

  1. Session 11:
    1. Date: 2013 Aug 31

                                               i.     PCs: Camla, Derik, Gragdar, Vaelmorn

    1. Sandpoint Council

                                               i.     The heroes return to Sandpoint and meet with the leadership and tell them about Nualia, and how she was still alive and behind the goblin raids.

1.     They were requested to keep that secret, for Father Tobyn’s sake

                                             ii.     They warned them about Orik and Lyrie

                                           iii.     Ameiko brought up rewards

1.     Titus said good idea and wanted to give plaque

2.     Ameiko looked unsatisfied, and when prodded suggested money

3.     Titus said funds are low, especially with Glassworks down.

4.     Group offered to hire workers in Magnimar to restart Glasswork operations.

                                            iv.     Sheriff Hemlock requested them take Tsuto to Magnimar for trial when they go.

1.     They secure him (borrowing broken chainmail and locked gauntlets from Savah).

    1. Shopping

                                               i.     They meet Katrine and Shayliss again, as they buy manacles at the general store.

1.     Shayliss is still upset at Vaelmorn as she tells Camla to beware of his traveling companion, since the elf obviously likes boys

                                             ii.     They get scrolls and spellbook evaluated by Vorvashali

                                           iii.     He is able to tell them that hair, fingernail, etc. can be used for scrying.

                                            iv.     They confirm that the pearl earring Lyrie had likely belongs to Tsuto

    1. Magnimar

                                               i.     Travel to city with Ameiko

                                             ii.     At the city, they deliver Tsuto to Ironbriar – a tall pale elf who is one of the city’s Justices.

1.     They also are introduced to a Lady Xanen (human woman with a hint of a foreign accent) who is brought in as a prosecuting attorney.

2.   They tell the pair about Tsuto’s crimes as well as their deeds in rooting out Nualia and protecting Sandpoint. They explain that as the prosecuting team, they need many details of what had happened. The heroes enthusiastically revel in their heroics – blissfully unaware that they are sharing all of their tactical details with the masterminds behind the next set of troubles.

                                           iii.     After brainstorming with Justice Ironbriar and Lady Xanen, they spend some time in the city to purchase supplies and equipment. They also hear rumors about killings that have been taking place in the city. The opinions of the murders are diverse, as most of the dead are bankers and rich merchant.

1.     Rumors abound of it being a cult of those freeing the oppressed?

2.     Or vengeance from a spurned business man?

3.     Possibly a monster in the Shadows?

                                            iv.     Vaalmorn spends substantial money to purchase a pair of riding bats. The bats and his use of levitation become a primary mode of transportation for the group.

    1. Sawmill Murders

                                               i.     Vaelmorn uses the bats to fly Ameiko back to Sandpoint, where he sees a commotion at the Sawmill

1.     Vaelmorn returns to retrieve the rest of the group from Magnimar and they return post-haste

                                             ii.     Upon their arrival back at Sandpoint, they are met by Sheriff Hemlock, who tells them about murders that have recently occurred in and around Sandpoint. The bodies of Harker, one of the Sawmill’s employees was found mutilated the day prior. With him, was the body of Katrine!

1.     Hemlock also passes on a piece of parchment that was pinned to the sleeve of Harker’s shirt; it is addressed to Gragdar! Hemlock says that he has Ibor Thorn, the other miller who discovered the body in the holding cells; in addition, Katrine’s overprotective father – Ven Vinder was in another cell after flying into a rage upon hearing of his eldest daughter’s death.

 

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2.     Hemlock then tells them that there were three more mutilated bodies found at an abandoned outlying barn a few days prior. The three men were identified by a letter carried by one of the men; men well known to the Sherriff as notorious con men, swindlers, and local troublemakers.  The bodies were found when a patrol along the Lost Coast Road was attacked by a lone sick and insane man who was frothing at the mouth and clothed in blood-caked garments. After easily subduing the man, the patrol discovered the bodies.

 

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                                           ii.  With multiple gruesome murders, the Heroes of Sandpoint gladly agree to help. They begin searching for clues:

1.   They examine the bodies of the 3 men from the barn kept in the basement of the Garrison. The bodies had all been horribly mutilated with what appear to be claw marks; prominently, each has the seven-pointed star carved on them and face and jaw removed. Hemlock said he wasn’t surprised that they had met their deaths as it was only a matter of time, but he tells them the method of mutilation was identical to Harker. They insane man found by the patrol – a local Varisian thug named Grayst Sevilla was taken to a sanatorium located half a day south of Sandpoint.

2.   They then interview Ibor, and find out that Harker was cooking the books and skimming money from the mill. He implicates the Scarnetti family

 

Ibor

 

3.    They interview Ven without getting much information from the grieving father and ask to speak to his family.

a.     Solsta and Shayliss are upset.

b.     They suspect Shayliss but don’t find anything amiss.

3.     They also speak with a Maester Grump – a local farmer who had just come to Sandpoint with tale about walking scarecrows that were killing farmers! They get the location of the Hambley farm and promise to look into it, although Sheriff Hemlock worries that the moonshine on Grump’s breath is only dulling memories of a grim situation.

 

Grump

 

                                           iii.     After meeting with the various individuals, the heroes make their way to the sawmill at the edge of Sandpoint. Keeping a small crowd at bay are a pair of guards.

1.     They recognize one of the guards as Orik! The man who they let go from Thistletop! Vaelmorn is apoplectic!

a.     Orik says he was looking for a job after leaving and headed to the town.

b.     He said he had previously gone through Sandpoint and liked it, as well as the friendly people.

2.     Inside they discover Harker and Katrine’s body.

a.     They immediately recognize the seven pointed star carved into Harker’s chest – the sihedron. He too was missing his lower jaw. Katrine however, appeared to have died by way of the sawmill’s saw.

3.     They note the claw marks on Harker’s body as well as rotten flesh on an axe next to Katrine’s body.

                                            iv.     Hambley farm

1.     On way to the Hambley farm where Maester Grump told them the walking scarecrows orginated, they group stops by the abandonded barn where the trio of bodies were found, but they don’t find anything of note.

2.     Arriving at the Hambley farmstead, they begin making their way to the main house, when suddenly, one of the scarecrows leaps free of its bindings and attacks! They destroy it, but find it to be a ghoul dressed up in farmer’s clothing.

3.     They retreat and return riding on the giant bats, acid splashing all the rest of the moving scarecrows in the field.

 

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4.     Landing on the one building, they see the ghouls inside.

a.     This leads to a fierce battle, but they eventually destroy the remaining ghouls – including ones that look like they were once  female as well as children.

 

 

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b.   On one of the ghouls, they find an iron key hanging on a leather cord around his neck; the key bears a heraldic symbol of a curious flower surrounded by thorns. Derik recognizes it as the Foxglove family crest, whose estate is located on the coast a few miles west of the farm.

c.  In addition, a body with the now-familiar mutilations lays in the farmhouse’s kitchen – even through the decay and the swarming flies, the sihedron is plainly visible carved into the chest, as well a scrap of parchment pinned to the tunic, and addressed to Gragdar.

 

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[This was the session which started part 2 of the Rise of the Runelords Adventure Path, The Skinsaw Murders.]

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Rise of the Runelords–Thistletop

(Originally posted on the Dwarven Forge forums)

[Game date: 2013 Jul 27]

On the lowest level of Thistletop, the heroes found Nualia – the woman who had united the goblin tribes in their common purpose. After a harrowing battle with her, they defeated her, only to find the memories of her haunted life flooding into their souls. Saddened at the loss, they nevertheless pressed forward, and discovered that she was far from the only source of danger in these ancient ruins…

Campaign Journal

  1. Session 10:
    1. Date: 2013 Jul 27

                                               i.     Players: Gragdar, Vaelmorn, Derrik, Camla

    1. Thistletop

                                               i.     The group returned back up to the other side of the bridge to recuperate after the battle with Nualia, taking her head with them. Among several notes and journals found with the body, they learn that Nualia planned to lead a goblin army to raze Sandpoint to the ground as a burnt offering to Lmashtu; her reward would be full transformation of her body into the fullness of a fiend – her arm of which was just the beginning. And the sacrifice of lives would fuel a “runewell” in the catacombs beneath the town! While they didn’t detail was how it worked, but cautioned that it not overextend the runewell’s stores, lest it be deactivated.

                                               ii.   They attempt to question the captive Lyrie about the runewell without success.

1.     Vaelmorn finds that Lyrie’s cat had partially bit through the ties, and uses it as blackmail to interrogate her. When she refuses, he kills it.

2.     As she rages at him, he throws her over the bridge, still tied up.

3.    Derrik jumps over bridge and rescues her! “Everyone’s redeemable.”

4.  After seeing the length at which the Paladin would risk his life for a captured hostage, Derrik and Gragdar relent to the others and allow her to be taken into custody.

                                             iii.     Sublevels

1.    Returning to the underground base, they find a secret doors leading to a trio of rooms. The first held is a barren room with an upraised dial and a marble throne flanked by statues of a man clutching a blook and a glaive. A ghostly figure seems to be seated in the throne – the same man as the statue. He seems to be addressing an audience as he moves about, his fingers decoradted with hooked rings. Camla makes out his words to be ancient Thassilonian, repeating the same message over and over: “… is upon us, but I command you remain. Witness my power, how Alaznist’s petty wrath is but a flash compared to my strength. Take my final work to your graves, and let its memory be the last thing you…”. They determine it is an illusion and continue.

2.  The second room contains 3 low tables covered with drills, saws, knives, and other tools. Near one of the tables, a mish-mashed collection of bones. 

3.  They enter into the third room, with no signs of magic nor evil detected and are ambushed by a wolf-demon of enormous size! The creatured mauls several of the heroes who were determined to bring it low. Until Camla, recognizing it as a Greater Barghest, screams out the danger to his companions. The bloody skeleton of Koruvus once again provides distraction as the heroes attempt to flee the room in terror and engage it from outside. The barghest proves to be trapped in the room, but rends the fleeing interlopers – who only managed to survive with the faith and blessings of Camla and Derik. From the doorway, a poisoned javelin strikes it square in the chest, but is not quite able to penetrate the thick hides of the foul beast. They stab at it with the recovered ranseur, but it quickly sunders the ancient weapon. The creature then attempted to use its charms to lure in Vaelmorn, which the drow narrowly shakes off. Finally, the power of Derrik’s faith brought low the creature with arrows that suck deep into the maw of the ravenous barghest.

 

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A wolf-demon of enormous power!

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                                           iii.     Exploring the rest of the subfloors, they encounter the undead shadows of the architects left behind to guard their creation.

1.     A judicious use of magic allowed them to overcome the non-corporeal creatures; Gragdar’s magic weapon spell on Derrik’s bow alloed them to save Shalelu from one of the shadows.

2.  During the battle, Gragdar takes command of one of the shadows.

 

 

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A room hidden behind an entire wall that revolved to reveal the sarcophagi of the architects! And one guarded by their undead spirits!

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                                            iv.     He uses the shadow to good effect.

1.     It explores the last basement room which it partially flooded. A giant crab was hiding in the water which the shadow quickly rendered powerless.

2.     They take the treasures from the room and guide the shadow back up to the midlevel to kill the strange tentacled squid-like creature living in one of the caves.

3.     They then command it back to the Thistle hedge to kill the creature that the goblins feared at the bottom of the “Howling Hole”.

 

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And the treasury, partly flooded… unguarded, or so it seemed…

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(An overview of the layout – note, I took some liberties with the official map.)

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Rise of the Runelords–Nualia

Campaign Journal

Session 9:

  1. Date: 2012 Jul 13
    1. PCs: Camla, Derrik, Gragdar, Vaelmorn, Miyamoto
  2. Thistletop
    1. During the middle of the night, they spot a well armed human fleeing across the bridge. He is taken captive by threats of cutting the bridge.

orik

      1. He tells them his name is Orik and he wantss no further part of Nualia’s crew; especially after seeing the massacre of the goblins by the heroes.
      2. He describes the ritual sacrifices that Nualia does. He requests they spare Lyrie. He is willing to go face justice.
      3. They tie him up and leave Shal to guard him.
    1. Goblins redux (and Lyrie!)
      1. Crossing back, they discovered the animated corpses of the goblins in the throne room. Entering in, they encounter a Sorceress, who is stationed there to guard against another incursion. Her scorching ray greets Vaehrun as they enter. Her magical attacks greatly injure the group, but she is taken captive.
      2. A fierce debate arises as to her fate. She is allowed to live, determined by the flip of a coin. She is tied up and left on the isle side of the bridge.

lyrie

  1. Nualia
    1. Not wanting to give Nualia time to become alerted, they set off in search for her.
    2. They quickly search a capel to Lamashtu and move on.
    3. Descending, they find themselves in an ancient complex within the isle. The entire level appears to be canted, and the first room shows several statues that have toppled over. In addition, a pair of severed heads on spikes at the far end of the room turn and watch as they make their way forward.
    4. Within the exiting corridor, Camla detects a trap on a pair of statues. Sending forth Koruvus’ skeleton, they watch helplessly as a pair of portcullis slam down, subjecting it to the slashes of ancient weapons, before falling open to a pit beneath filled with spikes.
    5. Beyond, they find a small room within which waits an incensed Nualia flanked by a pair of dogs. “HOW DARE YOU INTRUDE!!” she screams at them as the hounds begin their attack. Her powerful sword blow cuts down Vartha’s skeleton in one slash; the dogs’ unearthly howl sends Gragdar fleeing in fear while Vaehrun is almost cut down by another swing of the magicked sword – he is only able to withdraw when his shield bash forces her to stumble back a few feet. When the drow tries to conceal the room in darkness to gain advantage, she banishes it with a wave of her clawed hand. “HOW DARE YOU INTRUDE!!!” Another howl sends Miyamoto fleeing in panic, his club dropped at his feet. A rout is avoided when Camla and Derrick step up to shore up the faltering line; Camla summons forth a skeletal champion behind Nualia – providing just enough distraction that Derrick is able sneak up and use Lyries’ wand of Shocking Grasp to send a bolt of pure electricity into the wayward Aasimar. Screaming at the sudden pain, her eyes lock onto the paladin and memories of her childhood tortures at their hands feeds her anger. “Camla. Derrik,” she utters, as the fury of the sword and claw dig into Derrik. The paladin uses all the force of his faith to remain standing, shored up by Camla’s healing to buy time for the others to catch their breath. Summoning the deeper darkness again, Vhaerun provides cover for Gragdar to once again use his connection to the negative energies to drain her life. She responds in kind. But the wear of the fighting has taken its toll on her, as she finally drops with a series of blows that find their home.250px-Nualia
    6. Upon her last breath, the heroes are assaulted by a wave of emotions; drawn into her death throes, they remember. They remember the fear of the dark, and the man who took her in. They remember the stares and murmurs and finger point by everyone wherever they went. They remember the whispered words murmured at each passing. They remember – was that Camla? – who plucked at her hair. They remember the shoving and rhymes – “Nualia, Nualia, girl with no mum; Nualia, Nualia, dad all gone; Nualia, Nualia, girl with purple eyes; Nualia, Nualia, beware her touch!” They remember the questions and requests – do your tears really cure warts? could you touch this? Could you kiss that? The varisians were always the worst. They remembered watching as their peers snuck their first kisses; and how no boy would talk with her. They remembered the giggling as they walked past. They remembered the young Varisian man who first told her she was wonderful and beautiful and special. They remember Dellek embracing them in hidden smuggler’s tunnels. And the shock when he called her those names when she told him that she was with child. They remember the man who had promised her forever, leaving Sandpoint with a sneer. They remembered her father’s anger and the nightly lectures about her sins. They remember the giggles that turned to snickers at the fishmarket. They remember the fingerpointing as her belly grew. They remember the night the pain felt as if the life growing in her was clawing its way out. They remember the blanching midwives stealing away the thing that came forth from her. They remember drowing into the grief, into the anger, into the loneliness, into the wrath… and waking months later into clarity. They remember locking the door to father’s room, and setting the fire. They remember going to Magnimar and taking vengeance against Dellek; and the quickening of the need for more against Sandpoint. They remember the woman who gave her the medallion that would guide them to destiny. They remember being drawn to the bricked up smuggler’s tunnel, and the quasit within. They remember the calls that led her to Thistletop. ‘FREE ME. FREE ME. FREE ME.’”
    7. Shaken, the heroes emerge from the memories, the pleading, demanding, monstrous voice echoing into the distance.

MECHANICS:

 

Lyrie and Nualia

Lyrie

I changed Lyrie to be a Magus as a solitary level 4 Wizard for 2 reasons: (1) aw written, she would not even be a speedbump against a full party , and (2) I thought that the concept of a magical rapier wielding magus with the high crit chance of shocking grasp would be too sweet to pass up! (My players are min-maxers and it’s fun for me to create similarly powerful challenges). To make it interesting as well, after the heroes’ initial incursion onto the island, the defenders were on alert; the goblin bodies were animated into undead, and Lyrie was stationed at the keep.

Lyrie CR 6

Female Magus 5 / Wizard 1
CE Medium Humanoid (human)
Init +3

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Defense
——————–
AC 21, touch 14, flat-footed (+3 dex, +4 armor, +4 shield)

DEF +11 (+3 dex +8 shield spell), Armor DR 4 (Mage Armor)

hp 39 (5d8+1d6 +6 Con + 5 favored class)

hp 51 (5d8+1d6+Con 12) :
Fort +5, Ref +4, Will +5
Defensive Abilities mage armor, shield spell

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Offense
——————–
Speed 30 ft.
Melee MW rapier +7 (1d6/ 18-20 & spellstrike)
Melee +1 keen rapier +7 (1d6+1/ 15-20 & spellstrike)
Special Attacks arcane strike (+2 damage), spell combat, spellstrike, arcane pool (6):

Magus Spells Prepared (CL 5th; concentration +15)
2nd (3/day): Scorching Ray, Mirror Image, Invisibility

1st (5/day-5) Windy Escape, Burning Hands, Ray of Enfeeblement, Warding Weapon, Shocking Grasp,

Wizard Spells Prepared (CL 1st; concentration +11)

1st (2/day) Shield, Mage Armor

——————–
Statistics
——————–
Str 10, Dex 16, Con 12, Int 18, Wis 8, Cha 8
Base Atk +3; CMB +3; CMD 16
Feats Scribe Scroll, Combat Casting, Weapon Finesse, Arcane strike (+2 damage), Uncanny concentration, Combat Expertise (Magus bonus feat)
Skills Knowledge (arcana) +13, Knowledge (engineering) +13, Knowledge (history) +13, Knowledge (local) +13, Perception +1, Sense Motive +1, Spellcraft +13, Stealth +5
Languages Common, Elven, Goblin, Osiriani, Thassilonian
SQ arcane bone (cat named Skivver), wand wielder arcana

Combat Gear dagger, MW Rapier, wand of shocking grasp (CL 5, 9 charges), scroll of comprehend languages, scroll of minor image, scroll of see invisibility, scroll of sleep, scroll of whispering wind,

Other Gear cloak of resistance +1, silver comb (25 gp), spring loaded wrist sheath (can ready wand of shocking grasp as swift action), fine silk gown (60 gp), everburning torch, small pouch of artifacts (hair, fingernail clipping, used handerchiefs, and a pearl earring worth 50 gp) stolen from Tusto Kaijitsu, 3 pp, 278 gp

Spellbook Contains all prepared spells plus comprehend languages, detect secret doors, floating disc, identify, locate object, minor image, obscuring mist, see invisibility, sleep, and spider climb.

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Tactics
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Before Combat Before combat starts, Lyrie casts mage armor. If she has sufficient warning, she subsequently casts shield.
During Combat

1st round: Using combat expertise and fighting defensively to augment her defenses while cast defensively warding weapon. (-5 attack, +3 AC)

2nd round: Swift action to spend 1 arcana pool to enhance rapier to +1 keen (lasts 10 rounds), cast shocking grasp, and use spellstrike to deliver the attack.

3rd round: Arcane strike each round after (+2 damage)

Lyrie uses windy escape (immediate) against any attacks that successfully hit her. She casts mirror image if she gets hurt even with windy escape. She uses spell recall (swift) for windy escape to use defensively. After using up her prepared offensive spells, she switches to using her wand of shocking grasp with spellstrike, all the while using the high crit modifier of her keen rapier.

Morale Lyrie is a coward at heart, and when she gets to half her hit points, she attempts to flee to the closest ally for help, using invisibility to help flee. If she believes the PCs have harmed Tsuto, though, her anger takes over and she fights to the death in an attempt to avenge him.

 

Nualia

Ahhh… what fond memories of Nualia. I too up’ed her challenge, and what a memorable experience! She is the perfect candidate to be a Antipaladin, so I used a mash-up of suggestions from the excellent Paizo forums on variant interpretations of Nualia. In combination with her aura of cowardice, and the yeth hounds fear effect with baying (and the possiblity of Nualia herself using the bane fear effects!), half the party was always cowering in fear. The memory of the fight was driven home with the monologue I gave the players having their PCs experience her troubled backstory. Quite fun!

Nualia CR 7

Female Angel-Blooded Aasimar (Angelkin) Antipaladin 6
CE Medium Outsider (native)
Init +0; Senses darkvision 60 ft.; Perception -2
Aura strong evil, aura of cowardice (10 ft. radius, -4 to saves vs fear)

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Defense
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AC 17, touch 10, flat-footed 17 (+7 armor)

DEF +1 (armor), Armor DR 7 + DR 5/good if fiendish
hp 80 (6d10+24+Con 16) :
Fort +12, Ref +6, Will +8 SR 11 (if fiendish)
Immune disease; Resist acid 5, cold 5, electricity 5 (cold 10/ fire 10)

Defensive Abilities plague bringer, unholy resilience;
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Offense
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Speed 20 ft. (armored)
Melee +3 vicious Bastard sword +13/+8 (1d10+7/19-20/x2 + 2d6 damage if take 1d6) and
Claw +5 (1d6+2/x2)
Ranged Masterwork Composite shortbow (Str +3) +7/+2 (1d6+3/x3)
Special Attacks channel negative energy (3d6, DC 15) x3, cruelty (DC 15; sickened, staggered), fiendish boon 1/day (+1, 6 minutes), smite good 2/day (+2 attack, +6 damage, +2 AC), touch of corruption 6/day (3d6 plus cruelty)
Spell-Like Abilities Detect Good (At will), Remove Disease (1/day)
Antipaladin Spells Prepared (CL 3, touch +9, ranged touch +5, concentration +5):
1 (2/day) Doom (DC 14), Litany of Weakness, Bane

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Statistics
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Str 18, Dex 10, Con 16, Int 10, Wis 9, Cha 16
Base Atk +6; CMB +10; CMD 20
Feats Channel Smite, Exotic Weapon Proficiency (Bastard sword), Lamashtu’s Mark (1/day)
Skills Acrobatics -3 (-7 jump), Bluff +4, Climb +1, Diplomacy +1, Disguise +4, Escape Artist -3, Fly -3, Handle Animal +7, Heal +0, Intimidate +14, Knowledge (religion) +10, Linguistics +2, Ride -3, Sense Motive +2, Stealth +1, Swim +1; armor check penalty -3; Racial Modifiers +2 Heal
Languages Celestial, Common, Elven, Goblin
SQ antipaladin channel negative energy 3d6 (3/day) (aura of cowardice, aura of evil, channel negative energy, clean small objects, cruelties (shaken [dc 16], staggered [dc 16]), fiendish boons (fiendish servant iii [2/day]), touch of corruption (3d6) (6/day), unholy resilience
Other Gear +1 Breastplate, +3 Bastard sword, Masterwork Composite shortbow (Str +3), 20 arrows , Sihedron medallion, gold holy symbol (worth 100 gp)
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Special Abilities
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Antipaladin Channel Negative Energy 3d6 (2 uses of Touch of Corruption) (DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Channel Smite Channel energy can be delivered through a Smite attack.
Clean Small Objects Small metal items in your hands are cleaned and shined.
Cruelty (Shaken) (6 rds) (DC 16) (Su) When you use your Touch of Corruption ability, you may also make your target shaken for 1r/Antipaladin level

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty (Staggered) (3 rds) (DC 16) (Su) When you use your touch of corruption ability, you may also make your target staggered for 1 rd per 2 Antipaladin levels

You may only apply a single Cruelty ability to each use of touch of corruption, chosen when used.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Fiendish Boon (Enhance weapon) (1/day, 6 min) (Sp) Add keen
Immunity to Disease You are immune to diseases.
Lamashtu’s Mark (1/day) 1/day: inflict 1d4 CHA penalty on an opponent you strike.
Smite Good (2/day) (Su) +3 to hit, +6 to damage, +3 deflection bonus to AC when used.
Touch of Corruption (3d6) (6/day) (Su) You can inflict 3d6 damage, 6/day
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.

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Tactics
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Before Combat If Nualia suspects combat is imminent, she summons her fiendish spirit into her sword, granting it the vicious ability, and casts protection from good.

During Combat Nualia activates her Sihedron medallion as a free action at the start of combat to gain false life.

She prefers to casts litanies on her enemies while in melee. She prefers to fight with her bastard sword and claw, her face an impassive mask save for her eyes, which blaze with anger; but she will not hesitate to use her touch of corruption to stagger particularly dangerous enemies. If she can, she will move to make sure her aura of cowardice affects as many of her opponents as possible before her yeth hound ally uses its bay.

She uses smite good as quickly as possible, preferring to target good-aligned divine casters. If possible, she moves into the hall to the south so that it’s harder to surround her, and so she has an escape route handy, using channeled negative energy to clear a path if needed.

Morale Nualia is loath to abandon her hard work, but if reduced to fewer than 15 hit points, she does just that, reasoning that escape and eventual revenge is better than death at the hands of the PCs. She does her best to flee Thistletop, ordering any surviving minions she encounters to guard her retreat.

To increase her nastiness even further, there’s a gray area in the rules that suggests she might be able to use her claw to deliver her touch of corruption as a standard melee attack – if you decide to go that way, her claw attack is a +9, and deals 1d6+3 damage (plus the touch of corruption damage and stagger effect).

Also not only is the yeth hound bay a fear effect, but so is bane, and bane‘s penalty to fear effect saves stacks with her aura of cowardice. She should quite literally leave your PCs cowering in fear! 😉

6hp * 5 + 10 + 3*6 + 6 favored class

False life: 1d10+5

Divine Favor: +1 hit and damage

Rise of the Runelords – Thistletop

(Originally posted on the Dwarven Forge forums)

[Game date: 2013 Jul 05]

The Dwarven Forge Woodlands set turned out wonderfully for the use as the layout for the Thistle tunnels leading to Thistletop. The PC’s were all understandably scared of squeezing into the mound of nestles, wherein dozens of goblins were hiding.

The group was able to successfully navigate their way through, although Gogmurt proved quite elusive with his special ability to walk through the thistle walls!

Stumbling upon the Birdcruncher tribe:

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Fighting Gogmurt, as he casts Entangle!

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Tangletooth slain…

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Making the way across the rigged rope bridge, the heroes of Sandpoint arrive at the crumbling keep. There they dispatch the distracted guards, and Warchief Ripnugget’s hosts.

(Unfortunately, I didn’t have enough of my pieces to fully make out the keep, so I didn’t build out the courtyard or outbuildings. So just the front portion, watch towers, and throne room.)

Entering the open front doors:

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Peeking into the throne room reveals the Warchief astride a giant gecko holding court over his tribe.

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Exploring the courtyard:

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Campaign Journal

  1. Session 8:
    1. Date: 2013 Jul 05
      1. Players: Group
    2. Thistletop
      1. Scouted Thistletop
        1. Scared at the fortified nature of it: the Thistles and the bridge
        2. Weighed assault options
        3. Decided to do a water assault
          1. Returned to town to get boat and waited a week until the new moon.
          2. Heard about the “sea monster”
          3. Reconsidered their options
          4. Went back, and camped out. Noticed evening fog, and decided to attack.
      2. Clear out Thistle tunnels
        1. Found way to Birdcruncher goblins and killed them.
        2. Found westernmost exit, looking over cliff out to the island.
        3. Wandered past the howling hole and found the kennels. They filled the goblin dogs full of arrows.
        4. Scouted out past kennels and spotted firepelt cat hiding around corner.
          1. Vaehrun charged cat and attacked. Gogmurt then cast entangle, and moved into and out through magical brambles and thistles attacking the party. They eventually capture him when Vaehrun remained beyond one thistle wall waiting for him to cross while he was harassed with spells and missle weapons.
          2.  Questioned Gogmurt and rested.
            1. Learned about the sea monster, as well as about Nualia’s companions.
            2. They leave him tied up in the Thistles
      3. Explored upper levels of Thistletop
        1. Crossing the bridge, they explored some of the ruined fort atop the isle. Shalelu and Vaehrun killed the sleeping pickle-thieving goblins. Then explored the courtyard, giving up after being unable to open up the nailed shut stable.
        2. They dispatch the goblins playing cards, and snuck up on Warchief Ripnugget and his retinue in the throne room. Summoning a deeper darkness, Gragdar moved into the room and killed all the goblins with the powers of negative energy.
      4. Chased Ripnugget down
        1. Following the open doorway down, they find a naked bugbear with a bow behind a line of naked female goblins. As they engage, the are surprised by a very-much alive Ripnugget who frequently charges while running alongside the walls and ceilings atop his giant gecko! They eventually take him down, but not before taking heavy damage.
        2. The group retreats back across the bridge.
        3. They vote upon Gogmurt’s fate, and decide to let him go, now that the Thistletop goblins have been decimated.

Rise of the Runelords–Thistletop planning

(Originally posted on the Dwarven Forge forums)

I’m running my group through Paizo’s most excellent Rise of the Runelords adventure path (the new anniversary edition one), and I am looking forward to using the Woodlands set for the thistle tunnels.

I know that I won’t be able to reproduce the map per se, but I wanted to convey the same feel, so I put together this rough approximation. I was trying to go for a more "random" meandering path feel with varying widths of passages; that’s why some have walls back to back. I was looking for some suggestions before I run it on Friday.

The upside down tile is to represent the Howling Hole, and I didn’t have enough tiles with me to finish putting the walls for Gogmurt’s area, but will do that once I get to the venue (this is 3 sets shown, and I brought a few other sets there already.)

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Rise of the Runelords–Introduction

So after years of my home group living in different states (and countries!) for the past few years, we were all finally in the same area once again. So we decided to switch over from mostly playing the “Living campaign” Pathinder Society to a home based campaign.

We had all heard great things about the Rise of the Runelords Adventure Path, so with Paizo’s recent release of the Anniversary Edition – which has been converted over to the Pathfinder rules, we decided to dive in!

(I’ve been keeping a Campaign Journal, and decided to back track and put my Journal and images from the Dwarven Forge forums onto my blog.)

  1. Session 1: Introduction to Varisia and Sandpoint
    1. Date 2013 Feb 24
    2. Character creation and background:

                                               i.    Camla and Derrik are childhood friends from Sandpoint. Derrik left ~8 years previous for education in Magnimar. Camla left ~7 years ago

                                             ii.     Vartha was expelled from the Wind Clan of the Shoanti barbarians of the Stoval, and met Camla in his travels.

                                           iii.   Camla felt a call to return home, and contacted Derrik for the homecoming. Derrik has only been back to Sandpoint a few times in his travels.

                                            iv.  That pair met Vaelmorn (a drow) and Hoddin (a gnome who had escaped from drow captivity to the surface world). They were looking to find their place in this new surface world.

 

    1. On the way back to Sandpoint, the group hears some high-pitched shrieking and human shouts in the forest some 3 miles from Sandpoint.

                                               i.     They intervene to find a group of goblins attacking one of the Sandpoint residents – the old Varisian matriarch, Madame Mvashti. They quickly intervene and drive off the goblins.

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1.     She tells them that she was not afraid, knowing the Mistress still has plans for her.

2.    She sees times that are troubling and prophecies that are being distorted.

3.    She says she sees Camla and Derik as returning home to make things right.

                                             ii.     She takes them back to Sandpoint, to the disapproving glares of some of the citizens.

1.    She tells them of the troubles since they have left – a time known as the Late Unpleasantness

a.     Hasn’t been such tragedy since Derrik’s grandparents came and established Sandpoint – in the process having murdered her cousins – but they were fools anyways.

b.    Tells them of the death of Father Tobyn and his beautiful blessed daughter Naulia in a tragic fire that burned down the church – didn’t you boys have a thing for her?

c.     And of Jervis Stoot going crazy, killing those 30 people.

d.  She then reads their cards.

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MECHANICS

As this is a home game, I’ve decided that I’ll be using a lot of the house rules that I’ve been working on for years. In some of the posts, I’ll be describing how these house rules have played out as well as changes I’ve made to the published adventure. I’ve spent a lot of time reading up on other GM’s experiences on the Paizo forums, and am planning on implementing a lot of the great ideas!

In this first scenario, it was an introduction to the modified combat system. It went great and we had a good time.

In addition, I used the Deluxe Harrow Deck for Madame Mvashti’s card draw at the end; I plan to give mechanical benefits/drawbacks depending on their draws.

The Characters:

Camla: Male Varisian human Oracle

Derrik Deverin: Male Magmarian human Paladin

Vartha: Male half-orc Shoanti of the Wind Clan Barbarian

Vaelmorn: Male drow elf Fighter

Hoddin: Male deep gnome Wizard

House Rules for d20

There’s a lot of things that I like about the d20 system – the amount of granularity makes it so that there can be a LOT of customization for how a character is portrayed. I’ve had a lot of fun playing and (mostly) running it, from 3.0 to 3.5, Modern, Saga, Pathfinder, and numerous other incarnations.

Still, there were things that bothered me about it, and so I’ve tinkered with it in multiple ways over the years. Many of these changes I started implementing since my 3.0 campaign the “Frozen North”. With my home group deciding to start a campaign of Rise of the Runelords, I decided to codfiy them, and throw in all of the house rules that I’ve been using, as well as the ones I’d been planning and working on. For those that are interested, here are the major changes that I am utilizing (with probably numerous small changes)!

First, the design thoughts behind how I like using house rules:

  1. Maintain as much compatability with the base rules as possible. This allows the use of as much published material as possible without heavy conversion. As time is the scarcest resource for me now, this is a major consideration.
  2. Return to a grittier, deadlier feel for the d20 system. With a d20 roll and bonus that range from +1 to +10 (at even fairly low levels), the game can be quite “swingy” with skill not playing much of a roll.

The Base Rules:

  1. The standard roll is NOT a d20! (Yes, for a d20 system, this is huge!). Instead, all d20 rolls (other than things like random encounters, etc) utilize 2d12.
    1. I like a bell curve much more than the linear one of a single die.
    2. Why not 2d10?
      1. I like 12-siders… just cool looking, well balanced, and fun to roll. These are my favorite dice. Also a d12 is a true polyhedral unlike a d10.
      2. The probabilities at the higher end (15+) match closer to 2d12. The effect is low DC tasks are easier to accomplish, and high DC tasks are about the same.
      3. HOWEVER, the target numbers are also fluid; ie. specific examples are…
  2. Base numbers for opposed rolls are not a fixed 10, but 2d12.
    1. In melee, the defender is also active in rolling. A base AC is no longer fixed 10, but an opposed roll from the defender of 2d12 as well.
    2. Saving throws are not 10 + modifer, but rather, 2d12 + modifier
  3. Degrees of success improve the outcome. For every 10 above the needed target number, there is another “level” of success.
    1. In combat, that means for every level of success, there is additional damage dealt equal to the base weapon damage (ie. 10 above needed number with a longsword does 2d8 + modifiers.) Damage from these additional levels of success are not multiplied in a successful critical hit.

Additional rules:

  1. More hit points
    1. All creatures start with an additional number of hit points equal to Constitution score (times a size modifier.)
      1. Medium sized hit point modifier is 1. Small is 0.5. Large is 2, Huge is 4, Gargantuan is 8.
      2. This makes large creatures much tougher.
    2. Death and Dying. Death does not occur at -10 hp.
      1. At 0 hp or below, a character is staggered.
      2. At negative hp, all actions have a penalty = the hp. (ie. a PC at -8 hp has a -8 to rolls.)
      3. At the start of the character’s initiative, a roll is required to see if the character can stay concious. This is a Fort or Will save vs. DC 2d12 – note, the hp penalty applies to this roll!
      4. In most D&D 3.x games, death of a PC is not a major hinderance, if anything, is is more of a monetary penalty than anything else. As such, I wanted to have a gradation of that.
        1. At negative hp equal to Con score, 1d6 ability scores are damaged by 1 point.
        2. In addition, at negative hp equal to twice Con score, gain 1 temporary negative level (daily save Fort vs DC 2d12).
        3. In addition, at negative hp equal to 3x Con score, 1d6 ability scores are drained 1 point (needs restoration spell).
        4. In addition, at negative hp equal to 4x Con score, gain 1 permanent negative level (needs restoration spell).
        5. In addition, at negative hp equal to 5x Con score, death.
  2. More dynamic combat
    1. Attacks and defense are related. Will use a dice pool mechanic: Instead of standard 2d12 for attack and 2d12 for defense, a character may allocate 4d12 between attack and defense. This decision persists until the character’s next attack.
      1. Attack:
        1. The number of attack dice are the same for each of multiple attacks (ie. 2-weapon fighter)
        2. NO interative attacks. For each additional iterative attack listed, the character gains an additional d12
        3. If more than 2d12 used for attack, two of the dice are designated as the primary attack dice, and used to determine if an attack is a crit. There is no chance of a crit if only attacking with 1d12.
      2. Defense: Facing of characters matter.
        1. All defense dice can be used for each attack coming from the front facing.
        2. All defense dice minus 1 are used for attacks coming from the flanks. A shield’s defense bonus can be used against attacks coming from the shield’s side.
        3. All defense dice minus 2 are used for attacks coming from the rear. A shield cannot be used against rear attacks.
        4. An unaware defender (ie. attacker successfully snuck up) gets no dice, nor Dex nor shield bonus against an attack.
      3. Ranged:
    2. Armor and shields
      1. Shield defense bonuses are higher:
        1. Buckler grants +2, small shield +4, medium +6, large +8
      2. Armor grants DR equal to the AC against physical attacks.
        1. Armor grants a penalty to Defense = Armor Check Penalty
        2. An attacker can attemp to bypass the armor DR by attacking at a penalty equal to the DR (ie. armor works as AC modifier like standard d20).

Flavor rules:

  1. Races:
    1. Humans: Humans are to be the majority of the races in the world, so I wanted a compelling reason for players to choose playing them.
      1. Gain an additional +2 bonus to a seoncd ability score
      2. Gain Hero Points at double the rate. Can have maximum of twice the number of Hero Points
  2. Hero Points:
    1. The Hero Points rule will be used. PCs gain one Hero Point per level gained while playing the PC (a new PC who joins in the game at level 5 only has one Hero Point).

Dawn of Defiance V – [Mechanics Part 2]

We ended up with a few guest players showing up, so I had to quickly modify the encounters I created on Alderaan to increase the Challenge Level. I had been learning to use the wonderful SAGA Index and the CL calculator to plan the encounters, so it wasn’t difficult to enter in a few more droids/clones/stormtroopers to make the encounters at the difficulty I envisioned. This combined with richterbelmont10’s NPC statblocks allowed for doing this very easily on the fly. I also like his renditions of stormtroopers / clonetroopers, etc. better as they take full advantage off all the books, something which my players love doing in their min-maxing quest.

Security Droids: One CL4 lead droid (I used the mandalorian charger stats on pg 10), three CL3 heavy droids (I used the Heavy Trooper stats on pg 15, and 6 CL2 super battle droids (pg 7.) Total CL of 8 -4 = 4 vs. APL of 5.5

Chase sequence: Three CL2 speeder bikes (pg 17)

Clone troopers: Two CL4 clonetroopers (I used the mandalorian charger again pg 10), three CR3 heavy clone troopers (pg 15), and 6 CR2 Clone Troopers (pg 8). As one of the Core worlds, and especially one that has strong resistance to the Empire, I figured the Empire would want its most loyal forces onplanet – hence the aging, but still very potent clone troopers.

After leaving Alderaan, I used the module’s suggested encounters as guidelines. The biggest change was to change the Nazren to Taung. That was primarily made to incorporate Tex’s backstory into the storyline. That also gave me more justification for increasing the difficulty of the imperial patrols since the Taung have a distinguished past of being accomplished warriors – even this far removed from their prime.

Starships: I used it as unmodified as written in the module with the V-wings and the Star Destroyer.

Stormtroopers: Six CR2 Heavy Stormtroopers (pg 6), six CR2 stormtroopers (I used the Clone Trooper stats from pg 8).

Dawn of Defiance V – The First to Strike Part 2

The sound of blasters followed by shouts and screams echoed back through the large doorway opposite the secret tunnel entrance before the heroes had time to fully process their new findings. The young Leia ran back inside the room shouting that the droid guards had suddenly started shooting at her. Punctuating her point, a dozen security droids followed her into the chamber, blasters spitting forth their blue bolts of energy. Acting quickly, the Twi’lek grabbed his blaster from his droid and proceeded to shoot back. The Kel Dor Jedi rushed forward and used the Force to push back several of the mechanical units, while Tex retrieved one of the hidden blaster pistols from Sparktacus. Fearing for her safety, Senator Organa ran to his daughter, shielding her from the hail of blaster fire; but he was caught unawares as his own bodyguard droids likewise turned their weapons on the pair, and wounded the young girl.

Making do with the smuggled weapons, and those taken from the security droids, the group quickly dispatched the rogue robots, only to hear Organa say that his human captain of the guard had detected another trio of droids fleeing on speeders toward the nearest imperial garrison. The captain had managed to block their long-range communicators, but the droids would have to be stopped before the Senator’s meeting with members of the resistance was reported!

Having barely a moment to confirm the Organas’ health, they began pursuit of the droids on some of the fastest royal speeder bikes. Streaking through the crowded airlanes of Aldera and between the spires of various buildings, blaster fire destroyed two of the fleeing speeders, including an impressive single-handed rifle shot by Nai-Keego even as he weaved between the obstacles, the Twi’lek clinging onto the Bothan’s back for dear life.

As they neared the imperial outpost, Senator Organa comm’ed to say that they had finally regained control of the fleeing droid, but that the imperial outpost had seen the firefight. That would raise too many questions, and so the answer he was going to provide was that an insurgent had taken control of some of the militia droids to attack the imperials. As a way of evidence, the remaining droid speeder was guided into the power generator of the outpost, causing an explosion destroying the building. But the dozen clonetroopers outside were already starting to shoot back at the pursuing speeders.

Reaching the clones first as a testimony to his Imperial Academy piloting skills, Nai-Keego landed the speeder with Bob-Nob and he returning fire. The tactic didn’t prove as worthy as planned when the hail of blaster bolts left the Bothan pilot bleeding out. Deciding on a less refined landing, Ehred piloted his speeder bike into a line of the clones, the Force substituting for skill as Sparktacus flew off of the bike with the Jedi in his mechnical arms at the last moment before the collision. In a matter of moments, the remaining clones were dead as the others launched attacks from atop their speeder bikes – alternately shooting down from above and attempting to crush the troops with the bikes themselves.

With all witnesses to the truth eliminated, the medical droid worked his skill with the Bothan while Senator Organa confirmed that someone had secretly programmed Alderaan’s security droids to be on the watch for known members of the Resistance. It seems that their actions against the Empire had begun to attract notice. Although Senator Organa’s human staff had managed to track down the Imperial agent responsible for programming the droids as well as stop information about the secret meeting from getting out, it was a precarious time, and that they should hasten back to safety before the Imperial reinforcements arrived. Having obtained the information they sought about Nizon, the group left Alderaan quickly, with hyperspace coordinates set for an isolated asteroid en route to Nizon.

At the waypoint, they hid one of the Headhunters, so that only the trained pilots would have to navigate the asteroid field enveloping Nizon. And it was fortunate that they did, for upon reversion into realspace at the Centares system, they were greeted with the terrifying vision of a Venetor-class Star Destoyer emerging from the edges of the dust cloud. As the transport it escorted jumped into hyperspace, it and its V-wing screen turned its attentions toward the newly arrived barge and twin headhunters.

“This is Lieutenant Vykk of the Imperial Armed Forces hailing incoming barge The People’s Champion. You have entered into a restricted system. Please state the reason for your presence.”

“Uhhh…”

“Repeat, this is Lieutenant Vykk of the Imperial Armed Forces. You are in a restricted system. Please state the reason for you presence here.”

“Uhh… we’re here transporting needed supplies for Nizon,” responded the Twi’lek.

“Roger. Transmit authorization code.”

“Uhhh…”

The others scrambled to locate authorization codes in the sailing barge computers to no avail.

“Repeat, transmit authorization code.”

“Uhh… the authorization code is 5… 8…”

At this point, the sensors indicated the V-wings coming into attack formation, and they realized their only chance of survival was to get past the destroyer, through the asteroids, and into Nizon’s atmosphere, where the capital ship could not follow. For the odds of a frontal attack against an Imperial Star Destroyer otherwise were 3,720 to 1.

As Tex drew the attention of four of the V-wings, spiraling his Z-95 through the asteroid field, Bob-Nob fiercely worked on keeping the shields on Nai-Keego’s trainer Headhunter operational from the frequent asteroid collisions – it was almost as if the Bothan thought the goal was to collide with as many as possible on the way to atmo! [Three nat 1’s in a row for the Bothan’s piloting check.] Were it not for the Twi’lek’s skill with machines, they would surely be just more debris in the cloud.

Meanwhile, the barge suffered the loving kisses of the Star Destroyer’s turbolasers. It was only the combined fortune of its occupants that they were not annihilated at once. [First shot against the barge, critical hit with the Heavy Turbolaser battery! 7d10 x20 damage! With only 140 hit points, and DR 15, SR 15, it was unlikely they would have survived. This was the start of the judicious use of Destiny points.] With no choice, they too plowed through the asteroid field, returning fire upon the pair of pursing V-wings. Try as they might, they were only able to score the occasional hit on Lieutenant Vykk piloting the lead V-wing.

Barely making into the atmosphere, the surviving V-wings broke off, unwilling to continue the pursuit without support – though, it became clear through their erratic flying that they were clearly being fed the locations of the larger asteroids and easily able to avoid them. The heroes knew that they couldn’t risk another firefight and so used the dust cloud to hide their battered ships in caves a few kilometers from the only city the sensors indicated. Climbing out of his ship, it was astonishing Tex’s ship had managed to retain any semblance of flight, full of more cracks, holes, and carbon scoring than rivets holding it together. [One hp left, courtesy of yet another 3 on his piloting check – he needed 4’s.]

Collecting their gear, donning breathing masks and wrapping themselves against the ever-constant dust storms, they set out for the city. A few, however, were not as successful with the survival gear, and found the dust collecting in unpleasant areas – with joints and gears irritated by the time they arrived.

As they approached the stone buildings that comprised the edges of the only permanent city on the planet, the outline of a large building being constructed on the overhanging cliffs slowly took shape through the thick dust. Sporadically at first, then with increasing frequency, small groups of Taung appeared, hurrying from building to building; moving with less haste were large patrols of heavily armed troops. Contrary to their concerns, it was not difficult for the heroes to fit in as there were also several other races wandering the streets – searching for more of the increasingly scarce prized adult male specimens that the Imperials preferred…

Taking the time to listen to the talk of the streets, the group learns that the leaders of the Taung willing to stand up to the Imperials have all been rounded up and are being held in a detention center. They also learn that a bounty hunter named Vril has been asking questions about offworlders.

Making their way through a deserted neighborhood, they hear a scream and round a corner to see a squad of stormtroopers dragging a Taung woman out of a building. Acting quickly, Shroon-Kor and Ehred approach the troops and attempt to convince the leader that she was not the Taung they were looking for. They were not incorrect, but were informed that all adults from the blocks were being collected, and she qualified regardless. When she tried to fight back, and was struck to the ground as a result, Tex stepped out from behind the corner and blasted the trooper. Responding to the sudden ambush with the practiced precision of an occupying force on a warrior world, the stormtroopers loosed fire back. The ignition of the Gungan’s lightsaber dissolved any semblance of restraint as the call of “JEDI! JEDI!” echoed through the squad. At the conclusion of the firefight, Bob-bob’s medical services once again proved their worth in keeping the Gungan from dying on the street – the Padawan’s control of the Force insufficient to block the torrent of blaster fire his lightsaber provoked.

Reuniting the terrified female with her child, all she could say was that the Taung in hiding would rise up against their captors should Sartok be freed. Acting decisively, the heroes quickly hatch a plan to press the attack before the Empire realized what was transpiring was more than an isolated incident.

Dawn of Defiance V: The First to Strike [Mechanics]

The part of the adventure on Alderaan was created to allow a chance at getting some more XP before starting on the next part of Dawn of Defiance Episode V. The PC’s were mostly level 5, or just reached 6, and I felt that mostly level 6 would be better for Episode V. It also gave me a chance to have them re-visit an old friend while giving a cameo to Leia, which I wanted to do at their first meeting, but neglected to do so. That turned out very well as it was a pleasant surprise to them all and gave their characters a hook into the movies.
Mechanic checks to change the transponder on the Glorious Chariot and modify the exterior.
Deception checks to get past Star Destroyer.
Use Computer check to attempt to circumvent weapon locks.
Deception checks to successfully hide the weapons.
Sneak check failed to smuggle weapon past customs.
A single Use Computer check for each character.