Thursday, November 22, 2012

Practice What You Preach


I have read that some Inquisitors wander the lands of Golarion spreading the true word of their faith. Black words hailing the Prince of Darkness or the awe inspiring hymns to the All Seeing Eye, these crusaders often come into conflict, sometimes deadly, with those people and cultures who are disagreeable to the customs or religious calling to help those who cannot help themselves, oppress the weak, or encourage volunteerism when help is in surplus.  

The leaders of evil or totalitarian religions send these preachers into new territories to win converts and allies as to establish a sect, the first act before formal religion can be established in its entirety. 

Good self-righteous religions on the other hand make a habit of starting peaceful uprisings and political activism against churches opposed to their religion and to defend true-believers who are persecuted because of their beliefs by the faithless or unbelieving 

In the middle.. there is a movement that regardless of who ascends to the throne one thing remains and that is the people. I will continue to give aid and succor and reduce the casualties in this Game of Thrones. From these ashes of anarchy I turn my attention to a vocation as barrister for the church of Pharasma. Not to interfere with my adventuring and defending the people of the city but there appears to be a need. My first case will be the investigation into the Asmodian Mausoleum and Streeter's emerging memories.

"May the Goddess of Fate judge my actions as evenhanded and worthy; thank you for your eternal blessings and the promise of tomorrow." 

Wednesday, November 7, 2012

This City...


The taint of Korvosa has infected the populace, the throne, and mayhap the Queen as well. It is a green corruption that has infected people’s attitudes and actions. Unfortunately many have not noticed the subtle ways society has degraded because it pervades their daily lives. It is a meager existence and is just the way things are. What is evil and abhorrent in my eyes may not be so to low-men like Lamm and Vancaskerkin. That does not vindicate them or excuse their actions… no, never in life.

Normally it is my calling as inquisitor to track enemies of Pharasma and to hunt down and destroy the abominable undead; however, this pollution… in Korvosan society resides in their blood and compels me to broaden my customary ways. I still maintain reservations about Queen Ileosa, but there yet remains a universal adversary: the people themselves, the ‘infected’ citizens of Korvosa. With gangrenous corruption deeply rooted in some people, Lamm… Vancaskerkin, they have become the enemy.

 I tell you now; I have no remorse for killing the Cow-hammer boys and in truth deem the lives of others like them forfeited. I answer to none but Pharasma and what abides the gaze of my judgment.

“I name this dagger Bloodletting. May it aid me in cleansing the infection and give me prophesy into vile acts so that I may bring to an end the evil that has unbalanced the city. Praise-be Goddess of Fate.”
                                                                                                                                                                               

Sunday, November 4, 2012

Nusbaum's Wand

ETERNAL WAND  (Nusbaum’s)
Price (Item Level): See table Body Slot: — (held)
Caster Level: See table Aura: Faint; (see table) school of spell contained in eternal wand
Activation: Standard (command)
Weight: —
This long, tapered wand ends with a pink crystal containing red swirls. An eternal wand holds a single divine spell of 3rd level or lower, determined during creation. Any character who can cast divine spells can activate the wand to use the spell contained in it, regard-less of whether the spell appears on his class spell list. An eternal wand functions three times per day with healing spells, twice per day with all other divine spells.
Prerequisites: Craft Wand, Craft Wondrous Item, the spell contained in the eternal wand.
Cost to Create: See table.
Eternal Wand Nusbaum's
Spell Level
Caster Level
Price (Item Level)
Spellcraft
Cost to Create
0
1st
460 gp (3rd)
15
230 gp, 18 XP, 1 day
1st
1st
820 gp (4th)
15
410 gp, 32 XP, 1 day
2nd
2nd
4,420 gp 9th
16
2,210 gp, 176 XP, 3 days
3rd
5th
10,900 gp 13th
17
5,450 gp, 436 XP, 11 days

Tuesday, October 30, 2012

Neutrality In Chaos


“Oh I’m sure I can find a task for these youngins to be sure Inquisitor Bordana, don’t ye doubt.” The dwarf Zargoza said with a wink.

It was comforting to recall that moment as we strode up Field Marshal Avenue to Castle Korvosa. The children would be safe, for now at least. 

Overhead and more so between the Castle and the Acadamae, hundreds of Imps and Pseudo-dragons darkened the sky with their mysterious winged errands fueling the chaos that already had the city in its grasp…

Something bothers me about Queen Ileosa and I cannot put a finger on it; perhaps because the Queen's speech sounded rehearsed and insincere in my eyes. I feel as if we are being sent to the gallows, figuratively speaking. I think it EXTREMELY unusual that we find the Queen absent her handmaidens, guards, advisers, court magicians, and the like. With the city in chaos, burning in some areas, and people rioting in the streets I would have presumed the Queen would be surrounded by such individuals offering advice and giving her constant updates in this time of crisis.

Yes the city is in need of aid, capable heroes, but my friends and I are barely capable of dispatching a swarm of mutant spiders and an enraged otyugh to say nothing of meeting the scores of hostile citizens who are displeased at the change of leadership. It is as if we are being sent to die. I want to take a neutral position in these events. 
I fear that taking up arms against the citizenry of Korvosa will brand us as enemies of the people. What was the old saying? Hundreds of people cannot be wrong. 

Is there treachery and if so are we to be in league with such deceitfulness against the citizens of Korvosa? And just where the hell is my sister? 

Tuesday, October 23, 2012

If magic is art....

"If magic is art,then summoning is inspired science"
Gremon Noh
Summons Lector, Academy
Zandu reeled a bit as he took in the scene after it ended. He remembered hauling Sterk's massive frame out of the maw of the shit-monster from the previous night's adventure. Watching as panicked commoners fled for safety, he realized that Sterk was probably the only witness to his fantastic death grapple with the now visibly pulverized imp. He also thought they were the only ones to see the woman taken into the filth below. When he heard the high pitched scream, he knew instantly a wizard nearby was suddenly bereft of his familiar. The sound reminded  Zandu of his lessons at the Academy....

The instructors at Academy place an elevated status to the school of conjuration/summoning magics, which is typical of all Chelaxian colleges. Wizards who have drawn their training from Chelaxian tutors know summons spells as very complex endeavors that involve personal attachment , and sometimes the need to strike a bargain. That is why they take longer than other spells to cast. Even when teaching rudimentary preparation for summonings, professors have an eye toward the high level summonings they hope to see their pupils master. The goal is to summon the same individual monster every time you cast and call forth a summoned creature of its type. Instructors stress the importance of consistency in the language used and the target of a summoning. It takes tremendous concentration and talent to do that well, but those who do are strongly encouraged to specialize as summoners. Many students name the creatures they learn to summon, and there are many superstitions and "understood practices" regarding how casters treat the familiar creatures they summon forth from the outer planes. All of this laid the groundwork for being trained to negotiate with devils, and to a lesser extent demons, in complicated diabolical summonings. Skilled summoners are able to reliably call the same creatures forth, and reward their favorites with trinkets or food. Zandu's favorite creature to summon was a dog he had named Kush. He was a large, fierce dog, a rottwieller by breed, and he loved to fight. He also loved cooked meat, and he grown to show genuine subservience to Zandu, who always treated him with a variety of cooked treats.

Zandu shook himself from reverie, and again took stock of the last 24 hours. Although Sterk was terrifyingly devoid of emotion during the do-or-die battles of the past day, his frustration was hurled toward his companions like tossed hammers. The streets were open warfare, with the riots causing unchecked chaos. Danger was everywhere, and he could not protect the group and survive another barrage of attacks by himself. Zandu smiled as he remembered his old friend. Maybe it was time to bring Kush out into the sun a little more often. He'd have to get some roast meat.

Friday, October 19, 2012

Tale of Two Clerics


Shadowy cracks in the ground formed like black veins that steadily spread and grew into ruination as the otyugh burrowed its way out of the sewers and into the burning riotous streets. 

The creature made a noise that made me think: this is what it sounds like to gargle sharp rocks or something worse... bones mayhap. The sound frightened all the children, it was all tentacles and teeth. Separated from Lem, Sterk and Zandu, I needed to get the kids to safety and not just through this encounter but long enough from them to emotionally recover from the horror received from Lamm and eventually to suitable accommodations.

Leading the children around the stables and the attached building I remembered a story I once herd...

Gage Duell was a cleric of Abadar and high priest of ceremonies for the Master of the First Vault festival in Korvosa. He and a cleric of Sarenrae, Saige Cammer were unified in divine purpose to provide aid and succor to the rising homeless and abandoned children in the city. Many of whom arrived with parents in the hopes of starting a new prosperous life.

Having both come from the streets themselves, Gage and Saige intimately knew the dangers of the streets: gangs, roaming monsters, and of course undead. They also were aware of a high probability of these youngsters becoming whores, rogues, or even panhandlers thereby swelling the numbers of Korvosa's thieves guild.

The two clerics’ solution would serve to address two problems facing the city by curbing the growth of the city’s thief’s guild and hopefully transform these young people into productive members of Korvosan society as Gage and Saige achieved.

Together, the clerics Gage Duell  and Saige Cammer petitioned the Crimson Throne to create state-run orphanages to which the two churches of Abadar and Sarenrae would work together, along with the city, to assure the children received proper care and a remedial education. 

… Circumventing the building I discovered Sterk standing toe to toe with vicious otyugh; the creature was repulsive and smelled even worse. Above and along the roof tops Lem barraged the creature with sensory attacks while Zandu shot missile after magic missile from his wand.

I believe the Fate of Pharasma will assure our victories long enough to see these children to the orphanages I recall hearing about. 


Tuesday, October 16, 2012

The Footlocker

Each of these treasures is wrapped in cloth and tied shut with twine. The treasures include a narrow teak cigar case inlaid with tiny bits of jade worth 25 gp, a 2-pound gold ingot worth 100 gp bearing the Cheliax coat of arms, a miniature gold crown worth 350 gp, a fist-sized scrimshaw carving of a kraken with garnets for eyes worth 200 gp, a silver ring worth 150 gp bearing the inscription “For Emmah—the light in my nights,” a highly realistic and highly scandalous ivory figurine of two entwined succubi worth 450 gp, a masterwork shuriken, an adamantine arrowhead, an abalone-shell holy symbol of Shelyn worth 300 gp, a tiny glass tube containing a dose of oil of keen edge,an obsidian wand of magic missile (23 charges), 3 crystalline vials (the vials themselves worth 50 gp) containing a dose of silversheen as well as two poisons detailed below, and a bejeweled brooch with a broken clasp.  

Even to an untrained eye, this brooch is obviously the most valuable object in the entire collection. The circular gold brooch depicts a pseudodragon and an imp coiled around each other in an almost yin-yang pattern. The pseudodragon’s eye is an amethyst, while the imp’s eye is an emerald. The brooch is the possession of Queen Ileosa herself.
BROWN RECLUSE VENOM (2 Applications)
Type injury poison Save Fort DC 14   Frequency 1/round for 6 rounds
Initial Effect 1 point of permanent Str drain  Secondary Effect 1 Str  Cure 1 save
The miniscule brown recluse spider is native to most warm climates, and is one of the world’s most successful vermin.  Victims of a recluse bite often don’t realize they’ve been injured until it’s too late. Despite its small size, a brown recluses’ venom inflicts horrific damage, rotting away skin and muscle tissue near the wound. Brown recluse usually use their venom to kill lizards, small birds and insects, but will bite humanoids if startled or threatened.  Source: 2 Dozen Dangers-Poisons PDF
CURARE (2 Applications)
Type injury poison  Save Fort DC 15 Frequency 1/round for 8 rounds
Initial Effect victim is shaken for 1 hour  Secondary Effect 1d4 Dex Cure 2 saves
Curare is a paralytic plant toxin harvested by rainforest natives for use in hunting and warfare. Spread onto weapons, curare enters the bloodstream quickly causing disorientation, dizziness and eventual paralysis. Victims left untreated often die of respiratory failure. Victims reduced to 0 Dex by curare begin to suffocate.  Source: 2 Dozen Dangers-Poisons PDF
Cloak of Halflingkind Aura: Faint transmutation; CL 1st
Slot: shoulders; Price: 2,400 gp, Weight: 1 lb.
While a simple clasp holds the front of this short cloak shut, straps also bind it tightly to your shoulders. It seems to be made of plain gray cotton, with streaks of darker color that resembles cracks in tonework.
Twice per day, your cloak can grab any surface and begin climbing for you, hauling you along for the ride. You can climb 20 feet in any direction as a move action, but cannot climb further even as a full round action. You don’t provoke attacks of opportunity by climbing this way (though you do for moving out of a threatened space while climbing, as you normally would). Your hands are free while you climb, you retain your Dexterity bonus to AC, and can act or attack normally. The cloak is active for three minutes each time it is used, so it’s best to find a safe place to alight before the duration runs out.  Source: Loot For Less-Cloak & Dagger  (Book 6)
Construction Requirements: Craft Wondrous Item, animate rope, spider climb; Cost: 1,200 gp.
Letter Opener Aura: Faint divination CL 1st
Slot: none; Price: 1,200 gp, Weight: 0.5 lbs.
This mildly sharp blade appears to be a sword in miniature, and isn’t designed for combat. Three times a day the letter opener can be touched to any missive, scroll, map, book, folded parchment or similar communication or text, and it opens the item touched. Any mundane wax seal, strap, lock, knot, cord, stamp, calligraphy, or crest affixed to the missive slides aside without being damaged, and the missive opens itself for easy reading. One minute later, the missive closes itself, resuming its previous configuration and condition with all its seals and bindings in place and undisturbed, showing no signs of tampering.
The letter opener may work on missives with magic seals and closings, but must make a caster level check (1d20+3) against a DC equal to 10 + the caster level of magic seal or fixture. On a failed save, the seal is not disturbed and the missive is not opened.
On a successful check, the effect is the same as described above, including resetting itself after one minute (leaving no sign it was ever read).  If used in combat the table knife suffers a –1 penalty to attack rolls, and deals 1d2 damage. Source: Loot For Less-Cloak & Dagger  (Book 6)
Construction Requirements: Craft Magic Arms and Armor, mending; Cost: 600 gp.
Brightmote Ring
Aura: Faint abjuration; CL 1st Slot: ring; Price: 900 gp Weight: -
A brightmote ring can be activated as a standard action, creating a glowing mote of light as bright as a torch. The light moves as directed by the wearer (no concentration needed), though it must stay within 110 feet of the ring wearer.  The light lasts until it exceeds this range, or is dispelled by the ring wearer (a free action).  Source: Loot For Less-Pretty, pretty rings (Book 2)
Construction Requirements: Forge Ring, dancing lights; Cost: 450 gp.