Roman Éire: By the Power of Iomedae!


For Light! For Love! For IOMEDAE!

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Last Time on Pathfinder: The Sawmill, the Justice, and the Raven

From the Bardic Journal of Roman Éire, Paladin of Iomedae

The Sawmill, the Justice, and the Raven



(Guitar Strum, D Minor) Last time on pathfinder, rise of the Runelords: A harrowing tale of intrigue, surprise, battle and diplomacy.

On the words of two swamppy shapeshifters, our heroes set out for the sawmill implicated with the brothers seven, an evil brotherhood of the occult.

In an effort to glean as much information as possible, the party created two tasks forces, one to remain in magnamar and gather information from the local townsmen and the other to brutishly uncover whatever secrets lie at the sawmill.

So venturing out, Ra’khard, Roman, Lanmia, and Osiris made their way to the sawmill to start their investigation.

At first look there was nothing fishy, and frivilous detect evil spell uncovered nothing nefarious from the outside.

As the heroes made their way into the prominent working room, they met what would appear average sawmill workers.

The workers insisted that the heroes leave the dangers of the cutting room floor, and agreed to retrieve the manager of the sawmill.  Two workers stayed behind, one left for the manager.

On his return, he insited that Ra’khard, Roman, Lanmia and Osiris follow him to the managers office.  The party of four, accompanied by 3 workers wound their way up tight stair wells for 3 floors.  On arrival at the 3rd floor, the party percieved that the leader of the group was obtusly tense.

At this point, roman detected evil at the worker at the head of the group, as well as the room they were being lead to.  There was an evil aura eminating from the worker, and an even stronger aura on the otherside of the door.


At this point, Ra’khard unholstered his gun and let one fly right into the leg of the worker leading them to untold evils.

Lanmia, turned (at the rear of the party) and started hacking at the two workers bringing up the rear, still in the stair wells.

At this start of battle, who entered the fight but none other but Justice Ironside (or whatever his name is) himself.  Justice Ironman was implicated as a member of the brothers of the seven back in magnamar, so the heroes braced for the worst.

Roman made some unsuccessful volleys in attacking Justice Sideburns, while Ra’khard attempted to shoot down the stairs at the workers to no avail and actually had an misfire exposion in his gun.

Osiris, loose as he is with his bombing and flames, let some fly towards justice burnside and started some small fires across the wooden floor.

At this point, justice Itburnswhenipee waved his arm and disappeared from site.  Roman, not knowing what else to do tried again to attack where he saw him disapear from.

As the fire continued to spread across the third floor, osiris went down to help lanmia continue to defend the stairwells as a choke point and slotter minion after minion with great cleaves and precise bombs.

Listening carefully, roman and Ra’khard were able to distinguish footsteps running for the stairs, so Ra’khard and a tenacious dwarf fury ran after the foot steps and finally came to a hault when re ran into an unseen object just past lanmia with a thud.

Here rhikard fired into the invisiable ether, and hit nothing, while roman (saying a quick prayer to Iomedae) jumped over a low wall, down to the stairs below, and landed right in front of Ra’khard and Justice Reiholdt.  Slashing at the invisible air, roman accidentally left a slash gash on Ra’khard.

As justice, uhh oh jesus, just The Justice flickered back into vision, Ra’khard, Roman, Osiris and Lanmia decemated him with Lanmia making the final mortal blow.

At this point the fire above was spreading, but without searching for documents and or other evidence implicating the justices’ guilt, the party was really just murderers of high ranking government officials

So, being the strong headed dwarf he is, rhikard ran through the fire on the 3rd floor to the office of the justice and started recovering what he could.  Lanmia revealed her self as part fire elemental as she moved through the fire with finese and “negate”

Roman and Osiris searched the body of the justice for any sort of evidence and found a human leather mask, a key and some various weaponry and armor.

Ra’khard, upon entering the office of the justice found the walls covered in human leater masks, various documents, and a locked foot trunk.  He also spotted a ladder to a rookery above that had ravens and a window.  He jotted a quick note that said, “were coming for you” and loosed the ravens out the window, where they flew directly towards the underbelly of the city.  In a most noble and dare i say hearty movement, he retrived what he could, of the masks and footlocker and jumped out the window to a party of guards, and his friends below.

The head gaurd garrette and his patrol drew their lances to keep the heroes in place, and rhikard and roman began their back in forth, patented dimplomatic style of trying to save their skins while also trying not to kill every guard.

It ended up coming to a head when roman and garrette had an aside where it was determined that our heroes would figure out the final details of this activity with the understanding that garrette be included in the glory if things go well, or left out of the mess if things go wrong.

So our heroes were smuggled to a lower/middleclass inn where they can rest for 24 hours, and proceed into the underbelly of the city to put a stop to the brothers seven and the evil that is a unseemly amount of weird human leather masks.

And so we prepare for: next time on Pathfinder, Rise of the Rune Lords.

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Many Characters Enter One Character Leaves

The Arena

The god of battle, Gorum, has transported you to an arena and demanded that you fight your fellows to the death. You will find yourself in a large arena, the bounds of which you cannot leave except through victory. The arena will have a variety of types of terrain and features, with obstacles to line of sight, things to climb, and situational dangers. None of these dangers will be instantly lethal, and there will not be any traps. The arena will be three dimensional and have absolute bounds. Planar travel out of the arena will prove impossible, so don’t even try.

The Rules

Every participant will be level 5 at the start. If your character is not yet level 5, you may enjoy a holiday gift of permanent experience increase to bring you up to level 5.

None of your character’s equipment will be with you. Instead, you must purchase all the equipment you think you will need, including weapons, armor, and ammunition. Every character will have a pool of 10,000 gold with which they can purchase equipment found in any Paizo-published Pathfinder book, at the listed price. (Quite helpfully, all items in all books are compiled into Ultimate Equipment.) This equipment will not persist past the Battle Royale.

Your characters will appear as they are, except for their equipment. That means no changing your feats, skills, ability scores, spells known, etc. You may of course prepare your spells for the day if your class requires preparing spells.

Stealth mechanics are allowed. If you choose to engage in stealth, information about the location of the sneaky one will be hidden from the other players, with movement and actions being told via passed notecards to the GM.

Alliances, non-aggression pacts, favor-trading, etc. are allowed. However, every two rounds during which no character has inflicted lethal damage upon another character, every surviving character will be inflicted with 2d6 elemental damage that bypasses damage resistance. (If you try to cheat your way around this damage, Gorum will be extremely displeased.) In the end there can be only one!

The Prizes

The last three survivors will be rewarded with experience and magical items:

  • First place: 2000 bonus XP and a medium wondrous item to be determined by the class of the victor
  • Second place: 1000 bonus XP and a minor wondrous item to be determined by class
  • Third place: 500 bonus XP and a minor magical weapon to be determined by class

These prizes will persist into the larger campaign. All other events in the arena, including player death, will not occur as a part of the lore of the campaign. Your characters remember the events of the arena as if they happened in a dream, and only the prizes will serve as proof that it happened at all.

May the odds be ever in your favor!

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Rak’hard’s thoughts on combat…

Can we not get stuck behind walls this time?

For Rakhard, the death of Gymm has highlighted the need for the party to start developing team based protocols in dealing with scenarios we often find ourselves in.

Standard Marching Order:

  • Kyrus – High Perception to identify potential threats (Traps, hidden enemies)
  • Roman – Tank/Armored and our Initiator is close so he can charge in act as soak
  • Rakhard – Ranged DPR (Clear lines of sight in melee, )
  • Gilliard – Heals Protected and close to tank
  • Gideon – Ranged Magic based DPR (Clear Lines of Sight)
  • Jorah – Slack bringing up the rear


This marching order maximizes Kyrus’s big perception check so we don’t get surprised by traps and what not. If we get another disable device character maybe we can add him to the front. If we get another monk we can have the monk run slack so that the monk with its big movement bonus can be wherever he needs to be in combat.

Standard Initiative Order: Formation 1 – One, Two – Based on average Initiative Rolls

  1. Roman should – initiate/charge
  2. Rakhard – defer then fires on main targets or targets of opportunities
  3. Gideon defer – fires on main target
  4. Kyrus – Moves to Flank so Roman gets bonuses – Strong AC so provoking attacks of Opportunity mitiigated
  5. Gilliard – Readies Curative Spells or Buffs
  6. Jorah – Moves to Flank – so Roman gets bonuses

Surprise Round: Formation 2 – Jump ’em – Based on average initiative rolls

  1. Roman should charge
  2. Rakhard fires at will
  3. Gideon should hit them with color spray
  4. Kyrus moves to flank
  5. Gilliard moves in to heal and or fire ranged
  6. Jorah moves to flank

Invisible and Blinking Creatures  Formation 3 – Shock and awe this formation should minimize squishies getting attacked and being flanked by invisible creatures

  1. Roman moves in uses Dazzling Display
  2. Rakhard Goes in back to back readies a Tracer Round
  3. Kyrus moves in Back to back – Detect Invis
  4. Jorah moves in back to back
  5. Gideon and Gilliard are encircled by the back to back party members


Rak     Gideon   Kyrus



Casters and Movement Heavy Enemies: Formation 4 – Snag and Bag – This formation should catch casters and moving targets like mounted things and skirmish type classes as they move to engage

  1. Roman should charge
  2. Rakhard fires at will
  3. Gideon should hit them with color spray
  4. Kyrus targets Entangle on Casters and Squishies/ Second Round hits them with Flame Sphere
  5. Gilliard moves in to heal and or fire ranged
  6. Jorah moves to flank

Boss Fights: Formation 5 – Bring the Rain – Standard Tank and Spank

  1. Roman casts smite and charges
  2. Rakhard focus fires
  3. Gideon should hit spells then transition to acid orbs
  4. Kyrus moves to flank
  5. Gilliard focus fires and heals ad needed
  6. Jorah moves to flank

Boss Fights more than 1 main threat – Formation 6: 2/10 split Burn secondary threat then work on the main threat.

  1. Roman should charge main threat
  2. Rakhard fires at secondary threat
  3. Gideon should hit them with color spray
  4. Kyrus should charge secondary threat
  5. Gilliard moves in to heal and or fire ranged
  6. Jorah moves to flank Kyrus
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Don’t be a shitheel and get on in here!

Don't be a shitheel... I will shoot you.

Rah’kard says “Welcome to the party – no shitheels allowed!”


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Pathfinder Catch Up – 11/28/2012

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