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#runelord karzoug
scorpioandthefrog · 9 months
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Being a game master is wild because some sessions I’ve prepared deep and personalized obstacles, dynamic battles, rich storytelling
And then some sessions I’m drawing tiddies on Runelord Karzoug on the landing page
And I truly don’t know what kind of a GM my players are going to get until I’m already on mic
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delsinsfire · 4 months
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our new campaign started today nd i'm a bird girl
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alizrak · 1 year
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HEY! I wrote this! Check it out! Link below!
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Over a decade after his defeat in the Eye of the Avarice, Karzoug finds himself back in the land of the living thanks to the most surprising fluke of fate. Even as a wizard of his caliber, being alive doesn’t mean he is prepared to face what is waiting for him when he wakes up.
He has lost everything he had: no wealth, no spellbooks, no weapons, no minions at his beck and call.
Can the Runelord of Greed start over from scratch and reclaim his sinful throne in Xin-Shalast…? Or will he turn a new leaf and write a new destiny for himself?
This character-driven novella is set 11 years after the events of Rise of the Runelords Adventure Path and during the events of Rise of New Thassilon from the Return of Runelords Adventure Path.
You can get it at Pathfinder Infinite!
Some reviews:
"I read this with no context about the characters or places, but everything was introduced in a way that didn't leave me confused and the story was captivating even for someone new to the setting." -J.N.
"Soulnova takes us along on Karzoug’s journey in a way that makes you feel you feel like you are reading an actual play. (...)Even if you don’t know much about Pathfinder’s Runelords (as I did not) I’m certain that you will enjoy reading Karzoug's shenanigans." -V.V.
"Having read this title, and having run Rise of the Runelords myself as a GM, I found this title extremely satisfying to read. It weaves lore from the 1e titles Rise of the Runelords, Shattered Star and Return of the Runelords into a very clever and intriguing tale." -V.S.
"Heartwarming in many ways, this novella explores familliar people and places through a new lens while staying true to the feel of Rise of the Runelords." -V.H.
"This is a wonderful foundation for an aftermath of the Rise of the Runelords. (...) The characters' interactions and the chemistry is on point, and the plot is engaging and light to read."-A.G.
"I've played Rise of the Runelords and never imagined something like this could happen - I gasped (screamed) as everything aligned for Karzoug's comeback. Reading this story brought a smile to my face." -C.A.A.
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thecreaturecodex · 1 year
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The Great Game: Outer Gods and Great Old Ones
As the deities that are most physically tied to the Material Plane, it is perhaps unsurprising that the various entities collected together as “Outer Gods” and “Great Old Ones” have been paying attention to the Great Game. The allegiances of some of the prominent members of these pantheons are as follows:
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Abhoth The Unclean God is patron of disease and fecundity, and knows how these two things are tied together. More are born than can survive, and many of those that die fall to disease before anything else. As such, Abhoth is well versed in ecology, and knows that Lamashtu is overpopulating Golarion with her monsters. Abhoth’s followers seek to spread plagues among monstrous species in order to keep their numbers down, and as such, Mormo counts Abhoth as an ally.
Azathoth The Primal Chaos does not seem to have noticed the Great Game, or much of anything that has happened on Golarion in centuries. This is probably for the best. If any of his attention were to be turned onto the conflict, it could easily become a disaster for both parties…something that Nyarlathotep is hoping for, and working to make happen.
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Bokrug The Water Lizard fondly remembers Mormo from before the evolution of true mammals, and they have hunted and sparred together and even mated in the past. Bokrug may be difficult to rouse from his slumber, but his ire is terrible when provoked, and is likely to be directed at the followers of Lamashtu.
Cthulhu The Dreamer in the Deep has dreamt of Golarion, and one or two of his star-spawn have come there. But he cares not for the Great Game; he has his own stars that need to be right once again. A star-spawn of Cthulhu is a dangerous agent of its own right, and one more likely to support Lamashtu than Mormo.
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Hastur The King in Yellow respects Lamashtu and her ravenous appetites. Although he has his own plans to absorb chunks of Golarion, or the whole world if he can, into the Nightmare Kingdom of Carcosa, he is at least nominally on the Mother of Monster’s side. As long as their cultists can keep sharing the same sybaritic festivities.
Ithaqua Ithaqua is more concerned with consuming anyone on either side that he can sink his talons into. The Wind Walker is slightly more favorably minded towards Lamashtu than Mormo, but any relationship between their cults is likely to be a tenuous one that could break down into ravenous hunger at any point.
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Mhar Mhar wants off of Golarion. He sees a change in the status quo as the best way of achieving that goal, and is resentful of lamia clerics of Lamashtu for helping Karzoug the Runelord to build a palace on his surface and deface him. Mhar’s release would likely be devastating for Mormo’s goals of making Golarion a richer and more diverse ecosystem. But on the other hand, volcanic ash and lava rock makes for excellent fertilizer, and his eruption might not be as destructive as he hopes it will be.
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Nhimbaloth As a devourer of souls and a corrupter of wild things, Nhimbaloth is an ally of Lamashtu. Of course, she does respect Mormo’s goals of eating Lamashtu as a fellow apex predator. But Nhimbaloth thinks that the Goddess of Predators is too arrogant and needs to be taken down a peg. Nhimbaloth would happily eat Mormo herself if given half a chance, and for that reason, Mormo keeps a wide berth of Nhimbaloth’s home world, Voidbracken.
Nyarlathotep The Crawling Chaos is delighted by this galaxy spanning conflict, and on the surface is playing both sides. Lamashtu is his real dog in the fight, as he views Lamashtu as being more likely to lead Golarion to ruin, cracking open and releasing Rovagug. That would be a fun show to watch, seeing how the Rough Beast would react after eons of imprisonment. The Mask of Nyarlathotep that is most actively involved is the Black Pharaoh, whose cults are pushing technological advances into the hands of demon cultists and dangerous maneaters.
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Orgesh The Faceless God is technically on Lamashtu’s side, although not by any direct aiding or abetting. Orgesh wants to fight Mormo himself. And is sending his chardra to pick fights with her worshipers, and is gunning for her most powerful servitors himself, in the hopes of getting Mormo’s attention. Worst case scenario, Orgesh will be killed and be able to respawn on another planet. Unless Mormo gets sick of his interference, and starts doing research on a way to kill him for real before setting her sights higher.
Shub-Nugganoth* The Goat of the Woods views Lamashtu as a kindred spirit, and the two of them have indeed collaborated on the spawning of horrors in the past. They are doing so again, notably through the personage of one of the Goat’s most powerful mortal worshipers in Avistan, a fleshwarping-obsessed alchemist named Doctor Agatha Shiny. Doctor Shiny and her creations are actively hunting down Mormo’s allies in order to transform them into blasphemous horrors, or just murder them.
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Tsathoggua Saint Toad knows what it’s like to be forgotten and abandoned. He is a supporter of Mormo, if only because she’s the underdog in this fight, and Tsathoggua has a soft spot for underdogs, as much as he would deny that. Mormo knows that the Father of Night is a fickle and somewhat dangerous ally, so doesn’t rely on his help, but does appreciate his guidance and wisdom.
Yig The Father of Serpents calls Mormo “sister”, and the Goddess of Predators calls Yig “brother” in return. This may be an actual genealogical relationship, it may not be. But Yig is among Mormo’s closest allies, and the two are active collaborators. Those colonies of serpentfolk who worship Yig are hotspots for burgeoning cults of Mormo, as they see the two ophidian Old Ones as a way to reclaim some of the lost glory of the Age of Serpents without relying on the increasingly unstable Ydersius.
Yog-Sothoth The Key and the Gate views things on a vast, cosmic scale, even more than the other Outer Gods. As such, the safety and long term stability of the galaxy is his highest priority (after all, it has to collide with another galaxy in approximately 1.2 billion years, and then enough of it has to be around to decay into degenerate matter as the universe shifts past its stelliferous era. So anything that dramatically accelerates that process, or might get large portions of the galaxy pulled out of the Material Plane altogether, are not ideal outcomes for Yog-Sothoth. As such, he supports Mormo, but is doing so in a subtle way—opening portals in the right places, weakening planar boundaries—rather than sending his children to fight en masse.
*This is the name I am going to be using for that particular Outer God in the future. Clearly the same entity that has been developed into a character by Mythos authors over the last 100 years, but doesn't have a racist slur built into the name.
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monstersdownthepath · 7 months
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Out of curiosity out of the fast last runelords, so not counting Sorshen and Xanderghul, if they were to achieve fiendom after their deaths what sort of fiends do you think they'd end up being? I figured Xanderghul would most likely end up being a rakshasa considering his side hustle or asuras considering his ties to them.
I have a hard time believing Xanderghul would become anything other than a Dorvae; his ego is so immense and indestructible that it survived Earthfall. THAT kind of narcissism would bow to no force.
Also, you forgot Belimarius, who continues to live as well alongside Sorshen. I don't think that crone wonderful woman can die; Abjuration is a hell of a magic school once you get good enough at it. Her method to survive Earthfall was basically an Everything-Proof Shield, and it worked!
Given that their primary power source is Sin Magic, and demons are the beasts of sin, it'd be easy for me to just answer 'demon' for all of them, so instead I'll try my hardest to go for anything but demons.
But let's see...
Alaznist: Asura. She already tried to destroy time once, why not aim higher?
Belimarius: Can't die.
Sorshen: Dude I have no idea. Her alignment is kind of up in the air right now.
Karzoug: Canonically stuck in the Abyss, so I'm forced to say demon.
Krune: I'm fairly certain he'd find a way to turn himself into an Oni specifically so no one had dominion over him and he could make everyone else do everything.
Xanderdander: Dorvae, as previously mentioned.
Zutha: Rakshasa.
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probablyfunrpgideas · 2 years
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Hey! I saw you mention a transmuter baddie from Pathfinder in one of your reblogs and now I'm curious to know who that is! It may be a nice inspiration for my own campaign
Hey! I hope you are ready for Lore (although a lot of this is accessible on the Pathfinder Wiki so I won’t go too far into it).
The world setting of Pathfinder has heaps of history, in order to justify all the dungeons lying around. In the northwest area of their fantasy Europe, offshoots of their fantasy Atlantis made an empire ruled by seven schools of wizardry and themed after seven deadly sins. The Runelord of Greed (sick title) was named Karzoug (less sick name) and obviously was always striving for more power. He didn’t make himself immortal like the necromantic Runelord of Gluttony, but instead created an artifact/demiplane where time didn’t pass.
Runelord Karzoug is the main villain of the first Pathfinder Adventure Path, “Rise of the Runelords”. Check it out, and see if you like his army of giants or his cool look with magic stones embedded in his flesh!
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cirex101 · 3 years
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Karzoug the Claimer, Tyrant of Xin-Shalast, Suzerain of Greater Shalast, Protector of Thassilon, Champion of the Rune Law
Runelord of Greed
Artist: Wayne Reynolds
Karzoug is one of my Pathfinder favorite villains. Sure, D&D is full of sorcerous evil overlords, but Karzoug manages to not only stand out, but he does it with style.
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origami-goblin · 3 years
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Episode 184 - The Rise of the Runelords
Episode 184 - The Rise of the Runelords. This is the final entry of the campaign! Epilogues to follow. #RotRL #PathfinderRPG #ttrpg #AP #Campaign #Spoilers
Now that Karzoug is within melee range, and with only a solitary ally remaining, the party knows they need to press the advantage. Karzoug’s back is against the ice wall, and he shows Fobias every failure from his life. This weakens Fobias considerably, at least until Trace can cure him of his ailments. The paladin also targets Karzoug with his Smite Evil, but Karzoug welcomes the challenge with…
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yourplayersaidwhat · 5 years
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I was cleaning out one of my gaming folders before a new game and found these gems which I jotted down at some point.  Context on most of them has been lost (and occasionally attribution).  All I can say for sure is that they all were said sometime during a multiyear Rise of the Runelord campaign.
“He’s a man of many parts… most of them are in this bag.”
[On how to open a door]
Mage: “Open your mind to the power of magic!”
Fighter: “I have a sledgehammer.”
Mage: “There’s that too.”
Cavalier: “I have a fist of home redecoration +2.”
“He may not be the sharpest knife in the box, but at least he still has an edge.”
“I just punched a hole in reality!”
“You can’t be Karzoug because when hold your arms out, it’s not to show the size of your fish,”
Fighter: “I decapitate it.”
GM: “You’re not sure it has a head.”
Fighter: “I hack away at it!”
GM: “You decaffeinate it.”
Rogue: “You turned it into Folger’s crystals!”
Cavalier: “Hm, I didn’t notice.”
“Actually, I’d be scared if Superman being a vampiric wombat.”
“I’d be scared of ANYTHING that’s a vampiric wombat.”
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dndeed · 5 years
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Critical Role Miniature Rollout: C2E58
With Andrew Harshman
An archive and review of the miniatures used on Critical Role.
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Episode 58 is without miniatures. But this week Matthew Mercer Tweeted the enchanting throwback photo seen above. So I may as well try my hand at identifying these minis in lieu of any Campaign 2 minis. 
The List 
Chessex Megamat Reusable RPG Map
Think Geek Critical Hit Alignment D20s
Vox Machina Reaper Miniatures Customized by Matthew Mercer
Rise of the Runelords #052 Runelord Karzoug
Shattered Star #012 Medium Fire Elemental
Shattered Star #015 Medium Water Elemental
War Drums #06 Elemental Wall
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Mini images sourced from minisgallery.com
#criticalroleminiaturerollout
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lynmars79 · 5 years
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👫 Melusina and the Runelords NPC of your choice, from our campaign.
In which Melusina is more of a background presence, due to how our particular campaign ended...
1) Jask has a rough time not only losing his sister after finally finding each other and gaining their freedom again, but also as the younger sibling to one of the Heroes of Sandpoint, and heir and caretaker of...pretty much the entire party’s legacy for as long as they remain lost. There were servants and minions and experiments and other sundry things left in Kaijitsu Manor that he and Ameiko spend a lot of time (and headaches) dealing with.
Also, no one’s telling Jask just how much money his sister left in trust for his care. Kolya and Sir Jasper outright refuse (at least until he’s of age and can determine his finances himself), and Ameiko honestly doesn’t know, unless/until she needs to, should anything happen to Kolya. It’s more than enough to be comfortable, more than an adolescent boy needs, so Jask tends to be pretty generous with his friends. This sometimes gets him into trouble with those trying to take advantage of him, and even Jubrayl Vhiski’s tried to get his hooks in on the kid, but after years of manipulation by a master, and his own wizard’s intellect besides, Jask has so far managed to not fall prey to anything too serious, as he keeps a wary eye out now and no one wants to cross his formidable guardians--let alone risk his sister’s wrath should she return to Sandpoint.
2) Kolya is Jask’s official guardian, with Ameiko as backup, which is nice as she’s definitely got a “cool older sister” vibe while Kolya is at once comforting and terrifying as a traditional elder aunt. He doesn’t interact much with Madame Mvashti; she is of the opinion a boy his age has better things to do than cater to a doddering old woman, especially since she already has people for that.
The other Sandpoint Varisians keep an eye on Jask as well, and talk to him often about his sister; Melu spent quite a bit of time in their shops, including often visiting and singing at Risa’s Place, when not with her friends at the Rusty Dragon. After so long away from his people, Jask has a few awkward moments--he was rather young when taken by Helgan--but he’s relearning what it means to be Varisian, and it’s helping heal some of the damage.
3) Jask continues to study spellcraft, with the idea that eventually he’ll attend the school in Magnimar, but he tends to avoid Enchantment magics when he can, much the same way Melusina avoided those spells and abilities. He leans more on Abjuration--he considers Divination for a time, but that only leads to more comparisons to his famous sister and the sorcerer Solberg, and how the two of them could learn just about any and all secrets and hidden knowledge through their spells and legendary items. But with Abjuration, Jask can keep himself and others safer from some of the terrible things he’s seen...
4) ...And then Shalelu Andosana comes stumbling home, her mind broken, and it takes a master cleric with epic spells to restore her memory--and even then, there are breaks and she doesn’t know what became of the Heroes once the party passed into the Occlusion shielding Xin-Shalast, even the most powerful of divine magic unable to discern what they experienced in that fabled realm. If the elven ranger survived the encounter with Karzoug, however, Jask is certain Melusina and the others did, and he decides he will find them. He just has to become a strong enough wizard to delve into the dangers the local legends have surely found themselves in.
Jask is just about of age when the Jade Regent storyline kicks off (given official timelines with a bit of fudging for our own story). Whether he participates in that, or one of the other Varisian-focused storylines, is something I toy with, but the end result is the same: Jask also becomes an adventurer, with the goal of improving his magical skills to find the Heroes of Sandpoint and bring the scattered party home. His feelings on his sister are complicated already due to the traumas of their past; the constant comparisons and being known as “Melusina’s younger brother” only compound those complicated emotions, and makes things interesting when they eventually reunite.
If only he could find Solberg without Skipper...
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dr-archeville · 5 years
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Character Ideas for Pathfinder: Kingmaker
Currently playing
Arvur, a NG female Halfling Ranger (Flamewarden)/Rogue (Knife Master), a devotee of Sarenrae.  
Karson Zoug, NE human Wizard (Thassilonian Specialist [Greed/Transmutation]), who sees himself as the heir to Karzoug the Claimer, Runelord of Greed.
Semi-Fleshed Out Ideas
[Name], a LG Dwarf Paladin/Sorcerer/Eldritch Knight -- Paladin of Torag, Sorcerer bloodline would either be Celestial, Draconic/Silver, or Elemental/Earth.
[Name], a CG Human Barbarian (Invulnerable Rager)/Cleric of Cayden Cailean (Charm, Strength, or Travel) -- LEEROY JENKINS 
Ahdreavia, a CN female Elf Cleric of Calistria (Charm, Luck, or Trickery)/Rogue -- a PF char I’d once tinkered with 
Kjell Dinesson, CN Human (or Half-Orc?) Barbarian (Invulnerable Rager) -- based on a PF character I’d made (a human barbarian infused with troll blood)
Lhuthlilta, CG male Elf Magus (Sword Saint?) -- a PF char I’d once tinkered with
Mailianna, a NE female Half-Elf Cleric of Urgathoa (Death, Magic)/Wizard (Necro)/Mystic Theurge -- Dread Necromancer, envious of elven longevity
Shukuris, a CG or CN Half-Orc Kineticist (Fire) or Sorcerer (Elemental/Fire) -- recreating my very first Pathfinder character. 
Tessarda Alagosdae, female Elf Monk/Rogue -- based on the PF character I’d used in a Reign of Winter game (in there she was a Ninja).
Bare Bones Ideas
LE [race] Cleric of Zon-Kuthon/Monk -- Dark Ascetic
L[?] [race] Monk (Scaled Fist)/Sorcerer (Draconic [Blue, Green, Bronze, Gold, or Silver] or Serpentine) -- Scaled Fist uses CHA for Monk stuff 
LG [race] Monk (Scaled Fist)/Paladin -- Sacred Fist
[race] Bard (Flame Dancer)/Dragon Disciple (Red) -- Terrifyingly Charismatic
Dwarf Kineticist (Earth), maybe Psychokineticist (Kineticist uses CON, Psychokineticist uses WIS, which are both + for Dwarves)
Gnome Druid (Feyspeaker)/Sorcerer (Fey bloodline)/Mystic Theurge -- both archetypes are CHA casters 
Halfling Barbarian/Sorcerer (Dragon/Blue), maybe add some Dragon Disciple or Eldritch Knight -- Athasian Halfling
Human Cleric of Abadar (Nobility, Protection)/Wizard (Scroll Savant)/Mystic Theurge -- “Urban Shaman”
Tiefling Barbarian/Sorcerer/Eldritch Knight
Tiefling Rogue/Sorcerer or Wizard/Arcane Trickster
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alizrak · 2 years
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Over a decade after his defeat in the Eye of the Avarice, Karzoug finds himself back in the land of the living thanks to the most surprising fluke of fate.
Even as a wizard of his caliber, being alive doesn't mean he is prepared to face what is waiting for him when he wakes up.
He has lost everything he had: no wealth, no spellbooks, no weapons, no minions at his beck and call.
Can the Runelord of Greed start over from scratch and reclaim his sinful throne in Xin-Shalast...?
... Or will he turn a new leaf and write a new destiny for himself?
This character-driven novella is set 11 years after the events of Rise of the Runelords Adventure Path and during the events of Rise of New Thassilon from the Return of Runelords Adventure Path.
https://www.pathfinderinfinite.com/product/404421/Karzoug-A-Fluke-of-Fate?affiliate_id=192994
Cover by @coloresalalba
https://www.instagram.com/p/ChStLPROts_/?igshid=NGJjMDIxMWI=
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thecreaturecodex · 1 year
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Dalya
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“Rider” © Cindy Avellno, accessed at her ArtStation here
[And Monster Girl Summer is officially a Go! Part of my goal with Monster Girl Summer is to reflect on the games I’ve run in the past. And to sort of mentally catalog how many of the PCs started out monstrous, or became monstrous over the course of play. Like Dalya here. Dalya was originally a human, but ended up reincarnated as a gnoll. And was in the half of the party that survived their fight with Karzoug, as opposed to being wiped out in round 1. Time stop + reverse gravity + prismatic sphere, don’tcha know.
I ran Rise of the Runelords in 3.5. Dalya was originally built using the battle dancer class from Dragon Compendium. So making her a brawler was a easy choice for the conversion.]
Dalya CR 18 CG Humanoid (gnoll) This tall, lean hyena headed woman has her hair done up in a dyed fringe, and tattoos are visible beneath her fur. She wears leather armor and carries a buckler and spear.
Born to an exiled Shoanti father and a Varisian merchant mother, Dalya was used to living on the road. But she didn’t expect it to turn out the way it did. Visiting the Swallowtail Festival in Sandpoint, she was caught up in a goblin raid, which rapidly turned into investigating the growing power of the Sihedron cult and, eventually, opposing the forces of Karzoug. Underneath Thistletop, Dalya was slain by the barghest Malfeshnekor, but her allies were able to fight the beast back long enough to recover her body. Possibly as a side effect of being slain by one of Lamashtu’s chosen, Dalya was returned to life as a gnoll when brought back through a reincarnate spell. And Dalya couldn’t have been happier with her new body.
Dalya’s adventures continued from there, and she proudly brags that she’s never lost a fist fight with a giant. She was instrumental to killing Karzoug and preventing Varisia from being overrun by an army of lamiae and other monsters. But Dalya is not one to rest on her laurels, and she is in no way retired. Her current mission is to help a few packs of non-evil gnolls to settle in the Storval Plateau without causing too much conflict with the Shoanti quahs living there already. Her allies in this mission include a quartet of advanced crocuttals and Krojun Eats-What-He-Kills, a powerful warrior of the Sun Clan, himself reincarnated into a monstrous form (a bugbear) following a fatality in combat.
Dalya    CR 18 XP 153,600 CG Medium humanoid (gnoll, human) Reincarnated gnoll brawler (battle dancer) 18 Init +6; Senses darkvision 60 ft., Perception +18 Defense AC 33, touch 20, flat-footed 26 (+6 Dex, +1 dodge, +1 natural, +6 armor, +6 shield, +3 deflection) hp 200 (18d10+90 plus 7) Fort +20, Ref +21, Will +13; +2 vs. fear, despair Resist fire 30 Defensive Abilities dancing dodge (9/day), hopeful Offense Speed 35 ft. Melee +4 evil outsider bane unarmed strike +34/+29/+24/+19 (2d8+16), +4 evil outsider bane bite +32 (1d6+5) or +4 evil outsider bane unarmed strike +32/+32/+27/+27/+22/+22/+17 (2d8+16), +4 evil outsider bane bite +32 (1d6+5)  or +2 returning distance spear +30/+25/+20/+15 (1d8+17/x3), +4 evil outsider bane bite +32 (1d6+5) Ranged +2 distance returning spear +26 (1d8+17/x3) Special Attacks awesome blow, brawler’s flurry, brawler’s strike (magic, cold iron, silver, chaotic, good, adamantine), martial flexibility (12/day, 3 feats as swift action or 1 as immediate), rolling flurry, sparring partners (3/day) Statistics Str 30, Dex 22, Con 21, Int 9, Wis 13, Cha 16 Base Atk +18; CMB +28 (+36 trip, +35 grapple, +30 bull rush, +29 disarm); CMD 48 (56 vs. trip, 55 vs. grapple, 50 vs. bull rush, 49 vs. disarm) Feats Acrobatic Steps (B), Combat Expertise (B), Combat Reflexes, Deflect Arrows, Dodge, Fleet (B), Improved Grapple (B), Improved Trip, Improved Unarmed Strike (B), Iron Will, Mobility, Monkey Moves, Monkey Style, Nimble Moves (B), Power Attack, Snapping Bite, Vicious Stomp (B) Skills Acrobatics +27, Climb +16, Intimidate +17, Linguistics +0, Perception +18, Perform (dance) +11, Ride +12, Sense Motive +12, Swim +16 Languages Common, Gnoll, Shoanti SQ close weapon mastery, dancer’s cunning, legendary, maneuver training (trip +4, grapple +3, bull rush +2, disarm +1), martial training, reincarnated Gear manual of gainful exercise +4 (expended), tome of leadership and influence +2 (expended), amulet of mighty fists +5 (+4 evil outsider bane), belt of physical perfection +4, +4 brawling leather armor, +5 buckler, +2 returning distance spear, winged boots, pliant gloves, cloak of resistance +4, ring of major fire resistance, ring of protection +3, potion of cure serious wounds (x3), potion of haste (x3), 500 gp worth of mundane jewelry, 36 pp. Special Abilities Dancer’s Cunning (Ex) A battle dancer can treat her Charisma score as her Intelligence score for the purpose of meeting the prerequisites of combat feats. In addition, she can attempt a Perform (dance) check instead of a Bluff check to feint in combat, and her unarmed strikes are considered to have the performance weapon special quality. Dancing Dodge (Ex) When an opponent attempts a melee attack against Dalya, she can expend one use of an attack of opportunity as an immediate action to move 5 feet, granting the battle dancer a +3 dodge bonus to AC against the triggering attack. The attack is still resolved normally, even if the battle dancer’s movement takes her out of the triggering attack’s reach. This movement is not a 5-foot step and provokes attacks of opportunity from creatures other than the one that triggered this ability, though the battle dancer can attempt an Acrobatics check to avoid provoking the attacks. Dalya can use this ability nine times per day. She can use this ability only while wearing light armor or no armor, and while carrying no heavier than a light load. Hopeful (Ex) Packmaster gnolls gain a +2 racial bonus on saving throws against fear effects and emotion effects such as despair, grief or boredom. They do not gain this bonus against rage effects, or other types of emotion effects, such as an unnatural lust or overwhelming presence spell (GM’s discretion). Legendary Dalya’s statistics are built using 25 point buy, and she has the gear of an 18th level PC. This increases her CR by +1. Reincarnated (Ex) Dalya was born human, but transformed into a gnoll due to a reincarnate spell. She has the bonus feat of a human, and bonus skill ranks for levels 1-4. She does not have the racial Hit Dice, or mental ability bonuses, of a gnoll. Rolling Flurry (Ex) When a battle dancer uses her brawler’s flurry, she must move 5 feet before each melee attack or combat maneuver. If she is unable to move 5 feet, she can’t attempt any further attacks or combat maneuvers. She can’t exceed her maximum speed. This movement does not provoke attacks of opportunity if the brawler would be able to take a 5-foot step normally; if she would be unable to (for instance, if she were in difficult terrain), the movement provokes attacks of opportunity as normal unless she succeeds at the appropriate Acrobatics checks. While using this ability, she can still take her normal 5-foot step before or after making her attacks. Sparring Partners (Ex) When Dalya gains a flanking bonus on an attack while using her rolling flurry ability, the ally providing the flank gains a flanking bonus on its next attack against that opponent, even if the battle dancer moves out of a flanking position. If either the opponent or the ally moves more than 5 feet before the ally’s attack, the flanking bonus is lost. This ability works only if the ally is on the opposite side of an opponent during the battle dancer’s attack, not if a flanking bonus is gained in some other way, such as through Gang Up. Dalya can use this ability three times per day.
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monstersdownthepath · 9 months
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I've tried looking this up but I figured if anyone would know it would likely be you oh sage. Does Dahak have a herald and if it isn't listed what do you think their herald would be like?
Also a somewhat less serious question I wanted to ask while your on hiatus.... if the Runelord Karzoug where to get in an armwrestling contest with a still living and in his pre-death prime Geb who do you think would win?
Now that I have access to my books again, I can give a proper answer:
Dahak's Divine Herald is listed in Inner Sea Faiths, pg. 39! She is Kronoroth, a unique Ancient White Dragon with black, icy spines running down her back, each of which impales the head of a metallic dragon. Each head apparently grants her a different, though undefined, power to inflict torment upon her foes, and any creature she slays with her torments or her breath weapon rises as an Ice Automata under her control. She only responds to the summons of a mortal who offers her a chance to slay metallic dragons, either as part of the sacrifice to bind her service, or as part of her duties when called.
As to answer the less serious question: Karzoug, are you kidding? Runelord of Transmutation. Dude is probably the most jacked caster you'll ever find. In fact, hold on, let me... I don't have RotRL: Anniversary Edition, which apparently contains updated stats, but Karzoug's stats as presented in Spires of Xin-Shalast state he has a 20 Str, so yes, I wasn't even wrong.
EDIT: I have been informed he has 24 Str in the anniversary edition. Geb doesn't stand a chance.
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aodhnaitcinna · 4 years
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Rise of the Runelords: Storval Steppes
The party sets out to find the Xin-Shalast, teleporting to the Storval Steppes, accompanied by Lord Derexhi’s mercenary company. Tensions are high.
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Travel is rough that first day: the party didn’t sleep during the night, after Karzoug attacked Magnimar and animated the many monuments. 
Elio casts Magnificient Mansion as their camp, warning the mercenaries that he can’t waste his spells the closer they get to Xin-Shalast, and not to get used to the comfort. The mansion is utilitarian and simple: private rooms for the party and a barracks for the mercenaries, a training space, a dining hall, a war room, a study for Elio. 
As soon as its cast, Emmett asks to speak with the party in the war room. Trying not to cry, she tells them that the moment Karzoug made the earth shake and the dust fell from the ceiling around them, she was suddenly sixteen again, buried alive and trying to claw her way out of her coffin. She didn’t understand anything again until Elio cast Sending and broke her out of it- and then she realized she had teleported back to Bandit Fort and was lying flat on the ground, underneath the (now empty) whippoorwill tree.
Elio wants to know if this has happened before, why hasn’t this ever come up. Emmett hasn’t had a reaction that bad in years, and while she’s been scared of being underground before, she’d managed. This time had just been too much. Heated words were exchanged.
Kevyn doesn’t react. He has a stress fracture from not reacting. He pointedly looks bored and disinterested (secretly sick of Emmett’s shit-)
Later, Emmett takes some time in the training area. Marjani’s words echo: her necklace and her armband have grown stronger since she chose her path. She grabs some food from the unseen servants and summons a swarm of beetles. Left to their own devices, they don’t attack, just land on the meat and begin to pick at it. Emmett waits. They don’t go anywhere. 
She reaches out into the hallway and pulls Arrus Derexhi inside. Arrus, understandably, is not thrilled with being part of Emmett’s ridiculous test. He has a pendant out over his shirt; round, with a tentacle/sea monster design on the front. He whispers to it as he walks away, “Did you see that?!” 
Emmett casts ventriloquism at his ear, whispering back, “I heard that-” 
Hm. So Luzica’s up to her old tricks back home. 
The room Elio created for her in the mansion looks exactly like her room in Bandit Fort: stone cabin, with a hearth and furs and that old country home feel. It’s cozy....until Kevyn doesn’t come to bed that night. 
Elio makes Kevyn a separate room that looks like a child’s room with a hippogriff theme. 
That morning, Emmett approaches Kevyn. “You didn’t come to bed last night.”
“I know.” 
Long, awkward silence. Kevyn joins the rest of the group at breakfast.
Emmett begins to, but the smell of something sets off her nausea.
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The next day is more hard travel. Emmett spends most of it talking with Ulina Derexhi: mostly about Ulina’s dhampir girlfriend, Sulha. Sulha does indeed have a special outfit to help with the sun allergy. Ulina wouldn’t tell her, but she definitely knows whether or not Urgathoa has talked to Sulha (one reason why Sulha doesn’t like Emmett? Stay tuned-). They both make fun of Arrus.
In between, Emmett talks to the rest of the mercenaries, trying to keep up morale. Wherever she is, Kevyn is not. He’s very obviously avoiding her. That night, everyone makes camp in tents instead. 
(Kevyn sets up a separate tent for Emmett without saying anything)
Elio approaches Emmett and asks if she would consider Modify Memory. She wouldn’t remember being buried alive- she may still have a visceral reaction like she had at Urgathoa Church, but she might come out of it faster and get back to them during combat instead of after. It would take a lot of components and work, and she’d need to spend some time back in Magnimar for it (Damasio’s work?). It could be reversed. 
Emmett lets him say his piece and says she would think about it. He’s heard this as an alternative to no before. His jaw sets. He walks away. Elio will remember this. 
This is the second time she hasn’t been there for him and the party. It’s only further cementing how much he can’t trust her. 
Emmett goes to Kevyn’s tent that night. She does whatever the tent equivalent of knocking is, and he lets her in. The tent is small, normally meant for just them and their accouterments. Sitting together, there’s not much space between them.  
“I’m here as long as you’ll have me.” 
“Do you love me? I’ve been making assumptions all this time. Now I’m not so sure they were right. Or do you just like to be loved?” 
Emmett reaches for him- her hand on his cheek, and leans in so their foreheads touch. “Kev, no- I love you, I’ve always loved you- but Urgathoa fucked me up. She’s not done with me, either. I made a deal, and people are depending on me. But I’ll fight for us as long as there’s an us to fight for.”
There’s a long pause. “I don’t know if I can. I need time.”
Emmett cries. Kevyn tries very hard not to. Neither feels comfortable with comforting the other. It’s awkward. Eventually, Emmett leaves for her sad 1-person tent across the way. 
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The third day is much the same: Emmett and Kevyn avoiding each other. Elio taking the lead with the mercenary captain. Elio casts Magnificient Mansion again.
Unbeknownst to Emmett, Kevyn and Elio talk about Kevyn’s relationship with Emmett. Kevyn wants to know if he should go back when he knows he’s going to keep getting hurt. Elio tells him about his own relationship with Damasio and how it would be doomed to fail: wanting different things in life, different goals, different personalities. Damasio brings out the worst pieces of him, and he knows that. He encourages Kevyn to make sure that the person he’s with brings out the best in him, and that he does the same for the other person.
Whether or not Kevyn took any of that information in, he goes to Emmett’s room that night. “We need to talk. More, and often. But this-” And he gestures around at the room, and at her. “I want this. This is home.” 
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