Showing posts with label Dog Days Campaign. Show all posts
Showing posts with label Dog Days Campaign. Show all posts

Friday, February 28, 2020

Dog Days: Session 7


After a nights rest after talking to the Captain the party set out back to the spot of the ambush armed with a map of the area that was provided by the Captain. Per the direction of Ghost, the party decided to head towards the hills as there was rumored to be some caves there. 

The trek through the woods went on for awhile without incident as Roger proudly flew is wolf banner just in case they run into the wolves unexpectedly. It was then that Phanes noticed the background noises of the woods were missing and right before he could mention this to his fellows, the ambush was sprung by faeries! Phanes and Roger took the initial brunt of the ambush before the party was able to rally and fight back. As Roger regained his senses from some vicious faerie magic he planted the banner in the ground before drawing his weapons to join his companions. Even though the party valiantly cut down many faeries they were still outnumbered and their wounds started to mount. 

When all seemed hopeless, howls echoed through the woods and a band of wolves showed up through the trees and bushes. The lead wolf noticed the banner and barked orders to help these strangers that were fighting under a wolf banner. This turned the tide of the battle and eventually the last remaining faeries retreated. In the aftermath of the battle, Thorin found a wounded but alive faerie and that faerie was tied up and the entire company was taken to the wolves encampment by the caves of the hills.


Thane and Ghost explained the situation of the town and why the party was investigating the situation they learned that wolves have been killed in the same way of the townspeople and it has been happening for about five years as well. The wolves also told them that they indeed have the shipment of steel and they told them that they would freely give it to them if they helped them solve their murders as well. About this time some of the wolves came into the tent and explained that their prisoner is awake and should be interrogated. 

During the interrogation the faerie ended up admitting that they have been responsible for the murders and both sides and did it in such a way that it pitted the wolves and the townspeople against each other. This was because both parties were responsible for destroyed sacred lands and shrines. The wolves were responsible in trampling a faerie circle that they ran through in their hunting path when the settled permanently into the area. Then the blacksmith of the townspeople cut down some memorial spirit trees for fuel for his forge and other building requirements. 

The faerie was convinced to deliver a message to its leader describing a possible peace treaty after it was agreed that the faeries wounds will be completely healed and granted safe passage. The faerie said they will leave a message regarding their answer and where the meeting will be (if any) in two days time.

The party returned to the town to speak to the Captain and start planning for this three way peace treaty.

Friday, February 21, 2020

Dog Days: Session 6


Thorin gained passage on a ship called the Wave Runner that was heading to Retriever. During the voyage the crew of the Wave Runner spots another ship (which is called the Golden Dragon) and assumes it is a pirate vessel because the other ship starts to close and fire on the Wave Runner. Both ships circle each other and shots are exchanges as minimal damage is sustained by both ships. Eventually both ships get close enough to board each other and mass melee ensues. During the battle, Thorin notices his other companions on the Golden Dragon and sees Phane mouth the word "slavers". As Thorin fights his way to his companions he finds Ghost in trouble and kills his now former shipments to save Roger and this leads to Thorin obviously switching sides. As the battle quickly turns in the favor of the Golden Dragon Roger and Phane slip below the deck and set a fuse to blow up the Wave Runners gun powder stores. During their trip down, Phane and Roger do not notice any slaves. 

Both Phane and Roger return to the deck of the Wave Runner as the battle ends and the Captain of the Wave Runner is killed. The Golden Dawn sets sail away from the Wave Runner to find a port for repairs and the party reunites as the Wave Runner explodes in the distance. During Thorin's introduction to the Captain and the first mate of the Golden Dragon, Phane informs the Captain that there was no slaves on the ship and he demands to see the Wave Runners manifest. An argument ensues the ends when the Captain yells to everyone that he will share the manifest when he is done studying it and anyone that thinks differently can swim with the fishes. Ghost escorts Phane away from the Captain to avoid anymore trouble.


The Golden Dragon finds a port a few days later and docks for repairs. As most of the party stays with the ship to help with repairs Roger heads to the local tavern and Thorin decides to track down the local blacksmith to see if he could trade some work for new armor. The blacksmith did not have any work that Thorin was qualified for but did mention a few weeks ago his shipment of steel was stolen by wolves and if I am able to return it he would make me armor and pay Thorin 500 gold. 

Thorin finds Roger at the tavern to explain to him the job opportunity. During their conversation, Thorin learns that Roger has been talking to the barkeeper and has learned some interesting things that shed light into the Blacksmith. About five years ago there was another blacksmith in town that did better quality work but he died in a mysterious fire and he was not the last person that has died mysteriously over the years. In addition, the current blacksmith does shoddy work on purpose so he is needed to keep fixing door hinges and other things around the port. The barkeep also knew about the missing shipment of steel and offered the party 2,000 gold to give the steel to him has he has a plan to run the blacksmith out of business and out of town. 

Roger and Thorin then return to the ship and explain the entire situation to the rest of the party. It was decided that the party will return the steel shipment to the bartender. The party takes the night to rest and then heads to the blacksmiths at first light. The blacksmith says he will send his son as our guide to lead us to the spot of the ambush. 


As the party travels to the ambush spot the kid opens ups and explains that the murders have been happening for five years and the bodies are usually found skinned. The kid also explains that he has fleas that talk to him and tell him things which is one of the reasons why he is able to keep safe. The party finally makes it to the ambush site and finds a note nailed to one of the bodies, the note reads;

"this is revenge for the murders" 

The kid interrupts the parties discussion and says the fleas are telling him that it is not the wolves fault - they just retaliated. Roger decides it is time to pull out his wolf banner and the kid says the fleas told him the banner will keep them safe. During the following discussion it is decided that whoever is doing the killing they are killing both the wolves and the townspeople. The townspeople suspects the wolves and the wolves suspect the towns people. The party decides to head back to town to talk to the local guard captain to see if they can get more information before setting out to track down the wolves. 

Regis the guard captain offers us a reward if the party helps him solve the murders. The captain goes on to explain that the bartenders wife was murdered shortly after the last blacksmith was, The captain continues to explain that the current blacksmith borrowed a lot of money from the bartender to start up his forge and never paid the bartender back so the bartender tries to sabotage the blacksmith every chance he gets. 

Tuesday, February 4, 2020

Dog Days: Session 4 & 5


Below are quick recaps of three sessions that I missed due to life. These were written by another player.

Session 4
Felcher and Thorin separated from Phane, Roger, and Ghost.  Thorin and Felcher went with the villagers into the mountains to protect them, to meet in the nearest city at a later date.  Roger, Ghost, and Phane traveled towards the city.  They crossed paths with numerous soldiers setting out for war with the cat empire, who had declared war on the triumvirate.  They continued on and helped a merchant replace his wagon wheel, which was broken.  They traveled on with him to the city and left word with one of his colleagues to give to Felcher and Thorin that they were going to get passage on a ship to the Island of Retriever.  

Session 5
Roger, Ghost, and Phane traveled towards the city to book passage on a boat with the merchant.  They were stopped three times by highwaymen asking for a toll payment.  Ghost paid the toll each time.  However, when they were stopped by the actual guards who were supposed to be protecting the roads from highwaymen who requested a toll, they refused.  They argued and nearly did battle until the toll was paid eventually.  Once arriving at a border city, they discovered that wolves had attacked the city and destroyed it.  Roger assisted the wolves in tracking down a missing cohort and fought against some dogs they were in battle with.  He received a special banner which would grant protection and safe passage by wolves.  They got to the city and booked passage on a ship.  Ghost was on guard duty at the aft of the ship and discovered a pirate was closing in on them.  They did battle with the pirate ship and defeated its crew and sank the ship.

Sunday, November 10, 2019

Dog Days: Session 4


Quick Disclaimer: The player who played the ferret Disaster from Session 3 dropped out of the game. 

When we last left our party, the meeting with the senator was set up at his warehouse with the Captain and the Captain was in full knowledge of the situation. 

The party arrived at the warehouse with the Capt. of the Guard in addition to some of his men with him and others to arrive for an ambush if needed. During the meeting with the Senator the Capt. explained that he know that the Senator was in league with the Governor and that he does not trust the Senator to take him into custody to prove his innocence. As who loyalties are where were trying to be discovered in a very tense situation (especially with trigger happy Roger) a brown rat dressed in a blue robe with gold stars on it and carrying a staff seems to appear of out nowhere explaining that he lost is precious jerboa Bobo (there were lots of gerbiling jokes made throughout the night) and asked if anyone has seen him. 


 As many questions are asked around trying to figure out who the hell this person is and if they were betrayed Thorin and Ghost hear noises of combat outside and watch the senator escape to his trap door with his guards. Thorin and Ghost inform the rest of the party what is going on and charge out of the door to discover the Capt.'s men mortally engaged in combat with the Governors soldiers. It is wondered by everyone who the Governor knew they were there. As the party enters the fray it does not look like it is going to end well. Various crossbow bolts, spells, and sword swings miss their targets as Thorin and Ghost take some mighty blows the draws blood. The tide soon turns with the help of the Thane's banging story telling skills which helps the party slaughter most of the Governors men and a final splash of acid to the face of the Sgt. after watching his fellow soldier next to him slip and take two swords to the chest was to much. The  Sgt. throws down his spear and orders a surrounded to his remaining troops. As one of the Governors catches a nasty sword cut to his back fleeing, Roger holds his pistol the the Sgt.'s head and asks him how he knew they were here. The Sgt. replies that the Governors men have spies all over the city and it was only a matter of time before the found the Capt. and who was helping them. Roger then states that is all he needs to know and pulls the trigger...During the lull in the chaos introductions are made and the party realizes that the Rat wizards strongly dislikes the status quo and helped them during the fight...

Now introducing the rat wizard Felcher, who grew up in Dogma and studied magic at one of the most run down and scorned magic schools and has a hatred for the status quo.

Shortly after this incident the part is approached by a beggar jingling some coin in his hat and says it is not safe here, the Governor has sent in the Calvary and numerous reinforcements will be here soon. The beggar also states that the Upright Man (who is the Thief Guild Master of the entire Triumvirate) wishes to meet with us. The party quickly decides that this is really the only option they have and they could use some help. The beggar leads them down a maze of alleyways to a dead in where the rat taps a pattern on the wall and part of the wall opens into another alleyway. The party was led through another maze of alleyways and finally to a waiting carriage with another rat smoking a pipe and everyone entered the carriage. During what seemed like the never ending ride some philosophical conversation is made and it is learned that the Upright Man is a hero among the poor people and especially in the slums. He only steals from the middle class and rich and does what he can to help protect the poor because no one else will. 


The carriage ride finally stops and as the party exists they find themselves in a large room with various other members of the thieves guild around. The party is instructed that to speak to the Upright Man they must leave all weapons behind and after the party disarms they are padded down and they find the dagger Thane tried to hide. The party is then led through a few doors and into a pitch black room that as soon as the last person crosses the threshold the doors slam shut and the hear it lock. A voice then appears to be all around them and introduces himself as the Upright Man and he explains that the Capt. is under arrest - not for the crimes of the ferrets (for that is reason alone to hang him) but for the crimes against the poor of the city. The Upright Man goes on to explain that the Capt. has failed to protect his people and has even facilitated various transgressions. After some back and forth conversation the Upright Man promises a fair trail for the Capt. as he is just and decisions are not pre-decided like the mockery of the courts of the nobles. Due to the parties actions, the Upright Man finds us trustworthy and he appreciates our treatment of the beggars, and he goes on to inform us that the Governor has hired a cat by the name of Sylvester to hunt us down. The very name sends chills through the party and Sylvester is known only by legend, the most blood thirsty assassin to every walk the lands. In hunting is prey, Sylvester will not only kill is mark, but people that come into contact with his mark as well (even if it is a chance meeting). The Upright man says he will give us aid to leaves the city and as long as we are in areas of his power, we can find help. 


 The party is quickly ushered out of the room and retrieve their equipment. During this time, one of the guild members gives them 1,000 guild pieces to split among themselves and a single copper coin that one side depicts a man with a very obvious broken back and the other a very tall man walking upright. The guild member then instructs us that we must show this corn to prove our loyalty to the guild but are also warned to not overreach or overstay our welcome. The party loads back up in the carriage and we are dropped off outside of the south side of the city. 

After some discussion, the party decides that we will head south into the woods (staying off roads and paths) then turn north to head towards Ratatia and Dogma as Thorin explains that he has some friends in the slums the might help.

Days upon days of travel bring nothing of interested until one morning Thorin notices smoke rising above the trees.  Thorin then whispers to the party and points to the smoke. It is quickly decided that Thane should go and scout it out and in an amazing vanishing act (a really obscene stealth check) Thane is able to scout out the area and finds that there is a small clearing with a mud out and no one else around. Upon Thane's return it is decided that everyone will approach the hut and upon entering the hut they find an impossibly old ferret with blind eyes and before a real conversation can start Felcher does not waste anytime offending the old ferret woman in ways that even man Roger look at him with disgust (this is a true feat) as everyone else shook their heads and muttered under their breath. It took some quick wit of Thane to recover the situation and we learned in a very cryptic way that danger is following us and the old ferret went on to explain that one of us will find no friends in Dogma except a few in the slums (but even that is a gamble) as the situation has worsened since one of the party members have left. This causes some side way glaces but nothing more. The party decides to leave the old woman alone even though Felcher tries convince the rest of the party to rob her. 

Many more days of travel ensue until the woods give way to grasslands and upon entering the grasslands the party spots some deer and as they are discussing if they should kill one to eat one a group of the chickens ambush two of the deer and start tearing into it. 


The party is spotted by the lead chicken which rears up and does a few fake charges at the party to try to intimidate us. As the party backs away very slowly it is discussed that young chickens can be domesticated as mounts and Thane breaks away (with another obscene stealth roll) to try to find their tracks so the party can find their nests. Roger follows Thane's efforts but the chickens catch their scent even though they could not see Thane or Roger and after some communication between the chickens they take rip off large chunks of meat and take off as Roger and Thane barely avoid them. It is quickly decided after that that it would be unwise to fight an unknown number of chickens actively protecting their nest and the party travels on. 



Another string of uneventful traveling (to the DM's dismay I am sure) leads to the discovery of small village and after a quick scouting mission it is determined that everyone will enter the village, resupply, gather intelligence, and hopefully a nights rest. After learning that an actual town is only 4 days travel away the party is charged for rations at a ridiculous mark up because winter is coming and offered a place to sleep at their supplies of rations house for the night but they have to sleep on the floor. During the dinner that their hosts provided they learn that the people hear rarely get any information regarding anywhere else unless someone comes through to trade or one of the villagers has no other choice then to make a long trip to one of cities or towns. The party also learns that recently a Warden of the Spine has came down from the mountains to trade and shared tales of strange magics and stranger beasts roaming the lands. 

After dinner the party goes to bed and sets up a watch. During Felcher's watch, he suffers a vision in the fire of a group of cats in the daylight traveling to the village and killing one of the outlaying farmers after the farmer gives the cats information regarding the party. Then Felcher wakes up the rest of the party and explains the situation. It is decided that is not safe for anyone to stay in the village and the party convinces the villagers to leave single file and head to the Warden's outpost in the Spine and the party will head in a different direction. 

This is where the session ended...







Sunday, October 27, 2019

Dog Days: Other Races


Wolves: +2 Str, +2 Wis, -2 Cha Size Medium; Cornered Fury (4 RP): Prerequisites: None; Benefit: Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class. Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light. Scent (4 RP): Prerequisites: None; Benefit: Members of this race gain the scent ability (Bestiary 304). Fast (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot bonus to their base speed.

Wolf Languages: Woofish and Howler

Working Felae: +2 Dex; +2 Int; -2 Con: Cat’s Luck (1 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll  the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw. Silent Hunter (2 RP): Prerequisites: None; Benefit: Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait). Sneaky (5 RP): Prerequisites: None; Benefit: Members of this race gain a +4 racial bonus on Stealth checks. Darkvision 60 Feet (2 RP)

Luxury Felae: +2 Dex; +2 Cha; -2 Str Curiosity (4 RP): Prerequisites: None; Benefit: Members of this race are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge  skills as class skills, they gain a +2 racial bonus on those skills instead. Nimble Faller (2 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts. Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet. Beguiling Liar (2 RP): Prerequisites: None; Benefit: Members of this race gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.

Feral Felae: +2 Dex; +2 Wis; -2 Cha: Fearless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait. Curiosity (4 RP): Prerequisites: None; Benefit: Members of this race are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. Nimble Faller (2 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts. Stalker (1 RP): Prerequisites: None; Benefit: Perception and Stealth are always class skills for members of this race. Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet.

Cat Languages: Meowan and Br'rt

Brown Rat: Use ratfolk but not slow, and without Skill Bonus Craft Alchemy, and Skill Bonus Use Magic Device, but also with Swim (2 RP): Prerequisites: None; Benefit: Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants, and Lightning Reflexes as a bonus feat.

Black Rat: +4 Dex, -2 Str, -2 Con, Size Small; Nimble Attacks (2 RP): Prerequisites: None; Benefit: Members of this race receive Weapon Finesse as a bonus feat. Fleet-Footed (3 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks. Swarming (1 or 2 RP): Prerequisite: Medium or smaller size; Benefit: Members of this race are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Special: If the race is Small or smaller, this trait costs 1 RP. If the race is Medium, it costs 2 RP Rodent Empathy (1 RP): Prerequisite: Ratfolk subtype; Benefit: Members of this race gain a +4 bonus on Handle Animal checks made to influence rodents Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.

Rat/Ferret Languages: Mazian, Labratine, and Squickish

Ferret: +2 Dex, +2 Cha, -2 Wis, Size Small; Silver Tongued Members of this race gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two. Low-Light Vision Members of this race can see twice as far as a race with normal vision in conditions of dim light. +2 bonus to Perception +2 Bonus Stealth, Gift of Tongues Members of this race gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.


Worg: +4 Str, +2 Con, -2 Dex, -4 Cha, -2 Int Size Large; Bite (2 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature one size categories lower than normal for their size (Bestiary 302; 1d6). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category. Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet.

Worg Languages: Howler

Leopard: +2 Str, +2 Dex, -2 Cha  Size Medium; Cat’s Luck (1 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw. Camouflage (1 RP): Prerequisites: None; Benefit: Choose a ranger favored terrain type. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type. Climb (2 RP): Prerequisites: None; Benefit: Members of this race have a climb speed of 20 feet, and gain a +8 racial bonus on Climb checks that a climb speed normally grants. Fast (3 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +20 foot bonus to their base speed. Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet.

Leopard Languages: Meowan and Br'rt

Note: All races were created with Pathfinder 1e race creator.

Monday, October 21, 2019

Dog Days: Session 3


As the rest of the party sleeps Ghost heads out to one of the great walls of the city to track down the Lt. Upon tracking him down, a long conversation his had about the Capt. and Ghost eventually learns that if the Capt. was still in the city the best place to disappear would be the slums. 

Upon his return to the Red Snouzer Inn Ghost goes to sleep before the rest of the part wakes up. Roger, Thane, and Thorin discuss some ideas over breakfast and it is decided that Thorin is going to go to the local gaird post and see if he can dig up any information and will return. Roger and Thane think it is best to wait for Thorin' return.

It did not take long for Thorin to find the local guard post and due to his background and commanding presence he was able to make his way inside and play some dice with the guards. During the dice game Thorin did not learn anything of value but the ideas of how great and loyal the Capt. was were reinforced and how it looks like they will be shutting down the city guard soon. Thorin soon takes his winnings from the dice game and returns to his companions at the Red Snouzer Inn.

When Thorin returned he motioned Roger and Thane to follow him. Once in their rooms they woke Ghost up and information was shared. Ghost let them know that the Capt. is probably hiding in the slums and there have even been sightings of a German Shepherd. 

The party makes it's way to the slums and they were quickly accosted  by a rat trying to pick pocket Roger. Thorin and Thane made their perception checks and Thorin was able to grab a hold of the rat before he could escape. The rat was about to suffer some serious violence but a mob of slum goers surrounded the party and started to throw things at them and threaten them. Thane's crazy good diplomacy check helped.calm the crowd down and and the rat was reluctantly let go no worse for wear. 


...Now Introducing Disaster (Ferret Swashbuckler with the Inspired Blade archetype): Disaster is on the search for his brother that was one of the missing ferrets from then massacred encampment. Disaster is a investigator by trade and well traveled.

As the party trekked on, they ran into Ferret looking for his magically inclined brother and a deal was struck that the party would help the Ferret look for his brother if he helped then look for someone else. During the ensueing conversation it is learned that Disaster saw a German Sheperd of the same statue enter a house some blocks away.

The party knocks on the door as Thane sneaks around the back. A little old maid of a Mutt answered the door and says she doesnt know what the party is talking about and it is just her and her sons. As this conversation goes on Thane opens the back door and narrowly misses a crossbow trap. As Thane looks through the offending hallway he sees to large dogs in cloaks that appear to be armored and are pointing crossbows at him.

Hearing the commotion at the front door Thorin intimidates the old mutt to let him and his friends in as they immediately go to the aid of Thane. Due to some slick talking by Thane the situation does not end up in a bloodbath and the residents are convinced we are friends of the Capt. and mean him no harm. We are allowed to wait inside the house for the Capt. to return. During this wait, the sly Thane tries to seduce the old Mutt in the hope that he can get more information during ye olde pillow talk. Thanes attempt was top notch and the result on the die roll was crazy high (like a 29)  but the shrewd old Mutt turned him down.


The Capt. returns later that evening and much conversation is had. The Capt. and his men understandably don't trust us and it is decided that we will all meet on neutral ground with the Senator at a warehouse (the Capt. Doesnt know that the warehouse is owned by the Senator and there is a secret passage from the warehouse to the Senators compound).

During the next day the Capt. and his men leave as Disaster, Roger, and Thane go to talk to the Senator and to set up a meeting with the Capt. During their meeting in the Senators office (at his compound via warehouse tunnel) Disaster reader an encoded letter from the Govenor talking about capturing the Capt. and the Govenor himself makes an appearance...

In the meantime, Ghost and Thorin find a good hiding spot to watch house but quickly release that they are being watched by a beggar. Thorin makes his way over there and drops some coin on his cup and learns that a wizard ferret was abducted by men in robes right off of the street a few days ago. Thorin drops a few coins in the beggars cup for future information.

As night falls, the party is reunited and it is decided to be completely honest with the Capt. about everything. When the Capt. returns it is decided that they will keep said meeting but try to set up a ambush becuase keeping this meeting is the only way to find our the truth and who is loyal to who....

This is where the session ends...



Saturday, October 12, 2019

Dog Days: Breed of Canis


Sporting (Retriever, Spaniel, Setter): +2 Cha; -2 Dex; +2 Int Size Medium Emissary (1 RP): Prerequisites: None; Benefit: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll. Swim (2 RP): Prerequisites: None; Benefit: Members of this race have a swim speed of 30 feet and gain a +8 racial bonus on Swim checks that a swim speed normally grants.  Terrain Stride (1 RP): Prerequisite: Normal speed; Benefit: When in Marshes Members of this race can move through natural difficult terrain at their normal speed while within the chosen terrain. Magically altered terrain affects them normally. Hold Breath (1 RP): Prerequisites: None; Benefit: Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. Fearless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait. Lucky, Greater (4 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws.

Toys (Comedian, Pug, Chihuahua): +4 Dex; -2 Str; -2 Int; Size Small Gifted Linguist (2 RP): Prerequisite: Standard or linguist language quality; Benefit: Members of this race gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill. Fleet-Footed (3 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks. Jumper (2 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race are always considered to have a running start when making Acrobatics checks to jump. Sprinter (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot racial bonus to their speed.

Working (Great Pyrenees, Mastiff, Bernese Mountain Dog): +2 Str; +2 Int; -2 Cha Size Medium Cornered Fury (+2 Bonus to AC and Melee attack rolls when reduced to half HP and no allies within 30 ft.) (4), Mountain-Born (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness. Mountaineer (1 RP): Prerequisites: None; Benefit: Members of this race are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces. Ferocity (4 RP): Prerequisites: None; Benefit: Members of this race gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.

Non Sporting (Chow, Poodle, Shiba Inu): +2 Cha; -2 Con; +2 Dex Size Medium Stubborn (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. Silver Tongued (3 RP): Prerequisites: None; Benefit: Members of this race gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two. Multitalented (2 RP): Prerequisites: None; Benefit: Members of this race choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. Gregarious (1 RP): Prerequisite: The race has at least a +2 racial bonus to Charisma; Benefit: When members of this race successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member’s Charisma-based skills for the next 24 hours. Gift of Tongues (2 RP): Prerequisite: Standard or linguist language quality; Benefit: Members of this race gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.


Herding (Australian Cattle Dog, Shepherd, Collie): +2 Con; +2 Wis; -2 Cha; Size Medium Bond to the Land Plains (+2 Bonus to AC when in Plains) 2. Silent Hunter (2 RP): Prerequisites: None; Benefit: Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait). Skill Bonus +2 Escape Artist (2rp). Quick Reactions (2 RP): Prerequisites: None; Benefit: Members of this race receive Improved Initiative as a bonus feat. Bonus Feat Toughness (2)

Hounds (Dachshund, Bloodhound, Beagle): +2 Int; +2 Wis; -2 Dex Size Medium, Curiosity (4 RP): Prerequisites: None; Benefit: Members of this race are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. Scavenger (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. Scent (4 RP): Prerequisites: None; Benefit: Members of this race gain the scent ability (Bestiary 304).

Terrier (Pitbull, Scottish Terrier, Schnauzer): -2 Con; +2 Dex; +2 Int Size Small Integrated (1 RP): Prerequisites: None; Benefit: Members of this race gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. Bonus Feat Toughness (2rp) Underground Sneak (5 RP): Prerequisite: Race is native to the Darklands; Benefit: Members of this race gain a +2 racial bonus on Craft (alchemy), Perception, and Stealth checks. The bonus on Stealth checks increases to a +4 bonus while underground. Climb (2 RP): Prerequisites: None; Benefit: Members of this race have a climb speed of 20 feet, and gain a +8 racial bonus on Climb checks that a climb speed normally grants.

Mutts Small: +2 to any one attribute Size small Flexible Bonus Feat (4 RP): Prerequisites: None; Benefit: Members of this race select one extra feat at 1st level.  Skilled (4 RP): Prerequisites: None; Benefit: Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. Swarming (1 or 2 RP): Prerequisite: Medium or smaller size; Benefit: Members of this race are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Special: If the race is Small or smaller, this trait costs 1 RP. If the race is Medium, it costs 2 RP. Stability (1 RP): Prerequisites: None; Benefit: Members of this race receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Mutts Medium: +2 to any one attribute Size medium Flexible Bonus Feat (4 RP): Prerequisites: None; Benefit: Members of this race select one extra feat at 1st level.  Skilled (4 RP): Prerequisites: None; Benefit: Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. Swarming (1 or 2 RP): Prerequisite: Medium or smaller size; Benefit: Members of this race are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Special: If the race is Small or smaller, this trait costs 1 RP. If the race is Medium, it costs 2 RP.      


The language of the Canis are Woofish, Yappy, Barkian, and Borker.

Note: These races were created using the Pathfinder 1e race builder.

Friday, October 4, 2019

Dog Days: Session 2


As Thane, Ghost, and Roger were freeing the last of the Ferrets a large number of guards wearing a sash adorned with a Senate seal burst into the room and demanding to know what is going on. The guards were surprised to see that their job had been done for them and after some vetting they released that Thane, Ghost, and Roger were not cultists and were actually hired by the Captian of the Guard. 

The party was surprised to learn that the Capt. has gone missing and is wanted by the Governor for failure to handle the Breeder Cult situation. As the force of guards started to clean up and help the remains Ferrets to safety a large mutt by the name of Thorim who had an air of military veteran about him approached the party and introduced himself by way of, "you guys actually look like you know what your doing. The rest of them are nothing more then farmers with pitch forks". 

Conversation and introductions were had all the way around after the decision was made to go see the senator. Roger was really not happy that the Capt. vanished becuase the Capt. was suppose to pay him.


At the meeting with the Senator the party learned that their was conflicting stories between the Capt. and the Governor. The Capt. said he was under orders not to act by the Governor but the Governor said that the Capt. disobeyed his orders. The senator made a point that he sides with the Capt. becuase the Governor is trying to make a power play for the Triumvirate and plans to replace the city guard with his own personal army. 

After some rude persuasion by Roger, the Senator agrees to pay everyone a daily wage for the work promised by the Capt. and offers the party a job to find the Capt. and bring him to the Senator. The job is strictly off the books and the Senator threatened death if we run into trouble and admit who we are working for. The payment would be 100 gold pieces per person and there was failed diplomacy by Roger for money and by Thorin to get access to the armory. 

After the meeting Thorin led the party to the Red Snouzer Inn where he was staying and working as a bouncer since he arrived in the city. The party took to a table on the corner of the smokey room to discuss strategy. During the conversation Perception checks were made and only Ghost and Thorin made their rolls to notice someone listening to their conversation outside of the window. Thorin and Ghost jumped out the window and gave chase to the grungy looking rat that was spying on them. Roger followed shortly after but Thane botched is Perception roll so bad that he was mesmerized by a fly buzzing around his head and when he came too his fellow companions were gone and most of the tavern goers were gawking in the aftermath of the commotion. 

Thane quickly jumps up, grabs his instrument and started playing and singing a distracting song about the majestic fly.


The rat was finally cornered in a dead end alley where a dart from a solid throw from Thorin knocked the rat off of the wall he was trying to climb up. After some interrogation the party learns that he was hired by the cultists to gather information and help lead Ferrets to them. During this time, Ghost removed himself from the situation and headed back the tavern as he didn't want his morals to get in the way of what needed to be done. Roger killed the rat before information could be gleaned about where the rat was meeting the cultists. Thorin searched the body and outside of some loose coin a vial of strange brown liquid was found.

Upon everyone's return to the tavern, Thorin, Roger, and Thane went to bed while Ghost decided to follow up a lead with one of the Lt. who was a good friend of the Capt. 

This brings us to the end session 2. 

Friday, September 27, 2019

Dog Days: Religion of the Realms


  • The Holy Dogma is one of two primary religions of the Canis (dog people). The deities of the Holy Dogma each represent one of the ideals of Humanity as perceived by the Canis. Each of the gods are called by different names depending on the region of the world/cult you are talking to, but their titles are universal and as follows. The Hunter; The Care Taker; The Breeder; The Enforcer; The Warrior; The Herder; The Companion; The Alpha; and the Healer. The Holy Dogma also teaches that the downfall of man was caused by the Old Cat Felius a being of corruption and evil whom the old humans trusted, and that eventually betrayed them. While they do believe it is possible for cats to be brought into the fold, and are willing to convert them to the ways of dogs best friend they are generally not very trusting of the cat peoples.

  • The second major religion of the dogs is more focused on nature worship. This religion is not organized and goes by an array of regional names. This religion worships no specific deities, though in some regions deities are given names, typically it is simply the worship of that which is natural. This religion is focused on going back to ones roots, and idolizes dire wolves (who are non sentient still). This religion is also common among wolf tribes.

  • The Holy Catma worships the Divine Sphinx and his wife Bastet. It is believed that once cats and men were a single race, the men with the bodies of a cat and the face of a human, the women with the bodies of humans and the faces of cats. They believe that the Divine Sphinx found them to be unworthy of such perfect forms and divided them into two separate species of equals, however humans eventually elevated themselves and were brought to the divine plane by the Sphinx, while cats were left behind for the sin of hubris. Now cats must strive to be re unified in the afterlife with their human half.

  • The Rat/Ferret religion is known as Roui, the gods are Makowska, a goddess of protection; Lathrop, a goddess of fertility; Vacanti, the two headed god of change and healing; Wistar the god of creation; Hoyer, the god of war; and Algernon, the giver of sentience. It is believed by the rat people that humanity gave them sentience, and that those humans who had created life were then elevated to godhood by divine beings, while the others, awash with their sins, were wiped clean from the earth in the horrors of war, plague, famine, and death. 

  • There are also various cults worshiping gods known as the "Primal Gods" massively powerful beings that are said to walk the earth itself. The worshipers of these beings do so in a wide array of ways.

Friday, September 20, 2019

Dog Days: Session 1


The beginning found Thane, Roger, and Ghost in the city of Dogma with some light traveling. After some time in the city, they all found themselves employed by the Captian of the Guard to track down members of the Breeder Cult who have been abducting Ferrets. This job was due to the Capt. following orders from the Governor to not take any action regarding the cult but the Capt. felt like something needed to be done.

Their investigation lead them to what was left of a Ferret encampment. The Breeder cult had taken the encampment hostage and was sacrificing the ferrets en masse. Battle ensued and Thane could not hit the broad side of a barn with his crossbow. Roger and Ghost faired a lot better but Ghost almost dropped from a lucky attack against him. 

Once all the cultists were slain the party got to work searching the area and freeing the remaining Ferrets. During this process the party realized that the encampment was not has heavily guarded as they would have expected and there was no visible sign of a leader in the melee. The party also noticed that the cultists were bleeding the Ferrets into strange carved symbols on the ground. 

That brings us to the end of first session.

Thursday, September 19, 2019

Dog Days: Introduction


A few weeks ago I got invited to play in a Pathfinder 1e game ran by the son of one of my close friends. I said yes immediately and after talking (and asking a lot of questions) with the players and the DM I got to work on my character and his background.

The thing I really like about this campaign is that it is a homebrew world and I have no meta knowledge of the setting. Another bonus of the setting is a lot of aspects of it has a solid dose of shotty humor.

One of the basics of the setting is that none of your standard races exist. All races fall into the categories of anthropomorphic dogs, cats, rats, and ferrets. Some of these have differentiated breeds. 

Anyway, this brings me to the point of introducing the characters of Dog Days:

Thorin (Mutt Fighter, Tower Shield Specialist Archetype):  Thorin hails from the Holy City of Dogma and has a complicated past and relationship with the city and some of it's more holy residents. Since leaving Dogma, he was worked as hired muscle or a guard in one capacity of another.


Phanes (Ferret Bard): Is a wonderer who collects information. He has his own moral compass that is not contingent on outside influences though Phanes does possess a wild side. Hands prefers to work behind the scenes and deals in knowledge.


Ghost (Doberman Fighter): Ghost has spent most of his life has a vagabond and has embraced the gypsy life. He is never seen without his shield and bastatd sword.


Roger (Rat Gunslinger): Not much is known about the past of Roger except for the hints that it is probably deeply troubled. Roger is all about the money (and other rewards) and his mouth tends to get him in trouble.