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Chewbacca wrote:
My PC saved Aiko (or whatever her name) in Glassworks ("La Verrerie" :D). And my bard PC really want to flirt with her.
How do I manage that ?
I introduced her as a rather wild beauty who loves song, story telling and dance but can sometimes be rather sad.
It's either they start to flirt and get married and have plenty of children .... (and the bard gets rich).
Or she gets very much back in the old trails (excuse my french ;o) ) and behave as noble should be and find a noble man to marry.
I think the best way to handle it is to allow the PC to flirt a little, and if his charisma is high enough and he's not offensive, she might possibly seem interested - but I wouldn't let it get past that. I most definitely would not let it get to the point that marriage is an option or her going back to her adventuring career - I haven't read the future installments yet, but I believe she continues to play a major role as an NPC down the road. As long as your player thinks he has a chance, but doesn't "seal the deal", it should keep things interesting.
Chewbacca wrote:
Also in PF1, there is a hint that Cydrak the bard at the theather(yeah i'm not good at names ) does not really like Aiko due to some old story in MAgnimar. Could you give me a hint on that. My PC Bard is of course a good friend of Cyrdak and would be interested to know his story.
I don't know if this story is developed in later installments, but I think at this point the players are not supposed to find out. If they are extra pushy and you want to go that route, here are a couple of options I have thought of:
1. Ameiko starred in his plays for a bit, but was replaced by another actress by Cyrday, who gave in to demands from the local Sczarni.
2. Ameiko discovered that Cyrdak had been having "improper" relations with her half-brother, Tsuto. Even though Tsuto is infatuated with Nualia currently, he could have been a vulnerable target for Cyrdak at some point.
3. During Ameiko's adventuring days, Cyrdak hired her and her companions to investigate something and return an item to him. She did so, but was not paid. She could not go to the lord-mayor because the act was questionable, and she did not want to attract attention of the Sczarni. This was one reason she chose to quit adventuring.
Chewbacca wrote:
Finally, that's really a shame that the smugglers tunnel has no map because the writings do not REALLY help. I don't imagine a tunnel running NE with the southernpart of the tunnel running West .... It is simply not possible IMO.
I agree - it's confusing figuring out how the tunnel leaves the glassworks and ends up in the Catacombs of Wrath. I simplified it for my characters, and didn't really focus on mapping it for them. The just know that they walked in a long tunnel, where one part opened up into a sea cave, and the other side had a collapsed passage and the path that eventually leads to B1 - the Sinspawn.
Chewbacca wrote:
I realised I have a final question... Sinspawn and the Quasit have respectively "Fast healing I & II". what does that mean ? They heal HP every round ?
I had the exact same question, and had a hard time finding a clear answer. I am playing it as though those two creatures regenerate HP at the rate of their healing. For example, the sinspawn heals 1hp per round, and the quasit (Erylium) heals 2hp per round. Maybe someone who knows more than me can clarify that.
Good luck with your campaign! My players and I are loving it!
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Venture-Captain Shalelu and Chewbacca,
Here are the offical 3.5 rules for Fast Healing, taken right from the d20SRD.org
d20SRD.org wrote:
Fast Healing
A creature with fast healing has the extraordinary ability to regain hit points at an exceptional rate. Except for what is noted here, fast healing is like natural healing.
At the beginning of each of the creature’s turns, it heals a certain number of hit points (defined in its description).
Unlike regeneration, fast healing does not allow a creature to regrow or reattach lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.
A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first.
Fast healing does not restore hit points lost from starvation, thirst, or suffocation.
Fast healing does not increase the number of hit points regained when a creature polymorphs.
Hope that helps!
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Venture-Captain Shalelu wrote:
I don't know if this story is developed in later installments, but I think at this point the players are not supposed to find out. If they are extra pushy and you want to go that route, here are a couple of options I have thought of:
1. Ameiko starred in his plays for a bit, but was replaced by another actress by Cyrday, who gave in to demands from the local Sczarni.
2. Ameiko discovered that Cyrdak had been having "improper" relations with her half-brother, Tsuto. Even though Tsuto is infatuated with Nualia currently, he could have been a vulnerable target for Cyrdak at some point.
At first I thought I would take idea 1 + 2 but after all Ameiko is a nobleborn so wouldn't probably be an actress.... So finally I will develop idea Number 2.
That's a great idea !
I know that D&D (oops excuse my french !) .. I mean Pathfinder RP Game can be played by children but we are always missing the ranchy juicy bits we have in real life !
Yeah I know ... We, French, are perverts ;o)
Thanks for the help on fast healing.
I didn't use it for the Quasit as it was already a real pain in the arse and it took my players almost 2 hours to kill the bugger .
So a healing of 2 HP / rounds would have simply killed them .... by boredom.
But I will use it for the Sinspawn ....
I have another question.
DO I have to make additionnal rolls for the treasuries the monsters may have or is it "all included" in the dungeons ?
It seems quite poor to me (specially in gold) or is it just a feeling ?
Anyway THANKS A LOT for your help.
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Chewbacca wrote:
DO I have to make additionnal rolls for the treasuries the monsters may have or is it "all included" in the dungeons ?
It seems quite poor to me (specially in gold) or is it just a feeling ?
Salut ;)
Normally, you just keep what treasure is actually in the adventure. I think there was a thread where James Jacobs actually said that this was a bit over the "estimated PC wealth" as described in the DM's guide.
I think it can vary from one campaign to the next. For example, in my campaign, I allowed the PC's to sell Large-sized items for 10% of the normal price (I guess for materials). So even though they couldn't use the giants' gear, they still got _something_ out of it.
Also, in the Skinsaw Murders, a large part of the wealth the PC's will gain is the several thousand gold pieces reward that the Lord-Mayor gives them at the end. If they somehow botch the mission and fail to get that, it will put them behind the curve, I guess.
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Moonbeam wrote:
Chewbacca wrote:
DO I have to make additionnal rolls for the treasuries the monsters may have or is it "all included" in the dungeons ?
It seems quite poor to me (specially in gold) or is it just a feeling ?
Salut ;)
Normally, you just keep what treasure is actually in the adventure. I think there was a thread where James Jacobs actually said that this was a bit over the "estimated PC wealth" as described in the DM's guide.
I think it can vary from one campaign to the next. For example, in my campaign, I allowed the PC's to sell Large-sized items for 10% of the normal price (I guess for materials). So even though they couldn't use the giants' gear, they still got _something_ out of it.
Also, in the Skinsaw Murders, a large part of the wealth the PC's will gain is the several thousand gold pieces reward that the Lord-Mayor gives them at the end. If they somehow botch the mission and fail to get that, it will put them behind the curve, I guess.
Chewbacca,
To follow up on what Moonbeam said, the 'seeming' lack of treasure is not strictly your imagination. However, both the first two chapters *do* assume that the players are going to collect everything of value and sell it somehow. That includes things like masterwork dogslicers and the like.
I'll grant you, that sometimes seems counter-intuitive, especially with magic goblin leather armor, or tiny flying daggers.. but that is where the discrepancy is. In the case of small equipment, I figured if it's masterwork or magical, someone will be able to offload it in a large venue like Magnimar. If anything, whoever they sell it to in Magnimar will take it to some place where there will be a buyer for such things. Magnimar is an international shipping port.
In Skinsaw Murders, you also need to reconcile that some of the evil equipment also counts as treasure. James Jacobs has long since proposed that evil gear might have a bounty paid for them by good Churches, who'd like to keep such things off the black market.
Hope this helps!
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Bonjour Moonbeam and Watcher ;o),
OK Thanks again for the help. It's great to feel that "you are not alone " As Mister Jackson said (Not Steve no .... I was talking about Michaël.... :D)... Hum sorry ...
Anyway, we all enjoy every bit of this adventure (well I hope it's the same for my PCs ...).
My Pcs are now in the catacombs of Wrath in AP number 1 and are sure that Nualia is inside of it.... :D
Anyway. for the objects I'll let them decide if they want to sell that tiny dagger and master horseslicer and I will decide of the price....
Thanks a lot guys !!!
Grooaaar
Chewbacca.
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Hi everyone!
Ok, this is what is happening:
My players are itching to investigate a) the Old Light and b) Chopper's Isle.
However, I did not read the full RotRL AP and I'm not sure if these places will be further developed. I skimmed those and found nothing, but I am sloppy sometimes. I would like to know if the Old Light is just an old, now-ruined war machine as is implied or if there are any rooms, secret entrances or stuff like this ?
What about Chopper's Isle ? Anything to it in the future ? I was thinking in creating a mini-adventure related to Jervas' hideout but I need to be sure that afterwards I won't have to retcon stuff or change the whole thing.
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I believe that the old light has a greater part to play in later AP's though I gave my party permission to enter some of the ruins via a key that allowed limited access to some rooms below thus saving the remainder for the later AP.On the fly I had a couple of rooms that where being used by an Ethereal Filcher( MM pg87 3.0 or pg104 3.5 ) as its lair.
I'm still a 3.0 guy :)
As for Choppers Isle there is Deneks Campaign Journal that I used for inspiration I would recommend having a scan through all of the Journals they are a blast and a great source of ideas for those DM mental blocks we all get.
http://paizo.com/paizo/messageboards/community/gaming/campaignJournals/dene ksRiseOfTheRunelordsCampaign
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Thiago Cardozo wrote:
However, I did not read the full RotRL AP and I'm not sure if these places will be further developed. I skimmed those and found nothing, but I am sloppy sometimes. I would like to know if the Old Light is just an old, now-ruined war machine as is implied or if there are any rooms, secret entrances or stuff like this ?
Old Light is detailed further in episode 4 I beleive... could be wrong, that adventure is the last part of the book I read and the part i remember the least.
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Yup, Old Light plays a role in PF4: Fortress of Stone Giants.
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Thank you very much for the advice guys. Gotta love this community!
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Question about Thistletop: If the tunnels through the thicket are only about 4 feet diameter, how do the goblins get Shadowmist, the horse, through the brambles and onto the island itself?
My players asked and I told them that the druid could have reshaped the tunnels but it doesn't seem like he'd want to do that every time the goblins brought in a new horse for Ripnugget to fight, or for Nualia to bring archaeology supplies in or for a cart with Father Tobyn's bones, etc.
When they bugged me enough about it, I gave the standard DM excuse: "A wizard did it."
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I allowed the party to skirt round the edges of the thistles along the western edge till they reached the rope bridge.
Of course that meant them missing much of the fun on the way in, but on the way back that whole encounter was ready for them.
My players thoughts where sod that why should we be railroaded into the tunnels lets go round. So you could use that excuse medlii, have a look closely at the western map edge its clear of greenery till they reach the bridge.
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medlii g wrote:
Question about Thistletop: If the tunnels through the thicket are only about 4 feet diameter, how do the goblins get Shadowmist, the horse, through the brambles and onto the island itself?
My players asked and I told them that the druid could have reshaped the tunnels but it doesn't seem like he'd want to do that every time the goblins brought in a new horse for Ripnugget to fight, or for Nualia to bring archaeology supplies in or for a cart with Father Tobyn's bones, etc.
When they bugged me enough about it, I gave the standard DM excuse: "A wizard did it."
They made the horse squeeze through those narrow brambles. More to the point, the horse was unconscious and the goblins dragged it through the brambles and across the bridge and locked it up, and when it woke up the goblins realized that they probably shouldn't have had gone through all that trouble.
It wasn't easy for the goblins to pull this off, of course, and I suspect quite a few of them died on the perilous bridge crossing.
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My solution to the Shadowmist problem was that the goblins used ropes to raise and lower a rowboat down the backside of Thistletop. There's a rowboat depicted on the map, and Tsuto and his goblins buddies used one to get to the smugglers entrance for their attack on the Glassworks. I figured the goblins used it as a way to get the bigger stuff up to their stockade.
In my game, they basically had Shadowmist lashed into the boat, then hauled up the back of Thisteltop.
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James Jacobs wrote:
They made the horse squeeze through those narrow brambles. More to the point, the horse was unconscious and the goblins dragged it through the brambles and across the bridge and locked it up, and when it woke up the goblins realized that they probably shouldn't have had gone through all that trouble.
It wasn't easy for the goblins to pull this off, of course, and I suspect quite a few of them died on the perilous bridge crossing.
When I was a player in a RotRL game, this is roughly how my GM described it when we asked him about it... in some ways his description of how goblins operated reminded me of how ants move objects much larger than themselves. Crazy, murderous ants....
I'm somewhat disappointed that the players in my game never asked me this question tho...
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