Eagle Knight of Andoran

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Thanks! You guys rock.


Hello, I just made a large order hoping to add the holiday discount which I received in the mail. However, I never got the option to input the code when processing the order.

Would you be able to add the discount to the order at this point? Thanks in advance!


pennywit wrote:

I've done a few things:

1) Especially after Vordekai, I considered Armag a lackluster villain. I kept Armag around as a background player, but I replaced the bulk of Blood for Blood with Kobold Press's Courts of the Shadow Fey.

Pennywit, how did you end up adapting Courts of the Shadow Fey to Kingmaker?


pennywit wrote:

So, I'm moving into the last chapter of my mythic Kingmaker game, with Nyrissa's allies in the Stolen Lands (D'Kara the Erlking, a group of black dragons called the Scions of Ithuliak, and the Tiger Lord Barbarians) pressing an attack on the players' kingdom while Nyrissa opens her blooms twice a month on my poor players' kingdom.

I was planning to stat Nyrissa up as a nymph dread lord with sorceress and mystic theurge levels, and with the Archmage mythic path.

But I just came across the Muse, and I got another idea. What if Nyrissa is a muse with oracle and theurge levels? Can that work?

Completely off topic, but ... tell me about D'Kara the Erlking! Who, or better yet, what is he?


Hello, my cart well exceeds $100 but I do not see any indication that the $10 off discount has taken effect. Is there something I need to do to activate it?


Will this product ever be available at Paizo again at the above price? Thanks!


Thanks for all the suggestions. I've purchased a whole bunch of Pathfinder Battles and D&D minis for the campaign. However, I'm stuck with what to use for spriggans in book 3. Does anyone have any good suggestions?


Did your players go through the Graul Farmstead yet? If so, any lessons learned from that?

Also, what do you plan on doing with the trek through the Shimmerglens, hags, Lamatar Bayden, and Barl Breakbones?


pennywit wrote:
Glad you liked it ... and it's weird to think we put this together three whole years ago. Today, my players are in the middle of a combined version of the last two modules. It's gotten crazier.

I'm currently powering through the Dresden novels on my Audible and I decided to type in "dresden" in the Paizo search bar. Your post was like the third or fourth one down the list.

Gotta' love me some Jim Butcher fey!

Also, on the topic of crazy -- my players are currently deep within the Underdark looking for the missing Golka dwarves on behalf of House Garess. It's a long story.


Below is the MM Half Ogre that I tweaked to make into a Pathfinder ogrekin. For the Grauls, I powered up the sample ogrekin presented below by merging it with the Beserker NPC from the MM.

Ogrekin
Medium humanoid (giant), any chaotic alignment
Armor Class  12 Hide Armor
Hit Points 30 (4d10 + 8)
Speed 30

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 14 (+2) 7 (-2) 9 (-1) 8 (-1)

Senses: Darkvision 60ft., Passive Perception 9
Languages: Common, Giant
Challenge: 1 (200 XP)

Deformities: An ogrekin picks an advantageous deformity and a disadvantageous deformity from the list below. Below are two sample deformities for the sample ogrekin.

Oversized Limb. A melee weapon deals one extra die of its damage when the ogrekin hits with it (included in the attack). The ogrekin also receives Advantage on all Strength checks.

Light Sensitive. The ogrekin gains Disadvantage on all attack rolls and skill checks in bright light.

Actions

• Ogrehook. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage if used with two hands.

• Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Ogrekin Deformities

Beneficial Deformities: The ogrekin gains one of these, chosen randomly.

1: Oversized Limb: The ogrekin can wield weapons one size category larger than normal without any penalty and gains Advantage on Strength checks.
2: Oversized Maw: The ogrekin gains a bite attack (1d4).
5: Quick Metabolism: The ogrekin gains Advantage on Constitution saves.
4: Thick Skin: Improve natural armor bonus by +1.
5: Vestigial Limb: Vestigial third arm (can't be used to use items) grants a slam attack that does no damage but grapples its target (Escape DC = 10 + Strength)
6: Vestigial Twin: A malformed twin's head juts out from the ogrekin, providing the ogrekin with Advantage on Wisdom (perception) checks and Wisdom saving throws

Disadvantageous Deformities: The ogrekin gains one of these, chosen randomly.

1: Deformed Hand: One hand can't wield weapons; Disadvantage on attack rolls with two-handed weapons.
2: Fragile: The ogrekin is particularly frail and gaunt. It suffers Disadvantage on Constitution saving throws.
3: Light Sensitive: The ogrekin gains light sensitivity (Disadvantage on all attack rolls and skill checks in bright light).
4: Obese: The ogrekin takes a Disadvantage to all Dexterity checks and saving throws.
5: Stunted Legs: The ogrekin's base speed is reduced by 10 feet (minimum base speed of 5 feet).
6: Weak Mind: The ogrekin's head is huge and misshapen. It gains Disadvantage on Wisdom saving throws.


Kalshane, your conversions are insanely helpful. Thanks!

BTW, quick question: how are you converting the traps strewn throughout the AP?


Devacorian wrote:

No post in a long time because I got a bit disheartened with the events of Book One.

Long story short (and I'll expand on this later), my players successfully snuck into the Stag Lord's fortress, bypassed most of the combat, and executed the Stag Lord in his sleep, thus negating the vast majority of work I did for the final battle. Needless to say, it had me pretty bummed.

Next is prepping RRR. I'll be heavily stealing from Hargulka's Monster Kingdom and Orthos's Dresden fairies rebuild.

Just read through your posts -- looks pretty epic! Keep it up!

Don't be bummed out about the Stag Lord being killed in his sleep. You just happen to have a resourceful and lucky group of players. At the end of the day, they will remember that moment for the rest of their gaming days. As for all your prep, save it -- you never know when you'll use it! There are many more awesome villains and APs after all!


Kalshane wrote:
I used a gladiator for Rukus, but switched him to using a magical great sword (I'm changing his "one big finger" to "a giant finger and thumb" allowing him to wield a two-handed weapon) that belonged to one of the dead and eaten Black Arrows. (Our barbarian has been using Nualia's vicious longsword [which replaced her +1 bastard sword] for lack of a magic great weapon up to this point.) I customized Crowfood (who has a grapple effect on his ogre hook attack based on suggestions on these boards about him doing hit-and-run, drag PCs into the cornfields tactics) and Hucker (who is a half-ogre barbarian/rogue with the shield master feat) and turned Mammy into a half-ogre warlock with an innate flight power as one of her Invocations. Like you I'm using a generic half-ogre for the rest of the Grauls and a modified Shambling Mound for Muck Graul.

Very impressive. Do you stat them out like PCs? How do you adjudicate CR? Also, what template/format do you use for your stat blocks?

Kalshane wrote:


For Xanesha I started with a lamia as a base, added a salamander's tail attack, a vampire's Charm ability and a special "Captivating Gaze" action (basically Hypnotic Pattern in a 30' radius around her that recharged on 5-6) and then made her an 8th level sorcerer (with the Quicken Spell, Subtle Spell and Twin Spell metamagics) and a legendary creature (the first one they faced.) Her legendary actions were 1) Move her speed without provoking Opportunity Attacks, 2) Tail Attack, 3) Charm (Costs 2 Actions). I think once all was said and done she was roughly CR 9 (rounded down). She had 184 Hps, an AC of 18, melee attack bonus of +9 and a spell DC of 17.

I had six 6th-level 30-Point-Buy PCs with a bonus feat, plus they recruited assistance from Kasadei from the Magnimar City Watch (who I used the stats for a Veteran for). I also had the 3 faceless stalkers backing up Xanesha in her lair, rather than hanging out by the bells. Started with Xanesha invisible, the stalkers disguised as cultists and a (Major Image) illusion of a succubus lounging on the cushions who taunted them and drew their first round of attacks before the real Xanesha used Quicken Spell to Haste herself as...

Your Xanesha build is awesome. My players are loving the simplicity and the smooth gameplay of 5E, and on my end, legendary creature rules make boss battles an absolute joy to run. Thanks for regaling us with your epic Xanesha battle!


Take a look at the pregen backstories that Paizo did for their blog back in 2007:

http://paizo.com/paizo/blog/v5748dyo5la5z?Meet-the-Iconics-Merisiel

(Do a search for the iconics and go to the "Blogs" tab on top)


Kalshane wrote:

I'm currently prepping book 3 for my new group (They just killed Xanesha at the end of last session in an epic battle that (surprisingly) didn't kill any of them, but had them fearing for the lives throughout) but I'll see what I can find from my Book 5 notes. A lot of stuff just got plugged directly into Roll 20 (and this was pre-built-in-character sheets, so it's not in the most-readable format.)

I do know I made Freezemaw an Adult (rather than Ancient) dragon but gave it the Tough and Mobility feats (because of having 6 players.) I also give dragons a number of spells equal to double their Charisma bonus (rather than simply equal to as per the variant in the MM.)

Great idea about the dragons -- consider the idea yoinked!

Currently in the middle of converting the inbred Grauls.

For the leveled ogrekin, I will be using the stats of the "Gladiator" in the MM. For the unleveled ogrekin, I will be using "Half Ogres" from the MM.

Mammy is a different story. In my campaign, she was formerly a beautiful human woman that was cursed by Myrianna the nymph for killing and eating the fey creatures of the forest to extend her youth. She got her wish for an extended lifespan but it caused her to suffer from ravenous hunger which caused her to become the bloated monstrosity that she is. For stats, I used the "Qyllione" from p. 316 of Tomb of Beasts.

The tendriculosis (her cursed husband IMC) will be converted into a "Shambling Mound" from the MM whom Mammy keeps trapped in the cellar under her room (think Jabba the Hutt).

For the leveled ogres in Hook Mountain, I'll probably use the rules in the DMG and MM to create CR 5 ogres. For Pappy, I might give him the barbarian's rage ability and some legendary actions (I haven't decided yet).

How did you do the conversion for Xanesha/lamia matriarchs?


Queen Moragan wrote:

The Bandit Outpost flip-map is where your players will most likely use as a base through at least book 1. It is out of print now, but you can print it out yourself if you want.

I have most of the flip-maps and map packs, and we've used a lot of them. The GM has also drawn out a lot of maps in wet erase. We cover the table with that 5'-6' wet erase 1" grid map and have several smaller ones he uses sometimes.

You may also want to get the KM Map Folio, again out of print, if you can find a physical copy - buy it. If not, get the PDF and print it out. You need a map for Exploration and Kingdom Building. If you want them to draw the countryside it will drag the game down, it is much easier to be able to point at a spot on the map and say "right there". If you don't want them to know what the terrain ahead is there are various ways to obscure it.

For Kingdom Building they can just draw on it. After years of playing ours is getting very ragged, which is cool.

Luckily, I have a Kingmaker Map Folio which I purchased way back in the day. Do you recommend I laminate it to protect it?

JohnB wrote:

When we were playing table-top - I bought a length of 'gingham' pattern plastic table cloth on ebay. If you choose the right one the 'squares' in the pattern are just the right size for 25mm / 28mm bases.

I could draw huge maps in dry-wipe marker - so we could add / extend the game area easily. At the end of the session I used to complete the clean up with some washing-up liquid and a wet cloth.

Cool idea! I'll go check it out!

Gargs454 wrote:
Eh, yes and no. They'll handle the smaller dungeons easily enough (albeit you might need to reshape a couple of rooms -- can't recall off the top of my head if there were any tiles that could make for say a Hexagonal room like in Lonely Barrow). For the larger dungeons like Vordekai's and IIRC Irrovetti's palace, you'll likely need a LOT of sets. I'm also not sure how well they handle a cavern style graphic, think they are more "dungeon" than cavern. Sadly, they never really took off and thus, didn't make many sets from what I can find. They were a great compromise (price wise) between 2D game tiles and Hirst Arts/Dwarven Forge. Though with the DF kickstarter going on now, I am finally starting to invest in that. Can't recommend that system though simply because it is so costly. It has the greatest "Cool" factor by far, but you have to be willing to invest a bunch of money to get there.

Agreed on the Dwarven Forge. My wife would kill me if I invested in the new DF kickstarter. Like, literally. :)


This is awesome! Would you mind putting up your conversions for Book 5? I am currently on Book 3 and recently converted over.


Gargs454 wrote:

For terrain I have generally just been using my wet-erase mat, though I do have plans to incorporate the Terra Clips dungeons later as well as perhaps some game tiles.

As for miniatures, Reaper has a nice selection of minis to go with this AP, included several that are directly made for it (Stag Lord, Nyrissa, Horned Hunter, Vordekai). I've been painting up those that I can but I am both a new painter (and thus not very good) and a slow painter. Fortunately I also have a number of other pre-painted minis that hold up pretty well in a pinch.

I recently purchased the Reaper Vordekai and will begin painting him once my PCs are complete with Book 2 (currently they are on an extended detour through the Underdark in search of the Golka Clan for House Garess).

Regarding Terra Clips, do you think they are versatile enough to handle the dungeons in this campaign? What about a more dungeon heavy campaign like Rise of the Runelords?


Hey all,

I'm wondering what miniatures/terrain (if any) you are using for this campaign path. For me, I use a mix of Pathfinder Battles, D&D prepainted miniatures, and Reaper bones miniatures which I paint.

As for terrain, I use Paizo's Woodland, Swamp, and Twisted Cavern flipmats. For dungeons, I draw everything out on a large sheet of 1" graph paper with marker and colored pencils.


The Barony of Isthania was named after its ruler Zaron Isthanion, a half elf warlock of considerable talent. Baron Isthanion owes everything to his elven mother Vellara who, despite the scandal that rocked their family after her husband Karn Zuddiger (of "Zuddiger's Picnic" fame) went on a murderous rampage, managed to secure a place in the Exploration Charter signed by the Regent. Not only that, Vellara Isthanion managed to lobby the other charter bearers by offering her considerable personal fortune and political connections (in the form of BP) to get her son elevated to the position of ruler.

Scandal continues to dog the Isthanion family as hushed whispers claim that Vellara is a murderous leanansidhe who actually instigated her famous husband's descent into madness. The same rumors also hold that Vellara's salon for Restov's intellectual and artistic elite is nothing more than a glorified feeding ground for the predatory fey. The whisperers will claim that almost all of the members of Vellara's salon end up dying young after a blaze of inspired productivity. The truth however, is somewhere in between.


Wow, that must have been an epic moment for everyone involved! You definitely made the right calls there.

IMC I decided to install the Emerald Keep dungeon into the Stag Lord's fort with Nugrah the Decrepit as the "boss" of the cellar level. I described several journal entries detailing his descent into madness and his growing obsession over the beauty and grace of arachnids after the events of his tragic backstory (instead of turning to the worship of Gozreh, Nugrah turned to the worship of a homebrew demon lord of spiders). While the Stag Lord still exerted his will over Nugrah, the latter proved to be a formidable foe and a memorable villain for our intrepid heroes (we all thought that a mad, spider-crazed druid that crawled around on the ceiling while summoning vermin was pretty cool). I could elaborate more if you are interested.


redcelt32 wrote:

Ill post an update this week...the party just completed an epic story arc built around a prophecy that the Champion of the Elder God Dagon would stand upon the shores of the Candlemere and begin down a dark path that would eventually summon Dagon himself into Golarion.

There were cultists, dark harvests of pumpkins with corrupting creatures in them, strange living swarm cell leaders, attacks on their capitol, the Wild Hunt sweeping them up to transport them to battlefields far to the south (it was fun watching them and their enemies glare at each other..as part of the wild the couldn't attack each other while caught up in it), and finally the summoning of the Avatar of Benthic Madness. One of the beloved NPCs sacrificed herself to save the kingdom and the party eventually triumphed.

The best part...it all started as a throwaway scenic encounter at 1st level, when the party discovered a tiny Stonehenge like altar with ancient Aklo ruins in it. After searching, they found the Book of Dark Fathoms, which contained a prophecy...which they then fretted over for the 3 in game years that led up to the date mentioned in the book :) Far be it from me to disappoint them by having it be what it was originally intended to be - some historic color of no significance!

Story Hook successful!

Looking forward to this! One of my players is my seven year old son, so I won't be able to go full-on Dagon. However, I plan on running the awesome Pathfinder module "From Shore to Sea" to expand the "Abandoned Ferry" location and Candlemere Tower locations.


Odin's Left Eye wrote:

So my players ended up in a bit of a limbo between Book 1 and Book 2. They hadn’t finished exploring, but they had already killed the Stag Lord. So I decided to throw this mod into the mix.

I ran this in conjunction with a heavily-modified A Wedding Knight and it went pretty well. One player went full completionist and tried to talk with everyone to see what deals they would offer.

I stole a lot of ideas from this thread, and it ended up being a lot of fun. Now the party has a whole host of obligations and political ties to deal with!

The way I ran it, a faction would offer BP in exchange for the players accepting certain terms. They could refuse terms, but needed to either accept, bypass or compromise on a minimum number of terms or they would receive no deal.
There were two opportunities to make deals, albeit with some overlap: Receiving the Charter and The Wedding Knight

Receiving the Charter
The players went to Restov to receive their Charter. But as they entered the city they were intercepted by a representative of the Swordlords, who led them to Lady Jamandi Aldori. On behalf of the majority of the Swordlord Council, Lady Aldori extended the party the basic deal:

Offer: 20BP
Terms: (only 1 term)
1> Create a stable territory in the Stolen Lands to the South of Brevoy independent of the Dragonscale Throne

However, Lady Aldori informed the party that there were holdouts on the Council who would chip in more if they had greater certainty of the players’ loyalty.
Swordlord Council
Offer: 5BP
Terms: (minimum 4 terms)
1> No deals with Issian Houses [compromise: no deals with House Surtova].
2> House Surtova does not learn about Swordlord involvement.
3> Sow dissent between Surtova’s allies.
4> Develop an Aldori dueling school within 5 years.
5> No alliances with Mivon.

This business finished, the players were free to go to Restov’s Trade Hall, where...

I just read through this writeup and the accompanying "Wedding Knight" adventure. I am dying to know what happens next! Please update us on how your players dealt with this (if you are still playing Kingmaker that is).

Also, just a thought, but what would change if you wanted Hannis Drelev to play the role of Etan Hogg/Uthred from the adventure?


I also wanted to address the relatively low number of bandits in the region. All told, there are about 20 including Kressle's camp. The bandits were originally a much larger force, but fighting against the Nettles expedition reduced the bandits' numbers significantly. In short, PCs are quite fortunate to arrive at the Greenbelt when they did!


Wow, this is fantastic stuff! Dotted.


Dotting to use when my PCs get to Book 2!


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kadance wrote:
I think you're looking for either this or possibly this.

Yes! Thank you!


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One of my PCs wanted to know why the Swordlords decided to gift the charter explore the Greenbelt to three outcasts and misfits (a human mercenary, a gnome bard, and an exiled elven ranger). Oleg and Svetlana Leveton explained to the trio that they were not the first group to try to settle these lands.

SPOILER ALERT!:
About six months ago, the Swordlords invested a significant amount of resources in outfitting a large expedition of mercenaries and engineers led by one Davik Nettles to explore, survey, and later, build infrastructure throughout the Greenbelt.

The Nettles Expedition, as it would later be called, would be the vanguard of the Swordlord's aggressive territorial expansion into the Stolen Lands. Once roads and bridges were built, colonists would settle the fertile lands of the Greenbelt.

Alas, the Nettles Expedition ran afoul of a large and organized bandit presence led by the mysterious Stag Lord. While the expedition succeeded in clearing out one bandit outpost and establishing a beachhead at the northern tip of the Greenbelt (now Oleg's Trading Post), it was ill-prepared to face the cunning Stag Lord and his vicious minions. After a series of catastrophic skirmishes within the Narlmarches and the surround hillside, the expedition's forces were ultimately defeated in a decisive battle along the banks of the Shrike River.

In a final act of desperation, Nettles burned his own bridge down to stop the bandits' inexorable advance north to civilization. With his expedition in tatters, Nettles cursed the man who took everything from him and then took his own life by plunging into the ice cold river below.

Due to being assigned to guard the cleared fort, Oleg is the only man to survive the ill-fated expedition. Unbeknownst to him, Nettles is now an unholy undead creature. His burning thirst for vengeance and the collective trauma felt by all the men who fell in the bloody battle fuel his new existence.

Six months later, the PCs arrive on the scene with a new charter from the Swordlords. Still smarting from their lost investment, the Swordlords' new charter places the emphasis on eliminating banditry "by sword or by rope." Their new investment is minimal, and their expectations are low. This new expedition, if it can even be called that, would be easily replaceable and no one would miss a sellsword and a bunch of demihumans.

Any thoughts/feedback would be greatly appreciated!


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Resurrecting this thread in the hopes that anyone has an active link to this!


Bennyzoid wrote:

In the GM reference for Chapter 1 RobRendell posted a ruin quest he designed. I implemented it into my campaign without too much planning and it still worked very nicely. I removed the link to Svetlana he used and just used it as a plug in ruin. As written it adds to the fey plot line, but with a few very minor adjustments it could work you aswell.

Here are the links:

Description of the ruins
Map of the ruins

You can find the original posts and discussion by searching for 'New Sehir' in the forum.

Alas, the links do not work.


Congratulations to you and your group!


Would any of you be willing to share your conversions throughout the campaign? Pretty please? :D


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I'm slowly, but surely converting my Runelords and Crimson Throne campaign from Pathfinder to 5E. While I purchased Curse of Strahd and Storm King's Thunder, I think I will continue to play Paizo's APs. Paizo is definitely without peer in the story, art, and production quality departments.

With that being said, players seem to greatly enjoy 5E for its sleek, streamlined game mechanics and its emphasis on roleplaying. I personally like how the game feels like the 2E campaigns of my youth without the unnecessarily arcane mechanics (Thac0, etc). Combat is MUCH faster and smoother in both campaigns under the new system. The concentration spell mechanic and magic item atunement mechanic also reduce the the "Christmas tree" effect and the amount of bookkeeping required to keep track of everyone's buffs and stat-boosting items. This is especially true at high levels (my Crimson Throne campaign is in its final chapter).

Of course, YMMV. My groups consist of high schoolers new to tabletop roleplaying (Runelords), and college students/working professionals with varying levels of tabletop experience (Crimson Throne).


My PCs are set to return to the Arkona Manor to deal with the Arkonas once and for all. Do you have any soundtrack recommendations as they navigate the manor and the labyrinth? I'd greatly appreciate any and all ideas!


Katina, thanks for sorting out the first issue!

Regarding the second: I did have an active subscription when I preordered the book...does that not count?

Thank you for looking into this.


Hello Katina,

It appears as if my subscription was cancelled prior to #108 being shipped and added into My Downloads as a PDF. Is there anything we can do to rectify this situation?

Also, I pre-ordered the Curse of the Crimson Throne hardcover. Does that come with the pdf as well? Thank you.

Cesare


I'm very excited for this. Can't wait! (Too bad my PCs are on Book 6)


Neriathale wrote:
Caleb the cleric paid off his student loans.

ROFL! This made my night.


Hey LucyG92, this should probably go into the Crimson Throne forum -- you are bound to get answers there. As for the specifics of your question:

Spoiler:

House Arkona runs pulls the strings of the Cerulean society from the shadows. As for their HQ, I'd imagine that it would be somewhere in Old Korvosa. In my campaign, I used the Last Laugh headquarters from the Shackled City Adventure Path to simulate the Cerulean Society's defenses, etc. Their guildmaster is Grandmaster Boule (Rogue 10) and he is just a puppet for the Arkonas.


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Back when I was a neophyte GM running a Rise of the Runelords campaign, I had a rebellious player who insisted on playing a cleric specializing in summoning/raising undead. He completely ruined the vibe of the party and his antics derailed the campaign. There was simply no in-game reason why a predominantly good party would ever travel with a NE cleric who regularly defiled the dead. Players spent more time worrying about whether or not the creepy scythe wielding Urgathoan would betray them versus preventing the rise of the big baddie. At a certain point, the party got fed up with him animating giant skeletons and researching a path to lichdom. Led by the NG ranger, the party ultimately subdued the cleric, stripped him of his magic items and valuables, and turned him into the authorities in Magnimar. As far as they know, that cleric is still languishing in prison.

Since then, I instituted a new house rule: no evil characters in a campaign geared towards good characters and no pvp.


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Drahliana Moonrunner wrote:
Bill Nye 924 wrote:
Our GM encourages pc vs pc unfortunately, and Boomerang, he's not a lich yet, but he's planning to become one. He still has to get a phylactery and do some other things our GM is having him do to become one, so I have a while.
Kill him before he finishes the process... problem solved.

I agree. Unless you absolutely want to play out a pvp scenario, I would talk to the player and GM about how this will detract from yours (and everyone else's fun).

Also, in-character, why would your LG character even want to help a NE character find a phylactery? How would him gaining that kind of power benefit your party in the long run? Remember, lawful good does not equal lawful stupid. If he insists on going this route, a LG character would most likely subdue him and turn him into the authorities before he becomes a grave threat that endangers innocent lives.


Please cancel my subscriptions after shipping: Pathfinder Adventure Path #108: Hell Comes to Westcrown (Hell's Vengeance 6 of 6) (PFRPG). Thank you.


Quick question -- What would a backstory for this character look like?


Ah, very good suggestion. I'll be sure to check that out! Any other suggestions?


Greetings friends!

I am currently running a heavily modified CotCT campaign, which has delightfully fallen off the rails. Players are currently running guerrilla operations against a tyrannical monarch and her forces.

I would like to reskin/reflavor adventures that hit upon the following themes:

1) Oceans Elevens-type heist adventure where players break into a heavily fortified temple of Abadar.

2) Players infiltrate/invade a thieve's guild in order to take down a criminal empire. Part II of this will be a re-visitation of the final dungeon in "Escape from Old Korvosa." Need help with "Part I."

3) Power struggle within the Hellknights. I ran the previous scenario where players rescue a captive of the Hellknights from Hell itself. I'd like to know if there are any more adventures/scenarios that deal with the internal politics within the Hellknight order.

4) Players infiltrate/invade the Temple of Asmodeus to halt a dastardly ritual.

Any help will be greatly appreciated :)


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I just want to chime in here and say, wow. These ideas have got to be some of the best I've seen on the Skull & Shackles forums. Dudemeister, I know that you are currently a player in this campaign, but please feel free to share whatever gems come out of that extremely creative brain of yours!

pipedreamsam: that's some good stuff there. Keep it going!


I am just about to start Book 3 and am curious as to what I should do with Shalelu. My PCs already have an archery focused ranger in their group, and I would rather not have Shalelu steal his thunder. I do, however, like Shalelu as a character and would like to develop her more. What do you recommend I do?


Well, it is your campaign. Personally, I feel anything over 25 point buy is overpowered, and frankly, strains my suspension of disbelief. After all, what are the chances that these paragons of godliness all happen to live in/meet in the same remote fishing village?

I run five PCs with 15-point buy (all new players), and they are doing fine. They are challenged, but not overwhelmed. I run the encounters as written, and occasionally modify encounters to suit my whims.


I made several changes to Book 2: The Skinsaw Murders.

I replaced the Sawmill Encounter with the PFS module: "Cultist's Kiss." In my campaign, the Brothers of the Seven were a death cult dedicated to Lissala, the Goddess of Runes (as opposed to Nogorber). The seven pointed star motif throughout Cultist's Kiss, and the Sihedron ritual flowed better in my opinion.


This is what a mid-level melee rogue can do.

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