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how powerful are the dwarven gods whose temples they're desecrating?
Is there a (literal) underground resistance? I would expect dwarves to have expert trap setters and saboteurs.
If these are clan homelands, are they desecrating tombs? - Lots of assorted ghosts and other undead. Would the highest level clerics call planar allies?
Are there still areas the elves haven't cleared yet, full of death-traps?
How is a new dwarven king normally decided upon? Is there a clear succession? Are there any items a new king must possess before he can take the throne, and where are they?
Kobold Cleaver wrote:
As a Brit, I find the idea of a law banning jaywalking rather weird.
Aniuś the Talewise wrote:
The thing to remember is that the history makes it easier for you to build and to add details on the spur of the moment. Your players may not be at all interested and that doesn't matter.With care you can drop in things like remains of rails and broken mine carts in a disused mine, or they might recognise dwarven or halfling architecture, but don't force it on them
Pretty easy for a mum running the game for young teenage kids. Not something kids want their mum to bring up :)
On cities (and settlements in general):
Why is the settlement where it is? Is it a port, river crossing, crossroads? Is it near mines or quarries, farmland, livestock, timber, (salt!)? A religious centre or place of learning? Is it a centre for a trade like making weapons or pottery or leather goods?
Where do the inhabitants get food, water and building materials from? If imported are there large roads or rivers? What's sold in the markets?
Next, think about the first places your PCs normally want coming into town, normally an inn, possibly a temple for healing, and markets. If they're likely to get into trouble with authorities, how is it policed, and what are typical punishments? (Prisons, forced labour, being put into stocks etc). Is there a militia, army (possibly mercenary), or troops from outside?
As for names, don't be embarrassed to use obvious endings like -bridge, -market, -cross, -mouth, -port, -ton, variations on borough or burgh or burg. And North-, South, etc. Whatever language you use it will add consistancy.
Why do people have such a low opinion of the Maztica campaign setting in the Forgotten Realms world? It seems that it successfully synthesized Meso-American culture. Does Meso-American myth not fit well in a high fantasy setting?
I don't know much about the setting itself but for starters, I really dislike the name 'Maztika'. It's just ugly.
Has anyone gotten hired from this thread, so to speak? I think it's a good idea, I just wish to know if it has actually worked as of yet
At the very least, GMs can look at it and see which APs there's a lot of interest in.
I want to rewrite my monks' back story before putting them up for Serpent Skull, though.
So, I would say a plot hook hooks into a plot, not necessarily the plot (you can put in side plots). It's something to raise their curiosity and interest and get them to investigate, and it's resolved as soon as they've decided "go and look? yes or no". They depend heavily on your party and the circumstances.
I could use more practical tips actually. Because my biggest problem is lack of organisation I suppose. Not preparation, but where did my dice just go? Where did the NPC sheet go that I just had in my hand? The adventure open to the right page a minute ago, now not. The note made on a specific skill (or spell or feat) disappeared somewhere. And I do try - I do sort them, check everything before starting as far as possible, but it feels like I have gremlins that hide things as soon as I put them down. So how do people keep stuff organised whilst actually playing?
DM DoctorEvil wrote:
Sorry :)And thanks for your prompt and helpful reply. Because how are we to do better next time without constructive criticism?
On the upside, I don't have any difficult choices to make :)
Female Human (Varisian)
Mostly complete. Still need appearance etc and fine tuning on background.
As a member of the ship's crew, Alessandria will feel a responsibility to see the passengers to safety. After that, I expect her to at least want to see to the party's safety. She won't want to lead, but will keep track of tasks that need doing, and who's doing what when.
Age 25. Starting age for human monk is 15 + 2d6, so putting her age on the high side leaves time for at least a couple of years crewing.
I've thought some more, and concluded that a kami's probably too tied to their ward. It would have to be carried around by someone, which is kind of cheating the idea, and it's a major vulnerability. I have a few other ideas. I'll see what I can come up with.
What are your thoughts on a kami - a CR2 Shikigami, to be precise?
"Kami come into existence either as a spontaneously manifesting spirit or as the reincarnation of a particularly noble soul. Souls of creatures who died to protect an element of nature are particularly prone to returning to life as a kami. In this latter way, many kami arise from the souls of dedicated rangers or druids who perished while defending their homelands, or monks who spent a lifetime meditating on the serenity of nature. Once reincarnated, however, few kami remember any of their former lives, and their forms never resemble their former bodies. The rare kami who do recall their prior lives are the kami most likely to become more than mere guardians—these kami often take class levels and grow quite powerful."
It's a reincarnated druid - archetype Menhir Savant, at least 2nd level, so could tap into ley-lines, and whose ward is a ley-line marker stone. Will take class levels in this archetype as it remembers former skills. Recently formed - perhaps it was acquainted with Dion before.
James Jacobs wrote:
So it doesn't actually impact on the passed-on soul if it's been gone long enough?
Another thing I was wondering? Do any souls come back to the Material plane as guardian spirits or ancestor spirits or anything of that sort?
James Jacobs wrote:
What happens if the corpse has been dead for a long time, perhaps decades (a skeleton I suppose)? Is there a limit on animate dead, in that it won't work if the soul has already gone on? Or even been re-incarnated?
Here and female :)It's a long time since I've played (1st ed) but my first PC was a wizard, the second a druid, then an assassin (to see how it worked out my DM allowed her to be Neutral), a split class cleric-magic user (who worshipped Dionysus - if we were at a loose end, she went on a bender), and so on. As the GM mostly these days, I have to able to play any class. From playing a lot of PCs in crpgs (Neverwinter and Baldur's Gate) I've concluded that I lose interest without a spell list to play with. I've not played a pathfinder monk, though. Ki might be good.
Out of interest, what do you read your pdfs on?While I'm comfortable reading small paperbacks on a kindle, I find it hopeless for the large hardbacks, especially when I'd prefer to see a double spread. As I don't have a lap-top and can't port my PC around the house (and my PC still doesn't show a full A4 page at a size I can read), it's print or nothing if I'm browsing anywhere else in the house.
Since Serenity is less than 2 ft tall, she's more concerned with how they get along with her! The meetings sounded rather like this, perhaps.
I looked at some of the submissions and thought Oh, we're all crew. And then thought I'd check. So submissions so far...
There's an anarchic music quiz in th UK called 'Never mind the Buzzcocks', which for a few seasons had guest hosts. Two stick in my mind - I saw them close together and noticed the contrast.
In one, the host was James Blunt, and the other was Alice Cooper. I don't think there's any disputing that Blunt looks more attractive than Alice, but I found him boring: if he started to ramble, I wanted them to get on with the quiz.
Whereas Alice? Well here's a clip. I'd have been quite happy for them to scrap the quiz and just listen to him for the whole show.
May I present Serenity, a Grippli Monk (of the Four Winds) maneouver master. (Assuming some co-operation with Travis, here)
Description: At first sight the smallest crew member - smaller even than a halfling - could be mistaken for a large figurine. A frog-like figurine beautifully enamelled in bright blue and black. The less well-informed can learn from any of several passengers or crew members that she (she? how can you tell?) is a grippli working her passage to Sargava, and that the brightly coloured skin indicates toxicity. Which goes some, but not all of the way to explaining the crew's respect for her. Perhaps it's that she can out-climb any one else in the crew, spending most of her time up in the rigging, where she won't be stepped on or tripped over. Perhaps that she can effortlessly carry her own bodyweight, small though that is. Or, perhaps, unlikely as it seems, she can, in fact, fight.
Because the little Grippli is a monk. A Monk of the Four Winds, in fact, like Travis Brogan, although it seems they weren't acquainted before she joined the crew. It's a somewhat comical sight to see her working the forms at dawn and dusk, sometimes alone, sometimes with Travis, her head barely level with his knees, her nunchaku an odd contrast to his chained kama. But when a fight breaks out between 2 crew members and a knife is drawn, her nunchaku is quickly whipping it away, and when one of them still doesn't back down she produces and throws an entangling net at him. It seems the crew's respect is warranted after all.
(I am assuming the crew have typical stats as the shipmate in the Game Mastery Guide.)
Serenity was barely out of childhood, just 12, when when she was captured whilst on a hunting foray, stuffed in a sack and carried far away from her tree-top jungle home. For a year or so, she passed through the hands of a variety of unscrupulous owners, sometimes in a menagerie, more often having her poison harvested. Eventually she wound up in the posession of an elderly thieves guild master, who released her, pointing out she had nowhere to go if she ran away. His equally elderly brother undertook to train her in his own calling as a monk of the four winds.
But when the guildmaster and his brother were ousted from their guild by younger members, she felt no loyalty to the new leaders, and took working passage on the jeneviere to return to the jungle at last, even if she has not the first idea of where her own tribe is from.
Grippli monk of the four winds maneouver master level 1
Str 10, Dex 17, Con 12, Int 12, Wis 14, Cha 10
AC 16 (touch 16, ff 13), HP 9, F +3, R+5, W+4
Traits: criminal (sleight of hand, hidden hand, Jenevere crew (survival)
Grippli: toxic skin (create poison 1/day), familiarity with nets. Darkvision
I'll improve and complete the crunch a.s.a.p.
I intend to take the feat Agile tongue at 3rd level, to use with disarm and sleight of hand.
Your long pink tongue is capable of manipulating small items and even stealing objects.
i would like to simulate arrows lodging themselves into player and enemy characters when hit but cannot find any rules on it
I'm interested (depending on rolls) in either a cleric of Nethys or a wizard, aiming at Mystic Theurge. I have no PbP play experience, though I'm an avid reader.
Focus Int or Wis 18, foible Cha 8
I make that a total bonus of 3 (shame)
GM Captain Trips wrote:
Thank you for your consideration. The point was the very different character of a bleached gnome, so I'll pass. Happy recruiting :)
I am interested in submitting a bleached gnome druid (I'm not moved to play the usual obsessive and excitable gnome).
'The Bleaching' is described in 'Gnomes of Golarion', p. 25 (Bleachlings are easily recognised by their subdued coloration and calm, dreamy manner. - rather like Luna Lovegood, if you're familiar with Harry Potter).
In game terms, she will be middle aged (-1 to physical stats, +1 to mental stats), gain druid as an additional favoured class (but I'll probably stick with druid), and gain speak with animals at will.
Is this at all acceptable?
This would be my first PbP, so I don't have a relevant posting history, but I am online most days, so expect to be able to post daily.
Aubrey the Malformed wrote:
As an aside, what Lars was doing seems to have little to do with the archery that was practiced by English longbowmen. Their main tactic was to fire rapidly, but to fire high so that arrows rained down from above in an area rather than specifically aiming. They didn't use quivers much either, they jammed their arrows in the ground point first when they wanted to use them in combat. But they didn't jump around much either but operated in groups to lay down heavy density arrow-rain. The arrows didn't have much problem penetrating armour, certainly not chain mail, as most of the impetus for the arrow on penetration was from gravity and the fall from the parabolic reajectory rather than from the pull itself. A lot of the development of armour in the middle ages was an arms race against the arrows - chain mail was pretty useless, which is why plate mail progressively developed. Lars might be more relevant for Asian composite bows and horseback archery but that was not the bag of the English longbowmen (which were six feet long).
and as a consequence, I've been told, were at high risk of contracting tetanus.
I imagine they would assess, run through (their own) checklist of simple/quick solutions (eg, find the corpse and provide funeral rites), depending on their own specialities, and inform the local church and what they've tried. It would be a responsibility for the church as a whole and for them to find an expert if necessary. All communities need midwives and funeral rites, so it's a widespread faith.
Contrast a small woman putting all her weight on your foot through a stiletto heel versus someone a lot heavier but with a wide flat heel? I know which I'd least like.
Hmm. My generally loveable and cute cat likes to lie on the paperwork, and chase dice, and push pawns around, and is generally just a b@@@y nuisance...
I'm just worried that the unchained classes will completely eclipse and replace the core classes. If that ends up to be the case, why bother with them as an option, why not errata the core book to fix the classes?
I expect they will for some people - those people who have serious problems with the monk, barbarian and rogue classes. I expect they won't for people who who find those classes ok. There seem to be a lot of people on each side.