Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search
Links
Shop
Recent Reviews

Power Word Spells: Lore of the First Language (PFRPG) PDF
***** by Endzeitgeist

Wicked Fantasy—Humans: The Reign of Men (PFRPG) PDF
***( )( ) by Endzeitgeist

A Necromancer's Grimoire: Masters of the Gun (PFRPG) PDF
*( )( )( )( ) by Endzeitgeist

GameMastery Flip-Mat: Dragon's Lair
***** by danmasucci

GameMastery Flip-Mat: Haunted Dungeon
***** by danmasucci

   RSS Posts    RSS Reviews    RSS Wishlists
Activation Cube

Chris Manos's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 551 posts (769 including aliases). No reviews. 1 list. 1 wishlist. 3 Pathfinder Society characters. 4 aliases.

Favorites


A lot of people seem to feel Saventh-Yhi is much to underdeveloped, so let's develop it together.
Let's flesh out all the buildings that stand out on the map but have no description.

Significant structures on the map like:
- White stairs with round plaza west of Area D
- 3 waterways with 8 square buildings between D and E
- 4 three-story ziggurats at the shore of E
- Row of square buildings blocking the road to Spear E
- Ruin on island south of E
- Plaza soutwest of J1
- Dam northwest of M
- Two-story ziggurat in G (copy-paste building from K4) + tower south of it
- Row of 4 square buildings between G and D
- Buildings on the island south of F2
- The towers(?) on the F Islands
- Buildings northeast of F3/F4

Round gray plaza with thing in the middle east of D3:
Aveshai's memorial
A large plaza paved with gray granite, the stones are cracked and withered but seem to once have been smooth and polished. Monoliths from the same stone surround the place.
In the middle of the plaza stands a tall pedestal decorated with bas-reliefs depicting battles between human and serpentfolk armies. On top of the pedestal stands a large marble statue of a cyclop. The giant holds a huge sword in his hands and stares vigilant into the jungle to the east.

A row of square towers to the northeast of the plaza form the city border.


I read all the posts here and I must say that you guys sound like you've been doing this for a while. When I read the 7 spears book through, I was a little lost. I really wasn't thinking about what the other factions would be doing since it wasn't noted in the book.

I like the idea of the spears affecting the whole city. This could be interesting if certain factions control different spears and turn theirs back on when it turns off. Also, the PC's, who are allied with the pirates, ventured into the military district and fought Olujimi, however he escaped. While they were gone, their camp got hit for 10 destruction points so they are most likely going to hang around for a couple of days to make sure it isn't wiped away. That will allow for some of what I have planned to take place.

Thinking more linearly I came up with a timeline of events. Of course this will be affected by what the PC's eventually do.

Day 1 -all groups set up camps as described in book.

Day 2 -Sargarvian Government leads an attack on military district.
-Aspis Consortium infiltrates the mercantile district. They remain in the district and can help or hinder PC’s.

Day 3 -The Red Mantis infiltrate the Temple district.

Day 4 -Sargavian attack is finally repulsed by Olujimi. 50 Charau-ka killed. Jask and 5 other fighters are captured and sent to the arena to fight a dinosaur or two.
-Pathfinders attack the residential district.

Day 5 -Aspis Consortium Attacks area E2
-The Red Mantis forge an alliance with Lessikal.

Day 6 -Sargarvians regroup and attack again defeating Olujimi.
-Red Mantis move their camp to peninsula between L1 & L2

Day 7 -Grugonoth is awakened and routes the Sargarvians. They return only if he is dead. When they return, they set up permanent camp in area D1. Twenty days after they return, they accidently figure out how to activate the spear and do so if it is not already on. If it is turned off, they do not know how to turn it back on.

Day 8 -Sargaravian Government will attempt to recruit the help of the PC’s if they have not already secured the sector.
-Aspis Consortium retreats out of area E2, and moves camp to peninsula just south of E5.
-Pathfinders kill 118 vegepigmies and are allowed to look around the area. They set up camp in the long tan building just southwest of G1.

Day 10 -Aspis Consortium explores E3 and is driven off by the chimeras. Ishirou is captured and they "play" with him. AP remain in their camp until Chimeras are defeated by PC's. Once cleared, the Consortium figures out how to turn on the spear in 10 days by the jewels. If changed, they do not want pay to turn it back on.

Day 15 -Gelick is captured by Egzimora.

Day 16 -Red Mantis activate Temple spear. They keep reactivating it unless the military spear is active.

Day21 -If the Aspis Consortium is established in the mercantile district and the Sargavan Government in the military district, they will join to clear what remains of the government district (F). This will happen 5 days after both are established in their districts.

Day 22 -Pathfinders activate the residential spear. Unless hindered, they will do this each night. This does not work as Red Mantis activates there spear as soon as this one is activated. By the next day they allow the residential spear to stay on all night, turning on theirs in the morning.

Day 25 - If not allied with AP, the Sargaravian Government regroups (assuming they have been in camp for 15 days) and attacks the nearest, weakest sector.

Day 30 -Red Mantis find the Mantis Blade and it is given to Chivane. Chivane assumes control of the temple district. (Red Mantis must be driven off in addition to other conquered conditions having to be met.)

Day 31 -Ishirou is finally killed by the goat head of the main chimera as it played too rough.

Day 35 -Red Mantis launch an attack on boggards in Farming district, in an attempt to get ‘key’ to Savath’s Crypt.

Day 40 -If the Pathfinders are still in the residential district, and Egzimora is still alive, they fall under her charm and fight for her, until she is defeated.

Day 45 -Gelick succumbs to the torture and becomes a vegetable man.

Day 60 -Red Mantis is finally repulsed by the Green God. (may or may not have found the key). Sasha is separated from the group makes her way to the PC’s camp (maybe).

Day 100- If the Pathfinders are still in the residential district, and Egzimora is still alive, they have irrevocably started turning into vegetable people and cannot be redeemed.

Day 120- If the Pathfinders are still in the residential district, and Egzimora is still alive, they are all advanced vegetable people.

This is all very flexible, depending on how fast or slow the group pushes through the sectors. However, this does give me a sequence of events.

I have not looked at the next book yet, and I was wondering how these events will work into the next adventure.


Hi,

as my group will very soon be starting part 3, I´m currently making some maps to show/play with. I´m using Maptools to make the maps.

To get ideas for the maps I´m using Google to find some ruin pictures. I hope its not an legal problem posting them here. If it is, please contact me and I´ll remove them. The monster pics are also from google.

If someone has a good picture for one of the locations, I´d be happy to see them and maybe make a map.

I will be updating them as I make them.

So lets start, maybe someone can use them for their own campaign:

E1 Crocodile Island
Map
E2 Lair of the Ape-Eaters
Map
E3 Chimera Lair
Map
Monster: Chimera pic from AP

E5 Isle of Shadows
I ignored the discription here. In my version its an old tower which is completely flooded. It was once a kind of bank. On the inside are still some vaults, which are closed behind a giant sealed door and multiple forbiddance effects.
Map

F1 Shattered Bridges
Map F1a bridges
Map F1b bridges
Map F1b nord
Map F1b east
Monster = degenerated serpentfolk pic from AP

F2 Promanda of Law
(Ugimmo is currently in his lair, an old building, half sunken in the water)
Map
Monster: Ugimmo pic from AP

F4 Flooded Amphitheather
The thing to the right is a portal. This portals are all over the city and connect some buildings via dimension doors. Some of them are still working.
Map

F5 Den of the Rakshasa
Changed Crocodile to normal tiger because of the pic ;)
Map


Frequently Unknown Rules (through post 150)
Frequently unknown rules

including summary from:

Things You Might Have Missed

Change from SRD/D&D to Pathfinder

1. Bardic abilities no longer based on Perform skill other than Countersong and Distraction.
2. Many Shot and Rapid Shot can now be used together.
3. Spiked chain no longer has reach.
4. Anything that improves attack rolls improves CMB, including weapon feats if using weapon for the special attack.
5. Paladin double of smite against some creatures is on first attack only.
6. Sneak attack and critical damage applies to many additional creatures, including undead and constructs.
7. Magic item creation no longer uses XP.
8. Characters can draw a weapon during a charge, but can only charge a single move distance.
9. Magic item creation vastly changed.
10. Dodge applies to all opponents, not just one specified opponent.
11. Improved Trip and Improved Disarm split into a feat tree (Improved and Greater)
12. Grapple works differently. Some highlights: grapplers no longer share space. Ranged attacks into a grapple no longer risk hitting the wrong target. Grappled creatures threaten surrounding squares and can attack into them (at –2 to hit). Arguably, Grappled creatures no longer lose DEX bonus to AC vs foes outside the grapple (see note 1, table 8-6, page 195 for contrary opinion).
13. Weapon enhancement bonus (the plus portion, not the cost equivalent) overcomes various DR at different DR than just magic
14. Elves sleep, but are still immune to magical sleep.
15. Concentration is no longer a skill. New mechanic makes it tougher for multi-classed characters.
16. Many save-or-die and save-or-suck spells have re-saves or more limited effects.
17. Cantrips are at-will.
18. Indentification of magic items changed significantly (see detect magic, identify, and Spellcraft)
19. Power Attack, Cleave, and Greater Cleave all different.
19.a. Combat Expertise different, too.
20. Clerics don’t get heavy armor proficiency, get proficiency with deities favored weapon, and need a feat to turn undead.
21. Fighters can retrain bonus feats.
22. Scrolls take a standard action, but longer if the spell contained has a longer casting time. (This may have been added in D&D add-on material as well, such as Rules Compendium).
23. Feats at every odd level instead of 1, 3, 6, 9, etc.
24. Track is no longer a feat
25. Stabilization and death changed.
26. Mithral armor now requires proficiency in original type of armor, not just resulting armor.
27. Monk flurry of blows different.
28. Poison rules incorporated into affliction and changed significatly; poison tougher all around.
29. Stealth/Perception changed in multiple ways from multiple skill set in SRD.
30. Barbarians rage x rounds/day instead of x times/day
31. Gate spell changed from 2x level to 1x CL in terms of HD called/controlled.
32. Natural attacks changed. Creature can have multiple primary attacks.
33. Bardic Knowledge is changed. Bards get bonus to knowledge checks and can use untrained.
34. Regeneration is simpler. See universal monster rule for regeneration.
35. Alchemical items no longer require CL1 for some items.
36. Class HD changes in many areas.
37. Templates changed in many ways.
38. Far Shot halves range penalty instead of increasing range.
39. Mounted Combat now uses immediate action rather than 1/round language.
40. Blind creatures use acrobatics check to move faster than half speed else prone. Cannot run or charge.
41. Incorporeal creatures take 50% of damage of effective attacks instead of only being affected for the full amount 50% of the time.
42. Uncanny Dodge changed: character with uncanny dodge is not flat-footed.

Always like this, but frequently misplayed or not known previously
1. Inspire courage is free action to continue once having started.
2. Animal companions can be dismissed at will and replaced with 24 hours; note that new companion requires training other than bonus feats.
3. Ranged attacks suffer from cover from objects, enemies, or allies. Allies often overlooked. Applies to reach weapons as well.
4. Weapons and armor must have +1 enhancement prior to gaining additional enchantments.
5. Readying an action is a standard action. One can move first, and then ready. The readied action itself can be a standard, move, free, or swift action. (Note: could not explicitly be swift in SRD 3.5; swift was not in the SRD.) Can include 5’ step as part of the readied action if no other movement in either the readied action or prior to the readied action during regular turn.
6. Lesser Restoration is a three round casting time. Usually, this means it isn’t used during combat. Potion of lesser restoration is good for in combat, tho.
7. Immunity to cold/fire gives vulnerability to opposite.
8. Elementals are immune to flanking and critical hits.
9. Enlarge person has a 1 round casting time.
10. Sneak attack and other precision damage applies to every attack in a round, not just once per round.
11. Characters who use the run action lose Dex bonus to AC, and thus are subject to sneak attack.
12. Dimensional anchor has no saving throw, just spell resistance.
13. Spells can crit if they have an attack roll.
14. Creatures can often overcome the DR that is needed to hit them (magic, epic, etc.)
15. Characters and creatures can charge a single move distance as a standard action if limited to a single action, such as during a surprise round. This doesn’t mean you can opt to only charge as a standard action if you have a full round of actions available.
16. Coup de grace can be performed against a creature with total concealment, such as invisibility, by using two full round actions.
17. Ride-by Attack is still a mess.
18. Empower spell only applies to the rolled portion of the effect.
19. Harm….does what?
20. Rules for tying up a character are in Grapple section.
21. Summon spells have 1 round casting times, even from wands.
22. Grease can be used to disarm.
23. Fear effects stack or escalate; characters can become more fearful.
24. Withdraw action can be double move. AoO only prevented from first square left.
25. Auto-success on a 20 and Auto Fail on a 1 are not universal to all rolls. They apply only when called out. Typical examples are attack rolls and saving throws. The following are not subject to auto-success/failure: Skill checks, caster level checks, concentration checks.
26. Take 10 on skill check can be used when not in immediate danger or distracted. Do not confuse with Take 20’s restriction from use if there is a negative consequence.
27. Take 20 cannot be used if there is a negative result for failure. Do not over-generalize to apply this to Take 10.



©2002–2012 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online,PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.