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Posts
Drejk wrote: Looks like a streak of unlucky rolls for the Alchemist against the poison (unless he selected archetype that removes his poison resistance). Two levels later and he would ignore the poison completly. The player tends to have very swingy luck with the dice, strings of terrible rolls with critical successes at vital moments. He understands that failure makes for more complex stories than success. The Two Deaths of Vandyre Name: Vandyre
Gory Details: The party happened on a Peluda randomly in the previously cleared Varnhold Village, feasting on the delicious lobster flavored Chuul. Startled by the Party it let loose a Quill Barrage, poisoning the Barbarian, the Alchemist and the Ranger Cohort. With Con damage each round the battle was put on a timer, and the PCs managed to defeat the Paluda, but the poor Alchemist's poor rolls and the GM's high Con Damage rolls combined to bring the Alchemist to 0 Con. The Party decided to head to the Centaur Camp to get him raised.
Name: Vandyre
Gory Details: The party was resting in the Centaur Camp, due to travel to the burial mounds with the Centaurs in the morning (having reached Trust Score 26). That night on the Duke's watch the Soul Eater snuck into the Gazebo and attacked one of the PCs responsible for the death of the Raven. With a full-round of attacks it struck Vandyre (didn't Coup de grace in order to use its soul eating ability). Trapped in the belly of the beast Vandyre could only watch in gibbering madness as his allies fought the creature of smoke and shadow. Some good grapple checks from the Fire Elemental formed Druid, kept the Soul Eater in place long enough for the Barbarian, Cavalier, Rogue and Ranger to destroy the thing freeing Vandyre's soul. Lessons Learned: Peludas have a lot of very deadly abilities (A DC 20 Con poison is entirely too much), I think changing the poison to Strength or Dex would be better because Poison attacking Con is a cheap way for a PC to die. The Soul Eater worked exactly as hoped, placing a fellow PC in peril and putting a timer on the battle. DANIDE THUNDERHOOF CR 9
Spoiler:
XP 12,800 N Large monstrous humanoid Init +6; Senses darkvision 60 ft.; Perception +14 DEFENSE AC 21, touch 11, flat-footed 19 (+7 armor, +2 Dex, +1 natural, +2 shield, –1 size) hp 93 (4d10+7d12 +22) Fort +8/ +11 while Raging, Ref +8/+11 while raging, Will +8/+11 while raging Defenses DR 1/-, Improved Uncanny Dodge OFFENSE Speed 60 ft. (40 ft. in armor) Melee Varn’s End (+1 Bastard Sword) +13/+6 (1d10+5/19–20), 2 hooves (magic horse shoes) +8 (1d6+2) Ranged Javelins +13/+6 (1d8+2/×3) Space 10 ft., Reach 5 ft. STATISTICS Str 15, Dex 14, Con 15, Int 11, Wis 14, Cha 12 Base Atk +11; CMB +13; CMD 22 (26 vs. trip) Feats Improved Initiative, Run, Exotic Weapon Proficiency (Bastard Sword), Power Attack, Weapon Focus (Bastard Sword), Cleave Skills Diplomacy +12, Intimidate +13, Knowledge (nature) +4, Perception +14, Survival +16 Languages Common, Elven, Sylvan SQ undersized weapons, rage 20 rounds/day (+4 Str/Con, +2 Will, -2 AC), Trap Sense +2, Rage Powers (Superstition, Knockback, No Escape) Treasure (+1 fortification breastplate, heavy steel shield, +1 Bastard Sword, 10 x Javelins, +1 Horse Shoes, Saddle Bags containing 3 x Potions of Cure Serious Wounds, 1 x Potion of Remove Disease), 4 x Alchemist’s Fire, 4 x Tanglefoot Bag, 4 x Torches) SPECIAL ABILITIES Undersized Weapons (Ex) Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs). While Raging: Spoiler:
DEFENSE AC 19, touch 9, flat-footed 17 (+7 armor, +2 Dex, +1 natural, +2 shield, –1 size, -2 Raging) hp 115 (4d10+7d12 +44) Fort +8/ +11 while Raging, Ref +8/+11 while raging, Will +8/+11 while raging Defenses DR 1/-, Improved Uncanny Dodge OFFENSE Speed 60 ft. (40 ft. in armor) Melee Varn’s End (+1 Bastard Sword) +15/+8 (1d10+7/19–20), 2 hooves (magic horse shoes) +8 (1d6+3) Ranged Javelins +13/+6 (1d8+4/×3) Space 10 ft., Reach 5 ft. STATISTICS Str 19, Dex 14, Con 19, Int 11, Wis 14, Cha 12 Base Atk +11; CMB +15; CMD 24 (28 vs. trip) The way I'll be running the game is the PCs will all be assumed to be Pathfinders, but the PF Society won't have the manpower to mount an expedition. Thus the PCs will need to court the Sargavan Government, the Shackles Pirates or The Red Mantis, competing with the Aspis Consortium for the "secondary" factions. But this isn't for a while yet, I have Kingmaker to get through. Yep it has been a while, I had some time this weekend so I put it together. I was going for a mutant flavor, but an Aasimar or Tiefling with this bloodline would make sense too (see also: Supernatural). I think next I want to work on some psychic Oracle Mysteries and Curses. Then maybe some psychic archetypes for other classes. Kobold Cleaver wrote:
The Down Underdark, now with added Drop Bears. Area F: The Centaur Burial Mound: I've converted this to a mini adventure featuring Manticores, Gargoyles and Bats. You can download the PDF HERE As always feedback is appreciated. Clairsentient Bloodline
Bonus Feats: Enlarge Spell, Extend Spell, Iron Will, Still Spell, Silent Spell, Skill Focus (Perception), Skill Focus (Knowledge (History)) Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your insight to understand and master your mystic powers. You use your Wisdom rather than your Charisma, to determine all class features and effects related to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast number of daily uses of your bloodline powers. You gain a +2 bonus on Perception and Knowledge (History) checks.
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Sudden Insight (Su): At 9th level you may now use your Prescience ability to use True Strike as a Move Action. This expends one use of your Prescience ability. Clairsentient Defense: At 15th level you become adept at anticipating your opponent's moves by reading their surface thoughts. You gain Uncanny Dodge, furthermore you may expend one use of your Prescience ability as an immediate action to gain either Improved Uncanny Dodge or Evasion until the end of your next turn. Visionary Apotheosis: At 20th level you've mastered the art of seeing beyond your mere mortal senses. You gain Blindsight 120 ft., furthermore you may create a permanent prying eye as the spell greater prying eyes at will. Only one such eye can exist, and if a new eye is created while one is in existence the previous one winks out of existence. Int 6-7 is about Forrest Gump or 6 year old kid. Abstract concepts can be confusing, but a fine grasp of concrete ideas should be firmly in place. "The tower was really big boss!" Int 8-9 is a little slow, it takes a little longer to explain but even abstract concepts are communicable. "The tower was taller 'n the one at home boss" Int 10-11 is average, and a familiar will have little problems communicating most any concept. DΗ wrote:
You mean the current Cleave that the fighter uses in my party to great and deadly effect? R_Chance wrote:
Who is EPT? I loved the inside covers from Kingmaker. They provided both flavor and side quest ideas, as well as handy NPC portraits. In any case a single line with key information is I think the best compromise between ease of use and space. Also bolded monsters, traps, treasure and interactibles would make at-a-glance searching much easier. Much like highlighting interactive assets in video games does. These are the notes I worked from (slightly edited as I originally had additional events occur within the party. Rumours in Restov Spoiler:
Restov - The Party is greeted by Lilly Ladoca, she shows them to a very fancy hotel paid for by the Sword Lords of Restov. They are told they have a day to enjoy themselves, as the other explorers have already arrived or are expected within the day. Lilly suggests the party purchase some formal wear, as the Inauguration Ball is planned for the next day. - Rumours – Restov is abuzz, four proposed colonies are being discussed by the sword lords. It’s something of an open secret. - Rumours - Some explorers are to be anointed into the nobility by the Churches of Erastil and Pharasma. - Rumours – Lord Varn’s exploration party consisted of Maegar Varn, his daughter Holly Varn (19), and other NPCs named in VV. - Rumours – Lord Hannis Drelev is here with his wife Lady Pavetta Stoon-Drelev, his advisor Imeckus Stroon, Lord Terrion Numesti the Baron’s military adviser. - Rumours – Word has it that King Irovetti of Pitax is in Restov on diplomatic business. The Inauguration Ball
Spoiler:
- The ball begins with introductions by the Heralds. Various Brevic nobility are already in attendance. - The Dwarven contingent wants the PCs to discover and claim the Dwarven Ruins, and want first rights to any precious gem mining operations. (10 BP) (5 BP upon completion) (Diplomacy DC 17, failed check only provides half BP) - Elven contingents want to claim the Elven Ruin. They also want to found a forest Village called Tatzlford. (10 BP) (5 BP upon completion) (Diplomacy DC 15, failed check only yields half BP) - Human refugees from the Worldwound. The refugees have little to offer besides manpower, but want little besides the chance to live in the PCs kingdom free from constant Demonic invasion. (5 BP) (No Check Required) - Lord Varn’s party arrives next - Followed by the Drelev party. - The Pathfinder Society party (Venture-Captain Sascha D’vore, and guest Hollow Graves Esq.) (knowledge (history) 5 BP, failure yields only half) - Father Turvic, representing the Church of Erastil. Wants Church of Erastil to be the official church of the Kingdom. (10 BP) (knowledge (religion) DC 17, failed check yields only half) - Mother Devrin representing the Church of Pharasma. Wants Necromancy outlawed in the Kingdom.(10 BP) (knowledge (religion) DC 17, failed check yields only half). - Representatives of Brevoy (30 BP Automatic) 1. After the introductions there’s a formal dinner where an informal boasting competition happens. It comes to a close when King Irovetti bursts into the room, throwing a shield upon the floor bearing the mark of the Iron Brotherhood (the fourth band of adventurers given a charter into the lands bordering Pitax) and makes it known in no uncertain terms that he will brook no contest to his borders and that the new barons had best remember that.
Hope that helps. Some errata: The Random Encounter chance resets when an encounter is rolled.
Clarifications: The captain in his room should have gear for a third level NPC, his Tabard also counts as a cloak of resistance +1 it bears the crest of Varnhold. The Spirit is Neutral (in my game the Roc is associated with Pharasma and appears as an enormous rook). Make it clear to the players these eggs are unfertilized, and the Roc is not part of a mated pair. Thus stealing the eggs should be no big deal. When my PCs attempted this they reached each level after about 2-3 rolls. Remember one PC can make a roll or take 10, climbing gear can add a +2 bonus, aid another checks can add a further +6. Assuming only 1 PC with max ranks and a modest +3 STR bonus the party can hit a 34 routinely. The ascent might slow down near the top as they can't take 10 in the snow storm. When the PCs are descending with the eggs, they can also not take 10, furthermore anyone carrying an egg who rolls a Natural 1 gives the egg the "broken" condition. If in combat they roll a 1 or are struck by a critical hit, the egg gains the broken condition. (Can be fixed with mending). An egg with the broken condition that gains it again is destroyed. Anyway hope that helps, and I'm glad you all like it. :-) If PCs want to earn the Spirit Bonus (+2 Perception on Mountain terrain, once a year cast Breath of Life (Self only) when reduced to death). Increase the Roc's intelligence to 15. PCs must make a Diplomacy Check to make the Roc friendly. The Roc is treated as Hostile. If PCs succeed on this check the Roc offers one final challenge. PCs must make Ride, Climb and CMB checks at DC 15, 20, 25, 30 and 35. They must succeed 3 times before failing twice. Describe it as a wild ride through the mountains, if they fall determine height by rolling 4d10 and multiplying the result by 10. @CunningMongoose: I'm an avid reader, have been all of my life. I love the English language, and the formation of sentences. I've read a lot of books that might be considered dry by the modern reader and enjoyed most of them. I finished the first book of Lord of the Rings and then gave up about half way through the Two Towers. See, reading that book feels like work.
It's not "ego", or hipsterism. It's taste. Not everything is for everyone. The world is FULL of books, and works of amazing fantasy and science fiction. Some people like Jules Verne, and some people don't. Some people like H.G. Wells and some people don't. Some people like Jane Austen and some people don't. Life is too short to read every book. At some point if the level of enjoyment does not exceed the level of effort there's no shame in finding something better to do with your time. Lord of the Rings is too slow, it's a valid critique of the work. Some people enjoy a slow paced book. Other people don't. Varnhold Pass Area K
Spoiler:
The journal is mostly a record of the various surveys, with maps and information. The last few entries though reveal something disturbing. 1 Week Before the Vanishing <insert Date here> The rooftop watchers report something strange, eyes like burning coals staring just beyond the edge of the light. Constantly staring. I'll give Private Quire a week off from the night watch. The isolation must be getting to him. <date of the Vanishing>
<2 days after the vanishing>
<5 days after the vanishing>
Talon Peak
Scaling the Talon Peak requires a DC 400 cumulative Climb check. One character makes a primary Climb check others may Aid Another using Climb, Survival, Knowledge (Nature), Knowledge (Geography) or if they have the capacity to fly Fly (using Fly uses up an hour of flight time).
Once PCs have ascended beyond cumulative DC 100 the howling winds, and constant cold make rest difficult. PCs must make a DC 15 Fortitude Save or gain the Fatigued Condition, furthermore they do not gain any benefit from rest including regaining spells or hit points. At reaching Certain accumulation Characters reach one of the following areas or trigger one of the following events. Area A: The Low Plateau (CR 7)
Spoiler:
Monsters Cave Bear (Dire Bear) lives in a Cave in the low plateau. If PCs are scaling the mountain in the Winter then the bear is slumbering fitfully (Suffering a -10 on Perception checks) if the PCs choose to sneak by. Otherwise the Bear is active, PCs may attempt to sneak past it, but it is more difficult. Development: When the PCs return to this spot when climbing down the Mountain and have a trust score of 21 or less either a group or a single Centaur attempts to send the Cave Bear after the PCs.
Area B: The Cold Mephit Cliffs (CR 8)
As the PCs are scaling the side of a sheer cliff (Approximately 80 ft drop to the nearest plateau), a group of 4 Mephits attempt to steal the PC’s packs and supplies. This is a CR 8 encounter because it favors the Mephits who are capable of flight. The Mephits flee if reduced to 10 hp or less, or if half of their number die. PCs may attempt to negotiate with the Mephits with a successful DC 20 Diplomacy Check and an offer of 500 gp worth of gold, gems or magic items. Each 100 gp beyond that the PCs offer gives the PCs a +1 bonus on the Diplomacy Check. Development: Return to Mephit Cliffs CR 9 (+1 CR for Advantageous terrain for the Elementals)
Cumulative DC 250 - Event A:
Area C: Yeti Den (CR 8) (Cumulative DC 300) Monsters: Big Yan (Yeti with Large Simple Template), Young Yan (Yeti with Small Simple Template +1 Frost Ranseur and +1 Studded Leather Armour), and 2 x Yetis. Big Yan Spoiler:
Yeti ( Giant ) CR 5 XP 1600 NE Huge monstrous humanoid (cold) Init +0; Senses darkvision 60 ft., scent; Perception +10 ________________________________________ DEFENSE ________________________________________ AC 18, touch 8, flat-footed 18 (+0 Dex, +10 natural, -2 size) hp 84 (6d10+24) 31 Fort +8, Ref +5, Will +6; Immune cold; Weaknesses vulnerability to fire ________________________________________ OFFENSE ________________________________________ Speed 40 ft., climb 30 ft. Melee 2 claws +12 -2 (1d8+8 -2 plus 1d6 cold) Space 15 ft.Reach 15 ft. Special Attacks frightful gaze, rend (2 claws, 1d6+6 plus 1d6 cold) ________________________________________ STATISTICS ________________________________________ Str 27 -3, Dex 10, Con 19, Int 9, Wis 12, Cha 10; Base Atk +6; CMB 14; CMD 24 Feats Cleave, Great Fortitude, Power Attack Skills Climb +23, Intimidate +9, Perception +10, Stealth -4; Racial Modifiers +4 Stealth (+12 in snow) Languages Aklo Young Yan
Spoiler:
Yeti ( Young ) CR 3 XP 800 NE Medium monstrous humanoid (cold) Init +2; Senses darkvision 60 ft., scent; Perception +10 ________________________________________ DEFENSE ________________________________________ AC 20, touch 12, flat-footed 18 (+2 Dex, +5 natural, +3 Armour, +0 size) hp 33 (6d10) Fort +4, Ref +7, Will +6; Immune cold; Weaknesses vulnerability to fire ________________________________________ OFFENSE ________________________________________ Speed 40 ft., climb 30 ft. Melee Ranseur +6 (2d4+7+1d6 Cold); 2 claws +6 (1d4 plus 1d6 cold) Space 5 ft. Reach 5 ft. (10 ft. with Ranseur) Special Attacks frightful gaze, rend (2 claws, 1d6+6 plus 1d6 cold) ________________________________________ STATISTICS ________________________________________ Str 11, Dex 14, Con 11, Int 9, Wis 12, Cha 10; Base Atk +6; CMB 8; CMD 21 Feats Cleave, Great Fortitude, Power Attack Skills Climb +19, Intimidate +9, Perception +10, Stealth +7; Racial Modifiers +4 Stealth (+12 in snow) Languages Aklo Development
Spoiler:
A family of four NE Yetis (One with a Large Template, and One with a Young Template) reside in a chimney the PCs will need to scale to reach the top of Talon Peak. If any of the Yetis are killed they retreat deeper into the mountain. The medium yeti wields a +1 Frost Ranseur of clearly ancient elf design (stolen from the Observatory), and wears a set of +1 Studded Leather Armor. Area D: The Black Roc of Talon Peak (CR 10)
Spoiler:
An elf observatory is atop Talon Peak. A stone tower with a set of stairs twisting all the way to the top with the crushed dome at the top, the shattered remnants of an ancient telescope litters the ground at Talon Peak. When the PCs first arrive the Roc is not currently on the tower. PCs may spend an hour searching the ruins of the tower. A DC 25 Perception check uncovers an efficient scroll case (20 scrolls/wands and 5 staves; price as efficient quiver), there is also a door at the base of the tower with strange markings. A Knowledge (Nature) check DC 30 reveals these patterns as being roughly analogous to the ancient stars (PCs may take rubbings of the markings to glean this knowledge). The tower can be turned into an Observatory for half price. An Observatory can be built instead of a farm. Observatories, concerned with the science of the stars The Roc’s eggs are the size of a Medium Humanoid and weigh 50 pounds each. Due to their shape and size it’s impossible to put them away in a Bag of Holding or similar. PCs can use ropes and the like to create a harness to carry the Eggs. There are currently 6 eggs on the tower. As the PCs begin to descend from the tower, the Roc returns: BLACK ROC OF TALON PEAK CR 11
Spoiler:
XP 6,400 N Gargantuan animal Init +6; Senses low-light vision; Perception +15 DEFENSE AC 26, touch 10, flat-footed 22 (+4 Dex, +16 natural, –4 size) hp 152 (16d8+80) Fort +15, Ref +16, Will +10 Defensive Abilities DR 10/Cold Iron; SR 21; Resist cold 10, electricity 10 OFFENSE Speed 20 ft., fly 80 ft. (average) Melee 2 talons +20 (2d6+11/19–20 plus grab), bite +19 (2d8+11) Space 20 ft.; Reach 15 ft. STATISTICS Str 32, Dex 19, Con 21, Int 2, Wis 16, Cha 15 Base Atk +12; CMB +27 (+31 grapple); CMD 41 Feats Flyby Attack, Improved Critical (talons), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception),Weapon Focus (talons) Skills Fly +9, Perception +17 Tactics: The Roc only fights until it has been reduced to a quarter of its HP, at which point it flies off seeking another nest (Possibly area Z). Event D: As the PCs descend beneath the cloud level the snow becomes much heavier, as it seems the mountain itself seems angry at the PC's thievery.
I halved the BP from Restov and had Elven and Dwarven delegates as well
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