Stirge

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Organized Play Member. 1,367 posts. 2 reviews. 1 list. No wishlists. 3 Organized Play characters. 1 alias.



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Savage Pathfinder: Year of Corruption's Reach

Once the PDFs of Pathfinder for Savage Worlds are released, I hope to run a Roll20 game of one shots featuring the Pathfinder Society scenarios for Year of Corruptions' Reach. Looking for players and GMs that would be interested.

Roll20 Page


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Just a note to say that the RandomTableWiki has been integrated with DM's Familiar now. So in addition to the stuff above that DMF does, it can only give you random table results right in the program.


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DM's Familiar - a Windows program to help a Pathfinder GM run a better game - is now free. You can download it from this link.

DM's Familiar features --

Combat Board to keep your combats organized and running smoothly. Initiative roller, hit point tracker, roller for attack/damage, and lots more.

Reference Library that puts all the rules at your fingertops for quick lookups.

Codex Tree for tracking all your game related notes.

A video overview of DM's Familiar on the website as well..


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You just want to print the standard monster, or you're looking for a program that lets you make modifications, apply templates, and then prints that?


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My new Kickstarter, the Random Table Wiki, has launched! You'll find it here:
RandomTableWiki Kickstarter

The RTW (random table wiki) has two parts: A wiki where anyone can contribute random tables or enhance existing ones and then a website where you can request rolls on those tables.

This is already working! You can view the wiki here:
The Wiki

And you can roll on those tables using the website here:
Wiki Request Roller

If you back the project at the I Can't Wait level or higher, then you can start adding to the wiki right now.

Thanks for taking a look!


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Everything Lloyd said regarding Kessle. On a different note:

If anyone disagrees with the rogue, the rogue attacks them? Why in the world would your party keep him around?

It sounds like this player has created a character that doesn't work well in a group. That's a recipe for disaster. Kessle isn't the problem - the rogue is the problem. Your game needs to get that resolved.


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As to how this came about...

Spoiler:

The party had acquired the bow and were investigating the plains. The centaur riding party came up to them, some harsh words were traded, the centaurs spotted the bow in the ranger's hands, rode up to him, and demanded he hand it over. Blows ensued (PCs first), the PCs killing all 6 centaurs.

They've rescued the daughter which has bought them some peace - the leader agreeing not to attack the humans as long as they don't move east at all. My players don't recognize that treaty.


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Vic Wertz wrote:

...and only Wizards of the Coast can definitively tell you how to use (or not use) the OGL;

Splitting hairs here but there's enough incorrect OGL information out there maybe it's worth doing:

Once WotC released the OGL to the world, they lost control of it. They can tell you what they *intended*, but they certainly can't tell you how or how not to use it. Only a judge can do that at this point.


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Troubleshooter wrote:
it kinda sucks as a player for the GM to say "You weren't supposed to take that, so bam, here's assassins you can't survive";

That was good advice and got me thinking. I decided to provide the player with an out, show the power of Irovetti so he could realize the trouble he's in, and give him time to somehow return/lose the rod so he wouldn't feel that wrath:

[spoiler]I decided that Irovetti had a long running problem with Ilori, the thieves guild leader. The King immediately assumed it was her and went after her rather than suspecting anyone else.

The King immediately scryed and learned it was in a bag of holding (mistake on my part, you can't scry an item). The party learned of this so they know the King has access to relatively high level magic. The also saw fires buring in Pitax as Irovetti laid waste to the part of town the thieves control.

After three days, the thieves were wiped out, but no rod. Ilori escaped and I can use her how I like at this point. /spoiler]

This, of course, made no difference to the player and he ended up framing the Drelevs for the theft. The King found the rod in the lake where the player left it and the Drelevs were hauled off to the castle dungeon.


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Had a player once with a body order problem. Whomever showed up last to the game had to sit next to him. Promptest starting game ever.


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LazarX wrote:
Is there a point to this post besides trolling?

Is there a point to that question besides trolling?

I enjoy APs and am interested in others I may not know about. Since I've never heard of Masks or Pendragon, the question has worked out wonderfully.


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Pffft, -4 on a double move. That just means it takes a few more rounds and a few more arrows.

Hmm, what's good for the players.. I need a mount that moves faster than 50.


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You're right in that the PCs don't *need* this to go into the forest. It serves two points:

1) Restov considers this "their" lands - they call it the Stolen Lands. Restov thinks you need permission. There are Brevoy troops in that area. PCs acting on their own could get into some trouble.

2) It's more of a "prove yourselves to Restov" type of charter than it is a necessary permission. Restov is saying "do this and more good things will come". The charter is making that arrangement semi-official.

If that's still a problem, I'd go ahead and tell the PCs upfront about the second charter. "We want to build a city down there. Clear it out and we'll fund you later on to get that city started."


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An additional rule I was thinking of for Kingdom Building.

While this adds another complication, I think it's worth it for the interesting hooks it provides.

Trade

The economy score of a kingdom is the POTENTIAL MAXIMUM economy for the kingdom. The ACTUAL economy of your kingdom, the value you use for the economy roll, depends on the TRADE your kingdom has created. Your Trade score can never be more than your Economy score. You get Trade by building trade routes and having trade agreements with other kingdoms.

The actual amount of TRADE you get from a trade route or a trade agreement is up to the GM. Some examples might be:

* A kingdom can generate 10 points of Trade just on it's own.

* Any economy added from building roads counts as Trade

* Any economy bonus of a resource counts as Trade

* Connecting your kingdom to another kingdom via roads, +5

* Signing a trade agreement with another settlement (Thorp +2, Hamlet +4, Village +8, Small Town +16, Large Town +24, Small City +32, Large City +40, Metropolis +48). This bonus is limited to half of the total economy.

---------------
So for Kingmaker, the PCs can get +10 Trade for their own kingdom. Restov would provide a trade agreement providing up to +40 Trade. So if the Kingdom is Economy 30, the Trade Route score is 10 for their kingdom + 15 from Restov (max of half the PC's economy) = 25. The PCs aren't getting their maximum economy. They'll need to arrange some more Trade.

The PCs might turn at this point to Varnhold or Drelev to sign trade agreements. That would certainly make books 3 & 4 more interesting.


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3.5 Loyalist wrote:
Naaa, I wouldn't turn it into a wage thing. People might start getting narky like entitled consumers if you did.

As opposed to how many players treat the GM now.


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A little extra I've added for Lady Quintessa Maray:

Spoiler:

I've decided that she's an agent of Nyrissa, sent to keep an eye on the civilized races. She's a consummate spy who's infiltrated many places in Brevoy and the Stolen Lands.

IMC, one player gave me a background detailing a witch he saved at a campsite. This is her first appearance. Using her connections, she got the PC assigned to the expedition. She's told this PC she's an agent of the Swordlords keeping an eye on each expedition. She shows up at Oleg's once a month and the PC gives her a full update on everything that is happening. If bad things happen in kingdom building, she may well be behind it.

In Varnhold - haven't decided her role yet.

In Fort Drelev - she's Lady Quintessa as written.

In Pitax, she's the bard that represents Pitax in the boasting competition.

Thousand Screams - Haven't read it yet. Not sure if she makes an appearance here or not - not sure if she'll live that long.

Is she still just a human bard? Not sure yet. It's early and I don't have to decide.


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http://www.rpgnow.com/product/16544/Tournaments%2C-Fairs%2C-and-Taverns?it= 1

1/5

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Looking at you, chase scene in God's Market Gamble.


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Oh, duh, you're right. The wizard has cover from the nightwing (the nightwing can trace a line to one corner of the wizard, but the line to the other corners are blocked), but the nightwing would have no cover from the wizard (the wizard can trace a line to every corner of the nightwing from his one good corner).

The "Do I Have Line of Effect" is: Any one of my corners to any one of the target's corners.

The "Does My Target Have Cover" is: My best corner, to all corners of the target. If any of those are blocked, the target has cover.


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I'm not sold on the reincarnation idea, but certainly having more agents of N show up in the adventure is a good idea. Linking them together with the same ominous catchphrase is good as well.

Spoiler:
What if Tartuk is the first incarnation of this? Rather than being a deranged gnome, he's an agent of Narissa sent to kill the kobolds and aid her allies (since mites are fey)?

Tartuk is described as bright purple, which matches nicely to the First World. You could repeat that color for the other incarnations.

What if Old Sharptooth was hiding a statue of Narissa inside it? The kobold sacrifices were really sacrifices to Narissa. What about changing Tartuk from an actual kobold into some sort of disguised fey? Is that giving away too much too early?


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No way that's RAI.

(1) If it was meant to work that way, then the wording of Fluury and Many Shot is pointless. Why would it say "as a full attack action" for those things if you get all the benefit and then decide not to make extra attacks and move?

(2) "Deciding between an Attack or a Full Attack" - Notice that this says deciding BETWEEN those two things. It doesn't say you get to start with a Full Attack and then turn it into something else. It says "After your first attack" - it doesn't say "after you've started a full attack you can cancel it". It says you make an attack - a normal attack - and then you can decide to turn that into a Full Attack.

(3) There's nothing "weird" about the target dropping on the first part of the full attack. Loading up those two arrows for many shot takes more time than a standard action. Setting up and delivering the combo for Flurry takes more than a standard action.


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This site has a ton of really good, 3.5 compatiable stuff.


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The Driving DC is 20 for both Tier 1-2 and 4-5? Because a 20 is pretty darn difficult for 1st level PCs. This provided a lot of hilarity when I ran it as things quickly went to crap, but I could certainly see a lot of groups being very frustrated at having so little control over such an important aspect of the module.

1/5

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It sounds like you've got a solid group of people that really want to play and a second group that doesn't much care. Why are we making the people that care accommodate the people that don't?

I'd give pregens of the needed level to the casual players. As already stated, they're casual. They don't care what they're playing.

Or, since this is a home game and we don't have to worry about legal PFS characters, just level up the casual players to join the committed ones.

But, whatever you do, don't penalize your group of interested players.


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Thread resurrection:

The problem I see is that Endless Night is an information gathering mission but the adventure doesn't give any ways to get that information other than "eventually, the BBEG gives it to you".

Fighting the driders gives no info. The battle with Safan gives no info. Being a servant offers no direct info.

The DM needs some somewhat generic encounters to use depending on what the PCs are up to. If it's just Gather Info checks for basic background, we need a seedy tavern with some roleplay scenario to learn it. For more secretive info, we need a NPC with the answer and some situation for the PCs to get it from them (kidnap, blackmail, breaking & entering).

I see a lot of work re-purposing what is already there to use when my PCs go seeking answers.


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A DM's Familiar dataset is now available for Shadow in the Sky. It can be downloaded here.

DM's Familiar is a program you use at the gaming table to run your combat's faster and smoother, easily look up rules, and keep your game organized. The dataset contains the OGC creatures from the adventure so that you don't have to do any data entry!


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Davashuum's betrayal is an interesting story but it loses much of it's punch since it occurs off camera, the PCs don't meet either PC before this happens, and the PCs don't learn of it until much later. Here's my take on improving things:

Just as Jhavhul works for Yemeri's attention, Andrathai and the Templars compete for Nefeshti's attention. Andrathai had all but won this competition but the rivalry still existed.

Due to this rivalry, Andrathai did not inform the rest of the Templars of his plan to defeat Jhavhul -- his defeat was to be Andrathai's crowning achievement. While Andrathai's plan went awry, the rest of the Templars simply believed that Andrathai had destroyed Jhavhul and his army in one cataclysmic magical blast. Nefeshti believed that Andrathai had sacrificed himself to assure her safety.

Nefeshti is despondent and sick from the war, wanting nothing more to do with it. This leads to Vardishal leaving. Kardswann, the scout, was not content to sit and do nothing and eventually succumbs to his wanderlust and leaves. Zaifyd, Pazhvann and Davashuum remain with Nefeshti, each hoping she eventually grows out of her depression and notices them still around.

Over the years, unscrupulous humans, genies and outsiders cruelly tempted Nefeshti with false news about her lost lover in hopes of gaining her favor. Eventually, Nefeshti banned all talk of Andrathai and what had happened.

When Zaifyd learns of the Scroll, he sees this as his chance to gain Nefeshti's favor. He leaves in hopes of finding it, slowly losing his power as his search takes much longer than he planned.

When the scroll eventually turns up in Katapesh, it first comes to the attention of Pazhvann. He goes to the capital and poses as a buyer for the scroll. If turned down or if the PCs learn who he truly is, Pazhvann reveals himself. Pazhvann only wants to know if the scroll is real. If the PCs will agree to tell him everything Rayhan learns, he agrees to tell them about Nefeshti and the Templars (thus getting out some info that hasn't really gotten out at this point). Once he knows if the scroll is real or not, he'll return to Nefeshti and inform her.

Davashuum is no fool though and quickly realizes what Pazhvann is up to. He too journeys to Katapesh but, lacking the scruples of the other Templars, he simply shows up to the PCs and demands the scroll. When that doesn't work, he attacks the PCs to take the scroll by force.

Hopefully the PCs are on good terms with Pazhvann, who shows up to aid the PCs against Davashuum. It is during this fight that Davashuum kills Pazhvann. The genie then turns back to finish off the PCs.

The absence of her last two Templars has been noticed though by Nefeshti. Sensing the death of one of her Templars, she appears over Pazhvann's body. Seeing what has happened, she strips Davashuum of his powers and banishes him from the city. The genie flees before the PCs can do much about it.

Nefeshti's sees the scoll and asks if it really is Andrathai's. She touches it tenderly, a tear rolling down her cheek, before teleporting away.

Davashuum travels the countryside in disgrace until Jhavhul's return. Sensing his opportunity for revenge, he joins forces with the efreet.


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Mandor wrote:
As I read through the module, I keep coming back to one question I can't find an answer for - why should anyone care about Kelmarane?

When Vardishal loses favor with Nefeshti, he returns to Kelmarene as well to keep an eye on things. Seems like the place is very important but we don't really know why.

What if the final battle between Jhavul and the Templars took place on what is now Kelmarene? Vardishal returns there as the site of his greatest victory, Jhavul stops there to 'desecrate' the site, Nefeshti cares about it because... uh....Vardishal cared about it and she wants to honor him? The Moldspeaker is driven there by Vardishal's need to reclaim his base.

Or maybe it's not a simple matter of it being just the site of the final battle. Perhaps when Jhavul was sucked into Kashikon it also sucked in some other stuff - magic items? arcane power site? some item of Nefeshti's? When the scroll is destroyed, that item reappears in Kelmarene and the PCs have reason to go get it.


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This is the starting setup I gave my players:

Almah’s funds gives 10 BP to start

2 districts in the city have been cleared and are ready for use (the upper city and the lower city). The Consumption cost on each district is 1 so you may want to wait for the city to be profitable before starting to use both of those districts.

Leadership positions: Almah is Ruler of the city, Garavel will be treasurer. Other positions are open to PCs and NPCs with Almah deciding.

The following buildings currently exist in the town though in some disrepair. They must be completed before they are any use in kingdom building. The buildings are as follows:

Building, BPs Already Present, BP to Complete
Graveyard, 2, 4
Guildhall, 10, 34
House, 2, 3
House, 2, 3
House, 1, 3
House, 1, 3
Inn,6,10
Mansion, 9,10 (Almah has awarded this building to you)
Mill,2,10
Noble Villa,8,24
Stable,3,10
Tannery,4,6
Temple,10,32
Watchtower,4,12

The building known as the Battle Market actually works as a collection of buildings:
Shop,7,8
Shop,6,8
Shop,3,8
Mansion,8,10: Almah’s quarters inside the battle market

While I’ve given some of these buildings names, some of them could be re-purposed as other buildings.

Desert hexes cost 2 BP to clear, 1 month before you can start placing buildings. Roads in a desert hex cost 1 BP. A desert hex can be used as farmland only if a water source is present.


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Thoughts on bringing the Kingdom Rules from River Runs Red into Legacy of Fire and specifically on building up Kalmarane? I was trying to figure out how to get my characters interested in saving this city, letting them build it up would be the obvious way.

I haven't grokk'd the kingdom rules yet so I've got no specifics to offer but had some general thoughts: Since the town already has some buildings, it might be cheaper to refurbish some of them (lower BP cost). Being in a desert and lacking resources, maybe 3 month time frames would be better than quarterly. Along the same vein, I'm not sure how many hexes the kingdom can really spread to.


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Just an observation:
If the PCs can move quickly, they'll bypass the last two encounters of Scarwall. Jumping into the blue-light shaft gets them past Idlevrok since he won't pursue. Kleestad has no good way to deal with flyers and he's too big to pursue down the tunnels.

For my campaign, they flew down the blue-shaft, flew out to the island to grab the sword, and left. Kleestad got in one breath weapon before the party disappeared down the tunnels.

If you don't want things that easy, Idlevrok could be the only one to open the blue-light shaft and not until he gets a curate. A portcullis the gugs can close would keep the flyers from fleeing (and give a thief something to do).


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All of the hooks in Seven Days to the Grave are of the “NPC tells the party to go to X” variety. I want the PCs investigations to lead them to the various hooks, not for NPCs to lead them there. Also, the story of the Direption has some issues as noted in other threads. My ideas for changing the adventure to give the PCs clues to follow-up on:

The cult is going to spread disease by having others unknowingly spread it for them. They find some greedy merchants willing to turn over some of their merchandise, the cult infects it, gives it back, and asks the merchant to sell it quickly and cheaply. In return for this, the merchant is paid handsomely. Unfortunately for the merchant, the cult is going to kill the merchant shortly afterwards so that no trace is left.

The cult also used an intermediary, Girrigz and his gang of wererats, to make the deals and distribute the Death Head Coffers (DHCs).

The merchants in question:

Giotorri's Toys: Infected items were some simple rag dolls. Giottorri put these out for display on the street where many children played with them and they were quickly stolen (not that Giotorri cared). Brieena is clutching one of these dolls when the PCs come to see her. At the temple of Abadar, they might also see one or two other sick children with the dolls. This is the major clue to start the adventure.

At Giotorri’s, the PCs hopefully find the Death Head Coffer (DHC) and the key to the vault of Abadar. Using Locate Object, they can track down other DHC. At Abadar’s, they can check with the sick priests to see if anybody else unusual made a large deposit.

Kreel McGee: Runs a small stall in the Reefclaw Run Market that sells crackers. The Red Mantis assasins found Kreel, killed him, and stuffed him into his flour bin (the ragged cut across his throat being a chance to forshadow the Red Mantis). Kreel had finished with the DHC and tossed it in the small creek behind his stall. PCs can find this with Locate Object.

Brio Sage: The elder member of Hessim, Newby, and Sage; Brio was happy for a chance to earn some corn he doesn’t have to share with the others. He happily received dozens of small tainted jars of white paint. Brio can come to the PCs attention because of the priest that was made sick when Brio came to open a new, private account. Brio can be found in his home, his throat cut out by a Red Mantis blade. The assassins took the DHCs with them.

Ruis Vindmel: Ruis worked at the West End docks selling fish dumplings on a stick. His tainted sticks have infected dozens of dock workers. Rius got nervous about the deal and decided that it would be best to leave town in a hurry. He booked passage on the Direption and sailed away.

He would have made it except for the Red Mantis that were hot on his tail. The Red Mantis ended up having to kill all of the crew and they then burnt the ship to hide their tracks. (So, rather than the Direption being a plague ship coming in, it is a ship that burns and sinks in the harbor as it was leaving.) Bodies that float ashore have the jagged cut throat that Brio and Kreel do.

The PCs can learn about Ruis from a sick priest of Abadar who describes a very nervous Ruis emptying out his account. Ruis’ home is ransacked by the Red Mantis. Gather Information at the docks will let the PCs know that Ruis was on the Direption. Locate Object in the harbor (it’s too far out and too far down to have worked from land) will lead to the Yvicca encounters (might move that to sea caves rather than remains of the ship).

Lavender: Received several bottles of tainted perfume from the cult. She happily sprayed thes on her customers. Once all of her customers got sick, Lavendar needed a new line of business and started selling fake plague cures. (Lavendar hasn’t put 2 and 2 together though to realize she helped do it).

Lavendar still has the DHC in her office and it can be found with Locate Object. The spawn that killed Giotorri were supposed to kill Lavendar but they never got around to it. If Lavendar can be made to talk, she can lead the PCs to the inn and identify the gang member who was her contact. That member will give up the location of the wererats in the sewers. Papers in Girrigz lair might implicate the doctor again or perhaps he has a doctor’s mask.

Carowyn Manor: The Queen wanted the Carowyn's gone and got that message delivered to Dr. Davalus. Dr. Davalus approached the Carowyn's and told them of his desire to be "introduced" to Korvosan society. He gave them a large supply of tainted money for them to throw a party in his honor.

Unfortunately, Lord Carowyn turned this money over to his servants without touching it. The servants spent it at the Three Rings tavern buying the party supplies. Once Davalus saw that the Carowyn's themselves were not getting sick, he told Rolth to finish the job (who then sent Jolistina to do it).

The PCs can learn of the Carowyn's by questioning the sick staff at the Three Rings.


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Dataset of Burnt Offerings for DM's Familiar.