Werewolf

Drawdy's page

Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber. Organized Play Member. 119 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.


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John Woodford wrote:

Maybe one time in fifty (if that), someone volunteers to GM, which is enough of a success rate to keep people doing

When I was younger I fantasized about getting paid to GM. I think that’s a great opportunity for GMs now. Supply and demand: get paid.

What would be cool is a website (like Healthgrades or Avvo) where GMs could advertise and be rated by players. Maybe some entrepreneurial web person reading this will do that.


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Ventnor wrote:
Maybe some kind of evil mage or monster is corrupting the Forest Grove where a family of unicorns live. Having heard of a pair of brave heroines who helped other people, the youngest unicorn seeks them out and begs them to save her home.

Good thing I ordered 3 unicorn miniatures. I had originally thought to just get 1.


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yukongil wrote:
just run Legend, maybe leave out The Darkness depending on what you believe they can handle, but I loved that movie at a much younger age. Nigh perfect fantasy trope movie

Legend is such an awesome movie! I think the scenario below is kind of close. Maybe I'll show them Legend then run it. The soundtrack is great, too. I actually have the CD. I don't think they sold it in the states. One of my best friends got it for me overseas.


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VoodistMonk wrote:

Have the party come across a gathering of unicorns in the forest.

Either a ray of sunshine or a moonbeam breaks through the canopy of the forest, illuminating a stone statue of a majestic horse. The unicorns are extremely territorial/protective of the statue, and do not let the party enter the clearing. A good Perception check will correctly tell that the statue is not of a horse, but a unicorn with its horn missing. The chip in the statue where its horn should be is deep and ugly, and there is an expression of pain and suffering on the statue's face.

If the party successfully persuade any of the unicorns to speak, they will learn that something evil has befallen their queen. A trap has turned her to stone. And worse, yet, someone was so cruel as to remove her horn. Without it, she will surely die. Insert sobbing princess unicorn here.

If they decide to help the unicorns, and start searching/snooping/meddling/asking around... they may happen to find a shady merchant/gypsy that "might" know where to get your hands on some unicorn blood, for the right price, that is. This gypsy is just a fence for the local underground, not at all the heart of the problem, but just the tip of the iceberg.

Pursuing the lead on unicorn blood leads down a rabbit hole of benign rogues and petty bandits, tricky Fey, and to the doorsteps of an undead worshipping cult...

For the first chapter of this adventure, I would have the cult be a dead end. Not responsible for the trap, or the missing horn. The leader of the cult is the CR4 Ghast Cleric on D20PFSRD. Complete with its level 1 Ghoul Fighter bodyguards.

Disappointed and ultimately empty-handed as far as a cure for the unicorn queen is concerned, the party can return to the unicorns or continue on their way... regardless, they have attracted the attention of the true culprit.

The true culprit of this story is a family of vampires... not just a family, a dynasty. And not just a dynasty of vampires, but a dynasty of vampires that specifically hunt unicorns....

You must be an author. I think I'm going to go with this.

PS - you should make this a module.


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VoodistMonk wrote:
I guess the trick really is to just watch Care Bears, Smurfs, and My Little Pony enough to get the right balance between dire circumstances of epic importance and enjoyable candyland adventure.

As the great Meatloaf says, "I'd do anything for love, but I won't do that."


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PossibleCabbage wrote:

The two key things to keep in mind when running a game for children is, in my experience:

-Don't assume combat, ever. Kids are going to want to make friends with just really random things and you should let them if they put in the work and get the rolls.

-Kids never enjoy hurting animals, so avoid all combats against wolves, et al.

So if we're doing "unicorns are going missing, and the clues point towards orcs" make sure that you can at least conjure a defensible (if misguided) reason that this is happening from the orcs' perspective.

Oops...they just killed some wolves last session. They didn't have a problem with it. I must be raising thugs! :-)


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Quixote wrote:

-the prince is very sick. Desperate for a cure, the king hires some mercenaries to capture a unicorn, not realizing it'd be a lot easier to ask for the creature's aid.

-a woman in grey has been seen in the sacred grove. She turns out to be a medusa (with heavy veils) seeking the aid of the unicorn that dwells there, for she has accidentally turned her true love to stone.

-children have been going missing and strange lights have been seen in the forest. A doorway to Faerie has opened, and the children wandered (or were lured) in, and some other things (pixies, unicorns, gremlins, etc) have wandered out.

-the lion and the unicorn are fighting for the crown. But the crown has gone missing. Can the heroes find it before the two proud beasts clash with hoof and claw?

Oh yeah...my girls would LOVE to ride the unicorns!


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JiaYou wrote:
Drawdy wrote:

I've got 9 & 11 year-old daughters. They've done a handful of short sessions and are 2nd level. I want to design an adventure with unicorns in it because they will love that.

Any plot ideas? My first thought was orcs "kidnapping" unicorns.

Horns of the Hunted is sort of a plug-in for Kingmaker but can absolutely be run as a standalone adventure. It's written for higher-level characters but that's easy enough to tweak. Has Forlarrens in it, who when they kill or incapacitate someone start breaking down and crying out of remorse, which is thematically kinda nice...

Dang... 4 ideas just like that. I wish I had that type of creativity. Thanks!


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JiaYou wrote:
Drawdy wrote:

I've got 9 & 11 year-old daughters. They've done a handful of short sessions and are 2nd level. I want to design an adventure with unicorns in it because they will love that.

Any plot ideas? My first thought was orcs "kidnapping" unicorns.

Horns of the Hunted is sort of a plug-in for Kingmaker but can absolutely be run as a standalone adventure. It's written for higher-level characters but that's easy enough to tweak. Has Forlarrens in it, who when they kill or incapacitate someone start breaking down and crying out of remorse, which is thematically kinda nice...

That must be in book 5 or 6. My group just finished book 4! :-)


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I've got 9 & 11 year-old daughters. They've done a handful of short sessions and are 2nd level. I want to design an adventure with unicorns in it because they will love that.

Any plot ideas? My first thought was orcs "kidnapping" unicorns.


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Steve Geddes wrote:

I don’t know, but it’s a reasonably well known glitch to sew in an incorrect packet of pages and double up like this. You should start a separate thread irrespective of whether it’s universal or just a few of you, in my view.

It’s likely that will be the remedy regardless of how widespread the problem is. May as well get the ball rolling.

Mine did, too. I emailed back on May 16, but they're still getting through April e-mails. Paizo usually gets it right once they get to the issue so I'm being patient.


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Sam Phelan wrote:

Hello Drawdy,

Sending an email to the aforementioned email address with pictures of the defect to the book would be the best way to replace a defective book. Once we have that I can set up a replacement for you as well.

For the future, it is best to start your own thread in the Customer Service forum even if its the same problem to ensure we don't miss it. Luckily I glanced back through some of my last responses today!

Ok. Sorry about that. Email sent.

Now that there's 2, it's a little scary isn't it? I think you outsource your printing so it will be interesting to see how the printer reacts if it's every copy.


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Sam Phelan wrote:

Hello Anthony,

Thank you for sending the pictures! I have set up a replacement order for Planar Adventures. You should soon receive a confirmation email providing you the details of this replacement order. If you have any questions or concerns, please let me know. Thank you!

The same exact thing is wrong with mine. I can also send pictures and/or give it to you at GenCon.


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I've added 1-3 to my cart, but before I buy and introduce my elementary-aged kids to Pathfinder, I need to know when/if the rest of the Adventures in Wonderland series will come out. I don't want to leave my kids hanging!


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Michael Brock wrote:


I'm a Falcons' season ticket holder.

Let me know if you need me to chaperone Wes to a couple of games in your absence. :-)


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Charles Evans 25 wrote:


Seriously, congratulations though, and we'll all have to see if you last much longer than 12 months... ;)

Knowing Mike as well as I do I can assure you the only way he wouldn't last 12 months is if they promote him to another position. :-)


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Mayor May Knot wrote:

Into the Maw’s Lillianth seems like a wrecking ball. Of course, she’s a melee punisher. But what I like best is that she is a “brilliant tactician” with 18 intelligence. She’s had enough time on her hands (I count six) to think about how to defend her territory. She has a nice set of at-will spell-like abilities. Here’s some of the things she could do for a tactical advantage:

>make dozens of blade barriers to funnel attackers

>patrol her area with project image for advanced warning and hit-and-run blade barriers

>telekinesis 375 pound hunks of lava out of the pool to make walls, traps, or rough terrain. I’m thinking about having her add five feet of ill-supported walkway around the edge of the pool.

> given time, she could make crude objects from hardened lava. Flyers may pause if they see giant open-bottom cages hanging from the ceiling over the pool (telekinesis to pull a pin and drop a cage).

Did anyone else give her special tactics?

Very nice! We're not there yet but I'm going to use your tactics.


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Ready to roll! See everybody at the Nest Saturday!


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Salazar wrote:
Drawdy wrote:
GeraintElberion wrote:
Drawdy wrote:

Can we pay extra to have them painted? I won't use unpainted minis and I don't paint. Unfortunately this causes me to be stuck with WoTC plastic minis...

Perhaps Paizo/Reaper would consider having a "paint" area in their assembly line and give us the option of ordering painted or unpainted?

There are independent studios which will do this. It's expensive.
So not as part of the production process? About how much are they? Is there a website?

Prices vary widely according to the level of quality you desire. Doing a websearch for Miniature Painting Service will give you a large list of studios.

One I've used in the past and really liked their work is PigmentedMiniatures.com.

Thanks!


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GeraintElberion wrote:
Drawdy wrote:

Can we pay extra to have them painted? I won't use unpainted minis and I don't paint. Unfortunately this causes me to be stuck with WoTC plastic minis...

Perhaps Paizo/Reaper would consider having a "paint" area in their assembly line and give us the option of ordering painted or unpainted?

There are independent studios which will do this. It's expensive.

So not as part of the production process? About how much are they? Is there a website?


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Can we pay extra to have them painted? I won't use unpainted minis and I don't paint. Unfortunately this causes me to be stuck with WoTC plastic minis...

Perhaps Paizo/Reaper would consider having a "paint" area in their assembly line and give us the option of ordering painted or unpainted?


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I was kind of disappointed. Vanthus landed, said his thing, and dominated Lavinia. Then Round 1: Vanthus rolls the lowest initiative. Before he can go the paladin charges and confirms a crit hit for max damage of 82 points. The wizard casts many jaws doing 20 points. The druid's dire wolf has to run a long way (double move) to arrive next to Vanthus. The others do non-damaging actions.

On his first turn Vanthus has 24 HP left and decides to fly straight up to get out of the flanking/melee situation. Two AOOs. The dire wolf and paladin hit for 18 points. Vanthus goes 50 feet up.

Next round: Many jaws can only travel 40 feet, thank goodness. The cleric is the only one who can hit and he does 7 points which brings Vanthus to -1. Well no way. I at least decide he will take his action to drop the pearl. Although they are not within 5' as described in the AP I give the PCs a DC 20 reflex save which they easily make to catch the pearl.

Next round: Someone hits and drops Vanthus out of the sky, but he is still not -10. So they tie him up and interrogate him. They have a trial and I allow Avner to be defense council. Oh how they hate him!

Overall, Vanthus did pitifully as the BBEG. He did not even get a "real" attack off.

However, the vrocks came VERY close to finishing their Dance of Ruin. After the PCs stopped the dance I told them the consequesnces and did a what if and 2 of the 4 would have dropped below -10 with the 20d6 damage I rolled.


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"Is this the same account that you subscribed with?"

Yes, or at least it definitely should be. I have no other account of which I am aware and this is the account the links in the e-mails takes me to.

Also, they do not show up at all. I do understand the personalization as I have done that for the beta release, etc.

So, it appears there is another problem. I suppose multiple accounts cannot be written off as a possibility, but it does seem unlikely.

I guess I wait for a Paizo tech person now, right? :-)


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Hello,

I am a subscriber to the Pathfinder AP printed materials. Sometimes I get e-mails regarding PDFs which are ready for download. For example, I got some this week about issue #24 being updated and now ready for download. However, whenever I have clicked on the link and gone to "My Downloads" the PDFs for the Pathfinder APs are not available to me.

Am I supposed to be able to download these and if so, how? Also, would these be the complete "modules" or similar to the old Dungeon downloads, which I really loved because I could print out visuals for my players.

Thanks i nadvance for your assistance!

John


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Abraham spalding wrote:

The question becomes what type of illusion magic?

They all act differently, and could even cause the mind into fooling itself into seeing what the illusion says it should see depending on the effect used to create the disguise.

For those still playing the STAP beware, there are spoilers.

I'm the DM for htis. It was the "Permanent Image" in the Rakasta temple in Tides of Dread. This illusion has smell, touch, and taste. If I remember from Olangru, he had similar illusions that were supposed to react to the environment...? My memory isn't that great so I just tried to adjudicate on the fly as best I could.

My bottom line was the players did what they were "supposed" to do so I didn't have them take damage.


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I didn't do anything with Fiddler's Cave, but I prepped a side quest to Evermire which I set up to be a plot line to continue after the STAP has been completed. Let me know if you want info on that.


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Tony Wilkinson wrote:

Gday All,

If anyone is interested I did find this;

http://recipes.rollspelshornan.se/Scenarios/HiddenShrineOfTamoachan

I've not had a good look yet so I don't know how good/useful it is but still...

TONY.

Unfortunately it was converted into some other gaming system of which I am unaware. I don't think it's very compatible with D&D. But thanks for the post!


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Matthew Vincent wrote:

Here's how I normally measure toys:

1" = medium
2" = large
4" = Huge
8" = Gargantuan
16" = Colossal

I've found that the WotC minis generally will measure between the area occupied and the 1.5 times that much so I kind of use this rule of thumb:

1" - 1.5" = medium
2" -3" = large
3" -4.5" = Huge
4" - 6" = Gargantuan
8" -12" = Colossal

I think WotC made a big (pun intended) mistake when they made went from 4 squares for G to 8 for C. I've had to argue this point before and what always works is for me to show it visually....everyone agrees after I show it this way: Take your playing mat and trace the area of a medium then, using the same bottom left corner as you did for the medium, trace out the area of a large so that the medium tracig is contained within the large. Do the same for huge, gargantuan, and then colossal and you will see the disparity.

I think gargantuan should have been 6" and huge 4" or they should have had something between gargantuan and collosal. Well, it's a moot point now, right?

Anyway, I have been looking online for hours for dinosaur minis using a 1/60 scale. The most common is 1/40, which puts a huge triceratops at about 9" long...collosal. However, in reality the triceratops was 25' - 30' long (including tail). Five or Six squares less 5' - 10' of tail...perhaps it really should have been originally statted in the MM as gargantuan? Has anyone statted the H dinos up to G?


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Guy Humual wrote:
I'm going to guess that the original expedition had a small flotilla of ships because Farshore is later listed as having small fishing ships. What likely happened is the original expedition included one or more larger ships (like a galley which can carry 300) but the ships were likely damaged on the trip over and were cannibalized by the settlement for construction material.

Great! Actually their were only two ships, but it was never said what type of ship the Mercurial was so we can "assume" it was a galley which would mean up to 330 could have travelled there to begin with and about 30 came back for more supplies. It makes it possible.

Also, I've really enjoyed the Lidu diaries.


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For those of you who had parties complete the STAP...were they level 20 before the big show down?


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I increased Olagru by the # of HD required to reach Large size. It boosted him to a CR 11, which was tough for the party but they did defeat him and enjoyed the tough boss monster. My players are really good, though, and haven't had any real problems other than the hydra killing one of them.

With the extra HD and size will come increased stretgh and con. The AC and attack are decreased for size, but he picks up +1 nat armor and attack goes up with the HD. Also, the damage die increase. He's tough...


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I actually have an Excel spreadsheet with dates, phases of the moons, and weather (used the 1984 WoG Glossography wih some modifications) and events listed. If anyone wants a copy which is updated to the beginning of TOD give me your e-mail address.


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Starting TOD next session. Question: Weren't the Mercurial and the Blue Nixie the only two ships that arrived in Farshore originally? They are the only two mentioned and there are no other ships in Farshore as of TOD. So, if a caravel can bring about 30 people or so how did the population of Farshore get to 240 not to mention the minimum crew of 14 which would have been needed to bring The Blue Nixe and The Mercurial back to Sasserine?

Here's the best computation I can come up with so far:

Original colonists about 5 years ago, less the 14 required to sail back to Sasserine: 46
Children born to these 60: 69 (a child for each couple every other year)
New arrivals on Blue Nixie: 30
Olman additions (although TOD indicates they are pretty much not permanent residents): 30
Dead from Rat's End attack: (10)

So the MOST I can come up with is 165, and the kids and Olman are really stretching it...

Anyone else have an idea or is there something I'm missing?


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I put it in my STAP but it was long and drawn out. The players became weary of it quickly so I allowed them to escape through the ceiling in that large room after the they gotpast the gas. However, they were super-paranoid about traps by the time they were done!


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James,

I know you met hundreds of people last week at Gen Con, but on the off chance you remember me we spoke for about 20 minutes Sunday afternoon. I was the big guy in the "Cocks" t-shirt (that's the USC Gamecocks for all of you who have you minds hanging out with otyughs in the gutter) who had the PC ripped to shreds by the hydra.

Anyway, I subscribed to PF based on our conversation and will be subscribing to the other products as well. My DM (who is kind of the RPG God Father of our part of Atlanta) is also totally on board with Paizo and we're kickin WoTC and all of their products to the curb.

Thanks for taking the time out of what was certainly a very hectic schedule to speak with me.

John


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chopswil wrote:
Drawdy wrote:
Can Paizo somehow get "special permission" from WOTC for 148-150 suplements?
They already have "permission," they just don't have the manpower to do it.

If that's the case I would think they would want to take care of their "obligations." If they leave us hanging on this then why wouldn't we expect them to leave us in a lurch with new products?


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Can Paizo somehow get "special permission" from WOTC for 148-150 suplements? It seems WOTC would be ok with allowing Paizo to tie up the loose ends in order to appease the folks currently involved in the STAP.

It's one of those things where if WOTC is enough of a team player to allow this, many of us will feel better about them. If they don't it causes me to shy away from their products because how will I know when they will "pull the plug" in the middle of something in the future?

Would someone at Paizo please reach out to WOTC?


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Thanks everyone for your comments and suggestions!

OK, here's what I did. Feel free to copy if you want.

In order to raise Kora, the Wee Jas High Priestess had the characters escort awizard to copy the "riddle" of Evermire from the tree. I decided to make it something for them to finish off after they complete the STAP and are 20th+ level.

So, I decided Evermire would be the name of a Great Wyrm black dragon (the whole swamp thing going on here) wanting to be a dracolich or aiming to be one. That way I can use my gargantuan black dragon mini someday...and/or the gargantuan dracolich mini purported to be coming out. I've decided the village of elves were all "kidnapped" by dragon cultists and taken somewhere for sacrifice. The lone elf survivor scribed the riddle then died. I had some harpies, shadows, giant frogs, crocodiles, and a rat swarm for adversaries around the town and along the way.

So, to stay in line with what is in Dragon, I had to have a bunch of Jibberish interspersed with the word "Evermire" on the tree. So I created a "poem." There are 8 lines of 16 syllables each. Every other line ends with "Evermire" and the other lines rhyme with it. Each line, excepting the word "Evermire", has either 40 or 50 letters so the code cipher will work. (They found the "key" on a skeleton of the author.)

Here is the riddle in all of its stages from what they actually saw (already translated from Wingdings...I mean Elvish) on the tree. Note that each line (except Evermire) has exactly 10 letters.

wsuehtiscr
fbaeihchhs
tiuslalens
oadcahtofr
Evermire
hietehcamw
roouufryfr
iwohilvesf
enhghchisu
eitrdridnt
vlcisesene
sistnigpat
etiheyarss
lvfiatleoe
Evermire
cesnnaexit
tpnuoefbae
ieosgsoodn
tdayjneopr
eitrehmosd
esmttsillay
filsyrtoal
cceeormwhn
denamaeud
Evermire
efhthtouga
nyuahrisfr
rwtardageo
hestsdthea
eierdeidrt
uypoeprhas
eakcgnHoof
svaioculdd
ndietehehd
fgiowdelln
Evermire
nohohtougn
okafdeares
iboefrearf
ebsjgntheu
eiirtcofhs

Then they found this key: 0869213457
The key represents the mixed up columns. For example, letters currently in the the first column should really be in the tenth column,letters in the second column really should be in the eighth column, etc.
Here are the letters when placed in the proper columns:

thiscursew
hichhasbef
allenusist
hatofdraco
Evermire
hecamewith
furyforour
livesofwhi
chhishunge
rdidnttire
essenceliv
ingpastits
yearsisthe
taleofevil
Evermire
anexistenc
eofbaneput
sgoodonesi
njeopardyt
hemostdire
stillamyste
rytoallisf
romwhencec
ameundead
Evermire
thoughafte
rhisfuryan
dragetowar
dstheeasth
edidretire
perhapsyou
ngHookface
couldadvis
ethehidden
dwellingof
Evermire
thoughnoon
edareaskfo
rfearofbei
ngthesubje
ctofhisire

When condensed to the 8 lines we have:

ThiscursewhichhasbefallenusisthatofdracoEvermire
Hecamewithfuryforourlivesofwhichhishungerdidnttire
EssencelivingpastitsyearsisthetaleofevilEvermire
Anexistenceofbaneputsgoodonesinjeopardythemostdire
StillamysterytoallisfromwhencecameundeadEvermire
ThoughafterhisfuryandragetowardstheEasthedidretire
PerhapsyoungHookfacecouldadvisethehiddendwellingofEvermire
Thoughnoonedareaskforfearofbeingthesubjectofhisire

And then in plain English:

This curse which has befallen us is that of draco Evermire
He came with fury for our lives of which his hunger didn’t tire
Essence living past its years is the tale of evil Evermire
An existence of bane puts good ones in jeopardy the most dire
Still a mystery to all is from whence came undead Evermire
Though after his fury and rage towards the east he did retire
Perhaps young Hookface could advise the hidden dwelling of Evermire
Though no one dare ask for fear of being the subject of his ire

This obviously took me a while to put together. Whew!


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vikingson wrote:

Remind them of the Masher Eels (encountered only a few scenes before), have some aquatic dinosaurs break the surface in the distance or point out the flocks of Wyverns diving for prey near the rocky eastern cliffs. If the players do want to gothrough that..... He who goes into danger's way will perish in it... etc. etc. as the saying goes.

Oh, and looking at the problem from a realistic angle, how seaworthy is that boat ? Is it something build for interior waters, like shallow lakes etc. like a barge or riverboat, hence with low gunwhales, a shallow bottom and easily swamped in any sort of breakers or swell ? After all the storm the Sea Wyvern gets wrecked by has only passed on, not ceased to exist, and the sea will run high for the next few days to come (waves travel for considerable distance...)

Do the heroes and crew etc. actually know how to row in time, for hours at length ? Say, in low winds or a dead calm ? And do they even have the maps and navigational tools left to find Farshore by sea?

The boat can unfold to 24' long by 8' long by 6' deep with a single deck, 5 sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. It comfortably seats 15. This would normally be sufficient to get around the island.

However, you all have great ideas...lots of nasty sea monsters visible, have too many survivors (who then get picked off one at a time by Olangru!), HORRIBLE weather continuing indefinitely (the party druid will know that), and the unchartered reefs are substantial deterents. And how would Thunderstrike fit on the boat???

Amella Venkalie will be adamatly opposed to going by water. As a matter of fact, all but one or two survivors will refuse if comes to it. Leaving them behind will be the equivalent of signing their death warrants after seeing the T-Rex rampage on the beach.

On the other hand, my players, like most, are very clever and will come up with something I don't expect. So, everyone please try to poke as many holes in these deterrents as possible.


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carborundum wrote:


1) Do I need to read up on overland travel or is there a quick rule of thumb to see if they are 'early'?

They never really questioned the timeline in mine. Besides, they don't know exactly how Drevoraz got there...he could have had a boat.

2) The adventure says they should have a map of the house since they're familiar with it. They have been there rather often and that seems reasonable. I'm wondering if this should extend to all the floors. On the one hand, they're adventurers and protecting Lavinia - they'll have done a decent recon. On the other - if they know there's a basement they'll be there like a shot :-) Does it matter?

I have a 6' by 4' mat so I drew out the entire mansion and let them point out to me what they were doing. They actually had the rogue scout around the entire mansion first, but he failed his spot check on the grate. My characters did head to the basement, but after that they still have to fight everything eventually to clear out the mansion.

3) Should I kill Kara?

Absolutely! I did and then role played how upset Lavinia was to add some humanity. The Cleric of Wee Jas picked up on it and inquired about raising Kora. The Wee Jas high priestess is high enough level to raise dead, but required my players to accomplish a side task in Evermire in return.

(Actually, if you've read the Wee Jas core beliefs article, I had them escort Nayin...a suggested Wee Jas NPC...out to Evermire to copy the "riddle" off the tree. I'll post that later...I was proud of myself. Also, a Wee Jasian cleric will have to cast Commune to see if a dead person is willing to be raised from the dead. So really there service paid for the spell casting and Lavinia provided the diamonds.)


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My players are ready to start SWW next session. The problem is we just added a new player (the girlfriend of one of the guys) and her character has a Folding Boat. I did ask to see the character sheet beforehand but did not get it until the day of the adventure (they had a brief outing to Evermire after BWG). Also, she is brand new to D&D so I don't want to a) take the boat away from her or b) not let them use it after the shipwreck as I don't want her to become frustrated with D&D. At the same time I definitely want them to cross that island and confront the gargoyles, Olangru, etc. just as it's written (well, with a few twists).

So, right now it's where all I can think of is to just say "Hey, I asked to see the character sheet ahead of time and I definitely would not have allowed that item. In it's place I'll let you have a Cloak of the Manta Ray which is of the same value." Then again, that may be a turn off and it's also like, "Choo choo! Here comes a shipwreck God has decreed."

Suggestions?


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Wow. I've never seen this board quite so speechless on a topic. I'm still having difficulty and only 16 hours to showtime. Anyone got any ideas? Even crummy ones? :-)


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I've thought of a couple other things. We have a cleric of Wee Jas who is getting a little disgruntled with his character. I've had Lavinia cry up a storm about Kora's death and lay hints about raising her. The High Magus of the Wee Jas church is capable of that. So when they go to see her, she will Commune with Wee Jas (required before raising per the Wee Jas Core Beliefs article). Instead of paying for the Commune, she will have the characters escort Nayin Lem (so the cleric will recognize the NPC from the Core Beliefs article) to investigate the Evermire ruins & runes per Heathansson's suggestion.

I just can't seem to solve the riddle myself of what happened there! I wish I'd stayed at a Holiday Inn Express last night, but I can't come up with a plot for tomorrow's session. Help?


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My characters just defeated Drevoraz and are taking a short break from the main STAP storyline. I need them to go to Evermire and pick up a new party member (an elvish druid) along the way or at Evermire. I figure that is perfect b/c Evermire has the elvish runes and it is close enough that I can get them there and the druid into the party quickly without a break from "reality" as opposed to going somewhere further from Sasserine.

I saw Heathansson's suggestion for an adventure at Evermire: "They could work security for a sage who wants to go to Evermire(?) and make a copy of the elven runes on the tree. And get attacke by (bullywugs, lizard men, deranged swamp people, etc...)"

So now comes my question: I like the suggestion above, but does anyone else have a suggestion for Evermire or have your partes adventures there?


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Check out the Sea Wyvern side bar on page 18. It states that you need a crew of at least 7 to sail her, so there's an easy "out" for you.


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In the DM info re: Sasserine in Dungeon 139, there is an Embril Aloustinai mentioned: "was the protégé of Mother Annah Teranaki and has been using the Cauldron Cathedral of Wee Jas for her own nefarious purposes."

Our PC cleric is a Wee Jasian and when they got a lucky hit and killed Rowyn they took her body to the Wee Jas church. Since then I've had Mother Annah mention that the body had been returned to Heldrath, but didn't go through the proper channels (setting that up so the players aren't incredulous about a raise dead before Sea Wyverns Wake). I had Mother Annah mention Embril...but I'm not sure if she played a role in Shackled City. What nefarious purposes? Is she still alive? Is she capable of casting Raise Dead? Any other suggestions?


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I've finally read through Serpents of Scuttlecove and I've noted that each and every Crimson Fleet Captain is a Lemorian. Why isn't Javell? Why had she never been to Scuttlecove? It doesn't seem it would be a secret from the Crimson Fleet captains. She is/was a Crimson Fleet Captain, right?

My players just helped her defeat the 6 svg. pirates in The Bullywug Gambit and in our next session they will get to speak with her. I'm worried that I have misunderstood something and my players will note an inconsistency in the Crimson Fleet captains. Advice?


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There's no XP award listed for the collapsing walkway going into Kraken's Cove. I know it's not technically a trap, but it was a "test" of sorts. Was XP left out by accident or should there not be any? I'm guessing with the Slippery Eel getting loose it's about a CR3?


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Just like the PCs in my campaign, I can use candles to read a mag if the power goes out.

Also, I don't want to use up a ton of hard drive/flash drive space by downloading all the mags. It's much easier to use bookshelf space. Besides, I've had my hard drive crash more than once and one time my back up files were corrupted so I lost everything. I can still put my hands on every mag...

With the forgot password button, I'm still waiting for a password on another site I requested three times over 48 hours ago. No, I don't keep a list of my passwords.

I can print hand outs and such for my players now thanks to how the Paizo staff has put those portions online. I can also step three feet over to my copier if I want that as well.

Let's face it, there's a majority of people out there who would prefer the mags to be printed. WotC handled the whole thing terribly.

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