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That was the way I read it, going to work with Mythic and see what I can cook up.
Agree to disagree I suppose. There are many many things in and of the world around the PCs that can do things the PCs cannot, or that they cannot (and frankly, need not) understand. As long as the notion doesn't marginalize the players I see no need to search for "proper justification". All the justification I need is that we're having game night, I'm the GM, and I need to fill a hole. If I fill said hole with something out of a published book or something I made up on the spot, there is no substantial difference to the players.
I'm just trying to shortcut a few of the inevitable arguments of: But I have 15 ranks of blank so I should understand blah arguments. Had that one in current game twice. Those are momentum killers. The last one involved a wizard who had gone insane and created a couple of items out of his madness... yeah unless you go insane I don't think you will understand exactly what his madness did. Somehow that wasn't a fully acceptable answer.
I agree, but I really dislike the "because I'm the GM and you are not." argument. If I can do it, then the players with the proper justification can do it as well. So, if I don't want the players to have access to something that might be game breaking... I need to be hands off too. But there are no real rules, just good guidelines.
Lost In Limbo wrote:
That is the basic idea. A cult trying to free an imprisoned Titan in a nation already having more trouble than it can handle.
Dragonchess Player wrote:
Looking at Mythic rules now.
The Skeptical Gnome wrote:
Hm. I don't know about the rules, but the worship of beings that rank lower then actual divinities is hardly a rare occurrence. Being such as demigods and archdevils, neither of which are gods, can provide divine power to mortals. I think the reason most beings worship creatures such as demon lords and gods is because they can communicate with and understand them. It's nigh impossible to communicate with an inevitable, so no one worships them. Depending on the type of Titan, I'd say you're worshipping whatever plane the Titan represents (Such as Elysium) with the Titan acting as a conduit for your worship.
I am working on using my Current Campaign to probably set up the next one in Isger. The wind up will likely focus on the area where Isger and Andoran meet (setting up an upgunned version of Grey Citadel on the border). Next Campaign may deal with the issues inside Isger and fallout from however this one ends.
Ghouls (CR1) have an intelligence of 13, you think they don't know about guns and possibly explosives? :D
Cultists of course have access to the same spells, same guns and less moral qualms about blowing away innocent seeming by-standers. Again this will be as much or more about role as roll. Considering the way most adventures end in D&D, trying to do it quietly is more of a challenge than any CR I could otherwise dream up.
And there is always the napping Shoggoth under Arkham if things get too out of hand.
I've used the D20 COC, it has it's issues but is workable if you are willing to convert old adventures into a new system. And I agree about the classes and the feel... it just doesn't have the sense of desperate imminent doom. Though I think with the proper uses of mad cultists and building a good sense of paranoia... it could maybe work. Not entirely wanting to go where none have gone before... but Dammit Jim I am a DM.
With the players I have, I think they will help sit the mood. They are looking for Role in this than Roll. One has already stated they are going to watch the Great Gatzby again to get into a mind set. Another has set up a rather sweet background idea.
If so how did it work out? I've been invited to run one and we're all used to the Pathfinder system.
I think a few of the hybrid classes and core classes would work quite well. Brawler, Oracle, Witch, Shaman and Investigator seem to fit the theme pretty well.
But has anyone else thought about doing this? (I'd be shocked if no one has.)
James Jacobs wrote:
How about running the age progression for plane-touched as a "bell curve"? They age normally until about puberty where the other lineage kicks in and suddenly the age slows, it continues that way until about venerable where the wear and tear suddenly speeds up. I think this is the way I will be running these races. In current game the tiefling character has the adopted trait and was raised by a retired human bard... there is no way the bard would have survived the 60 or so years to adulthood. But this makes various traits and feats more acceptable to fit into the narrative.
He hired a freelancer, is not aware of her association to Asmodeus. Hiring inside his faith would probably been a trip to a quick defrocking. Lawful Priest did something not very Lawful. However the profit was good.. while it lasted.
Aaron Burr wrote:
Using this currently, added Life Dominant Soul as Savram's first feat. Allows him to be healed by either positive or negative healing bursts but only at half strength. Still takes damage from Lay on Hands or channels to damage undead. Ralla, I haven't fully decided on what to do there, but I have some ideas. I'm thinking that she either resisted the call or her mother is no more.
I considered both Anti-Paladin and Blackguard, but neither would have the flexibility of the Infiltrator. For Role-play purposes this build has a LOT of potential and will function quite well for Roll-Play as well. And it saves up encumbrance by not requiring the carrying of a lead sheet.
Looking at Inquistor of Asmodeus now. Had not thought of that.
Backstory: Hired by a Neutral Cleric, also needs to hide the activities from members of own church. So the good/evil is on an as needed basis. Also, she was recommended by a new adviser who is actually a Hesperian(Accomplice Devil) with levels. There are a lot of politics running behind the scenes, but the purpose is creating as much corruption at high levels as possible.
Fallen Paladin is definitely on at all times, also will be starting at 7th level and will be masquerading as a 3rd level paladin. The idea behind impersonating the Paladin is also to draw attention away from the Neutral Cleric who has made some deals in his younger days that are beginning to come back on him.
I'm looking to build a special minion of my heavy for a campaign and have them hiding in a small town as the Paladin of a local shrine. Basically a cleric of Asmodeus pretending to be a cleric of a good deity (to be determined later, based on build possibilities). Any suggestions? The back story was simple, what I need is a good build. Considering a level or two of bard to further enhance flexibility of character.
Parts I've worked out.
The altar remains unconsecrated due to the difficulty of getting a strong enough cleric to cast the proper spells.
Unable to do the Lay on Hands due to the reason for them being sent here... they are atoning for a mistake. They are here to prove themselves to hold proper compassion for the needs of others. Basically their story is that they were so bent on serving Justice on a miscreant they left a fellow servant of the deity to die a slow death. A in the rush of the moment screwed up sort of thing and are now paying for that.
The Truth: Cleric of Asmodeus working as a freelance spy for Neutral and Good aligned clerics who need skulduggery done that they can't trust to their own people for reasons that would be frowned upon by their fellows. In this case, a high level priest of Abadar who needs eyes on the town and needs to remove certain elements that threaten profit margins of church operations.
Fortunately I am the GM.. but I'm brainstorming loot ideas and ways the players will try to power-up.
Would that work on Clockwork creatures? It says Golem specifically, not construct. So the further question is what is the difference between a Golem and a Clockwork construct. Golem are mainly Arcane while Clockwork is mostly Tech, yet each has a part in the other. Or should there be a ***** of Clockworkbane?
DM Jeff wrote:
Hackman... Dude that's perfect.
Idea so far:
Darkmoon Vale area with Cheliax/Aspis Consortium attempting to draw the Eagle Knights away from disrupting so much of the slave trade. I'm thinking that the Consortium is having a bit of a break with House Thrune over the recent rebellion and by using clockworks keep both Cheliax and Andoran guessing at the real purpose.
Modules currently planned:
Siege of Durgam's Folly.
Beyond that I am looking for possible modules to work in for the higher levels.
I know I am probably way off canon here, but my players will never see it coming.. and that is kinda the point.
Thomas LeBlanc wrote:
My mind is now awash in plots and schemes... muhahahhaha
Here's a little bit of the back story. A sorcerer of the Raksasha bloodline has found his spells are going awry. Best he and others can tell is that at some point the ancestor(they are unaware of the true bloodline, tribal history calls him celestial) was captured and his soul imprisoned and used to power some sort necromantic artifact built by priests of Orcus. (yeah this is going to turn very ugly) So the young sorcerer is off on a quest to rescue or at least return his ancestor into the wheel of reincarnation wholly unaware that he is releasing a millennia old evil of limitless potential. It's a good bet that a number of good aligned creatures would prefer this not to happen, but in order to save his people.. he's got to release the ancestor. The Celestial Raksasha would be interesting, I've the feeling that if one ever turned "good" he'd be hunted by all the others just for that slight.
Samsarans aren't outsiders and can't shapeshift, but thematically could be considered the opposite of Raksasha.
That is a VERY good idea, the reincarnation aspect does tie in well.
Agathion would likely be the opposite they basically reprisent souls of the purest notions. Rakshasha however are corrut and cought in a never ending reincarnatiin cycle. Anyhow both ideas are from indian mythology but its been some time since i read te article on rakshasha.
Also a very good idea, and one I am now looking at. As they are "meddlers" that would fit in as well.
Opposites don't always have the same abilities. Empyreal lords are opposite demon lords but not all empyreal lords have change shape like demon lords do. Just an FYI.
True enough, I did say probably. I was also thinking they might have a strong ability to cut through illusion and deception. Both suggests have good possibilities to work as allies against Raksasha plans.
Is there a polar opposite to the Raksasha? A race of beings that do exactly the opposite, are "born" the same way but have the opposing alignment and agenda?
It would be a Native Outsider, good aligned, and probably a shape-shifter of some sort.
I'm sifting through as many of the creatures books I've got but nothing looks quite right. Any suggestions?
I'm looking at doing this as well. But with the group I'm going to be doing this with I will need to chop it up in a very weird way. (Jobs and other issues make full group play iffy.)
My plan is to make the Aspis Consortium the BBEG and have Kreed be one of the toadies working for them. The basic plot is that elements from Cheliax are trying to destabilize the area enough for local leaders who have been co-opted or that will soon be replaced, to secede from Andoran back to Cheliax. I'm also increasing the size of Falcon's Hollow to use it as the focal point of all the machinations. Using Grey Citadel from Necromancer games as the Falcon's Hollow of this campaign.
Hopefully I'll be able to use local politics to fill in low turn out nights and keep everyone hooked.
My questions for those who have used these modules.
Did anyone try to make the Blackscour taint an attack on the town and have a suspect for your pcs? If so, how'd that work for ya?
Anyone have a good suggestion for one-offs that might run as political/espionage modules?
Thank you, that was coherent and just what I needed this morning! Makes good sense to me. It will get word lawyered later today.. but I think it'll hold up.
James Jacobs wrote:
I'm seeing the Peacock Spirit as a NE Creature of the WAY out outer planes, a Nyarlahotep who is just a little too self-distracted to do active evil. The possiblity of contacting it is still there but, you have to either do the massive research or do it by a fluke. The cleric in one of my campaigns is about to learn that. XD Having domains that will attract the attention of it when used in one of its old temples. The cleric has a fairly single-minded drive for more knowledge and for runes... should be fun.
And by Neutral Evil... I mean Neutral ALIEN.
Reading the description for Reincarnate makes me wonder if that would actually work.
It states :A creature that has been turned into an undead creature or
Does that mean that once turned into a wight he is unable to be reincarnated until he is again slain, or that once the animation has been effected upon his body, it can no longer be affected by reincarnate?
I intend to allow it to work on him, mainly for story possibilities. But knowing some in this party they may attempt to reincarnate the nymph as well. They do seem to be ... completists.
DM Nickademus wrote:
That is Epicness... Truly.
I'd agree with all but the "take no wife" There were apparently those that were "born" into the Black Arrows. One of the survivors, Vale, was born into the Arrows.
Maybe make it, My children shall follow after me until the end of our line. In some ways the Black Arrows are not just a job, it is a "Calling".
Dark Sasha wrote:
yeah, I noted that. But I'm looking to see if anyone has done the work on the other six. AFAIK they don't appear anywhere other than that module. I believe the Sword of Greed is in Spires... I should also check there... duh. :)
It has occurred to me to have Vorel possess Aldern. In one of my campaigns (running RotRL concurrently) they left Alderns body in the lab with the Vorel fungus goo... I thought it might be interesting to have the fungus take over the body and stalk the party later. No idea beyond that, but the gross out factor (and the fact that one of the parties completely dismissed Aldern as the bad guy.) Makes me want to up the ante just a tad.
Abraham spalding wrote:
Let me note here the following:1. For a 5th level character, paying 12,000 for a house for 30 people of which he has 4.
2. This is the smallest dwelling listed.
3. Comparing this to modern housing is at best a warped perspective. The amount of real world inflation on housing is pretty steep. There is a comparision (and I'd be hard pressed to find it, though I have it) of how inflation has risen since the 1300's using the price of grain and bread. One of the few stable items of our various economys.
4. The 30 person dwelling wasn't a manor house. Probably more like a boarding house... but even then.
For high powered moneyed characters its not a problem, but for low level who just want to get a start they are kinda stuck with out GM help... LOL.
Odd how this does relate to RW at times.
Love the idea for the Inn, that is something these guys would love to do. These are guys who came up with the idea of using a permanent freezing sphere as a walk-in freezer...
10 gold a month as a lease isn't bad, and the character being a Hero of Sandpoint plus a regular visitor with good standing in the community will get him a bit of a discount.
His plan is to take over Thistletop and start a community there, that's a few levels away and they still haven't dealt with Malfesh down below.
Looking through my not too extensive collection of material, the best price I could find for a home (just residential, no labs or workshops added) was 12k for a 30 person house. That was in the Stronghold builders guide. I have players wanting just a place to live, nothing fancy. They want bedrooms, kitchen & dining and maybe a place to hang out, but not a freaking stronghold. (that will come later after a few more levels and will cost them :D) The main character's issue is that he has dependents (wife and two kids) and that he needs an actual home.
Not finding anything like that in any of my books. Anyone got a recommendation?
I'm of the opinion that with being a "hero" of Sandpoint that a dwelling would be at a discount and was considering 100 gold for a year. That doesn't seem to onerous to keep his family in the line of fire for a few more adventures.. heh.
One of the coolest creatures I've run across came from Cthulhu, the Worm that Walks. I made a variant (and never got to use it.. :( )that was a necromancer who's essence was absorbed into a swarm of flesh-eating beetles (think the Mummy movie, but smaller bugs). It was meant to be a BBEG for the party but the game got disrupted by the usual "life too busy" stuff... I later used it as a character (somewhat nerfed down) in another game. I like the idea of an intelligent swarm hiding amongst humans as passing himself off as "just that creepy magic-user guy."
Little did they know...
This is why I don't use XP. I award levels at appropriate points in the story.
To quote Barbosa from POC. "Their more like Guidelines." I have in the past just free-form awarded xp based more on How vs. What. Beat the problem with something pedestrian.. get regular xp suitable for the level. Think up something workable but outside the box and make me scramble and end up with some memorable... extra points. Heck try something foolish but entertain me and everyone else... why not. In the end its all for fun, if you have fun get full credit because THAT is the point.
That said I'll probably use the fast progression, and keep the flow of xp to get them where they need to be, or I need them to be. I can edit the encounters to meet the "waypoints".
Doesn't have to be x2, could just be max on the healing. I wouldn't do it on the cure spells, unless in combat. The heavenly fire being targeted as it is, that's a different sort of bean. Its also a lot less powerful than the cure spells. Critting with magic always makes my head hurt (so many variables) but I always apply the same rule. "If it breaks my game, it doesn't work." Heavenly fire is unlikely to break the game at 1d4+1/2 levels... max it will ever do will be just enough to keep someone alive.
The more I read on this the more I think that True Neutral will be the best for the alignment. Good/Evil don't really apply, Alien though does. Rune and Knowledge as Domains work perfectly, scholars as followers fits as well. I'm thinking something like a "non-malevolent" Nyarlohotep-like being. Fascinated by these strange short lived creatures drive to seek out the secrets of the universe. Helping not out of benevolence but out of its own selfish curiosity to see where it will all end up.
Ah bummer, I haven't run across other mentions of the Peacock Spirit, apparently I'll need to do a bit more looking. Pathfinder 4 eh?
With a "no-deity" cleric in the game I'm running, I was considering have the character awaken an ancient deity with the domains she wanted to use (none of the book deities had the alignment/profile required). I'm seeing the Peacock Spirit as probably Neutral Good/Lawful Good and having Knowledge as one of the main Domains, though also healing.
Going by the theory that Gods don't die unless they are killed (Aroden's dead) I'm thinking that during the fall of Thassillon the Spirit faded into dormancy awaiting someone to awaken it once more. Since it was never determined to be Male/Female and had no apparent appearance as human I'm thinking this will drop some serious "you are messing with me" problems on the character.
I haven't run across anything outside of the first module where it mentions the spirit as being a deity that the Thassilonians worshipped. So I am definitely open to suggestions.
Damon Griffin wrote:
HEH, In the group I'm running the NG Cleric of Sarenrae was adamant about killing the ghouls/scarecrows and having the archer do it. Worked great until they checked one and found a not quite dead farmer who was still merely infected. Entire strategy change immediately. They were very lucky the shot didn't kill the farmer, a single point of damage and they might have been looking for a rez. I do enforce good players doing the RIGHT thing... even if it costs them.
James Jacobs wrote:
A number of the encounters encourage and yes even require out of the box thinking. THAT is excellent design. I had two very experienced gamers totally panicked over the Quasit staying out of melee range They still grump about that. I love it.
Old Joke... Portable hole full of beer and a large land war.