IdiotDogBrain's page

Goblin Squad Member. Organized Play Member. 42 posts. 2 reviews. No lists. No wishlists.


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Hi Sharaya,

I have to admit that I choose the wrong words, sorry. I am sure you are doing everything you can to keep customer service running.

Still, having to be the one who is reminding, resending and bumping is not the greatest customer experience I ever had. I totally understand that this might be more of a organizational issue.

So.... bump

Kind regards

IDB

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Hi customer service,

I backed the Pathfinder online kickstarter project with the print pack addon. The Emarald Spire superdungeon book was added to my downloads when it became available. Unfortunately the book was missing in the parcels I recieved. It is also missing in the order description. I double checked the kickstarter description- it should be there.

So far I wrote three emails to the customer service over the course of three weeks. I did not recieve a single answer nor a solution for the situation (and I checked my Spam folder).

Could someone be so nice to check what happened and how I could get my book?

Kind regards

IDB

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Do you remember the devil power plants used in Cheliax and Tassilon in the old times?

Council of Thieves (4/6) Rise of the Runelords (3/6)

My wifes wizard wants to build one to power the kingdoms kapital city and has some Cheliaxian wizards in her wizards academy.

I love the idea because I could work with the rela life nuclear power discussion in the game. And the thing can blow up one day...

Problem is, I am not really experienced with the kingdom building rules. One of my players is and will exploit every loophole.

Has anyone with a better grip of the building rules ideas how to design a test reactor (maybe for powering a block of buildings) or bigger ones for a district or complete settlement?

Dark Archive

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I just used Dudemeisters ideas and the PCs met Hargulka in the Sootscale caverns. I played him up as the most eloquent troll ever thanks to the crown given to him by the fairy queen.

A few days later the characters stumbled over a Shambling Mound attaching "Hargulkas empire. No humans allowed" signs to trees at the border of the characters kingdom. They had long and fun conversation with the thing, even though it cant speak and I only talked with improvised sign language and groans.

Yet another few days later they encountered a troll scout in the south, finished it off with a fireball, feared that the whole troll empire heard the explosion and rode straight back to theyr capital out of fear to get overrun by angry trolls.

Now the chars are sending their first army to the south are preparing another one and completely left their construction schedule behind (the player of our king is a project developer for an international facility acquisition company and always has a two year build plan including simulations of build point revenue and progress charts and stuff) and are fortifiying the stag lords fort and the sootscales lair.

All the while Ghlaunders rot spreads to one of the kingdoms settlements, but there is no money for the sick anymore. War is coming.

I think my players are pretty spooked. Thanks for the great ideas DM!

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Hi alltogether,

my group just arrived in Caliphas and is already knee deep in the murder mystery of the vampire killings.

I also threw some more informations at them and so a few side quests evolved. I already have some ideas for them- but if someone has some ideas I would love to hear them. I always love to add ideas that are not from me, since I am playing with some of the guys for 20 years and they are kinda getting used to my ideas. And since this forum is so full of great ideas:

1. Sidequest: Adrissant City Manor
The city manor of the Adrissant family went quite years ago. All taxes where paid centuries in advance and nobody has ever left or entered the building since then. There is gossip that a few thieves tried to enter, only to never be seen again. The chars want to check out the building. I imagined that Adivion killed his family before leaving on his great quest to leave fewer witnesses concerning his "ambitions". The chars might meet the angry ghosts of the former Adivion family- and maybe the remnants of some poor and dead thieves. They might also recover some more information about Adivion. Any suggestions for ideas, improvements or encounters?

2. Sidequest: The Ball
Countess Caliphvaso is having one of her famous balls again and Kendra (who is living with her aunt in Caliphas) takes the characters to it. I want to prepare some socializing as it was presented in #2 of the Council of Thieves to give the chars a chance to get further background information. At a certain point thugs in employment of the countess will try to abduct Kendra- the Countess still has her own laboratories for draining live essence to prolong her not so eternal youth. At the same moment the Whispering Way makes its move to abduct Kendra (who in my campaign is one of the heirs of Tar Baphon) and chaos errupts. Any suggestions for ideas, improvements or encounters?

3. Sidequest: Havenquard Asylum
Dr. Tryce from the Havenquard Asylum is a major player from Kendras and one of my players past. They want to visit him for some further information. The Whispering Way anticipated that and transformerd the Asylum into a deathtrap by planting Mr. Tembs (a Lich) into the Asylum. Mr Tembs turned the Asylum into a carnage hall with fast zombies created by two Mhorgs everywhere. The chars have to resuce Dr. Tryce. Any suggestions for ideas, improvements or encounters?

4. Sidequest: The machinations of Mr. Low
Mr. Low from the Seventh Eye found out that the players are playing some important role in current country shaking events- he is just not sure what exactly they are up to. He is also aware of the bloodbrew drug and wants to use it for his own needs- maybe using the chars to secure the drug. He also might employ Mr. Vorkstag from TRial of the Beast who ist still following the chars for revenge. Any suggestions for ideas, improvements or encounters?

Fire away! Any idea is appreciated...

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Hi,

we are currently playing the Carrion Crown campaign and my group just made the step to level 12 characters. My wife is currently struggling with her character, since her bard died much to often over the past few gaming sessions. Raise dead has been a good friend of hers lately but last saturday she got increasingly frustrated over the situation.

My wife is a solid player and knows the rules but she is not so interested in character optimization. Normally she relies on me to come up with ideas to fix problems like that.

My problem is, I never had a character that got so easily killed before and cant offer a simple solution. We have a busy week coming up and I will not have the hours to flip the books and search for stuff until our next game session on saturday. I fear without a solution the frustration will lead to dire consequences...

Does anyone on the messageboards has ideas for magic items and spells available to 12th level characters that enhance survivability, in particular when the fast hit point loss you experience at higher levels is concernded? I am not talking about healing potions or +x AC items, I am taling about the real stuff- like a shield other spell in item form.

The party consists of a 12th level rogue, 12th level paladin (who plans on using shield other more frequently in the future) and the Beast of Lepidstadt as my wifes bards cohort (leveled down to be the equivalent of a 12th level character cohort).

I am happy for any suggestions someone of you might have...

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I decided that the Beast climbed to the tower through the mountains (he is used to the surrounding countryside). He met waxwood, got told what happened to "father", freaked out and attacked the Promethean. The Promethean nearly killed him, so he fled up to the Bondslave Thrall. His body just ceased functioning when he was nearly there, close enough to get resurrected but not able to start the process.

It will be necessary to get through the room with the Promethean, as you pointed out. In my game waxwood pointed out that this Promethean is a real beast, so everyone was very sneaky. Naturally, one of the players failed the move silently roll and they had to "speed reanimate" the beast using Use Magic Device.

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The chalk writing thing (cwt) was naturally very much concerned with good manners. It offered a full banquet to the PCs to befriend them in the hope to have them search for the Count. It would constantly write the name of the next course on its chalkboard, interrupting the discussion with the PCs. It also tried to seperate the groups female halfling from the half orc and the human warrior after bedtime and raised general concerns about a "young girl" travelling with such "rough companions". It also took every effort to keep the PCs out of the Counts room. This nearly turned into a fight in the first place and then in a very long discussion on how how the Counts personal belongings could help with rescuing him. CWT took a very close look on what the PCs where removing from the master's bedroom.

Mr. TicToc consisted of a Golem torso and a head, with a clocks pendulum hanging out of the torso. Because he was very talkactive the Whispering Way had gagged the head and stopped the pendulum. After some time the Pcs removed the gag and started the pendulum again. They found out that Mr. TicToc was very talkactive and considered himself an "Intelectual". The bad thing was, that he only had a memory lasting for a few minutes prior to the time that was set on the clock. When the PCs set the clock back he could talk about the Whispering Way, meven though he mainly complained about their rude manners and obviously missing education.

CWT and Mr. TicToc had some sort of rivalry between them. Mr. TicToc considered the CWT a show off, with all his good manners and is inability to speak. CWT envyed Mr. TicTocs knowledge and higher education. Both where pretty sure that they where the Counts most favorite construct. Generally all the constructs where afraid the Count could favour someone else over them, while already knewing the Count only had love for his deceased family.

CWT even suggested the characters could take Mr. TicToc with them bound to the fighters back to get rid of his rival.

I also had imagined a janitor thing in the museum. While writing this I can imagine that such a construct would be more appropriate in the zoo, trying to clean up all the water the Whispering Way put into the area. If the PCs can help it with cleaning up the mess he could get a minor ally.

The guardian of the tower was the artist experiment. Before the Whispering Way had appeared it had prepared an exibition of its newest paintings and turned mad when the Count did not showed up and the Whispering Way cultist had no words of appraisal for his works. The groups bard managed to calm down the creature at first with a briliant monologue about art but then the groups fighter got nervous and the guardian had to die.

I portrayed WaxWood as the worst and piteous possible assistant ever- I couldn't otherwise after imagining him sneaking up to the Count feeding him with insects. He basicaly was an experiment on self esteem gone wrong. But he could tell the PCs something about the magical amatures on top of the tower.

Placing pictures of the Counts family (with faces erased or cut out) throughout the castle put the PC's on edge first but when they left the first building they knew that something very bad had happened in this man's live. WaxWood dropped a hint that the Count had mentioned that the mob had killed his wife and child in the lands uprising and at this point it became clear to the PCs why the Count had done what he had done. After they realised what tragic fate had befallen the Count there was no need for an discussion if the Count was an evil man anymore.

After the fight against the Promethean (who was a failed final experiment on divinity- wich the count believed rests in every man and woman) I ruled that the Count was beyond resuce due to his injuries and starvation but mainly because he had given ip living after he realised what monstrosities (mainly the Promethean) he had created and that he never would turn his family in such creatures.

Hope that helps

Dark Archive

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I just wanted to share some ideas to make Castle Caromarc a bit more roleplaying intensive. Since my approach worked out perfectly with my group I thought others could be interested.

I took some ideas from the Disney movie "The Beauty and the Beast" and placed a number of intelligent creatures in the castle. For example the flesh and steel apparature in the living area was improved to Caromarcs Butler who could only write on a chalkboard using his clawed hands.

I also added Mr. TicToc a complex clock built in a Golem Torso including a head. Mr. TicToc was very talkactive, but had a very bad memory that could only remember stuff from the past five minutes of whatever time was set at the clock. Since he talked so much the WW had gagged him.

A housekeeper creature was added in the museum area that was supposed to clean the PCs all the time, getting into the way of fights in the most inconvenient times. My group skipped him together with the whole building :-(

Waxwood got the ability to speak to help the characters with the clues.

Finally I dedcided that the Beast already had fighted against the Aberrant Promethean to resuce his master. It failed and died on its way up the metal tower. Here the PCs had to resurrect him using the apparature before he could join the fight. This solved the problem of the beast only being a couple of rounds away.

Hope this is of use to anyone...