Sandpoint Devil

Jonathan Kressin's page

Organized Play Member. 51 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


RSS

1 to 50 of 51 << first < prev | 1 | 2 | next > last >>

Please cancel my adventure path subscription. I'd like to sit the next one out.

Thanks!
Jonathan


Hello,

Could you please cancel my adventure path subscription? It doesn't look like this is a campaign I'm going to want to run, and that is money I can put to better use with other paizo products until the next AP comes out.

Thanks!
Jonathan


Sharaya,

Thank you very much for your help! I did receive the updated order confirmation and the pictures have been sent off as requested.

One quick other question. Do you have an estimate of difference of cost if UPS sends out these books instead of USPS? I have been pretty unhappy USPS lately, and might consider the alternative if the price wasn't too much higher.

Anyway, thanks again!

Jonathan


I have been waiting patiently for book four of the adventure path, and it finally showed up at my door yesterday.

Unfortunately, the envelope was filthy/cracked/torn/taped and covered with the stamp 'Damaged in Handling in the Postal Service At Milwaukee 53203-9997 Please accept our apology'.

I took photos of the envelope before opening if needed. Inside, the book is torn across the middle of the spine thru the book. The book is a mess.

I know this isn't paizo's fault, but it is pretty disappointing to have this happen to one of my books. Is there anything we can do with you or the post office to get this book replaced?

I can provide pictures if needed.

Thanks for your help!

Jonathan Kressin


Hello,

As much as the new adventure path looks amazing, finances dictate that I need to stop subscribing to the adventure path again. Could you please cancel my subscription including the upcoming order #1790946.

Thanks!
Jonathan


I love my monthly paizo fix, but cannot continue to justify the expense. Hopefully some point in the future, I will resume my subscriptions, but cannot at this time.

Thanks!
Jonathan


We have just started The Infernal Syndrome.

Spoiler:

The party was dealing with some in game stuff at a tavern when the explosions happened in the city. They are desperately trying to get thru the crowds to the Mayor's manor. As they are getting the idea the roads are not going to work, they have decided to use the sewers to bypass the roads.

I don't think any of the players has a really good survival check to navigate the sewers. I was wondering how hard people think it would be to get moving in the right direction, and what type of chaos is happening below the sewers. My thought is to have swarms of rats moving north away from the explosion, but other suggestions would be appreciated.

I don't think the party is going to want to give up, and would like them to wait a bit so that they can actually hear all the rumors of what is happening in the city.

Thanks for any suggestions!

Jonathan


Earlier this month, I requested a hold to be put on my subscription. Finances have returned to normal. Could my subscriptions for this month be resubmitted in a new order and things return to normal?

Thanks for your help with everything!

Jonathan


Hi,

I was wondering if it is possible to put a hold on my subscriptions for a month. A few things are a bit crazy/tight right now. I'd rather not cancel my subscriptions - but pushing back the current order until next month would help us keep on top of things.

Thanks!
Jonathan


The package just arrived. I'm very happy it made it ok.

Thanks!

Jonathan


Hi,

This order has not yet arrived. We normally receive your orders much sooner then this. When should we start worrying that it might have been lost in the mail?

Thanks!
Jonathan


Name of PC: Gammazar
Class/Level: Elf Wizard 6
Adventure: Skinsaw Murders
Catalyst: The Scarecrow

The party had been lucky enough to hit the Scarecrow with a fireball on the first round, keeping it slowed for 7 rounds of combat. Once our wizard realized that his spells were not affecting it, he carefully moved in, using truestrike and flanking it. This had been working out ok so far, as the Scarecrow was focusing on the greater threat (our dwarven fighter). On the prior round, the fighter was dropped (but stable) and the slow affect wore off. The elf ended up being the closest target that had been doing any damage to it so he was the next top target. The Scarecrow hit on attack one and critted on the second, doing over 90 points to the wizard. The wizard was effectively cut in half and left in a large puddle of blood.

That ended the game for the night. If they go up the stairs short a person next game, I'll probably be posting here again.


Tarlane wrote:
I believe that the idea is that the players are going to be believing the wounds are real until they make a will save. Once they make the will-save then the wounds can be restored, but if you don't have them marking down the damage then they are going to know that it is fake. I treated this more as them believing they are wounds, the illusion can make them feel as if something touched them and if visually they see a wound there, then they will think they are hurt. They don't have to actually be injured at all from the fight, its just all in their minds.

But as far as I understand, this isn't how figments work. There will be absolutely no pain or sensation that they are being hurt. Plus, what happens when a character hits negative hps in imaginary damage?

I'm all for the story/concept behind this, it just opens a can of worms. If an illusionist in my game made an illusionary monster that attacked an npc, that illusion would be automatically disbelieved as soon as the monster actually hit and no damage was done.

Even if we ignore the fact that there is no pain. The illusionist can cover an area in illusionary blood, but can't put any wounds in place, as the character would just see the unbroken skin underneath.

Jonathan


I have a question regarding the first encounter in the adventure.

Spoiler:

We have 3 orcs created using 'major image.' The module states that these orcs do imaginary damage, actually wounding characters until they make their will save or the orcs are killed. I was pretty positive major image doesn't work this way. If I do this, I'm going to get called on it - as I don't let my players use illusions like this in other games. If the orc actually hits a character, it isn't going to cause any pain (even if the caster does make blood appear on the character's clothes) and they are going to disbelieve the whole thing.

Am I understanding this correctly? Have others just gone with the way it was written or handled this differently?

Thanks!
Jonathan


Hi,
Could you please remove my 'Pathfinder Roleplaying Game' subscription. Seeing as most of my gaming is done thru Fantasy Grounds, I really don't need a DM screen. Plus, that is more money I can dedicate to all of my other subscriptions.

Thanks!
Jonathan


James,

Thank you for those answers, they definitely do help! I really appreciate that you take the time to check these forums and help clear things up so quickly.

This has been a lot of fun. Plus, between this and Skinsaw Murders, I have finally gotten past that hurdle of not wanting to kill characters (or torment the players, which both of these books seem really good at).

Thanks again!
Jonathan

James Jacobs wrote:

Good to hear that your group's having a good time, and that you're widening their horizons by making them act! Ha! :)

Here are answers to your questions:

** spoiler omitted **...


So, our group is about halfway thru performing the Trials, and I think we are all having a great time with it. I do admit some of the players want to physically hurt me by forcing them to read thru scripts and to *gasp* act. More so after trial 2 and especially 3.

Fortunately, we play on Fantasy Grounds online, so I am safe for the moment (except for what I did to my wife in Runelords, but that's another story).

I had a few questions regarding the upcoming parts of the adventure:

Spoiler:

1.) Under 'The Rebel's Joy' section, it states that the Children of Westcrown have gathered info regarding the Mayor and his home, and those details are detailed below. There is however, no information regarding what they do or don't know about the manor. Any suggestions on what to give out to the party?

2.) As far as I understand, most of the manor is all open, and the PCs have a lot of free rein. Will the guests be kicked out of the servant areas, or is the staff so overworked - they can be in and out without notice?

3.) In A45, is the DC to unlock the door 30 or is it 35 as specified in the A51 area.

4.) For the runecurse: my understanding is the curse itself is not magical, it is just part of a prior contract that can be incorporated into a magical item. Am I correct in understanding that the runecurse in this module does not radiate magic?

5.) The howlers in B2, is there 1 or 3? The text describes three of them waiting, the stats only list 1 at a CR3.

I am still wrapping my brain around the structures, pits, etc in this Knot. This stuff is crazy! I guess if the characters have -2 to their dex checks when perceiving these rooms, it is no wonder I'm going insane trying to figure it out.

Overall, I'm enjoying this book so far. It is definitely a challenge for the DM to run, as much as for the characters to survive it.

Thanks for help with my questions.

Jonathan


hogarth wrote:


It must be a "you had to be there" kind of thing; tying up a party member that's possessed or under an enchantment seems like the correct thing to do, but presumably the derogatory remarks and "terrorizing" were the problematic bits.

Yeah, the groping and comments about what he was doing during the grapple were a big part of that. Then leaving her hurt and tied up by herself on the stairs going down probably didn't help matters either.

Again, not any one individual incident as much as a continuing string of behavior.

*shrug*

Jonathan


hogarth wrote:

Frankly, those two examples don't sound that bad to me.

** spoiler omitted **

The first example is at least understandable. I think the second was pushing it. None of the stuff this character does is 'evil'. It has just been not that honorable.

In the old rules, I probably wouldn't make that big of a deal about it - as Paladins were just slightly glorified fighters. With all the powers they now get from their Deity, one should try to make a little more effort to uphold the ideals of their deity. The second example really does conflict with:

"Her church is a haven for women seeking freedom from oppression by men, whether slavemasters, pimps, or cruel husbands, and many of these have gone on to prove themselves warriors in their own rights or earn positions of influence in her church."

I'm torn on the issue, which is of course why I posted the question :)

Jonathan


Scott Betts wrote:
The one thing I'd be sure to do is to remind the player that her character is acting in a way that runs counter to both the teachings of Iomedae and her vows as a paladin. If she is purposefully trying to put her character in a compromising situation that way, that's fine. But if she's unaware that what she's doing with her character will eventually have some severe consequences, it would be kind of lame to suddenly drop those consequences on her (and might result in a rather upset player, which is rarely - if ever - a good thing).

I really don't want to alienate the player from the group. So far things have been borderline, but the last couple of games have been a bit overboard.

It just seems there is this lack of any type of common sense with this character (or player). Decisions are being made by 'detect evil' instead of any situational logic. Most of the other players seem pretty thrown off by this characters actions.

It'd be nice to get her to realize that things are going too far in game instead of out. But hinting just doesn't seem to do it...

Jonathan


We are currently running Skinsaw Murders using the PathfinderRPG rules, and I'd like to just get someone elses thought on something.

One of the characters in our group is a half-orc paladin of Iomedae. I've really regretted that the church took in this paladin. His intelligence score is really low, and he is played in a very non-paladin sort of way.

In the latest adventure:

Spoiler:

The group reaches the room with Iesha in it. They only see that it is a female form, and move into the room around her. I've had some fun with this module, as one of our other characters is Varisian, was an orphan, dresses in scarves, and description closely matches that of Iesha. So I'm going with them being related and looking very much alike. Iesha sees this other character, approaches her, touching her face, eyes are drawn to the scarf, she yells out for Aldern and tells the character to move. Our paladin's action on his initiative is to use 'detect evil' as a free action and start hacking at the revenent without it doing anything at all offensive. The 'sister' character, and everyone else moves out of the way, so Iesha screams (getting most of the party to draw back) and leaves the room. The Paladin who is unaffected by the scream takes an attack of opportunity as she leaves. He then on his turn follows Iesha out and continues to attack her. Iesha finally starts attacking back, doing a ton of damage. The 'sister' uses her bladed scarf to trip the Paladin and the revenent heads away to the basement to deal with her real target.

Second instance in this game: one of the other characters fails their save against the haunt that forces her to go upstairs and protect her children. The Paladin happens to be between her and the door, and she thinks he is Voral. The paladin's response is to grapple and tie up this cleric of Pharasma. In the process of doing this, there were quite a few vulgar jokes about what he was doing while grappling this character. He then proceeds to carry the tied up character down into the caverns, with the character sobbing and terrified the entire time. He even spent a round trying to further terrify the character to see if that would somehow make things better.

Anyway, I'm debating at what point this character looses their Paladin abilities. This character has been singing the 'I'm a Paladin, and I'm ok' song for quite some time now, but I've seen little in the way of worship to his deity. Reading the recent large writeup on Iomedae, I don't see Her as putting up well with a lot of the ongoing behavior (the last two items being just recent examples).

I'm a much more experienced player then DM, I've never had to worry about taking away a characters abilities. I hate to do it, but I just don't see a way around it. I've recently had the Paladin notice that their sword was starting to look really tarnished, but I think the player just assumed that this was due to some affect in the house. The player is an experienced player and DM. I'm amazed she is playing this character the way she is.

What do you think? Should Iomedae give him a chance to redeem himself in the pit of evil he is currently in, or cut him off?

Thanks for your thoughts on this.

Jonathan


Seeing that it doesn't look like 'Seeker of Secrets' is going to be available for some time, and I don't want my whole order to wait until next month (with the ton of stuff scheduled to be released then), can I please have 'Seeker of Secret's' split off this order?

That way, I can get the Bestiary and Princes of Darkness now.

Please let me know. I hadn't had any notification that things got delayed due to SoS, and just checked message forums to see what is going on.

Thanks!
Jonathan


James Jacobs wrote:

Haunts will appear in Pathfinder #27 before they'll appear in the Gamemastery Guide, and I'm hoping folks will get that before too long so that I'll have some last-minute feedback on the PRPG haunt rules before they're set in stone in the Gamemastery Guide.

Thank you! It's great to get an official answer regarding this My clerics will be happy to have an actual chance to deal with the haunts. (if someone actually happens to notice them before it is too late)

Jonathan


I recently posted the same question. I have a party running thru the manor right now, and this is how I'm running it:

1.) If a party member channels energy, has the turn undead feat, and the haunt fails it's will save (based on HD), it is banished for the 24 hour period.

2.) If a party member channels energy without the turn undead feat, and the haunt fails it's will save to taking damage, I postpone it's effect for a number of rounds equal to the number of channel dice rolled. Additionally, I subtract the hp damage done from randomly rolled hp based on HD.

3.) Same as #2, but if the haunt fails it's save, it just takes hp damage.

4.) If the haunt takes enough damage in the round (or rounds if the effect is delayed) it is destroyed.

We have three people in the party who can channel energy (one paladin, two clerics). None of them have taken the turn undead feat, although they just had a chance and I strongly hinted it would be useful.

With these rules, when someone notices something and actually says something, they could all start channeling and either do enough damage to make it go away or at least keep it from hurting them for long enough to get out of the room.

I've had them all roll 15d20 each to create a big pool to pull their perception checks from to notice things. Looking at their rolls, I don't expect them to be noticing much of anything - so they are pretty screwed (except the paladin, he's ok).

Spoiler:

We had to stop our game early, but the group was just starting to explore further into the house when one of the characters holding back heard the sounds of distressed horses (which they spent a lot of time coercing to come near the house). They rush out to the flocks of undead birds attacking their horses. Furthest into the house was our halfling sorceror who needed to stop by the manticore on the way out. He wasn't too thrilled when it burst into flame, attacked and hit him for a whole bunch of damage. He still needs to get the flames put out.


My group is almost done with the first book. We have:

Kyoku - Tiefling Monk (Oni-Spawn, hermaphrodite due to table roll)
Garel Balsten - Dwarven Cleric of Iomedae
Kieren - Elven Diviner (paranoid street person)
Nai-Voshell - Half-Elf Fighter
Reinhold - Human Rogue

The highest charisma we have in the group is a 12 (go monk). Fortunately, he/she has a rank in perform (acting) as her character found work in the city assisting in street performances..

This is definitely a strange party, especially for this campaign..

Hopefully I'll make it all work out ok. I expect some improvising, but if I can pull them out of their comfort zone just a little with the whole performance thing, I'll be happy :)

Jonathan


Thanks everyone for the suggestions. I think I'll give the party a chance to avoid their horses dying. I like the idea that the normal horses will refuse to even approach the manor. I'll give them a Handle Animal check to convince them otherwise. Our Paladin made the rescued warhorse his mount, so it'll hold its own far longer then the other horses. If they do end up leaving the horses outside the manor, I'll give them a couple rounds indoors and have them give me perception rolls to hear upset horses. That won't be too hard as I plan on going on initiative order the minute they enter the manor.

It is still likely the normal horses won't survive, but I hate killing pets with no warning at all (especially when my wife is playing and her character is already the target of obsession.. either way, I may be sleeping on the couch for a while)

Jonathan


Our group is enjoying making use of their generous reward of horses by their local noble friend in this part of the adventure. I assume they will be taking their horses with them to the Misgivings. How soon after the group enters the manor do you think the horses will be attacked by the swarms?

Thanks,
Jonathan


As much as I like your character concept, I agree with others that I just don't think it is really plausible, especially in Cheliax. I see Paladins as being part of an order for their deity, and the Church of Asmodeus is just not going to put up with your character for very long. (unless they are using you - and letting you think you are a Paladin in order to get close to other victims)

Here is my suggestion: if you are starting your character at 1st level, create him as a 1st level fighter, finally going out on his own with his personal beliefs and intentions of joining the Church of Asmodeus and becoming a Paladin. Even if the Church is using you, I'd still only make him a Fighter (as you aren't going to get Paladin abilities thru Asmodeus)

Your character will learn very quickly that it isn't going to work and will have to re-evaluate what he is going to do. At that point, he can travel from place to place to find a LG Church of Asmodeus (good luck with that) or end up converted to a more appropriate religion (Iomedea?)

Good luck.
Jonathan


Paul Watson wrote:


The Bestiary mentioned is available here.

Cool! I somehow missed the preview Bestiary, or mixed it up with the bonus one. I had the players guide though. There sure was a lot of new stuff to download last week :) Off to download the bestiary now.

Thanks!
Jonathan


Sean K Reynolds wrote:

We anticipated this. We're prepping a "here are the PFRPG monsters you'd need for Bastards and/or Crypt of the Everflame" free PDF. It should be ready by the first day of Gen Con.

If you are going to run either of those before Gen Con, just use the SRD versions of the monsters. :)

Any word on when this will be available? (or am I missing it somewhere)

I'm getting ready to start up this adventure next week, and would love to have the official stats and avoid the SRD versions as much as possible.

Thanks!
Jonathan


pres man wrote:


My suggestion would be to give the haunts #d8 hit points. Roll it up (some might be stronger than others). Then let them channel the energy. In some cases they may roll high, and you might have rolled low, and they "turn" them. In other cases, they will fail. This will make them more willing to try, which is (a) more fun and (b) a good drain of their resources.

I like this idea. It still rewards the people who took the 'turn undead' feat, but at least gives the players a chance to protect their party from the haunts.

Thanks,
Jonathan


KaeYoss wrote:

My take on this is that you don't have to destroy them, merely "turn" them properly. That means you channel energy, and if the haunt fails its save, it is prevented.

But without the 'Turn Undead' feat, the players can no longer automatically turn anything - just damage them, so no save, no banishing the haunts.


pres man wrote:
Don't forget a 3rd level or higher paladin isn't effected by them, as they are fear effects (for which she is immune). I would still have the character experience them, but not be affected by them.

Thanks for the reminder. I was pretty saddened when I first found out he would not be affected. His little much repeated song is 'I'm a Paladin and I'm ok'.. Hmm, pride isn't one of those sins was it? *grin*

So do you agree with my thought that their channel energy without the feat isn't going to do much for those encounters?


Hi. I know this question has been answered before, but I can't find the thread and the search function is disabled.

My party is getting ready to experience haunts for the first time. We have a Cleric, a Cleric/Rogue and a Paladin in the party. We just converted from the beta rules to the final pathfinderrpg rules.

If none of the divine folk pick up the 'Turn Undead' feat, are they pretty much out of luck at driving off the haunts? I seem to recall that we can give the haunts a certain number of hp based on the HD, and if the channel energy does enough damage, that will disable them. However, with the HD most of the haunts have, even if all three characters gets off a healing burst at a total of 5d6, I think it is pretty unlikely to match those hitpoints.

Of course, this is more fun for me to torment the players- but they might get a bit upset having that many divine characters and no way to stop the haunts.

In my email to the group about converting their characters to final rules, I did include the info that their channel energy ability has changed and if they want to swap out an existing feat for 'Turn Undead', they are welcome to do so. I think the general response I got was that they'd rather hurt the undead then make it run away. If someone doesn't take it before those encounters, I'm pretty positive it will be on the wish list in the future.

If I'm thinking this through wrongly, please let me know.

Thanks!
Jonathan


mearrin69 wrote:
I almost forgot about this thread. I did have the gobbos nail them into the watchtower...

I'm thrilled to hear that worked. I love pathfinder goblins :)

Our group just completely finished with Thistletop (M & all). I gotta say, Paladins are a lot more effective with the new version of Smite Evil. There would have been a lot of death without it.

Jonathan


I've been reading the Cheliax book, getting ready to run this new campaign. The book describes the type of music currently popular in the Empire. Reading the description, the first thing that popped into my mind was the Kronos Quartet. It is a string group whose music can come across very creepy/violent, but acoustic so it wouldn't be too out of place.

Haven't gotten far enough into the Council of Thieves book yet to say where it would best go though..

Jonathan


Wicht wrote:

That's just mean.

Edit: Where are you located? It might give some of us hope. ;)

Sorry.. Couldn't resist...

I'm out of SE Wisconsin. I'm amazed how fast the shipped packages get here. Good luck everyone on getting yours!

Jonathan


The Core Rulebook arrived! It is beautiful! It is the best gaming book I've purchased in probably the last 10 years if not longer!

Thank you Paizo Staff! Thank you Jason!

Paizo Rocks!

Jonathan


mearrin69 wrote:

So, my players let Gogmurt get off a warning to the keep and ended up in an epic battle inside...but there are still loose ends. Now they've decided to barricade one of the towers and sleep there. See spoiler.

M

Spoiler:

Sadly, there is no way that Nualia is going to free M. She just isn't perceptive enough to ever find the way in, even by taking 20. I could definitely see her in the lower level with the wizard though working at it, especially if she thinks the goblins are dealing with the intruders up above.

Your party is in a pretty precarious place, as they have healthy goblins who know they are there on the same level. I wouldn't assume Ripnugget is going to play nice. I would think after an hour or two of no sound of intruders, Ripnugget is going to send out one of his Commandos to check out the keep. When the goblins find an area that is oddly enough blocked, they'll report to Ripnugget (will the party be perceptive enough to notice that attempt to open their door?). I've noticed that one of the favored techniques of the goblins when they can't deal with a threat/problem is to just hammer the door shut. I could definitely see Ripnugget order his commandos to try and seal in the adventurers. I could also see the party, readying spells and weapons for when the goblins break thru - not realizing they are being trapped inside.

I'm not sure if there'd be a good way to do it, but if it was possible, I could see ripnugget sacrificing a watch tower to rid himself of the adventurers.. A nice good fire on the sealed tower might be fun.. Even if it is too damp due to location/etc, the place starting to get smokey/hot might get the adventurers attention.

In any case, after the initial fight, I am guessing the party is pretty depleted. I wouldn't do a full scale ambush with the remaining inhabitants of the keep, but remind them that goblins are tenacious and more then a little crazy and you don't sleep in their keep unless you are sure they are dead :)

Anyway, that is just a few ideas I had off the top of my head. Good luck with whatever you decide to do.

Jonathan


Chewbacca wrote:


You can't be more crazy than in one of my campaigns the barbarian player grabbing and throwing the frail wizard in the corridor to check for traps.... MOUHAHAHA.

Poor wizard !

Well, our Paladin did dangle our wizard down the howling hole on a 50ft rope to see what was down there. For some reason, it didn't occur to either of them to tie off the rope somewhere. For some reason the rogue decided to climb down the rope too, in order to help the wizard after they heard the roar. The paladin of course failed the strength check and nobody was able to catch the rope as it slid down the hole with the two characters. I was pretty sure we were going to have a TPK during that ensuing battle as well. Almost did...


I went and read the section on Iomedae in the campaign setting.. Her follows can be a bit blood-thirsty, but she embodies honor and chivalry. And you would think a Paladin of her faith would act a bit better.. good luck with that ;)

We continued our adventure last night.. We only play for about 2 hours each week using Fantasy Grounds, but they got farther..

Spoiler:

Our Paladin decided that she could run ahead and not let the party rogue keep an eye out for traps. Amazingly, this meant that in the lower level of the dungeon, he walked right down the trapped hallway, assuming the shiny spot on the floor was from another of those creatures they fought at the upper level. He failed reflex save, got caught in the trap, and was critted against by one of the attacks of the trap (x3 damage.. ouch). They finally finished, he jumped out before the pit opened. The rogue then tried to disable the device (rolling a 1). Oh, and when the trap was down, our wizard cast 'Knock' in hopes that would open the trap up. Sadly, the spell description is clear that knock doesn't work on a portcullis, so instead, it opened the two doors at the end of the hall instead. The paladin was already on the other side of the trap, and walked further down the hallway. Nualia sees him, is prepped because she heard the trap go off, and attacks with the yeth hound.

As initiative unfolds, the Rogue jumps over the trapped spot without problem, and starts assisting the Paladin. Our Cleric tries the same thing, rolls a 3 and falls into the trap, making her reflex save - squeezing with the rogue, but trapping them.

We had to stop the game at this point. But right now, we have the Paladin, the Rogue and the Cleric trapped in the hallway with Nualia and the Yeth Hound. The trap is going so the others can't aid them and 2 of them are squeezing trapped between the portcullis and the hound. They are in a tad bit of trouble :)

Anyway, good luck with your game.. Hopefully your party is smarter about traps then ours are.


Spoiler:

Sounds like your players are having fun with the campaign as well. I would think that after so much time of no sound of intruders, Ripnugget would send groups of goblins out to see what happened. Personally, I'd just find inopportune times for a goblin party to show up, be seen by the party and try to race back up to Ripnugget, like when the party is dealing with something else nasty. I don't know if Ripnugget would take his entire force into the lower levels in mass - and if he did, they wouldn't be very quiet - and the party would here them coming giving them a chance to prepare.

I was of two minds over the aura of the goblin babies. Yes, goblins are evil creatures, but I think the babies are more like animals then anything else. In any case, killing babies of any creature in cold blood doesn't seem to me to be a very heroic act. I'm glad our paladin is keeping some standards (not much - he was the character to break into the glassworks).. I am so sick of Paladins played as 'lawful stupid'. His attitude might be lawful, but he sure sounds like he is drifting away from 'good'. I'd watch him for reoccurring patterns of stuff like this though, it might come back to haunt him in future games.. In the second book, it suggests you start watching your characters for showing signs of the 7 sins, to use against them later. I think the paladins behavior with the goblins & wives might chalk him up some points on the naughty list. Of course, if he gets any worse, he might have some atonement ahead for himself as well.

I wish I had known that wiki was out there with all the conversion information. It would have saved me a bunch of time. As far as your questions go, Nualia cannot Channel Negative Energy & take an attack at the same time as Channel is a standard action. The touch of evil description in the Beta rules doesn't mention a save either, where other touch attacks with affects do. I'd rule there was no save for it. I'd treat it as a touch spell in that she could spend a round gaining the charge, and next round release it with her attack. However, this probably wouldn't be a very good use of her time.

Good luck with your game! Tonight, we continue where we left off and if we have any luck might even finish the first book (unlikely, knowing my group, but we'll see). I can't wait to run them thru the Manor.. Even if my wife does make me sleep on the couch for a few nights afterwards (that whole thing is going to mess with her a bit too much)


I finally got to run this again last night, as schedule conflicts kept us from playing last week. It was a good game.

Spoiler:

So I decided that it was one of the goblin wives that saw the dead bodies, no PCs and the loose warhorse in the field. She came back down ranting about the horse killing everyone. Bruthazmus wasn't going to disturb anyone else that late at night, but kept watch with Orik at the bottom of the stairs. They were getting ready to head upstairs in the morning and sweep thru the place when they hard voices and footsteps on the stairs. They took cover on either side of the stairwell and waited. Our paladin walked unaware to the bottom of the stairs and got smacked pretty hard from both of them. A good fight ensued. Orik got hurt a lot worse then Bruthazmus, had already fallen down once on the grease the sorcerer cast, and was flanked. He threw down his sword, surrendered, and tried to back away, falling in the process. On his turn, Bruthazmus stopped what he was doing, turned on the 'traitor' and proceeded to kill him himself. The party managed to gang up on Bruthazmus before he could get away to the temple, and he died.

Other fun bits..

I put 3 goblin babies in the nursery. As they were babies, I stated they did not radiate evil to our lawful good paladin. He decided that he was going to save them - much to the rest of the parties frustration. One of the babies died due to the touch of a certain priestess of Pharasma ( I don't think she and the Paladin will get along for a while ) but the Paladin hauled the rest (biting, kicking, screaming, clawing) up to the rabbit cages as he felt they were cleaner/nicer then where they were (she had already released the rabbits on the island). I'm not exactly sure what she plans on doing with them.

After clearing out the temple, our rogue/cleric of Desna decides to take out a glass butterfly she purchased at the swallowtail festival, put it on the alter and cast Consecrate. She (and her player) were really frustrated to discover that the butterfly was missing. She is already scheming on revenge of the party member she thinks stole it from her. Won't she be surprised when she finally discovers it on a certain lord's little shrine to her...

Anyway, thanks for the advice from earlier.


Good to know. Now I just have to wait for that last Adventure Path book for my order to go thru.

Thanks again!
Jonathan


I was reviewing my sidebar, kinda impatient for the last book to get into stock so I can get everything, and I realized that the 15% adventure-path discount is not being applied to all my subscriptions. Will this happen automatically when the books are charged/shipped, or does this need to be fixed now?

Thanks!
Jonathan


Cosmo,

Thanks for the help! My obsession with all things paizo started when the pathfinder rpg alpha was released, and has been growing greater ever since. I've been dropping as many web services as I can to free up budget money for move pathfinder subscriptions. Thanks for reassuring me that I'll get my fix of Paizo Goodness this month.

Jonathan


I recently added the Pathfinder Companion and Modules to my subscriptions. Looking at the 'my subscriptions' screen, the sample bundles do not list the July companion/modules. Could you check and make sure that I am getting Qadira and 'Beyond the Vault of Souls' along with my Adventure Path book for July?

Thanks!
Jonathan


Astralplaydoh wrote:

My gaming group will be running this new adventure once it comes out. I'll likely be redrawing most if not all of the maps in the adventure into maptools.

Anyone else out there planning to do the same? If so, would you like to work together?

I run my games through Fantasy Grounds. In the past I have mostly copied the maps out of the PDFS and did a little touchup in photoshop to enhance them a bit. I'm hoping to do a bit more where it is needed for Counsel of Thieves. Sadly, I'm not the best at digital artwork, but I'm learning and have some of the right tools to work with.

I've really enjoyed some of the redone maps people have made for RotRL, and would be happy to work with others on the stuff for this path.

Jonathan


Darkeyes777 wrote:

Interesting development. If I were you...

Thanks for the suggestions everyone!

Spoiler:

I think I'll have Bruthasmus & Orik scouting the halls, with Orik insisting on Lyrie to stay in the temple with the yeth hounds. The goblin wives will have pushed all the furniture against the door in their room. Nualia will be busy below, unaware for the time being.

There are no other goblins or goblin dogs left at this point, as all on the upper level are dead.

The goblin wife didn't see any of the adventurers, but did see the horse loose in the courtyard - which was the last straw before she fled back to the lower level. In any case, I can deal with them waiting until morning to check on the upper levels and see what survived.. See if the party gets down there before they go up I guess.

...
On a side note, one more day in game to see if our rogue/cleric ends up with lockjaw *grin*.

Thanks again! Our game is Thursday. I'll post with how things turn out.

Jonathan


I've been running Burnt Offerings for a group of 4 players (at 4th level). They just took out all of the top level of Thistletop. They then decided to lock themselves in a room and sleep for the night... Without setting watches.. Common sense, not so much..

So, I'm trying to get opinions of best way to handle the other residents reactions in Thistletop without completely killing off my party.

Spoiler:

I rolled percentages thru the night to see if anyone wandered up - as the initial combat went fast and didn't make too much noise. In the middle of the night, someone did wander up. They witnessed the dead bodies, tried the door to Ripnuggets room where the party was sleeping - waking up one of the light sleepers and headed back down the stairs.

My initial thought was that it was one of Ripnuggets wives.. She saw him dead, doesn't know who did it - and fled back down again. She could

a.) Stay in the harem with Bruthazmus in hopes she stays safe - as he is most likely the new leader of Thistletop.

b.) Return screaming, alerting everyone of what is going up above so they can shore up their defenses and have everyone waiting on the first dungeon level for the adventurers to show up.

c.) Same as b. except that Nualia is busy on the lower level and nobody wants to disturb her.

I am really concerned that if I throw everyone at my party at once, I'll kill them off and although they are pretty crazy to camp out where they did - I'd like them to have a slight chance of survival.

What do you think would be a good compromise between rewarding them for bad decisions and outright overpowering them?

Thanks!
Jonathan
(who is really enjoying running this campaign)

1 to 50 of 51 << first < prev | 1 | 2 | next > last >>