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Lord Fyre's page
RPG Superstar 2009 Top 32. Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Comics, Pawns Subscriber; GameMastery Superscriber. 4,491 posts (4,739 including aliases). 1 review. No lists. 1 wishlist. 4 aliases.
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Lord Snow wrote: So is this book essentially a bunch of new options designed for the razor coast campaign setting? +1
... or would this sourcebook work will with ... say "Skull & Shackles"?
anon fem wrote: Rory wrote: As many people mentioned, a low level divine caster is harsh to start.
Ways Around This:
Scrolls. Scrolls. Scrolls. Start buying up as many scrolls as you can No, this is an oracle, they will never want for spells to the point where they need scrolls in order for them to be effective. No. But they will want scrolls to expand their spell selection.
FangDragon wrote: In case anyone in interested you can actually use google image search to find out where images such as Harsk are used on the web:
Go to images.google.com and click on the camera icon inside the search box and either upload an image or copy a URL to one.
But, unless it is leading back to an "authorized" fansite (or even to here), it is still a problem.
ArgentumLupus wrote: Why does no one seem to remember that the republican controlled House cut embassy security funding before Bengahzi occurred? Because it is not politically expedient.
Steve Geddes wrote: Some people have a strange view of copyright/IP. I know a couple of people who think that "if it's on the internet, it's not copyrightable". Yes, but IGN should know better.
Back to the original topic ...
If this is true, then things are already going south for the GOP.
CombatTacos wrote: Hey guys, before anyone jumps to conclusions I'm not directly calling Oracles worthless, merely a question. I've recently started an Oracle with the Time Mystery ( Dual-Cursed ) and I may just be having an issue with caster. I was in a game this morning and I felt absolutely worthless, outside of my Misfortune from being Dual-Cursed. I sat back and did nothing. Does anyone else have issues playing an Oracle? Is it because I'm a caster time oracle? Would I be better off switching to battle? Share your own oracle experiences here. One thing that I have noticed, that giving oracles channeling (as a base ability, not just as a mystery) would help enormously.
The problem with most of the abilities they get from their mysteries is that the usage/day is too low, but I don't plan to go mystery by mystery to fix them.
NPC Dave wrote: It is an IRS agent's job to make up their own screening criteria based on political viewpoint and then delay applications as long as they want based on that criteria? No. But, there is a "gray area."
An IRS agent is required to use his/her discretion on prioritizing what cases to pursue - and in what order.
This is what meatrace is saying:
meatrace wrote: So you're working for the IRS and there's a stack of 501(c)4 applications on your desk and your job is to vet them to make sure they're on the up and up.
Group 1 is called Kitties for Kiddies, a group that purports to fund the adoption of cats to families with small children.
Group 2 is called Real America Patriots Against President Blackenstein.
And you give them both the same amount of attention?
Freehold DM wrote: pres man wrote: Anything JJ Abrams touches always ends poorly. He can't even end stories as good as Michael Crichton, and believe me that is a pretty low bar to clear (... uh how about a volcano blows up and everyone jumps on a hot air balloon). it pains me to disagree with you. Can you elaborate?
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BigNorseWolf wrote: So all the IRS agents were trying to do is catch people cheating the system to hide a massive amount of astroturfing from shadowy billionaires trying to sway an election without getting caught: you know, their jobs. This is precisely why Congress is so upset.
BigNorseWolf wrote:
It doesn't matter if the republicans did the same thing.
It doesn't matter if the republicans would have done it worse.
It doesn't even matter if its TRUE.
It makes Obama look bad, so they're going to grarg about it.
This is what I mean about it potentially blowing up in the Republican's faces.
thejeff wrote: Impeachment hearings before the end of the term. I am not so sure about that.
If the GOP's attempt to impeach is seen by the public as political, then it will likely backfire on them.
This would be true even if there is substance to the charges - a.k.a.: Bill Clinton.
John Kretzer wrote: Lord Fyre wrote: What Pathfinder adventures have you Game Mastered?
What Pathfinder adventures did you play in? I have run the Legacy of Fire. How was the transition from Book #4 to Book #5?
TarSpartan wrote: Uncle Ben stays dead. Now that you said that ...
I say, we can dance, we can dance
Everything out of control
We can dance, we can dance
We're doing it from wall to wall
We can dance, we can dance
Everybody look at your hands
We can dance, we can dance
Everybody takin' the cha-a-a-ance
Is it safe to dance, oh is it safe to dance
Is it safe to dance, oh is it safe to dance
Is it safe to dance, oh is it safe to dance
Is it safe to dance, oh is it safe to dance
Is it safe to dance, oh is it safe to dance
Is it safe to dance, oh is it safe to dance
Is it safe to dance
I say, we can dance, we can dance
Everything out of control
We can dance, we can dance
We're doing it from wall to wall
We can dance, we can dance
Everybody look at your hands
We can dance, we can dance
Everybody takin' the cha-a-a-ance
Safety dance
Is it safe to dance
Is it safe to dance
S-s-s-s A-a-a-a F-f-f-f E-e-e-e T-t-t-t Y-y-y-y
Safe, dance!
We can dance if we want to
We've got all your life and mine
As long as we abuse it, never gonna lose it
Everything'll work out right
I say, we can dance if we want to
We can leave your friends behind
'Cause your friends don't dance and if they don't dance
Well they're no friends of mine
What are you feeling about the Hawkeye Initiative?
This would seem to be an effort to end the "Chainmail Bikini".
We can dance if we want to
We can leave your friends behind
'Cause your friends don't dance and if they don't dance
Well they're no friends of mine
I say, we can go where we want to
A place where they will never find
And we can act like we come from out of this world
Leave the real one far behind
And we can dance
Danc¨¦e!
We can go when we want to
The night is young and so am I
And we can dress real neat from our hats to our feet
And surprise 'em with the victory cry
Say, we can act if want to
If we don't nobody will
And you can act real rude and totally removed
And I can act like an imbecile
What Pathfinder adventures have you Game Mastered?
What Pathfinder adventures did you play in?
John Kretzer wrote: Turin the Mad wrote: "What is best fire dance you do?" I don't dance Oh come on!
pres man wrote: Anything JJ Abrams touches always ends poorly. He can't even end stories as good as Michael Crichton, and believe me that is a pretty low bar to clear (... uh how about a volcano blows up and everyone jumps on a hot air balloon). Gah! I'm agreeing with pres man. What is the world coming to??
Da'ath wrote: Looks like, from this thread at least, that Paizo's vision of the kobold didn't quite fit the expectations. On the contrary, there is no problem until one tries to use them as Player Characters.

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Let's look at your original goal, which I think is a good one if the race is to be used as a Player Character.
Consider these changes ...
Type: humanoid (reptilian) - 0 RP
Size: Small - 0 RP
Base Speed: Normal - 0 RP
Ability Score Modifiers: Weakness (-4 Str, +2 Dex, +2 Int) - -1 RP
Languages: Xenophobic - 0 RP
Defensive Racial Traits: Natural Armor - 2 RP
Defensive Racial Traits: Elemental Resistance - 1 RP (determined with the color of the Kobold's scales)
Feat & Skill Racial Traits: Skill Bonus (Perception) - 2 RP
Feat & Skill Racial Traits: Skill Bonus (Stealth) - 2 RP
Senses Racial Traits: Darkvision - 2 RP
Other Racial Traits: Multitalented - 2 RP (Favoring "indirect" warfare, most Kobolds have some Rogue training in addition to their primary character class.)
This weighs in at 10 RP.
Treat the PC as a normal Kobold. (But do not refigure Kobold NPCs.)
Removed the skill training, as the races was getting cheated. Removed the Light Sensitivity, as a PC Kobold has had to adapt to life on the surface.
Kept the -4 penalty to Strength, due to the reasons I expressed above. (Kobolds are intended to be small and weak.)
However ...
One of the problems I see with this variant is that it Strongly channels the race to being a Rogue. Despite the logic of a "small & weak creature" developing those skills to survive, a well-constructed race should not be too oriented to a single PC class.
Haladir wrote: Also, any city of sufficient size in Andorran. I'm going to dispute this. In Andoria, kobolds are the primary "threat" race.
For all Andorian talk about "equality", basic human (or demi-human for that matter) nature will still cause prejudice, if not outright hostility.
A "Civilized" Kobold would be better where kobolds are not common.
Also, the build information on page 244 of the Advanced Race Guide is incorrect.
They are actually 7 points as is.
Type: humanoid (reptilian) - 0 RP
Size: Small - 0 RP
Base Speed: Normal - 0 RP
Ability Score Modifiers: Greater Weakness - -3 RP
Languages: Standard - 0 RP
Defensive Racial Traits: Natural Armor - 2 RP
Feat & Skill Racial Traits: Skill Bonus (Craft (trapmaking)) - 2 RP
Feat & Skill Racial Traits: Skill Bonus (Perception) - 2 RP [ARG p. 133]
Feat & Skill Racial Traits: Skill Bonus (Profession (miner)) - 2 RP
Feat & Skill Racial Traits: Skill Training (Craft (trapmaking) & Stealth) - 1 RP [ARG p. 244 is again incorrect]
Senses Racial Traits: Darkvision - 2 RP
Weakness Racial Traits: Light Sensitivity - -1 RP
Thus (-3)+(2)+(2)+(2)+(2)+(1)+(2)+(-1) = 7 RP
Consider that the Half-Orc is only 8 RP and you see that Kobolds are not that bad.
As many people would Correctly point out, "Race Points" are only part of the story.
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The problem is that, as monsters, Kobolds were always intended to be weaker.
So, to change that is to change what a Kobold is.
This is one of the logical fallacies of the Advanced Race Guide. Many monster races were created to fill a niche, not as Player Character options, so they did not have to be balanced as if they were PCs.
What are your feelings on the Gunslinger class?
Does Gunpowder break the "Fantasy" feel of the Pathfinder RPG?
Do you feel that the implementation of firearms in Pathfinder is balanced?
Do you feel that the Gunslinger class is balanced?
Have you considered Katapesh? The city is so ultra-cosmopolitan that even Gnolls can walk around with impunity.

... and as a finishing touch.
Optional Trait System
The Advanced Player’s Guide introduced an optional system of character traits to allow players to further customize their heroes and as a tool to define the character’s background and upbringing. When using that system, the following count as “Race Traits” for Gillman characters.
Note: These also presume that a loyal servitor to the aboleths would not be useful as a player character.
Slime Hunter: These Gillmen are from tribes that have fought against aboleths since escaping their domination. They often hunt the abominations and their creations; unwilling forget what was done to them.
Requirement: Gillman.
Racial Features: These Gillmen no longer suffer the -2 penalty on saves verses enchantments cast by aboleths or their servitors.
Benefits: A skilled hunter, you also have a +1 trait bonus on Survival checks and may take Survival as a Class skill. You also receive a +1 bonus on any attack rolls against aboleths, but not their servitors (such as Ugothols or Ulat-kini).
Throwback: Some gillmen are throwbacks to their land-dwelling human ancestors. They actually prefer to live on land and have integrated themselves well into a local human culture. Of course, that this choice puts them largely beyond the reach of their former masters is not lost upon them.
Requirement: Gillman, must know the language(s) of the appropriate settlements
Benefits: You’ve become acquainted with the ways of surface humans, thus you have a +1 trait bonus on Diplomacy and Knowledge (local) checks. You also brought some extra wealth up from the depths with you, the proceeds of which add an extra 100 gold to your starting funds.
Special: Despite the Gillman’s odd cultural and environmental choices, he or she fully retains their racial abilities.
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DrDeth wrote: AD&D, esp 2nd ed is a great game for roleplaying, Tactically- not so much. That is one of the Best things I have heard said about AD&D Second Edition. :)
Da'ath wrote: Re: The Inner Sea Guide. They are just... horrible. It's the same feeling I got when I saw Pathfinder's "Kobold" write up.
Your latest version looks great to me. By great, I mean I could actually see someone playing them from a mechanical perspective.
As long as it still fits the "flavor text" of the original, then I will have accomplished what I was trying to do. :)

Assuming_Control wrote: Personally, I hate, loath and despise them all (Don't mod me bro, it's just my opinion).
The APG classes weren't so much power creep as they were a power leap imo. Not only that, but they are completely gratuitous. We really didn't need a summoner when there are already conjurers and sorcerers. They are all like that too. The witch is the worst offender here. Whenever I hear about parties of magi, summoners and alchemists I get a little more bitter.
To me, those classes just seem like a cynical ploy, like pay to win in F2P MMOs. Buy our book! Drive your party's Monk to drink and despair!
I hate modern game design in general.
Just wanted to get that off my chest.
By the way, this has come up before. :)
golem101 wrote: Right now, too many racial options, archetypes, feats, traits (I've come to despise them with the strength of a thousand fiery suns), silly races and spells, the option bloat already seen in the 3.X era. And the inevitable race to combos and bonus stacking. Yes, and to a degree inevitable. :( Paizo is a business, so they have to have some content to publish.
Unfortunately, one of the things that I would have hoped for in Ultimate Magic is more guidance on what makes a good Witch (or Summoner, or Inquisitor, etc.) spell. They excluded several spells for good reason, and I would have liked some insight into what those reasons are so that when new spells are introduced into the campaign (especially from 3rd party sources that may pre-date the APG) to evaluate if they would also be good for one of these alternate classes.

Trying again. :)
Now weighing in at 11 points, same as a Dwarf, with what I hope to be the final update.
Gillman Racial Traits
Gillmen are defined by their class levels—they do not possess racial Hit Dice. All gillmen have the following racial traits.
+2 Constitution, -2 Wisdom and +2 Charisma: Gillmen are vigorous and beautiful, but their domination by the aboleths has made them weak-willed. [0 rp]
Aquatic Humanoid: Gillmen are humanoids with the aquatic subtype. [0 rp]
Amphibious: Gillmen are fully amphibious, but dislike spending long periods out of the water. [2 rp]
Medium: Gillmen are Medium Creatures, so have no bonuses or penalties due to size. [0 rp]
Normal Speed: Gillmen have a base speed of 30 feet on land. As aquatic creatures, they also have a swim speed of 30 feet, and can move in water without making Swim checks. [2 rp]
Powerful Swimmer: Gillmen do receive the +8 Racial Bonus on swim checks that having a Swim speed normally grants. [0 rp - part of having the swim speed paid for above - see ARG p. 231]
Darkvision: Adapted from life in deep waters of their aboleth masters, Gillmen can see in the dark up to 60 feet. [2 rp]
Servitor Race: Enduring the brutal enslavement to their aboleth masters, Gillmen have become inured to hardship. Gillmen automatically receive the Endurance feat. [2 rp]
Natural Emissary: Created to be emissaries to creatures that the Aboleths could not simply dominate, Gillmen are naturally talented diplimats. They always treat Diplomacy andSense Motive as class skills. [1 rp]
Enchantment Resistance: Gillmen gain a +2 racial saving throw bonus against non-aboleth enchantment spells and effects, but take a -2 penalty on such saving throws against aboleth sources. [1 rp]
Languages: A Gillman begins play speaking Aboleth, Azlanti, and Common. Gillmen with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). [1 rp]
Secondary Traits:
-- Height: As Human
-- Weight: As Human
-- Starting Age: As Half-Elf
-- Age Categories: As Half-Elf
Are they now, at 11 points, too now powerful (given that their amphibious quality and swim speed are still somewhat situational)?

Da'ath wrote: Lord Fyre wrote: We know that Aboleth live in the darkest depths. Creatures that they would need to negotiate with (such as Kraken)also live in those depths. So, it follows that they should have darkvision. I actually didn't know that. I'm not very up-to-date on the Golarion (sp?) story & fluff.
In that instance, wouldn't it be more appropriate to give them:
Deepsight (2 RP)
Prerequisites: Amphibious racial trait.
Benefit: Members of this race are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.
My problems with deepsight are a. it's very situational (you'll never use it unless you're in an aquatic adventure and b. it's a bit overpriced for what you get from a situational power. I agree. Deepsight might be more appropriate. However, as you point out, "deepsight" is too situational.
One of my objectives for rebuilding the Gillmen as to make them more useful then they are now. (Check out their original write-up on page 310 of the Inner Sea World Guide.)
Da'ath wrote: Lord Fyre wrote: Pupsocket wrote: They should probably get Darkvision. May I ask why?
Are you looking a the VERY deep ocean, which sees no sunlight? If they primarily dwell in the disphotic zone (twilight zone) they should probably have low-light.
If they primarily dwell in the aphotic zone (midnight zone) they should probably have darkvision or some sort of bioluminescence.
I realize these are very "real world" attributes of real world ocean dwelling creatures; I'm not sure how true-to-life you want to go with a fantasy humanoid race, just offering suggestions. I think they'd be fine without either, mind you. We know that Aboleth live in the darkest depths. Creatures that they would need to negotiate with (such as Kraken)also live in those depths. So, it follows that they should have darkvision.
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3 x 14½oz Cans of Beans (Mix of types for color)
1 x 14½oz Can of Diced Tomato
1 x Large Onion, chopped & browned
3 x Table spoons of Lemon Juice
2 x Cloves Garlic, minced
2 x Cans of V-8 Vegetable Drink
1 x 1lb of Stew Beef, chopped & browned
3 x Teaspoons of Southwest seasoning (I like Emeril's Southwest Essence)
Steps:
1) Pour each can of beans, one at a time, into a strainer and wash thoroughly!*
2) Pour washed beans into crockpot
3) Drain can of tomatoes, and add to crockpot.
4) Add chopped onion to crockpot
5) Add meat to crockpot
6) Add minced garlic to crockpot.
7) Add seasoning to crockpot.
8) Add Lemon Juice to crockpot.
9) Cover with V-8 (should take 1½ cans). Drink remaining portion.
10) Stir crockpot.
11) Cook on low 6-8 hours or on high for 3 hours. (recommend low)
Serves 6 or 7.
(*- Since some types of beans are perfectly capable of dying the entire crockpot if not washed.)
Pupsocket wrote: They should probably get Darkvision. May I ask why?
Are you looking a the VERY deep ocean, which sees no sunlight?

Taking the critiques, from my first attempt, this is a retry.
This version now weighs in at 10 points.
Gillman Racial Traits
Gillmen are defined by their class levels—they do not possess racial Hit Dice. All gillmen have the following racial traits.
+2 Constitution, -2 Wisdom and +2 Charisma: Gillmen are vigorous and beautiful, but their domination by the aboleths has made them weak-willed. [0 rp]
Aquatic Humanoid: Gillmen are humanoids with the aquatic subtype. [0 rp]
Amphibious: Gillmen are fully amphibious, but dislike spending long periods out of the water. [2 rp]
Medium: Gillmen are Medium Creatures, so have no bonuses or penalties due to size. [0 rp]
Normal Speed: Gillmen have a base speed of 30 feet on land. As aquatic creatures, they also have a swim speed of 30 feet, and can move in water without making Swim checks. [2 rp]
Powerful Swimmer: Gillmen do receive the +8 Racial Bonus on swim checks that having a Swim speed normally grants. [0 rp - part of having the swim speed paid for above - ARG p. 231]
Low-Light Vision: Adapted from life in deep waters, Gillmen can see twice as far as surface humans in conditions of dim light. [1 rp]
Servitor Race: Enduring the brutal enslavement to their aboleth masters, Gillmen have become inured to hardship. Gillmen automatically receive the Endurance feat. [2 rp]
Natural Emissary: Created to be emissaries to creatures that the Aboleths could not simply dominate, Gillmen are naturally talented diplimats. They always treat Diplomacy and Sense Motive as class skills. [1 rp]
Enchantment Resistance: Gillmen gain a +2 racial saving throw bonus against non-aboleth enchantment spells and effects, but take a -2 penalty on saving throws against aboleth sources. [1 rp]
Languages: A Gillman begins play speaking Aboleth, Azlanti, and Common. Gillmen with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). [1 rp]
Secondary Traits:
-- Height: As Human
-- Weight: As Human
-- Starting Age: As Half-Elf
-- Age Categories: As Half-Elf
Pupsocket wrote: They seem weak; decent stats, aquatic which I barely care about, a handful of abilities that I certainly don't care about. Make "Servitor Race" count as Endurance for prerequisites to make them slightly better. You're right, and given the "fixed feat" of Endurance would give slightly better bonuses and could towards the Diehard feat.
+5 Toaster wrote: Lord Fyre wrote: +5 Toaster wrote: it's very well constructed, but you know they have the throwback alt racial trait right? that changes their subtype to human and eliminates all aquatic traits for them. Yes. Keep in mind, though that this rebuild removes most of the features that would have been swapped out. In fact, if a "Gillman does that, what racial features do they have left?
If you are going to do that, why not take a human with an unusual background. true enough a bonus against enchantments isn't a big deal comparatively. Especially given that they already lose wisdom ...
+5 Toaster wrote: How about a diplomacy bonus when dealing with a aberrations? Or just a straight diplomacy bonus, the are emissaries after all. Does the race need more features?
I know point wise, it is equal to a Half-Orc, but "Desert Runner" is a much better deal then "Orc Ferocity."
+5 Toaster wrote: it's very well constructed, but you know they have the throwback alt racial trait right? that changes their subtype to human and eliminates all aquatic traits for them. Yes. Keep in mind, though that this rebuild removes most of the features that would have been swapped out. In fact, if a "Gillman does that, what racial features do they have left?
Ciaran Barnes wrote: This actually looks pretty good, aside from the 8 RP build. Am I counting right? Throw in a skill bonus. Bonus points for it not obviously steering a player towards a specific character class. Yes 8 points, which is equivalent to a Half-Orc.
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I have a question for Council of Thieves GMs. This is about presenting the right “feel” for the city/culture to the players.
In your Westcrown do the women dress like …
this
… or …
this?
This would help me get a feeling for how to describe events such as the “party” in the Six Fold Trial.

Between their paltry abilities and severe water dependence, the Azlanti Gillmen from page 188 of the Advanced Race Guide (and page 310 of the Inner Sea World Guide) are not very useful as an alternate Player Character Race. While this is fine for an NPC race, if they are to be used as a possible player character, I feel that they need to be better balanced.
Gillman Racial Traits
Gillmen are defined by their class levels—they do not possess racial Hit Dice. All gillmen have the following racial traits.
+2 Constitution, -2 Wisdom and +2 Charisma: Gillmen are vigorous and beautiful, but their domination by the aboleths has made them weak-willed. [0 rp]
Aquatic Humanoid: Gillmen are humanoids with the aquatic subtype. [0 rp]
Amphibious: Gillmen are fully amphibious, but dislike spending long periods out of the water. [2 rp]
Medium: Gillmen are Medium Creatures, so have no bonuses or penalties due to size. [0 rp]
Normal Speed: Gillmen have a base speed of 30 feet on land. As aquatic creatures, they also have a swim speed of 30 feet, and can move in water without making Swim checks. Gillmen do receive the +8 Racial Bonus on swim checks that having a Swim speed normally grants. [2 rp]
Low-Light Vision: Adapted from life in deep waters, Gillmen can see twice as far as surface humans in conditions of dim light. [1 rp]
Servitor Race: Enduring often brutal enslavement to their aboleth masters, Gillmen have become inured to hardship. Gillmen receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, swimming, starvation, thirst, and hot or cold environments. [2 rp - recolored Desert Runner]
Languages: A Gillman begins play speaking Aboleth, Azlanti, and Common. Created to be emissaries to creatures that the Aboleths could not simply dominate, Gillmen with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). [1 rp]
Secondary Traits:
o Height: As Human
o Weight: As Human
o Starting Age: As Half-Elf
o Age Categories: As Half-Elf
I figure that the race could keep all the flavor text from the ARG.
This Gillman variant would function as a “non-magical” version of the Undine (See ARG p. 174 to 179).
Cyrad wrote: Specialists also have much better school powers. The subschools are even better with Conjuration/Teleportation's teleport ability I don't know about that ...
Hand of the Apprentice: A Dwarf, Elf, or - especially - Half-Orc can get a LOT of mileage out of this ability.
Metamagic Mastery: The ability to modify spells with Metamagic on the fly is underrated. It really makes some metamagic feats much more useful.
Greenough wrote: Skeld wrote: Haladir wrote: I agree with Skeld. Let the PCs hear rumors of someone who matched her description in Turtleback Ferry, in Book 3, but don't let them meet her there. Instead, she's the military advisor to the giants attacking Sandpoint in Book 4. Right. She could get a mention in Barl's note (not by name, of course). She's a natural choice of advisor to the Sandpoint raid because she lived there and she's interested in seeing the town suffer.
-Skeld Or you could always have her sneak back in to the Catacombs of Rage and receive further tutelage from the Scribbler - who like Nualia is an adherent of Lamashtu -and covertly corrupt a few Sandpointers as well. I really like this idea because it gives both of them what they need.
Scribbler needs a reliable, mobile agent.
Nualia needs help to continue her revenge on Sandpoint.
Building a small "cult" of the Mother of Monsters in the heart of Sandpoint would advance both of their goals.
After you try it, you may want to up the seasoning a bit. It can be a little bland is my stick to the recipe.
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