Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Laori Vaus

Luna eladrin's page

Pathfinder Adventure Path, Modules Subscriber. 1,070 posts. No reviews. No lists. 1 wishlist.


RSS

1 to 50 of 1,070 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Pathfinder Adventure Path, Modules Subscriber

Thanks, but that is the one I already found. I guess this means that there is only a satirical picture, not a real fairytale. Perhaps I can invent one myself.


Pathfinder Adventure Path, Modules Subscriber

Does anybody know which fairytale tells about Baba Yaga fighting the infernal crocodile? There is a 17th century picture about it on the internet, but not the fairytale itself.
Does anybody know whether Bremagyr is based on a fairytale or on a historical person?


Pathfinder Adventure Path, Modules Subscriber

Congratulations!
We have a while to go yet.


Pathfinder Adventure Path, Modules Subscriber

My players have just arrived in Akuvskaya. The hut was a rollercoaster ride: one PC locked in the mirror of life trapping, and later, when the window had been broken, was feebleminded by the derghodaemon. In the candy room 3 PCs failed their saving throws and started to eat candy. Two of them fell asleep and one suffered from nightmares from the bogeymen. Later, when they were finally fighting the bogeymen, he was stil shaken when he finally killed one of them with the words: "I ... am ... not ... afraid ... of ... you!" (This in a scared voice).
When they passed the coffin man (by killing him, because they did not dare to play cards with him), they exited the hut and looked upon the ravages of Akuvskaya in the deep silence of a wintry morning in Siberia. I described the village and they said: "Ok, let's investigate!" They started walking and flying away from the hut. Then the world exploded around them.
They got lots of damage and one of them got trapped in one of the minefields, but they survived. What followed, was serious enemy fire answered by lots of damaging spells and the use of illusions to draw enemy fire away from the group. Then the rogue flew invisibly to the tsar tank, opened the hatch and climbed in to start killing soldiers...
They have won this round, but they are seriously intimidated and have not even met Rasputin yet. (They have not yet investigated the fire). We played much longer than usual, until deep in the night, because my players were so excited they did not want to stop playing. This is such an exhilarating adventure, maybe the best I have run in a while. Thank you, Paizo.


Pathfinder Adventure Path, Modules Subscriber

My group has a sorcerer who specializes in fire spells. Yes, he is very effective, but also very vulnerable. There are enough creatures with cold subtype for him to shine, but he needs the others to protect him from danger so that he can do what he does best.


Pathfinder Adventure Path, Modules Subscriber

I had the kids run into danger for the first 2 encounters. The players took all kinds of security measures, warning the kids not to wander too far away, or not to leave the sleds, etc. Then I had them recede into the background. The idea was that the measures the PCs took, were effective.


1 person marked this as a favorite.
Pathfinder Adventure Path, Modules Subscriber

Perhaps replace the human legs with shoes? You can make it magical shoes. Or boots.
It brings to mind some fairytales, such as puss-in-boots, Cinderella and the red shoes (from Hans Christian Andersen).
Perhaps they have to find a cobbler who makes special shoes. Then the cobbler needs special leather, which is the hide of some monster, and special nails (e.g. the stings or nails of some animal/monster). And special shoelaces (the hair of a nymph, a korred or some other creature with lots of hair). Of course the ingredients come in threes, as fairytales go.


Pathfinder Adventure Path, Modules Subscriber

This is a nice idea. Especially when later they arrive in Waldsby and can see with their own eyes what they have prevented in Heldren. It links the two villages even more.


Pathfinder Adventure Path, Modules Subscriber

You could just give the gelatinous cube a larger area to roam. The kobolds could then just hide somewhere and wait until the 'ghost' has passed.


Pathfinder Adventure Path, Modules Subscriber

You could also let them have pets (either as druid or some other class with an animal friend) or as trained dogs.


Pathfinder Adventure Path, Modules Subscriber

I am so looking forward to this!


Pathfinder Adventure Path, Modules Subscriber

Hello Brandon,

Thank you for this very thorough answer. Yes, that would certainly work. I am preparing this adventure for my group at the moment and cannot wait to run it. It is really a great adventure.
My group has a tendency to do the unexpected, so that is why I asked. I want to be prepared for all eventualities.
Rasputin with mythic tiers, that is really scary! As if the adventure isn't scary enough already!


Pathfinder Adventure Path, Modules Subscriber

As is stated in the adventure, the Brothers Three are sent out to dominate the soldiers in Akuvskaya Prison Camp. My question is: How can the Brothers Three leave Akuvskaya Monastery when the world anchors have not yet been calibrated? Does this mean that Rasputin regularly calibrates them in order to let the Brothers Three leave and return? After all, they have to return to their coffins in the morning, or else they die. Is that the reason some NPCs claim to have seen the old monastery intact? And if so, what stops the PCs from lying low until the monastery next appears and then rushing in? (Yes, this will be deadly, because then they will be trapped there as well, but this might not be enough to stop them from doing it anyway.) My point is: this might be considered a tactical weakness in Rasputins plans and can be exploited by the PCs without calibrating the world anchors, which constitutes a large part of the adventure.


Pathfinder Adventure Path, Modules Subscriber

Sounds good!
I am still thinking about it. We are in The frozen stars at the moment.


Pathfinder Adventure Path, Modules Subscriber

Does anyone know who or what the small gold statue in the kokogiak's chamber represents?


Pathfinder Adventure Path, Modules Subscriber

Name: Anastacia (one of the players named her character Anastacia and another player named his character Aleksej; and they are brother and sister; will be fun in RMD)
Race: human
Classes/Levels: fighter/rogue/shadowdancer (character level 12)
Adventure: The frozen stars
Location: Rimekeening crevasse
Catalyst: carnivorous crystal
The Gory Details: The carnivorous crystal hits her for 51 points of damage (dice roll that way sometimes) and then she fails a saving throw for massive damage (rolling a 1).
I didn't see this one coming. All in all the crevasse was a tough nut to crack for the group.


Pathfinder Adventure Path, Modules Subscriber

The hut has a UMD DC 30 to control if I remember well. Your players probably cannot use it before the 4th adventure (mine didn't despite pumping up use magic device).
In most locations you cannot take the hut along.

Spoiler:
MMC: the hut does not fit in the 3 statues of Artrosa. It cannot climb the statues. It is allowable to use it in the wilderness in most cases.
In TFS it cannot enter Spurhorn or Ivoryglass (or the crevasse for that matter).
In RMD the hut runs off on its own at the beginning of the adventure and the PCs have to run after it. The hut has a will of its own there.
In the final adventure everything takes place inside the hut, so there it is no problem at all.
My players are in TFS at the moment and the hut has been more of an impediment than a help so far (since it is so large and unwieldy and you cannot exactly use it to sneak up on people. It is not invisible and cannot fly).
If you are really worried about this, play up the hut as having a will of its own from the beginning and increase the UMD check (it is an artifact after all).


Pathfinder Adventure Path, Modules Subscriber

It also depends on the temperature. It will not freeze directly when there is only light frost. I think in Yakutsk temperatures can be extremely low.


Pathfinder Adventure Path, Modules Subscriber

It does not freeze at once, so they will have to wait for the effect. I suggest you use it as the grease spell, which is not that much higher level, but with a delay.


1 person marked this as a favorite.
Pathfinder Adventure Path, Modules Subscriber

I understand why they were freaked out by the little cabin. My players mistrust all cabins since seeing Cabin in the Woods :-)
All in all it was a pretty atmospheric first session.


Pathfinder Adventure Path, Modules Subscriber

The background article on Triaxus in The frozen stars perhaps has some interesting ideas. There are hints of smoking towers and caves which have to be guarded against misuse. Anyway, make the dragons much much creepier and more supernatural (links to the plane of shadow or any other creepy plane). You could also invent a very powerful overlord dragon (who is maybe a darklord and maybe something else altogether, e.g. from the dark tapestry).
As for the vistani: you could make them human, but from another world (and they became trapped in Ravenloft and are trying to escape, or perhaps they know/knew the secret of escape)

It all sounds very promising and interesting.


Pathfinder Adventure Path, Modules Subscriber

We had great fun running Challenge of the fang. I ran it near Waldsby and added some extra wolves for flavor. I also linked it to the campaign themes. One of the best parts was that the sorcerer disguised himself as 'little red riding hood' in order to confuse the wolf.


Pathfinder Adventure Path, Modules Subscriber

I couldn't agree more.


Pathfinder Adventure Path, Modules Subscriber

I added an extra location and put an item there to mediate the effects of the eon pit. I linked the extra location to the story of one of the characters.


Pathfinder Adventure Path, Modules Subscriber

Check out Tales of the old Margreve (Open Design/Kobold Press). It has 8 scenarios from levels 1 to 10 and has roughly the same feel as ROW (i.e. Russian-flavored fairytale scenarios).


Pathfinder Adventure Path, Modules Subscriber

Nice!
My players tried to cure Mortens agoraphobia by hypnotizing him.
We will be playing tonight. My group has just defended Spurhorn against the Drakelands. They have won a great victory.


Pathfinder Adventure Path, Modules Subscriber

I see your point. I hope it all works out. It sounds like a fun campaign. Good luck with the Logrivich fight.


Pathfinder Adventure Path, Modules Subscriber

There are suggestions that Baba Yaga will reward the players at the end of ROW. Perhaps she could promise an extra/higher reward when the PCs recover the torc, or give part of the reward now and part after they have finished the quest.
It is a nice idea that Baba Yaga does not yet want people to know that she is back. I was planning to use Witchwar Legacy as well at the end of the campaign and I might use that. She will of course not get the item herself. It is simply too obvious if she does that. And perhaps she is busy tying up loose ends.


Pathfinder Adventure Path, Modules Subscriber

I agree. My players have had a lot of fun so far with this one as well. And the alien planet makes for a nice change of pace.


Pathfinder Adventure Path, Modules Subscriber

You could also have someone enter/attack the tower from below, e.g. reinforcement guards or some other creatures (perhaps some creatures from the tower returning from an errand) and letting them make lots of noise. Chances are that your players take the bait and attack them first, so that they will be either level 6 or exhausted enough to go and rest first.


Pathfinder Adventure Path, Modules Subscriber

Thanks. I decided on gaseous form, but fly works as well.


Pathfinder Adventure Path, Modules Subscriber

Wow! Would make a very exciting movie!


Pathfinder Adventure Path, Modules Subscriber

Yes, the deinonychus was nasty. Fond memories.


Pathfinder Adventure Path, Modules Subscriber

Name: Zikimo Talib
Race: Human
Classes/levels: Druid 11
Adventure: The Frozen Stars
Location: Battlefield at Spurhorn
Catalyst: Trying to take on an army on his own
The Gory Details:

After the meeting in Spurhorn Zikimo asked commander Pharamol whether it was OK for him to scout a little with wildshape. Pharamol said OK but to be careful. Zikimo however did not tell his group that he was going to do this, changed himself into a bird and began to fly over general Malesinder's troops. But these troops are no fools and when some of them noticed the bird, they began to shoot at it. However, 3 arrows all missed (and the shots were good enough to hit a normal bird). A bird so hard to hit was indeed very suspicious, so general Malesinder decided to send some ceustodaemons after it. Zikimo was still far enough away, so he could still have fled (only risking that the ceustodaemons would use dimension door). However, he decided to attack. It even worked for a while and the ceustodaemons got wounded. So general Malesinder decided to send reinforcements in the form of a sorcerer on a red dragonkin. Zikimo still could have fled, though it got more risky, but still decided to continue attacking. He was held by the sorcerer, got caught in the dragonkin's breath weapon and (because he was held) plummeted down into the enemy camp.
This was the first death in this campaign, but we have had a lot of near-deaths in similar situations, so I hope this player has learnt that he needs to be more careful when he tries anything like this again.


Pathfinder Adventure Path, Modules Subscriber

I have decided to make the siege tower higher on one side, so that it is skewed on the underside and flat at the top and so that the platform reaches the top of the wall when it is positioned against the wall. I have also decided to give it spiked wheels for extra grip on the slope. It seems more logical to me, especially because general Malesinder strikes me as an able tactician and would come up with a solution to these problems.
This means it is a little bit more difficult to topple the tower, but I expect my players to be creative and resourceful enough to manage it. And they can of course just kill the hydras in order to solve this problem.
The only problem left to solve is how the hydras got there.

Anyway, when thinking about these problems I saw an image of enemies flying over Spurhorn on drakes and dropping off with parachutes. That would surely make for an exciting encounter. Since the Triaxians have been used to flying creatures for so long, they might have developed parachutes.


Pathfinder Adventure Path, Modules Subscriber

My group managed to kill 4 Giants before the hut killed the rest. But yes, it was a fun encounter!


Pathfinder Adventure Path, Modules Subscriber

And another question: How did they get the hydras up the cliff? They can't fly, can they?


Pathfinder Adventure Path, Modules Subscriber

I have a problem with the siege towers. Can some one help me with these questions?
1. What is the height of the siege towers? Am I to assume it is 30 feet? How can the enemies reach the walls if the towers are on such a steep incline (angling backward)?
2. 45 degrees means an inclination angle of 50%. It is very difficult to roll a siege tower up such a steep incline. Some older cars even have trouble with inclines of 12% and the siege towers are not powered by machines (though hydras are strong).
3. Where are they going to position the siege towers on this steep slope? They would either roll down again or tilt and fall flat or crush the hydras. Or do they anchor them? These towers are not extremely unstable but rather it seems to me it is impossible to position the towers there at all.
Perhaps I am nitpicking, but my players will certainly notice this (one of them is a math and physics teacher).


Pathfinder Adventure Path, Modules Subscriber
Bellona wrote:
@ Luna: I figured as much, but in context it sounded rather amusing and I couldn't resist it. My sincere apologies if the comment came off as sounding mean in any way!

Thank you. No, it did not sound mean. I had to laugh as well. It only goes to show that no matter how well you think you know a second language (and I am using English every day in my job), you still can make mistakes like this. I think these errors are called "false friends".


Pathfinder Adventure Path, Modules Subscriber

Sorry, Bellona, I am not a native speaker. Nevertheless I should have spotted this one. It was a literal translation from Dutch.


Pathfinder Adventure Path, Modules Subscriber

My players have just reached the hut configuration for Triaxus and it was great fun. Exciting combats with the moonflowers, and later with the denizen of Leng and the moonbeast. Two of my players kept calling the witch's hut 'the cabin in the woods'.

They have freed Zilvazaraat and accepted his proposal for trade in magic items. However, one of my players took Zilvazaraat apart and asked if he also traded in living creatures and parts of living creatures. I let Zilvazaraat give a noncommittal answer.

This player has been playing his character (a druid) as a sort of Docter Frankenstein. He has been examining dead bodies of monsters since the beginning of the campaign. In the first adventure he has been cutting open dead fairies in order to see if he could remove the ice sliver in their hearts. He has also tried to split the wolf in sheep's clothing in two, and has later reincarnated Syvet.

This has set me thinking: it would be nice if Zilvazaraat knew another planar trader. This could be a mercane or some other outsider, preferably with plane shift or a similar ability. This outsider could deliver body parts so that this PC could build some kind of creature, just like Igor in the Frankenstein films. Of course the player would need electricity to bring the creature to life, but I suppose that is available in Russia. This plotline would offer endless possibilities.
Problem is I cannot find a suitable outsider (or other creature) for this purpose. It would preferably have to be a CN creature (or slightly evil) without scruples about dealing in body parts, and it would have to be a bit shady and mysterious. It would be raiding cemeteries, etc. It cannot be a creature that is too evil, since there are good characters in the group and they would probably kill it. Does anybody have any suggestions what would be a suitable creature for this purpose?


Pathfinder Adventure Path, Modules Subscriber

It might be a problem in some parts of the campaign, so I would not advise it.


Pathfinder Adventure Path, Modules Subscriber

There are (or were) co-operation feats. Basically you get a feat which works for the whole group if you co-operate. If they do no longer exist, you could use the idea as inspiration.
You could use the horses in this way, however. I.e. they can summon them as a group. You could give them a +2 on ride checks when they are riding together. Something like that.


Pathfinder Adventure Path, Modules Subscriber

I added some Margreve stuff to book 2 and I added the wikkawak castle from Castles of the inner sea to book 3.


Pathfinder Adventure Path, Modules Subscriber

You also could give them a kind of group ability/co-operation ability.


Pathfinder Adventure Path, Modules Subscriber

This is such a great read. It brings back fond memories.
In my campaign Avner was eaten by the terror birds. The Island really intimidated the players. Later on, when their characters were higher level, they started calling it XP Island.


Pathfinder Adventure Path, Modules Subscriber

Polar bears are adapted to a cold environment, so they need no cold resistance. Also, they have fur.


Pathfinder Adventure Path, Modules Subscriber

Since they are somewhere 'in between' Triaxians and dragons, you would expect them to have quite a long lifespan. This would give them a different perspective on things, and it would make them first-hand witnesses of the time when it was still summer, offering nice roleplaying opportunities. Of course the dragons have this perspective as well, but since they are mostly antagonists in this adventure, I do not expect that the PCs will be chatting with them about weather and climate.


Pathfinder Adventure Path, Modules Subscriber

Thanks for the feedback everyone.

Zhangar - the survival check is a good idea, as dragonkin also have a fairly high survival check.

remoh - I like the cold resistance/fire resistance switch. Perhaps with a slight color change (more subdued in winter and brighter in summer).

My point is that part of the flavor of Triaxus is that creatures have a mechanism for survival both in summer and in winter which can be actually noticed by the players, e.g. a transformation, or they hibernate or estivate. I have players who want to know these things, so I want to have an answer ready just in case.
Also I am adding some extra flavor to the adventure (as advised in the foreword), such as the possibility that the dragonkin might have been genetically engineered in the distant past (as was the case in the Dragonriders of Pern-series). In that case they would clearly have a distinct survival mechanism.


Pathfinder Adventure Path, Modules Subscriber

Thanks. It is just that most other creatures on Triaxus have a survival mechanism. E.g. the Triaxians have fur in winter and no fur in summer. Other Triaxian creatures sleep through summer or through winter. So you would expect dragonkin to have something like that, too.
As for polar bears: they can function perfectly in arctic climates, but cannot cope with heat and melting ice at all.
But well, thick hides and being a supernatural creature it is, then.

1 to 50 of 1,070 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2016 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.