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. 1,040 posts. No reviews. No lists. 1 wishlist.


RSS

1 to 50 of 1,040 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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.


Pathfinder Adventure Path, Modules Subscriber

I still have the same question about this adventure: how do the dragonkin survive on Triaxus? You would expect that the red dragonkin are only active in summer and the white only in winter, etc. However, dragonkin of all colors are present in the adventure. Can anyone explain this? They do not seem to have any climate adaptation.


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

They also eat a lot of fish. See the Fishcamps in The shackled hut.


Pathfinder Adventure Path, Modules Subscriber

I know that. You could play with the concept, however. After all, the player characters do not know that.


Pathfinder Adventure Path, Modules Subscriber

Do not forget that Rasputin was called 'the mad monk' (historic reference). Perhaps you could use that to your advantage.


Pathfinder Adventure Path, Modules Subscriber

These are the moments we all cherish as DMs.


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

They can also use the migrus if they still have it. Since it is a construct, it is immune to aging.


Pathfinder Adventure Path, Modules Subscriber

I adapted this by adding an extra quest. They have to find the egg of the firebird and if they break it at the bottom of the eon pit, they can undo the aging and insanity effects.


Pathfinder Adventure Path, Modules Subscriber

In my group there is one character from Irrisen, but he sides with the heralds. In that case there is no problem.


Pathfinder Adventure Path, Modules Subscriber

Check out those same SWW threads for a lot of ideas how to solve this. At least you will find inspiration here for your own ideas.


Pathfinder Adventure Path, Modules Subscriber

Yes, that is a disadvantage. However, things get a bit better later on in the adventure path.


Pathfinder Adventure Path, Modules Subscriber

This is full of good ideas, so I would like to hear how it goes when you run this.


Pathfinder Adventure Path, Modules Subscriber

One of my players married Nadya and she is carrying his child as well. They left her in Irrisen "for safety reasons". He promised to come back for her and lead the revolution against Elvanna.
As for Radosek: my group had quite an easy time killing him, but they had lots of trouble with his animated dragon, so they deserved it. One of the players pushed Radosek from the Pale Tower. It had gotten personal.


Pathfinder Adventure Path, Modules Subscriber

I used the ice theatre plot (in the Irrisen book). The heralds wanted to infiltrate the theatre company to stage a subversive play and the group could meet someone belonging to the Iron Guard there to make contact. My group went for it. The have a bard and 2 other characters with very high perform skills. It was great fun.


Pathfinder Adventure Path, Modules Subscriber

For kellfox: give your players the idea that reinforcements will arrive soon to the Pale Tower. I did, and it made my players decide to defeat all the enemies in the tower in one go, without rest or sleep. It made for a very exciting session with a commando atmosphere and a lot of danger and suspense.
If they still have an easy time, really let some reinforcements arrive.


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

Yes, that would work. Especially because the sorcerer also is the character with leadership and a high diplomacy check. His sister might see that as "he gets everything, just by talking. And I get nothing at all."


Pathfinder Adventure Path, Modules Subscriber

Great ideas! I am curious about the final result. Keep us posted.


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

I am going to add cold sisters as well to book 3. Extra detail: one of the sisters is the sister of one of the PCs. They had conflicting loyalties in the past and the sister left her family and they have not seen or heard from her since.


Pathfinder Adventure Path, Modules Subscriber

There are several androids serving Unity (and betraying Unity) in Iron Gods. You could consider making Elvanna an android and making it a secret for the PCs to uncover. Perhaps Elvanna does not even know it herself.
Baba Yaga's daughters could be androids made by Baba Yaga to oppose Unity.


Pathfinder Adventure Path, Modules Subscriber

Well things get a bit easier after a while. But yes, an archer is essential. My husband plays an archer in this campaign and has managed to save the day a couple of times. The other essential character in my group is my daughter, who plays a sorcerer with a lot of fire-based spells. She is really playing havoc with my monsters :-)
A druid can also be very useful. It is the third strong character in my group.
And even though they have made these characters, this is still a tough campaign for them.


Pathfinder Adventure Path, Modules Subscriber

Thank you for sharing, wertyou2! I hope your players get into the routine and avoid TPKs in the future. There are a lot of tricky encounters still ahead.


Pathfinder Adventure Path, Modules Subscriber

Have you considered mixing Reign of winter with Iron Gods?


Pathfinder Adventure Path, Modules Subscriber

The winter portal is a very tricky encounter. So I think it is a good idea to let them start at a higher level.
If you go for the northern group idea, you can let them start at level 2 and run another adventure to get them to level 3 before they step through the winter portal.


Pathfinder Adventure Path, Modules Subscriber

Which is even more fun!


Pathfinder Adventure Path, Modules Subscriber

You could also give a diplomacy bonus to wearers of the mantle when they are negotiating with Baba Yaga's allies.


Pathfinder Adventure Path, Modules Subscriber

I can confirm that a druid is a good choice. One of my players plays a druid, and he is very effective, especially in the wilderness encounters and against fey.
Another has a sorcerer with a lot of fire spells. He is very effective as well.
And the bard is quite effective. He also fits nicely with the fairytale theme.
Someone specializing in ranged attacks is also quite useful.


Pathfinder Adventure Path, Modules Subscriber

Hoarpanthers: the stats are in the adventure. They are basically leopards with a fast zombie template.


Pathfinder Adventure Path, Modules Subscriber

Sounds nice! It also strengthens the link of Triaxus to the rest of the adventures, which I think is lacking in this campaign.

I will strengtening the dragon story (with the above-mentioned elements added), since one of my players plays a sorcerer with a draconic bloodline.
It will be a moral quandary for him when he hears the Drakelands want to conquer all of Triaxus and wipe out humanity on the planet. This sorcerer is also a revolutionary who has allied with the Heralds of summer's return, so he will rally to the cause of Spurhorn I guess.


Pathfinder Adventure Path, Modules Subscriber

Lavinia borrowing from the Meravanchi family however offers lots of opportunities for devious plot twists. Suppose Lavinia borrows money for a raise dead and in return is forced to marry Avner!


Pathfinder Adventure Path, Modules Subscriber

Recently I read the "Tears of Artamon" series by Sarah Ash, which incidentally is nice background reading for Reign of Winter (especially for Rasputin must die). Now I am thinking of making a darker version of Spurhorn and making some of the dragonkin traitors to their cause and in league with Ivoryglass. Perhaps I will even make these dragonkin fiendish or half-fiends. However, I am thinking about how to incorporate this into the plot. Has anybody made changes to Spurhorn in a similar vein? Or perhaps any other changes to Spurhorn which can inspire me?
The idea is to add a bit of intrigue while the group is staying there. Perhaps they will bond (or almost bond) with the wrong type of dragonkin or discover that someone else is going to bond with a traitor, so that they can stop this just in time. Perhaps they have to find evidence of foul play.
(Knowing my group, they will probably choose the side of Spurhorn.)

In this series gusli players play an important role and even have special powers. Since there is a bard in my group, I intend to do something with that as well. The powers are linked with contacting the souls of the dead and that would fit in nicely with the ghost of Anastacia in Rasputin must die.


Pathfinder Adventure Path, Modules Subscriber

I think they are just undead panthers.

1 to 50 of 1,040 << 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.