The gory details: The party managed to kill two out of four spectres. They then moved on while the spectres moved along in the walls. They triggered the trap in the trapped room and the spectres struck at that moment.
Elspeth chose to run deeper into the dungeon towards the three sarcoffoci in the back. They then fought the two spectres that came out. After they won, the vampire dude had his rawbones move around and flank them. He then attacked.
Over the course of a very epic battle Elspeth ended up with 0 HD and died due to energy drain. The rest of the party barely escaped with their lives.
Elspeth will be turned into a vampire thing as well and the party is determined to end her existence.
In my campaign I have combined the spear and the amphitheatre from the government district into one big encounter area. It just made more sense for us.
Here is a picture for some ideas if anyone wants to do the same.
(The skeletons are the serpentfolk worshipping their 'god'. :)
Here is a suggestion for a tomb setup. I used this for the undead creature between the artisan and farmer district. It is sort of a crypt under a temple. The concept was that the door on the right did not open until there was a living creature on all four special floorpieces in the corners. The undead creature attacked and then retreated to the room behind the door to recover, opening it by mind controlling four spiders on top of the plates.
I am taking the encounters in the districts very much as a guideline.
For example my players have so far:
Come to Saventh-Yi with the Pathfinders. They set up camp and explored most of the merchant district. I created a subplot about a long dead Azlanti skeleton being taken to the Chimeras lair (they like to chomp on skeletons) that was then to be put to rest. The players embraced that as their main story objective in the district.
Right after the district I introduced the pirates. The pirates were fighting with some of the apes from the military district, but also went to the pathfinders. They demanded equal share in any exploring. The pathfinders let the players handle the annoying pirate leader. Eventually they sort of made enemies and they'll get back to that. They have scouted out the pirate camp and are keeping an eye on it.
Meanwhile I had been giving visions to the life oracle about a big demon ape being 'born' in the military district. They checked out the island with the cleric with the stone salve. She escaped. They then circled around the military district and decided to skip to the residential district. That evening they saw the 'demon ape' fly above the military district. I'll get back to that.
In the residential district they were observed by vegepygmies, they killed the nightmare spider and eventually 'attacked' the russel mold and the vegepygmy chieftain at the obelisk. They managed a stand off eventually and awesome miming roleplay ensued (in my campaign vegepygmies don't quite talk). The players were able to convince the vegepygmies that the other factions would destroy their 'home' and they had to move. The vegepygmies are only willing to move to the 'tower'/manor of the 'evil lady' (aka the hag). Which I will be setting up as a nice 'go kill the hag and help the vegepygmies move' thing.
I will also be introducing the next faction, the aspis consortium soon.
I do feel like I am 'writing' much of the actual ongoing story. It has to make more sense to the players then just random encounters. So far they are really loving it.
I'll be sure to doublecheck that as well. I have issues enough making sure the monsters work ruleswise, but I'll check it, or make him check it. We are a mature bunch and we all agree the game is bigger then any of our heads can contain. We are frequently wrong during play. :)
@Asthyril: True, but they usually make copies then use eraser on it etc etc till the paper tears, which is when they decide to update the digital one. I might enforce updating a bit more, but it has not been an issue since I get copies of the physical ones as well.
Oh no one is doing anything on purpose :) It is a fairly new player and even our experienced players have issues. We just haven't had a alchemist yet.
They were actually 7 and are now 8. I forgot the inquisitor does do two attacks now. Actually he was quite happy with it.
I used to run a Summoner and every level I'd post the eidolon build here to check and every level there was something wrong. The APG classes are indeed more advanced.
This is very interesting. I think I should at least double check his character fully then.
As for the encounters. They do tackle more then one of those a day, though in Serpent Skull at the moment they are:
Serpent Skull spoiler:
exploring Saventh-Yi, which means they have a 'timer' to beat the other factions on explorations
I also recently made a caster summon dretches (DR/5, resist fire/cold 10) which indeed made him think twice. :D
The Inquisitor does bane a bunch, but then we are talking +2d6 dmg once a round. The paladin does smite very nastily. +14 dmg on the first hit at the moment or something to that amount. Though it all seems to balance out alright. Major bad guys do fear the paladin if they are alone.
This is all interesting stuff that I can definately use. Thanks. :)
So I run Serpent's Skull. We recently tried adding a alchemist player. While the player isn't doing anything wrong (I think :P), I notice his damage output is just massive compared with the rest (Oracle healer, Paladin, Inquisitor, Monk). This leads to the encounters being hard to balance.
For him a high challenge would instagib the rest of the party. A low challenge would just make him bored.
The main thing is he has all his feats towards bombs and bows. He can shoot from combat, in combat, etc. without penalties. He can then also shoot two bombs with rapid shot (he has some abilities for this and we are 8th level so we figure he can do this). Which is 1D8+3-4 per arrow, 4D6 impact damage and then 8 dmg or so to everyone adjacent, excluding his friends because he can do that as well. :) I don't get saves for half, because shooting attack has a change to miss. Now multiply that damage by two if he hits both (he tends to).
Now I have no problem with strong PCs, but I could really use some advice (advice forum yay) on how to make the alchemist work without having to tell him to 'go cripple yourself' :P
I am quite interested in more gridless options. :) Thanks for the ideas.
Here is the picture: http://www.flickr.com/photos/theglok/8370638775/in/photostream
If you wonder why there is a worm, a dragon and a carrion from warhammer on the board. I don't own any chimera mini's and those were at least all large. ;)
Name: Stefanus (Stef)
The players had just arrived in the mercantile district and knew there were chimeras on the small fortress island. They decided to head there on a raft and the cavalier and paladin would act as 'engine' and stripped from armor. The chimeras attacked before they could re-dress. Stef then fought with a chimera toe-to-toe with just his shield. This gave him a AC which meant I needed a 6 to hit. I did with a full attack (including a crit). He was already down to one third of his hitpoints when the 54 points of damage hit and he was knocked to -30.
The funeral was absolutely amazing though. The player chose not to let the character come back and is rolling up a treetop monk monkey-thing (advanced race guide), which will just have escaped from the military district.
This was the third character kill in the campaign.
I have the original, the anniversary edition and the collector's edition should be on it's way soon. Why do I have so many copies of the same campaign! Whhhhyyy! Oohh shiny book *entranced* It's sooo pretty.
Hmm all I need now is an alternate cover Pathfinder #1... naahhhh!
Keep up the good work paizo!
You might want to consider fixing the 'problem' all together. This is just one of that player trying to do in his party. Once this is all over and he and the party are still alive, what is to stop him from doing so again.
I do agree with 'Pirate' up here that this is the perfect moment to introduce book 4. Perhaps the 'main bad guy' of the book is having interactions or shows up, or the like and the evil PC kind of has to return to the group.
Oh I doubt we'd run into any problems. I got pretty cool players and I don't intend to kill them with it. :)
Regardless thanks for the clarification. I just wondered since it mentioned Jakes Magpie was both dead to barnacles and drowned. Though I can see him being drowned because he went into the negatives. :)
Awesome! We shall carry on! Thanks!
Apologies for the double post, but I was looking into piratical punishments some more and I had a few questions:
First of all the keelhauling, slow is 12 rounds, fast is 6 rounds. A character can hold his breath for twice his CON score if he doesnt take standard/fullround actions. Basically if you are keelhauled slow and you have 6 CON you are fine. If you run out of CON rounds, you still get to make a CON check every round to see if you actually drown. The basic pirate has 11 CON, thus 22 rounds of holding your breath. What am I doing wrong? Or is it really only supposed to be the dmg that do characters in? If anyone can pretty much live through a keelhauling with breathing it is not that scary.
Next up: Whipping! 3 lashes with 1d3+1 nonlethal dmg means your average d8 HD player of level 1 goes down on the third strike, cause really when does anyone really miss those slashes (I do roll to hit, but you know). So when someone gets 6 lashes it is lights out for anyone. It then takes an hour for every point of non-lethal dmg to recover. Which would mean the character is down to less hitpoints for at max his hp in hours. That's 8 on average in my campaign. (Though there is some healing available dont you worry). Am I doing it right in that almost no one can walk away from 6 lashes and most also buckle on 3 lashes?
Next up: The Cat! Lethal damage, nasty. Nastier, obviously, same thing though. Two-three lashes with the cat can drop someone in the negatives. I guess with the cat that is ok, since you gotta do some bad stuff.
We had our first session and it was awesome. This book is really good. It feels quite hard to run though, with all the things to track and the balance you have to strike between making sure they know who is in charge and them not just going for a mutiny right off the bat.
While I applaud player sneakyness, I would not let them get away with it that easily. I am 'on board' (har har) with sabedoriaclark about letting Plugg and co being a bit smarter. :)
That said, 24 AC, that is not bad at all. Very nice indeed.
Good luck on the campaign, keep us posted! :)
Oh that is right indeed. It would be very interesting to try to get the players to 'work' for him without them finding out. Through proxies and agents and the like.
I'd say he'd stick with his enchanter levels so far, I don't see any reason to change that progression. What would be key abilities or spells or items for a higher level enchanter to obtain I wonder?
So my players just had a great climax encounter to Racing to Ruin with Issilar the serpentfolk enchanter.
Basically he controlled the fight all the time, he dominated people, suggested a cavalier PC remove his armor and stand in a corner, hold persons, flaming sphere, web, spider climb and he also major image-ed a blade barrier around himself. He only got hit once and then suggested a PC healer heal him.
After all of that he ran out of spells, bowed, and walked away. Basically he has entered 'to be returning' territory. The players really hate him, he is arrogant and they can't wait to get the chance to deal with him again later on.
Which brings me to the question: He is awesome as written, but I would love to get an idea how to best level this enchanter and how to gear him and enhance his style of casting over the next few levels. I do not plan to let him show up again before level 8, so that could up his CR to 10. How would you go about leveling him? I am open to all kinds of awesomeness. :)
This party is high on the roleplay, so anything that could enhance that is also fun.
My group just finished the possessed dire ape encounter. It was really great and everyone enjoyed the challenge.
They had an oracle with a spell like ability that was daylight. She cast it and the demon fled. The moment the daylight spell ran out it was replaced by a deeper darkness spell and the entire fight was in the pitch black. The demon didn't feel like playing too much because of the daylight spell.
It then took a long time to down it, including a very smitey paladin. :) It was awesome! They all lived, but the Oracle almost bit it.