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Asmodeus

Misroi's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 585 posts (3,693 including aliases). No reviews. No lists. No wishlists. 3 Pathfinder Society characters. 26 aliases.


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Cheliax

Pathfinder Adventure Path Subscriber

Or, the upside is that the episode goes from "We have to save Skye!" to "Skye has to save herself," which would be a much more interesting episode.

Cheliax

Pathfinder Adventure Path Subscriber

I don't have the book in front of me, but I think the implication here is that you're rolling Knowledge (history) to research Xin-Shalast. Being in Jorgenfist's library gives you a hefty bonus, so some of that is what PCs naturally know about Xin-Shalast (it's a legendary lost city of gold, like Cibola or Quivera), while the higher numbers are things the PCs learn through their research.

By all means, have the higher things be handouts! That'd be awesome!

Cheliax

Pathfinder Adventure Path Subscriber

I let my party sell it in Sandpoint, but at a lower amount. After all, since it was Tiny, it was worth more as a curiosity than a weapon. At the time, they didn't want to take the time to rush off to Magnimar when Nualia could be coming to Sandpoint at any time.

Cheliax

Pathfinder Adventure Path Subscriber

Garrett says this after a soldier gives him the double fist pump "Hail HYDRA!" It does look like a cheerleading pose, and Garrett's the perfect guy to call out how stupid the salute looks.

Cheliax

Pathfinder Adventure Path Subscriber

1. Ah, random encounters. I have a love/hate relationship with them. On one hand, they add verisimilitude to the game - the world's dangerous, and the party doesn't know if they'll be attacked by monsters at any time. On the other, it is random, so your party has a chance of running into the Sandpoint Devil at level 1. Some people will say, "That's the point! If they can't deal with a monster that's generated, then they need to learn to run." Not a bad answer, though another suggestion would be if you generate something that's incredibly dangerous (like the Sandpoint Devil), then it doesn't necessarily need to be a combat encounter. Maybe they hear a commotion in the woods several hundred yards away, and when they check it out, they find that an owlbear (or some other vicious predator that would easily take down the group) has been killed and partially eaten. There's scorch marks all around, and the only other tracks look like a horse's hooves - but it looks like the horse might have been standing upright, and the hoof marks are clawed. If they try to track the beast down, then you might run the encounter (and get ready to have the group make a new set of characters).

2. RuyanVe's got the right of this. Sandpoint residents will know the basics of what's going on (Nualia was adopted by Father Tobyn, there's a bastard Kaijutsu, the Late Unpleasantness, etc.). They won't know the secret information, though, and in fact, their knowledge can be dangerous. After all, everyone thinks that Chopper started the fires of the Late Unpleasantness - they'll find out the real culprit as the game goes on. Nobody in town knows about the Thassalonian ruins nearby, but once the party discovers them, Brodert Quink is the go-to guy on that. He's eccentric, though. Everyone in town thinks he's a bit crazy. He's on the order of Zecharia Sitchin - his theories are based on fact, but he goes out into left field to come up with some incredibly outlandish stuff, like the Old Light is actually an ancient Thassilonian weapon.

3. After you've removed XP, the best way to motivate players to go exploring or do whatever is to find out what motivates their characters, and write to that. If you used the AE campaign traits, then you've already got some prewritten hooks to the town, so think about what those people might want the characters to do.

4. There's not really a set order to Local Heroes. Consider this chapter your chance to get the players familiar with Sandpoint and its inhabitants. You can basically do any and all of this in any order, and the only thing that kicks off the next bit of plot is Ameiko's abduction. Once that happens, your PCs have a trail of breadcrumbs to follow if they want to save the town. But, in general, take your time, and let the PCs explore as much as they'd like.

5. Yep, the treasure in the first part of the books is a bit sparse. The Catacombs have a bit more cash, but most of the money is in Thistletop. My party was strapped for cash until they got there - now they're kitted out with the basics. If the party wants to buy stuff, the citizens would probably give them a discount - after all, they are the Heroes of Sandpoint!

Cheliax

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Civil War was a great concept that got dumber the longer it went on. It started with a bang - literally. A tragic accident causes the US Congress to sit up and write a bill addressing the massive number of metahumans in the country. The Superhuman Registration Act is passed, and every meta in America needs to register. Tony Stark ends up the spokesman for the pro-registration side; Steve Rogers, naturally, ends up being the anti-reg side.

It was a wonderful set up, one that could have had a very intelligent debate in its pages. It could have shown the positive and negative sides to both arguments, showing both sides perhaps going too far in the name of what they believe, and having the supervillains show up in the end to cause mass chaos, as the superheroes have been too busy fighting each other to deal with the criminals.

Instead, one side gets handed the villain card early on, and never really gets to make their points. Instead, they start doing more and more reprehensible things in the name of "public safety." In the end, it's just an excuse to have their big named costumed characters beat each other up.

I mourn for the series that Civil War could have been.

Cheliax

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

Or just keep doing what you're doing. XP will sort itself out in the long run. They'll just have an easier time with the book (not necessarily a bad thing when they go up again TPX!).

Cheliax

Pathfinder Adventure Path Subscriber

Head butts. Lots of head butts.

Cheliax

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

And its hair shall be whatever colour it please God. ;)

Cheliax

Pathfinder Adventure Path Subscriber

That One Boon:

I totally performed the ritual. Given, the character I played through the scenario is a summoner whose eidolon is an eldritch thing from beyond the stars. His name is Uriah Whateley, and he performed this ritual gleefully. I mean, when else am I going to perform an honest-to-God unspeakable rite in game?!? Consequences be damned! The stars are right!

Cheliax

Pathfinder Adventure Path Subscriber
Russ Taylor wrote:

I'm actually more annoyed by absurdly pretty casting (male and female) than an overly homogeneous primary cast, but both interfere with my enjoyment of story. Overly pretty casting tends to come at the extent of acting chops, too, hence Skye and Ward and the whole they-can't-act-out-of-a-paper-bag issue. Those issues run epidemic in American television.

Scripts have definitely improve the past few weeks.

Wouldn't "absurdly pretty casting (male and female)" be consistent with the idealistic representation of humanity that comics offer? I mean, how many plain-looking superheroes can you name?

Cheliax

Pathfinder Adventure Path Subscriber

Hmmmm, not sure. The spells referenced physically transform the walls, whereas the ghost step ability and other means of gaining incorporeality leave the walls intact. If there's nothing in the text about how the walls in the Pinnacle react to an ethereal creature, then I'd rule in favor of the player.

Cheliax

Pathfinder Adventure Path Subscriber

Spoiler:

There's no evidence that says that he didn't contact his HYDRA superiors, and they decided that it wasn't within their victory parameters to ally with a rogue Asgardian. Keep in mind HYDRA's plan as detailed in the Captain America movie. They'd already tried supporting a dictator and ruling from behind the scenes, and they learned that people will fight for their freedoms when they're directly challenged. They shifted gears, and shaped the century so people would be so frightened of what's to come that they'd hand their freedoms away. Not only would they be shifting away from their endgame that they'd had in place for seventy years by allying with her, they'd out themselves and would be pot committed to Lorelei's victory. The Avengers proved enough to stop an alien invasion led by an Asgardian. Do you think it's possible they'd lose to a terrestrial army led by a weaker one? Besides, if their endgame goes according to plan - and there was no reason it wouldn't at the time - they have uncontested control of Earth. Lorelei's an unpredictable element, so it's best not to have her in the equation.

Cheliax

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

Re: Caineach:

Superspy, yes. Information gatherer, yes. But she's not the "big picture" person. Natasha's job is to go out and acquire intel, usually as quietly as possible. Her job is not analysis. You usually don't have the same assets that acquire intel analyze it because they usually don't have both skill sets. Even then, once the analysis has been done, that analyst doesn't make any judgment calls on his work, he just passes it on through the channels, and top brass makes their decisions based on that. In this case, Director Fury. Fury is one of the only people in SHIELD that saw everything, and he was the only one to put together the HYDRA conspiracy.

In general, why would you expect a soldier and an assassin, two people who don't see the big picture, to put together a flaw hidden within SHIELD for as long as the organization has been around when the people who do hadn't seen it either?

Cheliax

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

And seriously, what's with adventurers these days leaving home without a length of rope? Don't they know that' adventurer's duct tape?

Cheliax

Pathfinder Adventure Path Subscriber

Spoiler:

Plus, this is HYDRA, and Zola's one of the original crew. When bad guys mention doing something to avoid an action on the Evil Overlord list, it's probably on that list because HYDRA made that mistake first. There's not a bit of scenery around them that doesn't have their teeth marks on it.

So, yeah, Zola was gloating about how well his plan went. That's HYDRA. He probably should have just kept talking, but where would be the fun of killing your nemesis if he didn't see the shot coming?

Also, I'm pretty sure Zola's not dead. In order for the missile to be fired, Zola had to send out a message to let HYDRA know where Rogers & Romanov are at. If he can contact the outside world, then he can download his consciousness somewhere else.

Zola lives! Hail HYDRA!

Cheliax

Pathfinder Adventure Path Subscriber

The real reason I say that is to drum that mantra into the party's heads. Then, when you let the homing pigeons loose, and they fly towards Underbridge, they know that things have really gone pear shaped.

"Ooh, homing pigeons! We can use these to track back to his master! Be free! Alright, looks like they're heading north, past Lowcleft and Dockway, and they're lowering...heading into...oh. Oh no."

@NobodysHome: If you don't kill them, they'll never learn. :)

Cheliax

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

I've also used Magnimar in my campaign in a different capacity - I sent them there early to convict Lyrie for plotting to destroy one of Magnimar's protected assets. While they were there, I had them investigating her activities in Magnimar before she hired on with Nualia. This gave me a chance to give the PCs a tour of Magnimar, effectively the same way that NobodysHome introduced his PCs to the city. The point of it was to introduce the city to them before they needed to return to Magnimar after visiting The Misgivings, so they weren't learning the city and trying to track down the bad guys at the same time. One thing I ended up doing was foreshadowing how bad Underbridge is - the inquisitor had been looking for a half-orc who killed a Varisian girl and was hiding in Beacon's Point. They were told that even though the Sczarni was looking for him, that he probably hadn't fled to Underbridge - people didn't go there if they could help it.

That, of course, prompted my party's paladin to take a wagon full of foodstuffs into Underbridge. A bit of it actually got to the people it was intended to help. People fought over the majority of it, and an enterprising few began hording it. (I refrained from saying that when he attempted to leave, his wagon was up on cinder blocks.)

I'll echo NobodysHome here. Don't go for specifics, go for the general feel of the place. The Shore is where the common folk live, and the Summit is where the nobility and government reside. The Alabaster District is old money. Naos is the new money. Beacon's Point is the slums, and Rag's End is the worst of it. Don't go to Underbridge. Ordellia has an independent streak. Don't go to Underbridge. Dockway caters to the shipping industry. DON'T GO TO UNDERBRIDGE.

Cheliax

Pathfinder Adventure Path Subscriber

That's pretty much what I do, FanaticRat. The AP is the railroad, but there are plenty of stops along the way for checking out interesting character-based landmarks.

Cheliax

Pathfinder Adventure Path Subscriber

Yeah, evil outsiders pretty much get a pass on the paladin threads. Demons, devils, and so on, with one or two notable exceptions, are irredeemably evil. Demons are made from the souls of the damned! Even Sarenrites might be forgiven if they don't try to stop and redeem every dretch that they come across.

Malfeshnekor's a pretty open and shut case. Nualia's journal shows that he's been in psychic contact with her, and she'd agreed to release him from his prison in exchange for becoming a full demon. There's no bargaining with a creature like him - death's the only possible way to ensure he won't cause more evil. I wouldn't blink an eye if a paladin wanted to put him to the sword.

Cheliax

Pathfinder Adventure Path Subscriber

Yeah, definitely looks like a book code to me, but without an actual book, it's unbreakable.

Cheliax

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Mudfoot wrote:
James Jacobs wrote:
Thing is... Sandpoint is based on my real-world home town, Point Arena.
So when do we get stats for the Sandpoint Mountain Beaver?

I'm pretty sure it's lurking at Kaye Tesserani's place.

Cheliax

Pathfinder Adventure Path Subscriber
yellowdingo wrote:
cnn think it got eaten by a black hole

"Next up, on Crossfire, we debate whether sorcery might have been involved."

Cheliax

Pathfinder Adventure Path Subscriber
yellowdingo wrote:
It landed in the future.

No big deal. All planes do that.

Cheliax

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

Alright, how about the Galt AP for Comrade Doodlebug, then?

Cheliax

Pathfinder Adventure Path Subscriber
Finlanderboy wrote:
John Compton wrote:
regarding reviews

So I had this pie, and here is my review. The crust was perfect and flaky, the topping was super delicious, but the cream in the middle was filled with sand. I give the pie 1 star based on one part I could not tolerate.

One part can make someone hate something else perfect. You should be proud of what they liked and adjust what they did not.

If you feel that one part is not enough to make them hate the whole thing, then that is a better question to ask.

That's not exactly right, I'd say. It's more like "the crust was perfect, the topping was super delicious, but the filling was mixed berry, and I usually just like strawberry instead. I give the pie 1 star based upon my preference on the filling alone." Of course, this is all conjecture, and we won't know what the mod is like until it's released.

Cheliax

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

That's the real reason behind time stop. "And now, heroes, I shall tell you all my plans. This might take awhile, so..."

Cheliax

Pathfinder Adventure Path Subscriber

Being in the Midwest, you get used to seasonal extremes. You eventually get used to them all happening in the same week. Perfect example: it was in the low 70s on Tuesday of last week. By Saturday, we were prepping for another major snow storm.

As for the Chiefs, I've never really followed sports, so if you ever asked me how they were doing, I usually couldn't tell you for certain. I was aware of their success last year, though, so maybe things will be turning around for them.

Cheliax

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

I'm over in Kansas City, so barring some strange warping of space, I don't think I'll be taking you up on the offer any time soon. Though if you are in the KC area, PM me - I know a BBQ joint based out of a gas station that serves the best damn ribs in the city.

And so passes Count Calamari.

Cheliax

Pathfinder Adventure Path Subscriber

I won't say this AP is a dud. Books 2, 4 and 5 look to me to be the strongest of them, while 1, 3 and 6 fall a bit flat as written.

Book 1: Probably the weakest of them, in my opinion. The adventure starts off with an excuse to get the PCs to where they need to be (save the princess!), and they find out the plot of the rest of the AP about halfway through. The second half of the adventure is better than the first, but oof, that opening. Fresh out of the box PCs run up against some pretty tough opposition before they even make it to the hunting lodge, to say nothing of the weather effects. With a lackluster hook and some questionably difficult early encounters, I feel like a rewrite on the first half of the book would make things much more interesting.

Solution: Give PCs time in the first town to get to know the inhabitants. Have them meet the noblewoman they'll be saving later on. Have them go on an adventure or two to give them some experience, both numerically and literally. The second half probably doesn't need much more embellishment - I'd leave it as-is.

Book 2: Pretty much the same setup as Book 1, but at least PCs are prepared for winter travel and have options at this point. Plus, the stuff in Whitethrone is awesome. PCs are WAY behind enemy lines here, and they need to be careful not to draw too much attention to themselves, or they end up dead. FAST.

Book 3: A good start, but while I appreciate the change from "travel to point A to point B" that has been the focus of the first two books, I'm not especially sold on the dungeon. I think I would have liked a chance to explore this untouched continent a bit further, rather then head straight to the dungeon and start killing hags. That said, I have fewer problems with this one than I do with Book 1.

Book 4: Full of awesome. It's the most sandboxy of the six, and the PCs' perceptions of how the world works are instantly challenged the moment they leave the Hut. There's a few ways the PCs can go about getting the plot coupons they need, and the volume did a pretty good job detailing the obstacles the PCs would face depending on how they go about it. There's no "wrong" way to do the first half, and I really enjoy that. There's the obligatory travel and dungeon as well, but I enjoy these more than their counterparts in Book 3. Not sure why, I should probably reread them and figure that out.

Book 5: The entire reason I made a subscription. There's a lot of awesome in this book as well. Animated tanks! Sentient mustard gas! Nikolai Tesla! Guns! GUNS! GUNS!!! Oh, and the Mad Monk himself. He's OK, I guess. ;)

Book 6: So, how do you top the awesome of Rasputin Must Die!? I'm not sure you can. I mean, after you've killed the unkillable Rasputin, where do you go? Apparently, deeper into the Hut itself. There's some good bits as the set pieces you explore tie into Baba Yaga's life, but honestly, once you've killed Rasputin three times because he just refuses to stay dead, everything else falls a little flat.

There's good stuff, and I would kill to get a party to play through Book 4, but I'm pretty sure I'd have to rewrite parts of the first three (mostly book 1) to get there.

Cheliax

Pathfinder Adventure Path Subscriber

Hmmm...now I'm intrigued. *goes off to Google sleuth*

Cheliax

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

Solid tactics > WBL.

Cheliax

Pathfinder Adventure Path Subscriber

Something that I've been thinking about off and on - what do the people of Golarion call "Scotch eggs," "Spanish moss," "French kisses" or, really, anything that has a Earth-specific name attached to it? More accurately, how do you approach renaming something like that so that it makes sense in Golarion?

Cheliax

Pathfinder Adventure Path Subscriber

Um, that's traditional garb for people her neck of Golarion, SS. Besides, rats burn just as well as cloth. :-P

Cheliax

Pathfinder Adventure Path Subscriber

If I had to hazard a guess then, Grand Marnier, orange juice and seltzer. The other option would be Cointreau for your orange liqueur, but if you went to a nice place, they probably gave you the good stuff.

Cheliax

Pathfinder Adventure Path Subscriber

So, what's in a "Goth in the Sun?"

Cheliax

Pathfinder Adventure Path Subscriber

Nope, it was Tsuto. He left the skellies behind as a present for whoever opened up the tomb after him.

Cheliax

A bit of inspiration has struck. Kobold gunslinger (bushwhacker). He'll also double as the trapsmith, naturally.

Cheliax

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

And let's face it, what better time to face off against Karzoug than THE IDES OF MARCH.

Cheliax

Pathfinder Adventure Path Subscriber

If my party found the items in question, I'd say: "You find a small ruby (let's call it a ruby), a dagger with a dark metal blade that you recognize as cold iron, a finely crafted bastard sword and a medallion of a seven pointed star." If they want to know how much for the ruby, they need to roll Appraise. Christopher pretty much describes how I would reveal info to the players as well.

I also agree with his analysis. I think players enjoy using their characters to find out more about the world, and the "price your loot" game is a small microcosm of that. More description is always better than less!

Cheliax

Pathfinder Adventure Path Subscriber

To those asking why no Kyra or Seoni, I posed that very question to James Jacobs in his epic thread of epicness. His response was that it boiled down to the actor's stable that Big Finish uses. Fewer women than men means fewer female iconics to male iconics in this first one.

Color me cautiously optimistic, since Paizo almost never steers me wrong, and I've heard good things about Big Finish.

Cheliax

Pathfinder Adventure Path Subscriber

I ran a legal scenario for Lyrie's trial in Magnimar, mostly to introduce the city to my players before the AP takes them there. I described the system as "idiosyncratic" on the best of days. With few laws on the books, it really depends on the Justice you get to find out how much the verdict you want will cost you. In my game, they were thrilled to learn they got one of the honest ones - after all, Sheriff Hemlock has had some success in the past with Justice Ironbriar, so they actually had to prosecute their case without worrying too much about grift.

In general, I would say there isn't such a thing as "case law" in Magnimar. One Justice is free to ignore the previous rulings of another Justice, making their system of government crumbling under its own weight. Freedom from oppressive law is just as bad as oppressive law and all that.

Cheliax

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

As long as it's not in Riddleport, I agree - Orik has no interest in showing his face back there any time soon.

Cheliax

Pathfinder Adventure Path Subscriber

Nope, it's legal. "Maestro of the Society" is a Society trait, while "Fashionable" is a Taldor specific Campaign trait. As long as he's playing a Taldor character who was a bard at 1st level, his traits are legit.

Cheliax

Pathfinder Adventure Path Subscriber

Nyet.

Cheliax

Pathfinder Adventure Path Subscriber

If you do come across a hoard of Numerian artifacts, then by all that is holy, try to avoid picking up any palm-sized devices with a flat surface. They'll suck away your free time and will to interact with the world and the awesome people in it.

Cheliax

Pathfinder Adventure Path Subscriber

No, I totally agree, Samy. Detect magic shouldn't detect a haunt, unless the haunt specifically says it can. Otherwise, detect undead or an appropriate detect alignment spells are your only early warning spells to catch them.

I haven't run it yet, but I've got some thoughts on how to do this. My plan is to write up index cards for each of the haunts, and only the player affected gets to read it. They'll all be from the perspective of the spirit powering the haunt, and it will be up to them to put together the narrative from these scenes.

Cheliax

Pathfinder Adventure Path Subscriber

It is a weird gray area - the Knowledge (arcana) skill specifically mentions reading auras with detect magic at 15+SL, and then follows it with identifying spell effects in place at 20+SL. You'd think that if detect magic or any of the spells that follow it would allow you to know the spell's aura if you beat the DC by 5 or more. Unfortunately, they don't have this verbiage, and don't give an example of what the spell effects clause relates to. We can make some reasonable assumptions: that curtain of flame that's burning without a source? Wall of fire.. The scintillating dome of colors around us all of a sudden? Prismatic sphere. The guy in full plate who we met yesterday that's now twice his size? Enlarge person. But what about less obvious spells (life bubble, to pick a spell at random)? Can Knowledge (arcana) identify those? The game is silent.

I will say this - the final battle of the campaign's probably not the time to change the answer to that question. If you've been running it as detect magic only can read an aura, then allowing Karzoug to do so feels like a cheat.

Cheliax

Pathfinder Adventure Path Subscriber

As one of the elder race, Cemenamme cares little for both Andoren and Cheliax. She remembers a time when there was no such country as Andoren, and a time when Cheliax was ruled by more benevolent forces. Like many of the elves that lived within Cheliax's borders, when the Thrice-Damned House rose to power, they withdrew to their forests and made it clear that no force was welcome. For years, Cemenamme spent her time patrolling the Whisperwood and culling the creatures that spawn in its dark depths. It's a job that requires solitude. That suits her just fine.

While she despises the politics that divide the human nations, she's not so blind that she doesn't understand that peace between the two would mean well for both nations. When House Jeggare started looking for people to help escort the coupe through the area, she volunteered her bow to them.

Besides, she'd heard they were going through her woods. She would accept no other answer but her inclusion to the group.

Cheliax

Pathfinder Adventure Path Subscriber

A Knowledge (arcana) DC 20+SL will let a character know about spell effects currently in place. With the arcane sight active, that should make knowing about the life bubble trivial. Heck, he might already know about it from his images. Failing that, he should be able to figure that out during his time stop rounds and plan accordingly.

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