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** Pathfinder Society GM. 322 posts (1,461 including aliases). No reviews. No lists. No wishlists. 11 Organized Play characters. 8 aliases.


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Talonhawke wrote:

So a couple of questions,

Is there anywhere I can look to get information on setting this in Golarion?

Does anyone know of any issues that could arise with having a player be a Red Mantis Assassin.

I've run WotW a few times so maybe I can help.

Setting it in Golarion isn't too big a deal as it's on a large island as is designed to 'fit' into most settings. I'd recommend you set it west of Varisia in the Arcadian Ocean. The 'mainland' is mentioned only very occasionally in the campaign but changing place names is an easy matter. For example, Verochanza should be Cheliax IMO.

The only issue about Red Mantis assassins is that they don't follow Asmodeus which might cause a few issues. The campaign is, after all, about villains taking over a nation for Asmodeus. Still, I don't think it's a major problem.


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Adagna wrote:
Magic Jar is necromancy not enchantment. Enchantment seems to be a prerequisite for it to be considered a mind affecting spell.

Usually, but not always.

Phantasmal Killer is an illusion spell which has the mind-affecting subschool.


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Actually, according to the tenants of Torag, the slaughter of enemies and their families is pretty much standard practise:

Faiths of Purity p.27 wrote:
Against my people's enemies I will show no mercy. I will not allow their surrender, except to extract information. I will defeat them, and I will scatter their families. Yet even in the struggle against our enemies, I will act in a way that brings honor to Torag.

As enemies of the dwarven people, goblins are pretty much considered guilty by default. Certainly, you could argue the finer points of the above, especially with the last sentence, but the point still remains.

Please note, this is one of the codes that a Paladin of Torag is expected to follow. Being Lawful Good does not mean you can't be ruthless, in fact it's pretty much expected.


Damn, I just worked out timezones and I don't think I'll be able to join after all. Even if the game started at 10am Sunday, that would mean the game would begin midnight Monday for me (being in Sydney Australia). A bit too late for me.
Cheers and good luck.


I've booked a holiday to New Zealand in early September (only for a week though) but aside from that am otherwise free to join.

I'm still unsure about characters but if we are in need of a meat shield then I've got the concept of a fighter in the works. Half-orc fighter (Phalanx Soldier). From Advanced Players guide p. 105.

Basic background:
Drannis was born to a poor family in Korvosa, The son of half-orc parents. At a young age his father abandoned the family and Drannis joined the Hellknights in an attempt to provide for his mother. Thanks to his strength and motivation, he was accepted by the Order of the Nail as was trained as an armiger.

Several years later, while working as little more than a manservant for a Hellknight Maralictor, his charge died mysteriously in his underground office space. Such strange deaths had occurred from time to time in the citadel (much to the Hellknight's concern and fear) but Drannis was nevertheless implicated due to his proximity and (unspokenly) his orc heritage.

Fortunately, the lack of evidence ensured that Drannis would be spared the executioners block. Still, his reputation was ruined. His superiors gave him new orders. Travel to Sandpoint and remain there to support the local sheriff and protect the town from monster activities.

Drannis had no choice but to comply but he saw this for what it was. Exile. Arriving in Sandpoint with his armiger armor and halberd, Drannis knew he was nothing more than a glorified mercenary with little hope for advancement in the Hellknight Order. Despite this, Drannis has a noble spirit and dreams someday of proving himself.


Interesting. What time (and timezone) did you have in mind?


I've started a thread for the game.
http://paizo.com/campaigns/v5748p75hoio5/recruiting


Thanks Monkeygod! Most of those Prestige Classes look pretty fine to me (although being 3.5 I'll go over them more thoroughly when the time comes.)
I had a look at that 'Fangs and Fury' book but wasn't overly impressed. Some spells are okay and a few of the feats look acceptable, but mostly not up to date enough of be of much use.


@dathom: You're reading my mind. :)

My thinking is that everyone will indeed begin as a mortal character but will be given the chance to go undead fairly early on.
Unfortunately, after some thought, I'm aware that slapping a vampire template on level 3 or 4 PCs is a recipe for disaster. Encounters become a joke at such a low levels, with PCs dominating and energy draining everything that moves.
Thus, turning into a vampire will be VERY slow progression, requiring feats to be spent as the character advances and slowly gaining more and more power.*
I figure full vampire powers will manifest about level 13, so powers at lower levels won't be amazing.

Of course, I'd like to leave an option NOT to be turned into a vampire. Maybe a character wants to be the guardian for the vampire PCs coffins at night, or maybe they want to be a different undead, etc.

@True Repentance: Mayyyybeeee... But raging without a con score isn't all that impressive.

*Hmm, I might make it more interesting. The same 'Vampire Feat' feat will give different boons or penalties depending on the PC in question...

Boy, this is getting confusing. :S


@Talon: I appreciate the heads up and it hasn't escaped my attention.
Most of the abilities don't bother me too much. Certainly, I am expecting the first few levels to be a bit easy for the party but I intend on modifying encounters appropriately.
I am strongly considering limiting the amount of powers the PCs get. For example, Children of the Night and Dominate might not be accessible or can be claimed only as feats.

@Namtarou: Try book 5; p.84. I'm not sure if I'll be using them myself though. I think I'll be doing some homebrewing for this one.

@The Silver Prince: Sorry, no. The hassle of adding the vampire template and re-writing stat blocks is not the full problem. I'm ruling that any spawn created will not have the full-fledged vampire template (bestiary p. 270) as it is quite simply too powerful. (You can control your HD x 2 in vampires slaves so you could hypothetically triple the power of your party through this ability if you select the right 'candidates'. Ouch)
Nope, I'm going to have to house rule this one as all spawn created MUST be the actual vampire-spawn (yuck, why couldn't the writers have differentiated those terms?) from p. 271. This isn't a template, they are all stock standard.

Vampire Spawn:

Vampire Spawn - CR4
LE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +11
Defense
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 26 (4d8+8)
Fort +3, Ref +2, Will +5
Defensive Abilities channel resistance +2, DR 5/silver, fast healing 2, resist cold 10, electricity 10, undead traits
Weaknesses resurrection vulnerability
Offense
Speed 30 ft.
Melee slam +4 (1d4+1 plus energy drain)
Special Attacks blood drain, create spawn, energy drain
(1 level, DC 14)
Statistics
Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 15
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +9, Knowledge
(religion) +7, Perception +11, Stealth
+16; Racial Modifier +8 Stealth
Languages Common
SQ create spawn
NOTE: A vampire spawn gains normal vampire qualities (gaseous form, shadowless, and spider climb). A vampire spawn also gains all of the standard vampire weaknesses.


@Silver Prince: Really? That's what bothered them? I can see why they weren't in love with the idea but it's sort of expected for an evil campaign. Go figure.

The contract I can easily work around. Heck, I barely see the point of it in the original version of the campaign (I can't find any mention of specific penalties for breaking said contract). So sure.

The spawn thing isn't quite as big a deal as I first thought. Vampires can only control their HD x2 with any extra being uncontrolled. A good house rule is that: (1) Only Vampire Spawn (ie: essentially a modified Wight from the Bestiary) is able to be created by PCs at this time. (2) You can only create what you can control. (3) No spawn controlling spawn controlling spawn controlling controlling spawn controlling... etc etc.
This allows you guys to have some limited backup where necessary, but they'll mostly be in the background, such as serving in your 'Evil Organisation' (book II). Also, the modified Wights make life for me much easier than rebuilding stat blocks.

I've never GMed a game on the paizo board before (played a few though) so I need to work out the details on the board itself. Still, can't see why not.


Not possible, since spawn are unquestioning slaves.

Hmm, a a party of vampires would be problematic in that they could overwhelm an enemy by just making a horde of spawns themselves. Might have to curtail that somehow.


Hmm... I may end up regretting this but I could be up for GMing.
I'm GMing a WotW campaign for a home game in RL (except that it's set in Lastwall) so I have a good grasp on the campaign.
@The Silver Prince: Are you suggesting everyone starts as vampires? There is a section at the back of Book IV that does cover a vampiric campaign (although you don't start the campaign as vampires, it does happen very soon after)
As for comfort levels... I'm pretty open minded but bear in mind the sensibilities of other players


Oh! I just realised this is one of those rare high-level scenarios that I haven't played yet!

In case you're wanting another player I have:
Lindum (Halfling Cleric 10/Diabolist 1 of Asmodeus)
Enrik Thorn (Barb 2/ Oracle 4/ Rage Prophet 1)


Still unfinished, but here's Vorn Redhand, bard (Thundercaller).


I want in on this! :)
Thinking of a dwarven (Respected Dwarf) Bard (Sound striker perhaps)
I assume rolling now would be prudent:
Str: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Dex: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Con: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Int: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Wis: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Charisma (Focus): 18

EDIT: Crud. I forgot to note the foible before the roll (which was wisdom). Wasted a good roll there.

So. Stats after racial mods (+2 Charisma, +2 Constitution, -2 Strength):
Str 13, Dex 9, Con 20, Int 12, Wis 8, Chr 20


Male Generally believed to be human Have no class :)
Tobaris wrote:
If you are having trouble with Grimward and you can't find anything to invest him in I could work with you on a new character but I can't do substitutions often since it breaks up the story usually.

I actually do like Grimward, it's just that I think he needs a rework to fit into this style of campaign. Would it be okay if:

Grimward modification:
I change Grimward's stats:
Str 16
Dex 13
Con 12
Int 12
Wis 10
Chr 18
Other than that and a few skill selections, I don't want to change him too much.

Byron Swiftwater wrote:
Hey Grimward, perhaps you should get involved in one of the several character central sub-plots or create one of your own... Perhaps play on the whole partially divine thing. Perhaps he is compelled to act more saintly or develops weird traditions like many religions IRL. Maybe in a way he is developing his own idea of what it means as he goes along, ether way you have to manifest it and let it show in your words and actions.

Hmm, maybe you're right. If I can rework Grimward I think I may be able to be more useful and perhaps work a few sub-plots.

Walter das Sombras wrote:
By the way, have anyone else applied for the WotW campaign?

I'm DMing a WotW campaign as a home game and I have been considering trying it out on play-by-post.


N'wah wrote:

"In order to further strengthen his empire and to gain loyal supporters, Stavian III also created an incentive program which promised formal titles to anyone willing to claim lands from rogue lords. This ensured that lords regarded as 'unworthy' of their position by the crown could be forcibly removed and replaced by individuals loyal to the Grand Prince."

That's book 1 and maybe 2 right there. Gives the PCs a reason to be actively involved in Taldan politics.

I'm a big fan of Taldor and it makes me very happy to see my Wiki entry appear on the Paizo messageboard. :)

Bring on the Taldor Adventure Path!! :D

2/5 *

@Shifty: There is a MacCon 2013 page on Facebook.
https://www.facebook.com/events/1419889574895906/


I'd love to try out a Hobgoblin Monk [Ironskin Monk] from ARG.

Crunch:
Hobgoblin Ironskin Monk

Movement: 40ft

Hp: 39 (4d8+16)

Fort +7, Ref +8, Will +6

Str 16 - 10
Dex 18 - 7
Con 16 - 5
Int 10 - 0
Wis 14 - 5
Chr 8 - -2

AC: 18 (+1 armor, +4 dex, +1 dodge, +2 natural)

Feats: Combat Reflexes, Dodge, Improved Unarmed Strike,Power Attack, Weapon Focus (Unarmed Strike)
Skills:
Acrobatics +11
Climb +7
Escape Artist +8
Intimidate +3
Perception +9
Sense Motive +9
Stealth +8
Swim +7

Attack +7 unarmed (1d8+3) or +9/+9 (1d8+3)

BAB +3; CMB +6 CMD 24

SQ: Darkvision 60ft, Flurry of Blows, Ki Pool (4), Sneaky, Resilience, Stunning Fist, Unarmed Strike

Languages: Common, Goblin

Equipment: Bracers of Armor +1 [1000gp], Quick Runners Shirt [1000gp], Hat of Diguise [1800gp],
1 Mithral Kama, 1 Masterwork Cold Iron Kama, 5 javelins, potion of Enlarge Person [50gp], 2 potions of cure moderate wounds [500gp]

Gold: 344 gp

Trait Ideas: 3 traits with up to 2 drawbacks, so potentially 5 traits
Traits: Life of Toil [+1 Fort], Axe to Grind [+1 dmg if only threatened by you], Oathbound.
Drawbacks: Headstrong and Pride.

Huluk was forced out of his warband several years ago after getting into a drunken brawl with the warlord's eldest son. Although abstinent himself, the drunken threats from the young hobgoblin sent Huluk into a furious rage that left his foe mangled. Disgraced, he was exiled and worked as a mercenary. His beliefs

EDIT: @Kyomi Ohayashi : I like the idea of Kyomi and and Huluk being companions.


Hmm, interesting.
Thinking about an orc scarred witch doctor (witch class) from Advanced Races Guide.


Male Generally believed to be human Have no class :)

I can play it, but I GMed it a while back... Not that I can remember much about what happens in it.


Male Generally believed to be human Have no class :)

Voting for Crypt of the Everflame


Male Generally believed to be human Have no class :)

Hiya. Cheers for the invite!
I'm not overly picky to be honest, but I have played a few PFS games in the past, which makes it a little tricky.

Games I've played:

PFS: Season 3:
#3-03: The Ghenett Manor Gauntlet
#3-04: The Kortos Envoy (PFRPG)
#3-06: Song of the Sea Witch
#3-09: The Quest for Perfection—Part I: The Edge of Heaven
#3-11: The Quest for Perfection—Part II: On Hostile Waters
#3-13: The Quest for Perfection—Part III: Defenders of Nesting Swallow
#3–23: The Goblinblood Dead
#3–26: Portal of the Sacred Rune

PFS: Season 4:
#4–03: The Golemworks Incident (PFRPG)
#4–04: King of the Storval Stairs
#4–15: The Cyphermage Dilemma (PFRPG)

MODULES:
Murder's Mark
Dawn of the Scarlet Sun
Cult of the Ebon Destroyers
The Ruby Phoenix Tournament

ADVENTURE PATHS:
Second Darkness (GMed)
Kingmaker (GMed)


PFS characters available:
Level 1 Dwarf Fighter
Level 3 Elf Magus
Level 3/2 Human Druid/Wizard
Level 7 Human Rage prophet
Level 11 Halfling Cleric of Asmodeus

I'm not overly concerned on the choice of game. I suppose if I HAD to choose one, I'd lean towards the PFS game.
EDIT: Woops, used wrong avatar


I haven't made it yet, but how does an Ifrit Oracle (of Life) sound? Curse... Wasting I think.
If that's okay, I'll have something written up tomorrow.


I'm a big PFS fan, but don't have the time in RL to play as much as I'd like. So I'm interested. Unfortunately, I've just finished the Quest for Perfection trilogy.
I've got a level 1, 3, 5, 7 and 11 character. Reign of Winter sounds tempting.


Male Generally believed to be human Have no class :)
Kyroden Hawkstorm wrote:

//Rogdar

What is the dream job for you? Meaning what grade etc...

Tricky question, each grade has benefits and drawbacks.

I suppose given the choice, stage 1 (year 1 or 2). Kindy are great fun, but need a LOT of supervision. Stage 3 (Year 5 or 6) are interesting, but often the worst behaved in my experience, (maybe because they're almost teenagers. lol)

I live in Sydney, Australia btw.

I used to play a bit of Magic, but got frustrated at the constant card updates. Never tried Yu-Gi-Oh. I was more of a Warhammer 40k player til I tried D&D 3.5.

Incidentally Kyroden, your healing hex does 1d8+1 pts of healing. Will you roll the dice? Or are you letting Glist roll for himself?


Hi James,
A bit of a complex question regarding Lastwall/Hold of Belkzen.

I had a look at Skeletons of Skarwall and noticed (p. 60) that while the Sunwall was still standing, Urgir was BEHIND it. As in, in Lastwall territory.
Would that mean the goodly humans at Lastwall actually conquered Urgir for a time? Or that it was under near-constant siege? Or peace treaty?

Just curious since I'm working on a home game and not sure how to work that part in.

2/5 *

Just a quick reminder about Blacktown Shadow Lodge on Saturday 6th April.
Games:

Sign up at warhorn.

2/5 *

Just a quick reminder about Blacktown Shadow Lodge on Saturday 5th April.
Games:

Sign up at warhorn.


Hate to do this but I think I'll have to back out. Sorry to be a pain but I just got accepted in another game (that I thought was dead) and I'm not sure if I can take on another PbP at present.

Unfortunate since your one looked really good.

Bit of irony in the mix, I was half-way through building a cleric of Desna when Zeltor posted. lol

Best of luck.


You've caught my interest.

I'm thinking about a bard. I was also contemplating a cleric, but if it's colour you're after... :)

I'll get stats together later. Let me know if there's an issue.


I'm interested, although I've never tried a PbP PFS game before.
I can provide a druid3/wiz1, a magus 3 (or a new level 1 character of course)
How do we receive the Chronicle Sheets at game's conclusion?


Okay, Zarid Ralnor, half-drow Hidden Priest of Asmodeus, ready for perusal.


Sorry for the delay. Between internet troubles and the fact I'm GMing in a PFS gaming convention this weekend (Lissalapalooza in Sydney) I've been stretched for free time. Will be officially finished tonight.

@Thomas Glint: Thanks! I appreciate the link.

And yep, Drow-Descended racial subtype would be what was considering.

Incidentally, I was considering the Hidden Priest (Inner Sea Magic) archetype in addition to the Infernal Apostle:
link. Would that be acceptable?


Hmm, what I'd like to try is a half-elf but with drow parentage (from Advanced Races Guide).

Strength: 1d10 + 7 ⇒ (8) + 7 = 15
Dexterity: 1d10 + 7 ⇒ (3) + 7 = 10
Constitution: 1d10 + 7 ⇒ (3) + 7 = 10
Wisdom: 18
Intelligence: 8 (+2 racial) = 10
Charisma: 1d10 + 7 ⇒ (10) + 7 = 17

@Big OM: I'm looking at playing a cleric. Would you accept Infernal Apostle still be allowed (despite the fact this would be a half-elf)?


Lawful Evil by Core Rules:
A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank.

He is loath to break laws or promises. This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.

Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.

Lawful evil represents methodical, intentional, and organized evil


It sounds to me that the problem isn't so much interpretation of law, so much as simple party conflict. The player in question seems to be endangering the mission(s) by killing people who he doesn't like. That's high profile and I agree will eventually attract attention. Obvious solution is explain the problem, else the GM might need to start punishing the character (possibly with irritated devils or vengeful authorities). If he's a simple thief, devils might pop in demanding 'their cut'.

But, if you're after advice as to what constitutes lawful evil behaviour, in my opinion, some of what he is doing might be okay... just.
Killing a merchant is fine. But if the PC (for example) sold a magic sword to the merchant first, he shouldn't be allowed to loot the merchant and take back his sword. The deal was made.

Murder might be a necessity but promoting chaos and discord most certainly is not. Inciting a riot after being found cheating or from distraught parents is NOT what Asmodeous would appreciate.

But, if you want some specific guidelines:

Some quotes from Faiths of Corruption:

"Asmodean rogues often say, a worshiper of Asmodeus never steals, but rather exacts rightful tribute from her lessers."

"As a member of the faithful, you are probably arrogant and intolerant of those lesser than you, and respectful to those above. You believe in authority and its calming effect on society."

"The fact that Asmodeans almost never break laws makes it difficult for local governments to justify ousting them"


Just my 5 cents.


I'm a little surprised no one has submitted a cleric yet:

NE Cleric of Urgathoa, working towards Divine Scion (Inner Sea Magic, p.46)

Strength: 1d10 + 7 ⇒ (2) + 7 = 9
Dexterity: 8
Constitution: 1d10 + 7 ⇒ (9) + 7 = 16
Intelligence: 1d10 + 7 ⇒ (3) + 7 = 10
Wisdom: 20
Charisma: 1d10 + 7 ⇒ (2) + 7 = 9

Well... That sucked... A lot. Probably a clumsy, bloated priest.

Feats:
Necromantic Affinity (Inner Sea World Guide p.287)
Iron Will

Traits:
Heresy: +1 saves vs. Divine spells
Focused Mind: +2 concentration checks

More to come, still working on domains (since I won't be much of a channel energy cleric)

2/5 *

This is a great resource. Thanks all!

I put in a few optional player handout sheets for Fortress of the Nail.

2/5 *

Serendib wrote:

Hi all,

I hope I'm posting in the right forum. I moved over from Europe not too long ago and I'm looking for a group located inner-west. Big fan of roleplaying and investigation, I've played a lot of old scholl D&D2 and Call of Cthulhu, but I'm told pathfinder is really good ! Can't play every night because of 2 young terrors at home but still enthusiastic to play every week. Cheers.

Greetings! If you're after regular Pathfinder events try:

http://www.facebook.com/shadowlodge/events

There are game days set up all around Sydney: Burwood, Miranda, Sydney CBD and Blacktown.

Alternatively, I am aware of another group in Blacktown that runs Fellowship of the White Star and D&D 4th ed.
http://warhorn.net/blacktown/schedule/day.php?date=2013-03-09

Of course, Pathfinder's better. :)

2/5 *

Chris Mortika wrote:

Neil,

Will that spoil 4-11 "The Disappeared" for any players who haven't played it?

Damn, I hadn't considered that. Luckily for me my players have already played #4-11 The Disappeared so it still works out okay.

Thanks for pointing that out.

2/5 *

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I'll be running Fortress of the Nail at the end of March and I was struggling a bit with the dialogues of each Hellknight. Anyway, I've come up with some 'conversation starters' below. Naturally, these are in addition to the details of the scenario itself. Any other thoughts or additions are appreciated.

Incidentally, PCs will be given the following evidence from Heidmarch:

Evidence:
- Falsified letters claiming Zarta's guilt
- Zarta's travel logs
- Zarta personal note (The one from #4-11 The Disappeared, p.20)
- Prisoner Receipt form (The one from #4-11 The Disappeared, p.21)
Zarta's personal note and the travel logs are, of course, in the same handwriting (both written by Zarta). A skilled linguist is able to deduce that the writer of the Prisoner Receipt form and the Falsified Letters are one and the same. As before, the handwriting style of the travel logs differ to the falsified letters.

Thanks go to Dogon, Purple Fluffy CatBunnyGnome, and anyone else who unintentionally contributed :)

Role playing with Paravicar Acillmar:

General:
Zarta’s is referred to only as The Disappeared. I plan to run Acillmar as a bit of a stickler for rules, insisting on reading every piece of document the PCs have. He especially takes note of the handwriting styles, noting the differences between the falsified letters and the travel log.

Question 1:
”You present a compelling argument, but how can I be sure these documents have not been falsified? The Pathfinder Society is an organisation with many questionable connections, and you ask me to take its side against a loyal agent of House Thrune?”

Despite his aggressive statement, Acillmar is more surprised at the Thrune agent’s deception than suspicious of the Pathfinder Society, instinctively becoming defensive and uncivil. PCs will find that diplomacy is effective provided it does not sound patronizing. PCs might preach the inherent virtues of the Pathfinder Society (bluff), or act offended by Acillmar’s suggestion at the Society’s ethics (intimidate). The worst thing the PCs could do is insult House Thrune and fail their diplomacy check [Ed: I figured a diplomacy check seemed fair in this last instance since Acillmar is probably more open to the idea of House Thrune being less-than honourable].

Question 2:
“Why is such an obviously lascivious woman worth the effort of rescuing?”

Acillmar is curious at the PCs intentions and simply wants to know why they have an interest in Zarta. A polite explanation (diplomacy) or a stern reminder of his duty (intimidate) works best in this instance. Bluffing that the Paracountess is honourable but only acts salacious deserves a penalty to the bluff check. The worst thing the PCs could do is insult Acillmar’s morality.

Question 3:
Acillmar will take note of the Personal Note Zarta wrote in #4-11 The Disappeared.
“I see that The Disappeared has written a personal note, at the bottom of which is a Chelaxian internal security code. She dares include part of a formal code in a personal diary entry? At best, it is unorthodox. At worst, it implies her guilt! Do you continue to defend her character?”

Even Acillmar knows this last point is rather petty but the compelling case against Zarta Dralneen troubles him. After all, the hellknights may have imprisoned a wrongly accused noblewoman and such an error might besmirch the good name of the Order. PCs would be best served by acting obsequiously, admitting that such a slight is an unfortunate oversight but not seditious in any way (diplomacy) although a well-conceived lie would certainly placate the Paravicar (bluff). Claiming ignorance, whether truthfully or not, is the most unwise thing the PCs could do.
[Ed: In hindsight, not sure if this question works]

Role playing with the Mistress of Blades:

General:
Vox does not know Zarta’s identity, and refers to her only as The Disappeared. She shows only a minimal interest in the evidence (except maybe the travel logs), being more interested in the ideals and deeds of the party.

Question 1:
After reviewing the evidence:
“I’m not entirely sure why I should care that some foppish nobility of Cheliax is imprisoned. Convince me this is worth my time.”
Of course, Vox is aware of her duty but is more interested in what the PCs have to say, and how they say it. [Ed: Might want to allow a DC 20 Sense Motive to get a ‘Hunch’ about this] Diplomacy works well although a creative use of bluff or intimidate would be just as effective. Insulting her by claiming she is not upholding the law is the worst thing the PCs could do.

Question 2:
“But why should you all care? Why do adventure-seeking Pathfinders like you see the need to debase yourselves on this... ‘errand’ for a corrupt aristocrat. Or are you just pawns for the glorified decemvirate?”
This is an intentional attempt to goad the PCs. She does not want combat, but wants to see if the PCs have some backbone and the strength of character to preach righteous ideals. She is disappointed by a honeyed response (diplomacy) but is pleased if the party acts indignant and aggressive (intimidate). Boasting, bragging and generally lying (bluff) also helps garner her approval, provided the lie is not entirely unconvincing. An obsequious response is the worst answer the PCs could provide.

Question 3:
“Well, be that as it may, I have long heard that The Disappeared is as corrupt as they come, and this evidence only reinforces my suspicions. Her hedonism is an affront to civilised society. Do you deny her vile, immoral ways?”
Vox dislikes Zarta’s debauched lifestyle, some of which are hinted at in the Travel Logs, and wants to hear the PC’s attempt to justify Zarta’s behaviour. As before, she appreciates boasting, bragging, and even threats -provided they do not insult her combat or commanding abilities- but an eloquent explanation (diplomacy) of Zarta’s hedonism does not offend her. Insulting Vox’s ethics is the worst thing the PCs could do.

Role playing with Lictor DiVitri:

Questions:
This one is simple and to the point. The Lictor will ask two or three straight forward questions, mostly to test the PCs integrity.
eg: "Who is behind this plot to imprison an innocent noblewoman? or "What motive would a ranking official of House Thrune have to defame Countess Dralneen?"
Unlike the other Hellknights, DiVitri both knows and refers to Zarta by her proper name.
Provided the PCs are polite, honest and not stupid, this should be an easy pass.

2/5 *

Blacktown games day is on Saturday 2nd February.

For February, we'll be running a multi-table event: Year of the Shadow Lodge (Tiers 1-11) for the first session.

Second session will be:
- The Quest for Perfection—Part I: The Edge of Heaven (Tiers 1-5)
- The Cyphermage Dilemma (Tiers 1-5)
- The Heresy of Man—Part III: Beneath Forgotten Sands (Tiers 5-9)

Sign up at:
Warhorn

Facebook page


DM Carpe wrote:
Grimward: how do you reconcile his high charisma with his hideous looks? Charisma is not solely appearance based, but I generally consider it an important part of the equation, he seems to have an engaging personality, but I would expect him to need more in order to overcome his looks, etc. What was his childhood like? How did he feels about his mother and the Acolytes, what were his parents doing for work? Does he have any significant relationships in his life now?

Okay, did some work on the background, personality and a bit on the appearance section.

You make a good point about the high charisma/ugliness issue, so the idea is:
Spoiler:
Grimward is indeed leadership material, the problem being his own fears that ambition will lead to his gruesome demise (like his father's). He's also developed a mild shyness from his disfigurement.

A few notes though to reinforce his good charisma score:
- He possesses a very intense, piercing stare.
- Takes care of his appearance (as much as possible)
- Intimidating physique
- Possesses a divinely conferred power/talent (actual definition)
- Secretly desires power and recognition

In terms of crunch, Grimward does work. If you're still not happy after checking out my additions in the background, personality, appearance sections, I'm willing to drop his charisma to 14 or so.


First timer here, interested in trying out play-by-post.

Hmm, tempted by either an oracle (with the Spellscar Mystery from Inner Sea Magic) or possibly a magus if we need a more melee based character.

2/5 *

Neil Mansell wrote:

Blacktown Shadow lodge is on Saturday 5th January.

- Sign up at Warhorn.
- View the Paizo Event page.
- Make a request or comment at the Facebook page.

Starting at 0930-13:30 + 1400-1830
cost is $4 for all day

Games running are:

09:30-1400
- #4–11: The Disappeared (lvl 1-5)*
- #2-06: The Heresy of Man - Part 1: The First Heresy (lvl 5-9)
(High Tier game cancelled due to lack of interest)

1400-1830
- #2-07: The Heresy of Man - Part 2: Where Dark Things Sleep (lvl 5-9)
- #4-12: The Refuge of Time (lvl 7-11)

*James has generously offered to be the second GM if we get enough players to make a second table.

CORRECTION:

Minor fix, James is willing to GM a table of #4-12 A Refuge of Time in the second session if needed.

As such, we could use a second GM for #4-11 The Disappeared.

2/5 *

Blacktown Shadow lodge is on Saturday 5th January.

- Sign up at Warhorn.
- View the Paizo Event page.
- Make a request or comment at the Facebook page.

Starting at 0930-13:30 + 1400-1830
cost is $4 for all day

Games running are:

09:30-1400
- #4–11: The Disappeared (lvl 1-5)*
- #2-06: The Heresy of Man - Part 1: The First Heresy (lvl 5-9)
(High Tier game cancelled due to lack of interest)

1400-1830
- #2-07: The Heresy of Man - Part 2: Where Dark Things Sleep (lvl 5-9)
- #4-12: The Refuge of Time (lvl 7-11)

*James has generously offered to be the second GM if we get enough players to make a second table.


So... Any plans for releasing more quests anytime soon?

2/5 *

Howdy all,
Blacktown Shadow lodge @ unlimited hobbies is now open on warhorn.

- Sign up at Warhorn
- View the Paizo Event page
- Make a request or comment at the Facebook page

Starting at 0930-1400 + 1400- 1830
cost is $4 for all day

games running are:
09:30-1400
- Pathfinder Module: Murder's Mark (lvl 1)
- #1–05: Mists of Mwangi (lvl 1-5)
- #1-40: Hall of Drunken Heroes (lvl 7-11)

1400-1830
- Pathfinder Module: Murder's Mark (lvl 1)
- #4–02: In Wrath’s Shadow (lvl 3-7)
- #1-31: Sniper in the Deep (lvl 7-11)

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