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RuyanVe's page

Pathfinder Adventure Path Subscriber. 2,474 posts (2,488 including aliases). 3 reviews. No lists. No wishlists. 1 alias.


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Pathfinder Adventure Path Subscriber

Great piece of artwork!

Ruyan.


Pathfinder Adventure Path Subscriber

Well, if the PCs follow the AP (and it is quite railroady) they prevent the disaster so there will be (some) flooding and TBF will suffer but nothing as significant as what you described should happen.

Also: this kind of catastrophe and especially its consequences are beyond the scope of the story being told. I mean: the Storval Deep would be drained of water having further consequences on the environment up north etc etc.

Then again: they're PCs... *evilgrin*

Ruyan.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Liz Courts wrote:
Adam Daigle wrote:
The Sellen River article is a double-sized article. It is half gazetteer and half sample encounters that you can plug into this adventure or any adventure that occurs on the Sellen (or any river, really).
And it was a lot of fun to write! :D

Huh? I thought, I'd seen ... never mind.

So we get the next installment of this great AP and a gazetteer on the Sellen which shapes and defines my favorite region on Golarion. Yay!

Ruyan.


Pathfinder Adventure Path Subscriber

Sorry for the double post, but I didn't want to confuse topics.

My question concerns the map of Fort Rannick on p. 148 AE, more specifically the walkways of the keep along its outer walls:

I see no stairs/ramps ascending from the second floor but noticed that you cannot exit the towers (B28) onto this floor.

Are they elevated with regards to the second floor of the keep? If so: how many feet?

Thanks, Ruyan.


Pathfinder Adventure Path Subscriber

I'm slowly getting to that section for prepping and have considered having the whole party become fatigued if they ascend the mountain range.
This way there's nobody feeling foolish/bad due to a missed roll.

The PCs can get advice on surviving at high altitudes by conferring with the Black Arrows and set up some kind of camp to "train"/get accustomed.

My thoughts go towards shortening the time needed for acclimisation to one week, though. They'll have 1-2 random encounters where I'll let them roll vs fatigue and then they'll have to brave a hike with the rangers as a final test (no roll involved).

Then they're free to start towards the clanhold.

Ruyan.


Pathfinder Adventure Path Subscriber
Generic Villain wrote:
RuyanVe wrote:


Hopefully this does not complicate things (later) where mechanisms refer to "spells having the word "symbol" in their name"...

Although, once you're able to wield 9th level spells nothing in the world seems complicated, I'd say...

Ruyan.

Considering the spell's very first sentence is "This spell functions as per symbol of death," I don't think there's much room for confusion. And symbol of yellow just doesn't sound right, naming conventions be damned.

Cool. I hadn't looked into that section of the AP as of yet.

My thanks.

Ruyan.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Rysky wrote:
RuyanVe wrote:
I find the title misleading and am a little disappointed that we do not get to fight/mess around with the Briarstone Witch...

... how?

The title is "The Thrusmoor Terror", not "The Briarstone Witch".

What the Terror of Thrushmoor actually is is namedropped at the end of the introduction.

Gnaaaaaah, I swear, the last time I looked... *confused*

The tentacles!
My mistake, sorry for that. Somehow Kalindlara's post and Adam Daigles response caused a mumblejumble in my brain and... YELLOW!

That's what happens if you're skimming the AP, preparing a meal and still being half asleep.
Carry on.

Ruyan.


Pathfinder Adventure Path Subscriber

I find the title misleading and am a little disappointed that we do not get to fight/mess around with the Briarstone Witch...
What is presented "instead" is cool, though, too.

Generic Villain wrote:

[...]

We get a 9th-level yellow sign spell that functions as a symbol that puts targets under the command of any worshiper of Hastur.

Hopefully this does not complicate things (later) where mechanisms refer to "spells having the word "symbol" in their name"...

Although, once you're able to wield 9th level spells nothing in the world seems complicated, I'd say...

Ruyan.


Pathfinder Adventure Path Subscriber

The baleful shriek is mentioned once: in the development section of B24. Therefore, it's save to assume that the Special Ability is meant; that's how I handled it.
In the development section of B37 it is written "she shrieks in rage". I'd handle that with your group in mind: as this will only affect the PCs you'll need to decide whether they can handle it or not.

Ruyan.


Pathfinder Adventure Path Subscriber
Aimless wrote:
remove fear, just for one suggestion ;)

Big question is whether any of the PCs will think about prepping it; otherwise: bring a pally!

I'm slightly worried about the fear effect(s), too, and will make sure to stress the fact that in a mythos-themed AP horror, fear, occult content is predominant.
Otherwise, Winter might hand them a scroll warning them that with all the horror they're going to surely whitness it will become handy?

Ruyan.


Pathfinder Adventure Path Subscriber
cappadocius wrote:
Piccolo wrote:
kadance wrote:

Strip em. Why would (REDACTED) have left them fully armed and armored?

Actually, according to the adventure, the players are all stripped of their gear. The gear is lying outside their cells.
Logically, their gear should be in area C16.

That's what I'll do, too.

They'll have to content with gear they'll find in the room next to the cells. This needs to suffice for braving their first task (need to adjust depending on the classes my players chose). More equipment will become available once they arrive at the chapel. Their "original" gear will be available once they hit C16--maybe some of that was looted by the people in the chapel and is available earlier.

Ruyan.


Pathfinder Adventure Path Subscriber

Awesome. We'll get Ileosa in the "traditional" green dress and in a red dress.

Is that color scheme game/story related (reflecting a fulcrum during the AP) or just so every GM can use his/her favorite?

Ruyan.


Pathfinder Adventure Path Subscriber
Adam Daigle wrote:
I can also confirm that RuyanVe's analysis is spot on. [...]

beams


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
F. Wesley Schneider wrote:

Super appreciate it, guys! This was a fantastic surprise to wander into this morning.

Now just to find an appropriate place of honor. :D

Great map!

Of course first it has to be digit(al)ized and made available as a (free) PDF here on Paizo, hehe.

Ruyan.

PS: Also, happy to see I am not the only one having too small a table to fit the map.


Pathfinder Adventure Path Subscriber
Steve Hicks wrote:

Good morning people.

Long time lurker.

Minimal poster.

I am hoping for some help.

I am wondering how long it has been since "that night" where the uprising occurred and much of the asylum was destroyed in the tremor and when the PCs actually awake from their dream and we start the adventure?

I can't imagine it's been too long as the "sane survivors" in the chapel wouldn't have had enough supplies inside the asylum for too extended a stay? Still it has to be long enough for the dopplegangers and such to have established their twisted routine and research?

So I'm thinking...a month to two months? Maybe as short as two weeks?

See my post above:

Quote:

As I see it all events fit within 1-1/2 weeks:

- PCs are dumped at Briarstone Asylum on Moonday (see Handout #1), fugue state/amnesia is in place
- ritual happens on Wealday, two days after the PCs are brought to the asylum (again confer Handout #1)
- during the night to Oathday: The Tatterman arrives/is set loose due to ritual (during Ulver's sleep)
- at the same time the quake occurs due to stirring bhole, people flee to the chapel
- the present/start of AP: one week and a day (Oathday of the present week) after ritual the PCs arrive at the chapel (see section Prepare Food on p22: "If the PC succeeds by 5 points or more, the meal is the best the survivors have had all week")

Ruyan.

Edit: Wow, 12 min delay...


Pathfinder Adventure Path Subscriber

Hm.

His speech should fit the portfolio of Desna.
It should evolve around life as traveling a long road; souls travelling to the stars/Boneyard and the Great Beyond when life comes to an end; some words on luck.
Maybe release some swallowtail butterflies at the end of the ceremony?

Ruyan.


Pathfinder Adventure Path Subscriber
Firstbourne wrote:
RuyanVe wrote:

OK. Two questions:

In E1 where is the tented area where Dr. Elbourne has his hospital set up?
The room with the beds inside?
Second: how do the stairs leading upwards connect to the stairs shown on the map on p.12 as the first set of stairs on the map on p.51 are longer then the ones shown on p.12?
I guess this can be handwaved...

Ruyan.

I believe the stairs / chute issue was discussed on a different thread.

Also - thanks for the timeline work. Looks solid.

Thanks, Firstbourne but the chute and stairs are a different site entirely.

Some further ideas? Or additions/corrections to the timeline?

Ruyan.


Pathfinder Adventure Path Subscriber

Looks like an interesting and great product!

Slightly off-topic: shouldn't Paris be mentioned as an editor of WayFINDER?

Ruyan.


Pathfinder Adventure Path Subscriber

OK. Two questions:
In E1 where is the tented area where Dr. Elbourne has his hospital set up?
The room with the beds inside?
Second: how do the stairs leading upwards connect to the stairs shown on the map on p.12 as the first set of stairs on the map on p.51 are longer then the ones shown on p.12?
I guess this can be handwaved...

Ruyan.


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

Attempt at creating a timeline:

As I see it all events fit within 1-1/2 weeks:

- PCs are dumped at Briarstone Asylum on Moonday (see Handout #1), fugue state/amnesia is in place
- ritual happens on Wealday, two days after the PCs are brought to the asylum (again confer Handout #1)
- during the night to Oathday: The Tatterman arrives/is set loose due to ritual (during Ulver's sleep)
- at the same time the quake occurs due to stirring bhole, people flee to the chapel
- the present/start of AP: one week and a day (Oathday of the present week) after ritual the PCs arrive at the chapel (see section Prepare Food on p22: "If the PC succeeds by 5 points or more, the meal is the best the survivors have had all week")

Ruyan.


Pathfinder Adventure Path Subscriber
pgholland wrote:

Is there any particular reason we get no combat tactics for:

-Aggra "Bag Lady" Loomis
-The Tatterman
-Ulver Zandalus
- Or any of the other appendix NPCs

But we do for Ratch Mamby and pretty much every named NPC before them.

Is it an oversight? OR a space consideration?

I mean, I know I often have to ignore that stuff because it doesn't make much sense, but it's nice to have an idea of how you intended important NPCs to act- e.g. What would Loomis gain with her Versatility?

Aggra's tactics can be found and pieced together by reading the text above her statblock:

In search of sanity,p.52 wrote:

Upon noticing the PCs, the apostles here stand up from the table at the room’s center and demand they leave. If the PCs refuse to back down, they attack. A round later, Aggra joins the fray, rising from her

pallet and shrieking at first to “keep it down,” but swiftly switching to “drive out the nonbelievers!”

With her backstory and her given feats, her tactics should be quite clear.

Regarding tactics for Ulver and The Tatterman they are given in the text:

In search of sanity,p.54 wrote:
Zandalus cannot be reasoned with and fights until slain.
In search of sanity,p.54 wrote:
The Tatterman attacks immediately, intent on completing the job he couldn’t in dreams.

Both are spellcasters. Ulver seems more of a road bump. The Tatterman can fly so taking to the air by taking a double move to "step forth from the mist" and fly 10' up into the air. Next round he attacks with his spells before closing in for melee (remember he gets +1 to attack for attacking from above/higher "ground").

Ruyan.


Pathfinder Adventure Path Subscriber

45. While enjoying sleeping in an actual bed at the local inn after all those weeks of adventuring out in the wilds have a PC dream of an approaching menance.
In her dream the menace knocks at the inn's doors only to force its way in by smashing the doors. This terrifying menace approaches the PC's room with every door smashed in (ideally along a hallway). Then have her roll Perception to notic a knock on her door... Call for initiative!


Pathfinder Adventure Path Subscriber

44. While out in the fields harvesting pumpkins, they animate as d6 scarecrows.


Pathfinder Adventure Path Subscriber

Yeah, but PCs are fragile at lvl 1 no matter what.
I think, I'll try to spread their equipment further apart: basic gear as written in the next room, other as loot or can be found/bargained for in the cathedral.

Ruyan.


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Pathfinder Adventure Path Subscriber

My group killed so many owlbears and sold their pelt (?) that in the end prices for it dropped to a mere 5gp and a whole bunch of trappers were very upset...

Ruyan.


Pathfinder Adventure Path Subscriber

Sea Singer archetype (APG) nets you a familiar at 2nd level (must choose parrot or monkey); dunno if that qualifies for Improved (special) Familiar/lets you replace it later.

Ruyan.


Pathfinder Adventure Path Subscriber

Short version: the wizard is attacking with a spell. No weapon involved, so immunity does not apply here, even if the spell does damage of a certain type.
Looking at the swarm traits he will even do 1.5x damage it is an AoE spell.

Ruyan.


Pathfinder Adventure Path Subscriber

Interesting!

Ruyan.


Pathfinder Adventure Path Subscriber

I don't have my books at hand but maybe someone might have a look at the BBEG's from RotRL statblock to resolve this question.

Ruyan.


Pathfinder Adventure Path Subscriber

meow


Pathfinder Adventure Path Subscriber

What William said.

In addition:
How do you start your encounters, i.e. at what range?
If the group is not particularly stealthy the monsters could/should spot them at range and open fire using spells/projectile weapons.

Ruyan.


Pathfinder Adventure Path Subscriber

Just to let you know that the shipment has reached me and everything went smoothly.
Your service and team was (once again) great!

Ruyan.


Pathfinder Adventure Path Subscriber

Depending on how much they got involved with Sandpoint, you could have one of the citizens approaching them.
Easiest (closest to what the AE offers) would be Shalelu: she could openly ask them for help in finding her father.
Combine Lucrecia's letter and the Lord Mayor's story about investigating Rannick.
Closest settlement is TBF where they should stop by for info and supplies, off they go.

Maybe one of their closer aquaintances from Sandpoint has relocated/is doing business in TBF or they are asked by one of the noble families of Sandpoint to go there on their behalf (Scarnetti for staking claims, or Valdemar for doing the same to circumvent Scarnetti's growing domination, or ...).

Another idea could be to have Jubrayl Vhiski (spelling?) approach them telling them about the Paradise and that he wants them to spy on the proprietor to... suggest some kind of deal.

Ruyan.


Pathfinder Adventure Path Subscriber

Cool idea!

Ruyan.


Pathfinder Adventure Path Subscriber

Seems, I deleted some content while editing back and forth...

The players would only play the asylum part of book 1 using the NPC classes (haven't read the first installment yet so I don't know how long it is)/up to a certain point in book 1, then they switch to theire real PCs or gain a level and add their first level of PC class to their NPC level.
The idea behind is to add to the amnesia feeling.
Another thing for me would be to have the PCs find their gear while exploring/escaping, same for possible ACs or familiars (they'd be used for ...other experiments/kept in cages or similar).

BTW: does anybody know whether Torment runs under Win10? *grins*

Ruyan.


Pathfinder Adventure Path Subscriber
Balgin wrote:
Insane KillMaster wrote:
Franz Lunzer wrote:
Insane KillMaster wrote:
About the Fugue State: about how long a period does it cover? Could someone have been raised there in that time? Born during that time? Conceived during that time? etc?
** spoiler omitted **
Kinda looking for a more "precise" answer/info, but thanks.
I believe, prior to the player's guide coming out, someone who should know suggested four or five years. The guide itself suggests a more vague period with considerable chunks of life missing although it also suggests the players and gm finding a mutual agreement as to exactly how much missing memory feels right for them (with a few years being recommended as the bare minimum). It does recommend pc's having memories of childhood at the very least.

Wasn't it months (instead of years)?

Scrap that: link.

Ruyan.


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Pathfinder Adventure Path Subscriber

Not sure if/when we're going to tackle this AP but I'd like to discuss an idea I have for character creation/getting them started.

I've enjoyed playing Planescape: Torment in the days past and liked it very much.
The main character in this old video/PC game regains consciousness in a similar environment (a morgue) and suffers from amnesia.

This feeling and atmosphere I'd like to recreate.

I'd like to take the fugue state one step further and have the players create their PCs using a NPC class as their first level.

As a rough scaffold I thought: martial classes (figther, ranger, paladin, barbarian) take the warrior/aristocrat class, the roguish classes (rogue, bard, ...) take expert/commoner, the casters (cleric, mage, sorc, ...) take adept.

Either they keep this extra lvl throughout the campaign or they prepare second character sheet with their intended PC classes.

Thoughts?

Ruyan.


Pathfinder Adventure Path Subscriber

Still trying to have the AP start with a more Torment-like feel...
Have the PCs start with 1 lvl of a NPC class?
Also: no AC/familiar in the same cell as the PCs in my game.

Ruyan.


Pathfinder Adventure Path Subscriber

Yay!

Thanks, Mr. Daigle & team.

Ruyan.


Pathfinder Adventure Path Subscriber

Going from memory:
Wasn't there some vague info in WotR #6 in the Continuuing the Campaign section how the demonic host would sweep over Avistan and some info what happens if it meets with Treerazer?
You could start from there..
Also: Methinks, Treerazer is statted up in the Inner Sea World Guide or just click here.

A miniature would be cool!

Ruyan.


Pathfinder Adventure Path Subscriber

You could have one of the remaining Foxgloves move into the house (there are some relatives living in Korvosa, I think).
Have your NPC wizard interact with her and build a duo infernale.

Maybe tie in Red Mantis assassins as they were the ones Xanesha intended (did?) to sell the nasty stuff in the first place.

Ruyan.


Pathfinder Adventure Path Subscriber

Thanks, Latrecis (on both accounts).

Ruyan.


Pathfinder Adventure Path Subscriber

In Search of Sanity.


Pathfinder Adventure Path Subscriber

Woooot?
Just received my email about the shipment being finalized and I'm already able to download? Praise the Great Old Ones!

*starts drooling*

Ruyan.


Pathfinder Adventure Path Subscriber

Hm.
I don't get the last two posts.
The counterspelling is hardcoded into the spell's description as an option (needs to beat DC 28 and K starts at 24 adding 1d20).
Thus, to me he is well prepared to counter this attack (Besides his high Fort save).
Also, don't forget that he brought his buddies: have the big blue prepare Break Enchantment on its list.

Ruyan.


Pathfinder Adventure Path Subscriber

I actually might end up doing a mix of what you suggested, Latrecis.
Even though (I thought) I've got a big enough gaming table it is usually clattered with beverages and sweets andandandand, so I already dread the logistics for presenting the Sandpoint attack on a 1" grid.
Rannick would be way easier but I'd like to incorporate TBF here as well and need to think about the travel logistics...
Moving the sinkhole to the other location will actually sate the curiosity of one of my players: thanks for that!

Ruyan.


Pathfinder Adventure Path Subscriber

That would be soooo cool!

Ruyan.


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

Always funny to read that "nasty torture" and bloodshed in general is ok while nudity is so wrong.

Ruyan.


Pathfinder Adventure Path Subscriber

To give you (more) fitting answers, knowing what's its color and age category and whether you want the dragon to be antagonistic or helpful would help (me).

Otherwise I'd recommend Flyby Attack, Hover, Snatch, Wingover and/or metamagic feats improving its spellcasting.

Ruyan.


Pathfinder Adventure Path Subscriber

Hm. The wording of his contigency is a little unclear. My first thought was that "a hostile spell effect that prevents him from acting on his own" is geared towards enchantment effects but I'd definitely let flesh to stone fall into the same category and let the dispel function as a counterspelling attempt.

Ruyan.

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