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RuyanVe's page

Pathfinder Adventure Path Subscriber. 2,206 posts (2,220 including aliases). 3 reviews. No lists. No wishlists. 1 alias.


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Pathfinder Adventure Path Subscriber
RotRL AE wrote:

A DC 15 Knowledge (local)

check is enough to reveal the location of this sawmill, as
is a DC 15 Diplomacy check made to gather information.

, is what's given in the book.

If that's too easy for your game (which I kinda agree with), as GM, you can create all crazy stuff like rumors, information hunting, scouting and such you like.

I'm still thinking about having the Scarlet Son as a side adventure for my cleric of Sarenrea and use that as another cult being used by X for her schemes and drop some information how to find the mill in there.

Ruyan.


Pathfinder Adventure Path Subscriber

Just checked out and read
"Some items are not shown here because they're a surprise." under shipping and handling.
Now, I'm intrigued...

Ruyan.


Pathfinder Adventure Path Subscriber
Erik Mona wrote:

There is a huge article on Aroden written by me in Pathfinder #100 that covers pretty much all of this.

[Cool stuff!]

This alone made me resubscribe. Can't wait!

Ruyan.


Pathfinder Adventure Path Subscriber

My players found Pug's punch (from the bird cages) and will be in the general vicinity of the mill.
As mentioned in the Magnimar source book, there are a many mills on Kyver's Island so I think they will be able to connect the dots (with a general description of traffic on the streets, saw dust on the streets etc.
Plus: diplomacy checks.

Ruyan.


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

Animal companions do not have to "work" like monsters from the bestiary (usually due to balance reasons, e.g. see the bear).

Ruyan.


Pathfinder Adventure Path Subscriber

Yes, it does.

There's a table for natural attacks and how they progress in the PRD.

Ruyan.


Pathfinder Adventure Path Subscriber

Just downloaded it, will give it a thorough read later.
All I can say for now is the interior page art is great!

Ruyan.


Pathfinder Adventure Path Subscriber

I remember there being a map in the Community Created Stuff thread, e.g. this one. maybe you could print it to scale and cut out the individual rooms/areas?

Ruyan.


Pathfinder Adventure Path Subscriber

How about you draw a map giving an overview of the landscape and important landmarks (say 1 square 20 or even 50 feet) using the map on p200 AE as guideline and change to standard sized maps for encounters (which should be fast and easy to draw since you'd only need to outline boulders, rubble, trees, undergrowth).

Ruyan.


Pathfinder Adventure Path Subscriber

I am looking forward to sitting back and reading another great issue of WF in due time.
summer ti-ime, when life is ea-easy...

Congrats to all who made it!

Ruyan.


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

Just stumbled upon this neat little product. Looks very versatile.

Is it just me or does the advertising text need some proof reading? Thewordsarealljammedtogether.

Ruyan.


Pathfinder Adventure Path Subscriber
ckdragons wrote:

Embers (Advanced Dire Bear): This creature is listed as size Huge. Is this correct? Dire bears are Large and the Advanced template doesn't increase a creature's size.

If it helps: the Giant Creature Template gives roughly the same numbers.

Ruyan.


Pathfinder Adventure Path Subscriber

I usally team up with another PC who can cast detect magic or similar spells to let me know.
If you invest in Spellcraft you can set up a readied action to sunder a spell while it's being cast.

If there are other/more/better ways of applying Spell Sunder, I'd be grateful, too, to be told!

Ruyan.


Pathfinder Adventure Path Subscriber
Mr. Grogg wrote:

Ooooh! Instead of the Stag Lord and his human bandits taking over the abandoned monastery and making it their fort, the Tengu cultists of Gyronna are there to revive it.

[snip]
You've just added a whole new subplot to my Kingmaker! Thanks!

Mashall

Sounds good and glad to be of help.

Regarding Davik: what about his wife being a priestess of Gyronna who abducted their child? Keep the murder hag as high priestess.
Besides: have you thought about the owlbear? Do you want to keep it or rather replace it with something else. Easiest would be a big black cat (tiger) as this is Gyronna's sacrede animal (give it to a ranger {Staglord replacement} as animal companion).

I personally still like the idea of the Hanspur priest (sorry for the shameless self-plug)--you could tie various deaths to him setting him up as a red herring to the Gyronna plot and build him up as a recurring villain who levels with them (more or less) and culminate this side plot into the PCs actively hunting him down after the priest killed a person near/dear to (one of) them.

Ruyan.


Pathfinder Adventure Path Subscriber
Todd_Westcot wrote:
rknop wrote:
Are Pathfinder Paper Minis still a going concern? It looks like no new sets have been released in quite a while.
Look for something new from me next week.

Cool! Looking forward to it.

Ruyan.


Pathfinder Adventure Path Subscriber

You could also expand on the mentioned temple/holy site of Gyronna where the fort is located.
It would shift the activities from banditry to abduction and sacrifice (though I don't know your or your groups feelings about that).
You would have to either make all the villains female or use the bandits as henchmen acting on the high priestess' command but it would give the story a little twist and be a surprise even to your wife once your group has pierced the veil/disguise.

Couple these activities with a single priest of Hanspur and you're good to go.

Ruyan.


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

I definitely see no writers block for Mr. Schneider--keep 'em coming! *grins*

Ruyan.

PS: Sheesh, if I only could tell my boss posting in (on?) a message board is a key part of my job description *smiles*


Pathfinder Adventure Path Subscriber

Thanks a lot, TCH!

These are great.
I will change the AC of Oriandian into an eagle. The wolf will just not make for a worthy opponent at this CR.

Do you think the giants have access to an alchemist? Then the eagle could circle the battle field throwing/dropping bombs.

My idea would be to be one of them a sorc of lvl 4. If I get the time, I'll stat him up and post its statblock here.

Ruyan.


Pathfinder Adventure Path Subscriber

Greetings, fellow traveller.

I think the way you assigned the haunts fits what's written in the book.
Then again, I see everything written in an AP as a suggestion--usually a good one--which I change to better fit my group.
Now, you're the GM so if you think haunt "A" would better fit PC "Z", what keeps you from changing things?

That said, I'd definitely take it easy on the haunts in B15, B18, and B22.

Besides. I used the haunts mostly to tell the story of Aldern Foxglove and his ancestors showing the great tragedy behind "the haunted house on the hill".
Even if they made their save or managed to destroy the haunt (which only happened once) I had the haunt play out in full to tell the story.

We had great fun and I hope it'll be fun for you and your group, too.

Ruyan.


Pathfinder Adventure Path Subscriber
James Jacobs wrote:
Paladinosaur wrote:

If I recall correctly, the "para" titles were bought. not inherited

Not quite.

That said, sorting out once and for all in print how Chelish titles work is one of many things this book will do; it's been a bit frustrating being so far in advance of the book with the development of Hell's Rebels, in fact, but hopefully that'll make the final Cheliax book here all the easier to pull together!

But yeah... the whiteboard in my office has had these various names and stuff written on it for months now...

If you're not satisfied with the book you can always call the Order of the Rack, I guess.

Ruyan.


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

You could also skim the free Player's guides to get a feel for the different APs you don't know and put together a quick summary best fitting your group's style of play (or just send them the links for the free download).

Ruyan.


Pathfinder Adventure Path Subscriber

I don't know this AP but why don't you just

Spoiler:
change the weapon type?
Or add other (minor) artifacts to the loot? I do that regularly in the games I GM as the authors of the AP of course cannot anticipate each and every party composition of the various groups playing.

Ruyan.


Pathfinder Adventure Path Subscriber

I know these do.

Ruyan.


Pathfinder Adventure Path Subscriber

See, I need to resubscribe quickly to the AP line, my memory starts failing me...
Thanks, Mr. Jacobs!

Ruyan.


Pathfinder Adventure Path Subscriber

Yeah, the aura is a problem...

Would the DR of the dragon stop the stirges from attaching as they're not using magic form of attack?

Redjack_rose wrote:

Dragons have a fear aura, and stirges are magical beasts, not vermin... and they have poor will saves.

You'd need to bolster their saves or make them immune to fear first... if you can that will be one seriously unhappy dragon. Unless its got a cleric on its side, it's gonna take days for that con damage to go away.

Well, if the stirges are working as planned 0 Con is the end of the dragon...

Ruyan.


Pathfinder Adventure Path Subscriber

Hm. I've toyed with that thought myself.
I could summon them in the dragon's squares. They would attach, drain Con and the dragon would have to waste actions to get rid of them. With 1d4+1 summoned each round his Con 21 should go down quickly.
What am I missing?

Ruyan.


Pathfinder Adventure Path Subscriber

+1 to what Doki-Chan wrote.
Have him been infected already before the encounter with the PCs--he was surely visiting the Misgivings before he went to Sandpoint.
In addition: you're the GM. Nobody will ask you for details (and even if so, you have a fitting story at hand).

Ruyan.


Pathfinder Adventure Path Subscriber

Thanks, once again!
Yeah, I stumbled upon the teleport--summoned creatures part while poring over my books at home. Too bad.

Rogar Stonebow:
Thanks for your input, but as our wizard's player is away more often than not (or the GM seems to throw these kind of encounters at us whenever the wizard's player is away), these spells are not at our disposition (and I did not include him in the setup).

Myself:
Thanks for your input. Unfortunately, there's no magic shop around and the awakening--and thus severely enfeebled--god mentioned in my first post has brought most of the arcane magic users under his sway.

Unfortunately, the communal spells are in UC--we only use CRB and APG; but resist acid was up.

Marius Castille:
The army is still a bit behind--so far we've only fought their scouts. Far to the east are some towns which we have no further info about.

Bringing the fight to him and invading its lair seems the best we can hope for.
Scrying will be performed next session, hopefully revealing the needed information.

Ruyan.


Pathfinder Adventure Path Subscriber

Ah, you're right of course.
Next stop, Kintargoooooo!

Ruyan.


Pathfinder Adventure Path Subscriber
Brother Fen wrote:
I don't know if I'll get to play Hell's Rebels or not, but this issue looks like a must own!

Including a tour d'hommage to Paizo Town and getting it signed by as much staff as is willing to!

Ruyan.


Pathfinder Adventure Path Subscriber

So you mean larger-than-life?
I sure hope they did not change from medium to fast advancement track to shorten the adventure itself...

Ruyan.


Pathfinder Adventure Path Subscriber

What did they cut for the larger-than-usual gazetteer?

Ruyan.


Pathfinder Adventure Path Subscriber

I like his story a lot. It's cool and befits the grim atmosphere in Cheliax as I envision it.
Interesting thing is that he has all that great psychic power to influence others but didn't think of using it on himself to counter his own more and more evil tendencies or to use it to better the situation for his lot.

The relation to Lem is just gravy.

Ruyan.


Pathfinder Adventure Path Subscriber

Oh, more posts while I was typing. Thanks!

So basically, Saldiven sums up my thoughts pretty much. But we have a lenient GM regarding monster tactics and he gives us nice things to play with...

Basically we will start always looking for bigger caves to haul up for the night. If we can't find one, I'll cast hide campsite.

Let's hope for the best (dragon steak!).

Ruyan.


Pathfinder Adventure Path Subscriber

Thanks for all the advice! Keep it coming!

The dragon has robbed us before and is working/forced to work for the BBEG (resurrected god--actually accidently done by our previous group...) which has a necromancer do the scrying and sending the dragon (or so we think).
Fortunately, we're not in the swamp yet!

mudball and constricting coils are out as we only use CRB and APG.

Bleed damage is a good one, insect plague, too!

We discussed the lantern archons but they (as all the other flyers) lack the ability to follow the dragon at 200ft/round (and it gets worse once it does double move or run). The teleport might help, though. We had a bralani azata up which was of some help.

And I couldn't cast my two prepared flame strikes due to low ini (dragon was out of reach).

Also, the darkness cast by the dragon caused us some problems and I could only counter it twice with daylight.

Thanks again (more advice is always appreciated)!

Ruyan.


Pathfinder Adventure Path Subscriber

Greetings, fellow travellers.

My search function failed me so please help me out here.

We're playing in a homebrew campaign, books are CRB and APG only.
Our (current) nemesis is an adult black dragon (CR11) which harrasses us while we're travelling overland on foot/horse back trying to outrun an approaching army of giants.
Terrain is hills, steppe, woodlands; we're headed towards a big swamp (sic!). No towns, no magic shops in sight.

Group consists of:
dwarven cleric (lvl9, domains: strength, protection), human fighter (lvl9, bastard sword, AC34+) and my human druid (lvl8, caster, big cat ac).
So far the dragon has always attacked us at night and we were able to drive it away but couldn't kill it: bad rolls on our side, good rolls--particularly saves--on its side and due to the fact that we have to spend a lot of resources on casting daylight.

My question is: how do we shut down the dragon so it can't fly off or reduce its speed so we can follow it while flying ourselves?
Or is our best bet on finding a sufficiently large cave where we lure the dragon and seal the entrance?

Thanks.

Ruyan.


Pathfinder Adventure Path Subscriber

You can't as it is not available as a physical book (anymore).
But if you click on Add PDF it is added to your Downloads--go there and you can download the PDF.

Ruyan.


Pathfinder Adventure Path Subscriber

If I run this, Fredrico Castrovel (shameless Wayfinder promotion) will definitely make an appearance!

Ruyan.


Pathfinder Adventure Path Subscriber

Maybe Hell finally takes care of all the stuff that went wrong after they installed Abrogail II.

Ruyan.


Pathfinder Adventure Path Subscriber

Freaking awesome, DM!

Thanks a bunch.

Ruyan.


Pathfinder Adventure Path Subscriber

Go strix!

Ruyan.


Pathfinder Adventure Path Subscriber
GoldEdition42 wrote:

[...]

"This sword goes to eleven"

[...]

This wins the internet and I spilled my coffee!

Ruyan.


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

What would the PCs make into believing that after they killed X there's yet more to come? All leads point towards her (and then onwards to her sister... I know), but as the leader of the cult and the one manipulating Ironbriar and having manipulated Aldern Foxglove I think that killing her should convince the PCs of having erradicated the last of the Skinsaw cult.

Otherwise, and if you want to stick with the theme of Runelords, I'd give them a final showdown using one of the pilings of the Irespan (here you could use the resources presented in the first installment of Shattered Star).

James Jacobs wrote:
The Forever Man is okay not using his birth name anymore anyway, so it should all work out there.

Built-in scrying failure.

Ruyan.


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

You could start with Freeport.

Ruyan.


Pathfinder Adventure Path Subscriber

"Trust me, I know what I'm doing."
"While reading books on your own might build character, practicing/killing monsters, evil things/adventuring with me builds ego!"
"Onwaaards!"
"What's them things again? Ah, never mind, they're EVIL."

Ruyan.


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

Greetings, fellow travellers.

Just a quick round-up what happened last night when my group (all lvl6 HE cleric of Sarenrae, HO ranger w/ badger, H fighter w/ greater trip, H rogue, H inquisitor and almost out of resources) confronted Aldern.

I went for a more cinematic approach and bent some rules for dramatic appearance, but nothing major.

When they entered the water slide they caught up with Iesha who was clawing at the door, were beset by the ghasts and dispatched them almost unharmed (crit w/ bow ranger w/ FE undead +4 and Greater Trip).

Iesha went in on round 2. The PCs heard a loud scream (male voice) followed by another one (female voice).

Being really scared by the slippery surface they decided to explored the grave first and found a narrow opening in the walls which allowed them to squeeze through it only to be standing 5 feet away from the door to Aldern's abode.

In they went and were greeted by Aldern. In my game I had Aldern subdue Iesha who was at that time kneeling next to his desk.
I also gave Aldern a butler (another ghast named Alfred). He greeted the PCs as per the book, then stood up, killed Iesha (GM fiat) and ordered his butler to serve something to drink and eat (this triggered the haunt, but the PC in question made his save).
Next round the PC cautiously advanced which gave Aldern time to don the mask. Fighting ensued. Some rounds later Aldern was Greater Tripped and two PCs were paralyzed by the butler (bad positioning and bad rolls) which had Aldern turn on the butler scolding him for robbing him of all the fun and killing him with a crit by his razor.
The cleric dragged the PC Aldern was obsessed with away to impede a coo day grahs.
Aldern needed to get up and advanced again on the PC and the cleric.
Next round the cleric placed a badly placed fireball into the room nearly killing the rest of the party while Aldern gracefully avoided it (evasion 4tw!). This slightly changed the mood at the table... (which wasn't made any better when the cleric's player commented it with "I always wanted to do that" and "Oh, I'm sixth level so I have resist fire 10, you know" and Aldern's congratulation for such a splendid idea.).
Paralysis ended with the beginning of next round and the PCs were finally able to down Aldern when he wanted to gracefully tumble out of a flanking.

The PCs and me enjoyed it very much, it was a memorable fight. And the players are already anxious how to get out of the room back up!

Ruyan.


Pathfinder Adventure Path Subscriber

Thanks for the input!

I will definitely go for the "on screen" version with Aldern killing Iesha as I know my players and they want to put Aldern down for good.

Ruyan.

PS: the spoiler was more of a general precaution as my players don't usually come here


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Pathfinder Adventure Path Subscriber

Go Strix!


Pathfinder Adventure Path Subscriber

Greetings fellow travellers.

Related to the area about which Bellona inquired I have a little difficulties imaging how the final encounter plays out.

not for those pesky players:
From the book I gather (AE version):
1. Iesha arrives at the stone door to B37, unmolested by undead in caves and starts smashing down the door as PCs arrive in B36
2. Iesha succeeds and enters the room, PCs follow suit (watch the spiral of watery death!)
3. Aldern and Iesha... reunite and she kills him (slowly, in a hug) while the PCs hack-slash-maim-away at Aldern/the two...Iesha is freed, happy end

ORLY?
That would mean the whole the whole story about Aldern's personality-merry-go-round, 1 1/2 pages will be skipped with a kill-steal by an NPC.

I find that really unsatisfying and dissapointing.


So, did I mis-read this part of Misgivings? How did you handle this fight? What did you change?

Thanks for your input!

Ruyan.


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

I also played the haunts a little different and only let the designed person live through the "vision". This gave everybody his time in the spotlight.

Otherwise I agree with Tangent.

Ruyan.

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