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Recent posts by
Sir Oliver:
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Kvantum wrote:
How about our militaries then? Ours has the support of the legions of HELL ITSELF.
A monkey riding the elephant probably had same misconceptions.
KaeYoss wrote:
Seniority in age proves nothing.
An amusing concept but fallible one.
Quote:
We took one look at what blue-bloods do to a country (and that gaze set firmly on Taldor for just a second) and then murdered all so-called "True Nobles".
So you have no leadership whatsoever?! No wonder you're being sock-puppeted by imps and quasits!
Quote:
Yeah, if you define "important parts of the world" as "the crumbling wasteland that is called Taldor, which is Chelaxian for Laughingstock"
Hence my expression "people of good breed". Chelaxians, unfortunately, do not qualify.
Quote:
Nah, we talk Chelaxian - just like most of the inner sea region.
<yawn>
It's not the vulgarity of Chelaxian temper tantrums that bothers me but their repetitive dullness.
Quote:
Abadar stays because of the money - and will leave as soon as that's gone, Cayden opposes your half-hearted attempty at slavery and suppression, Norgorber does his murdering in Taldor because he cannot hold a candle to even the lowest Chelaxian-trained assassin, and Shelyn is just being polite.
And yet... none of them even bothers with Cheliax anymore.
Quote:
"Forever" being "until Quadira gets bored and decides to while away a Sunday afternoon by leveling some have-been imperialists."
<laughter>
I'd love to see them try!
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Asgetrion wrote:
Oh, let's not even compare the Majestrix to your poor, sickly and inbred "Grand Prince" Stavian! And just as we're blessed with such a wise and beautiful ruler, we're also blessed with the favor of Holy Asmodeus -- if you want to discuss the subject of holiness, I can always ask some of our priests to stop by your crumbling manor house...
(you can stop quivering in your boots -- I'm not going to send any devils to drag your sorry carcass to slav... er, willing life-long servitude to the Empire... YET!) ;P
Majestrix? more like a teenage trollop with fanciful title. Is this pubescent puppet best you could have came up with after decades of civil war? In that case, your losses among the true-bred nobility must have been truly staggering! But such is the fate of crude people untrained in the subtle ways of political infighting: destroy all you can and then bow down to weakly womanfolk.
I also greatly enjoyed your tongue gesture: I guess that is what passes for an insult among Cheliax nobility... Or was it Andoran pig-herders? Sometimes I mix those two.
As amusing as it might be, any discussion vis-a-vis internal quality of various nations of Avistan would merely represent unnecessary distraction from something that is obvious to all people of good breed: namely, that Taldor is dominating force throughout all the important parts of the world. You breathe our language and worship our culture while your sulphuric servants fear our gods: righteous Abadar, rapscallion Cayden Cailean, omnious Norgober and divinely beautiful Shelyn.
We don't have to fight you, nor those meddling Andoran fools. We only have to... wait you out. A decade here, a millenium there: it doesn't matter. Because such is the nature of the world: countries come and go but Taldor is forever.
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Recently, my sister bought me Scott Lynch's "Lies of Locke Lamora" - a swashbuckling urban fantasy set in the sprawling Venice-like city of Camorr. There's a thieves guild there ran by guy named Vancarlo Barsavi who rules the city's underground from a derelict ship and throws his victims to sharks through a trap door.
In "Curse of the Crimson Throne" we have a thieves guild ran by guy named Barvasi who rules his thugs from a derelict ship and throws his victims to giant spiders through a trap door.
Suspicious! :-D
But seriously, I wholeheartedly recommend this novel to anyone who liked CotCT or plans to run it. It's chokeful of inspiring bits and pieces about fantasy city heavily modeled after 17th century Venice. There are gang wars, water markets, thieves guilds, secret police, corrupted city guard, intrigues, merchants, plague ships, con artists and wizards. There are also numerous remains from ancient, incredibly advanced civilization upon which the new city was built throughout the centuries.
In parts, "Lies of Locek Lamora" almost sounds like "Curse of the Crimson Throne" novelisation which, personally, I found very cool. It is also supposed to be a first in the series of seven self-contained novel. Apparently, in the second book - "Red Sails under Red Skies", main heroes try to rob a casino in a pirate city-state. Golden Goblin in Riddleport, maybe? :-D
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Small Attention Span wrote:
These were all made by one Kevin Yan. you can check out some of his other work here.
I shall explore his artwork promptly!
James Jacobs wrote:
Actually... I think the choker illustration of Old Korvosa was actually by Julie Dillon. I'm not 100% sure, but it looks more like her art style than Andrew's...
It seemed that way to me too. Well, I'm off to find Miss Dillon's website. :)
Thanks everyone for the informations! :-)
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F. Wesley Schneider wrote:
Jason Engle is doing all of the art for the prestige classes, I believe. So yeah, that's his.
Now, that I caught you, I could also check some other artwork as well! There was some quite nice pictures from CotCT that I'm still not sure who made them. Couple of examples:
Pact Hall from "Tower of the Last Baron" was simply amazing!
Orcs at the Gates - this one and couple of others (Cinderstorm, Attack of the Jigsaw Shark, heroes leaving Korvosa...) were all made by same artist, but it doesn't say whom.
Quarantine - I love this picture! I love chokers crawling on the rooftops! :-)
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Mikaze wrote:
Especially puzzling when you consider the latest female character in the series.
Sorry to barge in so late, but could I please get a link for that website main gallery where I could check out all of these images?
...
Edit:
No matter! I found it myself. :-)
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F. Wesley Schneider wrote:
It's both. It's THIS on the surface with THIS and THIS below. Overall, Karcau is a terrible spot to build a city, but ages of tenacious building and clever architecture have channeled the waters of the nearby lake and underground water into channels both underground and on the surface, though the nearby lake and its underground reservoir still exist.
Awesome! I heard about Paris underground before, but I didn't know that their system of underground tunnels was so vast!
So, basically, on the surface we have artificial canals that channel the swamp waters into the lake Prophyiria. But, underneath the cellars and canals themselves are tunnels, reservoirs, sewers, catacombs and natural caves. I can totally see tihs as a metting place for Urgathoa's cultists or a hiding spot for the entire underground "kingdom" of ghouls plotting revenge on the surface world.
I love the contrast of beautiful city and fetid swamps around it. This could also mean Karcau has a brutal history in the vein of Sankt Peterburg: Soividia Ustav's mad dream of building an Oppara of the North, a City of Canals smack middle in the swamps just so that Ustav can show those filthy Khellid barbarians how superior Ustalav's culture truly is.
Also, Karcau now reminds me a bit on Jeff VanderMeer's city of Ambergris from his story collection "City of Saints and Madmen". The only thing missing from it is Festival of the Freshwater Squid, wars between factions representing various philosophical and artistic beliefs, and evil myconids skulking in the back alleys and deserted palaces overgrown with plants and mushrooms.
Ooooh, I'm so going to use Karcau now! ^_^
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Samuel Weiss wrote:
3. Extending the above, when I expect to use similar critters over multiple levels I do not bother creating stat blocks from scratch. I just use an old stat block and add more levels. If I have 1st level goblin rogues I just add levels to them rather than creating 3rd level goblin rogues from scratch and just repeat as needed.
This is a great one! Thanks!
Samuel Weiss wrote:
4. For spellcasters, in addition to the advancing stat block I will prepare an advanced spell list ahead of time with a variety of base spells I want to use, then refer to that list as needed. That way I do not have to constantly look up the entire spell list every time I need to add more.
I was thinking about something along these lines. Basically, enemy spellcasters won't waste time in combat on 0 or 1st level spells, except if they are low-level characters. So, instead of building an entire spell list, it is enough to choose the highest level ones.
Samuel Weiss wrote:
6. Although redundant, use discipline and stick to the core rulebooks. One of the easiest ways to turn NPC creation into a 10 hour fight with yourself is to just start looking in every single sourcebook for some obscure spell, feat, prestige class, or other gimmick. Sticking with the basics for...
God yes. It's all too easy to get lost in the myriad D&D splatbooks out there. Hell, for my Eberron campaign I only added Eberron books to the core three and even that turned out to be too much. In future, I plan to stick with core rulebooks and a campaign setting sourcebook.
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Charles Evans 25 wrote:
Now if you could just see your way to answering my query which I recently posted on the Campaign Setting thread regarding the small matter of who exactly is the current Count of Ulcazar, if a recent Count gave up his title to go into the church?.... :D
From Campaign Setting:
"Although he’s forsaken one title for another, Bishop Senir rules the sparsely populated county of Ulcazar, discouraging all visitors"
The way I say it, there are three explanations for this:
1) Historically, medieval Church used to own and govern lands and cities. Having an entire county ruled by Pharasman monks and clerics, in such a Slavic/Central Europe inspired country wouldn't be much of a stretch. Just call it bishopric instead of county.
2) As a cleric of Norgober, Senir is quite used to lies and duplicity. He could easily pretend to abdicate the noble title in favor of one of his cousins only to keep him firmly under his thumb, ruling in all but a name.
3) Finally, Ulcazar is the least habitable and least populated part of Ustalav. For the most folks, it probably doesn't even matter who rules it and what is his official title.
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Creating a sixth level PC today reminded me what I disliked the most about being a DM. When game mastering, I love creating my own adventures: stories, NPCs, villains, interesting locations and such. But, as much as I enjoy that, I dislike the math part: the number crunching and rules-browsing where I have to choose what kind of feats and magical items will enemy mooks have or how do the enemy's individual spells work like.
If it were only a single NPC I had to build and check, that wouldn't be much of a problem. But with a whole adventure, I often wasted more time building it then we actually played it! Figuring that I'm obviously doing something wrong, I gave up from DMing for about a year and a half.
But DMing is a nasty itch that I'd love to scratch but not before I seriously reconsider my approach to the game preparation.
I was thinking of running a medieval fantasy game. I have access to D&D 3.5 & 4th Editions and WFRP 2nd Edition rules. From them all, WFRP turned out to be the simplest to run, but this was also in large part due to me running sessions with very little combat encounters. The moment I started planning (and later, running) my first Warhammer dungeon, it was back to the world of number-crunching: stats for enemies, monsters, traps, etc.
So, let's say you have D20 SRD and core rulebooks. Let's say you're creating your own adventures - not just because you prefer running your own stuff but also cause you don't really have much of an access to official adventures. What kinds of shortcuts would you use to ease up a preparations for a session, an adventure or even a campaign?
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jakoov wrote:
I can only say... YAY! YAY!
Wyrd Edizioni is going to translate Pathfinder in Italian, starting with Second Darkness, to be presented at Lucca Comics and Games 2008.
A good news for all the Italian Paizoners, I guess. :-)
I wish the best of luck to Italian Pathfinder editions and many other successful localized editions of it - including German, Spanish and possibly, maybe, one day Serbo-Croatian ones, too. :-)
Although, I can't but love the horrible pidgin English we use in our Croatian D&D sessions where all the giants are Džajants with capital "DŽ", two-handed sword is referred to as zwei-händer and seemingly normal Croatian sentences are punctuated with spells, hitpoints, attack bonuses and XPs. Hell, in my group we are more familiar with Anglo-Saxon names for medieval weaponry then our own historical terms for them. :-)
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I'll throw in my two cents about interesting locations I was thinking of using in such gothic adventures.
1)We all heard about haunted houses or castles. Haunted monastery might also be a cool idea, but I fell in love with the concept of a haunted windmill after seeing this picture.
2) Stone circles and monoliths - pretty self-explanatory, really. :-)
3) Monastery on the lake - I like the image of a small monastery isolated on a misty lake surrounded by forest. This might be a great place to locate an order of wise, book-studying monks that fight evil. On the other hand, this could also be a good hideout spot for evil order pretending to be priests of a good or, at least neutral deity.
4) Cursed village - this is a great idea I stole from Warhammer. A village situated in the middle of the forest hidden by the bushes and trees that overgrew it. It's residents mysteriously disappeared decades ago, leaving the village temple's doors and windows barred and shut.
5) Dead Swamp - centuries ago, this was a field were barbarians buried their chieftains. Now, this is a forest half-flooded with swamp waters where scrags hunt the unwary and restless dead guard their ancient tombs.
6) Crossroads - old one but good one. Excellent place to make witches dance in the moonlight, people to sign their contracts with a Devil and road robbers to be hanged (except that sometimes they come back to life).
7) Caves - seemingly ordinary cave might hide tunnels leading deep into the Darklands. Maybe that passage was sealed centuries ago but a recent earthquake opened it once again. And now, there's a horrible underground monster mutilating the cattle and villagers, exiting the cave only during the moonless nights.
8) Sewers, tunnels and caves - great hiding spot for ghouls who secretly plot and scheme underneath unaware humans, preying upon them in the dark cellars and dreaming of the day they build their ghoul kingdom on the surface.
9) Cursed family - again, an old one. I'd make one of the their members a werewolf obsessed with hunting. His sister is a vampire seductress. Their father is an old wizened mad scientist - necromancer, maybe even a lich. His brother is an obese, slimy, decadent priest, possibly in a incestuous relationship with his vampire niece.
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F. Wesley Schneider wrote:
Hey! Me too! Good taste. ^_~
Cool! :-)
Did you perchance worked on it's entry for Campaign Setting? ^_^
First of all, thanks for the input. Now, just a couple of quick comments with my own brainstorming included.
F. Wesley Schneider wrote:
You might find the occasional priest of Erastil in the more rugged/folksy areas like Amaans and Barstoi, or even a missionary of Iomedae here and there.
Calistria's worship in decadent places like Caliphas and Lozeri
Abadar's faithful anywhere you want some religious intolerance.
Abadar's faith definitely sounds most promising for a corrupted inquisitor villain. :-)
F. Wesley Schneider wrote:
I want to set Barstoi up as the place for "Puritanism" driven by a few evangelists of Abadar, Iomedae, or Erastil... not sure who yet...
Karcau or Caliphas (or even Ardis) might have an "Eyes Wide Shut" cult of debauched elite who get together to do terrible things.
Versex is where you'd find eerie cults to things like the Moon, spirits of dead family members or hanged villains, The Lurker in the Woods, The Black Noll Witch, or The Drowned King.
Amaans probably has some fey, real witches, and druid lodges.
In Virlych you'll find your undead cults.
I'm not even sure where to begin with now – every one of these has a lot of potential! :-)
So far, I'm thinking of some kind of nature spirit worshiping cult that puts a strong emphasis on sadism and orgies. The cult is more sophisticated and decadent in the cities ("Eyes Wide Shut") and much more brutal and eerie in the wilderness (sort of like "The Wicker Man" or even "Straw Dogs"). Witches might be a nice additions to the cult. Hell, some sort of weird fey creatures and pacts made with them might be in order, too.
The simpler version would be to use a Urgathoa's cult working hand in hand with ghouls hiding in the city sewers and natural caves in the forests. Together, they might dream of building a ghoul-ruled kingdom, making the Immortal Principality, truly immortal.
F. Wesley Schneider wrote:
Although it has not been defined yet, Lepidstadt has a university, and quite a good one at that. Its interests are based in science, medicine, history, and real knowledge of the natural world. At the same time, Karcau's conservatory and opera is a bastion of education and elevation in a dangerous land.
Lepidstadt sounds interesting, especially when combined with Vieland's mysterious stone monoliths and some nice geography – there are both mountains and large forest nearby. There are also orcs of Belkzen for a more conventional threats, but I'd probably ignore them.
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After finishing my reading of Pathfinder Chronicles Campaign Setting, I found myself mostly drawn towards Ustalav. I've been thinking about a gothic horror - themed adventures and campaign for couple of years and I even ran them for a little while in WFRP system. Ustalav seems as nice place for such things as the Old World while also giving me an excuse to stick with D&D rules and make PCs a bit more heroic.
But, despite four pages entry about the Immortal Principality, I found myself looking for some rather basic info which I could really use for a game. Aside of that, I started this thread to get my creative juices flowing once again. :-)
1) What should be typical races and nationalities of Ustalav? For now, the only ones that come to mind are Varisians and maybe some half-orc (from Belkzen) and Khellid (from Numeria) minority. But what about other ones like - for example - Chelaxians, Taldorans or Dwarves?
2) What deities should be appropriate and usual for Ustalav? OK, so we know people there mostly worship Desna, Pharasma and - from the evil ones - Urgathoa. But what other deities could be popular there, aside of these three?
3) Related to the previous question, how does this religious observance usually work? Do people run around with pitchforks and torches burning witches in the name of Desna (that seems kinda unlikely for that religion, at least to me) or do they simply stick to their own superstitions and religious rituals hiding in their houses?
4) Any interesting ideas for evil cults for Ustalav, aside of Urgathoa? Hidden monks of Norgober in the Monastery of the Veil are, for example, splendid idea, precisely because they're recognizably evil, while still avoiding the classic undead cultist schtick.
5) Finally, I'm trying to think of a nice thematic good organization set in Ustalav. So far, the best idea I've came to are the paladins of Iomeade... except that they're actually set in Lastwall and only occasionally patrol the SW Ustalav.
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Wulf Stronthammer wrote:
And yet you have no bones about spreading lies about the proud nation of Andoran. I also note you are 'Sir' Oliver. It would appear the Galtan Revolution has merely changed the face of its masters. When you desire to live free from the oppression, join us, Oliver.
The lovers of freedom must stand together, lest our enemies pick us off one by one.
I am merely the Count of the Common Man! Lord of the Lawless! Duke of the Discredited! But I have no time to discuss semantics with you, Citizen! Those bombs I carry to Taldor and Cheliax factions won't go off by themselves, you know!
Signed:
Citizen of Galt
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Dane Pitchford wrote:
My fellow Andorans! Who among you is ready to make yourselves known! Gather together and raise a cheer for independance, for soon we will overthrow our hated enemies and spread the word of freedom to their subjugated peoples!
Yes, yes, yes, this is all nice and neat, but let's look at this from bigger picture: Andoran is bordered by Cheliax on the west and Taldor on the east. Are Andorans *really* capable of waging a prolonged war on two battle fronts simultaneously?
Even if that wasn't the case, Andoran's proposed revolution is destined to fail. Like a poisoned seed that grows into a stunted plant, so did Andoran taint revolutionary ideals by pardoning the reactionary leeches of the so-called "nobility". Burghers, merchants and other lumpenproletariat couldn't give up on their inbreed servility so they left their former tyrants alive and free.
So, look not towards Andoran to lead you, but to the north east where the true flame of freedom burns. Revolution will come, Citizens, and it will be a Glorious one.
Signed:
Citizen of Galt
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Liam Kelly wrote:
You don't want to fight too often. Combat is far more lethal and healing beyond a couple of wounds is not readily available. Social interaction I think is a large part of the game, the scheming of Nobles etc, Charm and Bluff come into that a lot, knowledge skills also handy
This sounds cool.
Valegrim wrote:
Are you starting in the Empire or where?
It will be in the Empire but not in any pre-made location. I have a bunch of ideas and plot hooks centered in and around a medieval town I'd set somewhere along the Stirland/Averland border.
Valegrim wrote:
start thinking about what your going to do for mages that max their level and start wanting to be higher level casters
I don't think I'll have to worry about that, at least for a while. :-)
Characters would start in their first careers and I have no idea how long or how often will I actually run the game.
Valegrim wrote:
have you thought about how your going to run combats;
I'm planning to do a test run or two with couple of friends just to get the feel of the combat, so that there are less suprises when I actually start running the campaign.
Valegrim wrote:
when I get a chance, i will ask a friend of mine what rules questions came up so you get a preview; i have a bud who tracks that kind of stuff and can probably tell me off the top of his head; we played for along time through lots of advances and used almost every skill and spell in the book; will see if I can come up with some you might want to preview how your going to handle.
Thanks!:-)
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Jit wrote:
As previously mentioned , combat is "swingy" , from easy NPC kill to Player death its only one confirmed critical hit away.
Investigative and player oriented scenarios work best - have the players map out their career path and you\ll have lots of of story hooks. Think call of ctulhu in the middel ages:)
This is, a part of the appeal of WFRP for me: both the Cthulhu Mythos part and the fact the game encourages investigation, research and social interaction. In my last D&D campaign, I routinely spent way too much time preparing combat encounters, only to realize I'm bored to tears with that.
Jit wrote:
Economic systems - guns and weapons in general are ridiculusly expensive - enabling the players to sell their own and their victims weapons and buy themselves out of trouble, not very heroic:)
We divided weapon cost by 10 and it helped.
Interesting. This is complaint I heard on other message boards, too. I'll take that into account.
Jit wrote:
Go easy on skilltests- a starting PC has about 20 - 40 % chance of success with an unmodified roll.
Fear tests - see skill tests- they make combat with monsters even more random - use sparingly.
Insanity- players rarely enjoy being told how to play their charachter- you might consider upping their IP total or use minor disorders before they eventually go insane:)
Thanks for the tip about skill tests. As for Insanity, I was also thinking about upping the level of Insanity Points (10 instead of 6) or removing them althogether. I don't like the idea of disfiguring PCs just for the heck of it - I sure didn't like it as a player in a Ravenloft game - and god knows there are enough ways of that happening in WFRP already.
Jit wrote:
liberfanatica.net has fan made rules you might want to check out, and blackindustries.com have free scenarios - enjoy!
I'll check them out.
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