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In my Jade Regent campaign I have a scenario in mind in which the Ninja PC needs to sneak past a sleeping Remorhaz.

Remorhaz' have tremorsense. Any advise on the type of skill check and difficulty?


Has anyone developed a "shopping list" for travel across the Crown of the World? I'd like to add this as a aspect of time in Kalsgard. Thanks!


Dotting to follow as I'm struggling as well.

In order to challenge the summoner I've needed to up-level the CR of the encounters to a level that is easily fatal for other party members.


Lacdannan
I went with your decapus ruse at our Friday session and the players went for it completely. The best part was that the two spell casters decided to drop their weapons, move away from the rest of the party, and thus were the immediate targets of the decapus as it arose. I added a Shadow Mastiff to slow down the melee combatants (as because there are six party members including a couple of min/maxers). Epic battle and a couple of the players (who up to this point in the campaign hadn't yet been seriously injured) were seriously injured and completely freaked out. Priceless.


Thank you for all the suggestions and help.

Digitalelf - Fogotten Foes is in the cart!


Anyone aware of which book the Carrion Crawler or equivalent PF monster is in? Thanks!


3 & 4. Both good ideas.


As a DM for Jade Regent, my players will arrive at Brinewall Village this Friday!


Dorje Sylas wrote:
While there are times and cases for bending or outright breaking rules in the 3.X world, it requires a far more deft touch and a healthy dose of player trust. Your player's need to know your not out to screw them when you go about bending...

I think this is a really important point and can't be under estimated.

I'm a newish PF GM (have been playing PF for +3 years on the player side of the table, have played other editions, other games, etc.) and have a group of very experienced players. They flat-out know the rules better than me and at times I rely upon their knowledge to move things along and they are OK with that.

It took a few sessions, and even more statements like - "I'm not saying no, I'm only asking to make sure I understand" to help start building trust that I wasn't just trying to kill their characters. I also quickly realized that following the rules, or a very close proximity of the rules, is critical at the point where the characters are working through an encounter. Players don't enjoy DM fiat at times like these. It means, as a GM, you need to be very flexible and willing to let your intended storyline for the session go off path. I've literally spent hours writing up cool little scenarios that never see the light of day because players go off in a completely different direction.

When I have allowed flexibility around the rules it is so a really cool action can be taken by a player or npc that contributes to the story line. And I say "I'm going to let that happen because it is really cool!" The players seem to enjoy and respect that.


One more vote for Team Wicked!


Absolutely!


Awesome! Congrats Gary & Mike!


In Bestiary 3 the fey creature Atomie is listed as doing 1d2 - 2 damage for melee attacks.

Is that 0 (zero)?

I know I'm missing something but...


Ink: Good advise on comparison to Thrune/Cheliax. That will help me consider what success might look like. And...no, the party has not encountered the seal yet. I really like the idea of a rude surprise for the bad boys! Thank you.

LeadPal: I agree with your breakdown and the "Lawful" aspect of Asmodean rule (or some aspect of its authority) may be a welcome relief after the excesses of the Oni and the Five Storms for the people of Minkai.

Magnuskn: I don't wish to take the thread any further off topic nor am I trying to "pick a fight" - would you please tell me what "GM Fiat" means? I'm genuinely interested - perhaps there is a way to send mea message off this thread thru the forum?


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No diplomacy rolls for this - just straight up role-playing. Conversion to diabolism from my perspective seems extremely unlikely given Ameiko's personality and background - pushing a rock up a hill against the will of the gods kind of unlikely.

So, not set in my mind as to what the outcome will be, which is why I've posted here to get some input and advise on how to best GM the players goals. Their actions will ultimately determine the campaign outcomes.


I believe the plan is to:

:
Befriend, seduce, and ultimately corrupt her to the worship of Asmodeus. Each, in its own way, a form of manipulation that have the potential to backfire if/when Ameiko figures out his "affections" are false.

As it stands now (the party is just now heading to Brinewall) I see a few potential outcomes:

1) Full Success - Ameiko converts, takes the Jade throne, Asmodeus becomes the state religon, and Minkian traditionalists begin to foment rebellion immediately.
2) Complete Failure - Ameiko flees the party, continues on to Minkai, and multiple competing factions arise. This gets messy fast.
3) Ameiko the Realist - realizing the value of a hellish partnership against the power of the Oni, she strikes a deal and provides a seat of power to the Asmodean agent thus establishing another "beachhead" for Hell on Golarian. The most likely outcome, IMHO.
4) Ameiko - My True Love: the player determines his character really is in love with Ameiko and abandons Asmodeus for her. Unlikely, but a GM can dream...


Magnuskn
Yes - solid advice. Fortunately, the overall group of six players is cohesive on a personal level both at the table and away from the table. In addition, everyone is on-board with this as a plot development.

:
That said, one of the players is playing a cleric of Sarenrae, which means she will oppose the advancement of an Asmodean agenda throughout the campaign. I intend to balance out the goals of all the players and let roleplay determine the outcomes. Easier said then done, but that's the intent.


Geraint,
To their credit the two players have put a lot of thought into this nefarious subversion of the APs stated objective and I'm looking forward to how it plays out!


3.5 Loyalist - I'm definitely going to run with it!

:
Ameiko will need to strike a deal with the devil to save Minkai. Of course, other powers will attempt to offer their services or prevent this from happening so it won't go easy.

Equalizer/Grey - I think there will be some significant changes starting with the Forest of Spirits but increasing significantly in Tide of Honor.

:
One of the brothers is a summoner and will have "legions" of devils, which will make diplomacy and the formation of alliances a challenge...

:
I'm seriously considering having one of the evil, previous rulers of Minkai from book six offer an alliance with the brothers if they are willing to betray Ameiko.

Memorable if I can pull it off...


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I'll add to the complication list for the campaign which I GM:

:
Two players are playing noble brothers from Cheliax; both belong to an order of the Hell Knights. One of these brothers worships Asmodeus and his goal is to seduce Ameiko, corrupt her to the worship of Asmodeus, "rescue" Minkai and place Ameiko on the throne, and thus replicate Cheliax in Minkai. It came to him in a dream...

Thoughts on how to manage this?


magnuskn wrote:
Check out the one from TheFireballedMage in this thread. There should be something for you in there. :)

Perfect! Thanks!


Directed here by Magnuskn.

Great ideas - thanks for posting!


After several sessions in Sandpoint and the Brinestump Marsh my PCs are heading to Brinewall with a caravan, Ameiko, and several NPCs.

I'm curious with regards to any mini-adventures you introduced as part of the journey to Brinewall?

Thank you!


In response to a spider swarm a pc used his tower shield to fall onto the swarm in order to smash them (under his weight). I ruled this as effective for 1d6 of damage.

The pc was automatically damaged by the swarm as a result of the move.

After reading through the swarm rules my sense was this type of attack is not technically effective but I ruled based upon creativity and for the player's willingness to have his character take damage as a result as well. Also, to keep momentum going.

I've recently come out of "retirement" as a GM to run one of the APs and each session has been a true test of my knowledge and application of the rules.

I'm trying to get a sense of my judgment in comparison to others who've experience this type of scenario? Thanks!


Thanks to all for the quick response and links to previous threads on this topic!


One of my players smashed a potion of cure moderate wounds on an undead opponent. Would this actually do damage?

I ruled it did during the session to keep things moving along but haven't been able to determine if it is rules compliant.

Thanks for any help!


Want!


Many good ideas here and I'll most definately buy the next FMG adventure.

I'm most partial to the Dammerhall and Noble House ideas. If you could dedicate one of the books to an Underdark Sea adventure then I'm completely in.

If you wanted to slip in a gritty Viking Saga first, no complaints. You may even consider including elements of the Fairy Tale into the adventure as the pc's move through the various Norse mythos worlds...


Gluttony wrote:

^^Heh, if that PC survives up towards book 6 they might get along well with...

** spoiler omitted **

That is a brilliant idea! Thanks!


Thanks. I've really had to mix things up a bit due to the group. For one, I'm not having them wait four years for "Brinewall Legacy" events. Think of the start of Jade Regent being more of an alternative time line to RORL.

:
Here is a quick summary of one of the major changes: Ameiko's brother Tsuto still lives (he is not behind the goblin attack - goblins are just being goblins and raiding the town). One of my players is hell-bent (sorry) on wooing Ameiko and converting her to the worship of Asmodeus and thus establishing an Amodean dynasty in Minkai. Having her brother still be alive means there is a competing claim to the throne. The brother will accompany Ameiko (she will insist) to Brinewall (and beyond) to reclaim their birthright. He of course will be an evil bastard and an immediate nemesis for the player trying to woo Ameiko. Ameiko will be blind to her brother's faults, or at least forgiving. Any attempt to supplement the brother, or kill him, will cause a significant rift in the player's relationship with Ameiko. I'm hoping this will make for some fun times ahead. I'm not opposed to having an Asmodean dynasty come to fruition, after all we're just trying to have some fun on a Friday night. I am however deeply opposed to having the wooing of Ameiko happen before we even get to Brinewall, which seems to be the schedule the player has his character on.


Jeff,
Thank you for the detail. My group is also large (6) and powerful: Hellknight, Summoner, Ranger, Ninja, Cleric, and Cavalier. I'd been seriously considering a mate but really like the twist you've placed upon it and will definately add something like it into the mix.

The group is headed into Brinestump this Friday after two fun sessions in Sandpoint. I used the start of RORL as a way for the group to meet, flesh out their characters a bit through lots of role play, meet Ameiko, and test their combat skills. They absolutely destroyed the goblins (although I did manage to knock the Ninja out twice due to his bad tactical decisions).


Grab! Rub hands together. Evil laugh.


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LeadPal wrote:
Gluttony wrote:
** spoiler omitted **
Oooh, I actually like that better than the truth...

Thanks - that is helpful(and funny)!


Spoiler:
I would be interested to hear how GMs have introduced/played the Sin Spawn in the Brinestump Marsh and what the outcomes were? Thanks.


The Five Storms are all of the oni allied with the Jade Regent and Anamurumon. The Typhoon Guard is their public face, but every oni in the 6th adventure are in their ranks, as are almost all of the oni in Tide of Honor. Kikonu and Kimandatsu are their vanguard in Avistan (although Kikonu isn't the most reliable member), and the House of Withered Blossoms was once their prison (its remaining oni being outcast members). The trick is that the name "Five Storms" refers to the organization as a whole, not five specific wind yai.

Fair enough. I can live with that and appreciate you taking the time to clear it up for me. Still, I really hoped to have the pcs face five increasingly difficult unique ONI...

Anyways, back to Jiro's original topic. I'm also limiting what the pcs learn once they recover the seal in Brinewall to help keep the mystery deeper in Kalsgard and more challenging to solve. Not sure how this will work out, but should make for some good play.


I'm planning on dropping Helgarval completely. I have a group of practiced gamers and they should be able to connect the dots without its help.

I'm also on the fence regarding using the term/phrase "five storms" since they don't seem to be detailed out in the final installment of the AP (am I the only one who see just one described in the final AP?).


Added to downloads. Goodbye sleep!


Purple Dragon Knight wrote:

the paladin stumps can wield weapons effectively due to the fighter's successful untrained craft "Bran/Hodor sling basket + prosthetics" check.

Spewed coffee onto monitor after reading this line! Thank you for sharing.


I went through as a player - we finished about a year ago and with some perspective I would say it is a great adventure. Our group's main complaint is that the adventure path spends too much time outside of Korvosa. Events and intrigues in Korvosa with Illeosa and company are reaching an interesting point with lots of good momentum and then all of a sudden you are outside the city for months (both in the story line and in game time).

I LIKED Scarwall. Our GM did a great job on the creep factor. One change you should seriously consider is moving the Scarwall section to be underneath Castle Korvosa. I think this could be pulled off with out too much work and it would bring the characters back into the city sooner. The whole group believed we would eventually have to delve into the dungeons there and it was a bit of a disappoint when we didn't.

Agree with Douglas Muir 406 - the Shoanti are huge fun and we loved that part of the adventure as well.


I've just finished reading the full Knot of Thorns, which includes a synopsis of the additional five adventures and all I can say (without any spoilers)is Wow! the PCs are really going to be getting their evil on.

I would love to run this as a GM. Imagine for once being the good guys who are totally justified in doing everything in their power to stop these evil characters. And the characters are evil. The adventure path is clear that the PCs are evil from the get go (as Alzrius mentioned in his review), but the path itself includes deeds of true wickedness. It seems the path of evil only gets darker and more profound as it progresses.

Of course I would also love to play this as a PC, which means I can't read the further installments. Must. Resist. Urge.

Totally worth the $10. Looking forward to the next installments. Nice work Fire Mountain!


Dotting for reference. Great information - thanks to all!


ArisRedwind wrote:

Greetings everyone!!

I have not posted much in the past (I make a better lurker than a poster). But I have been following this tread was a good deal of interest. I'm running Jade Regent right now and my group will finish Brinewall this Friday.

I have been mulling about some ideas for caravan improvements. I will be running the math simulations this weekend to try and find some solutions that do make the system fun and exciting. One of the issues I want to fix is to make the caravan encounters more interactive for the group. The one player show concept does not sit will in larger groups.

First Option -

Combat Roles
I'm thinking of allowing each of the PC's (and possibly the key NPCs) to fill one of a few takes during the encounters. These tasks will require a skill or attack roll of some kind. The simple combat tasks are as follows.

Attack – The character would make some type of attack check vs the enemies AC to increase the caravan damage.

Defend – The character would do some action to boost the caravan's AC. I'm thinking something using aid another roll to boost an allies defense.

Repair – Using magic or skill checks to apply repairs to the physical caravan or the Travelers. I liked the idea of granting temporary HP and requiring the actual repairs to be made after the fight.

Rally – The character will uses skills, ability or magic to boost the caravans to hit roll making. I'm imagining this as a leader using diplomacy or intimidate better motivate or coordinate the caravan. Abilities like Bardic songs or a lot of the cleric buff I see falling into the category.

Weaken – The section if for abilities that will weaken the enemy. Intimidate checks to demoralize the enemy or bluff checks to distract and confuse the attackers. CMB check is a good option as well to weaken a foe. The character could be disarming, tripping or other such attack to prevent or weaken the foes ability to effect the caravan.

Second Option -

Advanced caravan jobs

I like the...

I like this approach and have been thinking of trying to develop something along thse lines. However, I had'nt done the work so...thanks for posting! I'm thinking at some point most encounters will become pc specific but this type of approach will allow them to participate in the overall caravan aspect prior to that. For example, if a bandits were trying to jump from horseback onto a moving wagon, I could ask "what are you doing to prevent?" and use this system behind the scenes to help adjudicate. Still thinking on this topic, and how to best use, but appreciate your sharing on the forum.


James Jacobs wrote:
Tommy GM wrote:
Where can I find information on Churlwood and Velusha Uplands? I'm trying to develop some background for the journey from Sandpoint to Brinewall. The players are really excited about playing Pathfinder and I'd like to take full advantage of the campaign setting.
There's a Varisia gazetteer in Pathfinder #3, but beyond that, the Inner Sea World Guide's entry on Varisia is pretty much it for those regions. Feel free to expand them how you wish!

Thank you! I have Pathfinder #3 and will get it out. I've been referencing #1 for Sandpoint and just might have to review the whole AP. I'm glad to have an excuse.


Where can I find information on Churlwood and Velusha Uplands? I'm trying to develop some background for the journey from Sandpoint to Brinewall. The players are really excited about playing Pathfinder and I'd like to take full advantage of the campaign setting.


Running through one of the adventure paths gave me a clear picture of just how well done Pathfinder products really are.

Great suggestions so far. I can't add much except: Start gaming!


Gary Teter wrote:
Canticle -- weird. You should see it. I'm investigating now.

I don't see it also. I'm not planning on transferring my ticket so I'm not sure this is important.