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Jiang-Shi

Treppa's page

RPG Superstar 2013 Dedicated Voter, 2014 Star Voter. Pathfinder Society Member. 6,528 posts (11,141 including aliases). 2 reviews. No lists. 1 wishlist. 1 Pathfinder Society character. 55 aliases.




A giant has passed. If you have never read any of his work, stop by the library, pick up one of his works, then just try to shelve it and walk away. His strange, lovely, horrible, beautiful stories will haunt you.


23 people marked this as a favorite.

I run a game with some of my friends and have managed to get my boyfriend interested in playing, but recently realized he may be feeling uncomfortable about gaming alone with so many women. That got me thinking.

Do males play RPG's? Sure, I see a lot of boys... er, males... er, men (What is politically correct? I don't want to be offensive) at Gamestop and the other video game stores, but it seems to be strictly ladies' night at the gaming table and VTT.

So, do males enjoy role play? You know, beyond hitting stuff and blowing it up? I want to make my game fun for everyone, not just for women. How do I get them engaged in the game when we're not killing things?

Is there anything special we should do at the table to make males feel comfortable? Obviously, the talk about 'Aunt Flo' needs to stop when men are present. Do the scantily-clad, sexy pictures of the characters we girls identify with make men feel uncomfortable? Maybe we should cover our gaming books?

And what about male characters? I realized that my male NPC's tend to be stereotypically aggressive, smelly jerks. What should I do to make them more human... you know, more like a woman?

I appreciate any advice. I want the games I run to be welcoming to the other 49% of the population.


MWAH-HA-HAAA

Westcrown is bustling on Fireday afternoon. Merchants close up shop and people leave work a little early to spend an extra hour in taverns and restaurants before hastening home to bar the windows and doors against the shadows. A cold breeze from the north chills despite the generally moderate climate of the Inner Sea.

A boarded-up tavern sits near the pier where one of the island ferries disgorges passengers commuting to their mainland homes from their jobs on the island. None many can afford to live in Parego Regicona, and few would be welcome to. Despite its prime location, the tavern has a rather weathered but neatly painted wooden sign on the front: Under New Management. Closed for Renovations. Former regulars give their old haunt wistful glances as they wonder when the place will be open again, but easily find another spot for a plate of stew, fresh bread, and a glass of wine. Visio's has been closed for quite some time now. Apparently the new owners had plenty of money to buy the place, but not enough for all the changes they wanted to make. Don't know why they need to change things. It was fine the way it was, when the Visio family ran it.

A group of Hellknights clop through the city past the tavern as the bells strike three times, pedestrians scattering from their path. They seem to be in no hurry and look around casually as they trot past, alert for trouble.

Knock on the alley door when ready.


Several of us have had issues lately wherein the dice differ either between our preview and our committed post, or a prior post and the post seen the next day.

I don't have proof but will try to catch it with screen caps. It's possible it is a mass delusion.

This is the first place we noticed and commented upon it, since all the initiatives were eight at first, then they weren't.


This thread is for the introduction and discussion of new character concepts for A World Without End.


MWAH-HA-HAAA

This thread is to discuss the new Council of Thieves campaign and characters. Please check out the main tab for background and character creation information. Become familiar with Westcrown as you are able given time constraints. We'll be learning a lot more about the city, but it's helpful to start out with the basics in the campaign's Player's Companion. Links to info are on the main tab.

Please post to check in when you receive this, and welcome!


I'd prefer indefinite suspension if you can do that, otherwise please cancel. Thank you!


CoT was engrossing enough that my players did not want it to end, ever. I'm running a followon campaign in which Lord Mhartis is Mayor Pro Tem, elections are scheduled in about two months, and Chammady Drovenge survived and aided the party. The PC's managed to convince Admiral Vourne that they had thwarted a threat not only to Westcrown, but a potential plot against the queen. Why? Because the Church of Asmodeus is entirely silent in the AP.

My question is - why? The plausible theory my players came up with is that the church is in league with Mammon's forces, since Mammon is a servant of Asmodeus. Otherwise, why wouldn't they aid the party against the usurper? The PC's figured this was a first step for a total church takeover of Cheliax, with deniability on the part of the Church of Asmodeus if it failed. They convinced Vourne of this as well, and have been summoned to Egorian to Abrogail's court to receive some sort of honors/reward. [You should have seen their faces when they read the imperial summons, heh heh heh.]

I find their logic rather convincing. Has anybody else played it differently? Is there an official explanation I've missed? Any other good theories?


Has anyone encouraged/prohibited classes in this AP?

I had one gentleman who wanted to play a paladin but thought it might make the AP too easy. He's switching to fighter/ranger, which should be fine.

I have another who wants to play a necromancer, and I'm worried that he won't have any fun. I don't see much in the way of undead he'll be able to command, even in the first book. Besides, creating undead does not endear one to the populace, so I worry about what it will do to trust levels if he's found out.

We're planning on doing without a cleric or paladin entirely. I'll run a GMPC bard to buff and heal.

Those of you who have started already, any thoughts on the above?


We can't come, so please refund my 3-day badge and make it available for somebody else's enjoyment. Paizo credit is fine.

I haz the sads.

Thanks!
Treppa


Our drive ist kaput - Phillips LiteOn drive. I can buy one new online for $50 with a month warranty, but swapping the PCB with the flash memory requires desoldering and soldering the connections to the drive. They'll do it for me for $10, but I have to send the old one in and that'll take some time. The new drive ships overnight weekdays and it wouldn't take long to install.

Has anybody done this successfully? If so, does the replacement last? Ths box isn't even 1-1/2 years old yet and the drive is shot. It's very disappointing and, naturally, out of warranty.


OK, so it's the beginning of What Lies in Dust and I have a player who followed up socially with Chammady Drovenge after the mayor's dinner. She, knowing he's part of the group who's been foiling her plans, seduced him successfully and they now have a hot and heavy secret affair going. This is based on her actions detailed in the final book with the priest of Abadar, so it's in character.

I figure she'll use him and/or the party to do what *she* wants done as long as she can pick the things that will float their boat. So I'm looking for ideas that will advance her ultimate agenda. Here's what I've come up with so far:

1. Sian is still out and about. I think she'd use Sian to assassinate the priest of Abadar's family, then try to point the party that way to kill Sian and tie up that loose end, knowing they could do it.

2. She might send them on ventures to get them out of the city and disrupt the activity of the Hellknights, who are still a force for law and order and troublesome to her plans.

Anybody see other things she could point them toward, preferably which tie in with the ultimate plot targets? Not having run this before, I'm not sure which events in books 4-6 work out well and which could be changed or swapped using the party as an unwitting tool of the Drovenges.


Now I want one!

Mass science, FTW!


After three years, three months, and eighteen days, my group finally finished Shackled City. It would have been a lot shorter but also a lot poorer without all the wonderful, imaginative additions from generous DMs here. You guys rock!

I disagreed with Paizo's "Adimarchus is wholly evil and unredeemable" dictate in the last adventure. That sort of thing does not sit well with my happy ending-loving party. Reinstatement into the ranks of heaven didn't seem right, either. And the whole "Adimarchus is dead and you're all done now!" was pretty abrupt. Here's what we did.

The party remembered even before the final fight that he'd reappear lying in state on Occipitus, so after killing him in Skullrot, they placed the body into bags of holding and rested up prior to a trip to Occipitus to dispose of the bodies in the pillar of fire.

When they arrived in Occipitus (with Nidrama in the party), I used Delvesdeep's dream sequences as a basis for the exposition of Adimarchus' fall, all created from the stuff of Occipitus by his restless, insane spirit. They appeared not in an osseous forest or celestial wreckage, but in a green, sunny field with an angelic Adimarchus beseiged by hordes of demons. They promptly decided to aid the lone figure and wiped the floor with the demon horde. Adimarchus thereby began indifferent to them and they won a VP by making him so. Once Addy saw his lost love Nidrama, the scene shifted, mirroring Adimarchus' memories, to effectively a stage setting of the Nidrama/Adimarchus meeting on Celestia. After a few minutes of talk and role play, he'd frown, shake is head, and say, "Wait, that's not right," and the scene would dissolve to the next one. So, in this case, two "angels" formed right behind him, sprouting from the ground but obviously formed by it, and attempted to arrest him.

They did all the right things to make him friendly, protecting him from arrest while urging him to submit to the will of heaven. Confused but swayed by their high Diplomacy roles, he agreed to let them help him. They teleported to the base of the skull, only to find it looking like the top of Skullrot, where the scene with Athux in the cage and Graz'zt trying to bargain Addy into the trap played out. Again, they interrupted, attacked Graz'zt on his behalf, removed Athux from the cage (and boy were they surprised when he transformed to a mini-Graz'zt) and kept Addy cool through the whole thing. Once both aspects were dead, he came to himself for a brief time and led the way into the skull, asking their advice on what to do next.

They voted that he should make things right with heaven and submit to their justice. They hadn't missed a single VP in the whole thing, so he agreed. They offered to plane shift him to Celestia (though I don't think any of them had the key to the plane so I'm not sure what they were planning?). He said he had a better way and would try to repair the damage he'd caused if they let him. They agreed, and he stepped into the pillar of fire. As he immolated, the flames licking his body changed from red to white, and white flame slowly grew in the red pillar until the entire thing roared white. The skull became filled with blinding white light. Eventually, the light faded, the roaring diminshed, and the pillar dwindled to nothing. They looked around to find themselves on a green hillside in Celestia, the Cathedral of feathers barely visible a long way downhill from them. There was no sign of Adimarchus. A host of angels (and eventually a few deities) gathered and told the party he'd given up his substance to rejoin the fallen parts of Celestia to the realm, his substance returning to the stuff of Celestia in the process. Their gods met with them and they were thanked and rewarded. I'm asking for a synopsis from each of what their character would want to do after their return to Cauldron (and all of them elected to return even when offered a free trip to paradise). We'll meet over dinner next week and wrap up their life stories.

It went amazingly well. I had three outcomes planned based on their VP's from the various scenes:

1. Rekill both his forms and dump them into the fire.
2. Get him to a neutral state where he'd agree to call off any wars on heaven or the material plane but would remain in Occipitus and war with his fellow demons (remain fallen).
3. Rejoin the celestial realms, giving himself in the process (best redemption I could see him having).

Addy even rolled a nat 20 on his petition to heaven to allow scenario 3! I guess it was destiny.

The stuff formed from Occipitus was not real, so did not have the same properties as the original. The baddies could do only what Addy could do himself either fallen or in a good form. I took his angelic form from the AP and transformed it to good powers/spells (with a longsword and shield rather than the claw and whip). Graz'zt and Athux came from Hordes of the Abyss, modified to only be able to do what Addy could do magically. Physically, I left 'em alone, since he could create what he damned well pleased from his own plane.

Many thanks to everyone here who contributes in any way. My players are walking on air, and I owe a whole lot of the campaign's success to your additions, questions, answers, and opinions. I hope the above might give others ideas for their own campaigns. I even thank the Paizo booth guys who hard-sold me into buying the hardcopy at Gencon all those years ago. Thanks again! :-D

Treppa


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