|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
How would you all handle time travel from a mechanical perspective? I suppose it would be too much to even devise a very high level spell that would allow time travel.
I have no interest in sending my PCs back in time, but I have a player who is interested in bringing a character from the past into the campaign. It is a great idea in the context of the campaign, and my idea is to send a high level NPC back in time to get her (that is, the PC).
Here's one idea I found online: "The Fulcrum of Ages"
The NPC (a virtuosic teleporter) could have a modified version of this device hidden away somewhere.
Any other thoughts?
Ion -- I'm realizing you didn't take an action for the Bralani Azata upstairs for Round 25.
Arthen -- feel free to post actions now for Round 26 for yourself and the water elemental. There's one more area for the elemental to douse; would need to take a five foot step West to get there. I need to post an action for the ghouls, but that won't affect you.
I will also try to revise the map. I've had a kind of chaotic weekend; we'll just pick up tomorrow night from wherever we can get.
Aldo staggers from the tremendous blow delivered by Munafiq and the cloud of smoke descends on the group, covering the area in total darkness. Aldo hacks and coughs, and swings at Munafiq. Although it is a well placed blow, the attack misses due to concealment. Aldo then moves away from Munafiq, although none of the allies can see where he goes. (No attack of oppo. due to concealment.) You do hear him say "Come. Follow me."
Behind GM screen:
Fortitude: 1d20 + 9 ⇒ (7) + 9 = 16
Bladed scarf: 1d20 + 19 - 2 ⇒ (19) + 19 - 2 = 36
Concealment miss chance: 1d100 ⇒ 29
Acrobatics: 1d20 + 22 ⇒ (4) + 22 = 26
He moves out and up the wall.
Thanks, Ion. I'll work to get up a bunch of the next round. I think we all forgot about the effect of the pyrotechnics, which "spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud." What is the DC? We'll need FORT saves from the demons, the guard below them, Munafiq, the second Azata, Aldo, the upstairs vampire, and the water elemental. For anyone who fails, the effect with last for Pyrotechnics effect: 1d4 + 1 ⇒ (4) + 1 = 5 rounds.
What I'm going to say is that, instead of spreading instantly, the cloud of choking smoke spread on Ion's action this round, enveloping all those who had been within 20 feet of the edge of the fire (or who moved into that area this round).
Tarcinzia lies unconscious and bleeding.
Oldrich takes a five foot step to the square between the vampire and the fallen guard, grabs Raven's Head, and swings at the vampire, but misses from making an off balance attack.
The vampire tales an attack of opportunity and swings at Oldrich while he is picking up the mace, but the attack clangs off Oldrich's buckler.
The guard at the bottom of the steps takes a five foot step to assume a flanking position against the vampire and strikes powerfully with his sword, narrowly missing.
The remaining guard holding off the Nabasu valiantly swings at one, but fails to connect. He bravely holds his position to defend his allies below.
Ion and Munafiq are both up, no need to wait for one or the other!
Behind GM Screen:
Tarcinzia stablize check: 1d20 ⇒ 3
She fails, so her HP are now -8.
Oldrich attack: 1d20 + 7 + 2 + 5 + 3 ⇒ (5) + 7 + 2 + 5 + 3 = 22
Vampire AoO: 1d20 + 16 ⇒ (6) + 16 = 22
Guard attack on Vampire: 1d20 + 13 + 4 ⇒ (7) + 13 + 4 = 24
Guard attack on Nabasu: 1d20 + 13 ⇒ (6) + 13 = 19
The Nabasu demon next to Arthen moves behind her, offers up a toothy grin, fingers one of many bones hanging on a necklace around its neck, and casts silence.
The two Nabasus at the top of the stairs cast spells and calmly reach out to touch the guard at the top. The terrified guard takes attacks of opportunity against both demons, but misses both times. The wily guard, however, manages to dodge both attacks, and the demons utter frustrated growls.
Behind the GM Screen:
Arthen Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Guard attack: 1d20 + 16 ⇒ (4) + 16 = 20
Nabasu touch attack: 1d20 + 9 ⇒ (1) + 9 = 10
Nabasu touch attack: 1d20 + 9 ⇒ (2) + 9 = 11
The demon seethes in frustration as it tries to strike a blow while Arthen calls upon Calistria. The water elemental extinguishes the remainder of the fire on the end of the hallway AWAY from the stairs, because it cannot reach the fire in the portion towards the stairs without leaving its position.
The vampire in the basement focuses on the most immediate existential threat: the guard holding Raven's Head. He knocks the guard unconscious with two glancing blows that would have had little impact but for the tremendous strength the vampire put behind each. A third attack misses Oldrich.
The vampire in the main room upstairs drops his crossbow, moves to the square next to the water elemental while drawing his sword, and strikes at the Bralani Azata. It hits, but the poorly aimed blow is unable to do enough damage to penetrate the Azata's DR.
As the vampire moves by, the water elemental takes the opportunity to make a slam attack, but it fails to connect.
Behind the GM Screen:
Longsword: 1d20 + 16 ⇒ (19) + 16 = 35
Longsword: 1d20 + 16 ⇒ (4) + 16 = 20
Guard One HP: -2
Longsword: 1d20 + 11 ⇒ (10) + 11 = 21
Longsword: 1d20 + 16 ⇒ (5) + 16 = 21
water elemental slam: 1d20 + 5 ⇒ (4) + 5 = 9
The fire spreads to the West, covering D-7 and C-7, where Quinley and the remaining Azata are. Fire damage this round is 5 HP.
Aldo continues to risk the fire and takes a five foot step to C-10, next to the water elemental and diagonal to Munafiq. He unleashes a blinding barrage of attacks on Munafiq. If Munafiq AC is 29, Aldo hits twice for 13 and 11 points of damage.
In the basement, 2 of the ghouls charge Ion and try to bite him. The guard wielding Raven's Head gets an attack of opportunity on the first ghoul, who amazingly resists the disruption effect, but can't survive the inherent destructive powers of the artifact. The second ghoul reaches Ion but misses with a bite. The third and fourth ghouls almost reach Ion, but instead attack the guard with Raven's Head. One astonishingly manages to bite the guard, for 7 points of damage, but the guard clearly shakes off the paralysis effect.
ARTHEN IS UP!
Behind GM Screen:
Fire 1: 1d20 ⇒ 16
Fire 2: 1d20 ⇒ 5
Fire damage: 1d6 ⇒ 5
Save for scarf: 1d20 + 18 ⇒ (16) + 18 = 34
Bladed scarf: 1d20 + 19 ⇒ (4) + 19 = 23
Confirm critical?: 1d20 + 19 ⇒ (8) + 19 = 27
Bladed scarf damage: 1d6 + 8 ⇒ (5) + 8 = 13
Haste: round 4 of 5
G1 AoO: 1d20 + 16 ⇒ (14) + 16 = 30
Ghoul 2 bite: 1d20 + 3 ⇒ (4) + 3 = 7
Ghoul confirm crit: 1d20 + 3 ⇒ (9) + 3 = 12
Because I would really like to finish this round before tonight, I am going to skip ahead to the guards, who go at the bottom of the round. If something Ion does changes things -- such as if the Azata 1 or Erinyes kill a guard -- we can easily adjust.
The guard attacking the first Bralani Azata yells out, "Men, we must deliver mightier blows to overcome the defenses of these outsiders!". He takes a step into a flanking position, grasps his longsword with both hands, and comes down with a mighty blow on the Azata's whirling shoulder, for 31 points of damage.
The guards attacking the Erinyes, also assume flanking positions and, like the other guard, grasp their longswords with both hands and make powerful swings. The first connects on the devil's side for 25 points of damage. The second hits at a faulty angle and fails to penetrate the creature's tough hide.
Of course, none of the PCs see any of this.
Tarcinzia and Ion hear more of the same bellowing voice coming from the basement: "Don't attack those otherworlders, you fools! Clear you heads! Slay the undead! Those are our foes! And find the Raven's Head!"
Behind GM Screen:
Longsword: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
Longsword damage: 2d8 + 19 ⇒ (4, 8) + 19 = 31
Longsword: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
Longsword: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17
Tarcinzia Perception: 1d20 + 22 ⇒ (15) + 22 = 37
As Tarcinzia pounds into the vampires (in all likelihood destroying the first but failing to destroy the second), a booming voice emerges from below, "The abomination responsible for this will feel my vengeance!"
Tarcinzia is too gleefully distracted to see what is happening below, Ion is too otherwise occupied, and the others cannot see.
Behind the GM Screen:
Tarcinzia Perception: 1d20 + 22 ⇒ (1) + 22 = 23
Ion Perception: 1d20 + 11 ⇒ (2) + 11 = 13
Hearing mention of Raven's Head, Oldritch shakes off Radvir's influence, initiates undead bane, and sends a bolt into the ghoul at the bottom of the stairs, felling it.
Heavy Crossbow: 1d20 + 13 ⇒ (3) + 13 = 16
Vampire 1 will save: 1d20 + 12 ⇒ (19) + 12 = 31
Ion is up and has a heck of a lot to do!! And I need saving throws and other rolls and info from others...
... For 13 points of damage. It yells out "Look out! This one has the Raven's Head mace!
At that moment, it becomes fully visible, as well as the vampire grappling Ion. One is male and one is female and both are dressed in fineres. Also, the shop manager, Aldo, appears next to Quinley in D-9, wielding a razor sharp bladed scarf.
The Nabasu demon near the second Azata, moves to C-3 and casts a spell. Tarcinzia feels a violent thrust of force against her. DC 19 will save to avoid being thrown down the stairs.
The Nabasu demon in C-12 casts a spell. DC 21 will save for Munafiq., Quinley, Arthen, and the second Azata to avoid being held still.
The last Nabasu demon, in the main room, disappears and then re-appears in square D-7, next to Arthen, Quinley, and the second Azata.
Behind GM Screen:
Fort save: 1d20 + 9 ⇒ (15) + 9 = 24
Fort save: 1d20 + 9 ⇒ (16) + 9 = 25
Oldrich will save: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26
The vampire in the basement is flanking the Erinyes (along with a ghoul and two guards). It unleashes three quick strikes at the Erinyes with its longsword, hitting three times for 14, 12, and 16 damage.
The vampire in the main showroom sheathes its longsword and pulls out its crossbow.
The vampire grappling Ion attempts to pin him. If a 19 succeeds, it drains blood from Ion, doing 1 point of CON damage.
The vampire next to Tarcinzia looks at the Raven's Head mace and it's eyes widen. The vampire then takes a five foot step to C-2 and blasts Tarcinzia with 4 magic missiles for
behind GM Screen:
Longsword: 1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 35
Longsword damage: 2d8 + 9 ⇒ (2, 3) + 9 = 14
Longsword: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25
Longsword damage: 1d8 + 9 ⇒ (7) + 9 = 16
Longsword: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
Longsword damage: 1d8 + 9 ⇒ (1) + 9 = 10
Pin attempt: 1d20 + 12 ⇒ (7) + 12 = 19
Blood drain: 1d4 ⇒ 1
Knowledge religion: 1d20 + 10 ⇒ (5) + 10 = 15
Magic missiles: 4d4 + 4 ⇒ (1, 1, 4, 3) + 4 = 13 This is a dice expression.
The hallway alongside the dressing rooms has turned into a raging inferno. Those in the hallway, other than Ion, Tarcinzia, and the two vampires next to them, take Fire: 1d6 ⇒ 1 damage. The fire will reach Ion's end of the hallway at the start of the next round.
Additionally, the room is choked with smoke. Everyone (including Ion and Tarcinzia's) has 20% concealment and must make DC 10 fortitude saves or spend the round choking. If a number of saves are failed equal to a character's CON modifier, that character falls unconscious.
Finally, if characters engulfed in fire do not leave the area of the fire and extinguish the fire on their person, combustible equipment may take fire damage.
For the record, the fire was caused by the fireball, which expressly sets things on fire, rather than the scorching Rays, which were targeted and by the rules did not even set their targets on fire. (Strangely enough, by RAW the fireball did not set its victims on fire, but it did set the hallway on fire.)
Remember that Munafiq does not actually know what happened to Arthen. I think I really want to start being a lot more serious about separating player and character knowledge. So, why does it make sense for Munafiq to stop in front of Arthen instead of attacking the demon he can easily reach? I don't think it does. Munafiq doesn't really have any idea what has been happening in the hallway, does he?
A couple problems with your post, Munafiq. (1) You're currently inside a dressing room and can't strike anything in the hallway. and (2) As I understand the rules, it takes a standard action to search two squares for an invisible opponent. I'm not aware of a provision for taking a full attack, and using all your strikes to find and then further attack invisible opponents. Here are the rules:
And particularly this language:
"A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature’s current location. If the invisible creature moves, its location, obviously, is once again unknown."
The furiously whirling Bralani Azata delivers a devastating blow to the ghoul as it runs past, blasting rotting flesh off bone, but failing to entirely stop the ghoul's advance. The ghoul then staggers past the Erinyes, who, bow in hand, is helpless to stop the ghoul's advance to the bottom of the stairs.
Quinley lashes out with his rapier in the area next to him, searching for the invisible assailant who attacked Arthen (the square to his left and the square above/behind him to the left), without success. "Show yourself! I will have vengeance on those who killed my mother!"
He then moves forward into the square left of Arthen.
BEHIND GM SCREEN:
Keep these rules in mind: http://www.pathfinder-srd.nl/wiki/Invisibility
Quinley's miss chance in pinpointing Radvir: 1d100 ⇒ 7
As the vampire sorcerer's web dissolves to nothing, flames lick around the party in what used to be an elegantly appointed hallway outside a series of dressing rooms.
Quinley and Arthen see several ghouls leap into the basement through the hole in the ceiling. The Erinyes and Bralani Azata see three ghouls jump acrobatically into the basement. The first rushes the stairs, and reaches the first steps, 10 feet diagonally behind Tarcinzia (the stairs are actually 15 feet in length, not 10 feet as shown on the map). The ghoul provokes attacks of opportunity from the Erinyes (who is holding her bow) and the whirlwind Azata. The second ghoul joins the guard threatening the Azata. And the third ghoul joins the two guards threatening the Erinyes. Tarcinzia hears (and smells) their approach, and of course sees the one who ends up below her on the stairs.
Arthen's turn, and the Ion's summoned creatures' attacks of opportunity!
GM Screen NO PEEKING:
R takes 5 foot step into archway next to Quinley, takes out potion of haste, and quaffs it.
Stealth: 1d20 + 25 + 20 ⇒ (8) + 25 + 20 = 53
Three ghouls jump through the hole. One takes some nonlethal damage, but it is unimportant.
A Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Ghoul Acrobatics: 1d20 + 4 ⇒ (13) + 4 = 17
Yay, Arthen is here! (Another awesome photo!) And that means she can make Ion get up here too! Especially since the Arten of that photo is very clearly used to getting people to do what she wants.
I'm pretty sure that's the right initiative order. Seems like the next step is for Ion to get on here and for me to kick off the round. I don't have what I need on me, and I have a zillion things to do, so it will need to wait. But I guess if I don't add much of descriptive frills I should be able to get something up by tomorrow. I'll e-mail to let you know when I do.
Munafiq and Tarcinzia: Could you please share your photos of the map layout via e-mail or dropbox?
Yay! I dig your image. I believe once you post to the gameplay thread you will be automatically added to the players tab. Once Lara and Victor check in, I'll do a post for the next round, and then everyone can jump into the gameplay thread -- ideally in initiative order. We'll see how it works out...
This is all pretty awesome, folks. I'm going to have to figure out how to handle Radvir's lair, which the party may reach next session.
One question: Rakshaka, how is it that a dominated party can be made to fight the PCs without the dominated party getting new saving throws to throw off the domination (and, presumably, then turning against the vampires). It seems like domination isn't a very good way to get people to fight on your behalf unless they would already be inclined to do so.
From the PRD: "Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus."
Am I missing something? This is definitely something my PCs would call me on (which is meta-gaming, but, you know, still...).
I'm planning on using these in my campaign, but I'm not sure why the stat block lists two different options for their ranged attacks:
"+1 mighty composite longbow +17/+12 (1d8+9 19/20 x3)
Thanks for pointing this out. One of my PCs is very into the Shining Crusade, so I'll probably go the stolen body route (and I'll need to change the language of the description accordingly -- maybe a high knowledge religion or local roll would reveal that his body was long ago (when?) stolen from a shrine dedicated to Pharasma...)
These are amazing. Thanks so much. I think I will locate these in a cache in the monastery. That way the PC's will turn their attention to these as they prepare for the next module. I'll have to think of some excuse for the cache to be at the monastery. Perhaps the WW had collected them and left them behind at the monastery for some reason...
Thanks, everyone! This is great food for thought! It is a good point that the memories may not emerge until triggered, so that gives me some time to work out the details, and may add an interesting bit of confusion when he remembers something down the road. The PC specifically mentioned that he wanted to discuss with the Vetala the encounter with the bestial-witch, so that would provide him the trigger to realize that he remembers more about that.
It would be great to see your list of paintings Rakshaka. My PCs will wrap up the Vampire Underground next Monday!
I look forward to your thoughts, Rakshaka!
Keep Calm, that's a fantastic idea. She certainly has taken a liking to the dashing barbarian who voluntarily permitted her to drain 13 CHAR. (He has a very high CHAR because he took a dip into Oracle and is using an Oracle mystery to base his AC bonus off CHAR.) I've got 5 uses of Modify Memory left to play with, and inserting useful memories seems like a good use for 2-3 of them. I'd definitely like one to relate to Oothi. The barbarian's suppressed memory relates to an encounter with a witch who the Tyrant transformed into bestial form and who later achieved immortality and partial sanity (but that's a long story). (The bestial witch is responsible for the barbarian being haunted by the spirit of a fortune-teller slain by the WW -- his Oracle curse.) My bestial witch would probably have had run-ins with Oothi, so it may be an opportunity to tie the stories together and also provide more information about Oothi -- since it seems possible to fail to learn much about Oothi in going through the monastery.
Any particular thoughts about useful memories relating to Renchurch, Gallowspire, or the End Game of the AP? I haven't read the last module yet, so I'm not sure what would be helpful. (I know I need to read it, but I'm just barely keeping up with things!)
Hey all. I agree this forum has been amazing resource and I’m shameless about seeking help and lifting ideas!
I wanted to share something cool from my session on Monday that came out of a suggestion in this thread to add a Vetala shopkeeper to the Vampire Underground. I did so, and had the Vetala jeweler call out to the PCs as they passed her shop. I added her in game terms as a device to give the PCs information about the site where the bloodbrew dealers are -- I didn’t think it made sense to have that chamber so close to the rest of the Underground. I also thought the Underground seemed small. So I described the Underground as a much larger complex of rooms and passages with other residences, shops, etc. And I located the chamber where the dealers are some distance away -- not adjacent to the Underground at all. But I needed to give the PCs a reason to go there.
The Vetala offered to provide the players the information if the party’s highly charismatic barbarian agreed to accept a draining “kiss.” Of course, as the Vetala pointed out, he could easily be restored from the draining effect of her kiss. The fearless barbarian also has a real affinity for the dark and weird, so it turned out he and the Vetala went into a private area and he very willingly allowed her to drain 13 points of charisma (which were easily restored via a wand of lesser restoration).
It was a very fun and unusual roleplaying situation, and now I get to decide what the Vetala did with the equivalent of 6 applications of the Modify Memory spell, as that is another effect of her embrace (which she failed to mention). She can eliminate memories, restore lost or fuzzy memories (the barbarian has a big one there), change memories, or implant memories. SIX times!
Now I have to decide what to do with this opportunity. I want to reward the barbarian for his boldness by having a very important memory restored. Then the question is, how much does the Vetala want to mess with him (or help him) and in what ways. Any suggestions? A few considerations: First, I’m not a sadistic gamemaster -- I ascribe more to the PC-realization school of gamemastering. Second, I’m not sure I want to make the Vetala purely evil. I know they are Evil under RAW and “said to be spirits of children -born evil,- who never received burial rites upon their deaths.” But a different origin may be possible and I like the idea of playing intelligent monsters with naturally evil tendencies who choose not to be exactly really evil. I guess that also raises the question of what it means to be “evil” in Pathfinder. It is interesting to note that the Vetala don’t need to kill or even permanently harm their victims and their hunger reflects a level of engagement with mortal minds that also might make them interested in developing relationships with mortals. Third, I may want to make her an ongoing NPC and potential party ally, which cautions against her messing up the barbarian’s mind in obvious ways. If she wants to "feed" on him again she can’t make him regret having let her do it this first time.
I like your suggestion that hardcore addicts essentially become incapacitated by their addictions. Something that developed that the WW didn't foresee that effectively undermines their plans -- the elixir can undermine Siervage's control only so much.
I don't know about the conspiracy angle for why Siervage hasn't discovered the elixir. The inquisitor vampire would be the obvious one, since he is leading the investigation, but he doesn't seem one to conspire against Siervage, and it seems like fooling Siervage would be enormously difficult.
So far I'm inclined to rely on vampire arrogance -- sure, they have noticed that some spawn are acting strangely, but most of those are the spawn of murdered vampires, and it would just be inconceivable to them that a drug could release them from the control of their master. Also, since they are under siege they are not off exploring the other passages underground where the dealers and users hang out. Does that seem plausible?
I used Keep Calm's brawler vampires in my game last night and they were fantastic. They laid an ambush and the PCs would have been in real trouble if the wizard hadn't vaporized two of the four with the undeath to death spell. One of the funniest moments was when the barbarian charged in to save the grappled cleric and the vampire used her as a body shield and the cleric took the hit. Thanks for sharing!
On another note, I've exposed the party earlier to the bloodbrew elixir -- they found broken glass with residue in the spawn chamber below the Glass House, and on their way into the underground they passed a group of starving, addicted vampire spawn and saw empty vials. I haven't quite worked out why the spawn would let themselves starve instead of going above ground to feed; I've had Siervage put a temporary ban on above-ground feeding, but I'm not sure it makes sense the addicted spawn would follow that ban. Any suggestions would be appreciated. I couldn't resist the scene for my players of walking past a group of weak, starving vamps.
I think bringing out the existence of the drug earlier will make the investigation in the underground more interesting and make the whole story more cohesive, but I'll see how it plays out. I do find it hard to explain why Siervage hasn't yet discovered the existence of the elixir -- any suggestions there would be appreciated.
I also had the PCs pass a chamber with a cage of ill-fed undead worgs the vampires used as guards. I wanted to find a way to bring out that the vampires were really suffering and under pressure and in a bit of state of siege...
(Finally, on my previous comment about the "guest" coffins. Under the RAW I guess it is possible for vampires to rest in guest coffins as long as they haven't gone to zero HP, but if they hit zero HP then only their home coffin will do.)
Thanks, folks. This is very helpful. I think the "grave dirt" explanation is great flavor, even if not RAW. It also seems like, per RAW, a vampire may only have one home coffin at a time. The Paizo module's reference to guest coffins seems like a bit of misguided flavor text/atmosphere that doesn't fly under the RAW, and for good reason (it would make it too hard to destroy vampires for good). Oh well, even Paizo authors make rules mistakes sometimes, I guess!