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For the record, I really love what you guys do in titling your Store Blogs each day.
Sure lot's of 'em are kinda banal but, I know, when you're trying to come up with a new one every friggin day it can be challenging to be creative and clever each time.
This line from "The Boys are Back in Town" is great. One of your best in a long while. I'll be singing it the rest of the day now (until I start killing PCs in tonight's session, that is).
Even better than Thin Lizzy!
My group is leaving Magnimar for Ilsurian where they will begin to track down a vampire they know is killing Fey and has just left the Sanos Forest heading east (Thus they will begin the search in Ilsurian.).
My problem is that by choosing this course of action as opposed to another (heading far north to the Kodor Mt.s looking for Xin-Shalast in an effort to find the nearby Dark Tower of Cabilar), they are biting off more than they can chew at this level (6th Lvl Gestalt). They can't handle the vampire they are hunting at this time but it's what they want to do, leaving the search for the Dark Tower of Cabilar near Xin-Shalast for later.
Personality/ Game-Style of the Group:
I was pretty sure, based on the group dynamic, that they'd seek out Xin-Shalast in an effort to find The Dark Tower of Cabilar nearby. But I was also preparing for them to make a return to Cheliax, go off to Razmir or Ustalov (where some intriguing NPCs are from) or even go to one of a handful of Varisian locations to continue their adventuring. What they are choosing to do (which makes perfect sense now that I think it through more completely) is track down this vampire who has killed Fey in the Sanos.
So,... How do I allow them to play out this stage of the Campaign without getting them in way over their heads (EL wise)?
A bit more detail....
The vampire in question is Arkminos Ramoska, the Nosferatu who makes his debut in CotCT as a non-combat encounter, and is later a small part of CC. The PCs are aware that Arkminos Ramoska hates his vampiric condition and has been trying for gazillions of years to find a way to end his undead nature (He's an Alchemist.).
In this campaign he is one of many NPCs trying to track down one of Lady Lucilla Germanicus's potions (See "Lady of the Mists" by Peter Aberg in Dungeon 42.) in an attempt to study it to see if he can find a solution to his vampirism. Meanwhile, however, he is simultaneously trying an "old wives tale" he's recently learned that drinking Fey blood could help -- and he's of course doing his own alchemical experiments with said First World blood. (Special thanks to Paizo poster "Inkedmsd" for filling me in on this idea!)
At some point vampire-of-Caliphas Florian Lamorath (Luvick's proxy) was going to meet with the PCs and trade info about what Arkminos Ramoska has been doing for some info the PCs have. Now I may have to switch that around so the Nosferatu trades info about Florian Lamorath to the PCs. ...Or something.
But I know my Players and I have a feeling that they're just gonna want to kill. The solution I'm hoping for is for Arkminos Ramoska to give the PCs another monster to kill (in addition to info on Florian Lamorath and the vampires-of-Caliphas recently spreading to Varisia, PLUS agreeing not to kill any more Fey). Hopefully that would be enough.
But I'm at a loss.
What can I do to resolve the PCs' hunt for the vampire that's not cheese ("You can't find him") or some form of railroading?
NOTE: (For those curious about the campaign)
With the new AP I'm trying to renew my charter subscription to the Adventure Path line but I'm having problems.
I tried Saturday and now again today and when I get to the final step, placing the order, nothing happens.
Please, someone help me resume my subscription to the APs.
EDIT: Oh yeah, and wasn't there a 10% discount on other Paizo products (such as the B4) for customers with a subscription to the AP line? Is that gone? Does it maybe not apply to non-mint items?
Looking over my PFS Event records I noticed I made a huge mistake and need to know how to handle it -- in case it ever becomes a problem.
A few weeks ago a new Player arrived at my Event and wanted to learn about Pathfinder and play through the Scenario I was running. I grabbed my old list of blank PFS Numbers and assigned him the next one on my list, 14415, scratching it off so I wouldn't use it again. The Player (I have no idea his name) enjoyed the Scenario and sorta learned the difference between a d20 and a d10 but has not returned to play Pathfinder (yet).
This was 24 Feb '14, Event 1275 "Ray's PFS Home Game." He played 14415-1; I gave him the code to register in PFS should he want to.
And today, looking over my PFS Event records I noticed that I already gave that number to another Player several months ago.
This was 9 July '13, Event 1275, "Ray's PFS Home Game." I gave out Number 14415 to a new Player and she enjoyed the Scenario -- despite her PC dying -- but hasn't played again. She is the girlfriend of one of my regular Players (and also plays in my non-PFS game).
Thus, my suggested solution (since she has not yet registered the number (I don't think)) is to give her another Number while I Edit my Event record for 9 July '13. This way, if she ever wants to play in PFS again she can, albeit with a different Number -- and the guy, whom I may never see again -- can also register using the 14415 I gave him. (He has my email should he ever have any questions; I do not have his.)
Please, I'd like to know what PFS wants me to do....
Is there anything in any of the Pathfinder canon that shows where in the Inner Sea Apsu is heavily worshipped or revered (by humans)?
Specifically, my choices in order would be,
1) The Land of the Linnorm Kings -- Humans or First World Fey who worship Apsu
2) Cheliax -- Humans who maybe long ago worshipped Apsu and are around somewhere hiding from House Thrune
3) Varisia -- Humans who at least revere Apsu
Or, is there any place in the canon where it does say that Apsu is worshipped or revered by humans (or, ugh, another PC race)?
Could a PC be a Paladin of one god and a Cleric of another???
Or an Inquisitor of one god and an Oracle of another?
So technically a Paladin of say, Iomedae, could also be a Cleric of Sarenrae because Clerics get Domains -- actual mechanics tied to a specific deity, as opposed to Paladins who just get Divine powers from a generic "their god."
Thus a Paladin's choice in deity is all Fluff (just has to be LG) but Clerics and Inquisitors choose because of Fluff and Crunch. And since a Paladin's choice is all about Fluff with no additional Crunch, the PC could have two deities, one for each Class.
How 'bout this:
Could a PC be an Inquisitor of one god and a Cleric of another?!?!
This seems much more unlikely but still, RAW seems to indicate, um, "Probably."
So, one of the Domains HAS to be shared but does that really imply that the deity must be the same? Plenty of deities share Domains!
So,... one can change his or her PC's Alignment at the end of a particular Scenario, um, arbitrarily, right?
So after finishing my fourth Scenario, for example, I can inform the DM (when he's signing my Cert.) that I'm going from CG to NG and, uh what, he writes that down or doesn't really need to or what?...
When you DM a Scenario you can apply DM-Credit to any of your PFS PCs that does not already have credit, player or DM, for that Scenario.
When you Play a Scenario you can only play one you have NOT DMed or played UNLESS you must in order to create a "legal" table to allow the "play, play, play" rule. In these (RARE) cases, you can still only play a PFS PC that does NOT already have that Scenario's credit.
Finally, if you must play through a Scenario you've DMed or played (in order to make a legal table for "play, play, play") but none of your PFS PCs who haven't played that Scenario are appropriate level, you play a level-appropriate PreGen and when another of your PFS PCs reaches the appropriate level, you can apply the credit from this PreGen to your real PFS PC. (This seems like it may not be the protocol.)
Check me on this to make sure I'm okay:
Round 1: Swift Action to activate my Bard's Luck (Archaeologist Archetype)
(Is there any way to get more than one Swift Action per round?!?)
I've DMed a bit in my home "event": Ray's Pathfinder Society Home-Game and a couple times in my local LGS-PFS group to help grow interest in the community and make more tables possible.
But this has led to an unfortunate hindrance.
One of the Players in my homebrew (non-PFS) group has gotten into PFS and, though he can do it himself, I still feel a responsibility to make his playing in PFS as easy as possible.
So after all that,...
From page 34 of Cities of Golarion, can someone help me with info on Nisroch?
Specifically, I could use some physical description of the overview of the city -- what it looks like to people visiting for the first time, from a mile or so out. (I do have the big glossy poster map of the city but I'd love some canonical text, too.)
Also, once these people (PCs) are in, what are some sights, sounds, smells, etc. that taint them.
Further, if there is a name of an Inn, preferably a larger one, that's described (where the PCs can stay), it'd be great.
Finally, is there any mention of Skulks in Nisroch and if so, what's their shtick?
The PCs are entering Nisroch from Cheliax hunting down a Chelaxian official who's gone AWOL. In Nisroch they will, after doing whatever search they come up with, learn of the Inn their prey stayed at -- and his room. In the room some Skulks will attempt to steal their stuff (just like they stole the AWOL-guy's stuff). After the PCs defeat the Skulks they can find the guy's stuff in the treasure, including the clue that sends them to his next location.
So some descriptive info on Nisroch that's actually canon would be great. Not that I won't do it myself if necessary.
Can anyone help me find an adventure or two that takes place in Nisroch (or somewhere with similar motifs/ atmosphere), preferably featuring Skulks or Fetchlings or Shadow-like creatures (preferably not Dark Folk)?
PFS Scenarios, Modules, APs, even older adventures from Dungeon -- almost all adventures from late 70s to the present.
I'm getting ready to do a side trek in Nisroch in my new campaign and I'm looking for a bit of inspiration.
Can anyone help me find adventures from Dungeon that featured Skulks or "Shadowy" creatures in Thieves Guilds in urban adventures (preferably not Dark Folk)?
I'm getting ready to do a side-trek in Nisroch in a new campaign and I'd like some inspiration. Any issue of Dungeon as well as almost any adventure module from the late 70s to the present.
What would be your ideal group size & level and such?
As PC, for me:
Booty, Loot, Party Treasure...
How many groups split party treasure equally, making sure the correct PC gets a particular item (The Rogue needs a higher AC --not my Sorcerer; give him the Ring of Prot.; ...the Barbarian needs better Saves; give her the Cloak instead of the Fighter...) And, even moreso, each PC pays an equal share for the Cleric's Happy Stick and other treasure that's, you know, for the party -- letting the Cleric use all his money on upgrading his heavy mace or whatever.?
I'm just curious. I haven't been B since elementary school in the early 80s (and everyone else was, too) and honestly, I haven't played in a group (at least, more than 1 session) like that since probably '86-'87. But I sure have seen it at LGSs -- and I'm curious how many impotents there are in gaming still.
FOR YOUR EDIFICATION, EDUCATION AND ENJOYMENT:
Fluff All the “flavor,” atmosphere and background story for characters, NPCs, the setting, etc.; characterization, personality, tone. (Often called “ROLEplaying”)
Crunch All the rules and design mechanics of the actual game. (Often called “ROLLplaying”)
Broken When one PC is designed considerably stronger than all the others &/or has magical items &/or Boons that make it much stronger – or when some PCs in a group are broken and some are not. This can occur because elements of the rules are not intended to be used certain ways but can be, or if the element was just poorly designed by the publishers. (If all PCs are “equally Broken” a DM may consider the game Broken (PCs are stronger than monsters of appropriate CR) but the DM always has the prerogative to use stronger CR monsters, thus unbreaking the game.)
Powergamer A Player who builds a PC trying desperately to make it as powerful as possible. Used as a pejorative when pointing out unrealistic decisions, such as stupidly high STR & CON and stupidly low INT & CHA – basing a PC not on any type of Fluff but only with regard to Crunch.
Munchkin An extreme Powergamer who wants to be more powerful than all the other PCs and monsters (Breaking the game), so much so that he or she will also cheat during character creation & dice rolling and lie to the DM (and other Players) about rules adjudication. Munchkins will often get upset when their PCs do poorly, impeding game play.
Rules Lawyer A Player who does everything possible to play RAW, “Rules as Written,” correcting other Players and the DM immediately, whether it helps or hurts the PCs’ situation. Rules Lawyers may often give other Players AND the DM advice during combat based on RAW to make both PCs and monsters as optimized as possible. Used pejoratively when Rules Lawyering slows the game down to nothing for the minutia of a single, unimportant or obscure rule, ruining the fun and flow of the game.
Grognard A Player who has been playing since at least the 1980s in First Edition and fondly recalls and recounts memories from this past. Used as a pejorative when making fun of older people or when older gamers opine 1E as better than the current game design. (Some may consider Players who started in the 90’s w/ 2nd Ed as potential Grognards – but as a Grognard myself, I cannot accept you as a fellow if you only started in the 90’s – which is a classic, textbook Grognaridan attitude.)
Railroading When a DM forces the Players down a single path or plot-line, not allowing them to choose to take different actions than the DM planned for (thus taking the game “off the rails”). Often this happens when a DM’s adventure is based on a favorite novel or movie – the DM having a strict idea on what Shall happen/ what the PCs Shall do.
Sandbox (Opposite of Railroading) When a DM has no set plot and only a setting, allowing PCs to choose whatever they want (go north or south, build a fort or pillage a village, etc.). Like a sandbox that a child enters and has the freedom to “play” whatever & however he wants, a Sandbox Campaign allows the Players nearly complete freedom to choose what they do, without any expectations.
Turtling When a DM presents several encounters to the PCs that they cannot hope to defeat and thus the Players become afraid of everything the DM presents them – like turtles in their shells, PCs mistrust every encounter and gameplay stalls.
Metagame When any Player (DM or Player) uses out-of-gamestory reasoning to make a decision. These infinite possibilities include a Player positing that the collapsing-ceiling trap must have a solution because “The DM would not put it in the dungeon without a solution, or, we can't go down those stairs yet because the monsters in the lower levels will be stronger than those on the first” Thus using “Metagame” reasoning to make a decision.
Gish Any PC who is equal parts melee combatant and spell caster. In Pathfinder the Magus is the textbook Gish; Eldritch Knight and some other Class builds are Gish as well. “Gish” was coined in 1981 when the Fiend Folio introduced a monster called Githyanki whose society had a class that were equal Fighter-Magic Users; those Githyanki were called “Gish.”
Campaign A long series of thematically related adventures.
Adventure A single plot or scenario for the PCs.
Module The 1st Ed. name for short adventures that Paizo (because they're Grognards) initially used for the single adventures line of products (as opposed to "Adventure Path" which is their line of Campaigns).
The cliche examples are adding music in the background or speaking in-voice, using handouts or props -- but I came up with a new one a few weeks ago that I absolutely love and would like to share.
We all laugh maniacally when we drop a PC but we never seem to even congratulate a Player when he or she drops our BBEG (because they're suppose to win, certainly, but still...)
Inspired by a reverse of the classic grognardian trick of collecting the character sheet from the Player (as a trophy) when you kill a PC, I decided to hand over the stat-block for the creative and unusual BBEGs to whichever Player gets the final shot. Let the Player have a trophy!
Community Use Gimmicks / Tricks to Enhance our games....
1) Background Music
2) Speaking in-voice / with varying accents
3) Placing a Skull-n-Crossbones sticker on your DM screen every time you kill a PC
4) Hand over the BBEG or tough-fight stat block to the Player who made the kill (as trophies)
5) Collect the character sheet of the PCs you kill (as trophies)
6) Make a xerox copy of (important) NPC illustrations with plenty of blank space -- to use as a handout -- so Players can write notes (about the NPC) on that handout and keep it for reference.
I am certain that in 3E there was a rule for "Mobs" that was essentially the same as swarms -- you know, auto damage without attack rolls, all that stuff.
Basically, standing amongst a mob of villagers is essentially the same thing as standing in a bed of ants, spiders or wasps. The difference I see being that a "mob," unlike a swarm, would not be immune to weapon damage. Sure the mob will have an AC and HP and you won't count individual Commoners getting hit in a mob attack, but you can still swing your sword wildly around to try to break it up.
I'm looking for some ideas -- or some previously published adventures with any remotely similar motifs; here's the background:
The CR10 evil PCs are travelling to Kaer Maga with 4 elf slaves they just stole from a Lamia Matriarch (and her Gnoll mooks) from Katapesh. The PCs found a note on the Lamia's body saying the slaves can be sold for a GROSS amount of money to her contact in Kaer Maga. The PCs are going to find this contact and try to make the sale themselves.
The Players are interested in a little intrigue and urban adventure; they can play the game in Kaer Maga trying to find this contact and sell the 4 elf slaves. I have one 6 hour session to play this out.
The couple ideas I have so far -- though am really looking for more:
I'm looking for anything.
The game is early next week -- love some ideas or some published adventures that sound a little like this.
So, for me there are three kinds of "cat people" in D&D.
Rakasta (The original "cat people" from first edition: generic "cat-like" people covered in fur, not too unlike a humanoid "Tom" from Tom & Jerry who is clearly cat-like but clearly not any specific kind of cat.)
Litorian (Monte Cook's "cat people" from later in the D20 era: specific cat heads on top of a humanoid body: Lion-headed man, Leopard-headed man, etc. -- kinda like Thundercats)
Cat Folk (Paizo's "cat people" who, as depicted in the Bestiary, look more like characters from the musical Cats, much prettier to look at. (Not like AP illustrations of "Cat Folk" who ruin the example set forth in the Bestiary.))
I've been fine with this for a while now, adding Paizo's to my list when that particular Bestiary was published cuz of the great illustration. But now I have a conundrum.
How do I make racial builds for the three different "cat people"?
I'm gonna stick, of course, with the Bestiary's version of the Cat Folk so I just need different racial builds for the other two. Also, I think Monte Cook's Litorians should not be available for PC play -- they should be more powerful, equitable to gnolls or ogres or even minotaurs in CR.
A tall order, indeed, but I have faith in the Lords of the Boards.
I need a good sized list, close to comprehensive if at all possible, of certain NPCs of Cheliax, published since its creation.
Specifically, I need NPC nobility or wealthy merchants, human or part human, and who could leave (going AWOL, basically), causing a public controversy of some sort (a Hellknight "Lieutenant" going AWOL, a powerful merchant leaving his assets in the night, a minor noble turning his or her back on the family duty, etc.)
If anyone out there remembers Dungeon 42 and Peter Aberg's masterpiece, "Lady of the Mists," I'm designing a campaign in which an important (but not vital) Chelaxian leaves abruptly and hurriedly for no apparent reason (not an enemy of Abrogail, not spirited to Hell by an Archdevil), causing scandal.
The PCs will start the campaign on his or her trail.
But, for whatever reason, I don't want to invent this NPC, though I'm thinking about just using the NPC from "Lady of the Mists." But it would be sweeter if I had a published Chelaxian to use.
If you remember any Chelaxian NPCs from adventures or supplements and can reference them here it'd be awesome!
What makes a cooler name for a Villain -- an NPC who the PCs come to hate, fear and enjoy playing against for several sessions before the final BBEG encounter?
Is it a Pulp name or just a cool sounding name?
Tongueeater ....or.... Loliadac
What type is better?
A couple years ago I came up with a potential solution to the D20 era's "problem" of PCs with cookie-cutter Ability Scores in a Point Buy. You know the argument, There's only a tiny few possible Ability Score arrays for each Class -- and if you want to really be optimized & min-maxed, there's pretty much only one for each Class.
And rolling Ability Scores is fun but leads to a grossly unbalanced Party of PCs: "HaHa, my PC has three 18s; yours doesn't have any!"
Here's my idea (I'd love some feedback and, even more, examples of possible Feats & PreReqs.)
Almost ALL Feats have PreRequisits of ODD number Ability Scores. And ALL (probably) "chain-Feats" after the first have these PreReqs.
Here are some examples of what I mean:
Dodge: DEX 13
Impr Init: DEX 11
Power Attack: STR 11
Point Blank Shot: DEX 11
Selective Channeling: DEX or INT 11
Weapon Focus: INT 7
(No PreReqs for the Saving Throw Feats, Iron Will, etc.)
Fey Foundling: CHA 11
Anyway, that's my idea -- I have no idea how good ...or playable... it is, especially with low or very high Point Buys.
And it would take a tremendous amount of work to go through the Feats and playtest the possibilities.
What do you Lords-of-the-Boards think?
For the last few weeks I've been thinking about the great villains in published adventures, comparing apples to apples. But I've hit a snag in the "what-makes-the-BBEG-a-Villain" criteria.
For me, at least, a villain should be an NPC who the PCs encounter at least once or twice before the final encounter and must always be an NPC the PCs are aware of -- thus leading to opportunities for fear, hate, disgust, etc. toward the villain before the final showdown at the end of the adventure (or "chapter" in a Campaign).
The problem is that in D&D's published adventures history, there are very few villains based on this criteria. Shockingly few. The great villains all have great back stories, sure, but in almost all cases the PCs only meet the villain once in the adventure -- at the Final Encounter. And in a great many cases, the PCs never have any opportunity to learn about the villain during the adventure -- as written.
*Spoilers for Published Villains throught D&D history ahead.
There are some, certainly. The greatest D&D villain of all time, for example (by anyone's standards) is Strahd from I6, and he certainly fits the criteria I listed. And there are others, from Balabar Smenk in Age of Worms and Karylin from "Umbra" to Loliadac, Vhalantru, Queen Ileosa, Milos, Zensher, Iramine, Azurax, King Irovetti, Laveth, and about 25 others.
But that's only about 30 or so villains the PCs meet a few time times and really get to know, albeit usually from a distance, in published adventure history.
Heck, Eclevdra, Acererak, and Ashardalon are only really met once in the published adventure. (Briefly seeing Eclevdra behind the tentacle wall in G3 is not a meeting.)
And what about Flame?!
The PCs only meet these greats -- at least as written -- once,... when they kill them.
Now, I've always found ways to get these great villains in the Players heads long before they meet them in the Final Fight so the adventure's climax is all the sweeter. But that's not as written. Nualia is a perfect example. As written she's one of the all time greats for back story. Unfortunately, run-as-written, "Burnt Offerings" doesn't allow the Players to ever really know Nualia. She's just another bland cleric to kill when they finally meet her in the "dungeon." Adivion Adrissant is the same thing only worse -- he's the BBEG from volume one of a 6-volume AP and the PCs essentially never even hear his name until just before the final showdown in volume 6!
Does that mean Nualia and Adrissant can't be compared to Stahd and Smenk?
What constitutes a great published villain?
Shouldn't PCs HAVE to know who they are, what they're doing, and have roleplaying opportunities in the struggle against or search for them?
Let's see if I can remember this exactly as it happened....
Assume the following:
Rd.1A: Paladin uses Full Move to get within 20' from Monster (oops, with 20' reach), inadvertently provoking AoO -- gets Poisoned after failed Save & loses some CON.
Rd.1B: Monster attacks Paladin at 20' Poisoning him again after another failed Save; Pal loses a little more CON.
Rd.2A: Paladin moves 20' into Monster to hit it (provoking AoO & failing another Save, loses more CON), uses Standard Action to attack -- uses Swift Action to Lay on Hands, neutralizing the Poison via Mercy.
Okay, according to RAW, the Paladin has to make additional Saves against the Poison each round on his turn in Initiative.
Question: Does a Paladin's Mercy during the Swift Action take place before or after the second round's new Poison Save?
If the Paladin has to attempt the Save before he is able to Lay on Hands he may fail, take more CON damage and die before his Actions on his turn in Initiative.
If the Paladin can use his Swift Action to Lay on Hands before the Save attempt on Rd. 2 of the poisoning then the Poison is neutralized and he just has to wait 'til the end of the fight for a 10 round Restoration spell to get his missing CON back.
So last year I did this and my predictions turned out mostly good. Here are this years predictions -- Post yours, too, everyone.
1) Man City
In a few weeks I'm going to be starting a new Campaign that I've barely thought through or designed and would LOVE some suggestions.
The Vampires of Caliphas have decided to "grow" their "network" outside of Ustalov and into Varisia. Vampire NPCs Luvick Lamorath, Desmonde Kote, Natasha Pavlaris and others detailed in the Carrion Crown Adventure Path are joining with a Pangolais Vampire and Chelaxian Vampire to begin some ground work in Varisia -- likely near Ilsurian and the Ashwood. Some of the Drow from Second Darkness, having been thwarted in that AP, will join the vampires in this new venture.
I will be getting characters, settings, ideas and themes from the Carrion Crown and Second Darkness Adventure Paths, "Dark Tower of Cabilar" from Dungeon #1, "Lady of the Mists" from Dungeon #42, "Night Swarm" from Dungeon #62 and likely a few other sources -- probably some 2E Ravenloft stuff and 3E adventures such as The Sunless Citadel.
All I know beyond that is that the PCs will begin in Cheliax (with foreknowledge that the Campaign takes place in Varisia) for the beginning of the adventure, "Lady of the Mists." Only, instead of a tyrannical politician fleeing the empire to the Lady for his Elixir of Life, it will be a Chelaxian Hellknight or Paracount or somesuch going AWOL to join in the vampire games upcoming in Varisia.
All ideas are welcome!
I'm pretty sure I did this correctly but wouldn't mind someone double-checking to make sure.
I did not check the "Scenario Completed" box since 3 of the PCs died in the BBEG encounter -- the other wisely running away.
I checked three PC "died" boxes and did not award the other PC -- who ran to fight another day -- any Prestige.
I have no idea what DM credit I'll get -- not that it matters.
Anyway, if anyone would like to confirm I Reported it correctly it was Event #1275, "Ray's Pathfinder Society Home Game" on 9 July; my PFS number is 11363.
I know there is a webpage, I think on PathfinderWiki, that has all the Scenarios listed by location (Absalom, Cheliax, Varisia, etc.). Can someone provide me a link, please?
More importantly, is there a webpage that has Scenarios listed by Tier so DMs can look to purchase and prepare -- and organize -- their various Scenarios?
Finally, in our individual My Downloads Page, is there any demand for being able to choose how the Scenarios are listed? Currently they are in order of Season with no option to place them in order of Tier.
I wonder how many are out there like me, having only played a handful and DMed a handful but have a good 60ish in my Downloads. With my gaming group finally getting somewhat more interested in the occasional Event I'm finding my Society Scenarios grossly unorganized and user unfriendly -- I have to go through bunches and bunches of stuff just to find one thing I think I'm looking for. Any help forthcoming?
Are there any other Scenarios that take place in Beldrin's Bluff, particularyly but not necessarily in the Drownyard of #6: "Black Waters"?
I've just run "Black Waters" in my Society Event and am goin to run Hangman's Noose as a Home-Game (non-Society) but I was hoping to run another Society Scenario in my Event that takes place there.
Sunday night in my Ray's Pathfinder Society Home-Game I ran 3 Players and one Pre-Gen PC through Season Zero's "Black Waters" and I have a few questions/ concerns.
"Black Waters" Spoilers:
1} The Cheliax Faction mission asks the Pathfinder to do 2 things, collect some bubbling black water and get a Broach from a noblewoman. The Pathfinder collected the bubbling black water easily enough but there is nothing in the Scenario for the Pathfinder to make an attempt on the Broach.
When the PCs enter the noblewoman's home there is a line of text that reads the Chelaxian members are probably not able to get the broach at this time but an opportunity will present itself later. There are no mechanics available in the text for a DM to -- in standardized play -- give a Chelaxian memeber an attempt at this time: no mention of where the broach is located (presumably on the noblewoman), no mention of Sleight of Hand DCs or any Skill Check DCs if a Pathfinder wants to make the attempt anyway (or ramifications if the Pathfinder is caught).
Moreover, there is nothing at the end of the Scenario that gives the Chelaxian member an opportunity to make Skill checks to steal or negotiate for the Broach.
2} Regarding Prestige Points in this Scenario, especially considering the dilemma of my first question -- Pathfinders can't actually earn more than one Prestige Point for their Faction mission can they? The Faction Rewards in this Scenario imply that if the Chelaxian Pathfinder completes both Faction missions he or she can gain two Prestige Points for the Faction (in addition to the Prestige Point from completing the overall Pathfinder mission). This I'm certain is incorrect. But the only other way I read it is that the Chelaxian does not gain Faction Prestige from getting the bubbling black water but only gets Faction Prestige from getting the noblewoman's Broach.
3} During the Scenario the Pathfinders in SubTier 1-2 find a set of +1 Full Plate armor while the Pathfinders in SubTier 4-5 find a set of +2 Full Plate armor. Meanwhile, both SubTiers find the Ring of Sustenance keeping the little girl alive. On the Chronicle, however, The SubTier 1-2 does not list the +1 Full Plate (the SubTier 4-5 does include the +2 Full Plate) and the 4-5 SubTier does not include the Ring of Sustenance but the SubTier 1-2 does. WTF?
4} Please confirm that I do not report anything for the Pre-Gen PC run by the DM. We had 3 Players and I filled the table with a PreGen.
5 Please confirm that the Event Number for Ray's Pathfinder Society Home-Game is 1275. (I've never seen it before but I noticed the Event # line on the Chronicle.)
Can I get a good summary of Master of Devils, please, especially parts that will help me fill in dots for Queen of Thorns?
Unfortunately, when I finally found time to read Master of Devils I saw, to my great dismay, that it was an Oriental Adventures novel. I really don't like that flavor in my D&D. I tried to read it a few times over the next couple months, got maybe 80-90 pages in, but just couldn't stomach the oriental fluff.
This summer I have time to read Queen of Thorns and after reading about 90 pages (and really liking it) it's obvious that I'd get more out of it knowing the plot summary of Master of Devils.
Though this is as much asking for advice than it is promoting a suggestion, I feel this is the better Forum.
I want opinions on a dramatic redesign for PC Race, based completely on the Fluff and a Player's desire for character background first -- and crunch/ mechanics second. (long OP ahead)
Plenty of gamers have had an excellent concept for a PC design over the years that sound great, only to become nearly impossible in the actual build:
But then you see that the Tiefling has a -2 to CHA and can't be a Paladin without being a useless crap-bag of a PC;... And the Catfolk has a -2 to WIS and can't be a viable Cleric;... And the Fetchling can't be a Druid and the Dwarf can't be a Paladin and the Undine can't be a Barbarian and the Ratfolk can't be a Fighter.
If you want to be a Paladin your best bet is Suli -- it doesn't matter if you don't want to play a Suli. While Elves and, heh, RATFOLK make the best Wizards. Seriously. Ratfolk Wizard.
Here's my Suggestion, and what I'm asking advice on:
What if all the Medium sized PC Races' +2/+2/-2 Ability Score adjustments were chosen by the Player -- the Player decides what +2/+2/-2 adjustments the Race gets -- obviously keeping to the +2 to a "mental" / +2 to a "physical" rule?
How would that change the game?
The first and most important additional-design need I see is that Humans, Half-Elves and Half-Orcs become slightly weaker. So give them each, for example, one extra Trait, I propose -- or something else equitable with the difference between a +2 to any one score and the +2/+2/-2 "new standard."
The second problem that requires additional thought, and I don't know that I have the answer yet, is that of the Aasimar and Hobgoblin, who both have two +2s (without a -2) AND both of their +2s are from the same "category" of Scores: Mental for Aasimar and "physical" for Hobgoblins. My gut tells me that if we just give them the "new standard" of +2/+2/-2 and leave the rest of their Racial traits alone they would still be balanced.
Third, how does this affect the Small Races, for whom I feel the current design model is still appropriate? Do Halflings & Gnomes become seriously, significantly weaker? How can we build them back up?
And finally, the hardest and most screamingly frustrating aspect of such a dramatic design change, what about how all the other Racial Traits mix with the new freedom of a Player choosing what +2/+2/-2 to do for each Race? (Hopefully we'll learn that they're all "relatively equally" "broken" and thus balance is maintained.
Comments & opinions?....
Sarkoris sounds pretty cool.
Hows about some of those Empyreal Lords recently published in Chronicle of the Righteous open up a permanent Gate to Celestia just southwest of the Worldwound with some of their mortal followers and name it Sarkoris Nova?
You know, since Iomedae and Sarenrae don't seem to care enough to do it!
Are there any Archetypes anywhere (preferably Pathfinder Society-legal but not necessary), even 3rd-Party, that trade "something" for more Skill points per level?
(I figure, since there's a Fighter Archetype that gives 4 Skill points per level and makes all Knowledges Class Skills there could easily be something somewhere that gives Summoners 4 or, hopefully, even 6 Skill points per Level at some equally significant cost.)
Okay, I knew there were new Factions already but I never really cared when they came out a couple years ago cuz I hadn't been playing.
I also know that when the new Factions came out Members were allowed to change their PC's Faction to one of the new Factions.
What I don't know is how long we had to make one of those changes.
Now, I haven't touched my 11363-2 PC in a few years. Haven't touched anything in the Society in a few years.
But yesterday I played in We Be Goblins, Too and tonight I'm either gonna run a Scenario (if they need another DM) or play in a Scenario with my old 11363-2 PC.
But there's a real chance I want to change him from Andoran to Shining Crusade, which wasn't available back in the day.
I can still do that, yes?
What can I do?
Not sure where to post this but yesterday when I played in the We Be Goblins, Too Scenario I couldn't remember what PC to get the credit for. I put 11363-1 instead of 11363-2.
This was my fault not the DM's.
(In my defense I haven't played this PC in a few years and haven't even DM'ed in Society in a few years -- I just couldn't remember.
We are currently in Season 4 but is it still legal for a DM to run Season 1, 2 or 3 Scenarios?
And if the answer is "Yes" then how does a DM do Faction Missions for Faction Members that didn't exist back in the early Seasons?
I am going to a local even tonight and may be asked to DM instead of run a PC, depending on how many show. I need to prepare to run a Scenario just in case.
When one PC tries to open the stuck door but isn't strong enough, another PC can assist.
I'm certain that, according to RAW, two or three PCs together can combine their STR to open the door as opposed to, like Diplomacy Checks, merely give a possible +2 to assist.
Where is the RAW on this?
It makes sense that you can only aid another with a +2 on Diplomacy checks. But if one guy can't pick up a table on his own, two guys together do a heck of a lot better than just an extra +2!
I can certainly see a DM ruling that, in cases where the object is very small, only one PC can attempt (no room for a second) -- or that the object is only large enough for two PCs, not everyone. But I'm absolutely certain that when other PCs assist, they add their STR instead of merely giving a +2.
In a couple of months a small handful of 3rd Level PCs, sailing from Cheliax to Sargava, will be thrown horribly off course from a westerly storm projected (perhaps by someone's design) by the Eye of Abendego. They and a few surviving NPCs will eventually list into shallow waters some 1000 miles west, swimming distance to a small Azlanti island and within boating distance to several other sundered Azlanti isles.
The handful of NPC survivors will be non-adventuring magic item crafters and a few non-named potential adventurers who will help guard the crafters -- one or two of these un-named NPCs may one-day decide to join the Party, if say, one of the PCs die in Azlant, then the other PCs may recruit one of these NPCs to replace their fallen compatriot.
As a true sandbox campaign I'm not designing any overall campaign. I'm just looking for a handful of ideas for some sandcastle sites and potential monsters to have in various locations so the PCs have some stuff to explore, fight, parley, whatever.
Here's some things I have so far, please bedeck and embellish what's here with your own ideas and add some other sandcastle ideas.
1).... The Sun Temple colony from Lost Cities combined with elements of Module "From Shore to Sea" and Carrion Crown's "Wake of the Watchers."
Specifically the themes of people becoming stolen by hosts and slowly turned into other things -- Skum, Shining Children, procreation vessels -- that kind of thing. Nurgal will have to play a big part, here.
2).... Not much Mordent Spire Elf stuff because I don't like its design. But since it is such an integral part of Azlanti canon, I'd love some ideas on how to make the Mordant Spire Elves not suck swamp-donkey bum.
3).... "Uzaglu of the Underdark" from Dungeon 60 or 61 by Chris Perkins.
Sidetrek adventure where, in a cave, the PCs encounter an undead Myconid King whose spores turn you into a zombie. The back of Uzaglu's cave has a tunnel that eventually leads into an Underdark colony of Derro.
4).... "Maure Castle" Redo from Dungeon 112 -- mostly maps, I'll design monsters and traps. This will be on its own island. I will have one area lead to Castle Greyhawk via a Gate. But I'd REALLY love ideas here.
5).... Myth Drannor --various products. Taking a look at some of my old Myth Drannor stuff from 2ed is what made me want to run this Sandbox. Our group is HEAVY Greyhawk, though, and we play in the Pathfinder world now. But FR -- meh, I'm the only one. But I'm taking lots of Myth Drannor stuff and putting it on one of these Azlant isles.
6).... "Ashes at Dawn" Carrion Crown
Spoiler:Maybe this will be somewhere in Maure Castle.
Vampire coven. I'll change their names but it'll be a plagiarized version of those Caliphas vampires, just outside of Caliphas.
7).... Kopru! More Kopru. And then some Kopru.
8).... "Wards of Witching Ways" from Dungeon 11, Chris Perkins' first ever adventure.
Spoiler:Great fun, great adventure.
An evil wizard in his tower sees the PCs crash their boat outside his island-tower and makes an amusing bet with his Familiar that the PCs can't figure something out when they get into the tower. The Familiar is allowed to try to help the PCs but he can't reveal himself as part of the bet with his master.
9).... Serpent's Skull
Elements especially from volume 1 where the PCs are shipwrecked on the cannibal island, but also the entire city of Saventh-Yhi with its factions, and even the entirety of Ilmurea. I want the Yuan-Ti, Morlocks, to play a big role on this Azlanti island.
10).... Dwellers of the Forbidden City from 1st Edition.
What, and more importantly, from what sources, do we know about the current state of the sundered continent?
What books -- especially APs, Modules & Society Scenarios, have some info on present day Azlant? I've read everything in the Inner Sea Guide but in a couple months I'm gonna be starting a pure sandbox campaign where the PCs, sailing south to Sargava from Cheliax, accidentally get caught in a storm from the Eye of Abendego and are blown a thousand miles west and shipwrecked in Azlant.
I'd just like to read all the stuff on Azlant before hand -- even though it's a sandbox -- especially info on what it's like in the modern day.