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Dragonchess Player wrote:
Wow! Fantastic! Thanks so much for sharing this with us
I compromised. The Hellknights asked for one share of whatever loot the party brings out as well as access to anything they deemed "too dangerous for the general populace." Additionally the Hellknight insisted on rights to first buy anything that they could use -- specifically masterwork weapons and armor.
Remember the Hellknights are, as a general rule, LN tending towards E. They aren't there to make the PCs miserable. They are there to provide a bastion of civilization, law and order, in the middle of a wilderness. The HK know that the PCs adventuring in the area might make things more chaotic for a while, but eventually the PCs will move on and then the HK can keep control.
Additionally, having the PCs in town makes it easier for the HK to keep an eye on the adventurers.
If the PCs decide to camp away from town, let 'em. The HK won't care as long as they don't do anything that compromise their laws. Of course, since Fort Inevitable is the closest market, the PCs may be dealing with lengthy over land travel that are not patrolled by the HK.
Remember the HK will only be adversaries to the party if the party *wants* them to be adversaries. They have the choice to make the enemy. the Hellknights will react appropriately.
So my players' character made it down to Splinterden....
where they fought all the low-level mooks in the main part of the complex. They did a fairly efficient job, keeping them from sounding the alarm. So they look around and proceed to search every room... until they hit the gibbering mouther. Which ended the life of our brave tiefling paladin/bloodrager...
With that, the group decided to head out, get their companion raises/reincarnated/whatever they could..
That being said, Splinterden is being left alone for a good 4-5 days. Being a living level, i know that the NPCs are going to take action, but i am not sure what. Any ideas? How would the bandits reinforce their hideout? Or would they take off?
I thought about redoing the synesthesia gas trap with something nastier, but that might be a bit too much, especially considering the bandits live there!
Think it possible that the bandits could recruit more mooks? Or hire a specialist to watch for adventurers (medium level mage or someone/thing that specializes in dealing with groups?
Maybe a ratling/ratfolk mage who has charmed or made friends with an otyugh?
Or a small group of Wolfmane mercenaries?
Maybe they pay a bonus to Klarkosh to get some constructs/automatons for guards?
They might even make a deal with a moon spider on the level above?
Any one have any suggestions?
John the Cab wrote:
Great encounter. It has been appropriated for my own use.
Hower.... I hate to question another's use of language, but i found a couple of places where i didn't understand what you were trying to say, most notably "You may chose to due the Knights."
I chose to interpret this as "You may choose to help the Knights."
But, as i said, it has been snagged for my own use.
I have thrown together a document with runes I have culled from elsewhere in the webs. This document has the graphic of the Emerald Spire's level runes, and a list of places it can be found within the Emerald Spire (hopefully I haven't missed a reference).
Comments and suggestions are welcome, even desired.
They can be found here, The Emerald Spire Runes
Chris Mortika wrote:
Unfortunately, IIRC, the darkness effects on the 1st level are always on. The goblins aren't affected since they have darkvision.
When I run this, I plan on modifying the light levels on level 1 so that it will never get brighter than dim light. That way even the non-darkvision and non-low-light PCs will still be effective.
Has anyone seen/made any player handouts that show what the various levels' transport sigils for the Spire look like?
Also you can do a google search for numbers and runes. I suggest this one.
however, if anyone else comes up with an interesting idea, i would be very interested in seeing it/them.
So far, and i am only half way through, my biggest complaint is the lack of ties to the outside world. As the character progress in level, things should be happening outside and no mention is made of what these things might be. Sure as the GM I could make assumption and follow rabbits off to their destinations, and I do do this.
I would love more information on Fort Inevitable and its residents. Such as how active are the Seven Foxes? Will they get aggressive enough to actually take action? How would the Hellknights respond?
Also there are several NPCS that are very interesting...
Davon Stonde's "goblin fort" What exactly is this or what was it before it became a ruin? What can be expected to be found there?
Naldred Tillman's night hag visits... eventually the night hag will kill someone, probably Naldred (no offense but the indentured or the slaves, but only the most AR Hellknight would investigate fully). What then? Nice side quest if a number of people through the city start dying.
Gertrand Yeldun aka Naxan: okay a doppleganger. cool. What are his long term aims and goals? What other identies does he have?
Londor Sefurd, spy for the Hellknights. What kind of things does he report on? What does the Council of Prosperity do that the Hellknights need to keep such a close eye on?
Very small population of halflings and gnomes But a whole lot of half-orcs. Guess the Hellknights might be a popular career choice for lawful half-orcs.
Other unanswered things that would be nice to have...
new types of undead are referenced at least twice in the text. What kind of undead? How do the NPCs know about them?
How and why is the grain disappearing from the granary?
How extensive are the town's sewers? Who built them? Who maintains them?
How in the heck to the Echo Wood brigands get in and out of the 3rd level of the Spire? Through the second and the first? Seems like a long dangerous way for them to travel.
Now before anyone says, you can make all that up yourself, yes, that's true. But what i am looking to do is make the Emerald Spire more of a center of a campaign. And to me that means it needs to have ties and connections to the outside world.
I use greed rolls.
Before i explain that, at 1st level the characters always get max hps.
At 2nd and high levels, the player rolls. If he doesn't like what he rolls, he can roll again. But of the 2nd die roll is less than or equal to the first roll, that's it. No more rolls and that is what the character gains at that level. So theoretically the character can roll his character's hit die over and over until he hits max hp.
However, the odds are against him.
And that, my friends, is why i call it greed rolls.
something i thought of today, after dealing with my party on Saturday, are the serpentfolk's telepathy blocked by anything? In the case of the serpentfolk, 100' is the range limitation.
But do door's block it?
Anyone have any ideas and how did you handle it in your game?
Good gawds, almost 1500 posts..
one monster i would love to see is Scylla, from the Odyssey.
But then again, some the iconic one of kind monsters from Greek mythology would be fun.
I'm expecting my Serpent's Skull campaign to end around 18th-20th level. Near the end I will be adding challenges and the such to push them higher than the modules say, but then again my players want to hit 20th is at all possible.
So if i have to make the end game tougher and more elaborate who am I to say no? :)
But if i was to run the campaign as written, i would expect 18th level.
I also ran Rise of the Runelords under 3.5 rules and the characters finished at 18th level.
Wish i had found this thread before i ran the first part of the module. It would have been a great help. Anyhow, I also added a few games...
This game consists of a narrow, deep booth with numerous barrels of different sizes, from thin ones to thick ones, at one end. The barker entreats you to toss a hoop towards the barrels, succeed in "hooping" a barrel to win the game.
Cost to play the game is 2 cp.
There are four different sizes of barrels. The thinnest barrels require a ranged to hit roll against AC 13. The next largest are AC 15, the third largest AC 17, and the largest barrel is AC 19. Alternatively, one can try to hoop two barrels together, though the barrels have been placed so that this is much harder than it looks (AC 24).
average worth 1 cp
average worth 2 cp
average worth 5 cp
4 Copper bracelet
average worth 1 sp
average worth 2 sp
Also as i prepare i am finding mistakes in the stat blocks. Basically Weapon Focus with people that don't have a BAB of +1 yet. But Borvius Monchello has too many feats. Again, not again deal, but annoying to my OCD-ness. :)
Lastly, I'm looking for the GM Shared prep... looking, but can't find it. Any anyone direct me? Edit: nevermind Found it!
Okay, well, I am imagining patrols of ages and their allies roaming the streets and causing trouble. You know, poking their noses into something they shouldn't and leading whatever they riled out towards the PCs. So here's a random encounter table off the top of my head.
I would love some suggestions.
1d4 dire apes (Bestiary 17) CR 5
Well, the title says it all. The players were overconfident and when the challenges came about, they failed in the test of Strength and Combat, but won the test of Storytelling.
So they lost and the Gorilla King wants the city.
How can i work this so the players (and their characters) have to deal with the repercussions? I don't want to make it too tough and i don't want it too easy. And i want it to definitely have an effect in the game story.
A bit on that: The campaign has derailed in several places but thanks be to luck, guile, and cunning on my part, the story line is fairly close to the way the books describe. However the PCs have changed a number of things. The PCs managed to talk the pathfinders into allying themselves with the Sargavans. Additionally the characters went out of their way not to offend or get in the Red Mantis' way. So the RM have their artifact sword.
The Aspis Consortium has been destroyed (at the end of book 3). The Free Captains have been dealt with (by an attack by the Arpis and an encounter with ghosts when they set their camp up in a bad part of the city).
I have also introduced a new faction: the Razmirians. The Masks as the PCs like to call them, are exploring the southern part of the city. the PCs believe that the Razmirians are being controlled by a Moonbeast and Denizens of Leng (and I am not say here whether or not that is the truth since i know some of my players lurk in these electrons).
So what am i asking for? Advice, suggestions, and ideas. I would really appreciate anything no matter how off the wall it might seem.
I wasn't referring to any particular NPC. I just remember a lot of NPC with the phase of using vital strike and spring attack in their tactics.
Listed In Their Tactics
Have Both Feats
In retrospect there are only 4 that have it in their stat block.But IMO, that is 4 too many.
Oh, and they killed the spider after I drop dead. My friend who plays Advokat says of this whole affair, "Y'know, this was a @$&#ing brilliant idea that @#% noblewoman had! 'Oh! Let's hire a thug, a lawyer, a private eye, a peasant with a sling, and a halfling and hope they can find the most powerful artifact in the world! THIS IS A GREAT IDEA!'"
LOL! I just snorted diet coke over my keyboard! And at work too! That's a great line.
Wow. Universe revolve around you much?
I'm sorry that just came off nasty and that wasn't my intent.
(Well, perhaps a little (: ).
Mainly the good folks at Paizo only have a few ways to determine what their customer base wants. The forums are probably the one they see day in and day out. to mean, that means that its fair to assume that whats on the message boards is what the consumers want.
After all if you are a consumer and you don't tell the service provider what you want, you have to be satisfied with what is delivered to you.
Lastly, all the APs are are a collection of themed, perhaps sequential, encounters. if you don't want to have the dungeons, don't use them and convert the room to room encounters to NPC meeting to NPC meeting encounters. Its a lot of work, but it can be done.
Want to buy a bridge?
In the boxed text for when the PCs get Maroux to a friendly status, she says:
...that Sorshen really is alive and well in the Lady’s Light, but if you believe that claptrap, there’s a bridge across the Straits of Aroden I’d like to sell ya!”
Um... isn't there a bridge over the straits of Aroden? <http://pathfinder.wikia.com/wiki/Arch_of_Aroden> Though here is calls the straits the Straits of Hespereth. However, elsewhere (Council of Thieves, part 4) its referred to as the Straits of Aroden...
Anyone have an explanation?
Can you tell us more about Cathedral of Ascension? i don't think i have ever heard of it before and my Google-fu didn't find it.
As a player in this campaign, I have to say that FallenValkyrja is selling herself short. She is a fantastic GM and doesn't let the metagamers and rules-lawyers get away with much (and yes, i am referring to myself, though i like role-play too). She is doing a great job!
My favorite moment so far has been sabotaging Fipps. he spent the entire day working on ropes, tying them in knows and getting them to hang correctly for Plug. Only to have the water wizard (my character) cast animate ropes and ruin the entire job.
And don't even get me started on the Plug Club....
I would love to see something like this. I created one for my old 2nd edition FR campaign and it amazed me how much trouble and time is saved in my game.
As for whether its covered by whatever, that's a question for the good folks at Paizo.
might want to break it down by level as will. What arcane spells do you have to worry about between 1st and 5th level? Obviously the level 1-3 spells. :) But how many enchantment spells are there versus evocation spells at that level.
So I guess my choices would be
3rd level) Enchantment
Brogue The Rogue wrote:
Sounds like a challenge... How would ypu make it effective you where playing the character with the ability?
And for the record, i just don't like the half-hour limit. I think its very effective, just not useful because of the half hour thingee.
Personally, I would rule that produce flame just doesn't work that way. The spell creates a ball of flame that you can throw or push in someone's face. Note that the spell description says "Effect flame in your palm."
When the dragon disciple attacks with his claws, he's attacking with his claws not slapping his opponent across the face.
Take a 200 ft. deep pit. Cast a web spell in the exact middle and then make it permanent. Creature falls into the pit. Does the web break its fall? How much if any? Would it obscure the bottom of the pit (i.e. if a creature falls all the way through, would it hinder thing dropping into the pit or the character climbing out?
I realize that some of these questions are fairly easy to answer, but the repercussions of each "simple answer" is not so easy to adjudicate.
And yes, I get .01 every time I use a big word. :)
GIANT DEMONIC STIRGE CR 10
Stirges from Hell
I wanted to pull the players into having their characters help the encampment. Of course a random encounter would have done that, but I also wanted to them to take an interest in the day to day operations.
So I had a thirst of stirges continually bother the camp. The stirges targets the animals (horses, goats, and cows), but they also attacked any sentries around as well. The beginning attacks took place off camera, but when the PCs got involved they easily handled the stirges (c'mom they are CR 1!).
Only problem is that they kept coming back.
So the PCs have to hunt down the nest. I placed the nest of the outskirts of the Residential Area, in a limestone cavern under several ruined, caved-in buildings. The caverns were cold, almost icy. Also there was a some mystical artifact (read McGuffin) that regenerated wounded stirges. The thing fed on heat, so the closer the PCs got to it, the more "ripe" it got. And then the PCs actually got within 50 feet of it, the McGuffin "hatched", summoning/creating/letting loose an advance half-fiend giant stirge (CR 10).
I'll post her stats later.