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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.
The military district was too easy for my players, so I advanced a few of the charau-ka. here is what i created for your enjoyment and use....
CHARAU-KA SNIPER CR 5
CHARAU-KA ELITE CR 5
Tower of the Technomages
A beehive shaped tower, the bottom of which has has the main door collapsed and is in ruins. It is now the lair of a behir (Bestiary, p. 34) (or two if you are feeling vicious). Once the behir is dealt with a stairway can be found that leads up into the tower.
Most of the tower is closed off behind nonmagical large stone or metal doors. These doors lead to the private areas for the technomages that use to be here. They are all locked down and will not open with out serious destructive force being used.
The Only inhabitant of the tower is a Clockwork Brain Gear (ToH, p. 110), 24 Clockwork Warrior(ToH, p114), 4 Clockwork Scouts (ToH, p. 113), and two Clockwork Titans (ToH, p. 114). I made the brain gear old, partially malfunctioning, paranoid, and knowledgeable. I then used it as a method to communicate info that the the PCs needed.
My players allied themselves with it and negotiated a truce. Now their Pathfinders are sending transmuters to become technomages in return for supplies so the brain gear can repair itself. Of course if and when this becomes two much for the story, a catastrophic malfunction might take place...
One more vermin group.... i was thinking of placing one of the vaults behind this group.
Giant Ant Nest
GIANT ANT QUEEN CR 6
GIANT ANT SERGEANT CR 8
GIANT ANT SCOUT CR 2
GIANT ANT SOLDIER CR 6
GIANT ANT WORKER CR 1
GIANT ANT DRONE CR 4
Here is another one... more of an encounter for hack n'slash, but hey every ruined city needs hordes of something to keep the PCs on edge....
Swarms of Boneneedles
In the middle of a warehouse area, is a ruined warehouse that is the home of a good sized boneneedle nest (ToH p.79) Notghing two fancy just a large nest of the vermin. Greater boneneedles are CR4 and lesser boneneedles are CR2, so i was going to start with 3 lesser boneneedles for each PC and a greater boneneedle for every two PCs. The idea was to throw lots of easily killable critters at them, wear them down, and if they managed to fight their way through find very little.
I wanted the players to discover that not everything that can be killed should be killed, especially if it wastes resources.
Its a goodly sized city and I am sure I am not the only one that has done this. In fact, I was surprised i didn't even see another thread already for this....
In any case, my players' PCs are exploring the city now and i have the fortunate/unfortunate (depending on how you look at it) habit of waxing rhapsodic and adding lots of stuff in game... here are a few.
The Water Treatment Tower
In the main area are several constructs whose only purpose is the assist those that are supposed to be there (signified by a red headband than can be found on a few skeletons and bodies also in the tower. I used Caryatid Columns (ToH p.93) as the base critter and added special attacks like the ability to cast Hydraulic Push once per minute (to clean the pipes).
The main opponent here was a alchemical golem (Bestiary 2, p.135) who was still attempting to keep the water purification going. I added a back story that long ago a group of serpentfolk tried to poison the city. the water purification was set up to keep that from happening again. Of course with the alchemical golem gone, who knows what will happen now?
Hole in Ceiling and hole in Floor
The direction that water flows was what I uses/interpreted them as. I can't check that as i don't have my notes in front of me, but that is what i recall.
Okay, so i finally got to use a modified version of dwtempest's ziggerat this last weekend and thought i might leave some comments....
1) The puzzle was well done, though my players complained that it was fairly obtuse and you had to think about things in a certain way. I have no problem with that, 'cause that is what puzzles are supposed to do.
2) The serpentfolk at the start, in the main room of the lowest level of the ziggerat, seem odd. The lieutenant was large for example, but no explanation as to how he got large. I left it along though, and the players thought he might have been a different caste of serpentfolk. Which is cool, as I can not make different serpentfolk with all sorts of oddness in the future. A lot like y***-t* way back when they were first introduced to DnD.
3) The enchanter turned out to be a bit tougher than I thought he would be. However, at the end of the battle is a struggle of attrition -- protection from arrows proved it worth, especially when the person protected is using spider climb to stay away from the group.
4) Watch out for failed knowledge checks. My players failed their geography checks when presented with the ancient map of the Mwangi. So I actually had to *tell* them what they were seeing so they could figure out how to get from Tazion to Saventh-Yhi.
5) The encounters, at least when i ran it, all happened at the start of the exploration of the ziggerant. If you wish to make it a bit more combat oriented, i would add a few things. perhaps a few of the giant wasps attack anyone on top of the ziggerat for any period of time, or a mimic in one of the side rooms. The leech swarms were annoying all around, I would change that to some sort of nasty fish, perhaps modelling on the stats of a viper or turtle. if you want to be absolutely nasty and really screw with things, make it a larval form of an aboleth. :) But that is probably too much.
6) Three gems are found before the PC even get to the ziggerat by Isseth (the serpent folk enchanter). When running you may want to detail with the serpentfolk found the gems and what was there. I put secret panels/hiding places in the hall of Stars, Hall of the Sun, and the Void room (where the water is).
7) What happens to the various pieces of the puzzle after it is solved? Do the gems lose their power (the faint aura of divination on them)? What are they worth? Can they be taken from the ziggerat? What about the gold plaques in the step puzzle room? What are they worth each (I assigned an arbitrary value of 100 go each)? What happens if the gems are left in the hands of the idols and the PC do not take them with them? (Here i suggest that the gems must be presented to the door of the step puzzle room to get the door to open.)
Hope these comments are of help to someone. I really enjoyed the redo that dwtempest did. Thanks for sharing this with us!
I compiled all of the "Flora" and "Fauna" entries at the beginning and end of Serpent's Skull adventures, and printed these out. I then wrote a cover page and foreword (written by a kooky NPC Pathfinder explorer), and bound it all together into a little pocket-tome handout for the players. I intend to have them find this "Field Guide to the Flora and Fauna of the Mwangi Jungle" as an item in one of the shipwrecks, a minor magic book that resists water and the elements, and grants a +2 bonus on Knowledge (Nature) checks about Mwangi jungles.
Nice. I like this idea a lot. Any chance the pdf is available somewhere?
The SA Maned Wolf is an animal almost designed to be a witch's familiar. I suppose the fox's stat block with a bonus feat of Skill Focus (Stealth) and 10' fee to move would suffice for a maned wolf.
A sloth would be good one for a SA feel. I would suggest a wolverine's stat block minus the attacks and a maximum of 10' of ground movement. Give it a climb speed of 20' and this that would be fine.
The armadillo (fun fact: the armadillo is hunted as food in parts of SA) and anteater (this is not the giant anteater that most are familiar with (no pun intended) but a tiny anteater cousin of the bigger anteaters) would also make interesting, unique familiars. Add the chinchilla (this is the long-tailed chinchilla, the most known of the chinchilla family, but all the chinchillas work), and theCapybara and you have a a fairly good selection of animals.
Have any of the rest of you had players want odd, or unusual familiars?
So, I am preparing this encounter from "Racing to Ruin" and I just don't get it. Maybe it's cause i am working from wrong assumptions.
So Nkechi takes the characters on a spirit quest where they are turned in to animals (as per beast shape II). I assumed that the character's stats get modified as the spell and then those stats are placed into the animal as a replacement for the default stats of the animal. The beast shape II gives them access to a number of abilities of that animal. I also assumed that the characters, for combat later against the dream snake, have to use the animal's attacks and abilities against the dream snake.
However, a hawk's CR is 1/3. Seems underpowered. Especially against a CR 6 snake. The other CRs of the possible forms are equally weak, with the exception of the elephant, which is a huge creature (and thus shouldn't be possible with [i]beast shape II[i].
Also, spellcasters... can they cast spells in the dream world? Or are they limited by the fact that their animal form doesn't have opposable thumbs or access to the spell component pouch? (actually I was planning on letting spellcaster cast spells as normal, hand-waving the need for somatic and material component.)
Any suggestions? Explanations? How did y'all run this encounter?