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Emkrah

gaborg's page

270 posts. 1 review. No lists. No wishlists.



Do ability bonuses stack with the original site modifier of a caster or they overlap? For example: large dragon (or humanoid) creature casts beast shape and turns into a large animal. Does it get the size str bonus and the penalties? What if the same large creature turns into a huge animal?


Where would you place Westcrown in the Forgotten Realms?


Can someone tell me how to handle this beasty?

It can send its tentacles through to the material plane 12 times a day but its body stays behind in the Abyss.

How should tentacle AC and HP be handled? The aberration has a -4 size modifier on AC which I will not apply but then how much HP does a tentacle have and when does it get severed?

Any ideas? Thanks! :)


Hi!

Please help me finding adventures which would fit this campaign as additional adventures. I am also looking for ones which could fit setting and story and bring the party above level 15.

Thanks for you help!


Where do you think the campaign would fit the most in the Forgotten Realms?

I haven't decided yet but I am considering Cormanthor and a nearby lowlife city for Riddleport.

Please give me some ideas as the issues come out and we get to know more about the campaign.

I would be most excited to hear the writers thoughts on this! Thank you so much in advance!


Any ideas on the weeds effects? My version (based on Larissa Vanderborens journal):

Ingested, Fort DC 24, Addiction: High

- Initial effect: d4 WIS and d4 CHA damage

- Secondary effect: d4 WIS and d4 CHA damage

- Side effect: no hunger or pain for 2 hours

- Overdose: After second dose is taken: rage for 2 hours, -5 on spot checks >>> then exhausted for 2 hours


Dear Editors,

Can you please make this file available? I would badly need the maps from it for our next gaming session.

Thank you for your kind assistance in advance!


Hello there! I would love to see the custom images you made to show NPCs which were not illustrated in the mags.

Here is a link where you would find a bunch of my images.

Sorry for the short filenames though...


I was wondering how I should make my PCs hate Demogorgon and his followers the most. I want them to go against them from passion not just the "dull heroic drive". They are CG, NG, LN, N and LE in alignment. I had these ideas:

- The Crimson Fleet has many of their merchant ships destroyed.
- Farshore residents are captured by the trog tribe which lives on Termute, they defeat some (including a trog leper) but are late, and later they find these NPCs as slaves in Scuttlecove, brought there by the Fleet.
- Ixixatls attack them when on water.
- Olman friends are taken by skinwalkers and the PCs witness as they are changed into skinwalkers.
- The PCs find a friend sacrificed to Demogorgon.
- They are haunted by nightmares about D? ... cheesy and kinda lame

...I dont know more that's why i need help :)

You guys have some advice on this?


Could you post the whole bunch in one please? Would be fantastic!


Can you throw some ideas at me about trade resources on the Isle of Dread?

My ideas were:

- exotic monster and animal skins
- olman art items
- captured monsters
- spices
- ores
- gems
- exotic fruits and plants
- loco weed
- slaves
- what else...?


Dear Editors,

Can you please let us know when we could expect the web enhancements?


What effect does the knowledge of a demon's true name have on the summoning process besides the fact that you can call the exact being?


It's all one colossal spoiler:

Spoiler:
I was thinking about solving this problem. Knowing my players, they will immediately interrogate a pirate from the assault on Farshore and make sure that they know where they come from. An other option is doing the same with speak with dead spells.

This would totally ruin the hunt for the location, going after Harliss, and exploring Sctullecove entirely.

What i thought to do was to have some sort of modify memory spell effect being used on everyone who leaves the place. Kinda M.I.B. style with the little flashy thingy. In this case a captain would be needed to wait in town for the arriving ships and sail them into the base.

There also could be a lesser geas or some other spell used just to make sure. This could be carried out by the three harpy dire singers on the base.

But then I would need a cool monster that has the modify memory power (at will basically). The harpies could do the job if they had more spellcasting levels, but only very slowly. Or is it a modify memory wand? Security is expensive... Any ideas?


Hello everyone!

Can someone link some cool yuan-ti images? I would need them for a session of mine. I would be also interested of books or Dungeon and Dragon magazines that have some cool images of yuan-ti in it. If you can please send me what you got to gabor@elderbrain.com

Thanks a lot!


Please please please! We use them as projected battle mats and what are we without them...? nothing... just a bunch of gamers with hands full of dice...

I know you guys are busy as hell (you chooe which one) but these are so important for our games... Sorry for asking again.


Hello fellow derro :)

I got this issue that needs solving. How would you connect the adventures Tides of Dread and Porphyry House Horror? I had the following vauge idea that might work, but please drop some more ideas at me:

The PCs find a clue about Demogorgonites in Scuttlecove, maybe the half-fiend nymphy spreads rumor on purpose usign the demonbreath drug or just on one of the ships after the battle, and they go investigate and there they learn about the next adventure and start Lords of the Dread as such. Ofcourse they should not find out about the Crimson Fleet HQ but that might be somehow incorporated into the storyline...

So any aid you fellow DMs could give on this one?


Dear Dungeon Editors,

What's the deal with Malcanthet's plans. There are numerous references to this subplot but no coverage of the whole idea. Can you please give some hints or just simply put it down?

I know i could (and probably should) wait for the final episode to run in, but i have two players who i already started to get connected to the plot without knowing what the core idea is.

Thanks for the info in advance!


Hi! Would it be possible to have the covers (at least the ones featuring major NPCs) to be posted as images cleared of the texts written on them?


Can you guys please post these!? The designs are already done, it shouldnt take a few months... This is such useful stuff and probably most of us will reach these chapters soon.

Please help with this! Thanks!


Hi everyone!

As a player i would be interested if you guys could give me some ideas on how to raise spell DCs to the fullest, so that our group would have a chance against Dragotha and other menaces.

The basics i am familiar with, but i am looking for any thing extra besides these methods:

- raising ability scores
- adding spell focus feats
- using a focus item

Thanks for any help! Our lives depends on this :)


Where would Scuttlecove be in FR? Which city should i use?


I am not sure how to handle the aboleths story and what the PCs know.

The aboleth tells them to destroy the artifact that keeps the water out, but the question is wheter the PCs know that if they do so they will bring the aboleths to life.

No good party would risk that... Should i just simply hide this fact? Any advise?


Would have suited issue 143 better then a dozen dino pics :)

Not meaning the picture of the huge t-rex, which is excellent and neccassary to show.

...grumpy me...


I feel this treasure to be extremely overpowerful. With each PC choosing one treasure from the trove, the game balance will surely fall... I will allow them to choose one thing (besides taking the fangs) from the vault. This will also provide us with an excellent rpg situation.

How did others handle this?


I was wondering how this thing works. The zombie masters make the zombies out of the deceased of the village. In Dungeon 104 i read that they are put to work or used as warriors. But i find that quite opposite to what i would call respectful rememberance of the dead. So what is the deal with the zombies being made? Are they set loose to wonder the island? Are they attacking olmans on sight? If yes then why would they complicate their own life with this?


Some of my players (mostly the neutral and evil PCs) were and are still hard to convince that they should join Lavinia to the Isle of Dread.

They went all financial about the question (quite normal for their alignment), which i organized this way:

Lavinia pays them from the Meravanchi investment:
- 200gp/month/PC
- the whole of the 2000 food and 10 tons of supply units, approx 3000 gp (and further refilling of supplies)
- once arriving they can conduct any legal mercantile activity based on Farshore's resources

For this they have to do the following:
- pay the sailor crew (6 sailorsm each costing 0,5 gp/day/sailor)
- bring along 10 colonists and the other named NPCs.

Some of the players still feel the trip to be not rewarding enough... I think that it's the amount of money they harassed through the adventures that make them feel that the net money they make is not worth it.

I disagree with them. I feel this to be a normal deal for this level and considering the monetary level of the NPCs.

What do you think?


I am seriously considering having Vanthus trigger the shadow pearl so that my PCs can witness the savage tide first hand. I would most certainly have Farshore and the whole little island feel it's effects but i dont know if that would ruin later adventures...


Sorry for the unimportant thread, but i am really interested!

Hungarian language game log: http://www.elderbrain.com/forum/viewforum.php?f=12

BTW! I would be happy to have anyone creating their own game log on our website, elderbrain.com. I can also provide FTP access for the picture uploads if needed. Mail me if you are interested: gabor@elderbrain.com


My players have finished Kraken's Cove and have figured out that they want to hire someone (or buy a scroll) to scry on Vanthus. I let them collect a few personal items like hair from his bedroom... How to handle this?

1.) He has a WILL save at huge minuses with the hair at hand. What's his WILL save?

2.) I don't mind showing to the PCs where he is at... But where is he at at the stage after Krakens Cove?

Thanks for the advice!


Are the crew of the Sea Wyvern supposed to be composed of unnamed NPCs? Or is every shiphandling done by the PCs and the named NPCs?


I am not sure about the relation of these entities to each other. I see that the Crimson Fleet is a pirate group, the Scarlet Broz are a merchant consortium, but then how are these two related? Is the Crimson Fleet working for the Scarlet Bro. on ocassions besides being independent?

In my FR conversion I will use the Rundeen for the Scarlet Brotherhood, but I am not sure how to fit the Crimson Fleet. Also i thought that the Crimson Fleet was a group of bloody cannibal maniacs, which Harliss Javell doesn't seem to fit. So whats the deal with this? Any help would be appretiated!

Thansk in advance!


hello everyone!

i made my version of Sasserine on the FR map.

Here is the link!

I also did a version for the trip included in the 3rd adventure. I was lacking space so i didn't put encounter points L and M on the map.

Here is the link for that one!


Dear James or Eric,

Is there going to be some githyanki being involved in the story later on? Maybe in the planar traveller part of the story by the final adventures?


Dear James,

Would it be feasible to play the STAP with evil PCs? Won't be there a conflict of motivation later on in the campaign?

"There is no Honor" could be handled so that the PCs are all mercenaries who help Lavinia for the money amd I guess this goes on for a while with the next few adventures. But can this be upkept throughout the whole campaign?

Please give me some advice on this one! My players are aching to play evil and neutral PCs.

Thanks a lot!


Why is it 16? My math is that she could only have max 10 altogether (cha 2 + max 5 rank + skill focus 3). What do i miss?


Hi! Please give me some hints on integrating PCs with evil races into the campaign.

It seem that we will have a rare mix of PCs:

- Drow wizard
- Githyanki fighter
- Orog fighter
- Fey'ri rogue
- and a boring human cleric :)

Do you think that these creatures can just walk the streets? Do they need to be careful about where they go and in what disguise?

Some problems with the backgrounds as well:

- I found house Arabani being obsessed with drow so there goes the drow PC. (I hope house Arabani and the drow doesnt have a part in the story later on)

- The githyanki could be placed into the noble district's tatto and knowledge the planes sage... :S

- still thinking about the others...

What do you think?


Hi!

If anyone finds a long ambience sample that includes waves crashing against the shore, seagulls, port noises then please let me know. I would like to have it looped under the game session so it should be as long as possible.

Many thanks for any advice!


Dear James,

I would like to know if (and when) you are going to prepare an FR conversion guide for STAP. As a DM I will have the most problems converting the gods and clerics of Sasserine (and Greyhawk) into their FR counterparts. For example i read in the STAP Player's Guide that there is a "hartly" cleric of the see in the Azure district, and i suppose there should be at least one Umberlee cleric in town. I suppose there will be more modifications needed regarding the city's history, organisations and some inhabitants.

Please let me know how this will be resolved!

Thanks,
Gabor


Guys i must share this most awesome RP experience i had in the last 17 years of my RPG carrier.

I play a human barbarian/bard in the Age of Worms series and my DM asked me if I was up for playing a doppelganger from a point in game. I was supposed to be captured by the doppelgangers and a chameleon prestige class doppelganger took over my PC. So he gave me the actual stats and powers that the doppelganger chameleon had and I started playing it from a point that we agreed on earlier. It was crazy fun! Here is how it went down:

I invited everyone for a meeting (we play in FR so it was in Waterdeep's Bloody Fist Tavern, where my PC usually went to pick a fight or to socialize) when the doppelgangers took one of our PCs form and killed the bartender and ran upstairs to frame the PCs.

The mob broke into our private dining area and looked for the supposedly killer PC. They were drunk and we couldnt tolerate their attitude so a fistfight broke out, city watch came and we all ended up in prison (as the doppelgangers wanted it).

As the locale was Waterdeep my DM choose the Unseen as the organization being behind the scene. They had doppelganger guards among the prison guards so they attacked us there where "we" were separated. Each the other PCs were attacked separately in thier cells and me and the DM also played that I am attacked as well beacuse later i told them so. So we roll the dice, they dont suspect anything, we meet up after, start shouting with the watch guards about their incompetence and leave. I played the doppelganger so that he had a bluff of 16 and +4 for the mind reading which the DM always rolled for in secret.

The PCs find the key to the warehouse hideout so I said i will keep them and as a bard I will research them. I wrote the DM that he should tell that my house was robbed and key stolen which I told him later. Again the bluff worked against their low sense motive and the other players did have a clue that i was not who i played :)

The problems was that the key hada sign on it which a wizard player started researching. He found out that it belongs to a warehouse and my doppelganger got nervous. They wanted to fly in in gaseous form and invisibility so said will do the job and flew in. The DM was clever and while drawing the map he said the lie that i was about to tell when i flew back to them. They also knew that the invisibility doesnt last long and thus i couldnt stay long so they were not totally persuaded that there is nothing inside and they also wanted to go in .. That was the point where we agreed with the DM earlier that I will attack them inside where the other doppelgangers waited. Ofcourse we played it so that i alerted the other doppelgangers when i went in earlier.

So we go in, i keep telling them that there is nothing here and we should not waste time, i also send someone into the trap in front of the fake door, but that just made them more concerned that they are at the right place. They have found the secret door to the prison area.

We entered in the prison area so that i drew myself on the map standing behind them. The scene both ingame and in reality was astonishing. The DM started describing the cells and when he got to the point where he told that my PC was in one of the prison cells... well that was where the other players started to get confused. The other doppelgangers were also disguised as prisoners and they attacked immediately as we entered. This made the other players think that the doppelgangers took my form and that that one will also attack soon after the rest. We rolled for initiative and when it was my turn i said i attack the other two PCs. You should have seen their faces. Everyone was sitting there for a min, trying to understand what is going on exactly... It was amazing fun! The cleric cast a curing spell on my unconcious real PC and the DM took over the doppelganger i was playing so far. A harsh battle started and we won, only to dive deeper into the dungeon this sunday...

The others were totally happy about the way things were organized by the DM. They started telling me that they had points where they could feel that something wasnt according to the way i usually play my PC, but it wasnt strange enough for them to realize that there is something wrong. They loved our cooperative mischife with the DM regarding the story about the keys being stolen, and they immediately understud why i wanted to fly in to investigate tha area so badly.

This game was one of the best RPG sessions i ever had! I totally recommend any DM who is about to tell this tale to contact a player and get him involved. The shock on the face of others at the revelation stage alone worths the whole thing :) It is also fun to play a chameleon prestige classed doppelganger because it will definitely not have all the powers the original PC had (still it can imitate most things) and leave this door open for the other PCs to notice that something is just not right about the PC. For example my barbarian/bard had extra rage (3 rages/day) but the doppelganger could just imitate 1 rage/day. The others told me it was strange that i wasnt raging during the battles... The same goes for skills, spells, etc...

well that was it. I had to put it down :)


I would like to present a wide variety of faces from Cauldron for the meeting at the beginning of the Foundation of Flame chapter.

Can someone please recommend a site (not therpggenius.com) where i could find most of the faces? I have many of them but still it is not impressive enough...

Thanks!
Gabor


hello guys,

can somenone tell me how silence work when its cast on a fighter who then attacks a few clerics and wizards? are they each separately allowed a Will save to be able to cast normally and not be effected by the silence?

or are they unable to cast until they are in the radius of the spell which moves with the fighter?

Silence spell description: http://www.d20srd.org/srd/spells/silence.htm

thanks for your help!


Hello guys,

Did anyone hear anything about this campaign being implemented for the Neverwinter Nights game?

Would be fun! :)


Fellow DMs, i need your help badly. I figured out that it would be fun to convert a PC to evil and have him act as an agent throughout the adventure and attack the party at the very end of the adventure. He might be converted back again or just be killed by the others (if he doesnt kill them all). Either way it would suit the guy playing it. The bigger fun is the "converting him back to good" version, i think.

I would need your help in figuring out how to integrate this into the storyline and how to handle it during the sessions to come.

The background:

We play in the Forgotten Realms setting. The PCs are:
- LG human paladin/cleric of Kelemvor (WeeJas)
- CG aasimar sorcerer
- CG human fighter/psion
- NG human sorcerer/exalted arcanist of Kelemvor (WeeJas)

The human sorcerer (Moko Usasa Gibana) came from a jungle delwing background and has that black magic, voodoo feeling to it. His background story says that he abandoned his evil tribe which was protecting tombs (the haunted village) from inturders in the hills, and his whole tribe was fanatical, evil and merciless with those who approached the place. His good intensions or a threat drove him away from the village.

I consider the story of the SCAP changed as such:

The Kelemvorite priests who are evil (Calmus Vel changes to evil as the story goes) are believers of the old faith of Mykul (NE death god) who was killed by Cyric. The divine portfolio of death was taken from Cyric after a short time by Kelemvor. Cyric wants the portfolio back and being a s*&@fy god he is, he saved Myrkul's phisical form (Adimarchus) for a later use and imprisoned it on Carceri. Myrkul wants to come back and the Cagewrights are about to help him with the ritual that the whole story is based on. The individual Cagewrigths (who are not clerics of Myrkul) supposed to be joining the effort to gain ultimate protection from their own death by saving the old death god. I would use Opiticus as the separated part of the old death realm (Fugue Plane, now ruled by Kelemvor), which angel and devils fight for to rule.

The plot:

Moko came to Cauldron, leaving his evil death worshipping tribe, met the Kelemvor priest and started the adventure with him, realised that this is the true way to venerate the true god of death and started heavily worshipping Kelemvor at the temple. Calmus Vel took notice of him and started teaching him and Moko soon faced the fact that the true death god might really be the same one they venerated in his tribe. Calmus lures ihm to the "dark side", saying that Kelemvor is only to ease the pain in those who face death, but the real face of death is Myrkul. Calmus doesnt know much about the plans of the Cagewrights so he wont get Moko into this part of the story, and as such this wont ruin the game for the player of Moko. I couldnt think of anything better than having Moko being contacted by the imprisoned Myrkul (Adimarchus) and being said that he is the last hope of Myrkul and he should follow the other PCs, who will free him but also will try eliminating him once and for all. He (Moko) should be stopping this and he will be elevated by Myrkul to divine rank.

He would help the other PCs to get to Myrkul, even kill his clergy because killing and death is irrelevant to a NE fanatic of Myrkul, and he could believe that the other Myrkulites are doing something wrong to his revered god, or even that they serve a different cause, being the prupose of the Cagewrights totally unclear for him. He could also spend some time ith the Pillar of Souls which could be considered ad the voice of Myrkul for him.

I know the story is shambling a bit... I am not sure how little thing will work out smoothly with this plan. I also have to solve the following things (besides having a constant undetectable alignment effect running on Moko):

- how to handle the reactions of a NE player... maybe he should be LE instead. that si a bit easier to handle.
- how this would fit with the story
- which parts (chapters) don't fit with my idea

I think both the player of Moko and the other PCs will like this idea at the end. Ofcourse the others will only know this by the end at 20th level and the player of Moko could easely fit into the story that is ahead of them (We are about to finish the Demonskar Legacy this week). Let me know what you have to add to this!

I am sorry for the long thread but i am really curious to see what ideas you guys might have, as earlier i got the best ideas from this forum about running special situations in the SCAP.

Thanks for your help!


Dugobras, the firegiant with a strength of 32 from chapter 5, fell to one of my PC sorcerers who shot him with a Ray of Enfeeblement each round. This made him loose 31 STR in 5 rounds (no save, -1d6+4 STR/round)... :S

What do you think? Isnt this spell just too powerful to be first level?


i am unable to find this entry anywhere in the book... all i found that the captain was an 8th level fighter. please tell me where i find his stats!


Hello guys!

Just wanted to add a few photos we made while playing the game. They are quite blurry...

Thanks for the great book to all the writers and illustrators of this campaign book.

http://www.rakit.hu/download/P1010128.jpg

http://www.rakit.hu/download/P1010129.jpg

http://www.rakit.hu/download/P1010133.jpg


Hello there!

I am readying the book and will start the campaign for my players this saturday. We will have a PC playing a paladin of WeeJas (Kelemvor), and I have seen that the temple will have a big role in the story later. Please let me know how to introduce the NPC WeeJas clerics to my PC who will have detect evil ready all the time. I has no chance to read the whole book yet, so i am asking for your advice on handling these NPCs at the start of the game. Can someone please summarize what the exact situation with them will be later? I saw that everyone NPC in the temple is evil. Are they like that from the beginning or do they s!++ alignment during the course of the adventure? Or should i tell my PC paladin that he detects evil in the whole place, yet he still serves the clergy? Please advise! Thanks a lot!


That is the question and i dont have the answer for it... We talked placing it on an isle within the Mooshea Isles... but let me know if you have a better idea!

Thanks,
Gabor



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