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Chef's Slaad wrote:
Send it to me and I'll make sure it gets posted on RPGgenius.

It's done. Thanks. Hope this helps.


Wade Baldwin wrote:
Thanks folks for the input! You are probably right about there being enough NPCs already...

I have done a Word (.doc) NPC SCAP Roster for my players. I anyone is interested I can send it to you. I have tried to upload to RPGGenius but I don't know how to do it. Sorry.


Bram Blackfeather wrote:
Moment of silence for the bad-guy who didn't even get to swing a morningstar.

I passed for the same experience with Datkthar. My players do knew what they wete fighting against, so there were fully prepared. Darkthar couldn't resist 2 round of full attacks againts fighter armed with silver weapons. Another dissapointment came last weekend with Triel Endurast in the Kopru Ruins. Althought he was fully aware of PC incoming attack, I didn't play it properly and PC face her alone in her room. She could only swing a pair of hits before falling. Another very good NPC how dies too easely...I hope Skaven and the Harpoon Spider will be a better challenge for them.


zoroaster100 wrote:
Anything I give away about the Soul Cage or Cage Wrights through speak with dead will be cryptic and only a scrap of information. Nothing that explains the Planar Ritual. Maybe something like, if they ask "What was this cage thing they constructed here?" giving this answer: "Like the leaves of a dark tree, great evils give life to the roots of your doom." If they ask if there was another leader of the Triad, I'll say: "The greatest of our number yet lives. Curse her treachery. May her new allies bring you more despair than she brought to us." If they ask who she is, they'll repeat the previous answer. If they ask who her new allies are, I'll say: "Great and terrible they are. They walk unseen, but bring the doom of man with their steps."

Wow, those are really good sentences. I borrow them if you don't mind :)


Lilith wrote:
As option C (and this is something I did in my campaign), you can have the player opt to keep the lycanthropy.

Yes, for some time I played with this idea, but baring in mind that he was bite by a were-rat (Chaotic-Evil) and the PC was a cleric of Tyr (Lawful-Good), I thought a full transformation and capacity control it and thus a transformation of his aligment to CE, would spoil the player idea about the character and ruin his diversion (he has very interesting plans about it).


DMFTodd wrote:
I'd use the opportunity to setup the church of Wee Jas as the bad guys. Or at least the "not overly good" guys.

That's exactly what I did. Not only they charge a high fee to the service but Embril finally appeared suggesting the to embrace his new form and powers. He seriously took it into account until Coryston Pike (his fianceé) told him not to talk to her until cured from it.

DMFTodd wrote:
With lychanthropy, "no symptoms appear until the first night of the next full moon" (MM178). Is your player doing this as a precaution just in case they have it or did you let your player know they had it? I'm not sure what the right ruling is for it.

Sure. He didn't notice anything until a rendevous with Coryston very late in the night at the Bath-house. They were having a bath when he raised his head up to the sky and saw the full moon through the crystals...It was a very dramatic scene (specially for Coryston ;)


In several previous posts I've read some complaining about Ebon Triad being to much off the main plot. I think this comments are partially right. So what I'm planning to do is that while PC first visit the Kopru Ruins, they will be able to see Valanthu (in the Doppelganger Form) going out from it. Thus they will link the doppelganger to Ebon Triad and Terrem. Do you think it is a good idea? What other things have you done to resolve this problem (despite changing the whole chapter).

Thanks for your ideas and help, and sorry for my bad English.


walter mcwilliams wrote:
When I first started (before the HC) I didnt realize how central to the campaign the city itself is. In order for the plots, sub plots and drama of this expansive campaign to work the PC's must have a strong emotional tie to the city. While there are lots of ways to develop this, close ties with reacurring NPC's is prime.

I couldn't agree more on that. In a first reading I could only see a bunch of Dungeons put together to follow some weird plot. But after reading many suggestions in this forum I finally realize that the real game was about how Cauldron Heroes (PC) root in the city and act actively to defend and protect it (I always say to my players that the city is main character of this campaign). Should the PC move out to defend the city without dealing for a reward, then you’ll know you are on the good way ;). To reach this, I’m playing several sole role-playing sessions, where PC find main NPC, get together, fall in love, quarrel, etc. There are several good moments to play this kind of encounters, starting in the first episode when meeting Jenya at the Church of St. Cuthbert, to the Flood Festival, etc. I’m planning to marry a PC with Coryston Pike, another is getting in Last Laugh guild, the wizard (with architectural knowledge) is doing the Wee-Jas cathedral enlargement, etc. A very good way to establish PC to the city is giving them jobs, buying a house, or doing some training to meet Prestige Class requirements. For instance, a PC cleric of St. Cuthbert is training with Alec Tercival to reach enough power and knowledge to be a Shining Blade.

Just some thoughts (sorry for my bad English).


walter mcwilliams wrote:
Yep, Jenya requested the weapon, and allowed the PC's to keep the rest as a reward for there help.

Ok. Then it seem the cleric will have to wait a little bit more to have a holy weapon. Although I'm planning to get it back to him when he reaches enough level to have a +3 magic weapon.

Besides, I like the idea of converting it to Axiomatic, as IMC we play in FR and Tyr church (which is known to fight against chaos).


I’m about to play Flood Season. One thing that upsets me is what should I do with Sarsem Delasharn possessions. There are quite good magic objects among them, and surely Jenya Urikas would recognize them as Sarcem possession should the PC loot it. Would you think it is appropriate that PC keep her magic objects or do Jenya would have to claim them? IMC there is a Tyr/St Cuthbert cleric with very good relations with the church and Jenya, who will sure be interested with Sarcem magic objects. What would you do/have done? Thanks for your insights (Sorry for my bad english).


After Darkthar's Way, one of the PC got infected by the wererats at Orak Baths. Reading the Lycanthropy disease description, I see that it there are two ways of curing it:
- A remove disease or heal spell cast by a cleric of 12th level or higher also cures the affliction, provided the character receives the spell within three days of the lycanthrope’s attack.
- The only other way to remove the affliction is to cast remove curse or break enchantment on the character during one of the three days of the full moon.

Besides the second option, through harder to acomplish, it's much easier to reach. AFAIK, the first option can only be done in Couldron by Embril Aloustinai (High Priest of Wee-Jass). Could you provide any inside on how would you think Embril would handle the situation in case PC plea for help?

Thanks

- Sorry for my bad english.


Chef's Slaad wrote:


You could go two ways with him: either make him an 8th level fighter (with the leadership feat)

That would perfectly match my campaing, thank you very much.


Chef's Slaad wrote:


christoff wasn't statted out in the hardcover. You can use a standard level 4 cleric from the DMG if you're badly in need of some stats.

How about Terseon Skelerak (Captian of the Guard)? I couldn't find any stats on it in the HC. What standard level would you use?


After beating Darkthar and buying a house in Lava street, Lord mayor called them "The Fellowship of Lava street", but citizens in Cauldron are starting refering to them as "Lava Force", so they have two names: the "official" and the low rangs name, which I think is interesting, fun, and with multiple roleplaying opportunities.


Derek Poppink wrote:
The zombies can't coup ded grace because it is a full round action and they can only take a single action each round. The dread wraith, on the other hand....

I think it's possible to take a full round action spending two single actions (2 rounds) when limited to single actions.

From SRD D20 Hypertext:

Start/Complete Full-Round Action

The "start full-round action" standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can’t use this action to start or complete a full attack, charge, run, or withdraw.

Coup de grace is not a full attack but a full round action.


walter mcwilliams wrote:
I had one of the rescued slaves from Lifes Bazzar, Coryston Pike, be the daughter of a Sasserine merchant. She acts as a go between for the party to get the items they need at PHB cost. Her father picks up the SH charge as repayment for the life of his only daughter. She is also the romantic interest of one fo the players.

Fun...I'm doing exactly the same! Though Coryston is pushing him a little ;D


teknohippy wrote:
Was that pic missed out the SCAP Hardcover? I can not recall seeing it before. It certainly clears up the visualisation problems I was having.

Yes, it was missing. In fact, I also didn't understand it before seeing the diagram.


Zlorf wrote:

Hi,

I see what your saying, but what opening? I think a diagram of the trap would have been good. :)

Clint Freeman is right. Here you can find a diagram:

http://paizo.com/dungeonissues/97/97WebEnhancement.pdf

Hope this helps.


Chef's Slaad wrote:

you could go with the dominate tactic.

allong that vein, you could have Kalev hide a silver weapon, in case they need to face Drakthar at some point in the future. That shoudl solve your weapon problem quite nicely.

Yeah. Thanks, both are very good ideas. Although I'm not sure to start with de domination tactic because I think players in my group aren't totally aware of vampire full powers, and maybe domination won't bring them not enough hints there's a vampire involved. But for de domination scene, I'll proceed as you suggest as I like very much the idea. Thanks again.


Chef's Slaad wrote:
He has all the weaknesses of a regular vampire.

OK. Thanks. That easy things a little.

Chef's Slaad wrote:
You could read the thread titled 'disappointed' for some tips on running the encounter.

I had already done it. In fact, I read it before posting this new threat, but there wasn't any clue about vampire weaknesses there. Thanks.

A decent wepon the pc's can use against Drakthar might be the double silver sword that was in the Malachite hold

Unfortunatelly they missed this one :/

I hope they will prepare propertly before a frontal attack to Drakthar, specially after the first hit-a-run attack he will deliver to them: I'm planning to do the blood drain tactic in order to show PC who are facing.


I'm going to play Drakthar's way. I see Drakthar will be a hard opponent to PC as they don't have any magical weapon yet and not enught money to afford them. Looking at Drakthar characteristics we see his is a "lowered" vampire with some vampire powers. But has he vampire weaknesses? I'm preaty sure that when PC realice that they are facing a vampire they will try to use vampire killing methods but in the SCAP HC doesn't state any vampire weakness. Do I have to count on them or not?


mobuttu wrote:

I'm now working in an adaptition of Duel of Wits (from Burning wheel RPG) to D&D in order to roleplay the trial appropiately...I don't know if it's going to work, but I'll give it a try...

OK. I finally have played this scene. I forgot about playing it with the BW Duel of Wits rules (too much rules introduction), and went to the "advanced roleplaying" aproaching. That is, I passed to the players some roleplaying tips for Terseon Skellerak (Guard captain playing as D.A.), Keyghan Ghelve and Alek Tercival (as defense attorney). While me, playing Jenya Urikas (judge) wrote down guilty/not guilty arguments. Then, we played a trial (I told them that the winner will get more XP than the looser >).Using the following table I (Jenya Urikas) could stablish the appropiate punishment:

Punishment table (count not guilty vs guilty arguments):

-2; Guilty. Death Sentence. Ghelve house will be demolished and entrace to Jzadirune blocked forever.
-1; Guilty. 1 year in jail. 50 gp fee to every family of the victims. During this year Ghleve's house will the sealed.
0; Guilty. 1 year in Redgorge quarry. He must replace all his locks in the city. During this year Ghleve's house will the sealed.
+1; Not Guilty. He must replace all his locks in the city.
+2; Not Guilty. Set him free.


Tak wrote:
I was wondering what everyone thought, overall, about the adventure? DM's and player's opinions welcome, as well as any tips, etc. Thanks.

SCAP is a hard adventure set for six players, thus I should recommend you to allow characters with good/very good habilities if your group is less than six and/or use Action Points. Besides, for any other suggestion, just take time to read posts in this messageboard. It is full of very good ideas.

You should also take a look at this webside where you'll find planty of homemade material:

http://therpgenius.com/default.aspx

Hope this helps


aaron wrote:
He or she has to buy furniture

Has anyone a list of furniture prices?

Besides, some has talked about house taxes. How do you figure it out?


Gwydion wrote:
Does anyone know where I can find a complete copy of said map?

Take a look on the back of the huge city map. :P


teknohippy wrote:
I can do some blanks if anyone wants any?

Wow. Yes please. That would be very helpful. Thanks.


I'm now working in an adaptition of Duel of Wits (from Burning wheel RPG) to D&D in order to roleplay the trial appropiately...I don't know if it's going to work, but I'll give it a try...


gaborg wrote:
sorry for my nosyness (and also my bad english:), but where are you from Mobuttu?

I'm from Catalonia (Spain) :P


Wow. Very good ideas.

I'll use both Skyllar and Alek. This let me introduce both characters at once. I plan to roleplay them comprehensive but inflexible as Keygan has clearly bronken the law. I expect (I hope so actually) PC to help him lessen his punishment.

Range of punishments (depending on the arguments used and the Diplomacy check):

DC 0-5 - Pain of Death for him.
DC 5-10 - Pain of death for Starbrow.
DC 10-15 - 1 year in jail.
DC 15-20 - 1 year in Redgorge quarry.
DC 20-25 - Replace town locks.
DC >25 - Not guilty.

Diplomacy bonus:

+4 Good speech.
+2 Evidence on starbrow kiddnapings.
+2 For not opposing to arrest.
+2 For any-not-foreseen-good-evidence-PC-can-bring.


As a refreshment pause, my Group has exit Jzadirune to buy some cure potions to Jenya. They had inform what had find so far, and came back to the Vanishing city (as I like to call it).

Anyway, now I'm planning to send Alek Tercival to arrest Keygan Ghelve for his involvement in the kidnaping affair. But I don't know how to handle it. My point is that I don't want to confront Alek with the PC, on the contrary, I do it to introduce him to them, and as a RP opportunity. Any of you has a some insight on this? Thanks.

PS: Sorry for my bad english.


Talon Stormwarden wrote:
Has anyone else wondered about this? I'm not sure how having higher prices would help him stay afloat. Do your parties patronize him at all? What kind of changes has anyone else made to make things make more sense? I can see the Lathenmire smithies undercutting Gurnezan to drive him out of business, but I don't see why he'd charge more than standard prices.

In MC I've stated that he improve weapons Hardness and HP by a 25%, thus incresing the price of it.


christian mazel wrote:
My 6-7 characters are in Jzadirune since three sessions (9 hours each)and are only 2nd lvl and they encountered nearly every creature (but sometimes they failed to overcome them).

Reading this it seems clear that this adventure progression is designed for 6-7 players (as it is stated in the book). Thus lowering this number will result in a overlevel characters. As I play with 3-4 players I will definetely introduce Fario and Fellian to balance XP in the group.


aaron wrote:
Now I realize this is only a guideline but what have you as other DM's experience with regards to advancement of the PC's in this chapter.

I have kind of the same problem. I think I'll use Fario and Fellian in order to increase group numbers and thus lowering PX per PC.

aaron wrote:
With regards to the dynamic NPC's in the adventure such as Fario and Fellian where should they be position with regards to advancement of the PC's. I recall reading somewhere in the book that the NPC's should be the PC's level -1 (roughly). What are your suggestions on this?

I'll use book suggestion, just to give it a try...I dunno.


Archade wrote:


- I've tied the 'alabaster lore' to the church of Jergal, who have subverted the Cathedral of (IMC) Kelemvor (not Wee Jas). Since in my campaign Ike and Embril are really clerics of Jergal, I need something to tip off the players about Jergal, but I can't see Ike, Embril, or Taskaunt having anything to do with a village wiped decades (centuries?) ago. Ideas?

- Does anyone have some finesse-ish adventure ideas to make this more than kill, kill, kill?

I bought...

As a sudden idea. Why don't you link Jergal with the Soul Pilars. As it name states they may be a kind of Soul containers full of the knowledge of dead people/spellweavers. It might have happened that while using the soul pillars (or due to the centuries of abandon) some powerfull souls of dead necromancers had flee from the Soul Pillars and found a perfect place in the village. Then, Embril-Ike found it and are trying to control them, or the like.

Hope this helps,

PS: Sorry for my bad english

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