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Deussu wrote:
I mean "do" in the figurative sense of having someone open it for him. While his lock-breaker is unavailable, I would assume he has other minions that could perform simple tasks. Deussu wrote:
That kind of makes opening ALL of these chests, "simple tasks". I'm sort of at a loss as to how to make this more interesting and believable from an "in game" point of view. I have till tomorrow evening to figure something out. I do like the idea of Grandmaster Torch contracting the PCs because he doesn't have anyone smart or competent available...so the tasks they need to overcome should require smarts or competence. CJ I would also like to advocate for giving rangers more options (unless you really want to keep them as strikers or whatever 4e calls them now). I suggest that rangers should be allowed to select from the following: Archery: Rapid Shot, Manyshot, Improved Precise Shot Cavalry: Ride-By Attack, Trample, Spirited Charge Assault: Cleave, Great Cleave, Improved Critical (any non-light melee weapon) Skirmish: Mobility, Spring Attack, Whirlwind Attack 2-weapon: 2-Weapon Fighting, Improved 2-weapon Fighting, Greater 2-weapon Fighting CJ Deussu wrote:
I think you are correct Deussu. We should come up with some alternatives. First, it has to be something that Grandmaster Torch could not just "do" on his own. So some sort of specialized skill or at least organized thought process is required. Anyone have any thoughts or ideas? CJ Justin Sluder wrote:
D'oh. My bad Justin. You have the book title correct -- as I purchased it on you or Pygon's advice. ;) CJ Gotham Gamemaster wrote:
Very valid point. Separate characters are separate characters. I think this might be an issue with folks who aren't familiar with the RPGA model. Though the Chronicle has the PC name at the top -- so that might help to mitigate some confusion. CJ tbug wrote:
Well, generally what happens is the reservoir behind the dam fills with water during flood seasons. The flood gates are opened to allow a slower, smaller flow of water downstream over a longer period of time. In many places that is actually the purpose of a dam – controlling seasonal flooding. Some dams are built with a "spill way" to further allow overflow. CJ Gotham Gamemaster wrote: Having waited over an hour to start a PFS game due to new players creating characters, I see the need for fast-play character sheets. However, I do believe there needs to be official approval of the fastplay concept before such an option is legal in play--regardless of how compelling the need is. What? As long as the characters are "street legal" why should there be any official objection? From a players prospective that would be like someone who isn't even at the freakin' table telling me (beyond what is in the Society Guide), what character I can play... If I want to run a human sorceress who is like Seoni in every way, that abides by ALL THE RUES, who is going to tell me I can't? Is there a fundamental difference between the character I create for my self and one I have a friend of mine create for me? CJ Zootcat wrote: And it looks like there won't be room for me to play The Hydra's Fang Incident. So I hope to see you guys next time! :) Actually right now there are six PLAYERS signed up and six slots (and you are currently one of the players). I understand not wanting to drive 2+ hours to play in one module. You could come and judge the first slot though...if you desired. I'm sure we will have some walk-in's. CJ thelesuit wrote:
D'oh! I found most of what I would be looking for by reading Pathfinder #3, Hook Mountain Massacre. Humiliations galore is what I get for not reading ahead. CJ Winteraven wrote:
Is it really important that the ship burn? I sort of skipped that bit. I had a several longboats full of Consortium Enforcers due to arrive soon. My players didn't really want to be there to greet them -- so they had plenty of motivation for departing quickly after dealing with the lacedons. Spoiler:
I also added a bit-part NPC...a fellow Enforcer attempting to run down DP Darcy for murdering and robbing Lubor Staizkal. I didn't give him a name, but he had an enormous mustache. The hold is also filled with cargo and other crap (figuratively). There could be a lot of tarred cordage (ropes for the ship), that catch fire pretty easily. We have no idea what the cargo is -- but it could certainly be leaky urns of volatile oil...or whatever. Most ship's lanterns are made to NOT immediately set fire to the ship when knocked over. Dread Pirate Darcy might have skimped on this though. More troubling than the ship's lantern is the make-shift galley (kitchen) described in the hold. That just seems dangerously foolish. Generally you want to put your galley were a cooking fire (quite common) isn't going to threaten to engulf your vessel in flames. But DP Darcy doesn't have any ranks in anything nautical, so I wouldn't put it past him to do something this stupid (though he does have an INT 15). I would set the ship on fire if it added to the story/plot/danger, otherwise skip it. CJ yoda8myhead wrote:
I don't think this is really an issue as you can create as many characters as you want. I've played in seven or eight "organized play" campaigns, several of which I started with pre-gens. After getting my feet wet, I usually go on to create my own character. In a four hour time slot there just isn't enough time to create a character AND play through the module. I want to encourage walk-in players, but I don't want to bog down the table. Having pre-gen's available is the standard response. CJ Dragnmoon wrote:
There is a strong chance I will have walk-in's this Saturday at our Game Day. Could I trouble you to send me copies of the pre-gen's you've done? thelesuit(at)hotmail(dot)com Thanks. CJ Deussu wrote:
This is "hover" in the literary sense - as in to stand over - rather than in the game mechanics sense. She is standing in the same square as the dead body or perhaps the body is in the square in front of the door and she is the adjacent square. My party was disappointed to discover that she wasn't a hot little teen-aged girl who needed their help!! CJ Zootcat wrote: I just signed up! I'm really looking forward to this. But, as I have to drive 2+ hours to get there, I'd like to know if the tables are full before I make the drive. So, keep me posted on that, okay? It's much appreciated! Okay, now about my character... Zootcat -- right now there is room at the tables in both slots. As near as I can tell you will be able to play both Silent Tides and Hydra's Fang Incident. That being said, we now need more players for the second slot (Hydra's Fang) in order to make two legal tables. We have more than enough signed up to make one table, but not quite enough for two right now. CJ So I ran Hydra’s Fang Incident last night. I was very impressed with the imaginative locations and kernel of the plot. I think that the tablets made a good, if somewhat superfluous, McGuffin. I like the idea of pursuing pirates but I don’t think this would ever be something that first level characters should undertake. It does strike me as a module that was initially crafted for much higher level and then “nerfed” to make it survivable for 1st level characters. I had some real problems believing Dread Pirate “Darcy” as the scourge of the waves. Even at Tier 4 he is a somewhat laughable opponent who appears to have learned absolutely nothing about the sea or life on a ship. With a name like Du Moire I gave him an outrageous French accent and he became comic relief. I also assumed that the “real” pirates were elsewhere and had left Dread Pirate Darcy with the expendable leftovers. Encounter one seemed to be really sort on relevant descriptions. Who were the dead folks, presumably one of them was Lubor Staizkal? How did they die? What is in the boxes of goods being shifted around in the back room? And how are the leftover pirates going to remove the boxes? The ladder is greased, so presumably they aren’t taking them out that way. Are they just tossing the room for any small portable items of value (which might make sense)? Have they found anything and what was it? I glossed over this when I ran it, but upon reflection it would have been nice to know a little more about what had just transpired in Lubor’s shop. The foes left over in the shop posed no problem for my players. They were a combat optimal party (for the most part) with a raging half-orc barbarian wielding a great sword. I think combat lasted all of three rounds even after I added a warrior-rogue from the higher tier. I’m not sure why the second encounter would involve combat. The Consortium Agents are duly appointed authorities. Yes the Consortium is a criminal organization – but they are the criminal organization recognized by law. I turned this into a role playing encounter. It would have been fun to have the party tangle with a sea cat cub and the possibility of getting thrown in the bay – but nothing led me to believe that the Underdocks wasn’t a public place where combat would draw more Consortium Agents. I skipped the third encounter. It just didn’t seem credible or terribly relevant. I also didn’t want to spend 30+ minutes dealing with the 3.5 swim and drowning rules. To balance the loss of the sahuagin I beefed up the 1st encounter and gave Pirate Darcy a level of fighter and an additional brigand on hand. My party did a credible job of bluffing their way on board the Hydra’s Fang mostly by telling the truth – Darcy was in trouble for killing a Consortium Enforcer and their agents were on their way. Given that Captain Darcy was on the lookout for the return of the rest of the crew (the real pirates), there was little chance of the party sneaking on board. I upped the tension by having longboats filled with Enforcers in the distance. I reconstructed the deck plans of the Hydra based on an actual sailing ship and abstracted the irregular terrain encountered by combatants. Even so taking out Darcy (even with an extra level of fighter) and the “junior pirates” wasn’t much of a challenge to the party. More time was spent by the party bickering over what to do with the body and the things found on it than actually rendering the foes dead. I also redrew the cargo hold and placed a compartment with a chain-wrapped door at the aft end. Simply wrapping the door with chains would stop the “slaves” from escaping – it also got rid of the need for a rogue with the ability to open locks. The lacedons weren’t much of a challenge once the party cleric showed up and backed them into a corner. All things considered it was a fun module to run and I think my players had a good time. All but the Osirion accomplished their goals and they got a hefty chunk of change out of it. It did seem like the module was heavily combat oriented – but the unscripted roleplaying bits were probably the most fun. It also seemed like very much of a fifteen minute adventuring day module. The encounters went from one right to the other with little pause (which is good and bad). Fortunately none of them were terribly vicious and the foes (at least for my group) soon fell. I was disappointed with some of what appeared to be contradictions between the intro and flavor text and the proof in the pudding. Dread Pirate Darcy, even with his full plate of elite aristocrat skills and INT 15, didn’t seem very believable as the scourge of the Andoran coast and a threat to the Chelish navy. I played Freeport and other “pirate-y” campaigns, and DP Darcy didn’t cut the mustard – even at his most fearsome in Tier 3-4. Given all I have heard of Savage Tides I would have expected better. CJ I am preparing to run Hydra’s Fang Incident for my players and for the local game day. I have some questions about the ship, the Hydra’s Fang. The text calls the ship a galiot. I’m assuming that we are talking the Dutch-German two-masted sailing galliot, rather than a single masted sailed and oared Mediterranean small galley. In either case, 2-3 sailors (depending upon tier) is not sufficient to crew this vessel. It also seems sort of absurd to give a DC for the players attempting to infiltrate the crew, when there are only two or three other guys on deck. Wouldn’t the presence of five or six non-sailors be a bit obvious? If the ship were even under a skeleton crew, there would still be six or seven pirates for the party to face? I’m not sure how to handle this. I had thought to have most of the crew occupied with readying the ship to depart port: weighing anchor, tending the sails & rigging, stowing cargo, etc. But on a pirate ship these fellows would be expected to defend the ship. Du Moire’s promise to keelhaul all shirkers would seem to guarantee this. The deck plan given in the module doesn’t quite correspond to anything that I can tell. Masts extend below decks. There aren’t any hatches listed. I’m not sure what the big box is at amidships. Can anyone give me a clue? Given this I’m going to draft my own deck plans using something a bit more like an actual ship as a reference. The descriptive text states that the hatch to the cargo area containing the lacedons is “held fast with thick black chains”. There is no mention of what it would take the PCs or the lacedons to disable these chains – presumably this is possible though. It seems like an interesting adventure, but highly unlikely (or perhaps comical) that a fourth level aristocrat (or an aristocrat/fighter) with no ranks in anything nautical has managed to terrorize Andoren shipping and confound the navies of Cheliax and Andoran. Does anyone who has GM’ed this adventure have any tips or insights? CJ BlackKestrel wrote: Well...Ok I'll take the bribe, but no need for reimbursement :). I wasn't at Gencon so I haven't played either. I'll run Silent Teeth in slot one. I'd like a chance to play as well. Please sign-up on the MOB Muster site -- if you don't have an RPGA number (which the site uses for a unique identifier) let me know, and I can get you one. You can sign-up to GM in slot one and play in slot two. CJ BlackKestrel wrote:
Well the MOB generally bribes all GM's from our box of GM swag. For judging a tournament module -- you need to have prepared (read) the module before hand. Which means you will need to download it from the Pathfinder Society page. Modules run around $4 a pop. If you download and prep #1 and #2 I'm pretty sure that the MOB can reimburse you for the cost. Tournament style is just like a home game only you have a time limit (4 hours) and sort of need to keep the players a bit more focused than otherwise. Slot one is Silent Tides -- that runs from 10:30 till 3:30. Slot two is Hydra's Teeth -- which runs from 4:00 till 8:00. Did you play either of these modules at GenCon? My understanding is that these run a bit short (duration wise). Rob has said that generally this isn't a problem. CJ BlackKestrel wrote: Well I'm still down for The Games Matrix, I think that makes three total so far. Unfortunately I'll be out of the area from the 15th through 26thish and then gone again 28-04 October. However I'm free the 13th and 27th. BlackKestrel PLEASE come to Redmond and be a GM for at least the first slot (10:30-3:30)!! We can promise you some Mob GM Swag! CJ OroboroSteve wrote: This won't help for the 13th, but we're preparing to start running Pathfinder society events at Oroboro Games & Books in Bellevue as well, so more options are about to appear. We'll post in a separate thread with details here shortly. Steve, once I've played any of the respective mod's I'll be more than happy to judge them at Oroboros. CJ Mattastrophic wrote:
In my home playtest of the Beta I am already suggesting a House Rule of Shield bonus applies to Touch AC, but not to Flat-Footed AC. CJ Judging from this picture alone, I have to say that the seugathi look much cooler and horror inducing than the mind flayers of yore. CJ Cephlomania wrote: I'm a maybe for the 13th as well. I'll post on the local yahoo group to see if Doug, Craig or Tavis are interested in playing or judging. We can all caravan down from Bham as well. I think Mr. Dezotell (Imhotep) is headed down from Bellinghamster to the Game Day. But we ARE going to need another GM. CJ Part of the duties of the law enforcement establishment in Sandpoint is to serve as agents for the Magnimar Customs Service. With Sheriff Hemlock taking several watchmen and deputies with him to Magnimar – the customs agents are terribly understaffed and overworked. Barwell Sidgarn is the lead customs agent (so he doesn’t appear in the Town Watch Rotation). He sends Lance Hurn, who is currently assisting him, to find the heroes and summon them to the Customs Wharf (dock closest to the Sandpoint Mercantile #40). Spoiler:
Barwell is Chelaxian and speaks with a noticeable accent. He is a bit stout, stoop-shouldered and balding. He makes up for a weak chin with a large mustache and enormous mutton-chops. His trousers are ill-fitting and he is constantly hiking them up -- such that he typically speaks with one hand holding up his trousers. He usually only fines offenders rather than taking any more vigorous actions. Moored to the wharf is the sixty-foot caravel, Wind of Desna. The owner and operator of this vessel is the Androssi Costermonger Group of Magnimar. The ship’s captain (and pilot) is a Varisian named Rirdas Triermi. Barwell suspects that Rirdas has been engaged in smuggling, but he can’t prove anything. He is hoping the by having the new heroes poke into things they will jostle something loose. Spoiler:
Rirdas is a florid Varisian with an expansive nature. He relies heavily on Desna's "goddess of fortune and luck" aspect. Rirdas once owned The Wind outright, but misfortune forced him to sell a controlling share to the Androssi Group. As such he has had to engage in less savory deals and illicit dealings on their behalf. Selk wrote: I just made up a type of tree that the Thassalonians cultivated for construction: Milkwood. It doesn't rot, it just petrifies. They used it for all sorts of decorative work. It's rarely found in modern Varisia, but I plan to have it pop up more frequently as they delve deeper into the heart of Karzoug's realm, as a nice bit of foreshadowing. "Fear the Milkwood!". Awesome Selk. I like this idea. I will add a long forgotten Thassalonian alchemical process to suit my own tastes. CJ Sean Mahoney wrote:
Wow. I didn't think of that. That would certainly argue toward adjusting the scale of some of the encounter areas!! Which are generally freakin' tiny. CJ So...what are folks doing to characterize particular ruins as Thassalonian in nature (other than seven-pointed stars)? Also...given that the Thassalonian ruins are quite old -- what are the doors made of? Some are called out as being made of stone (the doors into the Runewell-chamber under Sandpoint), others are not specified that I could find. Given the time-spans involved I would think that most wooden doors would have rotted away unless they were preserved through arcane or alchemical means (which is what I am leaning toward). Any advice would be greatly appreciated. CJ Sean Mahoney wrote:
I'm totally there with you Sean. I have plenty of dull-ish un-clue'd players. Your point is well taken. I may just mix in a box of "strange antiquities" in with the other illicit goods. CJ Sean Mahoney wrote:
This just seems a little blatant/obvious from a story point of view. I think that perhaps the editors were asleep at the switch and didn't take things to their logical conclusion. If Sandpoint has historically been home to smugglers (as evidenced by the tunnels under the city), there had to have been a reason and something to smuggle. Clearly when the first module was written, that writer had something in mind. Second module, new writer, Magnimar became a place where duties and import fees don't exist. Presumably there is some law around the city-states, otherwise the Hellknights wouldn't have anything to do. And it isn't like Magnimar is a lawless place. For the purposes of my campaign I'm going to temper the "free port" idea for Magnimar somewhat. Yes they don't charge import duties or fees -- but that is only to traders licensed by the Magnimar Merchant League (or somesuch). They don't necessarily take a cut of a merchant trader's profits -- but they do charge a fee for the license and presumably also track what is shipped in. The license fees might change from season to season and merchant to merchant depending upon who has bribed the Merchant League the most... "Yes, I'm sorry Mr. Merchant, to unload that brassware you now need a Yellow-Five License. You only have a Blue-Five License, and therefore you are already at your raw tonnage limit. Yes, sir, I'm sorry sir. It is 250gp for the Yellow-Five License. Thankyouverymuch." Some merchants by their very nature don't want to muck with the licensing fees. Some merchants also don't want to give the Merchants League that much information/leverage to manipulate and control the markets. Hence there would be a need for smugglers willing to move things through other ports illicitly and then move it overland to markets. Magnimar might also place a duty on goods passing through the city bound for towns up the Yondabakari River further inland. Sandpoint and Magnimar are pretty much the only ports (on the map) along the coast of Varisia between Roderic's Cove (near Riddleport) and Palin's Cove (within spitting distance of Korvosa). As such I'm going to go with luxury goods and perhaps alchemical/herbal substances that have a high yield for their weight. CJ I have a problem Houston. I am running Burnt Offerings and had desired to have some more "deputy sheriff" work for the heroes to engage in while Sheriff Hemlock is off to Magnimar being denied reinforcements. My thought is that Sandpoint is known for smugglers. And I figured that I would have the local Customs Agent tap the party for some assistance in checking out a shady merchant. The merchant captain is a Varisian named Rirdas Triermi. He has a sixty-foot caravel called the Wind of Desna which he captains for the Androssi Costermonger Group of Magnimar. This is all well and good. But I got to thinking, what would one smuggle in and around Sandpoint. Talking with Tbug we concluded that such smugglers would probably be looking to avoid Magnimaran shipping and entry duties. That makes sense as Sandpoint is ostensibly a colony of Magnimar. I was doing some further research to determine what exactly one might smuggle in this area when I got to reading the Magnimar section of Skinsaw Murders. I read the following: Skinsaw Murders wrote:
Am I missing something here? From reading this, Magnimar doesn't impose any import tariffs or duties. So...where do the smugglers come from? Now it could be that smugglers are transporting illegal goods -- but I'm not entirely sure what those would be either. From the sound of things, there aren't many things that are illegal in Magnimar. If anyone has some ideas, please let me know. Thanks. CJ
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