Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Sajan Gadadvara

ziltmilt's page

Pathfinder Adventure Path, Modules Subscriber. 1,769 posts. No reviews. No lists. No wishlists. 1 alias.


1 to 50 of 1,769 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Ah ok, yes, then the monster and Ned are both Grappled. I read the rule wrong and thought the penalty only applied to after the grab attempt was made.

Actually ... if I'm reading the Grab rules correctly, Ned gets the grappled condition but the grabber does not. However, the grabber is taking a -20 penalty to maintain the grapple.

So .. Ned is grappled once again :(

So, once again, we'll pick it back up on Monday, 11/30. Happy Thanksgiving.

Foxglove Townhouse, Dining Room, Round 1 cont

One stalker jabs an elbow into Nich's arm, throwing off his aim with his sword.

Lleidr ducks into the hallway and then reappears behind the other stalker, sliding his blade deep into what might be the creature's ribs. Its howls boom off the room's rich paneling.

Selia dodges a couple of swipes from the monsters (2 missed AoOs!), and completes a spell, causing a bright arcane bolt of energy to smack into Lleidr's target.

Ned twists himself free, though his own blood runs and drips off his arm where the creature had grabbed him. His greatsword is readied, and you recognize a glint of fear in the thing's eyes.

Round 2 ...

The ex-Iesha delivers a real pounding, smacking Ned hard (18 points dmg). It wraps long leathery fingers around Ned's other arm, and you can feel your endurance dripping away (1 CON dmg).

"Ignore the small one for now. Grab this one with me ... we'll knock them out one by one."

"I don't take orders from you, youngling. And, I know how to fight." The former Aldern turns on Lleidr in fury, but in spinning around, he's off-balance, and his fists flail the empty air.

And, I forgot one thing ... the faceless stalker has drained 1 CON (this is CON damage, not drain) during the first round from Ned by virtue of latching onto him; tiny needle-sharp suckers line the monster's hands.

Ned, your action is successful.

I forgot to mention this earlier, but I'm going out of town for Thanksgiving starting tomorrow and I'll be offline till Sunday evening. I'll resolve the next round tomorrow morning and then we'll resume action on Monday, 11/30.

Have a great holiday!

just need actions from Selia

The southern most one. But the monster doesn't have the grappled condition.

Lleidr doesn't recognize this type of aberration.

Sorry I missed posting yesterday. We had a Cattanach in our house over the weekend. Only Lleidr will understand that.

We had company. Lleidr, i think you're really going to dig Sentinels of the Multiverse. It's a super-hero themed, cooperative card game, and it's lots of fun.

A KNO Dungeoneering check would be an appropriate skill for these aberrations.

Init Order:


Standing suddenly, the seating bench is thrown to the floor. Flailing arms tip bowls and knock crockery off the table, where they smash at your feet. The table top is covered in puddles of dripping food.

The monster you previously identified as Iesha swings at Ned, but misses. The false Aldern smashes a meaty, leathery hand into Ned (5 hp dmg), and grips Ned's arm in its other hand. The grip is vise-like, threatening to snap the bone.

"Say what you know, old man, and your passing will be fast."

Ex-Iesha warns in a strange gurgling voice, "You cannot win here. Our lady will harvest this city, as she did in Sandpoint. You would be fools to fight us."

No change in the map, other than Ned having the grappled condition. So I'm using the same map image as before.

Can you guys give me your Init bonuses? I'm a little out of date

Foxglove Townhouse

You're all in an, oak-paneled dining room lit with about a dozen candles, arranged around a long table of dark wood enjoying the hearty, thick stew.

Nibbling at stew-soaked bread, Iesha smiles at your confused response. "Aldern ... should I still call you that? Can't you see? They don't understand what they're seeing."

Aldern frowns. "I think we're finished here and I find this form difficult to maintain. They're not telling us everything but we can squeeze out what we need, I'll warrant."

With that, the couple stands and their countenance is swiftly changing, to something hairless and leathery with faces dominated by grotesque and unsettling whorls and slits instead of actual features. At once, they lunge together towards Ned.

Here's the map

The stew is ladled over the hard trencher bread, and the smell is nearly intoxicating given your grumbling bellies.

Small talk ensues about the weather, local politics (mostly complaints about the Lord Mayor Gramboras), and then the two of them start listing off the recent murders in Magnimar ... murders very similar to what you saw in Sandpoint and what you overheard in the Dockyards district upon your arrival.

Of course, you had solved the Sandpoint murders, and figured out Aldern Foxglove, corrupted into a ghast, was the murderer. Which only brings the question ... how is it that Aldern sits before you, as charming a soul as you met that first day in Sandpoint?

He's very polite, referring to each of you only as 'milady' or 'milord', but seems to rest upon the pinnacle of happiness, in love with his beautiful wife, living in this upscale, if somewhat empty home.

"So, tell us, my friends, tell us what you know of these murders? Have you figured out who is behind them?". Both stare at you with previously unrealized intensity .. nearly breathless, waiting on your response.


"Very well" Aldern answers, "but, obviously we're as concerned with these murders plaguing our city as much as anyone else. Let's sit down, eat, and I'd love to hear what you all know about them."

Iesha heads for the double doors, presumably to the dining room, as she mentioned previously.

"Follow me, milords and ladies. We are all ears!"

that's weird .. why don't you just post your gameplay here or maybe send it to me via FB?

need a Perception check from Lleidr

Thanks, man ... lots to consider there.

Yes, debt would be pretty easy to add on to the skeleton I described. If a dominion's treasury went negative, you'd assume that borrowing from merchants or bankers was happening, and then the rules would slap on a high interest rate. At some point though, you can't borrow any more, and then the dominion would be looking at collapse: deserting soldiers, tolls uncollected, household staff disappearing, etc.

As far as food shortages, famine, and winter months, a couple of thoughts right off spring to mind:

- some systems differentiate between seasonal activities, but I'd rather not deal with that. I'd like to keep the mechanics abstract and assume that food in summer is getting stored for the winter. And, campaigns might happen where there is no winter at all ... or maybe there's no summer. The mechanics are the same each month, but the GM of course would describe seasonal activities as appropriate.

- most dominion systems have a list of random Events which are tied in some way to a Confidence Level. Events to introduce would definitely include things like drought, famine, theft of resources, granaries raided, etc. As far as mechanics, what would be happening is a fall in population and/or stored resources, but you can dress those decreases in a variety of clothing.

This dominion system is pretty abstract, but I think that's the easiest way to approach this theme without getting bogged down in a lot of details. You're right about the 'knife-edge'. It needs to be tightly balanced, so that a ruler is constantly wondering where to focus his attention among competing demands.

Ah, gonna need a round of Perception checks, folks.

Aldern puts down the bowls on the stovetop, lays his arm across his wife's shoulder and laughs.

"Why, I live here! But, I could ask you the same, milady. I won't accuse you of trespassing, being that I did invite you to my home in Magnimar, but it is the custom of most civilized folks to knock before entering, correct?"

Iesha scolds her husband. "Aldern, really, trespassing? After they've come all this way to visit? Can't you see how hungry they must be at this late hour? You poor things, let me grab some trencher bread while you all go straight into the dining room, and prepare to sup with us."

Hee hee ... I just love this game.

Foxglove Townhouse

The footsteps are very close ... approaching right on the other side of the door.

The door is yanked wide open, and in the kitchen, to your astonishment, you see Aldern and Iesha Foxglove, carrying several bowls of a simmering hot stew.

"See, Aldern, I told you that company would be here soon! Welcome, friends, please relax and let me show you the dining room." Iesha smiles and gestures to the big double doors around the corner.

Aldern is beaming, with a smile spread across his face. "It's been many days since our goblin fun in Sandpoint, eh? I trust you've heard no goblin song this evening?"

Also, the smell of the stew, strong now, seems to come from there.

You can hear footsteps behind the door just to the NW of Lleidr - the one in the north wall and is the closest door to the party.

let's try again ...

Foxglove Townhouse, Late Afternoon

You've come into a large and tastefully decorated foyer. You can see a staircase going up to the NE, a brilliantly woodworked set of double doors straight ahead, and single doors - one to the west, one in the north wall, just NW of Lleidr.

Perception checks please!

The Mentzer D&D rules are great stuff and the rules they introduced in the mid 80s for high level characters were innovative stuff for the time, specifically the mass combat system, War Machine, and running domains.

The domain rules are only a few pages and are pretty simple, but are scalable: they work in theory for a small barony on the wilderness as well as for an imperial power containing dozens of smaller domains. The only problem is that they always felt only half finished to me.

One central idea is that each hex you control generates a few resources, randomly determined:

- Vegetable (1 gp per peasant family/month)
- Animal (2 gp ... )
- Mineral (3 gp ...)

So, based on however many peasant families you have in a hex, you multiply the population by the resource type to get Resource Income. This isn't money; it's the value of resources you collect as the ruler. The resources would be described as lumber, copper, honey, stone, etc.

You also get Standard Income: 10 gp per peasant family in a hex. Again, not money; it's instead the value of services these families produce. What's it used for? The rules are pretty vague on this, but it's supposed to be for internal improvements.

Then, there's tax income: 1 gp per peasant family, which is money.

Another potential source of income, but also an expense for anyone except an emperor: salt tax. 20% of all your incomes goes to your liege; if you have vassals, they send you 20% of their incomes.

I like the idea of having descriptors for the resources your dominion produces. Here's a few changes I was considering:

- get rid of Standard Income. there's no good guidelines on how to use this; how many ways can you spend it and what are the effects? who knows!

- Resource Income is also left hanging. It's easy to see where it comes from, but it's hard to see how it's used, according to the rules. I'm thinking you can use it 2 ways (and no, it wouldn't be to feed folks; these should be considered resources in excess of subsistence)

-- The DM can determine the max amount that can be used towards dominion expenses. So, if your dominion produces a lot of iron ore, then it may be reasonable to assume up to 50% of your resource income could be used towards outfitting troops with weapons and armor. So each dominion would have a statistic, Resource Consumed, that is simply a percentage from 0% to 100%.

-- Each dominion has a statistic, Improvements Level, which ranges from 10.0 to 1.0. This value is the ratio at which you can sell 100 gp of resources and get X amount of money back. For a barony on the frontier, it'll be 10 to 1; for a developed kingdom with massive ports and paved roads, maybe it's a 3 or 2. More on this in a bit.

So, this way, a ruler has a choice on how to use their resources. And, choices in a game are always a good thing.

More broadly, each ruler has 3 choices or rather, 3 competing priorities when administering a dominion:

- Economic improvements (the Improvements Level)
- Military spending (troops and defensive structures)
- Domestic popularity

There's several sets of rules for running dominions in fantasy RPGs and one thing i've seen a lot are lists of things you can build to improve your dominion's economy: docks, ports, roads, trade routes, etc. Instead of dealing with lists of stuff, I'm thinking an abstract approach is easier. Gauge how well a dominion promotes trade & commerce with a simple stat, the Improvements Level. It costs 500 gp to go from 10.0 to 9.75; maybe it'll take 530 to go down another step, to 9.50. Each step represents new roads, lookout stations, etc., without having to inventory all these things.

Military spending consists of troops & strongholds. This ties in with the War Machine rules, or whatever mass combat rules you've got. Again, I'm favoring an abstract stat, ranging from 0.0 to 10.0, with each step representing city walls, towers, strongholds, etc., dispersed within an area. This stat would need to be tracked at the hex level, not per dominion. Since you can have many hexes in a dominion, some of these stats have to tracked at the hex level, instead of at the dominion level.

Troop spending is simply a matter of selecting troop types and their quantity. It also gets into things like siege engines and ships.

Last is Domestic Popularity or Morale. Again, I imagine a dominion level stat, ranging from 0.0 to 10.0. Money can be spent to improve the rating, and this would be represented by holidays, public gardens, etc.

There should also be some cross effects; if people feel safe, popularity would improve. So, if I just built a castle near town (by paying to increase the Defense score), that should spill over to some degree onto popularity. In the old rules, popularity was simply Dominion Confidence.

Another thing the rules didn't answer was Tax Rates. Each ruler should be able to set a tax rate; high ones hurt confidence, low ones boost it and encourage population growth.

So what do you think? I'd love to run a campaign sometime with PCs running their own dominions, trying to carve a living from a wilderness frontier.

[/url=]Foxglove Townhouse, Late Afternoon[/url]

You've come into a large and tastefully decorated foyer. You can see a staircase going up to the NE, a brilliantly woodworked set of double doors straight ahead, and single doors - one to the west, one in the north wall, just NW of Lleidr.

Perception checks please!

Let's just assume you meant the front door ... no traps that you can find, but it was locked. Lleidr bypasses the lock with practiced ease.

Front door, right? The back door is all boarded up.

Any of you familiar or have played using the old dominion rules from the D&D Companion Set or the D&D Rules Cyclopedia? Had a few thoughts on them and wanted to gauge your reaction.

Foxglove Townhouse, Late Afternoon

The back of the home is surrounded by a tall stone wall, finely crafted, but you can see through drainage holes easily enough to view the back lawn. It appears as though the back door of the home is boarded over, along with the windows on the side of the house.

You come to a freshly painted wooden door set into the stone wall, leading to the carefully landscaped lawn behind the townhouse. You see no one else around.

There's no answer, even after several minutes.

get well soon!

So, what are you all doing? Opening the door? Knocking politely? Something else?

Lleidr notices 2 things ...

There's a thin, white trail of smoke coming from a chimney on the side of the home.

Coming from the townhouse, you can pick up the faint smell of cooked stew. Your stomach rumbles in response.

Also, can i get a Perception check?

The address leads you into the part of town called Naos District, which lies in the northern half (the upper half) of Magnimar. From looking around, it seems as though this area is populated by the upper class who live in small villas or elegant stone townhouses. The city's tallest building, the Arvensoar, looms over you. You also pass by the cathedral of Abadar, the city's biggest temple, seemingly always overflowing with penitent, weepy throngs.

As it turns out, the address is pretty close to the city's northernmost gate which leads to the Lost Coast Road. You've come to an attractive townhouse standing three stories tall. Windows on the ground floor are boarded over. The front door is shut.

It is mid afternoon by the time you arrive at the townhouse.

I've seen 2 of you suggest going to the address, but just want to check that that's what you want to do.

"To Foxglove's house? No ma'am, but maybe he'll order more stuff soon. To be honest, business has been a little low for me. Hey if you're headed up that way, maybe you could put in a good word for me with 'im."

Have you guys been following this story? It's about the search for a hidden area inside King Tut's tomb.

What's your next step, folks?

"Nope, just a few of them cages, that's all, a few weeks ago. Never heard of 'im before then."

So I've been thinking more about the best way to represent political entities on a campaign map, and lately, I'm leaning towards drawing the entities as atomic, more or less.

An example you long term gamers might be familiar with is old D&D's 'Known World', specifically in the Grand Duchy of Karameikos. I'm looking at a hex map they did around 1991, and the duchy is drawn with its familiar borders and then they drew a few minor borders around internal baronies & estates that were vassals, the only one of which I'm familiar with is the old Black Eagle Barony.

I'm not a big fan of drawing entities inside another entity - that sounds like a solution I was describing in an earlier post. That said, there will be times when that's inevitable. An atomic solution would be to show vassals on the periphery as separate and apart, and then in your game, simply note which smaller states are vassals of the bigger ones.

Hope you don't mind the rambling ... I've been toying around with various rules & map stuff for awhile and it's nice to talk it out loud.

"I can give you his address ... got it here somewhere ... ah ,there you go. Well, they're bird cages, ain't they? Figured he'd use them for birds."

The street address he gives you is the same as the address on the letter sent to Adlern from this 'Xanesha' person.

No worries .. and I should have also prompted you for what you're saying to this Pug fellow. In the interest of time, I'm assuming you're asking about the cages you found on Aldern's property ...

Pug nods in recognition of his handiwork. "Ah, yeah, I remember a Mr Foxglove, and makin' his cages. Delivered them myself to his home here in town."

Anyone wanna give me a Diplomacy roll?

Sure, go ahead and give me a Diplomacy roll, someone. Anyone else notice that Paizo's site was down again today?

An art preservationist/taxidermist who lives and works in the Dockside area agrees to restore the damaged work. When finished in about a week, the painting should fetch 100 gp.

"I can tell you right off that this was painted in Magnimar, just by the background skyline. Looks like a dark-haired lady was the subject."


At Pug's Contraptions, the shopkeeper is bent over a narrow table covered in the rusty innards of an old, large clock. He eyes the door as you enter, then returns to his work. In a greeting that barely hides his annoyance at being disturbed, he says,"Ah, yes, come on in. What do you need, my friends?"

Halloween is almost here and I am slammed. Let's take a short break and commence again this Sunday, 11/1.

Oops .. I forgot to post an update yesterday. Sorry about that.

You settle into a comfortable inn with well worn floors and low ceilings, but lit at night with a profusion of lamps and music by the fire. The 'Bard's Glow' comes recommended by many of the Dockside-area merchants you've encountered. Cost is 2 gp a day for however many rooms you'll need; you can fit 3 people into a room easily.

As a reminder ... you checked out Pug's Contraptions, but no one said they were talking to the merchant. He's not far from the Bard's Glow, so feel free to approach him, if you desire.

And, you've got an address for a specific place in this city, which was on a letter sent to Aldern. You recovered the letter in Foxglove Manor's caverns.

You also have a name ... 'Xanesha'. Apparently, this person was the author of the above letter.

Also, got a question for you .. you recovered a painting that Aldern had really messed up but it could be restored, if you wish to pay for it. Restoration would cost 5 - 10 gp, but the painting is probably worth much more.

Gossiping woman in the street, nods in answer to Ned, "Aye, murdered. Radomil the Lender he was, poor soul. Always eager to lend, lenient to those who were late (up to a point), and honest with his counting. There's naught like him left in this city."

Her companion agrees. "The other usurers around here hold their gold tight, but not Radomil. He was a different breed .. maybe that's why he did so well. Rich as Lord Mayor Grobaras, they say."

As they talk to you, the street gets a bit more crowded with curious townsfolk. You notice the guards blocking Radomil's door stiffen and close shoulders, further blocking any view inside.


As it turns out, Barclay is highly impressed with the wines you've shown him and offers the full 800 gp of their value.


The Dockway district also contains Pug's Contraptions. On the surface, the business seems to be a normal tinkerer's shop. A man inside, presumably Pug, busies himself with repairing a large iron lock.


At a glance, Magnimar is teeming with inns. Any idea what cost level you're interested in (excellent, good, common, poor)?

1 to 50 of 1,769 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.