Sound of a Thousand Screams (GM Reference)


Kingmaker

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Can't answer 1 as I'm at work and away from the books right now so....

2. I'd allow the player to get their spells back when they "normally" would, as per their own interal clock and daily habits. After all, time is still ticking on the outside.


Kildaere wrote:

1) There were more blooms to come. I can't find where it says what happens to the blooms if 1000 breaths is Uprooted. I am guessing they stop (for years) as Nyrissa hides in the Fable gathering power to restore 1000 breaths to the first world. Do the encouter's count as defeated for structure (ie add worms if defeated)? I would assume they do not count as defeated for XP. What did you do?

2) It is a little moot, as 1000 Breaths is no longer in the first world. But how does the plane's eternal twilight effect a cleric's ability to pray for spells (if they get them at dawn for example). I don't think this will come into play as I expect Nyrissa might be defeated/ or the party will die before she restores 1000 Breaths. I ruled that since actual time runs in parity with the prime material, he could pray when it would be the appropriate time. What did others do?

The blooms are rifts between the material and the First World. Over the millennia of her incarceration, Nyrissa has learned to manipulate her realm and is pulling The Stolen Lands into the First World. This is a fragile process and during the merging her private realm is susceptible to being Uprooted. Once Uprooted, her realm is essentially merged with The Stolen Lands, but in the complete opposite way from her intention. She is on the material plane and no longer has the ability to manipulate her realm. Her ability to create blooms is nullified.

Long winded answer, but being that it is rather complex I thought I would lay it out.

As far as your cleric and divine spell casters, I plan to fill the dreams/nightmares of divine casters with them attempting to find their deities with heavy first world flavor. Make them feel a disconnect, but I wouldn't outright strip them of their primary abilities.


What about Undeads in 1000 breaths? Area K1 description states Undeads take damage in this world, but is not very specific about it. How did you handle it?

(Yes, necromancers. I have necromancers to deal with.)


1st question with a necromancer summoning(?) undead, would be 'where from'
as
I'd really have to have a decent reason for there to be bodies to salvage
in N's world...& summoning into the demi-plane would be a no-go.

Obviously you don't want to nerf the player, but having a reason for what's
going to happen would be a must.

Sorry - that's not much help to you with your question.

However - if it specifically says that Undead take damage - why would there
be any reason to treat them differently there, rather than somewhere else...?


I think he may bring some undead with him from the material plane.

As for the damage, the description I was referring to states that undead take continuos damage in the abundance of life of the first world, but this abundance is suppressed in Nyrissa's House, that's why she has ghosts serving her. Since this would be an interesting characteristic of this place (that would make players even more nervous in this strange world) I am looking for a way to translate that description in game mechanics.


I would maybe use a toned-down version of the positive-dominant planar traits. A minor positive dominant plane would do 2 damage/round to undead. But it would also heal the living, which the First World doesn't do.

I think I would go with 1-2 damage every 10 minutes, or 6-12 damage an hour. That would destroy your mindless undead in short order, and put a good dent in more powerful undead each day (144-288 damage/day). It would be negated by positive energy resistance/protection, though.


Spatula wrote:

I would maybe use a toned-down version of the positive-dominant planar traits. A minor positive dominant plane would do 2 damage/round to undead. But it would also heal the living, which the First World doesn't do.

I think I would go with 1-2 damage every 10 minutes, or 6-12 damage an hour. That would destroy your mindless undead in short order, and put a good dent in more powerful undead each day (144-288 damage/day). It would be negated by positive energy resistance/protection, though.

Good idea.


How does unrest work in the Nights of Dread Bloom?
Each Bloom typically causes unrest when a kingdom hex is lost. There is nothing in the Nights of Dread Bloom that suggests that you lose the hex, nor should you.

Should I assume that one Unrest is gained per night the nightmares continue?


How many damage die is the linnorm's breath weapon, would it be reduced from a true linnorm?


Pathfinder Rulebook Subscriber

I've been running Epilogue-Maker, my slightly-altered campaign for levels 18-20 using some of the material in Book 6, and I anticipated last session being the finale. However, when it came down to just the PCs and Choral, he absolutely wiped the floor with them. Luckily Belldame was able to UMD a couple scrolls of True Resurrection left behind by one of the now-deceased NPCs to bring them back, but things are looking quite dire. All their gear is gone and they have severely reduced WBL based on how much BP was left, their NPC cohorts are dead and unable to be revived, the kingdom is in shambles, the council's members are all scattered or dead, and the only reason anything is left is because Nyrissa managed to bottle up their kingdom as a last resort (she had previously been revived with her love returned and has become an ally). Now they have to regroup with the surviving NPCs, gather resources, rally the country, and sneak into Choral's horde to retrieve the king's artifact sword since it's one of the only ways to combat the antimagic field.

Things are getting... interesting.


I'll be starting Book 6 next session, so thanks to the above posters who have caught the details and suggested new things. It's been a long ride, and the end is in sight?

Grand Lodge

Pg. 21 - Necklace of lovelies

Nifty magic item here, but it says it's activated as a swift action. Since its use is based off when the wearer receives hit point damage, shouldn't that be an immediate action, or was the intent only to have it usable when taking damage as part of an attack of opportunity against the wearer?

Dark Archive

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Starfury wrote:
I know Mythic Adventures has only just starting being released. But has anyone considered adding mythic tiers to Nyrissa? Can't think of anyone more suited for a mythic upgrade than her...

I've done just that! My players are completionist, pair that with time to complete whatever you want and we ended up with a party that hasn't fit the power curve of the AP since book 3. Rather than hemming in their efforts, I've embraced them and let it just continue. Prior to book 6 I was manually editing encounters to raise their CR by 4.

Near the end of book 5, the party has overcome a few encounters at CR20 and have an APL of 16 going into book 6. I needed something else. I felt Mythic Adventures paired well with ides of the First World and decided that all creatures from this mythical place have mythical power. The nice part is that adding mythic ranks equal to 1/2 of the existing CR already increased the difficulty by approximately 4CR without further modification.

If it helps, I've got these in google docs for folks to review. It is still a work in progress. My party has just begun tackling blooms and I am just now starting to stat Thousand Breaths encounters.

Mythic First World Blooms

Thousand Breaths Enounters

Note: I am not giving any of my characters mythic power for themselves as they are already amazingly powerful.


Just wanted to say that after 3+ years of gaming, yesterday evening my players met the jabberwock at the end of the blooms sequence.

I must say that as the fellow above me, my players are way over the top in terms of power, so I had to compact the blooms in about a single day to draw their attention and make the encounters serious trouble.

Still the jabberwock came in at the moment when the cleric said he could not stand more than another fight (another CR 16 fight tough he did not knew at the time,that they had waged war aginst CR 16 worms).

Long story short, Ranger wielding vorpal weapon, hasted, prey ability up , meant that 'lil Jabby lasted only 2 rounds before getting his head chopped off by a natural 20.

Shame on me for not foreseeing this anticlimatic (but very funny) result and for buying the miniature (still very nice piece tough).
As a friend of mine once said: "worry not DM, perhaps it has a cousin, or a brother..."

On a side note, has any of you awarded sharpness point based on the encounter CR instead of monster CR? e.g. is the water elementals encounter worth a sharpness point?


Yeah the Jabberwock lasted about the same time in my game. Just long enough for the party to start getting into position for a long drawn out battle.... Vorpal, crit, natural 1. Welp.

Sovereign Court

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Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber
Norin d'orien wrote:
Long story short, Ranger wielding vorpal weapon, hasted, prey ability up , meant that 'lil Jabby lasted only 2 rounds before getting his head chopped off by a natural 20.

Actually... that's exactly how it's supposed to go.

Snicker-snack, snicker-snack...
With its head, did he go galumphing back?

Dark Archive

James Jacobs wrote:
Tem wrote:

I was just flipping through this issue in an effort to get a feel for how the kingdom building and mass combat portions of the game play out. I came across this particular nugget:

Page 11 wrote:


Once a bloom manifests, it changes the nature of
reality in some unique manner within the reach of that
hex. Worse, that hex is immediately removed from the PCs’
kingdom. This not only reduces the kingdom’s size by 1,
but also increases Unrest by 1 (or by 4 if the hex contained
a city). Any improvements in that hex are lost, including all
city-based improvements and modifiers and all special hex
features such as resources.
Page 15 wrote:

Day 12: Nights of Dread

Location: This bloom can appear in any hex that
contains a settlement of any size—it’s best if this bloom
manifests in the PCs’ capital city.
So, if I understand correctly, with no way to prevent it ahead of time, the PCs will automatically lose their capital city. This will not only dramatically affect their kingdom modifiers but is also incurs 4 points of unrest. Have people played through this portion of the AP yet? I must admit we're still quite a ways off, but it sure looks tough to recover from such an event.
The Nights of Dread bloom doesn't physically change anything; it takes place entirely in the dreaming minds of sentient creatures. It shouldn't cause the hex to be lost as a result, since there's no immediate physical change that occurs. It's a weird one.

In our play through, The random tables were rather cruel spawning earthquakes, acid storms etc in the capitol city which resulted in the destruction of several of the cities buildings including their palace. The PC's reactions were priceless and created a huge sense of urgency to make the blooms stop at all costs.

Dark Archive

1 person marked this as a favorite.
Aaron Hale wrote:
Starfury wrote:
I know Mythic Adventures has only just starting being released. But has anyone considered adding mythic tiers to Nyrissa? Can't think of anyone more suited for a mythic upgrade than her...

I've done just that! My players are completionist, pair that with time to complete whatever you want and we ended up with a party that hasn't fit the power curve of the AP since book 3. Rather than hemming in their efforts, I've embraced them and let it just continue. Prior to book 6 I was manually editing encounters to raise their CR by 4.

Near the end of book 5, the party has overcome a few encounters at CR20 and have an APL of 16 going into book 6. I needed something else. I felt Mythic Adventures paired well with ides of the First World and decided that all creatures from this mythical place have mythical power. The nice part is that adding mythic ranks equal to 1/2 of the existing CR already increased the difficulty by approximately 4CR without further modification.

If it helps, I've got these in google docs for folks to review. It is still a work in progress. My party has just begun tackling blooms and I am just now starting to stat Thousand Breaths encounters.

Mythic First World Blooms

Thousand Breaths Enounters

Note: I am not giving any of my characters mythic power for themselves as they are already amazingly powerful.

We're down to the last 10 or so encounters in the House at the Edge of Time. The Mythic Conversions of the stats are actually working wonderfully. My characters are in the level 17-19 range and 3 players have leadership bring the party up to a whopping 8 in size. My Nyrissa worked out to CR 25 MR 10 and I'm hopeful it will present a grand challenge. Thus far each encounter has been tough, but achievable. After not finding much challenge in volumes 4 and 5 a Mythic chapter 6 has caused my players to rethink and retool long standing strategies.

House at the Edge of Time

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