The Dead Roads[

Game Master Seldlon the Swift

Pathfinder Adventure Path - The Dead Roads - Tyrant's Grasp

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Pathfinder Adventure Path - The Dead Roads - Tyrant's Grasp

Theme: Survival Horror

The overall theme of Tyrant’s Grasp is survival horror. The player characters will often find themselves in desperate circumstances with limited resources, particularly during the first few adventures. Terrible tragedies are destined to occur as the events of Tyrant’s Grasp unfold; often, your objective isn’t to prevent these disasters, but to survive them and to display heroism and resourcefulness in their wake. Circumstances will compel the player characters to leave Roslar’s Coffer much sooner than you might expect, so characters prepared to travel across Lastwall and beyond are the best fit for this Adventure Path. This path is about survival and horror. This is about your abiity to survive the module as written. Your GM will do his best to present the horror when appropriate and will not pull any punches to ensure your survival.

Character creation:

The Players guide for Tyrant's Grasp is available in the store at no cost. Familiarize yourself with it and use it as your guide.
20 point buy system
beginning wealth by class
2 traits, 1 is campaign

Map of the region around Roslar's Coffer (Lastwall)

What now:
Let's build your PCs and the party here. When everyone is ready, we will move to Gameplay.
There is no rush at this time. Take your time and build the best party of characters that you can. Hopefully you will be playing them for quite some time.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

Hello everyone. Always excited to start a new campaign.

Niu will most likely be brunoreturns (aka Dol Stormmaul) character for this game. He'll obviously be knocked back to 1st level by some event and his traits will need to change, but he should be good going forward.

He's lived so long with a ring of sustenance that the new experience of hunger will probably drive him a little crazy(-er) at the beginning.

That said... if someone else really has their heart set on an arcane character, I have several other concepts I can play. A witch is going to have a tough time of things in Lastwall...


I like your choice, Niu. Be sure to save all your stats in the rare case that you ever return to Falcon's Hollow. It is totally fleshed out and ready for another module.
It will be interesting to see Niu develop from level 1. And, not overpowered like I had you in the last campaign. Expect a different GM approach. Previously rule 1 was have fun and I did my best on occasion to truly test the overpowered characters. Recall when Ranok was ready to flee? That was my attempt on occasion. Bring you to near tpk and you somehow prevail. Not this time. I will present the module as written and you are on your own. Rule 1 is survive.


Thanks for the invitation! And, nice to meet you Igar the Terrible. I'm open to different options, but would like to be in the front line and see if I can survive it. I wouldn't mind working through a brawler, though I can change that as needed.


I also would be happy with a Scarred Monk - returned from the Monastery in the Veil in the Hungry Mountains with memory of his trials gone blank, and strange powers gained through self-mortification. I'm just not sure I can make him beefy enough to tank it up in that scenario.


Welcome aboard, Mr. Nayr. Thank you for joining us. I look forward to this.

I see that I did not address one issue and that is average versus a roll. For starting wealth, you may take average or you may roll here. You will have that same option on hit points as you level up.


Heya all. Thanks for having me!

I've been wracking my brain as to what I'm considering building for this.

Currently, I have a Human Gunslinger Firebrand that I've been considering using, with the idea that he's an Outsider to Lastwall, protecting people in his own way while spitting in the face of the local authorities.

That said, I've also been considering building a Paladin, if we need an official front liner/tank. Possibly an Empyreal Knight, or using one of the Oaths (Most likely Oath against the Whispering Way, but undecided). Either way, it's been a long time since I've played a

Let me know what you think.


Welcome Blaydsong! Thank you for joining us.

Seems like I read that gunslingers will have a hard time with the lack of merchants in this module. It was either in the players guide or buried in the errata of the module pdf.

I hope to stay out of character creation as much as possible as this is a critical part of the game for the players.


If you guys are okay with it, I would like to go with a Mutagenic Mauler; but, are we waiting for one more? If we don't have divine magic covered, I could go that route instead.


I guess that mostly depends on how much personal crafting could be useful. This gunslinger in particular has the Craft (Alchemy) skill, so that he can (potentially) manufacture his own ammunition... but that would be a GM call.

I also had a funny build that more for fun than power; a Goblin Rageshaper. But with a possible Brawler on the team, that might be too much Damage, not enough AC, for the front line.

I'll play around a bit and see what I can come up with.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

Yes, the player's guide mentioned gunslingers would have a hard time (unless you did the crossbow archetype naturally).

@Nayr There is one more player who hasn't chimed in yet.

A mauler and a ranged expert could be a good 1-2 for damage dealing. Having a paladin is never a bad idea either.

Are one of you willing to put skill points in Disable?

I do worry about that lack of merchants caveat. Niu will have some minor healing abilities after lvl 2, but other than that we would be dependant on wands. (Niu also may be functionally useless in the first encounters as the players guide indicates we will get seperated from familiars).

@GM Thinking about backstory modifications to make Niu fit in to this campaign. Is your plan to have this be the exact same character or a "clone"?

If he is a clone, I am going to make him a Pathfinder after being sent to Absalom by his patron. If it is functionally the same character, I'll need to know how you are resolving that story arc first.


Niu, build him the way you see fit. Fresh start imo.


Male Aasimar (angelkin) paladin (hospitaler) 4 LG | HP 5/35| AC 22, touch 11, flat-footed 21| CMB 8, CMD 19 | Fort +9 Ref +5, Will +6 | Init +1 | Perception -1 (Darkvision), Sense Motive +3 | Alter Self 1/1 Lay on Hands 0/5 Smite Evil 0/1 Channel 3/6 | Immune: disease, fear; Resist: acid 7, cold 7, electricity 7, fire 5| Active Condition -

Hello,
Thanks you for the invite. I have heard great things about this AP.

I had a Chosen one Paladin I made for a Reign of winter campaign that I think would be a great fit, but the players guide mentions No access to to Familiars for the first adventure, so I'll likely not go Chosen one. Although they also mention Witch as a viable class so I am not sure.

I also have never played a fighter, I could be down with that

I started replying before fully reading, it looks like the group could use a Skill monkey. I'd be down with that, I can do some digging.


Welcome Raz; glad to see you here!


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

It definitely sounds like we're going to need some crafting ability, so I'll look at building at least Craft Wand into my build. I am still nervous about healing at low levels though.

I suppose that is always a concern even when you have a pure divine in the party.


Hey Donovan.

If you want to go with a Paladin/Fighter, please be my guest. I'm not set on anything just yet.

A Skill Monkey would be could, but can mostly be spread out among all characters. We'll definitely need some healing.


Welcome, Donovan. Great to have you onboard.


I definitely wouldn't be opposed to an an Investigator (another class I've never played) or a Sacred fist Warpriest. The latter would give us some early heals, but I wouldn't be able to channel for a few levels. I'd rather not go straight cleric...I've done that quite a bit - though it would be immensely useful in this specific AP, I'd bet.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

I'm playing an Investigator in a Ruins of Azlant game. Great class. The only problem is that there are too many options on how to build out the character, making level ups hard.

Then again, the class is quite possible to do it all. That character is Knowledge/Skills/Secondary Damage Dealer/Buffer and does each of those things better than any character I've played before. HPs are low for a front liner but you can buff your AC really high.

The only gotcha is that an Investigator can't use wands like an Alchemist can and not being able to Detect Magic is an annoyance.


I'm still kinda waiting to see what Donovan is deciding to build. If he decides to do a Paladin, then between that, Niu, and (maybe) the Investigator, we might be able to get away without a dedicated healer.

If that's the case, I'm still interested in the gunslinger, as long as the GM is okay with my crafting my own ammunition now and then. Only thing I'd need a proper 'shop' for is occasionally filling my reagents supply (though there may be times I could scavenge them from our surroundings).

If not, I'll keep looking into my other options.


I'm in! My only concern with the investigator is actually being smart enough to RP my character. I'm assuming the rolls and spoiler text will help make me not look dumb;)


Male Aasimar (angelkin) paladin (hospitaler) 4 LG | HP 5/35| AC 22, touch 11, flat-footed 21| CMB 8, CMD 19 | Fort +9 Ref +5, Will +6 | Init +1 | Perception -1 (Darkvision), Sense Motive +3 | Alter Self 1/1 Lay on Hands 0/5 Smite Evil 0/1 Channel 3/6 | Immune: disease, fear; Resist: acid 7, cold 7, electricity 7, fire 5| Active Condition -

I am still a little in the air, Martial front liner for sure. (Paladin/Fighter/Brawler).

The

The Chosen One:
18 year old Son of the local charcoal burner with the The Lawbringer trait. Dreams of Grandmother Crow.

is the version of Paladin that makes sense to me is the Chosen One, Growing into his faith not starting there. Losing access to the thing that is teaching me seems hard to work around, @GM would you allow for me to take the Figment Archetype for the Familiar? I't loses it's ability to cast guidance but once I wake up she would be back.

Brawler:
Molthune ex-pat, left the army and his sword behind, Moved to Roslar’s to open a tavern/Start a Farm Likely The Pessimist trait.

I'd love to play a Shield Champion, but I worry that it is a bit of a gimmick. and I think PbP is a great place to have martial flexibility

FIghter: Fighter is just good.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

@Nayr If you are doing an Investigator, we should divvy up Knowledge skills to limit overlap and allow us to use skills for RP type stuff.

We're both going to need Spellcraft. That will hopefully be our only real overlap.

I will need Arcana, while you will probably want UMD. I think that division is obvious.

I'll suggest that you take Survival, Nature, and Dungeoneering. Niu will do History, Planes, and Religion.

Geo, Local, Engineering, and Linguistics will likely get a few points by each of us over time. Nobility sounds useless for this AP.

Comments?

-----

BTW: Are you planning to be local or outsider? Any interest in being a Pathfinder like Niu come up to investigate the Sarenrite temple?


If my gunslinger takes the stage, his only Know. skill is Local, though he's not great at it. :)


Skills sound good to me!

I was going to be an official of some sort from Vigil, sent to check out Roslar's Tomb by his office, which is really an somewhat useless division of an antiquated office. Most likely sent away because he was starting to annoy the chief historian.

But, that could be adapted to a Pathfinder


@Donovan:
There is an exception in the module for familiars. "An animal that shares a soul with its master (and that itself has a number of class features),such as a witch’s familiar and a shaman’s spirit animal."

Regarding a figment familiar "a figment can never serve as a witch’s familiar, a shaman’s spirit animal, or any other spell-granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has." This appears to be in direct conflict with the chosen one's familiar who "At 2nd level, a chosen one’s familiar is able to borrow some of her divine energy to heal itself and others. The familiar can use the chosen one’s lay on hands ability, including all of her mercies, but each such use consumes two uses of the paladin’s lay on hands......"

You should be able to create a familiar at the end of this module which is estimated to be when you would level up to 5.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken
GM Nayr wrote:

Skills sound good to me!

I was going to be an official of some sort from Vigil, sent to check out Roslar's Tomb by his office, which is really an somewhat useless division of an antiquated office. Most likely sent away because he was starting to annoy the chief historian.

But, that could be adapted to a Pathfinder

No reason to change your concept. Perhaps I stopped by Vigil on the way north. Our superiors were likely trying to get rid of both of us :D


Male Aasimar (angelkin) paladin (hospitaler) 4 LG | HP 5/35| AC 22, touch 11, flat-footed 21| CMB 8, CMD 19 | Fort +9 Ref +5, Will +6 | Init +1 | Perception -1 (Darkvision), Sense Motive +3 | Alter Self 1/1 Lay on Hands 0/5 Smite Evil 0/1 Channel 3/6 | Immune: disease, fear; Resist: acid 7, cold 7, electricity 7, fire 5| Active Condition -

That is what I was thinking as well for the familiar,

I have a little head cannon that the two Donovans are father and son, I am going to think on their story for the evening and see if I can find a history for Donovan the Paladin that I can get behind. I think a Plai focused on off healing will be a better addition then a Sword and Board meathead.


So, it sounds like we're getting close to figuring out our team comp.

I still need to know about if crafting ammunition is enough to counter the lack of stores for my gunslinger.


Male Aasimar (angelkin) paladin (hospitaler) 4 LG | HP 5/35| AC 22, touch 11, flat-footed 21| CMB 8, CMD 19 | Fort +9 Ref +5, Will +6 | Init +1 | Perception -1 (Darkvision), Sense Motive +3 | Alter Self 1/1 Lay on Hands 0/5 Smite Evil 0/1 Channel 3/6 | Immune: disease, fear; Resist: acid 7, cold 7, electricity 7, fire 5| Active Condition -

I am still up in the air, The Hospitaler Paladin is going to be a better for the party, but the Brawler will be more interesting in a fight.

If I go Paladin can I wait till second level to spend my starting feat for Extra Lay on Hands?

Either way I think I will go with the Paladin.


I honestly love the idea of your having to craft your own ammo - makes it gritty and real. However, one of my many failings is to always go with story and style before mechanics and strategy.


@Blaydsong Yeah, I will need to look into the gunslinger repercussions. The module does list resources in the Dead Roads region. Do not recall gunpowder being one of them. So, for me to get in the ballbark, I will need to consider the date and the region and give you the parameters once you get off of the Dead Roads. You will be going 4 levels with a level 1 supply. Seems problematic. You could always pistol whip them. Hoping to have those answers for you some time this evening. irl has me atm.

@Donovan Saving feats has been discussed far more than I would have thought. tl'dr below. RAW allows it RAI denies it. Looks like the consensus is feats must be chosen at the time they are listed.

https://paizo.com/threads/rzs2p61s?Can-I-save-a-feat-until-I-have-the-prere qs

This is meant to be you versus the adventure as written with me presenting it and enforcing the rules. I intend to apply the rules as written or intended as best as I can. If I make a mistake, you are welcome to point that out.


That being said, I am new to gunslingers and will need to educate myself on it. I look forward to having a gunslinger for that reason. If anyone has any good links other than RAW, please drop them. Back this evening.


Actually, Gunslingers can craft their gunpowder, too.

It's all listed in the Gunsmithing feat, which they get for free.

As for weapons other than the gun, he also has a Starknife, Bladed Scarf, and Boot Blade, all as backup weapons. (He's Varisian, btw. Gets proficiency via the Varisian Tattoo trait. His campaign trait is actually The Reclaimer.)

It very well might be that he'll run out of ammo before they get back, but I figure that if I pay my cost for ammo (10% for regular ammo; 50% for dragons breath rounds), I should be able to stockpile somewhat up front. After all, a guy who pretty much lives on the road will want to make sure that he's prepared. A guy like that learns to be self-sufficient.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

I just found the Protective Luck hex. I think this may be even better than Misfortune.

It only affects attack rolls, but you use it on an ally not on the enemy. No save, it impacts anuone who attacks that ally, and I'd rarely have to worry about allies getting more than 30ft away.

Not seeing a big downside. Am I missing anything?


It looks like Emerging Firearms would be appropriate if I allow them. I will do so as you desire to play one and there are no objections from the other players. I just do not see how you are going to make it in this module due to lack of merchants and raw materials. The authors of the Player's Guide specifically mentioned that would be a difficult role to play in this scenario. It is your PC and emerging firearms are allowed.

You can mix the ingredients with the feat. You cannot produce the raw materials out of thin air.


Starting funds: 3d6 ⇒ (5, 5, 1) = 11


That's fair. I'm not sure exactly how to account for 'how much' raw materials I'm able to find, as some of this stuff doesn't really give any kind of quantities.

I'm assuming that, once in a while, he might be able to find raw materials in nature (at least for stuff like gunpowder, or the dragon's breath cartridges), but I'm sure that it would be few and far between.

Just to be on the safe side, I'll look to see if there is anything else that appeals to me. I like the idea of playing the gunslinger, but if he winds up going without his ammunition for long periods of time, it may feel like he being held back.

I appreciate you working with me on it, either way, though.


Holy crap, the elven curved blade is expensive


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

Bolt Ace would still give you most of the good stuff about the gunslinger class without the need for high tech items...

Plus, you can get a masterwork heavy repeating crossbow in your starting equipment...


Male Elf Investigator / 4 HP: 23 /25 AC 15 (17)/T 13 / FF 12 (14); CMB + 4 CMD 17; Initiative +3; F 2 / R 7 / W 6, Perception +10; LL vision, inspiration 1/6

I'll be fleshing out the backstory over the weekend

Do you have a preference for the stat block, or should I just copy Niu's?


Male Aasimar (angelkin) paladin (hospitaler) 4 LG | HP 5/35| AC 22, touch 11, flat-footed 21| CMB 8, CMD 19 | Fort +9 Ref +5, Will +6 | Init +1 | Perception -1 (Darkvision), Sense Motive +3 | Alter Self 1/1 Lay on Hands 0/5 Smite Evil 0/1 Channel 3/6 | Immune: disease, fear; Resist: acid 7, cold 7, electricity 7, fire 5| Active Condition -

I think they over corrected on the Bolt Ace, they are crazy good.

Starting Wealth: 5d6 ⇒ (1, 6, 5, 4, 2) = 18


No preference. I do like cmb/cmd. Niu is a good template. Thanks.


Niu wrote:

Bolt Ace would still give you most of the good stuff about the gunslinger class without the need for high tech items...

Plus, you can get a masterwork heavy repeating crossbow in your starting equipment...

Maybe, but I love the flavor of the Firebrand.

Nothing like packing a pistol that belches out fire.... and (eventually) tossing around bombs to boot.


I know you want to sling. This is not the place.
Prelude incoming. When your characters are complete, I will do a quick prelude here as the module begins with initiative.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

Wealth: 3d6 ⇒ (3, 6, 5) = 14


That's fair. I may have found an alternative. Some may roll there eyes a bit about it. What can I say.... I like themes.

Ifrit Inquisitor (immolator)

Still working out some details. Probably a liaison officer from the church of Saranrae, or something similar.


Just curious. Which Campaign Traits are people looking at?

I see that Donovan is going Lawbringer.

I'm currently stuck between The Reclaimer and The Word.


Wealth: 4d6 ⇒ (6, 5, 3, 3) = 17x10


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

The Pessimist

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