Goblin with Beehive

Aurelio 90's page

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Necroposting after three years.

I know, this is something against the rules (I suppose?), but after four years of waiting


Why I'm so sure I'm right:
Some minutes ago a friend, who's going to switch to the 2nd edition, sent me the summary of Age of Ashes, the first AP for the 2nd edition... and when I read the plot of the last module, well, the conspiracy theorist in me triggered:

Broken Promise plot wrote:
The heroes have defeated the Scarlet Triad, but in doing so have learned a shocking truth—the Scarlet Triad has been financed all these years by the enigmatic ruler of the island nation of Hermea, the gold dragon Mengkare! After a devastating manifestation of a violent dragon god erupts from the portals the heroes have been using the entire campaign, they must travel to Hermea to confront Mengkare about the Scarlet Triad and find out what the gold dragon's plans actually are. Does he seek to save the world... or to end it in a devastating Age of Ashes?

Greetings people! I'm currently GMing The Dragon's Demand, and in the last session my players managed with the kobold tribe.

Long story short: the initial way to manage with the kobold tribe was a succesful diplomatic approach. The attempt worked with the kobolds outside of the quarry and my players convinced them to parley with their chief - but while some kobolds of the tribe agreed with this, Churgri and Roaghaz were furious shouting "YOU FOOLS!" and "TRAITORS!". This ended in a battle, but some kobolds fought with the players.

The session ended with Churgri and his skeletons killed and Roaghaz defeated, but when he fell to the ground my party wouldn't kill the kobold chief - they instead take a rope and restrained him. In the next session my players plan to lead Roaghaz to Belhaim and interrogate him, and honestly I have no idea how to manage with this situation since I didn't expected they could take Roaghaz alive. What now?

Pharasma: Miserere mei Deus (Allegri). A memento where Pharasmins (but not only them) remember they are mortals - and mortals are temporary beings circumscribed in the Material Plane. One day they'll die, and they be called to Pharasma for their last judgment.

This isn't a song of bitterness: the chant is an act of humility, the everlasting awareness of the mortal condition and so they asking compassion at a time when the body dies and the soul will travel into the Boneyard.

Good afternoon from Italy! Long short story: after three years of abstinence I finally founded a party and we played since September! The campaign is The Dragon's Demand, sure, but I prefer to start with Murder's Mark Module (settel on Belhaim of course) so that players could explore the town and meet sone NPCs (like the baroness's son and Hunclay).

These are the players, from left to right: a Keleshite rogue, a Chelixian one-eyed fighter, a Taldan wizard of noble birth (the most recent player, he joined us just to the start of TDD), a LG cleric of Sarenrae (accompanied by a half-elven adept) and a wannabe dragonslayer ranger. The party was able to successfully *Murder's Mark* and started to gaining popularity on Belhaim for this. And in the last session they just found the body of Hunclay under the tower's dungeon and they now head on the wizard's estate...

Now, the reason why I chose to use this short campaign it's not only because a dragon appear as the main villain of the Module - but even because I love Lovecraft, and the Mythos references on this campaign about the Dominion of Black, the alien minions of the dragon (about him, I replace the green dragon with a nightmare dragon) and the Monastery of Saint Kyerixus. Lovecraft and occult stuff are my weaknesses, I must say, but I'm planning to make a lot of change about the last location of this campaign. this because I partially change the background of the adventure.

The saint wrote:
Between the Slayers there's a particular man - his name has been lost from the story. He was an old and blind man armed only with a wooden mace and a habit, but he joined up with the Slayers and help them with his faith and magic against the domain and menace of dragons - especially of the "Black Tyrant" (the moniker of Aeterpax in some ballads and chronicles). Despite of his conditions, the old man fought with Lady Tula and other Slayers in the final battle against Aeterpax; and while Tula received the title of Baroness, the old man refused any award from the emperor and spent some years in the newborn town of Belhaim becoming a spiritual adviser for inhabitants. Then, one day he made a request to the baroness - he was willing to reclaim an ancient and abandoned monastery to the mountains of the east. He was able to cleanse the godfosarken place by the evil, but he chose to not come back on Belhaim and he spent his last years of his life in the monastery. Some people joined with him and a monastic order, now disappeared, was founded in his honour.
The real story of the saint wrote:
The "forgotten saint" was really a good and pious man, a blind pilgrim. He didn't worshipped a particular god, he roamed from land to land to preach the ideals of law and goodness. Then, one day while he was on his way to Nazilli, he tripped on a root. He lost his shillelagh for just a moment and he took it back - but he didn't realized he found instead the Saint Cuthbert's Mace. He met Tula Belhaim and his friends short later: Nazilli was destroyed by Aeterpax, and they were the only survivors of the doomed city. The old and blind man, imbued with his fervent love for justice (but even by the artifact), decided to help Tula and his friends to revenge Nazilli and fight against Aeterpax. The vile black dragon was killed, and Belhaim was fonuded: the old man, hailed as a living saint, stayed in the new barony. He refused any kind of rewards like noble titles or land plots, keeping up with his lifestyle and becoming a shepherd of souls of the inhabitants of Belhaim. This until, some years after, he suddendlyd decided to leaving the town and moving towards an abandoned monastery...
story of the monastery wrote:
The place known as “Monastery of the Forgotten Saint” already existed before the dominion of Aeterpax on Dragonfen. No one knows who or when the monastery was built, but since the foundation of Belhaim the place is the seed of some sinister stories and legends – for example the “faceless devils”, creatures of the night who kidnap lost travelers with their batlike wings. The inhabitants knows some monks lived there in the past, but some time before the fall of Sarvo Canterclure silence fell on the place. Some Devy soldiers, going to explore the monastery after the fall of Sarvo, came back with confused and scary stories about "crawling things", "spooky apparitions" and "creepy whisperers". The new rulers of Dragonfen, the Devy, decided to don't get much closer with that place. And today the Monastery of the Forgotten Saint is still abandonded and considered a dangerous place by the inhabitants of Belhaim.
The real story of the monastery wrote:

Founded some centuries before the Dragon Plague events, this place was a monastery founded by Nethys worshippers and scholars. The studies of magical theories isn’t just their only focus – they explored the truth beyond the known reality, studying about mysteries of other worlds, of other realities. But this occult knowledge couldn’t be gained without a price. They come into contact with the starless sky above the known solar system and its alien inhabitants. They found new secrets, acquired new knowledge. They were so obsessed by the results obtained in these researchs that they eventually turned their backs on Nethys for another patron – the Outer God Yog-Sothot. Following the revelations gained by the entities of the Dark Tapestry, the fools created the Dark Window so that they can found a way to directly contact the Lurker at the Threshold. But something went wrong, and the Dark Window opened the door that led these men to death. Or worse. And the Dark Window stayed open since then.

The saint, some years later the foundation of Belhaim, had a sudden revelation about the elder evil into the abandoned monastery. He choice totake on the duty to banish the cosmic horrors hidden within the monastery, and in the end he was able to close the Dark Window and cutting the Outer God's malevolent influence on Dragonfen. He then founded the monastic order, becoming the first abbot of the monastery, and training the members as watchers against the forces of cosmic evil if the Dark Tapestry's influence gone back to Dragonfen. Since the saint had not revealed his motivations and plans to Lady Tula the baroness never knew anything about this, just like the Canterclure when they came to govern the barony after Tula’s death. But unfortunately, generations after the death of the saint, his teachings and warnings were lost. The monastic order stopped to follow the rules and some people found some of the foolish knowledge about the eldritch abominations called "Great Old Ones" and "Outer Gods". History repeats itself: the order had fallen to corruption of the Dark Tapestry, exploiting their isolation to perform occult rituals and calling dark entities. In the end they found a way to reactivate the Dark Window - and they were all killed (or found a fate worse than death) as their predecessors, and once again the monastery became a dark place for unspeakable things.

This is the background about the monastery. I want make the last part of *The Dragon's Demand* oriented to occult and horror elements - a pure *Call of Cthulhu* moment before (or after) the fight with the dragon. I need to seelct the DC of various Knowledge checks (history, arcane, local), implementing new rooms or section of the monastery, adding themed haunts, references and hints about the story of the Forgotten Saint, Nethys and the Yog-Sothoth. For example, the Irorian mummy could be instead a Nethitian undead or a ghost of the last abbot; insert some nightgaunt (the "faceless devils" from the legends) as random encounters aroubd the monastery; and other things.

I already exposed my theories about Mengkare and Promise years ago...

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Set wrote:
Cheliax is specifically racist to halflings, elves and tieflings.

I can understand halflings and tieflings - but why elves are suffering discrimination in Cheliax?

By the way, don't forget racial conflicts and tension between human subraces - in some places Varisians are seen as crooks and burglars (check Murder's Mark Module about this kind of discrimination); Korvosian people (remember, they are Chelixian descent) look down at Varisian and Shoanti people; Taldans distruts Keleshites due to the Grand Campaign; the Bloodwater Betrayals event (massacres caused when Ustalavs refused to harbor Sarkorians fleeing from the Worldwound, insteast forcin them back across the border to be slaughtered). These are just some examples about hatred and resentment born to racial/political/religious motivations.

So, I finally have free time since I get out of university, and this would mean reading my printed collection of Pathfinder RPG. I've read Kingmaker AP in these days (I've played the 1st adventure as player, but never played as GM) and I really appreciate this "sandbox" campaign.

expect for....:
Expect for the main villain. I loved Castruccio Ivoretti since he's a real magnificent ba****d (and surely he deserved to be the BBEG of this AP), Nyrissa didn't move me. I appreciate her tragic story, but nothing more.

I want to try to change the main villain with another villain of my own creation, and the result was creating a cursed lord. Who said Ravenloft? That's right, praise Horror Adventures! Here his story:

Background wrote:

Long ago, in the Age of Destiny, the Stolen Lands had their king. Not an human but a powerful fairy king, an erlking; and with him was his sister, the hamadryad Creiddylad. They loved each other, like a brother could love his sister (and vice versa), and the erlking was a member of Seelie Court - the "good" fairies of the First World.

But one day, Armag appeared. A young and brave human warrior, Armag was leading his tribe (the Tiger Lords) in the current Stolen Lands. The fairies feared the belligerent Kellids, but when the erlking showed up to intimate to move out Armag wasn't afraid and assured the powerful fairy king that he and his tribe didn't want to get in trouble with the Seelie Court. The erlking tolerated their presence.

Then, Armag and Creiddylad met. Armag fell in love with Creiddylad, and the fairy queen return her love.

When the erlking found out, he was incredulous. How could her sister, her beloved sister, fall in love for a human? Surely Armag tricked her! But their love was true, and this made the erlking insanely jealous. He tried to separate them, sending gifts to Armag to persuaded him to give up on Creiddylad and leave his lands. He failed. He tried to talk with his sister, because it was impossible for a fey loving a human. He failed.

The erlking began to planning to kill the insolent human warrior. Creiddylad found out the brother's intent and, disgusted by his insane jealousy, she warned Armag. And this was the final straw: feeling betrayed, the erlking plunged his sword through Creiddylad's heart.

The Elders sensed the hamadryad's scream. The blood was still flesh when the mysterious entities intervened to punish the fratricide. The erlking was stripped of his name, and his fairy kingdom was wiped out by the Material Plane - creating the Stolen Lands. Lately, Armag became the undying champion of Gorum - to ease the pain of the death of her beloved fairy queen. And since then, the forgotten and cursed land was imprisoned by the madness and cruelty of this fallen Seelie. The erlking, now an Unseelie, is the Nameless King.

But in the Age of Lost Omens, the Nameless King has found a way to come back in the Material World. While he's unable to break his sentence, the evil fairy king wants to annex Pitax and the Stolen Lands and drag these mortal territories in his nightmare realm!

Now, the changes.

* The main villain: The Nameless King (with his sister) (CE cursed lord shadow lord erlking), CR 22.

* His realm: The Thousands Cries. This is exactly the Thousands Breaths from the original adventure, expect this place is not situated in the First World - this is the Nameless King's domain of evil, a cursed realm separated from the multiverse (Ravenloft style). While the Thousands Cries could have some similarities to the First World, this is a cursed and tragic world where a pale sun emulates an eternal twilight and those who don't succumb to evil are haunted and persecuted by evil feys and other sinister monstrosity. The Thousands Cries is a strongly chaos and evil-aligned realm, and every evil inhabitants of this realm has shadow template (or debased fey if the creature is a fey). Furthermore, I must have to select four magic traits for this domains of evil.

* His plans: Like Nyrissa, the Nameless King wants the Stolen Lands - but not because he wants the Elders' pardon. That region was technically his territory. He's unable to leave the domain of evil, but with the plannar thinning ability he can temporarily create a link with the Material World and sending his thralls and servants. If he's able to annex the mortal territories with his kingdom, he'll be happy to torture and torment his new "subjects". And then there's his sister: he wants Creiddylad's soul to bring her back from the dead.... for evil reasons, of course.

* His right-hand man: For his plans, the Nameless King was able to send one of his most strong and loyal agents in the Material Plane: the "Raven Knight", a vilderavn, and he has a key role to play in the campaing. The Raven Knight serves king Ivoretti disguised as a loyal general of Pitax, but actually he's preparing the annex of Pitax and Stolend Lands with the Thousands Cries. In the final moment of the 5th module the truth comes out: the Raven Knight shows his true nature and betray Ivoretti trying to kill him, so that he could replace him and donate the Pitax to his true lord.

* Briar: This was the erlking's blade, and with this weapon he killed Creiddylad. When the Elders punished and cursed the Nameless King, Briar remained on the Material Plane. But rather than reborn in the First World, the hamadryad's soul and conscience was binded in the blade. The location of the blade should be changed (if the Raven Knight should find the weapon, the Nameless King could get her back). Briar is a quite different from the original adventure: this artifact is CG rather than CN, and the vorpal special weapon ability is replace with the following abilities: fey bane (but only against evil fairies), defensive, lifesurge and merciful.

motteditor wrote:

The AP titles and authors are:

* The Dead Roads, by Ron Lundeen
* Eulogy for Rozlar's Coffer, by Jason Keely (I may have got the spelling wrong on Rozlar, obviously)
* Last Watch, by Larry Wilhelm
* Gardens of Gallowspire, by Crystal Frasier
* Born by the Sun's Grace (Son's Grace?), by Luis Loza
* Midwives to Death, by John Compton

And some more details:
** spoiler omitted **

Now, I don't want start a flame - but when I read about the last adventure of this 24° Pathfinder campaign, why did I had the unpleasant feeling that the group could be reduced in props, and the whole campaign ruined in that moment by "the GM's PC"?

A 7th Bestiary? Really? I still wait my pre-ordered Bestiary 6 from Germany (and I living in Italy!)


* New tipe of true dragon, "terror dragon" (evil dragons that embody the mortals' fears, i.e. death, madness, disease, abandonment and similar concepts)

* A new type of celestial (or an unique mythic-or-not monster), the "grigori": "primordial angels" with the body made up of words and sacred symbols, and they/he use words of power (from Ultimate Magic) instead normal spellcastings

* Orcus!

What about an AP that have a cursed lord as main villain? A Ravenloft-style campaign?

Hayato Ken wrote:

I would love to see Jade Regent get some hardcover makeup.

This time, Jade Regen unchained though, starting, taking place and ending in the continent it already ends.
Also updated and refined caravan rules and alternative characters.

And i had a hard time not mentioning this topic for at least a week and also not mentioning the name :P

Well, if you can understand Italian, your wish is granted :D

Two good hardcover APs can be Shattered Star and Hell's Rebel!

I love Villain Codex, it's a wonderful book. But I have a doubt about "pallid vector" template.
Doesn't specify that a creature with this template, when he dies and lately rise as undead, retain or lost this template (and the related abilities bonus and special attacks). For example: if a 8th-level NPC with this template die and rise as a vampire, can he keep the natural armor bonus, stench and disease attacks and ability bonus (Str +2 and Wis +2)?

LordRomeo wrote:

Hello everyone,

i wanted this year to publish my first book and i wanted to create a book that extends the Inner Sea Campaign setting.

I wanted to ask if this is allowed and if so, what sort of permissions should i seek and from whom,

This is NOT going to be a supplement for Pathfinder RPG Rules but rather a book like the Distant Shores etc.

Well... I suggest you to read "The Kobold Guide to Worldbuilding", chapter "Playing in someon else's backyard" by Janna Silverstein ;)

Orfamay Quest wrote:
Aurelio 90 wrote:
... what do they see?

You don't know. As the spell description says, "Only the spell's subject can see the phantasmal killer. You see only a vague shape."

I suspect that neither you nor your character would actually find it scary at all -- it might well be a large bowl of oatmeal, because only the subject has that immediate and visceral reaction dating back to when they were three years old and their elder brother almost drowned them in a bowl of oatmeal (while mummy and daddy just sat back and laughed). It might even be the sort of thing that the subject of the spell themselves doesn't fully understand, because they've managed to forget (read, "block") why they don't like oatmeal and prefer waffles.

It's like the boggart in Harry Potter -- what one person finds terrifying, another may simply find annoying, or even romantic. ("Why is Professor Remus Lupin afraid of the moon?")

I know - after all, this is my curiosity. I just wanted to know what could be the greatest fear of Baba Yaga or other villains :)

... what do they see?
I read most of the Campaign Setting and APs, and I was both player GM in some of these campaigns. 'cause I love RPG interpretation and "plot twists" I asked myself questions about Golarion's villains and antagonist.

Whether it is a murderer's guild leader, tragic and delusional demonic cultists, ancient king-wizard or elder and mythical beings like Baba Yaga and demon lords, each one has to also feed the least of fears.
I know that some of the main villain are immune to the fear and mind-affecting effects - this is not meant to be a thread in which one tries to circumvent these immunities to use this spell. No, I'd like to know what would be, for each of the most powerful and feared evil of this setting, the representation of their fear.

Phantasmal Killer description wrote:
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. (...)

Have you ever asked this question? What do you think??

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Hi, mister J!

So ... with the new OGL manual, Horror Adventures, you have made rules which emulate Ravenloft's setting (dread fog, domains of evil and dread/cursed lords).
These elements will be used to build new Campaign Setting/Modules? I'd like a super-adventure like The Dragon's Demand with horror elements :D

My ideas:

* A "political" campaign in Taldor (Game of Thrones style)

* Alternate Golarion: a travel in an alternate dimension

* An AP with asuras as main villains


I would have a lot of proposals about the next Bestiary:

* Dragon, Terror: A new category of true dragons, Terror Dragons are evil dragons that embody wicked themes for mortals like bloodlust, madness and disease

* Seraphim: the "First Angels", mythic celestial that serve as heralds of the heavenly powers (empyreal lords and good deities) and protectors of the multiverse. Unlike ordinary celestial outsiders, seraphims haven't a humanoid form - instead, their bodies are composed of symbols and geometric shapes

* Archdevils (make diabolical demigods OGL!)

* Monsters (and maybe demigods?) from the Dominion of the Black

* New templates with Lovecraftian themes

* New variants (and wicked) of Core races

* Avatar of the God. The idea came from the last adventures of Serpent's Skull: create a deity's physical manifestation like an eidolon. An unique CR 20 monster with powers and abilities that change depending on the domains and the influences exerted by the god

Hi Mr. Jacobs!
Recently I'm seeing the Ongoing Subscription... I would be bedridden, but there is one thing that puzzles me: I live in Italy, so what would amount the total shipping costs? Moreover, what would take the delivery time?

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Hello dear friends! I can finally find a free moment from my studies, and brush up my shabby English xD

This time I don't intend to bring up ponies, ambiguous dragons and communist societies. Especially ponies (seriously, I have to stop watching that show...)
Nope, tonight I want to discuss two types of outsiders presented in Bestiary 3: asuras and rakshasas.
Asuras are really beautiful, both for the lore's concept that for individual monsters presented; and the concept of rakshasas presented in the same Bestiary has intrigued me a lot. There would be many opportunities for both these beings in campaigns and adventures.
But it seems strange that these two races don't cooperate with each other.

Let me explain my thoughts:

* Asura= LE, outsider (extraplanar), “divine” accidents/misdeeds. Their goal is to provoke a clear break between mortals and deities with manipulations and deceptions, bringing the first towards corruption and blasphemy and, finally, destroying the whole divine creation

* Rakshasa= LE, outsider (native), “earthbound evil”, reincarnated evil sinful humanoids in fiendish and powerful creatures. As reported by the manual:

from Bestiary 3 wrote:
While rakshasas are forced to admit that the gods have powers greater than their own, most rakshasas scoff at the concept of divinity as a whole. The gods are among the most powerful beings in existence, to be sure, but too many examples of powerful, ambitious, or merely lucky mortals attaining divinity exist for rakshasas to pay religious homage to such creatures. Rakshasas see their own transitions from mortals to otherworldly beings as marks of their own fathomless potential and their initial steps on the path to godhood. Thus, as a race, rakshasas deny the worship of deities, although they welcome alliances with the servants of such peerlessly potent beings when it serves their purposes.

Both are LE, are the results of sin and the sins committed by others, denigrate deities performing acts of blasphemy against religious institutions and the faithful, they thrive by corrupting society ... but then why there is no reference that these creatures are allied? As you may regulate their relationship? They may cooperate for their own purposes, or perhaps the asuras are "arrogant" towards Rakshasa?

What do you think?

Good evening guys, after a while time I come to attend this community! Unfortunately the university kept me busy until a few days ago, and I am preparing for the history of medieval art's exam.
My ROTR's campaign is still active, and my party (3 PC, although a fourth player who was absent will come back) has just completed the Part Four of the 2nd adventure .. but there are some changes that I will have to take into view of future sessions, and I take this opportunity to discuss with you while I'm using my free time after a heavy week of skim.

Besides the fact that I do not like to remain 100% faithful to a campaign written (although i really love RotR), one of the players playing with a second party the same campaign and he is forward (Part Two of the 3rd adventure); then it has to adopt amendments to the main plot and events, and it would not be the first time. However a friend of mine showed me his Italian paper copy of Beyond the Door and Doomsday... and - man, it's PERFECT! Actually I had already altered a bit' the plot to add Krune as a threat to Varisia ... but at this point, why not add Alaznist and a qlippoth lord? :D

The campaign will have its original 4th adventure, but I want to present to my group an "alternative street" to make him fully understand the threat that involves the return of the Runelords. The following is my version of Beyond the Doomsday Door, obviously changing the original details of the adventure and adapting it to my ROTR campaign:

The mad elf Ardathanatus, in his travels in the wild Varisia, reaching down to Hollow Mountain. Delves into the depths of the dungeon, he accidentally free from a magical sleep an ancient creature lived in Thassilon. This creature was a loyal servant of Alaznist, and when Thassilon was hit by the disaster he followed the orders of her mistress and went into hibernation until the Runelord would not again released him. But being an elf in front of the creature immediately sensed that something went wrong; managing to establish a friendly communication with Ardathanatus, the creature has found that these Thassilon is now a legend sunk in the sands of time, and that there is no trace of Alaznist.

Ardathanatus lets slip something about his previous life, and the creature is able to guess that the Abbey Wingsong is located where, in the Thassilonian Era, was erected a temple of Groteus. Not only that, in the depths of the that place lie the infamous Doomsday Door Doomsday Door, connected with Sekatar - Seraktis, the realm of the wicked Yamasoth. So, the creature decides to manipulate the elf's madness urging him to avenge the wrongs suffered by the priests of the Abbey and promises his help; within a few months the elf and the creature not only consolidate their alliance, but they manage to muster a court of monsters to drive a deadly assault on the Abbey of Windsong. Also the elf becomes a servant of Yamasoth and, seduced by the advice of his "only friend I've ever had," he intends to carry out a ritual to summon the Plague Polymorph to complete his revenge on enemies who dared hinder, his ambitions.

However the Ardathanatus's "friend" has its reasons to do so. He is perhaps the only servant of Alaznist currently outstanding; it is not certain, but not intended to repudiate his loyalty to his queen. Through Ardathanatus, he found from these what became the world nowadays, learning much of the historical events of importance and nations that arise on the border with Varisia. Having Yamasoth been an ally of the Runelord, the creature is convinced that the qlippoth is aware of what happened at the end of Thassilon and where she is his queen. When Ardathanatus will complete the ritual and Yamasoth will be called, the creature will seek to obtain from the Polymorph Plague his answers; once obtained he will kill the elf (or deliver it to his patron) and, with its small army of monsters, go to the place where it is located Alaznist and deliver her.

A month before directing the attack on the Abbey, the creature (concealing his identity) went to investigate in the Lost Coast to recruit other servants. Then he ran in the Thistletop goblins and tried to establish some contact with them. However, on that day, the Heroes of Sandpoint had attacked the goblin outpost and killed the goblin chieftain, then head in the Thistletop's underground - and so, while the players were facing Nualia, the creature has chosen the wrong time to talk to the goblins as these, in despair over the death of their king, went mad and attacked the creature in sight.

The creature, obviously offended to see those silly goblins disrespect him, decided to exterminate them without hesitation - unaware that by doing so he saved the PCs. Indeed, at the time the party had managed to defeat Nualia but he was afraid to return to the surface some of the goblin tribes were keeping them a deadly trap, so i sadly decided to resort to a Deus ex Machina - when the group stepped out from their hiding place , they discovered that something had burned Thistletop and goblins of the tribe had been burned alive. But with these new changes, I may be able to connect the event.

Later, Mokmurian and Ursathella (yep, a third lamia matriach from Wrath of the Righteous!) are gathering their army of giants. The lamia is in touch with his sister in Magnimar, which had reported the suspicious movements in the area - then no new communication (I assume that the party is able to defeat Xanesha). Then, when the PCs leave for Turtleback Ferry , the elf and his "friend " will attack the Abbey: Ursathella deems then someone is hindering Karzoug's plan back to Golarion. When the PCs face Barl Break-Bones, they find a letter in which Mokmurian sent a group of giants to attack the Abbey and kill the invaders.. but, before that, the Mokmurian's giants will attack Sandpoint!

As mentioned before, I intend to play at my party "Fortress of the Stone Giants" - but if they intend to investigate the Abbey I not deny him! In fact I think that in this campaign two Runelord are more than sufficient, but I like to use the threat of the Alaznist's return could exercise. Although the real threat would the Yamasoth's call - the mad elf and the Alaznist's servant overestimate their power, or Yamasoth could actually help the creature in exchange for some service. Go as he goes, bring in the Material Plane a qlippoth lord would, I say, a BAD idea.

Now, my goal is to see who can be the creature that Ardathanatus released. The Highlady Athroxis? A Thassilonian wizard? Or a monster, an aberration or a evil outsider? I don't know :P

Uhm, did you see the "Accursed Creature" template from Book of Monster Templates (Rite Publishing)? Maybe it can do for you :)

Hi guys, last week we finished BO and in a few days we will start SM.

The party has discovered the Hero Points system and they said me if this new rule could be introduced in the campaign. Actually , this rule had already taken into account and I had talked about before starting RotR , but they said they could do without it , and only in these days they have rethought. It would not make sense to introduce it after 7 months of gameplay

However I don't want to disappoint them, so I decided to use the "Cards of Fate" from the Player's Guide of Carrion Crown. The idea of ​​using the random bonus according to the cards is much more congenial than having a reserve of points and spend them to get the effect you want. I spoke to the players and they showed curiosity.

Furthermore, taking a cue from the Player's Guide , I'd like to introduce special cards based on the objectives achieved in this campaign , but here I do not know how to get on (just as for CC). In the 1st adventure the PCs

have drained the runewell under Sandpoint. I imagine that for the other cards:

*SM: destroy the Vorel's malevolent influence in Foxglove Manor
*HMM: give peace to Myriana
*FSG: save Sandpoint to the giant's attack
*SS: build the first runeforge weapon
*SXS: save the Vekker's brothers from the wendingo

I have no idea what cards used for the continuation of the adventure , and what benefits they could get the party for their use. Hints?

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Ifrits are native outsiders. From the SRD:

native subtype wrote:
This subtype is applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. creatures with this subtype are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep.

So, a native outsider have a soul... and can be a lich ;)

What did you think about the Automatic Bonus Progression? Seems good for a no-magic campaign

Well... after a mid-month, I am here again to update the situation.

So, what's happened? After discussing several times with Bob (and the other players), it seemed that the situation was restored. The party has been exploring the dungeon, facing various encounters until the BEG and his servants. This was a hard fight (a CR 8 encounter againts an APL 5 party!) but after various imprecations, rains of dice, a druid's animal companion died and terrible critical hits they have managed to win. This is mainly due to Shoanti for addressing the situation very well, not complaining as he did earlier and facing three enemies alone.

Then, this morning, we found that Bob cheated.

He was of the view that Strength's bonus to wield a two-handed weapon would apply not only to damages but also to attack rolls. His "rule" has applied since the beginning of RotR. That is, we talk about six months of gaming. And we found out only this morning 'cause Bob told us about her "doubts" to the two-handed weapons.

He isn't a naive. He owns the Core Rulebook, he knows the PRD site, and he attended an Italian forum dedicated to the RPGs (included Pathfinder). Also, to liaise with the party we use WhatsApp, and I have declared my full readiness to resolve regulations doubts like AoO, concentration's check, SLA and Golarion's lore. Both during the sessions and during the chats.

When I saw the "bonus" on his sheet, Bob replied "Don't worry, I apply this bonus when I use bull's strength". But this morning (after the BEG's fight) he admitted had "misinterpreted the rules", and that applied illegitimate bonus on its PC. We're not talking about a wizard who uses magic missile, but a warpriest of Gorum. A divine gish whose strategy is buff herself with divine favor and bull's strengh before of the battle. The campaign has been going on for six damned months, and in all that time he was convinced that his "rule" was correct and he never mentioned.

I got angry when he replied "it was an honest mistake" - after all the problems that have sprung up in recent sessions, after all his whining about things like "I do not enjoy" or "the other players laugh at me," after which we were part including for his weight problems and AFTER I talked to him about various issues and he had said he would put back... the fact that he did this "revelation" only after finishing the 1st adventure, well, I can't say that it was an "honest mistake".

So, albeit reluctantly, I was forced to tell him that he was no longer welcome with me as the party's GM.

Really, I did not enjoy this situation. Many people (including users of this community) advised me to throw him out unceremoniously. Instead, I wanted to give him a second chance, thinking that the best way to solve problems was to communicate and talk quietly. Also because this is my first time as GM, and other players say that they are having fun like crazy in my campaign. I thought then that things were going well.

Well, once again I was wrong.

Add Ajekrith (Classical Horror Revisited) as Xanesha's ally!

Uhm, if you're interested the free e-zine Pathways #11 have "Poison dragon" template; the oni steals dragon's eggs and, then corrupt them to create poisonous and wingless dragons

I don't understand, the player was a monk and, then, a cleric? Or are they two players?

I don't remember that part of the AP (my party still play the 1st adventure), but if they want new PCs maybe you can give them Azlants

Alamos CG male elven magus (hexcrafter and spelldancer)
Tarkus CN male shoanti human warpriest of Gorum*
Taicho LN male tengu druid*
Alskand LN male Ulfen slayer
Phaerim CG male elven witch
New player LG male human paladin of Iomedae**

* Unfortunately he will leave the party after the last session of Burnt Offerings

** He will join the party at the beginning of the 2nd adventure

See the D&D comic In the shadow of dragons ;)

I love Victorian Age, and I saw that there are already RPGs with that historical period.

Responding to your question... it would be difficult. This is a high-fantasy setting and Avistan has a lot of factors that, in fact, hinder technological development. Here's what to do:

* Resolve Worlwound's problem (see Wrath of the Righteous AP)
* Destroying Tar-Baphon
* The Taldor should recover from its decay
* Firearms are produced in Alkenstar (Mana Wastes). In addition to the difficulty of finding guns and rifles from Garund to Avistan, must also consider production/shipment costs of firearms, bullets and black powder.
* Alchemists could form a kind of Academy where they discuss chemistry, medicine and anatomy
* Do not provoke Baba Yaga and Cheliax!

Obviously there may be some negative factors, such as a gradual abandonment of the interest in magic or the development of social inequality.

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Uhm, look Classic Horror Revisited, in Chapter 3 is mentioned "The Blind Angels". The characteristics of these particular gargoyle are related to this villains of Doctor Who... and SCP 173 ;)

LarazX wrote:
And it's quite likely that your friend has no idea what a Communist society actually is other than what he's heard from American news bytes. He's likely to believe that Russia and China are Communist because they keep calling themselves that, when in actually they're examples of the more malignant forms of crony capitalism, China in particular.

In fact, I forgot to specify that for "communism" was referring precisely to the negative conception. Sorry!

I spoke with a my friend about this island, and he told me “Well, I don't undestand RPGs, but from what you've described the situazion... seem a kind of Communist society rather than a meritocracy".

This might be partially true – Promise have barter as economic system, any form of religion is prohibited and, despite all nice words of Promise's ambassadors, in this society there is no democracy. Sure, we have a Council which manages the city government... but it is the dragon that, in fact, take any decision for "the good of society" and so it is free to accept or reject the will of the people and the Council's advice. We must then determine whether the members of this Council are individuals chosen for their skills (martial, magical or diplomatic) or if, instead, for their devotion to Mengkare.

here is another factor we have to clarify: what is meant by "disappointing" citizien? Remember, these individuals are put to death... perhaps they are people with skills and merits overvalued? Or, more likely, those who have challenged the decisions of Mengkare? Since it is the dragon that pronounces the last word, and it is to him to say "this is right, that is wrong"... I believe that people can not express their dissent without the danger of being labeled as "disappointing" or "threats". And if Promessa is under a dictatorship, there may be a secret police.

And now, a likely situation in Promise!

Jim was shaking. When the man had come to tell him that Mengkare itself wanted to talk to him was elated. But now, in front of the gargantuan dragon, he could not feel within themselves a sense of threat.
This was his first time he watched so closely Mengkare. Its golden scales reflect sunlight like a mirror; the wings, large as Gathering Square, were nicely folded behind his back; and its tail, immensely larger than the bear that hunters had killed a few days ago (and they had brought her carcass in town to flay), looked like a huge snake that was staring at the boy and that, suddenly, he jumped forward to devour it in one bite. But they were the eyes of the dragon, similar to emeralds as big as a wagon, which were now peering silently the young painter.
“Thank you” said the dragon - and this surprises Jim, because it was the first time I heard him speak, and no one would ever expect that his voice gentle as a caress. "Now you can go back to your duties." The man, with a nod, he took leave from Mengkare and walked away leaving Jim alone - in the presence of the Promise's founder.
The dragon tilted its head slightly to the left, continuing to scrutinize Jim until its jaws opened .. revealing what might seem like a smile? "I've heard of you, my boy”
Jim gasped. “S-s-sir, if somehow I have o-offended you...”
Mengkare opened his mouth even more - and his throat a thunderous laughter echoed throughout the hill. “Offend me?! No way! A member of the Council showed me a your picture ... I was impressed by your abilities, and brought her here to show it”.
Slowly, he raised a claw and pointed to the right. Jim looked away from Mengkare and saw, not far from him, stands on a column was one of his portraits.
A few days ago a middle-aged woman, came into his shop, was captured as the profile of the shores of the sea and, to the background, a ship carrying the insignia of Hermea. After a brief discussion, the painting had been exchanged for three pounds of grain. But he never imagined that kind granny belonged to the Council!
“You've got a gift, my dear boy” said Mengkare with his melodic voice. “They are few who manage to collect the beauty of nature, and even a few who manage to immortalize on a canvas. I imagine that your parents are proud of you...”
Concealing a gesture of pride, Jim watched the dragon in her large eyes. “My lord, my parents are -uh- happy of my artistic skill. But this is due to a great master who taught me how to use the brush...”
“I know. Maester Godric, was he? We all mourn his loss. Human life is short as the flame of a candle ... but it can illuminate the path laid out by fate. And your art, Jim, has led you to me”
“My lord?”
“You're a grown man. And I guess you're looking wife. Well, I think the daughter of Big Walter, the jeweler, would be your ideal companion. She is able to make beautiful decorations with sapphires and amethysts. Your love for art, so combined, will spread to the next generation this passion"
Jim's mouth hung open. Charlotte? The daughter of Big William? He had seen her for two or three times, and always from a distance. Yet he remembered his silky hair, its sinuous legs and upright posture and safe while walking in a crowd. His mind led him to a secret fantasy... and now that dream was possible. He simply had to reach out.
Mengkare seemed to have noticed the uncertainty 'cause he said "Something wrong?”
“I am flattered by your words, I did not expect this treatment ... it's just that ... "
“Just what?”
“To tell the truth, I'm already.... engaged....”
Jim felt a few changes in Mengkare's gaze. “I see. And who is the lucky girl?"
“She is Ann. A.. a teacher. She explains the geographical maps to the children”.
The dragon took a deep breath, investing Jim like a strong wind "Jim, you're a good citizen?"
“What?.... yes I am”
“Jim, perhaps today my words may seem cruel, but I can assure you that you would not be happy with Ann. No one in Promise would be happy about your decision.”
“I... i can not understand...”
“The Glorious Endeavor requires full cooperation by any citizen. I do not doubt your feelings for Ann, but do not let your selfishness compromise the happiness of our society. What I am proposing goes far beyond physical attraction: you and your wife will pass on the technique and dedication that every true artist nourishes deep in his heart. And so will your children. The art, in whatever way is expressed, is able to scratch even the most insensitive souls. YOUR art won me - why not bring this passion to OUR town? Ann will understand. You and Charlotte will be happy, and so will understand the grand scheme of things... You don't want to disappoint me, right?”
"No way! I... I'm going to talk to Ann”
“Good guy. And when you're done, go to Charlotte”

I think Aroden isn't dead - if you don't find the corpse you can't talk about deaths. Instead, it could have be in another universe.

Any deity should bring to bear its presence/influence in the multiverse of this setting. You might assume that Aroden can be finished in an alternate dimension, so far from Golarion who has lost all contact with the other gods (included Pharasma) and the planet. If this theory is correct, then we must determine what size we are talking about alternative (perhaps Earth?), And why he left his universe... perhaps he was kidnapped? Or was attracted by something?

Maybe I badly explained myself. I did not mean that Mengkare kill (or want to kill) anyone who decides to leave the island, but if he is a real LG he can't decide to execute "disappointing" citizien.

From the Book of Vile Darkness wrote:
Execution of prisoners, far from light and hope of rescue, is something all creatures fear when venturing into realms where vengeance or brute malice holds sway. Despicable overlords and despotic states alike enjoy particularly cruel forms of execution, deriding even the idea of lesser penalties. And even an otherwise enlightened society may find that vengeance is more important to it than reformation of the convicted. And so the executioner’s profession never lacks for work.

In a good kingdom with the death penalty, it should be applied to murderers, traitors and deserters. But what could be the dragon's reasons to terminate his citiziens? TISWG is deliberately ambiguous on this argument, but one thing is clear: if in a place that is called "paradise on earth" there is the death penalty, there is something wrong. I mean: if Mengarke really wants lead humans to perfection (not only physical, but also intellectual and moral) and defines itself good and right... why do you will kill a "disappointing" citizien? What kind of example wants to give to humans who have decided to give her trust? Of course we must still see if the dragon is really good... a dragon, for its nature and longevity, has a different mentality from that of a human... but, remember, Pathfinder have a objective approach for alignments. I found this site that explains in detail each of the nine alignments, and here's what he says about the LN (probably the Mengarke's alignment, provided that he is not evil):

easydamus wrote:

A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment when it seeks to eliminate all freedom, choice, and diversity in society.

A community with a lawful neutral government has a codified set of laws that are followed to the letter. Those in power usually insist that visitors (as well as residents) obey all local rules and regulations. In a lawful neutral society, The people are not only law-abiding, they are passionate creators of arcane bureaucracies. The tendency to organize and regulate everything easily gets out of control. In large empires there are ministries, councils, commissions, departments, offices, and cabinets for everything. If the region attracts a lot of adventurers, there are special ministries, with their own special taxes and licenses, to deal with the problem. The people are not tremendously concerned with the effectiveness of the government, so long as it functions.

IMHO: a LG monarch that pursuing this noble goal but sees that among his people there are individuals who disappoint expectations or that may, to some extent, threaten the welfare and safety of the utopian society... It should decide (albeit reluctantly) to tell these people "I'm sorry but I have to tell you that you are no longer welcome in Promise. But do not be afraid, I will prepare for you a ship loaded with supplies and basic necessities, and you head to the outside world. I am sorry that things turned out this way, but I hope that your travel can proceed without danger ". If he were to be compelled to execute someone, it is because that individual could pose a serious threat to both his community to the outside world (as, for example, a serial killer or a demon lord's worshiper).

We recall another fact of this strange utopian society: a ship full of "disgraced" people and "disappointing" children has never managed to land in the Avistan? Because, from what I understand of TISWG, seems to have never happened. Controlling the Inner Sea's map, I see Magnimar (Varisia) as the closest point between Hermea and the continent. Obviously, it must consider that a journey by ship is full of pitfalls and dangers - but are somewhat skeptical that the ambassadors are able to come and go quietly, while since 150 years nobody of the Promise's exiled citizien has been able to land in the shores of the Avistan. As David Icke would say "Is all a conspiracy!"

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Good afternoon! Today I would like to present my considerations about Hermea and the supposed goodness of Mengkare. And this discussion would never have been written if I had not seen My Little Pony: Friendship is Magic.

I know, it sounds very strange, but soon you will understand the connection between Hermea and MLP.

The Inner Sea World Guide (I own the Italian printed version) dedicating this topic just 4 pages. Currently Paizo has not released other products regarding this unknown region - except a paragraph of Inner Sea Primer. Obviously, one day they decide to expand this topic (but I guess that will be released no earlier than 2017, it is my impression), but until then we should speculate as to the lore of Dark Souls.

Hermea seems to be a kind of earthly paradise: a utopian society by an individual idealistic, the ancient gold dragon Mengkare (CR 20). The gold dragons are, with the exception of archons and angels, the best living represent of the LG alginment – they have a strong moral character, and they be honorable and honest, but also believe that follow precepts and laws are the cornerstones for a righteous society. A LG creature is “honorable and human”.
So in Promise (the utopic city of Mengkare) everything should be fine.

Well, IMHO unfortunately it is not - I believe that define Mengkare “good” is a big mistake.

Consulting my TISWG and PafhfinderWiki, this utopia seems a George Orwell's nightmare. I guess it's useless to ask you if you've ever read Animal Farm and/or 1984, the most political novels about the dangers of totalitarian government. The first novel is a kind of allegory of the Russian Revolution, the good intentions of the revolutionaries and how, in the end, the communism of Stalin has created worse before the revolution; the second novel appears much more "brutal", where the Party controls fearful citizens and conditioned by totalitarian propaganda in a twisted and terrible society, enough to control every aspect of the life of every individual.

The Glorious Endeavor – the Mengkare's attemp to perfect the human race - may be not a noble intention to raise the nobility and human morality, but rather to subdue it and shape it to the ideals of the dragon. After all, is right in TISWG that emerge some details that I would describe as disturbing:

* Those who receive the invitation to participate in this noble "experiment", can be part of it with the condition gives to all personal authority to Mengkare, agreeing to abide by the dragon's considerable wisdom in all matters. Moreover, once accepted the invitation, you cann't get off the island for the rest of your life.

* Children born in Hermea are “given every advantage-educated” - but when they reach maturity (16 years) they are put under scrutiny by the Council of Enlightenment. Those who are judged "unworthy", or who refuse to accept the status of citizen are sent away and never permitted to make contact with Hermea again. It sounds particularly cruel, but at least the children (as well as some "disgraced" adults) can get on a ship and sail towards the outside world - but "accidentally" these ships are destroyed, and on occasion charred bodies are returned on the shores of the island. Some consider that it is unfortunate encounter with pirates or wild nearby islands, but there may be other explanations. Such as Mengkare's breath weapon...

* The ambassadors of this utopian society define Promise as the most virtuous and noble example of human civilization - but the dragon considers HIS authorities much more important than that of humans. Of course, there is the Council of Enlightenment, composed by intellectuals and sages, who run the city government and sometimes provide advice to Mengkare, but his word is the last to hear and determine it. Mengkare has no problem to grant free will to the people - at least, of course, they do not like to act as a dragon, and then these imposes its law as absolute.

* Another concern is that it clearly says that Mengkare, despite being called "pure and upright," feels forced to make tough decisions. An example? The execution of citiziens who prove disappointing or threaten to disrupt the system. Wait, but Mengkare isn't a LG creature? The task is to bring humans to perfection, and you call yourself good, why would you kill those who (in his opinion, remember) are defined as "disappointing" or "dangerous"? IMHO a true LG should impose exile, and not execution, as exemplary punishment... at least that Mengkare does not want to tell the outside world what is really happening to his island. Moreover, the dragon has forbidden any kind of religion on the island, including the good and neutral deities. According to the dragon, its decision is based on the fact that the religious fervor was often a cause of disagreements and conflicts between humans - but this prohibition is it not a violation of the free will of Promise's citizien?

* Last factor, the few sailors who have been privileged to see the Promised to make trade, there whisper of an undercurrent of fear, or rebels hiding in the forests on the far side of the island or infiltrating the Council of Enlightenment itself. They may be fantasies of drunken sailors ... or maybe not.

Now you're probably making clear "Okay, but what does MLP with this nation?"

This morning I had breakfast at 8 am and, having nothing to do (besides eating a cup of yogurt), do some channel surfing on TV until I see the MLP's opening song. So I decided to watch the cartoon.
The episode was The Cutie Map (part 1) presents a new villain, Starlight Glimmer. She is shown to be seemingly benevolent and laid-back, stating that all the smiling ponies in his city are equal. And the smiling ponies are equal because any form of diversity is explicitly denied - this means that the individual opinions, as well as their skills (such as knowing how to cook or paint) are seen as the cause of envy and conflict, for whichThey are banned without exception.
Obivously, Starlight Glimmer exhibitis his true personality conducting Mane 6 in a cave (and causing them to fall into a trap, taking away the Cutie Mark and forcing them to live in his town). Villain Wiki provides many definitions about his personality, like “Brainwashers”, “Communists”, “Dictator”, “Propagandist”, “Hypocrities” and “Lawful Evil” (a LE pony! Urray!)....

And, suddendly, I made the comparison between Starlight Glimmer and Mengkare.

I'm not saying that Mengkare is a Gargantuan pony... but that episode of MLP seems to have some similarities with the situation in the Promised. I recommend everyone to watch that episode, and then compare it with what is written on TISWG.

And about the dragon, I have four theories;

1) Mengkare is really convinced that what it is doing is good... but to be convinced to do good does not necessarily mean being really good. So, he isn't LG. Maybe he is LN... or LE?

2) A group of humans represent a fundamentalist fringe of this utopian society. They operate in secret, being careful not to be discovered by the dragon: they want to gain the power, and was able to manipulate the Council implementing an oppressive policy towards the citizens more moderate (coming to false accusations, or have kill them). Mengkare is totally unaware of this, and he is manipulated by those members of the Council who are associated with these extremists, exploiting the naivete of the dragon for their own purposes.

3) Someone controls Mengkare with a gold dragon orb. The identity of the puppeteer is unknown. Perhaps it is a member of the Council. Or maybe one of the many citizens of Promise. Or, maybe, he is controlling the dragon even before they had decided to start the Glorious Endeavor - and therefore it is maneuvering this dragon for 150 years.... maybe a Mordant Spire elf?

4) Mengkare is a fake gold dragon, who uses magic to disguise his true form. If so, what sort of evil creature could be? Maybe a red dragon. Maybe a fiend (I would be more inclined to a devil rather than a demon). Or , maybe, is he an yellow dragon (see Dragon Revisited)?

So, after this Wall of Text - what are your thoughts?

Can't you use a siabrae?

Pixie, the Leng Queen wrote:
I wonder... how the hell would a beastbound Witch Lich work??? When you die you just transfer.to your familair...

Or, maybe, in your familiar's ribbon :D

* Summoner with VMC wizard (conjuration school)

* Summoner with VMC sorcerer (abyssal bloodline)

* Barbarian with VMC monk

* Ranger with VMC rogue

* Paladin with VMC cavalier

Libris Mortis, pag. 153: Dalila Thistledown, CE lich halfling bard12.

For Villains: Rebirth (Bastion Press): Syzzinar, LE lich venerable kobold sorcerer19, Yep, a kobold. And he creates a lot of golems :3

A lich gnome bard?

The RPG is a game of acting. As GM, is your duty to create a realistic atmosphere and to empathize with the players in your world.

AP and Modules have their main plot and their series of events. But you should not feel obligated to follow in every detail all that is described; you can change an NPC, an encounter, a battle or a situation to fit your tastes or those of your players. And, since this is a game of acting, you can always improvise!

I would like to give an example. I GMing Rise of the Runelord. I have made known my players Sandpoint Town; they had interacted with NPCs, visited some places and dealt with some situation (some fighting, others pure roleplaying). Some situations have been taken by the AP, while others I designed. Result: the party loves Sandpoint and its inhabitants.

In this AP Sandpoint is exposed to danger, and it is supposed to be the PCs to solve problems. And here someone might say, "OK, but the PCs have free will, they may then decide to leave the town... why the city guard can't deal with this dangers?" Is true - but this is a interpretation game, and if you've played your cards right, you can give the PCs very good reasons why they should risk their lives. Maybe they are loyal to a few people and want protect them; maybe they will they see these dangers opportunity to become famous; and maybe they think that by addressing these dangers will receive rewards. Or the most important reason - the city guards are simple individuals who would not be able to deal with these dangers. But heroes yes, and the PCs are the heroes of your game.

Friendship, ambition, loyalty, greed and faith are some of the motivations that drive normal people to become heroes. And you can use these reasons to your advantage. Suppose you want to lead the PCs in a dungeon; what ever may be the reasons why they should set foot in a place infested with monsters and traps? Perhaps the cleric has heard of an ancient relic of his god that was stolen and hidden in that place. Perhaps it is the lair of a slimy and cruel necromancer, an individual that your paladin might elect him as evil to be removed. Or a PG hear of his friend/rival who was seen near the dungeon and he would investigate.

If it can help you look here: this is a video of Sequelitis, and from this point he talks about railroading and why the player are an hero.

Depending on the type of apocalypse, there are several factors to consider. A demonic invasion is different from the rise of the serpentfolks.

The Mana Wastes is a good example of post-apocalypse campaign; this country originated after the disastrous war between Nex and Geb, when the two namesakes archmages (not content with having unleashed severals golems, undeads and extraplanar creatures) have made extensive use of wish in the hope that one of them was able to annihilate the rival. Result? The land has become barren, have created areas of dead magic, the fabric of reality has been damaged, and to make matters worse there are also mutants.

Years ago I had in my hands d20 Modern - Apocalypse - if it is in your possession could provide interesting ideas abouts postapocalypse societies, rules about mutations and radioactivity and three examples of postapocalypse campaign (Earth Inherited, Atomice Sunrise and Plague World).

A NE siabrae kasatha druid?

Hello again, dear Pathfinders! I'm starting to feel at home in this community :)

In RotR I have a PC who has recently joined in the party, a LN Ulfen slayer.
Here is his BG: with a group of Vikings aboard a drakkar, it went south of the Steaming Sea. He and his friends had decided to travel to become legendary heroes. However, during navigation it takes an event like èi+The Rime of the Ancient Mariner[/i]: an albatross appears and it began to fly around the ship. The Vikings thought it was a good omen, but the PC has killed the animal to practice archery. His friends were shocked by this gesture.
They then warned a small island, and decided to land to refuel the hold hunting local wildlife. However, since they had put feet the place had appeared immediately inhospitable, with vegetation that seemed to rise threatening to them and hear from afar animal's roars (although they failed to see them). And, then, a man appeared to them; He pointed his finger at the PC, accusing him of insulting Gozreh because the god had sent the albatross to lead the Ulfens to a safe destination, but that the killing of his messenger had defiled the sea with innocent blood. And that the PC was, therefore, cursed for his blasphemy.
The vikings, terrified, they immediately decided to cut and run, but when they found themselves close to the Lost Coast the curse of Gozreh has struck shortly after on them: they ran into a sea monster (a sea serpent or a giant squid), which attacked and destroyed their ship. The PC, clinging to a piece of the destroyed shi, has managed to survive and to come to Magnimar.... But in the last session he discovered that his old friends were not so lucky: ship and survivors ended near Thistletop, and the goblins slaughtered them to then be cooked and eaten, and recycle the remains of the ship to make the scaffolding!

After being rescued, the PG remained at Magnimar to regain his strength. Here he met a cleric of Abadar and decided to join his cult; and during that time he met Shalelu, and the two have become friends (and the PC made its entry into the party when Shalelu has sent him a letter to reach Sandpoint). But the Ulfen is still cursed...

The PC said that his character is a swimmer and able seaman, but the curse forces him to keep him away from the sea because if anything were to get on any boat would bring misfortune on the ship and its crew, or that something bad might happen to him if it were to get to swim in wild places (like rivers and lakes). In addition, the curse causes the sea creatures (creatures with water subtype) audition in his favor a strong aversion.
The Ulfen not revealed at the party his curse, preferring to keep his condition secret. There are some things I would do:

1) In my campaign, when the players have to move from place to place, among the alternatives I would like to offer as a means of transport ships. Obviously, the Ulfen will be fought: warn other PCs or keep hidden aversion that Gozreh nourished against him (and expose the PCs in the danger)?

2) About the cursed ship, i think to apply the following effect:


Until the PC not atones his sin, if he will remain on any ship take on it and its crew misfortune. The captain of that ship takes -4 penalty on all checks of Perform (sailor) and -4 penalty on all checks of initiative. The penalty increases by 1 for ever day in which the PC remains on board of the ship.

In addition, as long as the PC remains on board, each day the probability of hostile encounters (with pirates, monsters or other creatures) increase by 10%. These penalties disappear as soon as the PC leaves the ship. If the PG were to remain on the ship for a long time, sooner or later, the fury of Gozreh could manifest with disastrous consequences for the ship and its crew (the effects are at the discretion of the GM)

2) About the marine creatures, i think to apply the following effect:

Until the PC not atones his sin, the marine creatures feels a deep hatred towards him. The starting attitude with any creature with acquatic or water subtype decreases by one step, and they can't be friendly or helpful toward the PC. Also, they get +2 morale bonus on attack rolls, damage rolls, checks roll and abilities rolls againts the PC. Finally, he takes -2 penalty on AC and ST againts all attacks of this creatures, and -4 penalty on all Charisma-based skill checks and Charisma ability checks toward this creatures

3) I would like to give the opportunity to PG to break free from this curse. I would like to create a sub-quest to be included during the main campaign, which will take place during HMM.... but right now I do not know where to start.

I know that the penalty of the curse can be burdensome for the PG, but RotR has little or nothing to do ships and sea travel. Off course, the discussion would be different with Skull and Shackles.... :D

1) Book of the Damned: Asura, Living Blasphemies

2) Inner Sea Heresy

3) Inner Sea Legends

4) Great Old Ones Unshealed

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Granted. You're adopted by a pack of one hunderd man-eater cats! And they love so much your flesh!

I wish to have a girlfriend!

Listen music. Nox Arcana saved me many times

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