Undine

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So in my campaign I am running, the party has to infiltrate a grand party at the castle. One of the ways I see them getting in is convincing the guards/greeters they belong in the castle. If they are successful this way they're weapons are supposed to be bound in their sheaths.

I have seen similar scenarios in other modules where they talk about wrapping white "tape" around the weapon, however I was wondering if there was a magic binding spell that I could use instead.

If there isn't, does anyone have any suggestions on what might work for a spell or what is something else you have seen or done as a DM to bind weapons?


Normally I write my own adventures, but after doing this now for three years I've come to a sort of writers block/lack of interesting ideas.

What are some suggestions for Pre-Made adventures for characters level 10-12? Preferably ones that could be a bit more open ended for the party. My players tend to get annoyed with being baited down a single path.


So my party's APL is 10.5 at this point, and I've been trying to stick to giving them CR equivalent encounters. The problem is, they can barely hit...and they are too easy to hit to the point where the monsters barely need to roll. Is there a different way anyone runs encounters?

Also, how do I make sure as a DM they have level equivalent gear? I don't want them to feel to overpowered and I don't want them to feel under powered.

Any advice?


So today my group is entering a temple made by the God of all monsters. I have 12 or so rooms planned out but I don't feel like I have enough non-encounter rooms that will make an impact and hint toward the fact that this temple was crafted by him (Since they have yet to figure it out).

Thank you ahead of time for any suggestions.


Hey everyone,

Someone who used to be in the group I run (who couldn't make it anymore due to work) has finally returned. The only problem, she's new to the game, is being boosted to level nine, and is easily intimidated by the verbage of the rules.

We have gotten everything to work out rule wise, but then she saw all the spells a cleric has to choose from. She now feels intimidated and confused by all the lingo used to describe spells.

There are two things I feel I need help with:
1) Trying to get a beginner player to understand all the information on the spells page. I feel I can do this, but I would like some suggestions so she doesn't freak out on me.

2) What spells would be suggested for this character to use due to the fact that she's a beginner. I would normally be able to help widdle things down...but the crazy thing is...we've NEVER had a cleric in the party (We've been playing for about two years) and I have no idea what to widdle it down to.

Edit:Apologies, I feel maybe this thread should have gone in Advice


So one of my players wants to cast Wish, but you need a 25,000 Gold diamond. How big is this thing?


So as much as I love my players being able to get around simple encounter hooks...I don't.

I was wondering if someone were to use a natural or chemical sleeping agent would that not be considered magic and get past a PCs race "Immune to Magic Sleep" condition. Or is that still considered magic in the rules of Pathfinder?


We're playing today and one of my players is asking if there is a way to launch enemies with a swing. He's a large character and wants to be able to do something (A little less dramatically) than this Link

I would like to know if there is an enchantment for weapons that adds knockback or a push effect or rules for smacking away smaller creatures.

Thank you.


So recently me and my friend were talking about what happens to vampires when they are incapacitated/being slain.

My friend was wondering if you could use an anti-magic field or spell to stop a vampire from turning into its gaseous form. Is this true? I thought they turned into a gaseous form automatically. If not, does this mean they just end up laying on the ground knocked out if it gets canceled?