Dawn Piper

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I'm running this at the moment and one of my players is an Alchemist who likes to summon things. He's modelled the character on a lawyer and he's been talking about summoning devils at some point, which is fine.

Then he was talking about binding a devil and started to turn dead bodies into soul gems to use as a form of currency. He's been working behind the scenes on getting this set up and now I'm trying to work out how this can actually work for him.

It's making my head hurt a bit, so was wondering if anyone had any ideas?


I've just started to run the second book and so far intimidate has been used very little in a combat setting. One of my players started to use it a little more towards the end of the last session though and it got me thinking about how the fluff of the book combines with the crunch of the mechanics.

By that I mean that a lot of the encounters are made up of NPCs who have very strong beliefs. I don't feel that the more static DCs are a fair reflection of these peoples' resolve, especially as the PCs can pump all sorts of traits, feats and items into the intimidate skill. I know that would make them more terrifying, so intimidate should work, but it does make me concerned that encounters could be prematurely stopped through the constant use of intimidate.

Am I barking up the wrong tree? Am I completely alone with this? What do you think?


I'm going to start running this AP this weekend and I'm really looking forward to it. I'm still waiting for a few of my players to decide what they'd like to do, but one of them has given me a decent backstory and character build to get on with. I was wondering whether any of you had any ideas about how I could litter the AP with bits for him...?

His backstory (in brief) is:

He was brought up as an orphan in an orphanage/on the streets in a town in Cheliax. He was raised alongside his best friend who was mercilessly tormented about their relationship, as she was a girl and easier to target. At the age of 15 she took her life as a result of the torment and he has vowed to take revenge on those responsible.

I was thinking of either using existing NPCs or adding in an NPC across books 2-6 for him to take vengeance on. I was also considering making his friend a tiefling, to justify (a little more) why "good" children would be tormenting someone.

Do any of you fine people have any ideas?


I think I'm missing something *really* obvious, but why did the cult of Lamashtu unleash the Plague of Madness in Wati? I've seen reference to political unrest in the area, but just trying to get my head round their motivation to do it.

Or was it simply a matter of chaotic evilness?


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I'm planning out the final book at the moment and all through our game I've had the feeling that the paladin of the group is going to try and merc Baba Yaga as soon as the final fight is over. I want to finish the AP but leave it open for me to write an add-on to bring them up to level 20, when they will fight Baba Yaga at that point.

Anyway, I'm after any ideas to stop the paladin-smash from happening. I was thinking that the geas (an icy ring that has been absorbed into their finger in my game) could be used to physically stop him. So she simply says "no" and he stops moving. It would stop him from him attacking her, stop her from killing him, and I think maybe give him some satisfaction (as there are other RP things brewing for his character).

What do you think? Any other ideas or suggestions are very welcome.


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I'm planning out book 3 at the moment and I'm trying to get my head round what Jadrenka can actually say/do. I'm sure it's probably there, but it's making me really confused. For example:

Can she say she's the guardian?
Can she say she can't help then?
What can she say about herself (and what would she want to say)?

I'm trying to plot out how the conversations could fall, but at the moment she's just going to be giving a lot of knowing looks before disappearing in a puff of smoke!


I was just wondering if anyone had any problems with paladins in their RoW parties? Especially around the concept of working for evil (albeit to stop a more immediate evil) and with what happens in the final book with opening the doll?


I'm going to be starting up a ROW game in the New Year and as a brand new GM I'm doing a lot of research and preparation now. Sorry if this has been asked before, I'm new to these boards too!

My question is: I have 5 players, what level of points-buy would you recommend they use to set up their characters?


Hi everyone!

This is my first post and my first request for help... I've only been playing Pathfinder for about a year, but absolutely love it. I like telling stories, usually in writing, so in the New Year (once our current adventures are at an end) I'm going to run my first game.

I decided to go for a published Adventure Path rather than come up with my own, so have bought the Reign of Winter books. I've read through most of it and if I were a player I think I'd enjoy playing it, so that's a good first step!

But I was just wondering whether anyone has any advice? Either for a first-time GM or for the Adventure Path specifically? I've read some blogs, from people who have played it, and some of the points they raise are things I've thought of as I've read through (the Black Rider's geas for example). Anything really though, anyone?