Brodert

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So I have an interesting problem. I am actually at the start of module 6 but it involves the pit fiend here. One of my PCs has been slowly moving towards Dr. Doom style insanity the whole AP and he has been subtly acquiring allies such as a Korvosan lawyer, a priest of Asmodeus and even Verick Vancaskerkin from CotCT.He left the pit fiend alive at the end of module 3 and coerced Verick into making sure no one entered SC. Then over the next module he employed the other two allies and has enlisted them in drafting up a contract that protects him and promises the pit fiend both freedom, negative level recovery and revenge on Karzoug in exchange for power and protection from the pit fiend. I may have messed up in my interpretation of some of these forces for this to be possible but it is far too late to back down now.

My problem is that I am having trouble figuring out how the devil will counter this, because the plan seems sound and he has taken plenty of precautions.I do not mind if the does become pit fiend bound, I just want it to be trickier for my PC so he will have more payoff for all the effort he put into shaping this character's fall and what not.


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That is a really cool idea. I never really explained what happened to the Glassworks. I guess if Ameiko gave it up, it may have went to Tsuto (our Tsuto has had more char development than most PCs lol), but he is a Black Arrow now. A member of my group is going to GM Jade Regent next, so maybe he will explain it. My party is mainly invested in the Thassilonian aspect so the new set of ruins at the bottom of Choppers isle really appealed to them. They actually hired an archeologist from Riddleport (an ex-cyphermage) to excavate their ruins. I am actually going to scrap the earthquake at the start of module 5 in favor of the archeologist completing his excavation, connecting the two ruins, digging deeper and going missing.

I have had them have dreams with the sins they had points toward since mid module 3 and then roll will saves to avoid the dreams having them succumb to their sin. I also have the wrath character occasionally go in to rages during combat when a PC dies and she fails a save. I was not originally planning any of it. It just kind of came out organically. I have been thinking about having one of her missing friends from her tragic backstory coming back as an antipaladin of Gorun on the back of some demon-templated pony since all her friends were halfling pony riders, I just need to work out the specifics.

Is this your gaming group's first AP? It is always fun to bring in other APs if possible and the attack on SP is a good opportuniy to reach out for allies if you did another Varisian AP.

Also you should look up some of the resources for Sandpoint if you have not already:

http://paizo.com/threads/rzs2ohyk?Sandpoint-Citizen-List

http://photobucket.com/gallery/user/jcluffmac/media/bWVkaWFJZDoxMjkxNjQ2NDM =/?ref=

I know people have made statblocks and whatnot too, but I would probably just do straight d20 rolls for most npcs to prevent the action from slowing too much.


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About to face off against Mokmurian.

* Original members at the start of module 1

No longer in party:

*Fawego Filtheater- Tiefling,Divine Defender Paladin 4, LG. Left party after Module 1. Sin was not clear at time of departure.

*Tycho Hillsburrow- Halfling, Bard 5/Rogue 3/Arcane Trickster 3, CG. Killed by a stone giant with a ladle below Jorgenfist. Tied to Lust.

Current members:

*Sharmane of Turtleback Ferry (Cousin of Tycho)- Halfling, Order of the Dragon Cavalier 11/ Paladin of Erastil 2, LG(moving towards LN after Tycho's death). Tied to Wrath.

*Urijah Meremoth- Aasimar, Oracle 13 (Wind Mystery, Haunted Curse), N (Moving towards NE as his Ego swells). Tied to Pride.

*Delapore- Halfling, Aberrant Sorcerer 13, NG. Tied to Gluttony.

Dalk'r of the Land of Linnorm Kings- Half-orc, Inquisitor of Iomidae 13, LN.New player Joined at start of Module 4. Tied to Envy.

Ryu of Minkai- Tian-Min Human Ninja 13, N. Joined after the death of Tycho. Tied to Sloth(most likely).


I was actually looking forward to this book the least, but with Ameiko being captured and the general sandbox format, all the characters were really able to come into their own. Let us know how the battle of Sandpoint goes. Our cavalier did not have time to put her armor on in ours so she wore her bed gown and was badly burnt by fire, badly scarring her face/body and losing most of her hair. Considering that her sin is wrath (I have been giving them visions and dreams of their sin since late module 3 to build up that mechanic more now that their individual sins are fairly obvious), it has really added a lot of flavor.

When my party did the extra chopper's isle fan module, Sandpoint built a base for the party out of the house. Unfortunately they opted to stay there the night before the raid which basically left them one step behind the destruction the entire time. A lot of fun though.

I think I will get to the M fight next session and have been thinking a lot about spells. I think the first thing he will create a pit before hand and cover it in fog if thats legal and then flesh to stone the oracle when he flies over to clear it. I will do some improvised to figure out where the damage is, but considering his sin is pride, it would be wonderful to see how he reacts to disfigurement. I cannot make this challenge too hard though, I am fine with killing them if that is how I roll, but at this point I have been prepping 1 on 1 sessions for when they try to enter runeforge where they will enter a demiplane to confront their sins, allowing them to get the RAW sin bonus in the runeforge upon successful completion. Due to that, my current goal is to really draw out the worst in them and have them see their weaknesses in these upcoming combats.

Of course things probably will not go perfectly and I do not want to force anything, so only time will tell. How are you handling the sin mechanic Tusk?


Hi everyone, I am moving towards the end of this book and the final encounter with Mokmurian, but have a peculiar problem. Our main battlefield controller is a very vain and prideful Aasimar Wind Oracle. As a result, he will absolutely shred all of Mokmurian's fogs. However, the Oracle always makes sure to take credit wherever possible and there were several survivors from the attack, so M will be will aware of the oracle's ability. On top of this. The party just spent a day resting in the black tower, so the bodies they left in the kitchen storeroom below were certainly discovered.

Due to these circumstances, Mokmurian will have plenty of time to alter his tactics and prepare different spells from his book than what he normally does. He will certainly be aware of the other PCs save the two newest as well due to their fame (A 10 Cav/2 Paladin of Erastil halfling, a 12 abberant sorc halfling and the recently deceased(but M will not know) 5 Bard/3 Rogue/3 Arcane Trickster Halfling) However, I imagine his main concern will be the Oracle.

I typically do not try to outright kill my PCs at every opportunity but I would love to thoroughly humiliate the Oracle in a battle of magic if possible and render him relatively useless because it would allow us to see a new side of his character before we dive into his pride problems in module 5.

Do you all have any spell and tactics suggestions? I am not the most experienced with high-level casters so I am open to whatever advice you can give. I am willing to switch out his prepared spells and typical tactics for this.


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Name of PC: Drakkar (Shoanti, Spire clan)
Class/level: Ranger 7 (TWF)
Adventure: The Skinsaw Murders
Catalyst: Xanesha
Story: Drakkar failed to ask for healing after the scarecrow and faceless stalker fight, leaving him at ~36 hp going into the Xanesha fight. The party broke a ton of stair and triggered the bell trap so Xanesha was well aware of their presence and had many mirror images while she masked herself with invisibility. Once the party realized that most of the enemies they saw were not real, they split up leaving Drakkar isolated for a sneak attack followed by a full round attack in the next turn. I am honestly surprised the birdcruncher goblin they befriended didn't die too (now a level two fighter) I did not expect this group to pull through that fight with only one death.

After the body was thoroughly looted, Muso(Taldan Conjurer 7) decided that Drakkar would prefer cremation and then group proceeded to throw his burning body off of the tower. Needless to say, Drakkar was not too well liked. Xanesha had actually added him to her list of greedy souls for harvest, but was unable to perform the ritual in combat.

I feel guilty because I had been repeatedly joking to the group that Drakkar was going to die for sure in SMs final encounter, I suppose it is to be expected when he was the party's only melee fighter and primary damager.


I believe letting a player control Shalelu until Thistletop is done is the best option.

It is really easy to add a player at the start of the Skinsaw Murders. Sherrif Hemlock just got back from a recruiting trip from Magnimar to reinforce the guard. He could have ran into an adventurer who was interested in helping Sandpoint. Hemlock could introduce them to the party when bringing the group to the crime scene, saying that you should work together investigating this.