Earthfather

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I do want to keep it as free form as possible, it will be a backup option to run the chapter as I will see if the PC's feel like the heist doesn't break from character too much


Chapter 2 the heist doesn’t seem fitting for me if the PC's muck up the heist it seems there's no ramification for it just glossed over and just having the PC’s to act like criminals doesn't seem in the spirit of the book.

So looking at having the PC's being hired as security for the gala or night or could be sent by starwatch to keep an eye on the place due an informant gave some info of shady stuff going down on the night of gala, was looking to run it the evening in two parts

On the run up to the Gala night could still look recruiting other officers to help and which could give bonuses on certain checks to overcome some of the random event’s i'm planning

Explosive devices hidden around the lucky nimbus and few issue's need to handle, something like a total of six devices in the casino but the PC’s will only find three, and the other three will go off to set up for the carnage and hostage situation in the vault for part two.

All this is cover to give Scathka to get into the vault

Part one

Firstly, few of the bouncers and staff have become seriously ill so it kinda forces PC's to be in the spotlight and be more involved around the casino. Can use D22 location on the map as a staff room which PC's can investigate on the day of the gala locate poisoned drink/food to suspect something is afoot.

Using skills to locate the devices around the casino and to overcome obstacles similar to the dock chase.
e.g kitchen has two new staff members which have planted a device in the kitchen/storage room which need to locate which need to be and disable or remove

Subsequently if the device has been removed then the kitchen backdoor could be used as safe passage to get people out, if not then would need debris/fire cleared to be used in part 2.

And if the offending employees are not discovered they draw weapons and start fight against PC/bouncers during part two

Part two

Hostage situation around the vault area, PC's have x turns to get there otherwise hostages will be killed or could start at wounded 1

For some carnage before the PC's can head to the vault need to deal with a few random events people trapped under debris, social skill to clam to people to move safety, stop someone from being mugged etc

Just a rough idea to changing it up and few ideas thought of on a whim which needs some more fleshing out on my side, looking for thoughts or suggestions


Ahhh ok I totally missed that, thank you.


I'm finding the Copperhand hideout seems pretty small the enemies that are in the building, C9 where's there two weretigers(large) and two thieves supposed to fit in the room?

Or is it better to make the map bigger than what has been set out in the book?


So starting the game Friday pretty excited for it sure got everything lined up expect one thing I want to add in is games if the players want to explore the festival.

I can't seem to find it but wasn't there a spreadsheet filled with games and rules posted before, I know it's a bit vague but if someone has a link to it or even a thread with a bunch of games in that would be amazing.


Has anyone come across a community map pack for the book, shot myself in the foot got excited and bought the physical copy plus find it much nicer to read than a PDF.

But due to this I dont have any maps I can use, as covid has restricted to how we play and need to use roll20 to run my games.

Thanks


Smoagendash II wrote:

The four brawling adventurers were low-ranking members of the Cards Mercenary company, and had identifying patches on their clothes. I want to create more things for the players to think about, and plot and story seeds I can use later if I need to.

That's pretty intresting, I usually like to read all the AP's in advance so I can make references like this to link into another AP but I won't get the chance this time round.

Going with that you said about Neil Gaiman, could be hook to use or not use in the future never thought about the use of the hooks like that.


Kasoh wrote:
Captain-Green wrote:

Hi guys,

Just putting some prep work into the first AP and coming across the house of planes which is a pretty intresting area looks like fun RP to be had.

Now with the PCs I've got there are a couple of dominant people will try to do most of the talking but want I to give everyone an equal chance to RP.

So looking for a little bit of advice on this idea, when they arrive at the boneyard and finish challenge with the room and get their information (just so they know how what to roughly expect in each of the rooms) I would then proceed with the "judgements" and teleport each of the PC to one of the remaining rooms expect the Hell room.

Allowing each of the PC to experience a room in their own way, once room completed PC would be brought back to the bonyard, once the party is back together i'd have the Pharasma Impersonator reveal the room Hoff is in if it's brought up and allow them to explore the other rooms or revsist one if they so wished to.

Not a bad way to do it. You could also indicate that there isn't a lot of time so the party should split up at first to cover the most ground if you want to avoid contrived teleportation gimmicks.

It is something of a double edged sword. If you think everyone is really wanting to engage in more RP, but the dominant players overshadow everyone, then this is probably a good solution.

However, if the quieter players just aren't that interested in RP, forcing it upon them can lead to awkward play at the table or impugning on a player's good time. Its not the GM's job to make their players have new experiences or to broaden their horizons. People play the way they play because that's what they like.

I've tried to engage the 'here for combat' or whathaveyou players before to varying success. Its not always pretty. Try it out, see if everyone has a good time, but just because you want more RP doesn't mean the players do.

Well the party isn't really quiet just some are better at it than others so want allow each person to take the lead, give them each a chance to experience a room to themselves. RP is usually done quickly 5 mins tops so we wouldn't get bogged down by the affair.

But yes the teleportation bit of a gimmick, maybe something else ill have a ponder.

Thanks thou


Hi guys,

Just putting some prep work into the first AP and coming across the house of planes which is a pretty intresting area looks like fun RP to be had.

Now with the PCs I've got there are a couple of dominant people will try to do most of the talking but want I to give everyone an equal chance to RP.

So looking for a little bit of advice on this idea, when they arrive at the boneyard and finish challenge with the room and get their information (just so they know how what to roughly expect in each of the rooms) I would then proceed with the "judgements" and teleport each of the PC to one of the remaining rooms expect the Hell room.

Allowing each of the PC to experience a room in their own way, once room completed PC would be brought back to the bonyard, once the party is back together i'd have the Pharasma Impersonator reveal the room Hoff is in if it's brought up and allow them to explore the other rooms or revsist one if they so wished to.


Hey guys I’m currently building an investigator for strange of aeons, currently undecided on which archetype to take between empiricist or physic detective bard in the party which will have most skills covered but don’t like the idea of single point of failure.

20 point buy also using world is square rules variant, taken first level as a swash buckler to bring my character online earlier in terms of dealing damage
Ratfolk
Str 10
Dex 16
Con 14
Int 18
Wis 10
Cha 8


Hey guys,

So my party have just killed the fire giant king in a honorable duel.

They left ashpeak to get re-supplied etc, so i've got a few questions how you dealt with a few things

Firsty doesn't give a time scale, but I assumne that when/if the group is spotted by the tower in the crater where the keep is, that is when the colossal scorpion goes to work on cutting the chains?

Secondly, if the party kill all the mobs in the crater how long does it take until Voltus does the emergency take off?

Thirdly if he does take off when the party are in the keep how fast does it travel and where does it travel to?

If you can let me know what pages these are in the book be very grateful so I can read around them, it's possible i've missed this information when reading the book.


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Think of 5-foot movement like a free action.

But once you have done a 5-foot movement in a turn you won't be able to take any other form of movement action that turn.

Quote:


Miscellaneous Actions

The following actions take a variable amount of time to accomplish or otherwise work differently than other actions.

Take 5-Foot Step

You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance.

You can take a 5-foot step before, during, or after your other actions in the round.

You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can't take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.

You may not take a 5-foot step using a form of movement for which you do not have a listed speed.


Ok so the party have left the tomb, and killed everything including the decapitated lord.

Was wondering as the tomb giant still up and the Oracle still being alive, would it be wrong to make use of their abilities and bring back few of the creatures back into the dungeon, like the Baelmourn and could make it bit stronger using the body parts from the meat locker.

Going on the bases that an occupant has patrolled the tomb and seen the dead bodies, so knowing that someone has been in the tomb so would need to bolster the defences and defend Skirkatla from future intruders


Sneak isn't a redundant ability so will stack, hence the ability states +dice to sneak. 3 rogue/3 slayer will give you +3d6 sneak

Dodge or evasion from different class's for example won't stack to give you improved


Pathfinder rule system is based on 3.5, so using the same metric of time seems reasonable to me looking through a pile of items.

As a DM I use the same and 1 minute for a small room, that can change if more than one PC is searching


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Once spells are in the ring there are there for good, doesn't say that they would expire. Be the same as a spell caster filling up a ring and then dying, spells would still stay in the ring :)


Quicken spell, good to use with divine favor as it's only a 1 min buff saves wasting a standard action during combat and in case you don't have it on before going into combat


As for being cured and infectious to others that's an interesting on, as it doesn't say either way.

If I was on the DM side of it, I would go with that you still have the disease in you as you've already contracted before being immune and could possibly spread to others, could be fun on the RP side of things


When DMing, if the PC's don't pass a knowledge check they don't know anything about the creature even its type, i'll prompt the PC's to roll a particular knowledge check to try to know about the creature


Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Immunity (Ex or Su)

A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect.

Looking under the immunity ruling, as you are being effected from the disease then any that disease's you had prior you are immune to now as they can't harm you


Current group is level 11, been few deaths but as it currently stands

Human Sorcerer - enchantment specialist
Human Ranger - Archer
Halfing Mounted Cavalier - focused on charging
Dwarf cleric - tank
(which can get AC of 43 full buffed against giants pretty insane)


Thank you very much!


Currently the party is coming to part 3 of book 4 about to enter the tomb, I've read over it couple of times and can't see to find out if the PC's can locate any information on about completely destroying Skirkatla, can someone point it out which page it on or best way to incorporate this kind of information into the game?

Maybe get them on the path to find information about Skirkatla in a library or something similar?


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Thank you for the advice guys, new to being a GM and been enjoying it thus far. The party have gone straight to the the sunken temple and cleared everything along the way, pending which way they go next could be few surprise's.

We have a session tonight so we'll see how it goes from there.


Confusion is the biggest pain so far to manage as the other party members just sit back and let the giants just nail each most of the time then mop which is fine if that's the way they want to play it but getting the feeling it's getting bit boring.

But thank you for the suggestions, we currently on AP 3 which is just giants with the odd exception encounter. I'll add efw orgekin see how they go, party has a charger and a slayer also which between them do huge amount of damage


As the title says, currently running my first adventure and we on book 3 one of the party members has brought in a new character a enchantment Sorcerer.

The Sorcerer has been built to pretty much max everything in enchantment so the DC's are pretty high and giants have a pretty poor will save.

So my question is how can I balance out the fights to make it bit more even? Possible giving every giant iron will to give them more of a chance to save?


I'm starting this AP in the next few weeks, and one of the PC's has asked if there is enough down time to craft few items.

Does the AP offer the chance for PC's to craft items?