Kaigon the Miscreant

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Silver Crusade

Well, I think it went well - they were willing to sit through countless hours of the game! It got kicked off with a fantastic start - really great adventure path!

We actually ended up with the following party -
Female Android Gunslinger (Techslinger)
Male Human Barbarian (Savage Technologist)
Female Human Fighter
Male Gnome Cleric (Desna)
Male Elven Ranger

But it was a great session, the party I think enjoyed encountering monsters that were utterly alien and different, that and I changed the description of most of the monsters slightly to vex the players that have read the monster manual. Most of the problems we ran into stemmed from me getting tired and forgetting a few rules.

One of my favorite parts had to be when the party wouldn't let Sef go down and back into the hole with her tribe until they went down and to see if they could find anything. So they sent down the Gnome Cleric on a rope. This was after the party had dealt with Jazvit - with one shot from the Ranger - a critical hit that killed him instantly. So, while the cleric was down in the whole, hanging precariously from the rope, he started hearing laughter as one of Jazvit's kin leaped at him from the dark grabbed hold of the rope above him. A fight ensued and the creature almost broke the rope, whilst the barbarian kept swinging the rope to the sides trying to shake it off and the gunslinger kept trying to shoot the beast off the rope! Now the gnome has a complex when he hears mischievous laughter.

My only concern was the parties eagerness to keep going and attempt to delve through the whole dungeon in one go. They felt that time was a major issue and pressing in the search for Khonnir. I had to hint strongly to go back to town, rest and level, which they were thankful for when they ran into the Undead Menaces later in part three.

All in all, great adventure and I really enjoyed it. Again, I greatly appreciate the advice of everyone here.

Silver Crusade

I'm glad to hear that keeping balance should be somewhat easier than I thought - I was a little worried about balance there for a while.

And the advanced template - I'll certainly keep that in mind as well!

And that is something else that I enjoy, hearing about how people have done the combat encounters before, seeing how the monsters can be used and to what effect.

I've not actually gotten to the second book, reading it yet - but should the group enjoy the adventure, I think that we'll continue it. I've had a veteran gamer - one that fondly remembered expedition to barrier peaks and was very happy to hear that this might be something in the same vein.

Silver Crusade

I do appreciate that as well - I had gone over the gambling hall section last night and wondered just what to do. I'll go ahead and take a look at the Gamemastery Guide for Gambling. That should come in handy when they get there. I'd like for them to have something to do besides just a nameless game of rolling a die.

So far, it looks to be a party of the following -
Gnomish Cleric
Android Gunslinger
Human Barbarian (Savage Technologist)
Human Ranger (Maybe)
And one of the players is as of yet undecided

Again though, I do appreciate your help Kot.

Silver Crusade

Wow! Thank you! No, don't feel like you've written a novel - I greatly appreciate it! It'll all get put to use.

It's funny that you should mention the music choices - I was actually getting the ambient fallout music together to play during the exploration portions and maybe even the combat parts, just something to help set the mysterious tone as if something terrible has happened and now it's all forgotten.

And I completely agree - I'm not planning on letting them have access to the tech book while we're playing. I know at least one has poured over it in past - he lit into it as soon as he could! Another has some knowledge of it, but hasn't delved to deeply. And the last two haven't looked at it at all. I'll probably ask them to not reference it from here on out expect for archtypes. I'm going to do my best to play it up, the mystery of the technology and keep it magical for as long as I can. That was always something that I enjoyed about Gamma World... and Expedition to Barrier Peaks...

You're talking about the Kasatha, right? The undead creature at the beginning of the second section? I'm very interested to see how that part plays out. And I'll be sure to encourage the party to go back home every now and then - that seems to be an important part of the adventure and something that I'm not entirely used to.

And something else that I really enjoy about this module - not all of the monsters are trying to kill you. They can and will if you let them, but most of them just want to go back home. It has a certain lost feeling, the whole module does as if everyone just wants things back to normal.

I appreciate the advice Kot, all of it really. Especially about keeping people alive and getting them back in for more action later. And if you have more advice, I'd love to hear it.

Silver Crusade

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I'm about to run the Iron Gods AP - I've never run any Adventure Paths before and I'm looking for advice. I've run adventures before - with mixed success, but I'd like to give Iron Gods a go. I love the style, the science-fantasy of the setting.

I've gone over the module once before, reading it from front to back, something that I'm about to do again.

Any advice relating to things to get ready for, to prepare or any pitfalls or suggestions pertaining to Iron Gods - especially from those that have already run players through the adventure path would be greatly appreciated.

I've got the book Fires of Creation, as well as the books Numeria: Land of Fallen Stars, Technology Guide, People of the Stars, and Distant Worlds. I've also run off the maps at full scale and am just getting ready to pick up the Pawn Set too.

Because I've not run a lot of Pathfinder before and never an adventure path, I'm thinking that I'll limit some of the player's options to include core races with the addition of the Android race, as well as core classes with the addition of gunslinger. But I'm open to suggestions.

Silver Crusade

When I DM, I can say I don't mind Humor but I do like a more serious game. Jokes are just going to happen so I let them when they come. I just don't like it when the player's start interrupting the DM when their trying to describe something, start an encounter, or something equally important. When that happens, the DM is forever repeating things to the party or they end up dying because they were to busy trying to come up with something to realize that the Pit Fiend was indeed coming for them...

Silver Crusade

2 people marked this as a favorite.

I participate in a regular Thursday game, a casual evening game of Pathfinder that my group has been enjoying for the last month or so. Our Game Master, young he may be, has learned quite a lot and has been weaving quite a story of a Fey infested town, full of hidden Cult's to Zon-Kuthon and a mysterious Brain Washing Cult of Cayden Cailean. Up until now, I haven't felt like writing up our exploits. Sure, we'd had our fair share, like trying to save a farmer’s Cow from Wolves and making that our sole mission in a PFS scenario, all but forgetting about the actual mission. But tonight was different. 

Our regular Thrusday night gaming group consists of - 
Helga, the Slaughter (Female Human Fighter)
Aurora (Female Half-Elf Druid) and her wolf companion
Leonid (Male Human Summoner - myself) and Zugoz (Leonid's Four-Armed Reptilian Bipedal Eidolon)
And Svetlana del Ray (Female Human Sorceress - Charisma 18 - Wisdom 7)

I mention the 18 Charisma and 7 Wisdom for a number of reasons. Something else to note, and while I usually don't find it necessary to mention this, but in this case - Svetlana del Ray is played by a guy. A very intelligent guy. He decided that he would name her Svetlana, and when he realized shortly thereafter that she would specialize in ray attacks, decided to add on the del Ray part. Fitting as it would later prove.

Tonight's game session started off with us exploring a small mite camp situated on the edge of pond out side the town of Fenton, they had been conducting a ritual to grant their members strength. A sacrifice of a dryad was made, as well as nine mites, all of which held cold-iron daggers that had been used for a blood sacrifice. We were arguing about what our best course of action would be, something that took a lot longer than it really should have, when a trio of winged mites come tearing through the forest after us. Helga, the group's proclaimed "Murder Hobo" for her unorthodox interrogation and prisoner management ideals, cleaves her way through these beasts. It was only some time later that we actually arrived at the mentioned camp site, learning that the fey had gone through with the ritual, slaying their own and the dryad. 

Around the Ritual Site, we found foot prints in the snow, leading us to a small Manor. It was Aurora, our Druid, that noticed mites infesting the building as well as a poor and unfortunate soul who had been killed and left outside by the mites not to long before our arrival. Combat quickly ensued, Helga busting through the door to find several more mites inside. My eidolon, Zugoz, charged in behind her, rending apart a mite on the way and striking terror in another. Aurora, her Wolf, and Helga charged in and fought back a wave of the mites, while Zugoz found his way to the second story. Leonid and Svetlana were still outside, being pelted with arrows from the mite on the roof. Before long, he struck Svetlana, who decided it would be best to hide behind my soft, squishy body. Using my body as a shield, she continued to egg on the mite shooting from above. Somehow, before it was all over, Svetlana was laying on the ground, prone, behind me, still using me as cover. The battle continued and not long after, Zugoz charged the mite, ripping him to shreds while the others mopped up the enemy. 

Again, we found clues on their bodies, pointing us in another direction and towards a series of caves were there might be more mites. We were eager to rid this area of the menace and we quickly moved through the woods, our Druid leading the way. The rest of us were all unable to aid her, but she led us through and we found ourselves at a small hill, into which led a tunnel down and into the earth. Squeezing into this hide-away, we were forced to move slowly, pressing ourselves through the tight confines of the hall. Then, somewhere below, we heard a humming. A happy, almost giddy humming. The room opened up and we found ourselves in a cavern - a twisted Druid's nightmare cavern. Fey were pinned to the wall, pixies nailed into the caverns wall's by their wings and a poor and hapless mite on a table, dissected. And the creature humming, none other than a Tooth Fairy. He was dressed in tiny but elegant desert robes. He realizes that we're in his lair and quickly drops his knife, whipping out a massive (for him) pair of pliers - wrapped with none other than barbed wire. It was at this point I felt I should worry. But then the GM goes on to let us know that this little guy is ripped. Like muscle builder ripped. And this was when things got interesting.

As we were told to roll for initiative and as the little fella went, he started raging, nearly foaming at his little mouth. Spirits started swirling about him even and it took about five seconds before someone started to shout, "Tooth Fairy Spirit Totem Barbarian!" A sheepish grin creeping across the DM's face. And we realized what was happening. Helga charged in, backed by the Druid's wolf and then Zugoz, while the rest of us stuck back and worked our magic. The tooth fairy struck - and should he have, it would have been hard. But he didn't really get much of a chance. He moved into Helga's space and started attacking her, but ended up missing and simply getting himself flanked by the Druid's Wolf. Helga went, and before he knew what happened, he was down, clutching at his little heart and saying "This isn't how the great Mauler of Catapesh dies!" And his little light was extinguished. A quick knowledge history check - rolled by Svetlana del Ray of all people, in all her wise and charismatic glory, revealed that the so called "Great Mauler of Catapesh" had been a historical figure. He hadn't been seen in over a hundred years though. He was a serial killer in Catapesh during his heyday, driving a solid iron nail through his victim's hearts. He killed dozens during his reign of terror, but then disappeared. Apparently, the ritual or some other mite activity had brought him back. But now, the great killer, the Mauler of Catapesh, lay dead, twitching on the floor of some cave outside of a very small town in the middle of nowhere...

The immediate threat dealt with, we moved on after the Druid being sickened by the scenes of the fey pinned to the walls. We left that area and went to the next room, but stopped before entering. And this was when Svetlana shined. The Druid could hear voices coming from the other side, but could not understand them. In fact, the only person who could speak Sylvan was Svetlana. After beckoning the Sorceress forward, Svetlana was able to hear. She heard high voices, mite voices, telling stories. The lead mite was telling a story that he had heard. A tale of a farmer, going out and getting so drunk that he came back and thought that a turnip was his wife, so he ended up falling asleep with it. Then his wife came in the next morning, and seeing her husband with what she mistook for another mite, killed her husband and smashed the impostor wife.

Svetlana, not understanding it was a story, in all of her eternal wisdom, pushed the door open and shouted "Turnips are purple - mites are blue!" To which all of the mites, all thirteen of them bolted up right and ran for their weapons. We realized then that Svetlana was at the front of the party, she was squishy - but she also had this completely under control. A +10 to diplomacy can be a big aid. She smiled and told them it was her turn for a story and that she had one. It was also at this time the DM called for a diplomacy check - to which she rolled no less than a 27... The DM allowed him/her to continue. Svetlana's player, stood up. The poor man walked to the end of the table after consulting with his girlfriend, who was listening in over Skype, on what kind of story he would tell.  He looked at each of us in turn and began. It took him a time or two, stopping because he couldn't keep a straight face and broke down laughing once or twice, but finally, he found his inner story teller and let it shine.

It began with "Would you like to hear a story?" and after that high of a diplomacy, the DM couldn't say no. So, the mites, riveted to this mysterious and crazed woman, eased their weapons while the rest of the party’s jaws collectively dropped. "Once, there was a great mite king," Svetlana started, "He was this tall!" It was fun actually getting to watch him act this out - the saunter, the mannerism, the way that he gestured. By this point, none of us can keep a straight face. Trying, yes, but not able to... He gestured taller than a human, "This tall!" The mites didn't believe him, so one bluff check later, they are wholeheartedly persuaded. "And he ruled a vast kingdom! The streets, paved with gold - even the shop signs. Solid. Gold."

"And it was a golden age," He went on, "A golden age for the mites... they realized that they shouldn't attack the humans, but allied with them... the humans were stupid, but the mites didn't need to attack them to prove they were better! They could trick the humans to do what they wanted anyway!" This was all done while he paced back and forth - and at this time he was getting louder and louder, and everyone started paying complete attention to this story.

"And the king, the magnificent king, he had to have a beautiful queen. After tricking the humans, he married a beautiful human princess!" To this, the only thing that the mites saw wrong was how he would kiss her, but, Svetlana reminded them that he was indeed taller. It took another bluff check to convince them of this, "as it was a very long time ago, before the mite's fall..."  That angered the little monsters, but a diplomacy check kept them in line.
"But this isn't a happy story, no... It has a rather sad ending", he went on. "The queen, you see, she was kidnapped. You know the dark elves, no?" He asked. Now the DM, was getting into the spirit of the mites, sitting in his chair, twitching, holding his arms up in front of him like a little monster and hissing "Yes, we know them!" 

"Then it would come as no surprise to know that they were the ones that stole the human princess!" This brought about booing, but the sorceress went on. "They infiltrated the palace in the dead of night, through magic" another bluff check "and they stole her." This raised the question of how they got her out, to which some debate between Svetlana and the mites went on, about magic bags, suffocation, and perhaps she was suffocated in a bag of holding... This was also no less than fifteen minutes into her monologue.

"Now," she continued, "She was kidnapped. And the next morning, the king awoke and went to her chambers to find her missing! Outraged, he gathered his army! The mighty mite king gathered his mighty mite army!" The mites wanted to know how many, so she asked them how many of them there were - and we got their entire numbers for the local area as well - but 44 was the consensus. "So, imagine 1000 groups like your own - 44,000 mites! And they went off to the Humans and the mite king asked the human king - do you have my queen!?  But the Human king said no... So the mite king went on to the Orcs, and the Orcs cowered in fear of the Mite king.” The mites started yelling again. “The orcs are ferocious! They are too dumb to back down!”

Svetlana shook her head. “That just shows how truly terrifying the Mite King was.” This seemed to placate the mites, and she continued. “The Mite King asked the Orcs but they said no... So he went to the Dwarf king, and asked him.  They cowered as well! But they again, said no. To the Elf king he went... but they, again, sadly said no... To the Gnomish king -" but the DM cut him off, this time forcing him to roll a diplomacy check to calm the mites, they had reached for their weapons and were getting ready to attack at the very mention of the gnomes. Foaming at their little mouths to boot. They called out, “Why did the Mite King not destroy the Gnomes!”

Svetlana calmly continued after another Diplomacy check. “The Mite King did not trust the King of the Gnomes, and that particular colony of Gnomes did not survive the night.” This was met with cheers from the mites at this no doubt spectacular victory. It was rather enjoyable watching the Dungeon Master actually get into the role of mites, taking on their physical movements and mannerisms.

But the story went on while Svetlana's player paced at the head of the table, gathering steam and realizing that this might just work. Still, all of our characters stood in the hall, baffled and listening. We couldn’t understand what she was saying in the slightest, as Svetlana was speaking Sylvan, but whatever she was saying prevented the mites from attacking us. 

"And the mite king went far and wide until he came to a great and vast sea to which a sheer cliff dropped off and into it's depths. And while he was there, the Drow came upon him in great numbers. They had an army with row after row of shields. Tower Shields! As tall as a bear and twice as wide. And they began fighting, but the Mite king fought bravely back. With the Mite Armies backs to the ocean, the Drow locked their shields together and starting pushing, pushing the mite army over and into the ocean. His armies stood their ground, matching the Drow’s force. But then, out came the Orcs. And they began pushing his men back. But they stood their ground. Then came the elves. And they pushed as well! But the mites still held! And then the dwarves! The Dwarven king, with the other races, they pushed the mites over. I told you this wasn't a happy story,"

There were mites in tears, crying and a few wailing. Somewhere in the back a mite tending the spiders started bawling. “But what about the Drow!?” They cried. “Did we take their lives as well!?” They begged her to finish her tale. At first Svetlana didn’t want to comply, as the lead mite had shouted out vulgarities and questioned her as a storyteller (as his latest diplomacy check landed on a mere 3.) The player asked the GM to roll a diplomacy check to continue, and the GM obliged, rolling a natural 20 while offering her fine silks as well as other trinkets for the rest of the story.

“No, there were no dead Drow that day,” Svetlana repeated. The Mites brandished their weapons angrily. “For, you see, after the Elves arrived, they slipped away! Treacherous folk, the Drow. They left the front lines and had other plans. Now that the mite army was gone, there was no one to protect the motherland. The Drow set upon the once Mighty Mite city. They burned it down! Killed every mite in sight! Men. Women. Elderly. Even the children!"

Now the mites were in an uproar and were furious to hear this, how they had fallen so far. To this, Svetlana's player, he found his inner voice and let it out, growling rather loudly "YOU BEGGED ME TO FINISH THIS STORY, OFFERED ME FINE CLOTHES! YOU WILL SHUT UP AND YOU WILL SIT DOWN AND YOU! WILL! LISTEN!” Roll Intimidate check... The DM himself is intimidated by this. Heck, we're all intimidated. He found his inner rage. Mites fail. The whole group sits down, setting aside their weapons, and continued weeping.

And she finishes. "It was then that the mite city was utterly destroyed. So really, we shouldn't be your enemy..."

The mites, a light-bulb over their tiny, bulbous blue heads ignites all at once. "The Drow".

It was ruled that Svetlana, who rolled so highly on most of her checks had to make a Sense Motive check (complete with -2 modifier) against herself. To this, she failed. She herself believed her own story. 
And while the mites stood up around her, they gathered their weapons and charged down the hall, chanting out a new war cry against the Drow, leaving the area and going off to gather their comrades. The ones that were killed by us a few days ago. So that might not go so well, but it was here that the story finished. We had done something I can't say I'd ever done, killed a Barbarian Tooth Fairy, much less encountered one, as well as convinced a bunch of Mites that their long lost ancestors were indeed much taller and Mightier Mites, that they should go and fight the Drow. In conclusion, we might have just sent a band of mites to their death.
It was also at this point that we leveled and Svetlana decided to take a level in Bard, capitalizing on her Charisma and taking a rank in Knowledge History - so that she wouldn't spend her entire gaming career believing that she was a prophet telling a story about ancient mite kings. It was going to happen otherwise.

And that about ends it. We ended a fey menace in the city. We won the day. We leveled. A good night for gaming.

Silver Crusade

If I'm not mistaken, that assumes that it's not protected. The new Iron Gods is. I appreciate the help though.

- Posted before I saw what you updated it with. That worked and I appreciate your help. That should do it, thank you Ckorik.

Silver Crusade

I just got the new Iron Gods Adventure path and I'm gearing up to start running it sometime this Sunday. I'm trying to get things together for it and attempting to figure out how to do the maps. I've got the Interactive Maps Pack for the game, I'm just trying to figure out how to actually make them large enough for use with Minis and Pawns, 1" preferably.

Printing is no issue, I work for a print shop, so I've got access to machines that can handle it. I'm just trying to figure out how to actually enlarge them. Someone said to put them Adobe Illustrator - but you can't open them in Illustrator any more - or Photoshop for that matter - their password protected. I've no problem with this, and I understand the reasoning, Paizo protected it's interests and products. I'd do the same. I was just wondering if anyone had ideas on how to produce a larger map without redoing the whole thing.

Thanks ahead of time for any help.

Full Name

Vidia Jax

Race

Daemon-Spawn Tiefling

Classes/Levels

Alchemist (Grenadier) 1

Gender

Female

Size

M

Age

79

Special Abilities

Claws, Prehensile Tail, Darkvision 60', Fiendish Resistance (Resist Cold, Fire, Electric 5)

Alignment

Chaotic Good

Deity

Milani

Location

Absalom

Languages

Abyssal, Common, Goblin, Infernal, Varisian

Occupation

Alchemist

Strength 13
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 12
Charisma 10

About Vidia Jax

Vidia
Female Daemon-Spawn Tiefling Alchemist (Grenadier) 1
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +1
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +1 (1d4+1)
Ranged bomb +4 (1d6+3 Fire) and
. . longbow +3 (1d8/x3)
Special Attacks bomb
Alchemist (Grenadier) Spells Prepared (CL 1st; concentration +4):
1st (2/day)—targeted bomb admixture
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 12, Int 16, Wis 12, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Martial Weapon Proficiency (???), Splash Weapon Mastery, Throw Anything
Traits pragmatic activator, student of philosophy
Skills Craft (alchemy) +7 (+8 to create alchemical items), Disable Device +9, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +5, Sleight of Hand +9, Spellcraft +7, Use Magic Device +7; Racial Modifiers alchemy
Languages Abyssal, Common, Goblin, Infernal, Varisian
SQ mutagen, prehensile tail
Other Gear Longbow, Alchemy crafting kit, Bedroll, Chalk, Formula book, Rope, Sack (12 @ 32.5 lbs), Soap, Thieves' tools, Trail rations (4), Waterskin, 7 SP, 8 CP
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TRACKED RESOURCES
--------------------
Bomb 1d6+3 (4/day) (DC 13) (Su) - 0/4
Trail rations - 0/4
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Student of Philosophy Use Int instead of Cha for Diplomacy checks to persuade others and Bluff checks to lie.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.