Katiyana

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Hello,

My adventuring group will soon end Souls for Smuggler's Shiv module and start the Racing to Ruin module. I've read the module and find no other advantage of choosing one faction over another except moral considerations and sticking with your best pal NPC from Smuggler's Shiv.

I wanted to gamify a bit the choice of factions by giving ingame advantage for each factions. Some example:

Aspis Consortium: Available Merchant - Can buy and sell stuff on the spot.
Ereder Government: Government Official Status - Get best attitude from Village official and possibly locals.
Pathfinder Society: Available Scholar - Can roll any knowledge check at +12. Get better on each subsequent modules.

I also was thinking of movement advantages since Racing to the Ruin is a race. EX:

Red Mantis: Cover of Darkness - Travel 10% faster when moving at night.

Any other ideas. Maybe giving 1 or 2 bonuses by faction but still making it a hard choice for the players.


Question for everybody:

I decided to remove Quilindra out of my campaign, I knew the group would discover her disguise and would never follow a Succubus (They have been fighting demons all campaign long, bad idea). I made a elaborate ploy where the elven mageof the group can map the Auidara elven gates and locate Thorn's End.

I need to make them enter Thorn's End. How could I do that without's Quilindra's Pass. There is the army of demons outside Thorn's End, they will not let the PC enter unless...

Any idea?


Hello,

One of my ranger player last night was all excited to get his wolf animal companion at level 4. When I told him he had only -3HD from his level (1HD), he was a little dissapointed.

He then asked me if it was possible for his wolf to wear an armor. I checked everywhere on https://www.d20pfsrd.com/ but couldn't find any armor for animal companion nor any rule for such thing. I told him that his wolf didn't have any proficiency to wear armor, he would get penalty even if a custom one was built for him. He asked me if it was possible with level advancement for his wolf to gain a feat. Perplexed but not set on turning his request down if it was possible, I told him I would check.

Any idea if it is possible and how it would work?

Thanks


My players are currently finishing part 3 - Escape From Old Korvosa. They are about to save Vencarlo Orisini and Neolandus

I have intentionally kept them in thge dark so far about the meta of what is going on. They know that the queen is evil and probably not human, but that's it. But I am pretty at the spot where I must do a bit of revelation to advance the story

I read somewhere that current Korvosa is based on the site of the Ancient Thassilonian city of Xin-Eurythnia. I thought that this was really cool. My players really enjoyed the Rise of the Runelord path so I wanted to spin the storyline this way:

-
The black pyramid that castle Korvosa is based on is the tomb of runelady Sorshen. The lower levels of the Pyramids were discovered 3 months prior to the adventure. The ancestors of King Eodred always warned about digging too deep into the pyramid, but he couldn't resist the charm queen Ileosa who wanted to find new jewels for her crown. She organized a expedition to search the ruins. They reached a chamber with a phylactery containing the soul of Lady Sorshen in stasis. Queen Ileosa was a suitable vessel for a reincarnation of Lady Sorshen, so their souls switched places, Ileosa into the phylactery and Lady Sorshen into Ileosa's body. Only she came back out of the ruin, the rest of her expedition team killed. She has been plotting ever since. She poisoned king Eodred, provoked the wailing death. Her ultimate plan is to make a pact with a powerful devil to send Korvosa and a part of the neighbouring Varisian landscape into the nine hells.
-

That in mind, forget about Kazavon and midnight lord. The ruins of Scarwall has to tell a different story.

Any idea how I can mod the storyline in a good way?


Hi there,

I'm concerned because I don't know exactly where is the fishery located in Korvosa. Just after they are done with Geadran Lamm and the fishery, the city explodes in riot. So I had the idea of tumultous eventful travels through the city where the PC would have to chose their destinations carefully. I have the Korvosa guide. But where is the fishery to begin with?


Hi there, I need a few on how to end The Skinsaw Murders booklet. I am GMing a solo game with player followed with 2 DM PCs. He is a fighter, he is followed by a wizard and a cleric that I control. All are lvl. 7. I gave him his 7th level at the end of the Foxglove Manor. He just raided the Foxglove Magnimar House and got the document which was studied by my wizard and gave him the info about "Seven's Sawmill". The point is that he is rapidly approaching the end of the chapter. My question:

1. Xanesha. I keep looking at her stats and I really can't figure out how 3 lvl. 7 PCs are going to win against her.
- If she has Mage Armor, she has AC 29 (or 30).
- If she has Haste, she has 4 attack starting at +20.
- She can fly and peck my Wizard that usually fly.
- She can run away with Dimension Door if in trouble.
- She silence the top of the clock tower giving my spellcasters a problem.
So how do I handle this issue? Not sure sending him to a side mission to get their 8th level would help much against those odds. Do I play her dumb? Do I nurf her down by removing a few things? How would you fight her if you were my player's party?

2. The end of the Skinsaw Murders chapter feel a bit disjointed compared to chapter 3. They beat Xanesha. The trail of evidence ends there... A while later they receive a job offer by Mayor Grobaras to go to Turtleback Ferry where they will find Shalelu and Xanesha's sister Lucrecia. No connection between the chapter, I was hoping they could get evidence to go searching in Turtleback Ferry. Any ideas?


Hi there,

I am relatively new to Pathfinder however I have been DMing DnD 3.5 for 5 years. I have read the PathfinderCore Rulebook, the GameMastery Guide, the Bestiary and the 2 first books of RotRL. I have started a Rise of the Runelords campaign in real life in solo with someone in real life, we play occasionally when we see each other. Right now it's doing good but I have to adapt since he is alone. But I wanted to try it out with an online group. I have read.

So here's my suggestion, we play by Group Instant Message in Skype, we will be chatting and exchaging documents if needed. I have already DMed some play-by-post games for DnD and they are too slow for my taste, so this is why I thought using skype IM was the best tool for us. We can use email for more personal messages like characters stats.

1) Dice Rolling: I have a special tool on a website. I will give the URL to the players. I will be able to see your rolls in real time.
2) Maps: I will use the maps from the modules and hide out the areas you haven't explored yet. I will reveal the rooms you visit one by one in real time. Example with the glasswork:
http://imagitiel.ca/DndHelper/pics/glasswork1.jpg
3) I expect one game per week on an evening, twice if my players really likes it.
4) Want minimum 4 players.
5) 16 point buy, no evil characters, only options from Core Rulebook allowed.
6) Not too familiar with the Pathfinder geography so I would prefer that your character comes from Varisia.
7) Want a background explaining why your character is in Sandpoint for the Swallowtail Festival. I can provide more info about the Swallowtail Festival if needed for players new to RotRL.

If I'm missing anything, tell me!


Hi there,

I have been running a 1 player rise of the runelords. He is a fighter, I usually accompany him with 2 dmpcs of his choice among 3-4, one is a cleric of Desna which he always need. It has been running pretty smoothly, he is right now entering the thistletop goblin base. He is 4th level. He will probably be 5th level when he finish Burnt Offerings.

I have begun reading Skinsaw Murders. A few questions:
- 5th level with 2 dmpcs of equal level seem a bit low for his first serious encounter, the ghouls in the corn fields. I would probably like to throw in an optional side quest he can in between Burnt Offerings and Skinsaw Murders or when the murders begin. That would boost his level to 6-7. Any premade adventure module I can use that would be near Sandpoint for 4-5th level character, that would be easy to fit into the story?
- Story tips: The great thing about solo adventure is that you can personalize them. Skinsaw murders read a lot like an horror flick. A few ideas I had:
- I somehow had the idea of involving the Sandpoint Demon somewhere in the story.
- Kill his cleric friend as one of the skinsaw murder. This would make it much more personal and remove his healing safety, making him much more weary when encountering undead enemies. A sidequest would probably involve getting his friend raised. Not sure about this idea.
Any story tips, online material or stuff I can add to the story?


Hi there,

I have GMed D&D 3.5 for 5 years until about 4 years. A friend told me recently that the last time he had played D&D was in the 90s and he wanted to try again. So I figured I was going to use D&D 3.5. I went to my local RPG shop and saw the Pathfinder Books and fell in love with the books and the system. I brought the Core Rulebook, the Game Mastery guide as well as the first book of the Rise of the Runelords adventure.

There is one little issue, he is alone for now, this is a solo game. A few issue with one man teams:
- They can be more fragile than 4 PCs, you only need 1 sleep to work on a lone fighter to bring him down. And you only need him to fall for the entire party to fall without an retreat plan.
- He doesn't have all the proficiencies. Can't heal himself or Can't identify magic items or can't unlock door/detect traps or can't use another PC as a tank...

How do I adapt to this? I had a few ideas:
- Start him up as lvl. 3 with the starting cash of a 1st level character and effectively consider him as a 4 character 1st level party.
- Give him a companion that I first control and he control when he gets a bit better. Something like Neverwinter Nights when you have 4-5 different followers that you can recruit in town and let go when you don't need them. Maybe give him a dog as a start up companion, that would serve as a goblin magnet. The downside: I really don't want to follower to steal the light off the player in combat or other stuff, there's bad issues that can happen when it's the NPC who always beat the monsters...
- Give him potions and stuff to augment his survivability chances. Give him a little bit more of such items like a wand of identify or a wand of Knock if he a spellcasters. Or other things...

But I'm still not set on what i'm going to do. Any ideas? what would you suggest?