pennywit wrote:
Pennywit, how did you end up adapting Courts of the Shadow Fey to Kingmaker?
pennywit wrote:
Completely off topic, but ... tell me about D'Kara the Erlking! Who, or better yet, what is he?
pennywit wrote: Glad you liked it ... and it's weird to think we put this together three whole years ago. Today, my players are in the middle of a combined version of the last two modules. It's gotten crazier. I'm currently powering through the Dresden novels on my Audible and I decided to type in "dresden" in the Paizo search bar. Your post was like the third or fourth one down the list. Gotta' love me some Jim Butcher fey! Also, on the topic of crazy -- my players are currently deep within the Underdark looking for the missing Golka dwarves on behalf of House Garess. It's a long story.
Below is the MM Half Ogre that I tweaked to make into a Pathfinder ogrekin. For the Grauls, I powered up the sample ogrekin presented below by merging it with the Beserker NPC from the MM. Ogrekin
STR DEX CON INT WIS CHA
Senses: Darkvision 60ft., Passive Perception 9
Deformities: An ogrekin picks an advantageous deformity and a disadvantageous deformity from the list below. Below are two sample deformities for the sample ogrekin. Oversized Limb. A melee weapon deals one extra die of its damage when the ogrekin hits with it (included in the attack). The ogrekin also receives Advantage on all Strength checks. Light Sensitive. The ogrekin gains Disadvantage on all attack rolls and skill checks in bright light. Actions • Ogrehook. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage if used with two hands. • Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Ogrekin Deformities Beneficial Deformities: The ogrekin gains one of these, chosen randomly. 1: Oversized Limb: The ogrekin can wield weapons one size category larger than normal without any penalty and gains Advantage on Strength checks.
Disadvantageous Deformities: The ogrekin gains one of these, chosen randomly. 1: Deformed Hand: One hand can't wield weapons; Disadvantage on attack rolls with two-handed weapons.
Devacorian wrote:
Just read through your posts -- looks pretty epic! Keep it up! Don't be bummed out about the Stag Lord being killed in his sleep. You just happen to have a resourceful and lucky group of players. At the end of the day, they will remember that moment for the rest of their gaming days. As for all your prep, save it -- you never know when you'll use it! There are many more awesome villains and APs after all!
Kalshane wrote: I used a gladiator for Rukus, but switched him to using a magical great sword (I'm changing his "one big finger" to "a giant finger and thumb" allowing him to wield a two-handed weapon) that belonged to one of the dead and eaten Black Arrows. (Our barbarian has been using Nualia's vicious longsword [which replaced her +1 bastard sword] for lack of a magic great weapon up to this point.) I customized Crowfood (who has a grapple effect on his ogre hook attack based on suggestions on these boards about him doing hit-and-run, drag PCs into the cornfields tactics) and Hucker (who is a half-ogre barbarian/rogue with the shield master feat) and turned Mammy into a half-ogre warlock with an innate flight power as one of her Invocations. Like you I'm using a generic half-ogre for the rest of the Grauls and a modified Shambling Mound for Muck Graul. Very impressive. Do you stat them out like PCs? How do you adjudicate CR? Also, what template/format do you use for your stat blocks? Kalshane wrote:
Your Xanesha build is awesome. My players are loving the simplicity and the smooth gameplay of 5E, and on my end, legendary creature rules make boss battles an absolute joy to run. Thanks for regaling us with your epic Xanesha battle!
Kalshane wrote:
Great idea about the dragons -- consider the idea yoinked! Currently in the middle of converting the inbred Grauls. For the leveled ogrekin, I will be using the stats of the "Gladiator" in the MM. For the unleveled ogrekin, I will be using "Half Ogres" from the MM. Mammy is a different story. In my campaign, she was formerly a beautiful human woman that was cursed by Myrianna the nymph for killing and eating the fey creatures of the forest to extend her youth. She got her wish for an extended lifespan but it caused her to suffer from ravenous hunger which caused her to become the bloated monstrosity that she is. For stats, I used the "Qyllione" from p. 316 of Tomb of Beasts. The tendriculosis (her cursed husband IMC) will be converted into a "Shambling Mound" from the MM whom Mammy keeps trapped in the cellar under her room (think Jabba the Hutt). For the leveled ogres in Hook Mountain, I'll probably use the rules in the DMG and MM to create CR 5 ogres. For Pappy, I might give him the barbarian's rage ability and some legendary actions (I haven't decided yet). How did you do the conversion for Xanesha/lamia matriarchs?
Queen Moragan wrote:
Luckily, I have a Kingmaker Map Folio which I purchased way back in the day. Do you recommend I laminate it to protect it? JohnB wrote:
Cool idea! I'll go check it out! Gargs454 wrote: Eh, yes and no. They'll handle the smaller dungeons easily enough (albeit you might need to reshape a couple of rooms -- can't recall off the top of my head if there were any tiles that could make for say a Hexagonal room like in Lonely Barrow). For the larger dungeons like Vordekai's and IIRC Irrovetti's palace, you'll likely need a LOT of sets. I'm also not sure how well they handle a cavern style graphic, think they are more "dungeon" than cavern. Sadly, they never really took off and thus, didn't make many sets from what I can find. They were a great compromise (price wise) between 2D game tiles and Hirst Arts/Dwarven Forge. Though with the DF kickstarter going on now, I am finally starting to invest in that. Can't recommend that system though simply because it is so costly. It has the greatest "Cool" factor by far, but you have to be willing to invest a bunch of money to get there. Agreed on the Dwarven Forge. My wife would kill me if I invested in the new DF kickstarter. Like, literally. :)
Gargs454 wrote:
I recently purchased the Reaper Vordekai and will begin painting him once my PCs are complete with Book 2 (currently they are on an extended detour through the Underdark in search of the Golka Clan for House Garess). Regarding Terra Clips, do you think they are versatile enough to handle the dungeons in this campaign? What about a more dungeon heavy campaign like Rise of the Runelords?
Hey all, I'm wondering what miniatures/terrain (if any) you are using for this campaign path. For me, I use a mix of Pathfinder Battles, D&D prepainted miniatures, and Reaper bones miniatures which I paint. As for terrain, I use Paizo's Woodland, Swamp, and Twisted Cavern flipmats. For dungeons, I draw everything out on a large sheet of 1" graph paper with marker and colored pencils.
The Barony of Isthania was named after its ruler Zaron Isthanion, a half elf warlock of considerable talent. Baron Isthanion owes everything to his elven mother Vellara who, despite the scandal that rocked their family after her husband Karn Zuddiger (of "Zuddiger's Picnic" fame) went on a murderous rampage, managed to secure a place in the Exploration Charter signed by the Regent. Not only that, Vellara Isthanion managed to lobby the other charter bearers by offering her considerable personal fortune and political connections (in the form of BP) to get her son elevated to the position of ruler. Scandal continues to dog the Isthanion family as hushed whispers claim that Vellara is a murderous leanansidhe who actually instigated her famous husband's descent into madness. The same rumors also hold that Vellara's salon for Restov's intellectual and artistic elite is nothing more than a glorified feeding ground for the predatory fey. The whisperers will claim that almost all of the members of Vellara's salon end up dying young after a blaze of inspired productivity. The truth however, is somewhere in between.
Wow, that must have been an epic moment for everyone involved! You definitely made the right calls there. IMC I decided to install the Emerald Keep dungeon into the Stag Lord's fort with Nugrah the Decrepit as the "boss" of the cellar level. I described several journal entries detailing his descent into madness and his growing obsession over the beauty and grace of arachnids after the events of his tragic backstory (instead of turning to the worship of Gozreh, Nugrah turned to the worship of a homebrew demon lord of spiders). While the Stag Lord still exerted his will over Nugrah, the latter proved to be a formidable foe and a memorable villain for our intrepid heroes (we all thought that a mad, spider-crazed druid that crawled around on the ceiling while summoning vermin was pretty cool). I could elaborate more if you are interested.
redcelt32 wrote:
Looking forward to this! One of my players is my seven year old son, so I won't be able to go full-on Dagon. However, I plan on running the awesome Pathfinder module "From Shore to Sea" to expand the "Abandoned Ferry" location and Candlemere Tower locations.
Odin's Left Eye wrote:
I just read through this writeup and the accompanying "Wedding Knight" adventure. I am dying to know what happens next! Please update us on how your players dealt with this (if you are still playing Kingmaker that is). Also, just a thought, but what would change if you wanted Hannis Drelev to play the role of Etan Hogg/Uthred from the adventure?
I also wanted to address the relatively low number of bandits in the region. All told, there are about 20 including Kressle's camp. The bandits were originally a much larger force, but fighting against the Nettles expedition reduced the bandits' numbers significantly. In short, PCs are quite fortunate to arrive at the Greenbelt when they did!
One of my PCs wanted to know why the Swordlords decided to gift the charter explore the Greenbelt to three outcasts and misfits (a human mercenary, a gnome bard, and an exiled elven ranger). Oleg and Svetlana Leveton explained to the trio that they were not the first group to try to settle these lands. SPOILER ALERT!:
About six months ago, the Swordlords invested a significant amount of resources in outfitting a large expedition of mercenaries and engineers led by one Davik Nettles to explore, survey, and later, build infrastructure throughout the Greenbelt.
The Nettles Expedition, as it would later be called, would be the vanguard of the Swordlord's aggressive territorial expansion into the Stolen Lands. Once roads and bridges were built, colonists would settle the fertile lands of the Greenbelt. Alas, the Nettles Expedition ran afoul of a large and organized bandit presence led by the mysterious Stag Lord. While the expedition succeeded in clearing out one bandit outpost and establishing a beachhead at the northern tip of the Greenbelt (now Oleg's Trading Post), it was ill-prepared to face the cunning Stag Lord and his vicious minions. After a series of catastrophic skirmishes within the Narlmarches and the surround hillside, the expedition's forces were ultimately defeated in a decisive battle along the banks of the Shrike River. In a final act of desperation, Nettles burned his own bridge down to stop the bandits' inexorable advance north to civilization. With his expedition in tatters, Nettles cursed the man who took everything from him and then took his own life by plunging into the ice cold river below. Due to being assigned to guard the cleared fort, Oleg is the only man to survive the ill-fated expedition. Unbeknownst to him, Nettles is now an unholy undead creature. His burning thirst for vengeance and the collective trauma felt by all the men who fell in the bloody battle fuel his new existence. Six months later, the PCs arrive on the scene with a new charter from the Swordlords. Still smarting from their lost investment, the Swordlords' new charter places the emphasis on eliminating banditry "by sword or by rope." Their new investment is minimal, and their expectations are low. This new expedition, if it can even be called that, would be easily replaceable and no one would miss a sellsword and a bunch of demihumans. Any thoughts/feedback would be greatly appreciated!
Bennyzoid wrote:
Alas, the links do not work.
I'm slowly, but surely converting my Runelords and Crimson Throne campaign from Pathfinder to 5E. While I purchased Curse of Strahd and Storm King's Thunder, I think I will continue to play Paizo's APs. Paizo is definitely without peer in the story, art, and production quality departments. With that being said, players seem to greatly enjoy 5E for its sleek, streamlined game mechanics and its emphasis on roleplaying. I personally like how the game feels like the 2E campaigns of my youth without the unnecessarily arcane mechanics (Thac0, etc). Combat is MUCH faster and smoother in both campaigns under the new system. The concentration spell mechanic and magic item atunement mechanic also reduce the the "Christmas tree" effect and the amount of bookkeeping required to keep track of everyone's buffs and stat-boosting items. This is especially true at high levels (my Crimson Throne campaign is in its final chapter). Of course, YMMV. My groups consist of high schoolers new to tabletop roleplaying (Runelords), and college students/working professionals with varying levels of tabletop experience (Crimson Throne).
Hey LucyG92, this should probably go into the Crimson Throne forum -- you are bound to get answers there. As for the specifics of your question: Spoiler: House Arkona runs pulls the strings of the Cerulean society from the shadows. As for their HQ, I'd imagine that it would be somewhere in Old Korvosa. In my campaign, I used the Last Laugh headquarters from the Shackled City Adventure Path to simulate the Cerulean Society's defenses, etc. Their guildmaster is Grandmaster Boule (Rogue 10) and he is just a puppet for the Arkonas.
Back when I was a neophyte GM running a Rise of the Runelords campaign, I had a rebellious player who insisted on playing a cleric specializing in summoning/raising undead. He completely ruined the vibe of the party and his antics derailed the campaign. There was simply no in-game reason why a predominantly good party would ever travel with a NE cleric who regularly defiled the dead. Players spent more time worrying about whether or not the creepy scythe wielding Urgathoan would betray them versus preventing the rise of the big baddie. At a certain point, the party got fed up with him animating giant skeletons and researching a path to lichdom. Led by the NG ranger, the party ultimately subdued the cleric, stripped him of his magic items and valuables, and turned him into the authorities in Magnimar. As far as they know, that cleric is still languishing in prison. Since then, I instituted a new house rule: no evil characters in a campaign geared towards good characters and no pvp.
Drahliana Moonrunner wrote:
I agree. Unless you absolutely want to play out a pvp scenario, I would talk to the player and GM about how this will detract from yours (and everyone else's fun). Also, in-character, why would your LG character even want to help a NE character find a phylactery? How would him gaining that kind of power benefit your party in the long run? Remember, lawful good does not equal lawful stupid. If he insists on going this route, a LG character would most likely subdue him and turn him into the authorities before he becomes a grave threat that endangers innocent lives.
Greetings friends! I am currently running a heavily modified CotCT campaign, which has delightfully fallen off the rails. Players are currently running guerrilla operations against a tyrannical monarch and her forces. I would like to reskin/reflavor adventures that hit upon the following themes: 1) Oceans Elevens-type heist adventure where players break into a heavily fortified temple of Abadar. 2) Players infiltrate/invade a thieve's guild in order to take down a criminal empire. Part II of this will be a re-visitation of the final dungeon in "Escape from Old Korvosa." Need help with "Part I." 3) Power struggle within the Hellknights. I ran the previous scenario where players rescue a captive of the Hellknights from Hell itself. I'd like to know if there are any more adventures/scenarios that deal with the internal politics within the Hellknight order. 4) Players infiltrate/invade the Temple of Asmodeus to halt a dastardly ritual. Any help will be greatly appreciated :)
I just want to chime in here and say, wow. These ideas have got to be some of the best I've seen on the Skull & Shackles forums. Dudemeister, I know that you are currently a player in this campaign, but please feel free to share whatever gems come out of that extremely creative brain of yours! pipedreamsam: that's some good stuff there. Keep it going!
I am just about to start Book 3 and am curious as to what I should do with Shalelu. My PCs already have an archery focused ranger in their group, and I would rather not have Shalelu steal his thunder. I do, however, like Shalelu as a character and would like to develop her more. What do you recommend I do?
Well, it is your campaign. Personally, I feel anything over 25 point buy is overpowered, and frankly, strains my suspension of disbelief. After all, what are the chances that these paragons of godliness all happen to live in/meet in the same remote fishing village? I run five PCs with 15-point buy (all new players), and they are doing fine. They are challenged, but not overwhelmed. I run the encounters as written, and occasionally modify encounters to suit my whims.
I made several changes to Book 2: The Skinsaw Murders. I replaced the Sawmill Encounter with the PFS module: "Cultist's Kiss." In my campaign, the Brothers of the Seven were a death cult dedicated to Lissala, the Goddess of Runes (as opposed to Nogorber). The seven pointed star motif throughout Cultist's Kiss, and the Sihedron ritual flowed better in my opinion.
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