Automaton

DM_aka_Dudemeister's page

Goblin Squad Member. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter, 8 Season Star Voter, 9 Season Dedicated Voter. Pathfinder Adventure Path Subscriber. Organized Play Member. 8,557 posts (8,861 including aliases). 11 reviews. 1 list. 4 wishlists. 2 Organized Play characters. 26 aliases.


1 to 50 of 2,752 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Virellius wrote:
Arkat wrote:
** spoiler omitted **
I agree 100%. It was a very strange choice and feels like a letdown considering the story being told.

It feels like: "The climactic ending we wanted to do was cut due to budget and space constraints. Imagine something really cool happening off camera."

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Yes, if I run this, I'll definitely make Abrogail a bit more of a presence in the finale. A bit of a Watchman type situation:

Something like:

Spoiler:

The heroes arrive to Gorthoklek's chamber to find Abrogail in conversation with her fiendish general.

"You insubordinate insects are far too late. This isn't some Pathfinder serial where you'll arrive just in time to stop me. The contract was signed hours ago, even now my realm is immortalised as a Circle of Hell, and all that rightfully belongs to Cheliax will be brought back into my infernal empire. Your impetuous Empyrial Lord will be delivered to Asmodeus as a final tribute to the Lord of Laws, and you will die knowing you could never have stopped me. Perhaps by dying here your souls might be delivered to my new circle of hell for punishment. That would be most fitting."

The final battle will be the PCs versus Abrogail, Gortholax and the fiends. While Abrogail is currently transforming into an archdevil, he transformation and apotheosis is incomplete, and the PCs have a window in which to deal a powerful blow to her. It won't kill her permanently, but she will need time to regenerate upon her infernal throne. Additionally she is lying about a key point, the Imperial Lord is not just a thank you gift, it is payment for Asmodeus to expend the power to extend hell beyond Cheliax's current uncontested borders. If it remains unpaid, the service will not be rendered. Talmandor will be in the final battle room awaiting sacrifice to Asmodeus, and the PCs will need to try and keep Talmandor alive/free him from infernal binding so he can assist.

The death of Abrogail's mortal body is necessary for her final apotheosis into an Archfiend, and it was a step she hoped not to take as she did not want to spend her immortal life trapped in an infernal devil form, truly believing herself to be better than that.

The Exchange

3 people marked this as a favorite.

Skull and Shackles Tempest Rising and Plunder and Peril:

XP: 7100
AP: 710
Current XP: 102,197
Next Level: 37,083

Splitting the Fleet
The party divided their forces:
The Defiant (Captain Aubrey Wynn) sailed for Kelizar’s Atoll.
Gozreh’s Bite (Captain Aselia) made straight for Port Peril.
Kelizar’s Atoll lay only two days away, nestled off the shores of Dahak’s Isles.

Kelizar’s Atoll — The Ghost in the Wreck
Using their Letter of Marque and Kelizar’s obsession with Taldan culture, the crew negotiated access to the wreck at the heart of the dragon’s “subaquatic empire.” Kelizar complained the ship was haunted—its constant moaning preventing him from looting it.
While Flynn, Julian, Bill, and Jolly Roger debated ghost‑binding theory, Aubrey and Bezdna lost patience, dimension‑dooring invisibly into the wreck.
They triggered the Haunt of the Saber’s Kiss—a drowning torrent echoing the ship’s final moments. Aubrey dodged the worst; Bezdna tanked the ghostly acid of Kelizar’s killing breath. They recovered the bones of Captain Stormeyes Dahoath and a sealed safe.
Back aboard, the crew trapped the ghost in a magic‑circle sailcloth. Stormeyes moaned for his lost love Halina, and immediately recognized Jolly Roger as the traitor who marooned him and Warvill Lanteri for two years.
Inside the safe: another piece of the legendary Three Reasons to Live—the Chimera goat‑horn, matching the one taken from Captain Morgan.

Cho‑Tzu — Love, Lies, and Tengu Trouble
The Defiant sailed to Cho‑Tzu, where Aubrey, Flynn, and Jolly Roger located Halina at the Scarlet Scarf Brothel. She agreed—reluctantly—to come see the ghost.
Meanwhile, Bill and Bezdna spotted the Magpie Princess being squibbed in port—the very ship stolen from Varossa Lanteri by mutineer Hyrinx Snowfeather.
They went to investigate… and walked straight into an ambush.
The Tengu Fight
Hyrinx and his murder descended on the docks.
Highlights:
Bill blasted a rope, dropping a net of barrels onto several tengu.
Bezdna resisted magical blindness through sheer Doomguard stubbornness.
Aubrey’s distant Hold Person locked down Hyrinx.
Redwing fell, Skeeks lost his instrument, and the murder broke ranks.
Hyrinx and Blackbeak were captured alive.

Laying Captain Dahoath to Rest
Flynn realized the curse required Stormeyes to touch dry land.
They allowed the ghost to possess their body, wrestling their own fear of commitment long enough to drag the spirit ashore.
Stormeyes manifested and proposed to Halina.
Her answer shattered him:
“You promised to marry me the moment you touched dry land… and then you stayed at sea for a decade. You never meant it.”
The ghost dissolved, finally at peace.

The Truth About Varossa Lanteri
Aselia arrived with Varossa to interrogate the prisoners.
Varossa immediately attempted to execute Hyrinx.
Aubrey intervened.
Hyrinx accused Varossa of murdering Warvill Lanteri.
Aubrey teleported the group to the Magpie Princess to investigate.
There they found:
Warvill’s charts and notes.
Evidence the third Reason to Live lies at Blackwarn’s Gallows.
Hyrinx’s testimony that Varossa killed Warvill—whether opportunistic or self‑defense remains unclear.
Warvil's Journal Warned:
“Varossa wants me to claim Captain Redclaw’s treasure now that Stormeyes and Morgan are dead. She doesn’t know what that vault will unleash.”
A plan was formed.
The Execution of Varossa
Bones distracted her.
Aubrey cast Hold Person.
Captain Aselia drove a trident through Varossa’s chest.
Ending any possible competition from Lanteri for Redclaw's treasure whatever it might be.

The Rise of the Corvid
The party claimed the Magpie Princess, rechristening her The Corvid.
They installed:
Ratline Ratsburger, Conchobar Shortstone, and Rosie Cusswell as command crew.
Hyrinx and Blackbeak as officers under supervision.
The Corvid sailed south to earn plunder and reputation—preparing Ratline to become a Free Captain.
Return to Port Peril
The Defiant and Gozreh’s Bite sailed for Port Peril…
…and the past began to catch up with our heroes.

Port Peril — Shadows, Contracts, and Old Ghosts
After the chaos in Cho‑Tzu and the rise of the Corvid, the Defiant and Gozreh’s Bite made port in the beating heart of the Shackles: Port Peril, where every dockside shadow hides a knife and every tavern whisper carries a price.
Aselia — The Red Mantis Contract
Word reached Aselia through an old ally:
A Red Mantis death contract has been issued on her head.
The assassin who brought the warning—a sylph from her former adventuring party—made it clear:
This isn’t a rumor.
This isn’t a threat.
This is a signed contract.
Someone wants Aselia dead badly enough to pay the most feared killers in the Inner Sea.
Bill — The Past Crawls Out of the Mana Wastes
Bill received a message from Bob Jenkins, a fellow outlaw from the Mana Wastes… and a man Bill once left for dead.
Bob is alive.
Bob is in Port Peril.
And Bob made it clear:
Bill should watch his back.
Whether Bob wants revenge, justice, or something stranger remains to be seen.
Marcus — A Past Life’s Warning
Marcus was struck by a sudden flashback—one of his many past incarnations.
He remembered swaggering through Port Peril with too much coin and too little caution…
…and being murdered in an alley for it.
The memory wasn’t just a vision.
It was a warning.
Letters of Marque — The Road to Lucrehold
Aselia and Aubrey coordinated a message to Lucrehold, seeking to formalize their Letters of Marque.
The Hurricane King does not grant such privileges lightly.
The request has been made.
The price will be steep.
Cliff’s Edge Inn — A Brief Respite
The crew secured rooms at the Cliff’s Edge Inn, overlooking the storm‑lashed cliffs of Port Peril.
A moment of rest before the storm to come.

Next Session: The Three Trials
To earn their Letters of Marque, the heroes must face the Three Trials of the Hurricane King—tests of strength, cunning, and loyalty that will determine whether they rise as true Free Captains…
…or die as pretenders.
The Shackles are watching.
The King is waiting.
And the trials begin soon.

Silver Crusade

5 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

I genuinely feel terrible for Westcrown that place has gone through it, and the heroes of its defining adventure path saved it from one crisis only to have the city to have the badguys take over again in Hell's Vengeance, and get

Hell's Destiny Spoiler:
swallowed up into the 10th Circle of Hell!

The heroes of the very first official Pathfinder AP really should have just moved out of town...

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

I very much want Mech rules because I'd rather run Mechageddon in 2e than 1e!


1 person marked this as a favorite.

I just use the Chase rules from the GMG when I want to build a race.


1 person marked this as a favorite.

THERE'S A GRYLA ON THE LOOSE?

Is it a charcoal Gryla or a propane Gryla?

Silver Crusade

1 person marked this as a favorite.
CM_CrusadeMeister wrote:

So we took a month off last month, but this time we're back.

** spoiler omitted **

Wrath of the Righteous Book 3:

So our heroes opened the door. Inside they found an elven woman straddling a corpse, making what can only be described as a bloody mess of bone meal of the body by smashing it with her serpentine staff.
She thanked the heroes for rescuing her from these cultists, but our heroes were naturally suspicious.

The body was ruined too much to speak with dead, but our blood kineticist only needed blood enough for a blood biography.

Realising the jig was up, the princess admitted she was the demon Jerribeth, and she hoped the PCs might help her get rid of Xanthir Vhang whos ambition was now a problem for Baphomet. She could even offer them the power of a wish to sweeten the deal.

Our heroes decided no deals with Demons (this will be important later).

An intense fight followed, with our heroes very narrowly avoiding some rocket-tag instant death buttons, and her mythic defenses putting up quite a challenge. But eventually they put the demon down.

Looting the room they found a beautiful magical necklace, but nobody could identify it.

Ausk put it on and immediately began choking as it slowly tightened around his neck.

Once active, it was easy to identify as a necklace of strangulation, only removable with a limited wish, wish or miracle spell.

Looking at the demon corpse, the party realised they would have to make a deal with a demon after all.

Using a breath of life and the Dungeon Jailer/Prisoner rings they found on the body of Jerribeth. The party managed to leverage a wish out of the demon, in exchange for her "freedom". Thanks to Alan's theological debate skills he was able to convince the demon to present herself to Umbral Court of Nidal so they could utilise her abilities as a torturer.

Ausk lives, thanks to the largesse of a demon.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Dragon78 out here asking for a 120,000 page books.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Old Timey Radio Announcer Voice wrote:
Stay tuned to the next Adventure Path for the THRILLING CONCLUSION to the HELLFIRE CRISIS!

The Exchange

1 person marked this as a favorite.

XP: 1930
AP: 193

Skull & Shackles Tempest Rising AND Plunder and Peril:

Our plunderin' pirates recruited some new crewmembers to join the newly christened Gozreh's Bite and shuffled crew across the two ships.
So now our command crew are:

The Defiant
Captain - Aubrey Wynn
1st Mate - Flynn
2nd Mate/Gunner - Killer Bill
Magic Officer - Julian
Shipwright - Early Mourning
Pilot - Jolly Roger
Lookout - Sandara Quinn

Gozreh's Bite
Captain - Aselia Seaborne
1st Mate - Marina Trench
Gunner - Samira
Magic Officer - Delilah Ashwood
Pilot - Marcus
Lookout - Cephia
Shipwright - Eegrush

The ships headed for Beachcomber, but were accosted by some pirates looking to toll the passing ship. Looking to flex the muscles of the newly squibbed Gozreh's Bite nee Thresher, the pirates picked a fight. Working together the party were able to sink two ships and send two packing.
After which they docked at Beachcomber where they were able to find the House of Secrets, a hidden temple to Norgorber's aspect as the Reaper of Reputation. There the party traded secrets for information. Their informant, a masked halfling named Slip was able to tell them the following:

Spies: Slip had knowledge of spies, but would only trade the knowledge for the secret of speed plundered from a ship called the Brine Banshee, last seen sailing out of Port Peril.

Wreckers/The Lady's Sting: The party were able to trade a secret for the location of a crew of Wreckers led by a Dromaar (half-orc) named Vakarla operating on a small island in the Rampore Isles.

Location of Dajobas Cultists: Bez was given the task of killing a Tengu mutineer named Syrix Snowfeather. Snowfeather had stolen a ship called the Magpie Princess from under the nose of her Captain a woman named Varossa Lanteri from the port of Lilywhite.
Slippery Syl's Last Known Location: Port Peril.
The Reason Why The Aspis want to Marry into Flynn's family: "You have it backwards, they seek to join the Aspis. They paid good money to resurrect the first daughter they lost."

Marcus also used the time to drop off some of the Pathfinder's secrets to a Chelish contact and earned a very special Platinum piece (and 9 other less special pieces in return).

Next stop was Lilywhite where the party arrived just in time for the Rum Punch Festival. The party participated in a drinking competition while the Captain threw some money around town.
Marcus and Bill won the competition (in an undeniable draw). They also met Varossa Lanteri.
Meeting her for breakfast, they learned more about the betrayal that lost her the Magpie Princess, and she was certain that the Tengu traitor was headed for Port Peril next.

Next time: Dragon Plunder and Port Perils!

Silver Crusade

4 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Arkat wrote:
Cori Marie wrote:
They look at the forums on a regular basis to gather info on what the player base is thinking. Several staff are also active on Reddit looking at that as well.

That's feedback. The forums are good places to leave feedback.

I'm not talking about feedback.

I work customer experience, and asking for verbatims on experiences customers have had with a product, is feedback.

In any case, if I had to hazard a guess the vast majority of APs canonical endings based on customer response would be:

"The heroes were unable to organise their schedules and just sorta stopped adventuring, we never heard from them again, so I guess the badguys won by default?"

Silver Crusade

1 person marked this as a favorite.

So we took a month off last month, but this time we're back.

Wrath of the Righteous Book 3 Spoilers:
Our heroes began the session in the Green Gorge, a statuary of basilisks hissed and charged the players as our Blood Kineticist loudly gathered energy. The CR 5 critters were no match for my Lvl 12/MR 3 party without even as single failed petrification save :(

Finding the actual entrance to the Ivory Labyrinth proved trickier, as the mythic master of the labyrinth had hidden the gate behind an illusiory veil. My party's weakness to Will Saves proved to be a hindrance, but the Cleric came in Clutch leading the party with closed eyes through the illusion only to get attacked through the gates by Half-Fiend Minotaur Antipaladins of Baphomet. Our sprite slayer easily fit through the gate gaps, avoiding attacks on his way past and figuring out the door mechanism, and the party sorcerer used dimension door to get the gates open enough for the party to push through and make short work of their enemies.

They headed to the nearest door and found an armory, unfortunately a failed Stealth check triggered the backup minotaurs who charged out of their room like the kool-aid man, and managed to send three party members into extradimensional mazes! A quick Dismissal from the party sorcerer cleared out one of the trio, while a flurry of arrows from the the heretic demon and the blades of the party Shifter/Ranger finished off the other two.

And so our heroes end the battle in a room that is quiet except for the sounds of pleasure coming from a room to the south?
What twisted things will they find behind that door, and will it break the Community Guidelines to post about it? Find out next Month!

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

I purchased this product, read it and ultimately think that for a GM looking for a vast divine conspiracy in the background of Golarion it might be a great campaign launching point.

As far as writing quality, product polish and delivery on the premise as advertised: 9/10.

For me, the whole idea was not to my taste, and completely flattens the religious complexities of a world like Golarion to actually reduce the story possiblities and make mortals even more unwitting pawns in the games of the gods and unless the conspiracy is an active part of a campaign, reduces the impact of too many stories.

Its an interesting idea, that doesn't give enough points of interaction or conflict with the active divine factions of Golarion.

Just because its not for me doesn't mean it won't be for you.

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Build the Thornriver Watch Tower:

As a downtime activity characters can contribute to the building of the Thornriver Fort.

Prepare the Worksite
Before work can begin, the worksite needs to be prepared for moving the logs and putting a foundation in place. Additionally a camp needs to be set up for the party to rest in.
Make a Craft, Survival or Lore (Forest) check against the standard DC of the region. Players can upkeep or improve the preparations as a downtime action if they are unhappy with the level of the result they achieved below as a downtime action.

Critical Success Camping checks in the hex gain a +1 status bonus due to the secure camp. Build checks also benefit from this bonus for 1 week.
Success Either camping checks or build checks gain a +1 status bonus for 1 week.
Failure The worksite is prepared, but is not of a quality to make the work ahead any easier.
Critical Failure The worksite is prepared, but characters will not be able to camp close to the worksite and will need to camp and travel from an adjacent hex for the duration of the build.

Gather Resources
For a basic Watchtower the party will need to gather resources in the form of 4 units of lumber. A character can gather lumber by taking a downtime action utlizing axes, lumberjacks tools and the like and making a check against the Region DC in Lore (Lumberjack), Lore (Forest) or Craft.

Critical Success You gather 2 units of Lumber.
Success You gather 1 unit of Lumber
Failure You gather no lumber.
Critical Failure As failure, AND you trigger a random encounter roll.

Build A Watchtower
As a downtime action you can help erect the watchtower and build it. The party needs to make 7 successes to finish building the watchtower. Craft, Lore (Carpentry) or Lore (Engineering) can be made towards this goal against the standard DC of the region. Once the party hits 7 successes the work is complete and a watchtower now sits at Thorn River Camp. This watchtower functions as a Watchtower if incorporated into the Kingdom.

Critical Success Two successes towards completion.
Success One success towards completion.
Failure Zero successes towards completion.
Critical Failure Reduce the successes by 1 or ruin a unit of lumber (project can not continue until there is at least 4 units of lumber available on the site.

Recruit Guards
As a downtime action from Olegs or Restov the characters can recruit guards for their watchtower. Make a Diplomacy, Lore (Soldier) or Lore (Mercantile) check against DC 15+Level of Guard to be recruited.
These guards will be expect to be paid 5 sp x Level each week while living and working in the watchtower.

Critical Success You find two loyal guards of the level you're seeking who agree to work for the amount offered.
Success You find one loyal guard of the level you're seeking willing to work for the amount offered.
Failure You find one loyal guard of the level you're seeking -1, willing to work for the amount offered.
Critical Failure You find one loyal guard of the level you're seeking -2 for the amount offered.

Silver Crusade

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
moosher12 wrote:
Though on the note for Kingmaker, I think I remember hearing somewhere that Kingmaker Remastered was not Paizo directly, but Legendary Games approved by Paizo, sort of a second party deal. Any truth to that?

Legendary games mostly assisted with the conversion book for 5e and the companion book.

Kingmaker is a fantastic sandbox, because it gives you a solid skeleton to hang your own player stories on. If the GM doesn't throw in a lot of personal side-quests and homebrew stories, and just runs the book as written then it will feel generic and like waiting for the next plot drop.

I'll always go to bat for Kingmaker, as the additional content I've put into the campaign will attest (check my profile for more), but the complaints about the rules add-ons are fair, and if your party isn't really interested in Civilization: Golarion Edition, instead use the event rolls as session prompts and let your players use their own skills, roleplaying and leadership decisions to solve those events rather than relying on a sub-system.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Copilot Kingdom Building:

Prompts: Build me a kingdom in Pathfinder 1st edition rules. Assume there are plenty of plains, hills, forest and river/lake hexes within 10 hex radius of the starting location, mountains to the east begin about 15 hexes away, and swamps to the west starting around 20 hexes away.
Assume a starting budget of 50 BP, and all leadership roles filled with NPCs where highest appropriate ability score modifier is +3.

[The LLM built out a kingdom based on 1st turn set up here, not going to bother pasting all that]

Prompt 2: Give me the kingdom sheet

KINGDOM SHEET — Highcross Dominion (Pathfinder 1E)

OVERVIEW
- Size: 1 hex
- Control DC: 21
- Treasury: 23 BP (start 50, spent 27)
- Unrest: 0
- Consumption: +1 BP/turn
- Settlements: Highcross (Plains)
- Districts: 1 (Capitol)

STATS
- Economy: +1
- Loyalty: +2
- Stability: +4

LEADERSHIP (All roles filled; highest relevant ability +3)
- Ruler (+3)
- Councilor (+3)
- General (+3)
- Grand Diplomat (+3)
- Heir (optional)
- High Priest (+3)
- Magister (+3)
- Marshal (+3)
- Royal Enforcer (+3)
- Spymaster (+3)
- Treasurer (+3)
- Warden (+3)

EDICTS (Default)
- Promotion: Standard
- Taxation: Normal
- Holidays: None

CAPITOL — Highcross (Plains)
- Buildings Constructed:
* House (3 BP)
* Barracks (6 BP)
* City Hall (10 BP)
* Shrine (8 BP)
- Open Lots: Many (first district)
- Roads: Town streets only (no external roads yet)

NEARBY TERRAIN
- Abundant: Plains, Hills, Forest, River/Lake (within 10 hex)
- Distant: Mountains (15 hex East), Swamp (20 hex West)

NOTES
- Next Steps: Claim plains hex (1 BP), build Farm (2 BP) to reduce Consumption, consider Mill near river, Watchtower on hills, plan 2nd settlement at river/forest.
- All leadership applies +3 to their relevant kingdom checks each turn.

10 Kingdom Turns:

Prompt: Givem me the first 10 kingdom turns, favouring economy and stability. Then summarize those turns

The LLM gave me a detailed 10 turn plan.

Summary of the 10 Turns

You stabilized your economy by front-loading 2–3 Farms and roads, flipping Consumption from +1 to –3/–5 by Turn 2–5.
You secured borders with two Watchtowers on hills (+2 Stability total) and linked them by roads for patrol coverage.
You founded a second settlement on a river (Turn 6), immediately adding a Mill (+Economy) and a Shrine (+Stability, +Loyalty) to keep the new town safe and compliant.
You grew Economy steadily with Mill, Shop/Smith, and later an Inn, landing at around Economy +4 by Turn 10 without risking Unrest spikes.
Stability soared from +4 to roughly +8 via Watchtowers, a Shrine, and a Dump, giving you strong success odds on Stability checks even as the Control DC inches up with new hexes.
Territorial growth to 6–8 hexes and two settlements sets you up to specialize: Capital becomes the administrative/commercial core; River Town is your industry/logistics hub.

Prompt: Simulate those 10 turns with the appropriate checks.
I removed the full 10-turn breakdown

End-of-Turn-10 Snapshot
Size: 6 hexes → Control DC 26
Settlements: 2 (Capital plains; River town)
Economy: +4
Loyalty: +4
Stability: +8
Consumption: −5 (ample buffer for growth)
Unrest: 0
Notable Buildings:

Capital: House, Barracks, City Hall, Shrine, Shop, Inn, Dump
Border: Watchtower x2 (hills)
River town: House, Mill, Shrine

Treasury (display-only): −71 BP (income not modeled—see below)

Notes & Assumptions

Leader bonuses included: Ruler +3 to all checks, Treasurer +3 to Economy, Warden +3 to Stability.
(That’s consistent with common Pathfinder 1E kingdom leadership effects and matches your “highest relevant ability +3” brief.)
Income Phase BP not applied: Different tables use variants (RAW vs house-rules; timing of deposits/withdrawals; edicts). If you give me your exact Income rules, I’ll re-run with BP added each turn and prevent negative treasury.
Roads don’t affect checks in this model (just narrative/logistics); Farms are −2 Consumption each (plains).

Prompt: Rerun using RAW income rules from ultimate campaign

End‑of‑Turn‑10 Snapshot

Size: 7 hexes (Control DC 29) [pathfinder...d20srd.org]
Settlements: 2 (capital plains; river town)
Economy / Loyalty / Stability: +6 / +3 / +13
Farms: 3 → Consumption now 3 BP/turn (Size 7 + Districts 2 − 2×Farms 3). [paizo.com], [aonprd.com]
Unrest: 8 (rose during a cold streak of Stability rolls; both Watchtowers knocked it down by 1 on completion). [aonprd.com]
Treasury: −20 BP (because we spent aggressively for growth; RAW tax income helped but didn’t fully cover T9–T10 builds).

What this tells us (economy & stability focus)

RAW tax income is meaningful early. With Economy +3–5 for most of the run, you averaged ~5–7 BP/turn from taxes when Unrest was low. (RAW: you add floor(check/3) BP regardless of beating DC.) [aonprd.com]
Unrest is your swing factor. The big Unrest spikes came from a few failed Stability checks during high‑spend turns; once Unrest hit 5+, it started reducing both Economy and Stability checks and snowballed a little. Stabilizing Unrest will increase both Stability success rate and tax BP in one go. [aonprd.com]
Farms did their job. Three farms drove Consumption from a potential 9 (Size 7 + 2 Districts) down to 3. That kept your upkeep manageable while you built the econ engine. [paizo.com], [aonprd.com]
Watchtowers are excellent. Each gives +1 Stability and Unrest −1 on completion—a targeted surgical tool when Unrest starts creeping. [aonprd.com]

This could be useful for something along the lines of a rival or friendly kingdom growing alongside the PC kingdom so I don't have to do all the homework myself as a GM.

Since its only referencing freely available rules on aonprd, I don't feel bad about a Large Language Model doing the scut-work of kingdom building.

But I do feel guilty about the amount of water used for each prompt, as each answer took about a minute to generate, and that's a lot of water.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Bastion of Blasphemies aimed at Q3.

D&D announces 5.5 season of horror with more Ravenloft content to be released around the same time?

Looks like Halloween Horror's back on the Menu for tabletop fantasy RPGs folks.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Posting some appreciation here, as all of my tickets have been resolved in a timely and professional manner that goes to show the Customer Service team at Paizo know their business.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Bjørn Røyrvik wrote:

My impression is that there are four common answers "Can AI do X?"

1) No
2) sort of, but poorly and you have to make sure you get the right answer, thus negating the point of having something else do the work for you
3) yes, but you'll have to do a lot of expensive and focused training to do what you want reliably, so you're better off doing it yourself in any case
4) yes, but for so limited sets of things that you're still most likely better off doing it yourself

Is this a fair assessment?

Yep!

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

I wanna go the other way. Turn alignment into something like a skill or save.

Chaotic Evil character: "I am moved by the plight of this orphan. I will teach him the art of revenge."

GM: "Give me an alignment check."

CEC: "15 + 7 for my Evil Modifier."

GM: "Excellent, with a 22, you recruit this pawn to the forces of evil."

Paladin Player: "I knew I should have put more ranks in Lawful Good."

The Exchange

2 people marked this as a favorite.

Skull & Shackles - Book 3: Tempest Rising - Session 1:

XP Awards:
6400 - Ghost Captain (CR 9)
3200 - Skeletal Hulk (CR 7)
2400 - Skeletal Champions CR 2 (x4)
2400 - Zombie Lords CR 3 (x3)
Number of Players (6) + Tessa Fairwind = 7

XP: 2057
Current XP: 89,717
XP to next level: 4283
Ocularia AP Earned: 205

Summary
The ships arrived in Quent for a meeting with Tessa Fairwind and to organise squibbing the Thresher.
A ghost ship sent voodoo cannonballs firing into the city. Our heroes split into teams with half helping the town, and half racing to the governor's mansion to help Tessa Fairwind.
Our heroes fought their way through the mansion, and also went around the sides, and up and over via flight and skyswim.
The party defeated the Ghost Pirate Captain D'Charles and sent him screaming to the netherrealm from whence he came.
The party met with Tessa Fairwind who shared:
The Hurricane King may still garner respect, but he has grown lazy in his old age, and seems to be selling off the Shackles to the highest bidder to fund his own lifestyle. ✅
Tessa Fairwind has long wanted the seat of the Hurricane King, and has public popularity of the people of the Shackles but not the support in the Captain's Council to win the should she challenge Kerdak Bonefist directly. ✅
Chelish ships are growing more common in the trading ports at the edges of the Shackles, and their trade ships are often escorted by gunships and diabolists. ✅
There are spies infiltrating the Shackles gathering intel on the the Council serving foreign interests. ✅
Aspis trade ships have somehow negotiated safe passage between Dahak's Isles. ✅
Red Mantis assassins have been more active in the Shackles recently, some think they are being paid by Aspis to kill those too vocal against their business interestes in the region. ✅
There was an attack by Shark monsters at Port Shaw that was repelled by the local Gendarmes. ✅
Tessa asked our heroes to help her hunt down the spies that are endangering the independence of the Shackles, by securing the help of Diandreann the House of Stolen Kisses in Quent.
The party then had some shore leave.
Flynn went drinking with Sandara and Sally to let off some of the stress she had accrued.
The Captain secured the squibbing of the Thresher, headed to a shrine of Gozreh, he learned from the Local Coconut Leshy Priest that rumour had it local tribes were sacrificing people to the darker spirits to appease their anger and the volcanos in the Cannibal Islands were becoming more active recently. The captain also learned that Rocky Krakoa wasn't just alive, but a rising star in Arena Island!
Many party members went magic item shopping in one of the Shackle's largest ports.
Aubrey went Pathfinder hunting and found Bertram Beltram, a retired Pathfinder agent who still acted as a sponsor of adventurers to secure artifacts for the society, and used the profits to feed his biological and adopted grandchildren. Aubrey found him at the Three Smiling Sailors tavern, fresh from a meeting with a random half-elf adventurer and quickly charmed the older man with her demeanor and offered to show him some Ghol-Gan artifacts she had found if he could appraise them somewhere more private. He also offered to contract her to salvage a ship wreck guarded by a Dragon.
Aubrey also visited his home, meeting his wife an Ifrit woman by the name of Ferna, and some of the many grandchildren running wild about the manor. She found his office was warded magically, and also met the House Drake that lived on the roof of the house.
The party came back together to speak to Diandreann and learned that to secure the assistance of the House of Stolen Kisses they would need to retrieve a holy idol from the hands of a crew of Wreckers. She was able to provide a lead on Bag Isle in the city of Beachcomber of a Cult of Norgorber in his guise as Reaper of Reputation, that had knowledge of the wrecker crews in the Shackles.

She offered assistance with vengeance for Marina and Flynn, gifting Flynn a useful magic weapon called The Last Word - a war razor that would help give Flynn some closure.
Aubrey conscripted Julian and Flynn into stealing the location of the shipwreck while she worked on killing Bertrand Beltram in part of her ongoing quest for vengeance against the pathfinder society.

But as they say, the Gods Laugh when Man Plans, and next session the turns might table on Aubrey's best laid plans...

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

We know what's up with the Elfgates.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Tyrant's Grasp, we're looking for Witch Gates so Arazni can teleport in and do something about Tar Baphon.

Anyway, some undead knight from Geb and a trio of Daughters of Urgathoa popped up to try and stop us.

Lucky our sorcerer can use mind control on undead thanks to their bloodline shenanigans, and so the knight was dominated while my phytokinetic knight Wink Wonk wrecked face with positive energy and well-timed insults for tanking, supported by arrows from the party Ranger (fav. enemy undead of course) and Eldritch Knight.

Then we found a crater guarded by a Nightwing? Night something, last one we faced killed my last PC, and this one nearly murdered our ranger with a finger of death. Since I'm a medium as well as a kinetic knight, I channelled his spirit, and went full Gandalf "YOU SHALL NOT PASS", jumping onto the creature with positive energy stabs, supported by weighted infusion to drop it 200 ft into the pit, activating my feather fall and deactivating the feather fall effect so I could drop on it like a ton of bricks for another photokinetic stab/slam combo!

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Given the Dark Archive Remaster outstripped sales expectations, I wouldn't be surprised if there's another book of Occult shenanigans with more psychic options added to the slate in the near to mid-future.

Silver Crusade

2 people marked this as a favorite.

Wrath of the Righteous - Book 3 and Amarantha Agenda from Dungeon #123:

Our heroes brave the Green Gates to find the Ivory Labyrinth, only to find their attempts cause them to become hopelessly lost in the woods. Due to some strange enchantment and rot that consumes the forest.

Our heroes find themselves in front of an ancient Elven tower in the woods, and the nearby trees reshape themselves to speak.

"I am Amarantha, and I am the last guardian of this green place. What brings you here."
The party's Sprite Slayer spoke up, he came to this wood as a similar blight was affecting his home tree, and he sought answers.
Amarantha revealed that she had struck a deal with the demon lord Cyth-V'Sug who would give her dominion and protection over these lands, and protect them from being swallowed by the World Wound whole.

The party warned her that such a deal was likely to turn sour, and Demons could not be trusted.

The party negotiated with Amarantha and eventually she noted she could not break her agreement with the master of the Ivory Labyrinth and allow an army to tromp through the woods, but a small group could sneak under the roots via a secret cave entrance, and find an opening into the canyon which houses the Ivory Labyrinth. If Xanthir Vang could be routed from the Labyrinth it would go a long way to proving the heroes could do what they promised and defeat the Demon Lords assaulting the material plane.

Our party travelled the World Wound finding a hidden cave entrance, and journeyed through the labyrinthine caves, until they came upon a force of fiendish Minotaurs, Gargoyles and a peir of Fire Giant Mercenaries.

Our heroes fought together to bring down the threats, and navigated out into the Greengate Canyon, and the entrance of the Ivory Labyrinth, populated by fiendish basilisks.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Maybe something like the Corruption Rules in Horror adventures could work.

Each point of Profane Knowledge increases the corruption, allowing players to choose unique powers, that come at a price?

The Exchange

5 people marked this as a favorite.

I put together a semi-canonical one-shot for my Skull and Shackles players.

So without Further Ado The Semi-Canonical Skull & Shackles Non-Denominational Winter Holiday Special

We begin aboard the deck of The Defiant as the crew sings a traditional holiday sea shanty.

Escape the Shanty Claus:

(Verse 1)
When the icy fog is risin’
And the mast begins to groan,
You’ll hear his boots come thund’ring
Like a storm that stands alone.
But the old salts whisper quietly
As the lantern shadows toss:
“There’s ways to dodge his shadow,
Should he seek you, Shanty Claus.”

(Chorus)
Yo-ho… keep the compass true,
Mind the signs the old hands knew.
For if his ghostly presence draws…
You must outwit Shanty Claaaaus.

(Verse 2)
They say he hates the clatter
Of a crew that laughs too loud—
For joy breaks through his winter spell
Like sunlight through a cloud.
So raise a song together,
Let your rowdy voices soar—
A chorus strong and fearless
Makes him drift away once more.

(Chorus)
Yo-ho… keep the compass true,
Mind the signs the old hands knew.
For if his ghostly presence draws…
You must outwit Shanty Claaaaus.

(Verse 3)
They say he can’t abide a deck
Where every knot is tied—
Order breaks his eerie calm
And turns his tide aside.
So coil the ropes and brace the yard,
Let nothing lie askew—
A tidy ship, shipshape and sharp,
Confounds what Claus can do.

(Bridge)
But if he boards regardless
With his boots of stormy frost,
Seek the star that never falters
When all other lights are lost.
Turn your helm toward that glimmer,
No matter what he roars—
For he cannot cross its shimmer
And is swept from mortal shores.

(Final Chorus)
Yo-ho… now you know the way:
Laugh aloud and work the spray,
Keep your ship as neat as gauze,
And follow stars from Shanty Claaaaus.

Our heroes had a little Semi-Secret Shanty gift exchange,
followed by drinking, playing pirate games and good natured jokes.

Long after dark, when the crew was all tucked in their bunk,
not a creature was stirring, not a single goon, lout or lunk.
The ropes lay about askew and without care.
Our pirates did not know soon Shanty Claus would be there...
The fog rolled in, along with icebergs and odd ice chip,
but the Defiant was not alone, it was joined by a ship.

The Shanty Slay came a-rollin', through snow and through fog,
pulled by 6 magic narwhals, crewed by clockwork gnomes and their song.
The lookout called "Ship Ahoy!" to awaken the crew,
for those colourful lights meant there was plunder anew!

The party scrambled to stations, and did battle with the Slay dodging icebergs, and cannon balls, and the ships guns!

Until the ships closed, and boarding commenced, it was a fight for the ages, with magical narwhal charges, clockwork fey co-ordinated strikes, and Shanty Claus strange and special powers. Our heroes managed to defeat the Shanty Claus.

When they awoke they had a set of

Frostwake Sails:

Frostwake Sails
Aura: Strong Transmutation; CL 13; Slot: Sails; Price: 23,400 gp
____________________________________________________________
Description:
____________________________________________________________
This set of sails seems to made from fog and frost, Once per week, as a captain’s command, the ship becomes partially ethereal for 1 minute (or one ship round).
While active:
The ship may and crew pass through fog, ice, and nonmagical obstacles without hindrance.
The ship gains a +20 circumstance bonus on checks to avoid hazards.
Enemies suffer a –4 penalty on attack rolls made against the ship.
Creatures on board remain corporeal and can attack normally.
____________________________________________________________
Construction Requirements:
____________________________________________________________
Craft Wondrous Item, ethereal jaunt, Cost11,700
"

and the same strange shared dream...

Shanty Claus will return...

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Rattlesnakes in cowboy hats covered in runes... yeah I'm down with that.

Silver Crusade

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

I dunno "Redemption of the Runelords" has a nice ring to it...

Silver Crusade

6 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
DM_aka_Dudemeister wrote:
Cori Marie wrote:
I mean the schedule for Paizo Live on Twitch has been constant for the last couple years (with exceptions when the first Friday of a month is the first or second day of the month). They do Paizo Lives on the first Friday of the month. That's where you're going to get some information about upcoming releases, and where the people who knew about Bastion of Blasphemies learned about it.
NGL, I think it'd be good to have a weekly blog that embeds the VOD, and has a quick dot point of the highlights with time-stamps, but that'd probably be a bit of extra work.

James Jacobs rightly pointed out that this feedback should be put in a place more likely to be visible to the blog team.

The forum-lifers are set in our ways, and having a blog post or summary for the Paizo live VODs would be really great and get people hype about the announcements that happen on twitch, youtube and socials.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

That's a great point and I will post this in a more visible thread for the blog team thanks James!

Silver Crusade

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Cori Marie wrote:
I mean the schedule for Paizo Live on Twitch has been constant for the last couple years (with exceptions when the first Friday of a month is the first or second day of the month). They do Paizo Lives on the first Friday of the month. That's where you're going to get some information about upcoming releases, and where the people who knew about Bastion of Blasphemies learned about it.

NGL, I think it'd be good to have a weekly blog that embeds the VOD, and has a quick dot point of the highlights with time-stamps, but that'd probably be a bit of extra work.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Gods Rain Novel Climax:
It intimates that Gozreh had a hand in creating the eye to keep the Rovagug scar trapped at the bottom of the ocean, when the Godsrain fell, Rovagug was able to push the island back to the surface. The heroes were able to stop the villains from breaking one of the seals. This is a location similar to the Pit of Gormuz where Rovagug can exert influence even through the seal.

There's more but I listened to the audio book so I don't have the exact text and am recalling from memory.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
James Jacobs wrote:

The elevator pitch for "Bastion of Blasphemies" is: "The PCs are trapped in an immense haunted castle that's inspired by Castlevania, Dark Souls, and a love of the folk horror genre."

I'm writing it because I've wanted my friend Wes Schneider to write it forever, but since he's not available to write it I'm writing it because Wes and I have VERY similar tastes, and this is an adventure that needs to be told. I only hope I've done it justice!

This is a great elevator pitch.

Silver Crusade

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

I'd love if a party agreed on a theme for class selection.

Druid's Circle
Druid
Shifter
Ranger
Hunter

Magic Academy
Magus
Wizard
Witch
Occultist

Champions Divine
Cleric
Inquisitor
Paladin
Warpriest

Ultimate Intrigue
Investigator
Rogue
Swashbuckler
Vigilante

Silver Crusade

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Like any large organisation, some are in it for the grift and personal gain, some are true believers, most are probably just going with the flow because even if Razmir isn't a god, he's powerful enough (politically and magically) that functionally there's no difference.


5 people marked this as a favorite.

Everyone asks "Why Is Belkzen?", but nobody asks "How Is Belkzen?"

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

The original Kingmaker worked just fine starting at Olegs.

My suggestion is whenever the players are camping during the hexploration you do a little flashback as an insight into what drew the PC to the opportunities in the Stolen Lands.

The Exchange

1 person marked this as a favorite.

Rewards:
XP: 2600
AP: 260

Skull & Shackles - Raiders of the Fever Sea Finale:

The ancient mariner's aura of despair immediately paralysed Eegrush (half-orc unarmed fighter), Aubrey (half-elf oracle) and Marina (Undine Kineticist).

Aselia and Flynn swam into action, flanking the Mariner, and doing their best to take the mummified mariner as quickly as possible. The mariner managed to vomit its toxic, necrotic breath into Aselia's mouth and gills, and the squamous and strange deep platinum token upon its neck kept Flynn shaken.

However despite this the pair managed to overwhelm the mariner through sheer number of attacks with the last of Aubrey's haste from the previous battles still affecting them.

The mariner managed to pull the paralysed party members into the room with a clever use of Control Water, and finish up the spin-cycle with a mighty swing of the anchor they were attached to.

Flynn found an opening and plunged their blade through the creature's heart. It clung onto Flynn's arms: "Tell the Cap'n I weren't no traitor! T'was that Cabin Boy of His! He's the one what done it!"
Before becoming salt, dust and brine in the water.
Unfortunately the chains that clung to the Mariner in death, attached themselves to Flynn in life! Cursing him to be forever encumbered by the weight of the Mariner's despair.

Once the Captain was able to cough the last of the toxic necrotic sea water from their system, and the rest of the party were able to recover from the paralysis, they worked together to head back to Isabelle's air-filled chamber to rest, restore air to Eegrush's goblin-made air helmet, and change up some spells to see if they could remove the curse from the anchor now its original host was dead.

Aselia tried first, but due to some magical mishap accidentally removed the wrong curse and instead of the anchor being removed, Flynn's form shifted from the rakish roguish sylph man the party knew to a female that could very well have been Flynn's own beautiful sister! As the girdle of gender transformation fell away from their form, Flyn (one "n" for the feminine), had some explaining to do.

Talking to the Captain and the crew, they explained that in a past life they were betrothed to an Aspis Captain named Elder Barrison, a match Flyn (then named Essence) was interested in. So they escaped, eventually making their way to Taldor, changed their name and hid amongst the crowds and apprenticed to a basket weaver whos son left to become a wizard. They met a boy, a sailor who just signed onto a ship, and were set to marry, but the Consortium found them. The boy was slain, Essence escaped, and returned home. Her mistress was eager to help young Essence escape her pursuers and offered the magical trinkets her son had made to prover his apprenticeship, one of which was an accidentally cursed girdle of gender change.
Throwing it on, and donning some of her fella's spare clothes she made her way to the docks and signed onto the Misty Mourning... the rest as they say is history.

Now undisguised, Flyn was still chained to the anchor. Aubrey, who was only half-paying attention to the story had one of the nearby Wendo untangle the curse from the anchor, freeing young Flyn from the encumberance (both literal and metaphorical). Eegrush was keen to claim the now uncursed anchor as a potent magical improvised weapon and the party, healed and ready headed to the heart of the Sahuagin nest.

Upon approaching the throne room, they found Chief-King Krelloort brooding upon his cyclopean throne.
"So you have come to accept judgement for your crimes against my son, my tribe and my people?" Krelloort pronounced.
"Actually, we came for trial by combat," Captain Aselia retorted.
"Ah, that I believe we can acommodate!"

With that Krelloort launched himself at the Captain, while his consorts began streaming from nearby rooms hidden by curtains of kelp.
The fracas that followed was wild, bloody and dangerous, as Krelloort's many arms allowed him to both attack with speed, and his human bane trident was proving to be a dangerous threat. His concubines attempted to overwhelm through sheer numbers. Unable to pull back on their attack due to the blood frenzy when they took damage.

Captain Aselia used their divine strength to destroy the human bane trident, which just left 4 deadly claws to contend with. Flyn meanwhile, was attacking with a speed and precision the party had never seen before, with critical hits popping off left and right against the tough but clumsy concubines. Making good use of his bio materia to tick further damage off his enemies. Aubrey once again made good use of their animal bane dagger, keeping the pet hammerhead shark hemmed into a corner and gutting it quickly.

Eegrush's new toy reduced enemy after enemy to bloody chum in the water, and Marina's bombs kept the group of frenzied concubines on the back-foot.

Krelloort was killed by Flyn in another dramatic critical, gutting the Chief-King like a fish, and exposing his mutated innards. The frenzied concubines were a quick clean-up afterwards.

A pair of concubines who wisely chose not to enter the fray, (without space to attack they kept to ranged attacks), surrendered immediately and submitted themselves to Flyn as their new conquerer. Flyn wasn't having any of that, and asked one to slap him.
"You have defeated me, now you belong to each other."

The party looted every possible thing from these chambers, and with Krelloorts head on an 8,000 pound throne (carried by an Ant-Haul infused Aselia), the party headed back to the ships.

The crew were quick to accept Flyn's new form, and Eegrush was invited to join the crew. The party claimed the Thresher as another ship for their growing fleet. Laden with Loot, the seas are wide open for our heroes, but a meeting in Quent with the firebrand Captain Fairwind awaits, some squibbing might be needed to install Besmara's Bones on the thresher, and our heroes should get around to picking up that Letter of Marque from the Hurricane King, based on their experience with the mariner, a man who might have been a traitor on Captain Wolfe's ship...

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

My screen name is German. It means Master of Dudes.


1 person marked this as a favorite.

I really hope not.

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Corrected below

Jotunborn (1e)
Ability Scores: +2 Strength, +2 Wisdom, -2 Charisma

Speed 30 feet
Low-Light Vision

Size: Large (Tall) (10 ft space, 10 ft reach. -1 size penalty to attack and AC, +1 size bonus to CMB/CMD. -4 size penalty to Stealth and Fly)

Iivlar Weaving Planar thread produced by creatures called iivlars is woven into your skin. This thread glows with dim light in a 10-foot emanation. You can suppress or activate this glow as a free action.

Languages
Jotunborn begin play speaking Common and Giant. They may select the following languages as bonus languages: Cyclops, Dwarven, Celestial, Sylvan, Orcish, Terran, Shadowtongue,

Jotunborn Heritage
At 1st level a Jotunborn can select from one of the following abilities to reflect their Jotunborn heritage:

Keeper Jotunborn
Your work as an iivlar keeper has granted you a greater understanding of these sacred creatures and the ability to track them, as elusive as they may be. You can add half your character level to Survival checks to track animals, as the Ranger ability.

Plane-Hopper Jotunborn
You were chosen for your smaller size that allows you to move between planar thresholds with ease. You generally serve as a messenger or scout, and planar exposure has granted you a spark of magical power. Instead of Large, your size is Medium. You gain one knack from the psychic spell list. You can cast this spell as an psychic spell-like ability at will using your character level as your caster level.

Sage Jotunborn
You were tasked with keeping oral and stitched histories for your family, your clan, or even an entire settlement. You treat Knowledge (History) as a class skill.

Warrior Jotunborn
Your hardier body made you a perfect recruit for combat. You gain improved unarmed strike as a bonus feat, if you gain this ability from another source your unarmed strike damage increases as if you were 1 category larger than you are.

Weaver Jotunborn
You’ve mastered the art of iivlar silk weaving, a technique that requires a fine attention to detail. You gain +2 to Craft (Weaving) checks, and a +2 bonus to Perception when searching for secret doors or traps.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Just wanted to post and say that I really am enjoying your reviews, the Discworld is a formative part of my relationship with the fantasy genre, and with my fundamental relationship with the complexities of society as a human being.

So these are a warm reminder of everything I enjoy about these books and I appreciate your thoughtful takes here.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

I could easily see altering the Rebellion rules to something a little simpler to reduce the paperwork, and simplify the downtime actions for the PCs.

Back of the napkin:

Rebellion Level - Always equals the player level.

Each week the PCs can make a check against the Rebellion level DC using a skill appropriate to the team they're working with:

Advisers - Bluff, Performance
Outlaws - Disguise, Stealth
Rebels - Intimidate, Perception
Traders - Appraise, Sense Motive

On a success the character gains 2 Preparation points for the week. If they beat the DC by more than 5 they gain 3 preparation points. On a failure they gain 1 preparation point (but increase Notoriety by 1d4), and if they roll a natural 1 they increase notoriety by 2d4 and gain no preparation points.

A PC may spend preparation points during the week in the following ways:

- Make a Diplomacy check to gather information as if they had performed the action during their downtime about a subject they come across while adventuring.

- Secure a cache of useful items near an adventuring location (as the secure a cache action)

- Have a team provide a distraction so the party can escape pursuers.

- Extract a character from an adventuring location to a safe-house (to rescue an unconscious player character, or extract an NPC so the PCs can keep adventuring)

- Call on an important Rebellion NPC to adventure with the party.

- Pull a non-magical item with a value of no greater than 25 gp x Rebellion level from their pack as if they had prepared it earlier.

- Reduce danger by 1d6 + Charisma

- Add rebellion level to one non-combat skill check to represent practice, study or preparation for a particular task.

Spending these points should be narrated with a flashback similar to a heist movie to represent the characters' planning, investigation and rebellion actions as they work with the teams and NPCs they've recruited through the adventure.

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Andostre wrote:
DM_aka_Dudemeister wrote:
I think there should be no such thing as elemental planes, and elementals should be just be collected elemental matter that are primal/material manifestations of nature's will.
Why?

To differentiate further between divine and primal magic, and because I don't think inner planes add anything that interesting to the lore.

But that's just personal preference.

Back to your regularly scheduled 1e wishlist....

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Controversial Take that continues to take this thread even further off the tracks:

I think there should be no such thing as elemental planes, and elementals should be just be collected elemental matter that are primal/material manifestations of nature's will.

So you can absolutely have mud elementals because it's just regular mud animated into a shape by a nature spirit or living lightning elementals, or furious fog.

And sometimes it's just a mindless guardian, and sometimes its an intelligent spirit worthy of veneration, or some silly trickster.

Silver Crusade

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

This is a change that I welcome. A single quarterly volume will save me more money in the long-run since I'll be paying shipping costs 4 x year rather than 12 x a year.

The Exchange

3 people marked this as a favorite.

More Skull & Shackles Raiders of the Fever Sea, getting back on the AP:

Our heroes travelled to Little Oppara to sell loot, upgrade their ship, do some shopping before resuming the hunt for Isabella Locke.
Aubrey and Marina discovered the consequences of the heat they built up by consistently f&%&ing with the Aspis Consortium, Aubrey talked her way out of trouble, while Marina lived up to the reputation of the Defiant by refusing to talk and getting her ass beat for her trouble. Aubrey picked up a couple of leads on some Aspis ships to steal from.
The party installed some crafting stations into their ship to continue crafting, and negotiated a new contract with the crew.

They spread rumours to fellow pirate Merril Pegsworthy, and around the bars at Little Oppara, increasing their Infamy to Despicable! They also took on a friendly bet with Captain Pegsworthy, and conspired to rob The Hale and Harty together. Captain Pegsworthy mentioned that Captain Harrigan was angling for a seat on the Captain's Council. He mentioned Captain Tessa Fairwind wasn't happy with the direction of the Shackles in recent years, and was organising likeminded pirates looking to abolish the slave-trade in the region, and do something about plundering of the local islands for foreign interests. He recommended Captain Aselia earn her letter of Marque from the Hurricane King sooner rather than later, and perhaps visit Quent on their way to Port Peril to have a talk with a like-minded pirate of Tessa Fairwind's kind.

The next day Aubrey and Flynn booked disguises and passage on the Hale and Harty as passengers. Their plan was to infiltrate the ship, get an idea of what plunder was hidden aboard and perhaps sabotage one of the two gunships escorting the H&H (the Hewford and Dewford).

Meanwhile the Defiant and Bonaventure headed out to the straits between Motaku Isle and Besmara's Throne to get ready to ambush the convoy.
While aboard the ship Aubrey and Flynn (disguised as Eugene, a naive, wipmy, humble naturalist with a curiousity for the plantlife of the Shackles) had dinner with the Captain, an entitled and foppish dandy with a complicated relationship to the cantankerous ships Doctor Abode, and a command crew consisting of a by-the-book Tengu named Samrow Seaspirit, and a rough and tumble Boatswain named Demang.

The night before the ambush, Aubrey and Flynn dimension door'd invisibly onto the rearward gunship (the Dewford), and set to the powder room (a famously good plan that has never once gone wrong). The pair of them tried to take the Quartermaster out before he could raise the alarm, but the hold person spell failed to paralyse the mariner, and Flynn couldn't quite finish the job before the alarm was raised.

Flynn set about making himself a masked distraction, while Aubrey invisibly filled a bag of holding with as much powder as she could before heading down to the bilge to set the explosive against the hull.

As more sailors realised they were under sabotage the situation got more and more complicated, hoping to use Black Tentacles to disguise the ship's sabotage as a seamonster attack, her greater invisibility failed at the worst possible moment (using Luck to determine when a short term spell fails while running about outside of a strict combat scenario is fun).

Cutting her losses, Aubrey leapt off the ship and used her spirit-granted power to run across the stretch of water back to the Hale & Harty, and make it clear she was aboard the ship and definitely not responsible for the strange explosion she heard in the background.

With the Dewford sinking, the Captain was awoken and he ordered the anchors dropped and a rescue operation mounted for survivors. Aubrey considered for a long moment whether she should race back and make sure every possible witness was dead. But with the attack due at Sunrise, realised it was unlikely to matter anyway and set about invisibly plundering the Captain's quarters for his magical loot and art.

Flynn had already teleported back to the Hale & Harty having set off the explosion (and hiding some fresh bullet holes he'd taken from the merchant marines for his troubles). He changed back to his Eugene disguise and made a spectacle of himself to help with the alibi.

As the sun rose, the Defiant and the Bonaventure arrived ready to attack. The Defiant focused on capturing the remaining gunship (the Hewford), and with three ships were able to surround the Hale & Harty and secure a quick surrender.

For their trouble the party earned 9 out of the 14 points of loot, and with a couple of Delilah's skeleton crew spells were able to send the Dewford off to get squibbed, a gunship would make a useful addition to the Defiant fleet.

Heavy with plunder, the Defiant decided to finish the Sahuagin issue once and for all, and headed to Mancatcher cove.

A relatively mild bit of weather and fair winds saw their way there. Flynn utilized his new familiar to note that the Thresher was waiting in ambush.

The Defiant command crew decided to split, half the party led by acting Captain Killer Bill ("Meowdy"), would hunt down the Thresher, the rest would seek out the Sahuagin tribe and see to it their Chieftain would end his campaign of harrassment once and for all.

The Defiant chased down the Thresher, and though they came close to sinking her, she managed to close within ramming range and tangled together a boarding party began.
Early was quickly entangled in a duel with the first mate Knuckles Grype. Delilah utilized Bone Walls to control the flow of battle, Jolly Roger slayed Thresher crew left and right, Marcus summoned lightning bolts down at enemies and Killer Bill summoned Anima to horrifying effect.

A flying Isabella Locke retaliated with Lightning and Aqueous Orbs of her own. Though there were some close calls, the fight came out in the favour of the Defiant, prompting Isabella to dive beneath the ocean, likely a third round will determine final victory in this clash.

Next Episode: The Secret of Mancatcher Cove

The Exchange

2 people marked this as a favorite.

Skull & Shackles - More homebrew Dungeon Plundering:

-- July 2026--
The pirates descended into the fort, where they fought Marsh Giants, their dinosaur pets, the prophecy haunted allips of ancient Ghol-Gan, some aberrations, and Pappy Clops, the self-styled inheritor of the Ghol-Gan empire.
Eventually finding a hidden chamber where some ancient artifacts and ocularia were hidden. Aubrey unwittingly triggered the collapse and flooding of the Fort, and our pirates had to run with whatever they could grab.
Taking some time to rest, recover, identify items and dry themselves off, our pirates returned to the beach they first landed on, where the crab they fought when they first reached the island rose again as an Exoskeletal monstrosity, and an ambush of Sahuagin awaited them. Taking a few hits in the process, our plundering pirates defeated the ambush, and found an unusual unholy symbol of Dajobas with a rare ocularium inside (Enemy Skill).
Upon returning to the ship the party learned the ship also repelled a raiding party of Sahuagin, but did not realise the attack was a distraction to liberate their prisoner Isabelle Locke is free again!