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![]() Out of interest, what happened to the original crew of the Wormwood in your campaigns, after the end of Book 1? The AP really only gives names, race, alignment and a short physical description for the "lesser" pirates on the Wormwood, but my PCs expressed much greater interest in some of them than they do in, say, Sandara. Rattsberger seems like the current favourite. They're about to meet the Man's Promise and the crew'll split up somewhat, but I want to keep some of their closest friends with them, but I am not sure on whether or not it's worth it having them around forever. What happened to them in your campaigns? Did some of them end up to be major characters? Did you level any of them up to stay relevant? ![]()
![]() Hello fellow Pathfinders, quick rules question regarding zombie-diseases, example being the well-known Ghoul Fever:
20pfsrd wrote: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. Also, I noticed that in a few Adventure Paths (no spoilers don't worry), people have attempted to commit a quick suicide to allegedly prevent their unwilling reanimation as a ravenous undead. Think Dawn of the Dead or Walking Dead, however, where those infected basically come back as soon as they die, regardless of whether or not it is the actual disease that eventually kills them. How would you rule it? ![]()
![]() To slightly necro (hah) this thread again, I'm running it in a way that the extend of the destruction depends on how it was destroyed. As some of you mentioned, a brutal enough strike may turn a zombie into a fleshy goo, or scatter a skeleton's bones in all directions of the wind, thereby making them "uncomplete corpses", which do not qualify for a reanimate.
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![]() Hi everyone, I recently started running a Skulls & Shackles campaign (no spoilers, don't worry), and one of the PCs really, really wanted to play a NE Necromancer (Wizard). He agreed for this to be a cooperative experience beforehand and I'm fine with his choice, really I think this campaign is kind of neat for morally ambiguous characters. The party has not yet encountered any Undead, and at levels 1 and 2 he won't be creating any himself, yet Necromancers can channel energy to Command Undead (effect as Control Undead). My question is: What does "controlling" a creature allow you to do? Dominate Person has similar wording, yet also has limitations (things that go against one's nature are hard to impose). How does this work when commanding the undead to do things other than act physically? Control Undead itself is a 7th level spell so I would assume it to be very powerful. Concrete example: When successfully assuming control of an intelligent undead, can you force it to tell you everything it knows? Force a ghoul to tell you about its death? Get a lich to give away it's phylactery? Thank you and kind regards ![]()
![]() Thank you for your input!
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![]() Hey yall,
1. Can Undead be brought back as undead after they were slain? I know some undead are either destroyed upon death while others have abilities that bring them back automatically, but what about your generic zombies/skeletons? Can you keep raising the same ones? 2. Raise Dead states that your target has to have been dead for no more days than your caster lvl and that is does not work on the undead (you need resurrection for that). What if the undead is slain and still within the time-limit? This kind of ties in with the previous question and, I think, depends on whether or not a slain zombie becomes a "normal" corpse again. 3. I would assume that weaker undead still rot unless you cast something like Gentle Repose on it. Does this decay affect the undead in your game somehow? Would their physical stats start to deteriorate? ![]()
![]() I'm curious how other DMs handle their spellcasting players who use spells with costly material components. The way I see it, there are three possible systems: 1. Allow your players to cash in the money when they cast the spell and assume they would have bought that component anyway. 2. Allow your players to set aside a certain amount of their liquid cash as sort of a spellcasting-fund. If they want to cast a costly spell, they must have enough money in this fund. Maybe only allow them to add to the fund while in town? 3. Be super harsh and argue that for realism's sake, you wouldn't be able to cast something like Resurrection if you do not happen to own a diamond worth 10.000gp. And how, in the middle of the forest, will you procure this diamond? This approach was my initial reaction to the question, but I realise this makes the whole spellcasting-schtick a whole lot more tedious and difficult. What would you say, allow them complete agency over which components they would have or be draconic about it? ![]()
![]() Nawtyit wrote: I've run it with three before. I just make an NPC to go along with them. It's easier than changing the entire AP. Thank you for your input. I might allow them a temporary pseudo-cohort for particularly tough bits, but I really wouldn't want to be playing a permanent protagonist who travels with the party. ![]()
![]() Hey yall, I'm looking to run this AP some time soon and have already made a number of alterations to it, some of which based on the feedback here on the Paizo-boards! From what I gathered here and simply by reading through the books, the difficulty of a number of encounters is pretty high for parties of four to five. From the looks of it, we will be running it with a solid group of three players, plus one occasional on-and-off character who will just disappear within the ranks of the crew when the player is not available. My question is, has anyone here run the AP with a small group before? Are there any things in the books that are in need of immediate changes just because the party is smaller? |