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superfly2000 wrote:
Stasiscell wrote:


nvwn is a good game series dont get me wrong but it makes for a terrible mmo .

So what makes a good MMO in your eyes then?

(Ok, this is a trick question...there is no good MMO....yet.)

Actually I'll go as far as to say that NWN is the only good true and hardcore fantasy MMORPG-like experience to be had still...

Agreed. NWN1 has been the only game that I have every played that really brought an experience that was close to tabletop gaming.

I would really like to see this new MMO be something where I could literally take my table top games into an online gaming environment.

Perhaps something where the Pathfinder world of Golarion is built as a sandbox playground, and everyone can log on and just run around and enjoy it... but where DMs could choose to run modules for their groups. It would even be cool if the modules were only slightly customizable variations on Pathfinder's adventure paths/modules/society adventures.


Brix wrote:

My two cents:

Sandbox approach - Absolutly yes. With the above mentioned risks and chances

Keep it generic / like NWN - While Golarion is certainly one of the best settings around, I'd love to have the opportunity to create my own sandboxes, with my own npcs, deities etc. Consider that there are many - let's say - FR-fans that are playing pathfinder. So I'd start with Golarion presets but allow players to create their own worlds.

Agreed. The thing that I enjoy most out of gaming is being a DM, and having the ability to put together a story, round up my gaming group, and see how it plays out. MMO's, to-date, have not satisfied this desire, and in the long run I always end up back at the game table.

I understand that you might not be able to make the system so generic that anyone can create their own worlds (like Neverwinter Nights), but I would at least like to be able to implement and run my own scenarios...

I know that Brix mentioned this, but one thing I DEFINITELY DO NOT WANT TO SEE is the generic "go here and get this/kill that/, and then run your ass all the way back to me" quest thing that has been the mainstay of most MMO's. Let's get some dynamic questing in there...

I have to say that as far as gaming goes, Neverwinter Nights hit pretty close to the mark, and I really enjoyed creating modules AND simply playing that game (also I played that thing for years). If Pathfinder Online could somehow merge NWN, with a next-generation MMO, I think you might have something there.

Also, please don't make it a race to see who can get to level 20 the fastest, who has the most pimp set of arena armor, and if you are a 12th level Ranger you need to do quests X, Y, and Z to get something special that EVERY 12th level Ranger has, and is obsolete in like a level or two...

I am just ranting now, but I want a world simulation where downtime is just as fun (and semi-rewarding) as partying-up and getting involved in adventures, and I am not feeling like I am wasting my time when I SHOULD be grinding out my next level.

Well I guess that is enough for now. That is my initial brain-vomit on the subject.

Bottom line is that I could really get into this, but please don't make it the same old MMO with a few new bells and whistles.

I am thinking this MMO should be a shared tabletop, where there is a baseline world to explore and some cool quests to get wrapped up in, but where DM's can design their own "instances" that can be entered freely, or perhaps only by select individuals.

I don't know, I am just throwing that out there...

Not ONLY an MMO, but a different, more automated and computer-centric way of actually PLAYING the RPG.

You can quote me on that concept; and I am a graphic designer, BTW, so hit me up, and we'll do this! lol.


yellowdingo wrote:

He is a Bard for Starters

I am with Yellowdingo, Jareth would clearly need to be a Unique Fey, Bard / Witch (or maybe Sorcerer or Druid)...


KaeYoss wrote:
Drawmij's_Heir wrote:
It occurs to me that this would eliminate the need for butt-holes entirely... :(
That's quite homophobic of you to say.

My apologies. To be fair, it was accompanied by a frowny-face...


It occurs to me that this would eliminate the need for butt-holes entirely... :(


If anyone was ever capable of even trying this in one of my games, I would have to dig out the potion mixology tables from previous editions.

Either that, or just have their head explode in a 14d6 fireball that dealt half fire / half acid damage!

Dude, I just convinced myself! I'm all for it.


FallofCamelot wrote:

I'd like to point out that the opposite is also just as annoying sometimes.

What I mean is this kind of exchange

GM: This is all very well and good but what is such an obviously experienced crime lord doing in Irissen and why, pray tell, is he 1st level!?
Player: Ah well, if you turn to page 6...
GM: *groan*

I actually did this one time. I made a character with a super detailed history and background that was well beyond his 3rd-level of experience, and then at the end of his history he was level drained by wights and left for dead. The lone survivor of his latest foray into a dungeon with a group of characters he had met in a tavern that very morning...

Alas. That was a SWEEET character.

Of course, the whole character background thing was sort of the gimmick that this particular character was hinged on...


Green-Mage wrote:


Has anyone else done anything similar? Or see any problems with my plan?

I have done something similar for years. In an attempt to breath a little mystery and unpredictability back into my dragons, I basically started mixing and matching their stat-blocks and energy damages/resistances (with a slight preference toward the classic fire-breather).

Sometimes I would make other tweaks, like plucking off their wings, describing all of their scales in earthtones, etc. In all cases, I stopped referring to them by colors and started referring to them in "Harry Potter Terms" like, Phylurian Finback, and Crested Crag Dragon...

The players responded so well to it, that some of the other DMs in the group have started to do the same thing - so for the last 5 years or so dragons have been interesting again.


mdt wrote:


If you don't want anything other than the Core rule book & APG at your table, then only allow those two books at your table!

I don't understand where this @#$*@#*& idea that if it's out there, you have to allow it at your table or the world comes to an end came from.

** spoiler omitted **

MDT, I actually agree with you. I know that I can personally limit the books that are used in my own personal games. It's just that I'm trying to protect the game from what I perceive to be too much bloat.

I'm not saying options are bad, per say, just that I have never seen an edition of any game (that included rules add-ons) that didn't suffer from "TOO MUCH STUFF".

In regards to my monster book comment - I also know that you COULD fill a monster book with animals, insects, and mythology creatures, but come on. Does the game really need that?

I will admit that I have used at least a monster or two out of every MM I have ever purchased, but I just don't think that the books contain enough quality material for what you end up getting out of them. Perhaps that is just me, but that is where my threshold lies.

After about 3 books, I stop wanting to purchase them. I'm willing to bet that there are some others out there who have similar trends.

Bottom line for me is that I would rather see the core rules of the game consolidated into a few books, and spend my money on adventure oriented materials. The Pathfinder APs are excellent at adding a couple new monsters, maybe a corner case feat here and there. Niche stuff that can be added to the overall game, but is more or less applicable to the current AP.

In Legacy of Fire for instance, they had those Achievement Feats. Now that was pretty cool. Different from the norm but familiar, and a great idea that could be implemented in any game. Something new, something interesting, but would I want an entire $30 book devoted to them - eh, not really...


W E Ray wrote:

I have to agree with the OP.

When I got the e-mail about the new book coming in August I shook my head and thought, Wow, something that just sounds like utter crap, something I would never buy.

I'm with Ray and the OP. When 3.5 ended, I had a bookshelf full of crap that I barely used. It was cool then, but when WotC announced 4e, I thought, "this time, I am sticking with my Pathfinder subscription and the three essential books." - Of course that was before Wizards mutilated the game I had been playing for 20+ years, and Paizo basically inherited the D&D legacy, but that is beside the point.

When Pathfinder was released, I stuck with the same philosophy. The game is better (IMO) when you are only building characters out of a couple of books. The APG was awesome, and I like the six new classes that are in it. Then there came the Magus, which kind of made me feel a little, errg... Now 3 more are announced, and I am like, really, Errg...

There comes a point when there is too many base classes, too many feats, and yes, even too many monsters (lets face it, beyond 3 monster books in any edition and you are just getting desperate for crap to fill the pages.)

Keep the game simple, and just give us good content to actually run it (adventures, locations, flip mats, minis, regional sourcebooks). I want as few rulebooks at my table as possible, and with each new release I have players showing up with more and more insane character concepts. Stuff that I have to constantly veto, (or plot to murder through unscrupulous DM practices).

I guess what I am saying is, please don't go down this road, I already have about 30 some odd books that I have been meaning to drop on ebay, none of which are Paizo (and I would like to keep it that way)...


You're welcome...

http://dictionary.reference.com/browse/magus


Well Smuggler's Shiv was short lived. We played 5 sessions and went through 10.5 characters amongst 4 players. It was a combination of bad luck, and walking into the most brutal encounters at the wrong time...
--
We lost:

2 PCs+NPC (Summoner & Oracle + Sasha) at a shipwreck north of the crash.

1.5 PCs (Paladin + Druid's Animal Companion) to the Yellow Musk Creeper.

1 PC (Ranger) to Klorak the Red & the cannibal camp.

1 PC (Druid) to the Fungus God.

1 PC (Barbarian) to the Gibbering Mouther.

4 PCs (Oracle, Sorcerer, Paladin, Ranger) to Yarzoth in final showdown.

After the final TPK, the steam had pretty much ran out and the players just didn't have any connection to the Jenevire or anything else in the plot...

On to the next, I guess!


David Fryer wrote:
I am going to be running my kids through the group adventure that was in the original Red Box. However, the first encounter is a carrion crawler which is not in Pathfinder. Can anyone suggest a good alternative?

I would just use the 3.5 version and add in a CMB and CMD as was mentioned above - maybe double check the skills and save DCs. Just because they aren't open content doesn't mean I can't convert them for my home games! :)

Good luck!


Midnightoker wrote:
DrDew wrote:
Midnightoker wrote:

GAAAAAHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!

what have I done...

Paizo please forgive me....

I have a smurfboard were I frequently go smurfing. I am the best out there so stay off my Smurfing turf. If you dont like it you can get the smurf out. You mothersmurfer. Smurf Smurfing smurfer Smurfantastical smurfish frums.

frums?
smurf spelled backwards.

This has got to be the smurfiest thing I have ever seen...


Shizvestus wrote:
True but the Temple ends up with you fighting Drow and arnt they behind everything... The Drow City is under the Mt. Near Riddleport in Varisia, wich is near Ustalav... and Varisia has its share of wherewolves and Cthulhu monsters ;)

I don't think you fight any drow in Temple of Elemental Evil. I'm pretty sure they hadn't even been introduced yet. You fight elemental cultists, Zuggtmoy, and maybe encounter Iuz (if you are unlucky)...

No Drow city required. You are probably thinking of Queen of Spiders...

ToEE, needs a small village (Hommlet), a forest / swamp where you can place a moathouse, another run-down village (Nulb) and a nearby clearing where you can place the ruins of the Temple.

A nearby kingdom that is missing it's prince would be a nice fit as well, but probably not 100% required...


It's not sorcerous, but how about;

Old Lavas Laerk had a face like a dirk,
and of swordsmen, twenty-and-three.

On his greased, black, ship, through the waves did slip.
Twas, the sleekest craft at sea.

But it helped him naught, when he was caught,
by magic, the Mouser, and me.

And now he feeds fishes, the daintiest dishes,
but the daintiest dish was he...


Turin the Mad wrote:
Synapse wrote:
I think that's when Merlin sorted his house to go to the castle teach young Arthur.
And that film is why I say animate object should be a Wizard spell, not a Cleric spell.

That, and in Willow when that stray wand-blast from Bavmorda animates the weird brazier thing...


james maissen wrote:
W E Ray wrote:

it doesn't always stop the occassional metagaming. And I want my Players to gain a real benefit from putting ranks into Knowledge skills.

What'd'ya think?

Don't accept the metagaming from your players, nor resort to combating it.. rather demand its exclusion from the game. I think you'd find yourself in a better game as a result.

-James

I agree with James here. Simply talk to your players about their metagaming, and assert your DM right to penalize them for their bad gaming habits.

If the problem persists, and they continue to metagame OOC knowledge, maybe halve the XP for any encounter where they obviously metagame their actions.

Bicketty-bam - problem should resolve itself.


I had just suggested this (quoted below) in a different thread:

Drawmij's_Heir wrote:

I have read through most of this thread and didn't see it anywhere, but has anyone considered having the Magus deal extra melee damage like a Rogue's sneak attack (only arcane energy or something)?

Alternatively he could deliver touch spells through his melee weapon as well.

Something like this might put him back on the front-line, and then you could retool his spell-list to a more utility/touch-attack/thing. Ranged spell attacks might be limited in this option as his "sneak-attack" damage could be used on artillery to some affect as well. He could have stuff like grease, and magic missile too, but it could be set up more as a melee spell-striker (slash arcane archer), with a sweet compliment of utilitarian extras (find traps, arcane lock, etc.)...

His Magus Arcana could be used to alter this baseline, or add focus to either his spell-casting side, or his melee side (player's choice).

-

I suggest this after a couple sessions with a Magus in the group, and noticing that integrating his spellcasting and melee was just a touch clumsy, and he kind of seems like he lacks the ability to be outstanding at either of his thangz'.

The "sneak attack" option seems to me less clumsy as he doesn't really have to ever worry about that cast defensively roll (unless he wanted to cast an actual spell in melee), and it sidesteps the fact that the current Magus basically can take an attack (standard action), and use his off-hand attack to cast a spell (usually another, standard action), which seems to violate some fundamental design philosophy to me, (I know this is a full-round action for the Magus, but take into consideration how this will interact with feats like two-weapon fighting, and similar advancements - it's just so precariously balanced that it seems open for abuse).

Anyhoo - just some brainstorming alternatives. Feel free to critique. After all that's what we're here for.

I feel this is a similar idea, but to be honest, I think I like your approach more than my own.

The thing is that being able to be effective in melee AND cast a spell in the same round doesn't work very well in Pathfinder / D&D. Never really has.

Because of this, I feel that in order for the Magus to actually work, he will need to have a spell-list that is used for maybe range / touch / and utility spells (which give him a useful caster side), but in melee he needs to work differently. His attacks need to somehow be augmented by magic. In this manner he can still effectively get in there, but can contribute something new. Either elemental or energy damages, tricky spell-effects that are triggered out of a pool of points like you suggest, or something to that effect.

It's like Bruce Lee said, "a punch in the mouth is a punch in the mouth." The ability to be good at melee works too differently from the ability to be a good combat caster. There has to be a simple way to marry these two ideas (at least thematically) that doesn't require a lot of clumsy exceptions to the standing rules.


I have read through most of this thread and didn't see it anywhere, but has anyone considered having the Magus deal extra melee damage like a Rogue's sneak attack (only arcane energy or something)?

Alternatively he could deliver touch spells through his melee weapon as well.

Something like this might put him back on the front-line, and then you could retool his spell-list to a more utility/touch-attack/thing. Ranged spell attacks might be limited in this option as his "sneak-attack" damage could be used on artillery to some affect as well. He could have stuff like grease, and magic missile too, but it could be set up more as a melee spell-striker (slash arcane archer), with a sweet compliment of utilitarian extras (find traps, arcane lock, etc.)...

His Magus Arcana could be used to alter this baseline, or add focus to either his spell-casting side, or his melee side (player's choice).

-

I suggest this after a couple sessions with a Magus in the group, and noticing that integrating his spellcasting and melee was just a touch clumsy, and he kind of seems like he lacks the ability to be outstanding at either of his thangz'.

The "sneak attack" option seems to me less clumsy as he doesn't really have to ever worry about that cast defensively roll (unless he wanted to cast an actual spell in melee), and it sidesteps the fact that the current Magus basically can take an attack (standard action), and use his off-hand attack to cast a spell (usually another, standard action), which seems to violate some fundamental design philosophy to me, (I know this is a full-round action for the Magus, but take into consideration how this will interact with feats like two-weapon fighting, and similar advancements - it's just so precariously balanced that it seems open for abuse).

Anyhoo - just some brainstorming alternatives. Feel free to critique. After all that's what we're here for.


evilash wrote:
You mean "sandroad" or "railbox" obviously :)

A Railbox-ob?


I just finished reading the editorial in the latest issue of Pathfinder, and I would like it to be known that the strange new type of campaign James is rambling on about would clearly be called a Sandrail!

I mean, clearly...


So obviously feats like Combat Expertise, and anything with an Int prereq would pretty much be lost, but basic weapon proficiency would probably remain?

I agree that there are no in-game limitations mentioned, so I can totally go with this, but I am just trying to get an overall perspective.

I do have a little bit of a logic issue with something that has the intelligence of a toad understanding how to use a tool (ie - weapon) of some sort, but on the other hand I don't want to cheat any PCs out of the ability to contribute to the fight and defend their allies.


So, I'm reading the description of Feeblemind, and I have a question.

The character's Int and Cha both drop to 1. It looses the ability to cast spells, use some skills, understand language, but still knows who its friends are, and can even defend them.

My question is this.

To what extent is the effected character capable of defending its friends?

Would a Feebleminded Fighter still retain the ability to use his weapons and feats effectively?

With an Int of 1, wouldn't it be reasonable that the character would be limited to maybe natural weapons?

I don't know. The spell doesn't necessarily state this, but it just seems pretty logical to me.

What do you guys think?


Karlgamer wrote:
james maissen wrote:
Suffocate them.

I don't think you can suffocate them.

If even a small peace of troll flesh can grow into a full troll.

I don't think EVERY SINGLE piece of troll flesh can grow into a troll. The description states that only the largest chunk retains the regeneration.

It would not be good for the world at large if this was otherwise, as I can envision tribes of trolls chopping some of their population into tiny bits in order to bolster their ranks into huge armies.

Plus, it would make procreation meaningless...

Whoa - In this case, would that mean that every troll in existence would be a regrowth of THE original Troll?


Azmyth wrote:
Builder, I recommend you(r group) check out the first couple books of the King Maker Adventure Path. #32 Rivers Run Red has some simplified (& specialized) rules for kingdom building. I'm guessing they won't fill all your needs, but the overall setting and feel you're describing might be a winner!

Damn, too slow.

Yeah, what he said...


I think the second installment of the Kingmaker adventure path has a whole system for building towns, kingdoms, and all kinds of stuff like that.


KnightErrantJR wrote:
Sheboygen wrote:
Baby-Punching Killin' Machine.
Eh, that sounds more like a Prestige Class. ;)

But an AWESOME one though!


If you want to shoot me an email, I could send it your way. Not sure how to attach anything to the message boards.

My email is BrianBrethauer@Cableone.net

Anyone else who is interested can do the same, and I will send you the .dot file...


Mike Walberg wrote:

Hey all,

I'm running a group of 15th level Pathfinder characters, and one of them has come up with a combo that I don't want to simply nerf, but seems to break the system.

His character, Rogue/Assassin, has taken all the stealth feats, and maxed out his stealth rating. So...with a dex of 20, his stealth is something like +33.

So, having taken Spring attack, he hides in plain sight, attacks, then stealths again.

And most monsters simply don't have the perception checks to see him.

Options/thoughts?

Yeah, this character should be no more difficult to deal with than someone with spring attack and improved invisibility.

But he's NOT even invisible so:

A 1st-Level druid could take a readied action and cast Faerie Fire on him. (or even just in his general vicinity since it is an area affect)

There are multiple ways to entangle him, thus hampering his ability to spring attack.

Also, a good final solution could be to build a 15th-level Barbarian/Fighter with a Great Axe / Power Attack, a readied action, and a tanglefoot bag. lol. Your headache-player springs in, triggers readied action, gets entangled, and gets annihilated by a raging whirlwind of rage and destruction...

Oh, a bunch of low level Alchemist would be good for that kind of tactic too.

--

ADD ON:

A pack of Advanced Hellhounds or any other creatures with the Scent ability could zero in on him, while he was studying his target.

Also, Spring Attack does not provoke A.O.O. from the target of his attack - because of his attack. This basically gives him the one free square as he moves away from the target of his attack. An enemy with reach (a giant with a polearm for example; not to mention multiple squares of reach), would still get A.O.O. as he moved through the extra spaces.

Or just you could just Phantasmal Killer him with a readied action, and see how he likes dealing with save or die type effects.


Spahrep wrote:

Looking for a template for monster stat/info blocks that are used throughout the modules, the one with the black bar on top with name/count/exp.

I was going to make one up myself but decided i should check to see if someone else has done it first.

I do have one that I have made as a template for Microsoft Word (set to print vertically on index cards). I think it is a .dot file. I could post it, or email it to you if you would like.

However, I have also found as the adventure paths have rolled on that it is almost just as quick to copy the stat-block straight out of the adventure path PDF (opened in Acrobat Reader), Paste it into a word document, and then quickly reformat it using some custom "styles". I have a custom style for the black header bar, as well as the subheadings (Defense, Offense, Statistics, Etc).

I believe the template has the styles set with it, but yeah. That's how I do it. If you are interested...


Is this thread going to serve as the Serpent's Skull Obituaries? Just wondering because I had a TPK in the third encounter of session-1, and I need a place to record my player's deaths!


The spell acts as a Cure Light Wounds, and so DOES in fact utilize positive energy to create a healing effect.

Since undead are powered by negative energy, they are harmed by this ability just as if they would have had a Cure Light Wounds spell cast on them.

However, the only thing is that any creature can only gain the "benefit" (or in the case of undead, the punishment) of this ability once in a 24 hour period.

Even though the Witch is a new class, her magic is still based on the same principles as the other casters. Cure spells use positive energy. Undead are undead.


I will get behind this. It seems more user friendly...


Kamelguru wrote:
So many flaws here, in my opinion.

Alas, only Artreus knows the full details of this encounter. Perhaps the bear either heard or "scented" intruders within its lair, and was already awake and alert.

Perhaps the PC was carrying a torch, or some other form of illumination.

Whatever the case, I appreciate hearing the account of another PC mauled by either circumstance or incautious action.


DM_aka_Dudemeister wrote:
Drawmij's_Heir wrote:
Caineach wrote:


Carebears Call of Cthulhu is one of my favorite homebrew systems I have played.
Dude!
Not nearly as terrifying as CareOwlbears Call of Cthulu.

Double-Dude!


DM_aka_Dudemeister wrote:
"Ia! Ia! C'thulhu Care-A-Lot!"

Yeah, like the Cthulhu-Bear Stare!


Caineach wrote:


Carebears Call of Cthulhu is one of my favorite homebrew systems I have played.

Dude!


3 people marked this as a favorite.
vagrant-poet wrote:
Jesus, people need to give players a break when they roll high on the random encounter chart!

Now don't go all soft on me! Taming a frontier is dangerous work.

If they aren't up for it, they can go play d20 Carebears or something.


1 person marked this as a favorite.
Jagyr Ebonwood wrote:

A critical hit for max damage, rolled by the player whose character had just been killed by a critical hit from the same beast. The tengu was deader than dead, but it was an incredible moment, and happened right at the end of the session. Dave/Tickleback's player kept apologizing to Alonso's player, but he couldn't keep the smile from his face.

This will be one of those gaming stories that gets told many times. :)

...And that's what it's all about.


GeraintElberion wrote:


About half of my villains have the voice of the evil cockney from The Mighty Boosh

Classic! I have never seen this before, but I am soaking it up now!


psionichamster wrote:
Just goes to show you...there are scary monsters out there, some of which are not appropriate for low level dudes to tangle with.

I think the random encounters in Kingmaker are more dangerous than most of the scripted areas. It adds an element of danger to the game if the party has to actually choose their fights, and can't assume that the the DM won't allow them to fight something that might be out of their league.

Flight and discretion are always options, and it's like one of my players always says:
"I don't have to be the fastest runner, I just have to be faster than the slowest"!


(This thread was originally posted in the Kingmaker section but I moved it to the general area, since it was not Kingmaker specific)

Actually, this idea came from a thread Sunderstone started regarding Bokken from the Kingmaker adventure path, but since I didn't want to jack that thread I figured I would start a new one.

Basically Sunderstone's thread got me thinking about some of the cool NPCS that are found in the various Adventure Paths, and what inspirations the DMs of the community have used to make them memorable. Who are the actors, or movie characters, etc, that you have used to infuse these characters with life?

Also what are some the things you had these characters do within the game to make them memorable.

For instance:

Filge (Age of Worms) came out like a cross between Otis Driftwood (House of a 1000 Corpses) and George W. - I also added a Wand of Unseen Lover to the nightstand in his bedchamber, and after one of his zombies dropped the Paladin in the group I had him order it to rip the character's arm off and use it as a club to keep beating on his lifeless corpse.

Veltargo (Mad Gods Key) was re-stated as a Warlock and when the PCs first entered his chamber he used one of his incantations to cast Shatter first on the entire party (destroying most of their potions), and later on the Samurai's sword blasting it to pieces!

Breeg Orlivanch (Kingmaker) has made an appearance prior to his "encounter" and is based mostly on Hagrid from the Harry Potter stories (at least his voice). I also gave him a cloak with a thick collar made from the hide of an Owlbear. He despises the Fey, and frequently traps them, roasts them on cold-iron spits, or just mooshes them under his boot and then scrapes their nasty little wings off onto nearby rocks. The best part is that he is SUPER friendly, and will help the PCs out with anything they ask of him.


Malorium wrote:
It can only be old squid face himself - the Great Cthulhu!

I was going to say Dagon, but this is ultimately better.

Or perhaps you could have it be some mysterious figure like "the Sea King" from the Fafhrd and Gray Mouser tales. Better yet - a sorcerous concubine of the Sea King!


DM_aka_Dudemeister wrote:

Ouch! A CR 6+ encounter at level 1?

So close to Olegs? That's... ouch.

Hey, I just play it like it rolls out, and it is on the encounter chart.

I tried to keep the Will-o'-Wisp mostly out of the fight, and let the party contend mostly with the wolves, but in the end it wasn't going to let them just get away!
I mean COME ON, it's got fear to feed on!

Look at the bright side it was only half of a party wipe, and it could have been 1d4 Trolls.


I'll get the ball rolling.

Name: Koro
Race: Human
Classes/levels: Fighter 1

Name: Sibohn
Race: Elven
Classes/levels: Ranger 1

Adventure: Stolen Lands
Location: Random Encounter while searching for Bokkens Hut
Catalyst: Tricked by a Will-o'-Wisp into a den of hungry wolves

The Gory Details: After having spent a couple of weeks dealing with the bandits of the northern woods, including the Thorn River Camp, and suffering many pranks at the hands of the capricious fey, the party (which also included a Druid and Wizard), restocked at Olegs before deciding that they needed to seek out Bokken the hermit to purchase some of his delicious potions.

After the first day of travel (exploring the hex just southeast of Olegs), the PCs decided to settle down for the night among a sweep of low-rolling grassland, when they sighted a curiously bobbing light in the distance. A light fog was on the ground, and at first impression it appeared to be a lantern. Some of the party moved to investigate, only to find that the light seemed to be luring them into a small gully where it would enter a cave before blinking out.

Further investigation revealed that the cave was likely inhabited by wolves. However, despite many warnings on the part of the Wizard, the group entered the cave. It was thought that the glowing light they saw earlier was some kind of fey creature, and that perhaps it was leading them to an injured animal of some kind.

However, curiosity really did kill the cat, as the party delved deeper and was confronted by a pack of hungry wolves. As Sibohn attempted to fend off the wolves, she was dropped unconscious. Immediately the cavern was showered with radiance as the Will-o'-wisp revealed itself to feed on her "dying" aura.

In a heroic, but never the less ill-fated attempt to rescue the ranger before the wolves dragged her deeper into the cavern, Koro leapt to her defense only to roll a 1 on a climb check and fall prone near one of the wolves.

The wizard attempted to put the wolves to sleep, and yelled a final order of retreat before he and the druid abandoned their fallen comrades. Koro met his destiny the following round after he tried to escape the cavern, but provoked an AOO from the Will-o'-Wisp who rolled a nat 20 and nearly max damage on its electrical attack. As Koro's face melted away like the Nazi at the end of Raiders, the remaining two party members fled the scene.

The Will-o'-Wisp deepened to a brilliant red, and manifested the image of a laughing skull as the druid and the wizard escaped the cave, mounted their horses, and made an immediate forced march straight back to Olegs at top speed.

Needless to say that concluded the session.


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I did a search for a Kingmaker Obituaries thread after my last session only to be surprised that no one had started one yet.

What's up with that?

I guess it's time to see who was put to the sword!

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Sunderstone wrote:

Random thought....

Thinking of making him Tian-Min, and RPing him like Mako in Conan The Barbarian. :)

That sounds cool.

I was going to do him like that white-haired old guy from the first 30 minutes of Dragon Slayer. Always chewing his gums and wandering off in random directions.


uriel222 wrote:

Okay, I can accept that the XP is meant to represent the increased threat of the bandits if they're mounted (though it would be nice to have that written explicitly), but why are there six horses, if there are only 4 bandits? Are they remounts? Pack animals? Backup in case the fight goes poorly?

"Dammit! These adventures are too much for us! But they didn't reckon on our secret weapons! Send in Blackie and Clip-Clop, and let these fools taste the steely hooves of DOOM!"

I think common sense will get you through this encounter. If the PCs fight and kill the horses, give them the XP. If they only have to face the four bandits, you've got that listed too.

A (CR 2), encounter is set at 600XP, which would pretty much account for Happs and his 3 minions. The horses are just listed because that is how creatures are referenced in the modules.

Paizo couldn't possibly spell out every possible run-through of every encounter. The XP is there simply for your convenience.


Aberzombie wrote:
You could also have the PCs notice odd, musky smells. They could use Track and find unusual tufts of hair caught on branches, strange foot prints in the mud, etc. Maybe have a tree fall across their path as they are walking along.

What might be cool, is to play the sasquatch sounds when they camp. Do the whole rock throwing thing, and tufts of hair on trees. Foot prints in the mud. Feeling of beeing watched - All of that.

But no matter how hard the PCs search they never find the creature!

--

On a semi-related note, I will tell you about my own personal experience with what might have been a sasquatch.

When I was younger I was part of the boy scouts, and every year we would go up to a wilderness area in northern Idaho (near a town called McCall), where we would do a whole bunch of these things like knot-tying, and canoeing, and stuff like that. We stayed up there for a week, sleeping out in tents, and generally doing our thing.

Anyway, the area is notorious for big foot sightings. Something that I wasn't really aware of when I was 12 but have since been interested in.

So this one night I wake up in the wee-hours of the morning because of a rustling sound near the tent. Immediately I smell something horrible, and am petrified with fear as something grabs the end of my sleeping bag and drags me out of the tent. It pulls me along for a little while before letting go, and then starts sniffing me. I wish I could have opened my eyes, but they were slammed shut through the entire experience, so I never ACTUALLY managed to see what this thing was. Long-story-short, the thing sniffed me for a little while, I listened to it rummage around me for a bit, and then it left me laying there. When I finally dared to open my eyes it was nowhere to be found, and I was all the way across the scout camp (which probably consisted of at least 50 or 60 tents). I laid there for the rest of the night just staring into the woods, until other campers started to awaken and move around the camp. I didn't tell anyone about what had happened at the time, except to explain that I didn't know how I got from one side of the camp to the other.

Sasquatch? Maybe.

Bear? I suppose (I have since encountered a bear that wandered into my camp, and will admit the smells were similar).

However, whatever pulled me out of the tent when I was 12, managed to unzip two layers of tent-flap, which would seem to require a degree of reasoning / patience, which I don't know if a bear could muster. Also, the way it grabbed the foot of my sleeping bag and dragged me along seemed to suggest that it was standing upright, as my legs were angled sharply upward.

Anyway, for what it's worth. That's my big-foot story!

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