Belzken Monk

Dreaming Psion's page

Pathfinder Adventure Path Subscriber. 1,137 posts (1,326 including aliases). No reviews. No lists. 1 wishlist. 36 aliases.


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RUMOR has it that conspiracy theorists among the Pathfinder Society have unveiled Norgorber's identity has finally been revealed: he is truly Ulon, the ancient Azlanti god of conspiracies and manipulation, having assumed a new identity for reasons only he could fathom!


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Pathfinder Adventure Path Subscriber

515. Picking a lock
Comic version: picking their nose
Social version: Picking their friends
Just disturbing version: picking their friend's nose


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Pathfinder Adventure Path Subscriber

For me, playing evil characters can make for a good change of pace in who I can ally with and a different set of motivations to go on adventures.


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Pathfinder Adventure Path Subscriber

Any creatures of the nightshade subtype, though they are the product of the death of otherwise immortal Outsiders.

You could potentially add an undead template to any of the creatures with the troop subtype. Group undead could also be made from the Mob template in the (3.5) DMG II.

Other examples:
Caller in Darkness
Drocha Swarm (Wrath of the Righteous: Demon's Heresy, caused by mass deaths brought about by the opening of the Worldwound, CR 7)
Necrocraft (manufactured from various body parts)
Sea Bonze
Tzitzimitl (potentially)


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So when are we going to get to the part where the Paladin falls?


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Trotting out the (un)dead horse so it may be thorough beaten again: All of these discussions of alignment and ethics tend to conflate real life good and evil with the in-game tags of "Good" and "Evil". Real world ethics/morality doesn't need to match up with in game ethics/morality. In a world where the powers of Good endorsing (or at least not objecting to) feudalism (with serfdom having been defined as a form of slavery IRL by the United Nations 1956 Supplementary Convention on the Abolition of Slavery), we obviously see a different context of what Good and Evil are in the fantasy game world.

As alignment exists as a descriptive term and to justify/operationalize Red vs. Blue interactions in PF, moral issues like conscription are mostly setting dependent questions.


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Other Missing Gear
Burnt Offerings
Thistletop
C5 p. 43
x12 wooden stakes (no value)
C 17 p.47-48
Shadowmist (heavy warhorse)
C 19
x1Wand of Silent Image (5 charges) – warchanter p. 49
Thistletop Dungeon
D4 c. p. 55
x1 everburning torch
D5 p. 55
hanging lantern (from boxed text)
D8 p. 56
+1 Small hide armor
Small masterwork shortbow
D9 p.56
Spiked Cage (assuming Small or Medium, sell for 7.5 gp, if we assume the spikes could be priced as armor spikes, that sells for another 25 gp) and chain (sell for 15 gp) the cage hangs on
E3 p. 61
x2 glaives (from trap)
E4 p. 64
x4 everburning skulls (could be sold as everburning torches. If we’re assuming the sail of Lamashtan unholy water, symbols, etc. this shouldn’t be a problem)

The Skinsaw Murders
Part 1: Murder Most Foul
1x handaxe (the bloody one from the investigation p. 74)
Part IV: Misgivings
B23 p.100 two vials (sell for 5 silver pieces each)
B29 x3 bird cages used to hold rats in boxed text. Assuming each cage is big enough to hold a rat, that's a Tiny cage, which could sell for 1 gp each (UE lists normal purchase price as 2 gp each)

Hook Mountain Massacre
Part 1
Graul House
A3 3 scythes (from trap) p. 136
A9 War razor (from trap) p. 138
part 4
Price for a masterwork musical instrument is 100 gold pieces, so assuming the harpsichord is mw, it would sell for 50 gp
Part 5
D7 p. 178
Cauldron described in flavor text (sells for 5 silver according to Ultimate Equipment)

Fortress of the stone giants
Part 1
Scarnetti Manor p. 192
Wagon (we might assume "heavy" since it's described as a "large" wagon, so this could be sold for 50 gp deriving from its 100 gp price in UE)
teakwood desk inlaid with silver and gold (worth 600 gp)
Part 2
Ogre cattle rustlers p.195 (gear of 3 ogre fighters)
Part 3
A1 p. 199
Cinderma's gear(as Taiga giant)
A14 p. 209
Scrolls are all CL 17 and should be priced accordingly
Part 4
B7b p. 216
5 scythes and 5 small leather armors (p. 216), not 3
B 13
Masterwork leather, not leather p. 220

Sins of the Saviors
Part 4 Crypts of the Ravenous
F6 p. 261
X1 alchemist’s lab (can sell for 100 gp)
Part 7
I2
There are 6 simulacra, so all of their gear needs to be multiplied by 6
I3 p. 281
Vraxeris’ Journal (worth 15,000 gp)

Spires of Xin-Shalast
B 13 (p. 311)
X14 uncut gems (50 gp each)
Part 3
Are you leaving out Svenka’s gear because she is more or less potentially friendly?
Part 6
Room X9 p. 352
X3 scrolls of resurrection
X1 scroll of commune
Large platinum key (worth 2,500 gp)
Gold scrapings from wall (1,250 gp)


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It seems like part of the Hook Mountain massacre inventories must have gotten cut out in your post, as it's missing a swath of treasure.

Quote:


2,000gp {I am assuming the party charms the socks off the mayor and boosts their gold gain}
1x Large Leather Armor [10gp]
2x Large Flail (8gp) [16gp]
4x Large Javelin (1gp) [4gp]
6x Pearl (100gp) [600gp]
1x Phylactery of Positive Channeling [5500gp]
1x Ivory and Jade Scroll Case [300gp]
1x Scroll of Cone of Cold [562gp 5sp]
1x Scroll of Hold Monster [562gp 5sp]
1x Scroll of Telekinesis [562gp 5sp]
1x Large +1 Hide Armor [590gp]
1x Large +1 Ogre Hook [1174gp]
10x Large Javelin (1gp) [10gp]
4x Large Hide Armor (15gp) [60gp]
4x Large Greatclub (5gp) [20gp]
1x Cracked Emerald [400gp]
1x Pearl Eyed Golden Comb Shaped Like a Behir [850gp]
1x Gloves of Swimming and Climbing [3125gp]
1x Large +1 Vicious Adamantine Trident [7015gp] {This may seem a bit pricy, but remember- one of the assumptions we accepted states that a weapon’s base and material costs double for every size category above medium.]
1x Pale Lavender Ellipsoid Ioun Stone 6 charges [1500gp]

All this stuff is from Part III.

For the number of ogres, 26 are normal ogres and 6 are the ogre fighters (according to p. 149), so take that into consideration regarding their gear. I’ve listed other treasure by area for confirmation below.
B4 p. 150
21 copper rings (10 gp) [210 gp]
Ring of Animal Friendship
B 13 p. 152
X24 longswords
X24 short swords
X24 daggers
X24 longbows
X6 +2 shocking burst arrows
B 14 p. 152
Prospector’s tools
2x garnets (100 gp) [200 gp]
+1 Small mithral short sword
B 29 (Jaagrath’s gear) p. 155
X2 potions of cure serious wounds
+1 Large hide armor
+1 Large human bane ogre hook
Belt of giant strength +2
B30 (Dorella’s gear) p. 156
X1 potion of cure serious wounds
Wand of acid arrow (43 charges)
Dagger
Large amulet of natural armor +1
Large Headband of alluring charisma +2
Large ring of protection +1
(Room Treasure)
Books of the mire
X1 jewelry box (value not given)
X1 silver locket on chain with lock of hair (value not given)
B 31 p. 157
X3 buckets (can be sold for 2 sp and 5 cp each)
B 32 p. 157
Map of tunnels beneath Riddleport (50 gp to a smuggler)
Viperwall map (400 gp to interested party)
Map of Lurkwood’s paths (700 gp to interested explorers)
B36 p. 159 (Lucretia’s gear)
Wand of scorching ray (22 charges)
+1 keen dagger
X1 masterwork dagger
X1 star medallion
Gold and pearl ring (300 gp)
Silver necklace (200 gp)
Scroll of “favorite customers of Paradise”

An encounter on the approach Ft. Rannick (p. 132) yields the following:
+1 Large spear
Large belt of Giant Strength +2


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91. We goblinses fight the ebils of litteracy! Reading stealz yer WORDZ, and you never get them back! Hughmans are the evil ones for teaching how to writes and reads.


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Pathfinder Adventure Path Subscriber
Lynceus wrote:


More great points and good advice. I especially like the idea of "minor enemies" who fly or use obnoxious defenses- they aren't the big threat, but their ability to...ah...fly in the face of the party might make my group think about how to deal with the problem.

Pixies, imps, quasits, poltergeists, atomies, allips, and of course dragons can make for good starting creatures to add class levels to. The Accuser seems to have a special potential in that it can record the fights and teleport back to its boss to replay all the enemies tricks and tactics. In my experience, there are fewer tings that make the players panic more than an enemy escaping with information about them.

Also remember to consider monster synergy. For example, will'o'wisps and shambling mounds can be one of the nastiest monster pairings you can do (having the will'o'wisp jolt the shambling mounds to power them up.)

Quote:


In addition, team-oriented tactical games, like Pathfinder, are written with certain expectations, and can fall apart if you do things in a strange or less optimal fashion. Good players can overcome these expectations, but only if they have the system mastery to know what they are getting themselves into, and what options they have to work with.

My group doesn't strategize well. Session Zero was a total failure- they came to the table with the character concept they thought would be 'fun'. Some tweaking had to be made, originally the Fighter used that archetype that requires you to use a one-handed weapon and not even a shield. Because he wanted to use combat maneuvers, and to him, that archetype added bonuses to those, so it was good, right?

We eventually sold him on Lore Warden, but his tendency to suffer from decision paralysis and act like a Big Stupid Fighter in combat not only makes him less effective, it means the party has to put a lot more work in keeping him alive.

Perhaps sitting down with the players and discussing strategy (and maybe how the game is going) might work for you? Certainly, there might be some advantages the players potentially have they might not be thinking about. For example, the combat maneuver fighter could use Sunder or Steal to ruin a spellcaster's day by targeting the caster's holy symbol or spell component pouch.


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Comrade Anklebiter wrote:
Next chapter should be interesting: Study of my second favorite state, Massachusetts, as exemplar of technocratic DP-controlled yuppie austeritarianism. Should be fun.

If ewe iz reel goblin, youze's flavorite state iz state of compete disarray of hughman eclonomy and sobriety. And BURNING!


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Pathfinder Adventure Path Subscriber

It's 3.5, but you might look at the deathless type from the Book of Exalted Deeds and the Eberron Campaign Setting. (It's the positive energy equivalent to the undead.) Ghostwalk (3.0) has rules for ghostish PCS that are outsiders rather than undead. (They are corporeal in the main setting, but may become incorporeal if they stray far away from it.) Necropolitans from Libris Mortis can be of varying alignment.


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Pizza Lord wrote:

I did make a reskin of the Immolation Devil in a thread for fun. It's called the Castigator Devil and it specializes in punishing those who seek to cheat Hell, whether by trying to get out of bargains for planar ally/binding or try to renege on selling their souls by hunting down the devil holding the contract..

Reskin a Monster! thread.

Have YOU been cheated out of your hard-earned souls? They need to be tortured and tortured and tortured! Call Phlegm Badder, the Nessus Torturer, the tough, smart torturer! He pushes the right pressure points to get 'em to cough up all the souls they owe YOU! Conjure TODAY!


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This looks like a job for CAAAAAAPPTTAAAAAINNN INNNEEEEVVVITTTTAAABBLEEE, and his INEVITABLE Men! ROLL CALL

Certainty!
Definiteness!
Inexorability!
Assuredness!
All Probability!
Foreordination!
Prophecy!
Fate!
Destiny!
Predetermination!

Assemble! Together, we will be as certain to defeat these Player Characters as a CR +4 Encounter!

http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/inevitable


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Vidmaster7 wrote:
Corrupt Corporate Executive wrote:
83. All the thieves steal your gold because they know BLACK FRIDAY is nearly upon us! I have many a deal NOBODY can refuse! Don't blame the sinner, blame the SAVINGS!!

What CR is this "Black Friday" and why does it want us all dead?

84. Somethings got to do it it might as well be ....

Nobody wants you dead, friend, except for maybe other shoppers gunning for that same rare once-in-a-lifetime Tickle-Me-Otyugh doll you absolutely have to have for your children.

As a manifestation of the Almighty Dollar, Black Friday is only slightly less unkillable than Cyber-Monay. NOTHING will stop you from collecting on MONSTROUS savings! But do so quickly because,

89. These savings are only available for a LIMITED TIME OFFER.


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Receepe-a fur a tecu

Teke-a zee turteella (curn oor vheet) und fuld. Bork bork bork!

Teke-a feellings (prefferebly hoomun, ilff, oor helffleeng, boot beeff, purk, cheeckee, seeffuud, fegetebles und cheese-a elsu vurk) und steeck intu zee greender. Hurty flurty schnipp schnipp! Dun't meend zee screems. Um gesh dee bork, bork!

Cuuk fur 300 degrees unteel zee feellings cetch oon fure-a. Bloo zee fure-a oooot. Um de hur de hur de hur.

Plece-a feellings inseede-a zee turteella und zeen iet. Um de hur de hur de hur.


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Tudey ve-a cuuk cunneebel style-a. Ve-a joost teke-a zee sleed igg und poot it intu zee oofer. Hurty flurty schnipp schnipp!

Veeet fur zee igg tu hetch. Oouh, it's keecking eruoond inseede-a zee oofee! Get zee oofee meet, sleede-a oooot zee sleed, und skooer! Zeen Teste-a!

Mmmmhh, sleed's a speecy meetbell! Bork! Bork! Bork!


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Wilkins, Goblin Scholar wrote:
77. We just wanted to share our poetry and handicrafts with you.

I conqurs. To add furthers,

78. We wishes to demonstrate the powers of sciences (FIRE-CHEMY!) and how it can improve your life (well, make your pain and suppering shorter at least.) Goblins perfect the fire bomb into an art; we bless you by showings you greatest sight of yer life right before you die. 11 out of 10 victims we burn to death agree the sacrificing their lives totally worth it. I, the great and wise P.U. Stabby Toadhed swear you'll never see them complain about us.*

*Oath not valid if the dead is spoken to, reanimated, cloned, or resurrected in anyway


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Pathfinder Adventure Path Subscriber

71. Evil Osiriiani priests just want their mummies.
72. Mummies just want to be left alone.
73. Old Ones cultists are innocent by reason of insanity.
74. Sandmen just want to cure insomnia.


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70. Ghouls just want to have fu-un! Oooh, ghouls just want to have fun!


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KahnyaGnorc wrote:
taks wrote:
The Giantslayer AP features 2 epic (artifact) hammers, both of which are rather amazing. However, I would still like to see an actual 2-handed hammer, e.g., a heavy warhammer.
Isn't an Earthbreaker a 2-handed hammer?

Why, yes, my friend, indeed it is! And what is the best brand earthbreaker out there?

Ladies and gentlemen, I did not come here to answer questions. I came here tonight to sell you something; I want you to pay particular attention! Because the Amazing Masterwork Corporation, Ace Subsidiary of the Fly-by-Knight Industries has entrusted who, ME, to show you the handiest, dandiest killing tool you've ever seen, and don't you want to know how it works?

Well first you get out an ordinary Sleep spell or two and place it upon the enemy. And then have the Fighter reach for the tool. It is not a slicer, not a dicer, not a chopper or a hopper. What in the 9 Hells could it possibly be? It is SLEDGE-O-MATIC!

What does it do to heads? SQUISH!

What does it do to skeletons? SMASH!

SLEDGE-O-MATIC gets the last dab out of that potion! SPLAT!

Ain't this just like a (adventuring) party?

SLEDGE-O-MATIC flattens continual light torches for easy storage! THUMP!

SLEDGE-O-MATIC works as no ordinary tranquilizer can! You AM BARBARIAN, and you need to release this RAGE-gression against this damn roleplaying game! No, it ain't the game itself! It's this damn non-player character! It's the nonplayer character! CRUNCH!


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Pathfinder Adventure Path Subscriber

One idea might be to limit what can be duplicated in some ways that the polymorph subschool of spells is limited (as in, give a discrete list of abilities that can be provided).


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This reminds me of one of my favorite game settings, GURPS Goblins. They had yer goblin get phobias and deformities (buildin' character) and occasionally advantages from the random mistreatments they suffered as children. With that in mind, here's some doozies you can ruthlessly swipe after you've gutted it for the IP. I would steal more for ya, but I'm 'fraid not too much for workin' paul bono anymore. But ya can find more of these gold nuggets on pg. 66

Fire 'em as a skeet
Pawn 'em off to surgeons
Wear 'em as a wig
Nail 'em up as scarecrows


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219. Have them all go into politics.


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Pathfinder Adventure Path Subscriber
Officially Strange wrote:
In my area, there's a semi-orgainized play campaign going on. I am not in it due to inability to provide an adequate backstory, but I know what happens from one of my friends who is in it. Recently, the party was knocked/poisoned unconscious and left on an island without gear. Since any sort of rolling was bypassed, I couldn't believe that the GM would take away all the gear (effectively destroying several interesting builds)simply because plot. However, everybody I asked about is saying that I'm a bad player for asking the DM to be as bound by the rules as the players. What is so wrong about wanting to try out interesting mechanics, and having them not arbitrarily lost? Especially since the characters were without their main gear for around 20% of the campaign length? (It's five day long sessions, at levels, 4,8,12,16,20)

Nothing's wrong for your behavior/enjoyment for merely wanting to use interesting mechanics, etc. However, you may want to reevaluate your behavior if you seek to influence a game you're not playing in when all those who are playing are enjoying it.


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Pathfinder Adventure Path Subscriber

64. Daemons just want a little closure.


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53. The Cthulhu Mythos, Dark Tapestry, Qlippoths or any so-called "Evil" beings, really. We such beings have been shoehorned into in the tiny little box of human morality. Mortals call the Alignment system "Objective" as it defines morality as a concrete, indisputable force. In reality, it is OBJECTtive only in that it makes "Evil" creatures OBJECTS, providing so-called "heroes" excuses to bust into our homes and kill us. It turns home invasion and murder into "being a hero" and "avenging the weak".

We cannot protest because we are viewed as despicable "monsters" or even *gasps* "NPCs". In reality, we "Evil" beings are highly beneficial to humanoidkind. We are JOB CREATORS. Without us, there would be nobody to drive humanoids insane or afflict all those other nasty status ailments, putting all the doctors, psychologists, and clerics out of work. In addition, we provide a great environmental service: we keep down the surplus population!


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The Iron Gods won!

Iron Gods spoiler:
Ot rather, Casandalee won! By manipulating several gullible adventurers into destroying her rivals and helping her get to the Divinity ship! Now she's reimagined herself as the entire Golarion pantheon to get simulated worship! We're all in THE MATRIX! ARROOOOO!

The Great Harrowstone Fire was really caused by Mrs. Hawkran's cow kicking over a lantern.

Bastardhall is actually a Ravenloft domain!

The Whispering Tyrant is actually free and running wild behind the scenes! It's just his Good twin brother Bob that's imprisoned in Gallowspire!

Cheliax and the Worldwound are just fronts for the Blood Wars!

Sarenrae has multiple personalities! That's why she has all those conflicting sects!

The gods have forcefully repressed the invention of plumbing to prevent the invention of fire hydrants! Just to spite all us canines! What's a poor dog to do?


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Pathfinder Adventure Path Subscriber
Zhangar wrote:

@ Patrick C. -- in the Pathfinder universe, the Old Gods, the Great Old Ones and their servitors serve on the Prime Material Plane the same role that the qlippoths and whatnot serve on their outer planes.

They are the ancient evils that have plagued the universe for a very long time.

However, much like Moorcock's Eternal Champion stories, the Pathfinder universe also contains entities that can stand up to them.

(Seriously, Elric could fight Cthulhu and possibly even perma-kill Cthulhu with Stormbringer. The Eternal Champion and his many incarnations are probably a good baseline for what a tier 10 mythic character can do.)

The Old Gods are still a very real threat, though.

The demons and devils want to subjugate reality.

The daemons want to end reality.

The Old Ones want to rewrite reality.

Unfortunately, much of the time in practice the difference is more "academic" than practical, as with all of those examples they are effectively Bug Eyed Monsters (B.E.M) with different trappings. (BEMs being generically malicious/hostile towards humanity and therefore things to be put down/ran away from as the genre dictates.) Different motivations are nice, but they don't tend to translate into differenes in behavior. Cultists are still faceless mooks who try to break all the seals and unleash supposedly unfathomable evils whether they serve a fiend or an eldritch abomination. When a horrible creature is tearing you apart and tearing out your soul, it doesn't matter that much whether they want to utilize it, destroy it, rewrite it, or simply swallow it. The weapons and tactics you might use against these different types of foes might vary slightly, but the specifics rarely vary significantly.

Suffice it to say, I'll be interested in seeing if this AP will make the alien truly alien or if the enemy effective transforms into another evil outsider race where their actions are generic evil but under a different name.


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Pathfinder Adventure Path Subscriber
rkotitan wrote:
Blake's Tiger wrote:
rkotitan wrote:

After reading that the amnesia is just five years or so the idea I have forming is for big strapping brawler who before the amnesia was a happy tavern owner with a wife and two kids.

Dealing with the anguish of waking up somewhere and not knowing what happened to his family would make for interesting character moments I think.

How would you justify not immediately trying to get home rather than following the rest of the AP? Why did a happy tavern owner with a family take a typical adventuring job in the first place?

I would likely leave it up to my DM to decide what kept him on the path rather than going home.

If I were DMing for that character unfortunately it's unlikely that his family or business would have survived. I would also probably make the villains of the path (or his/her minions) responsible.

An alternate take might be some factor that makes it such that the character can't go back. Something quite dreadful, where if the character went back, it would endanger his family, friends, patrons or whatever. There is a theme of alienation in a lot of these things, where once you've discovered what exists beyond the veil of rationality, you can't just go back and associate with those who haven't seen what you've seen. A more mundane alternative might be that the business has come under new ownership, the significant other might have remarried or otherwise moved on, etc. such that coming back may do more harm than good. If the characters are known to be locked up, the characters might be viewed as dangerous lunatics if they escape. OTOH, if they are assumed to be dead, it may reopen old wounds and cause legal or other questions (such as with remarriage) that are better left untouched.

Of course, the situation need not be hopeless forever. Perhaps some part of the AP could be addressing some kind of quest that needs solving before the characters can truly return home. A sort of "Earn Your Happy Ending" sort of thing.


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Hunt, the PugWumpus wrote:
Wei Ji the Learner wrote:


Trump's new hairstylist?
I tried to catch The Hair in a Pokeball, but it stung me.

Hey yous, leaves my wife alone! It not her fault she don't fit! All this bad mouthing makes her stress-eat (her children mostly). She getses enough problems from the presses as it isses working on the Trump hairline. If all youses slanderers keep at its, she'll nevers comes out of her cocoon and becomes the social butterfly she really isses!

And 'sides, she not fat, she just fluffies!


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FLUMPH VIGILANTE!! Because we're no longer just WARNING about the Apocalypse...

We're fighting SLIME, in the END TIMES!


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Pathfinder Adventure Path Subscriber

First thing that comes to mind is Reign of Winter, since they basically have you on that anyway. Hopping from place to place also allows for you to create a lot of collateral damage without too much worry.


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Pathfinder Adventure Path Subscriber
Kobold Cleaver wrote:

We're playing again this Friday. I really like the "pelts" idea, but I also like the idea that he's actually a worshiper of an evil (or neutral) trickster, cursing those of his followers he declares "worthy" by turning them into wolves with maddened human heads. He might then set them loose, or might keep them in his room, chained up, just in case the mephit betrays him.

Otherwise, Rohkar is already a pretty damn creepy guy. Ten-Penny Tacey will become a caliban, possibly afflicted with Corruption (Taint rules) but otherwise the same potential ally.

I am strongly considering making Argentea deliberately afflicted with lycanthropy somehow. The problem is it won't have much payoff.

Any ideas on how to make the mephit a bit "spookier"?

Spoiler:

Assuming your speaking about Izoze, she seems vaguely haglike in nature, so you might consider using any technique you might use to make a (miniature) hag creepy. She could be wearing a necklace of frozen children's fingers or cutesy animal critters with looks of horror frozen on their faces. You could also have her taunt the characters with descriptions of all the terrible things she's done to her victims of in the past (could be lies if you want to keep the TN alignment). Think about all the petty but nonetheless horribly cruel things a creature made of ice might do to its victims.

Her picture also has an oddly bat-like quality to her wings. You could describe it as carrying numerous twisting, winding, and hypnotic veins across it, yet at the same time it shows an almost reflective sheen. She might unnerve them a little bit by relying on the sight of their reflections in her wings as actually seeing them in order to make her attacks. And her wings might also eerily reflect the player characters like fun house mirrors.

I also wouldn't forget to consider the terrain. Describe the bridge as precarious and the water so cold and frigid it chills the PCs bones just looking at it from below. You could also have some kind of (ultimately harmless) shapes floating around in the water to distract them from looking for the mephit. If you wanted to be mean, you could rule the appearance of the mephit startles somebody on the bridge enough to call for a fear check. If the check fails and results in a panicked condition or some such, then the character would probably need to make a Reflex save not to fall in the water.

Heck, if you wanted to play nasty (perhaps as a last ditch effort?), she could zip over to the far side just as the party was crossing the middle and cut the ropes on the far end with her claws.


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Pathfinder Adventure Path Subscriber

I'm going to break down my suggestions by topic just for sanity's sake.

Iobaria:
Looking over the material available for Iobaria, it seems like it has a long history marked chiefly by empires falling to plagues and invasions. As of shortly after 4606 AR, the latest foray to build an empire there collapsed due to an influx of fleeing Sarkorians and Mendevians from the Worldwound. The influx of refugees was too much for the Iobarians to handle, and, with some more plagues, the nation collapsed. This could be a good "seminal event" if you wanted Iobaria to have recently formed as a domain.

Iobaria's wild and woolly nature makes it a good match for the Frozen Reaches Cluster. The history of plagues (the first of which were man made) makes it

possible minor Ravenloft spoilers:
especially a good match for Sanguinia. The darklord,Prince Ladislav Mircea, is a deformed Vrykolaka Vampire whose motif is diseases. I understand the domain is loosely based on Edgar Allen Poe "Masque of the Red Death", presumably with Mircea based on some distortion of Prospero.

The walled fortress surrounded by anarchy motif of

Spoiler:
Sanguinia
makes me think of a potential darklord/domain theme of anti-foreigner/xenophobia (regarding them as the true plagues.) Specifically, a darklord of Iobaria/
Spoiler:
Sanguinia
might have initially designed the plagues to rid his country of foreigners and refugees, but it may have backfired and caused the collapse of his own country as truly horrible forces swooped in to fill the vacuums of power. He safely secured his city behind his walls, but that didn't stop him from meeting his demise. Somebody like Tzakiv Korya might work well as a potential DL.

The thing to do with the "Mother Maiden, Crone" module is to add some disease motifs.

Mother Maiden Crone spoiler:
The centaurs
could be afflicted with it, and curing them could win some points. Many of the creatures encountered in the module could conceivably cause some disease. The various
Mother Maiden Crone spoilers:
half-fiends could represent metaphorical "contamination" of unwanted forces.
The various guardians encountered through the areas could treat the PCs as unclean almost to a paranoid level.

Triaxus:
This place is interesting because of the (relatively, in a geological sense) rapid changes in climate and evolution to go along with the centuries long rotation around the sun.. The winterborn Triaxians know the summerborn as almost figures of myth and legend- this reverence could be played up along with the seemingly approaching "changing of the Season" This give you a bit of history motifs to play with and differentiate the Triaxians from normal human communities.

Of course, just because the planet is "alien" doesn't mean its origins have to be. The environmental conditions, the dearth of familiar humanoid races, and the heavy presence of dragons that seemingly came out of nowhere makes me think the world might almost have an artificial origin, in that it is the way a world might be if human(oild) king were allowed to muck about with the environment as they wished. Almost a little bit like a frozen world equivalent of Dark Sun. Perhaps the planet was originally populated by familiar humanoid races, but then they changed their biological structures or were rendered extinct. (As with the Cleansing Wars of Athas.)

Perhaps the reason dragons seemed to come out of nowhere is because they were artificially created, or even once humans who sought to raise them about other humanoids. Meanwhile, the Triaxians are the mixed-blood survivors of the races/peoples that were not slaughtered.

In the Frozen Stars module, you could have several lairs of mystery to discover. They might discover Triaxus is the survivor of a post-apocalyptic world, and then think the Triaxians are the descendants of humans (prhaps as githzerai are the descendants of humans enslaved by mind flayers in D&D). However, it is only later that they learn that the dragons/dragonkin are the true descendants of the humans.

The Vistani:
The Vistani could be turned into a traveling carnival(s) of circus folk and misfits from various places brought together by common survival (ala Carnival). The potion brewers could become snake oil salesman types, acrobats and performers are pretty much built in, fortune tellers might need only a few changes, etc. They could be mysterious by the fact that they don't trust "Georges" and have (usually in Ravenloft) have good reason not to. Their powers might originate from unusual patrons that protect and lead them...

An Golarion flavored alternative: Have the Vistani be a subgroup of displaced Sarkorian god-callers, who are somehow able to summon and commune with the various spirits of the Demiplane.

Possible Ravenloft Spoiler:
Madame Eva, for example, already has a raven companion that is an embodiment of the Dark Powers themselves.

Online Sources:
http://pathfinderwiki.com/wiki/Triaxus
http://pathfinderwiki.com/wiki/Iobaria
http://paizo.com/paizo/blog/v5748dyo5lb07 (Iobaria Timeline)
http://pathfinderwiki.com/wiki/Sarkoris
http://fraternityofshadows.com/wiki/Category:The_Frozen_Reaches
http://pathfinderwiki.com/wiki/Tzakiv_Korya
http://fraternityofshadows.com/wiki/Category:Carnival_(Society)


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HyperMissingno wrote:
1048. BEER FOR THE BEER GOD is not a Caydonite war cry.

1048a. Corollary: But it totally should be! Either that or BEEEEEEELLLCCHH... excuse me. What were we talking about again?


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Pathfinder Adventure Path Subscriber
CannibalKitten wrote:
Dreaming Psion wrote:
Nothing to do with beheading or the set-up you have here, but the Apparatus would seem like an interesting plot device to separate Demogorgon.
I've not heard of that, is it and artifact or something?

Yeah, it's a big honkin' machine originally from the 1e module, I:10, the House on Gryphon Hill. As such, it's associated with Ravenloft, though it can from time to time be found outside of there. Basically it's a big honkin' machine that is similar in appearance to the mind transfer machines you see mad scientists use all the time. It can switch souls between bodies, but it can also split a soul into two halves using one of the Rods of Rastinon (and rejoin them). The only transformation so far has been into good and evil halves, but others are supposedly possible. Who knows what effect it might have on a creature devoid of good like Demogorgon?

Details on the Apparatus can be found in the non-Ravenloft 2e Book of Artifacts (p. 13-15) and several Ravenloft sources. I'd have to poke around for 3e sources


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Usually I quickly flip through ta thing to see where all the nudie pikures are. Oh, I mean, I read 'em for the ARTICULES! REALLY I DO!

Not buyin' it? Well does it count if I get Aunt Mama (she's Church-Goin' Folk, so she knows how ta read good) ta read 'em ta me?

I would read 'em meself, but too many big words cause me to take off mah Peasant Hat to scratch mah noggin'. And then the ravens come and peck out mah brain. (Peasant Hat is a ROLE-PLAYING AID, not a FLAW!)


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Wei Ji the Learner wrote:
BigNorseWolf wrote:
...putting the toilet paper on the roll so it comes from the bottom instead of the top?
Isn't that the way it's *supposed* to go? Just sayin'.

Come on, man. Some things are just too VILE, even for me!


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Freehold DM wrote:

because one is private and relatively small scale.

The other is going throughout the setting, actively performing deeds that can damage not just the gods name but their church as a whole- spreading heresy, in essence.

In a world where the gods are indisputably real and active in the world to the point that they manifest in it regularly, that's not a good idea.

If a major church gets sacked and burned (or is part of an organized campaign against the god) and the god does nothing, then that makes the god look weak and ineffective. If it s a world where gods actively manifest, then that's even worse for the god because the god is permitting it to happen.

If the GM auto-smites any large scale threat to the faith, then hey we can't argue with that. However, it will mean a lot of changes for the setting. For example, rampaging monster armies with any intelligence will always leave churches alone, and therefore, holy ground will be effective safe zones, which will in turn affect how the world is built). The faith will also have no inquisitors, because the god deals with all the heresy/blasphemy such that it's not needed.

If the GM doesn't account for the above, then we're getting into questions of consistency.


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I'm Hiding In Your Closet wrote:
1000. Should a similar revolution break out in Numeria, or on Aballon, the ensuing Adventure Path in either case will NOT be called "HAL's Rebels."

Corollary: If you were to play an AP where the rebellion is suppressed, the ensuing Adventure Path in either case WILL be called "Hal's Vengeance."


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Troll Bard likes to TROLLZ FOR THE LOLS, but to mess wit people's heads in realz lifes is mean and gets u in twouble.

Me alsos not so moozicals, but I kindas likes makings wip da bigs inspeereightional Braveheartz speakes from timez to timez- Perform: oral stories! Alzopes, Troll Bard getz called "Best Bardz EVAR!" when he duz "Empire Couragez" by makin' speakes about u should not want to messes wit us anymorez then u want mess wit a drunks dwarves' beer.

Oh, and if I gets twoos singings, there be plenty songs I get to sings off kees, like "WE'RE GON-NA ROCK DOWNS TOES E-LEC-TRICKS AVE-E-NUES! AND THEN WE TAKES IT HIGHS-ER!" orz "HERE'S A BAAAAD MOONS ARISIN'!"

Youse got that alls? Goods, I'm done, where's mine candied gnome heads? I'm hungry!


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Pathfinder Adventure Path Subscriber
Tacticslion wrote:


The Hellknights function as independent organizations ("Orders") each of which follow the same basic code, but are not part of a single over-arching organization.

I understand this, but I've not seen any chapter that have a good take on the neutral code. Could you give me a source example on this?

Because otherwise, "results matter" will put in a mix of good, evil, and neutral into any sect without a definitively evil mission. And therefore, a paladin will come into contact with individual evil or darkly neutral comrades that they will have to compensate for and find ways within the system to go around. Hence the distraction.

Quote:


The bolded part is fundamentally errant - not in its understanding of Hell, but in its understanding of the Hellknights.

This is exactly why there are so many problems that crop up.

People - in a meta sense - have bought into the aesthetic rather than accepting that the over-arching structure is, by nature, a lawful neutral structure.

It is not lawful evil.

"Nothing good can come from Hell." is a fine concept and all, but taking the not-evil parts and stripping out all the evil bits is an incredibly important function that the Hellknights followed when creating the Measure and Chain that many people seem to ignore because, you know, they're fooled by the aesthetic.

Actually, I am not making that general argument. I know the difference between "based on" and "the same". I'm making a very specific argument about what is at the core of infernal legal tenets If they were just buying the aesthetic (as in, appearance and perhaps battle tactics) I would say no problem.

However, they study the legal tenets of hell. And there's not much left of infernal law when you strip away its abuses. It is a system fundamentally based on exploitation of the law. The enforcement of the law only matters as long as it benefits those in power. The talk of the organization of hell's armies being superior to all others I find nonsensical, in that it's true only because the source material says it's true.

If somebody can provide me with good reasoning as to why hell's armies are worth imitating, what is worthy in infernal law of keeping once the exploitation factor is taken out, why law corrupted by evil is better at doing law than law itself, and how principles of hell can effectively be translated into human realms, then I will relinquish my position that paladin hellknights lend themselves more towards being misled (as turning into the pawns of evil, not necessarily turning evil themselves) than to fulfilling their goals.

Quote:


However, again, let me point back to something oft ignored: there is a "greater evil" in Cheliax, called "the death of everyone and everything via Civil War" and those who are part of the Hellknights definitively remember this thing and have it as a constant, looming specter over everything they do.

This justification is tricky because the the regime in question lends itself to revolution or civil war (as human regimes based primarily on fear and tyranny tend to be.) As best, you're putting the status quo on life support in the hope the regime can change through legal means. It is a valid character option, make no mistake, but it's a very precarious one. (Which is my main point, being a paladin in the Hellknights is one that complicates being a paladin because it gives you another figurative master to please.

My point is that a paladin can't be involved in hellknights or that the hellknights are inherently lawful evil, rather, their methods and allegiances are flawed. And the conflicts that trickle down to a hellknight paladin will very likely cause conflict with a paladin's other paladin-type goals. So I'm saying, if you're a paladin and want to be a hellknight, by all means, go ahead. However, do so knowing the potential consequences and do so at your own (increased) risk.


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Pathfinder Adventure Path Subscriber
Tacticslion wrote:

Oh yeah! And how's this for irony: any claim and attempt to force all to accept the concept that hellknights do, in fact, serve hell and Thrune is basically doing Thrune's own attempted propaganda and historical revision work for them.

By actively slandering said organization for aesthetic reasons (as opposed to individual Orders for moral reasons) one is actively purpatrating a lie and (intentionally or not) assisting the very infernal forces they reject the hellknights over!

(Of course this is a very metafictional argument, but because many people of good alignment will also be pearl-clutching aesthetically-focused individuals as well, this also applies in-world. Meta!)

My biggest thing is that, going beyond things that true because official says it's true, that basing your organizational principles on infernal law and legal traditions (might makes right, laws are written with the intent to allow their drafters to exploit them, basis on fear and lies, etc.) is extremely foolish. The only advantage you might have is an increased ability to scare offenders into kowtowing to your demands. But that's probably more about adopting the aesthic imagery of hell rather than basing the foundation of your philosophy on hellish law.

The overriding philosophy of "only concerned with results" (as in, "the ends justify the means") is one that is usually at odds with the paladin code. So while a paladin could theoretically join their order, he'd almost most certainly be playing a game of keeping her fellows from pursuing evil to achieve order (and thus, dragging herself with them), thereby drawing attention from fighting the war against chaos. (And then you're undermining your whole philosophy of "results matter"). If we go with "everything is permitted in the name of the greater good" (or order, as the case may be), we should not be surprised that the abuses of power like in the Turn of the Torrent occur.

So yes, while a paladin MIGHT technically be able to join the Hellknights, I have trouble with it being plausible in a few notable circumstances.
a) the paladin is a delusional or at least extremely naive fool
b) the paladin hopes to clean up the corruption inside of the Hellknight organization from within the organization itself.
c)the character is a native Chelexian and wants to fight evil in an official capacity while remaining in a nation with an evil power structure.
d) the paladin has some buddies he really likes in the organiztion, and he wants to work with them.

All of the above has a lot of potential for leading the paladin astray over time.


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DominusMegadeus wrote:

The military model of Hell is the most efficient and powerful in all the multiverse. Why would you not emulate it if you were a Lawful person who wanted to succeed?

This seems like one of those "informed ability" things that's canon because people say it's true, even though it doesn't seem to make much sense. It's efficient even though infernal law is designed to be abused, underlings conspire against each other and even their master if they show weakness, enforcement is based upon fear and deception (which tend to weaken regimes in the long run if they are the foundations they're based upon)


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Why not worship ME?!? All the succubi say I'm pretty fly for a devil guy!


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Pathfinder Adventure Path Subscriber

495. Arranging crimes against humanity or mass executions with a forbidden weapon like a deadly gas of some kind.
Comic Version: The gas is his own flatulence.

"Behold the gaseous stench of Skeletor's breakfast burrito! Mwahahahaha!"


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493. Relaxing in his villa (from which the "villain" term derives from)
Comic version: He condescendingly explains this connection


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Pathfinder Adventure Path Subscriber

486. Begging his dark gods for mercy
Comic version: Begging his dark gods for a BLT.

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