Hi everyone, I read the forum often, but don't really take time to post. But this time, I need help. After reading the books and the forum many time, I know the problem about the foreshadowing of the ''Big boss''. Looking into the problem, I remembered the ''classic horror revisited'' story about the hag. To sum up : Three good beautiful faerie princesses became vain, bitter and evil. The fey court cursed and banished them to Golarion. After that, the fey courts razed their castle to the ground. My idea : - First change : There was five sisters, not three. The older ones had their fey kingdom at each cardinal point : West, North, East, South. The fifth one, the youngest, lived in the middle.
So I modified the tale to fit those details (I won't post it on the forum, since I just copied the text from the book and changed it to fit those change). Now the original background of the campaign : Nyrissa want to steal the land to give it to the eternal in hope to be pardon. That's it. So here my idea :
Beauty :
Kingdom :
Now about foreshadowing those events :
Jurissa will be the one to foreshadow each event. By creating the witchmarket, she created a powerful way to gain information or to give information. Each year, she will give a hint to the pc. In the form of fairytale or strange object. The first one I thought was a bottle containing a small light, a glimmer of hope. Do you have any idea to add? I need more meat around the bone. * and again, sorry for my english. My main language is french.
We had a kobold group: The Iron Xebub : A green Kobold cavalier order of the dragon with a Deinonychus mount.
The group made others think that they were obeying the White Dragon, and the sight of a Large White Dragon is enough to make must villager back off. So they were enjoying human way of live, by intimidation and trickery.
I was playing Rise of the Runelord a second time with new players. Since I knew the campaign, I decided to go full sin. I was playing a fat human summoner with an animated chair as eidolon (four legged, slam, mount (useless but a chair is a chair), push) As the campaign progressed, he became bigger, slower and lazier. He couldn't move more than 10 feet before going out of breath for the round. At some point, the chair became a flying throne, so he just sat on it. Glutonny and Sloth were his sins. He died from a heart attack (weird).
I'll go with her becoming a haunt, sobbing at the sea. Every night, listening to her sobbing cause a Terrible Remorse Spell (CL5) to take effect to the people listening her. Or a Castigate spell. or The tower become gloomy and people at a range of x miles suffer a Crushing Despair spell. or The wave from the ocean carry her grudge, every ship attempting to reach Tidewater Rock must take a Profession [sailor] DC X or suffer damage as the wave slam the ship against the rocks.
Since we have to much players/Gm (10), the way we chained AP is unique. Our campaign setting isn't Golarion. We started with ''Kingmaker'', on a new world, without magic, in the Stone/Bronze Age. We created two groups and rather to go ''one king and his councillors'', we gone with every player get a baronny and created a kingdom. At the end of this campaing, magic appeared (only with the Word of Power). And started ''Second Darkness'' 2 century after ''Kingmaker'' in the bronze age. We played heir of our baronny/house. Then, we did a modified ''Rise of the Runelord'' where one of the player's Baronny became the enemies, 2 century after the preceding campaign. The campaign began the Bronze/Iron Age and spell of level 1-2 could be chosen without the need of Words of Power. And now we are playing ''Legacy of Fire''. After the rebellion of the Treasurer Baronny, an invading army attacked the kingdom. We're a playing 1 century after the rebellion, in the age of iron, spell form level 4-5 are available. I think the next campaign will ''Curse of the Crimson Throne'' followed by an inverted ''Jade Regent''... to begin the Age of Darkness. The link between campaign is that we play heir or member of the first house. Each house has a speciality and power. Every action of the past affect the futur campaign. We play ''2 groups, 1 campaign'' since we are now 9 players. The whole groups meet once each month to discuss politic and development of the kingdom. But, for the other session, the two groups play the ''same campaign'' but in different way. Exemple 1: Group 1: The usual ''Rise of the Runelord''.
Exemple 2: Group 1: A modified military ''Legacy of Fire'' where they defend the kingdom against invader.
Ok, I'll be honest... This thread has become a childish and bashing debate on rules or guidelines. The rules are ok (shallowsoul will disagree), but if you want to change them, propose something, discuss about the problem...and try to not insult, bash, troll someone who disagree with you. For my part, I suggest you start a new thread in the suggestion forum, with an open mind and without the ''I'm god, so everyone should agree'' attitude. If you need help to being polite, I can create the thread. But for now, this conversation is going nowhere, just lock the thread...
Wow! A polite, respectful and wise pirate! Shallowsoul, as Pirate said, you can continue to talk about how you would change the magic item creation in the suggestion section. But Sean K Reynolds said: Sean K Reynolds wrote: * We are not going to change the crafting rules from how they work in the Core Rulebook, so please don't ask us to. Since they won't make any change, your thread was moved where it belong. We all know your crusade against the ''bad magic item creation rules'', but you need to calm down and start diplomacy. You sound a little to much aggressive and annoying. Give and take, with the help of everyone and little change to the existing rules, maybe you'll come with a better crafting system. *Again, sorry for my bad english. I'm a French speaker.
Let him burn the village but switch his alignement to whatever you want,but make him a heretic. Since he is now a heretic, have Lastwall dispatch a group of inquisitor to hunt him. Have a fair and just trial, if he can justify his actions, good. If he can't, I'm sure that the Knight of Ozem will finish this corrupted soul. Or have the ghost of the burned villagers haunt him.
What I do for regular AP: 1.Planning the Big Boss (no stat):
2. Planning the generals (no stat):
3. Story
4.Place
5.Encounter design, stat and map Again, I tried my best to express myself. I hate the language barrier.
Put the dwarf into situation where he shine. - The group becomes lost into a really dark underground labyrinth full of secret door. (Stonecunning and Darkvision) - The group needs to kill a Stone Giant's Encampment. (Defensive Training) - The group are attacked by a group of Orc or Goblinoid (Hatred) - Each characters need to move something through the whole dungeon, something really heavy (Slow and Steady) - The characters need to stand grounds against a group of bull rushing monsters (Stability) The dwarf can't use magic as well as those elf, but he will shine in that kind of situation.
Diego Rossi wrote:
Sorry, I lost a 3. That's right : 38 millions. I only took the notable settlement. The population of Belken,Druma, The Mwangi Expense and Varissia are in majority nomadic. So, we change the black Death, for Aroden's Death.
Here the population of every region of Golarion (Taken only from the notable settlements has seen in the Inner Sea World Guide): Absalom : 320 450
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