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Well, the first 2 sessions have gone swimmingly. The GM's guide to Creating Challenging Encounters was really helpful.

While I didn't use all of any suggestion, I did use some and mostly got inspiration from those posts.

Thanks a bunch!! ^^


Taku Ooka Nin wrote:
Fancythat1 wrote:
4 PCs at lv 10

This is actually what I had in mind when I was building my ideas for these crazy summoners....

*THIS*? I couldn't cram that much in my mind on a good day! I am sooooo not cut out for this baddie building stuff >.<

I mean, you basically just laid out everything I need for that encounter and it's all purty n stuff and I hardly speak Pathfinder (wait...that language must be Common here...)I had to read it like 4 times to understand what just happened up there. Is Evolutions exactly as it sounds? Something that's evolved on the person/thing? Or is there something more complicated involved here?


RuyanVe wrote:

, details can be found here.

Ruyan.

Ooo Thanks


Fancythat1 wrote:


*sidenote* one of the PCs is a kind of crazy bard and has started telling stories about hunting the Great Deer Deer and their leader Santa...na. So he wears all red and leads them to destroy people...sigh.

Ahem...so I got that wrong. They were the extra-dimentional deer known as Star Bucks who are ruled over and controlled by the large red devil known as Santana. *sigh again*


Dekalinder wrote:
Here

PERFECT!!!!!


I am so not DM fluent...

Um, considering what RuyanVe said further up, the summoner baddies seem rather tough...but my PCs are jerks and tricky tricky bastards, so I think it just might work.

My problem is that I don't entirely understand (re: barely understand)half of what just happened in your explanation. Forgive me for my ignorance as its usually my husband who does the DMing and the forum thing here.

I rarely use magic users of any kind when playing but for some reason keep choosing them as my end boss. (what the hell am I thinking)

Also, is there room for someone in that baddie group to have prying eyes? I sort of used it already in the 1st session...


blackbloodtroll wrote:

Wait, Big Bag Guy?

Santa Claus.

Okay, okay...a little typo there...TBH I didn't even notice till someone pointed it out.

*sidenote* one of the PCs is a kind of crazy bard and has started telling stories about hunting the Great Deer Deer and their leader Santa...na. So he wears all red and leads them to destroy people...sigh.


OOoo I like this. I was definitely hoping to go for a village/town being afraid of doing or saying something to get them killed by Big Baddie. The level also helps keep within the party's level.


lucky7 wrote:

Cleric/Oracle with Leadership.

Wizard/Sorceror (Starsoul) with Leadership.

I'm diggin' the Starsoul thing, since they have greater prying eyes at 17th lvl. For a group of 4 PCs at lv 10, is lvl 17 too high or too low as an encounter? Also, assuming I need additional baddies for the Big Encounter would monsters be more appropriate than humanoids?


Hiya,

I'm running a new campaign with some of my players using characters from an old campaign. I already know that this group in particular are good at squashing things in wildly unexpected ways.

I'm doing this session kind of willy nilly, since I haven't had time to plan. I need a magic user baddy that would have other magic users at his/her disposal to continuously (or at least seemingly continuously) scry a small town or village...possible a small city. I figure it can be as simple as Big Baddy having leverage over the other (lower level) magic users like family held captive, or them just being followers of Big Baddy.

I'm terrible at end bosses and have failed to supply a good "end game" in the past. I'm not too concerned with the boss' ulterior motives as he/she will be on the periphery at least for today.

Also, if someone uses scry, do they hear and see just the person being scried, or do they hear and see the people around the person being scried?

TLDR:

Help! Need magic-y bad guy!!


lol
Good to know


Dreaming Psion wrote:

Nethys http://pathfinderwiki.com/wiki/Nethys

OOOooooh. Nice.... I've got some thinking to do...crap.:P


The first part of the prophecy is about summoning 4 gods to fight back the madness coming.
The second part is going to pretty much say that the ensuing war is bringing about the end time.
I don't know, I'm just kind of winging it...in fact all this info from today is for the game in about an hour *sigh*


Quintin Belmont wrote:
depending on which form you worship you get a different additional domain

Holy crap..."who takes on thousands of forms" - from the wiki-

I think that's a little too complex for me. I'm kinda new to GMing and that's just way too many options. :P

But, I think I'm going to put this info in my pocket. I could totally use his different aspects in another campaign, in which there are opposing cults who are actually worshiping the same god...that could be fun.


You guys any good at making prophecies? I got half down, but need the good part... ^^


Aw man...those are both good. As for Groetus, he fits the End Times theme of my campaign and I've already started used Pharasma in the prophecy PCs have found.
But Azathoth seems like a great fit for the madness and chaos.....maybe I should use both. ^^


I've got a ton of pathfinder books, but I can't seem to find anything about the Dark Tapestry and the Gods associated.
I need a God of Madness. (Like Lamashtu but better)

Any suggestions??


So, this is what I came up with: (thanks for all the ideas and help!)

Curiosity is King for this lady of light
a mark of the Gods brings short this delight.
A warrior sees, she'll soon follow suit
to continue the path of unknown persuit.
A brute of a man in a foggy way
Continues the path to a dismal day.
The war for the world rests in the hand.
A third eye is opened for the magical man.

From the darkness will come The Reflection of all
to put wheels in motion in the House of Pharasma.
Four Gods to arise, once foes, now unite
To fight back the madness and evil with might.
Lamashtu wants madness, but all to herself.
The need for War calls Rovagug to help.
Torag must protect, for that's what he does.
Iomedae wants back the peace that once was.

Now I just need to work on the "Real" prophecy and where stuff actually is and we'll be in business. ^^


Ahhhh!!! I've got 45 minutes to find some good atmosphere music!!!!! Any suggestions?!


Are all books with info regarding this topic going to be parts of specific Adventure Paths?


Oooh thank you. ^^


Okay, so I'm looking stuff up and can't find it in any of the books I have...

Where can I find information on Gods of the Dark Tapestry?

Or is this something that I just have to make up and do myself?


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Segnato wrote:


You sir just made my day!

Right?! I added the DonJon link to my toolbar. Hubby's been DMing for years and he's all "I have been looking for something like this for AGES!"

I think I'll keep it forever. :P


Mind blown.

I'm going to work on some of the finer details and post what I've come up with in a day or so...I'm so excited! This is gonna be epic. ^^


So he reads them the (fake) prophecy which basically says that they need to get their branded hands together at the Temple (there'll be some sort of alter they need to touch??)
This is to awaken the four Gods because while they've been away evil bad god is being released and the Four can defeat him and the PCs will be sent back to reality. (but then there's the problem of how old he is and the fact that they never heard of this evil god being let loose before....)
Anywho, I thought that maybe he would sacrifice his hand to the cause. It would get preserved with a spell?
When they get to the temple there's only space for three hands but the fourth spot has the mirror. They place their hands on the proper spots and the Jester looks in the mirror. The real evil prophecy is heard.
There's a rumble. The ground shakes. Then.....nothing.
They leave the temple to find themselves in a strange city. It's bustling with people (who they can interact with)and they are back in their own dimension.
They go on their adventuring way, but evil bad things are showing up everywhere. It's like there's a war happening. I'm thinking devils and angels periodically, but mostly just-plain-bad-stuff. Fights at every turn. This is where my PCs get to get to finally fight and see how well the work as a combat team.

The Witch is always going into libraries, so I think I'll have her find (if she rolls high enough) a scroll with a similar prophecy to the one they just fulfilled. Only this one is how to save the world from destruction. It speaks of The Aged Wizard (I have to get a name for him that's a little more obscure I think...actually maybe not?)
If they put things together properly, they'll see that the Grand Elder was behind everything and now must find him and destroy him to make things better (along with some other stuff?)


Okay, so in answer to the above post:

The Witch was the first to get branded and hers was The Eye of Lamashtu. (this got them talking about the chaos and madness bit)

Second was the Inquisitor with The Eye of Rovagug (they see a correlation between the gods as CE, I'm not sure if they caught the war part.

Third we have the Barbarian with The Eye of Iomedae (they get confused at this part as she is LG. Again, I don't know if they caught the war part)

The last brand was The Eye of Torag and meant for the Bard/Jester
(I picked this one for the protection domain)

Now, I've been thinking about this it totally just hit me like 20 minutes agoand I think what I'll do is have the Grand Elder have the brand on his left hand. How high should that perception check be???

So he's going to tell them how when he was a young adventurer he and three strangers woke up at the large inn and no one else was there (sound familiar?) I think I should write down the PC stats, cause I want to make a secret roll for everyone's sense motive. I'd hate for them to roll, fail, and then be suspicious anyway...
His group had a fighter, a cleric, a wizard (he's the wizard), and a bard

Anyway, he's going to tell them how they found a prophecy in this town but were never able to find the Temple mentioned. He brings out the ancient text, or scroll...I think scroll will work, and reads aloud to them. (I still have to perfect...make up/adjust the prophecy)


I think my biggest issue with DMing (other than the whole plot thing) is gauging treasures and encounters, but the DonJon seems like it's going to make that a lot easier.

I like the rivals idea, but with all the main stuff, I'm trying to stay less than overwhelmed. >.<
I totally forgot to look at the characters' back-stories. I think once I get the gist of the main plot line out, I'll fiddle around with side things.

And as for the prophecy, since I already hand the brands on the hands hehe, rhymed, I can't have the cool

Quote:


"The four Fools"

The drunk will hand-hold "(First god)'s spirits" ...
(the bottle, with spirits being the wine, but open to misinterpretation)
...The Clothes-Horse will be clad in "(Second-god's) chains"
(the necklace but also sounds like a prison)

And I really wish I had spent more time on the Gods involved. I've got a lot of thinking to do. rawrg.

Okay, I can do this...I'm sure I can...you guys are great btw. I think I would have dropped yet another campaign otherwise. ^^


Vicon wrote:


will hit you back on sunday and maybe I can chime something useful before you play again! ;D

I'll try to see what I can come up with and keep posting here. Our game nights are Wednesday so I have plenty of time...in fact, I'm not sure we'll even be playing this Wednesday since we're doing Thanksgiving that day. I think by the time we game again, I will have plenty awesomeness with all of your help. ^^


Vicon wrote:
As far as "the fourth character who will NOT get branded" -- you can totally use the fact that she already has a tattoo to your advantage!

0.o ...Awesome!

I really wish I had taken Hubbies advise and posted here before the game started. You're whole idea is awesome. And don't worry about my players reading this. The only one who goes on Paizo is Hubby and he so rarely gets to just play (he's usually DM)that he doesn't want to ruin the experience by reading. He knows which post is mine and has been actively avoiding it. ^^

As far as the brands go...I've already had them all go on the hand as explained above. :( I really wish I didn't get that far yet.ug

Now, as for my party members, we have:

A drunken Barbarian. He's the one who discovered the first pressure plate, but the third to get his hand branded (in the solid-but-unmoving-people town).

A Witch (who can't seem to figure out her personality-the guy doesn't know how to play a female and fluctuates his style). She was the first to push the plate and be branded.(in the starting town)

An Inquisitor (this player also has issues, but her's is that she doesn't realize it's an armor-wearing class and chooses to wear a fancy dress). She pushed the plate in the second town (the dome).

A Bard (the Jester). All she wants is for people to have a sense of humor. Her shenanigans are usually harmless, like making the Inquisitor's dress polka dotted.

Also, I didn't think too far into it when picking my deities at the time. They are;

Lamashtu
Rovagug
Torag &
Iomedae

Frack, I can't get over how awesome this could turn out. You're really good. This is the kind of stuff Hubby comes up with and I can never figure out. (as I said before, if I use his ideas, he wont have as much fun, although he's pretty good at not meta-gaming)


One last thing, I forgot.

I failed to read the Jester's back-story and didn't realize she had her face tattooed in harlequin against her will by her former master and will not get branded. I don't know how to progress the story now without a fifth player.
Also, the 4th town they entered had people that they were able to interact with and who had a Grand Elder who clearly had the use of magic.


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Vicon wrote:

.

Link:
http://donjon.bin.sh

BEST LINK EVER!!!!!!


I should long-story-short this....

There are four different brands in four different towns, all which must be burned onto the hand of a traveler. The 4 were basically randomly picked by...someone I haven't figured out yet.I'm not sure how they ended up in this weird plane of existence or what I would even call it.
I wanted the brands to each represent a Deity. 2 CE and 2 LG. The summoner will be basically using this obscure spell...or something...to summon said deities to cause a war...

That's all I have. Ug


I forgot to mention that when the players entered the town, it was in the middle of a grassy-plain area and the city walls are the height you'd expect.
When they went outside, the walls are about 3 stories higher than the buildings.
Anyway,

The jester improvises a sort of cannon, to launch a grappling hook which is attached to a spool of rope. She successfully shoots it over the wall and they all climb to the top. The wall is noticeably thinker than normal. Upon looking over the terrain they notice that there is snow to the North and to the South-East they can see a structure. They travel to the SE.

It's a stone dome which encloses a town. There are people and animals here, but they don't seem to be effected by the players. The people continue to go about their business and plow right past the players, although the inanimate objects can be effected.
The tavern is exactly the same as the other town, inch for inch. They move the top-shelf bottle and find another pressure plate. This time the eye symbol is slightly different. Another player puts his hand in.

The jester wants to go back to the other town to investigate further.

More soon...


To go a bit deeper, I've also got the dilemma of my plot...

The 4 players have entered a city for varying reasons. Each gets a room at a large inn. Upon waking, they find that all candles are out and they are the only people in the inn. Character intros ensue, not without much shenanigans as one of our players is a jester.
When they go outside, they find that there are no people or animals here either. The sky is overcast and there is a light breeze.
Fast forward to the interesting bit.
The drunk of the group goes for the good stuff in the tavern. When he moves the bottle, he finds a wooden pressure plate in the wall with a carving of a hand with an eye symbol in the center. He takes the bait and pushes the plate with his left hand (which is the hand carved).

The symbol moves forward and brands his hand.

More to come.....


Holy, wow. I mean, I didn't really look through the GM guide so I suppose I should. Thanks for the book suggestions, Hubby is looking at prices right now.
But off-topic...I'm a total advertising nut and that sir, was an impressive sales pitch.

Thanks ^^


Hi everyone, this is my first time on Paizo so I'm like that weird gal at a party hoping to overhear a conversation I can contribute to. :P
Anyway, I've GMed only a couple times, and none have ever gone more than 2 sessions.

I'm currently running a campaign with 4 players. We're coming up to the elusive 3rd session and I must admit, I haven't really thought this through. I'm not that great with puzzles and traps and all that so my hubby keeps giving me ideas, but as he's in the group playing, I don't want to use any of them.

Does anyone have any ideas I could use for perhaps sidequest puzzles or anything?

I guess anything that's generic enough to be shoved into any game would be nice, but if you would like to know what's going on with the campain to be more specific, please let me know...because I could totallyuse help on my plot too.

Thanks a bunch for any advise!

TLDR:
Looking for puzzle, trap, etc. ideas to incorporate into game.