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Organized Play Member. 91 posts. No reviews. 1 list. No wishlists. 1 Organized Play character.


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Marc Radle wrote:
Fubbles the Baby Cow wrote:

Hi Kobolds, loving the New Paths classes, using the spell-less ranger as my default core Ranger class, and my wife is currently playing an 11th level skin-changer.

We ran into a question about the skin-changer. The Animal Shape (minorO ability says "His options for new forms include all creatures with the
animal type. This ability functions like beast shape I, except as noted". Later additions to the Animal Shape class ability reference Beast Shape II, III, etc.

I read this to mean that the skin-changer can take the form of any creature with the Animal type, and gains abilities of the chosen form as listed in the Beast Shape spells. However, in the Hero Lab file for skin-changers, magical beasts begin to be listed starting at 8th level.

Does Animal Form allow Magical Beasts as well as animals?

Thanks for all your great work!

Hey there!

Awesome to hear you are getting so much out of the classes in the New Paths Compendium!

You are reading the ability correctly - Animal Form only allows creature with the Animal type, just as the text says. It does not allow Magical Beasts as well as animals. It sounds like HeroLab is incorrect!

Thanks for the clarification Marc. I appreciate the assist.

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Hi Kobolds, loving the New Paths classes, using the spell-less ranger as my default core Ranger class, and my wife is currently playing an 11th level skin-changer.

We ran into a question about the skin-changer. The Animal Shape (minorO ability says "His options for new forms include all creatures with the
animal type. This ability functions like beast shape I, except as noted". Later additions to the Animal Shape class ability reference Beast Shape II, III, etc.

I read this to mean that the skin-changer can take the form of any creature with the Animal type, and gains abilities of the chosen form as listed in the Beast Shape spells. However, in the Hero Lab file for skin-changers, magical beasts begin to be listed starting at 8th level.

Does Animal Form allow Magical Beasts as well as animals?

Thanks for all your great work!

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Name: Samuel Vimes and Kurpal
Race: Human Fighter and Halfling Rogue
Origin: Trunau for both
Adventure: The Hill Giant's Pledge
Location: The Vault of Thorns
What Done it:

Spoiler:
the Brambleblight + Ewigga

Story: no big deal, Sam and Kurpal teamed up as usual to help Kurpal flank and get his sneak attack bonus, but at a critical moment, Ewigga cast a Pyrotechnics spell, blinding both of our heroes. The brambleblight had no problem smashing both of them into compost.

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+1 to both Everyman Unchained: Fighters and Legendary Fighters. I would also recommend Rite Publishing's Secrets of Martial Mastery.

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Thanks for all the help folks. I'm running the encounter this weekend, and I'll just keep the SLA's as-is. I agree it's much easier that way.

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Omnius wrote:

They aren't.

Racial spell-likes remain, as normal. If you want to change them, that can be discussed with your GM.

That said, a green hag is not normally an available player race, so presumably you're using race creation in some capacity. You could just as easily create them with a bonus feat instead of spell-likes and use that to buy the illusion sphere.

Or, if you're just playing a green hag as is, there is no rules compliant answer to your question because you're already throwing some rules out the window to do that. Unless this is an NPC from a GM perspective, in which case that should probably be mentioned.

Sorry, I should have clarified that I am the GM, and I am creating an adversary for the group.

So things like the hag's invisibility and alter self work under the old vancian rules?

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I'm creating a green hag sphere caster with 5 levels of druid. A green hag has spell-like abilities under the vancian casting system, including at-will invisibility.

How are these abilities affected by using Spheres of Power? Does the hag need to take the illusion sphere so that she can use invisibility? Or do the spell-like abilities function as normal under vancian rules?

Thanks for the advice!

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Brother Fen wrote:
necromental wrote:

After these very useful comments (buy more books/do it yourself, nice one guys), I'm gonna try some:

You know you can reply to the thread without being a smart ass. If the OP wants to learn about the setting - PICK UP THE BOOK. That's what we've all done at some point. It's an excellent book and setting at that and well worth investing in to help one's game.

Don't want to create or promote drama, but I already have the book. I agree that it's an excellent setting, which is why I want to get opinions on the topic.

I would love more suggestions on ideas for suitable Midgard locations for Paizo adventure paths.

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Marc Radle wrote:
Fubbles the Baby Cow wrote:

I will be moving my campaign world for future campaigns from Golarion to Midgard, but I still want to use Paizo adventure paths in the campaign. Nuria Natal is a no-brainer for The Mummy's Mask, and some AP's don't transfer well due to their deep connections to Golarion lore (I'm thinking that Rise of the Runelords, Shattered Star, Return of the Runelords), and Midgard doesn't have an Asian-themed location to place Jade Regent.

With those exclusions in mind, where would you place the remaining AP's in Midgard?

Great question!

As an aside, you know about the new Midgard Player's Guide for the Pathfinder RPG, right? :)

Also, be sure you grab a copy of the Midgard Worldbook, the HUGE new, revised Midgard campaign setting book. It's system neutral and gives you everything you need to know about the Midgard setting! The Midgard Worldbook should be available some time in March if I'm not mistaken ...

OH! Regarding your "Midgard doesn't have an Asian-themed location" comment ... you miiiiight not be able to say that for very long ... uh oh, did I say that out loud?

Thanks for the reply Marc, I am really loving the work on Midgard! I was not aware of the Midgard Player's Guide, thanks for the link! I am awaiting the release of the new World Guide with giddiness.

Did someone say Asian-themed Midgard areas? I may faint...

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I will be moving my campaign world for future campaigns from Golarion to Midgard, but I still want to use Paizo adventure paths in the campaign. Nuria Natal is a no-brainer for The Mummy's Mask, and some AP's don't transfer well due to their deep connections to Golarion lore (I'm thinking that Rise of the Runelords, Shattered Star, Return of the Runelords), and Midgard doesn't have an Asian-themed location to place Jade Regent.

With those exclusions in mind, where would you place the remaining AP's in Midgard?

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Adam, do you know if the Herolab files for SoP will be available for purchase for us poor souls that didn't get to back the kickstarter?

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2 people marked this as a favorite.

Already using:
New Paths Compendium by Kobold Press: In addition to the Spell-less Ranger, this compilation includes several other New Paths classes like the Battle Scion, the Shaman, the Elven Archer and the Savant into the PFRPG, offering several new 20-level base classes to the game. The classes are well designed, flavorful, and fill empty niches in the game that don't typically overlap with existing Paizo base classes.

Laying Waste by TPK Games: Replaces the CRB critical rules with a flavorful set of additional conditions, but is different from the Pathfinder RPG Critical deck in that it scales using a severity system. Each critical hit is guaranteed to deal at least maximum damage, with the possibility of adding ever-more-powerful effects as the severity of the crit increases. There is also a system for critical fumbles, along with a large number of feats that work with the new crit system.

I want to begin using:
Spheres of Power by Drop Dead Studios:
Strange Magic by Interjection Games
Ultimate Charisma by Everyman Gaming
Legendary Rogues by Legendary Games.

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2 people marked this as a favorite.

Alex, congratulations on the glowing praise for this book. Based on Endzeitgeist's review, you deserve to be hired by Paizo immediately and without further ado.

I haven't picked up Ultimate Charisma yet, but I have both the original releases, and it is deserving of the praise.

Merry Charistmas! (sorry, couldn't help myself...)

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Under normal rules, any enhancement bonus I gain for my animal companion (either purchased or found) comes out of my pocket. If I want my AniComp to have an Amulet of Mighty Fists +1, I have to pay for it out of wealth I would normally have spent on my PC.

If this is the case under normal rules, then using the Automatic Bonus Progression rules would require me to choose between my PC and my AniComp when doling out the various automatic bonuses. So if I want that same Amulet of Mighty Fists for my companion under the Auto Bonus Progression rules, I would have to confer one of my weapon attunements to the companion's natural attacks.

It sucks because you're essentially splitting your bonuses between two characters, but that's the way I see it working.

Please chime in if you have a different understanding. I'm using this variant in my next campaign, and would like to be sure I am handling it correctly, as I have a druid, a ranger and a dragon rider in the campaign.

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Currently running: Carrion Crown. Very close to the end of book 6.
Shelved: Curse of the Crimson Throne (after book 1)
Legacy of Fire (mothballed mid-book 2)

Played: Kingmaker (ended after book 3 bossfight TPK)

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1 person marked this as a favorite.

Thanks sir! I've been looking for another Pathfinder podcast to add to my playlist. Best wishes for a long podrun.

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8 people marked this as a favorite.

Third Party Publishers: take note.

Before I buy any Pathfinder product, I check to see if Endzeitgeist has reviewed it first. If it reviews poorly, I don't buy it.

I learn about most 3rd party offerings through Endzeitgeist's website.

Takeaways: Endzeitgeist's reviews create customers. Please continue to support him.

Thanks Endzeitgeist!

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Changes I made to Haunting of Harrowstone:
1. I had Adivion attend the Professor's funeral. Players learn that he and the Prof were colleagues at the University of Lepidstadt in the past, and that Adivion is sweet on Kendra. This introduces Adivion right at the beginning of the AP.
2. I had the Professor's body located away from Harrowstone. This way, the PC's don't charge in there immediately, and have to spend some time in Ravengro figuring out what is going on.
3. I tossed out the Trust mechanic entirely, and had the player's relationship with the various townfolk grow out of RP.
4. I added an encounter in Ravengro where the Professor arises from the dead as a ghoul and returns to his home to find Kendra. This was a really good OMG moment from the players.

That's all I can think of right now.

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Vordekai ate my king.

'Nuff said.

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Guys, I'm glad to hear that you're trying to get the podcast going again. I loved the show, and watched with dismay as your releases grew further and further apart. I have to admit I thought you had podfaded.

Curious, what have you changed that will allow you to release on a more frequent basis? Has SteelWind's professional life eased up any? Do you plan on keeping the AP review format? There's a lot of unreviewed AP's out there...

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Current character: Willow, LN half-orc druid 10 (Erastil)
Gone to the Boneyard:
Walder Fitzroi, CN Cavalier 6 (Order of the Cockatrice)/ Aldori Swordlord 4
Viserys Visnocens, NG elf Alchemist 7
Sprenkel Spatturban, NG gnome Barbarian 4 / Fighter (mobile fighter) 2

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2 people marked this as a favorite.

If Paizo AP's were available for Realm Works, it would finally push me into the "I'm gonna buy Realm Works" category.

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Greetings to each of you, those who found me named me Willow. I have studied and meditated with my rescuers, and they have raised me in the ways of the forest. I offer my meager services to those heading to the shrines of Thyr and Muir, along with those of my elk companion, Hmarfrd.

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I didn't see my name on the most recent roster...what do I need to do to get included? I have my character ready, do I need to send a copy?

Please help, I want to play in this campaign, but don't know what the next step is.

Thanks!

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Logan1138 wrote:
Fubbles the Baby Cow wrote:

I'd really like to give this a try. I'm an experienced player, but completely new to PbP. I have a half-orc druid named Willow that I can bring to the table, but I would ask you for a little patience if I don't completely understand the gaming medium at first.

That being said, I absolutely love FGG's products, and would love to be able to game in them. Please let me know if I can be a part of this campaign.

Welcome to PbP gaming, Fubbles (I love your screen name, btw.). I'm a relative newcomer myself.

My poor Lawful Good Aasimar cleric. His potential companions: a tiefling thief, another thief and a half-orc. *Face palm* ;)

Thanks for the welcome Logan. My half-orc was raised by druids, so his outlook may not be what you expect from a his normally savage breed.

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I'd really like to give this a try. I'm an experienced player, but completely new to PbP. I have a half-orc druid named Willow that I can bring to the table, but I would ask you for a little patience if I don't completely understand the gaming medium at first.

That being said, I absolutely love FGG's products, and would love to be able to game in them. Please let me know if I can be a part of this campaign.

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My Kingmaker character (Aldori Swordlord) got a Ring of Freedom of Movement. No more being grappled. Priceless.

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Hi folks, just wanted to jump in and introduce myself. I live in Kittanning, Armstrong county

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I live in Armstrong county, but would be willing to travel to the city for PFS. I'm a long-time PFRPG GM and player, but am brand-new to PFS. If you guys set anything up in the evening, I think I could join.

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Name: Rish Vander
Race: Human
Classes/levels: Monk 6
Adventure: Broken Moon
Location: Ascanor Lodge
Catalyst: The Vilkacis
The Gory Details:

Spoiler:
Having been presented with concrete evidence implicating his involvement with the Whispering Way, Estovion Lozarov summons the Vilkacis, hoping to kill the party before the evidence can be returned to the Palatine Council in Lepidstadt. Once summoned, the Vilkacis possesses the nearest available host, who turns out to be the noble cynic Corvin Tergsvor. The possessed Corvin goes on a rampage, killing Cilas Graydon in his chambers before charging down the stairs, seeking more prey.
The group, meeting with Delgros in his cottage, overhears a commotion coming from the lodge. Investigating, they find Corvin, soaked in blood, a feral gleam in his eyes. Corvin immediately attacks. An intuitive guess by the group allows them to believe that some entity is possessing Corvin, so they attempt to subdue him using non-lethal damage. Once successful, the Vilkacis emerges from Corvin's unconscious form, and lunges at Rish, taking control of the monk's body effortlessly.
After dealing some major damage to the group, they realize that they have to take the monk down quickly. Czynforde the paladin deals a devastating series of blows to the unfortunate monk, the final blow turns out to be a fatal one. The monk collapsed to the floor, while the spirit of the Vilkacis sank into the floor of the lodge, to fight another day.

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Bumping for more input :)

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I'm starting to prepare for Feldgrau, and have noticed that maps for several encounter areas have not been included with the adventure. The locations lacking maps are:
F4 - Homestead
F6 - Glassblower's shop
F7 - Buther's shop
F10 - Tavern
F11 - Apothecary
F12 - Gravedigger's shed
F13 - Town square
F14 - Armory
I understand that it was probably impractical to include maps for all of the Feldgrau locations. So I ask the community: What alternate maps have you used for these locations? Preferably from other Pathfinder or Dragon Magazine issues, but all suggestions would be welcome.

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Regarding flesh golems, remember that magical fire has the effect of a Slow spell on them. My group used this knowlege to great effect in our campaign. While still dangerous, their effectiveness is reduced when they can only take one action a round.

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I would be in favor of losing the fiction and trading it for more AP-related content. Adding a few monsters, and expanding back matter articles would be okay, but I really love the idea of having an article consisting of fan-generated modifications/alterations/expansions of previously-published AP's.

I'm running Carrion Crown presently. While it is a really good AP, I have been able to improve it significantly by adopting modifications suggested by the kind folks on the Paizo boards. What would have been even better would have been a follow-up article featuring a few of the mods that the Paizo community have suggested to make the installment of the AP more enjoyable/interesting/cohesive. In order to get the ideas, I had to spend a lot of time reading through the various posts and threads. Having the ideas distilled, and centralized in a single location would be an amazing aid to a GM looking to run an AP, and would also likely increase sales, as has been previously mentioned.

I have other venues for obtaining my fiction, including Paizo novels, free website fiction, etc. I have never really used any of the fiction in an AP, and consider it dead space, thus reducing the overall value of an AP issue, and reducing my likelihood to purchase it.

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I had Adivion attend the trial. Adivion is an old rival of Alpon Carromarc, and seeing an opportunity to cause him grief, began to spread the rumor that Alpon was the Beast's true creator. After the Beast was found guilty and escaped, Adivion ramped up the rumor-mongering, causing a rabble to form, hell bent on getting their pound of flesh from Carromarc.

Judge Daramid enlists the group to reach Schloss Caromarc before the mob arrives, secure the Count, and return him to Lepidstadt, where he could receive the protection of the court.

This added a "ticking clock" element to the this chapter of the story, forcing the players to carry on when they would have normally rested and healed. It also presented a nice moral quandary for our paladin when the Count offered the wealth of his manor house in exchange for his freedom to escape.

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Regarding the weaverworm encounter:

Spoiler:
the statblock for the Weaverworm is incorrect as published. See the Broken Moon sticky thread at the top of the forum for the corrected stats.

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Name: Dabro Valenslav
Race: Human
Classes/levels: Inquisitor of Pharasma 6
Adventure: Broken Moon
Location: The Weaver’s Tower
Catalyst: The Song of the Weaverworm.
Song. “Pretty. I want to go to there.” (chomp slash slash) Owww….

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Voomer wrote:

Sounds like it played out well. One question I have is why Adivion would want to put suspicion on the Count, knowing that if people go to the Schloss they might find evidence of the WW's involvement?

I also had Adivion interact with the party in Lepidstadt, but he was trying to get the party to think a group worshiping the Outer Gods was behind the theft. When the party asked him about a rumor they heard that Caromac was an accomplished alchemist, Adivion said he hadn't heard anything along those lines. I may follow someone else's suggestion of planting a letter from Adivion to the Count in the Schloss, which might generate the first real suspicions about Adivion...

Prior to the start of the AP, Adivion sends Auren Vrood out to retrieve the various items needed for the Carrion Crown formula. He initially has a lot of faith in Auren, and assumes he will complete the missions without complications. Auren turns out to be not as thorough as Adivion believes. First, he kills Professor Lorrimor, not knowing that he was Adivion's long time companion and partner. Next, one of his team accidentally leaves a symbol of the Whispering Way in Schloss Caromarc.

Adivion knows nothing about the missing symbol, but is furious about Petros's murder. He still needs Auren to collect the remaining two items for the Carrion Crown potion, and he knows that Auren has a fairly good lead on the group, and should be able to acquire both items before the group catches him. Adivion decides to take his revenge for the professor's death by purposefully letting the group know that the Whispering Way is responsible for Petros' murder and the theft of the Seasage Effigy. Once the group catches up with Auren and the WW cultists, Adivion hopes that the group kills him (after, of course, all the CC components have already been sent on to Caliphas). Adivion assumes that the group will believe that they have caught the bad guy, dispatched him, and now can go home, while he proceeds to Gallowspire.

Does that sound plausible, or is it too convoluted?

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So...

Spoiler:
A guilty verdict was rendered. The Beast was scheduled to burn at dawn. The group knew a miscarriage of justice had occurred, but the paladin exhorted the rest of the group to abide by the ruling. Adivion attended the trial, and remarked to the group what a shame it was that the verdict was guilty.

I had to be prepared for the group to possibly break the Beast out of prision, but they chose not to. Instead, I had Adivion do it himself. Afterwards, I had Adivion begin to spread the rumor that Alpon Caromarc was the Beast's creator. My thinking was that Adivion hated Alpon when he was the count of Vieland, mostly because Alpon would use his position to use valuable time and resources from the University, where Adivion and Prof. Lorrimor used to work. Adivion had always hoped to get a measure of payback on the former count, and had always suspected that Alpon was the beast's creator.

In freeing the beast and starting the rumor of it's origin, Alpon hopes to discredit the former count entirely, and perhaps have him placed on trial himself.

The group, meanwhile, calls upon Judge Daramid for their payment. She informs them of the escape and rumor, and hires them to bring Alpon back to Lepidstadt for his own safety, before a mob can organize and storm the Schloss. This gets the group up to Schloss Caromarc without the Beast having to reveal its origin.


How the group deals with looting in the Schloss still remains to be seen.

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Running a horror-themed AP is tricky task in a F2F campaign. You will have to work extra hard to convey the themes of fear and horror via a VTT game. I would suggest that you try to use a video conferencing service (I use Google Plus Hangouts) so that your players can see your visual cues as well as the descriptive ones. So much can be conveyed by facial expressions and body language, and much of this is lost in a voice-only VTT game.

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Riuken wrote:
Wycen wrote:
What the fallout for the OP's campaign?
I would like to know as well, especially when into the 3rd and 5th books.

Not resolved yet. Our next game is Saturday, so they may find their way into the Schloss then.

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Trinite wrote:
Fubbles the Baby Cow wrote:

Thanks to everyone for taking the time to comment on this thread. I've decided to let the guilty verdict be rendered.

1. The player in question chose to play a paladin with full knowledge that this was a difficult AP to play a paladin. He welcomed the RP opportunities this presented. I don't want to take away the experience of RPing the consequences of his decision from him.
2. A guilty verdict feels more consistent with the overall vibe of the AP; "Frankenstein" was a tragedy, after all.
2. As many of you have mentioned, the verdict really doesn't matter to the larger story. One way or the other, the group heads to Schloss Carromarc.
3. We're not playing with XP, so missing V&G doesn't put the players behind the level curve when they travel to Schloss Carromarc.

I'll follow up and let you all know how it goes after we play next session.

Keep in mind that while they're not missing XP, the are missing loot. And be careful about the Paladin at the Schloss. You'll need to cook up a good reason for the Count to let the PCs take all of his valuable stuff. Otherwise it'll be a practically loot-free chapter.

I realized after reading the message boards that the paladin will have a problem with looting Schloss, especially if Alpon survives. To correct this, I plan on having Alpon revealed as the Beast's creator very quickly after the Beast is found guilty. The court will then hire the PC's to bring him in for a trial of his own, and will reward them a GP amount commensurate with the loot that is found in Schloss. Furthermore, if Alpon survives, he will offer to let the party keep what they found in Schloss if they let him go. So, the group still gets some form of loot no matter what direction they take.

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And how does one get them if I only have dead tree versions of the AP?

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Thanks to everyone for taking the time to comment on this thread. I've decided to let the guilty verdict be rendered.

1. The player in question chose to play a paladin with full knowledge that this was a difficult AP to play a paladin. He welcomed the RP opportunities this presented. I don't want to take away the experience of RPing the consequences of his decision from him.
2. A guilty verdict feels more consistent with the overall vibe of the AP; "Frankenstein" was a tragedy, after all.
2. As many of you have mentioned, the verdict really doesn't matter to the larger story. One way or the other, the group heads to Schloss Carromarc.
3. We're not playing with XP, so missing V&G doesn't put the players behind the level curve when they travel to Schloss Carromarc.

I'll follow up and let you all know how it goes after we play next session.

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Voomer wrote:

I actually don't think the Sanctuary offered much good evidence.

** spoiler omitted **

Agreed, Voomer, I had to add a slightly scorched letter from Vorgstak to Dr. Brada containing a veiled threat not to sever their "business relationship." Despite this, there really isn't any evidence linking V&G to the Beast at all until one actually breaks in to V&G and finds the Shambling Man skin. The paladin was quite right in his assertion that there was no compelling evidence present to warrant a break-in.

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ANebulousMistress wrote:

The paladin needs to honestly weigh options here. What's more important. Rule of law? Or an innocent's life? Law vs Good.

Introspection for the paladin. Either answer is valid because both are correct. This will merely show the paladin what kind of a man he is.

Agreed 100%. The player carefully reviewed his code of conduct, and determined that upholding the law was paramount. I guess he's LAWFUL good.

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Windspirit wrote:
My group solved this problem by sending the Paladin on a errant. Then they went in by themself. Said that I have 6 players....

I really hate to exclude a player from the game just because he made some perfectly valid character decisions. The player knew that there were some moral gray areas in the AP, and willingly chose to play a paladin, looking forward to these ethical quandaries. No, we will deal with the consequences of having the paladin as an active member of the group.

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King of Vrock wrote:
Well have you run... ** spoiler omitted **

Unfortunately, the riot has already occured, so that option is out, unless I have a second riot...

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Lots of spoilers enclosed. Caveat emptor.

Spoiler:
My group just finished investigating the Sanctuary, and found the evidence that would lead them to Vorkstag and Grine’s Chymic Works. However, the group contains a paladin who refused to break into the factory on the grounds that there simply wasn’t enough compelling evidence to warrant an unlawful entry.

I don’t want to get involved in a discussion of the validity of the paladin’s choice. What’s done is done, and I believe the player chose the correct option for his character. Be that as it may, there is evidence inside the factory that will not be uncovered, and not introduced at trial. Without this evidence, the players do not have enough successful Diplomacy checks needed to win an innocent verdict. In short, the paladin’s choice to not enter V&G’s factory results in a guilty verdict, as written in the adventure.

I don’t really feel right penalizing the character for making proper in-character choices, but I also want to stay true to the weight of evidence presented at trial, and have a verdict rendered based on how much evidence the group presented at the trial.
Which side do you feel is a better outcome for the adventure: stick with rules as written and a guilty verdict, or don’t penalize the paladin for being a paladin and an innocent verdict?

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2 people marked this as a favorite.
Lorok wrote:
So random question. I've been getting out of this that Adrissant is connected to Lorrimmar somehow. Is that in the later books (I haven't read them yet), something I missed in these ones, or is it just something that general community discussion has created?

The connection between the two is never established in the AP as written, but it was strongly suggested by the community that AA be spotlighted much earlier in the campaign. One such way is to have the Professor and AA have a past relationship.

Spoiler:
One suggestion is to have Adivion as a co-worker of the professor at some time in the past, likely at the University of Lepidstadt. I had the Lorrimor and Adrissant discover the Carrion Crown poem together several years ago, which led to a schism in their friendship: Petros believed the poem should have been destroyed, Adivion thought it should be preserved and researched.
Another idea is to make Petros (and Kendra by birth) blood descendants of Tar-Baphon. Adivion then kidnaps Kendra to serve as the vessel for the new Whispering Tyrant instead of some noble the party has no vested interest in.

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