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![]() Just a heads-up for those that will be playing in this game, here are your pregen choices:
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![]() Wolverine690 wrote: question/clarification, "3PP materials okay with approval." ??? If you want to use third-party Pathfinder RPG compatible material (in other words, stuff not made by Paizo), I am okay with it as long as your character sheet is submitted to me for approval. bdk86 wrote: Another curiosity: Will this utilize Golarion as the setting or the Greyhawk defaults Shackled City used from Core 3.X? Golarion, as that's the setting I am more familiar with (now, at any rate). ![]()
![]() I think one of the biggest aids to creating a feeling of terror and horror is to lay on the adjectives and dial back on the dice rolling. Also, check out this Tumblr post from Wes Schneider that has a bunch of useful links regarding Horror in RPGs. Everytime I read this thread title, I think "A word of true terror" and I quip to myself, "Lorraine Williams?" ...Anyways, carry on! ![]()
![]() S'mon wrote: Sure, 'Helen Mirren in Excalibur' makes a great Evil Sorceress! 'Helen Mirren at the Oscars a few years back' is the mother in law of a female PC in one of my games, I think the PC is more afraid of her than the monsters... Heh. My old Forgotten Realms group would have rather faced down an army of Zhentarim with nothing but cantrips, clubs, a dull butter knife, and a bent spoon than deal with their family problems (which made for some amazing roleplaying sessions). ![]()
![]() Wunderground! Need to know the weather for the Rise of the Runelords campaign? Check out Sandpoint's weather in Rova 4907. Or Riddleport in Arodus 4908 for Second Darkness. Or Katapash in Calistril 4709 for Legacy of Fire. Et cetera. ![]()
![]() Everybody begins GMing somewhere, and you cannot possibly remember every rule to start (I certainly don't, and I've been doing this for years). Don't be overwhelmed by an Adventure Path campaign—it's definitely a lot of work, but take it in baby steps. Read through the first part of Chapter One. Take notes of things you don't know (rules, magic items, abilties), major plot points, and how to work in the player characters better. Keep it simple—just allow the race and class options in the Core Rulebook to start, otherwise you will be overwhelmed and that's a terrible way to start your game mastering journey. The free Rise of the Runelords Anniversary Edition Player's Guide will help both you and your players focus on the essentials for the campaign. Keeping track of days is straightforward—just use a calendar. Golarion's calendar equates to our own, just the month names and years are different. As for weather... Cheat. Rise of the Runelords was originally released in 2007 (equating to 4907 in Golarion years), and Sandpoint is based off of Creative Director James Jacobs' home town of Point Arena, California. Wunderground has an amazing historical database of weather—check out the weather for September 2007 and use it for your game. You're going to make mistakes when you're learning to play or GM—it's okay. This game is about having fun, and if you're doing that, then everything else is good. Just look up the rules after the games and remember for next time. Soon it will be second nature. ![]()
![]() Dragon #288 and Dragon #308 had some fun creature combos that would still be valid in Pathfinder. Ghouls and yellow mold was one of the combinations that stuck in my head. ![]()
![]() Name: Aruuja
A combination of bad luck and succumbing to the effects of a giant black widow's venom, Aruuja's death profoundly affected the party's cleric. The cleric vowed to never be without a means to counter venoms, and Aruuja's wolf howled in anguish and loneliness before wandering out into the badlands of the Kelmarane region. (Note: Trying to make Fortitude saves within a pugwampi unluck aura is...bad times. Nearly took out two other characters because of this.) ![]()
![]() When I started GMing, there was an incident where I set up an opponent that was basically the flipside to the PCs. But when they got to the BBEG, they had prepared themselves and used great tactics...and I made the mistake of artificially inflating the BBEG's stats to make the fight longer because the PCs were doing too well. I handled it poorly, was very ham-fisted about it, and the players protested (as they should have). Just because you *can* do a thing as a GM, doesn't mean you should. And the best piece of GMing advice I can give is to accept that you will screw up. It's just a part of the game. Just try not to fail in the same way next time. :) ![]()
![]() Since it's in the Pathfinder Campaign Setting thread...
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![]() D6Veteran wrote:
Here's a better link. Since I was running an AP, I gave Plot Twist cards to players who did something that furthered the adventure in some fashion—made nice with a key NPC, uncovered a hidden key, etc. The Flashback cards were for when a PC built up their backstory and added flavor to their character through their actions. (Basically a reward for excellent roleplaying.) ![]()
![]() 4 Rova 4711 AR: Grungir Forest, Lands of the Linnorm Kings
Despite causing Orthak to collapse into helpless laughter, paralyzing Tiny with a gesture, blinding Keisos, or summoning the image of a large dinosaur to distract the party, Thindlefwist fell to Tiny's axes. With the threat of the murderous leprechaun abated, the party searched for his lair, finding all of the valuable trade goods stolen from the merchants traveling the Grungir Forest road, as well as the leprechaun's spellbook. XP earned: 1,428 XP each
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![]() 4 Rova 4711 AR: Grungir Forest, Lands of the Linnorm Kings
Wielding the mighty warhammer gifted by Ishkiol, Orthak easily dispatched one of the mounds, ending its attempts to crush Keisos with its viny tendrils. Tiny found himself facing one of the plant creatures by himself, and as he wielded his mammoth-tusk club against it, the leaves that held up its form melted away like ice in a winter thaw. It was not a shambling mound that Tiny faced, but a thick-jawed reptilian creature known as a hodag, who rent into Tiny's flesh like soft butter. Only Tiny's anger kept him alive, and even then not for long as the creature continued to tear into him. Keisos, freed from the grasp of the shambling mound by Orthak's hammer, called upon his goddess's aid to heal him and keep him from dying. Just as Paza's flames burned the hodag to death, the party spotted a dragon flying overhead, swooping down to investigate the smell of fresh blood. The party retreated to cover, wondering what they would be facing: friend, foe, or indifferent ego. Paza and Tiny's recollection of dragons, though, told them that no self-respecting dragon would dig around in the dirt like a pig, or be unresponsive to attempted communications in Draconic. Using one of Ishkiol's magical coins, Paza flung it into the air, abolishing the illusion cloaked around the dragon—revealing it to be another hodag. The party sprung into action, dispatching the second hodag quickly before it could tear apart another party member, but they didn't see or hear the veiled form of another creature—a real dragon. Though hardly bigger than a horse, the young dragon was able to catch most of the party in a mighty exhalation, coating them in flesh-searing acid. No match for three well-armed combatants and a skilled arcanist, the dragon stood no match against the party. Patching their wounds and using what healing magics they had brought with them, they cautiously watched the surrounding woods for more foes. Only the sound of delighted laughter filled the forest clearing. XP earned: 1,371 xp each
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![]() 3 Rova 4711 AR: Grungir Forest, Lands of the Linnorm Kings
Blocking the party from further progress deeper into the dungeon were immense bronze doors. With multiple locks, including a large, oddly-shaped keyhole as well as the fanged, cupped mouths of linnorms and dried encrustations upon its surfaces, the party opted to explore another area of the dungeon that they had not yet. Before they left, they recovered a blade that appeared to be nothing more than the sharpened claw of some enormous beast, whose inner edge cut through cloth as if it were nothing. With a whisper from the eye, Paza told the party that they could protect themselves through cold iron or magical armor, and suggested that they search the rest of the tomb for the door's key (as well as recover the body parts entombed within). Further in the tomb, the party found a room with wooden pillars, each made of a different wood and etched with Ulfen symbols. The wall paintings of the room showed additional tales of the evil that Ishkiol had wrought, not the least of which was murdering Thane Einarr's brothers and sisters. In a nearby room, they found biers--barren of the honored dead that would normally lay at rest upon them--and a curved rib bone, as if from the body of an immense beast. The final room of the tomb was a glittering expanse of gold--coins were haphazardly tossed around, all guarded by a fierce statue wielding a ceremonial greatsword and holding a dried mass of flesh in the other. Niched alcoves were empty, and when Keisos stepped in to examine them through Tiny's urging, he triggered a magical trap that caused the niches to erupt in flame. Triggering the trap also caused another problem. The cool air coalesced and condensed into the form of an ice elemental--a problem quickly dispatched by Paza's mastery of fire. Orthak's inspection of the sword revealed that the "key" they were looking for was the sword, and dry leathery lump in the statue's hand was the dried heart of something. Finally, only one thing remained: the great bronze door. Beyond it, they knew that the leader of the draugr waited for them, so they decided to rest before entering and challenging him. Refreshed, they approached the bronze door, arming themselves with the body parts at the urging of the eye, despite the hesitation of Keisos. The wickedly sharp curved blade, the protective rib bone and heart, even the eye--all could aid them against the draugr leader. Prepared for the battle, the party went into the final room, awakening the draugr leader and filling it with fury at the sight of Ishkiol's remains gathered together. Striking against the draugr, the party managed to pin the undead creature down, despite the divine power that it brought to bear against it. With both Orthak and Keisos crashing into its undead body, with an enlarged Tiny firing enormous arrows at it and Fizzy using chains made of force to keep it in place, the party dispatched the draugr. Tiny discovered that the draugr's sarcophagus sat above a hidden passage. When they uncovered it, a waft of stale air assaulted them and they descended down the natural stone passage. At the end of the passageway was a pool of brackish water, the bones of an immense creature half-submerged in its murky depths. Every party member that carried a body part felt an immense urge to come closer to the pool, and Keisos was suspicious of what might lurk within, as Tiny had told them that the skeleton appeared to have multiple necks. Attempting to flee with the two body parts that he carried, Keisos made to go to the exit, but Paza was able to convince him otherwise. Tossing the body parts into the water, the party backed slowly away from it, unsure of what to expect. Frothing and bubbling in a hellish stew, the muscles and sinew reformed around the skeleton, and it reared up, gasping for breath as its lungs once again reformed. In sinuous motion, it moved its heads towards the party, and the party saw that the hydra (for that was its true form) did not have only reptilian heads, but human heads as well. Despite its unusual form and method of resurrection, the creature was not evil (despite Keisos's initial belief). Introducing himself as "Ishkiol, once known as the Kin-Thief," he thanked the party for his unusual rebirth and gave them several gifts. The coins that the party had recovered earlier in the key room bore the markings of Thindlefwist, and Ishkiol crafted these coins as tokens against the leprechaun's illusions. Warning that the coin's power was limited in duration, Ishkiol wished them the best of luck against Thindlefwist, presenting them with a leather satchel filled with ancient treasures before fading into the stone cavern. XP earned: 2,414 xp (level up to 6th)
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![]() 3 Rova 4711 AR: Grungir Forest, Lands of the Linnorm Kings
Hearing scraping noises from beyond the southern door, the party readies itself for battle, once again facing off against the draugr guardians of the crypt. The eye hinted that the draugr's weakness was their throats and necks to Paza, a point that the party used to their advantage. While not truly their enemies, the party had to defend themselves against the draugr, and this time, the power of Gorum was not on their side. Gorum's might flowed through the female draugr prophet, who called upon the Lord in Iron's aid as she fought against the paladin Keisos, and utilized the armory that served as her resting place against the party. The prophet activated an unknown trap, causing the weaponry on the walls to glow blood red and point towards Keisos, who moved quickly out of the room before whatever the draugr prophet wrought could activate. With one of the prophet's guards opening the portcullis to the next room, the party had its hands full as draugr poured out of the crypt, with murder on their minds. Much to Paza's surprise, the draugr corpse she beheaded with her claws reconstituted itself into a flesh-and-blood human—unconscious but very much alive. Surprised by this turn of events, but unable to do anything about it until the fight was over, the party managed to hold their own against the prophet and other draugr. When Tiny pulled the eye out of his bag of holding, the draugr still upright let out a screech and charged towards him, their undead flesh knitting itself back together. Striking out against the paladin in an attempt to get to Tiny and the eye, the prophet lopped off Keisos's ear. Orthak finally finished off the prophet and her last guard with his warhammer, but as with the first draugr, when Tiny lopped off their heads with the prophet's adamantine greatsword, their bodies reformed into what they were before their ritual suicide. To add to the mystery, the eye offered to assist the party against Thindlefwist—all they had to do was retrieve his body parts that were ensconced in the tomb. With the party speculating about what the eye really was, all the eye offered as an answer was a low chuckle, as "the answer is in the tomb, and I'm not going to answer an obvious question," and "are we only what we were born, or are we what we want to become?" Further study of the tomb's revealed paintings that a thane named Torlief Einarr, called the Iron Brand for his hatred of the fey and his ruthless campaign against them, tracked down the Kin-Thief. Thane Einarr was not a young man, and his children had all succumbed to the Kin-Thief, leaving him bereft of both child and mate, as his wife Maaike had died against the Kin-Thief. But for all of his skill with blade and bow, Thane Einarr had to turn to his ancient foes to ensnare the Kin-Thief, for only their magic could stop one of their own... XP earned: 914 xp
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![]() I would grab an encounter from pretty much any Adventure Path or module, create level-appropriate characters with standard gear...but don't do just one encounter. The first encounter of the day for the group will always be at max potential, but how well will the classes perform when they're lower on options? How about against multiple creatures, in different terrain, flying, planar locales? How do they handle creatures that block certain styles of play (high DR creatures, creatures with spell resistance, creatures with immunities, *!*(!()&)(*(& derghodaemons, for example)? ![]()
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![]() logic_poet wrote:
Yar. It was quickened dimension door. Greater teleport seemed like overkill, and dimension door was more thematic to what I was going for. ![]()
![]() The Thing from Beyond the Edge wrote:
Really depends entirely on the GM, but yeah, that's how I'd play it. I'd also say an alchemist might be able to cobble together something in the galley if they're looking to create items (an increased DC to their Craft check for improvised equipment), but they'd have a better chance if they were the cook's mate. ![]()
![]() Lumber can be carved with the Craft skill (which can be used untrained) to make improved weapons. Silks can be traded and bartered with the crew (there are a couple in mind that might be prime targets for this sort of thing). Spices might be given to Kroop (or whomever is his assistant) for a distraction later. This is one of those traits that may not have a direct mechanical bonus, but is up to your GM to determine how best to handle the implementation of. ![]()
![]() 2 Rova 4711 AR: Grungir Forest, Lands of the Linnorm Kings
Painted upon the walls of the tomb were many frescoes telling a story, some of which Tiny was able to piece together. The warriors they had fought were not their enemy—they had committed ritual suicide to stand guard for all time against a greater threat, bound somewhere in the depths of the tomb. The room containing the frescoes of the ritual also held two stone chests, full of treasure, as well as an old stone throne. Sitting upon the throne was a dessicated orb, an orb that fell off the throne, seemingly of its own will. With a voice whispering in Fizzy's ear, and the orb spinning itself around to reveal a reptilian eye that narrowed its gaze, Tiny and Fizzy decided it was best to leave the tomb quickly. Posting a guard to watch the tomb, the party departed to recover their spells and rest, while Kiorte, Orthak, and Keisos escorted Ing to view the additional frescoes in the guard room Kiorte found. On the frescoes were images of a Ulfen hold, with children stolen from their beds and cradles by a cloaked figure. Hateful runes around the figure were able to put a name to it: Ishkiol, the Kin-Thief. XP earned: 1528 xp each
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