I have been unable to contact one of my players in my other book 2 RoW game, and we are thinking that we will need to replace him if he doesn't check in by the time we are finished with this section.
I would be happy to bring one of you into that game, and am considering bringing in both of you and making it a 6 player party.
I want to make sure that if you want to joint hat game you are planning on sticking around and willing to be a team player. that table has been going very well and we have some really great backstories and RP, which has made it one of my favorite games I've been involved in. I want to make sure that any changes to the group will not disrupt that.
if you are interested in joining that game, send me a PM.
we currently have
human winter witch
human gunslinger
human warpriest
human oracle/fighter
human ranger (this is the one who is MIA)
you can either reuse the character you have built here, or change it to a new concept if you want.
the group is currently at level 5, but will be going to 6 very soon. they are currently moving through a tower, so will likely not make sense to pick up a new PC until they are finished with that.
after weeks of infighting and needling each other, the magus and the fighter finally come to blows. Hjorleaf leaves Easlis bleeding on the ground, and walks away. Porablum looks on, shocked. stunned, she walks away from the scene, tears in her eyes.
Erystelle and the newcomer stare at each other for a few seconds, not entirely sure what just happened. Timm still has his hand out in introduction, completely forgotten now.
for those of you who are newer here, this has been an issue in the past.
I do not encourage PvP at all in my campaigns. Hjorleaf has been played as a loud aggressive character, and has been warned in the past about how aggressively insulting he has been towards Easlis. I have checked in with the players a few times, and people were ok with the level we were at, though I have had to step in with warnings and checks a few times.
obviously this last post is way out of hand. the party has not gone as far as attacking each other before, and this is too far. if Hjorleaf did not remove himself in a fit I would be removing him right now.
Porablum has already messaged me to say they are out as well.
so that leaves us with Easlis and 2 new players. honestly, with the tunrover we have had recently, and now with this blow up, I am seriously considering folding this campaign. I have 2 other tables of RoW going, so if any of you are really enjoying this campaign or wanting to play more, let me know and I will keep you at the top of the list to come into those games, or could potentially bring you in as an extra player in one of them.
one game is well before this one, still just getting to Nadya's house in Waldsby
the other is entering the final 3rd of this book.
If you all really want to keep this game going I will consider it, but honestly this table is a struggle for me. with some long lapses in people posting and a bunch of people leaving. because I have 3 other games I am GMing I don't have the energy to force this game to continue if there isn't enough momentum from the players.
please check in with your thoughts, i will decide how to proceed by early next week
out of nowhere a second (third if you count Bazikian) gnome appears and blasts the fey with a powerful gout of fire! the thing didn't stand a chance and was completely unprepared. it is scorched and falls to the ground, finally still and very blackened.
Porablum ties town the twigjack who is still out of commission.
Easlis and Hjorleaf yell at each other as Easlis moves to the door. the door is locked and Easlis hears the voice from inside yell out
Skald:
No way, I can't let that thing in here! it already killed my husband! it's too fast
Hjorleaf misses the creature with his axe. Erystelle almost hits it with a blast of fire, but pulls too far to the left to avoid hitting Hjorleaf
unless I'm missing precise shot on your sheet
the twigjack remains stunned on the ground
the fey chases after Easlis, spinning away from Hjorleaf and slashing at Easlis. it then keeps moving past Easlis to the corner of the house.
Timm Tones, you can join in at any time you would like now, though this fight looks like it will be quick. you can either be passing by and help them with the fight, or you can meet them in the village after the fight is over. up to you!
Porablum fires off a blaze of colors, washing over the twigjack
will save:1d20 + 6 ⇒ (6) + 6 = 12 duration:2d4 + 1d4 ⇒ (1, 3) + (4) = 8
the creature falls down, stunned asleep and blind
Easlis shoots it for good measure
Hjorleaf and Erystelle move to attack the speedy fey
miss chance:1d100 ⇒ 52 miss chance:1d100 ⇒ 37
they both manage to hit it through a blurring effect around it. their weapons seem less effective than normal however.
the fey stabs at Hjorleaf and then backs away into the bushes.
rapier:1d20 + 10 ⇒ (18) + 10 = 28 damage:1d4 ⇒ 3
the group prepares for trouble at the warning of the person inside the house. Easlis does not detect any magic, but something does jump out and attack!
the creature moves incredibly fast, zipping past Hjorleaf and moving to Erystelle, stabbing at the elf as well, but missing
rapier:1d20 + 10 ⇒ (8) + 10 = 18
a second enemy appears from within a tree, a small thing that appears to be made of sticks. it stabs at Porablum with a tiny spear made of wood that seems to be growing out of the creature
you spot small footprints (as in a small-sized humanoid) that move from the body towards the house, but stop abruptly about 15 feet in front of the building.
Porablum moves to help check on the body and as she does, she spots some movement behind the shutters over the window
a voice calls out from the window
"Get back! it's still out there! I don't know what it is but it is dangerous!
Glad to have you keep playing with us Easlis. I see nothign wrong with your writing ability, and have been enjoying the character you have been building. the game as a whole has been slow, but as long as everyone wants to continue it isn't a problem.
the message i sent you was just to ask if you were still around, so you can disregard.
as for levels, you are all close to leveling up, so the two new characters are coming in at the next level to keep things simple.
moving towards the town, the group chats with each other about the previous fight and what they need in the little town.
as you approach the town, you pass by a solitary wooden house on the outskirts of town, partially surrounded by evergreen trees and shrubs. a thin column of smoke rises from the chimney, but there is not other sign of life from within, and the shutters are closed.
as if to mock Porablum's comment about everything being peaceful, fifteen feet in front of the small house lies a body, face-down in the snow. it is not moving and the snow all around it is stained red with blood.
with guidance from Hjorleaf, the group is able to take several good cuts of meat from the worgs. luckily it is so cold here that you will be able to use at least some of it, but without a way to treat or preserve the meat you only take with you what could be eaten in a few days' time.
Once you are done with the animals, Nadya leads the way again.
soon you see a small town in the distance. smoke rises from several chimneys, and you can hear the sounds of people going about their day. the town looks pretty small compared to most places, probably similar in size to Waldsby and Heldren.
"We're coming up on Ellsprin Nadya informs you. i know some folks here, and will be leaving my boys here while we take the last leg of our journey to Whitethrone. there isn't much here, but if you need any simple supplies we can probably stock up here
sorry, things have slowed down a bit here (maybe because of holidays?) I was not expecting the scene in the clearing to take nearly that long. you will be coming in shortly, once the party arrives in the next town.
the moose holds up short when the elf starts speaking to it.
it is hesitant, as it hasn't quite decided if you're friends, but you did save it. it replies
Spoiler:
[b]this land is older than any of us. no one has met its maker. I do not know who made this green food grow, it but it drew me here. danger found me here, so i will not be staying long. you should leave too
that's a good question. would be interested in what others think on this one, since i don't have a clear answer, but I would think you could make it work.
normally you can use it when speaking common, but the animal doesn't know common, the spell is bridging the gap. so I would say it works the same while you're speaking celestial. the spell bridges the gap between whatever language you're using and what the animal can understand
wow, way to start things off! yeah, this encounter has no map and is fairly small. i considered doing it with no map, but decided at least having relative positions would be good
Hjorleaf steps up and cleaves a worg clean in half. the other one turns and faces off against this new threat. it charges Hjorleaf, biting him
Once Hjorleaf points them out a second time, now Easlis and the others can make out what they perhaps thought was only the movement of wind in the grass. two large wolves are stalking the elk. it becomes aware of them also, and rears up, ready to fight. it no longer focuses on your group as it sees the new threat emerge from the brush.
knowledge nature DC 18:
the wolves are actually Wargs, larger and more intelligent cousins to the wolf that can also speak. and are usually considered evil
when Porablum mentions the elk, Easlis is already drawing his bow. he fires off an arrow towards the large creature, but misses badly. the arrow sinks into the ground several yards away from the animal who looks up and spots the group. it paws the earth and sounds a challenging bellow
as introductions are made you find yourselves drawn to the warmth of the pocket of green and growing things. Nadya looks around in awe.
I have heard of these pockets of growth but have never seen one myself! do you know the druids who did this, Erystelle?
she turns to the rest of you
even when the witches have had full control of this land for generations, there are always those willing to fight. The resistance, the Heralds of Summer's Return, often try to push back against the magic of the land, and are sometimes able to create areas like this that show what the land looked like before the witches came. they are usually stamped out quickly and brutally by the Jadwiga, but this one seems to have escaped their eye for now. I've never even heard of one this big!
as you are talking and meeting the new person, you see more motion in the clearing. a massive elk is grazing on the green grass.
perception DC 20:
the elk isn't the only thing in the clearing. in the underbrush you spot two other creatures moving towards the elk. large wolves, hunting together.
yes, Erystelle is our new fourth player replacing Brom.
there are a few spots coming up that would make sense to bring in another player. there are really more spots in this book that make sense to have people join than a lot of the rest of the campaign. I'm less worried about bringing in new people and more just wanting to make sure that the people we have are still interested in continuing.
my other groups have all lost at least one player, but the turnover has been markedly higher in this campaign for whatever reason. i think all of my other games have only lost 1 to 2 people over the course of the game where this one has lost 5.
i really just wanted to check in and see if A) there was something about this game in particular that was making it hard to keep players (party dynamics, GM style, pace, etc) or B) if the high turnover was leading to a negative play experience for those that are still in the game
I'm sorry to hear that. that's definitely a hard situation, and obviously takes priority over anything else. I hope you get things back into a stable place soon. if you are looking for games once things are looking better you are always welcome in one of my games.
for everyone else, this seems like a good time to take stock of how things are going. do we want to round up more players and continue?
we are already int he process of bringing in one new player to replace Brom, and now we are losing Grim. that means we're down to just Easlis as the last of our original troupe.
options are:
1. continue on with only 4 players for a bit
2. recruit another new player to replace grim asap
3. end this campaign here
4. merge this group with my other 2 ongoing RoW games. one is a level ahead of this group, the other is just now crossing over the portal into Irrisen.
Suddenly you are aware of the presence of an elf within this scene of summer.
It is as though he just sprouted from of the nature of the this place or perhaps he was always there timelessly entwined with it. He stands tall and slender, but exudes virility and power beyond his lithe form. He wears ancient armor of the finest samite, his clothing looks to be spun out of spider silk, leathers and skins of animals in winter colors. Resting at his side is an elven blade which is no doubt deadly, but looks as though it is something better suited to an elven court hunt than a battlefield. Loose and braided locks flow over his shoulders, it’s color a silvery white, like the moonlight glowing off of fresh fallen snow. His almond shaped eyes reveal irises large, even for a full blooded elf. He does not move, apparently seeking to be seen, as though he wants you to be sure you see him and is not just some figment in the mists.
The elf has a gaze that speaks of intelligence. In his grey eyes, though he does not speak, you feel as though you are aware of his heart, of every emotion that swims beneath those calm porcelain features. In his movements there is a softness, an inner peace that reminds you of a forest deer, that he is truly here with you in this moment. The wonder around him is like a conversation without words.
The elf holds posture as much as branches do and other things so natural. He makes you realize how stiff humans can be.
Before anyone can speak, he bows to you, he moves as autumn leaves do, freely yet within the flow of creation, a serene purpose woven with a nobility and purpose.
the two of them nod in understanding
Of course. we would not want to keep you longer, you have gone out of your way to aid us already, we cannot ask you to stay longer. but please know if you ever pass back through this way you are always welcome to share a meal or find a roof over your head.
the group gets back on the road, continuing on towards Whitethrone.
the next day of travel is mostly quiet. the land is flat and white, with only sparse trees breaking up the landscape. there are some clusters of trees, but these are few and far between.
One of these larger patches of tree cover catches oyur attention, however. it is surprisingly untouched by snow! a large patch of the landscape has no white coating, and the trees are green and fresh
the woman chuckles at Porablum's questions.
"of course you may see, but I believe our abilities come from vastly different sources.
she moves her hand over Easlis' arm, closing her eyes. her hand glows slightly and Easlis feels more warmth in his arm than he has in quite some time in this frigid country. after only a few seconds, Easlis takes his arm back and finds it completely healthy. he feels strong for the first time in several days.
Grim:
you think through legends you have heard, and remember a story you heard once, probably years ago.
The beautiful woman smiles coyly, but as she turns, her foxlike tail and the wood-lined hollow inside her back reveal her true fey nature.
you realize this woman is actually a Huldra.
Huldras are fey creatures that legend claims were originally created by troll witches to lure humans into their clutches. Every huldra is aware of this tale, finds it insulting, and denies it at length—yet the legend persists. There’s no greater way to inflame a huldra to anger than to speak about this myth (especially while expressing distrust or contempt for the huldra), and the huldras’ hatred of all things trollish is well known among scholars of the fey and those who regularly encounter the less common fey creatures. From the front, a huldra appears to be a beautiful human woman, yet two distinctive features mark the huldra as something supernatural: her long, foxlike tail, and the fact that she doesn’t have a solid back—merely a hole that reveals her body to be a hollow, bark-lined shell. Most huldras wear their hair long to mask the hole in their backs, and they prefer long gowns to hide their tails when interacting with humanoids. Though huldras are not ashamed of their status as fey, they react rather negatively when someone points out their tails. So long as humanoids are respectful, however, huldras tend to be curious about other races, and may aid those who pass through their territories by telling them the best places for hunting or fishing.
Huldras sometimes become enamored of woodcutters or others who adventure outdoors, and invite these paramours to share their beds, but such romances usually end in disappointment and misunderstanding on both sides. Despite their relatively lithe frames, huldras are deceptively strong, and stories abound of them performing astonishing feats of strength such as straightening horseshoes and tossing aside attackers, and their natural weapons are quite potent.
the woman gently takes your arm
"oh yes, I have seen curses like this one. witches always did have a thing about time and aging... lucky for you, most magic that makes things unnatural can be unravelled.
at your question she looks a little bit uncomfortable.
"I have... abilities. it has made things hard for us here. not everyone understands or appreciates a person with certain inbred talents. and as I am not a witch myself it is not seen as a boon, but as a curse"
sense motive DC 16:
at Grim's mention of "tricks up your sleeve" she visibly but subtly pulls her arms a bit more into her large green cloak.
perception DC 20:
as the woman moves to help Easlis, her cloak shifts around her ankles. wait, was that.... a tail?
"you have your own concerns, but stopped to help a total stranger at risk to yourselves? if only there were more like you here. the people in these parts are not often kind, especially to us. they have never approved of us. but to you it made no difference...
she looks to the man, and they share a nod
"let us repay you, please. we don't have much, but we do have a small magical trinket that could aid you in your travels."
she pulls out what looks like an old bear trap. "this is a special trap. if you set it, it will vanish from sight. Insidious Bear Trap
She looks at Easlis with a calculating look.
"you look to have born quite an injury. was this from the mold? you appear to have been weakened by some great curse... i can feel the darkness in your skin. if you allow it, I think I can free you from it
The couple accepts your urge to move inside. they look a bit confused why you wouldn't want to be seen, but they offer no resistance or question about it, they are too distracted by being back together.
When the woman hears you speak common she switches to that language (though with a thick accent).
You are not from around here, but you have stopped to help my husband? why did you do such a thing? not many here are so kind. please, let us repay you for your help!
the group makes their way along a game trail that the man follows with obvious familiarity.
Grim thinks about the cave and what he saw of the mold, but doesn't know much new that they hadn't figured out already. the mold seems to have been mind-controlling the man, but that's about all you know.
soon you come to a small cabin. sure enough it is the one you passed by earlier.
The man calls out in Skald, and the woman comes running out of the cabin to meet him. they embrace, talking over each other. after a moment she looks up at all of you
Skald:
I am so glad you returned! I thought the trolls got you... but who are all these people? and why did you leave me to run off with them?
thank you all. I feel much better now. please, let's be off.
my name is Finngarth. who do i have to thank for my rescue?
the big man stands to his feet with only a little assistance, and is eager to go. he looks around to get his bearings and apparently sees something familiar. he sets off at a slow but determined pace
the man happily takes the offered water and drinks some down quickly.
Skald:
[b]Oh good, you saw her then? beutiful woman, bright red hair? we should hurry back to her at once, I am sure she is worried about me. I do not even know how long i have been gone...
just to be clear, make sure you mention which language you're using when talking to the man. so far he has only spoken to you in Skald, if that makes a difference to any of your characters.
skald:
"Sylgia is my.. wife. we live in a cabin, i don't think it is far. I am not sure where exactly we are, but i went out to cut wood and then everything got a bit.... fuzzy. i need to get back to her!
reflex:1d20 + 4 ⇒ (5) + 4 = 9
Grim shoots the mold, striking it twice doing a bit of damage.
reflex:1d20 + 4 ⇒ (5) + 4 = 9
Hjorleaf manages to get his hands on the mold to pull it out
Strength check:1d20 + 4 ⇒ (16) + 4 = 20
he yanks hard on the creature and it comes free with a tearing sound.
damage:2d6 ⇒ (6, 6) = 12
the man yells out in pain as the thing is pulled off, blood dripping form its tendrils.
Hjorleaf drops the thing on the ground and both Easlis and Porablum shoot it. it seems to be done for.
End of combat
the man comes to groggily, looking around in confusion and staring down at the weapon in his hands.
i believe i have a replacement ready for Brominate. i recently recruited a new player for one of my other Reign of Winter tables, and one of the runners up will be joining us after this encounter
I am heading into a tough crunch time at work for the next two weeks. i will post as i am able, but I expect that to go down quite a bit for a little while here
Grim shoots the threat, trying to hit just moldy spots on the man, and hit hits it directly.
reflex:1d20 + 4 ⇒ (12) + 4 = 16
Easlis casts a hex that puts the man to sleep
will save:1d20 - 2 ⇒ (4) - 2 = 2
Hjorleaf tries to grapple the mold on the man's back, but he is not able to get a hold of the mold, as it slithers out of the way of the big man's hands. he ends up with just a handful of the sleeping man's clothing.
reflex:1d20 + 4 ⇒ (20) + 4 = 24
Brominate moves in and tries to cut away at the mold with his dagger, but can't find a good spot to stab
dagger:1d20 + 8 ⇒ (1) + 8 = 9
Porablum heals some of the mental damage done to Easlis.
the mold throws another spore pod, this time at Hjorleaf.
spores:1d20 + 7 ⇒ (12) + 7 = 19 Fortitude Hjorleaf:1d20 + 6 ⇒ (1) + 6 = 7 wisdom damage:1d4 ⇒ 4
Hjorleaf:
as you try to grab the mold from its victim, you see many many small tendrils holding the mass of mold on to the man. you think you could break it free of the man with a strength check if you do manage to get your hands on it, but it will likely hurt the host some as well
I apologize I haven't kept up with this better, but I am realizing now that we haven't seen anything at all from Brominate in a really long time. I have been running a lot of games, and it gets difficult to keep track of who all is posting regularly.
looks like we're going to need to get a new player after this encounter
the group discusses a bit more what to do, but they are still not able to come to a decision. the choice needs to be made between fighting the slaver mold now or first returning to the cabin to see if the woman there has any intel for them.
knowledge nature DC 18:
in response to Hjorleaf's question you remember something you have read about these molds. they can be killed separately from the host, but they will actively try to protect themselves by evading blows and allowing them to strike the host instead of the mold
looks like there's not full agreement yet on what to do, do you deal with the enslaved man or pass on by so that you don't take any extra risks on the way to where you're going? I'll give a bit more time for discussion before i take a majority and push forward tomorrow
Ealsis checks for magic while Grim mulls over the cause of the growths on the man. Easlis does not detect any magic at all.
Grim:
after thinking about it for a bit you do think you know what it is. it looks like a mindslaver mold. as its name implies, this fungus attaches itself to a host and then takes over its mind, until the mold itself dominates the victim's ability to function as it loses its sense of self.
Mindslaver mold is a much-feared infestation from the First World that is particularly common in Grungir Forest, as well as on the island of Kalva, where the cannibals respect and fear the mold almost as a manifestation of some strange god. The mold itself shares a single consciousness, although individual patches of the stuff retain their own goals. Mindslaver mold seeks humanoid hosts, parasitizing them even as it manipulates them into serving as its bodyguards and protectors.
the prints that Grim finds all look to be made by a humanoid booted foot. it looks like someone walked into the cave at some point, likely over a day ago from the way the tracks have aged.
you're able to get quite close to the cave. it is not very large so you see inside pretty well. it looks like there is one creature inside, pacing back and forth. it looks less like a troll this close up.
it appears to be a large human man, with some kind of lumpy growths all over his back, neck and head.
knowledge nature DC 18:
this man is covered in a plant known as Mindslaver Mold. as its name implies, this fungus attaches itself to a host and then takes over its mind, until the mold itself dominates the victim's ability to function as it loses its sense of self.
Mindslaver mold is a much-feared infestation from the First World that is particularly common in Grungir Forest, as well as on the island of Kalva, where the cannibals respect and fear the mold almost as a manifestation of some strange god. The mold itself shares a single consciousness, although individual patches of the stuff retain their own goals. Mindslaver mold seeks humanoid hosts, parasitizing them even as it manipulates them into serving as its bodyguards and protectors.
Grim moves up to check out the cave. he sees there is something moving inside. it looks humanoid, but large and deformed in some way. it looks almost troll-like. it seems a bit too small to be a troll but too large to be a normal human.
Grim moves ahead scouting the path. he spots several animals, but none seem out of place. he finds that the source of the fire is a small log cabin with smoke coming from a brick chimney. a woman with red hair sits on the porch, but doesn't see Grim
On Saturday I'll be running a session for a party consisting of a 3rd-level cleric, a 3rd-level fighter, and a 3rd-level rogue. A dozen bandits (a 1st-level fighter, a 1st-level rogue, and 10 1st-level warriors) are going to raid the small village that the PCs are in (which only has a watch of 6 1st-level warriors and a 1st-level fighter as a guard captain). I already have a variety of combat encounters worked out, but I do not want the entire session to be hack'n'slash.
I need a few ideas (3 to 5) for skill-based non-combat encounters that can happen during the raid (such as saving a child from a burning building) along with some rough mechanics for them.
For a while now I've been working on rules to run an E6 Fallout campaign using 3.5/PF as a base. I'd like to share what I've got so far and would appreciate some feedback. I have yet to finish the Bestiary as well chapters on Action Points, NPC Classes, Random Scavenging, and Vehicles & Maneuvers.
The sleepy village of Heldren has rarely seen so much excitement or concern. Hunters from the nearby Border Wood speak of unnaturally cold weather at the height of summer that descended on the forest just days ago. Heavy snow followed, and those who returned spoke of an uneasy presence in the woods, as well as new, dangerous predators. No one knows what this event means, but the town's soothsayer, Old Mother Theodora, claims dark times like ahead.
As if in proof of that dire prophecy, a badly wounded mercenary arrived in town yesterday, claiming to be a bodyguard of Lady Argentea Malassene. He told the village council that the noblewoman's escort came under attack by bandits and strange, wintry creatures near the edge of the Border Wood. He alone escaped, and Lady Argentea was dragged away into the forest. Now the townsfolk cast fearful eyes toward the snowy forest, worried what else might emerge to threaten their peaceful village.
Local Lore PCs interested in learning more about the recent events in and around Heldren can attempt Diplomacy checks to gather information or Knowledge (local) checks.
Result of 5+:
Everyone says the weather is unseasonably cold for midsummer—it even snowed in the Border Wood! Most suspect magic is involved, and some fear Qadiran agents played a role in it.
Result of 10+:
Old Man Dansby claims that someone keeps stealing from his fields. His farm lies closest to the Border Wood, where half his crops have died from an icy frost and the rest have been carried off.
Result of 12+:
A farmer's son took ill a few days ago after falling through the ice over Wishbone Creek. The boy said he spotted a white stag in the forest—and heard it talking—then tried to follow it.
Result of 15+:
A group of rangers in the Border Wood called the High Sentinels usually keep bandit activity curbed. They're doing a poor job if brigands could attack a well-armed caravan and abduct Lady Argentea.
Result of 18+:
Locals say a hunter named Dryden Kepp claimed he saw a giant white weasel on the High Ridge in the forest. No one believed him so he went back to trap it and prove them wrong.
Result of 20+:
Two weeks ago, Lady Argentea Malassene traveled past Heldren on her way from Oppara to Zimar to meet her betrothed. Rumor has it the two didn't get alon and Lady Argentea caused a scandal by calling off the engagement and returning home.
Ionnia Teppen, a stern woman of middle-age and the leader of the village council, approaches you and tells you that the councilors have confirmed the rumors that a pocket of unearthly winter has recently appeared in the Border Wood and that a rider from Zimar has arrived in town the previous day bearing ominous tidings. The rider, an Ulfen mercenary named Yuln Oerstag, was part of the guard escorting Lady Argentea Malassene from Zimar to Oppara. As the caravan skirted the Border Wood, however, the noblewoman's carriage came under attack by bandits and strange, wintry creatures. Lady Argentea was carried off, and Yuln was the only one to escape. He is badly wounded, but he has been able to describe the horrific creatures that attacked the noblewoman's party. A native of the far north, Yuln recognized some of the icy creatures that emerged from the forest, and the tales he shared with the council have everyone rightly concerned.
Heldren is barely large enough to marshal a decent militia to protect the town, so they need the assistance of highly skilled individuals willing to become local heroes to investigate these events, rescue Lady Argentea and determine the source of the threat hiding in the icy heart of the forest. Councilor Teppen asks you if you are such a person.
TEJ's Reign of Winter Campaign: The Snows of Summer
I'm looking for 4 players who are able to post at least once per day. We will be using the medium XP track for character advancement and we will not be using the optional rules for hero points. I'll keep this thread open to submissions until 10 AM (central time) on Friday 2/22/13, and I'll make my final decision regarding the composition of the party around noon. We will begin by Monday 2/25/13 at the latest, but potentially as early as Friday evening. If you are not chosen for the initial party I may still contact you in the future to see if you are interested in joining if, for whatever reason, a position becomes available.
Please familiarize yourself with the content in the Reign of Winter Player's Guide. If we finish The Snows of Summer before The Shackled Hut is released on March 20th, then we will take a brief hiatus until then before continuing.
Character submissions should:
Be accompanied by a brief biography.
Be built using the purchase method with a pool of 15 points.
Be of any non-evil alignment.
Have 2 traits, 1 from the Reign of Winter Player's Guide, the other from the APG.
Only use material from the CRB, APG, UC, UM, and the Reign of Winter Player's Guide.
We have a GM and 2 players for the group currently, and are looking for 2 more players. Most likely we will be playing through either the Second Darkness adventure path using D&D v3.5 or a homebrew campaign using PF. We are looking at meeting 2 to 4 times a month; short sessions every week on most Monday evenings or longer sessions twice a month on Saturdays.
If you are interested please e-mail me at: mhawkins1116@yahoo.com
If the duration line ends with “(D),” you can dismiss the spell at will. You must be within range of the spell's effect and must speak words of dismissal, which are usually a modified form of the spell's verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity.
A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn.
On Wednesday I'll be kicking off a new campaign. I want the game to start on an exciting note. I've built the following encounter to jump right in and begin the session. I'd like a bit of help fine-tuning it. The party will be starting at level 1 and for non-combat encounters I plan on giving out XP for a CR equal to APL. Any suggestions on enhancing/improving/tweaking the encounter as well as comments on its relative difficulty/unforseen issues would be welcome.
Enounter, spoiler for length:
ENCOUNTER 1: THE SUDDEN SQUALL (CR 1)
This event occurs 21 days after the Autumn Wind has sailed out of Port Godless. about a day and a half out from Blackwind Port. Despite skirting the Eye of Abendego the sky and sea have been calm, and though the gulf is usually rife with piracy no threats have presented themselves.
It is late evening on your 21st day at sea. The stars hide behind, low dark clouds, which rumble with tell-tale thunder, and the chill wind picks up, pelting you with seaspray and causing the deck-lanterns to dance wildly and cast ominous shadows. A spiderweb of lightning crackles through the sky for the briefest moment illuminating the concern on the stern captain’s weathered face as she grips the helm. A wave crashes into the ship, nearly knocking you from your feet. “Ready yourselves, lads,”[b] the dwarf, Rolin, who serves as the ship’s first mate comments. [b]“Gozreh won’t let us skirt the eye with ease.”
This encounter takes place over the course of 10 rounds, during which 6 problems arise. The PCs must effectively handle 5 of the 6 issues to spare the ship from sinking. If the PCs are successful, they will sail into Port late the next afternoon, none worse for the wear, with the crew’s gratitude. If the PCs fail to save the vessel, they wash up on the beach in 2 morning’s time, nearly dead. During the encounter there is a thunderstorm in effect. This imposes a -8 penalty on Perception checks, a -4 penalty on ranged weapon attacks, and checks Small characters. All exposed flames are automatically extinguished and there is a 50% chance each round that any protected flame is extinguished. If all light sources are extinguished then dim light conditions prevail (the lightning is providing some illumination). A DC 12 Acrobatics check is needed for characters attempting to move at greater than half of their normal speed upon the wet, storm-tossed deck. The storm and the crew all act on initiative 10. each round. The crew generally have positions and jobs (such as fixing leaks or bailing water) and will not deviate barring extreme circumstances. Each round there is a cumulative 10% chance that a strong wave pushes or pulls everyone on deck in a random direction. This is treated as a bull rush maneuver with an effective CMB or +4. Characters pushed over a rail may attempt a DC 15 Reflex save to avoid going overboard. After each wave the chance is reset.
Round 1:The crew, having mostly just awoken by the sudden storm, and half-dressed and groggy, and very disorganized. They clumsily scramble about aimlessly, causing more harm than good as many of them file up on deck. The captain is keeping a tight grip on the helm and her shouts to command her team are being drowned out by the high winds and peels of thunder.
A DC 15 Diplomacy check or a DC 12 Intimidate check is sufficient to get the crew into proper order.
Round 2:A particularly strong gust of wind causes the mast to groan and the rigging to snap! It flails about in the high winds damaging the boat and injuring all who come in its path.
The rigging attacks a random PC each round with a +1 to hit, dealing 1d6 damage on a successful attack. Any attacked PC can attempt a DC 15 Reflex save to grab the rope and may tie it off to an object with a standard action. Each round that the rigging is held by a player the player must make a DC 10 Strength check or let go of the rope, allowing it to strike at another target.
Round 3:A slew of curses is heard near the helm where the wheel seems to have locked up. The captain struggles with all of her might as the ship steadily tips to its side, unable to right the Autumn Wind.
A DC 15 Disable Device or Strength check made as a standard action is sufficient to fix unlock the helm.
Round 4:A bolt of lightning explodes by the bow of the ship, narrowly missing Elyrn, the cabin boy, who is trying to coax his pet hound , fang, from where it cowers. Flames instantly ignite about him, sealing the duo from the rest of the ship. He screams with fright and hollers for help.
2 things need to occur to solve this problem. The fire needs to be extinguished and the boy and his dog need to be saved. The fire can be put out by smothering it, or dousing it in water; it may even go out on its own. Each round the ship may attempt a DC 20 Reflex save per flaming 5-foot-square. It gets a +2 circumstance bonus from the rain. If smothered or doused with water it gets an additional +4 circumstance bonus for each such attempt during the previous round. If the fire is not put out it spreads to another 5-foot-square in a random direction. If asked, 1d4 of the nearest sailors will instantly stop what they are doing to aid in the attempt to put out the flames. After the fire is put out the dog must be coaxed to safety, either with a DC 12 Handle Animal check, or by grappling it and moving it.
Round 5:The mast snaps under the pressure of a tremendous gale! It swings down at a 90-degree angle, barely attached dropping beams and debris to the deck below. A screech is heard from Adreaf; he hangs by his fingertips from the tipped over crows nest 20 feet over the deck!
A PC interested in saving Adreaf must climb the rigging 20 feet vertically with a DC 10 climb check and then brachiate 10 feet horizontally with a DC 15 Climb check to reach the imperiled crewman, spending a standard action aiding him.
Round 6:One of the beams from the broken mast tumbles down upon Rolin with a sickening crack! He lays limp under the heavy beam and blood begins to flow into the rain.
Lifting the beam requires a DC 15 Strength check, after which the dwarf must be stabilized via magical healing or a DC 15 Heal check.
According to table 6-8 Tiny or smaller creatures divide their armor bonus by 2.
Does this apply to:
1. Shields?
2. The mage armor spells (and other spells that provide armor bonuses)?
3. Bracers of armor?
4. Enhancement bonuses on armor (including those provided by magic vestment)?
Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB.
Does the above only apply to naturally Tiny creatures, or creatures that change size as well? For example, if I'm a 1st level halfling wizard with a 5 Str and a 20 Dex, I have a -4 CMB (-1 size, -3 Str). If I become Tiny via a reduce person (+2 Dex, -2 Str), does my CMB become -6 (-2 size, -4 Str) or +4 (+6 Dex, -2 size)?
I'm about to start a new campaign that will be based around settlement for about 6 levels. After building the settlement via the rules in the GMG I noticed that it would add some significant modifiers for skills (Sense Motive and Sleight of Hand, most notably). Should player's be allowed to have access to a settlement's stat block?
For example, the village that the game will be based around will have some skills modified by -8 and others by +5, with most of the other modifiers falling between -2 and +1. Should the players know about this ahead of time? After all, increasing the DC to pick a pocket from 20 to 28 while in town is a big difference, especially when starting at level 1. I've typed up a 6-page campaign guide and wasn't sure if I should include the stat block for when I print off a copy for each player.
The stat block also contains the town's limit on what is available for purchase, so it would give the players the knowledge of what level of gear they should expect to be on hand in relatively short order, but I'm unsure if the PCs should be allowed access to all that a stat block contains ahead of time, even though the information won't be as detailed or as immediately important as an enemy stat block would be. For those who use settlement stat blocks, do you allow your players access to them.
33 people marked this as FAQ candidate. Answered in the FAQ.
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Manyshot wrote:
When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
Deciding Between an Attack or a Full Attack wrote:
After your first attack, you can decide to take a move action instead of making your remaining attacks, depending on how the first attack turns out and assuming you have not already taken a move action this round. If you've already taken a 5-foot step, you can't use your move action to move any distance, but you could still use a different kind of move action.
You don't have to decide whether you are full attacking or just standard attacking until after you see if your first attack hit. You only get an extra arrow for your first attack if you full attack.
If I am an archer with Manyshot do I:
1. Standard attack, firing two arrow, then decide to move or continue with a full attack after seeing if I hit?
2. Standard attack, firing one arrow, then decide to move or continue with a full attack after I see if I hit; if I continue to full attack I add extra arrow's worth of damage to my previously attacked foe since I am now full attacking.
3. Need to declare that I will be full attacking to get an extra arrow on my first attack and give up the chance to move after my first attack roll.
4. Somethine else?
Are you flat-footed while in the area of a grease spell?
Grease specifically calls out that if a creature doesn’t move during their turn while in the area of effect then they are not flat-footed, but the Acrobatics rules only state that a creature is flat-footed while balancing on a narrow surfaces or uneven ground, neither of which the spell creates, so there is no reason for a creature to be flat-footed anyway. The way the spell is worded leads me to believe that the intent of the spell is to make moving targets flat-footed, because while the Acrobatics skill doesn’t specifically call out balancing on slippery surfaces past increasing the DC of narrow surfaces or uneven ground, it covers a somewhat similar situation. If you supposed to be flat-footed due to the grease spell; when and for how long? Is it only while moving within the area of effect (basically only against attacks of opportunity)? Until the start of your next turn (or as long as you remain in the area until the start of your next turn)? Finally, due to a similar interaction with the Acrobatics skill I’m unsure as to whether a character who takes damage while within the area of effect of a grease spell is supposed to make a new skill check every time they are damaged or not, and whether or not if they moved during their round factors into that.
Is the caster level increase from Magical Knack supposed to count toward meeting the prerequisites of feats? For example, if I'm playing a wizard 3/cleric 2 with Magical Knack (wizard), is my caster level high enough to take Craft Magic Arms and Armor.
Magical Knack:
You were raised, either wholly or in part,
by a magical creature, either after it found you abandoned
in the woods or because your parents often left you in the
care of a magical minion. This constant exposure to magic
has made its mysteries easy for you to understand, even
when you turn your mind to other devotions and tasks. Pick
a class when you gain this trait—your caster level in that
class gains a +2 trait bonus as long as this bonus doesn’t
raise your caster level above your current Hit Dice.
Christian Identity Ministries is holding a three-day conference for so-called "white Christians" who contend they have been treated unfairly, the Rev. Mel Lewis told local TV station WSFA.
Because when I think of oppressed groups in the states, oh yeah...I think of of white Christians.
After being a bit incredulous several months back about the racism that still passes in the US I wasn't surprised to read this.
I think it is about time to cut a few states free of the union.
I’ve built my campaign setting from the inside out, focusing on areas I wanted run games in and building outward from there. As it stands, for the last few years most of my adventures have taken place in region that is more or less an analogue of feudal Russia and Mongolia. Over the last several months I’ve developed many ideas for campaigns run in a completely different locale, however; one resembling historical Mexico, a desire that has only deepened as I learn more about the Mexican history and culture (primarily through my fiance who is studying Spanish language and Mexican culture at the university). For a long time I’ve wanted a decent Mexican analogue to game in, but while most established campaign settings have areas which mirror various European or Asian regions (or even African ones), Mexico seems to be consistently neglected, which seems odd to me since Mexico has such a rich and exciting culture (Día de los Muertos comes to mind).
I’ve also been searching for a good place to introduce basic firearms into my campaign setting as well (several of the adventure ideas I briefly mentioned above would exercise firearm use nicely, actually).
Finally, dwarves have been unfortunately neglected in my recent games. No one has opted to play one for a while and I can’t recall the last dwarven NPC I’ve included in games that take place in the setting (though I have only focused on a narrow bit of it). Dwarves just haven’t yet found their societal niche yet.
It struck me that I could combine the above and introduce a country a bit away from where the PCs normally explore inhabited primarily by dwarves with a culture reminiscent of historical Mexican society with enough technological advancement to have primitive firearms. It seemed to fit well enough: Both dwarves in established campaign settings and real-world Mexico have cultures that are strongly steeped in tradition and religion, and dwarves are typically seen as fine craftsmen so they seem like they would be a fine race to have invented guns.
But then I worried that gun-toting, Mexican dwarves might come off as a bit silly to my players. Mexican artwork is typically very colorful, and not what one might expect of dwarves when used to more standard campaign settings, for example, so it might be a bit jarring.
Any advice on how to mesh Mexico, firearms, and dwarves in a serious, believable (for lack of a better word) way would be greatly appreciated. I guest I don’t have anything more specific than that, as for what I’m looking for. Also feel free to voice if you’d like the Mexican analogue including dwarves (or would at least find it interesting) or if the whole thing would be off-putting to you as a player (either because you would have no interest or because it would seem silly or an awkward fit for you).
Does a barbarian under the effects of a rage spell gain the benefits of her rage powers? I'm pretty sure she can, just wanting to double check to see if it has been noted otherwise anywhere.
Relavent text:
Barbarian - "...A barbarian gains the benefits of rage powers only while raging..."
Rage - "...The effect is otherwise identical with a barbarian's rage except that..."
If a PC is affected by a dismissal spell when they are on a plane other than their native one, where in their native plane to they appear? Solely GMs discretion, or is there a precedent for this situation?
Phantom steed lists its hit points, armor class, and carrying capacity, but left out some vital information:
1. What creature type is the steed? Phantom steed is a (creation) spell, not a (summoning) spell, but its effects clearly list "creature." It states that it is "horselike." Does that make it an animal? It isn't extraplanar since it isn't being summoned.
2. What are its ability scores? We know its Dexterity modifier is +5, but that doesn't tell us much.
3. What are its saving throws? It has limited hit points, so resolving area of effects spells could be pretty important.
4. What are its senses; its Perception score and whether it has low-light vision and scent like a normal horse?
5. What are its defensive abilities; is it immune to mind-affecting spells and abilities since it is a spell effect as well as a creature?
6. CMD? At some point someone is going to want to attempt a maneuver on one of these.
7. HD? What happens if it gets hit with an enervation spell. Is it subject to spells with HD limitations, like sleep?
8. What skill ranks does it possess, if any; what are its skill modifiers?
9. Does it breath? Is it affected by inhaled poisons?
10. Do you need handle animal or ride checks to control it?
11. It only disappears if it is dismissed, the duration wears up, or its hit points are reduced to 0. What happens if it is subject to a death effect that doesn't do hit point damage? What if it is subject to forced reincarnation?
1a. The spell states that the user of the spell makes a normal ranged attack, either by hurling or slinging the effected pebbles (against AC). Normally you apply your Strength modifier to thrown weapons and sling bullets, however the spell concludes by saying that the damage of each stone is 1d6+1 (or, double that, 2d6+2, against undead). Is that damage listed as set damage, reglardless of your Strength modifier, or intended to be like weapon damage dice, where you apply your Strength modifier since "...The user of the stones makes a normal ranged attack..." and you are attacking with a thrown weapon?
1b. If you do, in fact, apply your Strength modifier to damage with magic stone, do you also double your Strength modifier against undead? For example; is it 2 * (1d6 + 1 + Strength modifier) or 2d6 + 2 + Strength modifier?
2. "...If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls..." If you attack with magic stone via a sling to get the increased range increment is that statement only in regards to range and the spell does the listed damage, or, since you treat them as sling bullets, do they do 1d4 + 1 (+ Strength modifier, perhaps, see above) and you trade power for range?
I'm working on a villian that I'd like to be able to have throw a net (or lasso, whatever) from horseback at a foe (possibly after overrunning prone) and drag foes behind him to damage them. Unfortunately, the rules don't really effectively cover such an act so I'd appreciate a little advice on figuring up some rules on a fair way to resolve such an act in combat.
You can succeed at an opposed Strength check to keep foes from moving beyond the length of the rope connected to the net, but there is nothing about pulling them. The drag manuever specifically mentions that its intended use is to pull someone without damaging them as well, so that avenue seems closed.
A CMB check by the rider holding the net? A CMB check by the mount that would be moving? Opposed Strength checks? A Reflex saving throw? How far would be a fair distance to pull someone in a round this way? What should the damage be (right now I'm leaning toward treating the distance pulled as falling damage, perhaps with the first 10' being nonlethal, though figuring out a acceptable distance to be able to pull someone that isn't weighted to being overpowered or useless is the trickier part)?
One of the other GMs that I play with has gotten it into his head that the players at our table (9 including those of us who rotate GMing) metagame too much, as in trying to figure out enemy armor classes and saving throw bonuses during combat. As one of the other GMs, whose turn it is to currently run a campaign, I only see that behavior from one person (the one claiming to have a problem with it). He's informed me, that when his turn comes around, he is going to combat this by hiding almost all of that information from the players.
He said that he would roll all of the dice behind a GM screen; and by all, I do mean all, including player rolls. He wants to have player's say what action they are attempting and then he will roll behind the screen to resolve it to prevent players from trying to figure out DCs and how likely they are to succeed or fail based on what comes up on a die. He would rolls skills, saves, attack rolls, and so forth. I felt that it was needless and would consume extra time and expressed this too him (I honestly feel that the group for the most part is very good at seperating out of-game and in-game knowledge and not prone to abuse metagame information; in fact I often run without a screen and roll in the open because of this and have on occassion, when my dice have been forgotten at home, had player's roll monster's saving throws and attacks for me).
As the conversation rolled on he said that he also wanted to try hiding pretty much everything from the players, including their character sheets and statistics. He would want us to rank our 6 ability scores from highest to lowest and then he would randomly roll 4d6 dropping the low and place them in that order. We would also rank the skills we thought were the most important to least important and he would assign skill points to the most important skills as we leveled (we would not even know how many skill points we were getting since we wouldn't know our Intelligence modifiers) and to the skills he felt we used the most and what best fit the backstories that we wrote for them. We wouldn't be aware of our normal maximum hit points or our current hit points beyond "fresh," "above half," "below half," and "nearly down."
Pretty much the only things the players would be keeping track of would be their money and property, and their spellcasting (which they wouldn't even know the DCs of, theoretically).
When I continued to express to him that I don't think I'd be a very big fan of that style of game and neither would most of the rest of the group, I was told: "Of course you wouldn't, you're the prime offender." Appearently I have a tendency to rarely put max ranks into skills and just put enough into several different skills to reliably hit the DCs of actions I most care about and he had a problem with that because I wasn't "really roleplaying."
I was rather irked by the who'll ordeal and it just came out of no where. Discussing the matter with several of the others they also thought the idea was rather rediculous, but the GM is adament to give it a try, and between us we are debating which of us care to show up to the session at all. So far it seems like the primary issues for most are 4 things:
1. This style of game requires a lot of trust in the GM. The GM has lost the trust of most of us before when it was found that he has on several occasions cheated to kill characters either because he was annoyed with their players or was bored of GMing and didn't want to end the game like an adult. And he has been known to be a bit of a controll freak both in gaming and outside of it.
2. Rolling dice is a lot of fun. When I play casters half of the time I pick up fireball or chain lightning simply because it is fun to roll a few fistfulls of d6s, even if it isn't the most helpful option.
3. It will make leveling (specifically feat selection) a chore.
4. Its unneccessary and insulting.
I'm trying to decide if I feel like going or not. I'd like to give him the benefit of the doubt that it could be enjoyable, but I'm skeptical.
Has anyone else played in this style of game before?
Does anyone actually see any merit to this method?
Would never even seeing your character sheet somehow make you better at roleplaying for some reason I can't comprehend?
If a character is under the effects of both shield and spell turning and gets targeted with magic missile, what occurs?
Is the magic missile turned or negated?
Shield:
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
Spell Turning:
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.
When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. Subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be the one who is affected. If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. Roll randomly to determine the result.
In an upcoming Legacy of Fire game I'll be playing a witch with the misfortune hex. As luck would have it, my friend is planning on playing a cleric with the chaos domain. If a save is forced on a target under the effects of of both misfortune and touch of chaos abilities, how many rolls must the target make? Can they endlessly trigger off one another? I've copied and pasted the rules text for both abilities from the PRD below. I'm sure that this has been brought up before, but I can't find a resolution to it anywhere (just how people would allocate it in their own games). Thank you in advance.
The PRD wrote:
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
The PRD wrote:
Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
To a lesser extent the fate sub-domain's tugging strands ability, the ill omen spell, and the Persistant Spell feat may play into this within a few levels as well.
20 people marked this as FAQ candidate. Answered in the errata.
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I don't recall if this has been brought up here before (it probably has), but a quick search didn't find what I was looking for.
What is the Spellcraft DC to create a magic item supposed to be?
PRD on Item Creation Feats wrote:
Successfully creating a magic item requires a Spellcraft check with a DC equal to 10 + the item's caster level. Alternatively, you can use an associated Craft or Profession skill to attempt this check instead, depending upon the item being crafted. See Magic Item Creation for more details on which Craft and Profession checks may be substituted in this manner. The DC of this check can increase if the crafter is rushed or does not meet all of the prerequisites. A failed check ruins the materials used, while a check that fails by 5 or more results in a cursed item. See Magic Items for more details
The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item (see Cursed Items for more information).
If Ron Paul is elected President of the United States he would be given the title of Mr. President. Because he already has the title of Doctor, would it be a more appropriate sign of respect to call him Dr. President or Mr. President? Or does the title of Doctor override the title of Mr. President?
A psychic warrior battles combats not only external foes, but also against the tide of mental energy that resides within himself and threatens to overtake him. A master of both body and mind a psychic warrior is able to release and direct these powerful forces, blending them with martial technique, to become a terrifying presence on the battlefield.
Shielded Mind (Su): At 2nd level, a psychic warrior gains a +1 bonus on Will saves against charm and compulsion effects. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.
Fluid Motion (Ex): At 3rd level, while wearing light armor or no armor, a psychic warrior may add his Wisdom bonus (minimum +0) as an insight bonus to armor class and combat maneuver defense. This ability replaces armor training 1.
Psychic Hammer (Sp): At 5th level a psychic warrior can batter a target within line of sight with a concussive blast of force. His target takes 1d6 force damage and is knocked prone. A Fortitude save halves the damage and negates the prone effect. The DC of this save is equal to 10 + ½ the psychic warrior’s level + the psychic warrior’s Wisdom modifier. This damage increases to 2d6 at level 8, and by another +1d6 for every three levels thereafter (to a maximum of 5d6 at level 20). This ability may be used a number of times per day equal to 3 + the psychic warriors Wisdom modifier. This ability replaces weapon training 1.
Empathic Feedback (Su): At 7th level, whenever a psychic warrior takes damage from a melee attack his attacker takes 1 point of damage per 2 damage dealt to the psychic warrior, to a maximum of the psychic warrior’s level. Mindless foes are immune to this damage. This ability replaces armor training 2
Psychokinetic Weapons (Su): At 9th level, any melee weapon a psychic warrior wields deals an extra 1d6 damage on a successful hit. This damage is not multiplied on a critical hit. At 13th level, any melee weapon a psychic warrior wields is considered to have the ghost touch property. This ability replaces weapon training 2 and 3.
Walk the Walls (Ex): At 11th level, while wearing light armor or no armor, a psychic warrior may walk on vertical surfaces as though under the effects of a spider climb spell. If he doesn’t end his movement on a horizontal surface he could normally stand on, the psychic warrior falls. This ability replaces armor training 3.
Force Field (Su): At 15th level, a psychic warrior and all adjacent allies gain a +4 shield bonus to armor class and a +2 bonus on Reflex saving throws against spells and effects that allow a saving throw to reduce or negate damage. This ability replaces armor training 4.
Offensive Precognition (Su): At 17th level, a psychic warrior gains an insight bonus on attack rolls equal to his wisdom modifier (minimum +0). This ability replaces weapon training 4.
Body Adjustment (Ex): At 19th level, as a standard action, a psychic warrior can meditate to heal a number of hit points equal to his level plus his Wisdom modifier (minimum +0). This ability can be used once per day. This ability replaces armor mastery.
Mind Crush (Sp): At 20th level, a psychic warrior may strike target a within line of sight with a crippling wave of psychic energy. That target must make a Will save or become permanently confused, as with the insanity spell. The DC of this save is equal to 10 + ½ the psychic warrior’s level + the psychic warrior’s Wisdom modifier. Once a creature has been the target of a mind crush, regardless of whether or not the save is made, that creature is immune to that psychic warrior's mind crush for 24 hours. Remove curse does not remove this effect. Greater restoration, heal, limited wish, miracle, or wish can restore the target. This ability replaces weapon mastery.
One of your ancestors was exposed to a great deal of raw psychic energy and its residual effects have long since lingered dormant in your family’s blood, culminating in you, allowing you to see and understand things with an ease others cannot hope to over the course of their entire lives. Your knack for foresight and fastidiousness may often lead you to become aloof and overconfident, alienating you from your peers.
Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. Add half your sorcerer level to the Spellcraft DC for others to identify the spells you cast.
Bloodline Powers: Your psychic abilities manifest in a variety of ever evolving ways.
Concussive Force (Sp): At 1st level, you can create a blast of mental energy directed at a target within 30 feet. This energy cannot cause damage, but can be used to make a single bull rush, disarm, or trip combat maneuver, using your sorcerer level plus your Intelligence modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Intelligence modifier.
Precognition (Su): At 3rd level, you gain a +1 bonus on Reflex saving throws and a +1 insight bonus to armor class. At 9th, level your insight bonus to armor class increases to +2. At 15th level, your bonus on Reflex saving throws increases to +2 and your insight bonus to armor class increases to +4.
Mindlink (Sp): At 9th level, you can forge a mental link with a willing creature within line of sight for a number of minutes per day equal to your sorcerer level. This functions as a telepathic bond spell. These minutes do not need to be consecutive, but must be used in 1 minute increments. At 13th level, you may include a 2nd willing creature within line of sight into the link. At 17th level, you may include a 3rd willing creature within line of sight into the link.
Mind Over Body (Sp): At 15th level, you can become ethereal for 1 round per sorcerer level. This functions as the ethereal jaunt spell. You can use this ability once per day.
Perfect Awareness (Su): At 20th level, you can never be caught flat-footed, you treat all of your initiative rolls as though they were natural 20s, and you gain blindsight with a range of 60 feet.
20th Abadius, 4705 AR 7 years ago...
Thick, sausage like fingers, glittering with dozens of ruby-studded gold ornaments, gently caress the parchment wrapping of parcel some 6 inches to a side and carefully tied with a length of fine twine in a series of intricate knots (a cunning system, no doubt, to indicate whether or not the package had been tamper with). Your eyes slowly glide up the the arm of the owner of those digits to where it disappears behind the high back of and overstuffed, scarlet-dyed leather office chair. Normally a slave would not dare cast her sight up from the floor without invitation, but Lord Bartolo Mezinas, patriarch of House Mezinas (least of the 12 high noble families, but still only a stone’s throw from true royalty), seemed distracted. He was facing the picturesque view of the city of Westcrown’s Rego Pena, sprawled out several stories below the window of his ostentatious personal library, high in one of the palatial manor’s numerous spires.
The clock-tower tolled 7 times, its low bell reverberating through the metropolis; a sad, ominous sound-the dark face of its source just as stark and brooding against the twilight sky. The last of the fuchsia and pumpkin-orange that painted the horizon were quickly retreating as the sun nearly disappears completely from sight. Soon would be time of the shadow beasts and the Westcrown was as still and silent as the pale of death. Where other cities were bustling long after nightfall, even the bravest of burglars rarely braved the dark of night, lest they never be heard from again.
The corpulent noble heaves his girth to his feet and turns to face you, his thick lips twisted ever so slightly upward in a cruel smirk. His thin hair, streaked with gray at his temples, and numerous wrinkles left little question as to his age, but Lord Bartolo Mezinas’ many years spent on Golarion had done nothing to soften his vile heart. His beady eyes, barely visible beneath a heavy brow, flickered over to a small, brass lantern, filled with less than a half-pint of oil and back to the parcel that lay on his fine, darkwood desk. Atop it in crimson ink, scrawled in loopy hand, was the name Marcus Phandros, ruler of house Phandros, whose holding was at the far end of Coin Sector. The Mezinas family was rarely on speaking terms with any of those belonging to house Phandros. You’re lord’s intent is obvious:
This was going to be another of his sick, twisted, sadistic games. The oil in the lantern would barely be enough to make it halfway there taking main thoroughfares traveling at a healthy clip, to arrive with light to spare you would be forced to cut through alleyways and brave the increased dangers of both enterprising criminals with noses poking through windows and the mysterious creatures that stalked the night. To take the every so slightly safer streets you would be breaking the state-imposed curfew openly and risk the ire of the Hell Knights, who would not care if you were running errands at the behest of your lord. It was doubtful that old Bartolo actually cared if his his package was delivered (it was likely empty anyway, or contained something catastrophic, such as a curse or disease, for which you would be blamed), he merely enjoyed toying with the lives of his servants...his slaves.
The lord licked his lips in anticipation as he stood quiet for some time, enjoying watching these realizations dawn upon you. His cruelty-his evil-was stomach churning.
”I’ve a parcel for you to deliver, pet,” he utters softly and slowly. It was a rare occurrence that he graced any of his many servitors with a title other than “pet.” He thrived on respect, but rarely allowed for any trace of humanity to be shown to either halflings or tieflings. The bastard probably considered himself gracious by considering his slaves to be the equal of his many hounds. “It is to be delivered to the house of Phandros...promptly. I trust you know the way.” It wasn’t a question.
I was just doing a bit of thinking- Pathfinder already has a great RPG system and is soon going to have its own comic book. Isn’t it time to branch out into fields other than entertainment? Think of the profits, man. Profits! So much money could be made by extending into other areas:
Take food for example; who wouldn’t buy Desna Os (with marshmallow butterflies)?
Or birth control; you could market, successfully market, Calistra brand condoms (with cute black and yellow stripes), I gaurentee it. Maybe throw in a few Llamashtu tainted ones into every pack that are sabotaged to fail. It could be like Russian roulette, but with birth control. Strike that last idea, it may not go over well with consumers.
Other health supplies; in a few years Valeros vitamins could replace those Flintstones’ supplements for kids.
Light bulbs? Warm your apartment/house/place of work with Sarenrae’s light. Extend the same idea to tanning supplies.
Cutlery- I see every kitchen in America chopping onions with “Merisiel approved” knives inside this decade.
These are just some ideas off the top of my head. There are vast markets yet untapped by Paizo/Pathfinder.
Character creation information:
All characters must be halflings (obviously). Characters will be made using the point buy generation method (20 alloted points) and will have the maximum potential starting gold for their class. Characters will also have 2 traits. Hero points will not be used. Everything from te CRB and APG is allowed (but we will probably avoid the trouble that Leadership brings unless someone has their heart truly set on it). Things from other sources will be allowed on a case-by-case basis. Most things will likely be allowed, but I'm not familiar will all of the material under the sun to promise that it can all be in. Include a biography for your character. Every character gains the Weapon Finesse feat at 1st level. Everyone gains the feats in the Vital Strike feat chain upon meeting their prerequisites. Characters do not need to list an alignment. Disenchanting magic items, as previously explained, is also allowed.
Gameplay information:
I've stated this in the other thread, but I want to reiterate it here just so everyone is perfectly aware: Unlike most games where everyone is expected to post at least once a day if possible, the pace of this game is going to be much more casual. 2 or 3 posts a week should be more than enough. My GM posts will be longer, more descriptive narratives to compensate for the reduced number of them. You are more than welcome to post more often if you would like (and I will certainly make an effort to do likewise).
I'm currently running a D&D 3.5/Pathfinder campaign in the setting of the Fallout video game series and thought I'd share my houserules for adjucating radiation poisoning with anyone who is interested.
Last session my RotRL party made to the end of Hook Mountain Massacre. Although they were successful in defeating Barl, he along with 2 other villains over the course of the adventure managed to escape (the others being 1 of the hags at the Hook Mountain lair and Lucrecia, who has plagued the PCs with minor problems for several sessions since she was first encountered in Fort Rannick). Tomorrow I'll start the PCs on Curse of the Riven Sky, which fits well between HMM and FotSG, but afterward would like to have Barl and company recur. While I could have the trio either go their seperate ways or join with their more powerful brethern later in the adventure, I'd like to have theme scheme revenge together, perhaps in their masters' names (it would have been great if Erylium didn't take a critical heavy crossbow shot to the face and either Foxglove or Ironbriar made it out alive to round round out the foul menagerie), but I'm at a loss for what side adventure to concoct for these foes. Between them they have quite the arsenal of tricky magic. Any suggestions?
"That the Gulnare Freewill Baptist Church does not condone interracial marriage. Parties of such marriages will not be received as members, nor will they be used in worship services and other church functions, with the exception being funerals. All are welcome to our public worship services. This recommendation is not intended to judge the salvation of anyone, but is intended to promote greater unity among the church body and the community we serve."
After browsing through the NPC gallery in the GMG I was a bit unsatisfied. I am happy that there was a list of fully built list of NPCs published to be on hand at all times, but the NPCs therein seemed a bit too fantastic (for lack of a better word) for my tastes as well as feeling somewhat inconsistent. I was interested in having a stack of NPC statistic blocks on hand to make GMing easier on myself but as fine of a product as the GMG was it wouldn’t suffice for my needs. Many of the NPCs in the GMG are built with primarily PC class levels as opposed to NPC class levels and are of a lot higher level than I would expect common folk to be. I wanted somewhat more toned down NPCs that followed consistent guidelines to emphasize just how exceptional the PCs are in relation to the world they’re in and just how much of an impact they can have.
So I set out to type up my own NPC gallery for personal use with the following guidelines:
NPCs will have one level per age category (1 for youths, 2 for adults, 3 for the middle-aged, and so on) representing them gradually becoming more adept at their chosen professions with age. This means the majority of NPCs will be level 2 (CR 1/3s).
Any NPC that can be accurately represented with NPC class levels as opposed to PC class levels should be. Pickpockets can be experts, for example, as opposed to rogues, unless one is particularly good at attacking from hiding or needs specific talents.
The above 2 guidelines should be broken for specific NPCs, such as major villains or truly noteworthy people in the storyline, which kind of goes hand-in-hand with guideline 2.
All NPCs are built off the standard array, or the elite array if they possess PC levels, just as stated in the CRB, and stick as close to their allotted wealth as possible, minimizing reliance on magic items.
The ultimate goals of each NPC should be decided before its creation; all NPCs should be proficient in their fields and be able to succeed on their everyday tasks by taking 10 to hit skill DCs. For example, the town guard that I’ll list below will be able to hit a 13 by taking 10 on Intimidate. As most criminals will be level 1 or 2 according to the guidelines I set for myself, even if wisdom is one of their better attributes (a +1 modifier), they should succumb to the guard’s influence.
All NPCs should have max skill ranks in their craft, perform, or profession of choice as it will generally be their livelihood and focus.
I feel like I’m missing a guideline I set for myself in the list above, but I’m sure it will come to me eventually. Since I’m going through all of the math to achieve the necessary allocation of ability and skill points and effort to build and type my own gallery of NPCs for personal use anyway, I thought I’d share them with anyone who is interested. I’ll gradually add NPCs throughout the coming days/weeks, until I feel I have a nice list for myself. Up first is a guard captain, or sheriff if you prefer, and his watchmen.
Guard Captain:
Guard Captain - CR 1 - XP 400
Male middle-aged human expert 1/warrior 2
LN Medium humanoid (human)
Init +4; Senses Perception +6
Defense
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
CMD 13
hp 20 (1d8+2d10+5)
Fort +4, Ref +0 , Will +3
Offense
Spd 20 ft.
Base Atk +2; CMB +3
Melee masterwork longsword +4 (1d8+1/19-20)
Ranged throwing axe +2 (1d6+1)
Statistics
Str 12, Dex 11, Con 12, Int 10, Wis 11, Cha 9
Feats Animal Affinity, Improved Initiative, Mounted Combat
Skills Handle Animal +5, Intimidate +3, Knowledge (local) +5, Perception +6, Profession (lawman) +6, Ride +6, Sense Motive +5
Languages Common (Taldane)
Combat Gear potion of cure light wounds
Other Gear combat trained light horse , chainmail armor, heavy steel shield, masterwork longsword, throwing axes (3), 50 GP worth of mundane equipment, 13 GP
Guard Captain’s Mount - CR 1 - XP 400
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
Defense
AC 12, touch 11, flat-footed 10 (+1 armor, +2 Dex, -1 size)
CMD 17 (21 vs. trip)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
Offense
Spd 40 ft.
Base Atk +1; CMB +5
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
Statistics
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Feats Endurance, Run
Skills Perception +6
Other Gear bit and bridle, padded armor barding, riding saddle, saddlebags
Watchman:
Guard - CR ½ - XP 200
Male human warrior 2
LN Medium humanoid (human)
Init +4; Senses Perception +4
Defense
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
CMD 13
hp 15 (2d10+4)
Fort +4, Ref +0, Will +0
Offense
Spd 20 ft.
Base Atk +2; CMB +3
Melee longsword +3 (1d8+1/19-20) or
ranseur +3 (2d4+1/x3) or
sap +3 (1d6+1)
Ranged heavy crossbow +2 (1d10/19-20) or
net -2 touch (entangle)
Statistics
Str 13, Dex 10, Con 12, Int 10, Wis 11, Cha 9
Feats Alertness, Improved Initiative
Skills Intimidate +3, Perception +4, Profession (lawman) +5, Sense Motive +3
Languages Common (Taldane)
Combat Gear potion of cure light wounds
Other Gear heavy steel shield, longbow with 20 arrows, longsword, net, ranseur, sap, scalemail armor, 40 GP worth of mundane equipment, 8 GP
Coming soon is a lady mayor, a small time crook, and a local priest. I'm sure I'll need ideas I may miss along the way to round out my binder at home, so if you have any requests for specific statistic blocks feel free to shout them out (though posting them will make it more likely that I notice them).
As one of the zoos on the boards (there's a big community here, I'm sure I'm not the only one around) I'm aware of my thoughts on the matter. But the statutory rape thread about that famous kid got me thinking about matters of consent and out of curiosity I was wondering what other Paizo posters think. Interspecies love: romantic or animal abuse?
I was reading the Shadow Demon's statistic block in the PRD and noticed that its Shadow Blend ability is not negated by artifical illumination. Looking over the Vision and Light section of the CRB, I must be missing where artificial illumination is defined.
Light spells must not be (since Shadow Blend states that it is not negated by articial illumination or light spells, implying that they are seperate), so that leaves alchemical items (sunrods), creature/terrain abilities (phosphorescent fungus), and mundane fire (candles, torches, and so on). The term artificial illumination is throwing me off, because I can't find it defined anywhere and fires provide very real light.
Hmm...if you made a silent image of light in a pitch black area, would only creatures with darkvision be able to see it since figments can't create real effects (like light)?
After running my latest group through Fort Rannick last week I noticed something that I never noticed before; one of the maps seemed rather familiar (and not just because I've ran the AP before). Then it hit me: Broken Spire Keep from the 2E AD&D Night Below box set. Pulling both modules out side by side- the second level of Fort Rannick and the main floor of Broken Spire Keep have only a few minor differences, but are otherwise very similar. It could just be that it is a rather basic floor plan for a fortress, I suppose (there are only so many few room layouts one can have), but has anyone else noticed this (does anyone still have Night Below to compare?).
Unfortunately we recently lost a great player due to a busy schedule, and we need a new 6th man to round out the team. Character submitted for consideration should be 3rd level (the PCs will be this level soon, by the the time you'll be able to hop in), point built with 15 points, 2 traits, and standard wealth for a 3rd level character (3000 GP). There is currently a two-handed fighter, a cleric, a sorceress, a witch, and a ranger in the group.
The ranger has been having computer problems and we haven't seen him in over a month. We aren't replacing him yet, since we want to give him a while longer to pop back up, but it would be nice to have a replacement ready and waiting in case we should need it.
Recruitment will remain open until a replacement is selected. Feel free to post here with questions. Game thread is found here in case you would like to poke around.
Obviously there are a lot of optimized builds and theorycrafting on messageboards and arguments over which class is better than which, but I'm just curious as to what awesome characters people are actually playing and enjoying in their games without having to compare and discuss the best way to minmax it out.
I'll go first. In addition to the PBP characters in my profile- after just hitting 3rd level (still need to pick spells, but he is otherwised leveled up for this weekend), here is Alphonse Zindelo; a naive, young (17 years old) Varisian enchanter with an acute fear of all things demonic. I'm having a blast portraying a 7 WIS, so Al finds himself duking it out in melee, TWFing without the feats, with his quartstaff (killed enemies with lucky criticals 3 times already this way). Pretending to be a monk on a small island off of Absolom, thus far he's back-flipped across chasms 20' wide and 60' deep, charged into battle on the back of a centaur through 500' of plains toward a tower full of archers, won drinking contests with gnome saliors, and bull rushed foes off cliffs, along with many other things he shouldn't be able to acomplish (but my d20 loves that 18+ on physical skill and ability checks), and has given himself delusions of granduer on account of his accomplishments (not bad considering he's the product of a 15 point point-buy). He's far from optimized, but I love him anyway, and am surprised as can be he's survived this long. He can even out bluff and diplomacy the party's bard (who joined when the druid bit the dust). I've decided to let him develop organically and haven't put much thought into him for than a level or so ahead at a time. *Shrugs*
In a spoiler for length:
Alphonse Zindelo - CR 2
Male Varisian Human Enchanter (neglected evocation and necromancy) 3
CN Medium Humanoid (Human)
Initiative +6 Senses Perception +3
Defense Armor Class 12, Touch 12, Flatfooted 10
Combat Maneuver Defense 13
Hit Points 18 (3D6+6)
Fortitude +2 Reflex +5 Will +1
Statistics Strength 10 +0 Dexterity 14 +2 Constitution 12 +1
Intelligence 17 +3 Wisdom 7 -2 Charisma 14 +2
Age: 17
Alternative Racial Trait(s): N/A
Carrying Capacity: Light 33, Medium 66, Heavy 100 (plus a masterwork backpack)
Feats: (H) Spell Focus Enchantment, (1) Greater Spell Focus Enchantment, (3) Improved Initiative, (B) Scribe Scroll, (B) Alertness
Language(s): Draconic, Giant, Goblin, Taldane (common), Varisian
School Power: Enchanting Smile +2, Dazing Touch 6/day
Skills: (6/level)
Bluff (3) +11
Diplomacy (3) +11
Knowledge Arcana (3) +9
Knowledge Local (1) +7
Knowledge Nature (1) +7
Knowledge Planes (1) +7
Perception (3) +3
Spellcraft (3) +9
Traits: Fast Talker (+1 Bluff, and Bluff is a class skill), World Traveler (+1 Diplomacy, and Diplomacy is a class skill)
Weight Carried: ~46.5 lbs (I've acculated enough stuff since the campaign began I need to have Al drop his pack at the start of combat to get rid of the ACP)
Armor Check Penalty: -0/-3 with encumbrance
Equipment:
Captain's Outfit (looted from a wrecked cargo ship), Quaterstaff, Dagger, Potion of Cat's Grace, Quickdraw Scroll Case (see below), Masterwork Backpack, Belt Pouch, Spell Component Pouch (spell focus items omitted from list), Beastspeaker Amulet (see below), Wand of Magic Missile CL 3 with 10 charges remaining
Backpack: Bedroll, 2x Peasant Rags, Spellbook (36/100 pages filled), 3x Torches, Waterskin
Belt Pouch: Flint and Steel, Masterwork Panpipes, Money (36 GP, 4 SP, and 6 CP), Smelling Salts
Quickdraw Scrollcase: A waterproof, springloaded scrollcase that holds up to 8 scrolls. As long as it is held in a hand at the start of a turn 1 scroll can be drawn per round as a free action. Currently loaded with all of my scrolls that I have left (2x Mage Armor, 1x Protection from Evil, 1x Obscuring Mist, 1x Silent Image)
Beastspeaker Amulet: A tribal necklace which grants Speak with Animals CL 2 2/day (the GM lets me diplomacy with animals while it is active, so huzah!)
Spellbook: All cantrips plus break, charm person, enlarge person, mage armor, memory lapse, obscuring mist, protection from evil, silen image, sleep, touch of the sea, true strike, and 2 yet to be chosen 2nd level spells
Total wealth? ~3575 GP, just a bit above the curve for a 3rd level character, though it isn't spread out in the manner I would most prefer, so perhaps it balances out.
Every year I host a 4 part game in my area- I, along with a lucky group, play on Mardi Gras, St. Patrick's Day, April 1st, and conclude on Cinco de Mayo. This game is always anachronistic and breaks the 4th wall with humor on a regular basis. For example, this year the antaganist of the adventure was Al Gore, a mad mage insisting that Golarion would heat up to the point it would combust if he didn't do something about it was attempting to perform a ritual that would plunge the world into an endless Winter, assisted by his flesh golem, Man-Bear-Pig. Upon his defeat the party learned that he was being manipulated by an evil succubus, Hilary Clinton, and needed to put an end to her vile schemes. Every player strives to come up with the most mechanically sound, but rediculous character imaginable, be it through pop culture references or other inanity. Obviously the jokes are bad, and that is the point, see this year's plot above. Then every character is given quirk which they must follow, assigned via being drawn from a hat with recomendations from all included. This year our group's fighter could only speak if he included a bad pun, for example. Then we turn the adventure into a drinking game, which the rules change for year to year but have the same premise, of certain actions or saying certain words or certain die rolls force drinks. By the end of each night of "Drunk D&D" the players are so intoxicated that their in-character actions and impersonations are frankly as halarious as they are absurd, and we get to see some crazy choices and risks that would never happen in a normal game.
Normally alcohol isn't welcome at the game table (at least not drunk players) nor is stupid humor that would otherwise break immersion, but for this 1 4-part game a year everyone can go nuts and act like jack asses. And it is a ton of fun. Several years back when I ran the first I didn't expect it to catch on into being an annual tradition, but now it is looked forward to by all. Of course there are some limiations; the minors aren't allowed in these sessions at all, I do live in an apartment so being excessively loud or beligerant is out, and some other common sense rules for safety and consideration.
After a recent game session I was told by one of my players that I NEED to start rolling initiative for each enemy involved in combat separately because I was running encounters unfairly, and that enemies shouldn't all be allowed to go on the same initiative count because it makes fights more difficult by allowing multiple foes to easily surround a PC, use tandem tactics, or do damage to a PC without them having time to react between attacks. He went on to say that he felt it to be unrealistic that large groups of enemies act simultaneously. Not that I should consider it, or that it might be a good idea. But that I NEED to start running games that way.
I usually roll initiative for each group of like enemies separately. If a BBEG has a eight warrior minions and six expert minions, the BBEG will go on his own initiative, the warriors will all go on another count, and the experts will likewise have their own. I was under the impression that this was the common and accepted way to tackle initiative.
When responding to the player's audacious demand, I told him that there was no way I was going to be able roll and keep track of a dozen or more initiative counts and which constantly moving miniature each of them belong to on the map on a regular basis while still paying attention to damage, status anomalies, and so on. I also commented that the PCs aren't entirely without ways to interrupt their foes; AoOs (including those made with combat reflexes and/or reach weapons), readied actions, immediate actions, or even burning hero points to act out of turn. Finishing my argument for why I wouldn't be changing my methods I asserted that while not perfect, group initiative for enemies speeds up lengthy combat by not having to keep track of many enemies independently and is a concession for the sake of simplicity. Apparently my explanation, which I thought I delivered politely enough, all things considered, wasn't satisfactory and the player got quiet and stormed off.
So my question is this: Does anybody actually roll initiative for each enemy separately every single combat? How many enemies do you regularly get up to in one battle? How well does it work for you?
I haven't played 4e in quite a while- the last time I played was right after the release of the PBH2 (if that was the book with the deva race in it, if not, whatever that book was). I only got to play and DM the system a handful of sessions before my regular group decided that they didn't like it and went back to 3.X. I was alone in preferring 4e, so for a while now I've been stuck playing/DMing 3.X and PF (not a bad thing, but I get bored of playing the same system over and over again). While gearing up to move recently I found my 4e books (PHB, MM, and DMG) and decided that I was going to finally see if I could track down a 4e gaming group somewhere in my area so I can enjoy it as well. However, my 4e books are all from when they were first released. I was rereading the rules and surfing around on the internet, figuring I should probably reeducate myself with the system before I try to jump right in somewhere and realized that I was a bit lost.
Since I've been away from the system many things have been released. Aside from niche supplement books Essentials has been released, and I seem to be finding a lot of mixed information on it. I'd appreciate it if anyone could tell me just how essential is Essentials? Does it dramatically change the rules of the game? Do most people use it? Will my existing core rules work fine with or without it if I join a group? What exactly is Essentials? Do I need to read it?
I'm also having trouble tracking down a complete errata for my core rulebooks (it is possible I'm not as computer proficient as I like to think I am) since I've heard a lot of powers have been changed (the example I was given was magic missile auto-hitting again, I think). If someone could point me to a link, it would help me a lot.
I'm pretty sure I've seen advertisements at the local gamestore for Encounters? I've never been involved in any sort of organized play for any edition of any game, so I don't have much experience in the matter. Would Encounters be a decent way to get back into the system or would I be expected to have strong working knowledge of the current rules? Are these full adventures or just combat scenarios?
Basically, what do I need (past what I already own- 1st printing core) to get into 4e and be able to play with working mechanical knowledge of the rules? If anyone could help me get a sense of direction to help sort through everything and get into the system faster, I'd be grateful.
This probably could have gone in Gamer Talk as readily as here, but I made my choice. If it needs moving, no problem.
I like to spend a lot of my free time building campaigns and adventures. While for nearly a decade now I’ve played with the same core group, gaining a player here or there and every once in a while losing one for various reasons (people and their getting married and their having children- Pffftttt...LAME!), I’ve been recently expanding into PbP and even meeting other groups in my area. For the last several years I’ve gotten very used to the style of game my regular players prefer most, but since I’m now constantly gaming with new people I’d like to be able to build adventures that a greater majority of people I’ll play with will enjoy, so I’m trying to find what the greater majority of gamers prefer with a brief survey and promoting discussion. This is partly curiosity since I know people will probably vastly differ in their responses, but I’m just wondering if I can find a trend or average for game building that will be the most pleasing to the largest amount of players. Thank you for your time and questions/comments are more than welcome.
Obviously a lot of factors will alter how great a game is, including the people you play with, so I’m looking at purely an adventure as written scenario.
The survey, spoiled for length:
A- On a scale from 1 to 10, how technologically advanced do you prefer the games you play in to be:
1 being prehistoric, stone and bone cavemen
2 being Bronze age
...
4 being Dark age
...
6 being High Middle age
7 being Renaissance period
...
10 being late Victorian or even near modern era
B- How much action or violence do you prefer, again on a scale from 1 to 10:
1 being completely a kick in the door, NPCs are meant to be be sold to and/or killed
...
10 being political intrigue where weapons rarely, if ever, get drawn
C- What is your favorite setting type:
Completely aquatic (with PC’s being aquatic or amphibius races)
Sailing
Island
Forest
Jungle
Mountains
Caverns
Other planar
Urban
Something not mentioned
D- What level do you prefer to start at?:
1-20
E- Which level would you prefer for the campaign to end at?:
1-20
Post 20?
F- How quickly, in game, would you like to see your characters rise through levels?:
1-6 days per level
7-29 days per level
1-6 months per level
7-11 months per level
1 year or longer per level
G- How linear do you prefer the storyline?:
1 being completely linear to the point of riding the rails
10 being a open sandbox with no real sense of purpose
H- How clear cut do you prefer morality and alignment to be?:
1 being good and evil are well defined, villians are villianous
10 being high subjectivity, grey alignments
I-How fantastic do you like your fantasy on a scale from 1 to 10?:
1 being low magic
...
10 being high fantasy
11, or “this game just went from fantasy to final fantasy!”
J- What genre do you prefer to play in?:
Horror
Exploration
Oriental
Mystery
War
Survival
Adventure
Political
Something not mentioned
K- How serious would you like the game taken?:
1 being completely serious and gitty
10 being incredibly lighthearted with anachronistic jokes or humor which often breaches the 4th wall
L- What game rating would you prefer?:
1 being very friendly to young demographics
…
5 something PG 13, not incredibly graphic or over the top with violence, language, sexual themes, drug use, and so on, but may contain some or many of the themes above in small amounts.
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10 being gory, graphic depictions taken to the extreme
M- How difficult would you prefer the game to be?:
1 Very easy. Often few enounters of low difficultly. Highly flavorful though likely suboptimal character building choices will succeed and likely thrive.
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10 You will be badass, or you WILL die. Optimization is a must. Encounters are taken to the extreme in difficulty but surmountable with with cooperation, tactical insight, and creative thinking.
N- How detailed do you like the game to be?:
1 being only bare bones for descriptions with finer detail all left to the imagination
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10 being completely fleshed out with motivations, appearances, and traits for even the most esoteric locations or NPCs
O- How character oriented do you feel the story should be?
1 being that the character’s background must be tailored to fit the adventure to make any sense with ties to major persons or places and involving many story elements that reward specific background choices. This will often require a detailed player’s guide to the adventure/campaign
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10 being that any generic character can be built and thrown in with disregard to background. No forethought, involvement, or prior knowledge of the adventure (read: a player’s guide) will hinder interaction or fun with the game
Wartle’s only tavern and trading post, the Lean-To, has been surprisingly active tonight. Normally half-filled this time of year with trappers and furriers from the Mushfens to the South downing tankards of a cheap, foul, watered down, locally brewed ale that tastes of stale piss known as Bog Grog, travellers from all walks of life seem to be swelling it to bursting (which honestly isn’t saying very much, given its modest size). Traffic through Varisia’s countryside has been unseasonably high. Amid the rabble is a well dressed merchant obviously scanning the crowd, his nose wrinkled in distaste as he sits alone at an old round table in the far corner, its many seats remaining vacant. He impatiently checks a timepiece from his breast pocket, an expensive curio to show in these parts, especially given the wenches and rat faced sneak thieves obviously eying the trinket, and if possible his demeanor grows even darker as he takes a deep swig from his hip flask. Leaning back, he fumbles for a small travellers’ chest with a thick lock on it beneath his chair without looking, and for a moment his eyes widen in alarm until his flailing fingers find the parcel and he visibly relaxes. With his close cropped, dark hair, portly frame, and obvious Chelish ancestry, he’d stand out in a backwater Varisian township even without his garish garb.
You briefly lock eyes across the room, and for the shortest moment you see the gentleman’s gaze linger as he takes stock of you and motions you to join him with a casual yet firm wave of his hand, before gesturing to the barmaid to bring a round of ale for you. Over the next several moments he repeat this process several times, until half a dozen of so have been signaled. Casting about you can see the others he is summoning appear to be able bodied travellers, most with obvious weapons or even armor as though they may have only just arrived this day and stepped inside for a reprieve from the swamp mosquitoes. Winding through the drunkards and gamblers of the Lean-To to better see the lavishly attired Chelexian, you notice that on the tabletop before him is a parchment, covered in ornate scrawl, with a rather ostentatious seal of crimson at the bottom, beside it a fat sack of coin.
The waitress slides around you with a forced smile carrying a hefty tray of drinks and sets six foaming mugs before the empty seats around the merchant’s table. He sighs impatiently and fishes a couple of gold coins of Korvosan mint out of the leather purse and flips them to here with a grace belied by his appearance, shooing her away with a glare shortly afterward as he rhythmically raps his fingers on the tabletop, waiting.