Galadryel's page

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A lot of dice are unbalanced and with a good/quick hand you can augment your good roll's. Try giving him a "bad" dice and make sure he roll on a flat surface or on a soft surface (mouse pad).


As with most of them creating worlds and stories.
Then get with friends and have some good time tougheter.
And thinking about some new and strange material to keep the surprice effect.
Or just the fun of playing a lot of various classes & monsters.


Look at right at left, no one around bash the altar... goes out nobody there lalalalala... as most said it highly depend on what your goup look like. My will destroy an good aligned altar any time they sense one, but all of them are pretty much evil's so they are doing a good thing (from their point of view).

The only alignement that could destory one without much repercussion would be a neutral character that destroy it cause it "need" to be removed from where it stand.


there is actually a ''epic level handbook'' tough not offical an needing a bit of love to fit well in your campaign could calm your thirst until Paizo make us a epic level manual :)


Depending on how you play dark sun in regard with the rest of your worlds.

You should be carefull about sentient artefacts... why would a consiousness be stored and ''trow'' away in a gem. Better come up with a good story.

But you could also use the it's part of ''x'' that was ''X'' during the fall of the green age. And only have the full consiousness restored when all the ''artefacts'' have been recovered but a while before the big bad end boss.

Dark sun is full of psyonist, someone thew a powerfull ''soul'' out of it's body and insted of being shatered or send to rest in was attracted by ''something'' in the room. The more of the various pieces they collect (they are attracting one another) the more sence the consiousness make. Could make a good this is exatly why..... history and flash back + help and references to their group.

In any case im interested in what you'll come up with :D


my two cents,

You could go with the immortaly and a kingdom forever way.

Devils/Demons love's corruption and destruction. Unless the city you took was a pile of ashes...the interested party could offer this:

You have my soul and the ''city'' in exchange of immortality.

Now you just gave them a big nice place to settle to and attack from. And in exchange your character won't age as long as he stay inside of it (or near the hellish gate that would open).

And if you like to mess up your groups, he could ask for the lives of your ''friends'' and the ''city'' to be is and their.

Then you have the lichdom path kind of nice but your still just a undead and lich can be destroyed (it take a lot but it can be done).

Another option would be the demonisation of your soul. Put the city ''au feu et a sang'' (meaning kill and burn everything).
That action will put a spot on your character, both from the forces of evil and of good... rest to see witch one will get you first (can be great for some more role play).

Send your charater against them you'll get immortality but as a lemure or something like that, can be quite funny for the gm.

Or have him enter in service in hell (depending of it's job), get a nice job and get immortality (as long as you don't leave the plane).

He could try to contact the soul doll maker (if need be pm me about that option, be ready for a ''tought fight'').

There is also the gem way... nice for a demon/devil not for a character. I don't remember the exat name of the object/spell but it's a marvelous gem set on a nice chain or something of the same kind. When the ''target'' look at the gem it's essence get caught in it. Tadam now your both nice to look at and you have gained immortality... kind off.

Try to find a way to mass produce elexir of youth (but a the price they cost to produce...)

Lastly would be for them to reach lv 30. then they would count as a minor godling (depending of how you play those and how your characters played to get there).

well that's more of less that.


Or, you can use the town (Sandpoint) as a connector to some of the other Pathfinder adventures

Both "Rise Of The Runelords" and "Jade Regent" adventure paths start in Sandpoint.

Little note:

Rise of the Runelords is your typical heroic quest while Jade regent is great for Role-playing.
Depending of your group.


As promised a follow up.

I fannaly know what they have as characters.
A human Paladin lv16 (main atk), Human Fighter lv15 (tank), a elf bard lv 15 (buff) and a elf wizard lv 14(non AoE caster!).

Thanks to all the help given here we had a great time :)

from my ''new group'' and myself thank you very much for all.


Il try to have a good size area with multiples zones (castle). Filled with enemies of decent level (14-15) and able to harass or retreat to group depending of the situation. Without forgetting about some puzzles and traps plus 1 or 2 higher cr encounter (17-18) and see how they react to it all.

That should be good for a first session... I hope.

I'll keep up to date on how it goes :)

(bow) thanks for all your help.


Back to topic,

question:
Are high level players well ''equip'' to deal with swarm-like creatures?
Are multiple rooms fights different from let's say a 10th level group?

Thanks everyone :)


lemeres wrote:
SmiloDan wrote:

"Mock, Mock"

Who is there?

It's me-Ow!


Thanks for all the input, I'm less lost and have started to piece a little something for the first game this Sunday.

Could I ask how you would feel if your Gm added a fail zone on your DC checks?

example: trying to unlock a door at DC 30 then rolling under let's say 10 and implementing a, you broke it! and it's stuck close now.


my turn:

Str - 8 White collar
Dex - 12 good reflex but horrible balance
Con - 16 Not even sick once a year
Int - 22 Around 190Qi (different test different times)
Sag - 8 Kept my child heart
Chr - 12 pretty average

+4 on messing people mind
+2 to earing
-2 to rational thinking


- Using one armor to trigger a know trap
- A fresh kill as distraction bait
- Metal door used as a shield
- Sorceress cloths in trail on the ground for those ''intelligent'' adversaries
- Familiar + ventriloquism = diversion
- Bucket filled with alchemist fire atop a door step
- ''forgotten'' powder keg near the middle of a room
- Warrior + Levitation + Catapult vs Wall of fort
- Big pile of shiny coin + exploding rune
- Fake internal party fight to make enemy lower it's guard
- Gnome + Cauldron + Holes = infiltration suit


SmiloDan wrote:

It's the number of actions per turn you (or each side) gets.

For example, 4 PCs vs 1 monster usually has the 4 PCs attacking 4 times against the monster, then the monster attacking once against the 4 PCs.

But if one of the PCs is a druid, the PCs might get 5 attacks per round due to the animal companion. A high level sorcerer with Quicken Spell might get 2 spells off per round. A fighter with the Leadership feat essentially controls 2 characters. High level warrior-types get multiple attacks per round. A cleric might use planar ally to gain a celestial ally. The wizard might use simulacrum to create copies of himself. The bard might charm allies who will fight for her. A necromancer might have undead minions. And pretty much any spellcaster can summon allies with summon monster or summon nature's allies.

Hoo... so that's what it is. Thank for the info!


SmiloDan wrote:


Expect the PCs' action economy to really out balance the bad guys'.

Action economy ?

I'm not familiar with that term...


voideternal wrote:

If that's the case, use these characters as guidelines:

Fighter
Cleric
Rogue
Wizard

Keep in mind that your players will have PC gear, and not NPC gear like above. They will likely be stronger.

Ouch, now I see where the bar need to be set for them to enjoy their adventure.

Thank you very much.

Going to put some numbers down now :)


voideternal wrote:
Galadryel wrote:
voideternal wrote:
Are they using the same characters they used in Shattered Star? If so, you can just ask to look at their character sheets.
I would have done that, but their GM came to ask me about replacing him temporary for the following weeks after his group left...

Sorry, I don't quite understand. Is there something preventing you from asking your players what kind of characters they will bring to the session?

Without any information on your players, for combat encounters, I would go by the Monster Creation Chart for a guideline on how strong the monsters should be. I would pick a combination of monsters between CR 11 to 17, and I would aim to make the encounters CR 15.

For out of combat encounters, I would keep in mind that spells of 8th level or lower is fair game. That generally means they should be able to muster up an answer to pretty much anything.

I'll try to be more clear (English is not my native tongue), I can't contact any of them at the moment thus my ability to make something for their group is out of my reach. And since I never did a quest for the ''higher tier's'' I'm pretty much in a pinch.

I'm sorry that I have trouble explaining myself in English sometime...


Glewistee wrote:
Has anyone done a list breaking down the various Monstrous Humanoids by size? it would be really helpful for using the different levels of the spell.

There are websites and software out there that offer bestiaries filtered by your specific need.

But I personally would go with the good old pen and paper (it permit for some homebrewing of certain humanoids).

In any case, good luck!


voideternal wrote:
Are they using the same characters they used in Shattered Star? If so, you can just ask to look at their character sheets.

I would have done that, but their GM came to ask me about replacing him temporary for the following weeks after his group left...

An I would fell real bad if I can't at least bring something to the table (at least enough for a session) thus my interest in what to expect.

Lemeres, thanks a lot for that idea!


Drahliana Moonrunner wrote:
Beyond 12th level, there is no such thing as a "standard" party.

I'm pretty sure that most group won't use their only ranged character as monster bait... or their wizard as food... or poisoning one another before a big fight...


412294 wrote:
You can expect 8th level spells from at least 1 player, fairly fast combat, everyone can probably fly, they can probably escape fairly easily with magic, so feel free to put something really scary they should run from in there, good luck thinking of what though.

note note ... as for really scary would a really high lv Npc (20+) familiar with the aera and it's inhabitant having a score to settle sound?

thanks for the input!


Hi,

I'm currently making a adventure for another group and I have been tasked about making a quest for a party of 4+1npc of relatively high level 15-16.

Quick reference, they have finished the Shattered star path last sunday.

My problem lies in what a ''normal party'' of that level look like.

The group I play with is let's say... strange.
They don't optimise, don't care about party balance nor being a bunch of good guy's (to the point of eradicating themselves) and they like it really gory.

Thus my question:
Could anyone help me figuring out what I could expect of their characters, please.

Thank you for your time.