Hi everybody, it's been a while from my last post.
Background and some spoilers:
My friends are playing Carrion Crown and I've been asked by the master to build a short session which will be part of a grater adventure that will take place after the events of CC itself. The goal is to recover an artifact somewhere in Kraggodan, which is necessary to open the gates of Gallowspire.
Little is known about Kraggodan, except that it's a Sky Citadel and its third prince is Gorm Greathammer. I'm ignorant about noble titles (especially about dwarves), so I ask you: what does exactly third prince mean: does he have 2 older brothers, and his father is the current king? Are those brothers dead for him to be called prince? Or maybe he is the third ruler in the recent history who calls himself prince?
Moreover, if anybody has any info about Sky Citadels (official or not) I would be happy if he could share them!
My current ideas, for your curiosity:
I plan to create a political party inside the city that put aside the current regnant, started an isolationist policy and plans to dig somewhere they shouldn't. PCs will have to help the fled rulers to save the city and sedate the rebellion if they want to access the artifact.
I took a break from RPG and I want to store my books the best way I can. Anybody uses plastic sleeves (like for comics) to store Player Companions and Campaign Settings issues? Do you know which size format would be best for them?
You and your teammates can anticipate one another's ranged attacks and stay out of each others' way.
Prerequisite(s): Point-Blank Shot, Precise Shot.
Benefit(s): Allies who also have this feat cannot provide soft cover to enemies, allowing you to make attacks of opportunity against an enemy even if those allies grant you soft cover against that foe's attacks. If an ally who also has this feat casts a spell that targets the area you are in as it allows a Reflex saving throw to avoid the effect (such as fireball), you gain a +4 dodge bonus on that saving throw.
So now allies do not provide soft cover to enemies in any circumstances? Or does this only apply to attacks of opportunity? It is weird they mentioned AoO in a teamwork feat specifically designed for ranged characters, maybe it was an error?
Hi, I have a lvl 1 Inquisitor who just showed up in Ravengro last Sunday. Carrion Crown looks like a nice AP with a lot of interactions and investigation. I really like this aspect of the game but I'm afraid it can be easy to lose some details of the story during the game — temporary distraction, tiredness, missing a session are inevitably part of the gaming experience; and, in my experience, when a plot becomes too complicated for the average player these distractions tend to increase, leading to a loss of interest in the plot itself; people stop to use their head and the game becomes less satisfactory. I'm planning to build something to help all the players to keep track of the NPCs, the locations, the investigation details and the mysteries in Ravengro and beyond. I need your help to evaluate the ideas I had today and I'd love to hear some suggestions too, I'm sure many people here came up with good thoughts concerning the same issue.
Ideas so far:
A Players Communal Binder containing all the data we find during the sessions: I already planned to put maps, notes, letters, NPC faces, a timeline, a calendar and party funds in it. Every player will have access to it when he will need to remember something, add some details, check the inventory or just give a look at the past. I'm planning to build my own NPCs face cards with pictures from the AP that can be found on google. I may even teach my master how to build them in advance and give them to us when we meet new people — he already knows about it. These cards will be stored in cards sheets (like those for Magic the gathering). During the investigation the cards will be put on…
A magnetic board on the wall: All suspects faces may be put here with magnetic pins, along with every information we need. In the current situation one player has the job to keep track of these things, but he does it in his personal diary which is obviously inaccessible to the others. Keeping everything in sight may really improve participation and rational thinking for everyone.
Any other ideas? Has anybody already implemented something similar? Did you face any problems keeping track all the informations the path give to the players?
Do optical sights (or any other device which has the function to improve aim) exist in Pathfinder? I've seen a beautiful art in the Ranged Tactics Toolbox with Ezren holding a crossbow with three sights on it — page 18. It would be cool to create something similar!
Our Kingmaker campaign terminated this month, after one year and a half of battles, kingdom sessions, intrigues and fun. We are moving on towards Carrion Crown (we rotate as GM after every adventure).
Nyrissa won:
After the defeat of the Jabberwock, the PCs had bad luck against the prismatic sprays of the Ankous: half of the party had been petrified, the other half teleported away. When faced with the choice of giving back Briar in exchange of their stone friends, the two survivors refused the offer, being their friends not so important, leaving Nyrissa the control over the Stolen Lands.
My thoughts, confessions and considerations about the entire campaign - aka what I did get right, what I did wrong, considering my players and their responses.
1 - Stolen Lands: One of my favourite books, with a great villain and a good hook for the campaign.
Ask your players to give their character noble intents as motivations for this path. This is because the path is very long, very dispersive, and in many situations you may feel like fighting in first line for the people (or even non human creatures) in these lands may not be worth the effort, especially if you should defend the weakest side in the conflict. Being altruist is important, even in this path. My players had some internal conflicts when it came to take generous decisions and when the most 'noble' half of the party remained trapped in the House at the Edge of Time, the other half could not lead the mission anymore.
Most (if not all) of the Brevoy background is lost during the path. If you like it and if your players want to connect with it you will have to create some sort of subquest or other stories to keep it alive.
Don't make them rush against the Stag Lord: they'll die. Remember them their primary goal is to explore the land, the bandits should be a growing presence. The typical problem with players used to railroad campaigns is that they will rush against the first enemy they will hear of.
Rolling random encounters is boring. Create some good encounters with good terrain features in advance and make them happen as you like. Make the encounter worth of it, create clear and evident substories that can lead to further encounters. Don't be afraid to create some invisible railroads: sandbox doesn't mean out of control.
Following suggestions from this forum (I don't remember where I read it) I downloaded all the maps of the lands (sorry, not sure if I can really do it), I edited them in a single big map (170 x 60 cm), I printed it and I plasticized it. I covered it with little paper hexes, and we hanged it on the wall, taking off the hexes and showing the map during the exploration. It was great!
2 - Rivers Run Red: One of the worst books of the saga, forum material can make a difference.
Kingdom rules work pretty well in this book. We used Ultimate Campaign rules, along with some of the Ultimate Rulership (Legendary Games) rules in the later stages of the game. Kingdom building works better if you have at least one player who is interested in the intense bookkeeping required. I suggest to use this excellent excel grid as soon as you can. Here you can find some good material for this part, especially if you want to keep Brevoy alive.
Again, don't be too fussy with exploration. You will probably be tired of it at the end of the second book, so don't be obsessed with exploration time and tables, go easy on it and give your players opportunities to explore the boring parts of the map through other ways (exploration edicts, informations by NPC, maps found around).
Dudemeister created this beautiful expansion for this book that really enhances the adventure. Give it a look.
3 - The Varnhold Vanishing: Solid book, Vordakai is a great enemy and his dungeon is very cool.
I suggest you to delay the meeting with Vordakai as much as you can, to avoid the “rush against the enemy” problem mentioned earlier. Dudemeister got this covered too.
4 - Blood for Blood: Nice book, Fort Drelev offers a lot of fun.
You should revive the fey background at this point. Make it clear something is happening to the area, the First World presence should be more violent but not so dangerous to require immediate action: a weird presence, just to remember them the Stolen Lands are not common wilderness. Otherwise, Nyrissa may look out of place at the end of the adventure. Faerie Mysteries by Legendary Games is a good addition to the game.
Kingdom rules gave me a headache at this time. Maybe because my players power played their kingdom, there was no Kingdom check they could fail, their Kingdom was extremely rich and their armies were unbeatable. There was nothing they could not do (by rules), no event could shake their reign (by rules). This made all the Kingdom subsystem useless for roleplaying purpose: if I wanted to challenge their kingdom I had to do it in a non-standard way, which could make all their work to raise kingdom statistics useless or, worse, they could feel cheated because the other kingdoms did not work according to those rules that made them clearly superior. My suggestion is to dump kingdom rules by this time, if you fear this situation may cause you problems. Explore Kingdom rules in the second and third book when they are still fun to play, and ignore them by now; or make Kingdom sessions more occasional (i.e. once every 6 months to decide the kingdom course); decide with your players what is important for their kingdom and give them missions and quests to reach that specific kingdom goal; you can even create simplified kingdom rules, but don’t get stuck in the mud of the classic rules when the kingdom becomes too big.
5 - War of the River Kings: My favourite book. Irovetti was such a badass.
Jason Nelson really did a great work here, providing even his own original work to anybody who asks him.
I liked my tournament so much I want to share it: In my game I moved Whitehorse Abbey close to the tournament, the midnight joust took place in the afternoon, while at midnight I placed the Midnight Toast (like in James version). When the PGs have been invited, Irovetti asked them to bring a bottle of their finest wine, as tradition: the winner’s bottle would be poured in the barrels destined to the nobility at midnight toast. Since the players won the tournament they felt very bad when they heard rumors about Gaetane (professional poisoner) meeting with Irovetti and heading to the nearby Abbey: was Irovetti framing them in a conjure against the other River Kingdoms? They run to the abbey, fought against Gaetane but they could not solve the mystery of the Abbey nor understand Irovetti’s plan. Back at the tournament, they awaited the Midnight Toast with great fear, just to realize after midnight that Irovetti was playing with them all the time, keeping them busy while his armies attacked.
Most of the army battles will be played in this book. Ultimate Battle by Legendary Games can be a nice addition. This kind of battles can be a little long and may not involve all the players. On the other hand, even if very complex, battles may be a little boring. When I added some PCs vs. NPCs tactical fights during the main battle to achieve goals and change the outcome of the battle I always had more involvement and fun.
6 - Sound of a Thousand Screams: A real hack and slash adventure. My players didn’t like this part and preferred to stop it instead of keep fighting when they have been defeated (even if not killed); this part contains most of my regrets for them to abandon the adventure and my considerations may not apply to you.
When my players understood their Kingdom was falling apart due to the First World invasion, they almost lost interest in their kingdom. I felt bad about it because I could not make them love the Stolen Lands and their inhabitants enough to defend them, nor hate Nyrissa enough to defeat her, even after kidnapping the Ranger’s son. Make them realize Nyrissa was behind almost everything bad happened to their Kingdom as soon as possible and that she already hurt them before.
At the beginning of the book I warned them I would have played seriously. In the past I held back some enemies if they were too strong, but then it was time to wear off the gloves and see who would have ruled the Stolen Lands. This was OK until they fought in the glades, but they suffered a lot when they had to fight more than one enemy. Kingmaker is famous for 1/day encounters and this may cause your party to think they are unbeatable, taking risky decisions and going nova as soon as they can. CR may be a little misleading, so keep this in mind and try to understand that the party may arrive at the House at the Edge of Time without a good action economy experience. They were astonished by the number of enemies in this place.
Remember them they are not in mission for themselves but for a greater cause. If this has no effect, remember them the people they left home and that may die if they lose. Should their kingdom fade, Nyrissa must not win or the consequences may be even worse than the loss of the Stolen Lands.
I don’t know if I wrote this for you or for me to read, the end of an Adventure Path is always emotional to me. I was sad they didn’t care to save the Stolen Lands at last; but maybe I am a little egoist, fun is the only important thing and if an adventure doesn’t provide enough entertainment it’s OK to stop it. I had a lot of help on this board when I started and I hope I can give back some of the matured experience with this post.
We will begin carrion Crown in a couple of weeks and I'm planning my new PC: he will be an Inquisitor for Pharasma. I already have in mind great part of the fluff background (I actually thought about it for some months, I really enjoy that part). Now I have to write down some of his mechanics so he won't suck in combat. Here are the ingredients:
20 points abilities.
He is ~40 years old, so the stats are modified by age.
I don't care if he is sub-optimal. Some intelligence is required in an investigative environment and I want an experienced PC who knows some good tricks. Plus, he will probably be an important (if not THE) face of the party.
I want him to have a typical Pharasmin characterization in combat, possibly with ranged tactics to keep him safe while buffing, casting and coordinating the party (intelligent PCs stay back; right, wizards?).
Spellcasting is a secondary ability, mainly for buffing and defensive tactics than for offensive purposes, so high WIS is probably useless.
My party is composed by a Paladin (Iomedae), an Arcanist and an Investigator.
My ideas until now (human +2 bonus to DEX; age modifiers applied):
STR 13
DEX 17
CON 12
INT 10
WIS 15
CHA 9
Primary combat style: crossbows! I know that crossbows are considered inferior to bows in mechanical terms, but I hope to get a good result, especially with the help of Ranged Tactics Toolbox I just bought. Moreover, this choice would allow me to dump STR in favor of a higher DEX. I don't know if Pharasmin inquisitors have a typical combat style. Inquisitors seem to be pushed towards ranged tactics by weapon proficiencies, but are they really good at it or would they be better at melee?
Secondary combat style: dagger? This is tough, I'd like him to use a typical Pharasmin weapon, it's sad that the dagger sucks so much. The clergy probably use it just for ritual purposes. Albeit this would allow me to take Weapon Finesse and use my high DEX to hit. I feel the need of a secondary weapon, especially to gain advantage from the powerful Teamwork Feats, but I fear that it will be almost useless without a good STR score. Other ideas are a longspear (reach!) or a morningstar (cool!). I like the longspear because it would give the PC a smart tactical characterization even in melee.
Spoiler:
Originally I thought it would have been cool to use two weapons, a morningstar and a dagger, but it is an impossible path for an inquisitor.
Feats: I still have to think about it.
I'd like to hear your thoughts about it. Do you think he may be effective in combat? Ability bonuses during the campaign would allow me to grow his STR, DEX and WIS during the game, allowing me a sufficient spell casting ability, a good ranged hit and some strength for melee combat. Do you think I should go full ranged/melee and completely dump STR/DEX? My greatest fear is to build a ranged inquisitor who looks very beautiful on paper but is frustrating in combat.
Poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)*
How can anybody suffer from a secondary effect when he is dead?
This makes me think about a scenario where poisons with secondary effect cannot actually be avoided. If a character makes his first save when he contracts the affliction (initial effect avoided) he must keep making the following saves to avoid the secondary effects on his turns. Is it possible?
One of my players used the Curse of Magic Negation (UM) on a wizard. Since this spell procures a spellblight which gives a SR to the target I assumed that this SR applied to every spell, even those directed against him. My player stated that, since the spellblight interferes with the ability of the spellcaster to manipulate magic, this SR should be applied only to spells casted BY the target, not incoming spells against him.
According to the Negated spellblight in UM:
Quote:
Negated: A negated spellcaster has his ability to manipulate magical energies disrupted. He gains spell resistance equal to 10 plus twice the highest spell level he can cast. This spell resistance cannot be voluntarily lowered. In addition, anytime he casts a spell, he must make a caster level check (1d20 + caster level) against this spell resistance. On a successful check, the spell is completed and the spellcaster's spell resistance is removed until the start of his next turn. Failure indicates he failed to muster up enough magical energy to cast the spell, but the spell is not lost and may be attempted again. Any feats or abilities that aid in bypassing spell resistance help with this check.
I can see it can be interpreted in both ways (RAW/RAI) but my question is if this spell (Curse of Magic Negation) was meant to have a drawback for both the target and the caster. How do you normally rule it?
I'm quite confused by Paizo strategy to attract new players. This is not a direct criticism because I would never dare to teach them how to lead the company, but pure curiosity. I was thinking about it few days ago. When I started playing Pathfinder everything I needed was just one book, opposed to 3.5e: the Core Rulebook — a revolution! Now new players (and GMs) face a more complicated path. They will have to buy the core rulebook, for sure. Maybe they will be pushed to buy the strategy guide, it will help a lot to understand core rules. But, probably, many groups will soon be converted to Unchained rules (they are so exciting) as soon as they can, so here is another rulebook to buy/read that may invalidate a big portion of the previous books already bought.
So — again, not provoking —, as a new player or — this is probably more substantial since we spread the game — as a GM who wants to introduce a game to a new group, I realized it would be easier to have something similar to 5e: just one book, at least for players — see any analogy?
If you should introduce new players to RPG, what would you do? Would you just stick to Core rules? Or you would risk to scare new players with multi-rulebooks, no matter what?
Hi, Tales readers, I will play Carrion Crown AP in a few months and, apart from the usual campaign settings, I was wondering if tales like Prince of Wolves may be useful for a player in order to create a better background, bond the PC to the area and the adventure, know some secrets of the place and, in general, improve the setting.
I have never read any Pathfinder novel — I didn't even know their existence until yesterday — but I'm curious to know if they can really help me to get more from my usual PF game. I've read some pages of the preview from Prince of Wolves and they seem quite easy to read — I think they are intended as a light lecture —, even if I'm not native English speaker.
Strategy guide provides a nice diagram for diagonals and threatened areas for medium characters, medium characters with reach weapons and large creatures. Too bad it contradicts this card and this FAQ:
FAQ wrote:
10-Foot Reach and Diagonals: I’m confused about reach and diagonals. I heard somewhere online that you don’t threaten the second diagonal with a 10-foot reach but that you somehow get an attack of opportunity when opponents move out of that square, but the Rules Reference Cards show that you do threaten the second diagonal. Which one is correct?
The cards are correct. As an exception to the way that diagonals normally work, a creature with 10 feet of reach threatens the second diagonal. These changes will be reflected in the next errata.
posted Dec 19, 2014
No offense, but you guys should plan a nice meeting to coordinate. Waiting for next errata, as you wrote!
I started mastering Kingmaker some months ago. I started using Ultimate Campaign rules for the kingdom. Initially the kingdom turns were interesting, with events and difficulties along the way. Planning was necessary and money was sometimes a problem.
Then the kingdom became too big. One Kingdom turn was 40 minutes of play and nobody liked it. We started using the spreadsheets from this forum (thanks!) to save some time. Money was not a problem anymore: I had to houserule that the party had to use the major part of the money they could subtract from the kingdom treasure to sustain their lifestyle. An ingame solution to overcome infinite money.
Slowly all the kingdom attributes exceeded kingdom checks, so that only a 1 could mean failure. Kingdom events became a formality (this is what makes me think the kingdom is unbalanced now). We started to use Ultimate Battle rules to balance the unbeatable troops of the kingdom, an army that may defeat entire countries. Still unbeatable, maybe, but at least I can create better armies for the events that are going to happen very soon. We converted the spreadsheet, going full Ultimate Rulership too (which I think is slightly more balanced and realistic than a vanilla UCampaing).
Here is my players' kingdom as we are starting Blood for Blood. We are following the rules, I can confirm. How do these number compare to your kingdoms? Too strong? Comparable?
Hexes: 101; Population: 71770
Control DC: 129; Treasury: 2400 BP
Economy: 196
Loyalty: 158
Stability: 189
In my Kingmaker campaign we are just starting Blood for Blood, with a reign of 101 hexes. The kingdom is very rich (thousands of BP, but I'm going to talk about this in another post), and they decided to build every kind of temple in their capital. Abadar is a strong presence since the beginning, with a cathedral. Gorum is the second deity worshipped.
In the last couple of kingdom turns they went crazy and started to build temples for every deity, including Asmodeus and Urgathoa. In particular, the cleric of the group is a worshipper of Urgathoa. I'm not against his develop as a character, I understand his need to build some sort of cult around him, but this is such a mess, with so many religions in the capital all together, many not compatible and my initial thought is that they would hunt each other. Unfortunately my knowledge about deities and religions in Golarion is very limited and i'm trying to improve it in this period. Any advice? Somebody expert with religions? My players surely expect something from this, and i would like to present them a consistent outcome.
Note: I'm using a "trust score" point system like the one you can find in Carrion Crown (I learned of it from dudemeiste's Centaur Graves) to keep track of the political satisfation of each organization or church in the kingdom. Apart from Abadar and Gorum, the other religions have a very low score right now (evil churches not even considered, yet!).
Personal Rant: I never really liked how Magic Items are handled in a vanilla Pathfinder game. There are not many suggestion on how to use them in a game, a lot is left to the DM and often players begin to self-manage magic items with unpleasant results.
I want to play a game where magic items have much more personality and importance in the campaign, not just simple stat boons in a player sheet.
A typical magic item story:
Quote:
DM: «You find in the chest a weird helm, carved from the skull of a mighty stag. It seems to emit a little light in the dark, and when you stare at its empty eyes you almost feel observed. It emits a faint divination aura.
Player 1: «Value?» *spellcraft check*
DM: «About 20.000 gp.»
Player 1: «Good. Player 2, clean it and wrap it up, we sell it tomorrow, my sword needed a +5 upgrade.»
Situations like these make me pass the desire to enrich the campaign with cool theme related stuff, especially with crafting feats available for players (feats that I like, actually).
In D&D 5e the ideas of Rarity and item formulas are new to me and they offered me an opportunity to define magic presence in the campaign, modulate the scarcity of magic items and therefore make them appear more important to the avid eyes of the players in a PF game. Or, at least, this is my intent, I'm still working on it! I'd really like to know your comments and suggestions about this modification that I want to introduce and test with my players tomorrow.
For those not familiar with magic items in D&D 5e, rarity is the most important property an item has, it defines the cost, the level and the price for crafting it, and its presence in the world.
In a first attempt I tried to define the rarity of a magic item in function of its price. While effective, I'm not fully convinced by this solution.
Rarity by price:
Popular………..25-100 gp
Common……..101-1.000 gp
Uncommon….1.001-5.000 gp
Rare………….…5.001-10.000 gp
Very Rare…….10.001-20.000 gp
Legendary……20.000+ gp
Thanks to a discussion on EN World (http://www.enworld.org/forum/showthread.php?413424-Crafting-Magical-Item-s ales-in-5e), I thought I could use CL to better define magic item rarity.
Rarity by CL In brackets: level at which a PC generally handles that kind of item
Popular (1+)................CL 0th
Common (1+)..............CL 1st
Uncommon (5+)...........CL 3rd
Rare (11+)..................CL 5th
Very Rare (17+)...........CL 11th
Legendary (varies)........CL 17th
With this chart and the idea that people need formulas to build items a DM may decide what kinds of items are typical in his settings and give a sense of what is common and what is not to his players with in-game solutions:
Commerce is scarse and rare items cannot be found.
Craft wondrous items allows to build popular to rare items.
Blocks of items can be unlocked to buy or to craft through campaign events.
Single legendary formulas may allow the building of a single item.
Plus, the helm in the spoiler above would not be so easily sold because special buyers might be needed for such a rare thing. And building even a +4 sword would be impossible even in a metropolis where very rare items are scarce because of the lack of their formulas.
What do you think? Might Rarity be a thing in Pathfinder? May it help to enrich the campaign and make new objects shine in comparison to a belt of physical perfection? Is this scenario flawed, or useless?
Varnhold Vanishing just started for my group, and I realized something weird that may happen when they meet Vordakai. One of the PCs is a LE cleric of Urgathoa, and the rest of the party has a neutral or evil alignment. I thought that, maybe, since Vordakai is a worshipper of Abaddon, a realm strictly tied with the graveyard of Urgathoa, the cleric may seek an alliance with the lich, maybe he would like to trade the lichdom secret with something else; or the lich himself may seek an alliance with the players, if they reveal themselves evil enough for his taste.
What do think? How would Vordakai react to an Urgathoa cleric seeking an alliance? Would he be inclined to use the PCs as a mean to know more about the world, or use them as a way to gain more power?
Not sure it is the right subforum to post this, but… I'm looking for some general GM advice and techniques. I'm talking about the theory of game mastering, how to run a game, how to handle actions and players at the table, how to plan an adventure, an encounter, in a non-specific pathfinder way. I've been fascinated by Angry DM's blog, the passion this guy puts in creating his game, and he is not even a professional game designer. For example:
These are metagame articles that helped me a lot to understand core concept of game mastering. And there are many things not covered here, like failing forward game system vs binary systems: I think mastering these concepts, even if boring sometimes, can help a GM running a game more than any planar guide or hundreds of tables about whisperings in town. Does anyone know other blogs, magazines, books about these topics? I can't believe that the most famous game designers did not write anything about this.
I'm just curious to know how many times your characters died and got resurrected.
This comes from a reflection I'm having about our game. We are in book 6 of Rise of the Runelords, and some of our players died almost a dozen of times. My character died only 4 times (if i recall correctly), I can't complain. But I can see how this mechanism of death/resurrection is becoming a routine, with deaths that occur in many sessions and that are followed by the usual teleport -> buy scrolls -> resurrect -> back on trail.
How do you handle deaths? Is it just me or many deaths just make lose the importance of a character's life and the epicness of resurrection? Or maybe this is the destiny of every high level campaign?
Since I'm planning my Kingmaker campaign I could not resist to answer all those questions raised by KM background events: the nature of Choral, Skywatch, Golushkin, the Vanishing and the epic ending of the AP had to be necessarily linked to each other, I always knew it, but I could not see the complete picture; until I finally got something cool to work with. I noticed somebody in the forum had similar ideas, but I tried to add new stuff and combine them in something more complex. This is still a first draft, I have to work with it, so your ideas, advice and critiques are welcome.
WARNING! GMs only! — This is a big NO-NO for my players:
Skywatch: a Refuge for Kings
Skywatch is an ancient Cyclopes' observatory (credits). A place of big arcane power, it was used by wizards and sorcerers of Koloran empire to study the deepest secrets of universe but it also had another function: it could be used as "bunker" in case of emergency by Cyclops sovereigns. It was a little, powerful and well defensible stronghold, plus it could be used as a way to escape from a catastrophic event and hide its inhabitants in stasis (credits) for a prolonged period of time. Almost destroyed by Choral's dragons during Brevoy conquest, the Conqueror soon understood it was more than a mere ruin and its powers could still be useful.
Choral's Contract
Choral was not a dragon or a famous conqueror when he was in Iobaria. He was more interested in diabolatry as a mean to satisfy his thirst for power. He eagerly studied his so prolific yet fragmented neighbors, and he knew that a strong power could submit Brevoy to his will [Better motivation yet to be defined, but it's quite secondary]. After many years of research he finally summoned a devil who could fulfill his wishes:
an army;
an invincible power to submit enemies;
a long reign for his kin.
The devil accepted. An army, two red dragons and 200 years of reign in exchange of every royal soul he would have generated. Choral signed. Brevoy was soon conquered.
Years passed quickly and Choral started worrying for his kin: maybe he made a mistake and started thinking to a way to escape the contract. He discovered that Skywatch had an ancient power that could help him; maybe he would have not found a way to escape the devil in time, nor his descendants, but he could secure them until some noble and fearless hero would have saved their souls or the contract would have been destroyed. It was a desperate move that could need thousands of years to succeed, but it was better than eternal damnation. Brevoy's best arcanists were charged to make Skywatch work again and after many years, right before Brevoy's bicentenary, a contingency was set in the Cyclopes' stronghold: in case the contract was still active, a second before the 200th year of reign the rogarvian family would have been secured in Skywatch with all its inhabitants. And so it happened.
But Rogarvians didn't know everything about their refuge: Skywatch was meant to host any real king ruling in the ancient cyclopes' lands.
Don't Play With the Devil
Rogarvian strategy worked, their souls were safe away from devils' claws. But it's not easy to fool the Hell. Infernal reply was fast and strong: the Devil who signed the contract is powerful [maybe a pit fiend] and still wants those royal souls. He also knows that Skywatch can still be opened and all he needs is a real king from the surrounding lands. But to be qualified at opening Skywatch a king must have some qualities:
He must reign in the old Cyclopes’ territories;
He must be feared and loved [I was thinking to link these qualities to kingdom’s stats];
He must bear the power of Cyclopes [maybe the oculus? These qualities are prone to changes btw].
Surtova, as new king, does not meet most prerequisites since many people in his reign consider him as an usurper. Devil’s plan requires time but it’s simple: make Surtova a stronger king and make him open the gates of Skywatch.
The first step is to infiltrate in noble families of Brevoy. Minor devils started influencing land’s nobles through their counselors to raise tension and throw the land in a war that Surtova would easily win, so that their power would be undisputed. Many political events in the years succeeding the Vanishing were secretly influenced by devils and the war with Rostland seems to be inevitable.
After almost ten ten years of machinations devils exacerbate their grip over Brevoy. Some Apostate Devils (Book of the Damned Vol. 1) are sent in Rostland and in New Stetven to proselytize and conduct people in the path of atheism. These group of people assemble in a guild and call themselves the “Free Thinkers” [name subject to changes]. Their goal: weaken Abadar faith to make it easier to control the fate of the population and prepare people for an eventual Asmodeus church. Even if the penetration of the guild is slow and limited to unsatisfied segments of population, Devil’s plans are starting to be more ambitious and Brevoy could become the next Infernal Kingdom after Cheliax. Dwarves lords understand that something is poisoning Brevoy, but they just live in a small town with little power and if they reveal their fears they could be easily killed. Dwarves choose their path and isolate from the rest of Brevoy: during the 10th winter after the Vanishing they close Golushkin to avoid infernal contamination [this part has not been very well described in the AP, and I initially misunderstood it: dwarves are isolated during the Vanishing, not 10 years later, but I actually prefer this version].
Things Get Complicated
The Devil did not plan that Swordlords would have sent people in the south to create minor kingdoms, but this event should not be a problem for him. Instead he foresaw an opportunity when the ancient tomb of Vordakai was discovered since it could help him find the needed Cyclopes’ power [maybe he had a role in the awakening of Vordakai himself]. When PCs are ready to create their kingdom and their first city, the Free Thinkers offer their help, as well as other churches and political factions, so that PCs can collect their first BP (credits).
This is probably the part I like the most. I really liked Erik’s Venture Capital idea for KM and Free Thinkers may play a funny role. In my plan they will be very reasonable and modern people, they will offer very good resources for much less than other factions, and they will push towards the building of immoral buildings like brothels, avoiding churches and spreading of other faiths, gaining more and more power in the newborn and malleable kingdom. If I know my players they will soon become good friends, and this is going to be very interesting at the end of the path.
Later on, when PCs defeat Vordakai and take the oculus, devils’ strategy becomes more a wait-and-see policy, because now they have two possible kings for their scope. They remains silent during the rest of the path [minor help, hints and assistance may be given especially through Free Thinkers], until, after the defeat of Nyrissa, PCs become true kings, loved, respected and powerful. They have all the prerequisites to open Skywatch and the Devil makes his move.
The True Kings
An infernal agent [a long-time lost brother of one of the PCs in my game] is sent to the PCs seeking for help: he claims that Skywatch hides something terrible that could lead to the destruction of Brevoy and surrounding lands [details to be added] and nobody can avoid it except for the PCs. He wants them to go north with him and convince them to open Skywatch. In the meanwhile, dwarves find the courage to talk with the PCs: their spies watched over the evolving kingdom, and PCs' recent heroic actions convinced them that maybe they could defeat the evil in Brevoy. A message is sento to PCs’ capital: it’s a trap! [Maybe they already left for Skywatch, however surely somebody could deliver the message].
The evolution of events is open to many interpretations, and much depends on PCs’ alignment. They should feel surprised and even screwed (depending on the penetration of Free Thinkers in the kingdom) and they could react in different ways. I tried to foresee the main of them:
PCs want to eradicate the evil in their kingdom: a difficult process of eradication of the Free Thinkers begins, and probably a war with Brevoy. Free Thinkers are deeply rooted in New Stetven but Restov resists, so PCs have allies.
PCs are good with devils in their kingdom but they don’t want to open Skywatch: Brevoy declares war. See above.
PCs help the Devil and open Skywatch: congratulations for creating the second Infernal Kingdom of Golarion. Btw, Brevoy attacks Restov but not the PCs.
Skywatch opening: if PCs open Skywatch after defeating the Devil they will set Rogarvians free. They will take back control over Brevoy and they will be infinitely thankful to the PCs, creating a strong alliance. If they choose not to open it they have the option to take Brevoy (not an easy task) or maybe kill Rogarvian family.
If you are still reading, thank you. As you may have understood this is not an easy scenario to develop, there are many variables, many choices that could change final events, without clear distinction between good and evil. If I will add or change anything I will let you know in the following posts. If you like it or have any suggestions, please write it, I’ll appreciate it.
Bonus: And the Final Boss?
It could be anybody. Some ideas I’m working with:
an overpowered Pit Fiend, or another devil;
a devil-bound Surtova;
a Choral red dragon summoned by the devil who owns his soul.
I'm trying to figure out a way to teleport an object in front of my PCs after speaking a command word or password. It should be part of a reward at the end of a dungeon where PCs find the password.
The first thing I thought is Instant Summons. Speak a word, break the gem and voila, surprise! But Instant Summons works only for the spellcaster who made it. I know that as GM I could just say «no, it works, it's a… new… no, ancient! kind of… Instant Summons,» but I would like to make it work using official game mechanics, maybe using non-core spells or objects or anything else.
So… a friend of mine, current GM of my group, decided it would be cool to have a Tarrasque miniature in his collection. Well, this is the result; what do you think about it?
1) I'm a Conjurer, am I supposed to know what my monsters can/can't do, and what their abilities are before summoning them; or should I first roll Knowledge checks and do some random summoning before even knowing their spells or abilities (which is quite important if I want to summon something useful)?
2) I meet a monster I can already summon. Am I supposed to know its spells/abilities/resistances or I have to roll a Knowledge check?
Knowledge checks on monsters are quite difficult and I don't see how somebody could fully know a monster and its characteristics, especially if a GM chooses which informations are remembered :(
Hi, I'm trying to find a good resource (GM point of view) about gods and faiths in the inner sea. I see now there are 3 companions (faiths of purity/balance/corruption) and 1 campaign setting (gods and magic): which of them is the most up to date resource? Should I suppose the companions focus on a player point of view and the campaign setting on a GM point of view? I don't want to buy all of them and find out they are the same stuff. Moreover, as a GM I already have a lot to read, so I'm seeking advice on what I should go for :)
I already have the Inner sea guide, it contains a small description of gods, but if one of the books above is worth owning to improve my game I'd have no problem getting it.
Is it possible? Golems have construct traits that make them immune to spells except for harmless ones, but they also have immunity to magic which doesn't allow any spell (with spell resistance) on them. So am I allowed to use Haste or Bull's strength on them? Or their immunity also applies to harmless spells?
Can a wizard set up a contingency upon his familiar through share spell? The description says I can use any spell with target 'you' on my familiar, so I should be able to cast a contingency on me and another one on my familiar, am I correct?
I was wondering why there are no apps by Paizo —except critical hit apps— for smartphone/tablets. They would be a great supplement for the game experience.
I'm not only talking about rules apps —like PFR— that give you quick access to the reference document, but apps that can save you real time. For example, I think every caster has at least one spell book app installed, and I wouldn't know how to play a summoner without Summoner/AnimalCompanion app. These are nice apps but they are unlikely to be up to date with Paizo latest publications or they have a good basic idea but they could be developed much better.
There are many other apps Paizo could create to help players and GMs to keep track of their stuff, I'm sure many people would buy them. For example, wouldn't it be great a good treasure generator, with random items for cities, etc? Every time I see those table for treasure generation I think a computer would be more suitable to do that —boring— job. And there are many boring tables with random dice rolling a computer would be happy to handle. I'm not talking about "replacing" books and tables, but just to create extra options. I would be happy to have both of them.