Osquip

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Spoiler for the Reign of Winter Adventure Path!

So our group got to Rapsutin Must Die! last night.

Spoiler:
They exited the hut and the party wizard immediately goes to attack the Tsar Tank.

He wants to cast Chain Lightning at the tank itself, theorizing that it will kill everyone inside. That just doesn't seem right to me so I say it wouldn't work like that, it would only do damage to the structure of the tank itself, not all the NPCs inside.

This turns into a huge diversion about what kind of metal the tank is, how much it weighs, what the electrical force of a magic lightning spell actually is, and basically just a bunch of not fun talk.

I know these kinds of things aren't always addressed in the rules because it can really bog things down.

I compromised and said if he fires his lightning directly at one of the machine guns or the turret, he could potentially disable it, but he was still really salty about not being able to take down the entire thing in one shot.

How would you handle this? If a guy is wearing Full Plate armor and somebody casts lightning bolt at him, that's not extra damage or anything, right?


Would there be any particular disadvantage to killing Arael and Janiven off near the end of the first adventure?

The reason I ask is it seems my players are completely willing to just do whatever the pair ask of them and I'd like to give them a little kick into self-motivation.

I was thinking of having Arael and Co. arrested by the city while the group is finishing exploration of the Bastards lair. The characters return topside and find that the two are scheduled for a public execution. This would help in a few ways that I can see.

1. Put the players on their own path. Perhaps they discover Arael's notes about the city, serving to give any information they would have otherwise gotten from Arael.

2. Give them some extra motivation in the form of revenge.

3. Make the situation in the city seem worse and the hopes of the common folk dark, leading to a whole night is darkest before the dawn feeling.

Ailyn would still contact the group, since they've become the de facto rebellion presence in the city.

I was also hoping one of the editors could let me know if Arael and Janiven are crucial to either of the final two adventures.


It seems like a lot of you guys at Paizo dig the Cthulhu mythos as much as I do. Just curious if DJ H.P. had any influence on your new campaign world.


There's one in almost every dungeon, and I love that the one in the Lotus Dragon guild hall has "the latest technology in chamber pots."

Just curious if there've ever been any interesting traps or monsters that are in these little 5x10 foot rooms.


Would this affiliation as presented in Hordes of the Abyss be an apporpriate one for the STAP?
Seems like the later Abyssian travel would make for an interesting place to be for a member of the affiliation.


It occured to me after reading There is No Honor, which is great by the way, that my players will immediately want to start moving stuff in after they clear the place out.

Just curious if anyone else's PCs tried this and what your thoughts were on it.


Just curious if you lucky Gen Conners have gotten your hands on this yet. General impressions?


Seeing the other podcast thread made me think how interesting it'd be to listen to an adventure's author and Dungeon editors give a sort of director's commentary on the adventure.

I'd like to hear about what they think works and maybe what they had to change from their original ideas. I'm sure there are some great stories behind the ideas of some of these adventures that most of us would never know otherwise.

Even just a follow-up article on this message board or on the Paizo website would be interesting. Sort of a post-mortem on the adventure.

I'd imagine I could listen to hours of Erik and James talk about some of the thought that went into creating the various adventure paths. I'm well aware that sounds really creepy, but I am very interested in the editorial process of this stuff.


I hate to be the one to do this.

Any ETA on the supplement?

I like to hand out the illustrations to my players and we're about a month from starting The Prince of Redhand.


My group will head to Magepoint next session.

We've been running into a little bit of trouble lately, as most of the party have begun to skew good lately thanks to all of the horrible things they've witnessed, while the party's chaotic neutral fighter has been as stubborn and borderline evil as he's always been.

Even the player admitted that his character is going on a different path from the group and that he's probably one bad choice away from getting into a fight with the rest of the party.

He also feels like he's becomming underpowered compared to the rest of the group, as he's taken almost straight fighter levels.

So, I decided that I'd use Tenser's gift giving session as a way of solving two problems. His conflicting alignment and his relative lack of power.

Tenser is going to take each group member aside individually and offer them a choice of what they'd like from his trove in exchange for the Rod. The other party members will get two nice choices to choose from. Bishop, the fighter, will be baited into choosing one item, and I believe Tenser knows this from the information Celeste has given him about the group.

Bishop will have two choices, the Bullybasher Gauntlets from Weapons of Legacy and something considerably less cool sounding. Tenser warns Bishop though, that the Gauntlets will compel him to consider deeds he wouldn't otherwise consider. Assuming I convey it correctly, he's leading Bishop to believe that the Gauntlets will give him considerable power but change his alignment to evil. So when Bishop dons the Gauntlets and he feels compelled to do good deeds, he should be surprised.

Now, I'm seeing a few potential problems with this. The main one is that the player might feel like I'm tricking him into being good. I don't think he'll have too much of a problem with this since he's expressed concern about the inner party conflict that might be ahead and I imagine he'd rather keep this character, albeit a little differently aligned, rather than make a brande new one.

I sort of figure that if Tenser is willing to give these powerful items to these characters he's going to be damn sure they'll be used for good purposes. And if he knows this one character might hinder the rest of the party from great deeds, he has no problem tricking him into shifting his alignment.

Alright, so sorry this went on so long.

Do you guys think I might be overstepping my bounds with this? Should I ask the player first, telling him what I plan on doing? Would Tenser actually do this?

Also, sort of related, but are there any good pictures of Tenser available anywhere? I thought it strange the adventure offered a giant profile of Agath who'll probably play a small role while there is no picture of the famed archwizard save for the small one where he has the glass of wine.


Recently, one of the players in my game decided he wanted to create a new character, since his old one wasn't really fitting in with the group.

I took the DM's Guide route, which says to allow someone creating a character above 1st level to start at the average level of the other party members. So, he created a 12th level Druid.

One of the other guys in the group voiced his opinion about this, saying that he felt it was a bit unfair for someone to just create a new character and already be the same level as everyone else.

I sort of see his point, but I've already introduced the Druid into the game and feel like it would be even more unfair to just tell that player that they need to chop a few levels off of their already created character.

So, basically, I feel like there's nothing I can do about this now and I just need to hope that everyone gets over it and we can continue to play our game.

Anyone been through this before or have any advice on the situation?


My group is about to start A Gathering of Winds, and I've been looking at some of the rewards they'll get if they make it through.

There's a bard/paladin of freedom in the group who dual wields, so I believe the Sword of Aaqa and the Lightning Sword will be great things for him to find.

Only one problem, and you might've already guessed it. The bard if chaotic and the Sword of Aaqa is Axiomatic.

I was thinking about changing the Axiomatic feature, which is +2, to two +1 features, namely Chaotic Outsiders Bane and Evil Outsiders Bane. Seems like it would still fit in line with the Wind Dukes history while also allowing the bard to use the weapon.

Couple of questions. Is this silly? It seems like I've got to decide what's more important about the sword: the fact that only lawful characters can use it or the fact that it should strike terror into chaotic and presumably evil outsiders.

Another question that arose was if the character was using the sword to fight a Chaotic Evil Outsider, would the two Bane bonuses stack?

Thanks.


After dressing like miners, knocking out one of the foremen working near the elevator to get down into the Temple, the party is greeted by the two Tiefling guards and quickly questioned as to their intent.

The bard bluffs them into thinking that they're delivering a shipment to the temple, and soon one of the Tieflings goes in to check this out with Theldrick.

The party immediately attacks and knock the other Tiefling unconscious. When trying to figure out what to do with the body, they decide to throw it in that big, black, pool they saw when they came in.

I was so taken aback by this suggestion that I let it go without any repercussions really. There are lawful characters in the party who just let the other guys knock out the Tiefling, who hasn't done anything wrong as far as they know. Not only that, but then one of the good characters decides to just throw him into the ritual pool! At least the cleric of St. Cuthbert tried to protest this part of the whole deal.

I'm thinking of upping the HD of the Ebon Aspect or something as a sign of the extra 'sacrifice.'