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RPG Superstar 6 Season Star Voter. 86 posts. No reviews. No lists. No wishlists.


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Not 2e specifically, but do a search for Forged In Shadows by MDG.

Pythos wrote:

Since Pathfinder 2e now has rules for 0 level adventurers, has someone found a good way to implement this in their campaign?

I'm about to start DM'ing Abomination Vaults (likely preceded by Menace Under Otari) and am leaning towards starting the characters at level 0, per the Variant Rules in the GM Mastery Guide, as an origin building mechanism.

It seems anyone who has actually experienced starting off their characters at level 0 has really enjoyed it, so I'm keen on giving this a try for my players.


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In the wiki information, it says that before he was beheaded he resided in a pocket of the Maelstorm called Sydrixus.

After the PCs defeat Ydersius (technically his avatar), what plane do you think he retreated to or is located in?

In our version of this adventure, the PCs successfully behead Ydersius, but not before he places a terrible curse on the PC that delivered the final blow. In order to lift this curse the PC must travel to the plane that Ydersius is located, challenge him to a fight 1-on-1 and defeat him in combat.

Thanks in advance for the suggestions!


Lemartes wrote:

So I was kinda right... They can see through themselves from inside their own mouths.

"You peoples are weirdos!"

You nailed it Lemartes, lol


LeMoineNoir wrote:

All it seems to say is that they believe they see better out of their mouth. Their normal eyes still work, and there are a handful of pictures of them without their face wrappings out there, they just prefer their third eye.

Though they were created by the Oinodaemon, and can only procreate with actual daemons, so I don't think normal physiology is meant to apply. They might just be transparent on the inside or something.

Thanks LeMoineNoir, appreciate the insight.


Which doesn't seem to match their high perception skill.


And their peripheral vision must be terrible.


LeMoineNoir wrote:
According to Darklands Revisited, they actually see out of an eye that's in the back of their mouth.

Oh wow, interesting. Thanks, LeMoineNoir.

Though doesn't seem practical. I guess they just walk around with their mouths open all the time? Did it give any more details?


Lemartes wrote:

Most of their parts are see through right? So they look through the back of their heads!

Yeah I don't know. :(

Lol


Every illustration I've seen of urdefhans (particularly in the Thousand Fangs Below AP) shows the urdefhans wearing what looks like leather straps covering their eyes.

How do they see this way?


*Bump


Thanks guys! I really appreciate all the feedback. It's interesting to see others perspective on this.

I like the idea that Quantum Steve proposed, which is how I've been handling it. For instance, one time they telelported right in the middle of a massive battle that was already taking place by two warring sides. In that case I made the DC very high, and only rolled for a few NPC' that were nearby, and they got the surprise round that time. On an earlier attempt to teleport into an Intellect Devourer's chamber I made the DC lower, as the ID was already aware of them from a previous encounter that they retreated via a teleport spell, so he was well aware they might pop back in at any time.


Vicon wrote:
You're displacing a lot of matter and air. In addition to any kind of "magic" noise it made (which is GM discretion) I'm sure you'd be able to hear the targets arrive/land/whoosh whatever.

That's my thought as well. Do you think it would be enough that it would prevent them using it as a "surprise" tactic when teleporting into combat?


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Also, did anyone flesh out the long ziggurat up on the ledge on the far right of the map of Ilmurea.

Knowing my players, to them that sticks out like a sour thumb and will likely want to investigate it. Just curious if anyone else took the time to flesh it out, or have any suggestions.

Thanks!


Aside from the verbal component aspect of the Teleport Spell, is there any sound created either when the teleported creatures leave or arrive? Seems like their might be like a "whoosh" sound created, but interested in others opinions.

My players are lvl 13 now and started using it more often in and out of combat. How do other GM's handle this?

Thanks!


Anyone?

Hunch wrote:

Has anyone reproduced the Silent Warrior in Hero Lab yet? I have a player who is interested in playing that class in our home game.

http://www.d20pfsrd.com/extras/community-creations/cartmanbeck-s-lab/multic lass-archetypes/silent-warrior-fighter-rogue/

Many thanks!


How come the buildings and such outlined in "Sights, Wonders, and
Mysteries of Ilmurea" section are not noted on the map? I assume the big gaping hole near M3 is the Arena of Human Apostasy, but what of the others?

Thanks!


Has anyone reproduced the Silent Warrior in Hero Lab yet? I have a player who is interested in playing that class in our home game.

http://www.d20pfsrd.com/extras/community-creations/cartmanbeck-s-lab/multic lass-archetypes/silent-warrior-fighter-rogue/

Many thanks!


Has anyone reproduced the Silent Warrior in Hero Lab yet? I have a player who is interested in playing that class in our home game.

Many thanks!


walter mcwilliams wrote:
justaworm wrote:

I think that however much you want her to be able to fill in for the PCs as appropriate. She seems to be there to help shift the focus of the campaign from exploration of the lost city to more hazardous exploration of the darklands below.

Your PCs may need more or less motivation to make the transition. If they are eager to explore and like to figure things out on their own, then you can have her provide little known details other than "the serpent folk are up to something". If you don't think your PCs are going to jump at the chance to go down into the darklands, then you can arm her with much more knowledge.

I recall from the GM forum that more than a few people pulled Eando out of this altogether and just gave Juliver the level of info the PCs needed.

I agree with justaworm. When I gm'd I came up with a pretty detailed escape since my party had lots of questions, though I allowed her fugue state keep all the plot spoilers enticingly close but still so far away.

Juliver became a more important NPC for the party than I initially thought when I was scripting the adventure helping drive the plot with sudden memories of her time in Ilmurea, though by 1000 fangs she was a behind-the-scenes player.

I guess if you're players are any faction other than PFS then removing/replacing E Kane seems appropriate.

v/r

Thanks guys, I appreciate the input.


*Bump


I'm reading through Vault's of Madness and its not clear to me exactly what Juliver know's about what is going on below in Ilumera. It just says, "The serpentfolk there are on some sort of mission, under the leadership of a powerful priest."

What details does she know? Is that the extent of what she knows?

Thanks!


GM Rednal wrote:

That said, Sunbeam in general does appear to be awfully narrow in its list of targets for that added effect... XD

That was my thought as well. It seems by the wording that that special effect only affects UNDEAD that are sensitive to light.


Bob Bob Bob wrote:
Vampires. Duh.

Doh! I must admit, that one totally slipped by me.

What are some other light sensitive creatures, or are vampires the only one?


One of my players has a sword that can cast Sunbeam. In the description of the spell near the bottom is states...

"In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save."

We've been playing for a few years now and we have yet to encounter a creature that specifically says it is sensitive to light, which always draws a frown for my player when she tries to use the sword on a new type of creature and I tell her, "Nope, not sensitive to light."

Is there a list by chance somewhere that lists creatures that are specifically sensitive to light, or can someone give me some examples of some?

Or are most undead naturally sensitive to light and I'm overlooking something?

Thanks!


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Oh great! Thanks Kalindlara!


Wondering if a creature that was turned into stone by a basilisk be dispelled, or is it permanent? If not, would Stone to Flesh spell work?

Thanks!


Looking for any info on Jalkara Kal, the Prince of Dreams. Thank you!


Thanks Avoron!


Question regarding the use of the Teleportation spell. When used, do the travelers temporarily travel through the Astral plane on their way to their destination?

Just curious about the details behind the curtain, if you will. Trying to make the description a bit more dramatic, other than, "Ok you cast the spell, [rolls dice], ok you make it."

Thanks!


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I like some of these. Well I like them all, but for what I'm looking for, some seem too powerful. I may use some of these or modify.

Appreciate the input!


Davout 1806 wrote:

Dela,

No problem. They're great! Thanks a lot.

Hi Dela,

My group is started CoSS this week and I would love to have a copy of your maps and reference pics.

My email is: michael_walker69 [AT] yahoo [DOT] com

Much appreciated!


Nadir-Khân wrote:

-Question concerning the Seven Spears-

1.) Spear of Righteous Anger
2.) Spear of Wealth
3.) Spear of Honest Pride
4.) Spear of Rest
5.) Spear of Eager Striving
6.) Spear of Abundance
7.) Spear of Fertility

And if there are already information on this topic, plaese share a link.
Thanks!

If you were to construct a magical spear, that lets say, was split into 7 sections, what magical properties would you assign each section of the spear based on the seven virtues above? And if say, a party were to collect all seven sections and reassemble the spear, what magical properties would you assign to it in addition to their separate parts?

Or if you prefer, have seven different spears that could all be combined to form one truly awesome magical spear.

GO!


Great works guys. Sad to see this thread sort of die off, but its a good start.

`Hunch


JDLPF wrote:

Yeah, it was a much needed clarification of the rules. Aquatic Adventures cleared up a lot of miscellaneous questions about underwater combat and movement and I highly recommend picking it up.

So yes, essentially Freedom of Movement lets you move a quarter your land speed as a move action, or half your speed as a full round action, per the Swim skill rules, and you automatically succeed on your checks.

Otherwise, if you gain a Swim speed from a different source such as a spell, this overrides the previous speeds.

Ahhh, that makes much more sense! Thank you _Ozy_, JDLPF! Much appreciate the clarification guys.

~Hunch


Thanks Gauss!

So I guess, armored or not, whomever has the FoM spell cast on them can travel in any direction they choose without having to make swim checks? Is that correct?


If someone who is wearing say plate mail armor and has the Freedom of Movement spell cast on them underwater, do they sink to the bottom but can still move and fight normally? Do they need to make swim checks? Do they just float about?

I understand that it doesn't grant them the ability to breath underwater, just trying to understand fully how this spell would work in this situation.

Thanks!


Great info, thanks!

Whats the difference between summoned and called?


Devils, what happens to them when they are slain on the material plane? Is anything left behind?

Lets use the Devil, Hesperian (Accomplice Devil) as an example.

Also, can Devils only be summoned to the Material plane, or can they travel here on their on accord.

Thanks!


Thanks Dragon!


Ok, that's what I was thinking, just wanted to make sure given the nature of the spell.

Thanks!


Hey Guys,

I'm wondering if someone outside of a campsite hidden by the Hide Campsite spell would be able to detect its presence with Detect Magic?

If not, what other magical means could someone use find a hidden campsite by this spell?

Thanks!


My group is about to make it to Tazion. Re-reading through this section it isn't clear to me how the Idols functions, as far as, how and what do they reveal when destroyed?

What exactly does each Idol reveal?

Any clarification or assistance is greatly appreciated.


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This is great stuff. Thanks guys! This helps quite a bit. Much appreciated.


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I'm running my PC's through the Serpents Skull AP and they encountered Jigeke the Exile in the Race to Ruin module. Anyway, one of them got zapped for (4) negative levels during the encounter from his Enervation spell.

My question is three fold, first, when a character is afflicted with negative levels, what do they actually feel or experience physically? How would you describe it to them what they're feeling from the effects of the spell, both as the spell is taking effect and how would they feel afterwards? Trying to assist my PC with role-playing his affliction.

Two, how does a healer using magic or mundane skills (healing skill) determine medically what has happened to them?

Three, is there a way magically to restore the negative levels? The spell says they wear off over time, but wondering if there is a way to "heal" or "cure" the affliction without having to wait it out?

Thanks much!


Hope I posted this in the right place...

I'm looking for information on what would a Pathfinder Society Venture Captain would require (or the Society in general) for PC's to join? This is strictly from a role-playing aspect.

Are there contracts? Is there a ritual or ceremony? What does the Pathfinder Society expect from their members? Is there a code of conduct? What do the PC's get in return? Are there any benefits other than being sent on dangerous quests? Is the PF Society a secretive group?

Is there any good source material on how the inner workings of the Pathfinder Society works?

Any information or insight would be great, thanks!


Gilfalas wrote:
If the heart was
Quote:
magically removed
and the body was
Quote:
put into a magically alter state in which it was not alive nor dead (stasis), and left the heart pumping
then just let the party put the heart back into the paladin, reconnect it with a strong enough cure spell (regenerate is not technically needed since they HAVE the organ and do not need to regrow it) and have a remove curse end the magic that the evil group used on the Paladin.

I was leaning towards this as well. Thanks for the input!


Quote:
If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive.

Does anyone know of any pre-exhisting magic items that act like the Sending spell or utilize the Sending spell?


Drahliana Moonrunner wrote:
It's important to remember that the rules regarding magic item creation are intended to circumscribe actions by player characters... not the DM.

Agreed, I just was wondering if their were possible items that already exist within the PF universe that would work.


Drahliana Moonrunner wrote:
Hunch wrote:
Drahliana Moonrunner wrote:
You need to understand that the situation you're in is not covered by rules. You're pretty much in Ask Your GM territory and hop that they allow a knowledge roll which can put you on your way.

I am the GM. ;)

I'm looking for other ways that might help them in their current situation, besides the ways I mentioned.

Since you created the extra-rules situation, you need to decide if there is an extra-rules solution. Preferably you should work out a couple of paths to this solution, which should be some kind of special ritual. Give them appropriate knowledge roll DC's or have them contact some kind of sage who can put them on the path. Which is pretty much what I would do if I had set this kind of situation up.

In other words give them the chance to discover more choices than what you've laid out.

The key art to being a GM is being flexible enough to dance on your feet while quoting the Magna Carta.

That's why I'm asking for input from fellow GM's. They know a few ways that they could possibly bring their friend back to life. They've discovered them through role playing and making Knowledge checks.

What I'm asking is for ideas for other possible ways to solve their problem so that I might be able to work them into the game.


Jeraa wrote:
Hunch wrote:

Hey gang,

I'm looking for either a spell or a magical item that can transfer messages over long distances. It doesn't need to be able to communicate both ways.

Any ideas?

How long is a long distance?

Message has a range of a few hundred feet.
Whispering Wind goes a few miles.
Sending can send a message to anywhere on the same plane.

The ring gate magic item has a range of 100 miles, though you are limited to passing notes to that one single gate.

It needs to be able to travel at least a few hundred miles. The Sending spell seems like it would fit that bill.

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