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Hey guys,
Right so my players are nearly done with runeforge, they have one wing left. Thing is they triggered the kazoug statue quite early on but spent a further 4-5 days in runeforge as they wanted to complete all the parts.
So, with the beginning of the next chapter I was thinking of adding in that when they return to sandpoint it as been under a heavy attack by rune giants, many dead, buildings destroyed. They let Ironbriar go in the second chapter so Im having that he was recruited by kazoug shortly after and is the one who tracked down their base of operations and lead the rune giants on the town. Brodert will be among the many casualties, he has been a big help to them and i think he is the npc they are the most attached to, or the only one really.
The reasoning behind this is two fold, one, currently they are just going through the motions of the campaign, they are enjoying it, but they have no real want to stop kazoug other than the fact that it is the campaign they are doing, killing brodert might encourage some actual vengeance wanted. Secondly, i want their to be a consequence of kazoug knowing very well who they are and what they are trying to do and this seems fitting, that he would send rune giants to lay waste to their home settlement.
My question is, do any of you have any ways to improve on this, or, do you think I shouldn't do it and stick with what's written?
p.s Getting the information to find the dwarfs shouldnt be a problem, either the player who comunes with dead everything will comune with dead brodert, or ill easily find a way to have brodert have written them a note about it, perhaps ironbria paid him a visit shortly before the attack to get information and brodert realised something was up, but had enough time to write a note incase he died.
Also I take into account my gm'ing with this, im the kind of person who if the monsters destroy the players but someone has a cool idea that goes against the game mechanics that could save them, ill let them try it cause its fun and i want them to feel like they accomplished something awesome.
I try my best in my games to challenge the players but constantly being careful in case they die, the only times anyone has died is the unfortunate random crits.
But I play with a bunch of friends who are tabletop vets at this point so dont take the piss or call out rules etc, they just go with the flow and have fun.
wraithstrike wrote:
ok, so PC's can still have magical gear?
Yeah, magic items would be harder to buy as no one is making them, but i would let them find alot of old magic items while dungeon crawling etc.
Maybe have shady back alley dealers who sell scrolls in secret.
Sorry I think my point may have came across wrong, its not going to be NO MAGIC! exactly, it will be a world were it is forbidden to practice magic of any kind under fear of death.
Their would still be people out their doing it in secret, good and bad as basically the main people who have outlawed magic would be evil by this point as mass slaughter etc.
Well i'd be the GM and yeah all the monsters would have any magical bits and bobs removed if possible, the creatures that have spell like abilities etc would be among those hunted and destroyed by the "overlords"
It's likely someone in my group would want to risk it and play a caster anyway just for the fun of not getting caught, it might make it interesting for social interactions or if anyone sees them casting etc.

Hey guys, first of all me and my group are nearing the end of Rise of the Runelords and we've had allot of fun.
Recently, the sorcerer and the wizard of the group were jokingly discussing taking over the world at level 20, or a part of it, and outlawing any magic both arcane or divine, so no one can over throw them, basically having all magic users rounded up and executed, all knowledge of the arts banned, religion would still be allowed but clerics/paladins are forbidden from practising divine spells etc.
And it got me thinking, that would be a fun system to try out, I could gloss over the hows and why it happened, big wars, many deaths, dozens of years into the future of golarion, people would be practising magic in secret as if caught they would face death penalty, so any caster classes people wanted to play would have to try and be sneaky about it.
Anyway, so that could happen, but as for an actual campaign, im terrible at them, running pre-written ones i can do fine and coming up with stuff on the fly, but a main story I cant do.
So my questions are, what do you think about a world in which the above happened, and are their are adventure paths that could be run in a world like that?
please and thankyou.
Random easy question, Just reading true strike and it says "Single Attack"
Does that mean what I have always assumed it meant, and you get the +20 to your next attack, ie the first attack of a full attack action.
Or does it mean it can only be used when you perform a single attack and not a full attack?

I'm thinking this, ive kind of made my own thing with the shimmer glens Away of what it probably is but bare with me.
When they return to fort rannick as they still need to go and deal with Barl as last time one of them died and they just managed to escape.
Their will be a convoy of battle imps outside guarding an envoy who has come to escort the wizard to the shimmerglens to stand trial at a sort of tribunal thing, were lamatar will be the voice of the trees (who are actually oakmen, i decided several very old oakmen are like elders of the forest here and they were travelling through the trees watching the party when the "incident" occurred.)
If the wizard comes i will have a little trial thing, basically she can try and bluff her way out of it but as the oakmen saw what she did she will be at big penalty's to her bluff.
If she tells the truth (which she has told me out of character that she didnt expect it to actually kill the pixie and felt bad about it) then the elders will believe her and judge it as accidental murder, and if she pays for the resurrection cost of the pixie and swears never to return to the shimmerglens then the case will be closed.
If she goes on about still wanting pixie dust then lamatar will state that her greed is an insult to the glens, however, she is welcome to ASK a pixie on her way out.
Then it will be a case of diplomacy checks with penalties after what she did.
Thoughts?
To be fair, she asked yap for pixie dust, but when they first met I went with the fact that he didn't know her, so he said their is no such thing, just a rumour, then after the raising I had yap continue the lie because it was funny, but each she went too far, and she is CN... For now.
So my players just returned lamatars body, all went well, scorcerer got the nymth boon and they were leaving the Forrest, however, the wizard decided she really really wanted some pixie dust so she sent a lightning bolt at a pixie and killed it in one go.
The trees all started speaking to each other sending a message back to the new guardian telling him what happened and to come quick, so the party did a runner out of the Forrest.
I'm thinking of having them summoned to the shimmer glens to stand trial or lamatar will take away the boom and maybe even issue a threat to fort rannick as the wizard is currently it's new lord.
Then if they come and manage to bluff their way out of it then lamatar will offer them some pixie dust as a peace offering then the matter is settled.
So two questions, what do you think?
And what kind of creatures other than pixies would be in the shimmer glens, I'm thinking big body guard type things in case it kicks off so the players can have a big fight?
Hey guys,
Long story short, I'm running rise of the runelords, it's been going really well so far, until he sorcerer got his hands on hungry pit.
He's level 10 so it's a 100ft drop and he keeps using it, I'm worried it's going to become a regular thing and so far everything has fallen in and it's just basically killed everything that fell.
If he continues using it all the time and specially if he uses it on board straight away then I would like some advice on what to do, I don't want to outright take it off him so any suggestions?
I'm contemplating it destroying any loot the monster had on it as it's all just mashed to bits.
Thanks for all your input, I should explain we ran an adventure of my own design before we started rotrl as we wanted to see if we liked it, the guys realy liked their characters so we stuck with them on going into the campaign, so they are just short of level 9 now, which I think is why they want to go hunting a hill giant so they can level up.
So that is 6 level 9 characters that will be going against her.
We have
7 paladin/1 holy vindicator
8 Evocation Wizard
8 Aberration Sorcerer
8 Rogue
8 Monk
1 Wizard/6 Ranger/1 Arcane Archer
All with magic items as the wizard has a ludicrous spellcraft and so can create pretty much anything at the moment if she has the money.
I do like the original version, thanks I will use that.

Right, Been running rise of the runelords for a few months now, I love it, the players are loving it, their are 6 of them and have progressed quite well so they are cake walking everything but still enjoying it and that is the important thing.
They just dealt with the Sevens sawmill in chapter 2 and will be going onto Xanesha in the shadow clock next, however they let two of the cultists escape the seven sawmill.
Now, I hinted to them that they would be warning xanesha, but they chose to take a couple days rest to make items and hunt a hill giant for some reason.
So I was thinking about putting the shadowclock on extreme mode, any advice for this, keep in mind they usually cake walk bosses because they get 6 turns for every one of the bosses and some of them use magic, and have allot of it to spare, and we have a monk who flurry of blows heads of in 1 round.
I was thinking of having the scarecrow in the room with her, so they have to deal with both at the same time, aswell as possibly giving xanesha a 1 charge magic item of mass inflict serious wounds.
They are all on quite high health at the moment so it will just be something to strike fear in them really, like a oh shit we dont have that big buffer of health to keep us safe anymore.
Ideas?
As it stands, the wizard in my group is using magic misiles allot, which she can do, she has the spell slots, anyway she is evocation, and usually rolls a d4+1 for each misile, then adds her Intense spells for being evo to each missile, so that is an extra 4 on each as she is level 8.
So, last night she hit an npc with the 4 missiles she has, they came up 4, 5, 3, 4, plus the intense spells for each missile means, 8+9+7+8
So that is 32 damage right of that bat that cant be avoided unless they have SR, and can cast them 7 times a day atm.
This all seemed fine to me till i read the Intense spells rule
This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays
so have we been doing this right, if not how does the damage for magic missiles work with intense spells?
Thanks, I'll do that, they havnt made a connection yet. But I did make sure to use Ibor Thorn to express how greedy harker was, and the sheriff said that he assumed the con-men had finally filled their pockets too much.

Hellooo,
Right, players are about to head to the hambley farm to deal with the "scarecrows", they have a holy vindicator, a wizard, a sorcerer, a rogue, a monk and a ranger/sorcerer whos becoming an arcane archer.
So far they have pretty much destroyed the campaign, they are having fun and so am I, but things are way to easy.
I buffed up the malfeshknor fight to give them a real sense of fear that combat is getting harder, and he did almost kill one of them.
As for the Hambley farm in skinsaw murders, having the ghouls in the barn and some out on the scarecrows, the players will down them easy, i know they will.
So instead to bump up the fear of this chapter I was considering having their be evidence ghouls were at the farmhouse and barn, but no sight of them, then as they are searching they will spot things moving through the cornfields towards them.
Basically have it all night of the living dead style, give them a chance to barricade the front door and have a dozen or so ghouls charge the house, if they deal with them easily then send another wave with the ghast, probably have evidence on the ghouls of former life indicating they were people from nearby farms or villages.
Is this a bad idea, should I just stick to the script and let them walk through without real risk?
Hi Guys, Bit lost on this and would appreciate your input.
My players just got through the Habes Sanatorium part of Rise of the Runelords, and long story short the necromancer got arrested.
They are now considering being Habes benefactor instead so they can make sure the place is run properly and have somewhere to retreat to. I estimated this with habes wage, and food and drink needed for the workers and the inmates as 50g 2 s per week. That seems fair.
But how much would it cost if they wanted to outright buy the sanatorium from habe, anyone have any clue what so ever?
Dang, oh well, to be fair my players are all mature when it comes to this kind of thing and specially the monk, he wouldn't abuse something just because he has it, and as it is already made I plan to let him keep it, but i'll roll a random spell that was made into it that the bracers can cast, not the monk. I'll just put it down as the wizard got extremely lucky and somehow trapped a random spirit inside the item as it was being created.

Hey, im currently gm'ing for the first time, we just got to the end of burnt offerings in rise of the runelords and everything's going smoothly and they are having a great time with it and the story.
Anyway, we have a wizard who made some bracers of fatigue last night, i read the rules on intelligent items and took the 1% to mean that every time an item is created it has a 1% chance, so naturally she made the item, i rolled a percentile, and 001 came up, so i took that to mean it was intelligent.
Problem is i didn't really understand the rules for the rest of it, it seemed to be more for if you are purposefully creating it, so I just decided to have the person roll a d% for each of the tables and that's that.
So now our monk has some bracers of fatigue, they are intelligent, lawful good, have empathy, can decide to change shape into something of the same size when they want to, has a purpose to hunt/slay all with the chaotic evil alignment, and can cast a 7th level spell at will.
My questions are as follows.
Did i do this right, or have i let something to powerful into the game? obviously it has a mind of its own so I decide what its thinking etc, but still, a 7th level spell at will?
Which brings me to the spell, what are the rules on it, does it have access to all 7th level spells, can it cast it once a day, or as many times as it wants.
I was considering having the player roll random for a 7th level spell each day and the bracers will let them cast it (assuming the player is pursuing a chaotic evil npc)
Thanks this has been a great help, Im currently running the Rise of the Runelords campaign and we have just finished burnt offerings, my players are all long term tabletop people who have wanted to do pathfinder for ages and are really enjoying it as am I.
This question came up as the guy who plays a paladin asked about becoming a holy vindicator.
Also if when we eventually finish the campaign and they want to continue I'm going to follow the advice in the book and have them initiated into the pathfinders and as their first mission have them travel to the planet Castrovel, a world i really like the idea of. Assuming we get that far, fingers crossed.
Thankyou, that makes perfect sense xD, one more thing then, what is the xp advancement for people beyond level 20? or can you just not take another class/prestige class by then?
ohhh, so is character level the combination of the class levels? so a level 12 paladin/level 4 rogue is actualy Level 16, and to advance in either class would need the xp to go from 16-17?
God i feel foolish, i'm still not getting it, or im not asking the right way.
So if a, lets say rogue, level 13, also had ranger level 4, if he wanted to go from ranger 4-5 it would cost him the same amount as if he was going rogue 13 to 14?
And if that is the case how does someone at level 20 take a prestige class? is each level always the xp from 19-20 ?
Hey,
I have recently gotten into the world of pathfinder and have a question I cant find the answer to anywhere, or if it is I am somehow not realizing it.
What kind of xp track do multi-class and prestige class follow?
For instance, if a player got to level 12 Paladin, then decided to take his next level as a holy vindicator, does his progression through 1-10 of that new class go off the basic 1-10 xp table?
Or does it cost him the amount from 13-14 on the xp table to get to level 2 of the new prestige class.
Same question as for multi classing, if a player gets to level 10 and decided to take a level in another class, does he only need the 1-2 xp to get to level 2 of his new class, but needs the 10-11 to level his original class?
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