The Cinderlander

Jimmy "Big Daddy" Ho-Chunk's page

72 posts. Organized Play character for xammer99.


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Thank you!

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hello,

I'm curious why Pathfinder Hollow Mountain #3 is unavailable as a kindle book on Amazon? I've gotten 1, 2, 4, 5, and 6, but #3 isn't available.

Any idea why?

Thanks!

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Yes, in book 4.

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As a web developer for a university...

A Rogue with lots of ranks in:

Bluff
Craft: Website
Diplomacy
Knowledge: Engineering
Knowledge: Arcane
Knowledge: Planes
Profession: Artist
Profession: Barrister
Sense Motive
Sleight of Hand
Spellcraft
Use Magic Device

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I've never done a PBP game before but I'm really interested doing so, further I've always wanted the opportunity to play in Council of Thieves.

So I'm definitely interested!

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Thanks for the feedback, but I honestly need something that slots into the 1st part of book 1.

Spoiler:

When the party is trapped underground and level 1/2, after the attack on Kenabres but before Neathholm is reached.

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Hey all,

Without spoiling anything for anyone... I need a recommendation for a good filler module/pfs scenario to slot in for a night that that my group will be short a player.

The party just met Lann & co, so it'd need to be underground/dungeon crawly.

Thanks!

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I knew you'd get it if you applied!

Boiler up!

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El bumperino so that someone will hopefully please help!

Thanks!

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If a wizard teleports himself and his friends into a teleportation trap, is there 1 save for the wizard? Or is there 1 save for each person being teleported?

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I really enjoyed that! The fight was very well done and I was easily able to visualize the action you were portraying. Great job!

I hope you write more, especially on subjects like this one where it's more "mundane" (e.g. human v. human) rather than fantastical. Such things are a great source of inspiration for gming!

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Hey folks,

Out of curiosity, does anyone have an idea of how much "game time" a Wrath of the Righteous campaign plays out in? 1 week? 1 month? 1 year? 10 years?

Thanks!

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stuart haffenden wrote:

A better option, imo, would be to half the number of tiers the PC's gain and maybe cut out the few mythic abilities that have been repeatedly highlighted on this forum.

Or

Cut out the problems and either make the stat increases +1 or make them have to be applied to different ability scores to avoid crazy-high damage/DC's/etc.

I think cutting the mythic rules completely would be a real shame because the 'problems' that have been pointed out are easily fixed and you could even tell your players that you may alter others if you feel, in game, that they are going to throw out the balance of the AP. Mythic rules, in general, are very good.

Thanks for the feedback Stuart.

Out of curiosity, has anyone compiled a list of good things to cut out somewhere and I'm just not seeing it?

Thanks!

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After doing some thinking, I'm currently leaning towards the following and I'd dearly love some feed back on it.


  • 20 point buy on statistics with nothing lower than an 8 or higher than an 18 before racial modifiers.

  • Nixing the advancements you receive (feats/abilities/etc...) that you get as you raise in tiers, but keeping the Tier structure itself to award a +1 to an ability score each tier (total of +10 to ability scores), a bonus feat every even level (non-mythic feats), and Tangent's idea on Hero Points.

I'd like to be able to run the AP largely as written with the bad guys being "Mythic", but I don't want things to be 1 shotted. I want a degree of epicness to it.

Thanks!

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First off, thank you _VERY_ much for your replies!

I do have a few questions/comments


  • Tangent101 - I Love the Hero Point idea. That is very solid.

  • Tangent101 wrote:
    The maximum number of Hero Points they get is their Tier +3 (thus 4 Hero Points at Tier 1, etc.).

    Do you envision the tiering adding anything else? or just more Hero Points?

  • Tangent101 wrote:
    If you don't bother using the Mythic abilities of the enemies (outside of passive skills that are incorporated into skill-blocks) then the Mythic villains won't be significantly overpowered. The players should be able to prevail against most of the foes (though they will likely want to run when it comes to Demon Lords).

    Suggestions on ways to make it so they could have a chance against say Baphomet & Deskari?

  • Tanget101 & Krinn - Do you feel there is anyway to use the bad guys, as written with mythic abilities without opening up the full range of mythic rules to the players?

    For example, fewer tiers? No mythic feats? Higher Point buy for stats? A hack job on mythic to do hero points AND stat increases without the full range of mythic abilities? Or is it better just to scrap it all, use hero points and go from there?

Thank you all so much for your help!

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hey folks,

So I'm gearing up to run my next AP (my RotRL campaign is winding down) and my players are indicating they'd love to play Wrath of the Righteous and I'm pretty interested in it as well. I'm currently doing a read through and the story line is pretty awesome for 1-3 (not gotten to #4 yet), and the feel is very enjoyable as well.

However, I'm hung on the big question. Do I incorporate Mythic Rules or not?

So, I'd like to conduct a bit of a poll.

1. If you have, or are going to, run Wrath of the Righteous, would you do so using the mythic rules or convert it to non-mythic?

2. If you were going to run it as non-mythic, how would you convert it?

3. If you were going to run it as mythic, what would you change?

Thanks!

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Out of curiosity, is it possible for a lich to inscribe a permenant symbol of spell on himself, say his chest, and keep it covered with clothing until needed?

Thanks!

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Hello,

I can't find anything that says either way. But does anyone know if a trapped target with them? Or is it just their body sans gear?

I ask because a PC of mine has offended a pit fiend and forced it to "serve him for a year." The thing will offer him 3 choices to conclude their bargain, one of which is "serving his every need for the remainder of the duration of their bargain. " It seems a fine way to do this is via trapping the PC's soul for the year so he can be most easily and efficiently served.

Spoiler:
This is a result of the dam set up in Hook Mountain Massacre.

Thanks!

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Hendelbolaf wrote:
Yes, contrary to some opinions a Golem is not an object so Teleport is not subject to Spell Resistance so it bypasses the Golem's Immunity to Magic.

Thank you!

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hey hey,

Is it possible to teleport somewhere and take a golem with you? i.e. a friendly one.

Thanks!

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thelesuit wrote:
Tangent101 wrote:

Just as an FYI, the flood was caused because of the sudden release of water from the initial break in the dam. This is why there is a surge of flood water, and then it recedes. It was in essence a flash flood.

This is why opening the floodgates is needed. It will cause water to rise again... but will reduce pressure on the dam and in turn reduce the threat of the dam breaking entirely and flooding the entire region (and killing over a thousand people in the various riverside communities).

So the floodgates are currently closed, yes?

The Deep is filling and more pressure is being exerted on the dam.

But the ogres have created a spillway -- which will function the same way the floodgates do. When the water reaches a certain level it will flow over the spillway created by the ogres.

If you open the floodgates, the water will not reach the spillway and flow out of the bottom of the dam instead. Yes, this will reduce the pressure on the dam. But the spillway is doing that anyway isn't it?

You could argue that the spillway is insufficient to provide adequate relief of pressure. Which is fine.

The whole flash flood thing should be a non-issue. In the past the water of the Deep would reach X level (or pressure or whatever) and the pit fiends would open the flood gates. Whoosh! The Skull River and Claybottom Lake would flood. Every year. That is how floodgates work. In fact I would venture that the flow caused by the floodgates would be much stronger than that caused by the ogre spillway (given that the floodgates have more pressure behind them than the top of the dam).

CJ

I'll agree that the flash flood is a little dubious, not huge, but a little dubious. But I can see how in previous years it'd have flooded as well.

Regardless, the ogre created spill way means the dam is gone regardless of what the PC's do. They wrecked the structural integrity of the dam so it's only a matter of time before it goes. That water is pouring through means it is going MUCH sooner rather than later.

So in retrospect, I'd have the PC's find some what to encounter the ogres there before it's structural integrity is compromised.

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Quote:
2Handed Fighter 3 (instead of Armor Training, make a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. Feat: Cleave
pfsrd wrote:

Overhand Chop (Ex)

At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.
This ability replaces Armor Training 1.

You only get the damage bonus when making a single attack or a charge. So it won't help on iterative attacks or cleave.

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Hello all,

So, I’m about to have FotGS go off the rails and I’d like some advice, and yeah… I know this is LONG, but I wanna make sure I’m not being TOOO much of an ass here since this has the potential to either end the campaign or take it in a mythic direction.

This whole thing is spoilery as all hell, so be warned.:

Background: The PC’s fought the raid and managed to kill the dragon, several giants, and Nualia (she’d been captured and later escaped in BO). They then tracked down Teraktinus and the surviving giants and killed them just north of Wolf’s Ear, rescuing the prisoners and then teleporting everyone back to Sandpoint over the next few days. They further managed to capture and interrogate one of the Stone Giants, but did not ask about Mokmurian’s plans, only who he was and where he was based before they executed him. They then returned to Sandpoint and then split the party with 4 going to Magnimar with the intent of taking some undefined amount of time off to craft magic items and retrain and the 5th staying in Sandpoint.

I, the GM, knowing that Mokmurian is going to launch his invasion wanted to give them a LITTLE hint, so I hit them with a bit of a clue hammer by having Avaxial warn the Hellknight PC that he should act, lest in his sloth he be acted upon, and they seemed to get the hint that a long break now might not be the wisest course of action. Further, I’ve warned them that the bad guys have their own agenda and will be acting on their own timelines, rather than waiting for the PC’s to come and find them sitting around.

Background pt2 - Magnimar’s situation: Long story short, Mokmurian & Galenmir have another agent in Magnimar that has been keeping the place in a reasonable degree of Chaos by orchestrating the overthrow of Lord-Mayor Grobaras and then charming the Sczarni leadership into mounting a rebellion against the triumvirate of Lord-Mayor Hobart Deverin, Commander Odinburg, and Captain Uriana. While the rebellion has no chance of success it is keeping Magnimar’s army & watch occupied in suppressing it. As it stands now, the rebels have been forced back into Rag’s End and the place surrounded while the Hellknights and watch work on clearing out the place. NOTE: Deverin & Uriana both have been charmed by Mokmurian’s agent who convinced them to employ the Hellknights, knowing that their heavy handedness would prolong the fight longer.

The current game date is 1/22/4709 and the PC’s are in Magnimar.


  • 2/1/4709 - The Frost Giants join Mokmurian’s army at Jorgenfist.

  • 2/2 & 2/3 - Mokmurian & Galenmir recall their forces from the mountains & make final preparations to march.

  • 2/4 - Mokmurian’s army marches from Jorgenfist. His army is composed of 2 Red Dragons, 2 Lamia PRiestesses, the Stone Golem, 10 Dire Bears, 10 Mammoths, 1 Taiga Giant, 50 Ogre Fighters, 33 Hill Giants, 10 Runeslave Hill Giants, Lokansir, 115 Stone Giants, 4 Stone Giant Chiefs, 18 Frost Giants, Enga, and 2 Troll Fighters. He’ll leave behind a relatively token force of 10 stone giants under Conna the Wise, as well as the other not listed baddies.

  • 2/5 - Mokmurian’s army descends the Storval Stairs and marches for Ravenmoor, 72 road miles away at 32mpd.

  • 2/7 - On that night, Mokmurian’s army falls upon a sleeping Ravenmoor, sacking the town and capturing 70 of the 133 human inhabitants. The rest killed or scattering into the wilderness. His army suffered no losses.

  • 2/8 - Mokmurian rests his army and brands all the prisoners with the Sihedron, and then sacrifices them in mass to Karzoug.

  • 2/9 - Mokmurian marchs south for Wolf’s ear, 73 road miles away at 32mpd, his “friendly” dragons allow him to easily overcome any travelers they encounter, as well as scouts Magnimar has on patrol in the area.

  • 2/10 - Again at night, Mokmurian attacks Wolf’s Ear, using the dragons to destroy anyone attempting to flee by boat and a blocking force on the road to Galduria, those that aren’t captured can only flee west into the Churlwood. Knowing what lies ahead though, Mokmurian hastily sacrifices the prisoners and allows his army a few hours of rest before pressing onwards.

  • 2/11 - Mokmurian advances on Galduria, covering the 33 road miles in a day and arriving a few miles north of the town in the night. Mokmurian & Enga sneak closer to town and he Dimension Doors her into the Twilight Academy to begin quietly murdering the wizards in their sleep. Mokmurian stays concealed until Galenmir’s two pronged attack on the town and on the Academy itself. The town, caught by complete surprise, briefly tries to resist but quickly surrenders to Galenmir after it sees the destruction being wrought on the Academy by the dragons and giants.

    Though many of it’s most powerful members are killed by Enga, the Academy takes a toll on the attackers. In the battle, Enga Keckvia and a half dozen giants are slain (they are returned as Runeslaves), and dozens of others badly injured, but in the end, the Academy falls.

    In the chaos of the extended battle, several citizens are able to escape the fall of Galduria and flee south towards Nybor, 72 miles away.

  • 2/12-2/16 - Mokmurian, while resting his army, loots the Academy as well as brands and sacrifices all ~1000 Galdurian survivors to Karzoug.

  • 2/13 - Galenmir convinces Mokmurian that some had to have escaped Galduria’s fall and that they might be able to cut them off with a small force of giants to blockade the River. Mokmurian agrees and dispatches the Maidens of Minderhal under Halvara south to blockade the river.

  • 2/16 - Straggling survivors from Galduria reach Nybor, warning them of the giant army that attacked their home and destroyed the Academy. Nybor, being too small to possess a priest or wizard capable of using Sending, dispatches messenger pigeons to Magnimar, 150 miles away as the crow flies, and Wartle to warn of the army of giants. It’s leaders dither on whether to fight or flee.

  • 2/17 - Mokmurian marches south towards Nybor, 72 road miles away. The Maidens of Minderhal arrive and take up position on the Yondonbarki River.

    The leaders of Nybor come to the conclusion that an evacuation would see them all cut down on the road to Wartle, and even if they made it, Wartle is much less defensible than walled Nybor. Therefore they begin calling up the militia and preparing to defend the town.

    Word reaches Wartle and the town leaders know they can’t defend the swamp village from an army and decide to Magnimar and into the swamps.

  • 2/18 - Mokmurian marches towards Nybor, while the Nyborians fortify their town.

    The people of Wartle evacuate, some into the swamps, the majority head down river via boat towards Magnimar. 15 miles outside of the town, the Maidens of Minderhal intercept them and begin holing their boats with hurled boulders. In the end, they take approximately 100 prisoners.

  • 2/19 - The messenger pigeons finally reach Magnimar, informing them of the destruction of Galduria, but making no mention of the evacuation of Nybor.

    Mokmurian reaches Nybor at midday and encircles the town, letting them see his army.

    The Maidens of Minderhal brand and sacrifice the 100 or so survivors to Karzoug.

    The Magnimaran Triumvirate convenes to discuss response what opens they have. Decision made to send scouts up river to find the giants and to warn Sandpoint as well as attempt magical scrying and communication tomorrow. To facilitate this, they call the heads of all the temples and the Stone of the Seers to let them know that they will need to prepare spells for tomorrow.

    NOTE: If the PC’s are in Magnimar, they will be summoned to this as well.

  • 2/20 - Galenmir, Mokmurian, Seleval & Zaelsar meet with the leaders of Nybor and offer them terms of surrender. The silver tongued (+22 bluff) Lamia convince the Nyborians to surrender. The giants immediately move in and begin rounding up the 500 residents who have not fled and branding them with the Sihedron.

    Magnimar uses Sending to try contacting: Mayor of Ravenmoor (fails), Priest of Desna in Wolf’s Ear (fails), Head of the Twilight Academy (fails), Priest of Erastil in Galduria (fails), Priest of Desna in Nybor (succeeds) and receives message “No choice but to surrender to Lord Mokmurian. We are gathered in town square and being given his mark.”. Sending to Priest of Erastil in Wartle (succeeds and receives message “We’ve taken our heartiest to the swamps, the rest are fleeing to Magnimar. We will hide until they pass and deem it safe.”

  • 2/21 - Magnimar uses sending to warn Sandpoint, Whitledown & Illsurian of Giant army and also uses Sending to contact the Nyborian Priest of Desna, but it fails. Magnimar begins organizing for it’s defense, starting trying to end the conflict with the Sczarni.

    Mokmurian considers resting his army, but is contacted by Karzoug and told to press on without delay because he is so close to fully awakening. Further, that he is to press on to Sandpoint at once.

    Mokmurian marches south to Wartle.

    NOTE: If the PC’s aren’t in Magnimar, they receive a Sending ask them to return to help defend the city.

  • 2/22 - Mokmurians army turns west, marching along the river and picking up the Maidens. Late in the day, it encounters the Magnimaran scouts coming up river. The dragons burn their boat to the water line, killing all the scouts, but not before a Ranger is able to use an Animal Messenger to send word to Magnimar that the giant army is marching towards the city.

    Magnimar continues fortifying and trying to end the conflict with the Sczarni, but Mokmurian’s agent will not allow that to happen. By this point every member of the Sczarni leader has been charmed, as have quite a number of Shoanti, and convinced that the threat of giants is all just a Chelish lie.

  • 2/23-2/25 - Mokmurian marches west at 32mpd.

    The Magnimaran Army & Navy work to fortify the city with the help of the Pathfinders and every mercenary available and begin calling up all available militia.

  • 2/24 - When the ranger’s animal messenger reaching Magnimar with confirmation that the army is marching on Magnimar, the Triumvirate’s patience runs out with the Sczarni and they dispatch all the available golems from the Golemworks into Rag’s end. By the end of the 25th, Rag’s end has been destroyed as has the Sczarni’s ability to resist. The Watch & Hellknights are re-deployed to defend the city.

    Magnimar sends scout cavalry, along with a priest capable of using Sending, east along the river road to find the Giant army. They are moving east at 32 mpd.

  • 2/25 - Magnimar begins arming the civilians of the city to help defend itself.

  • 2/26 - Mokmurian leaves the road, traveling west north west overland at 24mpd towards Sandpoint, but leaves all 10 Runeslave Giants and Cinderma to continue west and give the appearance of being the army’s scouts.

    Magnimaran scouts encounter Cinderma and the Runeslaves. The scouts are capable of sending an Animal Messenger eagle back warning of the Giant’s approach before they are wiped out.

  • 2/27 - Animal messenger reaches Magnimar warning of giants approach along the road.

    Mokmurian’s army reaches Sandpoint in the early afternoon and attacks. The dragon’s burn the ships in the harbor, block the roads, and then enter the city to capture everyone they are able to. Of the 1200 residents, over 900 are captured and they are immediately organized for branding with the Sihedron. The citizens are kept in the graveyard, and once branded, they are brought into the Cathedral for holding. The dragons are used to guard and cow them.

    NOTE: If the PC’s aren’t in Sandpoint, they receive a Sending from Father Abstalar Zanthus of “They’ve returned! The giants and the dragons have returned! Sandpoint is falling!”

  • 2/28 - At midnight, Karzoug finally receives enough greedy soul energy that he fully awakens from his imprisonment in the Eye of Avarice.

    By 9am, the final sacrifices are made, but with so much hate flowing around, the Runewell of Wrath below Sandpoint has begun to overflow with energy.

    NOTE: If the PC’s investigate the now super charged Runewell, they will achieve Mythic status given the # of wrath points each has accured.

  • 3/1 - Mokmurian loots Sandpoint and begins withdrawing for Jorgenfist, his job done.

So, where I have some questions and seeking for advice is:

Question 1: How hard do I hit them with the hint hammer? i.e. in our next session do I let more hints drop? Or leave things as is and let events play out as they will?

Question 2: Assuming that they do take the time off to make magic items, does my current timeline & plan is looking like this, but am I missing anything? Should I do anything differently? Also I know the PC’s are chaos incarnate and will throw things off, but… yeah. That army is quite the juggernaut that’ll take a LOT of work to throw off.

Quesiton 3: Am I being to much of an ass here? This has the potential for some pretty epic rewards with mythic power. But could it also end the campaign. Advice is deeply appreciated!

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Spoiler:

Why not give it to Nualia? Always nice to get it from a boss encounter.

As for having it be a Sin Sword? Well, per the write up, Chellan was pretty mundane until Karzoug woke up.

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To help make it feel a little less (on the surface) like the PC's are the only major players in the world I've set one of the players as a member of the Pathfinder Society and had the Shattered Star AP going on at the same time. So periodically as the campaign has progressed they will get updates on how that AP is going. Further, My plan is to have the group of Pathfinders fail at either the final book or next to final book, so the PC's will have to rush in to save the city.

So yeah, they aren't the only players, just the only successful ones in Varisia.

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Brf wrote:
The OP is not asking about Hold a Charge. It is asking whether you can 5-foot-step and deliver the touch in the same round as the spell is cast, avoiding an AoO for the casting.

Yeah, what Brf said =)

Thank you for the response though!

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As a follow up to question 2, if you can cast, step and touch, does that apply for ALL range touch spells? If not, what are the exceptions?

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Hey hey,

So in my game last night, I had a couple of situations come up that I want clarification on to make sure I run them appropriately.


  • First, A player (bard) initiated a Song of Healing which grants Fast Healing 2. Would the healing "tick" on the bard's turn or on the recipient's turn?

  • Second, a player cast Bull's Strength while out of a target's reach, then 5 foot step in and touch an ally to deliver the Bull's Strength. Is this legitimate as it avoids the AoO of casting a touch range buff within a threatened area.

  • Third, does the Bard song Dirge of Doom grant a Will Save? Or is it a case of "You're in it, you are now shaken."?

Thank you!

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Spoiler:
I had something similar happen, but she's turning back up at the start of #4.

But I made her a 9th level cleric and turned her into a full succubus.

I'd also toyed with keeping her around and making her the chick who wields Chellan.

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Hey hey,

I've been running the Rise of the Runelords AP for awhile now (Jade Regent before that) and I've been really successful in getting my players totally invested in their characters. They love'em but I'm in a GMing quandry regarding the potential of character death that looms large as we advance into the higher levels of play.

Specifically, if a character dies I first, don't want death to have no consequences beyond a monetary penalty (a Raise Dead & a Restoration). On the other hand, I don't want to permanently croak a character either by barring Raise Dead.

I've toyed with a few alternative ideas such as:

1. Using the Skull & Shackles subsystem for losing limbs, so that if you would "die" you instead get maimed. Does anyone have any experience with them?

2. I've heard mention of something called Death Traits or Death Feats in an old 35Private Sanctuary podcast that was posted in Kobold Quarterly a few years ago. Does anyone have experience with those?

Beside those, does anyone have any suggestions? Thanks!

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Hey hey folks,

Okay so to update the Sandpoint Maps I did.

1. I've switched it over to a .zip file that lists all the stuff including some alternate version. Hope that makes it easier to get!

2. I've included the original photoshop file (Sandpoint-Grid-Map.psd) in case you want to modify it.

3. I've included a printable version (Sandpoint-Poster-Grid-Map.pdf) in case you want to put it on foam board or whatever.

For running it. I'll be using little flag markers on long pins to show where people and bad guys are at.

To answer the question from Bigrig107. The scale is about 20' per square.

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William Sinclair wrote:
Jimmy "Big Daddy" Ho-Chunk wrote:
If it helps, here is the gridded Sandpoint Map I cooked up with for the raid. I printed it out and attached it to a big piece of foam board.
Even though my raid is over, I tried to take a look at it for curiosity's sake, but I can't get the link to come up with anything. All I get is a big empty graphic cube with an X in the upper right, as if the picture link is no longer valid.

Grrr... That is so weird. I don't get a preview either when checking it not-logged into google docs. However I can still download it anonymously.

I'll work on it and see what I can do to fix that. Sorry!

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Hello I was in a PFS game recently where someone was toting a +3 sword and claimed that it functioned as cold iron and some other materials because it was +3, not because it was made of these materials.

Is that correct? And if so does someone have a reference for it?

Thanks!

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Yeah. It's 20-30 feet'ish. Not perfect, but I'm tellin my players each square is 30' for their movement and calling it a day.

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If it helps, here is the gridded Sandpoint Map I cooked up with for the raid. I printed it out and attached it to a big piece of foam board.

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3 people marked this as a favorite.

If it helps, here is the gridded Sandpoint Map I cooked up with for the raid. I printed it out and attached it to a big piece of foam board.

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Thanks for the answers!

A follow up question, the time is based off of the cost of purchasing it new, not the cost of creating it yourself?

The 8th level comes from the item itself in the CRB that says it has a Caster Level of 8.

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A player of mine wants to create a +6 headband of vast intelligence. What level does he need to be? Level 8 or level 18 (3x stat mod).

Thanks!

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Has anyone done battle maps for Fortress of the Stone Giant and beyond? Or know where to find them if someone else has?

Thanks!

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Yep, I'm definitely looking for things like swarms. And I was hoping someone had already constructed such or had an easy way to do it.

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hello,

Any chance someone could lend a hand in helping me build a "troop" of guardsmen? Like say a group of 5 guards? And using this guard stat block.

Thanks!

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This is all kinds of spoilery, so...

Spoiler:

My group is has just finished the Graul farm (all the Black Arrows died) and is headed back to town, so I'll likely start the next session with the flood. But given my players ability to really focus in on things, I can easily see them skipping the dam and going after the ogres. If that happens, then the dam is obviously gonna collapse, but if it does, can anyone suggest what happens to Magnimar?

Assuming Storval Deep averages 300' deep, 120 miles long, and 20 miles wide, then it contains 20,072,448,000,000 cubic feet of water that'll drain down river. Turtleback Ferry and Pendaka are clearly gone, and Bitter Hollow probably as well. Ilsurian will get flooded but Lake Syrantula has a lot of area too it, so Biston & Melfesh are probably okay. But that stuff will continue on down.

Does anyone think it's reasonable if Whistledown and Wartle get washed away?

What about Magnimar?

That much water is going to take weeks to flow through, but will it be fast enough to do more than flood Keystone, Beacon's Point, and Ordellia?

Has anyone had this happen and if so how did you run it?

Personally, I kinda like the idea of Magnimar being, if not destroyed, then seriously damaged which would give even more Chaos for Mokmurian to take advantage of with the attack on Sandpoint.

Thanks!

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hello,

Recently I participated in a successful Fortress of the Nail run and I have a question about the reward.

Spoiler:

Specifically it says that you get a 3K gp or less magic item from Zarta. Can that 3K come in the form of helping to upgrade an existing item, or must it be an entirely separate item?

Thanks!

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hey hey,

Here is a question for all the GMs out there.

If 20 point buy is the standard, how much would you up the difficulty by for a 25 point buy? What about a 30 point buy?

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hello,

I have 2 questions about the Cruel Enchantment and hopefully someone can help me out!

1. Do you get the bonus HP when you kill ANY creature? Or only if they're Frightened, Panicked, or Shaken?

2. Is there a limit to the number of temporary HP you can get?

Thanks!

Dark Archive

hello,

Has anyone written up any home brew Story feats?

I love the concept and am in the process of making a few more fitting to my campaign, but I was wondering if anyone had been doing somethin similar.

Thanks!

Dark Archive

Hey hey,

Thanks for the responses!

Then some more stuff within:

Spoiler:

1. I'm using the pathfinder-ized original version of Xanesha, though with a katana (loot for the party samurai) instead of Impaler of Thornes.

2. The Charm Monster thing is an excellent idea. Though instead of Gargoyles, may be a 10-15 townsfolk. Then have them backing up the Scarecrow from the stairs above with crossbows/rocks.

3. Finally, am I reading the map of the tower right, the top section is on the roof of the place, right? And then based on the art, that is a VERY heavily slanted roof. Has anyone's battle spilled out to there? And if so, what sorta checks did you require for folks to avoid sliding off?

Thanks!

Dark Archive

hey hey,

I have some questions regarding Xanesha & the clock tower and am looking for feed back on it.

First some background:

Spoiler:

1. I have 6 players, 5 of whom are very experienced.

2. The players are built using a 30pt stat array (16, 15, 14, 14, 12, & 11).

3. They originally crossed paths with Ironbriar during Nualia Tobyn's trial (post Burnt Offerings) and have become celebrities by virtue of a news paper reporter that heavily publicized their exploits in Sandpoint.

4. To connect them with Magnimar better, I'd had Mayor Grobaras & Ironbriar invite the PCs in to investigate the murders in Magnimar. Grobaras so he could have outsiders/scape goats if needed, Ironbriar so he could have a chance to eliminate the only effective opposition his group has faced.

5. Ironbriar then organized them to report to him during the investigation, which they did, over the course of a week. Including that they had clues pointing to the Seven's Sawmill.

6. So, seeing it coming, Ironbriar had a week to prepare his people to ambush the PCs at the Sawmill. However, because the PC's took a week to recon the place, Ironbriar's people weren't as effective as they could have been. But they fought their way through it, though it was close a time or two.

So that leads us to the current situation. Xanesha has been aware that the PC's are onto her favored minions for a week now and given her 16 int & 14wis, I feel it's totally appropriate for her to feel that the jig is up on her current location/plot. However, being a mean spiteful creature she doesn't wanna just walk away.

As such, I was considering the following ambushes against the PC's.

1. Call in additional Faceless Stalkers. Easily explainable, but kinda bleh to just throw in more mooks.

2. Rig additional bells to drop as per the normal trap rules.

3. Change the tower into an ambush. First, Xanesha leaves the Scarecrow down below and 2 Faceless Stalkers above. Both groups are bait to show that the place is still occupied. Second, when the PC's get up to the top, after the Faceless Stalker's are dealt with (or may be during), Xanesha triggers the tower to collapse by the bells having been tethered to the structural supports for the tower so that when they drop they pull the top down too. Since she's not an engineer, it wouldn't be perfect, so they'd get saves to avoid falling all the way down and/or would get saves to mitigate the damage.

Can y'all think of others? Suggestions on DCs for #3?

Thanks!

Dark Archive

Blueluck wrote:
It's unlikely that many people would use Access for that. A web tool would be more universal, easier to use, and wouldn't require purchasing an expensive Microsoft product. If someone is going to use software, then something like Hero Lab is much better than a homemade Access database.

The main thing is to have something that is searchable and easy to add NPCs too. Any recommendation on somethin like that?

Dark Archive

I posted this previously, probably in the wrong forum, so I'll try here and may be have a little more luck!

Has anyone created an Access Database for keeping track of NPCs? Specifically one that would operate like the contacts template db template?

Thanks!

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