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Hello all

My party has switched mission, so instead of going to the treasure hoard I thought they were going to, they now seek out the hidden elemental altars. This also mean they are a bit behind loot-wise, so I am going to remedy that with a well placed abandoned temple that they just so happen to pass by (and hopefully will decide to enter), and I am in need of some feedback.

I have bought the Temple of Ivy map which fits nicely to my ideas.

The Temple is supposed to be to four long-dead and long-forgotten legendary warriors, whose remains are also preserved here. The idea is to have the party get into the final chamber and fight the four legendary warriors; who I have planned to be a level 5 Ranger, Rogue, Wizard and Alchemist. That party composition just so happen to align with equipment usable by my party.

The encounter plan was to have the alchemist, wizard and ranger in the boss room, with the rogue outside it (literally popping up of the ground), shooting in. The alchemist will on his first turn throw a bomb, and start a fire in the hallway, locking the party in with the three enemies in the room, with a wall of fire separating the party from the rogue shooting in.

My plan with this is to test their planning skills. While they can't get to the rogue before the fire is out, they can step out of the way of the hall, making the rogue incapable of hitting them. The wizard is up close, making them capable of taking his spell-component pouch, and disable his most dangerous abilities, leaving just the bomb-chucking alchemist and the two-weapon fighting Ranger to be dealt with.

It could be a tough fight, especially since my party is a bit undergeared - particularly in armor, but in my head that is a good plan to deal with these bosses, but does that seem reasonable to assume a similar plan in action?

Furthermore I have the following conundrums;

  • With a possibly rather challenging bossfight, what other encounters can I present that would still make this dungeon fair? I was considering having the 8 alcoves in the courtyard each have (weakened) phantom armors in them, but that in itself might also be quite tough.
  • If I put no encounters, allowing them to savor their strength for the boss fight, then what do I fill the temple rooms with? I could put more loot, but since most of the catch-up loot will be used by the bosses (to be taken afterwards), there doesn't seem to be much room for more loot WBL-wise, but putting nothing makes for 7 boring rooms

Thanks in advance


Hello all

It's not really a problem, but I have noticed something off about alignment, at least among my players, and was hoping to hear some other similar experiences.

I usually have players who shy away playing "lawful", and a few players avoiding "good". This usually seems to be because of a series of prejudices against those alignments, and though I make a point out of countering these my players still seem to stick to these prejudices as their reason to not play those alignments. (ex. "No, a lawful character doesn't have to follow EVERY and ALL laws. The character just adheres to a small set of self-chosen rules, such as a religion, discipline or it could be national laws, if you prefer")

More interestingly is the avoidance of being 'good'. There is absolutely nothing wrong with playing a neutral or even an evil character, it can be a lot of fun. But I have noticed something weird:

I currently have a player, who in my last campaign played a Chaotic Good dwarf ranger. As this character she never sought out to do good. She mostly just followed the group, and then made snarky jokes on their expense.

In this new campaign she is playing a lawful evil devil-spawn tiefling, though the lawful part seem to hinge on the usual alignments of devils. She has said multiple times during this campaign how much more enjoyable this character is to play rather than her "goody-good" dwarf.

What I have noticed however is; the characters are almost identical. Like the dwarf before her, the tiefling hasn't set out to do good, but she isn't doing any evil either. She adventures for gold (which the dwarf was also motivated by) and makes snarky jokes on the expense of her party members; which I wouldn't exactly call evil. I am not doubting for a second, that she probably feels a difference between the characters, but it isn't really being shown in play.

She isn't the only player I have had, who played like that, but she is the most recent example. What I have seen before however is the player, whose character was "evil in name only" during the entire campaign, suddenly crosses the line and murdering an entire town, and when asked by the somewhat surprised party members will exclaim "Well I was evil all along, it's in my character to do so".

I try to minimize the effects of alignment in this campaign, but I was wondering if any of you had had similar experiences with players labeling themselves as something other than what they played, and what, if anything, you did to address it?


Hello

Started a new campaign recently, and so far it's off to a good start. It's an open world campaign where the players decide on where they want to go from some adventure seeds.

I have been digging into character backgrounds for some personal adventure seeds and one of them seems quite obvious - but also one that could grow out of control if I'm not careful.

The player in question is a Devilspawn Tiefling Oracle with the Ancestor mystery and a 3pp curse giving her a large noticeable brand on her forearm. My idea was to have her be a harbinger of the apocalypse.

I thought of having the character be approached by occultists of fiends and/or evil gods and have them essentially say that they assume her to be this harbinger. This could open up for many adventure hooks and lot of stuff to do, but I don't want to accidentally force the other characters to become her side characters to her story.

The other characters are a Half-elf Roof Runner Hunter, who came from a circus and took a tame bear with her, when she left, and a Human Rogue, who left the tavern in the poor part of the city she came from, to travel with these two adventurers. Both of these have a relatively open for plot hooks. But none are as obvious for them, as the apocalypse bringer story for the Tiefling

So the question is: How do I avoid accidentally making the Hunter and Rogue sidekicks for the Oracle's story? And I could probably use a bit of brainstorming of suggestions for arcs for those character

Thanks in advance


Hello all

Been enjoying GM'ing Pathfinder and I wish to expand my collection of player companion and campaign setting books, but there are so many and unfortunately I cannot afford them all.

Currently own:

Player Companions

  • Animal Archive
  • Blood of the Beast
  • Champions of Purity
  • Curse of the Crimson Throne player's guide
  • Dragon Slayer's Handbook
  • Dungeoneer's Handbook
  • Faiths of Balance
  • Faiths of Corruption
  • Faiths of Purity
  • Healer's Handbook
  • Heroes of the High Courts
  • Kobold's of Golarion
  • Paths of the Righteous
  • People of the Stars
  • Psychic Anthology
  • Sargava The Lost Colony
  • Weapon Master's Handbook

Campaign Setting books

  • Book of the Damned 2: Lords of Chaos
  • Distant Worlds
  • Hell Unleashed
  • Inner Sea World Guide
  • Inner Sea Gods
  • Lost Treasures
  • Osirion, Legacy of Pharaos
  • Technology Guide
  • The Worldwound

As you can see I have a few already. I mostly use them for inspiration for encounters and settings as I predominantly play homebrew worlds and unfortunately I can't get my players to read them. Which can you recommend to add to my collection?


Hello all

Gonna start up a new campaign this or next week. Gave my party a map with varied terrain and asked the party where they wanted to go; and they decided for the jungle, because it is filled with dinosaurs! I think everyone can get behind that.

Now I have been working on a bunch of different plot hooks for the jungle, and since my party starts in a nearby city, I planned on just letting them hear them all and then decide which they want to pursue (if any), but since every plot hook adds some more inhabitants to the jungle, how many are too many before the jungle won't feel... wild and unexplored?

Here's the map for reference

Current plot hooks:

  • Trading Company wants to establish trade to a tribe of catfolk, and see if they can create a traderoute to the deeper Grippli tribes
  • Duergar trading company is logging, enraging the treants of the jungle
  • Vegepygmy tribe that has tamed carnivorous dinosaurs to protect them against herbivores
  • Demon worshipping Drow temple
  • Druid Grove dedicated to ancient druid
  • Kobold tribe tending to a dragon nest
  • Tribe of Snakemen performing sacrifices of the unfortunate explorers they meet

Are these too many plot hooks? How far would a jungle tribe realistically move into the jungle from their tribes-grounds? Am I missing any essential plothooks?

Thanks in advance


Hello all

So my Bard player found herself a small sidequest, that we took a one-on-one session to complete. She wants to find a thief, who in the past tricked her to steal a scroll, then ran off and left everyone knowing she did it. She is now traveling the world to retrieve the scroll, capture the man and restore her honor.

She found a smuggler in a small town, who said where she would be able to find more information, but as payment, she had to deliver a package for him to that location, which she agreed to.

When she finally made it to the smuggler's den where she was to hand in the package, she was greeded and let in to discuss details. However, when she said the name of the man she seeks, the room went silent. All the smugglers know who that is - it's one of the most notorious thieves in the land and leader of a powerful thieves guild to the north - and as the host she spoke with said to her: smugglers work with the thieves guilds; and whether through drunken banter, intimidation or just one of the smugglers being an agent placed by a thieves guild, a messenger would be sent to him before she would have the chance to leave the city. Despite this, she went on with her request, and said aloud that she has no intentions of hurting the Thief, just retrieve her scroll (item really, she didn't mention what she was seeking to the smugglers).

To end the meeting on a good note, she asked if there was anything in the smugglers possession that they would like to depart with, and they (naturally) told her, that everything in there was for sale - for the right price! The smugglers fetched a dagger, they thought she would like, and wanted to sell it for only 200 gp, which she bartered down to only 180! Only 180 for a +4 dagger, hot damn! As you may have guessed, it is cursed!

But I am missing the answer to two key components: What is the curse of the dagger, and how does the master thief respond to this revelation?

I rolled for the curse, which came up as a negative level to the wielder, but that doesn't seem all that impactful on a +4 dagger, so how could I spice it up more?

As for the thief, would a charismatic thief leader, who makes many of his crimes by convincing unwitting pawns to do the hard parts for him, respond to being told an old mark is there to look for him. Does he even remember the elven woman who stole a valuable scroll for the thrills?

I hope you can help me out here. Thanks in advance :)


Hello all, I am a GM for a party of four, and I have some questions, that I haven't quite been able to work out myself, and that I hope you could help me with

1. For handy haversacks and bags of holding the entire contents disappears if the extra dimensional container is ruptured. Now my party tends to jump into fights with all their gear on. Pathfinder doesn't have a built in to-hit locations system, so in what situations (and how) would you make the bag rupture, without it seeming like I'm being unfair and just want to remove their stuff on purpose?

2. Speaking of taking their stuff. Early they found a large amount of treasure, that they have been keeping on their bodies. I did tell them back then, that carrying such amount of coinage makes a lot of noise, and thieves would probably take the chance and try to steal it. The ranger and druid both have a perception of +12, which makes pickpockets unlikely. How would I be able to make them feel that thievery is a risk, without having them come back to the inn one day with the note "Someone broke into your room and took all your stuff, too bad", as that doesn't feel all that fair.

3. The bard found a book of fables, which I gave her to act kinda like a bardic spellbook. She is able to decipher spells she can learn and some homebrewed masterpieces from the stories in it. I told her that one of the stories was written in dwarven, which she would like the dwarf in the party to translate. Though I am in need of a good moral for a dwarven fable/myth/fairy tale. What would a good dwarven fable moral be?

4. This is the big one: So my party is travelling in a devil-worshipping evil kingdom under a wizard tyrant, going towards the former elven territory. They have come to the city with the bridge to the elven territory, and my original plan was to have them come into the square, see a large public gathering where a town crier would inform of some standing bounties and side-quest plot hooks, chief among them being a large bounty on the murderer of a priest of Asmodeus, which the party had heard about before coming to the city. After that, they were meant to go and meet the resistance force, who they are to be allied with from this point forward, and then I would give them a week of downtime to settle in and explore the city.

Well, the traveling took a bit longer than anticipated, and once they got to the city gates, we had to end the session, so I ended up speeding it all along, skipping the town crier, and saying only "Your guide leads you to the tavern where the resistance is hiding. This is a good place to stop, next session a week will have passed, please write to me what you want to do in your downtime. I will write what happened in our group so you know what you have to react to"

So now I has to basically introduce a bunch of resistance fighters and a give bunch of information in a text blurb, in which they have limited means to ask questions or to make connections to these characters before a week has passed. I would like the resistance fighters to feel like characters that they can depend on and feel like are allies who they can call on in the oncoming adventures, but I am not quite sure how to do that in text. I could use some advice in how to introduce elements in what was supposed to be an in-universe info-dump, but now ended up having to be presented in text.

Thanks in advance


Hey all

I was reading up on the ranger traps, and fell upon Spell-Stealing Trap and was slightly confused about its wording

it says:

Quote:
The target loses 1d4+1 levels of spells (of its choice). A ranger may increase the number of spell levels lost by 1d4 for each additional daily use of his trap ability he spends when creating this trap.

So does that mean, that if a 7th level wizard (access to 4th level spells and below) stepped on the trap, and the trap rolled a 4 (total of 5 levels of spells lost), the Wizard would then lose access to every spell he can cast for the duration of the trap, or is it badly worded so as to him losing 5 individual spells?

Losing access to an entire level of spells seems strong, while losing access to individual spells (chosen by the victim, no less) seems really underwhelming.

Thanks in advance


So I led my level 6 party into a sidequest, where they went into a mysterious house - an elaborate illusion, made by a mad illusionist, who lure people in to kill them and take their stuff.

After 3 sessions trapped in this murderhouse, the party made their way to the mad wizard and slew him (in one blow even - lucky crit). I gave a ballpark of the xp I would guess they should have, and awarded them 3000 each.

When I ended up calculating it later, that turned out too low.. about half of what it probably should be actually. So, this is obviously a mistake on my part, but how would you go about fixing this mistake? Just say outright that you messed up at the next session? or could it be worked into the narrative?

The encounters the met in the house were:
2 Invisible Stalkers
3 Shadows (who turned out to be illusions)
4 Owlbears (3 of which were illusions)
3 mimic (that were real)
1 mad and well-equipped illusionist, who was behind it all

I may as well add a secondary question: how to XP count illusions? It was quite a while into the owlbear fight, befpre they realized they were illusions and the owlbears, real and not managed to do some damage, so I have counted them as good as real, but I am interested in hearing some other ways to do it for inspiration for future sessions.

Totally those monsters they fought (if all were real) would come to about 6000 for each and probably a bonus for completing the sidequest.

So how to go about such a GM mistake?

Thanks in advance :)


Hello my fellow GMs

In my group, we have two new players, who really enjoy themselves in the game, which is great. Since they don't have the general knowledge of the standard RPG tropes, I have begun making them a compendium of common knowledge for their characters. They both asked, if it could include some additional info about their (self-written) backstories, as they weren't sure what they could put in it.

That's when I had an idea: Play key parts of their backstory in a one-on-one session. That would give them an opportunity to experience their backstory and be part in the creation of the additional details.

So I have two questions:

  • Does anyone have experience with Flashback sessions? Can you keep it interesting when, it being a flashback, the outcome is already known?
  • Any idea on how to give awards for such a session? XP and cool gear would then have to materialize in the 'present' day to be much of a reward, so what else could be rewards?

if relevant, these are the two particular scenarios I thought of running:

1) The Elven Bard lived a privileged life, making pranks on her community out of boredom. One day a man with two eye colors challenged her to steal a valuable scroll, which the man promptly left with. Ostracized by her community, she now travels to find the man who tricked her, and retrieve the scroll.
My plan was to play the original theft of the scroll, giving her some info on the man and how she would be able to find him in the future

2) The Gnome Druid, who was raised by panthers alongside her sister, is searching for her sister, who has been kidnapped by slavers.
I planned on playing through the events that led to her being separated from her sister, to establish some character traits of and relationship with the sister, to give some clues on how to search for her.

ADDED BONUS QUESTION: The Gnome player is a druid with a strength penalty, and what little she did write of the sister in her backstory is that the sister is the brawn to her brains. Then what would be more interesting to play the sister as? A barbarian, strong but untrained wilderness girl, or a monk, having her have martial enlightenment as a counterpoint the player's divine enlightenment? Or is there another option which would be more interesting/fitting for a brawny gnome raised by Panthers?

That was a lot of question, but I want to say thanks in advance for answering them ^^


Hello all

I have run into a situation that confuses me as a GM, and I would like some input from others who might have met a similar situation.

So my current group consists of 4 players, two who are experienced and two who are completely new - this is their first campaign (not first session though, we are 20 sessions in now). Both of the new players were people I met in a theater group, so they both joined for (and are pretty good at) the roleplaying aspect, but with one peculiar exception:

I have noticed that my two new players have an odd tendency to ask me, the GM, for help, and then take my word as law.

Three moments come to mind:

1) The Bard wanted to take "improved unarmed strike" and asked me what I thought about that. Looking at her character and that she had been pretty attached to her Rapier I said "I would probably choose something I would get to use more often". Later I felt kinda bad about that, as I feel I might as well have said "You're doing it wrong" which wasn't my intention, and she did end up choosing another feat.

2)When in stressful situations, the new players ask me what I think the party should do. I don't really want to do this as I usually don't have an idea - and because I think part of the fun is in seeing what the party chooses to do.

3) When giving my new players information that only their character knows, they usually give this information to the other characters word-for-word to how I told them. They are usually good at roleplaying, but when it comes to GM-given information, it seems that they are careful not to "distort" or "defile" it, which I find a little odd.

This last point is something I would particularly like to know how to handle. Since my players don't spend all their freetime with their heads in the rulebooks, I have decided to make a sheet of paper for each of the players with "Common Knowledge" that they would know, based on their race and background, but would like for them to expand on it with their characters' own experiences and life, rather than just what I told them.

I hope that my question make sense to you, and thanks in advance


Hello all

I am GM'ing a party and so far, most of the combat has been fairly manageable, with the party and a 4-5 enemies in the fray.

Last session however I led them into a crypt, where dark magic had raised the inhabitants as undead - which turned out to be a lot of undead. They made their own advantage by fighting them in a narrow corridor, so they could limit the enemies' advantage, but I still felt that I lost track of the many enemies. I have read multiple times on forums that Pathfinder isn't ideal for large scale combat, but is there a usable limit for how many combatants are manageable in a fight?

Smaller side question; the party paladin, and only tank, wishes to retire his character to play a wizard, which makes the entire party quite squishy, would this limit the number of enemies I should reasonably assume them to be able to fight?


Hello all

Just a quick question, that I couldn't find an answer to.

If a monster has both SR and a Vulnerability (such as a Roper, which has SR 27 and vulnerability to Fire), does magic of the fitting vulnerability go through SR? Or would you still have to roll it normally?

Thanks in advance


Hello all, I am GM'ing a wonderful campaign, but I have written myself into an unintended corner, and could use a suggestion.

THE STORY IN SHORT: BBEG Wizard conquered Daloria, a nation surrounded by mountains to all sides, so that he could further his plans in peace. Jump to present day and our heroes, four travelling non-Dalorians, has against their will been trapped inside the black gate with the only device to defeating the BBEG Wizard. Conveniently they have discovered that the things they were searching for are also to be found in Daloria!

So the ranger, who seeks the orc warband who killed her family and hometown, got a vision in a dream of one of the orcs from said warband delivering a greataxe to a Cyclops in the woods, which he said he got from the nearby town. After our heroes beat the cyclops, they are now dragging the axe towards the nearby town to hopefully get clues to the whereabouts of the orc warband.

Now I have some different ideas about what the warband could be doing in that town. The BBEG Wizard's army is mostly orcs, so orc bandits are not out of the ordinary for the local populace. But what I cannot figure out is; why did the small fishing town have a Large Greataxe of False Life that the orcs could acquire in the first place?

I was hoping that you fine storytellers of this here forum would be able to offer a suggestion as to why the town had this greataxe in their possession.

The Greataxe is large, and is enchanted with False Life. At the blade there is a carving of an eye, which the Paladin of the group noted may be a symbol of Lamashtu.

Thanks in advance :)

TL;DR: Why would a fishing town have a Large Greataxe with a possibly unholy symbol and the necromancy spell False Life in their possession?


My group recently got their hands on some nifty wands, which they identified. But how would they figure out if the spells of the wands are on their spell lists? My solution was to let them roll a Knowledge(arcana) and Spellcraft to figure it out, but that seems inelegant.

While the druid and paladin could be argued be a select and notable set of people, the Ranger and Bard can come from a bit more varied backgrounds, and can be a bit more difficult to classify when met out in the open. So how would they know if they themselves would be able to cast the spells other spellcasters use and those of the wands?

How would you handle such, and how would the players be able to figure such out in-game?

Thanks in advance


I am interested in rolling an Ironskin Monk, but I am confused about its interaction with the item Robe, Monk's.

From d20pfsrd about the Robe, Monk's:
When worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-Level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk's AC bonus.

The unarmed damage is easy, but the Ironskin Monk replaces the AC bonus ability with Iron Skin (Ex), so how does the Robe, Monk's work?

Thanks in advance