Hi Guys, These orders should have been combined but were not. I have now received confirmation that the order 3562097 is closed and cannot be combined. I hate to complain about shipping costs again, but we gamers in Australia already get hit hard with postage, so some assistance would be appreciated.
Hi Guys, I have just got confirmation of this order as shipping but before it got set to shipping, I ordered a few items to be added to the shipment to save on postage (plus adding an additional subscription). Alas, both the additional items and the subscription were not added to the order before it shipped. What gives?
I would imagine a skeptic would make the roll an opposed one, although true indoctrination would be in a place where the church can "make the most" of the situation (i.e. behind closed doors). Atonement would definitely be possible, and may require the reverse process to be accomplished. The difficulty may be based on the length of time since conversion and how well they were "brain-washed" (DC may be the Priest's Bluff/Diplomacy/Intimidation roll as a base). I would imagine though that from a Role Play perspective, the healing process would take day/weeks/months. Obviously Atonement as a spell may also have an affect.
Hey All, I have been running the Masks of the Living God module for a few weeks now, and the heroes are now in the thick of it. During the process I started to think how effective the Church of Razmir would be at converting the masses to its way of thinking. Here is what I've come up with. Keen to hear your thoughts: Converting to the Church of Razmir The Church of Razmir is one where lies, deception, and out-right brutality and bullying are accepted methods of converting the free citizens of Golarion to the faith of the Living God. The Church often employs methods whereby townsfolk are duped into believing the way of the Mask such as through dubious ceremonies where people are drugged en-mass or through the use of Temples which amount to nothing more than "rehabilitation" and brainwashing camps. When a person is subjected to the type of treatment that is expected from the faithful priests of the Church of Razmir, a person can often break mentally, or in some cases, rebel. For this reason, the Church employs a method whereby a person’s esteem is broken down over a period of days or sometimes weeks, with the aim being that their personality can be “rebuilt” in the image of The Living God.
Description The priest may use their Bluff, Diplomacy or Intimidation skill (depending on their methodology) in order to attempt to convert a target to the ways of the Church of Razmir. The DC for such an attempt is based on the attitude of the target. Priests of the Church of Razmir usually take their time to cultivate relations with people within a settlement before attempting to assimilate them to the ways of the Living God. Razmiran priests are cunning, and normally before an attempt is made, the priests have carefully selected an individual or target group. Treat all attempts in this fashion to be the same as the use of the Diplomacy skill where the target must be made at least Friendly before conversion can commence.
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Description A character is subjected to brutal treatment and brainwashing at the hands of members of the Church of Razmir
After a little more thought, this is what I came up with: The Church of Razmir is one where lies, deception, and out-right brutality and bullying are accepted methods of converting the free citizens of Golarion to the faith of the Living God. The Church often employs methods whereby townsfolk are duped into believing the way of the Mask such as through dubious ceremonies where people are drugged en-mass or through the use of Temples which amount to nothing more than "rehabilitation" and brainwashing camps. When a person is subjected to the type of treatment that is expected from the faithful priests of the Church of Razmir, a person can often break mentally, or in some cases, rebel. For this reason, the Church employs a method whereby a person’s esteem is broken down over a period of days or sometimes weeks, with the aim being that their personality can be “rebuilt” in the image of The Living God. CONVERSION (Skill Use) Description The priest may use their Bluff, Diplomacy or Intimidation skill (depending on their methodology) in order to attempt to convert a target to the ways of the Church of Razmir. The DC for such an attempt is based on the attitude of the target. Priests of the Church of Razmir usually take their time to cultivate relations with people within a settlement before attempting to assimilate them to the ways of the Living God. Razmiran priests are cunning, and normally before an attempt is made, the priests have carefully selected an individual or target group. Treat all attempts in this fashion to be the same as the use of the Diplomacy skill where the target must be made at least Friendly before conversion can commence.
RAZMIRAN INDOCTRINATION Description A character is subjected to brutal treatment and brainwashing at the hands of members of the Church of Razmir
Tacticslion wrote: That means that if a person fails three saves in a row they are converted. Is that what you want? That was what I was going for yes, but was perhaps looking for something that worked with existing rules within the system. Quote: What is the duration of an Indoctrination period? Random? Is it "this happens until it works?" Basically it happens until they are converted. I guess its akin to what happens to the main character in 1984. The Church attempts to bend them to their will until they break. Quote: You may also consider the following elements: making them one step more "friendly" (similar to the Diplomacy effect) to Razmiran tenets with each failed save. By the end, they become entirely devoted. This makes the transition more gradual, but also thorough and explainable. I had not considered that. I might do some more research. I also want the reverse to be true when people attempt to "redeem" people who have been "converted".
OK, so after thinking a little bit more, here is a statified version: The Church of Razmir is one where lies, deception, and out-right brutality and bullying are accepted methods of converting the free citizens of Golarion to the faith of the Living God. The Church often employs methods whereby townsfolk are duped into believing the way of the Mask such as ceremonies where people are drugged en-mass or through the use of Temples which amount to nothing more than "rehabilitation" and brainwashing camps. When a person is subjected to the type of treatment that is expected from the faithful priests of the Church of Razmir, a person can often break, go mad, or rebel. For this reason, the Church employs a method whereby a person’s esteem is broken down over a period of days or sometimes weeks with the aim being that their personality can be “rebuilt” in the image of The Living God. The following rules apply when a character is forced to endure Razmir's Indoctrination process: RAZMIR INDOCTRINATION
Hey All, I have been running this module for a few weeks now, and the heroes are now in the thick of it. During the process I started to think how effective the Church of Razmir would be at converting the masses to its way of thinking. Here is what I've come up with: The Church of Razmir is one where lies, deception, and out-right brutality and bullying are accepted methods of converting the free citizens of Golarion to the faith of the Living God. The Church often employs methods whereby townsfolk are duped into believing the way of the Mask such as ceremonies where people are drugged en-mass or through the use of Temples which amount to nothing more than “rehabilitation” and brainwashing camps. When a person is subjected to the type of treatment that is expected from the faithful priests of the Church of Razmir, a person can often break, go mad, or rebel. For this reason, the Church employs a method whereby a person’s esteem is broken down over a period of days or sometimes weeks with the aim being that their personality can be “rebuilt” in the image of The Living God. The following rules apply when a character is forced to endure Razmir’s Indoctrination process. Each day that a character is subjected to this type of treatment requires a DC 5 Will Save. The following modifiers apply to the DC: > Each additional day the character is subjected to indoctrination: +1
Thoughts and additions would be appreciated.
Morning Guys, I have just updated my latest order and for some reason the order's shipping appears to be excessively high. I have compared it with other orders and none appear to have reach the amount quoted: $71.51 I am happy for it to take longer to reach me (the 10-20 day turn-around) if it means less money on postage (I believe in giving Paizo my hard earned dollars, not UPS). Have there been any increases of late?
Morning Team! Can you please cancel my subscription of the Pathfinder Adventure Card Game as of right now. Its been fun, but we rarely get to play Rise of the Rune Lords as it is. Its a great game, but I'm just not that much of a completist :) Also, please cancel my Pathfinder Cards subscription after Social Combat.
According to what I'm reading: Fame = TPA
Right? Except that perhaps you cam have a TPA with a faction/organisation which is different to that of your Fame rating? Did I also read that you can only be a member of one faction? Or was there something about belonging to two, but one is always reduced by a factor of something? Too many books Paizo!
Yes, the Fame and Prestige is taken from the Campaign Guide and used to great effect in Occult Mysteries. The part that's throwing me a curve-ball is that Razmirans are also mentioned in the Faction Guide. Obviously the Faction Guide was done some time ago. I'm just wondering if there is a combination of the two systems, a conversion, or if they are two totally different systems that the GM would have to use. Seems to me its wanting to be used together.
Actually I'm doing a writeup for my campaign regarding the Razmiran Church. I found the entries in the Faction Guide and the Occult Mysteries to be compelling but the former is using Prestige, and the later Fame. I didn't think the faction guide was primarily for PFS Play, although I did note a couple of times they used language to indicate it could also be used in "home play".
For the record, this is what I rolled randomly for the background from Ultimate Campaign: Homeland: Non-Elven City or Metropolis
Afternoon/Morning All, I have been sapped for the moment of creative talent, and am looking for a background (it doesn't need to be an epic) for an NPC who will joining my party (the NPC will be played by a player who's character is prevented from going on this part of the story). Here are the stats: Delshandra Laetanlhûn
The most I have so far is that she has a chip on her shoulder, comes from the lower class, still has honour as such, and is indebted to one of the Speakers in the Nirmathi Council. Any help would be appreciated.
How's this... Yet more SPOILERS!: This is what I included in the latest letter to the party from Adrissant:
"I have been attempting to monitor the conditions in Illmarsh however the happenings there made the situation somewhat problematic, and I was unable to ascertain where you might be able to be contacted next. Indeed, I almost dared hope that you would fail to survive the events transpiring in that town - I would have considered that more than a fair trade for failing to obtain the Raven's Head. Yet, when the figurative smoke cleared, I was disappointed to discover that you had not only emerged from the chaos intact, but were bearing the very relic I had sought for myself. I should point out that this is more of an inconvenience rather than a requirement for my plans. It was, after all, one of the greatest blocks in my research. But as they say, there is always more than one way to skin the proverbial cat."
Blast! Further SPOILERS Ahoy!: Well looks like I botched that well and good. I can see a ret-con in my future as I've made it quite clear that the Raven's Head is part of the formula. Again - BLAST! I guess another way would be in a letter from Adrissant. He would state something about the heroes thinking that they have the upper hand, but clearly they had it wrong. Perhaps about something that this was a sticking point for him in his research, but that there was always a substitute.
Hello All, This topic is heavy with spoilers, so is you're a player - BEGONE! But if you're a GM - PLEASE HELP! Carrion Crown Recipe (SPOILERS):
The following items are required for the Carrion Crown: The spirit of the Head Warden, Lyvar Hawkran (Haunting of Harrowstone, Heart of the Wolf-Lord (Broken Moon), Skull Fragments formed into that of a skull (Broken Moon), and the Raven's Head [ Wake of the watcher).
Firstly, is this correct? Second, what does each component do - in the creation of the Carrion Crown? Where can I find this mentioned in the AP. Now my next spoiler: Events in Wake of the Watcher (SPOILERS):
Given that the heroes end up with the Ravens Head at the end of Wake of the Watcher, how can the following sentence from the last book in the Series, Shadows of Gallowspire, be true: "With the components of the Carrion Crown elixir now assembled..."? Did I miss something REALLY important? The PCs in my game have the Ravens Head, and they believe that the Carrion Crown can't be created now that 1/4 of the components are outside of the Whispering Way's reach. Again, PLEASE HELP!
I have a VERY simple question. In the first paragraph of the next installment of Carrion Crown (Shadows of Gallowspire), it says this: "With the components of the Carrion Crown elixir now assembled..." Did I miss something here? Aren't they missing something that is now in the hands of the PCs for the last Adventure (Wake of the Watcher)? Am I missing something?
Of the things I wanted in, I got the following:
4 out of 6 is OK :) The harbour master has been paid well to remain tight lipped about the gnomish evil-doer who is the one responsible for attacking the tree.
This is what I came up with: TITLE: Bag Things Come in Trees
ADVENTURE: - PART 1 -
The heroes can purchase goods whilst they are here and there are some magic items to be found in the city. - PART 2 -
The druid, although well prepared to deal with the matter herself, has more pressing matters as she has found that one of the three pines is dying, and she is concocting an elixir to slow the progress of the disease whilst she gains help. She asks the heroes to go to the sick Pine and see if there is something that she has missed. - PART 3 -
The heroes find signs of collapsed ground about 40 feet from the tree and after a bit of digging (with the druid’s permission of course), find a tunnel leading to the tree. A check of the tunnel show that it was recently used. The tracks are that of a small size humanoid. If the heroes move down the tunnel towards the tree, they come to a hollowed out area. Inside they notice the remains of recent occupation (DC15 perception to notice it was used less than a day ago), with a makeshift table or alter constructed at the base of the tree roots. The remains of a purple waxy residue and a red power are scattered about the floor in this makeshift room. A further perception check (DC 15) establishes that the patterns form a ritual circle. The use of detect magic shows that there is residual magic present of a necromantic nature, and a spellcraft check (DC20) identifies that the magic used is some type of poison spell similar to the one used on the honey in Kassen, but far more powerful. A knowledge (arcana) check (DC 25) identifies it as being an older type of magic not seen for hundreds of years in these parts. Whilst searching, the heroes are set upon by 3 Twig Blights and a Debased Dryad who have been created as a result of the dark magics used. - PART 4 -
The heroes visit the shop, perhaps purchase some items and continue their investigation. The shop keeper is a middle aged dwarven woman named Ageng. She is well spoken and helpful. A check of the shop (DC 15 perception check) shows a shelf which is empty with a fair amount of dust apart from a rectangular shape. This indicates that something was here previously. In fact this was the location of a alchemist’s kit that had been on display for some time, but was recently purchased by a gnome who had recently arrived in the town. If the heroes do not purchase anything, the dwarf is indifferent and unhelpful. If the heroes purchase something valued at 50gp of more, and successfully make a diplomacy check (DC 10), the dwarf assists them in any way she can. If asked about the item, she mentions the story of the purchase, indicating that the gnome paid full price without haggling. - PART 5 -
If the heroes are overheard mentioning about their quest to go to Tamran, or anything about the Razmirians who stole the amulets, the spy quickly attempts to leave the scene in an attempt to get the information back to their employer. If the heroes take this bait, run an encounter where the spy is chased through the streets (using Chase Cards). If captured, the spy refuses to assist. If brought to the attention of the local Militia, the spy is thrown in jail as a Molthune spy. If the heroes remain in the town for long, they learn that the spy was found hung in his cell the following morning.
For the record, this is what I cam up with: TITLE: Bag Things Come in Trees
ADVENTURE: - PART 1 -
The heroes can purchase goods whilst they are here and there are some magic items to be found in the city. - PART 2 -
The druid, although well prepared to deal with the matter herself, has more pressing matters as she has found that one of the three pines is dying, and she is concocting an elixir to slow the progress of the disease whilst she gains help. She asks the heroes to go to the sick Pine and see if there is something that she has missed. - PART 3 -
The heroes find signs of collapsed ground about 40 feet from the tree and after a bit of digging (with the druid’s permission of course), find a tunnel leading to the tree. A check of the tunnel show that it was recently used. The tracks are that of a small size humanoid. If the heroes move down the tunnel towards the tree, they come to a hollowed out area. Inside they notice the remains of recent occupation (DC15 perception to notice it was used less than a day ago), with a makeshift table or alter constructed at the base of the tree roots. The remains of a purple waxy residue and a red power are scattered about the floor in this makeshift room. A further perception check (DC 15) establishes that the patterns form a ritual circle. The use of detect magic shows that there is residual magic present of a necromantic nature, and a spellcraft check (DC20) identifies that the magic used is some type of poison spell similar to the one used on the honey in Kassen, but far more powerful. A knowledge (arcana) check (DC 25) identifies it as being an older type of magic not seen for hundreds of years in these parts. Whilst searching, the heroes are set upon by 3 Twig Blights and a Debased Dryad who have been created as a result of the dark magics used. - PART 4 -
The heroes visit the shop, perhaps purchase some items and continue their investigation. The shop keeper is a middle aged dwarven woman named Ageng. She is well spoken and helpful. A check of the shop (DC 15 perception check) shows a shelf which is empty with a fair amount of dust apart from a rectangular shape. This indicates that something was here previously. In fact this was the location of a alchemist’s kit that had been on display for some time, but was recently purchased by a gnome who had recently arrived in the town. If the heroes do not purchase anything, the dwarf is indifferent and unhelpful. If the heroes purchase something valued at 50gp of more, and successfully make a diplomacy check (DC 10), the dwarf assists them in any way she can. If asked about the item, she mentions the story of the purchase, indicating that the gnome paid full price without haggling. - PART 5 -
If the heroes are overheard mentioning about their quest to go to Tamran, or anything about the Razmirians who stole the amulets, the spy quickly attempts to leave the scene in an attempt to get the information back to their employer. If the heroes take this bait, run an encounter where the spy is chased through the streets (using Chase Cards). If captured, the spy refuses to assist. If brought to the attention of the local Militia, the spy is thrown in jail as a Molthune spy. If the heroes remain in the town for long, they learn that the spy was found hung in his cell the following morning.
Hi All, I am currently running the Price of Immortality Trilogy, and the heroes are on their way to Tamran via the Tourndel River. They are about to make a stop along the way at the Three Pines Ford. Three Pines Ford is along the northern (or Lastwall) side of the river. I want a short adventure at the town and for the life of me, can't come up with a short adventure. I need the following:
I've entitled the "episode" as Harbour Master's Bluff Any assistance would be greatly appreciated.
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