Cressida

Kendra A. Lorrimor's page

90 posts. Alias of cynarion.




Pathfinder Adventure Path Subscriber

Hi!

Unfortunately I need to cancel my Pathfinder Roleplaying Game subscription.

Please let me know if you need any more info.

Thanks,
--Mike


Pathfinder Adventure Path Subscriber

Hey folks.

Back on March 1 I placed an order for Blood for Blood and Magnimar, City of Monuments, to ship with my next subscription order. This was order #3030492.

I received my notification email for order #3011434 on March 13. This order included my Adventure Path subscription order and Blood for Blood, but not Magnimar, and my order for the Magnimar book appears to have vanished from my order history.

If all I need to do is wait, let me know; I just wanted to check to make sure that I'd secured a copy of the Magnimar book before it went out of print. : )

Thanks,
--Mike


Pathfinder Adventure Path Subscriber

Hey folks. My players are about to assault Fort Rannick. They have already killed the Grauls, and have been making fun of me for including +1 ogre hooks in amongst the loot--largely based on the 'how the heck would an ogre even know how to make a magical weapon' point of view.

I had precisely the same thought when I read through the adventure, so I solved the problem by turning Barl Breakbones into a soul forger.

It makes plenty of sense for someone of Barl's (new) talents to be sent by his boss to oversee a group of ogres that make weapons.

Only problem is, it now makes some less sense for Lamatar Bayden to be turned into a frost wight, because frankly Barl no longer has the right spells or interest to make it happen.

There are plenty of ways to handwave the problem and say e.g. "Mokmurian did it" (although I plan to turn Mokmurian into a transmuter) or "the hags did it", but I was interested to see if anyone had an alternative--something else I could turn Lamatar into, or apply a template to him, that would make things interesting. Let me know what you think!


Pathfinder Adventure Path Subscriber

Hello Paizonians, Happy New Year!

I received my copy of The Midnight Isles today, but pages 3-16 appear to be missing. My credits page is followed directly by Ursathella'a statblock. Can I organise a replacement please? Thanks!

--Mike


Pathfinder Adventure Path Subscriber

Hey folks, I'm planning a campaign involving a cult that kidnaps people and then returns them to their normal lives, only a bit wrong; they turn out eventually to be sleeper agents and start a riot that starts a civil war.

I'd like help on two things:

1) I feel like I've heard this same plot before (the cult kidnap and return thing) in something created by Paizo...but I can't for the life of me think what it is. Can anyone help?

2) What spells or other abilities would actually make this viable? I mean, stuff like modify memory would help, but what would make someone engage in a specific course of action based on a specific stimulus, e.g. killing the nearest sentient being upon hearing a ringing bell? Any suggestions would be fine, I haven't considered anything beyond this simple plot point yet and am in the exploratory phase of building my overarching plot. And if there's nothing obvious and I have to come up with my own spells/rituals, that's cool too.

Thanks in advance!


Pathfinder Adventure Path Subscriber

Hello Paizo folks--

I was very excited to get my order last week, and quickly pawed through the books, but the Rise of the Runelords map folio was missing.

Any chance it can be added to my next shipment instead?

Thanks!
--Mike


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mysterious male human purveyor of plot

10:17, Gozran 28th, Ravengro
The booming roar of the rain drowns out any other noise. Water mats your hair, drips from your nose, collects uncomfortably in the small of your back, and plasters your clothes to your body like an overzealous embrace. Spatters of mud mar everyone’s clothing after the lengthy journey from the Temple in town. And yet, despite the chill and the discomfort, you stand steadfast, brought together by grief and friendship.

The Professor’s body—even in the casket—is lighter than you thought it would be. At the front of the procession, a Pharasmin acolyte named Besmer walks alongside Lem, the halfling’s extravagant raiment seeming none the worse for wear despite the downpour. Lem’s armour seems to pick up every minuscule gleam of sunlight from the leaden skies, refracting it through the water droplets into a scintillating panoply. Next to Lem, the grey-robed Pharasmin seems almost like a shadow.

At the rear, a group of only seven Ravengrians have come to pay their respects, walking behind the Professor’s daughter Kendra. Kendra made a few introductions, but her mind was on other things, as you might imagine. Keeping pace with Kendra is the samsaran Rose, whose ethereal appearance has occasioned comment several times already this morning. Together, she and Kendra make for a forlorn tableau amid the torrent, as Kendra’s silent tears mix with the raindrops on her face to trickle into the mud.

In between the huddled mourners and the resplendent halfling, six other new arrivals are carrying the Professor to his final resting place. At the front, Dragomir and Karrik make an impressive bulwark against the rain, the water almost parting around them like a bow wave. In the middle, Walter walks unsteadily on one side while Rajuna stares stoically ahead on the other. Flori and Theron bring up the rear, anger and sadness chasing themselves repeatedly across the half-orc’s face while Theron seems lost in his own melancholy.

The procession makes measured progress into the Restlands, at last reaching the gravel path that leads from the gate to the Professor’s gravesite, where Father Grimburrow waits to deliver the service and last rites. Everyone walks with bowed heads, weighed down with sorrow.

The path rounds a corner, turning right as it passes a small mausoleum. With rain this heavy, it’s no surprise that Lem almost bumps right into the group of men arrayed in front of him.

Close to a score of Ravengrians block the procession’s path. Farmers, fishermen or elderly all, the eldest amongst them stands at the front of the group, his eyes wide and his teeth clenched in a rictus grin as the men behind him mill around, seemingly possessed of varying levels of commitment. And while they may not be soldiers, it’s quite clear that some of them are all too enamoured of violence, with every man amongst them them carrying farm implements of some description—sickles, threshers, hoes, pitchforks, and even a scythe.


Hi everyone! Welcome to the discussion thread.

I want to do something that I believe is actually a bit unconventional here, and that’s to skip the character introductions entirely in the gameplay thread. I plan to start this campaign in media res, and nothing bogs down the start of a campaign more than a lengthy period where everyone exchanges pleasantries and says “so, how did you get that scar on your face?” while sipping tea (or guzzling beer).

Now, although the first post in the gameplay thread will get you smack into the middle of the plot, I don’t want to deprive any of you of an opportunity to roleplay your meetings, if that’s what you’d like to do.

So this thread is serving double duty—both as a generic discussion thread and as host to any in-character roleplaying you would like to do as the eight of you are all together for the first time, the night before Professor Lorrimor’s funeral. I will set the scene in the post below, and then it’s up to you guys to chat away to one another; NPCs don’t need to be involved unless you have a specific need for them.

So go for your life, and I look forward to reading your conversations—without worrying that we’re never going to get the plot of the game going. : ) If you like, you can even take this opportunity to do some in-character adjustments of your background to take your companions’ backgrounds into account, and/or adjust your characters’ mechanics.

I will come back later today with some questions for you on the mechanics of your individual characters, where appropriate. Until then, feel free to let me know if you have any questions, or if there’s anything you’re planning on changing about your character.

I'll also talk then about the PbP conventions I plan to adopt, and get your feedback.

Thanks!
—Mike


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Pathfinder Adventure Path Subscriber

Hi all, I am searching for 4-6 players for a Carrion Crown PbP. Please make your applications below.

Character Creation Rules:
  • 25 point buy. No restrictions on dump stats.
  • Any 0HD race is viable, but tell me how you fit into the setting. Humans must choose an ethnicity.
  • No Chaotic Evil please.
  • Any class is fair game, but again—I want to know how you fit into the setting. If you’re a ninja in Ustalav, for example, tell me how you got there.
  • Any archetype is fine.
  • Two traits, one of which must be a campaign trait from the Carrion Crown Player's Guide. The other trait can be from any published source.
  • We are playing at the Emerging Guns level, but guns are only made in Alkenstar. If you have one you will need to explain how it got from there to here.
  • Roll your starting gold and if you don't like what you get, take the average.
  • Max hp for first level, rolled thereafter with a single re-roll on a roll of a 1. Animal companions, eidolons etc roll hp at first level, but if you don't like what you get, take the average.
  • The AP is scheduled to go to level 15, but whatever level we reach at the end, I will bring your level 20 capstone ability forward to that level.
  • Any Paizo published material is fine. If I don’t own a copy of the rules to which you refer, I will ask that you please quote me the text so I can read it for myself. No third party stuff please.
  • In your backstory, tell me about how, when and where you met Professor Lorrimor (read the Player's Guide for more details).
  • You may submit more than one character—if you submit a non-standard race character, for instance, it’s probably a good idea to submit a standard race character as a backup. But please, keep it to a maximum of three.
  • Please state your time zone on your alias background.

House Rules:
  • The Appraise skill will only be used to give you the chance to sell items for more than 50% of their book value. You won't need it to ascertain item book values.
  • You won't need to make Spellcraft checks to identify magic items created by someone with a Caster Level equal to or less than your ranks (ranks, not total bonus) in Spellcraft. For example, a 5th level wizard with 5 ranks in Spellcraft could automatically identify a potion of cure light wounds (CL 3rd) but not a belt of giant strength (CL 8th).
  • A bard gaining Versatile Performance can retask skill ranks away from the skills affected. Same applies to headbands of vast intelligence.
  • No crafting of mundane items. It just takes too long! I promise to make mundane crafters/merchants readily available where it is sensible to do so. In other words, no, there's not a fletcher at the bottom of Gallowspire waiting for heroes to show up.
  • Where an untrained skill roll is being made on behalf of the party as a whole (e.g. Sense Motive, Survival), those without ranks can only aid another; they don't make rolls independently.
  • Massive damage will apply.
  • Characters will gain a bonus Teamwork Feat at 3rd level and every 4 levels thereafter—but a character has to have been a member of the party for the last three levels to qualify. Classes that gain bonus teamwork feats (e.g. the cavalier) may instead choose to gain bonus combat feats whenever they would gain a bonus teamwork feat, at the player's discretion.

Selection Criteria:
I am looking for the following (in no particular order):
  • Interesting characters that will work well together.
  • Characters that have been created as believable individuals rather than a collection of numbers and rules with an appended personality. I want to see the numbers and traits and feats you choose come to life in your background.
  • Players with a decent command of grammar and spelling. We all make mistakes and typos, but I won’t be able to GM effectively if I have to work to decipher every post.
  • Chaotic Neutral, Lawful Evil and Neutral Evil will be assessed on a case-by-case basis, but I don't want to turn this into an Evil campaign. Good or Good tendencies are preferred.

What you can expect from me:
Chiefly, I GM according to one rule--the enjoyment of the players trumps all. To that end, I’m on your side and you will find me quite lenient in giving you the opportunity to try things that other GMs might balk at. One of my favourite roleplaying memories is from a Star Wars game when my Rodian soldier put on a space suit and literally leaped from his burning corvette through the void of space to board an enemy cruiser. I want to give you those memories, because they’re awesome.

As a consequence, while Carrion Crown is a horror Adventure Path, under my aegis you can expect it to look more like Van Helsing, the Blade films, or Dracula 2000 than a traditional ‘scary’ horror movie.

That being said, there will be consequences to your actions. I don’t like adventurers who do nothing but kill things and take their stuff. I will change your alignment—forcibly, if I have to—and make you pay for your actions if I think they warrant it. For example, if a first-level party spends time openly antagonising an obviously hostile, well-connected and shady noble, they can quite possibly expect a high-level assassin to show up that night. Take your cues from the setting and the NPCs’ admonishments and warnings. I thoroughly eschew the Sorting Algorithm of Evil.

In the same vein, if you take a dump stat you can expect it to affect you. If you have the Charisma of a doorknob and you try to sweet talk the wait staff at a bar, I will make you roll a Diplomacy check in conjunction with your roleplaying.

I am also a storyteller before I am a combat simulator. I won’t be using maps, but I will be providing an overview at the beginning of each round of combat that describes the disposition of your characters and their opponents. In addition, I believe PbP lends itself far more to roleplaying and plot than it does to combat, so you can expect encounters to be simplified if they would otherwise bog down in posts like Hang on, where was that table again? And how tall is the armoire in the corner? In general, my philosophy on combat tactics will be along the lines of “if you want to be in charge range, you are unless I specifically say otherwise”.

Combats will tick over at a rate of one round per day. If you're unable to post that day, I will adjudicate your character's actions.

Lastly, I am Australian and use British English conventions. For example:

British English wrote:
I theorise that if I practise often, I might be licensed to colour. And my practice is what gets me that colouring licence.

You may, of course, use whatever form of English you like. : )

What I expect from my players:
I’d like for you to be able to post at least once a day on weekdays. Weekends are time you should be spending with your loved ones, so they are totally optional. Frankly I'm unlikely to be posting on weekends.

I want you to be engaged with the story and with the characters (both PCs and NPCs), so it would be good if you were willing to dig around and find stuff out, and invest yourself in the setting and the story.

Otherwise, the chief requirement is the standard Paizo forum rule: don't be a jerk.

Recruitment closes at 6am AEDT on Friday February 17. Successful applicants will be announced at 8am AEDT on Monday February 20. Look forward to reading your submissions!


Pathfinder Adventure Path Subscriber

I will pick it up again after the Beginner Box.

Thanks,
--Mike


Pathfinder Adventure Path Subscriber

Howdy.

Comprehend languages allows the user to understand any written or spoken language (but not to write or speak it). But does it give any insight into what the language is?

Let's say I have a small town that includes a possessed oracle NPC with the tongues curse. This oracle speaks Aklo in times of stress--but nobody in town speaks Aklo. If someone casts comprehend languages on themselves they will be able to understand the oracle's ravings, but would they know that the oracle was speaking Aklo?


Pathfinder Adventure Path Subscriber

Hello--

My Order #1712728 reads as shipped on July 8, but I haven't seen any sign of it yet. The guideline says 12-20 business days, but today makes 26.

How much longer should I wait before getting back in touch?

Thanks,
--Mike


Pathfinder Adventure Path Subscriber

A quick question that hopefully has an equally quick answer.

When applying the zombie template to a creature, you usually drop any class-based hit dice. Okay, I can handle that.

But what about applying the zombie template as an acquired template to an NPC who originally gained 4 or more class levels before they were afflicted? Do they retain their permanent +1 increases to ability scores for every four levels they attained before they became a zombie, or do they lose them?


Pathfinder Adventure Path Subscriber

Kudos for James for a well-laid out, and excellent adventure.

Perhaps someone can tell me I'm missing something here, but it looks to me like some of the NPCs in the back of The Brinewall Legacy have errors in their statblocks.

Spoiler:
  • Ameiko should have 4 more hit points (one from her base HD and three from her favoured class (assuming favoured class is bard)--alternatively 1 more hit point and 3 more skill points, but skills seem to work out just fine;
  • Koya should have an extra language--presuming she's of Varisian heritage;
  • Koya's speed should be 30 ft as she has a medium encumbrance;
  • Sandru's bonus for Disable Device would be +10 when using his masterwork thieves' tools.

Can't find any issues with Shalelu's statblock--if she's carrying everything in her statblock she has a medium load, but I presume she ditches it at the beginning of combat. Koya, on the other hand, has a medium load just with her armour and weapons and such.

Also, I notice Sandru isn't proficient with his buckler, but doesn't take any penalties from that lack of proficiency. That's just cool.


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Pathfinder Adventure Path Subscriber

Howdy all.

I am planning on GMing Rise of the Runelords when it's next my turn in the big chair. When Carrion Crown came out I faltered for a moment, but have decided to stay strong and do the prep and conversion work on RotRL. Plus, having played through RotRL will put my players in an excellent place to tackle Jade Regent.

So far, I am still in the early stages. I've been playing around with a few things but haven't committed anything to paper--physical or electronic--until now.

Below are a few of the ideas I've had (or cribbed) to tweak the opening stanzas of RotRL. I'd love to hear from others who'd like to share their experiences and in doing so help me with my prep work. Feel free to tell me which ideas you like and which you don't. And don't be shy with any criticism, I have a thick skin!

If by some crazy twist of fate and probability my players have managed to find their way here and are reading this: stop! Here be spoilers.

###

Part 1: Pre-Game Stuff

Generating PC ties to Sandpoint:
Many posts suggest that having PCs hailing from Sandpoint is beneficial. To encourage that, any player who declares that his character is a Sandpoint native will have to be a Varisian, Shoanti or Chelaxian human, or a half-elf or half-orc. In return, the player will get a list of Sandpoint NPCs past and present with alignments stripped out, e.g.:
  • Father Abstalar Zantus, male Chelaxian human Cleric of Desna, Sandpoint High Priest, new to the role but doing well
  • Garridan Viskalai, male Shoanti, proprietor of the White Deer Inn, feels wistful about his youth among the Shoanti tribes

From this list of NPCs, each player can choose five (first come first served) with whom he is intimately familiar. For those five, the player will receive expanded backgrounds and a boon. For example, choosing Das Korvut could result in reduced crafting costs for weapons, choosing Sabyl Sorn would open the House of Blue Stones' library without need for a Diplomacy check, choosing Alma Alvertin will open up a sidequest to Chopper's Isle for more XP and so on.

The boon from a merchant is easy--a discount. The boon from other NPCs will be harder for me to think up (and therefore probably much more enjoyable to explore).

Removing Metamagic Feats from the game:

I am contemplating removing metamagic feats from the game entirely--in 4-5 years of gaming with this group I've never seen one of them take a metamagic feat, so I feel on fairly safe ground from that perspective.

Having said that, my plans have some thematic basis as well.

Thassilonian rune magic is said to be powerful. I thought that giving only characters trained in the Thassilonian arts access to these metamagic effects would be a neat way to distinguish Thassilonian magic from regular magic. And metamagic rods would then make awesome loot (they'd obviously no longer be available for purchase or crafting).

Creating serious opponents (and friends):

I am using a 25 point-buy. That could (in my estimation) make things something of a breeze for the PCs. I mean, yes, they're meant to be the heroes, but they are also meant to be in believable danger from time to time. So as a broad rule, unnamed NPCs (aka 'cannon fodder') get the basic array, named NPCs with PC levels get the heroic array, and special opponents and allies get a 20 point-buy. Those special NPCs in Burnt Offerings are (in no particular order):
Spoiler:
  • Tsuto Kaijitsu
  • Ameiko Kaijitsu
  • Shalelu Andosana
  • Father Zantus
  • Isoari Gandethus
  • Nualia Tobyn
  • Orik Vancaskerkin
  • Lyrie Akenja
  • Chief Ripnugget
  • Niska Mvashti
  • Aldern Foxglove
  • Gogmurt
  • Bruthazmus

Note neither Erylium nor Malfeshnikor are on that list; (a) they are tough enough to beat already, and (b) the purpose of this boost to 20pt buy is to give the PCs a handful of competent allies/meaningful enemies. As written, neither Erylium nor Malfeshnikor are meant to be really meaningful enemies (although Erylium has several ways of becoming one, depending on how the confrontaiton with her ends up going); they are more plot devices/XP blocks to be broken open.

Creating rival bands of heroes:

I plan on setting up at least two and possibly up to four rival adventuring groups who will work in parallel with the PCs. The nature of the rivalry between the groups will be up to the players as things develop, but broadly I am looking to put together some or all of the following possible groups. Note the names are merely working titles to keep them straight in my head. The alignments are also more a broad brush to guide my thinking than they are prescriptive.
[list]
  • The Paragons--LG, LN and NG characters who rarely put a foot wrong and end up being loved by all.
  • The Pragmatists--CG, CN and N characters who do what is best to promote the greater good. Sometimes their methods may favour the needs of the many over the needs of the few (or vice versa!), but if such is the case then so be it.
  • The Objectivists--N and CN characters whose behaviour is sometimes characterised as self-serving, and who live by the motto espoused by John Galt in Atlas Shrugged: "...I will never live for the sake of another man, nor ask another man to live for mine." Their philosophy is not "kill it and take its stuff" so much as it's "if you can't defend yourself then I am not going to be bothered with you; just get out of my way and let me do my job." They will probably come to be seen as 'the help you'd rather you didn't have--but still better than no help at all.'
  • The Reprobates--LE and NE characters who are in life for the money and the power.

    I don't have any CE representatives in that list largely because I see them as being too unstable to form a serious part of a coherent adventuring group that's meant to rise from 1st to 16th level.

    As well as just getting to have fun creating somewhere between 8-16 GM-controlled PCs (who will all be built on 20 point buy), I have two important thematic elements I want to embrace with this design change.

    First, I want Karzoug's awakening to have broader repercussions for Varisia and the Lost Coast (and heck, much of the surrounds as well) than are depicted in the AP. I mean, if you really think about it, as far as the AP is concerned much of the material--especially in the middle--is only tangentially connected to Karzoug himself. As a GM I need to tie that material back to him more clearly in order to build him up as a believable and memorable villain, and I also want to broaden his horizons. If he has so many folks up in his lovely city serving him (directly or indirectly), I'm sure there are plenty of other places where the locals have started getting Sihedron tattoos.

    The idea is that the PCs will hear of the exploits of these rival parties from time to time, and at least once they will find themselves pursuing the same objectives. How the PCs interact with the rival parties will influence the endgame, where (depending on the feedback I get from this board, and my players) I may have all five adventuring teams assaulting Xin-Shalast simultaneously. Woe betide the PCs though if the Reprobates are the ones who bring Karzoug down--not that I would ever let that happen to my PCs, but it might make for an interesting after-boss-fight...

    Secondly, rival adventuring groups create so many more opportunities for the PCs to express sins of pride, wrath, sloth, lust, envy... And you just know that's going to come back and bite them. : )

  • ###

    All right, if you've read this far I feel sorry for you. Go have a break and put some eye drops in. But thank you nonetheless.

    In my next post I'll start looking at either what I'm doing to introduce the players to the setting in the first session, or at my plans to modify some of the NPCs and convert them to Pathfinder rules.

    Thanks,
    --Mike