Necroing this post because something interesting happen with my table this week. I was running this for a second group. After getting through book 6 and some other things the players decided based on buying nobility section of the sargava lost colony book to go for a title and deed to the smugglers shiv. They pooled gold and purchased the title. 14 miles x 12 miles is roughly 108,000 acres. 100 acre of jungle is 500g. 1080 x 500 = 540,000 gold. Because its an island they offered the Baron 600,000 gold. Title granted was "Grand Shiver of the Western Light" It was purchased on 22nd Pharast 4711. This thread helped figure out the rough cost, as we didnt wanna be precise and nitpick.
Im running a highly modified version of Mummies Mask with some historical changes.. namely that when the fleet, not just single ship, from androfa crashed up in numeria.. another portion of the fleet crashed in osiris.. in our world all humans arrived from those crashed fleets. Its also Mythic and ive got a larger table sized, and has portions of both strange Aeons and reign of winter with some of the continuation of iron gods and legacy of fire. Archmage of the 3rd Order 'Dhund Hala' Female Slyph Arcanist 7, known for using her assortment of wands in combat and rolling 20s anytime a knowledge check is asked for. Archmage of the 2nd order 'Soga Nitim' Male Rakshasa-Spawn Tiefling Magus 6, known for duel-wielding his families Intelligent Ironwood Rapier 'Smashur' and a Dragon Pistol when his magic is depleted. Champion of the 3rd Circle 'Brad Lee Milton', a Half Orc Barbarian 7. He is a former Mercenary turned Archeologist, he specializes in crafting siege weapons and studying all manner of military tactics when not cleaving undead in half with either his adamantine greatsword or smashing them to bits with his adamantine heavy flail. Guardian of the 3rd Circle 'Kalziel', a genderless Lantern Archon that had been trapped within a glass jar sealed with sovereign glue with a jar of ultimate adhesive remover sitting next to it upon an altar for a few thousand years and has gone somewhat crazy. Becoming a tower shield specialist fighter and specializing in its light rays. Hierophant of the 3rd Circle 'Lindale Dachery' an Oread rogue 3 and Priest of Brigh who is the Technologist of the group He fights with a wrench and a pepperbox rifle.. he still carries a laser gun though he no longer has any batteries for it. he wears the old robes of the High Priest of Nethys and has collected every funerary mask they have encountered. Hierophant of the 2nd Circle, 'Altir al Hazarid' a Keleshite human who is an Oracle 5 that is just as obsessed with the Elder as his Father. He is also the bearer of the Scarab Shield and has a pair of Mining Beetles for Companions who are both also oracles 3rd(he splits his xp with them) Marshal of the 3rd Order 'Suliman the Suli Merchant' a Cavalier in the order of the Eclipse 2, who is also a GentleLady 5 who has just earned her Bachelor's in Marketing from the University. She bears a Holy nagant m1895 and a keen scimitar. She is just as deadly on the field of battle as at the negotiation table. Her camels name is Fartsee Ninetoes on account of the camels special attack method. She has ten teams of laborer's to haul the party supplies Trickster of the 3rd Order 'Arazona Jones, Half-Elven Professor of History and Investigator 7 extraordinaire she fights with either her composite shortbow or her keen scorpion whip.. those she does bear a dagger of rusting as well for when needed. Trickster of the 3rd Order 'Sol' The only native of Wati amongst this huge groups of adventurers. She is strange mix of brawler, rogue and bard mostly she smacks things with her heavy pipe and blasts them with her Privateer or snipes them from afar with her composite longbow. She is the only member of the party to recruit any Teams for personal use. She has the second largest thieves guild within wati consisting of 99 teams of robbers.
Iron Gods was hands down my favorite to run. Players started a kingdom with the city of torch and expanded from there.. eventually a few battles and even some huge wars took place. was fun using high tech troops and robots vs barbarian hordes. Kingmaker is the only AP i have run five time start to finish. As a whole the tapestry of cheliax aps being failed has eneded up with a reborn cheliaxian empire.. with the queen from curse of crimson throne now on the imperial throne. Didnt dislike anything. Ive read through everything PF1 and run almost everything.. only having played jade regent + serpent skull and book 1-2 of giantslayer ive DMed the rest of the tales for the parties that come over here to adventure and live or die but certainly end up changing the world.
For 3.5 we used the Empire rules (from a 3rd party whos name i forget now) for Curse of Crimson Throne, LEgacy of Fire, and Second Darkness.
We used some version of downtime in every AP, even if not the full kingdom rules. We did not use kingdom rules for the 3.5 version of Rise of Runelords or Council of Thieves, Carrion Crown. Cant comment on War for the Crown as ive not yet started going through that. As im currently running 5 other APs over the course of a month. Our current game timeline is January of 4716. Events from Tyrant's Grasp will play out behind the scenes in the year 4717, 2 kingdom turns per book. Events from War for the Crown will play out behind the scenes each book being 2 kingdom turns of the year 4718. Return of the Runelords will be heavily modified as the final AP of 1st edition Pathfinder in our tales in the year 4719 with a set of mythic champion heroes coming from any current player kingdom as their sponser. Cheliax is the biggest Lawful Evil Empire in our world. It commands the thrones of Cheliax, Nidal, Korvosa, Isger, Druma, all islands of the inner sea proper and the Straights. Osirion controls the largest Lawful Neutral empire in the world. The four Pharaohs command the thrones of Osirion, Thuvia, Rahodoum, Quadria and are currently fighting over the destroyed Katapesh kingdom with Nex. Alkenstar has taken the Isle of Jalmeray. Ameiko commands the largest Lawful Good Empire in our world controling almost all of Tian Xia. Hope this helps you out. its alot of behind the scenes work that your milage may very far as what the players enjoy. were in our late 30s-early 50s and most have been playing since 1st edition. Heck my brother and i thought we needed to Beat 1e before we could try 2e, we were that much of newbys back in the day. I like running the kingdoms/empire type games its rewarding for me. As back in the 2e DND games most of the players would retire their heroes after reaching name level and gaining followers (roughly 10-12th) so running the kingdom stuff allows the players at the table a reason to keep gaming with the same hero until they reach level 20 or higher (no level cap at 20, just cap of 20 levels in X class at our table)
Basically the whole thing is a spoiler to the many Tales we have run at my brothers house and mine over the past 13 years. These are the changes we have in our world leading up the start of PF2 once we finish the tales in progress a couple years from now. Just figured someone on these forums may be interested in whats happened to another table over the years. Timeline of changes to our version of the world: 4700-4712 Second Darkness was failed, causing the lands of Kyonin to be Destroyed. This rallied the Elvish People under the command of Queen Telandia Edasseril, a war council with leaders of every Elven nation connected to the Aiudara Network. They agreed to follow her commands and created a Summer Council to reclaim Celwynvian the first Elven capital. It was reclaimed and the drow driven deep deep into the darklands in spring of 4712. 4707-4720 Rise of the Runelords (Party was successful) The heroes remained within Xin-Shalast and told nobody of their success. They are still alive and level 27 epic heroes using their magics to cloak the city from prying eyes they still seek out what mysteries are within. From 4707-4720 they remain sealed within the city. Until they travel to meet with the other rulers of the lands to deal with a threat that they know is coming in the year 4721. 4708-4716 Curse of the Crimson Throne was failed with the heroes being slain by Queen Ileosa Arabasti. Runelord Sorshen awoke and the queen swore allegiance to her. Korvosa was devistated between the plague, ritual slaughter of 10000 halfling slaves, and deaths of 80% of the remaining population.. the city was a loss. Lorthact assumes control over what is left of the city. Sorshen sends Ileosa south to compel the queen of Cheliax to follower her advice and start the cheliaxan reclamation process. Sorshen travels with Kazavon through a portal to a location near the Mordent Spire to meet with an Aboleth of such immense size that the great wyrm looks small. 4709-4716 Legacy of Fire was failed. The volcano errupts. Xotani the fire bleeder awakens. An army of Jann and Efrette are slaughtered. Katapesh is mostly burned, save for a few port cities. Forces from Osirion move south attempting to annex lands and deal with the spawn. Forces from Nex move north reanimating all the dead to fight within their new growing legions. In January of 4716 Xotani travels to the plane of fire. the forces of Nex and Osirion clash as war is started between empire of Osirion and the Nation of Nex.. 4710-4712 Serpent Skull was a partial failure.
4710-4720 The Forest Kingdom has grown and expanded to include most of the region and to the east a ways off the standard maps. They have more benevilent fey residing in the kingdom then anywhere else short of the first world. strange magical technology has been unearthed shards called Cyber stones which allow elementals to be bound, willing or unwillingly to them. they have created a series of lightning rail networks connecting the cities of their kingdom. They also have a small fleet of zephlins and a couple of prototype airships that use the cyber stones. The heroes are level 22/Mythic 9, having to just defeat Nissa in the final battle to face their final Challenge. 4711-4716 The Jade Regent Was very successful. Empress Amekio has regained her familys throne.. and well done what her grandfather could not, in five years the heroes and their armies conquered and liberated every land north of Nagadar excluding the pirates off the coast to the east that their allies the celestial dragons are currently reducing back to the stoned age. Heroes are level 20/Mythic 10 4712 The rebellion of the Council of Thieves was crushed. General Bourne did not hesitate a moment to test out the new hellfire cannons upon the city of Westcrown. Below the city a portal to hell was opened and Mammon claimed the city as his own.
4712-4716 The Shattered Star is underway. currently they have united most of varisnia under the banner of their kingdom. They have recovered four of the Stones and have just finished meeting with the heroes of the Trunau and sent troops east to aid trunau and help secure the Forge of Creation. Level 15/Mythic 3 4712-4716 A new Hurricane King arose within the shackles, his fleets have sunk three chellish invasion fleets destined for Sargovia. 4713-4715 The Forces have been rather succesfull at closing the worldwound. They heroes are about to speak with the goddess Iomedae. Currently their kingdom consists of roughly 50% of the worldwound. They have worked with the heroes of Numeria as well. Level 14/mythic 7 4713-4720 The kingdom of Numeria is at peace the various tribes are working together united under one kingdom centered out of Torch. They have connected the cities with portals that lead into pocket dimensions and allow almost instant transportation between the cities. Advanced technology is the way of the day. a vast wall 1000' tall has been created around the kingdom armed with nonleathal weaponry set to attack anything that comes within so far a distance. the unconscious creatures have their alignment checked if they are evil, they are slain. if they are neutral or good they are brought by drones to one of the kingdoms enterances and allowed to enter or transported back to where they came from. They also control one of the other planets within the crystal sphere. Level 25/Mythic 10. 4715 The Carrion crown was failed. Lich Adivion Arrissant slays the heroes that were attempting to kill him. Calling upon the powers of other Lich's in the service of Tar Baphon they perform a ritual that awakens the master Lich. The Whispering Tyrant is awakened. General Malyas over the past five years has managed to slay almost every corte that was not in the service of Tar Baphon. The Wrath of Shadows Sienavier the great umbral wyrm arrives bearing Vampire Lord Calipitas from Leng. The Azlanti Harlot Queen Gebbanzo arrives offering the services of her Ironfang legion. Across the lands all the Cenotaph's shimmer and ripple with mirror like images of Leng, thankfully the denizens cannot just walk through. What is it foreshadowing? 4715-4716 11Kuthona4715 the Forge of Creation was relit. The heroes moved south to the Village and are level 13 on average and it the first full moon of 4716. (ongoing byweekly) 4715 a Rebellion is crushed in Kintargo. Cheliax annexs the nation. 4715 the ironfang legion arrises within Molthrune. 4716 Westcrown was almost destroyed when a pair of crusading armies detoured from in route to the worldwound to deal with the portal to hell open within the city. Alas for the forces of good they were slaughtered.. but they did close the portal. Empress Abrogail was slain in the fighting and pulled bodily down into Hell. Queen Ileosa Arabasti assumes mantle of Empress. Cheliax bans worship of everything except devils on pain on being sold off to the devils. Isger and Druma are formerly welcomed into the fold of the new Cheliaxan Imperial Court.
James, Mark its been over a decade. Is there any chance of us getting a full fledged world map? Alot of the cities mentioned in the wiki from various books dont even a location on the map. Even stuff in southern Garund and western Casmaron let alone Arcadia or Tian Xai. I get how folks that visit Sarusan would forget that they made maps.. but the rest of the world.. alot is known to the pathfinder society as a whole. Love what you all have been doing. :) Hope this necromancy works for an answer.
Our campaign has made some changes, in number of players and extensive use of the retraining via downtime and some just deciding to stay in X location and make a new character to continue onwards with. Our initial GM ran books 1 and 2 and half of book 3, ive taken over DMing for the scavenger hunt of history and last half of book 3 as our route brought us to backtracking. No spoilers in here. Our Party now Consists of the following Heroes (13 in told if everyone shows up, as you can see from levels and downtime earn xp results some make it every week, some are not as often that they can make it)
Im playing as L12 Varros Koldukar, Dwarf Hunter7, Gunslinger 2, Shield Marshal 3 of Trunau, companion of shewolf known as "The Scent of Cinnamon upon the winds under the light of the full moon" or Luna to others. A decade ago i ran Curse of the Crimson Throne.: Varros's parents and elder brother were NPCs that died in an almost TPK. When we started this AP as its located in kinda the same region but years later thought would be interesting to revisit their son and see what had happened to him over the years, he still has a sister that is only 32 so still young by dwarf standards alive within Trunau, a couple of months ago.. Even though its been thousands of years since his greatX-grandsire lost the family sky-Citadel to the orcs Varros sees it his family goal to reclaim what was lost. After his parents died spent all the funds his noble (rich) parents left him to purchase(900g)a commission in the Trunau Patrol as a patrol leader of one, He spend the dozen years that had passed since his parents and brothers death working with nearly every traveler that came into town, becoming a master cartographer but giving away his maps for free to the Patrol and those the council requested a copy for. Basically he bought a MW Cartography Studio and donated it to the town. They gave him a uniform and a token rank within his own division of cartographers in command of nobody but cartographers in the patrol of, which he was the only one to serve in 12 years).. So Varros started as a patrol leader, in command of just himself, and really he listened more to Luna's commands as she claimed under the light of a truth candle to be centuries old. As is his right as a Dwarven Royal Decedent within Koldukar Lands he has commissioned an army of one, himself he has called the "Koldukar Cartographers." He has since been promoted to a Captain along the way for various deeds (as represented by the 3 shield marshal levels, luna just become large two days ago in the story at 12th.) by the eldest Koldukar (himself) As Varros has been our tales chronicler, next level he will be sidestepping into the Pathfinder Chronicler PrC. Assuming that someone other then a PC buys one of his travel maps, or journals as hes so used to giving them away for free.. Varros is only a couple thousand xp into 12th, those at 11th are all under 3000 XP away from 12. slight xp bonus for coming in costume and ive been in costume for half a year
So i just recently discovered that having run a pile of campaigns over the past years for my assorted table will allow them to gain some kind of credit with the Society for characters? I dont so much care about credit for myself.. but i know two of them DO play society games one locally here in mn and the other travels across the country and pops into games when he can. How do I go physically go about doing so for them? I have run the old Rise of the Runelords, Curse of Crimson Throne, Kingmaker (for 3 tables), Carrion Crown, Iron Gods, Reign of Winter (books 3/4), Wrath of Righteous (books 1-4), Currently wrapping up book 1 Giantslayer (as a PC) we are on a pause from Shattered Star start of book 4. Ive also run a good chunk of seasons 1-4 and a assortment of random adventure modules. I ask here in the Organized Play, GM section as since pathfinder was still 3.5 i have been our tables DM.. having played for a whole 6 game sessions as a player and run.. about a dozen years worth of games for 3 assorted tables Id like to get my heros the credit that they apparently have earned. Thank you in advance.
Well he's been a buddy for close ta three decades... story wise it's what ida done as his character. no biggy though after all the gunslingers free starter weapon is broken for anyone else so raw and story wise it's cool fun and could explain how I got a pistol.. the broken musket I found backfired and almost killed me twice.. burnt off my beard in the backfires.. so little brother breaks it and turns it into a pistol for me..
We have just finished the plague house, our party consists of the following.. Adler Redwald Human ranger2 outsider stopped by because he was in the neighborhood, who has proven himself very skilled in combat, even if he cants see in the dark Clarke Daemon Elvish Enhancer (Transmuter1/Cleric Sarenrae1) that has worked at Cham's Inn for a hundred years and is a native to Trunau. Dayz a drow slayer up here for some reason he casts no shadow and has been questioning the only assassin that survived for a full 30 hours now. Grrunt a halforc barbarian who was dwarf trained and raised by the same rich parents as Varros. Varros Koldukar a dwarven hunter/gunslinger a noble scion of war, who is on the payroll of professor Lorrimor with rich parents and a native of trunau and very meticulous who seeks to reclaim his family former sky castle. Zxael a Snivfneblin Cleric of Brigh who is Denying the Reaper, trained by the dwarven Koldukar family with rich merchant parents who were jewelers and miners. There is also a dwarven cleric of Sarenrae 1 who has not been able to make it yet due to work.
So.. After a couple sessions poking round town we figured out that we needed to go into the plague house.. i suggest waiting til dawn.. rest of the party says no we are going tonight.. So we went in with 3 heros and my wolf companion. First floor was a bit before sunset so not too bad. We poke around and get jumped by a few spiders.. my then hunter falls down a pit in middle of fight with a 1 on a reflex (we house ruled a decade ago that all 1s are fails or crit fails if we confirm w another 1 even if total beats dc) I used my CLW on myself topped self back off.. two others pull me up.. crazy ghost rat things attack and almost kill my dwarf and halforc brother. Game session over. Xp awarded. level up happens, no "heal" with leveling but otherwise we rule that everything is applied including new hp instantly. I went hunter1 then gunslinger 1(guntank) with a musket others took L2 in their initial classes Session 2. We got the stairs room left to look in and some stuff on the second floor. We see a blue flame outside. Human Ranger and Elven Enhancment mage go to put out the fire. Halforc barbarian heads down stairs. I order my wolf E'luna to head and explore two rooms on the second floor, then follow my adopted kid brother downstairs (funny dynamic.. my folks adopted him 18 years ago, my folks died 12 years ago.. so my now 51 yr old dwarf has been raising a halforc for 12 years.. ) Party outside wolf goes right, human and elf go left. human gets mauled by the flood troll.. dropping to zero. mage reads scroll of summon swarm.. spiders end up killing the troll and human gets enhanced con for an hour and gains 2 hp and wakes up. Meanwhile wolf is fighting 3 giant centipedes and cant hit to save her life.. takes 6 rounds to kill the first centi. wizard ends up saving her after the human ranger stealth's and sneaks his way back to the temple in town. Meanwhile downstairs. Halforc and dwarf are sneaking about, over the bear traps, thru the statue room into the main room.. not high enough of a perception to see the rogue we Know is down here. I bump into him, he aoo and misses. I fire musket, roll a 1 backfire for max (12) damage.. almost killing me. I sneak off to try and flank.. brother throws axes at the rogue to keep him distracted. I get lined up perfectly.. take aim.. a 2. also a missfire with a musket.. Boom 8 more damage.. im down to 1 HP. Brother rages charges.. manages to jump over the traps.. chases rogue.. into the anvil of my wolf and the wizard coming down the stairs. brother swings cripples the rogue. rogue throws down wpn surrenders, wizard enlarges person on raging barbarian.. he somehow grows too big to move through out of the space into the room.. sparing the life of the rogue. my wolf tears out the rogues throat as i yell my kill command in dwarven. Mind you im deafened from two musket shots backfiring into my face so i didnt hear the surrender.. My brother turns towards me and takes my musket, snaps it in half and so no gun, it hurts you to use it brother. Session ends. Ranger is at the sanctuary in town, finds out whats what and is sneaking back to let us know. We find a CLW wand and all heal up. DM offers me choice; With how lady fate has treated my musket shots I can either add the bolt ace archtype (i do already have MW underwater heavy crossbow from my rich parents), or use the broken broken musket as a pistol, or have a free retraining of the gunslinger level to something else. Background, and thought process:
Now Ive played since the beta of wow as either a dwarven hunter with a wolf pet or a combat rogue. That was my concept for this character. I certainly like the touch aspect of the guns mechanically and as I am already playing a gillman bolt ace in skulls and shackles. I am leaning towards trying the pistol guntank. Ive Run a bunch of AP's DMing for my main table, or a few others over the past dozen or so years including the following APs; Rise of the Runelords, Curse of the Crimson Throne, Kingmaker(4x), Carrion Crown, (homebrew campaign merging with the last 3 books of reign of winter)(first 4 books of wrath of righteous, until a TPK), Iron Gods(with kingdom building and heros ending at Level 26, Mythic10 accessions.) and played books 1-3 of Both Jade Regent and Serpents Skull. Currently on a pause before book 4 of Shattered Star with my brother running Giantslayer to bring that neighboring region up to the same point in our worlds AP/campaign timeline before we continue the tale of the Star or move onto PF2. Im going to cross over into fighter at 3rd for tower shield specialist until level 5 and then was going to bring hunter/gunslinger to 5 each alternating and ending with noble scion 5 as were only planning to level 20 with this Path + some other quests to tie things all into the greater tables tale and this character is the son of some NPCs that i used for the first 5 years or so until they died on an adventure and did not get raised. So long story short.. Over the decade we have worked our way from No Guns to Commonplace Guns rule, but as this Hold of Belkin is orcish our PC kingdoms would never have sold firearms to them, and frankly would have hunted down anyone that was and taken the guns from them.. we are using Emerging Guns for this tale. I am leaning towards the pistol and tower shield combo. but aside from 3 mths last year as a ranger.. ive been on the dm side of thing makings and tweaking npcs, mobs to die in a few rounds that i cant even get attached too as i know they wont be raised. thats why i was thinking the wow dwarven hunter but with my twist on it. Guess im just rambling as that seems to be what i want to do. thanks for reading.. and if you can make sense of this ramble.. your advice.
I really like it.. and hope to see your posts of how it happens. Kinda wish i was 32 year younger so i could play through those in your world and see how it all works out. I like the generational thing. Ironfang looks interesting, thats next up in the AP pile here, unless we decide to move to PF 2.0. Havnt poked thru the book much incase of the other players wants to DM it. Iron Gods was fun to DM you could add that after Wrath. Wrath that will be a nice twist on things. I like the alternative use of the wardstones. minor demons throughout the books before it is simple enough forshadowing. as would be.. something to let them see one of the wardstones.. in action.. maybe an iceberg flows towards one and melts or something of the like. Giantslayer im playing through now, were only 2 sessions in so far. So cant help w feedback. Kingmaker, ive run 4 times now. It is very very much "keep on the boardlands" with the kingdom building that Keep didnt have. Or if you do the kingdom in the background.. then very much will play like Keep did. Ill have to pick up that dragon to see bout foreshadowing specifically. You gotta decide if you wanna run the blooms and such from kingmaker or go alternative route.. If you want the fae aspect of things or something else. You would need to foreshadow nissa. All the locations and neighboring/rival kingdoms would need to be forshadowed/changed to your world. So your talking bout hex or grid mapping the whole area and plotting out the "static encounters" but thats not too much work. I really like the progressive development of your world as described above. Giant ants, hollow thorns the size of apartments and bigger then the typical shack. dwarves having better mining tech then humans. a good trade networks.. Im glad you picked dwarves over elves to bring into the fold.. beards are much cooler then pointy ears. :)
Its kinda interesting being the player. Ive played for maybe 9 months since pathfinder came out otherwise being the DM for a table or two each week.. Now i passed the torch and am playing in both Skulls and Shackles and Giantslayer. Our crew has just finished up boarding training a couple weeks into the game. Our GM just started playing last year at my Kingmaker Table. Hes doing a good job, helping him a bit as ive already played through book one but we had a good cleave take out most of the party. That GM didnt really at all explain that we could attempt to influence the crew at night.. So come you know when.. everyone still hated us.. Party is an interesting blend. Our Rigger is a Tengu scout named blackbeak (ninja/skald) who is also the richest of us all having performed every night and gotten 20 gold a day for doing such a great job.. Our Cooks mate is an Azlanti human name Erik Cartman who has got to be one of the worlds best turtle fishermen.. and has managed to convince the captain to slaughter his celebratory pigs for the whole first week.. and managed to keep his boss sober for all cept day 2. Our Deckhands consist of three of us.. all aquatic beings.
Next we have a Sharkkin named Saganon (druid/swash)who is able to mend the ship with but a touch.. makes our repair days.. much easier.. He spends his time talking to sharks and coaxing turtles onto Erik's hooks. Myself Im playing Gillman gunslinger armed with a repeating heavy crossbow who specializes in sailing, engineering and siege weaponry.. goal of being a shipwright and building some kinda of submarine.. Were having fun its a very much yohoho and a bottle of rum game. We can frolic under the ship.. weve affixed ropes and spikes so we can tie ourselfs to the hull and float..
Just looking ahead into this book. In e5 is the reactor. My players went through and did the iron gods a couple of campaigns before this one; so as players they are going to want to power down it and use it as they know how good tech items are. The party consists of a large assortment of heros. Two dwarven fighter/defenders, an Aesmar fighter/ranger/rogue, Ta pair of elven rogues, a slyph arcane trickster evoker,, a holy earth infused oread warpriest of torag, a fletchling slayer/inquisitor of abadar, a barbarian/rogue, a gentleman/gunslinger/hunter most of which use firearms or tech devices.. as their kingdom of has been selling tech/guns across the known world for a decade.. as we set IG in '08. So firearms and such are common in my world. Anyone bothered to power it down somehow. Without destroying it. An option.. Rebuke Technology seems the best bet.. beside knowledge:Technology or profession:Technologist or even Knowledge:Endgineering in the 50s..
Just bumping this 5 years later because.. MUCH MUCH LOVE. Im running Shattered Star and well claiming lands and such have come up and instead of mapping out the area and making my own map... Finding this one even with squares as opposed to hexs is a life saver. I would gladly pay paizo for them to make a map portfolio for the whole world. This will be so very useful to me in cleaning up various maps and charts i have lying about my gaming room. The version of the world im running consists of Rise of the Runelords(3.5), Council of Thieves, Kingmaker, Jade Regent, Carrion Crown, Serpent's Skull, Reign of winter, Iron Gods, Wrath of the Rightous all run within it. And for everything since kingmaker kingdom rules have been in play.. for everything prekingmaker i used the rules from the Empire by Alderac Entertainment Group. As the DM for my assorted tables for close to a dozen years now. I cant say thank you enough. Thanks a bunch: THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! 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In my time-line things are different. Im running it as my 3rd kingdom building campaign set here in this universe, and a couple set in other worlds. The year in on it takes place is much later in the start of winter 4717 this campaign begins. The worldwound has been healed and LG kingdom established up there. As well as all of Numeria is united under a kingdom founded in Torch. (same group 3rd generation heroes :))
This should be alot of fun to DM. Iron Gods+ should be wrapping up about springtime. My table got a little side tracked in Iron Gods, i ended up letting them step into The Frozen Stars and then came back to The Valley of the Brain Collectors. Also with kingdom building, they are about ready to start to rally some allied forces and launch an all out attack on starfall with their armies.. I will get a kick out of DMing as good guys.. and there are mature enough to handle an evil AP.. I ran an evil campaign for a year for most of the same crew. Thanks for letting us DM's be the Good guys for a change.
Right on, Thanks for the quick responses. Last night I did rule that because the Strix Warrior was Large and had reach on the trap basically he was able to hack his way through it. each room was sealed by a sound proof hatch, so he just stepped inside, players closed the hatch so nothing else in the tower could hear. I gave him a 3 reflex saves if he made those he took no damage destroying the trap, which of course he rolled 20's with MY dice. In this case it was the upper halfs of 8 gearsmen robots. So if it comes up in the future (which it will) i can continue to rule the same way that the trap has the hardness of the robots and half the hit points of a whole robot. For a physical trap, i very much happy were all on the same page. For a magical trap, i just wouldnt allow it. Basically ive been DMing for this group since 1988 at least weekly.
Last night while running Iron Gods: Choking Tower The players encountered a Mechanical Trap that would effect them once they stepped 10' inside the room. reset automatically. Nobody with disable device. I added that there was 2.5 feet under the trap that was safe they could crawl, but another item caused anyone touching the floor to take some damage. The warrior in the party drew his blades and wanted to attack the trap physically. I could find nothing in the core books or on the d20pfsrd.com that answered the players question if he could. It spawned a furious 10 mins of everyone searching forums, posts, google but not finding anything RAW that would allow it. The warrior found a post that said basically the DM could assign HP to trap as they want (no limitations) and an AC based off the disable device DC. But his phone then died and we couldnt find the link on any of our other devices. I am wonder RAW if there is something i have to do to make all traps attackable, or if its more a RAI type thing i can do whatever with. Thank you for you time.
it was a late session w a few ales afterwords tonight, just getting home now. map sometime today. Players got Torch:
When the campaign started most the council was incapacitated from the headaches and trots. Of the others. (which i had gamers not in the campaign play an NPC and give me what they would for each of the council members) My initial Torch Council
Celda (runs the farms outside of Torch)- dont care whos in charge as long as her farms are safe. Joram Kyte (high priest of Brigh) - once was clued into the ship below and granted access to its database. voted in the party's favor. Bazlunda (head of smithing guild) - For relighting the Torch so her guild could go back to work forging skymetal she voted in their favor. Dolga (founder of torch and head of council) - She was just tired. shes been in charge of these humans for a hundred years. She just wants to work at her forge for her last couple of years. Serentha Olandir was lighting shocked until dead than eaten by the Styxx in the party as punishment for hiring mercs and trying to forcibly take over the Silver Disk Hall after the party took the deed to it from the warehouse. Both Laris and Lucious VanDozer were in league with Miranda and died in the ship, no trace of their bodies remained after they were eaten by the Styxx. Before the party departed for Scrapwall, they spent all of their funds to create a public transportation network in Torch, carrages, wagons, rickshaws, were purchased by the dozens. Drivers were hired by the scores. 100 elite soldiers were hired by the players and gifted to the council. A popular vote was held called by my cousin across the country who was roleplaying Dolga (via email before the game session they left Torch) Their first acts as rulers were to build a road from torch to Aldaron's Grave and claim the lands it adjacent to torch. im kinda fudging the time it takes to build a crude road. Highways are standard time, but a simple dirt packed road. i ruled they can make that with a few hundred people and wagons of supplies following behind them. all of their hexes are connected.
Ive got a hex map i created on large hex paper that covers the whole of the lands in the area of the campaign. Its at my brothers house with my gaming stuff (as we play tonight). Ill take a picture of the big map and scan a couple different copies of the regular graph paper maps, one of the environment and one with the various kingdoms i created on it.
Basically they took over torch and the surrounding area, explored and claimed NE towards Scrapwall, Explored around scrapwall. Now their kingdom is 36 hexes i think. (or 37 i keep forgetting) They have destroyed a tax collection force, stolen the vehicles. Druid used plant growth to return the battle field to before battle appearance. The TL that they have encountered have been bumbling fools. Or overwhelmingly strong. Strictly depending on how many captains are working together or against each other on a TL mission. They are paying taxes to the Black Horse Tribe for them to send onto the soverign
It is very nice, thats why i like reading about other folks running the same path. For myself i take the AP's and lore as written as a guidepost, not so much a linear path. Ever since kingmaker we have added kingdom rules to every AP, so things play out a bit differently. In wrath it was in the background, more then here. I think i will check out that site you gave me and work on a summory. AP wise they have finished book 2, but they are all level 9, one challange from mythic 3 from various other things they have done.
I rolled a few stability checks for Scrapwall, it rolled 1, 20, 20 before modifiers. Players bought 3 staffs of wall of stone, used all the charges on them to reinforce each of the 3 square miles underground i said that scrapwall was. i ruled that the building at the end of the arena collapsed down to form a perfect surrounding oval to the arena. that was also another engineering check that the engineer and the two other pcs assiting him rolled 20s. this group of players is the same on i got a TPK in wrath on with a whole series of 1's and 20's. So basically the excavator is now in this stone lined chamber with a huge huge power cord running up to the surface up to the Reciever array. scrapwall is unaware of the machine, just that an 'earth quake happened'
Im sorry to hear that. my crew is talking about using it to create a network of underground tunnels connecting at first torch and scrapwall, then any other cities they incorporate into their growing empire. Ive told them its too big, to unwieldy to use even in mass combat. So they have "settled" with using to to build underground highways so the technic league patrols dont spot the massive military buildup. :D The funny thing is, one of the characters is carrying around two small portable generators, that would have been enough power to run it.. but hes "saving the generators" (he bought w his share of the gold) for use when he finds a lab capable of upgrading his cyber-enhancements.
So last week, my party did some amazing ENG rolls (35/36/39) to place the Explosive's from the crashed rescue ship with the Incorporial's inside of it all around the exterior of the Excavator, to clear our the remainder of the Rubble around it. One of the clerics watched the explosion happen while in wrath form. It was a pretty cool ending to the hellion battle. Now the Party has a 100% functional Excavator, however it has no power so will take a bit to trickle in the charges from the Reciever Array. Does anyone have specs for a working Excavator?
I did use my version of him.
My party is fairly powerful. I ran it with 7 level 8 with one cleric being CR8, Pc's still have zero arcane power. Almost killed the Warrior and Rogue, one more round and i would have had it. IF i had been able to launch even 1 batch of repair drones. i too would have had at least one of them. The party really enjoyed the fight, and passing their First Mythical Trial. I told them that all the Tier fights will be similar to that, but not created with broken programing.
Now they have absorbed Scrapwall into their growing Kingdom and have decided to ship all the Junk from scrapwall down to Torch to process it into parts to rebuild the ship under neath there. Also they made DC 33, 36, 39 Engineering rolls to place the explosives from that little ghost ship all around the Excavetor to clear it out. I gave them a 5% chance that using all 3 charges would clear it out and not damage it at all. (They roll a 20) So ive got to come up with specs for that. Luckily the explosion knocked out all power reserves. So they are now again sending power from Torch to Scrapwall Reciever and routing it down to the Excavetor.
We just finished LOR on monday. Hellion took two sessions to battle, I used the modified hellion boss fight thread infos. My large party really enjoyed it.. and well For an Iron God.. Hellion could not roll above a 6 on any attack rolls.. and not above 2 for any saves. Raise dead is a 10k diamond thats required. and knowing a priest that will cast it. You can craft a burial shawl of Gentle repose for about 1000gold that has 1 use per day of gentle repose that has a variable duration (1 day per caster level) one scroll of gentle repose would be same as a cure light.. 25gold.
I ran book 1 parts 1-3 for 4 players, then added 3 more for part 4.
I ran Wrath of the Righteous for a table of 12 and a table 9. Ill check out that link and see how it compairs to my notes. I use a kindle to GM with, so all my notes are digital. I can spoiler some stuff here or PM ya and can chat specifics.
I made an attempt at a different version of him. My party consists of 1 level 8 and 7 level 7's. All will have their 2nd mythic rank after the battle. We have gone a fair bit off track from the AP. Though i do have all the books cept the last one. after what happened under Torch, they all wanted to spend time looking for skymetal weapons. They invested two levels worth of XP in securing their Kingdom of Torch. They control 32 hexes and have some allies against the Technic League already.. So power level is a little different. But maybe it will inspire someone else to do it more proper for the AP as written. With this AP and the Mythicness. IF they pass their Challanges, the creature they slay than explode and does just enough damage to kill them. They wake up nitted back together by the nanobots they injected themselfs with back under torch. with everyone else that is not mythic frozen in time for another round. as though time stopped while they Tier'd up. It was simular in Wrath but with divine energy and not well the light of the emperor :) Solomani I greatly thank you for this. It will make for an awesome ending to the Scrapwall section. And give them a taste for what they are up against.
Hellion’s Chassis – Skirmish Mode 1:
Init: +26/+6 Perception: 16 Dark vision 60 AC 24 T:9 FF21 (16 natural -1 size) HP: 280 F:10 R:10 W:10 Immune: Standard Robot stuffs Hardness 10 Speed: 20’ Climb:50’ 2 Claws +11 Hit 1d8+8 +15 to Grab, If grab constrict for 1d8 Integrated Autocannon +7/+7 2d8+2 Piercing Integrated Autocannon +7/+7 2d8+2 Piercing ***Does not suffer x2 for crit or electrical damage. Size 10 Reach 10 Tactics: prefers to use plasma beam. Claws are 2ndary attack in the case of a FRA. S:22 D:10 C:- I:14 W:17 C:19 Bab:8 CMB:15 CMD:25 S: Acrobatics 14 (16 jumping), bluff 17, climb 25, disable device11, intimidate16, Engineering 12, local 10, religion 10, perception 15, sense motive 13 F: Alertness, Combat Expertise, Deadly Aim, Great Fortitude, Improved initiative, PBS, Power attack, precise shot, WF: Claws, Technologist, Toughness L; Androffan, Common, Orc *Spider Climb permanently cast upon Skirmish Chassis Plasma Barrage. 30’ cube centered where he choses. DC 18 Ref 4d8 Plasma (fire/electrical). (1d3 round cooldown) When reduced to 0 HP Hellion will lose his footing and slide down the cavern wall to the depths below, losing his spider climb ability. He will then leap, back up onto the platform and enter Stage 2 with Shredder option below.
Hellion’s Chassis – Tank Mode 2:
**Note this mode uses a Free action in place of all use of mythic powers this turn for a Lair Option.** ((i have a hero's quest dice that has 3 skulls, 2 shields, 1 scarab so it makes things interesting for the DM for stacked d3 rolls)) ** On Initiative roll of 20 Free Action (roll d6 or HQ dice) Action 1,2,3: Automated Boltz Cannons pop out of cunningly hidden recesses in the roof and spary the area with gunfire. They are super-humanly accurate and only hit enemy creatures. DC 17 Reflex save or Take 4d6 Piercing. (save = missed) Action 4: Launch Repair Drones Launch 1d4 Repair Drones Action 5, 6: Room Flooded with Tear Gas. DC 15 Fort save or spend the round throwing up. Keep getting sick until you make the fort save. Init: +26/+6 Duel initiative Perception: 16 Dark vision 60
* He Starts with option C into the center of the largest cluster of PC’s at the start of the fight then cycles through a b c. When reduced to 0 HP he will explode in a fireball of fiery death, dealing 5d4 Fire/ 5d4 Plasma to all within 20’ sphere, and half that out to 40’ Reflex DC 16 for half damage or no damage if in second circle. Hellion’s Chassis – True Mode 3: Init: +26 Perception: 16 Dark vision 60 AC 20 T:9 FF21 (16 natural -1 size) HP: 95+(1d4+4) F:10 R:10 W:10 Immune: Poison/Lightning/Death/Mind Hardness 10 Fly: 60’ ***Does not suffer x2 for electrical damage. IS vulnerable to precision damage. Size 10 Reach 10 Abilities: 1d12 1 Bane: -1d4 Hit/Saves DC 15 Will effects all living beings 2 Command: Grovel DC 16 Will. 1r 3 Hammer of Chaos 20’ Sphere if Lawful 4d8 if Neutral 2d8 Will save for half. 4 Hellish Rebuke Reflex 17 or 2d10 Fire Damage, save for half 5 Suffer my Wrath 30’ Burst Reflex 17 3d10 Unholy 6 Moonstruck DC 17 Will, 1d3 rounds of confused, followed by 1 round of slowed. 7 Beam of Pain R Touch (+11) 60’ %t reduces all damage delt with melee weapons by 50% for 1d4 rounds 8 Numarian Fluids R Touch (+11) 60’ %t suffers 2d8 Poison, Fort 16 to not suffer 1d4 each round. 9 Makers Wrath M Touch (+8) to reduce INT, WIS, CHA to 1. DC 17 Fort/Will (whichever is higher) If make save, Feeble minded for 4+d6 Rounds. 10 Unholy Blight Affects good and Neutral Creatures. DC 15 Fort 8d8 Unholy Damage. 11 Fire a Plasma beam +9 5d4 Fire/ 5d4 Plasma 12 Fire a Plasma Barrage. 30’ cube centered where he chooses. DC 18 Ref 4d8 Plasma (fire/electrical). S:- D:18 C:- I:14 W:17 C:19
Actions:
End of Stage 3
[IMG]http://i1263.photobucket.com/albums/ii634/Ansoul/Scrapwall_zpsf016dd70.jpg My players went in with no maps, none of the residents they talked to for a long while were that good with geography, the one winged party member couldnt roll above a 8 on his perception and geography. So as they explored it started out looking a bit different.
(in my camp were running a kingdom, they are intending to make scrapwall city two in their kingdom. and already have a small force of friendly paladins and crusaders across the water at the Grave, but choose to come in as a party not commanders) The Steel Hawks and Red Tooth's Raiders are sorta working like a militia force taking out the remaining Smilers and Rust Lords minions. Party is all set to go to the Arena next session, they will be arriving at nightfall and have accepted the challenge. ______
Engineering use skill checks at data centers they come across in their travels. med labs would be good locations. give them more knowledge based on how good they roll. and even more info if they role good. As Dm you can always give them enough time between events in the campaign to retrain feats as they learn and encounter new ones.
Total house rule:
My party even has a tiny dagger for each member that Heals 1 point of damage per stick to living beings or harms 1 point of dmg to undead. They have come across hostiles with unholy weapons and ammo. So the evil archers can "heal" their undead allies.
I allowed the machinesmith in my campaign, as a not at level one character. a very simple two fold requirement for it. One of my players is taking it up next level. dm only: I changed Khorrmar (Sp) to a machinesmith that once rescued was willing to train any party member with the feat Technologist as a Machinesmith.
Offering some of my upgraded creatures for use for other groups with larger parties. Miranda (i cant remember how her name is actually spelled so i change it to make it easier to remember for me.
shes here:
Female Android Cleric of Hellion 5/ Ranger 1 Marshal: 3 Initative: +10, Senses: Darkvision 60’, lowlight vision Perception: +14 AC 23 Touch 14 Flat 17 (+5 armor, 2 deflection, 2 dex) +4ac mage armor HP 74 F: +9 Ref: +6 Will: +7 Constructed: +4 vs poison, para, stun, mind effects Immune: Disease, emotion, exhaustion, fatigue, fear, sleep Speed: 30’ Melee +7 Spiked gauntlet +1 1d4+2+1d4 acid Ranged +10 TOUCH +1 Infernal pistol 1d6+1 Fire Channel Negative energy DC 12 3d6 3x a day Favored Enemy: +2 vs Humans Nanite Surge:+11 to any d20 roll, circuity glrows with torch light for 1 round. Domain SAL (CL5 +8 concentration) -Vision of Madness 6x per day Cleric Spells Prepared (CL5 +8 concentration) 3rd Dispel Magic, magic Vestment, Searing Light 2nd bull’s Strength, Cure Moderate, Sound blast (dc 15), touch of idiocy 1st Cure Light, Cure Light, Divine favor, lessor confusion (dc14) shield of faith 0th Create Water, Purify food/drink, stabilize Domains: Entrophy and Madness Actions – Buff Self (bulls, vestment, faith) Combat – searing light, sound blast, lesser confusion. Uses deadly aim with each shot. STR 12 DEX 16 CON 16 INT 12 WIS 16 CHA 28 BaB: 4 CMD: +5 CMD: 19 Feat: Weapon Focus: Firearms, deadly aim, firearms, technologist Skills: +6 engineering, +7 religion, +6 linguistics, +13 perception, -1 sense motice +6 spell craft, +11 survival Gear: Black Nanite hypogun (5 charges), Chain Shirt, spiked gauntlet, +1 Infernal pistol, Nanite canisters (2) white access card, bedroll, cold-weather gear, travelers outfit, waterskin, winter blanket, 11 silver disks, 62 gp MP: 11
Legendary +1 Infernal Pistol
Added a summoner to follow her around.
Summoner:
Level 7 Summoner: Android Init: Darkvision: 60, lowlight vision Perception AC Touch: Flat: Constructed: +4 vs poision, para, stun, mind effects Immune: Disease, emotion, exhaustion, fatigue, fear, sleep Speed: 30’ Melee +6 Dagger 1d4+1, Ranged +8 Acid Splash 1d3 Nanite Surge:+10 to any d20 roll, circuity glrows with torch light for 1 round. S 12 D16 C16 I12 W12 C18
Life Link: Sacrifice HP to prevent DMG to one Eidolon at a time.
Clockwork Beetle Swarm (1500 flying bolts)
Random sayings carved on the walls on the various ships (i made it a fleet not just a supership:
1 Life is directed motion.
D8 Roll if any match.
Aldronard's Grave
Spoiler:
Male human fighter 4 AntiPaladin 6, Agile Trickster 1 CE Medium Human Init: 27/07 Perception: 5 AC 21 Touch 13 Flatfooted 18 (8 smart armor armor,1 dex) Hard Light Shield ( +2 Force ac, ) HP: 60 F13 R7 w8 +1v fear Bravery +1 60’ Speed Attacks: Dual initiative, +20, +0 +1 Keen Handaxe +14/9 1d6+5 19-20 x3 +1 Keen Handaxe +14/9 1d6+5 19-20 x3 Cranial Bomb: Deals 2d6 Blunt/2d6 Fire 5’ burst dc13ref. Clockwork DC 10+DMG Fort or be unrevivable. S14 d16 c16 i08 w12 c14
SQ: Armor Training 1, Strong Aura of Evil, Detect Good, Smite Good (2+2 vs good on hit/dmg. +16 on first successful hit. and+2 to Armor Class. ) Aura of cowardice: -4 save vs fear effects w/in 10’ Nothing is immune to fear within 10’
Spells 3 @ 1st
I didnt tweak stuff in book 2 too much, side from hellion, who im not yet totally happy with so not sharing it just yet. As i wanted the party to at least make it to hellion's domain by last game session, so that two of my players could see it before they went on the road with renn fairs for 6 months.
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