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I am trying to create and new campaign world for my players who want something homebrewed but I have hit a bit of a rut. Using the pinterest board at the bottom as a reference for visual style and overall theme can the community give me some ideas?

https://www.pinterest.com/lorenpeterson73/rpg-inspiration/


They did release a source book back when pathfinder was 3.5. And yeah, the Pactmasters are Witchwyrds.


I am currently working on an urban campaign set in the city of Katapesh. So far I'm brainstorming the plot and was wondering if anyone has attempted this before or has any advice concerning a campaign set within the city.

So far I am planning on the PC's raiding the Violet Fire in the Nightstalls (to what End I don't know), exploring the Smoking Ruin, fighting in the gladiator arena, exploring the slave markets, and perhaps eventually facing off against one (or maybe even all) of the Pactmasters.


A few cursory thoughts

Surprise grenade feels a bit weak. As a mythic character throwing an extra grenade with a save penalty feels a bit meh.

Energy Shot is cool but the name implies something other than force damage. Expanding it to encompass damage types might be more versatile and interesting

Energy boost is great and has many uses, both offensive and defensive.

Astounding Disable is something that can already be done via feats or rogue class features if I'm not mistaken. While cool, the only reason to take it is if you don't have a rogue.

As for Avoid Mishap, if your wielding firearms you likely already have the ability to avoid misfires. This is kind of standard for gunslingers so it doesn't seem to special for a mythic character.

Bane of ignorance seems..ignorant. Hating creatures because they aren't capable of thought seems pretty ignorant in and of itself. the bonus would be better against creatures whose INT falls below a certain threshold or those in a state of rage, perhaps even if they have the rage ability.

Bigger gun. LOVE IT. until now only goblins could do this with a feat, but the idea behind it is great and highly cinematic. \


1.Richard Pett (brutal and ingenuity driven adventures that make you think, rather than apply force)
2.Brandon Hodge (Rasputin Must Die, 'nuff said)
3.Neil Spicer (his modules have a true sense of adventure and conquering the unknown)
4.Greg A. Vaughn (great modules. Night of frozen shadows and wake of the watcher are excellent)

Runner up: Nicolas Logue (delightfully twisted and dark)


I used this as an idea for a dungeon once. It was an ancient underground library/magical workshop that was discovered by a witch and he familiar. When the witch was killed by the traps inside the severing of that magical connection drove the familiar mad and over time the remnants of the connection manifested as sorcerer levels and it established itself as the ruler of this domain, constantly talking to the bones of its master. In short, whatever the hell you want happens. There is no rules for it per say but do what feels fun or cool for the story and screw the rules, you are the GM.


I am running an edge of the empire game and need some ideas. I am looking to create one to two session adventures with an overarching plot running behind them. One theme in particular I'm working with is a bounty hunter that keeps hounding them. I was wondering if anyone could suggest some simple frameworks or hooks for adventures within the star wars universe. The game takes place shortly after the destruction of Alderan.

Thanks a lot in advance.


I have read a good deal of the campaign setting information about the Land of the Linorm kings and the only thing I know for sure is that a linorm must die (White Estrid being the only exception so far) for a king to be "crowned", but does the potential king have to kill the linorm alone? Some evidence suggests they do, while others suggest a party could take one on and the "leader" could claim a throne. Does anyone have some concrete evidence in either direction?


-I am having it take place during reign of winter, though the events and results of that adventure path will be largely ignored. The only real factor playing into it is that the heralds of summer's return have informed the linorm kings that the Jadwiga are distracted and now is the perfect time to gain a foothold. The kings however, are greedy and reluctant to aid one another in this venture and so it doe snot gain much support. Ultimately they decide to fund a small expedition to a trading post run by a spy for the HOSR, Oleg. If they can establish some sort of stability within the lawless frozen reaches of Irrisen's North Western expanse funding and backing will continue.

-Does anyone know if you HAVE to be Ulfen to be a Linorm King? In addition do you have to kill the Linorm on your own, or can companions and allies aid you?

-Varnhold Vanishing will likely get a massive makeover

-In blood for blood the Barbarian will either be an ancient Ulfen hero or a Kellid Mammoth Lord. The Gorum stuff is going to stay in as its very appropriate.

-I have not yet read part 5 but it will most likely be changed to better reflect Irrisen as an enemy instead of Pitax.

-I have read part 6 and intend to run it largely unchanged. Most of the Fey influence is from the first world so having it not be winter themed is fine. Narissa is way too cool a villain to pass up on and both the land of the linorm kings and Irrisen are fairly close to the first world.

As far as Dudemeister's write up. I like a lot of it and think he has some good ideas, but it does fall flat in some areas for me. I don't like Hargulka being that intelligent (unless a troll is from Kaer Maga I doubt they could understand the concept of cultural genocide, let alone spell it). I will likely use a lot of his rework as influence though and continue to post my own changes here.

So far Stolen Land is very easy to convert and I have only made minor changes.
-Sootscales are now the Rimescales
-Auchs is now an Ulfen called "The OX" and I am using him to test out the Brawler as an enemy
-Froze or removed most rivers


I am about to run Kingmaker for a group of friends and I am am reworking it in a few ways.

-I am setting it in the Land of the Linorm Kings (technically just inside the Irrisini border).

-I am using the reputation system from the LoTLK sourcebook

-I am using the investment rules, updated kingdom building, and updated mass combat rules from Ultimate Campaign

-I wan't to include military and mass combat themes much earlier on in the story than part 5

Any suggestions?


Carrion Crown is one of my favorites. It offers a lot of role playing opportunities and is a very challenging adventure path.


How would you recommend abandoning the resistance fighter motif?


Thanks for all the help. I am fairly experienced (been running games for about 5 years 2.5 for pathfinder)and my players (also experienced) know I like to challenge them so I am running the sewers at 5ft square in most sections.


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I am about to run Council of Thieves for a group of four and most of what I have heard about the game is that people found it lackluster or disappointing. What if anything have people done to spice it up and add some more interesting points to the game. Specifically the optional sewer encounters in the first module.


TGMaxMaxer wrote:


I also like the idea posted for the Goblin "Junk" Mail.

Giving enemies gear that gives mechanical bonuses but not allowing the party to at least sell it for half the cash those bonuses should cost, is pretty weak GMing, IMO. Just because they do all the work, "lives" on the line, and nothing to show for it.

I thought about the lack of treasure derived form equipment and quickly hashed together a table for looting the armor. Here is a full write up.

Goblin Junk Mail

Goblin Junk mail is made up of random bits,bobs, and scraps found by its creator and since Goblins are known for liking shiny things precious metals and trinkets often end up in the armor.

“This suit of armor is cobbled together from bits of leather, wood, and rusted metal giving it the appearance of a trash heap“

+7 armor bonus
+0 maximum DEX bonus
Speed 15ft
spell failure 25% chance

Special: Each suit of goblin Junk Mail is made by its wearer and is thus tailored to his or her body making it extremely uncomfortable for anyone else to wear. The haphazard and shoddy construction of the armor makes it particularly dangerous to attackers and the wearer, if either the wearer or the attacker rolls a natural 1 on an attack roll they take 1d4 points of damage from the jagged bits of metal. A wearer of this armor also takes 1d4 points of damage if knocked prone.

There is a 50% chance that a suit of Goblin Junk Mail contains a useful piece of treasure.
If it contains such a piece roll on the following table.
1-25 small silver buttons worth 15gp
26- 50 A gold plated scale worth 25 gp
51- 58 1d4 tiny rubies each worth 10gp each
59- 67 A single tourmaline worth 35gp
68- 75 An emerald brooch worth 60 gp
76- 84 1d6 gold bands worth 12gp each
85- 93 A platinum band worth 80gp
94-96 Adamantine chip worth 200gp
97-98 an Arrow Magnet
99 Brooch of shielding (3d10 points of damage left)
100 roll twice


Replace familiar with
Bonded Broom: At 1st level the witch bonds with a broom she has created. treat this as the wizards bonded object class feature, but the which may choose whether her broom counts as a staff, rod, or wand.

This gives the broom quite a bit of use at the later levels (because ya know, its now a staff, wand, or rod).

New Hexes
Broom Flight: (the broom witch gains this hex automatically at 1st level)
The witch channels her magical power into her bonded broom allowing it limited flight. At 1st level this can be as simple as a constant feather fall while holding her broom. at 3rd bump it up and allow the with to move 20ft in any direction (such as up or diagonal) while straddling her broom). At 5th give her several minutes of flight per day while on the broom.

Optional Hexes
Broomstaff: The Witches Broom is magically enhanced so that it functions as a quarterstaff, with the head dealing bludgeoning damage and the bristles dealing slashing damage and is considered magic for the purposes of bypassing DR. At 1st level she can cast magic weapon on her broom using her witch level as the caster level. At 5th level she can cast greater magic weapon on her broom for a number of minutes equal to her with level each day, they need not be consecutive. all of these bonuses end if the broom leaves her hand.

Sweeeping Spray: As a standard action the Witch can sweep her broom along the ground and create a 15ft cone of dust and debris, opponents must save of be blinded for a 1d4 rounds. Maybe increase the size of the cone at higher levels.

Broom Companion: 8th level maybe? allow the witch to cast animate objects on her broom so it can serve her in various tasks.

Major Hexes:
Dancing Broom: lets her treat the broom as a +1 dancing weapon for a certain number of rounds each day maybe?

Just a few ideas for ya.


A full BAB with 16 Str has a +4 to hit under the circumstances. So if our ranger and paladin adhere to a +4 to hit (highly likely) and get flanking with the rogue (who will likely want to get into such a position for sneak attack) that is a +7 to hit against a 19 AC. Lets say they team up and use aid another to add to the hit bonus and we are looking at +9. On top of it they can work together to trip in order to increase chances of hitting. The encounter should be more than fair assuming they don't decide to just go gung-ho run in and attempt to smash everything instead of working together and getting creative.

The hit points of the goblins will be a little bit high compared to what the PC's can handle. Easily solved by the fact that the goblins don't want to die and chooses to run after a few hits land and the prospect of death sits in. the only issue with this is if the players are the kind with raging murder erections that refuse to let anything live.


Seems to me that Vital Strike is a feat most useful for creatures (and characters that become such creatures) that don't get iteratives with natural attacks.


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Also keep in mind that in the Pathfinder game goblins are crazy little bastards who's strength relies on their numbers, a strength they often lose due to their puckish nature. Every round one goblin could fall over do to the weight of his armor and have to spend the rest of his turn getting back up, another could spend his turn laughing maniacally at the death of his buddy who has just been skewered by your fighter. Better yet have him try to pry the armor of his dead buddy and add it to his own. Goblins also tend to become erratic and scared as soon as they take damage and flee in terror (although these guys might be a bit more seasoned and brave). Work up the goblin's personalities and include another fun way of defeating them (roll them down a hill, any player would love that in my experience). You have a bang up encounter right there.


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Give them Goblin Junk Mail!
"This suit of armor is cobbled together from bits of leather, wood, and rusted metal giving it the appearance of a trash heap."

+7 armor bonus to Ac, +0 maximum dex bonus to AC, -7 armor check penalty speed reduced to 15ft

Special Qualities: Goblin made!, Shoddy Construction
"Each suit of Goblin Junk Mail is made by a specific goblin and thus fits only his body and any other creature trying to wear it experiences extreme discomfort."
"Goblin tools are notorious for being poorly made and are very unsafe. A critical hit confirmed against a creature wearing a suit of Goblin Junk Mail reduces its armor value by 1, in addition if a creature wearing a suit of this armor falls prone he takes 1d4 points of damage from the shark spikey protrusions of the armor."

For added fun make it so that anyone who rolls a NAT 1 while attacking the goblin, or if a goblin wearing it rolls a NAT 1, then they have to make a save against tetanus.
http://www.d20pfsrd.com/gamemastering/afflictions/diseases/tetanus

Keep them with armor master levels and forget the traits. Give them heavy shield with shield spikes and the improved shield bash feat. They fight by two handing the heavy shield spikes an bashing opponents with them.


During a recent game one of my players was sent to the plane of fire. He as a 14th level sylph sky druid and immediately changed into a fire elemental so he can survive. He wants to find a way back home but the only large settlement I know of is the City of Brass and he does not speak Ignan. It seems more likely that he would be captured and enslaved or have to do some sort of side adventure before he can be sent back home. Any Ideas?


When I ran this adventure the half-orc inquisitor of Sarenrae refused to let the children be killed. He figured they deserved a chance at redemption and pulled from his character's life experience in his reasoning. As a half-orc he was part "monster" but because he was raise din human culture he turned out to be fairly civilized, but his brother (also half-orc) was raised in the orc holds Belkzen and ended up being pretty violent and vicious. He offered to raise the children as his own bought a house in town and had Ameiko's younger sister (my own character from Jade Regent with a soft spot for monsters that I added in)watch over them while he was out adventuring. This led to some wonderful roleplaying moments with Ameiko, Shalelu, various townsfolk, and the party paladin who wanted to kill them. We talked about the moral quandaries that come with murdering children, even if they are children predisposed to evil. Pulling some information from Goblins of Golarion and various other sources we determined it was most likely that goblins have strong evil tendencies but they can be overcome being raised in a community with strong morals and strong good influences would do a great deal to aid that. A while back wizards created a succubus paladin NPC for 3.5 that serves as an excellent example of creatures being redeemable.


I am currently running this game for a few friends but I originally played in it (we only made it to bonewrack ilse before issues arose and we quit). My question is that my DM told me PC casters were not allowed to use their magic on board the wormwood and would be punished if caught. I can find no reference to this in the adventure aside from a sidebar that lists the sleight of hand check required for someone to cast a spell on a crowded deck.


Good point. I like the idea of the manacles. Thanks for the input.


In my current game the PCs are making their way to Blackraven Hall so that they can join them. The PCs have already successfully thwarted a witch and saved a Blackraven patrol. When they arrive I figure that they will be put through a series of trials and tests to determine if they are fit to defend their land. According to the sourcebook on the land of the linorm kings the Blackravens will accept nearly anyone but I am still attempting to create challenges for the PCs to partake in.

So far I have:

Archery: A Black Raven must be proficient in ranged attack (of any sort) and prove it
they must hit targets with ranged attacks

Sparring: Not only must a Black Raven be prepared to fight monsters but men as well. They are organized into squads and given blunted swords for melee combat or set up against

Troll fighting: The Black Ravens keep a troll by the name of Skygni in an iron cage below the fortress
and bring him out to fight against the new recruits so they can fight a real troll. The Black Ravens keep it drugged and susceptible to mind affecting effects so that they may force it to fight.

Survival: A black Raven must be able to survive in the harsh conditions of his homeland, they must provide food for themselves as well as be able to track. The black raven recruits will be transported into the wilderness and left there, forced to find food, construct shelter, and track their way to a black raven outpost set up for this challenge.


Sorry it has taken me so long to respond.

So here is how it went down. The inquisitor is awoken early in the morning by the sounds of conversation (he passed his perception check while asleep). He overhears Barl telling someone in giant to head to a place called Jorgenfist and tell Mokmurian that Lucrecia has failed and the ogre army has been slaughtered, but Barl himself will finish Lucrecia's job and then return to Jorgenfist. The unknown messenger (Kaven)leaves swiftly and the inquisitor soon hears Barl and several other pairs of footsteps leave the cave. He puts on his gloves of climbing and casts invisibility on himself then hoists himself out of the pit and proceeds to make a series of climbing check and controlled falls using his ring of feather fall to get back to camp. He strides into camp triumphantly and explains to the paladin, wizard, and her cohort that Barl is headed into turtleback ferry to kill everyone. They finish preparations and take the kreeg hunting trails back to fort rannick where they secure the aid of Jakardos and Shalelu (controlled for this session by the dead monk's player). They ride like hell until they reach the city to find it mostly on fire, smashed, and full of dead bodies. Barl is flying in the town square hurling chimneys, wagons, and whatever he can get his hands on while two gasburst ogre zombies (thanks for that idea btw) and his wounded body guard smash everything in sight. The fight consists mostly of the inquisitor and paladin fighting the zombies while the wizard and tow rangers bombard Barl with spells. Eventually the bodyguard and zombies are slain and Barl surrenders. They found his note and killed him then returned to Magnimar to raise the Monk and Vale.


Sorry it has taken me so long to respond.

So here is how it went down. The inquisitor is awoken early in the morning by the sounds of conversation (he passed his perception check while asleep). He overhears Barl telling someone in giant to head to a place called Jorgenfist and tell Mokmurian that Lucrecia has failed and the ogre army has been slaughtered, but Barl himself will finish Lucrecia's job and then return to Jorgenfist. The unknown messenger (Kaven)leaves swiftly and the inquisitor soon hears Barl and several other pairs of footsteps leave the cave. He puts on his gloves of climbing and casts invisibility on himself then hoists himself out of the pit and proceeds to make a series of climbing check and controlled falls using his ring of feather fall to get back to camp. He strides into camp triumphantly and explains to the paladin, wizard, and her cohort that Barl is headed into turtleback ferry to kill everyone. They finish preparations and take the kreeg hunting trails back to fort rannick where they secure the aid of Jakardos and Shalelu (controlled for this session by the dead monk's player). They ride like hell until they reach the city to find it mostly on fire, smashed, and full of dead bodies. Barl is flying in the town square hurling chimneys, wagons, and whatever he can get his hands on while two gasburst ogre zombies (thanks for that idea btw) and his wounded body guard smash everything in sight. The fight consists mostly of the inquisitor and paladin fighting the zombies while the wizard and tow rangers bombard Barl with spells. Eventually the bodyguard and zombies are slain and Barl surrenders. They found his note and killed him then returned to Magnimar to raise the Monk and Vale.


There is not a whole lot I can add that ha snot been said already but I will offer up my advice form having run this (at least this leg of the game)twice now.

1. 3 people is a fine way to do it but I would recommend only giving them a 20 point build, especially since your players sound like they are following guides and doing at least a little bit of optimizing. One thing that my party did on both occasions was spare the life of Orik Vancaskerkin and recruit him using leadership which greatly helped them out. You could consider having him follow them around even without leadership if you think 3 players will be a big problem.

2. The gold issue is in no way an issue(in my opinion). Finding large amounts of expensive treasure start happening in part 3 (as well as the hefty cash bounties payed for the masks and the outing of Justice Ironbriar in part two). Eventually, somewhere around part 4 and 5, your wizard will feel like a kid in a candy store with all the spell books and wizard themed items dropping in most encounters.

3. Fighters are overpowered at early levels, but that is your greatest strength at higher levels when it comes to providing a challenge. A first level fighter can cut down a goblin in one hit, but a 5th level one should have a bit of trouble doing the same to an ogre or troll and the confidence they feel in those first few levels can carry on into higher ones and lead directly to a fighter charging head on at an ogre and taking far more damage than he realizes.

I hope this helps!


In my game Kaven escaped by playing dead during the siege on Fort Rannick and warned Lucrecia of their approach and fled. So far Lucrecia's statue has been destroyed but I plan on having her return in part 6, Barl sent Kaven on to inform Morkmurian of Lucrecia's death and that he will be finishing the job at Turttleback Ferry. So far my plan is to have Kaven plan an ambush specifically tailored to taking out the PCs in part 4. So far my plan is to have Barl and his bodyguard start murdering the citizen's of Turtleback Ferry with a few zombie ogres (thanks for the idea Lithrac). Hopefully the PCs will stop him but we shall see how it goes on Sunday.


Will do. Our session resumes on Sunday.


I like the idea but I will need to work on it it a bit. Lucrecia is dead and the only remaining black arrow is jakardos (Kaven is alive but he fled to morkmurians lair after the encountered him again in the clanhold). In addition the paladin and wizard have no intention of backing off.Thank you very much for the advice.


So last night the party I GM for assaulted the clanhold and slaughtered almost everything. When they fought Barl, his bodyguard, and Lucrecia(she escaped earlier) they had finally met their match. In a hilarious twist of fate Lucrecia was petrified with her sisters mask. The party monk was enervated by Barl and stomped to a pulp by his bodyguard. By this point the party has begun to formulate a retreat plan.The brother of the monk (the inquisitor) runs forward to grab his body and nimbly avoids an AOO and an attack before retreating with the corpse when Barl animates it. The paladin rushes forward and kills the zombie monk then grabs the Lucrecia statue and the wizard uses D-door to get the paladin, her cohort, the Lucrecia statue and the monk corpse safely outside the clanhold where the paladin promptly kicks the statue over the edge and down the mountain. Barl chases the inquisitor down who had a bit of a head start but catches up swiftly and due to poor rolls and a GM fiat due to the awesomeness of his escape plan Barl misses with his earthbreaker. The inquisitor dives into the pit by the entrance absorbing the fall with his ring of featherfall and hiding among the bones making a bluff check to appear dead from the fall and due to his badly damages state Barl fell for it. So now the wizard, her cohort, the paladin, and the dead monk are at their camp a short ways down the mountain and the inquisitor is lying at the bottom of a 100foot deep pit with no spells left. The question is Should Barl stay or leave? The army he was supposed to gather is gone and there is no one left to work the forges. He could return to Morkmurian but has nothing to show for the time he has spent here and would likely be killed, but he has no reason to stay in the clanhold. He assumed the inquisitor died and knows the monk died so he figures that the other three will not return. I am not sure if he should stay and meet them in battle again or if he should flee and be spared by Morkmurian only to be encountered again at Jorgenfist.


Ah, thanks a bunch.


I am working on creating a mephit with with class levels but while going over the base stat block for ice, air, and dust mephits I noticed some odd things about their hp values.

Hp is listed as 19 (3d10+3). Since its first hit die is racial it does not get max hp and it should look like this: 1st d10=5+1, 2nd d10=5+1, and 3rd d10=5+1 giving us a total of 18 hp. so where does the extra hit point come from?


I thought about that after I posted this and the few changes I have made are as follows

-Constant never ending string of encounters (even having ogres leave the relative safety of the fortress after several rounds if the players are dragging their feet).

-Kaven springing some traps on the pc's when appropriate (lighting the new barracks on fire with them inside or possibly running off to find lucretia and bring her into the fight)

-Keeping a "subjugated" Hill Giant in the back just in case things are too easy


I thought about that after I posted this and the few changes I have made are as follows

-Constant never string of encounters (even having ogres leave the relative safety of the fortress after several rounds if the players are dragging their feet).

-Kaven springing some traps on the pc's when appropriate (lighting the new barracks on fire with them inside or possibly running off to find lucretia and bring her into the fight)

-Keeping a "subjugated" Hill Giant in the back just in case things are too easy


So far my players have absolutely trounced the encounters set before them with only a few exceptions. Due to the levers in thistltop that can shut the gates around the trap on the bottom level Nualia created a very effective kill zone (no deaths but we came very close), Chief Ripnugget killed our inquisitor (who was then brought back), The scarecrow decapitated our inquisitor (who was once again brought back). But the problem I am having now is that things are far too easy. The party consists of a Tiefling wizard 5/fighter 1/eldritch knight 2 (with a 6th level Orik vancaskerin for leadership), a Dwarf paladin 8, a half-orc monk 8, and a half-orc inquisitor 8. In addition they are accompanied by Vale, Jakardos, Kaven(who can throw a wrench in the works), and Shalelu. That is 10 characters between 6th-8th level taking on a fort full of (mostly) cr3 ogres. I understand they have numbers on their side, but given the low cr I expect that the pc's wont even break a sweat. The ogre fighters tossed into the mix might help a little bit but overall I expect them to be little more than a distraction, and Jaagrath will probably do a resounding nothing before the party drops him in 2 rounds. Even without the rescued Black Arrows this entire encounter area seems far too easy for a group of 8th level characters.


You should dump ranks into diplomacy and get your charisma up then charm the party and make lots of diplomacy checks one party member at a time. Slowly convince them one by one your way is the right way. Start with the cleric and then get him to cast "atonement" after your long private discussion with the other party members to convert them to your alignment/school of though/ religion or what have you. This allows you to subvert the party's intentions and makes for a much cooler story than, "remember the time I killed all of you?". If race is the big issue then pay a druid to cast forced reincarnation, problem solved.


Very helpful. I like the scarecrow and tin man ideas very much, but the shared dream teleportation intro is not doing it for me. Thank you so much for all the input.


Thanks so much for all of the input

Goth Guru: Wonderful Idea!

Solspiral:
-While I do agree that goblins and trolls are overused,but my party rarely sees them.

-They are 3 inexperienced players and one semi-experienced player who loves goblins so goblins and trolls are not going to be an issue for my group. Out of curiosity what would you recommend?

-My players do not min max, they enjoy both combat and role play (they aren't super tactical or very good at role playing but they enjoy it nonetheless).

- I adore the idea of werewolf trolls and I will for sure use that.

-My major issue is trying to connect it all. I have a few ideas but would really like some more input

Proftob: According to lore the throne only affects the trolls. However, since the troll army would have to push through the fey forest that would give the fey a reason to aid the Pc's

Thanks for the input and any more would be greatly appreciated


I am going to be running a game for a group of four and they asked me to create my own campaign instead of using an AP, but they still wanted it set in Golarion. I decided to go with an idea i have been messing with for a while and base it around a myth from the Land of the Linorm Kings. There is a structure known as the throne of the troll king that legend says if you were to sit upon it all night during the longest night of winter you would be granted control over the troll tribes of the valley.

General plot: A witch from Irrisen is seeking to use the throne of the troll king to manipulate the trolls into destroying the defenses between the Land of the Linorm Kings and Irrisen. The PC's must venture to stop her before she can sit upon the throne.

I want to start the game with the PC's doing something that gets them noticed by the Black Ravens and invited to join their ranks. Eventually they must travel far from home and pass through a forest where the veil between the prime material plane and the first world is thin and deal with the fey. Finally they must ally themselves with the trolls in order to stop the witch. Alternatively, the witch could succeed and the PC's must rally an army to defend against the troll invasion.

Part one:
Villagers are kidnapped in a goblin raid and the PC's are sent to retrieve them. While tracking the goblins the PC's find themselves in the domain of a mad mephit that has claimed and old fort as his kingdom. The pc's must rescue the goblins from the insane mephit so that they may learn the location of the rest of the goblin tribe. Once they find it they must stop the goblin chieftain (A runt of an ice troll parading as a powerful goblin) from sacrificing their fellow villagers to a beast that the tribe pays tribute to out of fear. This is done at the behest of the troll's new companion(A witch from Irrisen that works for the BBEG) In order to gain the goblin tribes allegiance.

Any questions, comments, or help will be much appreciated.


From my understanding it is a light exotic performance weapon that does lethal damage but without the reach, trip, and disarm of the whip. However, if you are proficient with a whip it also gains disarm, reach, and trip.


Owen K. C. Stephens wrote:
Loren Peterson wrote:
I would love to see some sort of vile or forbidden magics.

Out of curiosity, have you checked out Krazu Kragnar's Black market Magic Items or The Vile Magic of Argonax the Mad? Both touch on the themes of vile and/or forbidden magics.

I have not, and I am doing so right now!


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I would love to see some sort of vile or forbidden magics.
-Bloatmage feats/spells/items
-Body part grafting (Does grafting on troll skin give me regen? Do dragon scales grant energy resistance?)
-Sacrificial rituals and what they require/accomplish (What happens when I sacrifice animals? Humans? Planar beings?)
-Souls (As spell components, magic item fuel, or currency)
-Demon/devil summoning
-Possession

Some of this stuff has been touched on in the Pathfinder rules but it would be nice to see it covered in more detail.


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Lord Twitchiopolis wrote:

I personally avoid Second Darkness because, as I understand it, if the PCs fail, the world ends.

I'm none too keen on the whole "the only thing standing between us and the end of the world are these few heroes noone's heard about until now" idea. yes, he PCs might be the deciding factor between whither or not an event happens, and this event might be bigger or smaller, but in a land where deities have direct influence on the world, it's hard for me to imagine EVERYTHING going F.U.B.A.R.

Most of the adventure paths are world changing but not world ending if failure occurs.

ROTRL= Karzoug rises and conquer Varisia in a few weeks and proceeds to conquer the rest of the continent shortly after.
COTCT = Kazavon is Resurrected and wreaks havoc being nigh unstoppable (If I remember correctly, it has been a while).
SD = Space rocks fall elves die.
LOF= Genie army takes over the southern continent.
SS(serpent's skull)= Ydeserius(don't quote me on the spelling) is resurrected, whole new god and his followers are back.
CC= Tar Baphon, quite possibly the most formidable necromancer to ever walk Golarion is effectively reincarnated.

All of them pretty much boil down to a group of heroes saving a quarter of the planet from drastic and violent change.


I wanted to either make chief Ripnugget a cavalier or add a goblin kennel master of sorts into the exercise yard. So I am thinking her would be order of the cockatrice and keep the gecko unless it was a kennel master instead of Ripnugget in which case he would have a boar form the Tickwood. Any ideas, thoughts, or opinions?


IN part 6 of ROTRL Kazaven wields the Staff of Hungry Shadows and it says he uses it to call a devourer to his aid. This is indeed an ability the staff possesses but it seems that it is immediately loyal to him and gets no save against it. Is this flavor? Possibly an understood agreement between the two (as it is a named devourer). If it isn't just for flavor, the staff calls forth the same devourer each time and he is loyal to the staff's owner, should this extend to the pc who gets the staff?


Thank you very much for being so understanding and helpful. This is easily the best customer service experience I have ever had.


I just received the replacement sheet under order #2261447

In this package: Pathfinder Roleplaying Game: Bestiary Box - Tokens: Aasimar Cleric PZO1001 - TKNB

The replacement sheet is not the ROTRL pawns I was missing. The sheet contains pawns #35 - #52, #138 from the Bestiary Box.


Thank you very much!

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