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Would the Customer Service team please cancel Orders #5391427 and #5296769?

I'll re-order the items on these separately as smaller orders, as my banking institution seems determined not to let this one through. I don't mind missing out on the deals.

Thank you so much for your time.


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Our story is rather atypical, but it does its best to depict our foray into the world of Golarion, and Pathfinder as a whole. It starts rather bare-bones, and full of errors, but over time, we've watched it grow into a wonderful story.

Golarion is a fantastic and wondrous place, and we dived in eager to immerse ourselves. We learned lessons, made mistakes, and continue forward, always eager for more.

You may have seen it before, as the pictures have circulated now and then when the internet catches a glimpse. This thread is to give the lovely people of the Paizo Forums a regular thread to check for updates.

The story begins in the remote region of Icemark in the Lands of The Linnorm Kings. A strange phenomenon believed to be the result of a clash between powerful spellcasters has driven out all the wildlife, forcing the native Varki to flee the land or starve. Left barren, the land is believed to be cursed and the remaining Linnorm Kings refuse to claim the land for themselves. The sole structure that breaks the horizon of the cold wastes is a mansion, standing prominently as it defies the environment's attempt to scour its magical blight away. Ulfen traders spread tales of the mansion across Avistan, claiming the building holds the wealth of a sorcerer king, or mastery over the ley lines of the world.

Within a handful of years, strange and foreign powers venture to the land to battle for control of the region and its secrets.

If the story seems hard to follow, and the pictures don't explain enough, that's actually a bit intentional. The players didn't invest in Knowledge skills early on and the GM hid everything behind them. An alternative name for our campaign could be, "Perception High, Knowledge Low: What happens when you don't know what you're looking for."

ACT I: The Enemy Within

1) We begin.

2) Off to a great start.

3) Our first venture into the Mansion, and another Hero joins the team!

4) Who saw this coming?

5) Did we lose someone?

6) The Mansion didn't work out, so lets play the blame game.

7) Oh yeah, the real villain is still out there.

8) We're hiring! And back to being heroic!

9) I think the GM's trying to kill us.

10) This was done without a single argument at the table!

11) Create your own Villain: Just add motivation!"

12) No you can't sell him for gold.

13) Two tragedies in a night.

14) The Undead are here!

15) A Bitter Farewell.

16) Sorry Ameiko, we're full!

17) Lost and without hope?

18) A New Adventure. (Currently being redrawn)

19) What can put fear into the dead?

20) Pathfinders, one and all!

21) Gothic Horror meet Cosmic Horror.

22) The mere mention of Gugs now terrifies our table.

23) NOPE NOPE NOPE NOPE NOPE!

24) Life in Ustalav.

25) Abandoned ruins are never actually abandoned.

26) It's man devouring man my dear!

More to be posted as they're finished, so feel free to check in whenever!

Hope you enjoy them.


I made this order a while ago and it's been pending for days.

If one of the individual items is not available or on back-order, could you remove the item from the order and resubmit it?

I'm really looking forward to getting these items as soon as possible!

Thanks,

-Nezz


This order has been pending for some time in my subscription list.

Is there a problem I can help clear up? Issues I might be able to help resolve?


Hi, Customer Service Team!

I resolved the issue on my side of the order, and if there's anything else you need for it to process and ship, please let me know!

Thanks!

-A Loyal Customer


I've come to an interesting point in my campaign, one that has me looking to other Lore buffs to see if I can make it work.

As of our last session, the party became aware of a grave threat making its way from deep below the very earth they stand upon. In the local region which has now become the party's 'Backyard' of sorts, several denizens of the Darklands began appearing on the surface and causing trouble for the local city and people the PC's have a vested interest in protecting.

After capturing some of these creatures, the PCs learned that they're not coming to the surface to raid, (Unless they need any sort of supplies, in which case the surface-dwellers are fair game) but to escape a ravenous destructive horde of the worst terrors known in the deepest vaults of Orv. A literal army of crazed Rovagug monsters is steadily making its way up through the Darklands, and will break through to the surface in a matter of weeks.

The PCs were a little flustered after making their Knowledge Religion checks, and realized that their idyllic frontier was soon to become a battlefield against literal monsters in large numbers.

While the others quickly drew up plans to alert their city and prepare a militia, one of the PCs, a Paladin of Shelyn (Who had recently just finished constructing a small temple in the town using the downtime system) brought up an unexpected idea:

"Well, while they prepare the town, I'm going to go and inform the evil religious cults and see if they will offer any help."

The other PCs balked at this idea, but the Paladin says she's not budging, and that true to her vows, she will approach the three regional cults, (A noble house recently exposed as worshippers of Dispater, a small cult of Zyphus that meets in the regional graveyard, and a formerly hidden temple of Urgathoa that was next on the PC's chopping block) with a rose and an olive branch, and attempt to reason with them and inform them of the threat to all their livelihoods.

She reasons that unless they are as nihilistic as those that follow Rovagug, they'll at the very least offer a token assistance and provide help for the trial ahead.

Assuming that the leaders of each cult are cool-headed and have self-preservation in mind, should this Paladin's plan have any chance of success, or is it folly to call upon the lesser evil to fight the greater?


So as my characters rapidly approach 18th level, it's time to wrap up this campaign. I decided to use a tried and true high level scenario related to Rovagug's possible release.

The driving force of this plot is a custom Nascent Demon Lord, who has gone completely insane from his constant defeats in the Abyss, and his inability to achieve true divinity. His fractured but still capable mind has come to the conclusion that existence is cyclical, and if he is able to release Rovagug from his prison, the Rough Beast will annihilate all of existence, which will then be remade again in time, including this Nascent Demon Lord who hopes to be more powerful in the next existence.

Instead of directly disturbing the gods themselves and risking a sound and quick destruction, he's traveled to Golarion on the Material Plane to hide amongst the lives of mortals, this has the added affect of allowing them to end him, permanently.

He and what minions he can acquire travel to each center of religious worship across the world, and disguise themselves in forms from divine assistants, to simple knowledge-seeking curates. He'll delve deep into any vaults or libraries of un/holy texts that describe the nature of each goddess or god's involvement in the sealing of the Rough Beast.

The players feel they need to warn every goddess and god, (even the evil ones) which came as a surprise and doubled the number of churches they need to travel to and warn.

So, all that said, I have a few questions and I'd love some input from the community and directors if they care to take a stab at answering:

Do all of the gods participate in the jailing of the Rough Beast, or only the ones who were present for the sealing?

If so, does that include the newly ascended gods or gods who were at one time mortal, such as Norgober, Iomedae, Cayden, Zyphus, Urgathoa?

Any ideas or defined parts of the prison that could be researched, besides Asmodeus, Sarenrae, and Zon-Kuthon's? What should Irori's be for example?

Unlike a previous thread, I'm not asking how the prison is broken. Simply who should be warned of such a danger when the gods themselves are stuck behind all the red tape that prevents them from directly acting in these situations. (I'm looking at you Desna)

Also, I'd love to hear ideas for what each deity's seal should be, as per the third question, and I'll probably need about 9-12 of them for how many different ones the party will learn of in their race to stop the Demon.


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Sure it seems like a simple enough question, but then every faith is prepared to defend itself or attack outsiders, but what happens when the High Priest condems the faith he has so long adhered to?

I'm the Co-DM for our game and we have a situation thst spiraled out of control with a Cleric of Pharasma.

A little background, the party had just finished cleansing a new temple to Urgathoa and defeated some powerful daemonic fiends that resided within. Upon returning to town and being hailed as heroes, (They left at level 4 and returned at level 11), the Cleric, who belonged to the local Pharasmin Church is taken aside and calmly informed that his wife and only child were slain while he was gone.

Resurrection was not within the party's means, so the Cleric and his party traveled to the Church to plead for them to be brought back. The Head Priest denied the request, stating that they were serving beside the Goddess now and it would be selfish and wrong to bring them back.

The Cleric's resolve broke here and he snapped. He took his party aside and lied to them, telling them that the High Priest was a fiend, masquerading as the former Priest, and that he was likely behind the Cleric's family's deaths, as retaliation for their destruction of the temple.

The party's new method when dealing with fiends is to 'shoot first, ask questions later.' The High Priest made his Sense Motive Check, and realized he was in danger. He summoned a Vanth Psychopomp, which was misidentified as a Bone Devil and both the priest and the Psychopomp were cut down with extreme prejudice.

While the Party left congratulating themselves, the Cleric took the femur, mask, and a rib bone from the psychopomp's remains and fashioned it into a crude Pick, returning his Ceremonial Dagger to the High Priest's corpse, and left muttering about 'if such is the destiny of heroes, he'd rather leave his life up to chance.'

Now, following this situation, what is the proper response for Pharasma, and her Church?

I'd love to know if this event would be noteworthy at all.


Which do you believe is better and why?

It just so happens my latest party has finally finished their campaign. The group is made of avid roleplayers, and everyone takes their roles and background seriously in relation to the plot. We had a good run with our former group and it finally became time to retire them, afterwards we discussed what we enjoyed and what we felt was missing, and surprisingly enough we all had a complaint, not with the DM, but instead with ourselves.

Our party was made up of Neutral Good and Lawful Good characters, five in total and there were three gods split amongst the five. The characters for all intents and purposes treated each other as siblings and family, and there was never any sense of resentment between them, prefering to come to an agreement quickly so that action was followed up against threats.

The characters never needed to mature, and so the lack of arguments at the table made leveling quick and easy.

This has lead us to deciding to create a very diverse group, and attempting to make it work without bending the background of Golarion too much, preferably very little.

We now have:

A Lawful Neutral Wizard of Abadar
A Neutral Good Cleric of Sarenrae
A Lawful Neutral Fighter of Asmodeus. (Hellknight in the making)
A Chaotic Good Rogue of Cayden
A True Neutral Cleric of Zyphus

Are we in over our heads here, or is such a group possible to form?

Id like to test the waters with your experiences before I jump into this pool.

What do you think of Diverse groups, and would you recommend them, why or why not?


Well me and my GM are a little unsure of how to progress here.

The Cleric in our party just inherited a small fortune in gold and jewels from distant relatives who were murdered and happened to be successful merchants. While we tracked down and banished the fiend behind the merchant family's deaths, our Cleric was thinking of what he would do with his new wealth.

While the GM expected him to go on a shopping spree, (His magic gear is just table-scraps compared to the rest of the party's feast) he surprised us all by coming forth and telling the GM he wanted to use the wealth to create a self-sufficient community with a chapel to his god at the center. Our poor GM while not new to Pathfinder, confided in me that the math involved in building a settlement or even just a building, is a lot of bookkeeping he wasn't expecting to take on. We talked it over and agreed that being the founder and leader of a small gated community at level 6 is quite possible so long as it's not treated as a footnote in the character's story.

So I've come here for advice to help my buddy the GM out and I'd like some ideas and advice as to the following:

What kind of incentives can a PC give to NPCs to convince them to move to an unsettled area and begin a community?

Is there anywhere that relative costs are listed or can be calculated for the time and construction of buildings and structures via skilled laborers/craftsman experts and their needs?

Assuming that he intends to keep adventuring and leave the hamlet/community to fend for itself, what kind of defenses both marital, trap-like, and magical should he give it?

Assuming he intends to use the Common Laws of the country it's created in, how would he go about establishing his community as a legitimate settlement to other NPC towns/cities? Any special NPCs he should hire or entice?

Thank you for any advice you can give, and any responses given!