Black Magga

P0L's page

43 posts (285 including aliases). No reviews. No lists. No wishlists. 3 aliases.




I'm rerunning this AP for a new party with great success.

One thing I wanted to share is the way I'm handling weather.

I've decided to model the region's climate after Dresden, Germany. A place I believe is geographically similar (when they go to the woods I show them pictures of the Black Forest) with weather that is not too harsh but gets cold enough in winter to have some snow.

Using this website: https://www.timeanddate.com/weather/germany/dresden/historic?month=1&ye ar=2016

I can simulate the weather day by day realistically by using the historic data.


Tried using the new exploration rules for my new Kingmaker campaign. Did not find them a good fit. They are too abstract.

What's your take on this? Keep the old hexploration rules?

Thanks for your input!


I add this inside to prevent from spoiling ANYTHING about this excellent campaign. I'm rerunning CoCT using Pathfinder, and in the second adventure I'm thinking that adding a little ALCHEMIST to Davalus and his creepy doctors would make MUCH more sense than Rogue/Bards. Here's my first attempt, comments are welcome:

Queen's Physician

CR 2
XP 600
Human Alchemist 3
NE Medium humanoid
Init +7; Senses Perception +6
DEFENSE
AC 15, touch, flat footed ( +3 Armor, +2 Dex )
hp 29 (3d8+6)
Fort +4, Ref +5, Will +1
Defensive Abilities
OFFENSE
Speed 30 ft.
Melee masterwork shortsword +6 (1d6+1)
Special Attacks
5 bombs, +5 ranged touch, 2d6+2
Poison: Large scorpion venom injury DC17 — 1/rd. for 6 rds. 1d2 STR , 1 save
Giant wasp poison injury DC18 — 1/rd. for 6 rds. 1d2 DEX, 1 save

Tactics: Queens physicians try to avoid battle. They cast Shield, drink their mutagen and throw explosive bombs. In close quarters they use their poisoned short swords.

STATISTICS
Str 12 Dex 16, Con 12, Int 16, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 15
Feats Improved Initiative, weapon finesse, Toughness
Skills: Craft(Alchemy) +8, Heal +7, Disable Device +5, Perception +7, Spellcraft +8, Use Magic Device+4, Intimidate+1, Bluff +0, Stealth +5

Languages Common, Varisian
SQ Alchemy, bomb, brew potion, throw anything, poison resistance +2, poison use, swift alchemy
mutagen: +4 DEX, +2 natural armor -2 WIS
discovery: Explosive bombs

Extracts:
Lvl1: Shield, Cure Light Wounds, Expeditious retreat

Combat Gear Mwk Studded Leather armor, masterwork shortsword, healer's kit, plaguebringer's mask, alchemist kit, Large scorpion venom (2), Giant Wasp poison(2), Cure Moderate wounds.


Ok guys, I see that you can advertise here for non-forum games.

Here's the deal. I work all day behind a firewall, but I found this small little forum where I intend to run a GURPS game. But I'm finding no players!

So, if you are interested in a GURPS PbP (you don't need to know the rules, just have access to the basic books of 4th ed).

You need to be able to post at least daily.

As for the setting...
I think I'm going for High Fantasy, homebrew setting. I'll explain later, got to run.

Bye


This campaing has just started, the party consists of:

Urza: Dragonblood Sorcerer
Calinder: Cleric of Sarenrae
Lecian: Diviner wizard

There is also a Fighter archer that hasn't been seen in a while...

The link to the campaign is this:

P0L's Second Darkness Game Thread

This thread is to announce an open post, I'm looking for a Rogue but I'll let the player's decide...

Also, there is the possible open spot left by the absent Fighter Archer.

I'm also open to use the new playtest base classes and closed to any PALADIN

Creation rules are at the start of the Game's discussion thread:

P0L's Second Darkness Discussion Thread

And there's where you should submit your applications.


My party already knows this:

I've read on more than one thread that all parties pretty much figure out who blackjack is as soon as he appears on the scene. Taking advantage of the magic in the world I did the following.

- Vencarlo is a powerfully built human of average stature
- Blackjack is lean and tall
- Vencarlo is missing half of his left arm
- Blackjack clearly has two perfectly working arms.

This was done by:
- Mask of blackjack: Works like a hat of diguise, but turns you into blackjack.
- magic arm: A wood and mithril hand and forearm. Attached to the stump, they work as a perfectly normal arm.

Also, I stressed the point that blackjack was at least a hundred years old. Also when Vencarlo tells them about blackjack he mentions him as "an old fencing friend, I hadn't seen for a decade, he looks the same but I'm quite older".

I also built the PC's relationship with the guy. One of the PC's uses a rapier, so Vencarlo offered to teach her (giving her a temporary +1 bonus to attack with the rapier)


The Wharf district has seen better days. Most of its stores seem run down with flaking paint and mossy windows. The salty sea air and the humid cold weather don't help either.
A notable exception is the Golden Goblin. This aging structure has been recently refurbished and turned into a casino-inn.

Lecian:

You wake up in a comfortable double bed, set in a simple but decent inn's room. You are lodged at the Golden Goblin and hopefully the bad weather the town experienced these last couple of days will be over, allowing you to study the mysterious phenomena known as "The Blot". You also have a complimentary invite for tonight’s “Cheat the Devil and steal his gold” gambling tournament.

Urza:

It's a cold morning; the cooling embers of the fireplace do little to stave off the chill. You are in a comfortable double bed on the inn you chose to visit while researching the Blot. The owner of the inn, Saul Vancaskerskin seems like a nice fellow and he gave you an invite for tonight’s “Cheat the Devil and steal his gold” gambling tournament.

Galahd:

The streets of the lawless town of Riddleport are almost as empty as your pockets this cold and overcast morning. Tonight, you have a pass for the “Cheat the Devil and steal his gold” gambling tournament at the Gold Goblin, hopefully you’ll find some work there, but meanwhile, you have a day to kill.

Calinder:

It’s a cold morning, after several weeks making inquires you found out that the mysterious symbol that connects you to your missing father is somehow related to the purchase of the Golden Goblin, you have a ticket for tonight’s “Cheat the Devil and steal his gold” gambling tournament” where you can finally meet the owner.


Character Guidelines>

Pathfinder rules.
Any pathfinder core race or class (except paladins)
Any non evil alignment
Any class from other source can be requested

Abilities are 20pt buy, some sample sets, before racial adjustment are:

sample ability sets:

16 16 12 10 10 8
17 14 12 12 10 8
14 14 14 13 12 10
16 14 14 12 10 8

2 Traits, subject to approval, from any trait source.

Extra racial hitpoints:

+4 to halflings, elves and gnomes
+6 to humans, half elves
+8 to half orcs, dwarves

Clerics can use the Holy Warrior variant from Pathfinder Campaign Setting:

Holy Warrior:

- Proficiency with deity favored weapon
- 1d10 hd
- Figther attack bonus progression

in exchange for:
- no domain spells
- no domain powers


Hi,

I've directed quite a few campaigns in real life, currently going through the second Adventure Path (CotCT) and finding it really fun. Having recently started a dissapointingly slow play by post game as a player, I tought of starting my own and trying to keep a faster pace.

For this I'd need 3 to 5 volunteers who are willing to check the boards daily or at most skip a day (posting may wane on weekends).

I must warn you all that I've never participated in a succesful PbP campaign, as a player or as a DM. They all seem to die for lack of interest.

As soon as I get my hands on the SD players guide I'll post guidelines for character creation, but I'm thinking on making it 20pt buy and NO EVIL CHARACTERS. These AP are usually made for heroic characters and selfish destructivly evil chars usually take a lot of work to handle.


One feature I liked about this AP are the beautifully tought and designed castles.
I'm talking about Castle Korvosa and Castle Scarwall.

It's a shame that I can't find a good rendering to give my players a perspective of such wonderful buildings.

Has anyone tried making a good representation based on the detailed floorplans? I've tried, by software and by hand but my desing skills are lacking with both mediums.

Isn't there any architects or 3D designers that have drawn this?


All my players beign acomplished min-maxers, and after a week without any playing, they all have their characters planned to the last feat.

What filled me with dread is that this time they are planning to use EVIL characters. I mean, the good or neutral ones they used for the last campaign were already quite a menace... this time, all southern Varisia is in danger!.

Let them be warned, that if they start to spread to much mayhem, an anvil will fall on their head.

The lineup is>

Kaze Hawkeye: Male Elf Fighter. A cold blooded assasin, specialist in archery and will dip into Transmuter before taking Arcane Archer. Will always surprise you with the ridiculous amount of damage he can deal for his level and the most game-breaking out-of-the-box strategies.

Uchia, Tenchi: Male half-elf Druid - The most dangerous one. This sociopath wont stop at nothing to get what he wants and is prone to hurt any innocent he comes accross just for spite. His character is also very evil. He loves sending his tiger into a fight and dreams of the time he'll be able to morph into a huge elemental and stack his stat with ability boosting magic

Ooro - Male Dwarf Monk: A drunken and smelly beardless dwarf, with an evil temper and no morals whatsoever.

Arwen: - Female Drow Bard: The most reasonable character, no one in korvosa has ever seen a drow, so, even if a little conspicuous she is not beign lynched by a mob on sight.


Hi,

If a good or neutral NPC is magically dominated and forced to do evil things. Does this mean he is evil?

Thanks


The critical focus feat tree gives plenty of cool options, but I have a question:

What happens when you hit a creature that is immune to criticals or has fortification? Do the "negate critical" effect cover more than the extra damage?

What about the burst weapons?

I specifically have a sword that applies to targets a petrify effect on a critical hit.... how does it work?

Regards,

Pablo


Reference Document wrote:
Terrifying Howl (Ex): The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. A barbarian must have the intimidating glare rage power to select this rage power. A barbarian must be at least 8th level before selecting this power.

What happens to enemies that are not shaken when the barbarian howls? Nothing? Do they also panic?

Thanks,


I'm running this adventure for my group with great success. We are at the 5th module and having great fun.

Of course reading in this forums helped me avoid some of the pitfalls that stalled other campaigns.

The thing is... my players would LOVE to play up to level 20, maybe beyond (I've been wanting to run the uber-epic adventure Quicksilver Hourglass since I got the magazine, but levelling them up to lvl 30 is a bit of a stretch).

So, has anybody thought a way of continuing the campaign, if possible to patch in another published Dungeon mag adventure?

This idea has been running through my mind and I will have to prepare something..


BURNT OFFERINGS:

Catacombs of wrath> The Vargouille paralyzed the paladin and the rogue, then with an OPEN die roll I decided who it would kiss. It was the paladin, who saved succesfully, the rogue with a save 5 points lower would have been in trouble.

Thistletop bridge> Sensing a trap, the heavy paladin strapped a long rope on his waist before crossing the bridge on Thisletop, as he was the third to go, the bridge promptly collapsed. I allowed him a reflex save and he grabbed onto the bridge. Beign tied to the other side, I allowed him one big STR check each round to hold the whole bridge until the rogue tied a rope to the other side and the sorceress came and tied him at the waist. After two successful DC20 str checks, he let go and ends up tied on the middle. A 50' rope strapping him to the start and a 15' rope to the end. He cut the 50' rope and only smashed his face on the cliffside. But he may have saved the rest of the guys from a nasty fall to the sea.

Under thistletop> The fighter and the wizard bodyguards were ambushed on the same room. The paladin uses to "detect evil" through the door before the party smashes and enters, but in front of him was only the fighter, who was neutral. Of course the party wins initiative and the rogue runs fast to try and sneak attack him, but the ready wizard magic missiles him from the corner and he fails to hit the high AC of the READY fighter, who almost kills him with his bastard sword.

Lower level> The twin Karzoug statues stand on each side of the corridor. For no reason at all, the cleric decides to jump the space between them. The rest of the party walks. The statues almost make mincemeat of the paladin and he doesn't fall to the pit because the rogue saves a reflex check to grab him

Deadly Barghest> A very lucky search check from the rogue revealed the hidden door and they made it into the barghest chamber.
The fight was really brutal, my party WOULDNT quit even if I was shredding them to pieces. The barghest was slowly worn down and dealing damage equally to all present. When my almost dead, potion empty players sounded the retreat. When they turned around they saw a raging mad creature trapped by an invisible barrier. With a wicked smile they rained projectiles and spells on the unfortunate beast who collapsed dead.