Seltyiel

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So i want to do a city based campaign(think City of Greyhawk or Waterdeep...) and Absalom seems to be the city to do it in. Is there a comprehensive list of modules set there? Also, does one of the APs feature Absalom heavily? Thanks in advance


LittleMissNaga wrote:

I've got an evil party, so I've changed... Surprisingly little. Plot is mostly on-track.

I am going to have to start upping the difficulty in the last two books, as they've got a lich, a vampire, a half-fiend, and a steel-skinned guy making up their numbers at this point (though the PC vampire is on the enemy team until they can destroy her master), and those templates are definitely giving them some power-boost.

Added an enemy vampire to the Forgotten Pharaoh's group in the Sphinx (the aforementioned master), and played him smart. The party was devastated the first time facing him, though I expect good results from them when they come into the rematch with full preparation, even if they are going to be a PC down when they do.

The FP herself is getting more cultist bodyguards, two supports with Meret-Hetef's stats, and some bound bearded devils (more for flavour than anything. I don't expect the devils to provide a huge additional threat).

Is your evil party's end goal stealing the flying tomb? Because that would be awesome


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Terrepin wrote:
MythicFox wrote:
Please correct me if I've missed something, but if the adventure assumes the PCs are taking the riverboat from Tephu to the Parched Dunes, when/how does the 'outside of town' ambush go off? Just on that embankment between the city and the docks as seen on the map, with the risk of being seen from the city? Or do the PCs have to catch the riverboat someplace not clearly indicated?
We just played this encounter. I based it on the riverboat scene from the Brendan Frasier Mummy movie, with the cultists rowing in under the cover of night and secretly boarding the boat after it had left Tephu earlier that day. The starsoul sorcerer flew upriver a short ways, hiding in the starry night sky. The charmed sphinx made several screeching flyovers to distract the party while the cultists boarded and got into place, and then they leapt to the attack to try and recover the Mask. The outdoors and nighttime setting made it particularly favorable for the sorcerer's call lightning storm ability. No one died, though it was close -- they did lose their prize racing camel in the aftermath of the inevitable fireball. Of course, because it was based on an action move, the boat caught fire, and people were diving into the river to escape the flames. Overall, it was a great capstone encounter after all of the role-playing and politicking in Tephu.

Stealing this set up, as finishing up the last library tonight.


Katina Davis wrote:

Hello Psyonis,

Thank you for letting us know! I've taken a look into the tracking on your order, and it seems that the last scan was when the shipment was transferred from a courier to the USPS. We do sometimes see delays at this step, where the shipment won't be scanned for a bit, but we typically see the package arrive just a little bit afterwards.

I would say the best step would be to check in with your local post office or mail carrier, to see if they can provide you with any further information on the whereabouts. If they aren't able to track it down and it still has not arrived, we'll gladly set up a replacement to be sent out with your next subscription shipment.

I hope this helps! Please don't hesitate to let me know if there are any further questions or concerns that you may have in the meantime, and I'll be happy to assist you as best I can.

Thanks!
Katina

I knew if I posted they would show up. I totally reverse jinxed it. Thanks!


I have yet to receive this shipment. Its been a couple days past the expected shipping date. Have you seen any other delays?


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My favorite Die type is an 8 sided 4 sider. Drives my GM crazy.

also I'm typing this at work...


Laveral wrote:

The Scarlet Scavengers

Allannon Bech Half-Orc Fighter Armor Master
Tormentil Nightshade Halfling Shadowwalker Rogue
Jara Ifrit Fire Elemental Sorcerer
Flowella Premont Aasimar Cleric of Sarenrae
Gregor Human Invetigator Gravedigger
Nook Half-Orc Cave Druid
Selenay Half-Elf Free Hand Fighter
Stenvolf Duskflame Human Bloodrager Undead bloodline

We just started last week and they had a difficult time with the traps. No one died, but the Sorcerer came close. They almost completely split up the party at the first T in the tomb. Fun times. I really like the traps.

8 person party, I think they HAVE to split up in some of those small rooms :)

how did you beef up the encounters/traps?


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Sundakan wrote:

Not asking you to, it's honest praise. A lot of businesses would try to talk around that point, push the merits of the AP, the intrinsic value of owning such a landmark installment in your AP line as a collectors item if nothing else, or other hard sell pitches. Yes, even on their own forums.

It's usually really tiresome and transparent so it's nice that you guys are open about the fact that you are a business first and foremost instead of trying to deny it even though it's an open secret.

seconding this statement. How you guys approach the money side aspect of this industry is great. With an open source rules system(and all the stats on the d20 site) the things we buy are the stories, and how these particular stories (in the APs) are presented give us, the consumers, the information to make the choice to buy what we want. Then we come here pick it apart(in a good way).

And then you guys get on these boards and explain the things we don't understand, or need help with. And I haven't seen anyone here charged for that yet.


Good luck all!


Like many others, a tentative dot for me!


dotting


If you would have pity on a noob...[meant to post last night, but the board were down...

After Devereux was orphaned as a young child, he grew up a street rat of Korvosa. He did what he had to do to survive, and that mostly meant stealing food and sleeping in alleyways. Gangs and criminals often used street rats as look outs or distractions, and that’s what caught the eye of one Gaedren Lamm. Devereux was used as a look out for a robbery of a gem cutter in the merchant district. He was to be a distraction if the town guard came early. They did come early, and Deveroux did an admirable job in leading them off. After the caper, Devereux went back to his hovel to find the city guard waiting for him and just enough evidence to frame him!
Sergeant Wallace knew a Gaedren Lamm frame job when he saw it, and took pity on the boy. He helped thru the justice system and got parole, with the stipulation that Wallace would be his guardian. He could never join the Town Guard with this on his record, but Wallace taught him the meaning of justice…
Now Devereux makes his living collecting bounties in the slums of Korvosa, bringing to justice those who the law can’t find, always looking to even the score with Gaedren…

Name: Devereux
human, with Silver Tonged alternate race trait, neutral good
Level 2 Slayer Hit points 17
Str13 Dex18, Con13 W13 Int15 Chr14
Traits: Betrayed: reformed criminal[campaign, reactionary
1st level feats: Rapid Reload[hvy], alertness
2nd level: ranger fighting style: crossbow: Precise Shot
Skills:
Bluff (Cha), 2[+2 bonus]
Climb (Str), 1
Craft (Int),
Disguise (Cha), 1
Heal (Wis),
Intimidate (Cha), 2
Knowledge (dungeoneering) (Int), 1
Knowledge (geography) (Int),
Knowledge (local) (Int), 2
Perception (Wis), 2 [+2 bonus]
Profession (Wis),
Ride (Dex),
Sense Motive (Wis), 2 [+2 bonus]
Stealth (Dex), 2
Survival (Wis), 2
Swim (Str). 1
Diplomacy (chr) 2[+3]
I meant to have this 'prettier, but the site was down last night, which was awesome


slayerlevel2: 1d10 ⇒ 1

oops

slayerlevel2: 1d10 ⇒ 5


this is a great resource!


rolls
stat: 4d6 ⇒ (5, 4, 4, 3) = 16
stat: 4d6 ⇒ (5, 1, 1, 3) = 10
stat: 4d6 ⇒ (6, 1, 4, 2) = 13
stat: 4d6 ⇒ (6, 5, 3, 3) = 17
stat: 4d6 ⇒ (6, 5, 5, 3) = 19
stat: 4d6 ⇒ (2, 3, 1, 1) = 7

13
5,3, rerolls stat: 2d6 ⇒ (5, 3) = 8
6,4, rerolls stat: 2d6 ⇒ (2, 3) = 5
14
16
3, stat: 3d6 ⇒ (3, 6, 6) = 15

next:
13
13
6,4,3, reroll stat: 1d6 ⇒ 3
14
16
15
so: 13,13,13,14,16,15


dot


Hopefully finishing up book two this Friday. Starting prep on book 3, I am seriously considering streamlining part 2 of book 3(the dessert exploration).

Might change the clue to where Chisisek is to a more exact location, and just do an attack by the Forgotten Pharaoh Cultists on the way.

Speeds up the campaign, and this group is concurrently doing a Kingmaker campaign, so no one is going to miss the hex exploration.


Sundakan wrote:
I actually had to respec my Arcanist mid-fight into a big beefy warrior guy at that one because we'd just slogged through another encounter where everyone was barely hurting anything and both me and the GM were tired of it.

You didn't know what was coming. The GM did.


Sundakan wrote:

I haven't run Mummy's Mask yet but having played in part of it I think the one big change I'd make is basically overhauling every single encounter in book 1 of that AP.

Every enemy having DR and Hardness from 1st level on up just makes every combat a tremendously boring slog to get through.

You don't like the fight boiling down to all martial characters taking turns with the only weapon that gets past the DR? [sarcasm]

sometimes that can be an exciting fight. If done wrong, it does get tedious.

I played the Doll Warriors for comedic effect, with attacks barely hurting them. Seemed to work for that encounter at least.


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archmagi1 wrote:

Oh where to start. We added a witch who did reincarnation for cheap in the necropolis. She was used a few times.

We did away with the economy aspect of book 2. It made it too ugh for my group and just keeping panic to non economic consequences worked great.

Book 3 was pretty the same.

The big change came at the end of 4 where the party beat the FP into submission, mangled her hands, and cut out her tongue. They kept her alive but unconscious until finding the statue machine in book 5 when she became a pretty statue.

Book 5 was completely retooled, eschewing the attack on wati entirely. See my posts on the book 4 5 and 6 threads for specifics.

Book 6 had no active hakotep and bbeg neferuset instead. It all worked out alright. Again the meat and bones of what happens when you take FP prisoner are in the discussion threads for books 4 to 6.

I think it was one of your post that gave me the idea to post this as a summary of all the changes!


I just tweaked the Crypt Thing on the final level of the Sepulcher of the Servant. I wanted a little more Orison flavor, so made a Sobek Variant. This gave me a cooler visual of a crocodile headed skeleton. Maybe a different God would have been more apt, but the crocodile head seemed a cooler contrast, and looked nastier than a jackal head. Sobek is god of quick deaths, and hopefully this guy is gonna surprise the party...:

CRYPT THING-SOBEK VARIANT
Funerary adornments of bronze and gold accessorize the skeletal figure's humanoid body, while twin motes of fiery light glow deep in the eye sockets from a smooth crocodile skull.

Plus..nasty bite attack!


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What was the best change you did to this AP, and what was the result?

I am not sure what stories would be better for a GM to hear, the best, or the worst cases...


Has anyone posted a master list of treasure from Empty Graves? I need to compile one, but wouldn't be above using one that was already posted...

Thanks in advance.


Orville Redenbacher wrote:
This thread is an absolute masterpiece. "The bow may be +4, but the string is only +0" lol

Thank you for this.


thanks guys, the reveal later in the AP looks to be fun, and my GM seems ok with it. he even noted that I refer to the concept as "sea elf blood rager" around other players and said "good cover"...

My group should understand that there is no party betrayal, but a 'racial betrayal'/ 'shameful secret' that happened pre-adventure. Looking forward to it!


Group is planning to start this path soon. Without giving to much away, is this doable? The group rewards role-playing, and was thinking of the following concept:
Malenti sent to spy on sea elves for eventual slaughter, but essentially defected from Sahuagin community and on the run, ending up as a “simple sea elf ranger or warrior” caught up in the start of this AP. He would be cagey about his past, playing up the mysterious stranger card, with a little guilt over his Big Secret. Friendships are strained, and then strengthened by the eventual reveal.
Thoughts?
Hinting around spoilers ok, just no details please


This is an awesome read!


Gulthor wrote:

It's... been 4 years? And you've only gone from level 7 to level 11?

Anyway, I'm amazed that with four additional years of gaming under your belts that BoF is still considered a problem, as it is a pretty inferior haste and at a higher level to boot.

But as long as everyone is having fun.

Group has 4-5 active campaigns going and we are biweekly players at best, so we fly though adventure paths like molasses. %&%$ you Paizo for having so many good Adventure Paths!!


thorin001 wrote:


I take it you have banned Grease, create Pit, and Glitterdust then.
Both Grease and create Pit have been used, but creatively(and not a lot). Glitterdust has been used more defensively, so its not as much as of a "Every. Single. Combat." thing.

Every one of my casters who has Grease on his spell list takes Grease.

If you have so few combats that a single 4th level spell can be cast in "Every. Single. Combat." then you may have too short of an adventuring day.

This is inherent to the Kingmaker setting and its "hex adventuring". Oracle in a Runelord campaign-same group of players, same GM-has same spell and it doesn't come up as much as its more of a standard dungeon delve


thorin001 wrote:
Strange Doc wrote:
Seranov wrote:

It sounds like you've already made up your mind on the spell.

Just try not to neuter it too badly when you change it, as players never enjoy having their toys broken in front of them.

Yes, I need to do something about this spell because it has become a problem.

To me, if a spell is written is ink on a character sheet, it's too powerful. This cleric takes it every time, no matter the situation! It is an automatic cast if he ever thinks there is going to be combat. If a spell becomes a no-brainer, it is unbalancing IMHO.

I take it you have banned Grease, create Pit, and Glitterdust then.

Both Grease and create Pit have been used, but creatively(and not a lot). Glitterdust has been used more defensively, so its not as much as of a "Every. Single. Combat." thing.


Strange Doc wrote:

Just want opinions on the cleric/oracle spell, Blessing of Fervor. I GM a Kingmaker game where one of my players runs a cleric of Serenrae. Once he reached 7th level, he has been beating me over the head with this spell! I understand it is a 4th level spell, and its duration is 1 rnd/level, but it affects the entire party (7 targets minimum), helps spellcasters as well as martial combatants, it lasts the entire combat (I very rarely have one go longer than the 7 rounds minimum for the spell) and each recipient can change its benefits each round without even costing an action! I try to GM in a way that uses common sense and rule on things based on the "smell test" and this spell stinks!

Now don't flame me if you're a player and LOVE this spell, but try to take an impartial look at it from a GM perspective. I just want well-reasoned arguments for and against this spell. I am probably going to change the spell or disallow it, but maybe someone can convince me of its validity.

Thanks in advance for the responses!

Strange Doc

PS. I don't get to look at these message boards very often. Sorry if I don't respond to your posts quickly.

I am the player mentioned above! So funny to come across this post 4 years later when researching a Paladin build...

We played this last weekend and we are using a 'nerf' variant: When switching from one choice to another you can never go back to the previous choice. This leaves all the abilities, but does limit and forces the player to plan out their actions a bit.

Some observations:
1-We do have a mage, but he 95% is a damage dealer and rarely buffs, so no haste, so my cleric is the buffer.
2- were 11th level now, so if I get a low initiative in round one and it goes badly, I'm playing catch up with healing and don't cast Fervor or any other 1 rd/level Spell
3-Having started GMing a Mummy campaign in the interim, I can see where the 'paperwork' of this spell is 75% of the hassle.
4- Was told by Strange Doc that he discussed this issue here 4 years ago, just never went and looked it up.
5- I'm surprised no one mentioned another drawback when compared to haste- the caster is not included in the effects:
"With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice)." Note it only works on 'your allies'- not one subject per level or similar...
6-Seriously, I just need the Mage to cast Haste, it'll be so much easier...


I put this under the AP, but this seems a better place to get advice or links for a good build for Wrath...thanks in advance!


The positive to starting a two and a half year AP is so much info, but the negative is being unable to find it....any thoughts (or links) to successfull builds for a wizard for Wrath?
Thanks in advance!


email with image sent- thanks!


Will do tonight!thanks


Hello, I am sure I am not the first to report this, but i have copy of the misprinted Ultimate magic. At first i though i just had extra pages, so did not pursue. Flash forward years later, and I am trying to make a Druid, and those pages don't exist! I know this purchase was a couple(?) years ago, but the game store I bought it from is no longer in business. Can I get it replaced? Previously, I had a copy of adventure path replaced, and the only concern was shipping. My plan, if you are able to replace, is order a copy of Pathfinder Pawns: Base Assortment, so the shipping would be covered. Your customer service has been exceptional thus far, I hope you can help!

Please let me know,
Thanks,
Paul Schmookler


Crystal Frasier wrote:


I feel like I could've explained the Panic Point system a little better than I did, and I'm sorry for falling short. Basically, the intention was to both provide a tangible reward as they moved towards saving the city, and give them a ticking clock so they wouldn't take a day's rest after every encounter. The fact that there aren't enough listed reductions to take the Panic level to 0 is intentional, because Panic reductions were also meant to be a reward for any actions PCs might want to take above and beyond the fights listed in the book. Do they organize and train people to defend themselves? Reduce the Panic by one. Inspiring speech on the temple steps? Reduce the Panic by one. Dipping into their own resources to pass out holy water or holy symbols or healing items? Reduce the Panic by one. It's intended to be the carrot half of the equation to encourage roleplaying and being heroic, and actually see some benefit from it.

Even if PCs don't manage to bring the Panic Level down to zero in the adventure, it's easy to get the city to a place where they can function (especially once they free Ptemenib and his divine casting). true, they might not be able to sell all their loot just yet or buy more potions at the best price, but the normal becoming abnormal and community hardship are the big themes of Empty Graves....

I think the content, and your explaination is great. If anything, I think its just the page layout that spreads out the info.I know this is a graphic design issue and not completely up to you. Example: Right in the middle of the explanation for this new cool system they drop the Map of Wati. This is my first-read impression only, but thats the point, right? It feels like it will make more sense after a 2nd read.

Whats the general plan on sharing the Panic point system with the players? Does anyone plan on sharing the tiers and rewards with them? It takes a board game mentality at that point. You could make a counter showing the panic level and give out tokens to represent bringing it down?


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Jim Groves wrote:

...I see your point. Also, standard disclaimer, I speak for myself and not as an official voice of Paizo. Then again, I have insight.

Treasure assignment is somewhat both objective and subjective. Its objective in that we need to be providing a set amount of treasure so that players have a reward with which to buy gear. Its subjective in that there is no exact methodology on how this financial reward should be provided. It can be gold, art, magic items, or a healthy mix of lots of stuff.

Honestly? The sarcophagus is large and unwieldy and getting it up the shaft is going to be difficult. Some groups, like yours perhaps, might thank me for the level of verisimilitude that I might have introduced. Other groups might be annoyed that I tied up the treasure into what they feel is a big pain in the butt to deal with.

No foolin'. I wrote a PFS scenario where a small bit of treasure were these fancy ballgowns. Some guy gave me a bad review because ballgowns are heavy and annoying. :) Go internet! And I'm talking just a few hundred gold and his party could have grabbed them on the way out. I don't know what to tell you.

In this case specifically, a few hundred gold won't make your players overpowered. I would assign a 100 to 300 gp additional value. Whatever you personally feel is fair.

AND/OR... You could adjust that amount by the effort the players...

With good aligned characters, particularly those local to the area, I think the time/trouble to preserve some items, getting them to museums, etc,and not taking a crow bar to 'em, puts them more on the side of the "Indiana Jones" style tomb diving. Well worth it IMHO

Thanks for the guidlines!


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Windspirit wrote:

Thats OK. I properly wasn't clear enough with the Haunt description.

The Rope is not cut, the PCs just witness the last minute of Ali's life.

When I read it, I pictured A Cleric patrol happening by and investigating: either thief had fallen already or was mid-climb-when they cut it, heard the scream or not, and closed the doors, dooming the tomb robber for all eternity.

That said, I'm totally stealing that haunt!


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Gluttony wrote:
Psyonis wrote:

Me: You see a tall Taldan women with a plumed hat and a Symbol of Nethys around her neck approach your table...

Player I: I attack her.

Player II: I flank her-I stab her in the jejunum.

Me: Cough-Choke! Wh-hy?

Players: She's on the Cover.

B-but... Carrion Crown had a volume with an allied NPC on the cover. So did Skull and Shackles. Wrath of the Righteous had two volumes with allies on the cover! Jade Regent had FIVE!

Do they know any of the other APs? Point out that cover art doesn't always equal evil.

Was it Council of Thieves that had the Dark Elf? Because that one was bad enough to last a lifetime, spoilerwise.


So concerning treasure: Both sarcophagi in the adventure lists the gold plating and/or gems as treasure, but no value for the whole sarcophagus? I assume this is because of the razor thin line the Church of Pharrasma has told you not to cross? It seems to make more sense Museums and such would want to preserve and display them(gold and all), at least for Akhentepi, as he was a historical figure?

I know this bumps into the decree of "Honor the Departed"- but could we get the values of whole sarcophagi on a case by case basis? If the dead are honored with a collection/display at Museaums, I think that would qualify, right?


sent, please confirm recieved, thanks again!


Landon Winkler wrote:
Garret Candoor wrote:
Anyone else have any issues with the booklet coming apart? I have only had it a week and the pages are already coming apart. Very frustrating.

I'd start a thread in the customer service part of the forum. I've always had really good luck working things out with them.

Cheers!
Landon

They are already resolving mine! Thanks for the suggestion Landon


Erik Keith wrote:
Thanks for bringing this to my attention Psyonis, I've set a replacement copy to your sidecart to be shipped to you with your next subscription shipment later this month. If possible could you send a picture of the current book to customer.service@paizo.com?

The Adventure Path books have vertical scorings that run the length of the books spine. Bending the books cover along these lines should significantly increase an APs lifespin, as it distribute the pressure exerted on the books spine when opened.

"Hey, I'll just leave it work today, since I'll be reading it at work all week, I won't need it tonight..."

I will take a pic and email it tomorrow!

Thanks for prompt response / resolution!


Thanks very much Liz!


Lorimez wrote:

Can I ask a question or two as a new GM to pathfinder?

1. Which books, in your opinion, are essential for running this campaign? (Feel free to include core books to this)

2. When is the release date for the second installment?

Any advice, experienced players of AP, is always welcomed. (Feel free to PM me rather than take up the good people's time on here with my noob questions :-))

Thanking you in advance.

G.

The NPC Codex seems to save alot of time for some of the other adventuring party stats and random encounters. Not sure that info is available online.


Hello, My copy of Mummy's Mask is coming part at the spine, the first few pages are coming out on the top of the book. This will only get worse upon rereading/running it. What are my options to have this issue adressed?


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Carter Lockhart wrote:
Darrell Impey UK wrote:
Don't worry, I appreciate why it wasn't done. Even a single page given over to (effectively) nothing is a page that could (should) be being used else where. Still, the fact that every building has something living (un-living) in it felt a bit wrong. As you say, verisimilitude.
My take from reading the adventure, was that part of the Pharasmin church's job was to do a brief scan of buildings and only choose those appropriate and somewhat evenly valued for the lottery. This is why there is the three rounds, Each round getting progressively more dangerous and valuable as appraised by the churd. Anything that doesn't make the cut, or the temple doesn't want adventurers wandering into, is simply not part of the lottery.

Pharasmin Priest #1: Okay, lets see....Mansion w broken gate...

Pharasmin Priest #2: Dave? The broken gate is screaming at me...
Pharasmin Priest #1: Mansion w broken gate goes on the list!


Garret Candoor wrote:
Anyone else have any issues with the booklet coming apart? I have only had it a week and the pages are already coming apart. Very frustrating.

Yup


So, in part two: There is a Poison bolt trap(Black Adder Venom) in the master bedroom on a chest. Would this poison be viable after 1700 years? Imanish hides The Deadmans Headband in the Old Hornets Chest, so he isnt using the chest, so I dont think he would have applied it. Would it make sense for this to be mechanical only, or a vaguely magical substance, like the Greenblood oil used elsewhere?

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