Gold Dragon

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298 posts. Alias of Auron.


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I'm only on book 1 now, but I wanted to get an understanding of Baba Yaga.

I've tried to work back all of her bonuses backwards to reveal her base stats.
Removing Mythic, magic items, wish spells, Human, age and level bonuses, I still end up with the below array and a 53 point buy.

What am I missing?

Str +5 (+5 wish)
Dex +5 (+5 wish)
con +11 (+5 wish) (+6 belt)
int +30 (human +2) (+3 age) (+10 mythic) (+5 wish) (+5 class)
wis +8 (+3 age) (+5 wish)
cha +14 (+3 age) (+6 headband) (+5 wish)

Baba Yaga's Abilities - Bonuses (Point Buy Cost)
Str 17 -5 = 12 (2)
Dex 20 -5 = 15 (7)
Con 26 -11 = 15 (7)
Int 46 -30 = 16 (10)
Wis 24 -8 = 16 (10)
Cha 32 -14 = 18 (17)

Point Buy

Am I calculating the Age bonus wrong? I thought it was 3x +1 for all three stages, but does Baga Yaga get a further +3 for going beyond Venerable age?


These look great. I'll probably borrow you're courthouse when I get to book 2. What program do you use to make them?

This is how I've handled the Professor's papers and Researching in Ravengro. Each topic is it's own pdf stored on google drive here.
The papers are a mix of journal entries featuring the players, research as monster descriptions and the stuff your supposed to learn in the adventure from his library.

Professor Lorrimor’s Notes and Research
While the Professor made several preparations for his untimely demise, organizing his work was not one of them, and before Kendra can decide if she is to stay or leave Ravengro, his papers need to be put in order.

Lorrimor’s Notes CR3
XP 800
Complexity 19 (average)
Languages Common
Research Check Knowledge (Arcana) or Knowledge (Religion); Knowledge Bonus +2
Knowledge Points: 120

Research Thresholds
Every 6kp the players resolve, roll a d20 and consult the table below for their findings

1 Journal entry
2 Journal entry
3 Journal entry
4 Journal entry
5 Journal entry
6 Journal entry
7 Journal entry
8 Journal entry
9 Letter from Balthus Hunclay
10 Letter to Adrissant (unfinished draft)
11 Whispering Way I
12 Whispering Way II
13 True Names
14 Ghosts
15 Haunts
16 Ghouls
17 Mummies
18 Vampires
19 Werekin I
20 Werekin II

When all the knowledge points have been resolved, the players are free to leave Ravengro.

Ravengro Town Records

Ravengro has had the good fortune of being able to preserve all of it’s town documents, and many that were saved from the prison before the fire got out of hand. Here the players can glimpse the history of the town and prison

Ravengro Records CR2
XP 600
Complexity 18 (average)
Languages Common
Research Check Knowledge (History) or Knowledge (Local); Knowledge Bonus +2
Knowledge Points: 50

Research Thresholds
Every 6kp the players resolve, let them pick a topic to learn about below.

21 Harrowstone I
22 - Harrowstone II
23 Prisoners
24 - Father Charlatan
25 - The Lopper
26 - The Mosswater Marauder
27 -The Piper of Illmarsh
28 -The Splatter Man

Ravengro Temple to Pharasma

The temple of Pharasma has a well-stocked library built over the years. It can be used to research some undead as well as the history of Ravengro and Harrowstone.

Temple of Pharasma CR2
XP 600
Complexity 18 (average)
Languages Common
Research Check Knowledge (History), Knowledge (Local) or Knowledge (Religion); Knowledge Bonus +4
Knowledge Points: 90

Research Thresholds
Every 7kp the players resolve, let them pick a topic to learn about below.

21 Harrowstone I
22 - Harrowstone II
23 Prisoners
24 - Father Charlatan
25 - The Lopper
26 - The Mosswater Marauder
27 -The Piper of Illmarsh
28 -The Splatter Man
14 Ghosts
15 Haunts
16 Ghouls
17 Mummies
11 Whispering Way I
12 Whispering Way II

The Unfurling Scroll

The temple of Pharasma has a well-stocked library built over the years. It can be used to research some undead as well as the history of Ravengro and Harrowstone.

Unfurling Scroll CR2
XP 600
Complexity 18 (average)
Languages Common
Research Check Knowledge (History) or Knowledge (Local); Knowledge Bonus +2
Knowledge Points: 25

Research Thresholds
Every 5kp the players resolve, let them pick a topic to learn about below.

21 Harrowstone I
22 - Harrowstone II
23 Prisoners
24 - Father Charlatan
28 -The Splatter Man
13 True Names

Adventure paths, as their nature, are brief inspirations and a set of encounters to play a campaign from, with plenty of room to flesh out for your game. After 18months of running Harrowstone and Legendary Adventures two gothic interludes, I have some ideas.

Some background. The cultists responsible for Lorrimor’s death wouldn’t have appeared from thin air. So an unknown noble from Caliphas has sent his agents, led by Auren Vrood, to Ravengro.

When Harrowstone was built they mined the stone from a quarry to the south. With the prison built and the town turning to farming, this quarry has been long abandoned. Seeking to reopen the quarry as an investment opportunity is an excuse for the cultists to be in town and also an investigative hook for players that want to pursue that.

Now, about Auren Vrood. His character is a bit weak, so lets turn it up a notch. He was left among the dead at a young age and went a little mad until Nine-Eyes found him. So we’ll turn it into an obsession. He needs everything and everyone around him to be dead. It’s what drives him in this adventure and what leads him to do the sadistic things he does at Carmoc Crossing.

He see’s the abduction of Warden Hargrave’s spirit as underming the dam preventing the spirits flooding and destroying Ravengro, but he wants to be sure. They must all die. He needs them to be dead. Their living is a personal affront to him. But he has an important task to achieve and can’t get involve, at least not directly.

Enter Legendary Game’s Gothic Compilation and Fiddler’s Lament. Before arriving in Ravengro he commissioned the construction of the fiddle which would become Rebec Malevolenti. Upon leaving, he delivered the fiddle to the dark stranger and pointed him to the direction of Alhindri with the intent that they would revisit Ravengro. Unfortunately for Auren and the stranger, the Players are now on the scene.

Speaking of the players, they have arrived for the funeral. But having them sit in the town for 30 days without any solid goals is a big ask for some groups. It certainly was for mine. That all changed when the fire nation attacked I adapted the research rules from ultimate intrigue. Instead of asking the players to sit with his adult daughter, he asks them to help sort through his notes and letters so as not to leave the burden to Kendra alone. Once the players have reduced the households knowledge points to 0, they are free to go.

With luck this will eat a few days while you slowly slip in the events from the book. Bad dreams, stirges, Lamenting Fiddles, ect…
For my own contribution some point before the players head into Harrowstone Sarianna Vai holds a party for the Outward Inn. This should cover a 4hr session and let the players make some friends in town if it goes well, or divide the town if it doesn’t.

And now the final hook for later books, involve the Palatine Eye. Kendra takes after her father, so it’s natural to assume should would make a good candidate for the order. In the professor’s notes they’ll find the draft of a letter addressed to Adivion Adrissant, identifying him as a high ranking member of the Palatine Eye and putting forth Kendra as a candidate for membership.

The players should encounter Adivion Adrissant at the end of the month as he arrives in person to collect the professor’s body. As a high member of the order, the Professor is to be mummified and interred in the Order’s vault with other former members.

Ramblings aside, I have some resources for GMs running this adventure.

Ravengro NPCs in character sheet and stat block formats, powered by HeroLab. I've got everyone with a listed class, from the Council Members to example clerics

Research and Libraries I made a library out of the professor's home based on Ultimate Intrigues rules and converted the Town Hall, Temple and Magic shop for good measure

Last for now are a series of maps I made with DungeonDraft of the town locations. These work great with Roll20

I hope this can be of assistance to someone, and when next I post I'll have details on how to throw a party at the Outward Inn, an opportunity for low stakes roll playing for your players to see what the town has to offer

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For anyone running the first book I've Carrion Crown, I've created a few maps for use on Roll20.

Some of them are specific for my home game like the Lorrimor's basement (with a 60sq/300ft secret tunnel) and an abandoned mining shack used by the cultists.

But I've also created a Temple of Pharasma and both the Outward Inn and Laughing Demon

My Map folder on google drive is here

I'll be working on The main Lorrimor house and the complete Town Hall with records room and private meeting room for the Councillors.

If there's a building you'd like let me know and I'll try to get it done but I can't promise to have anything ready in time for your game.

Lastly, all these were built with DungeonDraft

I'm only 4 days (in game time) into my game, but I think the trust system has merrit in a way to judge the attitude of most NPCs. Just don't fall into the trap of using it across the board.

Zokar seems like he would have been interested in the professor's past adventures, and Father Grimburrow would have reapected his intelligence and experience. And then one or two other NPCs to this group and you have a few friendly individuals the PCs can bond with and use them to get the PCs invested in the town.

And on the flip side Gibs should have a few friends and they should be outright hostile for the most part

People have said that there aren't enough trust points written in the book. So look for ways to add points for good deeds and successful diplomacy. Otherwise Legendary Games has a gothic supplement with two great adventures.

If you want a villain for the players to focus on but don't want to tip AA's hand, use Vrood. Book 3 has a brief backstory for him but he was basicly baptised in death and is obsessed by it.
I made him a key figure behind the Fiddler at Dawn events from the gothic supplement which they will learn in book 2.

If the ask around about strangers prior to the professor's death, have someone matching his description visit the town with an entourage on legitimate business/cover story. Invent a stone quarry to the south of the prison he wants to reopen, or maybe he's interested in a trade deal with one of the towns many farms or orchards.

Better yet he's a representative for hsi employer, hinting at a villain beyond him.

My last piece of advice is a gift from you to the players. The professor keeps a detailed journal, and they all had a memorable encountet with him. While researching of helping put his affairs in order, let them discover his account of the adventures they shared.

Medium of the Fallen wrote:
Running this wonderful AP. Does anyone have any idea the exact ritual that was conducted to tear the warden's spirit from harrowstone? Read all the books and it seems like there is 0 information about it. My players are obsessed with figuring it out. I was thinking of creating my own custom occult ritual if there is no mechanical answer in the written ap. Any help would be appreciated.

There's no mechanic for the ritual because it's happens before the players arrive, so feel free to make something up.

Haunting of Harrowstone wrote:

The runes themselves are written in Varisian, and among numerous magical incantations, repeat the name Lyvar Hawkran dozens of times. Although the runes no longer radiate magic, a DC 20 Knowledge (arcana or religion) check is enough to determine that they seem to have been part of a larger ritual that involved both abjuration and necromantic magic. Determining that the runes were used to capture and imprison Warden Hawkran’s ghost requires a DC 30 Knowledge (arcana) check—likely beyond the capabilities of the PCs for now but if they take notes on the runes (a task that requires an hour of work by someone who can speak Varisian) or come back here at a later date, they can determine this whenever they gain enough ranks in that skill and make a successful check at some point in the future.

So it was me filling in the gaps, I'd base it around the Trap the Soul spell.

Players studying the runes could detect ground gemstone, ectoplasm and blood in the ink.

Decoding the runes proves difficult, but they do decipher the name Lyvar Hawkran repeated, and cimmon words used in necromancy and abjuration spells.

But that's just a suggestion.

I've heard that sentiment a lot here.
I've made a few NPCs lile Zokar friendly despite the lack of Trust because it seems like their nature, which has softened things a bit. And the Legendary games content was supposed to boost their score.

Just not this much so soon

So, earlier this year I started a monthly Carrion Crown game. Things have been going well. We've had 4 sessions have reached the end of the second day.

Unfortunately, i thought it would be cool to use Legendary Game's Gothic compilation (which I would highly recommend to anyone running CC).

I opened the second day with the fiddlers lament, and the party saved the day. And in the process earned enough trust points (11) to make them trusted by the townsfolks.

As solutions go I'm just going to play things as they lie. The party proved themselves to be big damn heroes. I'll let the glow slowly fade as the corruption from Harrowstone slowly turns the townsfolks insular again and maybe that will provide another clue to the players

BUT i want to put this cautionary tale incase any other GMs want to use this content AND want their players to fight for trust points

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DM_aka_Dudemeister wrote:

Hi! Hello. Um I might have a few ideas for content to add to an updated compilation edition of Kingmaker that have been loved by many groups over the years ;-)

Stolen Land Toolbox
Hargulka’s Monster Kingdom
Dudemeister’s Varnhold Vanishingly Additions and Changes
Dudemeister’s Blood for Blood
Irovetti’s Clockworks Kingdom

I also have Legendary Beasts that stalked the Stolen Lands as optional bosses for each region. My additions and changes are very much expansions on the original spirit of the adventures and I would love to help bring them to the next edition of Pathfinder and 5e! :-)

I'd like to take a moment to disclose that I am a friend of the Dude Meister, but more importantly I had the pleasure of playing in his Kingmaker game.

His additions added depth the the trials we faced and would be well placed in an expanded edition

Re: editions, I'd look 5e or Pe2 in the future, but if 1e was an option i would snap it up. It's what my group are still playing with

Hi Leojen.

Every adventure path has an advancement track where they suggest what levels the players should be to tackle each chapter, which sorta decides the milestones for you.

For the Haunting of Harrowstone it's the top right corner of page 7.

Text is here


Advancement Track

“The Haunting of Harrowstone” assumes the medium
experience point track, detailed on page 30 of the
Pathfinder RPG Core Rulebook. Characters should be 1st
level when they begin the adventure. The PCs should be
nearing 2nd level before they attempt to venture into
Harrowstone itself, achieving 3rd level before they delve
too far into the dungeons below Harrowstone. By the
adventure’s conclusion, when they exit the prison, the PCs
should have reached 4th level.

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Darksol the Painbringer wrote:

2. Complex Hazards seem to be ran like a creature would and gets actions. One such Hazard is Quicksand. Does it get 3 Actions like a creature does, and can just outright pull a creature down under in 6 seconds? That just seems outright cruel to say the least.

This one I can answer. Page 13 of the Bestiary, RHC

This entry describes what a complex hazard does on its initiative. Unlike creatures, a hazard usually has a rote program it follows. The hazard’s number of actions per turn is noted in parentheses; if partially disabling the hazard reduces the number of actions it can take each round, this is noted in the Routine entry."

Under quicksands routine it lists 1 action.

I too would like some help here regarding stealth DCs.
We briefly came across a hazard at the end of a recent session and I'm not sure i ran it correctly.

From the skills section of the rulebook (page 142, RHC):

"When someone or something is testing your skill, they attempt a check against your skill DC, which is 10 plus your skill modifier."

So you would assume where a complex hazard only has a stealth modifier you would add 10 to the modifier and get the players to roll vs DC.

But in a few instances for complex hazards that provide a modifier and a DC, the DC is higher than 10+.

Eg/ Stealth +8 (trained) or DC 21 (expert)

So what happens here. The DC to detect is stealth +13 if your expert.
If your only trained do you ;

-Not get a chance to detect it?
-Make an opposed roll, perception vs its stealth? or
-Roll vs a DC or 18, 3 points under the expert's DC.

For the record in the game we played I rolled for Quicksands stealth (+11) and rolled a 16. The 27 stealth was impossible for my 4th level players to detect

Merciful weapons Link can be turned on and off.

While on, it deals an extra d6 damage and all damage dealt (including str, sneak attack, flaming, ect...) is non lethal.

Bit with a command your can turn it off amd start dealing lethal damage (without the bonus d6)

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BigDTBone wrote:
Rubber Ducky guy wrote:

Math counts for predicting damage outcomes, not the enjoyment players derive from playing.

That's why things are playtested instead of simulated with formulas.

Most players enjoy it when the game behaves as predicted (within a tolerance.) That is why formulas are an important part of game design.

Additionally, we have had 18 years to playtest the hell out of the system. We are pretty good at understanding how changes to rules will impact the game prima facie at this point. Formula or no.

Yeah, but combat is about more than how much damage you're dealing in a turn.

There's also a narrative component.

Players care how they deal their damage as much as how much is dealt

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master_marshmallow wrote:
Kain Dragonhand wrote:
master_marshmallow wrote:
Kain Dragonhand wrote:
Notsonoble wrote:
kyrt-ryder wrote:
master_marshmallow wrote:

When you design an enemy that's meant to last more than one turn how do you make sure they have enough.....

I will confess I am a lazy GM but... I don't design enemies to any specific combat goals.

I throw together their capabilities according to their theme and target CR and cut them loose to let the dice fall where they may.

I also refuse to spend more than half an hour prepping per session of gameplay.

I used to do this, and the only thing fun about it for players was when the fight went there way, which was not always what you'd expect.

When a "the party is supposed to win" CR target at APL-3 was risking a TPK because of bad dice rolls, things were bad.

When a CR APL+3 boss fight was won in the surprise round off a crit, things were bad, because the party were looking for something guarded by a great unknown monster, and their first response was to go back and check a room they nearly died in.

Now I spend lots of time preping for sessions, not just mechanically, but also world checking, 30min piffle, everyone's favorite game in town to play and simply watch is the mythic game I put 10hrs a week in for prep, when the sessions only meet every other week. (And everyone can tell when I'm slacking). Admittedly, only about 2hrs of that two week span is spent on mechanics.

But there should always be the risk of dying when you're going on life threatening adventures. That being said, if you get the jump on someone and are able to act before they do and you kill them, I don't see the problem. They managed a surprise, ran in and hit with a critical. That is not unrealistic. Similarly if they have a run of bad luck and they're missing their blows, maybe that particular monster was exceptional for his kind, then you could write in on the fly that there was something peculiar about it. Have

Not wrong. Just different.

Doing optimal calculated damage is great but have you tried diving in front of an ally with your shield to block a killing blow.

Or walking unarmed into an enemy lair anf soam diplomacy until the mind controled barbarian comes to their senses.

There are many valid ways to play pathfinder, but the developers (and some posters) are going to preference some over others.

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Math counts for predicting damage outcomes, not the enjoyment players derive from playing.

That's why things are playtested instead of simulated with formulas.

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I think I see the problem Marshmallow. You micromanage the game, so set numbers is very attractive to you.
But that isn't the style that most here utilise.

Speculative maths and drawing judgments on it is a mistake right now.
This isn't the playtest rules. This is just a teaser to get us excited and keep us engaged until August

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Trimalchio wrote:
DM_aka_Dudemeister wrote:

Feel free to go to the math thread which proved Power Attack in PF2E is better than static power attack.

But more than that, rolling dice is straight up more fun.

The math thread can't even agree on what damage die is being used much less what the expected bonus to hit and the AC you're targeting, nor how many attacks you're rolling, nor if it two-handing the weapon for the -1 +3 bonus or one handing it, all of which greatly changes the math behind power attack.

It's almkst as if you don't have enough information to judge the changes from PF1 to PF2 :P

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master_marshmallow wrote:
DM_aka_Dudemeister wrote:
master_marshmallow wrote:
DM_aka_Dudemeister wrote:
master_marshmallow wrote:
So please devs, elaborate for us on whether or not this is intentional to counterbalance the fact that martial characters can move more, or if they simply want less reward for reading their products more thoroughly so Joe Schmuck can be just as good as someone who toiled for hours reading their book.
Poor Joe, just wanted to have a good time with friends.
Doesn't stop him from being a Schmuck.
I'd prefer Joe Schmuck at my table than a gatekeeper demanding the party perform a requisite amount of toil to qualify to play the game.
Well, then you must love derailing your game every 5 minutes to explain to him how the rules work and making sure he understands how his character works while everyone else at the table sits there bored too.

5 is a gross exaggeration. We go 30min or longer before someone has to pause to ask questions.

What really slows things down is the archer with a bucket of variable bonuses who has to calculate manyshot, rapid shot, judgement, bane, haste, bardic performance, deadly aim... ect with each shot

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Please keep the sacred cow.
I want to ride in in my loyal Kaltenecker, slay the evil necromancer and celebrate with a cool, refreshing holy milkshake

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Ring_of_Gyges wrote:
Stereofm wrote:
And then what space is left for heroes and adventurers after that? Taldor is interesting precisely because it is not a friendly place for most people and because of its decadence.

"Taldor is a land of decadent nobles fighting wars of intrigue against the idealistic new Empress' reform efforts" seems like a better launching point for conflict and stories than "Taldor is a land of decadent nobles".

Is that what we're going to get though? To what extent does the setting update to reflect APs? For example if Paizo published a new PFS scenario set in Korvosa, who would be in charge? Eodred Arabasti? Ileosa? Someone else?

Likewise, if PFS sets a scenario in Taldor next year who will the Emperor be? Stavian or Eutropia?

There are various references to completed APs in published stuff (there are PFS scenarios that reference the society wanting to explore Xin-Shalast for example), but I've never been clear on what the general policy was. Are we basically in an eternal Inner Sea World Guide? Are we assuming readers have consumed the entire AP and setting lines to make sense of things? Some middle ground?

My personal preference would be for a setting that developed and changed with periodic updates rather than something like a comics universe where Batman is a middle aged man for 80 years and Peter Parker never seems to get out of high school for long.

When shattered start came out, the developers "decided" the results of a few APs. Rise of the Runelords, Curse of the Vrimson Throne and a few others i think were given in canon endings.

And with the prospect of Pathfinder 2, they announced that they'll again decide the events for some APs. So there is the likely hood of PFS senarios in new, struggling, progressive Taldor

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Totes here for the shield DR. Seems like a mix of regular play and Ultimate Combat rules, only smoother.

As fir the possible absence of AoO, MnM didtched AoO, and it was exciting.
Gone was the tactical movement, and with that went the battle maps. No more drawn out turns plotting routes around enemies.
Turns were faster and the play was more engaging.

Please, try not to prejudge the playtest until the rules are out. Even then you should wait until you play with them and see the results firsthand.
It might suprise you

In book 6 i created a troop of flying gnolls as a way to show Jhavuls reckless use of wishes.
As a special attack these gnolls dropped baskets of pugwumpis.

My level 16 players freaked

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Assuming PVP is what everyone wants and no one at the table will have hirt feeling when their PC is defeated, this is what you should do.

1) Even the score. Orcs are a 1/3 CR creature with an XP of 135. 200 of them are roughly in the range of CR 13.
That's also the CR of an Adult Bronze dragon. They sometimes work with adventures to fight evil, which an Antipaladin and an army of Orcs sound like.

But it's still an Dragon, so prepare an inspiring speach if you want his aid.

The alternative is to look to your own.

An army of 200 elves should be a fair opposition.

To run the clash of the two armies there are a few options.

Have the GM group the armies into small units, or troops and have them battle each other using normal combat.

Mass Combat.
Developed for Kingmaker and reprintes in ultimate campaign, provides an alternate combat system for armies to fight in.

Aid another.
This is useful if the armies are fighting you and the Antipaladin.
Any character can use their action to provide a +2 to defence or attack of an adjacent character.
Sacrifice character actions to increase the attack and defense of certain Orcs or Elves.

2) Fight on your ground.
For this to come to a satisfying conclusion it should wnd with you and him an an epic 1-1 duel.
Being paladin based, he'll have the advantage up close with his armour, smite and touch of corruption.

Confront him on difficult terrain so he can't charge and use hit-run tactics.

Hit once, then move out of his reach so he can't tag you on the next turn.
Use full withdraw or the mobility feat if you have it to keep away.

Good luck

The Paladin was supposed to be on watch and his companions were killed in their sleep

The Paladin drank a potion of fly

By killing the God of Evil to be, the Paladin unwittingly took her place.

The terrible aspects of her new being melted the faces of the judges.

The Paladin tried a new recipe

I shapeshift inta a fitspiration meme and put the American eating habits to shame

If you're going for the stargate feel, Nadya should stumble through her gate Heldren and be a PC

Kalshane wrote:
MMCJawa wrote:
Kalshane wrote:

I want to say last night's episode was definitely better on the dialogue front. A lot less clunky and a bit of wit on occasion.

I didn't care for
** spoiler omitted **

I think it made sense in light of Cat's piece on Supergirl and her slam against millenials.
But if he hadn't done it, she would be dead. Hard to prove your worth when you're dead.

Her complaint was that Jimmy didn't know she was dying. As soon as she went after Reactor he called SM in for help.

I'm liking the social commentary in this series. Little bits here and there dealing with sexism and generational stereotypes SG has to deal with.

Yeah. Just sprinkle them through the adventure.

Their arrival in Kakishon would be a good moment to do another Harrowing.
And you could use that result as hooks to explore the demiplane's past and fate

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Those are some really good cards for this adventure

You could scatter the icons through the adventure to for shadow some aspects.

For example a glyph represeting the card for betrayal could be found in the temple in book 1 to represent the Daemon and the fallen cleric.

The fiend can make an appearance in book 2 when the players decend past the throne in the house of the beast, representing the destruction to occur of Xonti is reawaken.

And a perception check on Radi Hamdi in book 3 could reveal the Idiot or Snakebite, fortelling his dishonesty

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Marvel's Jessica Jones #1 is available for free on comixology


Blayde MacRonan wrote:

Thread necromancy used.

I don't have to worry about this in my campaign... but I'm of the opinion that killing the paladin should be the last thing to do in this scenario. To use a quote from the Riddler in Batman Forever, "If you kill 'im, then he won't learn nothing." Because the point is to make sure that not only he gets that Iaga Baba is no one to trifle with, but that the others get that message as well.

Or kill him quickly, in the first round if possible.

Then let his allies take his broken body away to be raised. At level 16(?) death is hardly the end and a humiliating deafeat could teach the Paladin a lesson.

A simpler alternative, but one that moves away from the 1001 trope is to have a reoccurring window to escape.

Have the players discover the earth seed or the protean pool only to find out it will only work during the waning cresent moon.

"Bad luck that you're stuck here for 3 weeks. But hey, how about those snow fields of Aliskiren."

Have Jhavul entertain the players at the pleasure palace. They can dine eaxh night and bond with him.
He can open up 39 of the 40 rooms for them to marvel at artworks and treasures each more wonderous than the last.

And their punishment is that he imprisons the players and take takes the tunning fork.
Jhavul escapes with his army.
Players swear vengeance.
A betrayed dilix frees the PCs and everyone starts work on Plan B

Posters take turns bowling: 1d11 - 1 ⇒ (2) - 1 = 1 twice.
0 is a gutter ball, 10 is a strike (or spare)

Scoring, turns, as bowling.

Also, white soles shoes only. We don't want scuff marks all over these boards.

Bad spin. Lets see if i can do better
bowling: 1d11 - 1 ⇒ (2) - 1 = 1

Ceaser Slaad wrote:

Regardless, all the problems that people have been pointing out in terms of police versus either black violence or police versus any citizen violence don't hold a candle to the truly incredible amount of black on black violence that seems to get taken as a matter of course and nonchalantly swept under the rug.

Black on black violence is criminal just like cop on black violence is [should be]

Only who is going to report a crime and cooperate with the police if they'll arrest/beat/shoot you over nothing.

Is it wrong to expect police to stop crime, not cause it?

Handouts, handouts, handouts.

There's so much interesting lore about the templars, genies and Rovagug that's on the book but doesn't make it to the players. Print out pages from the book detailing the history of everything and give them to players as they explore in the first book.

Remember that those stories on the inside covers are from a Book 'The Songs of Shar...' and can be found or gifted in the 3rd book. She's also a captive they can rescue in book 5

See age of Ultron.

Hero goes back in time to fix a grave mistake and returns to the darkest timeline.

Seems like Scarlet Witch can do the same damage unintentionally.

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A piece of Advice. Legacy of Fire is heavy on the rails, with the story taking a team of players who fulfilled their goals in book 1 and dragging them across the plains.

Try mentioning a treasure or item rumored to lie on the isle of Kakishon so when they players find the map they lead the charge in getting it activated.

Nohwear wrote:
Gratz and what not. It would be funny, at least to me, to run Reign of Winter next. Although your players may prefer something where the environment is not a concern. At any rate, good luck with your next campaign.

Funny enough, I'm choosing between Reign of Winter and Carrion Crown.

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After 4 1/2 years my group wrapped up Legacy of Fire with an 8 hour encounter.

I was exhausted at the end of it but our group finally got a sense of closure for an Adventure Path.

I started with two groups that merged into one as players dropped off and came back.

I made an epic mistake 4 1/2 years ago by giving my players an overly generous ability array and one group used it well to crush every encounter I lined up in front of them.

I started modify and building encounters to challenge them, and by the End of Eternity I learned how to build encounters properly.

Halfway through I dropped their Ability Scores to a 20 point buy and adjusted all future encounters accordingly.

I lost 4 PCs during the campaign.

The most memorable was the Rogue who decided to investigate a noise with the Paladin while on watch. He spotted one pair of Hyenas greaping into camp but not the ones behind him.

The other was another rogue who, on 1 hit point made a dash for the paladin for healing. An invisible Efreet cut her down 5 ft from the safety.

In the end everyone had fun and a Huge thanks to the team who put this together.

Now to decide which Adventure to do next.

Dudemeister built this into an epic adventure with a skill check goal to teach the top.

Here it is

Because brown mold only deals non lethal damage. It isn't cold enough to kill off other patches

My condolences man. I hope time sees you back on your feet

We named our Kingmaker nation Kyshahn, after the heroes Kyte and Ishahn who died in book 1.

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I can see the Air Temple
Now I can't. Father, where are we going?

We have to make a stop

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Tels wrote:

The problem I have with Aang as depicted in the show is the extent to which he favored Tenzin. Based off the interactions of the siblings, one might assume Aang never took any child on any trip or vacation other than Tenzin after he was old enough. Ever. Tenzin started rattling off all the different places he'd been that none of the other kids got to see.

At the same time, I'm hard pressed to think that Katara would ever let him get away with that. Katara is way too headstrong to let Aang so badly neglect his other two kids to such an extent. She takes charge in everything and with Aang being so passive, I'm more inclined to think that Katara would force him to take all the kids if he's going to take any of them.

That's not to say I don't think Aang wouldn't favor Tenzin, I totally understand why he did, but I don't think that he would have favored him to the extent that he did.

I also find it hard to believe Tenzin can't remember the fact that none of his family went with him on any of the trips; that it was just him and his Dad. Lack of perception is one thing, but being that thick is something else entirely.

I can't see Katara letting Aang get away with that either, but I can see Aang taking Tenzin on a pilgrimage to the temples to learn airbending traditions and getting sidetracked with penguin sledding

It's a pelvic smurf, that drives you insaaaaaane.

Wiggz wrote:

First off, I'm a straight man married to an actively bisexual woman who is the absolute love of my life (on the boards as Story Archer). She has a number of gay and bi-sexual friends which means I now have a number of gay and bi-sexual friends. To a fault none of them are activist or concerned about much more than getting through life the way we all are, and none of them consider gay marriage much of an issue (including two couples who have had marriage ceremonies themselves). I'm putting those details out there just to provide context for the question and what must be my own ignorance on the subject.

My wife and I lived together for seven years before deciding to get married - we were 'there' already in our hearts and minds and never really had any intentions of doing it at all, but we weren't opposed to it either and eventually it just seemed like it was time (for the family as much as anything). We married in the bookstore where we met before a couple dozen friends and family in a non-religious ceremony. We've been married for four years this month. After we got married absolutely nothing in our lives changed, not socially, not financially, nothing.

From the outside I look at the debate over gay marriage and am in a quandary over what it is exactly that's being fought for. I am of the opinion that the word 'rights' is thrown around far too much in modern society, to the point that any privilege anyone or any group gets automatically becomes a 'right' for everyone else by default... and I'm not singling out marriage in that observation, not by a long shot.

My confusion is this: to my understanding, there are no laws against standing up in front of a group of loved ones and publically announcing your love and commitment to another person. Legal benefits of marriage all seem easily addressed in other ways (power of attorney, medical power of attorney, etc.), legal adoption of children by LGBT couples and individuals have been increasing dramatically every year... so what is it exactly being fought...

I had the same kind of view about marriage. I'd been with my partner for a few years and I knew she was the one, but I feek the need to make a big deal about it by getting married.

She, on the otherhand loved me, knew that she would always be together, but also wanted to have a wedding. Being married was important to her.

So one day I proposed and we got married 6 weeks ago.

The day is one we'll always remember.
Our friends and family helped out and it truly was a magical experience.

My point. Marriage may not be a big deal for you, your wife or past me, but it's big deal for a lot of straight and gay couples.

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