I keep them in plastic sleeves in seperate folders, divided by adventure path. Then I just punch them out as I need them for each session, and put them back in the punch cards they came from... If you get what I mean. It gets awkward when the players go somewhere I don't expect them to go, which they almost always do, and I haven't brought the appropriate pawns. Because I sure as hell couldn't be bothered to lug those big ass folders to every session. So it's not the best solution in the world. But it keeps them pretty well organized.
I was wondering that too.
I've always been kinda intimidated by this thread and its ever increasing number of posts that I couldn't possibly ever find the time to read, but I'd just like to mention that, for me and my LGBT players, Golarion's various depictions of transgendered, homosexual, and bisexual characters have been a massive drawcard for us. For some of us, it's the main drawcard. It is such a massive relief to find a fantasy world where the fantasy is that nobody gives a crap what you do with your genitals. Or, at least, that the philosophy of acceptance always wins. That is all.
Ryu_Hitome wrote: I would love to see a sherlockian steampunk mystery set in Alkenstar. Because of the uncertainty of magic, they wouldn't be able to just use divination magic to uncover the mystery, so they'd have to actually do detective work in a whodunit fashion, maybe exploring more of the local politics and steam tech in the process. It might be a good way to bring in an Investigator as a main character. With its proximity to Geb, perhaps a female Dhamphir Investigator? If not Dhamphir, then I'd love to see a female dwarf be a main character. I would read the hell out of that.
Back in the days of 2nd edition, a player was playing a Wild Mage. Which is basically a wizard that does totally random things occassionally drawn from a "wild surge" table.
The wild mage uses her last spell to cast a wild surge on the necromancer.
Daethor wrote:
If that ain't the most cliched, I don't know what is. Good job! I think you've captured the contrasting personality types well.
Yossarian wrote:
Wow, Yossarian. That is genius. Cruel and sadistic genius. I take my hat off to your malevolence.
Very minor Skull and Shackles spoiler:
My group has been playing Skull and Shackles for a few sessions now, but since they're a group of only three players, we're starting to think that we might be a bit undermanned. We've discussed the possibility of having a bit of NPC help from one of the pirate crew, and for some reason my players have taken a shine to Slippery Syl Lonaghan. As written in the Adventure Path, he's a relatively minor character, but I played up the fact that he's on the run from a string of murders. Without realising that he would end up becoming a major NPC to my players, I decided he would be known as "The Drenchport Strangler", a serial killer that gets a kick out of strangling prostitutes (should be an interesting plot hook if the players ever visit Drenchport). Now I'm struggling to think of how I would design him as an extra bag of meat to help the players out in combat for the foreseeable future. Does anyone have any good ideas for a character build that specialises in strangling? Because I'm a bit stumped about how to make him effective in combat. Ideally, I'd like something a bit more interesting than just making him hold enemies down for the players to beat up. He should probably start out at third level, but if he survives long enough to gain exp with the party, he could end up going all the way to 15th-ish level with them. NOTE: I know this might sound like the dreaded DMPC, a syndrome I am largely against. But I'm going to keep the Drenchport Strangler largely under the command of the players. So please keep the pro/anti-DMPC discussion to other threads.
For the record, I would totally feel Kyuss' taint. I love that band. We had one session where a couple of vampire spawn snuck up on the party while they were camped next to a river, but since I had a couple of players for whom English was not their first language, they misunderstood, and thought they were vampire prawns. It was very confusing at first, because they couldn't understand how the prawns got out of the river. Eventually, I just rolled with it, and added the vampire template to some sharks. The prawns were so desperately hungry that they'd beached themselves just to pull someone into the river. It turned out to be a much more interesting encounter.
I really don't understand why you think you need a DMPC. They're something that should be avoided at all costs. If it's the survivability of the PCs that you're worried about, there are a tonne of NPCs already in Kingmaker that the party can easily get to tag along with them. Just toss them all in, having a drink at Oleg's Trading Post, and let your players try and convince someone to join their cause (if they think they need it). Cass_Ponderovian wrote: I'm running a kingmaker campaign soon and I want to run a permanent DMPC. Currently the group is a Paladin, a Cleric, and a Master Summoner. I'm opposed to running a wizard because as the DM I don't want to be the main problem solver. I'm also not really excited about running a rogue or bard because i've played several of them in the past. Any Suggestion? All books and races are available. The bolded section worries me. A DMPC, if it really must exist, should not be solving problems at all. You're the DM. You're meant to CAUSE the problems.
Oh, I have a good one. It was a one-shot I ran ages ago, so I almost forgot about it. After a lengthy dungeon crawl, the players finally arrive at the BBEG, beaten and bloody. It's a hideously powerful orc, sitting on a throne of bones, on the other side of an immense pit of lava. The orc starts cackling, and starts telling them a lengthy diabolical speech of his totally cliche plans to take over the world and such. Right when I was getting to the part where he flips a switch beside the throne, thus releasing a dozen war hounds on the party, the party monk says he's going to leap over the fire pit.
blackbloodtroll wrote:
The spell description from Disguise Self says that you get a +10 to the disguise check, but the skill description for disguise says that you would take a -10 for each size category difference from your own. So I figure it would amount to +10 for the hat, -20 for the two size categories of difference -2 for a different race = -12 to disguise yourself as a child. Difficult, but not impossible.The tricky part is imagining what a Living Monolith disguised as a 4 foot kid would actually look like. Perhaps you could just paint a picture of a child on your leg, and the rest of your body could be painted the colour of the sky.
Hmm, lets try and get this thread back on the rails, shall we? golem101 wrote:
DMs taking control of players is an absolute deal breaker for me. If I were you, this would've absolutely called for a table flip or two. I remember being in a game once where the DM assumed something as minor as opening a door, and I even lost it then. 'Did I say I opened the door?' I asked. I was admittedly, probably being a bit of a jerk about it on that occasion. But it really really bothers me when a DM robs a player of control. That's all a player has. I don't even like taking control of a PC when a player hasn't shown up for the game, even if it's just to remove them from play for a session.
3.5 Loyalist wrote:
In the DM's defence, Will-O-Wisps are SUPPOSED to kill you in Kingmaker. They're random encounters that you're supposed to run like hell away from. I can see how a rookie DM might not notice the threat they pose, and just toss them at you like it was a regular encounter. The rest of it does sound a bit nonsense though.
Oooh. I have another good story.
The PCs are hanging around at the local tavern when a creepy old man approaches us. He asks us if we want to join the Assassin's guild. We all say no, because none of us are rogues or assassins (It should be noted, the DM's regular character is an assassin, so maybe you can see where this is going). Creepy guy insists that we should join the assassins guild, and pulls out a magical cube. We still say no. Apparently we have to roll will saves to prevent ourselves from touching the cube, and we all fail, despite some of us rolling 28+. All of us touch his cube, and are permanently magically compelled to be in the Assassin's guild, never to speak about the Assassin's guild, and to automatically accept an assassination quest (yes, even the paladin). The quest is to kill a guy in the house next door. So we grudgingly accept. We decide to set fire to the house, and stand in the doorways, readying actions to carve up anything that steps outside. DM says we can't set fire to the house, because it's not Assassin-ish enough. We say, the house is made of wood and straw, and we're not assassins, we set fire to the damn house. Argument continues for about half an hour, until DM finally throws his hands up in the air, allows us to burn it down, but says the house collapses and does obscene amounts of damage to anyone next to it. Three characters fail their reflex saves and die. Needless to say, the next session I went back to DMing again, and ruled that everything that had happened in the previous session was just a horrible nightmare caused by some bad cheese they ate at the tavern that night. A couple of players buy some more of the cheese, and later sell it on for great profit to some drug smugglers. To this day, whenever anyone feels like they're being railroaded into anything at the gaming table, they pull out an imaginary object and shout "TOUCH MY CUBE". EDIT: Actually, now that I think about it. I don't think the creepy old guy even mentioned the Assassin's guild until after he'd made us touch his cube. He just wandered up to us, pulled this cube out and said "TOUCH IT". There was something weirdly sexual about the whole thing.
Melissa Litwin wrote:
Haha. I think the cloudy/not cloudy paradox is my favourite story so far. That's gold.
There was the time we played in a guy's campaign where we started the game in prison. After a few hours of his NPCs talking at us, we started trying to escape. Every time our rogue tried to pick the lock, he failed without a dice roll. The DM's response: "Because it's magic". So we start casting spells, or trying our spellcraft checks. "No, not that kind of magic" he says. Oh... So it's the kind of magic that means you won't let us do anything until you've finished exposition? About four hours later, he still hasn't allowed us a single attempt at escape, or even to interrupt his characters' lengthy monologues. We're still in prison. Not the same prison we started in, though. He did at least have us transferred... to another prison. None of the players ever came back for a second session.
Another good one.
7th level Dwarven Slayer (homebrew barbarian), after fighting off a dragon, complains that nothing can kill him. So I roll on my wandering monster chart. A CR 1/2 badger drops out of the tree above him. I roll two consecutive crits while he was still in rage, just enough to knock him down to 0, he loses all temp hp from rage and goes way into the minuses, dying instantly. Hands down, the most hilarious player death of my entire dungeon mastering career.
Aranna wrote:
Ouch. That really sounds neither charming nor charismatic.
Tell me about it. No really, tell me about it. It would make me feel marginally better to know I'm not the only one. Two of my players just cancelled on today's session with abolutely pathetic reasons. Reason A: "I've got a sore knee". Reason B: "I've got a house inspection tomorrow". I'm almost certain that the real reason in both cases is that they are just too damn lazy to get out of bed. I think a lot of players don't really realise how much preparation it takes to make a roleplaying campaign happen. I spent about 6 hours yesterday drawing maps, making notes, and printing out handouts, then another 3 hours this morning transferring their character sheets from an illegible scrawl. All for them to just flake out and forget to show up. I've been DMing for about 15 years, and been with this same group for about 5 years. What does it take to make them realise how much work goes into this stuff? I love doing it, but sometimes I feel so taken for granted.
In a way, I see where the GM is coming from. I think he/she is just taking it a bit too far. Generally speaking, I like to keep numbers out of my game as much as possible. It's a lot more vivid to describe how a monster LOOKS, rather than how many hit points they've got left. For example, if they've got a monster down to 5 or 6 hit points, I'll describe it as limping around the battlefield, going pale from blood loss. I'll tell them they can see the whites of its eyes, as the realisation dawns that its doom is fast impending. I'll have them behave more erratically, and more desperately when they're dying. While they'll behave more arrogantly if they're still feeling healthy. They'll be more likely to taunt the players, and they'll fight more confidently. I don't think it makes sense that the players should know EXACTLY which round will be the killing blow, but I think it makes even less sense that they should know nothing at all. If they really want a number, they can count the litres of blood on the ground.
Okay, so my players have just finished the first book of Kingmaker, and everyone seems to be loving it so far. They barely scraped through the fight with the Stag lord and seem well on their way to establishing a violent, lawless society of vagabonds, miscreants, and villains. I've read ahead through the next few books, and skimmed the last book, and there's something that's been bothering me. The Big Bad of the campaign seems almost invisible.
So here's my question:
Nightskies wrote: There happens to be rules about smoke already. It obscures vision, granting 20% concealment, there is a fort save each round with possibility of nonlethal damage. So, yes, it seems you were being a bit harsh, namely with the attribute damage. But I think you handled it well enough. Thanks. I don't know how I missed that! Yeah, I guess as a rule the Str damage is too severe, but at the time it actually worked out to be less severe. They were already really low on hit points, so I think the 1d6 nonlethal would've killed them on the first failed save! I wanted to make them flail around ineffectually for a while. If I'd done the rules as written, they probably would've just keeled over in the first couple of rounds.Plus, they had to do a couple of climb and jump checks to get out of the cave... and I thought I'd work on the drama of attempting that with slowly failing strength.
A few I've used, some I haven't: 39. The PCs awake in all too familiar tavern, they are hungover again, and have dim memories of agreeing to go on some kind of adventure the previous evening. What they don't know is: They've only just been born. The tavern is a covert cloning factory designed by mindflayers to mimic what adventurers expect of their clichéd lives. The town, and all its cardboard cut-out environs are just a way of farming the hapless sods. Mimicking their expected experiences, so that their brains might one day reach a high enough level to be suitably delicious. The end of the world actually happened a very long time ago, but the Mind Flayers got bored/hungry. 40. (I sorta stole this from somewhere, can't remember where). The Tarrasque has been captured. Yes, that's right, CAPTURED. It is forced to live bound in magical irons. The heroes who caught it are praised as saviours, and people come from all corners of the world to see this great beast. Gradually a town has been built up around the poor creature. People carve off souvenirs with magical weapons. The blood of the tarrasque is found to have certain healing properties, and business is booming. The tarrasque once slept for hundreds of years, but now it is tormented, kept awake and above ground. The PCs are forced to question if this is the right order of things. What impact will it have on the natural world? What if it escapes? Perhaps a cult intends to release it? What if the Tarrasque did not really sleep underground? What was it doing down there? What if the peaceful sound of the tarrasque's snoring slumber was the only thing keeping the Aboleth from surfacing? 41. The PCs fight a war they cannot win. In a desperate attempt to escape, they stumble on an ancient shrine and a peculiar scroll of Mass Petrification. With their infinite enemies snarling outside, their last resort is to use the scroll on themselves in the hope that the marauding army will mistake them for statues. They may, of course, choose whichever pose they want to stand in, but they may not know for how long they will be frozen solid. 100 years later, they awake to find themselves worshipped as gods (probably according to how they were standing). Worshipped, that is, by an enslaved human race, surprised to find the statues of their gods finally come to life. How will they react to this resurrected fame? Will they have to fulfill some kind of bizarre prophecy they know to be false? Can they fight a guerilla war against their oppressors, and gradually free mankind from enslavement, town by town? I imagine this would fit well with those King Maker rules. 42. The world is a sphere, much like ours. But, unlike ours, each hemisphere rotates in opposite directions. The northern hemisphere is populated largely by the humans, elves, and dwarves, or 'pinks', while the Southern is inhabited by the 'greens', orcs, goblins, kobolds, bugbears, etc. Once every 100 years the continents get close enough to launch boats of war, each remembering the bitter, bloody war of the previous generation. This time, something is different. This time, a small volcanic island stands between them. Perhaps, whichever side controls this island, will finally turn the tide of the war. I originally ran this campaign with two seperate groups on alternating weeks, one playing greenskins, the other playing pinkskins. Neither was aware of the other's movements, but each fought against the armies of the other side according to whichever parts of the island each side chose to capture. It would've ended up quite strategic, if not for the entire party of pinksins being utterly useless and getting themselves killed in the first session. I'm sure I had more, but I can't remember them right now.
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