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77 posts. Alias of James Hebert.


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Well, the 15th was a bust due to French Quarter fest, so we're giving this another go this Sunday the 29th. Link above is still relevant. I hope to see a good turnout.


I agree with Chris, City of Strangers I and II are a lot of fun to roleplay and I don't remember the combats being too bad. Many have said the First Steps mods and I agree. I don't think they're intended just for new players, but new GMs should be able to enjoy those as well.


Thanks man.


Running up to 2 tables of To Delve the Dungeon Deep, the second part of the intro trilogy. If you're available, come on out and play!


Truly epic Rune Giant. Thumbs down to randomization, though.


Go4 Games in Metairie will be hosting a gameday this Sunday, the 25th. We'll have up to two tables of In Service to Lore and the plan is to continue through the introductory trilogy. I'll post some links later for signup and information. Feel free to email me at onemanpowertrip @gmail. Com if you have questions or concerns.

1. I've DM'd and played in PbP games. Paizo and are the wheres.

2. I'm in the central time zone, in New Orleans.

3. I can post at least once a day.

1. Nicholas Shenevar, AKA The Chain Street Choker, Hands, Poppa Grip
Human mid-fifties male, Nick is a large man known for his big paws and his method of murder, strangulation. Nick is a frequent hire for when a particularly nasty message needs to be sent. Nick would be a monk/rogue mix with the martial artist archetype.

2. Nearly 7 feet of trouble, Nick dresses in plain clothing. His hair crept into white and he keeps it close-cropped and neat. He's quiet and never showy, Mitra only knows where he spends all of his coin. It's kind of a moot point now that he's rotting in a cell, though.

3. Nick is low-key and not afraid to throw the first punch in a fight. In fact, he has a tendency to do so, knowing that it's usually the guy who hits first that ends up walking away from a scrap.

4 people marked this as a favorite.

Kitsune rogue or fighter, basing it off of one of my favorite villains: Don Carnage of Tailspin fame.

I'm disappointed that the Snowcaster elves weren't talked about at all. Looking for information on them, I would look in two places: here and in the Inner Sea World Guide. I would find the briefest mention in both places.

Name: Tiffany
Race: Human
Classes/levels: Ranger 9
Adventure: Varnhold Vanishing
Location: Vordakai's Tomb

Name: Xavier
Race: Human
Classes/levels: Paladin 9
Adventure: Varnhold Vanishing
Location: Vordakai's Tomb

Name: Meric
Race: Human
Classes/levels: Diviner 9
Adventure: Varnhold Vanishing
Location: Vordakai's Tomb

Name: Caysen
Race: Human
Classes/levels: Bard 9
Adventure: Varnhold Vanishing
Location: Vordakai's Tomb

Name: Gorna and Creampuff
Race: Human
Classes/levels: Druid 9, Python
Adventure: Varnhold Vanishing
Location: Vordakai's Tomb

Name: Some cohort
Race: Human
Classes/levels: Cleric 7
Adventure: Varnhold Vanishing
Location: Vordakai's Tomb

Gory Details: The adventurers entered the tomb unprepared for the combat to come, and were overconfident from their dealings with Cephal Lorentus, the dread zombie wizard, and the dread zombie cyclopes they encountered. When they finally came face to face with Vordakai and his guardian, the grave knight, the conflict was a short one. Xavier was the first to fall, thanks to a 91 point greataxe crit that split him skull to stomach. With a collective gasp, the party tried to recover, doing a great job of circumventing Vordakai's immunities and interrupting spell casting. The Graveknight, however, was unable to be controlled, and he went on to murder Tiffany, the next closest person. The party attempted an immediate escape, using Dimension Door to escape to the cliffside they entered from. This left only companions, which were quickly dispatched. The heroes took a breath, recovering a bit of strength, then, "Is that that raven again?" Vordakai took the same time to recover, and appeared with his graveknight in the same flash of magic the heroes used. The ancient lich couldn't let these meddlers escape to spread tales of his coming! The heroes flew away through magic, but were tracked down yet again and destroyed. The ultimate fate of the kingdom remains, to this day, a mystery.

I should contribute the tale of my party's defeat to the thread, as my last act of DMing this path.
Name: Tiffany
Race: Human male (his mom wanted a girl)
Classes/levels: Ranger (I forget what level, 6ish)
Adventure: Rivers Run Red
Location: The Ruined Keep
The Gory Details: The characters were on the trail of an infamous fey, Spring-Heeled Jack, a bogeyman even to its kin. The wicked creature stole the babe of Oleg and Svetlana Leveton from its crib, and offered it as a token of love to The Dancing Lady of the Tower. Jack was long gone by now, but The Lady was still present in her tower, singing to her newly-acquired child. After seeing the Quickling updated in Bestiary 2, I decided to tweak it around some more, giving it levels as Vivisectionist instead of Rogue, the former being an Alchemist archetype with Sneak Attack. Tiffany attempted to climb up from outside the tower, attacking from the window while his companions frantically battled within. The Quickling, with Spider Climb and Sneak Attack, incapacitated the Ranger with poison, and Tiffany died from the fall that followed. Tiffany was recovered and Raised, and the party ultimately defeated the Dancing Lady. The Quickling was the sole survivor of the tower, and went on to join the Monster Kingdom growing in the South.

2 people marked this as a favorite.
magnuskn wrote:

Thirdly, I hope "something bad happens to Ameiko" isn't getting to be the recurring theme for every module. I can see many groups turning on the character if she's reduced to the eternal damsel in distress.

Every group needs an Aquaman.

Man, I'm Conan'ing this whole thing in my mind right now. My group just passed the DM torch from me

Kingmaker, tpk @ Vordakai
to a buddy
Some kind of shipwreck/harrowstone amalgamation
so I don't have a group to try it on, but I think this could be truly epic.

The heir to the throne of Khitai, demonic wizards, a journey to frosty Hyperboria...

Your players sound hardheaded.
Option 1: Let the dice fall. Sometimes the good guys lose. Maybe they'll get the miracle they're hoping for.

Option 2: If the group (including you as DM) is attached to the characters being played and want to live, but still have a big loss, you can go the route of Hargulka's Monster Kingdom. Make Hargulka more intelligent than is written in the story, give him a taste for empire, and when they defeat the PCs, he can hold them as hostages until they sign a terrible treaty, then a few days after. A copy can be sent north to Restov to make sure that the treaty is recognized, and can include things like slave labor, handing over any kobolds they've befriended at that point, and making the PCs work for them. Don't be afraid to get your DM mallet and bang away at this. This is a LOT of extra work outside the scope of the adventure. Be sure to check the thread by DM Dudemeister for more info on the monster kingdom. I think it's almost canon by now.

Option 3: Fling dice, tell your players you hate them, and go watch a movie. Afterward, tell them you forgive them for ruining your game and are prepared to bestow upon them a redo.

For my group, I would go with Option 1, then make one of my players DM. See how he likes it.

I would so get into these if the original rules were available. I think my search begins!

These are heavily based on the Monsternomicon stats, which I thank you again for referring me to. Feedback appreciated!

Akriel (Shredder) CR 5
CE Small Dragon
Init +6 Senses Scent, Blindsight 60'
AC 17 Touch 13 Flat-Footed 15 (+2 Dex, +1 Size, +4 Natural)
hp 57 HD 6d12+18 Fast Healing 3
Fort +7 Ref +7 Will +7
Speed 40ft
Melee Bite +11/+6 (2d6+6 plus trip)
SA Frenzy
Str 18 Dex 15 Con 14 Int 3 Wis 14 Cha 6
Base Atk +6 CMB +9 (+11 Trip) CMD 21
Feats Toughness, Improved Trip (bonus), Weapon Focus (Bite), Step Up
Skills Escape Artist +12, Survival +12
SQ Blindsight 90', Scent, Eyeless
Draconic Traits: Immunity to magic sleep effects and paralysis effects
Immunities Death Effects, Disease, Fear, Mind-Altering Effects
Unnatural Aura 300ft
Frenzy 3 rounds, +6 Str, +20ft speed

Harrier CR 5
CE Small Dragon
Init +7 Senses Scent, Blindsight 90'
AC 19 Touch 15 Flat-Footed 15 (+3 Dex, +1 Size, +4 Natural, +1 Dodge)
hp 51 HD 6d12+12 Fast Healing 3
Fort +7 Ref +8 Will +8 Resist Cold 10, Immunities
Speed 20ft, Fly 40ft (Good)
Melee 2 Talons +10 (1d6+3), Bite +10 (1d8+4)
SA Savage Flyby, Rend (2 Talons, 1d6+4)
Str 16 Dex 17 Con 14 Int 3 Wis 16 Cha 6
Base Atk +6 CMB +8 CMD 21
Feats Flyby Attack, Dodge, Improved Initiative
Skills Fly +9, Escape Artist +12, Survival +12
SQ Blindsight 90', Scent, Eyeless
Draconic Traits: Immunity to magic sleep effects and paralysis effects
Immunities Death Effects, Disease, Fear, Mind-Altering Effects
Unnatural Aura 300ft

Acrar (Stinger) CR 5
CE Small Dragon
Init +1 Senses Scent, Blindsight 90'
AC 16 Touch 12 Flat-Footed 15 (+1 Dex, +1 Size, +4 Natural)
hp 63 HD 6d12+24 Fast Healing 3
Fort +9 Ref +6 Will +8 Resist Cold 10, Immunities
Speed 20ft, Burrow 10ft
Melee Stinger +11 (2d6+3/19-20) or 2 Claws +5 (1d2+3)
Space 5ft Reach 5ft (10ft with Stinger)
SA Breath Weapon, Poison, Final Sting
Str 16 Dex 13 Con 18 Int 3 Wis 14 Cha 6
Base Atk +6 CMB +8 CMD 19
Feats Combat Reflexes, Skill Focus (Stealth), Weapon Focus (Stinger)
Skills Stealth +17 (+27 when dug in), Survival +12
SQ Blindsight 90', Scent, Eyeless, Dig In
Breath Weapon (Su): 20ft line, 4d6 fire, DC 17; every 1d4 rounds
Poison (Ex): Sting- Injury; save Fort DC 17; frequency 1/round for 3 rounds; effect 1d3 Dex damage; cure 1 save.
Final Sting (Ex): When the Acrar uses its stinger attack, there is a 20% chance that the stinger will detach from the Acrar to cause 4d6+3 damage. The barbs of the stinger remain planted in the victim's flesh, and cannot be removed without a Heal check (DC 17). Success causes no damage from the removal, failure causes 3d4 damage to the injected victim. Once the final sting has been accomplished, it takes an Acrar 3+1d6 days to regrow its stinger.
Dig In (Ex): An Acrar can dig a hasty bulwark in the ground as a full-round action that provokes attacks of opportunity. While within the bulwark, the Acrar gains cover against ranged attacks, and partial cover against melee attacks. It also gains a +10 bonus to Stealth checks.
Draconic Traits: Immunity to magic sleep effects and paralysis effects
Immunities Death Effects, Disease, Fear, Mind-Altering Effects
Unnatural Aura 300ft

Teraph CR 8
CE Large Dragon
Init +4 Senses Scent, Blindsight 90'
AC 19 Touch 9 Flat-Footed 19 (-1 Size, +10 Natural)
hp 94 HD 9d12+36 Fast Healing 4
Fort +9 Ref +6 Will +6 Resist Cold 10, Immunities
DR 10/magic SR 19
Speed 40 ft, Burrow 20ft
Melee Tail +15 (2d8+6/19-20 plus poison) and Bite +13 (1d8+9)
Space 10ft Reach 10ft (15ft with Tail)
SA Breath Burst, Poison, Sneak Attack +5d6
Str 22 Dex 11 Con 18 Int 3 Wis 14 Cha 10
Base Atk +9 CMB +16 CMD 26
Feats Improved Initiative, Multiattack, Improved Critical (Tail), Lunge, Weapon Focus (Tail)
Skills Stealth +9 (+19 when dug in), Survival +14
SQ Blindsight 90', Scent, Eyeless
Breath Burst (Su): 60ft range, 20ft burst, 4d10 fire, DC 18; every 1d4 rounds
Poison (Ex): Tail- Injury; save Fort DC 18; frequency 1/round for 3 rounds; effect 1d4 Con damage; cure 1 save.
Draconic Traits: Immunity to magic sleep effects and paralysis effects
Immunities Death Effects, Disease, Fear, Mind-Altering Effects
Unnatural Aura 300ft

Carnivean CR 12
CE Huge Dragon
Init +2 Senses Scent, Blindsight 90'
AC 23 Touch 10 Flat-Footed 19 (-2 Size, +2 Dex, +13 Natural)
hp 203 HD 14d12+112 Fast Healing 7
Fort +17 Ref +11 Will +11 Resist Cold 10, Immunities
DR 10/magic SR 24
Speed 50 ft, Climb 20ft
Melee Bite +21 (3d6+12) and 2 claws +20 (2d6+8) and Tail Slap +18 (2d6+12)
Space 15ft Reach 15ft
SA Breath Weapon, Grab (bite), Swallow Whole
Str 26 Dex 14 Con 26 Int 6 Wis 14 Cha 6
Base Atk +14 CMB +24 CMD 36
Feats Multiattack, Awesome Blow, Power Attack, Improved Bull Rush, Greater Bull Rush, Furious Focus, Weapon Focus (Bite)
Skills Stealth +9 (+19 when dug in), Survival +14
SQ Blindsight 90', Scent, Eyeless, Spines
Breath Weapon (Su): 100ft range, 50ft cone, 7d10 fire, DC 25; every 1d4 rounds
Spined Defense (Ex): When the Carnivean is struck for melee damage, the numerous spines and spikes cut and damage the attacker for 1d8+4 slashing damage. An attacker using a reach weapon negates this.
Swallow Whole (Ex): Once swallowed, an opponent takes 3d6+12 bludgeoning damage plus 2d6 fire damage per round. AC 16, cause 20 damage to exit.
Draconic Traits: Immunity to magic sleep effects and paralysis effects
Immunities Death Effects, Disease, Fear, Mind-Altering Effects
Unnatural Aura 300ft

The fact that the Harrier is in Monsternomicon is another way to slap myself for not having it. That's awesome, thanks for reprinting it here. For the AC while CR 3, I was thinking of 15, with 2 being from natural armor. That will probably go to 17 at CR 5, still easy to hit but packing a bad punch.

For the hit points, I don't know what I was thinking. Good catch.

So, using the Harrier as a model, I could say a Shredder only has a bite, which would be the same damage (2d6). I can keep the frenzy, get rid of snacking and just keep the baseline Fast Healing.

I think I'd rather keep it as a Dragon type, though. It has Dragon-blood in it, I'll look at the type descriptions more closely.

The Stinger is a little more complicated, I was thinking a 2d6 breath weapon with a sting attack and poison, then some weak talons for after the stinger breaks off. I know they have no sense of self-preservation, but I think PCs would feel cheated if a CR 5 monster had only one melee attack, then it was left with just breath weapons. Maybe "in the wild" they would gravitate toward Shredders for packs.

Thanks again for the feedback, I'll work on it some more and come back.

I wanted to get some feedback on this, if possible. I'm converting the Legion beasts to throw into a Pathfinder game. I started with the Shredder, and the other 2 lessers will be the same CR and similar in build. Thanks.

Akriel (Shredder) CR 3
XP 800
CE Small Dragon
Init +6 Senses Scent, Blindsight 60', Perception +9
AC Touch Flat-Footed
hp 50 HD 4d12+8
Fort +5 Ref +6 Will +6
Speed 30ft
Melee Bite +7 (1d8+1)
SA Frenzy
Str 13 Dex 15 Con 12 Int 3 Wis 14 Cha 10
Base Atk +4 CMB +4 CMD 17
Feats Improved Natural Attack (Bite)(bonus feat), Toughness, Improved Initiative
Skills Perception +9, Survival +9
SQ Blindsight 60', Scent, Eyeless
[U]Frenzy [/U](Ex): Once per day, (usually immediately after sensing prey within reach) an Akriel can fly into a frenzy for a short period of time. The Akriel gains +6 to Strength and gains +20 speed for 2 rounds. The Akriel's bite threatens a critical hit on a 19-20 during the frenzy as well.
[U]Snacking [/U](Ex): If an Akriel kills another creature, it gains Fast Healing 2 for a number of rounds equal to the creature's hit die.
[U]Draconic Traits[/U]: Immunity to magic sleep effects and paralysis effects

The base forms of the eidolons presented are all Medium, but a Summoner can choose to make his eidolon size small if he'd like. What if a size Large (or larger) creature took levels in Summoner? Would they be stuck with a size Medium Eidolon until 8th level?

Calixymenthillian wrote:
Rules for insult swordfighting: "You fight like a dairy-farmer!"

"Fitting, since you fight like a cow!"

Yeah I have to play that again.

FallofCamelot wrote:
Drejk wrote:
Gorbacz wrote:
Skulls and Shackles.

"Shackles And Bones?"

Wait, it sounds like title for TV series with two main characters...

"She's a Kyton, he's a Bone Devil; they're detectives"


First, I'd like to see a bare-chested pirate queen straight from the pages of Conan.

As far as guns go, I'm sure they'll make a strong appearance. In the Inner Sea World Guide, the writeup on The Shackles is a good spot to get a taste of what's on its way. The Hurricane King Kerdak Bonefist has a magical pistol and his ship is fully outfitted with cannons.

Other crews of note: A druid and his giant squid captain the Kraken. The Blood Moon is a ship full of werewolves. I really can't wait to see what's next, and I suspect (and hope) to see an appearance by Aboleths.

This sounds fun. Im rolling up a newspaper and swatting faces if the pirate accent shows its face at my table though. Im hoping less jack sparrow more George R R Martins Iron Isles. Make way for the drowned god! We do not sow.

This is coming up for my group, great ideas! I plan on using some of this mixed with a few of the new mobs presented in Wake of the Watchers. Thanks again for these, Tem.

I put this together to stop rooting through 40 issues when I'm looking for something. I don't have Rise of the Runelords, and if this makes Paizo angry, feel free to delete. Monsters that were reprinted/updated in Bestiary 2 aren't listed.

7 Edge of Anarchy
Harrow (The Harrow Deck)
People of the Road (Varisians)
Dream Spider (1/2 Vermin)
Raktavarna (3 Outsider)

8 Seven Days to the Grave
Plague and Pestilence (Diseases)
Daughter of Urgathoa
Lawgiver (15 Construct)

9 Escape from Old Korvosa
Faces of the Earthbound Evils (Rakshasas)
The Red Mantis
Achaekek, The Mantis God (30 Outsider)
Beatific One (9 Outsider)
Rajput Ambari (7 Undead)
Rakshasa Maharajah (18 Outsider)
Sikari Macaque Swarm (5 Animal)

10 A History of Ashes
The Cinderlands
People of the Storval Plateau (Shoanti)
Bonestorm (8 Undead)
Cinder Wolf (2 Magical Beast)
Havero (24 Aberration)
Red Reaver (13 Mag Beast)

11 Skeletons of Scarwall
The Hold of Belkzen
Chained Spirit (14 Undead)
Danse Macabre (14 Undead)
The Prince in Chains (15 Outsider)

12 Crown of Fangs
Relics of Kazavon
Harrow Deck of Many Things
Akaruzug (14 Construct)
Contract Devil, Phistophilus (10 Outsider)
Mobogo (10 Mag Beast)
13 Shadow in the Sky
Riddleport: City of Cyphers
The Gold Goblin (Casino)
Darklands Sentinel (2 Mag Beast)
Fungal Crawler (3 Aberration)

14 Children of the Void
Into the Black
Cayden Cailean
Void Zombie
Thais (15 Outsider)

15 The Armageddon Echo
Drow of Golarion
Blast Shadow (5 Undead)
Cutlass Spider (6 Construct)
Maftet (6 Mon Humanoid)

16 Endless Night
Abominations of the Drow
Deep Crow (14 Mag Beast)
Ghonhatine (10 Aberration)
Irnakurse (9 Aberration)

17 A Memory of Darkness
Menotherian (15 Outsider)
Treerazer, Lord of the Blasted Tarn (25 Outsider)

18 Descent into Midnight
The Land of Black Blood
Demon Lords of Golarion
Eando Kline
Black-Blooded Template
Xacarba (15 Outsider)

19 Howl of the Carrion King
Gnolls of the Brazen Peaks
Div, Doru (2 Outsider)

20 House of the Beast
In the Shadow of Pale Mountain
Buraq (5 Magic Beast)
Edimmu (3 Undead)
Div, Pairaka (7 Outsider)
Sunlord Thalachos (15 Outsider)
Unchosen Gnoll (4 Humanoid)

21 The Jackal's Price
Tales and Truths of Genies
The Katapesh Marketplace
Div, Shir (10 Outsider)
Emkrah (9 Aberration)
Hadhayosh (18 Mag Beast)
Rukh (10 Animal)
Tophet (10 Construct)

22 The End of Eternity
The Seals of Sulesh the Great (Conjuring/Binding Genies)
Keepers of Chaos (Proteans)
Coeurl (8 Mag Beast)
Miengu (11 Fey)

23 The Impossible Eye
The City of Brass
Black Jinni (12, outsider)
Div, Sepid (14, outsider)
Get of Iblis (13, aberration)
Nephilim (8, Outsider)

24 The Final Wish
Spawn of Rovagug
Ahriman (22, outsider)
Azi, Gandareva (16, dragon)
Azi,Srurava (15, dragon)
Azi, Zahhak (19, Dragon)
Golem, Brass (14, Construct)
Simurgh (18, Mag Beast)
Xotani the Firebleeder (20, Mag Beast)

25 The Bastards of Erebus
Tieflings of Golarion
Gremlin, Haniver (1/2 fey)
Rot Grub (7 vermin swarm)
Giant Rot Grub (3, vermin)
Shadowgarm (2, aberration)
Strix (1/3 Mon Humanoid)
Torble (1/8 Vermin)
Torble swarm (2 vermin)
Devil, Ukobach (4 Outsider)

26 The Sixfold Trial
The Six Trials of Lazarod (play)
Devil, Salikotal (7, Outsider)
Graveknight (11, undead)
Hand of the Inheritor (15 Outsider)
Stymphalides Swarm (6 Mag Beast)
Giant Stymphalides (8 Mag Beast)

27 What Lies in Dust
Treasures of the Pathfinders
Aspidolechone (17 Mag Beast)
Devil, Chortov (9 Outsider)
Idol, Bone (2 Construct)
Idol, Jade (4 Construct)
Idol, Wood (1 Construct)
Idol, Stone (3 Construct)
Lar (5 Outsider)
Naga, Royal (11 Aberration)

28 The Infernal Syndrome
In the Fiend's Grasp (Possession)
Path of the Hellknight
Asura, Adhukait (7 Outsider)
Cerberi (6 Outsider)
Malbolgian Cerberi (12 Outsider)
Devil, Cabal (Uniila)(10 Outsider)
Spartolos (6 Undead)

29 Mother of Flies
Ecology of the Thieves' Guild
Basileus (15 Outsider)
Calikang (12 Mon Humanoid)
Devil, Possession (Gidim)
Lesser Gidim (6 Outsider)
Greater Gidim (15 Outsider)
Nihiloi (11 Outsider)
Vrykolakas (10 Undead)

30 The Twice-Damned Prince
Devil, Advodaza (18 Outsider)
Ebon Acolytus (7 Construct)
Gigas, Hell (15 Humanoid)
Kyton, Ephialtes (16 Outsider)
Vouivre (12 Mon Humanoid)

31 Stolen Land
Into the Wild
Carbuncle (1 Mag Beast)
Drekavac (3 Undead)
Elk (1 Animal)
River Elk (2 Animal)
Megaloceros (4 Animal)
Tatzlwyrm (2 Dragon)
Thawn (2 Humanoid)
Thylacine (1/2 Animal)
Brush Thylacine (2 Animal)

32 Rivers Run Red
Of Cities and Kings (City-Building)
Ceratiodi (3 Mon Humanoid)
The Grim White Stag (15 Outsider)
Hodag (5 Mag Beast)
Rorkoun (6 Aberration)
Trollhound (3 Mag Beast)

33 The Varnhold Vanishing
Iobaria Gazeteer
Into the Stolen Lands
Blodeuwedd (6 Fey)
Clawbat (1 Mag Beast)
Cyclops, Great (12 Humanoid)
Peluda (10 Dragon)
Stygiria (7 Mon Humanoid)

34 Blood for Blood
Ecology of the Boggard
The Spoils of Kings
Ahuizotl (6 Mag Beast)
Bog Strider (2 Mon Humanoid)
Calathgar (4 Plant)
Leshy, Fungus (2 Plant)
Nuckelavee (9 Fey)

35 War of the River Kings
First Blade (15 Outsider)
Irlgaunt (13 Aberration)
Verdurous Ooze (6 Ooze)
Greater Verdurous Ooze (11 Ooze)
Warsworn (16 Undead)

36 Sound of a Thousand Screams
Beyond Kingmaker
The First World
Ankou (14 Fey)
Dweomercat Cub (2 Mag Beast)
Dweomercat (7 Mag Beast)
Grodair (5 Mag Beast)
Skrik Nettle (6 Mag Beast)
Zomok (16 Plant)

37 Souls for Smuggler's Shiv
Ecology of the Serpentfolk
Ochre Eurypterid (1/3 Vermin)
Common Eurypterid (1 Vermin)
Bluetip Eurypterid (5 Vermin)
Spiny Eurypterid (9 Vermin)
Spitting Eurypterid (12 Vermin)
Ningyo (1 Mon Humanoid)
Undead Ningyo (1 Undead)
Rhamphorhynchus (1/3 Animal)
Dimorphodon (1 Animal)
Quetzalcoatlus (7 Animal)
Hunter Urchin (1 Vermin)
Spear Urchin (4 Vermin)
Glass Urchin (9 Vermin)
Tuyewera (4 Undead)

38 Racing to Ruin
Adaro (3 Mon Humanoid)
Biloko (1/2 Fey)
Bloodhaze Mosquito Swarm (6 Vermin)
Chemosit (4 Mag Beast)
Personification of Fury (15 Outsider)

39 City of Seven Spears
Expedition to Saventh-Yhi
The Path of Juju
Camulatz (9 Mag Beast)
Snake Swarm (2 Animal)
Venomous Snake Swarm (4 Animal)
Piranha Swarm (3 Animal)
Megapiranha Swarm (6 Animal)
Vireseed Swarm (5 Plant)
Mokele-Mbembe (9 Animal)
Tribal Totem (6 Construct)
Umasi (4 Mon Humanoid)

40 Vaults of Madness
Ecology of the Charau-Ka
Dungeon Deathtraps
Impundulu (11 Outsider)
Obambo (13 Undead)
Popobala (15 Mon Humanoid)
Sabosan (5 Mon Humanoid)
Tikoloshe (3 Undead)

41 The Thousand Fangs Below
Arcanotheign (15 Outsider)
Inkanyamba (13 Mag Beast)
Lukwata (11 Mag Beast)
Umbdhlebi (12 Plant)

42 Sanctum of the Serpent God
Beyond Serpent's Skull
Baregara (12 Outsider)
Emperor of Scales (15 Outsider)
Grootslang (16 Mag Beast)
Hollow Serpent (16 Undead)
Lesser Hollow Serpent (6 Undead)
Kongamato (15 Dragon)

43 The Haunting of Harrowstone
Sanguine Ooze Swarm (1/3 Ooze)
Phlegmatic Ooze Swarm (1/2 Ooze)
Melancholic Ooze Swarm (1 Ooze)
Choleric Ooze Swarm (2 Ooze)
Animated Manacles (1 Construct)
Animated Jack-O-Lantern (2 Construct)
Animated Straitjacket (4 Construct)
Severed Head (1/3 Undead)
Flaming Skull (1/2 Undead)
Skull Swarm (1 Undead)
Giant Beheaded (2 Undead)
Medusa Head (3 Undead)
Changeling (1/2 Humanoid)
Ectoplasmic Template
Spring-Heeled Jack (3 Fey)

44 Trial of the Beast
Esoteric Order of the Palatine Eye
Boruta (9 Plant)
Skin Stealer (2 Fey)
Steward of the Skein (15 Outsider)
Four-Armed Mudra Skeleton (1/2 Undead)
Skeletal Mount (1 Undead)
Armored Ogre Skeleton (2 Undead)
Skeletal Mage (5 Undead)
Multiplying T-Rex Skeleton (9 Undead)

45 Broken Moon
The Whispering Way
Ecology of the Lycanthrope
Vilkacis (7 Undead)
Weaverworm (8 Aberration)
Werebat (Human Form) (3 Humanoid)
Werebat (Hybrid Form) (3 Humanoid)
Zombie Wolf (1 Undead)
Apocalypse Zombie (2 Undead)
Giant Zombie (8 Undead)
Zombie Lord (3 Undead)

I don't know. I guess I don't see where the disconnect is. It's not being picky if you're ready to just hand a soon-to-be-fledgling country's fate to 1st level PCs.

The Swordlords don't really seem to be doing background checks. One of the traits is basically "You get a horse and a charter". Seriously, what's the difference between bandits and secret police? Oleg and Svetlana wouldn't know every single bandit in the Greenbelt, and they wouldn't just broadcast who or what they are unless they're just cartoons.

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So, the Stag Lord's a mean drunk that doesn't like to actually do anything anymore. I think he's probably too apathetic to care about the Thorn River camp not reporting in after a while. Akiros or Dovan might be interested, but more than that, I had a group of bandits figure out what was going on (some escaped) and try a different tactic. They avoided the PCs for a while, then went to Brevoy and got their own charter. Now they threaten to denounce the PCs as bandits, and are playing the "I'm not touching you" game with them. It's turning into a fun situation, where the PCs could always kill the bandits to get rid of them, but without evidence, folks like Oleg and Svetlana might lose respect for them. In their minds it would be cold-blooded murder, just because the PCs didn't like the other group.



Very interesting. Disappointing that the list doesn't include New Orleans, but understandable given that we don't host many Cons at all here anymore. Stupid fat Katrina. Well, I'm still going to host some events. Thanks for the link, much appreciated.


In New Orleans, there are no Venture Captains or lodges set up as of yet, and I'd like to know if there is any information present on getting that started.

You cut me deep, Shrek. Thanks for the response, I look forward to hearing from you.

I recently submitted a summary and am wondering how long it should take for a response. The last time I submitted something, it took 8 months to get a "no thank you". The open call page says to wait 72 hours before resubmitting, but it doesn't seem like that's a reasonable thing to do (resubmitting every 72 hours if it takes a month to get through an already full inbox). Thank you.


Thanks again for the good time. See you guys at Comicpalooza, hopefully. Did those snail-mail certs get sent out yet?

Edit: Nevermind, the 2PM pacific time is stated in the "Official Rules".

Damon Griffin wrote:

Appendices conveniently list cohorts and animal companions from Bestiary 2, but there is no such list for new familiars. Casting "Find" on the PDF yields --

Aeon, Paracletus
Agathion, Silvanshee
Angel, Cassisian
Azata, Lyrakien
Daemon, Cacodaemon
Dinosaur, Composgnathus
Inevitable, Arbiter
Protean, Voidworm
Quippoth, Cythnigot
Snapping Turtle

I'm looking for this too. Any info?

Travel light, but it's worth it to bring a book or two. In my experience, people are going to get bored as hell, so you're likely to talk enough people into it to put a group together. Great way to pass the time.

I'll be out of hand until at least Monday. Feel free to npc me.

Dm, I think the group was hoping to get on with the adventure rather than have to take another RP break and interact with Oleg again.

Whatever you'd prefer as DM. I'm okay with bookkeeping or benchmark leveling.

Joe Abercrombie and George R R Martin are both refreshing breaks from the hokey 'prophecied hero' fantasy standard. They're gritty and rough if you have delicate views of violence and abuse, though. Like, really gritty.

R. Scott Bakker is interesting, but isn't for everyone.

Sanderson is great. I loved Mistborn, and when I found that it would become a trilogy I was excited. He wrote a one-shot novel before that, Elantris, and what's great about that one is that you can see him 'stretching his writing muscles' as he gets started with his literary career.

If you're looking for books, a lot of people have already suggested to keep reading, and that's the best advice I can give as well. Don't discount the value of grabbing something random off the shelf. One of the reasons I hate these e-readers I keep seeing is the limited libraries and the lack of 'new book smell'.

That's funny... a game that died because the players played too much... lol.

For marching order, I would suggest either Arianna go first to scout, or have Cale go first to take whatever comes. Sil could be a good candidate to take rearguard. He has a pretty good perception and has more armor than the squishies.

The more we discuss it, the more excited I get. Let's start exploring!!

I like individual initiative for PCs and group init for bad guys. Regarding maps and images, and character sheets, I'd suggest putting the game on plothook. I love Paizo, but plothook's more set up for a PbP game, giving the DM moderator privileges and parent boards. Here's a game I'm running and a game I'm playing in as examples.

Kingmaker (DMing):
Savage Tide (playing Moby):

If Virgil's going bard, I'll stay melee.

Hey this is Cale. Thanks for picking this up. I'm going to look at changing some things with my character, depending on who else changed to what.

Sorry I had that hiatus there for a while. Just got bogged down a bit. How big is our group right about now?

That look right? Real life can kick you in the pants sometimes, but we have good players. I'm game for looking for a replacement dm to help out, and if that fails, I think we can still come up with something between us. Don't abandon ship yet!

Cosmo wrote:
Snatcherbanderwocky wrote:
I got the email just now that Kingmaker 33 was shipping, but the GM guide is still in my sidecart waiting for the next subscription shipment. Can these be combined or am I waiting til June?

The GM guide will not be released until June. It should be combined with your next subscription shipment.


Ok thanks.

I got the email just now that Kingmaker 33 was shipping, but the GM guide is still in my sidecart waiting for the next subscription shipment. Can these be combined or am I waiting til June?

The spot's been filled, thanks for the interest.

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