Silver Dragon

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Organized Play Member. 24 posts (26 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters.



Silver Crusade

Has it ever occurred to anyone that prepared spellcasters of all stripes have a pretty potent storage item, and it only costs a pittance?

Cast your eyes away from the portable hole. Begone from my sight, bags of holding! Forget those handy (ha!) haversacks!

Instead, behold the ultimate in storage ease: the spell component pouch! For a paltry five gold you too can own this inventory sorting marvel!

Need a pinch of multicolored sand? POOF! Need a few individual eyelashes? TA-DAAA! How about everyone's favorite - bat guano? It's all there! Individually wrapped and sorted and divvied out for your convenience! Need exactly five small marbles? Well you're in luck!! Better yet, it doesn't even cost any action with which to retrieve it!

Simply dip your hand into the pouch, root around and pull out those arcane accessories as needed! No muss, no fuss!!

***********
This advertisement provided by a guy who can barely shake exactly two pills out of a medicine bottle in ten seconds, much less reach for a pinch of gum arabic before gesticulating precisely to bend the rules of reality in six seconds AND have a move action left to flee the scene.

Silver Crusade

Howdy folks,

I will be spinning up a home game in the near future set in my homebrew campaign realm. The premise is that the city the players are in has an unusual way of dealing with criminals: if the crime is severe enough (or nobles pay enough money to bribe the arbiters), the criminals are sent into the Prisons. "Prisons" is a fancy way of saying a massive dungeon complex beneath the city. They're dropped there and left to die with nothing on but skivvies essentially with the lingering promise that if they can manage to escape the dungeons through a specific exit, they are granted a full pardon.

So, with that in mind, the characters will be starting with nothing except a torn shirt, burlap pants and a short length of rope as a belt. They have to scavenge and survive. There are prisoners that live down there that have created their own factions to survive and of course there are areas of the dungeons that are avoided because they're so dangerous.

The players have been informed of this lack of starting resources time and time again, but one player wants to make an alchemist anyway. So, here's the crux of my post: one of the house rules I'm implementing is that arcane spellcasters may make use of the esoteric spell components as described in the Unchained book - do you think those rules would do well for an alchemist attempting to find ingredients for their bombs, mutagens, extracts, etc?

I also have a copy of the Alchemy Manual and have been considering using the power components as things that the player can search for instead, and coming up with how much (and/or what kind) is necessary to make their bombs, extracts, etc.

Has anyone here played in and/or run a game that has had similar limited resources for players? Or seen rules for "esoteric" or "itemized" alchemical ingredients? I've done some internet crawling and searching through these forums and haven't found anything.

Any advice/suggestions would be appreciated. Thanks in advance!
-SK

Silver Crusade

So, I have an interesting conundrum in my RoW game. The players are just starting out and one of them is playing an oracle with the winter mystery. At first level he took the Child of Winter revelation, meaning he can ignore light snow for movement and leaves no tracks.

So here's my question to you folks:

To Legolas or Not to Legolas:

So at encounter "B" with the half-buried trapped chest, the winter oracle is about to inspect the chest. Now it says in the book that the trigger is under the snow. But if the oracle player specifically states that he is using the Child of Winter ability to leave no tracks, that seems to imply he is atop the snow (a la Legolas, hence the spoiler title). Which means the trap doesn't spring.

He's failed his Perception check to see it, so my thoughts are that he opens the chest, finds it empty. And then figures he will just have the rest of the party approach and continue down the trail.

At which point one of them will actually trigger the trap. Would you rule that I am correct here? Or would you have had the oracle trigger the spiked log trap, despite being atop the snow? I'm curious to see what you folks think.

Thanks for your input! I'm curious to see what the masses here have to say.

-SK

Silver Crusade

Hey folks,

I'm running a PbP version of Carrion Crown, and I had one player drop out (as happens fairly often in PbP). I have a friend that wants to join in - the problem being that the group is right smack dab in the middle of events in Ravengro and are a bit paranoid (rightfully so).

So, in "game time" he'd be joining about a week after the professor's funeral, even though in "real time" the forum-based game has been going on for nearly nine months now. I'd like my friend to be another invitee to the professor's funeral, but he got held up along the way to Ravengro.

I have not read the other books in the AP as of yet, so if any of you could recommend some sort of event from one of those books that would have delayed his character (such as being attacked) that'd be awesome. I know that we can just hand-wave his delay, but he and I both agree that it'd be better to have it plot related in some way, no matter how minor/major.

Thanks in advance for any recommendations/ideas.
-SK

Sovereign Court

Howdy folks!

I've recently taken control of an online game that was already well on its way through HoH. The previous GM made the game pretty dark so I figured I'd continue along those veins. Party makeup is (all 2nd level):
- Half elf Paladin of Pharasma (GM prior to me permitted it, despite Pharasma being a TN deity)
- Barbarian (half orc, extremely surly but rather smart)
- Ranger (half orc, genuine nice-guy but not that bright) (notice the parallels?)
- Dhampir Sorc/Bard
- Human Witch

Long set up to follow. There's a reason for it, so bear with me please!

Wall of text ahead:

They've done a decent job of earning some trust, but they haven't quite gotten there yet. So I devised a custom encounter whereby a storm ravaged the town overnight. In the morning, there was repair to be done around town (basically giving them an opportunity to do some community bonding, so to speak). But I threw a wrench into the mix: at one location, they opted to repair a roof of one house that was damaged by the winds/rain. There was a married couple and a 12 yr old child there. They successfully removed the large branch from the roof, but then I had the wife start berating the paladin once she noticed the holy symbol. She got angrier and angrier and when her husband tried to calm her down, she picked up a fireplace "poker" and hit him upside the head, knocking him unconscious, then turned her ire on the group.

One of them grappled her (not wanting a kill a villager and ruin the work they'd done, which was smart on their part. It was one of the "gotchas" I was hoping to catch them with, but c'est la vie) and that's when the other part of the encounter triggered. The whole reason this happened was due to a "rage spirit", basically a minor incorporeal undead thing that I made up.

(The rage spirit is a manifestation of someone who died while violently angry and never got resolution on the thing that made them so angry, so it waits for a suitable host to possess, kind of like a weak ghost. It has few hit points but it's primary thing is that it transfers by touch until it accomplishes whatever its goal was in life. In this case, I had it as a prisoner that died before being able to kill the Pharasmin priest that had been unfaithful with his wife, and thus in undeath, wanted to cause the death of a priest of Pharasma. So when it saw the paladin, it triggered the "rage" and its host attacked.)

When the ranger grappled the woman, the rage spirit "jumped" into him (he spectacularly failed his Will save) and then he attacked one of the party members (again, terribly failed his Will save, which was only DC 12). So, they cast healing magic on the possessed PC to deal damage to the spirit (and in the process, making their save resisting another "jump").

So now there's tension among the party, thanks to that. But then, after some discussion and involving father Grimburrow, the NPC wife (who legitimately doesn't trust religions in the first place but is not violent about it) admits she thinks that her other son was the one that "picked up" the rage spirit. This is because he has been secretly following the party to the prisons and being a young boy (9 years old), dreams of being a heroic adventurer like them. Something likely happened (picked up something, found a thing linked to that old spirit, whatever) and he became the vessel until he came in contact with his mom, who was the unknowing vessel for this spirit but was strangely on edge and angry all the time.

So anyway, not long before the PCs initially showed up to help with the roof, she sends her son to the store for supplies but yells at him to hurry and not disappoint her. (again a manifestation of the rage spirit) Instead of going to the store, he decides he'll make his mom proud and do something heroic and wanders off to the prison (unknowing to his parents).

Later on, after they're talking with her and father Grimburrow, she and her husband come to the realization that their son should be back by now.

The PCs dash off to the prison to find him (the heroes they are). So here's the whole point of this post: how dark should I have this little mini-quest end?

I have in my mind a couple options for the conclusion of this quest:
1. Super Dark Ending: they find the boy face down in the mud, dead with a wooden stick clutched in his hand like a toy sword. Now they have to placate the grieving couple, possibly convince the mother that they're not responsible, and of course attend a funeral for a child.
2. Dynamic Ending: they find the boy bloody but alive, trying to fend off some undead menace. Depending on how quickly they react, the boy may survive or die.
3. Introduction: due to a truly comical (to me, the GM) path through the prison, they have yet to actually meet Vesorianna. So, I thought perhaps they'd find the boy huddling against the western wall of the prison, scared but protected by some undead threat by strange ephemeral bluish arms hugging him. The PCs will have to defeat the undead threat and then they'll get a hint that Vesorianna dwells on that side of the prison, AND bring the boy back.

So, I thought I'd ask this: what would YOU do if you were the GM?

Silver Crusade 2/5

Hey everyone,

I've done a little bit of searching, and finding some conflicting answers to this, so I figured I'd get the "final" word straight from the source.

Anyway, I am new-ish to Pathfinder Society play (see my shiny new single star!) and thus far have been pretty good about sticking to the flow and statistics presented in the adventures. However, there are times where I've been scratching my head about some of the design ideas, most notably monster/enemy stat blocks.

So, my query is thus: Are we, as PFS GMs, allowed to modify feats, spells, and/or skills of said bad guys so long as it fits in the general theme of the adventure/scenario/module/thingy? Just how much leeway, if any, are we given?

I'm especially curious because I've volunteered and been chosen to run eight games at GenCon in August, and I just want to make sure I'm on the up and up. Plus, and perhaps more importantly, our local PFS gaming groups have been getting larger and larger somewhat rapidly (from 0 to over 25 regular players in about 9 months - which is awesome!) and do not want to do them any disservice by mucking things up as a face for Paizo (so to speak).

Thanks folks!

-SK

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