Here's a fun one: my players, daunted by the high Will Save and Linguistics DCs, had their characters construct a golem to decipher the Necronomicon.
So, it now seems that the party has an iron golem that can cast Mind Swap. And... though I could perhaps find a reason this shouldn't work -- there's a lot of wiggle room in the rules and Necronomicon (both its text and bizarre nature) to argue either side convincingly -- I'm thinking I might roll with it and see what they do.
Thanks for the information. What I do is send an email to the company, and they do a rescan, and update their database if they find it checks out. Took about 1-2 weeks with Sophos, I think. (There are at least a couple dozen different scanners/databases, and I did a bunch already, but I need to look for more lists, I guess.)
Dream Avatar of Drinnal Roe, 7th level fetchling sorcerer. Killed by the formless spawn in the Dreamlands Caravanserai. The trauma of the dream death will cause him to soon develop mania, with a fixation for immersing himself in water.
Dream Avatar of Nuzira, 7th level half-orc bloodrager. Killed by the formless spawn in the Dreamlands Caravanserai. The trauma of the dream death will cause her to lose memories (again), as she slips into a sub-fugue fugue.
Hmm. Going from "the mad priest Causton Creed alienated his followers and met a mysterious death at the hands of some demonic entity", I think I have an idea for you, or at least the start of one:
The mad priest was really just possessed by a Shadow Demon. It's CR 7, so about the right level. You'll have to figure a reason for the demon remaining in the chapel. Maybe the old priest managed to have a brief moment of freedom and somehow trapped the demon. Magic Circle against evil? Maybe it's sitting around in a magic jar from some sort of previous attempt by an adventuring party to contain it? The chapel could be a creepy, but largely uneventful, maybe with a haunt and some tough vermin, and the PCs unwittingly crack the seal on whatever is holding this demon at bay.
All right, so it seems that instead of, hypothetically, grabbing maps from the PDF and subsequently struggling with trying to find a good grid alignment (the grid cells on the PDF maps are of uneven size) after putting the maps into Roll20, I would rather rebuild the maps from scratch and have perfect grid alignment. And, as a bonus, have the chance to add things that are in the descriptions but not on the PDF map, and have a higher res asset.
Some of the buildings of Iris Hill are differently sized than in the PDF, by choice because I wanted the size differences (for example, didn't want the second floor of main bldg too much bigger than the first floor, not having noticed the difference until after finishing the first floor. Otherwise, the room connections should match up logically. There are other weird things you might see because learning curve. I did this with Dungeon Painter Studio (Steam app in early access status), and added effects using Photoshop.
So here are the results of my work: (I'm releasing these under the "MIT" license; Pyromancers, maker of the product, says "you may use your maps without any restrictions" so I take this to mean there is no default license, so I choose MIT)
Is this still up? I just keep getting a 404 error
Sorry about that! Got some maintenance going. Long story short, I switched hosting services, and the new host, while better in most respects, does not support the version of Python I was using, so I have to work on the code.
Expanding on that long story, in the interest of full disclosure, my site was hit by malware, back in November or December. I took the site down and because my hosting service did not address my ticket to do some actions only root could do, I decided to move to a host with better service.
In setting up the new site, I used only content from my copy of the site on my computer -- nothing from the old site at all, no settings transfers even. I now subscribe to Sucuri, which scans for malware and software vulnerabilities regularly, and who offers a "firewall" type thing which should help out as well. The downside is the aforementioned Python version issue.
Spastic Puma wrote:
Ghouls are MVP of the obituaries threads.
It's the sheer number of attacks, and in my case, that the party composition didn't have any heavy hitters, meaning the ghouls stay around for longer, so failing that save was rather likely to happen eventually. The druid rerolled to a greatsword-wielding slayer, and subsequent ghoul encounters ended rapidly.
Salix - 3rd level half-elf druid. Briarstone Asylum (E6). Coup de grace while paralyzed by a ghoul's touch.
Brakrana - 3rd level human cleric. Briarstone Asylum (E8). Coup de grace while paralyzed by a ghoul's touch.
Honorable Mention: Belka, 3rd level human monk. Succeded on the fortitude save to avoid dying from, you guessed it, a coup de grace while paralyzed by a ghoul's touch. Narrowly escaped after being assumed dead by the ghoul squad.
1) What's the light source at the start of the adventure? Doppelgangers have Darkvision, so the "doctor" wouldn't need to have a light on.
I think the AP mentions candles. While doppels have darkvision, darkvision doesn't offer the ability to see color, so maybe she has them so she can see blood in vivid detail.
DM DM wrote:
2) Not to overthink it, but how did the PCs and the orderly get in there? Presumably the PCs were brought in before the earthquake closed off easy access, but how'd she wrestle the poor orderly onto that table?
Strength, surprise, maybe. Also, she didn't necessarily do it alone (she could and probably did(?), just saying).
DM DM wrote:
3) If the doctor escapes, her only exit route takes her past the barricade. Presumably the guards would comment on this? "We had one just a minute ago, looked like a little crying child..." Actually, that's useful information, so I wouldn't give it to them without a successful face roll of some sort.
I had her just run on past, and rolled for the guards shooting her. One tagged her, which was good for the PCs, because when she's with another doppelganger, that's a very difficult encounter. But if your PCs are very tough and they don't need such an assist, it's reasonable that she ran past the guards and got into the dark hallway before they could react.
DM DM wrote:
4) I've seen a couple of PBPs where the orderly survives. This can create some complications for good-aligned PCs, as keeping a guy with 1 hp alive until they can cross the barricade isn't easy. (One DM solved this by having the poor orderly grab a blade and cut his own throat rather than face what's up there.) If he does survive, any thoughts on how to stat him up and/or run him?
In my case, Scaen stabbed him, and got him into negatives. He either stabilized himself, or the PCs did it (I don't recall exactly). They healed him (channel) but note that does not automatically wake him. They checked his status, but they did not wake him. They left him there, to return later, and he became a ghoul minutes later. This doesn't answer your question specifically, but I want to illustrate what could happen.
If that didn't transpire, I'd have him provide basic details about the asylum, maybe have him knocked out by falling debris (which could answer question 2), or captured immediately, so that he doesn't know exactly what went on.
EDIT: Regarding his stats, he's a Survivor.
Because of the difficulty with the first encounter (CR 3 creature, improvised weapons, etc.) I ratcheted up Scaen's sense of self preservation. Though she knocked out one PC without a lot of effort, she didn't like being surrounded, and being color sprayed freaked her out. As a result, she fled, warning Latchke on her way to Oathsday. She's waiting with Oathsday, which will make that encounter potentially terrifying. But I think that makes sense.
When channeling to heal the party, the cleric let Campre in the radius. I had him remain unconscious, gripped by nightmare, unless awakened, and they party did not try to wake him. He'll become a ghoul, which I'm going to have go after the party, to bump up the party to level 2. (I think there's enough XP there for that.) (-- edit nope, not quite. Still might be interesting for the party to see a vaguely familiar form, transformed.)
I've posted about this before, but here I combine info from multiple things I posted:
Summary: 4d6 drop lowest works out to about 18-19 points if you don't allow rerolls and instead assign points to low numbers (3-6) so that it's possible to score very low rolls. If you were to allow rerolls (of the entire rolled array), the point value would probably be higher.
Point costs are based on the modifier of the next score, plus 0 if negative, plus 1 if non-negative. If you are going from a 10 to an 11, the modifier for 11 is 0, add 1, so an 11 costs 1 point. This is step-based, so buying a 14 costs an 11, plus a 12, plus a 13, plus a 14, plus 1, resulting in 0 + 1 + 1 + 2 + 1 = 5. But we actually don't need all this: the point values for 9 down to 3 are the same as 12 up to 18, minus one, then made negative. So: 6 -> -6, 5 -> -9, 4 -> -12, 3 -> -16. The more laborious "adding up the modifiers" approach confirms this simplification.
Anyway, with these point values, it is possible to roll 4d6 drop 1 and score the resulting array, and I wrote a little Python script to do so. It was pseudorandom, admittedly, but probably good enough for this. The result was 18-19 points (18 if flooring the average, 19 if rounding to the nearest integer). And keep in mind, this includes the possibility of rolls lower than you are "allowed" to buy using points, which brings the average point cost down. So if you reroll arrays that can't be point-bought, the average score probably goes up noticeably, at least a little bit.
Now, this was probably known when the rules were written. You can roll with greater risk for greater reward, or you can select the exact values you want, and this is tempered by having fewer points to work with.
That said, I don't think there are many major differences between 15 point buy and 20 point buy, other than planning flexibility for feat requirements and such. This is certainly affected by my view that increasing your high stat even further is non-optimal because that suffers from diminishing returns and your points are stronger a little more spread out. Depends on the class and goal for the character, of course.
Adam Daigle wrote:
(I just spent 10 minutes trying to find the calendar that I marked up, but it's nowhere to be found in or on my desk. So... I can't even recall what month I marked. I was more concerned with timing and pacing rather than specific dates.)
Thanks for checking! I think mid-to-late spring sounds good, gut feel.
(sub-quote from In Search of Sanity --editor) "Weiralai was responsible for initially bringing the PCs—who she enslaved—to Iris Hill 5 years ago as servants and thugs for Count Lowls." ... which links up with the notion from In Search Of Sanity that when the Tatterman kills
Thanks for the reminder, and the factory reset metaphor, and I like that link to The Tatterman, I totally would have missed that connection. That is what I'm going to base my thoughts around until new information changes things, if that happens. It may be that there's some leeway in GM interpretation.
Spastic Puma wrote:
Might have to be careful with the revenant situation. Pinning a violent murder on a PC is rough. I'm probably going to talk to one of them before the session and get their okay. That one's a lot less innocuous than "trading insults" or running up a high bar tab.
I think it's interesting (usually the PCs are just in the way of a revenant and its quarry, so this is a change of pace), but certainly one has to be careful about which PC is assigned this event. Like you, I might clear it with the PC I have in mind for this first.
On a side note, this particular revelation makes me feel like the amnesia has not locked access to memories (like a typical bout of amnesia), but erased them entirely, leaving behind some vestiges (for the flashbacks), but otherwise erased enough to rewrite personalities. What if the PCs' new classes are indicative of the life they would have led had some event in their lives not happened, sending them down the sketchy path they actually took? I imagine the third book will help figure this out, anxiously awaiting that one!
I'm trying to piece together what Cesadia knows (because it's likely the PCs are going to want to get all the information they can out of her as soon as they realize she's seen them before, and I don't want to rule out the possibility the players'll find an unexpected way to find out what they want to know -- with amnesia the PCs are quite motivated), and this is what I've got:
Cesadia knows the PCs are/were employed by Lowls, from before things got bad in town. We don't know of her opinion of Lowls back then. However, one PC traded insults with an agent, so at least her opinion of that PC was soured. Then things got bad in town. She probably assumes leadership was at least negligent, but could be directly responsible. So at the very least, nonspecific negative opinion of Lowls, which may retroactively cause her to consider the PCs as bad, through association. In the present, this is not bad enough for her to refuse to work with the PCs, but enough to limit interaction and sharing of information, and for her to have warned Omari about meeting with Melisenn.
So, in short, it seems like she does not have specific evidence, but has a gut feeling and perhaps circumstantial evidence to cause her not to like Lowls, and distrust anyone associated with him. It'll take the PCs visiting the later locations in the adventure to uncover hard evidence.
Does this sound about right?
"Vertical" is in reference to the pool, not the river (I originally thought it was referring to the river as well), and although the pool isn't really vertical the way I think of the term, I figure it was meant to mean sideways.
My interpretation was that it was like gravity was pointing "west" instead of "down" for the blood only. Blood is flowing out of Freeling's body, and instead of pooling on the floor, it's gushing in a constant stream that flows across the room suspended in the air until it hits the "pool" that fills the west hallway. So the PCs will have to walk through it (or get over it or teleport past somehow) and be subject to the bull rush to get to the other side.
This makes sense, but there is also mention of the blood rising in a wave (not sure of exact words, book not on hand), which is why I considered the blood to be flowing on the ground.
And, as cool as it is, a floating stream of blood looks more obviously dangerous, and I figure PCs would just go over and wheel her chair away from the window, effectively shortening the stream, and walk around it. If the blood flows along the floor, however, there's a slightly better chance someone will just try to hop it. Maybe not that big of a chance, but it's there.
That said, perhaps it's fine for the haunt to be relatively harmless. It's good imagery, and as long as something bad happens if a PC decides to tempt fate by walking through a levitating stream of blood (so that it is not an empty threat, so to speak), it's sound.
In the dayroom, D6, I don't quite understand the visual description of the haunt. This is my interpretation, is it correct?
Mrs. Freeling is sitting in a wheelchair, facing the windows, about, say, four squares from the window, right behind, or just a little ways from the chairs. Blood is pouring out of her chest, governed by gravity, where it forms a river flowing along the floor to the C15 door. I'm picturing the flow like along a curb during a heavy rain. At the C15 door, the three squares nearest the door are filled floor to ceiling with blood.
If a PC steps over the blood, a wave rises and tries to push them into the polo. Per hydraulic push, they might get pushed 5 feet, or maybe 10 on a good roll, so if they do this near the pool, bad choice.
In the treasure generator, I changed the creature types list. I separated out "None (or custom)" to "None" and "Custom", and added an "All" type. The selection in the list changes to None, Custom, or All if you check or clear the check boxes for the treasure types, as appropriate. Unless you have Outsider picked, since that's a type that needs user-tailoring.
Maybe it's just "a thing". It's a community topic that just gets propagated. Sure, it can happen with clerics, but the ongoing popular topic is paladins. I haven't heard of any GMs trying to contrive a scenario in which the only suitable course of action for a druid is to teach druidic to a non-druid, to get them lose their powers. Mind, I haven't set out to find such examples, but I didn't set out to find all these paladin discussions, either, and yet I've seen them. So, maybe not "nobody has ever done it", but "it's unlikely anyone has ever done it". Although I think it would be not a noble goal to do so, I would be extremely impressed if a GM tricked a player to have their druid lose their powers in this way.
Fixed pricing on Amulet of Mighty Fists
The Reset quantities button now works.
You can now auto-select a random allotment of treasure by clicking Randomize. You still have to click Generate after doing so. At least one treasure type has to be picked, as it only draws from the types you've selected. An error message appears next to the Randomize button if you didn't pick any, or if the types you've selected have no offerings below your budget.
Note: depending on the creature type or treasure types you've selected, the minimum lot value could be such that the randomizer paints itself into a corner and cannot fill out the budget fully. If this is the case, click Randomize again, or manually edit the selections yourself. Or just roll with it, since it's probably not worth worrying about (e.g. 50 gp in a 10,000 gp budget).
For anyone who's interested, here's how it works: All the lots from the selected treasure types are gathered up, and sorted by price. Weights are assigned to each item, where the weight is a power of two, with lower powers going to lower-cost lots. Lots where the price is the same get the same weight. The weights are summed up, and number is pseudorandomly selected from that range, resulting in one of the lots being selected. The lot value is noted, and all lots which are now over the remaining budget are removed. The process repeats.
Essentially, what this means is that higher-cost lots are likely to be selected first, and this is desirable because selecting a lower-cost lot first can make the higher ones ineligible if the leftover budget is too small, making it further likely more items with a lower lot cost will be selected. I don't have statistical analysis, but it should be a "good" spread of items.
I have a few other weighting algorithms in mind for different distributions of items, but they are not available yet.
I'm back! I'm late to these questions (I mainly came here to announce I've resumed work on the generator), but I'll answer anyway:
Source books: The Core Rulebook is used to determine budgets for settlements. Ultimate Equipment is used for everything else.
I do not include items from any other books, but if this is something people want, I can see about adding it in. I'm open to suggestions on how this would integrate with the UE rules. I have a few ideas, but want to hear opinions and suggestions.
The "I don't care, just pick whatever" thing is definitely on my to-do list, and one of the first things I'm going to do (after checking on some potential defects, which have highest priority). The generator is... "usable" in a minimum sense, and that needs to change.
I want to improve the usability of the treasure lot selector. For example, the total is not conveniently located. When the budget is large, there are too many lots to select from. (Even with a "pick for me" button, I still want to support manual treasure selection).
I also want to include a summary where all the items of similar type have been grouped together, such as all weapons together, all coins totaled up, and so on. I'll keep the raw list, but make it a collapsed, out-of-the-way thing.
In addition to the summary, I'm thinking of adding a "player list" and a "GM list", where the magic items are not identified in the player list, but are in the GM list.
And because it could be interesting: total weight of the hoard, and maybe a volume estimate, such as "cartloads"? That's low on my list, though.
Thanks for all the thanks, guys!
(Side note: I don't get why people are so against thread necroing. I mean, there are cases where the thread should stay dead, but in my opinion it's not a hard rule one should apply indiscriminately.)
Edit: I have not forgotten about correcting the prices a previous poster listed -- I have made the corrections on my test setup, but they are not yet live. That's one of my highest priorities.
To address your questions:
1. Drat, I thought I updated the amulet. Thanks for the notice, I'll check on that.
2. "Other shield" is the Ultimate Equipment entry that basically means the GM has to come up with something of their own choosing (e.g. maybe something rare that's not in the random tables). There are similar entries for weapons, at least, and maybe other categories. It kind of defeats the purpose of rolling, which is what the tables are for, but that is what UE has, so that is what I use, since I want to be as standard-conforming as possible. That said, I am considering making an option to have the generator reroll that type of result, or just rely on the ability I plan to add in the future to reroll single items.
Thanks for the praise! I've been crummy about working on it (Has it really been over half a year? Where does the time go?), but it's been on my mind lately, so I hope to get on it again, particularly with respect to usability. Seeing comments on here really helps with motivation.
An animal table is an interesting idea... Not sure how I'd work it in exactly, as I haven't looked at Animal Archive in a while, but it sounds fun.
There is a significant difference between LG anything and an LG paladin, because of 1) the paladin code, and 2) the paladin is probably very religious (for the sake of discussion, no paladins of causes here, if that's possible).
I'd say, break the problem down and ask, how would an LG fighter deal with this situation? Then, how would the paladin code change that answer? Then, how would a highly religious person change that answer?
Also, suppose the angel were just a regular guard, alignment unknown. Would it be unlawful to kill the guard? Would a paladin have explicit legal authority to dispatch the guard (does it even say anywhere whether paladins, in any region of Golarion, get special legal status)? What if the guard were a well-known hero that has saved countless lives? How does changing the guard to a run of the mill angel change the answer from a famous hero? Would a famous angel be even more special than a famous mortal?
This brings up further questions: if a known agent of Good (or at least highly suspected) is guarding treasure that the party needs, and the party needs the treasure for good, maybe there's some misinformation somewhere. Is the party being duped into delivering the MacGuffin to the bad guy, killing an agent of good in the process? Is the guard being duped? If either group is the victim of a trick, what can be done about it? Is the guard being forced to guard the treasure against their will (geas, planar binding), and prevented from being able to converse with the party?
There are a ton of questions! The paladin would attack the angel, though, if it were necessary for self defense, after attempting to flee or maybe even surrender peacefully (no time to argue, something must be done). But the paladin would at least urge the team not to go all-out, try to capture it, or just don't attack once it falls unconscious (and if they disobey, or a major crit foils the KO, that's the others' fault or accidental, but the pally ought to at least pray about that at some point).
An idea a friend and I tossed around:
Randomize HP after every rest. Figure a way so that longer rests grant more HP, up to the maximum (maybe +1 per HD per extra X hours or something?). Significant bad guys would be granted max HP (they seem to die way too quickly in our group), but not lesser foes.
There are some caveats with this, however. Empirical testing would have to be done to see how it works out. Anyway, just an idea for spit-balling. The "roll every day" part without all that other stuff might be interesting.
Yes! Right here at this handy link.
It uses RAW as much as possible, but RAW does miss a few spots. I can go into detail, but really, it's quite boring. Settlements come from CRB, all the actual items come from UE.
The treasure hoard generator (which also serves for creatures) benefits from a little extra explanation. It's not a simple matter of entering CR and hitting "go". Ultimate Equipment specifies a sort of "budgeting" method, and that's the method my generator follows. First, you calculate a budget by just entering a known amount, entering details of an encounter, or specifying an NPC, in order to figure out a gold value. Then, you figure out what treasure types are applicable, based on a creature type or at your whim, and select groups of items ("lots", I call them) until you meet the budget, then hit "Generate items". It's a rather involved process, but it's what UE prescribes. I do plan on having a feature fill up your budget for you, but that is not yet present (the button is there, but does nothing). EDIT: Scratch that -- the button isn't there. The "Reset quantities" button was what I was thinking of, that's present but non-functional. It's a work in progress!
@Patrick: Thanks for the kind words!
I've added a generator for creature loot and treasure hoards. I was mainly focused on getting functionality implemented as fast as possible, so the user interface is a little rough around the edges, and I'll be refining it in the coming days. Consider it a beta release.
Comments, praise, criticism, and feature requests are welcome!
Glad to be of help. If you have any requests, feel free to let me know! If it fits into my vision for the product, I will certainly be happy to put it on my TODO list.
Well, you could use the settlement rules to randomly generate items for a settlement. The results are for a settlement, but should be easy enough to take all the randomly generated weapons, make up a store that sells those plus mundane weapons, then take all the potions, put them in a potion shop, and so on.
I just happen to be the author of a magic item randomizer. Now you don't need to roll anything! It does settlements (standard or custom) and individual items (so you can stock up a potion store, for instance), and creature/treasure hoards are coming soon (within the next few days). And though the latter feature is primarily intended for finding treasure on adventures, the way it will work seems like a good match for equipping a store.
Edit: It doesn't help with the NPC aspect, of course, but those NPCs likely have a few things lying around already, right?
I'm reading it as you just get the basic name of the spell, since the section on counterspelling doesn't mention metamagic except to say that metamagic doesn't change whether it can be countered. I wouldn't say metamagic "affects the name" of the spell. Spellcraft doesn't mention metamagic at all.
Heighten spell makes things a little interesting when you consider improved counterspell. Heighten changes the level of the spell, but metamagic specifically doesn't affect whether the spell can be countered, so could a caster with improved counterspell cast a 4th level evocation to counter a fireball heightened to 4th level (or higher)? I'd say you cannot do this, but that you do get the adjusted level so you can use your feat, but that might be a house rule or a table interpretation.
As this isn't in the PFS forum, I'd suggest to just give them the metamagic if they ID the spell (I'm assuming you're the GM). This is mainly in the interest of equality. A silent or stilled spell would be obvious (as the caster is not making noise, or gesturing), as would a quickened spell. So why not heightened, intensified, maximized, empowered, etc?
Unless you want to devise a system of DCs involving metamagic, which I think would be nice if it's a subsystem of the game that is expected to be used frequently, or is a level of depth you want to add to your game.
I still wonder if there are impossible combinations, but this discussion has inspired me to add another generation type to my random magic item generator, for UC building item slots, which work in reverse with respect to base values compared with typical random item generation. It can also report whether the combination of values you request is impossible.
It's a pretty bad flaw if the rules would have a situation like the one I described, where you're supposed to roll an item, but it's impossible not to exceed the base value. Is such a situation actually possible, or can, say, a small city not afford a building with a medium slot?
Edit: well, depending on item type, I guess. a lesser medium armor can fall below small city base value, but perhaps my example is bad. Still, if it's merely improbable that you'll roll a valid item, that can be worked around. It's impossible that causes a snag.
Where is this in Ultimate Campaign? In PRD terms, anyway.
Your small city builds a building that has a medium slot. Small cities have a base value of 4 kgp, but medium magic items cost well above that, minimum. Thus, it is impossible to roll anything below the base value.
What about the level 2 finesse ability adding DEX to hit in addition to STR? That way you can have balanced STR/DEX (I'm a huge fan of this), and do respectable damage with your medium/low STR bonus to damage, plus Precise Strikes, and still hit often? (Edit: I'm not all about the damage; it's just easily quantifiable.)
(I should note: if DEX to damage does happen, I'm going to give in and join the crowd; but I like the balanced STR/DEX concept, it just could use some help.).