Just to let you know what happened this week, because it continued down the 'wierd' path. The party (hiding out at he Mine Office) decide to head back to the Cairn to try and persuade the ghost of Alaistor Land to help them by leaving the Cairn and go searching for his family. As they left the Office, they noticed a group of men heading up the plateau (I've got the Mine Office and the Cairn up at either end of a plateau north of town), so they hightailed it to the Cairn. The men in question were actually the rest of Kullens gang and some thugs, send up by Smenk to tell the PCs that Smenk wants to have a chat with them. The PCs assumed they were Smenks thugs sent to kill them, and setup an ambush in the Cairn. Some hours later, the men tracked the PCs to the Cairn, was wary about wandering in and therefore sent in two thugs to check out the entry way. These thugs were ambushed and killed by the PCs before they could react, so Kullens gang retreated somewhat. This led to a waiting game where the PCs eventually went down to talk to the Ghost, and Kullens gang headed back to town. Alaistor Land told the PCs he couldn't leave the Cairn, but he could tell that his families bones were near (effectively in town). The PCs went back to the Mine Office to find the Owlbear cub killed (the party oracle was trying to befriend and train it, and had him based at the office. When Kullen's gang found it, one of them who'd come off nasty against the Owlbear decided to kill it. Doesn't send the right message of 'we want to talk' but he did it in a moment of anger). The PCs headed down towards the town the next day to see that there was a group of men outside the Dourstone Mine. They didn't know this, but this is effectively Smenk trying to have some kind of roadblock to allow the PCs to be spotted and 'requested' to meet with Smenk. This meant Smenk had to strain his relationship with Dourstone a little, but he thinks that once he has the PCs on his side, their actions would mean they probably will kill off Dourstone as well. Smenk currently sees the PCs has a bunch of slightly unhinged individuals capable of random acts of violence (which if you look at what they've done already, is probably quite true). He really wants to use them to clear out the cultists right now. The PC's snuck into town (the roadblock is easily avoided) and the Oracle contacted the Acolytes at the graveyard, and found that the Land family have not been interred in the town graveyard, nor have there been any interments in the last two weeks. The Acolytes did advise that they are wary that a new necromancer is in town, someone by the name of Filge. (The PCs at this point have not followed this lead up) Finally, part of the group have snuck across town to the house that the Sorceror saw visited by one of Smenks thugs last week, and broke in. They're totally unaware of who's house it is (the ranger in Kullens gang), but noticed that the door (and windows) had a simple device on it to show any entry (strand of hair stuck across the frame). They broke in, stole his cash, replaced the hair and headed back to the party... That's where it ended, this is turning out to be a hell of an interesting game!
I had my party 'recruited' by a mysterious stranger through the orphanage that several of the group lived. This ended up them being pawns in a ArchDemon game, where several big players thought they had the PCs working for them. But I fleshed out Sasserine as much as possible, so that the PCs would take to the city before taking to Lavinia. I played Lavinia and Vanthus pretty much as written, the party simply liked Lavinia and hated Vanthus (especially following Parrot Island) The later adventures were great in my group. They really took to WoD (even though most groups seem to hate it), the only adventures they didn't really love were TLD and CoBI (they turned into a bit of a war of attrition as they struggled to work out what to do)
Thank you Mr Cleaver, you are Magnificent (not a bastard tho) Completely forgot about the actions regarding the Cultists and his second in command. Totally going to run with this. The party will be getting a visit from the rest of Kullens gang (and some extra muscle) shortly... 'Mr Smenk wants to 'ave a chat'
Hi all, we've had a significant change in my parties luck in this weeks session during the Whispering Cairn, and I'm quite stuck on what to do next. First, backstory... (apologies for length) The party are/were as follows : (all level 2 now) - Half Elf Alchemist (it's relevant that his father works in the Dourstone Mine as a demolitions expert, mother lives in the Free City, Grayhawk in this case)
The lead up to last night (over several sessions) The group have investigated the Whispering Cairn (kicked off by the Necromancer coming to town with the rival group looking for local cairns to investigate). They had fully explored the Cairn all the way up to the ghost of Alaistor Land, and agreed to go return his bones to the family graves This (as expected) led to the Land farmhouse, the owlbear, the arm with the tattoo on it, and Kullen's gang at the Feral Dog. As last week ended, they party had waited out for the gang to leave the Dog (about 3am) and head home, where they trailed Kullen back to his house. Last night went like this : (DM dice ran hot, so it was an unlucky time for the party) The rogue managed to get into Kullen's house via jimmying a window, then opening the front door. Kullen was fast asleep drunk, the rogue and paladin woke him and asked him for information about the graves. This conversation went wrong for three reasons...
As there were only two people confronting him, 'drunk Kullen' become 'raging Kullen' and he went for his axe. The paladin attempted to subdue Kullen, but a lucky crit put the paladin down. Kullen was subsequently bludgeoned to death by the Monk. They quickly searched the place, got the Paladin back on his feet and fled the scene. The following morning, totally unknown to the party, Kullens corpse was found, brought to Smenk where he was questioned (using a Speak with Dead scroll) and the Monks description given. This with informants around town gave Smenk an idea to all of the parties involvement (with the exception of the Rogue and Sorcerer) The party decided to split their efforts at noon that day, as the party had determined that Kullen worked for Smenk, the rogue and the sorcerer (who is stealth specialised) headed over to case Smenks manor. This led to the rogue being spotted (twice) and being run off. The guards suspicions were reported to Smenk who told one of the guards to put the rest of the gang on alert. As that guard left, the sorcerer trailed him and managed to pinpoint the house of one of the gang (although the sorcerer is not sure who's house it is). At this point he lost the guard and returned to the group. The rogue by this point had found a better spot to watch the manor, so he wasn't involved in what happened next at the Dog. Meanwhile, the Alchemist used one of his abilities to concoct a Disguise Self potion, which he drank and disguised himself as one of the gang. He headed into the Dog, and the barman (clearly going to be a big burly well connected type) instantly realised that the Alchemist was a fraud (more good opposed rolls on my part). So the barman talked to the Alchemist, while signalling to his friends in the bar that something was amiss (by calling him 'my friend') and the Alchemist was lynched and beaten unconscious. Twenty minutes later the party knew something was off, as they knew the disguise would have expired by then, so they planned to go in via the back door. At this point, the Bard decided that because everyone liked him, he go in the front door as a distraction. As the main party realised that the back door was locked (and the rogue wasn't present to unlock it), the Bard had gone in, found the bar as per a normal day, then annoyed the barman that much, that the patrons lynched him too. At this point, the rest of the group (all bar the rogue) decided to assault the bar via the back window. A quick fight later and two patrons were dead, the Paladin was bleeding out and the rest of the party had fled. No-one left in the bar could tell that the Paladin was still alive and so he did bleed out. His body (along with the other two) were stripped and subsequently delivered to Filge. Later, the Alchemist was brought round and with the Bard unconscious and at knifepoint, was questioned (by the barman with Smenk and Filge watching, but they didn't know this as it was a specifically lit cellar). He gave detail to the rest of the group, and the reasons to what they were doing and why. He was knocked out, and the Bard was questioned in the same way. The Bard practically gave his life story, and overhead Filge talking about the 'bones' (again he couldn't tell who this was). In the end, the Bard was told that he and the Alchemist must leave town and never come back or there will be repercussions to his friends and his friends families. The Bard was then knocked out. The Alchemist and Bard come round (stripped of gear) on the road outside Diamond Lake, determined that they will go back (the Alchemist is vowing revenge, and burning the Dog to the ground), and skirted town and met back up with the rest of the party (missing the Paladin) at the Mine Office near the Cairn. The rogue has snuck back into town to meet the Alchemists father to get some basic gear. His father is sending the Rogue back with a note to the Alchemist asking him to not get involved and leave for the Free City, as 'he doesn't understand what these people are capable of'. I fully believe that the Alchemist will ignore this note. The party are now licking their wounds in the Mine Office and trying to work out their next step... I'm not sure what that step is yet, and I've yet to talk to the Paladin player offline about what he's going to do next. As it stands, the party thinks that Smenk is likely the kingpin, and think that most of the muscle in the town are either allied to him or paid off by him, and that they have few (if any) allies in town. They don't know about Filge yet (or Allustan), but they've determined that there is a mage involved. My question is, what would Smenk, Filge and crew do next?
What would you think Smenk / Filge would do next? I'm trying to play them as close to as written as possible, any ideas will help!
Technically if you ignore the Gestalt, 13, but that's not really accurate. He took on 6 level 10 PCs, most of which were optimised at the time, confused 3, killed 1 and dumped the Shadow Pearl (which claimed 2 more) He was buffed too, so if I had to look at his CR against a normal PFS party, probably something like 17.
My Vanthus for the end of ToD is below, I redesigned him as Gestalt, and was designed like this for a few reasons
So he was a bit of an experiment. One that turned out to be both great fun and incredibly climatic I've got a number of stat blocks for him (for unbuffed, etc)... I'll just put 'Nails Vanthus' here... Vanthus Vanderboren (buffed, hasted) Male Lemorian Gestalt – Fighter 8th / Aristocrat 1st / Tempest 5th // Rogue 5th / Sorcerer (Abyssal) 9th
DEFENCE
OFFENCE
Attack Options
Spell like abilities (caster level 14, concentration 19, melee/ranged touch +19)
Sorcerer Spells (caster level 9, concentration 14, melee/ranged touch +19, Save DC 15+spell level)
STATISTICS
This week, my players completed Savage Tide and defeated Demogorgon. A great ending to a great campaign playing for approx 4 hours a week for two and a half years. As for how things ended, Obox-Ob reclaimed his position as Prince of Demons, meaning Tanar'ri will be fleeing the Abyss for years to come. The major players in the temporary alliance returned to their planes, ready to deal with the upcoming power shift of the lower planes. Iggwilv managed her plans to resurrect Thanaclan. Meanwhile, for the players : Kellen (Human Wood Mage 20) - The leader of the group and rarely with his head out of a book, returned to Greyhawk to work with the sages there to track down the remaining Shadow Pearls and prepare for what they refer to as the 'Obox-Ob Problem' Rethel (Half-Elf Rogue 20) - Kellens half brother, resumed his relationship with Lavinia Vanderboren, and decided to go into politics, moving to Greyhawk Apertit (Half-Elf Dragon Disciple 20) - Decided to travel the world, looking to exact his level of justice (he's very LN) Ajah (Eladrin Dervish Dancer 20) - Trusted warrior of Gwyharwyf, he returned to the Court of Stars under Morwels command Buntflung (Human Oracle 20) - Declaring that spending the last year trashing through the Abyss, he was sick of dealing with demons, and decided to leave civilisation and live as a hermit somewhere remote Rikki-Tikki (Phanaton Monk 20) - During the campaign, Rikki-Tikki was temporarily the only member of his race. He struck a deal near the end of the campaign with Ehlonna to return a number of his species back to life. His payment... his own life, he was ascended to Celestia to serve by Ehlonna Sir Tremane (Human Two Weapon Warrior 20) - Sir Tremane was Malcanthets proxy during the battle for Wat Dagon, and when he failed to become the new Prince of Demons, Malcanthet abandoned him. Partly to pay for his crimes (for being the proxy) and save the lives of his friends, he atoned and accepted the position of replacement of Shami-Amourae with Ahazu, so once his affairs were taken up, he returned to the Wells of Darkness and willingly become prisoner. In his honour, his colleagues ensured he was credited with the slaying of Demogorgon and was canonised, becoming Saint Tremane of Farshore. I'd like to thank Paizo not only for a great campaign (there's so many options for a sequel, I really want to carry that on) but the fact that they have these forums which has been a massively useful source of information. Also, anyone here who has gave me ideas, advice, stats or even listened to me rant here (you know who you are) Savage Tide is a great game, I would recommend it to anyone. I get to put away my DM hat for sometime now (other people starting campaigns now) so it looks like the next time I DM will be for a sequel, which may or may not be in PFRPG (whatever we'll be playing then) If anyone has any questions to how we played something, what my players did, or want access to my campaign notes (I got stats for adventures 1-7, I used Charlie Bells for 8-12), then feel free to give me a shout.
OK, fair point, the attacking hands are in the enemy square (odd that it refers that you cannot flank with YOURSELF, whereas it should say you cannot flank with anyone) Slightly different scenario then, rogue is greater invisible, enemy is denied dex bonus to AC, but the rogue is still 100 feet away. Can she sneak now?
What are people's view on allowing a melee rogue to make sneak attacks at more than 30 feet range using Gloves of the Shortened Path? i.e. Rogue stands 100 feet away from enemy and uses GotSP to flank enemy with a colleague... Would you say he can sneak? or not? (saying his eyes to see vital spots are too far away)
Slipknot Peet got a rewrite in mine, changed to a Fighter 7 / Rogue 5, wielding two scimitars and with the Dazzling Display / Shatter Defenses combination. He was backed up by Anvil (Half Orc Sorcerer (Marid) 7 / Rogue 2) and 6 Rats End Pirates (Fighter 4 / Rogue 3) But my group have 6 PCs and are pretty OP.
I see what you mean about Gestalt, but I gave him that as I really wanted to make him memorable. I'd worked really hard to make sure that the party REALLY hated him, I never thought that my group would fall for the trap under Parrot Island, but they did, and it just went from there. Anytime anything odd happened during the next 8 levels, they were all saying 'Bet that's Vanthus, that is'. Days like that I love being a GM. So Gestalt was there to make sure he lived up to the expectation the party put on him, and also to re-emphasise the fiendish boons that he has been granted. It only worked due to my group being quite OP (they're really good at working together and can easily be on encounter clean up by the end of the first round), any normal party (especially of 4) would have been nailed to the floor by him. I included Tempest from 3.5, as I wanted to keep his feel from the books, the two weapon longsword and sickle style, and it seemed to be the only real option at the time. And after that I found the Two Weapon Fighter archetype in PF... which isn't much different. Buffs he had were Shield, Bulls Strength, Resist Energy, See Invisibility, Bears Endurance, Protection from Energy, Nondetection and Stoneskin If you want to see his statblock, send me an IM with your email, and I'll add you to my google drive where my conversion notes are. (I haven't put Into The Maw Vanthus up there yet, but Tides of Dread Vanthus is there) Suggest you do your plan for Rowyn, if I could do There Is No Honour again, I would setup more alarms and create a showdown in the training room like you've outlined. (My group did most of the thieves guild totally undetected, most of the rogues died in their beds)
Are you running under 3.5 or PFRPG rules? I ran as PFRPG, and they are pretty weedy (my group is 5-6) as written. All of them got Pathfinder'ised and largely re-written. Rowyn was changed to a Rogue 3 / Sorcerer (Draconic) 3, Gut Tugger was left as Rogue 2. The room was made bigger to deal with the extra toons, but Rowyn used the furniture (bed, etc) to limit foes movements. She escaped via gaseous form. On the Sea Wyvern, Rowyn actually used a permanent alter self and travelled on the Blue Nixie. Knowing she'd struggle against the PC's, she bumped off anyone who they got friendly with. Rowyn eventually went the same way Noltus did, the PC's finally worked that out way into COBI. Vanthus got a complete overhaul, ended up being Gestalt, and was a Fighter 8 / Aristocrat 1 / Tempest (from 3.5) 5 // Rogue 5 / Sorcerer (Abyssal) 9. He took on the party solo, to show that his key weakness was action economy (Sorcerer buffs covered the other weaknesses) He turned out to be a blast... he managed to behead the party paladin and smash a pearl before dying himself, the subsequent savage tide claimed two more party members. My groups just (last week) killed Vanthus for the last time (in Divideds Ire), where he was a Death Knight (Graveknight templated) Fighter 11 / Aristocrat 1 / Tempest 5 // Rogue 8 / Sorcerer (Abyssal) 9th. This time he was supposed to fight with the shadows, but the PCs cleared them up before he engaged them, and even though 3 of the party were out due to 'save or suck' effects, Vanthus got double teamed by the Mage and Rogue. To me, Vanthus works great as Gestalt, and thematically too (due to the dual nature of the big bad). Rowyn has more issues, she doesn't seem to have anything massively useful to deal with big parties, so she turned into a bit of a non-event. This is the reason I had her play more in the shadows, making the party ask a lot of questions that were not relevant. My party thought that she was massively linked to Vanthus in some way (far more than the campaign states), and kept trying to scry on her. She made quite a good red herring for most of my campaign
Short of writing out the entire prose of text (which I cannot do here), it's a legendary chest with 7 faces on it as a complex combination lock. Failure to use the correct combination triggers either Magic Missiles, Bestow Curse, Confusion or Phantasmal Killer, all at CL 15. Hathruman was a notorious arcane trickster, who only made one chest. This is it. The full text is in SoS.
We managed to get through 1 surprise round and 3 regular rounds in last nights session, during which a mage's disjunction has caused the Two-Faced Wretch to collape and both the main tree and the tree supporting the Glad have been animated (and then walked off) So, all of the capable foes have come out of the wreckage looking for trouble
Cheers Orthos, I've spent some time over the weekend working all this out, so if and when my PC's do this, I'm ready to make the necessary changes (and explain ships hanging from their anchor points) and carry on Problem is, I tried to get my PC's to discuss their plan between sessions (so I could be ready for any surprises and not delay the game) but they've not done this... Grrrr. I fear this weeks game might be a slow one :(
My group have found the whereabouts of the Wreck and had the party rogue scout out the place (very high stealth + invisibility potions means he wasn't spotted, although he did set off an alarm spell, but he didn't get found) So, they've retired to one of their safehouses to plan an attack... one of which is quite an interesting idea. The party Wood Mage has access to Liveoak, so one of the questions he asked was 'Is the tree supporting the wreck an Oak tree?'. I said no (a saltmarsh isn't where you'd expect to find an oak) However, the party are looking at ways of transporting living Oak trees to either in or next to the Wreck, so that the mage an turn it into a Treant. From there, the Treant can either wail on the Wreck, or (by far the better idea) animate the Wreck itself (using its Animate Trees ability) I think the idea is sound, and happy to run with it (and work out the consequences, like the anchor points and the treasure room staying where they are) Question is, by RAW, do you think this is a sound tactic?
I actually think that the loot for SoS is under what you'd expect, it's the last real big haul of loot in the entire campaign, due to all the adventures post SoS being only one level gained, compared to SoS's two (15th to 17th) I got 6 PCs in my campaign, they're in SoS right now, so I've had to up it a bit. Wealth by level at 15 is 240k, 17 is 410k, so they should gain 170k each. With 6 PCs, that's just over a million GP total I've actually got placed over 2 million GP in loot, my group likely are going to get about 60% of it. My Captain Wyther (and I'm using a variation on Charlie Bells) carries over quarter of a million in gear alone. SoS in my eyes should be a loot haul in comparison to others in the path.
Cheers Charlie. It actually points out in Into The Maw that Demogorgon (not the Forbinance) blocks Discern Location for creatures in Divideds Ire. However, I don't like this, and am allowing Discern Location pick out where Divideds Ire is, but nothing more. My PC's will still have to find Lavinia in the complex. Oddly enough, normally by now one of my PC's would have a permanent detect magic or arcane sight, but the guy in question isn't playing the mage this time, so his resources are spent elsewhere. The actual guy playing the mage hasn't picked up on it. Unless one of them realises to think that a prison will have some form of teleportation lock on it, then I think that they'll find out about it when they try and walk through the door. The damage isn't excessive at this level anyway. Could be fun ;)
My group is currently in Scuttlecove, but have got wind that Lavinia is held in a place called Divideds Ire in Gaping Maw, largely because I allowed a Discern Location to point out that place This was mainly because I don't like the fact that they use an 8th level spell to find her and then it duds out due to 'reasons'. Also, them using this spell allows them to keep within the 'smash and grab' nature of the adventure. They still need to find where Divided's Ire is, and then find her, but it gives them reason not to hang about in Gaping Maw for too long. My question is, and this is primarily because I've never seen the spell used in PF, is there any way of the group detecting the Forbidance effect over the prison without simply walking into it? Detect Magic only? (which they're unlikely to have running at the time)
Ah, so my opinion of 'within one round' is not right then. My view of within one round is 'upto the same initiative number in the next round' which would make this feat useless. If the actual meaning is 'by the end of the next round' then it works. Means that the healer best delay his initiative to the very end of the round then, as if he's had his action ahead of the death blow, then he still cannot get the full round action off in time.
Thread revival... (possibly through channelling). The Paladin in my group has just taken this feat. I don't believe this feat works in any event... unless my rules on full round actions is completely wrong. I took it that a full round action starts on your initiative and ends immediately before your initiative on the next round... that means that even if the paladin/cleric/healer is stood next to the victim at the point the BBEG kills him, and it's the healers initiative immediately next, then the following happens... (assume BBEG init is 10, healer is 9) Round n
Round n+1
So, an impossible situation, and a useless feat. Or is it ruled that as long as the healer STARTS channeled revival within one round of the death blow?
|