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Owch. Being left behind has got to hurt. Poor Barbarian! :P

I'd recommend giving the Barbarian player something that they can do while the party tackles the dungeon again. Maybe the shackles that bind them to the wall are old and rusty? If the Barbarian succeeds at enough strength checks he might be able to rip them out of the wall so he can escape. The Barbarian can run behind the scenes and possibly sabotage parts of the dungeon while the party goes in to rescue them.

As for tackling the dungeon again, I'd replenish the monsters and perhaps put in some new ones. Vordekai is arrogant but he would want to improve his security somewhat. I'd have him summon more infernal allies or create more Cyclopean undead.

If you really wanted to be evil you could have Vordekai Charm the Barbarian and have him fight his party. But that's only if you really want him to be mean. ;)


The important thing to keep in mind is that some players may use the excuse that since they're vampires they can slaughter everything they come across. I say may because I don't know your players at all so I could be wrong. Try to keep them focused on the goal so that they don't pick fights at every opportunity.


ProfessorCirno wrote:

You uh

You do realize that your answer relies 100% on "Well we'll just use magic!"

It does, but so does yours. A druid versus a non-magical army is most likely going to win unless the non-magical army does something really spectacular, the druid messes up really badly, or the army uses some way to counter the druid's magic.

And I also agree that firearms can exist in Golarion without it ruining the setting.


Argh, an error ate my response. How frustrating! :P Let me start over but I have less time now.

I have to admit, you make a very good point sir. I like your inventiveness with the class abilities. I do disagree though with how powerful you think a druid can stop an army entirely however.

For starters, if the 4th level druid is trying to stop a small mercenary warband or a small tribe of goblinoids from invading then he could do it. They wouldn't have the resources to stop the druid. But a well seasoned army marching under one of the banners of the major nations of Golarion? They'd have ways to counter a druid.

If Entangle stops the first wagon in a supply train the first wagon will be stopped for four minutes (if a 4th level druid.) Assuming that the men don't break out axes to chop away the vines they just have to wait out the four minutes before moving on again. If the druid took Entangle two more times he could stop the wagon for 12 minutes total. Warp wood is 2nd level and could potentially ruin two wagon wheels since wagon wheels are medium sized. The army swaps out their spares, puts the other two in the back to be fixed when they rest for the night, and then moves on throughout the day.

The druid is without spells for the rest of the day and all they can do is observe.

Now what spell are you using to create wind to blow out the campfires? At 4th level you're really limited on what you can take.

I'd also like to point out that if a druid cripples the supply train for a major army then he paints an enormous target on his back. Not only will large armies have spellcasters on retainer (possibly even druids of their own) but they may have some other kind of support. They may have the aid of infernal allies (Chelaxian), elemental tribes (Osirion), or even mechanical guardsmen (Numerian.) God forbid they hire out a contract on the druid's life with the Red Mantis Assassins.

For the druid that starts to warn wildlife away from the camp then a priest will create food to feed the troops or a sorcerer will intimidate a local village into giving up supplies. These are just a few methods.

Having a druid hamstring an army is a great idea and for a starting party it's a great way for the druid to play a vital role but druids would never end war in Golarion.


There you go with that common sense thing again! ;)

I agree. Reliable fire arms makes perfect sense considering there's a country that sits on the ruins of a massive starship and countries use enslaved djinn to build cities for them.

I'd like to point out that wizards and sorcerers are relatively rare. Armies employ battlemages to aid them in battle but they don't have a 100 man casting unit marching alongside a 100 man archer unit.


I'm pretty sure if you tell an expecting mother that her baby is a parasite and you'll find out what she thinks about it.


Derek Vande Brake wrote:
BigNorseWolf wrote:
Helaman wrote:

Not sure how I am on this... on one hand I feel its wierd to add it and would just as soon just ignore them (which of course I can at my table) but on the other hand I just cant help thinking they should do a tad more damage and can see also it as a natural growth (assuming physics and chemistry work the same way at the basic level when uninfluenced by magic).

How many of you have tried firearms and what were your experiences?

I just can't see anyone developing a weapon that explodes when exposed to fire in a world where wizards are tossing around fire balls, burning hands, and scorching rays. Think about an army trying to rely on this stuff. One fireball to your supply tent and not only are you out of ammo, but you're going to ADD to the explosion.

Well, in Golarion they were developed in the middle of a dead-magic area.

Sorry, but you're talking about a tactical move by an army to destroy the enemy's gunpowder supply. I've played Twilight 2000 where our goal was to blow up an enemy's stockpile of ammo in order to weaken them. In a fantasy setting, you could just as easily blow up their forges or mithril mines in order to get rid of their weapons.

I like the idea of firearms as long as they work with the setting. If I'm playing a paladin in chain mail and someone walks in wearing a trench coat, t-shirt, and has two glocks strapped to their waist, it makes it harder for me to get into the game.


The United Kobold Kollective Republiks shall conquer all!


I can see a lot of potential about this. I know a lot of people talk about how their groups have befriended the kobolds so I don't see why a group of monstrous players couldn't befriend humans in the area or why they couldn't build the first modern kobold kingdom.


While we don't have a formal treaty in place we had both a contingent of kobolds and elves show up at our kingdom asking to become citizens. My character does not trust elves but oddly he's taken a shining to the little reptiles. I've even started to convert some of them to worship Abadar!


In our game our King married the woman who was infected with lycanthropy but cured, but he then made the joke later on that he should have married the Silver Dragon from the beginning of Varnhold Vanishing so that he can have a Half Dragon bloodline. :P


Nicely done, Fenris!


Gentleman Alligator wrote:

I would love to see an adventure in Numeria that added some Sci-Fi elements to the game. The only problem I would see with this is adding something that could throw an entire campaign off (example: Fighter with a laser gun).

If I was going to add Sci-Fi elements to a fantasy game, I would do it one of two ways. The first way would be to created a campaign setting kind of like this. The second way would be to run a one-shot adventure where a UFO crash lands on the world and turn the crash site into a dungeon complex.

That's a legitimate concern. I have a friend where when we played Exalted he absolutely couldn't stand the Autochrontians and their technology in the Exalted universe.

If I may use Phantasy Star IV as an example, you can have lost complexes in the mountains where machines have continued out their original orders since their creation centuries ago. Metal and genebred monsters wielding arcane swords and vicious claws would be the threat to adventurers, and any advanced technologies like laser weapons or rocket launchers either only function in the complexes themselves (due to an ever present energy field) or cannot be recharged due to how complex they are (a laser gun has six shots EVER.)


This sounds amazing. I like what you're doing!


I also support the fact that Half Orcs can be hot. :D


III was good, IV was superior! :P


Numeria reminds me of Phantasy Star IV, which is probably why I love the setting so much.


Thanks for the info! I wouldn't want to ally myself with the Stag Lord knowing what you guys told me.


I don't own one, but I rode on one once. It was actually kind of fun!

No way in hell would I own one though.


So possibly a dumb question but I've never understood the Stag Lord's intentions. Our group never interacted with him except "He's the big bad, arr." Can you ally yourself the Stag Lord at all? What if the characters decide they like being bandits?


The Tomb of the Lonely Warrior was my favorite part of the campaign so far (we're still working through it.) The only part I hated was the initial entry into the Tomb as the f-ing Bat Swarms were a pain! I very nearly died to them. I'm pretty sure if I died to a bat swarm I'd be denied entry into the after life! ;)

I loved the little story behind the Lonely Warrior. My character plans on converting the tomb into a full fledged crypt for our PCs at some point. The crypt would also serve for the training of more holy warriors of Pharasma and Abadar.


We integrated ours into the city. They mine the silver but we spend it on the well being of the country in general which includes them. While some of the kobolds mine, the rest help us as warriors.


It could be possible that the Ninth Batallion needs to resettle some dwarven refugees whose city was overrun by orcs. They could be sent to deal with a bandit problem in the northern region and given a charter similar to the beginner one from Kingmaker as well as a quest to recover a lost dwarven artifact (make it have high gp value but no magic bonuses) and after the players eliminate the Stag Lord they can receive a full charter to colonize the region. This time it's not the Sword Lords calling the shots but a dwarven kingdom or possibly just the Ninth Batallion.

Hope that helps!


We absolutely botched our own strategy against the Stag Lord but we came out on top.

We attacked at night with some of us sneaking over the hill and behind their outermost sentries to get the surprise. We were almost driven off by their surprise that they had surrounding the outside of the fort but two of our players tore off at the fort even though most of us were at 1/3 HP. Amazingly we took the fort and defeated the Stag Lord and his minions! I managed to take out the duelist who was in there and got one blow on the Stag Lord before our archer dropped him.


Our Kingmakers are an eclectic bunch.

Knu-Kyle-Ra, my Osirion Paladin of Abadar. He is an Osirion nobleman who is trying to carve out part of a new country with his cousin, a Cleric of Wadjet.

Our leader is a Half-Orc Bard named Carthage. He became our Baron and he has been extremely useful to the group. The little bonuses he provides with his song has saved us on many occasions and he's pretty resourceful. (I should be careful though, I think his player reads these boards and may find out I'm talking nice about him!)

Our group also includes:

Ferrestrel, an Elven fighter (specializes in archery.) He's an Elven Supremacist who never balks at an opportunity to cause trouble for the humans or to help his kinsman. He tends to shoot first in certain situations which has saved us from a sneak attack by bandits but also cost us the allegiance of the lumberjacks when he killed two of their number.

Our Dwarf Fighter, who I think is named Dourn but I'm not sure, is our resident tank. He's got the highest AC of our group and our point man. He's the last of his Dwarf brothers who came to our land. The others were former PCs who met their ends to trolls in the Green Belt. Dourn is also our General.

We also have an Elven druid and used to have a human sorceror who had an IQ of 7. He spoke like a caveman but was able to unleash hellish devastation on our enemies!


We have that problem for sure. After our last expedition to finally get rid of the troll problem once and for all, we ended up forced to retreat to lick our wounds in our capital city of Tassel. Unfortunately we arrived to find a ginormous owlbear had wrecked the city, killing some of our guards and destroying our Inn and Tavern.

Stress to the players that there is a big world to explore with lots of treasure. When I claimed a Fae Bane sword in a crypt I was sold on the idea of exploring more of the ruins and expanding our kingdom.

What might help get your players involved is keeping an active chronicle of their deeds and giving them little "Achivement" trophies to mark their progress. Did they resolve the situation with the Kobolds? Give them some small token that represents this task. It can be as simple as a title to add to their name (Reptile Burner/Savior) to giving them a merit that gives them +1 to Diplomacy checks with the Sootscale.


I think our group had a more unique solution to the Sootscale problem. We spared some of the Kobolds (our Baron killed one in the Mite cave!) but after we liberated them from Tartuk we invited the Kobolds to remain allies with us and I (as the Town Warden or Marshall as we renamed it) incorporated them into my guard!

It's a bit of a stretch having a Paladin using Kobolds as guards, but I'm converting them to worship Abadar and I give the Kobolds the respect they deserve. To be honest I trust them more than the freaking elves who have been nothing but problems!