TritonOne's page
Organized Play Member. 386 posts. No reviews. No lists. No wishlists. 9 Organized Play characters.
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Mr. Jacobs,
Can you please tell me where cigars originate in the Inner Sea region of Golarion? Are these cigars made of tobacco? Is tobacco grown in Sargava? Or is it found outside the Inner Sea region? Such as somewhere on the continent of Arcadia? What would be the cost of a stogie?
Are there also equivalents of chocolate and coffee on Golarion?
Warmest regards,
TritonOne
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"Pestilence" from the Black Death motion picture soundtrack composed by Christian Henson
[url]https://youtu.be/KA9cdMt-XNM[/url]
"You Must Leave Us" from the Solomon Kane motion picture soundtrack composed by Klaus Badelt
[url]https://youtu.be/KA9cdMt-XNM[/url]
"The Ninth Gate" from the Ninth Gate motion picture soundtrack composed by Wojciech Kilar
[url]https://youtu.be/-TsWxZ_i0Nk[/url]
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There's also the unanswered question of how the Azlanti civilization influenced the native peoples of Arcadia and what races reside on the continent.
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Why do people have such a low opinion of the Maztica campaign setting in the Forgotten Realms world? It seems that it successfully synthesized Meso-American culture. Does Meso-American myth not fit well in a high fantasy setting?
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My take on the Varisian wanderers of Varisia is that they are similar to the Spanish and Portuguese Romani people or "gitanos" who speak the Caló language. I wanted to make them culturally distinct from their cousins who live in the gothic horror nation of Ustalav. This allows me to add "gitano" culture to the Varisian wanderers like Flamenco music and Sevillanas. I have the Varisian wanderer characters speak broken Common with words in the Caló language that have been appropriated in Spain as slang terms like parné for money.
http://en.wikipedia.org/wiki/Cal%C3%B3_language#Spanish
As for Mexicans on Golarion? Wouldn't they be the offspring of the native Arcadians, which I presume will be the pre-Columbus Meso America culture(s), and the colonists from the Inner Sea?
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"From Hell's Heart" adventure 6 in the "Skull & Shackles" Adventure Path in the "Continuing the Campaign" section.
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Brandon Hodge wrote: Getting those historical facts straight was very important to me in the writing of this adventure, and I didn't leave many holes in the boat, as it were. I didn't want any potential inaccuracies to be a distraction to WWI history buffs who might read or play in the adventure, and was very, very careful with my research and inclusions of stuff like this, even as contradictory as some primary source material can be. Thank you for being so thorough in your historical research of the period.
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I would recommend watching the historical epic Nicholas and Alexandra (1971). Actor Tom Baker, Doctor Who number four, gives an excellent portrayal of Raputin. Comparing historical photos, I believe that Tom Baker strongly resembles Rasputin. The movie is an adaption of the book by historian Robert K Massie.
Turner Classic Movies clip "God Loves Sinners" from Nicholas and Alexandra (1971).

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CaroRose wrote: Next session, we're going to skip straight to the flagship battle, as the rules don't even have an advantage to them winning or losing the fleet battle: it all hinges on their defeat of Druvalia. If I were to do it again, I'd have had them gather a few more squadrons to their banner, or add some sea monsters as suggested in these posts, or give them a few more "special NPCs" to add to their bonuses. At least to try to make it feel a bit more evenly matched instead of a complete one sided ordeal.
The only inherent saving grace I see is the special NPCs with Overwhelming. Read it, it literally says if they are lost, one squadron automatically routes. No rolls, no nothin. And there's four of them in Drvalias fleet. If they're lucky, they could kill four squads and the other four would auto-crumble. Not that it's helped so far.....
Easy come, easy go!
How much of the Chelish fleet is left after the battle? Is it too late for Besmara's herald Kelpie's Wrath to make an appearance and snatch victory from the jaws of defeat? Or additional re-enforcements from the Shackles? I wonder if Port Peril Harbormaster Tsojmin Kreidoros could steal the Filthy Lucre? There is also Priest-Captain Blackarm of Ilizmagorti, captain of the brig Pirate Queen's Plunder who is said to have visions from Besmara instructing him to attack particular targets. There are Cecaelia Rangers on the island of Besmara's Throne. There is Raugsmauda, the 14th level lich sorceress, who is captain of the Naiegoul. Her first mate is a 10th level Graveknight. There is also Ashaq "The Annihilator" a 7th level cleric of Dahak an ancient red dragon and her wyverns from the island of Dahak's Fang. There are elements in the Shackles who may have no love for the PCs, but who would hate Chelish control of the Shackles.
I think that I will go through Isles of the Shackles and Pirates of the Inner Sea to see what other potential allies the PCs might have who can join the battle if the PCs are defeated in the sea battle. I intensely dislike the forced surrender of Admiral Druvalia Thrune after the Chelish fleet has defeated the Shackles fleet. I just don't believe it is credible. I would much sooner accept the divine intervention of Besmara who destroys the fleet with sea monsters and her herald. If Sandara Quinn is still alive, perhaps she could pray to Besmara to intervene or if there is another cleric of Besmara? It seems to me that it is in Besmara's interest to prevent the Shackles from being governed by a Chelish puppet. It is in her interest to keep the piracy of the Shackles going. But that is just my two cents.
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The name of the adventure in Dead Man's Chest is titled "The Island of Bonjo Tombo" designed for four PCs from 6 to 8th level.
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I have been so fixated on Caribbean pirates as the model for pirates in the Shackles that I never considered that pirates would prey on Golarion's spice and silk trade. The title Pirates Plunder: Flesh and Spices cured me of my myopia and made me think more broadly about the Shackles pirates and trade with Vudra, Minata, the nations of the Obari Ocean, and the nations of Tian Xia.
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Did anyone add Ship in a Bottle, Armada in a Bottle, or Shipyard in a Bottle to Kerdak Bonefist's Trophy Hall at K1?

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Mrs Camelot wrote: So has anyone had their players win the fleet battle against the chelish armada? My players lost the battle but annhilated Admiral Thrune. I added a descriptive bit where her dead-but-screaming body was claimed through the black and green bubbling deck by infernal hands. (Despite the dimensional anchor cast by Sandara).
In an infernal-system, surely you would have a clear chain of command, so how does killing the Admiral stop the Commodores from continuing the battle, and taking Drenchport anyway? Ezaliah is still paying them to take down Bonefist, and surely the Commodores have ambitions of their own? They are Chelaxians afterall! ;)
One of my players feels that the entire fleet battle was a waste of time when they could have just scry-and-fry the Admiral and have done with it. The feeling seems to be nothing they did meant anything to the final outcome. I'm going to look at options soon. :(
I didn't buy the defeat Admiral Thrune and her bodyguards to snatch victory from the jaws of defeat resolution at all. If the PCs lose the battle with the Chelish fleet, I would have much preferred that additional ships show up belonging to other pirate captains from the Shackles at the 11th hour or the intervention of Besmara. Especially if the PCs made offerings to Besmara before the battle or have made offerings to her during the AP.
The Herald of Besmara, the Kelpie's Wrath, could have appeared to take part in the sea battle against the Chelish fleet. Besmara's portfolio also includes sea monsters who could have destroyed the Chelish fleet and dined on the Chelish sailors and marines. Krakens, luscas, and others could have lashed out at the Chelish fleet. Besmara could have torn and burned Chelish sails, caused Chelish weapons to misfire, wetted Chelish powder, turned potable water to sludge aboard Chelish ships, and called forth swarms of crabs and sea birds. It is not in Besmara's interest that the Shackles be ruled by a Chelish puppet, plus she has no love for Asmodeus or Geryon.
There are also other pirate captains described in Isles of the Shackles, the Hellblood Corsairs, and the pirates of Ilizmagorti who could have sent ships to aid the PCs who arrive late to the sea battle to turn defeat into victory. The saying "The Enemy of My Enemy is My Friend" should apply in this case. Perhaps their participation the result of intervention by Besmara? Druvilia and Ezaliah Thrune received Geryon's blessing to pass the Eye of Abendego, why can't the PCs receive Besmara's help in the sea battle to turn the tide of battle in their favor?
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Did the cuitlamiztli, known by the Spanish as the Onza, make it to the Arcadian bestiary?
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I was going to create an analog of the Viceroyalty of New Spain for my homebrew campaign on Arcadia. Of the Thrune monarchs, I like the name Carellia the best. Perhaps Canorus and Anchor's End are small cities within the Barony of Carellia instead of using the name New Cheliax. Or perhaps the Barony of Korradia, or Korrada, established during the reign of King Korrado II.
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Perhaps it's better to move adventures like The Created to another campaign setting rather than trying to make them work in Cheliax or Ustalav. I keep reading how the Demiplane of Dread is a "low magic" setting. Or does an accessory like [i]Carnival[/] make sense if the events occurred someplace on Golarion?

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ayellowbirds wrote: A thought: as related by Charles C. Mann in 1491, the apparent wealth of resources and "unspoiled" nature that European colonists found in the Americas was very likely the result of widespread plague reducing the population to a small fraction of its past size. What seemed like forests full of plentiful food plants and bountiful wildlife as well as open spaces excellently suited for use as trails and farmland were very often the result of countless generations of native peoples working with the land, practicing forms of agriculture that are now almost completely erased. Even the soil was the result of this work—look into terra preta. The people who remained after plagues (possibly spread by their extensive trading networks) were further reduced by warfare. In essence, the "savages" were the survivors of an apocalyptic scenario.
Is there potential in that? Perhaps the skraelings and the like are not the norm for Arcadian life, but are rather the few survivors of a devastated culture, scrabbling at the peripheries for survival. But other cultures exist, having found ways to avoid the devastation (or even having been responsible for it, acting against enemy nations).
I think that there is room for both the tropes and the subversions/aversions, considering that Arcadia has been referred to as potentially being the single largest continent on Golarion.
Very interesting information, ayellowbirds. Reading about Earthfall and the destruction of the Empire of Azlant, can we extrapolate that the Azlanti also fled to the west to Arcadia in addition to the east? Did the Azlanti who fled to Arcadia also descend into the Arcadian equivalent of the Darklands? Are there Gillmen, Dark folk, Mongrelmen, and Morlocks to be found in Arcadia? Drow?
Earthfall and the plague(s) could explain why there are stone age hunter gatherers in Arcadia, rather than the sophisticated nations that may be found in Garund. Are there ruins of a sophisticated empire like Thassilon to be found in Arcadia?
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The Aspis Consortium has always reminded me of the British East India Company. The British East India Company had private armies. HYDRA never struck me as an organization interested in commerce. I can't recall if the Aspis Consortium trafficks in slaves.
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Perhaps the closest to S.H.I.E.L.D. are the Steel Falcons and the Gray Corsairs branches of Andoran's Eagle Knights.
The Black Eagles of Lambreth could be Hydra.
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Is Ustalav the best location to relocate the 3.5 mega adventure Expedition to Castle Ravenloft on Golarion?
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Atarlost wrote: Too late. Internet forumgoers as a population find necromancy extremely offensive. No forum is the same. On other forums creating redundant topics is considered extremely offensive.

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LMPjr007 wrote: I have to say I like this idea, which means I have to start thinking of some cool ideas based on this. What do you call a thing that preys on the undead? I am not aware of any mythological creature that preys on the undead. So perhaps, using another word for vampire for the Reapers in Blade II
Quote: In Albanian belief, the kukudhi is the final stage in the transformation of a vampire. It is basically the perfect vampire. It takes 30 years from the start to the finish of this transformation. During this time kukudhi grows in strength, shape, and vampiric powers. When it reaches the state of kukudhi, a vampire is no longer vulnerable to sunlight and no longer is required to return to its grave or keep the cemetery close by. In the kukudhi stage the creature is now able to travel extensively (usually as a merchant) or reside at his own home.
Like any vampire it can be destroyed by staking, decapitation, and cremation. It can be rendered harmless by hamstringing.
Source:
Kukudhi
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Steelfiredragon wrote: it might be that for some it ahs to sound drow Then the player is playing a Dungeons & Dragons drow character using the Pathfinder rules in the Golarion/Inner Sea campaign setting. Which is OK, but I would encourage the player to chose a name that was more in-tune with the campaign setting.
Perhaps the player could create a name using the following list as guidance:
Kismet's Dungeons and Dragons Drow Name List
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I was interested if GMs in their conversions to Golarion made the islands of Temute and Dread remnants of the "lost" continent of Azlant. Whether the Olman were surviving Azlanti or if they were from an Aztec/Meso-American culture that originated roughly in central Arcadia.

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Canadian Bakka wrote: TritonOne wrote: I was hoping to find and compare conversions of Savage Tide moved from Greyhawk to Golarion. Based on what I can see from the map in the PF campaign setting book, my recommendation would be to place Sasserine as a port city near the Eye of Abendgengo. The Isle of Dread should be placed, wholecloth, 6 months by sailing ship out west of the Eye of Abendgengo in the Arcadian Ocean. Scuttlecove should a bit further west of the Shackles. Finally, the Sargasso can happen near or on the edges of the Eye of Abendgengo.
That should cover most of the important locations that happens on the Prime Material plane. Everything thing else happens in the Abyss - pretty straightforward stuff there.
Does that help?
CB out. This was the response by James Jacobs:
James Jacobs wrote: Coridan wrote: Was wondering if any of the big-wigs had suggestions for converting Savage Tide to the Golarion setting? Where should the Isle of Dread be, which gods should be changed, what should replace Sasserine (or where should Sasserine be located?) Things like that. I haven't looked through it completely yet, but would like a nice head start. There's another thread out there, I think, with a similar set of suggestions but my internet-fu is weak today.
I'd say that the Isle of Dread is somewhere off a distance to the southwest of Garund. The best city to stand in for Sasserine is probably Eleder in Sargava. The best standin for Scuttlecove is DEFINITELY Ilizmagorti. Once the PCs reach the Isle of Dread, I wouldn't really change much at all, and the final four adventures are pretty much perfect as is to work in Golarion's Abyss. I am getting familiar with the world of Golarion and doing a lot of reading.
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