So my players are about halfway finished clearing out the prison. They have contacted Vesorianna, procured the warden's seal/necklace (and returned it to her), destroyed the Splatter Man and the Mosswater Marauder. The Lopper, Piper, and Father Charlatan remain. My question is... Gibbs should now be free of his possession correct? Also, would the monumental desecrations stop since the Splatter Man has been neutralized? It seems to me that the element of time is no longer against the party because the head ghost has been dealt with. Anyone have any thoughts on this?
So the two lottery events I won are showing on my schedule, but none of the PFS games are. I double (triple) checked to make sure everything was fine well before the deadline, but I am now missing all of the PFS games I signed up for. Any ideas on what happened? Will I still be able to get into some PFS games (the main reason I am attending)?
I've enjoyed running this adventure, and am slowly regaining my DM'ing chops (after a long hiatus). I actually had Kendra end up joining the party as an NPC (we have a 4 man party) and they are currently exploring Harrowstone. I wanted to make her a little more proactive, her father's daughter so-to-speak, and more than a little curious about the circumstances of his demise. I completely did away with the trust system and have just been using good old fashioned roleplay for interactions with the townsfolk. So far the Sheriff and Father Grimburrow are the only NPCs they have had regular contact with. Also, the sheriff deputized the party to aid him with his own investigations into events... further incentive. I'm having fun with this one.
These are several questions which came up during our game today: 1. Would the bite from a wolf be considered a piercing attack or a slashing attack (It can either puncture or tear with its teeth)? 2. Should I allow an enlarge person spell to work on an animal companion? 3. On the creation of magic items. How do I make it more challenging for a PC to create a magic item (other than just gathering the requisite cash)?
Ok thank you for that info. I am currently running Carrion Crown (Harrowstone) and am intrigued by the possibilities of an orc raid or outright attack on what looks like a wide open border. We have a half-orc barbarian who has a special grudge against one of the tribes of Belkzen, and I wanted to work it into the campaign in some way. Orcs are certainly headstrong and fearless for the most part, and would likely not think twice about whatever might or might not be in Ustalav unless they were presented with overwhelming force. I do have Trial of the Beast and will brush up on that as far as the border guards go. I'm willing to bet however that Ustalav's supernatural entities (undead, lycanthropes, etc) would not take any more kindly to an orc invasion than would the living humans. It would make for some interesting situations if a large orc horde were to invade, maybe creating some interesting temporary alliances out of necessity. "The enemy of my enemy" and so forth...
I own the Inner Sea World Guide and have read the entries on the PF Wiki concerning Ustalav and The Hold of Belkzen, but can find nothing on what would seem to be an important issue, namely what defenses do the settlements in Western Ustalav have to counter an invading orc horde out of Belkzen? I can find no information on Ustalav's military, and nothing concerning border defenses. Any lore junkies out there with some insight?
When I level and put another rank into a class skill, does this mean I get an additional +3 for each rank I put into it? For example... I have climbing as a class skill, so at level 1 if I put a rank into it I get +4 (without ability modifier). So at level 2 I decide to put another rank in it... does that mean it goes up to +8? Thanks!
Hayato Ken wrote:
I would play one just to annoy all the people who hate anthropomorphic races. I am also thinking about modifying them as presented in the bestiary to be playable in my own campaign.
Matthew Morris wrote:
I was actually thinking he is about to go bowling. Denizen of Leng is the definite winner in my mind out of those four. So far my favorite is the Bugbear however.
Elton wrote:
Badgers don't but raccoon dogs (tanuki) actually do.
YawarFiesta wrote:
Minotaurs have been a staple fantasy "race" since OD&D, but yea... I still see your point. When the Tarrasque was introduced in the MM2 (AD&D) I believe it was a unique creature almost on par with a deity (someone please correct me if I am wrong on that count). Anyhoo... I was also under the impression that Paizo has included a metric ton of Asian mythological beasties in the setting, particularly in Bestiary 3.
So I am starting the Carrion Crown AP, but the PCs first need to get from Sandpoint (where they concluded the Beginner's Box adventure) to Ravengro in Ustalav. Any Golarion geographers out there that can help me with approximate travel times? I am thinking as follows: 1. Ship from Sandpoint to Korvosa.
Any suggestions would be appreciated!
I'm working on an NPC for my upcoming campaign. He's a vampire thrall (a human servant/slave to a vampire) but not a vampire spawn as presented in the bestiary. This would be basically one of the mortals who guards his master's lair during the vulnerable daylight hours. I realize the obvious thing would just to make him a normal human, however I'd like to give him a few traits that would differentiate him as a thrall to a master vampire. Any suggestions and/or is there a template for this somewhere?
Unfortunately WoW has stripped away much of what makes different classes unique since release. Now every class can heal somehow, every class has some sort of AE or crowd control ability, etc. Balance in MMOs seems to eventually lead to homogenization of the character classes. This is part of the reason I no longer play MMOs of any sort and stick to single player CRPGs like Skyrim or Baldur's Gate, and traditional tabletop RPGs like Pathfinder.
zagnabbit wrote:
Love this post. What I was thinking basically, but said with more style and flair!
A few random thoughts: 1. Castles and other fortifications would likely have some sort of magical warding in many cases as added defense against hostile magic and creatures that can simply bypass or go through walls. 2. In a world with dragons, griffons, pegasi, etc, castles would also likely have covered battlements/towers and defenses specifically designed to ward off aerial attacks. Someone brought up ventilation etc, and I agree in our own world it would be a problem... but presumably in a world that has always had these flying menaces, innovations in plumbing, airflow, etc would likely have been invented. 3. Pathfinder is a high magic setting, but PC type heroes are still a rarity, and wizards would be nowhere near as common as some guy who can pick up and use a sword. Someone else mentioned wizards or other spell casters under heavy protection from meat shields. I agree. 4. Formations and tactics would likely be different as well, more loose formations as opposed to tight shield walls (beautiful fireball targets). Unless of course said shields were magically warded in some way. 5. The possibilities are endless, and there are numerous fantasy novels which have addressed the prospect of warfare which includes spells being cast left and right, magical healing, and the inclusion of supernatural creatures in the ranks.
I'm a long time D&D player who has recently become somewhat disenchanted with the direction WoTC has taken the game. On a suggestion, I picked up the Pathfinder core rulebook and I like what I see. I haven't had a chance to play it yet however and am wondering if any newbie/intro events will be held at PaizoCon. I live in the Seattle area so Bellevue is very convenient for me. Thanks in advance! Just a note... I went directly from 2e AD&D to 4e, missed 3.0-3.5 altogether. |