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![]() I would try and anticipate their reactions to the plan for entering the city to begin with, and see how that would potentially play out. Ringeirr can inform them exactly what the Winter Guard will do about it. You can use the guidelines set forth at the end of the Howlings segment (re: the crossroads checkpoint) to form a scale of how dangerous things will be for them depending on how they behave. Typically, if they even agree to impersonate somebody, it's gonna take the quick wit and fast talking of the other party members (if they are impersonating Stilyagi) to deflect potential suspicion from their 'rowdy guests' and their provocative speech. An attempted arrest would occur when the mirror men detected forgeries or witnessed them committing a criminal act. This immediately leads to increased patrols or worse, depending on whether the witches were able to see their faces through the mirror men's record ability. If they continue to cause trouble, there's a plot hook for Whitethrone in the Cities of Golarion book. You don't have to openly execute them immediately, but you can give them a fighting chance. Ice Dungeons:
The PCs have done something that’s angered one of the jadwiga Elvanna. While they await an unknown fate, they do so in the Ice Dungeons, a natural series of ice caves in the pillar beneath the Royal Palace. Many consider the ice dungeons to be a death sentence in themselves, inhabited as they are by giant vermin, feral ice trolls, and other hazards. If the PCs wish a chance to extricate themselves from trouble they’ve gotten into, they need to survive the dungeons with whatever gear they can scavenge from their fallen opponents. As far as the Paladins' behaviors go, they kind of sound like a walking cop cliché, but they should be bound to respect the laws of Whitethrone by their alignment one would think. Elaborate on the caste system here and how the monsters are treated as citizens with full rights. If they can't handle the varying customs of foreign lands, it's a slippery slope of danger for them. ![]()
![]() In general, Irrisen and Whitethrone seem designed to engender both sympathy and rage from the PC's as a cruel, unforgiving environment where conditions are both harsh and often necessary. But short of rallying multiple forces from other nations, they are all but helpless to do anything that would enact permanent or large-scale change. One of my players hopes to reclaim a border province and reinstate it into the Linnorm King lands. She hopes Baba will be generous after her rescue, but otherwise plans to become a Linnorm King so she can act on such ambitions. If I'm getting the the way they feel about the 'regime,' you might play up the Heralds and their willingness to take more decisive and impactful actions now that the PC's are lending aid. Their role in the Iron Guard rebellion could be a more involved one, with plans to follow up on that. One of my plot hooks involved the Heralds' alchemists creating a counterfeit soul focus stone that would explode some time after one tried to bind a soul to it. Sneaking these into Porcelain Street would cripple the contemptible industry of making soulbound dolls. The practices of the Bone Mill would also be pretty likely to draw a Paladin's ire. I also introduced a rebel Jadwiga NPC in book 1. There are some 'black sheep' Jadwiga who for one reason or another may disagree with the way things are run. Mainly, either harboring deeper feelings towards standard humans or in my case remaining loyal to Baba Yaga and hoping to avoid the fallout of Elvanna's schemes by going rogue. Of course, anything they do to change things for the better may be temporary at best, as when the Witch Queen returns she will still take liberties to restore things to the way she sees fit. Letting them leave in the Hut with the idea that they have helped to spark a revolution is probably a good way to ease them out of Whitethrone. If they become persistent, you may need to allow them to try things their way, perhaps as an exercise to help drill in the futility of Irrisen's situation as it stands. The White Witches are plentiful and powerful, and they live on the backs of the slave class. Uprooting them will come at the significant cost of innocent lives. ![]()
![]() Ah yes, Book 2 does say 132 miles, I was just flipping through the Irrisen guide, but if that's the case, I think I may have assumed the dogs traveled at half speed. Frozen Tundra is listed as 3/4 movement speed though it may be harsher than the standard for that. The 9-day trek seemed pretty railroady to me so I minimized any random encounters they might have and my PCs all have cold resistance so the survival stuff is pretty trivialized too. But getting lost would be a good way to mix it up and have them encounter some of the seemingly linear things (Like the haunted ruined village that Nadya seems to know nothing about)in a better manner. Glacier lake is a pretty ideal and irrefutable landmark for them to use, as long as they can discern cardinal directions okay past that point. ![]()
![]() I ran into these same questions during my run of book 2. Based on the map in Irrisen Land of Eternal Winter, the journey seems to be about 300 miles, give or take, from Waldsby. (Going around the lake which seems to be quite dangerous.) Dog sleds at a full speed overland journey cover 32 miles under normal load. That would fit the time frame they stated. I went with 6 dogs (using the riding dog stats) per sled, assuming the sleds are rather large for Nadya's trading purposes. That also gives them about 500 pounds per sled to use for gear and themselves (I paired them two to a sled, driver and passsenger). Heavy snowfall such as during day 4 (I think) of their journey might cut that in half. The journey to the Pale Tower in book 1 is detailed based on their walking speed, and half of that for using Nadya's sleds. So I assume that they are traveling by sled for the remainder of their journey. Though they are very unlikely to be able to take any sleds along once they enter the Hut. Nadya supplies Waldsby with a healthy amount of trade goods, chief of which is food, and depending on how your players approached the Pale Tower, she may have left behind her huge shipment of food or used it as a trojan horse, in either case the recipients did not get a chance to consume it. :) My players, as soon as they discovered the bag of holding, filled it practically to capacity with kindling. Seeing as Waldsby is a lumberyard village, they had ample supply to do so. You could also have the jinkins in their evening assault wet or rot the wood within their packs to further rein in any overage of supplies. ![]()
![]() So, as soon as our heroes enter Irrisen through the Hoarwood portal, it again states that the snowfall causes them to take movement penalties. Once they leave the forest and begin their trek to the Pale Tower, this seems to remain the case (requiring that they get some snowshoes). However, is this intended to remain this way throughout the entire adventure in Irrisen, including the trip to/through Whitethrone? Does the 8 day travel estimate given assume that the party is using dogsleds to travel now rather than on foot? Not sure entirely how the snowfall builds up in Irrisen. So, does it only become difficult terrain after a fresh snowfall? Or is it fated that our adventurers (and their adversaries) will never be able to take a 5-foot step outdoors? Whitethrone does seem maintained in some areas to the point where there wouldn't be difficult terrain, at least from what I've read so far. ![]()
![]() I'd be interested in playing and learning more about the details of the game (if any have changed between the OP and now) and have a few evenings open (EST). My previous game which it seems, by good fortune, may very similar to this one in format and theme, has unfortunately been cancelled indefinitely. :( I've got quite few character concepts and stories ready to work with and was hoping Monster Hill might be a good fit for them! Would definitely like to discuss creation, time frames (I'm good for any night past 6:00 PM EST Mon-Wed) -- Wasn't able to access the Roll20 link. ![]()
![]() You would almost mistake this bald Gnomish woman for a child were it not for her wizened facial features and haunting appearance. As she approaches you discover more of her disturbing, abnormal qualities. She is completely drained of color, skin of palest white. Her all-black eyes stare blankly forward as though she is seeing something you do not, though her head turns and you know she is regarding you. She says, plainly and monotone, "I am Illyria. The Guild suggested I accompany you on your next trip." Those in Bard's Gate and Zelkor's Ferry have seen this woman about and indeed she has almost earned herself a place in history. Stories locals tell you claim to go back almost a century. Illyria, the Deadsinger, they tell you. She exists in both the worlds of the living and the dead. Nobody knows what happened to her, or why an ordinarily bright, cheery, and colorful Gnome could end up the exact opposite. The sole survivor of not one but seven different adventuring parties, she has witnessed to horrors which no single mind can imagine. If something did happen to her down there, the knowledge rests forever entombed. Those more superstitious call her the Black Cat. Not only because she seems to have nine lives, but because where she goes, death and misfortune follow. Some say she was chosen by Rappan Athuk to record its triumphs against virtue. Others still say she was herself born within its depths. Despite all of this, her music can touch your very soul. ![]()
![]() Death Ward is a tough spell to deal with because it is only 1 min/ level. Atrocious! The scrolls will be costly, too. I should also mention that I am likely switching my character to a bard (WAT!), a Dirge Bard (possibly w/ Sound Striker) specifically. Just in case Steve is already on the job recruiting a new player. But I'll try and talk to him. ![]()
![]() Session 16 Loot
My new wishlist:
80 GP for scribing Resist Energy and See Invisibility @ Bard's Gate I can also bring some potions in with me for additional cost to craft, as well as the following alchemical items which are probably going to be useful in our journeys. Bladeguard (13.3gp) - 24 hour weapon protection against rust, ooze, etc.
Also we should invest in cold iron weapons, bless weapon oils, and 1 Silversheen (250 each) in case of vampires or shapechangers. ![]()
![]() Ok, for now I'm greatly considering moving forward with the Alchemist front line fighter type. He can also sub in as the trapmonkey with the exception of magical traps since I swapped his ranger level for fighter because we have Arngrim. Here's a short (for me, anyways) and thrown together backstory. Though this ruddy-skinned brutish half-orc eyes you calmly, there is nothing calm about his appearance. Gaunt and broad-shouldered, he wears a suit of platemail, the various plates straining to contain bulging muscles. In the middle of his ribcage, a third arm juts out to the right, smaller than his other two but looks as though any ordinary arm would. Paxton Crawford was a prominent surgeon and doctor in Bard's Gate. His wife was murdered in a ritual sacrifice at a temple of Orcus, and he became fixated on the idea of vengeance, leaving his career behind. He spent months hunkered away in the cottage perfecting serums, inventing concoctions, and surgically augmenting his musculature. Capturing lesser denizens roaming the grounds of Rappan Athuk, he conducted methodical experiments on their anatomy. Finally, he reached the pinnacle of his discoveries: a potent draught that would give him the strength of ten men. It was not without its drawbacks, however. He would lose part of his mind and a baser, bestial aspect took a strong hold, manifesting itself physically as well. Eventually, this emerged as a new persona while he grew dependent on the stuff to overcome his adversaries. He came to know this altered ego as Dr. Slashington, Esquire. ![]()
![]() So this is what we've got so far based off the of the previous wishlist. I have no clue what Drost, Silas or Kardes' replacement might want to buy but we should discuss that quickly prior to Steve's arrival just to sort it out. Purchases Drost
The One
Arngrim
Tor'Khan
Total so far: 34,500gp of 55,202gp
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![]() Total Party Funds:36,877gp Session 15 Loot Acquired:
Treasure:
Current Party Consumables:
Total Party Funds:36,877gp + 18,325 = 55,202gp Unsure of the value of the Horn of Flies or if a buyer is even possible. The Rod of Withering from session 14, we destroyed it but did it give us any XP? ![]()
![]() WISHLIST Right now, we are probably looking at two primary options after we cleanse the Cloister: Save the Thelaroi (evil outsiders)
I'd say focus may be towards weapon upgrades to +1 undeadbane soon, but if we're going to go into the cauldron or what have you it's not as important. Gonna just divvy things out evenly and then if people want less/more we can figure out what's best. Also, if you want to cash out on some of your items and buy more stuff now's the time. Kardes
Drost
The One
Arngrim
Tor'Khan
If Willie is bringing in a cleric/oracle, I'd suggest we ditch some of the lesser expenses and pony up 11k gold for a Phylactery of Positive Channeling (+2d6 to channel.) Total so far: 33,800gp ![]()
![]() Previous Party Funds: 25,360+6,777 = 32,137gp Session 14 Loot Acquired:
Treasure:
Expenses:
Total Party Funds: 32,137 + 4,740 = 36,877gp And 6 mithral bars enough for a medium suit of armor. Did the Rod of Withering award any exp for its destruction? ![]()
![]() There is a possibility I will have to mid-session to take my roomie somewhere or leave early to pick him up (trying to get someone else to drop him off.) Would a restoration help Arngrim? Only greater resto (7th) removes insanity, otherwise Heal does it (6th) if remove curse/break enchantment don't. Resto is only 1k gp for removing negative levels, otherwise 100gp component cost. Willie, current roster is:
I would say the biggest gap may be in the realm of big damage dealers, particularly bursty spellcaster or melee. ![]()
![]() Well if we go with the new characters are naked and use predecessor's loot concept, it seems like some of our deaths have resulted in gear getting obliterated (Susan, Remington). If stuff like that happens about half the time, and the new character doesn't get any free stuff, then it will be a penalty for sure. Never know when someone carrying like 30% of the party wealth just dissolves into nothing. :P ![]()
![]() I meant to say new characters get only mundane starting items and use/give away/sell off the gear of their predecessor. But if they can't use much/any of the gear they can shred it all and take 75% of its value. Evil items wouldn't level you up, wouldn't even break 22k. :P
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![]() Ultimately, I suppose we are trying to mitigate inflation of funds caused by introducing new wealth from character re-rolls. What we did for Adjo's death was about right, I think. If a character dies, so far, we seem to be aiming to fulfill the same role in the group, just using a different class. If multiple die in one session, the same is likely to be true. Therefore, keeping all of the equipment and selling or transferring what the new character can't use seems to be an easy way to keep the wealth even. If a significant amount of gear is unusable by the new character, perhaps allow their starting wealth to be 75% of their total gear value as opposed to 50%, and the party keeps nothing. Otherwise you risk potentially deducting party wealth on a death, at this level and onward. In your example, rather than selling the gear, it'd of equivalent net cost to simply pay to have the character resurrected with all of his gear intact. And though that's common at a certain level in a campaign, the characters aren't story-bound so I like the idea of an ensemble cast of heroes better than just struggling to keep the same original party together. ![]()
![]() I've also been going through the log for the finances prior to my starting. Couple of changes based on that. It looks as though Torald had spent the group money prior to session 7, but then ceased to exist. Miscalculation in Session 7 treasure (1502 vs 2602): +1100
Total added funds: 6,777gp I'm not keeping track of any consumables prior to my arrival, however the scrolls of Cure Disease were purchased prior to session 7 and if they had not been used at that point, I will go ahead and add them to the current consumables list. Harlston has been keeping track of wand charges, so if he spent any on session 7 he should have that marked. Total Party Funds: 25,360+6,777 = 32,137gp ![]()
![]() +1 minor sadness for Urf for making it past the first-session prerequisite prior to dying. Weird that the cheaper bracers are actually far better than the archery bracers. But I'm sure we can swing that. Just wondering, why the poisoner's gloves on the alchemist? Figured you'd get the falcon's aim there, too. ![]()
![]() Ring is easily done, belt wouldn't stack with a STR belt if you'd be after that. But from what I can tell you don't seem to be a STR based fighter? Finesse maybe? I thought you were an archer at first seeing those damage rolls. :P So you use Shield Slam and soon Shield Master? A +1 Bashing spiked heavy shield will do attack +1 and 2d6+(.5 STR?)+1 on a bash. Not bad. ![]()
![]() While we are relatively wealthy and have more than likely covered all the basics when it comes to weapons, defensive items, etc. We are still under the umbrella of the minor item categories, so I would recommend we flush out what we can with our wealth. Amulet of Natural Armor/Ring of Protection +1 for
Cloak of Resistance +1 Upgrade to +2 (3000) Other possible expenditures:
150gpx2 for Scroll of See Invisibility and/or glitterdust so I can add them to my spells known and we can be prepared for the Inner cloister. If nothing else, I could take 6,000 to upgrade my mask enchantment to a +4. This would take a week to go into effect if we have some downtime, so the priority is pretty low. ![]()
![]() Tumael wrote:
Session 13 Loot Obtained: Body Wrap of Mighty Strikes +1 (1500)Vest of Surgery (1500) Pearl of Power (500) - Tor'Khan Hunter's Band (5500) - Arngrim Figurine of Wondrous Power, Bronze Griffon (5000) Masterwork Short Sword (152) Treasure:
Total Party Funds: 20,360gp, 25,360 with sale of griffon figurine Urf, you may sell the unwanted items towards your own starting equipment. In this case, 1175 for the Longaxe, 500 for the quick runners, 2000 for
Keep in mind you also have 2 Cure Serious potions and 2 Lightning Javelins (which aren't really thrown weapons, so look them up before you use them for reals :P) Also, if you are starting a ranger, let us know so we can keep the amulet of mighty fists and chain shirt for your companion. ![]()
![]() Hisami, a couple things on the Inquisitor. If the Guided Weapon is a +1 bonus like I'm seeing, your bow would cost 8375, not 4375. It also appears to be intended for melee weapons, seeing that it replaces strength for wisdom. If it's allowed for your bow, then it's fine, but all your physical skills are totally tanked . Better hope we never have to climb or jump anything again. =P Also consider looking at the Spellkiller Inquisition or Travel Domain. ![]()
![]() RIP: Remington. You were my chosen one until the spirits desired you among them. Previous Group Funds: 2,025gp Session 12 Loot Obtained:
Consumables:
Treasure:
I'd vote asking about the Thelaroi is a good start, although we may also want to ask specifically where so we don't randomly walk into a hellpit we don't need to. :P Also could ask where the other cube pieces can be located if applicable. ![]()
![]() Fighting ghosts wouldn't be our forte just yet, but they would easily see us coming if we chose to go the outer route. Caves or outer I guess would work. If they aren't doing anything in the Inner Cloister, then I guess it's not a priority for us to check it out just yet. though I would want to cleanse it as Reswald stated so we could redeem it as a good-aligned temple. ![]()
![]() Well, you clearly wanted some AC. :) Mithral Bucklers have an ACP of 0 and Spell Failure of 0 therefore you can use them safely for a +2 shield bonus to AC. ;) OH well it also doesn't stack with your Shield spell so that's probably better. Nat Armor it is. Adjustments -200gp (Mispriced Buckler(s))
3425 GP floating which we will no doubt spend quickly before the game starts . :) ![]()
![]() Group Funds: 31,435gp Expenses: 2000 for enchanting my mask (+2 CON)
That brings us to 28210, and our last minute considerations would be:
One, you could probably get your bow upgraded instead of the other two things as well. ![]()
![]() He'd be large at 6 if you took it at 5 or 7, yeah.
You'd be better off paying the extra 700gp and skipping armor feats, and just use mithril chain shirt and it has 0 ACP. Anything else other than the amulet you want to get? You either get a +1 enhancement bonus or a +1 special weapon quality, as mentioned prior. ![]()
![]() So 25 gp for the spell book.
New Group Funds: 31,435gp My top requests:
In that order. 8105 total if it's Christmas. I'm still wearing just my loin cloth and my cloak and ring. ^_^ It's more important everyone at least get a CoResistance +1 and that Mr. Wolfy gets some sort of Mighty Fists Amulet (Preferably bane or flaming). That would be 4k for the amulet.
Spend 'em if you got 'em, folks!
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![]() Session 9 GROUP FUNDS: 17,720.5gp Items that remain to be valued: Black Plate Worg Barding, Magical Greatclub - Necklace (from goblins) Valuable Gem (from goblin chest)
Session 10 loot:
Consumables:
Treasure:
Bounties: 4x250 Villagers (1000) 5x24 Goblins (120) Total:4,320
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![]() I agree partially on both. Taking a risk usually yields the reward. Had we tried to decipher the right stones to step on or something, perhaps it would be different. Some DM's award XP for avoiding encounters as a result of character knowledge. Finding a trap may qualify partially, otherwise disabling the trap is a necessity. Triggering it may not reward you, but surviving it may. But the 'nothing ventured, nothing gained' philosophy is also pretty applicable. That was still a nice hunk of XP and the extra stuff Steve threw in definitely contributed to that over what was in there originally. Is it in Remington's persona to not let 'some trap' get the best of him? Would he be oddly drawn/compelled to challenge himself and solve it to get the better of those that planned it out? You seemed to be pretty confident in your skills, but that sounds like it might've been more Mudd's thing. ;) ![]()
![]() Annnnd time for the money! WOOPS! Cost for Shield/Armor enchant before the session was priced wrong, so we are actually up 2k from that. Previous group funds: 2,276.5gp
Session 9 Loot:
Boots of the Cat (500) -> Harlston
Staff of Blessed Relief (3600)
Black Plate Barding sized for a Worg - ??? Nonmagical Potions:
Treasure:
Total: 3054
GROUP FUNDS: 17,720.5gp Current potential bounty is 5x10 Goblins = 50, 10x250 villagers = 2500
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![]() Ah, I see. That's a good point. How'd you get 3 sneak attack die at 4? :) It seems like most people seek out the revered Rogue or Trapfinding classes for that specific feature - the deadliest traps higher level are often magical ones and have high DC's. On a side note, the Sap Master feat line is pretty damned insane, again for anything not immune to nonlethal. Scout's Charge + Sap Master = like 6d6+12 sneak attack in one attack. ![]()
![]() Cool! Knife Masters lose magical trap disarming, hmm. Is that really worth the d8 damage on sneaks vs just using a long sword for the d8 instead of d4? Projected expenses thus far:
+1 Full Plate Upgrade: 2000
Estimated group fund remainder: 476.5gp/276.5gp Could also get the Amulet of Mighty Fists for the wolf instead of the Lesser Resto wand since we now have two Clerics in the group. Ioun Stone, Nat Armor Amulet, Elixir of Truth to Gertuk.
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