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So, the party got to Lucrecias lair where she charmed the bard. The party agreed to help kill the trolls ("let's try to find a bit more information from her by playing nice") and on the way out they saw the messenger from Turleback ferry with ill news about the flooding.
The party rushed there and then the bard had the most amazing idea: Since Lucrecia was so nice and she is a good friend and ally - he was yelling at the townsfolk, that they should all rush to the Fort, as it is safe there. The rest of the party is still confused: the barbarian said (well, bard is very convincing), the Fighter said he's against as this sound really odd. Druid kept silent.

The party has just saved the children from the flood and are about to meet the Magga.

I am not sure where to go from here.... I can imagine Ogres at the fort seeing caravans of people heading to their gates, but that's where my imagination stops.


Hi,

I am running Rise of the runelords for a party and we are only at book 2. If a party member will be GM for Shattered start, how much will this ruin the game for both of us?

I know it shoul be about what the character knows, but we are fairly new and might metagame :(

Thanks.


Hi,

**short story**
Party broke into the sawmill in the evening, killed 2 cultists, insceniated a murder scene to frame it all on Ironbriar, catured Ironbriar and on thier way back to Keystone met Hell Knights. As there was no way to lie to them, party decided to tell them everything except faking the murder scene.

Of course, while they were at the sawmill, they did not think about checking the Irobriars office and I really doubt the party will go back or be able to get back in the near future.

I am not sure how to react :D

**longer story**

Spoiler:

The party bard wanted to to go to visit the sawmill at night, since the visit during the day yielded no results (party pretended to want to buy 200 cbm of wood in 3 days) and all the party was sure that it was "just a sawmill". When bard left, the party followed, since "we are a team, and we care about you".

I did not attack the party during the day, since I thought it sounded strange.

So, around midnight, when 9 workers left, the party broke in. They found the items from victims, thought it was stange, that the workers kept their valuable items in such a way, and went to the last floor, where they met Ironbriar and two cultists discussing something that sounded like plans for mass production: "is everything ready for tomorrow? Yes, we have all the cargo needed. Good. Why do we have to do the cleaning again - those cleaning agents hurt my hands".

Well, the party barbarian just went into the open and greeted both cultist and Ironbriar, whom he handed a recomendation letter from Hemlock. Of course, the cultists tried to fight them off. One cultist was also added from the Ironbriar's office. Sadly, 3 cultists and 1 Ironbriar are no match for 4 level 6 PCs. So, they captured Ironbriar, tried asking him questions to which he replied with stories about Norgorber. When asked about Xanesha, after a long pause with a nice Bluff check he said "it's Acacia - we pay her to cover up our small scheme". What happened next was a suprise. Party decided to throw the 3 cultists into the sawmill, wrote on the walls in thassilonian "Alaznist - our ruler; Xin-Shalast is for Thassilonians". Well, to cover up the tracks and kind of put it all on Ironbriar when investigation comes. Then they decided to take the disabled Ironbrair somewhere to ask him more questions. So, bard was sining songs, barbarian was walking naked at night from the sawmill to Keystone, Cleric was just complaning and Fighter was silent, as usual. "Let's pretend we are dragging a drunk friend" was the plan.
Well, Ironbriar was no fool, so when he saw some city guards, he cried for help. Two guards approached, but the party paid them off + there was a nice bluff check. The same time two Hell Knights appeared. My plan was to intimidate the players, that this all is a really inappropriate beheivour, but my plan failed.
When the party tried to bluff they were met with discern lies. After a few seconds, a decision was made, that "these guys look like our best allies", and they told them everything about the murders, the cult and that they stopped the cult. The knights were listening very earegly, but said that Ordellia is not they area of influence. Party suggested to them to take Ironbriar somewhere and interrogate.

We stopped the game there, as I was really confused. My own plan had backfired and it was late :D

So, I would really love to get some advice from more skilled GMs, where to go from here.


Hi,

My party has just arrived in Magnimar and, after breaking in into an empty house in Naos to set up a survailance point, they encountered guards, who were patrolling the street. After some crazy bluff and diplomacy check successes the guards promised not to report this to their superiors until the morning next day.

So, the question is: who would they report to? I understand that the Justices are already the court system, but is there anyone in between? I've also read, that there are more than one guard "organisation" and each would have their own superiors.

So, as I understand correctly, when a person in Magnimar has a problem, they seek up the nearest guard to solve the problem. But what happends if the guards are unable to resolve the situation?

Also, while entering the city they asked for the nearest "sheriff station", although they have a recomendation letter from Hemlock to one of the Justices.

***
This city is a really big difficulty increase from Sandpoint for a new GM like I am :D I am so overwhelmed with the amount of information.

Thank you,
Wibs


Hi,
I am running an adventure path with haunts and I am still not sure how they work after reading both online and in the books.

et's assume I have a haunt with Will save 16, Perception 20 to notice a sparkling watering can, that is triggered by touching a chair. Failed will save results in a wish to water the plants. If he PC is hindered, he attacks the nearest.

I have a party of PC A, B and C. They are all in the room. B touches the chair. They all roll initiative. Suprise round triggers.
A - 21
C - 11
Haunt - 10
B - 9.

When does B roll the Will save? At 9 or at 10? Or as soon as he touches the chair? When does B try to do the "water plants" - at 9 or at 10? What about if B has initiative higher than 10?

Could you please draw both scenarios out for me?
Thanks!


Hi, we have been playing for a year, but I still concider all us quite new to the game, so we do meta-game a lot. But here is the situation I am facing now.

My party of chaotic good half-orc barnarian, neutral human cleric of Calistria, neutral human fighter, chaotic neutral human rogue and a neutral half-elf bard are at the Foxglove manor. Apparently, deciding that all the possible owners are dead and have no use of anything here any more (even after seeing the family portrait haunt) they are looting everything: expencive "contraband" wine from Cheliax, portraits with frames, silverware.... Same thing happened with Hambley's savings. We are talking about a major greed point bonus here.

Thay have not been to Sandpoint since they left for the fields a few days ago, so I am not sure how to react. My first thought was that I will get one of the sisters back to Sandpoint, but after some reseach I see that Sendeli is in Absalom and I doubt she will be travelling for any reason that far back. Zeeva, on the other hand, is in Korvosa, that is much more nearer. But if she arrives to Sandpoint now, I am not sure how the Magnimar townhouse situation will look like. And I also need a reason for a sister to return. Kind of like "I want my family house back now. Oh, you sold of all the possible stuff from it... oh.."

The party went directly to Misgivings after the fields, so they are missing do not know any news from Sandpoint for a few days now. They've sent Horran and Lettie Guffmin to Sandpoint with a carrige without doing any heal checks, so I am thinking of a mini-ghoul-apocalypse.

Ideas a welcome. Thanks.


Hello,

I have read numerous threads on the topic and I am still a bit confused so I would be thankful if someone could take their time and explain it to me (CRB-based, please).

So, to make a magic item I need a feat + Craft skill, correct?
Now let's concider two options: 1) I am making the magic item from components and 2) Say, I have a masterwork weapon in my hands and want to make it magical.

Let us assume an example for the first option: it will require me to spend 1/3 of the normal item cost and a Craft(Armor) roll result × the (shield) DC that equals the price of the item in sp. Then since the item has to be Masterwork, I have to pay additional 150 gold and make a DC20 for Craft(Armor). So, to craft myself a mwk Shield, light steel it would cost me 150+(9/3)gp and two Craft(Armor) skill checks of DC(10+1) and DC(20). Istead of just buying it at the shop for 150+9gp. Correct?

Now I want to make it an enchanted +2 light steel shield. I need my caster level to be (2x3)=6, pay (who? for what?) 4000gp and have the Craft magic armor and weapon feat. Is there any roll involved and at what DC? Does it need some speacial spell?

Let's assume now I want to add Blinding to the +2 shield. I am a level 5 cleric. So the cost for this will be Spell level × caster level × 1,800 gp = 2x5x1,800 gp. This is 18 days of work, right? What skill checks do I roll for it? Spellcraft? Or I can do this with Craft (Armor)?

Does the same system apply for wonderous items?

Also, I understand that if I ask another person to do this, the cost would be doubles. I am trying to figure out how much profit can be made.

Thank you


Hi,

Before you answer, I saw there is a trait that allows to read and speak Thassalonian.

PC captured Erylium and tried to talk to her. So, they talked to BRODERT QUINK who might speak Thassalonian.
I was a bit unprepared, so I said he only managed to say Hi to the quasit.

So, now that the players hit level 3, the Barbarian wants to invest a point into Linguistics (since he already has 2) and asked me if he can choose "that strange language the small witch was using".

Technically, I think this is possible, but thematically I find it unlikly, that within the week or two being in Sandpoint he managed to learn so well.

What do you think? Would saying he will learn the language next level would be a good idea? And as there is noone to teach Thassalonian.

Thanks.


Hi. My PC will be done with the catacombs today and they should move to Thisletop. But as far as I know, the only reference to THISTLETOP was in the journal. Apparently, I missed some of the backstory or they don't have the maps, but I am pretty sure they will not go there directly.

Should I make them figure out their next move or let them find a note in the last room in catacombs (Levitation room)?

Or am I missing something.

Thanks.


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*Might contain spoilers*

Here's what happened yesterday. This was our third session for 5 players (all have played only the Beginner box) and we got to the Board Hunt (yes, it took us so long). After that, our Druid said out of character that Foxglove name sounded familiar.

What happened - he had joined an on-line group previously to replace a player. First thing he remembers is that they were looking for clues at the sawmill, a lot of ghouls had appeared at the city, then went to the farm and eventually found "a lady who was afraid of mirrors at the Foxglove Manor, we helped her and she ran down. We did not follow". Last thing was they visited the sanatorium and killed GRAYST SEVILLA who gave them some info.

Now I am not sure what to make of this and how to proceed and really, really am looking for an advice. He suggested he does not take part in decision making process with the party, but I am not sure this is a good idea. Not that I underestimate my group, but I think it is really hard not to (think it is the right word) metagame and know what you character does not know.

This is my 2nd experience as GM (first one was the beginners box) and I feel like I have ran into a complication yet to overcome..

Thanks in advance


Hi,

I hope to run the game on Thursday, but my group is already asking for all the classes

There's only a few of the classes covered in the BB, but are there other characters somewhere? in other words - is there e.g. BB Druid or a Paladin or a witch?

Thanks


Hello,

I am about to GM my first game soon with a party of 4 players in the Beginners Box adventure. But, as no one of them has played any RPG before, I was wondering, if there is a short game I could play with three of them before we start with he Box. There are the Beginners Box Bash adventures, but they seem to miss something I would like to see. Probably I want a few maps together with some combat and social quests, where we could use miniatures for moving around. I have never DM'ed either, so I can't make one myself. As this is an introduction game, I don't think it should be over 2-3 hours.
Could someone suggest one please?
I think I could make something myself, but I have small doubts in my skills. Especially the social quest making part :) Ideal would be a turning corridor with a few rats+skeletons+trap and a "convince or fihgt" boss in a throne room.

In addition, (it is probably in the wrong place to ask, though) can it be possible, that a druid badger companion can have base 15hp and 17 AC at level 1? Sounds like really hard to hit and kill.