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It's a natural cavern right? So there should be some cover as well, just try to run from cover to cover. Gives a bonus to reflex rolls, and should even be able to break line of sight. No sight means no triggered trap.


W E Ray wrote:

With your two examples the first thing that jumps at me is the gross difference between settings. Geb and Nex are gonna be radically different setting-flavor-wise than Numeria and the River Kingdoms.

What are you and your Players more in the mood for? Numeria has technology and the River Kingdoms are independent adventurers and such carving out their own mini-empires. Do want the technology of Numeria? Are you in the mood for the deserts and North Africa stuff for Geb?

All the stuff you want: plot twists, betrayals, no "true" evil, works in either of your examples.

My other concern is that your statement PCs see an army and report it sounds close to Railroading. I realize that's only the first sentence of a really nebulous Campaign starter but it did catch my eye. If you want the PCs to report what they see then make sure what they see is something that makes them really want to report it and even then, come up with some back up plans in case they do something else.

Yeah you are right about the railroading, that's something i don't want . I thought about something different like during their first adventures they find something that was an ambush with some corpses lying around, if they are looting the body then will find a very interesting note about the fortifications and number of troops in a city. So now they can either choose to warn the city or to bring the note to an agent or something of that nation.

I will take with my players and ask them which setting they want, more like a classical setting or more exotic. After that i will decide which nations I choose etc. pp.

Thanks for the advice.


yellowdingo wrote:

Events of the War

An army of a thousand Skeleton Archers land by boat on the Beaches of Sandpoint. They wear the cloth of Numeria. They are led by Sgo Giand - an Alchemist of 15th Level.
Each Archer has a flask of Explosive Chemicals wired in his Ribcage to function as a suicide device.

Nice idea... but nah ;)

First of all, thanks for the ideas.

I thought about a scenario The River Kingdoms vs. Numeria where the pcs discover by accident a small part of a preparing army. They could tell the discovery to the nearest town or something else. But that's again a "good" vs. "evil" scenario. Same for Geb versus Nex (even if Nex is supposed to be neutral) Not shure yet, any suggestions?


Hey guys and girls,
I want to start a new campaign in Golarion and new some ideas/advices.
First of all it should include a war between to nations or several factions, none of them should be like "true" evil. The pcs can choose between them, try to prevent the war or just switch between them (treachery). Now different settings and nations come into mind.

1. The River Kingdoms:
A lot of tensions here between the small "kingdoms", nations, cities etc.
Pcs could choose to pick the side with one of the princes/lords/whatever or just a city.

2. Numeria versus the River Kingdoms
The PC can pick their side, try to unify the River Kingdoms to defeat the armies of Numeria etc. I would include some new stuff discovered in the parts of the fallen starship, like a small army of golems which can be controlled by the Black Sovereign himself, but this goes more into the direction of: Hey let's defend the River Kingdom

3. Geb versus Nex, Alkenstar between.
A lot of motivations between Geb and Nex, maybe Nex appeared again...

Would be pleased to get more ideas by the community or some advices.
I like plotwists, betrayels etc. so any suggestions are welcome.


Okay my fault, but thanks for the answers.

Which weapon would you suggest for a Inquisitor?


Alexander Kilcoyne wrote:
Definitely to one end. I assume you spent the feat to become proficient in orc double axes btw?

Half-orcs are proficient with all weapons that have "orc" in it.


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Hey guys,

I am playing an inquisitor in a new started River Kingdoms campaign, so I got the new bane ability and now I have some questions about it:

First of all my inquisitor is a half-orc so he can use orc double-axes,
if I use my bane ability on the weapon, do both ends have the bonus?

The normal rules for magic weapons are pretty clear were both ends can have different damage bonuses and for both ends must be paid, but what's about spells that give your weapon magic abilities? Do they apply to both ends or just one?

So what do you think?