near the end of book 5:
TChalla, Male Catfolk Ninja 15, Carries a bigger knife than Dundee and that's probably why he still lives. Kris, Female Human Rogue 15, threw an intelligent sword into a mud pit, because it had more attitude than herself and There Can Be Only One. Loves boots. Leather. Scared of cat statues. Favorite of a certain mumionofra we should not name. Together these two are aptly nicknamed the meatgrinder. Obi, Male Elf Magus 15, Loves his lightning. Sovellis, Male Evoker 15, caught an unlucky nickname after an unfortunate night out with diseased twins. Has an imp familiar, controlled IC by GM.
I'm looking at one eyeless rogue, one katana-possessed ninja, one cowardly magus, and a wizard with a wis dumpstat.
I seriously doubt they'll all make it out of section H in more or less one piece, but we're having a blast.
Rule #13: When you're down to your last spells, you don't push on - but you take time to rest. Because if you DO keep exploring, you get your party gnome snatched by the foul Ghast barbarian thing (I shuffled some feats around for improved grapple and run) and your gnome is taken down to the map room, where the pretty gnome gets eaten alive. The party wasn't as fast so they couldn't do anything but give chase. The nasty ghast, covered in gnome sap, belched loudly and bounced the pretty head towards the PCs. (The player had voiced interest in a new character - sooo I thought I'd oblige)
Wow, I really hurt them last night. The blue tiles did massive damage until I nudged one of them into baseballing them to bits. Then, half the party failed the crypt thing's frightful aura save. A quickened Dimension Door right in the middle of the party, followed by a teleporting burst sent two very scared characters into two even scarier rooms. I changed the negative energy creature, so that it was obsessed with healing magic; imagine a person alleric to grapes who is obsessed with wine - he has gathered a decent collection of healing potions!
I always prefer reverse gravity in combination with a ceiling. First, they take a ton of falling damage from hitting the ceiling.
Then, when you're done picking them off, casually dismiss the spell, and everyone gets the same ton of damage once more. If nothing else, it turns their bloodlust to 11 X-D
increddibelly wrote:
I had a law student friend play one eye, meanwhile I just sat back with a beer, watching the players lie and cheat their way through a pig-latin-lawyer speak encounter. "Here, use that!" "and this, pro bono's sake!" Just had to slightly nudge the encounter once or twice. This is a solid entry in the top 5 of best encounters ever :Dmeanwhile, I'm not too keen about the red herrings. Our play time is limited so we don't want to spend much time on arguing about next course, which is what this chapter is all about. That may be nice for a change of pace, but only for so long. They already have a rough longitude, they'll probably want to get a latitude, however no encounter zones as written in neither West and East of the Necropolis. I guess I'll just randomly put one of the encounters wherever they point on the map.
91) reporting back to caster type character at inopportune moments i.e. "MASTER! I AM NOW REPORTING, JUST LIKE YOU ASKED, TO TELL YOU THAT RIGHT NOW IT IS NOON!" a split-second before the caster finishes casting that *one* spell that really mattered. Possibly even forcing a concentration check, if you're feeling particularly grudgy.
I'm using snippets from this wikipedia page for the eye taker encounter. I'm also leaving a book of law on the defendants' table (i.e. the players can look this url up on their tablet) and every snippet they manage to use in their defense *in a meaningful way*, results in a +2 bonus to their roll. I hope to steer this towards an RP encounter, which most of the players seem up for anyway; fortunately I ended the last session with eye taker taking an eye and the players interrupting the court in session, thus automagically becoming the next defendants.
okay. They're fighting Thorn next sunday. I'm making these changes:
In the throne room, Thorn, the Ice devil and a bunch of skeletons will be gathered. I'm using screen to - make the ice devil look like a skeleton, - make thorn look like an ice devil and - make a skeleton look like thorn. Then, I'm using master's illusion to rotate one more step: -the ice devil that looks like a skeleton, will then look like thorn; -thorn, (looking like an ice devil) will then look like one of the skeletons; -the skeleton (looking like thorn) will then look like an ice devil) They're going to be so smug when they greater-disspel one of these effects. But hey, smug -> smugger -> me...
Despite the mystery around FMG these days, we're still playing and having fun. The players took the lead by finishing book 3 really quickly and NOT reporting back to Thorn -yet- So I've moved events around a bit. They've already spoken to Naburus, where they were gently nudged towards killing a king, and we've cut away at least 6 months of play time (which to us is a good thing - we decided we don't want to play with devils for another 3 years)
While reading the inhabitants of the palace, I was wondering about the Sleepless Knight, especially the Quickenss(ex) ability.
Quickness(ex) wrote: A mithral golem is incredibly quick. It can take an extra move action during its turn each round. This means it can move up to double its speed and still make a full attack. That seems off to me. Full attack is a Full round action, is it not? Either you move, and in this case really quickly, and take OR you take at most a 5ft step and roll all your attacks.Or is he really supposed to be that quick ^_^
archmagi1 wrote: Make the necromancer the boss from book 2. woot! that's exactly the sort of flavor what I was hoping for ^_^ Let's say Nebta-Khufre was imprisoned in the underground tomb where he found the Mask, and the PC's allowed him to escape by digging him out.
Getting ready to run this for a new group. As no one has ever played pathfinder before, I'm running a prequel; a caravan of folks who are headed towards Wati to join in the lottery. The catch is that they get ambushed to smithers on the way and never reach their destination. I've told them their PC's should be IDisposable, and everyone is to make 2 characters. the plan is as follows....:
I intend to have a wagon break a wagon wheel as it bumps over the tip of a buried obelisk; they won't be able to resist and start digging, and if they do resist, the caravan guards will lead the way. [this should teach 'em the use of basic skills, strength checks, should be a fun way to learn the ropes] Then they get to open a tomb and I'll unleash hell, in the form of a bunch of critters [basic combat lesson] followed by some CRway-out-there elementals and fire giants, who have been imprisoned for hundreds of years. As soon as a few PC's start dying, a necromancer emerges from the tomb and Animates Dead on the poor sods, so the remaining PC's get to fight their now undead buddies' bodies. Awwww, sweeet. After this first session I can use the prequel to fill up quiet time in the city - rumors of a missing caravan, a disgruntled caravan owner asking around because he is owed a lot of money, etc... I haven't read the entire AP yet - but if I can add in an event from a future book that'd be great. Maybe these are the giants who steal an item that's meant to be missing in book 3 or 4? Maybe this necromancer is a later villain? Any ideas / tips are welcome.
Tomorrow, we're going to finish this book. I will use the insane rants I found on richard dawkins reads hate mail to let the angels speak their minds a bit. Replace God with Sarenrae a couple times and you're all set. "I will look forward to observing from my post in heaven the exquisite tortures you will suffer at the hands of the just and loving Sarenrae you have rejected." I couldn't make it up if I tried. I just love those adorable religious trolls.
Like it a lot. A game would become better if it were played on this map.
The ice-plains-surrounded-by-mountains (right side) seem a little too convenient; What happened here that created these pits, such weird natural formations? If the island is, for example, an old volcano, I think it should look a bit more like one.
I have a problem with this map: Visual aids are supposed to clarify the situation. And this looks overly complicated to me, trying to be interesting to a fault. For example, North is to the south-west; I'd say that the map could easily be printed in landscape, eliminating the need of re-thinking which direction is where. Also, overlapping areas are very cool - but difficult to express clearly without adding noise.
At first sight, the map presents a believable, living, active town, but the longer I look at it, the worse it gets. for example, wouldn't Shoanti be clever enough not to build a city at the bottom of a cliff? Gravity would make a cheap weapon. And I'd expect more natural borders around the town to make it more secretive.
Male Humong Propmaster 13 / Meatgrinder 7
The chained warrior writhes about in fear, as he finds himself unable to withstand the terrible chain's patient force. SE corner of R4! Isn't it always the same with these guys? Nobody Ever Looks Up!
Artephius <---
Male Humong Propmaster 13 / Meatgrinder 7
perception DC 25:
While Kyra's life fades away, the tiniest grunt of barely withheld frustration sounds from behind the curtain to the north. Both bowmen at P shout in horror as Talon cuts their beloved cleric in two.
The archers fire their bows as best they can. full round, manyshot, good hope +2
The warrior at Q steps behind Talon and makes one powerful slash at a vital area - cuttin deep at the base of his wings.
29 + 15 = 44 damage. Are you dead yet? The fighters near Artephius busy themselves with the alchemy golem and score a critical hit, cracking the glass of one of his reservoirs.
Male Humong Propmaster 13 / Meatgrinder 7
Rygat sings lustfully as both clerics slide off the blade - yes, there are two clerics now. All of them are extremely dead. Congratulations Talon - you've just killed Kyra!
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