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Pathfinder Adventure Path Subscriber; Starfinder Superscriber. Organized Play Member. 256 posts (260 including aliases). 2 reviews. 2 lists. 1 wishlist. 2 Organized Play characters. 1 alias.


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Xelite wrote:

Name: Hester Kaleah

Race: Changeling
Classes/levels: Witch 7/Winter Witch 10/Archmage 1
Adventure: The Witch Queen's Revenge
Location: The Witch Queen's Kurgan - Inner Sanctum
Catalyst: The Fight for Golarion
The Gory Details:

EPIC! Thanks for sharing

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Luckily most modern dungeons are inhabited by the furry dung beetle. This insect is only 1 inch long and flightless. It eats poop and pee. In turn many dungeon denizens eat the beetle, when adventures are in short supply.

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Thinking on this more. I food is control. It is how the Jadwiga stay in power. They have access to magic and magical items that allow them to grow and provide food to the 'masses.' If you cross them, you starve. If you are obedient, you get enough to stay alive and work. It is like water in the desert.

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Titles: The Peddler, The Story Teller

Alignment: True Neutral

Portfolio: Fictional Stories, Cooperative Games, Sharing, Creativity

Domains: Community, Knowledge, Luck, Protection, Travel

Subdomains: Cooperation, Imagination, Solitude, Thought, Trade

Worshipers: Readers and Tellers of tales, Solitary Travelers, especially Traders and Messengers.

Symbol: An Open Book surrounded by multi-colored figures

Colors: Forest Green and Blood Red

Favored Weapon: Walking Staff (Quarterstaff)

Sacred Animal: Bears

Ethos: Share your stories, but guard your secrets. Include everyone in your games and activity. Seek solace in your individuality, but remember only as a community can we all prosper.

Herald Celestial Brown Bear

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You may want to check out the Player Companion Black Markets. It has rules for creating black markets and a few examples. One in particular is run by a Green Hag and fey creatures. It would not be hard to drop a portal door in the hut to one or more of these places. It would make buying and selling times much easier.

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After reading the Unchained Magic rules, I was struck by an idea for using them in RoW. As other threads have complained, the PCs do not have a lot of places to buy/sell treasure. By adding a few character specific Scaling items, you can reduce this need. I figure either when they get the mantle or release the Hut, they can be gift with these items.

That said, it would mean reducing the treasure for the rest of the AP by half or so. Any thoughts? Ideas?

For those that did not get Unchained, a Scaling item is worth 30%, 15% or 5% of a character's WBL. Rather than needing to be replaced, it increases in power each time a character levels.

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It is a good idea. Just remember, Baba Yaga twists everything for fun and profit (to her). Having the PC sacrifice a first born child. Or hiding their 'death' in a winter collector, so the 'PC' is bound to protect it are a few ideas.

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ohako wrote:

wait, why do it in space if you don't have a spaceship?

a) space is like in the Little Prince/Firefly. occasionally you'll find an interesting asteroid with something living on it, and you either kill it or steal it
b) call the area the 'Stolen Quadrant' or something
c) Reavers. also Thundercats

::whistles::

Wow! Great idea! It would take some work, but I like it.

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I am not a big fan of Elvanna's Winter Portal taking over the world. I would change this AP to be solely about Saving Baba Yaga.

Rather than the Mantle of the Black Rider, I would change it to be The Mantle of Baba Yaga. I would have each of the PCs be 'touched' by Baba Yaga as a child. It could be an old lady that help out the PC's family or Baba Yaga saving the PC from death. During this encounter, she bestowed the Mantle on them. It then lay dormant, until they meet the Black Rider. I would have this be the first encounter of the AP. The Black Rider escaped and opened the winter portal to get the PCs to fulfill their destiny. The other forces from Irrisen were sent to track down the Black Rider, oblivious to the PCs goals.

Now the PCs are the Heroes of Baba Yaga following her breadcrumbs to save her to repay the debt of her assistance in the past.

The final part of the AP can be the PCs trying to complete the Ritual, while Elvanna tries to stop them.

edited.

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You should check out NPC Pawn Box. It has 300+ pawns for every core class, plus the NPC classes and Core Iconics.

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captain yesterday wrote:
there is nowhere that says who wrote the post:)

It's "Auntie Lisa's Story Hour!"

ps. I love your story hour. Please keep more coming!

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closetgamer wrote:
I really like the troops = swarms. Before I got the point where it actually says that, I was thinking to myself "sounds like a swarm to me". I'm really looking forward to running this!

Are the rules for creating Troops published? If not, could they be posted. I would like to use them in Serpent Skull AP. They would be nice to replace the faction generic NPCs and the glut of level 4 creatures in each of the zones.

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Loreg wrote:
Question: the book says to give 400 xp (to the party) and, upon a successful craft or profession check, 500 gp for each discovery. I assume you're not planning on giving 48,000 xp for your 120 discoveries, right? I am thinking of giving them 40xp for each discovery (8 xp/person/discovery) and letting them bundle 10 discoveries to sell to their faction (for 500 gp).

Well in book Three, you need to give out a about 70,000 exp per character (280, 000 for a group of four) to level the characters from 7th to 10th. This would only be about 17% of that total. This is a great way to give them the experience without having to go through endless waves of combatants.

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Bill Webb wrote:

April 1, 2012

Happy Anniversary FGG! Its been 2 years and 71 books since we started this, and we from FGG want to thank all of you for the support. Not even an April Fools joke to be had:)

Congratulations! I am so happy to see Third party publisher like yourself thrive. You guys keep the RPG 'industry' fresh and interesting. I am looking forward to your future work.

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Geo Fix wrote:

Tbug,

I've been thinking about the same issue.

I'm planning on telling the party that the slopes all around are tiered but mostly overgrown. The exceptions are a sizable banana and coconut plantation behind the monkey men (Bananas for eating, coconuts as amunnition for the Throw Anything feat) and most of the slopes behind the Artizan District.

I changed Ossand to be a Juju Oracle. With the revelation, Spirit Vessels, he can control 54 HD of undead. He uses this to create a work force of Juju zombies to do the farming. Also, he uses the False Death revelation to turn any "trespassers" into helpful farm hands. In addition, the population listing of 280 people is only combat effective members. The tribe could easily have twice as many level 1 commoners. These can do the farming, as well. Finally, the Tribe has 280 rangers, they should be able to forge and hunt for additional food.

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I think it works the same as constrict. So, whenever the crocodile succeeds in grapple check, it does the listed deathroll damage and knocks the target prone. This could be on the first grapple check or the seventh.

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I was doing some research for maps of the Ziggurats. I found this map. It is easily adaptable to the seven Ziggurats in Saventh-Yhi.

I also found this thread with another good map of a Ziggurat.

I hope this help others. The Ziggurats are such an Iconic part of Saventh-Yhi. It is a shame there was no map include in the AP.

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Tacticslion wrote:

Some other brief notes I noticed on multiple read-throughs:

a) It seems the boggards seem to live in small yurts in the swamp, from what I can tell. I get this impression because 1) the chief is living in a hut at the top of the ziggurat, 2) they're described as loving the swamp and swampy land (which the buildings don't seem to have), 3) I think I read something else about huts, and 4) it kind of looks like little huts dot the land-part of the district (though these could be the sinkholes)

I am thinking those dots are trees; however, it makes sense they would be living close to the water. Kingmaker #4 has a Boggard Hamlet. They have huts above ground and swappy partial submerged caves below ground. It would make sense form the local geography, that the Boggards here are the similiar.

Tacticslion wrote:
c) The charau-ka live... um... in huts I guess? I dunno, it's exceptionally unclear. I'm guessing they make their own huts or just lie down wherever they want. I'd have thought they'd live in trees, but that'd put them in the vegepygmy area...

My guess is the Charau-ka occupy the roofs of the buildings. This would allowing them to throw rocks down on intruders. I can see the inside of the buildings filled with trash, debris, etc. This would block access to the roofs, except for those with a climb speed. I can see them jumping from roof top to roof top, instead of using the streets.

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ryric wrote:

I have a question about the party's progression through the vaults. Maybe I just missed it on my read through, but how do the players "know" they should save the Vault of the Body Thief for last? They get the locations of all the vaults at the end of the first vault, and it seems to be up to them what order to do the vaults in. I could just move it so that whichever the last one they go to is that vault, but I hate to do those sort of fluid world shenanigans.

I understand an army of apes around the vault might be a deterrent, but I plan on stringing out the events so that the Gorilla King doesn't show up right away.

Plus, I have one of those players, that the harder you protect a thing, the more he needs to find out what it is.

I'm thinking of making the map in the first vault encoded, so they have to bring a copy back to camp and slowly decipher it, getting the locations of 1-2 vaults at a time.

That is a good idea. Also, you have the map in the first vault be 'incomplete,' this way each new vault adds part of the map until the body snatcher vault is left.

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Another idea, I was thinking of changing the Half-Orc Ghost to be a Human Ghost who died when Saventh-Yhi fell. Edit: The Ghost was a human sacrifice by the cities population as it went mad right before Earthfall from the spores. They butchered the body and scatter the bones as protection from the coming disaster. Only by finding and burying his scattered bones can he finally be put to rest.

I was also thinking of throwing in random, 'haunts' showing life 10,000 years ago within the city. Maybe have them scripted to follow the fall of the city, ala System Shock 2.

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Unfortunately, records of Eando Kline expedition are sparse. He seemed to want to avoid drawing the ire of the powerful Pathfinder Guild. Beyond that at this time it appears most involved have perished. However, I have pieced together this list of the probable members of the group:

Eando Kline (C/G human Bard 5/Rogue 6/Sorcerer 1)
Selennia (N human [Varisian] Rogue 3/ Sorcerer 4/ Arcane Trickster 5)
Juliver (C/N half-elf Rogue 5/ Pathfinder Chronicler 3)

Nikoli Taranda (C/G human [Varisian] Fighter 10/Rogue 2)
Beagbroc Hamranäve (N/G dwarven Cave Druid 12)
Inghard Hamranäve (N dwarven Alchemist 12)
Zoltan (C/G half-orc Inquisitor of Desna 12)
Kessie (C/N half-orc Oracle of Bone 3/Barbarian 3/Rage Prophet 6)
Edwin Howell III (N/E human [Taldan] Conjuror 12)
Ofrah (N half-elf Cleric of Nethys 12)

Again there are not firm records to confirm these are the true members. I will continue to follow leads and provide updates as I am able.

Your faithful servant,

Pavo
Aspis Consortium

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Plotty Fingers wrote:

Is there a PDF available of Saventh Yi without the Encounter Markings?

I have a half dragon who can fly and get a layout, plus the description of the 'pillars of Light' directions leads me to think that the players would have a basic layout of the city districts.

I am using photoshop to edit them out and will print 17x22.
We play saturday, so i cannot wait until january.

thanks,

If you use Some PDF on the PDF file, you should get the map without the details.

I got the idea from an Old Thread.

I hope this helps.