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Hey guys i am dming a game where the characters had just traveled to Tian Xia to help a pc member whos family is in the midst of a war.

What i am looking for are some cool simple hooks from everybody that deal with a cool Asian myth,folklore,movies,anime that would work well in Pathfinder. I have seen some really good threads like this

150 Campfire Events: http://paizo.com/threads/rzs2ptbd?150-campsite-events#43

so if you guys can give me some fun ideas that would be awesome

ty
rrll


So i got a reroll on my character with a lot better statline

STR 17
DEX 14
CON 14
INT 16
WIS 10
CHA 9

it is a lvl 3 game i just put the feats that are bonus things
im changing my feats to dodge, mobility and flyby attack
my ac is 16 now so i think this is a lot better i have a wand of shield so my ac will be 24 when flyby attacking
we are gonna play in a few hours this isnt a campaign or anything so if i really hate the character i will just have to make another :)


this is gonna be a game with mostly new beginners so its very low optimization but you are right i was just gonna have a shield wand and bracers maybe something more i dunno what our starting gold is gonna be


i decided to roll up a bladebound kensai for an upcoming evil housegame

Name: Seva-Raja
Race: Strix
(these are rolled stats thats how gm choose to do it)
STR: 16 +3
DEX: 13 +1
CON: 13 +1
INT: 15 +2
WIS:10 +0
CHA: 7 -2

Feats:Extra Arcane Pool, Weapon Focus(Scimitar), Alertness, Flyby Attack

gm wont allow dervish dancer
This is for an evil homebrew game it seems like it will be a fun character and flyby attack can hopefully offset low ac. There will also be naval combat and we will have a mermaid pc bard siren swimming along distracting people while i slash through humans left and right lol it starts on lvl 3 and might get to 5 or so


So last session the cart the kids set on fire exploded and caused a larger fire in the morning the Law was talking to the headmaster. The headmaster woke everyone up and began interrogating the kids, when the story wasnt adding up he began to separate them. when he was interrogating a different kid they all decided to bail from the orphanage. they began to wander the streets exploring a bit and met the kind bum from the first session. They asked him of a good place to busk and perform. The kitsune did acrobatics, the ifrit did a small fire show, the bum played a banjo, and the goblin smiled and held a hat.

They rolled really good and made a very large bit of coin considering they had nothing. A unamused spectator said lame the show was and the kitsune started a scuffle with him AS him, he pushed him over and he dropped an orb which fell into the sewers after the other kids chased after it. Then they had to cheese it as the fuzz was closing in(clockwork robo types) They went to the bums place which is connected to the sewers an had a large metal door he lead them into the tunnel and ran away shutting the door.He took their most of their money(threw them some silver) and locked them up the kids explored the tunnel a bit found his campsite and on the other side fought with rats and mites. they slept it off in his camp and found a suspicious note, the note lead them to the ladder leading lower into the sewers.

There they found a group of Hobgoblin slavers who had a captive(a pc samsaran) they fought really good better than i thought i dropped their hp some(17->11) i did throw in the goblin kids from the first session who came to the rescue when things looked too tough.then the sound of rushing water began to sweep in closer followed by a large sewage wave(2 became sickened. which swept them to the bay and they had a shitty nights sleep under a dock(fatigued) and that was the end, they are all very gungho about finding the bum to take revenge/ enact justice.


im not gonna actually railroad them into this but only explaining the slavers motives and what they will do if they enslaved them. But i think im gonna run with this idea it seems good to me im gonna run the session tonight.


kids on drugs becoming child soldiers rubs me the wrong way too but im not looking to add it for a novelty im looking to add it because that is something that happens to real children in life(think Congo and Somalia) and i think its interesting to explore from a fantasy setting. I think my group would appreciate it from that standpoint as they would empathize with real ppl and would also be able to rise up and fight their captors and gain satisfaction of freeing their "brothers in arms". Thus earning the admiration and support of the lost boys.


im just watching lotr and i think it would be a cool idea if the hobgoblins used them as basically child soldiers(the characters said they wanted drugs to be in the game) so they might be hopped up and addicted(also saw this in new one piece)the drugs could curve some of their lower damage also.
but basically the hobgoblins would want to use them in their war against treants cuz they clear cut and over log and stuff. what do you guys think?


i like the ideas i think in the next session i want to tie in slavers sewers and the law. the bum they met last session will probably tell them a story about the riches that fall into the sewers but also the sewer monster that roams about. But he's spent time in the sewer so he gives em a map/some equipment/ a tip on something the monster hates/scared of(probably fire you know goblins and ifrits).

they will feel like they have an advantage and probably take the bait. Maybe the Law comes to ask about the fire so the headmaster puts the place on lockdown but they can still acess the sewer from the basement service pipes(dont really know). Then there will probably be a backstab from the hobo and hes sold out the kids to hobgoblin(maybe gnoll) slavers to make some coin.


maybe he steals their voices then insults, annoys, torments ppl or spreads false information and rumors


i had thought to have an encounter with an attic whisperer would be thematically interesting


they will be pc classes soon sometimes you cant give kids all the toys in the shop :)

I just thought that would be best so they feel like they've actually built thier character up, and i would think it takes time and dedicated training and study to become these pc classes so i want to fit that in in a realistic way i guess


one thing i was also planning to add in the next session is a bombing by a villain in the industrial area,i was going to fully introduce him later but wanted to build up his character and just leave his deeds noticeable by the pcs. so one idea i had is to just pick it up right where it left of with them running and the cart explodes(because it was holding explosives underneath the hay) they just happened to pick that cart to attack. then some major heat and major unintended consequences would be on their shoulder/minds.


The kitsune did not play this session super sneaky and hiding the fact that he was kitsune. i gave all the pcs a race feat and the kitsune took realistic likeness so he did use that and will in the future im sure. he always plays rouge type characters in rpgs and this game he is shooting for arcane trickster. no one in the party has played a lot of pathfinder we did a few one shots to get peoples feet wet and they are learning things fast the party likes about half rp half combat and i enjoy that style of play too.

I am actually really happy with how the session went as i was planning on having the first session this weekend but i wanted to test out their characters so i just winged all of it and it came together really well and the players had a blast.

One reason why i thought the npc class thing was a good idea is that they seem like things any person could do without any special training. I had thrown out the idea of them finding someone to train them. A master wizard for the kitsune, a zealous inquisitor for the ifrit, and a raging madman for the goblin, and they seemed to want that to happen. There will also be some more players from time to time but they havent rolled their pcs. and i wanted the time jump just because then in between sessions they were just training and learning from their mentor and i know they want to be adults at some point. But you are totally right that i should keep this going while it is still fun. but even a 6-8 month gap for retraining lvl 1 seems reasonable for a child as they arent really retraining as much as just regular training/learning.

The ages are goblin: 6 or 7 kitsune: 14 ifrit: 8
so the kitsune is closest to becoming an adult a will be shortly without a time skip but dont want other player to feel left behind so i would want to enact the time jump around then but that still gives me up to a year of in game time or so.
and im not doing the ages straight from the book as the ifrit would be hard to fit in and another possible player had been interested in rolling a Samsaran. the alignments are generally on the chaotic side no evil pcs.

The lost boys scenario seems right up their alley the kitsune has talked about his intrest in having a thieves guild so it could be the start of that and have low stakes crimes and mischief. And i had made the point that the headmaster old man Frump opens the gates around 12 or so and closes them at sundown and if they are not in he doesnt care they have to fend for themselves till morning. so the fend for yourself thing is definitely and angle i want to push and slavers would be a good villain for them.

They definitely did cause some attention to themselves but the ifrit was enlarged when the guard noticed him running away, but the guard did catch the goblin kids who came up with the plan that were still in the building. i figure i could send a lawman to ask questions and put up posters looking for an ifrit(although they might think its an adult) and that might scare the kids a bit. but your ideas are really helpful and are getting my creative juices flowing(ewwww lol) so any more advice/tips are welcome


some of them would actually probably prefer to join the crooks it seems like they are pretty mischievous so i also need to have reasonable consequences to their actions


my advice is that it might be alot to put into one session, i dont know what your group is like but i dont think ppl enjoy having a huge story thrown at them all at once so if you pace things good have them find their own way to you story points. drop the hints and clues like cookie crumbs and have the effects(the great engineer guy wouldnt be the only one to die) is it if they eat the fish or drink the water a lot of those fish would die too you would think(maybe a river full of dead fish would be more ominous) just keep it easy and if the party wants to go a completely different way just have what they do be affected by this event so they have to start wondering whats going on.


Hey im dming a game where the pcs are latchkey kids in a orphanage, we just ran the first game a short session they met some of the npcs
used survival to dig up grubs for extra food(they only get grool and bread)
the party is a kitsune expert ifrit adept and goblin expert
they will retrain their pc lvls as a time jump thing to get them to adult age.

The goblin pc can only speak goblin so she hung out with goblin kids who were watching a trash fire. the goblins up with a plan to burn some karts passing on the street from above inside abandoned building a ways away from the orphanage(its in a seedy industrial part of town). the goblins recruited the ifrit because they thought he was cool cuz he could make fire. the kitsune followed.

They went to the fifth floor and waited for a cart to pass by then started hurling torches at the cart trying to catch it on fire. a commoner lady ran away screaming for guards, the horse was freed and ran away from the fire. then a clockwork flying helicopter guard(used clockwork servant stats )came after them the ifrit enlarged himself and grabbed the goblin and kitsune and jumped out of the building and into the cart and found its cargo to be hay(i didn't expect them to jump out they were on the fifth floor but i think they forgot) they then ran and the helicopter went towards the goblins as it was flying and say their fire and caught them in its net. the pcs ran and let the heat die down by hiding out in the orphanage. it was really fun i would like to know what other ppl think of some fun missions i could send them on. they have no armor and only had free weapons. give me some advice :)


Lincoln Hills wrote:

236. The night is starry and rather calm. Early in the second watch, three tiny clouds (visible mainly because of the moonlight) come scudding across the sky at very high speed. On careful inspection, the 'tiny clouds' appear to have humanoid shapes. In actuality, hese are three powerful NPCs using wind walk to survey the area; their errand has nothing to do with the PCs.

237. While scrubbing the pans clean in the morning, one of the PCs notices a patch of fallen and recently shattered trees about a quarter-mile away. Should the PCs investigate, they find that the break in the trees is a crash site for a (roll 1d4: 1 = shattered wagon, 2 = shattered boat, 3 = bowl of petunias, 4 = Gargantuan morningstar.)

i really like the idea of 237 while changing the outcomes slightly it would be cool to find a random dropped item from a massive gargantuan giant(roll 1d4: 1= Large sack full of cows, 2= Gargantuan loincloth, 3= "Shrunken" Hill Giant Heads, 4= Gargantuan club/morningstar.


Hey im trying to make a cross-blooded srocerer Tiefling for pfs and have a question about if fiendish sorcery would apply to both my Abyssal AND Draconic bloodlines

Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

it says all class abilities but would like the clarification ty.


rrllmario wrote:
dang that does look like a good option for this character thanks and fluff wise i like it too he is haunted so maybe he is being haunted by the divergent motivations of the chaotic arcane gods and good divine gods or something like that. so i would only get one spell at first level so i would have true strike but the 2 bloodline abilities will be good i just have to choose another one.

i dont really know what would be a good second bloodline, but i was also looking at the wildblooded sorcerer and that seems cool for boreal i could blast off a ray of frost before i get in cc and slow the opponent that would be interesting.


dang that does look like a good option for this character thanks and fluff wise i like it too he is haunted so maybe he is being haunted by the divergent motivations of the chaotic arcane gods and good divine gods or something like that. so i would only get one spell at first level so i would have true strike but the 2 bloodline abilities will be good i just have to choose another one.


This is a weird character im playing now i dont have the character sheet my dm does so i dont know all the exact stats but he is a half-orc who worships cayden cailean and is a 1 Drunken Barbarian/1 Battle Oracle/1 fighter and i just leveled up and im going to do boreal sorcerer.

He drinks to rage longer, extra revelation disarm maneuver reroll initiative, full plate with tower sheild(might lose the sheild but im only tank type), wields a heavy flail. he is gonna get to turn his weapon into a frost weapon for 5 rounds per day, i'll take the true strike and sheild or mage armor. he will have around 28 ac while raging does good damage and has options in spells.

He is supposed to be the son of an orc tribe in the mountains and his goal is to unite the mountain ppl together.


i was planning on them being the classes they wanted for simplicity sake. Also i was picturing it as a bit of a work camp and so they get paid a bit maybe not gold maybe i'll just do it as copper instead, also having a small economy inside the orphanarium. i do like the idea of having them come into their class and having that as most of the story but dont really know the best way to do that. also the part of the flavor of the camp is that is meant to contain races seen as strange, unusual, or dangerous. The pcs will all be characters from the advanced race guide. but if my players wanted to be a standard race that is easily changed.


Hey i was starting a new campaign relatively soon and was going to set the first game in a maximum security orphanarium(More serious than the Futurama counterpart). I was wondering what would be a good way to set them as children, i was going to do no trained skills as they are kids and haven't trained yet and lower gold. But what other suggestions would you have? i was also thinking of having either an underground theme or naval travel theme once they grow up. the second session will be a few years after once they have started their true adventuring career. The first game they would be around 12 years old the second about 16. so any advice would be helpful.