Demogorgon

the Lorax's page

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My reading between the lines of history seems to indicate a huge financial incentive behind the Roanoke colony, and its continued existence - I want to play a bit more with that idea and try to let at least some of that bleed through into the campaign. The idea that the colonists are being used for financial gain - that there are bigger movers and shakers that may not have their best interests at heart.

I also want to build Buy In from the players and a bit of character development in the direction of why they WANT to be colonist, and to let that be a guiding idea during character creation and initial development.


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I really feel like I'm missing a few of the guards I've used, but only Keeler, Jacoby and Belor himself received any development beyond their initial stat blocks.

Jacoby started as an expert 1 and a new recruit - as two of the PCs spent time at the Turandarok Academy, and were notable as pranksters and trouble makers, he was intended to be a bit of both a foil and ally, that plotline never developed.

Keeler was the guard that the PCs always wanted to talk to, so he ended up with a bit of a story and a few minutes in the spotlight - and thus his level of expert gained at level 3 along with the realization that he is NOT an adventurer and he may want anther way to make a living. Privately Ethram Valdemar has suggested he may be the next sheriff.

Belor gets plenty of action, and his depression takes a back seat to the clean-up duties he takes part in (first goblins, then ghouls, then the odd ogre issue). As the PCs move out of the area during Hook Mountain, tensions in town begin ramping up Titus begins trying to take over the glassworks, and opposes a new town run grain mills construction. The Sczarni and the other families work against them, and Belor struggles with the moral issue of allowing the Sczarni to be a thorn to the Scarnetti. But when he saves some townsfolk and guards during Stones over Sandpoint he makes a turning point and realizes that some things he is capable of and others are outside his control, he begins to come to terms with his relation with Stoot (and his brother) and moves more directly against the Sczarni. He moves from 4th to 8th across that time.


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ooof, had a LONG post ready here, and then lost it, very painful.

Well, this most of it all over again, a bit abreviated.

Info I had used for the town guards and Belor.

Benk Griffon – Town Guard

Benk:
Male Human – Warrior 2 Neutral Good
Bear of a man, bare knuckle boxer who was trained by Ven Vinder and sometimes works at Ven's store in his off hours as either a watchman or an extra pair of arms to help move items. He is an informant for the Sczarni, but basically a good guy. He tries to keep people from getting hurt.

Wallace Fard – Town Guard

Wallace:
Male Human – Warrior 2 Neutral
Handsome, but dark and sullen, Wallace is Das Korvat's nephew, and joined the guards during the Late Unpleasentness after the murder of his aunt by Chopper. His uncle gave him a masterwork sword.

Keeler Gaar – Town Guard

Keeler:
Male Human - Warrior 2/Expert 1 Neutral Good
Affable and easy going, Keeler is the friendly face of the town guards early on. Almost killed by ghoul fever during the ghoul plague, he has turned his focus to the study of law to move himself out of potentially dangerous duty.

Pol – Town Guard

Pol:
Female Human – Warrior 2 Neutral Good
Has a long standing antagonistic relationship with one of the PCs - she was an early crush of his, and discovered one of his secrets that disgusted her. She initially joined the guard to keep safe from the "sick" PC. She is a graduate of the Turandarok Academy. She has been in a long term and secret relationship with Savah Bevaniky. Has a tatoo of a bird and "PB" which she declines to comment on unless someone guesses what it is for, which she always says agrees to wild theories of what it means.

"Chert" (actually Devon Chertom) – Town Guard

Chert:
Male Human - Warrior 2 Neutral
From Borsky's Landing, got job with help from Titus Scarnetti. Keen-eyed, sullen, quiet...unless there is information of interest to Master Titus.

Barto Markovi - Town Guard

Barto:
Male human Rogue 2 N
Barto is a one of the town guard in the pay of Jubrayl Vhiski, he's in it for the money. Unlike Benk, he is a Sczarni first and a town guard...when people are watching. Smart enough to not take bribes, but will pass on criminal actions info on to Jubrayl first.

Jacoby Trume - Town Guard

Jacoby:
male human Warrior 1/Expert 1 LN
Jacoby grew up in the Turandarok Academy, and has a taste for intellectual pursuits, Belor likes to keep him close at the Garrison recognizing a him as a talented young man. Jacoby is the guard most likely to be met at the garrison if people go there looking for Belor.

Belor Hemlock – Sheriff

Belor:
Male Human - Fighter 8 (by time of Stones over Sandpoint) Neutral Good
As campaign progresses, increasingly in over his head.
Rival of both the Sczarni and Scarnetti, as well as his own brother.
Would love to retire and hand job off and retire with Kaye.
Is trying to let the Sczarni/Scarnetti conflict do part of his job for him
Is a warrior first and a leader second, is much more in his element when fighting.
Great uncle was Jervis Stoot, this is the source of conflict with brother.


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Love this idea - though I think the concept would work better if it was structured by power groups rather than individuals.

I've got plenty of stuff for the town guards, but only a little on Belor himself.

During Stones over Sandpoint, I allowed the players to participate in mini scenes across town (I ran it a bit differently, than presented, giving the players no real forewarning of the attack)with each player getting to run some of the NPCs of the town, each player getting to run the closest think to the mentor type of their actual character, and answer a couple of questions about the character and their motives.

For me, Belor is in a bit over his head - he got his job with the support of the Scarnetti family, who want to use the town guards as their own personal anti-Sczarni task force. The Scarnetti also wanted someone who owes them something in charge of the guards in the wake of the Avertin/Deverin alliance of the previous years. Belor is a decent guard and a man of his word and is out of his depths in dealing with the political aims of the Scarnetti. The secret that truly haunts him however is that Chopper is actually his great uncle, and he maintains his tight control over himself because he is secretly afraid that he may have the same evil inside.


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I'd be reluctant to keep playing keep away with Karzoug/Karzoug's Soul.

I can easily see players getting annoyed at repeatedly yanking the rug out from under them - "HA HA, Karzoug's soul is free, you gotta go track it down, uh oh, not this time, you gotta go trade for it with a demon, whoops a powerful Daemon got it now..."

Monkey in the Middle isn't fun.

If its just a number goal to reach, I'd be inclined to add more to all of Spires, then just do the first part of what you have planned (I'm not familiar with the Witchwar Legacy), capping off with a Tuerny the Merciless style Karzoug (Glabrezu with lots of wizard levels...)

If its the 20(+) level experience that the players want, well I'd keep Karzoug's soul out of reach until the finale.


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Skeld wrote:

I didn't track sins and virtues, so when i got to SotS, I had to figure out what to do.

I had 7 players and, when they retrieved the keys, they decided to each hold a different key. I had the idea that when they entered Runeforge, the key they carried transformed into a smaller version of itself on a chain around their necks that they couldn't remove (and didn't take up an item slot).

I liked your idea, and went with a modified version.

It seemed like an interesting story mechanic that new people could only be admitted to the Runeforge in a a group of 7 - one for each wing.

I had been tracking sins, so I decided that any character could use any key...except for their two opposition keys - when they tried to the keys became so heavy that they were unable to use them, if anyone had tried to use the key for their sin, then they would have felt a charge as they used it, (and gotten some extra minor buffs, like Fox's cunning for the duration of the Runeforge, but they didn't find that solution). They fumbled through solving the puzzle, gathering enough NPC allies to fill out the 7. I didn't give them a necklace, but gave out the buff in the appropriate wing.

I also described to each player the urges that they were experiencing - urges appropriate for their key.

While I didnt give them any mechanical incentive to explore or resist the urges, most of the players went along with letting their sin key slightly affect their actions, I suppose if one of them really just asks to Give In/Exploit their connection to a sin I may have to think something up - maybe give them a bonus trait/trait-like feature.

<shrug> Any ideas?


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I think people have covered the "why" pretty well - its a flavor feat to show "Skald's know runes - spells are made of mystic symbols...runes...so Skald's have Scribe Scroll."

However, read Egil's Saga.

Come back and try to explain why Egil is NOT 900AD's version of a gangster rapper.

Use the PFS variant for Scribe Scroll.

Laugh maniacally as you turn everyone in the party into a barbarian.

Really scribe scroll is a pretty awful feat for a skald - a flat +1 to UMD would be better.


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Haladir wrote:
Another possibility could be that the entire library is one giant intelligent magical artifact that can create the illusion of a human librarian at will within the walls of the library...

I like that too.

Robed humanoid figure with a gold mask fades into view - an odd metallic sounding voice comes from the figure.
"This is the emergency bibliographic assistant. Please state the nature of your bibliographic emergency."

=P


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I went with Skeld's logic here - the ancients were wierd and had different stuff then modern people - and in the Runeforge, the lighting has been like flourescent lights - flickering to life as people come into the area, but I can understand not wanting clockwork stuff.

A golem as Skeld points out would work fine.

An undead (pick one that you like - maybe a Crypt Thing on a floating chair)

An outsider - maybe you put a celestial here who honestly WANTS to help the party out, even though its bound by rules.

Something new - maybe a golem-like creature made of magic, behaves just like the clockwork version, you just painted it with a glowing pink and blue sparkles and made it composed of magical force.<shrug>


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I don't think that the handful of corner cases that the difference would apply to make it an important distinction to make.

I'd just call it Keen with the expanded range regardless of the damage type the wielder wants to deal - the Keen enchant does not restrict its effect based upon the type of damage being delt, just as to which weapons can have the enchant put on at all.


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Fey?

They're in yer base, killin' yer dudes, what else?


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That's totally what I was thinking (about Katrine).

She's business minded and somewhat ruthless - she's really using a relationship with Banny to get things out of the lumber mill at discounts.

Shamus' fight with Banny is all about Shamus thinking that Banny is taking advantage of his sister.

(also getting to introduce Banny before he shows up as a corpse is a good thing, especially if you show him as capable and rugged, making his death all the more concerning. "Hey Banny was a bit of a tough guy - what the heck handled him so easy?")


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Shamus the shopkeep...I'd go the route of making him a dreamer and a poet - I'll suited to the drudgery of day in day out sameness of being a shopkeeper, woefully unprepared to do things like make sure that he doesn't lock himself out of the store.

Instead of Shayless' "Hey, could you kill some rats in my basement *wink**wink*" it could be "Excuse me, this is embarrassing, but I seem to have locked myself out of my shop, I still have to do some cleaning and my father is due back this evening, could you help me get back in?" Add in a bucket of water "trap" left out under a window for a PC to slip and fall into. Make him as tactically sound of a combatant as a goblin - or just hapless. Perhaps he just ends up being lucky in a fight (he spooks a horse while trying to get a make shift weapon out of a wagon - the horse tramples some goblins in the street. Hes a good guy, just one you'd want no part of having on your team during an adventure.

Have Shamus get into a public fight with Banny Harker during the Swallowtail Festival, and then arrested for Banny Harker's murder later on.

I think it can work just fine.

As for the whole twins thing - as a shortcut I'd assign one a NG alignment, and the other a CN alignment and build their personalities off of that just so you can have a basis for giving them different personas.


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I don't use 'em - as I run my long term home brew deities.

To me, deities need to have a redeeming quality to them - even the "evil" ones.

<warning the following contains gross simplification and generalization>
In real world pantheons there are many deities that were often termed as "evil", but many of them had important duties and followings, and their followers were not overly ostracized.

I think its important for deities to have a campaign/setting specific role beyond their purpose as a patron for a divine spellcaster in a roleplaying game, and I feel that many of the gods of the Golarion pantheon are oddly specific and wierd (I don't care for a bunch of 'em actually).

I think that some need to be split up, some need to be merged. I think I would be very careful about not providing gods specifically to fill the requirements for a race/class/alignment combination (oh you're a______? Well your god is _____.) The mythology needs to come first, the roles need to be filled second.


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Interesting idea.

As for what language does the word count use - I would say that has to be the the language that the game is being played in.

I suppose if you wanted to make a rule of some sort, some way to mechanically adjudicate trying to fit more information into less words using linguistic tricks, off the top of my head, you could make a ruling that you can use a number of words equal to 20+(int. mod.)+ Ranks in Linguistics words, using the lowest numbers between the two characters for both, or just allow adding of words based upon Linguistics ranks.

I've seen many sending spells written out in advance, word counted and trimmed to convey the most info in the least amount of words - I've also seen the opposite happen - where some characters waste words to fulfill their on particular idiom. ("Hello Mister Smith, this is Bill Brown...and I wanted to let you know that is is very important that...[end transmition]")


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Tiny Coffee Golem wrote:
the Lorax wrote:

Oh I know about Vraxeris - he also didn't have access to too many druids.

But if you're a wizard thinking of immortality and eyeballing that Clone spell in your spellbook, you can probably find a work around or two for becoming 'Stinky Bob - Troglodyte Wizard'.

Or if you're a machinist just keep killing yourself until you get a shape you can live with.

Pretty sure you meant 'Masochist', and you wouldn't even need to be that.

"Just kill me again and lets give it another go." is a perfectly rational response to becoming a Troglodyte, Bugbear on the other hand is nothing but WIN.

If you're looking a Clone in your book, you may well also have Wish a few pages further.

I thought I remembered a line of text somewhere saying that there were ways to influence the result (but then gave no specifics). Is that random bad data retained from an earlier edition?


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Oh I know about Vraxeris - he also didn't have access to too many druids.

But if you're a wizard thinking of immortality and eyeballing that Clone spell in your spellbook, you can probably find a work around or two for becoming 'Stinky Bob - Troglodyte Wizard'.


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If the filthy powergamers would shower with soap and washcloth, it would help...


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HA! So it is!

I just assumed it was a link to the 3 Dragon Ante version, and as I already have a digital version of the original article I didn't bother to go look.

Now that I have ...GREAT JOB - your thought processes on how to start to go about doing it mirror those that have been in my head.
Breaking down all the numbers and such from the 3DA version proved to be a bit more insightful than I expected - I had always just assumed that there was an even distribution of effects. It looks like you resolved the number challenges well.

Have you thought about...I'll post that to your linked thread instead.

What I really need now is a set of cards that have the rules ON them so I dont need to refer to the article.


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Maybe the published monsters would have a better chance of working if their agent would get them some actual paying gigs.


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Looks like I arbitrarily decided that Deadly Aim works like Power Attack for purposes of giant boulders (1.5 x bonus damage) - seems fair.


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I found my list on a back-up flashdrive. Looks like Hythlodeus beat me to it, but incase you want another take on them here's what I had.

I just bumped them all up a few stat points and didn't worry over much about the skill points unless they could be a combat related skill - and just eyeballed them and their gear really - I didn't expect to have to use them, I gave them a once over, but can't promise that everything is 100% - but I don't think the odd +1 to Climb is gonna make a difference.

I added another camp to the grounds - for assorted stragglers and singletons not part of any other tribe that has flocked to M's banner (ettins, trolls, straggling Kreeg...).
The last leader on the list is to watch over that camp.

Halvara is a bit of a beast if she gets going...

Giant Leaders:

Doach
Hill Giant Fighter2
CE Large humanoid (giant)
Init –1; Senses low-light vision; Perception +8
AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, –1 size)
hp 128 (12d8+72)
Fort +14, Ref +2, Will +5
Defensive Abilities rock catching
Speed 40 ft. (30 ft. in armor)
Melee greatclub +17/+12 (2d8+12) or 2 slams +14 (1d8+8)
Ranged rock +8 (1d8+12)
Special Attacks rock throwing (120 ft.)
Str 27, Dex 9, Con 20, Int 8, Wis 11, Cha 8
Base Atk +9; CMB +18; CMD 24
Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub), Toughness, Iron Will
Skills Climb +10, Intimidate +15, Perception +8, Know(local)+9

Papa Beshk & Mammy Krod (same block for both)
Ogre Barbarian 4
Init +0; Senses Darkvision 60 ft, low light vision, perception +6
AC 18, touch 8, flat 18 (+5 armor, +5 natural, +1 Deflection, -1 size, -2 rage)
hp 104 (4d8+4d12+4 favored class+32 Con +8 Toughness +16 rage)
Fort +14, Ref +2, Will +3; +3 vs. spells, spell-like, and supernatural effects while raging
Defensive Abilities Uncanny Dodge, Trap Sense +1, Superstition +3
Speed 40 ft (50 ft base)
Melee +1 Great Club +18/13 (2d8+16)[-2, +6 Power Attack]
Ranged Javelin +6/+1 (1d8+10)
Special Attacks Quick Reflexes (Rage Power), Rage 14 rds
Str 30, Dex 10, Con 23, Int 10, Wis 8, Cha 9
Base Atk +7; CMB +18; CMD 28
Feats Iron Will, Power Attack, Toughness, Weapon Focus (Great Club)
Skills Acrobatics +5, Climb +19, Perception +6, Intimidate +10
Combat Gear Javelins (4); Other Gear Greatclub +1, Hide Armor +1, Ring of Protection +1

Halvara female stone giant cleric 5
LE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +19
AC 27, touch 11, flat-footed 25 (+2 Dex, +12 natural, –1 size, +4 armor)
hp 161 (17d8+68+17)
Fort +17, Ref +8, Will +14
Defensive Abilities improved rock catching
Speed 40 ft.
Melee greatclub +21/+16/+11 (2d8+13) or 2 slams +20 (1d8+9)[-4, +12 Power Attack]
Ranged rock +14/+9/+4 (1d8+13)
Special Attacks rock throwing (180 ft.)
Str 29, Dex 14, Con 19, Int 10, Wis 15, Cha 12
Base Atk +12; CMB +22; CMD 34
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Toughness, Combat Casting
Skills Climb +12, Intimidate +16, Perception +19, Stealth +4 (+12 in rocky terrain)
Special Attacks channel Negative energy 6/day (DC 12, 3d6)
Domain Spell-Like Abilities (CL 5th)
5/day—artificer's touch (mending and damage to constructs)
5/day—strength surge (+2 to strength based rolls)
Cleric Spells Prepared (CL 5th)
3rd—magic vestments, waves of fatigueD, deadly juggernaut
2nd—bull's strenghtD, enthrall (DC 14), resist energy (DC 14), silence (DC 14)
1st—bless , divine favor, enlarge personD, shield of faith, magic weapon
0 (at will)—guidance, light, purify food and drink, resistance
D Domain spell; Domains Toil, Strength
Gear mwk large chain shirt mwk large greatclub, cloak of resistance +1, amulet of natural armor +1, silver holy symbol, wand cure light wounds (15)

Vlorian male stone giant ranger 3
NE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12
AC 25, touch 11, flat-footed 23 (+2 Dex, +11 natural, –1 size, +3 armor)
hp 145 (12d8+3d10+60)
Fort +15, Ref +9, Will +9
Defensive Abilities improved rock catching, favored enemy (humans +2)
Speed 40 ft.
Melee greatclub +20/+15/+5 (2d8+12) or 2 slams +16 (1d8+8)[-4, +12 Power Attack]
Ranged rock +9/+4 (1d8+12)
Special Attacks rock throwing (180 ft.)
Str 27, Dex 15, Con 19, Int 10, Wis 14, Cha 12
Base Atk +12; CMB +21; CMD 33
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Pushing Attack, Toughness
Skills Climb +15, Intimidate +16, Perception +16, Stealth +7 (+14 in rocky terrain), Know(nature)+3, Survival +5
SQ favored terrain (rocky +2), track +2, wild empathy +3

Gear potion of bull's strength, potions of cure moderate wounds (2), mwk large studded leather, mwk large greatclub,

Zinder male stone giant fighter 1
CE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +13
AC 28, touch 11, flat-footed 26 (+2 Dex, +11 natural, –1 size, armor +6)
hp 111 (12d8+1d10+52)
Fort +14, Ref +6, Will +7
Defensive Abilities improved rock catching
Speed 40 ft. (30 in Breastplate)
Melee greatclub +19/+14 (2d8+15) or 2 slams +19 (1d8+10)[-3, +8 Power Attack]
Ranged rock +11/+6 (1d8+15)
Special Attacks rock throwing (180 ft.)
Str 30, Dex 15, Con 19, Int 10, Wis 12, Cha 9
Base Atk +10; CMB +21; CMD 33
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Intimidating Prowess
Skills Climb +12, Intimidate +22, Perception +13, Stealth +4 (+12 in rocky terrain)

Gear large breastplate

Onidan stone giant ranger 4
CN Large humanoid (giant)
Init +3; Senses darkvision 90 ft., low-light vision; Perception +16
AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size, +4 armor)
hp 136 (12d8+4d10+62)
Fort +16, Ref +11, Will +8
Defensive Abilities improved rock catching, favored enemy (animals +2)
Speed 40 ft.
Melee greatclub +21/+16/+11 (2d8+12) or 2 slams +20 (1d8+8)[-4, +12 Power Attack]
Ranged rock +16/+11/+6 (1d8+12) [-4, +12 Deadly Aim]
Special Attacks rock throwing (180 ft.)
Str 27, Dex 17, Con 19, Int 10, Wis 12, Cha 12
Base Atk +13; CMB +22; CMD 35
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Deadly Aim, Aspect of the Beast
Skills Climb +12, Intimidate +13, Perception +16, Stealth +8 (+14 in rocky terrain), Know (geography) +4, Know(nature)+4, Survival +5
SQ favored terrain (rocky +2), hunter's bond (companions), track +2, wild empathy +3
Ranger Spells Prepared (CL 1st)
1st—resist energy
Gear potion of cure moderate wounds(2), potion of divine favor, potion of shield of faith, mwk chain shirt, mwk large greatclub, potion of invisibility
Drogart male stone giant fighter 3
CE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +14
AC 28, touch 11, flat-footed 26 (+2 Dex, +11 natural, –1 size, +6 armor)
hp 160 (12d8+3d10+75+15)
Fort +16, Ref +7, Will +8
Defensive Abilities improved rock catching
Speed 40 ft. (30 in breastplate
Melee greatclub +21/+16/+11 (2d8+14) or 2 slams +16 (1d8+9)[-4, +12 Power Attack]
Ranged rock +14/+9/+4 (1d8+13)
Special Attacks rock throwing (180 ft.)
Str 29, Dex 15, Con 21, Int 10, Wis 12, Cha 12
Base Atk +12; CMB +21; CMD 33
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Vital Strike, Intimidating Prowess, Toughness
Skills Climb +12, Intimidate +23, Perception +14, Stealth +4 (+12 in rocky terrain)
Gear potion of potions of cure moderate wounds (2), large breastplate, +1 large greatclub

Yon
ogre mage sorcerer 4
LE Large outsider (giant, native, oni, shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +13
AC 21, touch 12, flat-footed 18 (+4 mage armor, +3 Dex, +5 natural, –1 size, +1 amulet)
hp 130 (8d10+4d6+72); regeneration 5 (fire or acid)
Fort +13, Ref +6, Will +14
SR 19
Speed 40 ft., fly 60 ft. (good)
Melee greatsword +15/+12 (3d6+10)
Ranged composite longbow +12 (2d6+7)
Spell-Like Abilities (CL 9th)
Constant—fly
At will—darkness, invisibility
1/day—charm monster (DC 17), cone of cold (DC 18), gaseous form, deep slumber (DC 16)
Str 24, Dex 17, Con 23, Int 14, Wis 14, Cha 19
Base Atk +10; CMB +18; CMD 31
Feats Combat Expertise, Combat Reflexes, Improved Initiative, Iron Will, Combat Casting, Point Blank Shot
Skills Bluff +15, Disguise +14, Fly +5, Intimidate +15, Knowledge (arcana) +17, Perception +17, Sense Motive +13, Spellcraft +13, Use Magic Device +18, Diplomacy +8
SQ change shape (Small, Medium, or Large humanoid; alter self or giant form I), flight
Bloodline Spell-Like Abilities (CL 4th)
7/day—corrupting touch
Spells Known (CL 4th)
2nd (4)—fiery shuriken (2 shuriken)
1st (7)—burning hands (DC 15), mage armor, magic missile, protection from good
0 (at will)—acid splash, detect magic, light, mage hand, message, prestidigitation
Bloodline infernal
Gear potion of Wand of Acid Arrow (10), Amulet Nat. Armor +1, Mwk Great Sword, Composite Longbow


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I did some rough versions after I did the outline for the variant builds for each clan - I didn't double check them for correctness - my players spent a good deal of time scouting the situation from range and came to the conclusion that a frontal attack was suicide.

I discontinued work on the project - but I should have them in my archives somewhere. I'll see what I can find, as they arn't in my main support files for some reason...


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Aww man I came here looking for where to get the best Flan.


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I've been calling them "Heptagram Amulets" to prevent those type of shenanigans.


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The letter from Mokmurian to Barl must be one of those changes in the AE, as I don't see it in my version.

Text from original edition that describes how the PCs are drawn home.:
in the section on Concluding the Adventure
...For now, the PCs have earned a rest. Feel free to give them days, weeks, or even months. Maintaining Fort Rannick can certainly keep them diverted for some time if they wish to stay on as the keep’s commanders, or they may wish to return home to Sandpoint to winter there. Shalelu does the latter, and if the PCs decide to stay at Fort Rannick, they’ll eventually receive a disturbing message from their elven ranger ally—stone giants have been sighted west of Ember Lake, and fears are that a platoon of them might be headed for Sandpoint. Can the PCs return to their home in time to aid in its defense against the vanguard of an army of giants?

Which is the path I went along with, it helped that I wanted a break from running for the summer and allowing there to be a sort of natural IN Game campaign break felt pretty natural, when things start back up I intend to use some of the ideas in the section on Ruling Rannick, let the players get back into their characters.

In the original edition, there is the exact opposite of "implied urgency", there is explicit lack of urgency, and a direction to give the PCs some "time off".

I can see how such a letter would keep things moving along, but that's not the direction I went leading into my break for the summer.


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Like Skeld said, for some of the maps I've just adjusted the scale. Others I just fudged to add an extra 5' here and there.

For some though (like the Graul house) I just left it as is, the tight, difficult to move around spaces left my party of flankers and spring attackers a bit out of their element, which is good every so often.


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I added Shayliss to Aldren's scene during the attack on Sandpoint - allowing the person who was going to be Shayliss' target choose himself (ie whoever was most concerned about saving HER), then did the Aldren obsession triangle of Lust for Shayliss, Envy for lover. Slowly the pieces fell into place and the PCs figgered out most of what was going on.

I'm advocating not just killing her because there are good, not directly related to the AP plot threads that can play out, and Shayliss is an added link to the party being concerned about Sandpoint which IS important to the AP.


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If you've already set the scene, too late for this advice, but you could always try this:

You hear feeble ragged breathing amidst the carnage of dead bodies scattered around the base of the hill. Slurred and mumbled words are drowned out but the cries of the carrion birds already beginning to feast.
Following the sounds you see two men leaning against a large rock, one of them is closing the eyelids of the second man. The first man sighs, looks up to you and speaks, "I am soon to follow my brother here, I am nothing, but he lost his life trying to save mine, please see to it that even if his grave be unmarked that he does not suffer the indignity of being crow food."

The still living, but dying guy can relate whatever story needs to be.
If the PCs use healing and save the guy, so be it, the original story teller is still dead.


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Right now?

Jethro Tull - Aqualung


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I had to consider how to rule on things like this myself.
In the end I decided to trust my guy about the reasons behind the PC actions.

In the situation you mention above, my first question is, Why does the player know the Lust tracker score?

As for how the points are tallied, I'd continue as you are - the PCs actions, even though GOOD, do make him more prone to Lust, which I think is the real point to the tracking.

His acceptance and continuance of a relationship with Shayliss make him suspect. Shayliss is entering into the relationship not due to Love or a belief in open and free sexuality, she seeks out a PC due to jealousy about the attention her sister is receiving. Shayliss is trying to use sex as a weapon to get back at her sister and attract the attention of her parents. A worshiper of Arshea should really have nothing to do with sex for that reason unless the character was going to lengths to educate her about Arshea - Shayliss' behavior in this regard, her reasons behind her actions should probably be abhorrent to a follower of Arshea.


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Stebehil wrote:

I´m just preparing the Raid on Sandpoint. On p. 187(AE), it is stated that the giant split "along tribal lines". Starting on p. 200, the various tribes are named, with leaders and numbers of giants.

Now, did anyone think about which tribes the giants attacking Sandpoint belong to?

It's probably too late to be of any use to you, but I'd had the same thoughts, I was more thinking about it for all of the camps in the Valley of the Black Tower, and then worked back towards the battle at Sandpoint.

So I started with a brief description/idea, and used that to make minor changes to the stat blocks (spoiler tagged)

Black Fist Hill Giant Clan – The fists of these giants are stained with dark bitter roots. After the supplies came from Hook Mountain, these giants now wield crude spiked gauntlets, and are now eager to test out their new Kreeg-forged equipment.

Black Fist Hill Giant:

Black Fist Hill Giant XP 3,200 CR 7
CE Large humanoid (giant)
Init –1; Senses low-light vision; Perception +6

DEFENSE
AC 21, T 8, FF 21 (+4 armor, –1 Dex, +9 natural, –1 size)
hp 85 (10d8+40)
Fort +11, Ref +2, Will +3
Defensive Abilities rock catching

OFFENSE
Speed 40 ft. (30 ft. in armor)
Melee spiked gauntlet 2 slams +14 (2d6+7)
Ranged rock +6 (1d8+10) (+Brewed Reek)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 ft.)

STATISTICS
Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Base Atk +7; CMB +15; CMD 24
Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency (spiked gauntlet), Power Attack, Weapon Focus (spiked gauntlet)
Skills Climb +10, Intimidate +12, Perception +6
Languages Giant

Brewed Reek
Most of the Black Fists will be equiped with one rock wrapped in rags soaked in Brewed Reek, while less effective than a splash, the stench is still pungent - the Hill Giants of the Black Fist are accustomed to the stench and are unaffected. A creature hit with one of these wrapped rocks must succeed at a DC 15 Fortitude save or be sickened for 1d6 rounds.

Red Shield Ogre Clan – Using large morningstars and brown stained hide covered wooden shields that they drip the blood of their enemies upon. They now wear Kreeg-forged breastplates.

Red Shield Ogre:

Red Shield Ogre XP 1,200 CR 4
CE Large humanoid (giant)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE
AC 24, T 10 FF 21 (+5 arm., +2 shield, +1 Dex, +7 nat., –1 size)
hp 38 (4d8+16)
Fort +8, Ref +2, Will +5

OFFENSE
Speed 30 ft. (40 ft. base)
Melee morningstar +9 (2d6+7)
Ranged javelin +3 (1d8+7)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 25, Dex 12, Con 19, Int 10, Wis 14, Cha 11
Base Atk +3; CMB +11; CMD 22
Feats Iron Will, Toughness
Skills Climb +11, Perception +9
Languages Giant

Nightshade – these stealthy Ogres like to use poisoned weapons and attack from hiding

Nightshade Ogre:

Nightshade Ogre Clan – These ogres were dark hoods, wear leather armor and use longspears. They prefer to attack from hiding.

Nightshade Ogre XP 1,200 CR 4
CE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE
AC 20, T 11, FF 18 (+2 armor, +2 Dex, +7 nat., –1 size)
hp 34 (4d8+12)
Fort +8, Ref +3, Will +3

OFFENSE
Speed 40 ft.
Melee longspear +9 (2d6+10) + Greenblood Oil
Ranged javelin +4 (1d8+7)
Space 10 ft.; Reach 10 ft. (15' with longspear)

STATISTICS
Str 25, Dex 14, Con 19, Int 10, Wis 14, Cha 8
Base Atk +3; CMB +11; CMD 22
Feats Stealthy, Nightstalker
Skills Stealth +3 (+9 in dim light or darkness), Perception +9
Languages Giant

Greenblood Oil
If they have time, they will coat their spears with Greenblood Oil
Type poison (injury); Save Fortitude DC 13
Frequency 1/round for 4 rounds
Effect 1 Con damage; Cure 1 save

Note they do not have Poison Use, and have a 5% chance to expose themselves to the poison.

The Maidens of Minderhal – This tribe of all female stone giants has a fearsome reputation. The Maidens use a point down triangle with an anvilans their clan symbol, burned into their left shoulder.

Maiden of Minderhal:

Maidens of Minderhal XP 4,800 CR 8
NE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE
AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 102 (12d8+48)
Fort +12, Ref +6, Will +5
Defensive Abilities improved rock catching

OFFENSE
Speed 40 ft.
Melee greatclub +16/+11 (2d8+12) or 2 slams +16 (1d8+8)
Ranged rock +11/+6 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)

STATISTICS
Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +18; CMD 30
Feats Intimidating Prowess, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw
Skills Climb +12, Intimidate +20, Perception +12, Stealth +4 (+12 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant

Improved Rock Catching (Ex)
A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability.

Jormunsir Clan –This tribe of stone giants wear a cord around their right bicep, bone disks dangle from this cord each engraved with a run representing a giantish virtue that inspires the individual and one with an oval crescent with a seven pointed star – this symbol of their clan

Jormunsir Giant:

Jormunsir Stone Giants XP 4,800 CR 8
N Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE
AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 102 (12d8+48)
Fort +12, Ref +6, Will +7
Defensive Abilities improved rock catching

OFFENSE
Speed 40 ft.
Melee greatclub +16/+11 (2d8+12) or 2 slams +16 (1d8+8)
Ranged rock +11/+6 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)

STATISTICS
Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +18; CMD 30
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw
Skills Climb +12, Intimidate +12, Perception +12, Stealth +4 (+12 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant

Improved Rock Catching (Ex)
A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability.

Valissgander Clan – This tribe of stone giants wear leather bracers tooled with the symbol of their clan - a triangle divided by several lines capped with a seven pointed star.

Valissgander Giant:

Valissgander Giants XP 4,800 CR 8
NE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE
AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 102 (12d8+48)
Fort +12, Ref +6, Will +7
Defensive Abilities improved rock catching

OFFENSE
Speed 40 ft.
Melee greatclub +16/+11 (2d8+12) or 2 slams +16 (1d8+8)
Ranged rock +11 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)

STATISTICS
Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +18; CMD 30
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Vital Strike
Skills Climb +12, Intimidate +12, Perception +12, Stealth +4 (+12 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant

Improved Rock Catching (Ex)
A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability.

Crannoch Clan – Wearing fur cloaks and having Facial tattoos and dies to make their eyes sunken and display snarling fanged visage upon their face and mouth are the only identifiers of this clan.

Crannoch Giant:

Crannoch Stone Giants XP 4,800 CR 8
CN Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE
AC 23, touch 12, flat-footed 20 (+3 Dex, +11 natural, –1 size)
hp 102 (12d8+48)
Fort +12, Ref +6, Will +7
Defensive Abilities improved rock catching

OFFENSE
Speed 40 ft.
Melee greatclub +16/+11 (2d8+12) or 2 slams +16 (1d8+8)
Ranged rock +12/+7 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)

STATISTICS
Str 27, Dex 16, Con 19, Int 10, Wis 12, Cha 9
Base Atk +9; CMB +18; CMD 30
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Deadly Aim, Precise Shot, Quick Draw
Skills Climb +14, Survival +12, Perception +12, Stealth +4 (+12 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant

Improved Rock Catching (Ex)
A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability.

Kavarvatti Clan - These giants wear a beaten copper medallion with their clan symbol tooled into the surface – a black circle surrounded by 7 small evenly spaced triangles.

Kavarvatti Giant:

Kavarvatti Stone Giants XP 4,800 CR 8
N Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE
AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 102 (12d8+48)
Fort +12, Ref +6, Will +7
Defensive Abilities improved rock catching

OFFENSE
Speed 40 ft.
Melee greatclub +16/+11 (2d8+12) or 2 slams +16 (1d8+8)
Ranged rock +11/+6 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)

STATISTICS
Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +18; CMD 30
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw
Skills Climb +12, Intimidate +12, Perception +12, Stealth +4 (+12 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant

Improved Rock Catching (Ex)
A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability.

As for which group was where during Stones over Sandpoint?
I'm thinking it should look something like this. If you want to add the Maidens - put them in at Looting Scarnetti Manor.

The Northgate Siege - Valissgander
Chaos at Tanner’s Bridge - Crannoch
Mill Pond - Kavarvatti
Beer or Death - Jormunsir
Looting Scarnetti Manor - Kavarvatti


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Stuff I used at the beginning, lots of if re-themed and/or repopulated.
All of this wasn't used for 2nd level, but could easily be used for such, anyway stuff I used somewhere between the Swallowtail Festival and Thistletop:

The Firemaker - set the town out past Biston's Pond, traded hobgoblins for goblins.
Toadstool Goblins - a goblin encounter someone wrote up on the messageboards.
Master of the Fallen Fortress Requires a bit of work as I replaced most of the monsters with goblins, and put the keep on the edge of Devil's Platter. Also made the captive "Junior Grump", Farmer Grump's adult son.
We Be Goblins (I let the PCs meet Scribbleface who led them to the boat, totally playing up the fact that he was Vorka's ex-boyfriend trying to get his records back from her apartment. Let them beat up Vorka, then have the 1st level goblin party show up and announce "Now Vorka you die for killing too many Goblinz!")
Chopper's Isle - I replaced everything there with Haunts, but I didn't feel that I did a good job of it. It still played out good, I just wish I would have gotten more of Chopper's story out to the players. One of the players almost cried when they brought the stuffed dog back to Das Korvut.


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I actually do change any name that doesn't feel comfortable to my mouth or was consistently causing typing spelling issues unless there is a specific reason to keep it.

"Jakardros" became "Jakardos", a fair amount of stuff like that.


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Gonna be playing in a 1st level game for the first time in a while, and I intend on making or at least roughing out, 4(ish) different characters for my group and gonna let the DM pick one, then flesh it out.

I don't really expect this game to last to particularly high level - I doubt we'll hit much more than 10-12.

I do have an idea of what the other players are building:

1 - human bloodrager (I expect abyssal claw machine)
2 - human monk of the 4 winds
3 - human cleric (gonna assume that this will be a generic healer/buffer)

While I have a few thoughts of my own, as the title states - I'm just fishing for ideas.

I expect the bloodrager to be mechanically sound, but not high end optimized.
I expect the cleric will be able to cure and buff, not optimized at all.
I expect the monk to take up a 5' square, the player has a history of builds that only function when the stars are right.

Thanks in advance.


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Sounds like its a good time for a cut scene!

Run the encounter with the players playing a group of 3rd level non-optimal build characters - heck, make them 10pt stat builds.
Make the ranger player play the Druid with the Hawk companion.

Let the ghouls tear up the 3rd level party. When they start to run into ghouls in Skinsaw, you have a built in fear of ghouls and a good red herring for the Skinsaw Man, just be prepared for your PC to head straight to the Paupers Graves.

And I swiped Story Archer's dwarves - but I put a Forked-tail Wyvern in, instead of Harpies.


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My handout for the deed to the manor specifies that the river is to be...well lemme just go get the actual text.

"Vorel Foxglove and his heirs will maintain all property, land, harvest, water and mineral rights for the area demarked by the Whisperwood River, and all lands for 3 miles north of the river, and within 5 miles of the coast...Furthermore, the Whisperwood River will, henceforth be named the "Foxglove River" in perpetuity."

Which is how I ran it, seemed good to me, but I see that James just beat me to the punch and posted the actual official ruling - THANKS AS ALWAYS FOR PARTICIPATING IN THE FORUMS JAMES!


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Sure.

The Scarnetti are a family with their finger in every pot, looking to take as much as they can.

They control the grain mills - controlling the Deverin's ability to process the bounty of their farmlands.

They control the lumber mills - controlling the Valdemar's access to ship and dock building supplies.

I've added a community called "Borsky's Landing" (which I read about someone else adding, and swiped, thanks whoever mentioned it) near Biston Pond, it....well from my player's guide...
"Borsky's Landing: A small community of six or so families, Borsky’s Landing is located along the Turandarok River between the Three Kings and Devil’s Platter. Borsky’s Landing once boasted the most impressive lumber mill in the area, with a water run saw blade crafted by giants. The Borsky's Landing lumber mill is now a charred husk, the once impressive blade now rusting at the bottom of the Turandarok ever since wild fires were rampant in the area during the Late Unpleasantness. Borsky’s Landing now serves primarily as a mining community run by the Scarnetti, supplying materials for the glassworks."

The below information leaves out A LOT of background info, and side NPCs, but it at least give an overview of what is going on.

Three of my PCs are brothers - Scarnetti distant relations who the Scarnetti look down upon, and would rather see their line come to an end.

The PCs family was amongs the "brothers and cousins" that Alamon Scarnetti launched his ill-fated asualt during the founding of the town. Alamon tried to pin the blame on the PCs family, a ploy that was only partially successful.

Titus would like to see their family line end so that he can promote the pro-Scarnetti version of the history. He and his family are taking the long view to all of this - he can see that the bloodlines of the other three families are failing - something he has been working to ensure does not happen to his own.

He really DOES want what is best for the town...but he also believes that him being in charge IS best for the town.

During the Late Unpleasentness, the PC's family ran a lumber mill - which burned down. The PCs, to varying degrees blame the Scarnettis for this.

SO the Scarnettis are set up as rivals to the party, but rivals who want to protect and see the power and influence of the town grow.

I have plans to try to carry out a Fist Full of Dollars like scenario using the Scarnetti and the Sczarni. I'm heading into a phase where the PCs may be involving themselves more in this plot line, so I'll see how it develops.

Does that help or were you hoping for something different?


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OK, bad wizard, no bisket *spray with water bottle*.

IF the wizard is actually feeling bad about it, the wizard needs to do something and come clean. Putting an "E" on the wizards sheet kinda requires no remorse (although the rationalizing "I didnt expect to kill it" doesn't hold much water unless this is a new player).

Penalizing the Sorcerer in this case does seem a little unfair, some of the other challenges that are going to come from NOT having fey allies should be penalty enough.

On a bit of a contrarian note however, fey can be pretty capricious and cruel - even "good" ones. The fey could well understand someone being upset with being lied to and COULD POSSIBLY understand some over reaction followed by remorse - with the right approach and diplomacy skill checks some of the problems can be made to go away.

Or the fey could just become a bigger pain in the behind then the Kreegs ever could be.

Let the players talk themselves out of or deeper into the mess the wizard created.


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The plan is to:

Send the PCs to Turtleback Ferry - let them see the Paradise and meet some of the Black Aarows, give them a couple side missions.

Let them go back to "Sandpoint" deal with issues there, including:
-Finishing up the Misgivings (they bought a scroll of Dispel Evil) to purge the hauntings.
-Lyrie has gone to try to catch up with them there (they have her MONEY)
-Maybe a Sandpoint Devil encounter
-Local political challenges (Glassworks, Scarnettis)
-Maybe some Goblin mop up action

Then move on to Hook Mountain, as scripted - possibly with Shelalu being the instigator instead of the Lord Mayor.


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OK, I have an outline for what I'll do, Again, being run in a homebrew, but I'll try to replace the place names with reasonable replacements in Varisia. I'm leaving out stat blocks and all but the bare bones structure and make it make sense without having to read what I'm doing in my home campaign. If something doesn't make sense, it may be because I didn't catch all of the names. Ossund was a small village not on the map, it has no replacement - place it somewhere between Whistledown and TBF.

To Paradise:
Given the revelation of the plot to murder the Lord Mayor, Grobaras in reward for defeating the murderers he grants through Ironbriar's replacement, an award of 4500PP, however the new Justice would like to have Orik escorted to up to (at least) Turtleback Ferry where they will meet up with more of the Black Arrows. The Justice will hold back the remaining 1500gp (to which he can add another 500gp with a DC 30 Diplomacy check) to have them escort the dangerous criminal who has links to the Star Murderers.

Jarkardos and two Black Arrows (warrior 4s, Lucas and Gord) will be the members of the Black Arrows the PCs meet to escort the prisoners to Whistledown where they will meet up with 4 more members , Vale and three others (warrior 4s, Jacob, Martin and “Slim”). The seven of them were attacked by a group of ogres two days out of Whistledown , and the 4 of them stayed in Whistledown to recover from their injuries.

To Whistledown:
Jarkardos will use the trip to Whistledown to feel out the PCs, he is concerned with the activity in the area around Fort Rannick of late, it seems that there are a lot of displaced loners on the move, making the roads less safe than usual he has a bad feeling that something is afoot. As the Fort has not yet fallen, he will be willing to talk, freely sharing bits of his backstory for those who are interested.

The trip to Whistledown should go mostly uneventfully, but don’t forget to bring up the rain and its effects. The most excitement will be a pair of gnomeish alchemists traveling to Magnimar to visit relatives – they have a few potions for sale if the PCs ask (4 Cure Light Wounds, 2 Bear’s Endurance and any 2 others that would be a common call. The gnomes will mention that a couple of bandits accosted them but the gnomes dealt with them.

Once in Whistledown, they will be joined by the remaining 4 Black Arrows. Jarkardos will become a bit more at ease, and may share more of his backstory than he intends to after a few mugs of ale. Lucas will try to recruit the PCs to join the Black Arrows. Jacob will treat the prisoners poorly. Gord had a rough time during initiation, and will try to show the new recruits some sympathy. “Slim” will mention the Paradise.

You're the sole survivor:

Once out of Whistledown, the PCs will have a few days of calm the rain even lets up for a couple days. But soon they run into a badly injured dwarf, Ivarr Hrodtvitsson (Slayer 4), the sole survivor of an Ogre attack on his village of Ossund, a small logging village. The Black Arrows will be somewhat resistant to getting involved (this isn’t their territory), but will give the PCs a little leeway in checking things out if they want (letting Vale and Martin join them if they make a DC 20 Diplomacy check). Ivarr will want to investigate, and if healed for 10hp or more will join up. If healed for 20hp he'll be willing to go alone if necessary.

Ossund is burnt but the rain has kept the village from being completely destroyed, there is little there to be found of notable value, but let the PCs stock up on up to 500gp worth of assorted normal (not masterwork) gear if they go searching for it – make them make some Perception checks to try to find things – Set the DCs for finding anything specific between 15 and 25 using your best judgment. If the PCs ask about the bodies – most have been taken by the Ogres back to their lair, but some show signs of being mauled by a great beast. Vale should comment on the poor fate of those captured by ogres. Ivarr will certainly object to wholesale looting of the place.

Tracking the Ogres shouldn’t be difficult but make the PCs make Survival checks if necessary, Jarkardos can point out the trail. The tracks indicate there are 6 total ogres leaving Ossund. Five are Advanced Ogres, one is an Ogre Priest (cleric 2) werewolf. The werewolf was kicked out of the Kreegs for his “lunacy” the others are just following the ferocious holy man. The Black Arrows will prefer to use hit and run tactics to draw out the ogres and advocate concentrated fire to reduce the ogre offense as fast as possible.

Ossund Again?:

If Ossund is not explored, Ivarr will wait in the area until healed before returning to Ossund, burying the dead, waiting for potential refugees (add a level 2 warrior or expert if you really feel that the PCs are sincere about helping out Ossund) Jakardos will not want to wait around more than a day, if Ivarr is alive he'll wait at the village.

On their way home from Turtleback Ferry, depending upon what the Players did, Ivarr will be at Ossund upon their return. If they did not track down the Ogres, Ivarr has managed to kill one Ogre, and all but the Cleric are injured - down 5 hp each for ease. Depending upon the player interaction and choices, Ivarr (and potentially the other refugee) will be willing to go with the PCs back to at least the next town, and perhaps could be recruited to the PCs cause.

On to Turtleback Ferry:

Past Ossund, the party can make it pretty clear through to Turtleback Ferry - if they did not fight the Ogres at Ossund, give them a fey encounter... say 5 or so Red Caps.

Once at Turtleback Ferry, Jakardos will get the PCs paid. If they impressed him as good people, he'll see to it that they get another (roughly)300gp in supplies and gear and prehaps some cures from Mayor Shreed. Depending upon the relations the PC have along the journey, Vale or some other Black Arrow may try to get them to sign up. BUT DONT GO DOWN THIS PATH - probably best to not make the offer if you think the PCs will accept. While Jakardos can get them a free night's stay at the inn in TBF, there will be the suggestion (from Slim) that they stay at the Paradise.

If they do stay at the Paradise, let them deal with a drunken wretch falling overboard and needing to be rescued from a snapping turtle.

Lucy is not currently at the Paradise, it is being looked after by her overseer Vargo - King of the Snakes (I'm working on a quick and dirty adaptation - that now that I look closer at it, looks pretty close to what thelesuit did)

Perhaps they meet Keven at the Paradise.

After some brief encounters at the Paradise let the players return back to Magnimar/Sandpoint.

Further Development and Reminders:

Dont forget:
  • To provide gruesome scenes of Lucas, Gord, Martin, Jacob and "Slim" as dead Black Arrows around Fort Rannick when they return to the area in a few weeks.
  • To keep up the occasional description of rain, don't beat the players over the head with it, just mention it when it gives them a modifier to do something.
  • Ivarr and Ossund could be a potential additional reason to get the PCs to return to the area.
  • Get Hemlock to talk to the PCs about their trip - try to make sure that they mention Jakardos
  • Mention of Jarkardos will get to Shelalu through Hemlock and get her interested in going with them to TBF when they get the request to check on Fort Rannick.


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I got to (mostly) complete the situation.

I used (a slightly opened up version, added about 10' and combined A7+A8) of the fishery from The Edge of Anarchy for the map, a little larger, but mostly the same.

Note on Lyrie:
As I had made her a sorcerer (more befitting someone who was trained by Xanesha), Lyrie was written up as a Sorcerer 6 - with pretty much every group having an interest in dropping her, I thought it would work out, turns out that letting her be a sorcerer 6 with fireball may have made things a bit easier than I needed, should have used more mooks with better ranged options.

Brief overview of frenzied competing faction combat:
Lyrie, the PCs and three War 1 lackeys arrive at the place, I let Lyrie position her lackeys, give the players the chance to explore (they decline).

First encountered the Buyer. His Chemist noted the diluted nature of the drugs, at which point the victim's gang showed up - "LYRIE! What did you do to MY DRUGS?!?"

Confused gang warfare opens up. Lots of flanking and Sneak Attacks.
Lyrie drops a Fireball, most of the mooks drop.

The victim's gang's snipers use light crossbows to ding who they can, one is at the door, the other is covering from the roof of a nearby wharehouse, both end up surviving, and escaping with the drugs and the corpse of their boss.

The cultists show up and start to move along intent on getting to Lyrie. The bounty hunters sent by her father arrived with the same intent. The player's were left saying "WTF" and "who the heck are THESE guys" repeatedly. Most people had little chance to run, because in the feeding frenzy of this combat, those who became weak were finished off quickly.

When the guards finally busted in (from the front door) Lyrie dropped her last fireball on the group of them, the PCs "this chick really is CRAZY", and drawing an arrow shot from one of the PCs, which dropped her.

One PC hadn't been privy to all the the Lyrie/Party interaction. He had been researching the murders around town with the aid of a guide supplied by...IRONBRIAR - who just tried to gather as much information as he could. He'd made a deal with Lyrie's dad to try to recover Lyrie.
There was some brief argument over what to do with Lyrie, but she was stablized and left in the fishery with the last few town guards. Everyone was using whatever means of escape that they could...

Three PCs went back to the inn that Ironbriar had suggested - the first one getting back in time find the horror show of murders that were staged in their rooms - Ironbriar is pinning the "star murders" on them the scatter to the winds.

The when the live but out Lyrie to brought in, guard captain there knows that the best reward for Lyrie is being offered by Gustavos Hirdman (and encouraged by his "wife" Xanesha). For Lyrie its a good thing that she doesn't get brought to father until the middle of the night when X is not there - Lyrie know the score at her father's house, and uses her pre-planned escape spells still left to run.

The PCs had no plan for a meeting point, and things became a bit messy as the party was too skittish to stick their heads out, and didn't trust to venture to any place they had been. Lyrie SHOULD have set a rendezvous point if things went south since the players didn't, but I didn't think of it until later - it led to a too long span of time spent at the table with people trying to reconnect, with EVERY PLAYER on his own.

All in all the Lyrie Scenario has led to about 2 and a half good sessions, and the players are half debating trying to reconnect with her, as she knows just enough pieces of the assorted puzzles to maybe save their behinds...or maybe get them arrested and executed as the "Star Murderers". I had a lot of fun with it as a DM, and my players were pretty good at picking out who was what.

They did get away with the buyer's money, but not much else besides being fugitives from the law.

Another note, they decided to try to arrange a landmark as a meeting point - selecting Underbridge, the Shadow Clock Tower seems likely to be the tallest building and was selected as their future emergency gathering point.


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I was thinking of enough negative levels to make up for the succubus' HD, and an additional 2, so Tacticslion's -8 is right in line with my thoughts. This should be a bit of a long term boon, but short term bit of a pinch.

I wouldn't let him get away with incubus - that would be too close to the type of character he was - I'd want a noticeable role playing penalty too.

You know your player, so you need to keep in mind what won't break the game for him.


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The Lyrie being crazy and impulsive has gone great. Having all the bad things she did to get to this point one at a time was hilarious.

PCs: "OK, we'll guard you for 3 days, and you'll tell us about Naulia and the cultists and give us 500gp."

Lyrie: "Great."

Later...

Lyrie: "BTW, I stole the drugs."

Later...

Lyrie: "BTW, there may be cultists after me."

Later...

Lyrie: "BTW, I killed some town guards too."

The players have felt that this is an completely screwed up situation, but Lyrie gave them enough information that they actually feel like they did get a decent deal out of it.

I'm ready for next session to begin with a Bang! Its gonna be a bit messy and a bit of work on my part, but...

Lyrie, the PCs and a couple of mooks will be there with the goods.

First there will be the Buyer -

Buyer:
Tybold's Gang: Similar to what you posted - I made the alchemist an Expert instead, and the boss is a 7th ninja. Only 4 mooks.

They want the money and the Drugs.

Then the gang Lyrie stole from -

Victim:
Marcus' Gang: Two mooks, Two Ranger2/Rogue 2, and the boss, Rogue 6.

They want the drugs and a dead Lyrie.

Then some cultists -

SSM:
Skinsaw Cultists: I redid the basic cultists as Inquisitor 3, and there will be a Cleric3/Fighter3 in charge.

They want a dead Lyrie, dead PCs doesn't hurt either.

Then a couple of bounty hunters -

The Rundown Team:
Two Ranger4s. Sent by Lyrie's dad to bring her home safe to keep her under wraps until this whole thing blows over.

They want a live captured Lyrie, the money wouldn't hurt either.

Then town guard -

Guards:
A fighter 6 and bunch of warrior2s.

They want everything, best ending is they get the drugs and the money, and everyone else is dead.

Then a few complications lurking -

Complications:

- Gustavos Hirdman's new wife is one of Xanesha's alter egos.
- The first thing the PCs did in town is to contact Ironbriar and tell him all about Aldren - Ironbriar knows who they are and where in town they are staying.
- One of the PCs was researching the murders around town for the last three days with a Skinsaw Cultist as his guide.


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How about as Dracovar's suggestion #2, above, but add in a couple of things(this is definately an option I would talk about with the player in private before doing):

- some number of negative levels which cant be healed, enough to make up for...

- replace his race with succubus, and alignment with CE

You're at the end of the campaign, unless you're planning on continuing afterwards, the balance issue shouldn't be a problem.

If you are, well then this option is less appealing.


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I've added two Justices, thanks for the input everyone:

Justice Barazon:
I've pretty much swiped this from Razcar entirely - when his agent inside Ironbriar's team got him copies of the paperwork and information that the PCs dropped off at his office, he had them tailed, eventually he met with them secretly, and was eating from a lavish spread. He convinced the PCs to spy upon Ironbriar. I expect it to all play out very similarly.

Justice Faldo:
This is just the renamed (to keep things clear) Justice I postulated above. Sure he may be a bit on the take from the Sczarni, and haphazard in his investigations, but really he just likes playing Pall Mall, he has an extensive collection of wickets, mallets and balls. He views his duties as a Justice to be an inconvenience to his games, and tries to see cases completed as quickly as possible. He wants to separate the murders happening in his districts (the Underbridge) from the greater "star murders" plot (the Scarlet Sun is running concurrently with the Lyrie Scenario and The Seven's Sawmill portion of Skinsaw. The PCs haven't met him yet, I expect they will soon.


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I'm building up to (largely) use this between the Foxglove Townhouse and the Sawmill.

I want the finale to be a bit of madness, with multiple factions showing up.

How we got here:
Lyrie escaped from Thistletop because my group wasted a number of days after their first (abortive) attack - I decided that it was enough time for Naulia to step up her plans and free Mal. Mal, after 10k years wanted to leave and took Naulia and Lyrie. Seeing evidence of the Runelords in the Sihedron Amulet, Mal took the group back to Magnimar to find out what Xanesha knows.

Rethemeing:
Using other ideas in the forums, Lyrie is the daughter of Quink's rival, scholar Gustavos Hirdman, and was recruited to be part of Xanesha's Lamashtu cult - which includes Avalexi, the Scarlet Sun being rethemed as a Lamashtu cult. Lyrie is not a drug dealer by trade, she just was able to steal a large amount.

Where its going:
Lyrie wants to escape from under Naulia's/Mal's claws, and has found a way to get away - sell drugs -> sail away -> new life. Naulia and Mal have moved on towards Turtleback Ferry.

The Scenario:
Outside of the background adjustments, the Lyrie Scenario plays out pretty much the same as presented here, but the finale may well include: The drug dealers she's selling to, the drug dealers she stole from, the city guard, Skinsaw Men sent to bring her back to Xan, PCs and Lyire in the middle...


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Gallyck wrote:
Wolfsnap wrote:
Devin O' the Dale wrote:
1. lower stat points (15 not 25 makes a big difference)

^^^PLEASE LISTEN TO THIS PERSON^^^

As a GM, I always always always run for 15 point-buy characters. It forces the players to focus on their characters' core competencies and reduces the situation where you have several PCs trying to fill all the roles. Makes it easier to challenge the party as well, even at higher levels.

Am i the only one who whole heartedly disagrees with this? Point buy encourages minmaxing. At a 15 point buy? grats everyone has uber low int or cha or both if you want to fight effectively.

15 is what I give for cohorts and notable hirelings/henchmen/allies.

PCs, well, actually I spent a lot of time thinking about this, and looking at some numbers and statistics, doing some research and came up with the following assumptions:

Average expected
4d6 Drop the low die 16, 14, 13, 12, 10, 9 = 19
Elite array 15, 14, 13, 12, 10, 8 = 15
4e Standard array 16, 14, 13, 12, 11, 10 = 20
Straight 13s 13, 13, 13, 13, 13, 13 = 18
Best average w/an 18 18, 12, 10, 10, 10, 10 = 20
18 + second stat 18, 16, 9, 8, 8, 8 = 20
3 stats 16, 16, 14, 9, 8, 8 = 20
4 stats 15, 15, 14, 14, 8, 8 = 20

Anything less than 20 overwhelmingly favors the single stat full casters, who could care less about everything but their casting stat, a 15 point build doesn't stop the Wizard or Sorcerer from putting an 18 in theirs casting stat, but a 15 makes awful Monks/Rogues/Rangers.

25 is too much, but I think 20 is a nice balance point.

There was an interesting article on using 3 Dragon Ante as a character generator, using a mix of randomness into the stat build concept (of keeping characters closer to the same balance point.


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TheRealHoratio wrote:
Is that just how people play the game now? Is it really treated like an adversarial tactical miniatures game, where instead of a group of people coming together to tell a story, it has turned into another game that one side feels they have to "win", by getting as much of an edge as possible?

Some people do, some do not, there are arguments for and against such a style. Me? I think think it's problematic as all it does is make the DMs job harder. Playing an game of one-upmanship with the DM is a terrible plan - a DM can always "win" that game by doing some of the things you mention. My personal experience with the high end optimizers is that they are disruptive and destructive to the play environment - when there is only one of them. With a whole group, that may not matter.

[sarcasm]You could go all snark mode on them and ask if they want 30 point builds for their characters. [/sarcasm]

As it is a new group, you really could simply ask them:
"Based upon what I am seeing on your character sheets, is it what you are looking for an adversarial tactical miniatures game?"


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Exactly the type of thing I was thinking of.

As I don't want to go confrontationally villainous, I think that the Sloth works best.

So something like this:

Justice Balderon
Sure he may be a bit on the take from the Sczarni, and haphazard in his investigations, but really he just likes playing Pall Mall, he has an extensive collection of wickets, mallets and balls. He views his duties as a Justice to be an inconvenience to his games, and tries to see cases completed as quickly as possible.

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