![]()
Search Posts
![]()
![]() I wanted to maintain the sense of isolation and privation I imagined an expedition of this type would feel throughout the AP so I invented this mini game for my players. It melds together rules and ideas from the Shiv mini, and other Paizo products. It worked very well for us. I put it all in a spoiler tag so players don't ruin your fun and peek. Please feel free to comment. Base Camp Mini
: Once the PC’s arrive at Saventh’Yhi they need to locate and establish a base camp from which their expedition can explore the city. A DC 25 survival or knowledge (geography) check reveals the following information. 1. The valley in which the city lies has only one logical entrance though which an expedition can enter, and that is along the north side of the unknown river, and even this will be difficult.
a. Defense – At a minimum each the base camp must be clear of any hostiles with in one hex (600ft) of its base hex.
Once PC’s have chosen a site they can prepare the site for the arrival of their expedition. This requires an additional survival check and a full day (16 hours) of work. Once the 16 hours is completed PC’s are fatigued, and must make a DC 25 survival check. For every 5 points by which the PC’s fail the survival check they require an additional 4 hours of labor and gains +2 on the subsequent roll. (Note: If the PC’s choose a water hex (any hex which is > 1/3 water) the DC is 30. Daily Sequence of Play
i. Morale < 7: -2 all defense and discovery rolls.
B. Determine Supply bonuses
C. Determine Defense bonuses for the day
D. Determine daily Discovery bonuses
E. Start/Continue/Complete improvement Once the PC’s expedition arrives, they have 5 base camp points with which to establish their base camp. As long as the base camp stays In Supply they receive 1 base camp point a week to improve their camp. Points are spent to purchase base camp improvements from the following list. An improvement takes 1 week/point to build and represents the expedition working, along with their other duties, on improving their living conditions. PC’s must make a DC 20 diplomacy check to convince the Expedition leader to start/continue work on an improvement. Base Camp Improvements 1. Aid Station (cost 2): Once established an aide station reduces the possibility of disease by 10%.
In addition to base improvements, PC’s may, with a successful diplomacy check and use TPA/CPA to aassign/hire experts to aid the expedition as they see fit. TPA/CPA costs are monthly. Using diplomacy is a DC 20 Diplomacy check to convince the Expedition Leader to task/hire the NPC in this manner. Each NPC and his/her specialty is listed in the chart below. PC’s may also request 1 NPC accompany them on expeditions into the ruins. This requires the expenditure of TPA/CPA. DM Approval since there are now six players. NPC Name Specialty Cost Benefit
Gelick Discovery Adds +1 to discovery
Pezock Defense Adds +1 to defense
Cheiton Supply Adds +2 to supply or +1 to repair roll
Nkechi Morale Adds +1 morale
Abbot Morale 10TPA and 4CPA or 40gp/mth Adds +1 to morale
Guard Captain Defense 10TPA and 5CPA or 50gp/mth Adds +1 to defense, reduces random encounter by 5% Doctor Repair 10TPA and 5CPA or 50gp/mth Adds +1 to morale and repair, reduces chance of disease by 5% Sage Discovery 10TPA and 3CPA or 30gp/mth Adds +1 to discovery Steward Supply 10TPA and 3CPA or 30gp/month Adds +2 to supply roll and +1 to repair roll. Master Metal or Wood Smith Repair 10TPA and 5CPA or 50gp/month Adds +1 to defense, +1 to repair, Craft 1 masterwork item per week. Master Engineer Defense 10TPA and 6CPA or 60gp/month Adds +1 to defense, +1 to repair, reduces cost of palisade and watchtower by 1, must be present to purchase redoubt. Together with master smith can craft siege engine. Must be present for siege engine use or -4 on siege engine Attack rolls. Downtime Activities Anytime PC’s are in the base camp players must choose one of the downtime activities. Each activity takes 8hrs or longer to complete. A minimum of 8hrs must be expended to gain any benefit from the activity unless otherwise noted in the activities entry. Available Activities
Craft Magic item – providing the PC meets all the requirements he may spend 8hrs working on crafting a magic item. Requires appropriate base camp improvement (exc potions/scrolls) Craft Mundane Item – providing the PC meets all the requirements he may spend 8 hrs working on crafting a mundane item. Requires appropriate base camp improvement Heal Others – Per the heal skill. Additionally, spending 8hrs a day and making a DC 15 heal check at the end of the week adds +1 to the repair or morale roll. Replace Companion/Familiar – Requires 24hrs of uninterrupted time and the correct environment. Research Spell/Lore – Cost for spell research is 100gp x lvl of spell; time is spell level x 7 days, Spell Craft DC is 10 x (2xspell level); Spend 8hrs assisting in research of Saventh at the end of each period make a DC 20 intelligence or knowledge(history) check. If successful add +1 to the daily discovery check. Full Days Rest – Rest for 24 hours. See heal skill. Retrain – Ask GM - Requires appropriate base camp improvement Train Animal – See handle animal skill - Requires appropriate base camp improvement Base Camp Economics One of the first offices established in any exploration base camp is the trading post. Here you can buy and sell items just as if you were in any other town or city throughout Golarion. The gold piece value of your faction trading post is directly related to your prestige level. The higher your total prestige award (TPA), the more funds your faction is willing to budget into your expedition. Any magic item which has a market value less than the Base Value is available 70% of the time. This is 5% less than normal and reflects the austere conditions. Additionally, the item will not be available until your faction’s next weekly supply run arrives. The purchase limit is the weekly market value of goods your Trading Post can accept. Once this limit is reached no additional goods will be accepted for purchase. This value resets Oathday each week. The incidental limit is for expendable magic items potions, scrolls, wands, alchemical items, etc. This is once per week personal limit (no combining) for each PC. The spell casting limit identifies the level of divine/arcane spell casting available for purchase from NPC’s in the base camp. Requires appropriate base camp improvement. Additionally, certain minor/medium/major items will come available from merchants the DM will provide a list these items. TPA Base Purchase Incidental Spell Casting
* Limited to alchemical, special materials, potions, wands of <3rd lvl, scrolls of <4th lvl, magic items <1001gp
Expedition Mini Goal
![]()
![]() My players succeeded in completing the this AP last night in an epic conclusion which ended with only a single PC death and a confirmed critical god slaying blow from Eroeme. The final confrontations created a feeling of impending doom and death for my PC's and great fun was had by all. This is an outstanding entry in the AP series and I highly recommend it. Here are some stats from our Serpent's Skull odyssey. 9ea party deaths (2 permanent)
![]()
![]() Beginning in my campaigns earliest planning stages I wanted to create an atmosphere of isolation and privation that I imagined an exploration of this magnitude would impose upon its participants. Especially, the ability of the exploration to sustain themselves so far from civilization. To accomplish this, I modified the Kingdom Building and Downtime rule sets into a Base Camp rule set. It is not a highly detailed system, it is intentionally simple, so it emotes what I want the players to feel without becoming a game unto itself. First, I developed a list of Camp Improvements along with the cost and construction time for each. When the party first established their base camp they were given 5 build points to begin construction of their base camp. The only mandatory improvement was a faction HQ. Each week the faction resupply arrives and the players receive an additional build point to further enhance their base camp. Improvements bring specialists, and open resources the PC’s can use, spending either gold or earned PA. All of the improvements are tied to downtime activities, as well as the exploration, supply and defense abilities given in the AP. So far this has worked really well and has been well received by the players. After the HQ and a palisade, the first improvement my players built was a trading post. Not surprising this is the outlet through which the PC’s can buy/sell their treasure. I gave the trading post the exact same statistics you would a settlement (base limit, purchase limit, spellcasting). As the players gain prestige these improve, reflecting their faction’s willingness to fund success. I also wanted to keep as many of the NPC’s the party met along the Race to Ruin in the story as possible, so all NPC's who still live are available using PA to support the PC’s exploration. Cheiton was one of my favorite NPC's, so I gave him ties to the Kalabuto area as a merchant/black Marcketeer and had the PFS hire him as their trading post manager. The trading post has Available Magic Items for PC’s to buy and Cheiton uses his contacts to procure other items. If the PC’s want something that isn’t available then they have to let Chiton know, roll to see if it’s available (I reduced the roll to 70%), and if successful they pay in full and a week later the item arrives. I also wanted to make the Treasures of Saventh-yhi more meaningful, so once the PC’s recover half the Treasures the Availability Roll goes up to 75% and when they find them all it increases the value even further. This system, in conjunction with my decisions to use the slow advancement track and nerf the mass transit spells has worked great both in meeting my intention to emote the feelings of isolation and privation and increasing the challenge(s) for my more experienced players. Has anyone else done anything similar? ![]()
![]() Besides being a wonderfully written novel (best combat writing, even better than Bernard Cornwell), Twelve Children of Pairs, by Tim Willocks has the best literary example of a card reading I've ever read. I love using Harrow Cards in my games but often struggle at giving intriguing interpretations of the cards; the above example was inspiring and I thought I would share, since it's a rare troupe to see in novels. ![]()
![]() I've been eagerly awaiting and preparing and preparing some more to GM this AP since its release. To say I am a huge fan of the literature which inspired this AP is an understatement. Last night I finally go my chance to kick off the AP. The best part of the message boards is trolling through looking for great ideas from other GM's and players. As mentioned by a poster in the Smuggler's Shiv sticky I went with a "lost" style beginning. I used the GIMP 2 application to create Hex maps of all the important locations through out the campaign, so the hex-crawl of the shiv has begun. I really must say this is the one improvement I would make on the overall presentation. All the major exploration locations should have had maps available with hex overlays in the supporting map pack. To support the hex-crawl I have modified and expanded the exploration rules from kingmaker. Additionally, I am starting the campaign using the Slow advancement track to keep the power-level in check just a bit. This is my players first experience with a sandbox style adventure and they seem to be enjoying it so far. Let's hope it continues. They've succeeded in learning the NPC quests in their first week on the island and have managed to explore across the peninsula and get a good look at the bay and general view of the island. They're intriqued by the "brown island and the wreck near it so they moved their base camp to the tip of the peninsula where the plan to construct a raft and explore that wreck and island. My party:
So far awesome fun and meeting all of my expectations! ![]()
![]() This past Friday, April 18 2014 - The group I am lucky enough to have gamed with on a weekly bases for the past 5 years or so succeeded in placing Ameiko Kaijitsu to the throne. We had a blast and special thanks to DM Anthony who did a wonderful job over the past year (about average for our group to finish an AP). This is my groups fourth completed AP the others being (Second Darkness, Curse of the Crimson Throne, Savage Tide) Final group composition: Ingvar "Bloodtooth" Ingvarson - Ulfen, Shielded Fighter 16
We still have some cleaning up to do, our caravan and its friends are missing, presumably still in the grasp of the Jade Regents surviving supporters. As a special gift - we earned Mythic Tier I! ![]()
![]() Today a collection of pre-biblical masks goes on display in Isreal and it made me think about one of the coolest design features that has precipitated throughout most of the published pathfinder materials are masks. It seems every AP holds one or two unique veils with the first, Xanesha's Medusa Mask still being my favorite. Here's the link to the article http://news.yahoo.com/ancient-masks-display-jerusalem-160209806.html Any one else enjoy the Masks of Golarion? ![]()
![]() I finished my stint as GM lastnight when my players successfully defeated the BBEBG and surviving minions. It was a wonderful campaign enjoyed by all of my players and I feel I can speak for everyone when I say we highly recommend this AP. Great job to my players!! Holly - Amelizia Urban Druid 15
level given is following the finalle I am looking forward for my chance on the other side of the screen, and preparing for my next GMing production Serpent Skull! ![]()
![]() Did any DM's just drop this NPC from their campaigns? I really don't think the subplot is that important to the AP and I have a large party that needs no additional assistance. I understand that eliminating him may make for additional issues later, but I really have no desire to give my party of 7 any additional assistnace. Any suggestions or alternatives would be greatly appreciated. ![]()
![]() My players took everything Glorio told them at face value. Rescued the prisoners, and departed after slaying Virmanda. They know Glorio is what he is and plan to return later to deal with him. My question is, or rather my request is, what the heck should I do with Glorio? He knows they have defeated Virmanda and escaped and that his cover is gone. Since the PC's still havent found out about the gift he can continue to monitor their moves. Overall, I think Glorio will conintue to watch the PC's. He still cant challange the queen directly so he needs his pawns, sucessful so far, to continue. Then when the time is right he can trump in for the victory. If the PC's challenge him directly before that he will evade battle. Thoughts? ![]()
![]() One of the problems I have been wrestling with in my preparation for dungeonmastering this AP has been; How to make my party feel the decline Korvosa goes through during the AP? While the "boxed text" and my own descriptions of the events the party will witness, will set the mood and place the party in the story. I still want to evoke in the party the same frustrations that the citizens will feel. I found my answer last night in the Gamemastery Guide and thought I would share it here with the community. The few short pages given to Urban adventures allow a dungeonmaster to establish a base line for Korvosa. Using the Guide to Korvosa I established what Korvosa looks like on the day of the king's death. Korvosa
Corruption - +4
Qualities (5): Academic, Insular, Prosperous, Strategic Location, Racially Intolerant (Shoanti, Varisian) Disadvantages: None Government: Overlord
----------------------------------------------------------------------
Korvosa
Corruption - -2
Qualities (5): Academic, Insular, Prosperous, Strategic Location, Racially Intolerant (Shoanti, Varisian) Disadvantages: Anarchy Government: Overlord
--------------------------------------------------------------------- By the begining of Seven Day's the average citizen begins to see normalcy returned, however disaster once again looms unsuspectingly upon the horizon. From Part III of Seven Day's to the end of the installment Korvosa gains the Plagued disadvantage. Korvosa
Corruption - +2
Qualities (5): Academic, Insular, Prosperous, Strategic Location, Racially Intolerant (Shoanti, Varisian) Disadvantages: Plagued Government: Overlord
----------------------------------------------------------------------- Even though the party is instrumental in saving many lives, the plague still takes its toll on the citizenry of Korvosa. In addition the Queen has reached the zenith of her powers, the curse fully in effect, and divorces Old Korvosa from the city. Driving the city into its greatest state of decline. This has two major effects on the city's stat line. First, the population loss from the plague and the abatement of Old Korvosa lower's her base line from a large city to a small city. Secondly, she loses the prosperous quality. Finally, she gains the following disadvantages Cursed, Hunted, and Impovrished. Keeping these until the end of the AP Korvosa
Corruption - +4
Qualities (5): Academic, Insular, Strategic Location, Racially Intolerant (Shoanti, Varisian) Disadvantages: Hunted, Impoverished, Cursed Government: Overlord
------------------------------------------------------------------------ Once Old Korvosa is cut off she becomes an entity of her own so I developed her statistics as well, which she keeps from the end of 7 days to the end of the AP. Old Korvosa
Corruption - +7
Qualities (2): Notorious, Racial Intolerant Disadvantages: Anarchy, Impoverished, Hunted Government: Secret Syndicate
The real pay off for all of this to me is the fact that as a DM I now have a mechanic I can easily use to demonstrate directly to the players the change in their environment. The decline in the economic resources of Korvosa will most effectively demonstrate this as the buying and selling of treasure will be much more specific. Social skills inparticular benifit from these changes as citizens and officals become more difficult to manipulate. ![]()
![]() At several points during the campaign players have the opportunity to earn awards from the crown and her ministries. I thought it would be nice to have some offical awards. In game terms possession or displaying of the higher awards might gain players a circumstance bonus or penalty when dealing with citizens, ministry officials etc. Otherwise they are just nice flavor for game. Korvosan Awards Korvosa divides its awards into two general categories those for citizens and those for the military which includes the Korvosan Guard, Sable Company, and Hellknights. Additional distinction is made between awards to commoners vice nobles. Military Awards: Military awards are awarded for heroics, though qualification for some awards do not need to take place during battle. Military officals must offically recommend a person for these honors. Order of Eldrin: Korvosa’s highest award for gallantry in the face of the enemy. It was established by Eodred I in parallel with the Order of St. Alika (see below). It takes precedence over all other orders, decorations and medals awarded by the crown. It may be awarded to a person of any rank in any service and to civilians under military command. It is presented to the recipient or next of kin by the reigning monarch at an investiture held at Castle Korvosa. The award itself is intended to be worn about the neck and hangs from a ribbon of crimson edged in silver. The medal is made of platinum, and decorated with rubies. The enameled badge depicts Fort Korvosa upon Eldrin Isle over crossed gold swords on the obverse side; with the awardees’ name and date of award inscribed on the reverse. There are three ranks with in the order. They are Knight which can be obtained by anyone being awarded the order; Knight Commander which is reserved for nobles awarded the order, and the Grand Commander who is the monarch’s personal champion. One can be awarded the Order of Eldrin only one time, and all members regardless of actual social rank of addressed and lord or lady. Naval awardees have crossed cutlasses, and Sable Company awardees crossed arrows. The Crimson Cross: Korvosa’s second highest military award it’s awarded for distinguished service in the face of the enemy. It is awarded for heroic deeds and leadership during combat operations against enemies of the monarchy. It may be awarded to a person of any rank in any service and to civilians under military command. The medal itself is a silver cross fleury, enamled crimson hanging from a black ribbon with silver edges. Its attachment bar is also silver, and inscribed with the Korvosan motto. Multiple awards are possible with each successive award earning an accoutrement in the following order silver oak leaf, silver swords, silver diamond, and silver crown, followed by the same accoutrements in gold. This award can be given to commoners and nobles alike. King/Queen’s Commendation: The lowest military honor bestowed to all members of the Korvosan military. It is awarded for exemplary service to the crown, usually not involving a threat to life or limb. It may be awarded to a person of any rank in any service and to civilians under military command. The award itself is a badge of gold for nobles, silver for commoners in the shape of the Crown of Korvosa. In the navy version the crown rests upon cresting wave, and the Sable Company award it rests between wings. It can be awarded multiple times with a star being added to the top of the crown on the second award, a wreath around the star on the third, and crossed swords above the star and wreath on the forth. Subsequent awards beyond the fourth are designated by the inclusion of a roman numeral designating the total number of awards inside the crown. Ebon Rook – Bestowed only to members of the Korvosan Guard and civilians in service of the guard by the Field Marshal of Korvosa. The award is a crimson ribbon from which hangs a black iron tower. It is awarded for distinguished service to the people of Korvosa or the Korvosan Guard. Silver Hippo – Short for the Silver hippogriff. This award is presented only to members of the Sable Company and civilians in service of the company by the Commandant. It is awarded for distinguished service to the people of Korvosa or the company. Non-Military Awards: Government officals must offically recommend a person for these honors. Order of St. Alika – The highest non-military award for service to the kingdom of Korvosa. The award was established by Eodred I for exceptional meritorious contribution to the security or national interest of the kingdom of Korvosa. It may be awarded to a person of noble or common birth. It is presented to the recipient or next of kin by the reigning monarch at an investiture held at Castle Korvosa. The award itself is intended to be worn about the neck and hangs from a ribbon of crimson. The medal is made of gold, and decorated with pearls. The enameled badge depicts the face of St. Alika on the obverse side; with the awardees’ name and date of award inscribed on the reverse. There are three ranks with in the order. They are Companion which can be obtained by anyone being awarded the order; Knight/Dame Companion which is reserved for nobles awarded the order, and the Grand Collar, who is appointed for life by the ruling monarch from a list of current members. One can be awarded the Order of St. Alika only once, and all members regardless of actual social rank of addressed and lord or lady. The Star of Korvosa - Korvosa’s second highest non-military award it’s awarded for distinguished service and contributions to the city of Korvosa. It may be awarded to any person of any nationality. The medal itself is a silver gunelve star with a second slightly smaller, enameled crimson gunelve star upon it hanging from a silver ribbon with crimson edges. The award is normally worn over the left breast. Its attachment bar is gold, and inscribed with the Korvosan motto. Noble awardees have a small gold crown in the center of the crimson star. Multiple awards are not possible. Writ of Distinction – Awarded to citizens for outstanding service to the crown or any of its ministries. The writ usually includes a monetary award or other compensation for services rendered. The award can be made by any crown official designated by the current monarch as having writ powers. Officials’ so designated also receive limitations to the maximum award amount they can bestow ![]()
![]() Our party cleaned up the Crimson Throne's Secret Port in a long play session over the Thanksgiving weekend. We all (7 + DM) had a blast. Our group is made up of several active, retired and ex military guys so we have this thing about clearing any stronghold type adventure from top to bottom, so we pretty muched started at the top of the "wreck city" and worked our way down, then around the bay . The fight with the 7th coil was extreamly difficult for us and in the end the spellcasters had pretty much fired their entire battery, and our witch was balefull poly'ed into a snake but in the end we perservered. Making our way down we fought through some captains and dealt with the retriever from range. We leveled up to 15th just before we encountered the Fleet Admiral and that's when our monk took over. A quivering palm to the chest followed by a failed save and it was all over in a single blow. I have been gaming since the mid-70's and cant ever recall seeing a quivering palm save or die actually work I felt so good the monk player. We opened negotiations with the Fleet Treasuries guardian immedietly after, but decided to deal with the rest of the ports denziens before we tackled the tough nut. As we made our way down and around the port we encountered the Eye-of-the-deep. We lucked out on the initiative rolls and the pary witch hit the beholder-kin with an enervation, this was key and alowed the monk to move in for the stunning fist which was successful only because of the -4 from the enervation. The rest of the party then proceeded to gang attack the helpless aberation and slay it. Saddly the monk player had to leave after that battle but the party carried on. The slaad at the gate imploded our rouge, but we avenged her loss; then raised her just so her and I (Ranger/totemic demonslayer) could fall victim to an insanity symbol. The spell casters were able to bring her mind back to normal, but I am currently tied-up awaiting some arcane help. The port cleared of Crimson Throne supporters, we discovered, in the dredges of the lowest ship a tortured and imprisoned captain who mutineed against the admiral. We informed the sole surving capatin that as the admiral was decesed he was now in command of the Crimson Fleet Pirates, and agreed that in exchange for his freedom and his life (Cpt Harless had a problem with this last part of our accord) he would relieve the guardian of the fleets treasure of his duties. He whined but in the end saw that freedom and his life was better than the alternative. The treasury guardian, was highly interested in the opportunity to return to whatever pit of the abyss he was from, and once evidence was given that our new found friend was indeed the default Admiral, the guardian left. A second later, Cpt Harless ran the would be admiral through. We all have had a great time and our DM who has converted this all over to pathfinder so kudos to Charlie for putting in the hard work. I feel ya brother CoCT was a pain lol. I will post more when get to Gapping Maw!! ![]()
![]() Wow, it's finally over my first time as a player in an AP start to finish, what a blast. I believe everyone in our group had a wonderful time playing through this unique AP. We started a little over a year ago using the 3.5 rule set, with no one knowing anything about Golarion, changed to PF beta, and went on to PFRPG. That's a three rulesets in one campaign in one year, so kudos to our DM Darrell who managed to take it all in stride and guide us through the excitement and into and under a world he knew nothing about before picking up the the SDAP books from me to take on vacation with him last year. To my fellow adventurers what a great time we had, at times frustrating and difficult always deadly and exciting. It was a blast. Overall, I suggest everyone ignore the bad press this AP has gotten, it is a lot of fun and well worth the time to explore. ![]()
![]() Any suggestions for running for seven? I really hate the "everything balanced for four", standard of the game but that cant be helped. Some of my common solutions to this problem are a - give badguys max hp
but in the end the larger parties have so many overlapping abilities the entire feel of the game changes. I have alway felt 5 was the perfect number. You get the 4 basic food groups, and someone can play something special. But seven gives just way to much redundency especially with my very seasoned (all since 1ed) gamers. Anyway, if any DM have any additional suggestions to help that would be great. Thanks ![]()
![]() We are nearing the end of Second Darkness, and our party has had a lot of fun. Friday was a little above average however. Not sure if it was the two week hiatus or what, but here are some of the highlights. Having reconed the central island we decided to hit the drow garrison on the western point. Our wizard got of maximized chainlighting on 15 targets, a rare feat for our group. I managed to bullrush open a door being held close by a drider, and our ranger grappled a drow master as she tried to fly away on a dire bat, fling her to the ground, bind her and coup de grace. It was awesome fun and we will begin the next session fresh and ready to make our assault on house azranaes final bastion. ![]()
![]() I finally had a little free time, so here is my shot at a short look at Skaldwood. Just across Northbridge, on the eastern shore of the Jeggare River upon a crescent shaped knoll stands a copse of trees. Each morning the suns first rays illuminate three score or so smoke plumes drifting lazily up into the purple sky from haphazardly scattered yurts on the slopes below. This is the Skaldwood, a reservation of sort, and home to the largest gathering of Shoanti south of the Stoval Plateau.
![]()
![]() Two questions regarding the subject. First - Do items discerned during the casting of detect magic phiscally glow or is there presence simply known to the caster? My take - As there is nothing in the description of the spell to indicate they do (PRD only at this moment)therefore they do not. Second - Can you take 10 or 20 when using detect magic and the spellcraft skill to ID magic items. My take - Since the use of detect magic requires a knowlege (arcana) check, and you can not take 10 or 20 on knowledge checks, it seems to me that RAW indicate that you can not. Opinions / comments? Thanks ![]()
![]() Starting this thread here since it is part of the prep work for my upcoming CotCT campaign. In the guid starting on page 41 are several coats of arms, but they are unidentified as which house they belong. Can anyone ID these. In particular I am curious as to the coat of arms for the Arknoa family. Thanks
![]()
![]() Coldn't find an answer using the search function so I will ask the question. Do victims of the Bardic Perormance ability Dirge of doom receive a save (DC10+1/2 bard level+cha mod) to prevent being shaken, or is this a no save ability. Seems to me a save should be aloud but RAW is silent on the matter. Thanks ![]()
![]() I am currently a player in STAP and one of my favorite facets of that AP are the associations. I also run ROtRL and my players are preparing to journey from Sandpoint to Magnimar for the final chapter in The Skinsaw Murders.
Thanks ![]()
![]() In my game the PC's approached Ragnolin directly on the afternoon prior to there planned infiltration of the mines, and I am currently undecided on what action Ragnolin would take. The PC's gave no inclination that they were planning to infiltrate only that they had heard from Balabar than an evil cult existed with his mine, and that they assumed it way a ploy of Balabar's to discredit Ragnolin. The PC's plan for infiltrating the mines is to stow away on Balabar's next cart of supply. Also, how did those of you who have completed this chapter deal with the legal implications in the aftermath of TFoE? Thanks
![]()
![]() After 2 1/2 years of constant struggle my heroes of Cauldron finally defeated Adimarchus Tuesday evening. In an epic 4 hour struggle Cade (tallfellow halfling, smoking eye rog 3/wiz 7/blood magus 10), her wife Lilly (elven/1/2 bronze dragon sor 10/dragon disciple 10), Tlyn (cleric of Fharlarghan 20), Erasmus (Ftr 15/tempest 5), Quisha (Paladin 17/purple knight 3), and Nidrama bumped a few fighter levels battled the demon prince of madness to his ulitmate defeat. Only one hero was lost in the battle (thanks to Tlyn's constant battlefield surgury) and that ironicly enough was Cade. This was the best published campaign I have ever had the honor of running with the best PC's any DM could ask for. Saddly, four of the original six players who began the campaign in those dark, trapped filled halls of Jazdirune where unable to complete the adventure with us, but ultimately were their in spirit. Loran elven cleric of Corellon Larithian who now tends to the small flock of elven and 1/2elven worshipers in Cauldron (relocated just before Zeinith), Arn 1/2orc monk called to greater service (deployed to Iraq), Val ft/purple knight/sentinal also called to greater service elsewhere (deployed to Germany), and Giegan barb/sorc/rage mage also called to greater service elsewhere. Now, its on to AOW. So long as the quality of the AP can be maintained I hope they go on for a long time. v/r ![]()
![]() As I near the end of my SCAP campaign my one player with the smoking eye template has shown interest in attempting to gain morphic control of Occiptus. I designed the following feats and would like the opinions, criticisms and experiences of others who have faced this same problem. MORPHIC CONTROL [EPIC]
IMPROVED MORPHIC CONTROL [EPIC]
Special: Morphing Occipitus is a tiring action; however you are more at ease in its use. You do not become fatigued until you have made use of your morphic powers 2 times in one day, using them 4 times in a single day is exhausting. These conditions can be removed only through normal rest. GREATER MORPHIC CONTROL [EPIC] [PLANAR]
Special: Morphing Occipitus is a tiring action; however you are more at ease in its use. You do not become fatigued until you have made use of your morphic powers 4 times in one day, using them 8 times in a single day is exhausting. These conditions can be removed only through normal rest. ![]()
![]() Wow, what a great night of gaming the last to sessions have been! My party "The heroes of Cauldron" entered Shatterhorn on game day, fought there way through the guards and made there way down into the spire, where with little fan fare the defeated Ssithzar (sp?) and his mohorg ally. For some completely unexplicable reason the fighter decides to pry one of the gemstones from the alter oops! After nearly being killed by the acid he managed to beat his way out only to be captured by denziens of the temple. Who realize a rescue is probably on its way and begin to prepare a reception. The party cleric whips out his handy scrying bowl and begins searching for the missing party member, and finds him. Then for some unexpicable reason instead of teleporting into rescue there comrade, they begin searching the room, which leads to finding the secret door to area 2, but not the one to area 21. It also leads to the curious rogue/wizard/bloodmage (smoking eye template) into area 3 and the medusa's. A surprise round finds the rouge in dire straits and then rolling a 1 on her init doomed her as the medusas easily laid in a total of 25d6 killing her. The party reacts and begins an 6 round battle with the medsua. Meanwhile our captured friend is drug up the ladder and into Embril's chamber where he almost escapes his bonds but is spotted at the last minute. The spell weaver hits him with two enervation and then embril magic jars him and makes of to Carceri etc etc. The party lets all this happen because they decide to true res the dead PC before going of to rescue there other comrade. The look on there face when the teleported inot the previously scryed location was priceless, when they made it up to Embril room and fought a tough battle vs the spell weaver and the drow/elf and found only the husk of there comrade it was great!!!! Oh yeah and the frosting on the cake. The spell weaver hit the paladin with prismatic spray and he failed his save an was shifted to another plane (Carceri I think)!!! I know they will go back to Cauldron to true res him as well and then bang! Nerull will be pissed! And then they will set off to find there other lost member! The Cagewrights have suddenly regained the advantage! ![]()
![]() How werid is this game? Soul Pillars Tlyn Cleric of Fharlarghan in the third round of combat casts heal on Vittris Bale who subsecquently rolls a one on the save at takes 120 points of damage, and poof. Flash forward to last night, Tlyn Cleric of Fharlargan is struggling to keep her party alive as they battle the great red Hookface. Their resources depleted from there struggles in saving the citizens of Cauldron from the eruption, Hookface is crushing, clawing and biting through her friends like a sythe through wheat. With nothing left in the cuboard Tlyn whispers a prayer for luck and casts soundburst on the huge dragon, a forlorn hope at best. DM'rolls a one. Next round Hookface recovers, intent on slicing and dicing the imputent cleric, another whispered prayer, another sound burst, and another one on the save. The party descends upon the stunned dragon and hacks him to bits. Sometimes I just wonder if there isnt a deity smiling down on my PC's! |