What Lies in Dust (GM Reference)


Council of Thieves

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Very nice work. May you share your work with me? olys at gmx.de
Thank you

Grand Lodge

Sure. I actually made an error - I used hexagrams (6 sided) instead of pentagrams (5 sided). Oops! I'm going to re-do the photoshop files and cut a new version on flickr.

Scharlata, please email me at sozinsky at gmail dot com to talk about what file formats you'd like

Grand Lodge

Fixed the pentagon/hexagon bug. Also did some extra embossing.

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Thanks for these Sozin!

Dark Archive Vendor - Fantasiapelit Tampere

In Ghaelfin's secret chambers, there is said to be a flag of olfd cheliax-what is it like? Is it Aroden's symbol or...?

Dark Archive Vendor - Fantasiapelit Tampere

Christopher Dudley wrote:


Of course, I agree that they wouldn't wait in the crypt for the PCs to come kill them one by one. But the module does say that the howling of the shadow mastiffs at the top of the stairs will alert them to the PCs' presence. From there, the clock starts ticking.

I am running them in exactly the opposite order from the way you outlined them. Since the notes explain that they don't work well together, I don't have them attack the party in unison at all. They go one at a time, but the way I see it is a little logic exercise I call:

** spoiler omitted **...

Another question: like this version, and i'm planning to use it myself. But,]

Spoiler:
where presisly should Vahwynne make her stand? I was planning the place where is the statue of Durvin Gest, it seems to be good place for ambush. But, it is little too close the place where then is the hellvat door trap, so it would turn quick to the another fight! Where did she attacked the PC:s in your game?

Did we ever get a definite answer about the DC on the Verminous Cannibal Storm? Is Will DC 17 correct?


Jezza wrote:
Did we ever get a definite answer about the DC on the Verminous Cannibal Storm? Is Will DC 17 correct?

Even if I don't remember that Mr Jacobs set a definitive score, I remember something like 10 + 5 (insect plague) + 2 (min Wis bonus) = [Will]17.

RPG Superstar 2013 Top 32

Rosgakori wrote:


Another question: like this version, and i'm planning to use it myself. But,]** spoiler omitted **

Sorry, I've been off the boards for a while. I just saw this.

Spoiler:
I had Van standing just around the corner. I might have put a mirror on the wall opposite, so she could watch them come in (and she doesn't show in it). I don't really recall, it was a while ago. Anyway, she was ready to leap from stealth when they came around the corner into B20, but they turned around before getting to her, so she had to go after them before they got too far ahead of her.

Liberty's Edge

Out of curiosity, there is a reference in Delvehaven to a "well-crafted pre-Thrune Chelich Banner". Does anyone know what this banner looks like, or is there a picture of it in one of the Pathfinder supplements? If so, would someone please point me in the right direction, as I know my players are going to ask for it at the next session.


Does dealing with Bisby's skull, which quietens it for 24 hours, mean that the other haunts are inactive for that period as well?


Sozin, I used your pics to create a 1/3 scale model of the Crux. My players are very visual people, and they absolutely loved it. Thank you for the good work.

Scarab Sages

Baraccus wrote:
Out of curiosity, there is a reference in Delvehaven to a "well-crafted pre-Thrune Chelich Banner". Does anyone know what this banner looks like, or is there a picture of it in one of the Pathfinder supplements? If so, would someone please point me in the right direction, as I know my players are going to ask for it at the next session.

I haven't seen any symbol of pre-Thrune Cheliax. Aroden was big in Westcrown, but I don't know about the rest of the country.

Grand Lodge

Quote:
Sozin, I used your pics to create a 1/3 scale model of the Crux. My players are very visual people, and they absolutely loved it. Thank you for the good work.

glad they were useful. just curious, how did the construction of the scale model go for you? mine failed miserablely ... I'm like a second grader when it comes to building stuff :-(


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sozin wrote:
Quote:
Sozin, I used your pics to create a 1/3 scale model of the Crux. My players are very visual people, and they absolutely loved it. Thank you for the good work.
glad they were useful. just curious, how did the construction of the scale model go for you? mine failed miserablely ... I'm like a second grader when it comes to building stuff :-(

I found a dodecahedron layout online and scaled your pics to fit. Then I cut it all out and folded the sides and tabs and attached the pics with double-sided tape. Then I put double-sided tape on the inside surfaces where the tabs attach and attempted to stick it together carefully. I believe the "failed miserably" result best describes it.

So I started carefully adding tape on the outside as I re-stuck the inside tape. That actually DID work, and it holds together (and rolls) very well. Unfortunately, it now has visible tape everywhere, but it was quite good enough for the players to see. They really enjoyed passing it around and poking (and shaking, believe it or not) the model.


So.. About Jair.. How does he get to be so proficient with the hand crossbow? Just wondering...

Scarab Sages

Gworeth wrote:
So.. About Jair.. How does he get to be so proficient with the hand crossbow? Just wondering...

As far as I can tell, he shouldn't be.

Norgorber's favorite weapon is short sword.
Vampire template doesn't give weapon proficiencies.
Clerics don't get hand crossbow.

So either he should have a -4 to his attack or give him a different weapon.

Or make "weapon focus short sword" into "exotic proficiency hand crossbow" and take 1 off of his melee attacks.


Deidre Tiriel wrote:
Gworeth wrote:
So.. About Jair.. How does he get to be so proficient with the hand crossbow? Just wondering...

As far as I can tell, he shouldn't be.

Norgorber's favorite weapon is short sword.
Vampire template doesn't give weapon proficiencies.
Clerics don't get hand crossbow.

So either he should have a -4 to his attack or give him a different weapon.

Or make "weapon focus short sword" into "exotic proficiency hand crossbow" and take 1 off of his melee attacks.

If my players continue more or less putting bucket-full of hurts to their enemies I think I'll just go with my tweaking of Jair, which is to give him one level as rogue. Shouldn't be too much...

I've only had two deaths sofar. On in the Trial due to one player for 8 rounds failed to roll higher than 6 or something like that and the mandatory (almost) death by triceratops... otherwise they have been not too challenged, so... ;)

Good suggestions though..

Grand Lodge

I tweaked all of vamps to be a bit more effective, including the mazeflesh man suggestions above. here's a herolabs .por file.

BTW, applying the quickling to the dolls template was great, but my players quickly figured out that the way to deal with spring attack ambush tactics was to note that they are tiny creatures and prepare actions to attack them as soon as they left an adjacent square. (recall that if you are a tiny creature you have to be in the same square as your target to attack.)


I'm glad I'm not the only one that had players ignore some really strong hints.

Spoiler:
My players were completely uninterested in talking to the spirits of the dead Pathfinders. I had Ailyn ask if they were interested in the cypher, and if they wanted to use the grave candles on the corpses.

They said, "nope" and assumed that the cypher is supposed to be resolved when they find the Loremaster's corpse in Delvehaven.

Before they set off for Delvehaven, I had Ailyn ask them one more time if they wanted to explore the cypher or use the gravecandles again, and they plowed ahead. I don't think I could do much more without Ailyn saying, "I know you didn't care about this cypher, but I figured it out for you, and I really want you to follow up on this lead before you go to Delvehaven."

As it was stands, I thought I was being almost too blunt and railroady by having Ailyn offer a second time.


KnightErrantJR wrote:

I'm glad I'm not the only one that had players ignore some really strong hints.

** spoiler omitted **

Because I feared my players would do quite the same thing,...

Spoiler:
I made a handout with ominous drawings, clues, and hints (as if the ex mayor Vheed had done it himself), after I had Ailyn speak about the cypher twice with no direct response...


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Here is the paper model of the chelish crux I used. I assigned each symbol a number 1-12 and randomly rolled what the combination was, ensuring no symbol/number was used twice.

Then I let the players make Knowledge(Planes) checks that would give the players a hint as to what the next part of the combination was. If they made a low check, I just told them one or two symbols that were not the next part of the combination. If they made DC20, I narrowed it to one of 4 possibilities. DC25 narrowed it to 3 possibilities. I used the Book of the Damned Vol. I (the source of the symbols) to throw in a bit of lore pertaining to each symbol as well. I highly recommend this book if you are running CoT, it has some good stuff in it.

My group was able to solve it before the 8 failures caused the combination to reset. It still isn't a perfect solution, because it's a combination lock, and there really isn't any rhyme or reason to the order of the symbols for the players to discover, but I found it to be better and more immersive than a simple series of Knowledge checks or DD checks.

I just printed it on cardstock and taped it together. Hopefully others will get some use out of it as well. Enjoy!

Chelish Crux Paper Model


With a six person party (currently fighter, oracle, inquisitor, rogue, sorcerer, and bard), they went into Delvehaven. Unfortunately, they were two short (fighter, bard).

In the aquarium:

Spoiler:
The rogue pretty much dropped right off the bat from the beast. The oracle went down towards the end of the fight, and it was pretty much the sorcerer and his magic missiles and the inquisitor burning his hero points wailing on the thing.

If it hadn't been for the hero points and the fact that I was using the fumble deck and the thing got a crit on itself, it would have had the entire party for lunch.

Since they were already two people down, I let them run screaming from Delvehaven, rest up, and dive back in, but they still didn't think to go back to the puzzle and figure out what all of that was about.

We'll see how this progresses.

Grand Lodge

I really wanted the player's to have more of an understanding of the backstory of tragic/tortured vampire hunter Vahnwynne Malkistra, so I created a handout that exposes a bit of her backstory to the PC's.

Here it is


@Sozin: Thanks for sharing this handout!
I will use this when my player will get to her.

We will start with the module this sunday... I'm very curious what they will say and do about the things the Crux contains...


Unbelievable...
Last monday, my party began to investigate Delvehaven. I was really worried about a specific encounter on the ground floor... But my players proofed me wrong!

Spoiler:
Our warrior investigated the tank when the Triceratops charged her. The beast scored a hit and damaged her for 25+4 damage. My players were shocked about that number! But they were sure, that it did that much damage because it charged.... oh how wrong they were!
Our Ranger used the Minor crown of blasting and did some very nice damage with it. In the following round The ranger landed a couple of hits (with Rapid- & Manyshot, also Undead as second favoured enemy). Then our Rogue used Acrobatics as he tried to flank the dinosaur. "Acrobatics 29..." he said and moved his figure onwards. "Not enough." I said and he stared at me in disbelieve... :oD AoO hit, but did "only" 20+2 damage. then came the sneak attack with the mithril quarterstaff: He hit and did damage somewhere near the 20's. Then our warrior powerattacked the beast, landed two hits, one of them with max damage and the Triceratops broke down. The sorcerer hadn't done anything by now. And I thought, they would have problems with this fight! :oD

They found the armory when we brake due to the late time and the last thing they decided was, that they will search the rest of the ground- and upper floor before they are going down...

Spoiler:
Funny thing: Three out of four are sure, that there will be something really interesting behind the water elemental on the first floor (which they disturbed as the sorcerer took a hand full of water when he wanted to check it)

Grand Lodge

Does anyone else find it odd that after an entire chapter (Chapter 2: Sixfold Trial) and hunting down dead pathfinders to talk with them to find a way into Delvehaven, when the PCs actually arrive at Delvehaven, the doors are unlocked?? To quote from the front entrance of B1: "These doors are unlocked, left slightly ajar long ago by the Thrune Pathfinders as they fled the lodge. They creak loudly with age when opened, but otherwise offer no danger to intruders." What??? Is the only sort of "seal" really just the isolation spheres (which I feel like can be easily avoided with detect magic)?


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Hsuperman wrote:
Does anyone else find it odd that after an entire chapter (Chapter 2: Sixfold Trial) and hunting down dead pathfinders to talk with them to find a way into Delvehaven, when the PCs actually arrive at Delvehaven, the doors are unlocked?

Hear, hear. I like this AP because of its depth and flavor, but I must day that Delvehaven is the low point. It's a dungeon crawl, nothing less, nothing more, with lost of monsters thrown together with no logic. Delvehaven was supposed to be locked and sealed, not once, but twice -- by the Thrune pathfinders and by the original inhabitants. And yet when the PCs arrive, it's filled to the brim with monsters. And it's not even a party of monsters, it's supposed to be various groups and factions, somehow converging on the PCs.

I'm reworking all of this and it's a bit of a bother. I had the PCs meet Vahnwynne Malkistra twice, during the first and then second scenarios. She was described as a powerful vampire hunter who sympathized with the children of Westcrown but was too involved in her mission to lend a hand, and also felt they were too low-level to help her. My players came out with the idea that they were supposed to help her against some vampire in the future and meeting her like this will come up as a nasty surprise.

I'll change Liriam Loremaster's words, as written on the manuscript inside the wave door. It'll say that he and Coriana were the creators of the mystic locks, which were supposed to block "all living beings" from entering Delvehaven, excepting only the five original Pathfinders. Then Illnerik fleed and Liriam feared he'll be back to steal the Totemrix too.

Then I'm getting rid of the extra monsters (the hellcat, the will o' the wisp and the triceratops) which make no sense whatsoever . The dolls are a bit more interesting, but it's still unbelievable such a high concentration of intelligent creatures with opposing interests in such a little space, so maybe they'll go too.

Lastly, I'll be adding some nasty puzzles to make up for the lost encounters. And then I'll start thinking about the Nessian Spiral, which is another place where a bazillion nasties which should be fighting one another are neatly stored, one per room. Bleah.

Grand Lodge

misterakko wrote:
And yet when the PCs arrive, it's filled to the brim with monsters. And it's not even a party of monsters, it's supposed to be various groups and factions, somehow converging on the PCs.

This is a great point! I didn't even think about that. I'm just so baffled as to why there was a such a huge effort in getting the Crux and making the point that Delvehaven was sealed, only to find that it's actually not sealed at all.

misterakko wrote:
I'm reworking all of this and it's a bit of a bother. I had the PCs meet Vahnwynne Malkistra twice, during the first and then second scenarios.

I actually like this idea a lot, because it allows some amount of backstory to come across to the PCs. Otherwise, there is such great backstory to the vampires, but obviously, the PCs will never know about any of it, which is a real shame. By having the PCs meet with Vahnwynne pre-vampire, it at least opens a slight window into the crazy vampire backstory.

Unfortunately, because my group is already well into the AP, I can't really change much. I quite like the ideas you have suggested so far though with removing a lot of the monsters form Delvehaven; there's really no reason for them to be there. Good luck to you in reworking a lot of the AP; let me know what you do with the Nessian Spiral--I might incorporate some of your changes when I get there!


Hsuperman wrote:
let me know what you do with the Nessian Spiral--I might incorporate some of your changes when I get there!

Mostly I think there's some great space for plot development in the first part of the Infernal Syndrome scenario, and that's left woefully underdeveloped in the printed volume.

First of all I don't think the fourth scenario is really the BEST place to let the PC fully understand what's really going on. They are fighting the vampires, they believe the vampires are behind the shadowbeasts, so let them fight the evil vampires and not understand there's something behind them.

Also, consider. the events from the viewpoints of the other powers in Westcrown. What are the council lealists doing? OK, they are the sacrificial lamb, plot-wise, but what are they doing? They must be confused, probably with some bad information submitted to them by the traitors. Why not let some of that bad info filter to the PCs? That's an evil thought, and amusing.
Did the party behave gracefully with old Eirtein Oberigo during the Cornucopia? If so, they might be contacted with some mission by him. There's a promise of money, of course, but if they do that they are distracted form the events they know are more important -- such as investigating the spiral.

Another interesting development. I think I'll have Chammady Drovenge contact the PCs, promise help, offer to be a part of the exploring party when the lower Spiral is entered. On the one hand, it makes sense on her. She's not powerful enough by herself to waste the party at this point, her people on the spot have been obliterated. She might be able to tip the balance agains the PCs, she thinks, or save Liebdaga and make a deal. Also, if she gets to know the PCs better, as good and worthy and proud characters, it makes what's supposed to happen in part six more believable.

Last but not least, PCs should think the things are going from bad to worse. They can't hope to control everything that's happening, too many things need to be done and there's no time, their allies are weak and terrified of the developments (it's a shame that every scenario here introduces new PCs and leaves some very good old ones to waste -- like Janiven and Arael).
I'm aiming at a harrypotteresque flavor here. The PCs go forward and become more powerful and more savy with every new scenario, but still the things become darker and darker...


Was there any semi-definite answer on what exactly the presumably-inanimate winged wolf boa that Ms. Drovenge favors is? Inquiring GMs wish to know.


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Daviot wrote:
Was there any semi-definite answer on what exactly the presumably-inanimate winged wolf boa that Ms. Drovenge favors is? Inquiring GMs wish to know.

LOL!

I don't know that there was an answer, but if you look in her stat block,

Spoiler:
she has Wings of Flying, described in the PRD this: "A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers." I decided the strange fur is the form of her Wings of Flying, which makes immense sense since it has, you know, wings.
My party never suspected, which led to great fun in the final battle.


My group is going to have trouble finding the Devildrome a challenge. They have named the cleric their "summoner" and I don't see how I will run this to make it interesting. I'll explain further.

0) My Pcs have done their homework and know what Trax usually does in the arena. They'll leave one or two of their numbers (probably rogue and barbarian) among the public just to check that there are no surprises while the casters (2 wizs) will stay in the cage with the cleric.

1) The cleric is a fake cleric of Asmodeus, in fact a CN cleric of Calistria (negative energy channeler). He is going to dominate a Shadow (via Command Undead) and fake its summon.

2) Either I am missing something entirely or the Lemures don't stand a chance against an incorporeal foe. Mantrithor Trax does not have anything in his stat block that may help the Lemures overcome a single Shadow.

My solution at this point would be that Trax acknowledges his defeat from the first round and starts summoning Lemures INTO the PCs cage from the 2nd round onward, flodding it with Lemures to keep the rest of the party busy, while acid-darting the cleric asap...

Any ideas?


The players had a good idea and I think you're right. The Lemures and Thrax have nothing against a shadow, except his +1 mithral quarterstaff. He could give it to a Lemure :-) I wouldn't start to summon the Lemures in the PCs cage so early with only the two spellcasters in there.

"Summoning" a Shadow Beast in Westcrown might not be a very good idea for their fame points.

The Shadow is a "intelligent undead" and the PCs have to catch it one or two nights before. They have to find one (not easy) and it has to fail a Will save. And than they want it to fight in public in sunlight. Not a good idea from the Shadows point of view. Perhaps a deadly idea. At least some opposed Charisma checks are appropiate.

BTW, they're cheating, is no lawful PC in the group?


Daehsquinn wrote:

The players had a good idea and I think you're right. The Lemures and Thrax have nothing against a shadow, except his +1 mithral quarterstaff. He could give it to a Lemure :-) I wouldn't start to summon the Lemures in the PCs cage so early with only the two spellcasters in there.

"Summoning" a Shadow Beast in Westcrown might not be a very good idea for their fame points.

The Shadow is a "intelligent undead" and the PCs have to catch it one or two nights before. They have to find one (not easy) and it has to fail a Will save. And than they want it to fight in public in sunlight. Not a good idea from the Shadows point of view. Perhaps a deadly idea. At least some opposed Charisma checks are appropiate.

BTW, they're cheating, is no lawful PC in the group?

Thanks! I'm not sure they have considered the implications of having a shadow beast controlled in Westcrown. They'll be having the definite debate on their plan this Monday. I'll give feedback.

Concerning cheating, there is but one lawful character in the group. He voted against that approach but was superseded by the rest (all CN or CG). As they normally heed and pay attention to what he proposes, he decided to let them be for this time...

Shadow Lodge RPG Superstar 2013 Top 16

My party's wizard had prepared command undead. They're talking about riding into town on the back of a shadowy, undead, skeletal, triceratops once they finish with Delvehaven.

Any ideas about how the good people of Westcrown would react?


DLandonCole wrote:

My party's wizard had prepared command undead. They're talking about riding into town on the back of a shadowy, undead, skeletal, triceratops once they finish with Delvehaven.

Any ideas about how the good people of Westcrown would react?

I'd think that would depend on what people already think of the PCs. If they're generally evil and are winning over the Wiscrani by being badass, I'd give them a bonus Fame point. If, on the other hand, they have until this point been "the good guys" then I wouldn't. I don't think I'd penalize them a Fame point in the latter case though, because that would do nothing to diminish their fame.

In either case, I'd have people acting upset. Screaming would seem to be required, and possibly some terrified trampling as people flee.

This is just off the top of my head. Anyone else have any thoughts?

Shadow Lodge RPG Superstar 2013 Top 16

Thanks, Tbug. They've mostly been good - albeit for a certain definition of good. Either way, they're going to be attracting attention.

Reading back over my original comment, I was perhaps a bit abrupt... I'm just a bit stumped by this one.


You could put the ball in their court. Have people react with alarm and fear, maybe with crying children, and give them a chance to spin it. Someone once said that it's the imminent but unrealized threat of failure that's fun in an RPG, so grab the opportunity when it presents itself!

Sczarni

It would definitely grab the attention of the powers at be and probably put targets on their backs...gotta remember that there were specific deterents put in place where they got that triceratops and that person and his accomplices are NOT going to be happy. Not to mention if they are dumb enough to just ride it right into the Children of Westcrown Hide Out it draws much unwanted attention to what is supposed to be a secret movement.

The Exchange

DLandonCole wrote:

My party's wizard had prepared command undead. They're talking about riding into town on the back of a shadowy, undead, skeletal, triceratops once they finish with Delvehaven.

Any ideas about how the good people of Westcrown would react?

One of my players is a wizard who had a scroll of command undead with so once they entered Delvhaven this happend

Spoiler:
They broke the fishtank in the middle of the second room and had the fight with the triceritops after a bit of but kicking and almost deaths the wizard relizes he has a scroll of command undead and uses it but RAW says he can only use simple commands and charisma checks for things it would not normally do so he got it to "stop" and "stay still" but then he told it to "protect me" then the cleric used his channel energy to heal the group and since this is a unintelligent creature I figured it would see that as perhaps attacking the guy he is suppose to protect and so it went after the cleric and forced them to kill it

Sczarni

Uhhh is it just me or are those swarm traps on the Delvehaven grounds a death sentence for any melee character that fails their save?

I want the traps to be a threat, but I don't want it to just outright kill the player if they fail the save.

Anyone had any experience with this?


My party's rogue was trapped in with the swarm, and since she had darkvision she didn't even have a torch to try and fight them. I decided to let her use a potion of gaseous form (from Sian) to escape. Although that did come back to bite the PCs later (literally) when one was stuck inside one of traps and two of the vampires showed up...

Sczarni

Yea...I have a feeling this may end in me adding a player to the Obituaries. The party is a Witch, Wizard and Bard...


As long as someone thinks to cast detect magic they should be fine ;)

Sczarni

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Just a note for some of the people running this.

Spoiler:
Some of the Children of Westcrown have jobs and things they do around town. I found this book the PERFECT opportunity to bring some of them back in so they weren't just fluff from book 1. Larko is said to work at the docks so I used him as someone to take the PCs to Cutlass Cove. Just an example.

Sczarni

Just curious...did anyone use the Will O Wisp at all? It basically sounded like it was just there to be there. I'm contemplating just using him as a method to burn a couple resources from the PCs.


I did not use it. It was there and went invisible (not being stupid) but never found any good chance or reason to do anything to the PC's. It just hung around them until they killed everything. To be honest, I forgot about it by the end.


My group turned out to be quite resourceful. It consists of 2 5th level wizards (diviner and tansmuter), a 4th level fighter, a 5th level, negative energy channeler cleric and a 4th level alchemist (grenadier).

Spoiler:

I had presumed that the encounter with the triceratops could imply TPK but after the first round of mayhem the cleric surprised me with hide from undead... Encounter resolved. Afterwards they went to the armory and decided to bolt the door leading to the stairs. Thus, they've reached the cellar level without completely exploring the basement floor or venturing into the 2nd one. So far, they haven't encountered the soulbound dolls yet.

At the cellar level so far they've passed through the insect room and the ship room. The latter one proved nearly lethal as the tansmuter, the alchemist and the fighter failed their will saves, as did the cleric when he tried to enter and help.

At this point they've run out of resources and prepare to rest. Ive been giving some thoughts to the vampire question and had some preconceived ideas about it. Now that they're about to get some sleep I'm considering the following options:

1) if the go backwards and try to flee Delvehaven to rest someplace safe I'll have Vanwhynne Malkistra wait for them by the door with COTN power already summoned (after all she is the hunter).

2) should they try to rest in Delvehaven I'll have one of them (maybe Jair) try to dominate one of the PCs while on watch, or attack if discovered.

3) Another opton isto forget about the vampires for the first night and have the dolls make their entrance, but sice the vampires are already alerted of the PCS presence I really can't find an excuse for them not showing up.

What do you think?


I think you're absolutely right about the vampires needing to show up. Your contingencies sound good to me, so stick to your plan and let us know how it goes!

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