The Shackled Hut (GM Reference)


Reign of Winter

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Grand Lodge

Pathfinder Adventure Path Subscriber

Oh I know that the b'stab didn't multiply, still made it 8d6+12 though. :)


Pathfinder Adventure Path, Rulebook Subscriber

Yeah, that will leave a mark! ^^;;


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Interesting thing I had happen for the fight with Nazhena.

Party knew that Nazhena was beyond the reality siphon, which would go down with the last Dawn Piper. Nazhena knew that the party was in the forest, but figured she'd get advance warning of the incoming fight when the reality siphon collapsed.

The party managed to beat the last Dawn Piper without outright killing her, so they stabilized her and held off on finishing the Dawn Piper off.

They then wandered over to where the Siphon was right around the corner, hung back out of sight, buffed up, and THEN killed the Dawn Piper, breaking the siphon.

They then tore around the corner and went rocketing into the Hut's clearing.

Nazhena didn't have a chance to drink her barkskin or shield of faith potions, nor activate her flight hex.

I'd given her 3 archmage tiers (and double HP) , along with an advanced mirror man and giving the invincible template to her ice golem.

She went down in a couple rounds.

Rolling 8 damage on her mythic ice storm didn't help!


Pathfinder Adventure Path, Rulebook Subscriber

You know, if the party is that cunning and sneaky, kudos to them plotting like that and one-upping her preparations. :)

Of course, I wouldn't allow a group with a Paladin to do that as the enemy was technically captured at that point. At the very least I'd cause a short-term loss of Paladin abilities for most gods with Paladins, because that was a cold, calculated and in all likelihoods deliberately Evil act - especially given that they stabilized the Dawn Piper.


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My party doesn't have a paladin =P

I considered it a neutral act, since the Dawn Piper was their foe to the death, and there wasn't any real possibility of negotiation. The Dawn Pipers are willing to give their lives to capture the Hut and deliver it to the Eldest, and only their deaths can resolve the situation.

In light of it being functionally impossible to get the Pipers to give up and back off (though if the party had access to Charm Monster that could be different!), I had no issues with them choosing to execute the Dawn Piper in a place where they'd get a tactical advantage.

The Pipers aren't evil, but they're nevertheless relentless foes.

Amusing sidenote - my party didn't kill the Baccae. The witch got a 30 knowledge(nature) check and recognized them for what they were. So the party played along with sitting down for the party, and then offered to cook a meal, which the Baccae amiably agreed to.

The meal was poisoned with the oils of taggit they'd gotten from Rhokar back in book 1.

Baccae are fey, and as such have miserable fort saves if they aren't raging, so that pretty much ended it. The party then tied up the unconscious baccae and stowed them in the nearby house.

That was a much more entertaining result than the party fighting the baccae.


I've been having fun amping up the challenge provided by the Dawn Pipers to give them some bite. Ravathiel was advanced, and Aurenos's steward was the winter redcap statted out in the back of the book. (The sorcerer now loathes the fighter - I hope to set up a Reckless Infatuation on somebody, too.)

Once my players noticed the elemental theme, they just assumed there was a fire-themed font. I think I'll actually make that happen. Any suggestions for firey fey?


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flamethrower49 wrote:

I've been having fun amping up the challenge provided by the Dawn Pipers to give them some bite. Ravathiel was advanced, and Aurenos's steward was the winter redcap statted out in the back of the book. (The sorcerer now loathes the fighter - I hope to set up a Reckless Infatuation on somebody, too.)

Once my players noticed the elemental theme, they just assumed there was a fire-themed font. I think I'll actually make that happen. Any suggestions for firey fey?

I had fun amping them up too for my powerful six person party. I turned their spell likes into targeting everybody instead of single targets.

The barbarian PC had returned after a six month hiatus so his character had been locked in a Changeling the Lost style scenario involving these dawn musicians and fragmented memories.

Aurenos had his demented spriggan butler announce him as "Lord Aurenos, piper of the Dawn of Creation" and exchanged calling cards with the Iron Gurad Jadwiga PC who said he was come to take the Hut for the only good reason, revenge. They got along famously. Aurenos charmed half the party and there was no fight yet.

They thin hit the reality siphon and determined they needed to dirupt the three elemental fonts.

I gave Zephimere some extra twigjacks and made here a 4e elite, doubling hp. Her themes were air and charming. She charmed perhaps half the party for a while but they had two bards for countersonging. There was a great chase of her up the tree by the barbarian with a failed bull rush then she countered with a customized gust of wind that knocked the barbarian for a huge fall. She used her flute as a masterwork rapier for striking, blocking, and magic and it was a great fight before they got her.

Ravathiel I had a mud, loathing, and lust theme. They heard banjo music as they approached his king of the mound altar. His throne was a rocking chair and he looked like the Heat Meiser. The rogue wizard got off a brilliant surprise scorching ray sneak attack after faking him out with a bribe which led to some fantastic drawling banter from Ravathiel. "Thas it! Your mines cannot comprehen the powers you er dealin wit!" He hit the inquisitor with loathing and she stumbled away.

The rogue ran up, but I had placed an illusion over a swarm of elemental toothed eartworms from an Inner circle games 3.5 bestiary. He got hit with nausea and bleed. He stumbled through to climb the mound but found it greased and fell back into the swarm. The magus flew up and fought him on his rocking chair. Ravathiel used his unearthly beauty banjo attack and caused the rogue wizard to bleed out his ears and be deaf. He followed up with the unnatural desire which was cast on the worm swarm but everybody saved and it was soon over for Ravathiel.

With Aurenos he opened with delusional pride as the party approached and the Jadwiga upon feeling boosted pride decided not to resist. They then talked with arrogance and Aurenos made a wager of champions with him, his butler versus the maid (the inquisitor), for access to the hut(only three PCs were there that night so this worked out well). I elited the spriggan doubling his hp and giving him some knockback powers on his beat stick. He turned giant and hammered her, but she is a real tank with something like practically untouchable 27 AC and she prevailed in the end despite not figuring out the spriggan is a gnome for bane purposes shifting from fey to giant. Aurenos was slightly miffed but piped them open a temporary apeture into the hut yard through the elemental siphon barrier. He believes even with them in there he will still rip it all into the Summer Fey court within a week so he is confident he has still won the true contest.


For the last Dawn Piper, Zephimere, I advanced her, and turned Silverthorn in to a Fey Animal Dire Lion. It was a good fight. A random revenant while they were resting was probably the biggest threat to the party. Emma cowered in fear while Jexx and Jamion went down very swiftly. Valgard had been exiled from the camp because Jexx was still under Unadulterated Loathing. He showed up eventually to save the day, after the revenant took it a little easy on his unconscious enemies.

In other news, I need some help with Nazhena. I think the archer in the party will be able to make short work of the boss when she gets a turn and this fight will be anticlimactic. Any anti-archery tricks you guys can think of?

Believe me, I know most of them - I've been confounding her with Wind Wall, cover, blindness, and other single-person neutralization efforts. Cover isn't an option anymore, and single person save-or-sucks are rough to use all the time, and probably won't work anyway. My current working plan is a potion of Stoneskin. Anything better you can think of?


Can't potion a Stoneskin. I need a different plan. Any thoughts?


Pathfinder Adventure Path, Rulebook Subscriber

Wind Wall.

Grand Lodge

Pathfinder Adventure Path Subscriber

A scroll? She's got 18 INT and a +10 UMD.


Witches don't get Wind Wall. They don't get Displacement, they don't get Stoneskin, they don't get the classic low-level better-than-AC protection spells. UMD might be an option, but damn, scroll DCs are high.

Witches get Blink. Maybe Blink. Or a potion of Displacement.


flamethrower49 wrote:

In other news, I need some help with Nazhena. I think the archer in the party will be able to make short work of the boss when she gets a turn and this fight will be anticlimactic. Any anti-archery tricks you guys can think of?

I remember she had Ice Storm. You could rule it via environment rules that it also adds a -4 to ranged attacks. She can combine the Ice Storm with her wand of Ice Spears as well. Probably the archer will make his save, but the archer might go prone, and when you're prone, the only ranged attack you can make is crossbow.

She has Wall of Ice too. That one almost always makes the caster live one more turn.

This might not be relevant, but when I ran that encounter, I added two Sprite Swarms to aid Nazhena.

RPG Superstar 2012 Top 16

you can ELIXIR a Stone Skin (Stone Salve).

==Aelryinth


Stone Salve! That's what I was looking for. Pricey, but effective, for now. Until the archer gets Clustered Shots, anyway.

How lethal have people been finding the Nazhena fight? I don't mind if this kills a PC or two, 'cause it's a big deal. I've already made some big modifications to it. Advanced Ice Golem, and she's summoning a Fiendish Bison instead of the mephit for some tramply fun. Should I go further?

I liked some of the suggestions people have had, and was wondering if I should try to fit another in, or swap something out. Somebody suggested a Witchguard, and somebody else suggested one of the Trench Fighters from book 5. Both seem pretty nice and thematic. I won't add all of the above, of course, but I might swap out the Ice Golem, who seems a little weak. How did this fight go for people?


Pathfinder Adventure Path, Rulebook Subscriber

I'm going Mythic.

Also, if the players don't think to check the pulse on Radosek, she's going to Teleport back to the Tower, snag him, bring him back with her, and they'll have the unpleasant surprise of two Witches waiting for them. ;) (They took him down, but he's Mythic as well and was still barely alive.)

After all, it takes the party a week to reach Whitethrone. There's no reason to suspect the Fae started their reality siphon immediately upon the closure of the Winter Portal....

Sczarni RPG Superstar 2014 Top 16

flamethrower49 wrote:

I liked some of the suggestions people have had, and was wondering if I should try to fit another in, or swap something out. Somebody suggested a Witchguard, and somebody else suggested one of the Trench Fighters from book 5. Both seem pretty nice and thematic. I won't add all of the above, of course, but I might swap out the Ice Golem, who seems a little weak. How did this fight go for people?

Ooh, a Witchguard is a *fantastic* idea! I'm going to have to roll one of those up before my players get there :-)


My current plan: I made no changes to Nazhena, but instead of the ice golem, she will be guarded by a 6th-level Witchguard, who is perfect for giving Nazhena the time she needs. She has an arrow catching shield, so the archer has no choice but to attack her until the players overwhelm her or get clever.

I've prepared one of the Russian fighters from part five as well. I'm on the fence about including him. I know I need something more, but he may be too much. The fun part is that he can't fire at any enemies next to the Witchguard due to the aforementioned shield.


Nazhena has sleet storm, which is ferociously limiting on sight in a huge area (40' radius)

Quote:

Sleet Storm

School conjuration (creation) [cold]; Level druid 3, sorcerer/wizard 3

Casting Time 1 standard action

Components V, S, M/DF (dust and water)

Range long (400 ft. + 40 ft./level)

Area cylinder (40-ft. radius, 20 ft. high)

Duration 1 round/level

Saving Throw none; Spell Resistance no

Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).

The sleet extinguishes torches and small fires.

Drop that on an archer from a distance and it will seriously mess a party up. I forget if as a winter witch she can still see in there and direct her golem.


The trick is helping her survive until she can cast such nastiness, which the Witchguard should let her do. Nazhena is unable to see through a blizzard. That's the domain of a 6th-level Winter Witch (prestige class). It's comforting that at least Elvanna will be able to inhibit them in this way. :)

I now think I'll scrap the gunman and just go with the possibly advanced ice golem, in addition to the Witchguard. It gives her some justification for her Craft Construct feat. Theoretically the same CR or higher than the gunman, but they're not at all close to equivalent. Take that, CR system!

I'll be sure to post about this after it happens, too. :)


Say, here's a question. Scenario time. The party defeats Nazhena and celebrates. They (ahem, are compelled to) gingerly approach the Hut. They free it and enter. Hopefully they play around inside a bit before putting the keys in the cauldron - there are some nice toys to find in this configuration, and they probably need a rest.

What's happening in the outside world? The party broke the Reality Siphon, so is the forest vanishing? How is the revolution progressing? Did Nazhena perhaps have any reinforcements on the way? If the Hut stays in the clearing for a bit, what kind of follow up might they experience?

My sense is that the forest will not just vanish - though it serves no further threat, it will have to be cut down by Whitethrone authorities, once the revolution figures out who those are. The revolution, of course, lasts as long as a DM needs to get the PCs out of the city, and then gets brutally crushed.

I have Solveig, Nadya, and Ringeirr on tap ready to serve as a cavalry of sorts if the PCs need it during the Nazhena fight. I think some Mirror Men will follow them in after a few minutes to give the PCs a dramatic sendoff. My last thought is that once the Hut is freed and the PCs are "safe" inside, it will start walking right out of Whitethrone - who will get in its way?


Pathfinder Adventure Path, Rulebook Subscriber

The forest is caused by the Hut. So as long as the Hut is still there the forest is there. Once it vanishes... well, you could either rule the trees remain behind and have to be chopped down, or that they vanish to Faerie.

The Revolution is a failure. The old guard was broken and their assault may take a few things but there are far too many high-level Witches working with Elvanna for the revolution to last.

As for where the Hut goes? It seems likely the Hut would remain where it is with its forest. It's not like the Hut can actually act on its own - otherwise the players wouldn't need keys. So it won't wander off or the like. (Baba Yaga likely broke it of that habit long ago.)


Right, the hut created the forest. I forgot that. I wish I had a mechanical explanation for that...

Anyway, that's a great reason for nobody to really venture into the forest. Problem solved. I still might have some Mirror Men investigate for fun, though.


For those playing along at home, my modifications made the fight quite difficult. I still think the fight merited increasing difficulty for my group, and I'm reasonably happy with how things played out.

My Witchguard, kitted out with a shield of Arrow Catching and Missile Shield, stood sentry next to Nazhena and was all but impervious to attack. Under her protection, Nazhena had the freedom to summon a Fiendish Yak (bison stats), which pretty much only wrecked the archer - the bard had Sanctuary and the cleric and the sorcerer had Protection from Evil. It eventually fell to a bunch of magic missiles.

The insightful (if Touched by Idiocy) cleric hit the bodyguard with a Hold Person and 4 arrows from the archer brought her down. Nazhena threw a Wall of Ice to use her potions on the Witchguard, while the fighter and the ice golem killed each other. The sorcerer hit the scene (had loathed the fighter - didn't matter anymore!) and began to throw fireball after fireball, eventually taking the guard down again and severely wounding Nazhena. With the cleric down, fighter dead, and bard and sorcerer out of anything good, the fight became a cat and mouse game in a Sleet Storm. Nazhena could have fled here, but I decided to give the party some closure. Eventually, the archer pinpointed her location and put enough arrows into her to finish the job.


Pathfinder Adventure Path, Rulebook Subscriber

I'm not quite sure if anyone else has run into this, but I had a most... amusing situation happen with Hatch, the house fae in the first AP. One thing I noticed was that he was dropped like a hot potato once the first AP ended; he's not mentioned at all (that I can recall) in The Shackled Hut. And I will admit I found that curious; he played a decent part in the first AP especially with his love for Nadya and her family, so it seemed odd to me that there wasn't a single word as to what should happen with him in the second AP.

So I shrugged and decided to keep quiet. If the PCs brought up Hatch, then I'd deal with the situation. And of course, despite not mentioning Hatch and despite it being weeks since the previous game... the player who is running Nadya for me asked "what about Hatch?"

So I had her roll a Diplomacy check.

Natural 20.

Needless to say, Hatch is accompanying the group as far as Ellsprin, where Nadya is leaving her children. It makes sense (seeing how much he cares for Nadya's children and feels guilty over Thora's fate) and provides a bit of closure. And he's not even playing a significant part in this; he's just a quiet part of the trip, staying on the dogsled and probably helping keep things clean while keeping an eye on the children.

----------

On a side note, a new player joined today running a Catfolk Monk named Meeko. I chose to have her "encounter" with Baba Yaga's Riders as more esoteric. She encountered one of the Riders on a Spirit Quest (ie, while high on mushrooms). The end-result was that her fur turned black after the quest ended (having taken the Black Cat Feat).

Naturally, having a player (and a female one!) running Nadya, I almost didn't run the "Lost Boy" encounter. Orm asked to go look for firewood... and was immediately told "no." Not without someone going with him. So Meeko went with him, and Hatch.

The encounter thus played out that the boreal wolves attacked Meeko; Hatch detected them and helped keep Orm out of harm's way, but Meeko alone fought the three wolves... and prevailed. This worked out quite well as Orm was telling everyone how awesome Meeko was in fighting the wolves (killing one and driving off two others - one at 0 hit points, the second at 4 hit points). And naturally, Nadya was very grateful that her son had been kept safe. It also provided an in-game reason as to why the group ended up accepting a stranger into their midst.


I have a few question's regarding the situation following the downing of Logrivich (and the rest of it's inhabitants).

1. The party must shoot off a skyrocket (flare) to signal to the Iron guard they should begin their revolution. This leads me to wonder if any of the winter guard (or anyone else curious for that matter) would check out the source of the flare, developing into the opposite situation for the characters that they just faced; being they are the ones held up in the clock-tower repelling the forces of Whitethrone.
- If the above scenario were to occur what would the potential party checking out the tower be composed of? (I was thinking of straying from ice trolls/winter witches/winter wolves, mirror men.)

2. Furthermore, if the party leaves the tower after completing their mission there. What sort of a situation or environment should they find themselves in traveling through the city during the Iron Guards uprising on their return to the Shrine of the Everbloom? Also should they be running into more or less Winter Guard? or other sorts of creatures taking advantage of the state of chaos?

My game is this upcoming Monday or Tuesday! So if anyone can get back to me asap it would be much appreciated!

Thanks my fellow finders of paths.


Venequin wrote:

I have a few question's regarding the situation following the downing of Logrivich (and the rest of it's inhabitants).

1. The party must shoot off a skyrocket (flare) to signal to the Iron guard they should begin their revolution. This leads me to wonder if any of the winter guard (or anyone else curious for that matter) would check out the source of the flare, developing into the opposite situation for the characters that they just faced; being they are the ones held up in the clock-tower repelling the forces of Whitethrone.
- If the above scenario were to occur what would the potential party checking out the tower be composed of? (I was thinking of straying from ice trolls/winter witches/winter wolves, mirror men.)

2. Furthermore, if the party leaves the tower after completing their mission there. What sort of a situation or environment should they find themselves in traveling through the city during the Iron Guards uprising on their return to the Shrine of the Everbloom? Also should they be running into more or less Winter Guard? or other sorts of creatures taking advantage of the state of chaos?

My game is this upcoming Monday or Tuesday! So if anyone can get back to me asap it would be much appreciated!

Thanks my fellow finders of paths.

1 Possibly, but if they leave quickly thereafter they should be fine and avoid problems.

- Witches and human soldiers? Witches with talking wolves. Witches with constructs. Witches with summoned fiends.
Witches and Jadwigga can call on lots of crazy servants. If you have an out there monster sourcebook lots can fit in here.

2 In my game they went straight back so I made it straightforward. You could have another mirror man encounter but with stuff happening in other districts of the city drawing guards and soldiers away to those hot spots I would not make it intense.


Voadam wrote:
Venequin wrote:

I have a few question's regarding the situation following the downing of Logrivich (and the rest of it's inhabitants).

1. The party must shoot off a skyrocket (flare) to signal to the Iron guard they should begin their revolution. This leads me to wonder if any of the winter guard (or anyone else curious for that matter) would check out the source of the flare, developing into the opposite situation for the characters that they just faced; being they are the ones held up in the clock-tower repelling the forces of Whitethrone.
- If the above scenario were to occur what would the potential party checking out the tower be composed of? (I was thinking of straying from ice trolls/winter witches/winter wolves, mirror men.)

2. Furthermore, if the party leaves the tower after completing their mission there. What sort of a situation or environment should they find themselves in traveling through the city during the Iron Guards uprising on their return to the Shrine of the Everbloom? Also should they be running into more or less Winter Guard? or other sorts of creatures taking advantage of the state of chaos?

My game is this upcoming Monday or Tuesday! So if anyone can get back to me asap it would be much appreciated!

Thanks my fellow finders of paths.

1 Possibly, but if they leave quickly thereafter they should be fine and avoid problems.

- Witches and human soldiers? Witches with talking wolves. Witches with constructs. Witches with summoned fiends.
Witches and Jadwigga can call on lots of crazy servants. If you have an out there monster sourcebook lots can fit in here.

2 In my game they went straight back so I made it straightforward. You could have another mirror man encounter but with stuff happening in other districts of the city drawing guards and soldiers away to those hot spots I would not make it intense.

I'm thinking that the party may feel obligated to rest up following the Logrivich fight for obvious reasons. Depending on when they do this, either before or after they fire the flare off, is the big question. I'm assuming they will think of resting before they fire off the rocket, but if they don't rest before-hand. I'm debating the potential of a reaction to this clear aid to the Iron Guard from the Winter Guard during their rest period. This would lead to a pretty cool fight scene from the very tower they just pillaged.

I was also debating having Greta lead the investigation of the Clock Tower following the firing of the rocket. I would like to use Greta due to the fact a player that was using the rimepelt, had no problem promising to meet her for a date, and then blowing her off. Although, after a look at how the city functions by quarter's, and who has power within those quarters. I began to wonder if Greta would venture out of the howlings at all, in this example, to help the Winter Guard pursue whoever has apparently felled the great Logrivich?

Any thoughts?


Venequin wrote:

I'm thinking that the party may feel obligated to rest up following the Logrivich fight for obvious reasons. Depending on when they do this, either before or after they fire the flare off, is the big question. I'm assuming they will think of resting before they fire off the rocket, but if they don't rest before-hand. I'm debating the potential of a reaction to this clear aid to the Iron Guard from the Winter Guard during their rest period. This would lead to a pretty cool fight scene from the very tower they just pillaged.

I was also debating having Greta lead the investigation of the Clock Tower following the firing of the rocket. I would like to use Greta due to the fact a player that was using the rimepelt, had no problem promising to meet her for a date, and then blowing her off. Although, after a look at how the city functions by quarter's, and who has power within those quarters. I began to wonder if Greta would venture out of the howlings at all, in this example, to help the Winter Guard pursue whoever has apparently felled the great Logrivich?

Any thoughts?

In your case I'd probably run with Greta showing up just to have the woman scorned scenario come into things. This would be a good opportunity for that and there will otherwise not likely be a good one.


Weird questions: how would a Werewolf/Weredirewolf interact with the Rime pelt (sp?)? In encounters with Winter Wolves? In the Ecology section, should we assume werewolves/weredirewolves fair better in couplings with Winter Wolves (and females fair better than regular human females)? Extra abilities gained from such pairings?

Silver Crusade

I'm looking at replacing the white dragon with an experimental mobile weapons platform (the setting that I'm running Reign of Winter in is steampunk), but I'll be the first to admit that I'm no mechanical engineer. I've tried going over the vehicle rules, but they confuse me something fierce. So, I come to you all seeking help with this. What would be the best the way to achieve this?


Pathfinder Adventure Path, Rulebook Subscriber

Why not a clockwork guardian of some sort? I suspect clockwork dragon might be TOO powerful, but you could always tone it down with several "Young" templates, or choose something else clockwork.

Silver Crusade

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Because of your suggestion, Tangent, I'm looking at using a NE clockwork soulbound mannequin. I will probably call it Logrivich and use it in place of the dragon. I was planning on using your clockwork spider swarm to give it backup, so I'm thrilled that you were the one to respond to my request.

Thank you very much.

EDIT: Sorry, that was Gluttony who came up with the swarm. But I'm still glad you helped me out.

Silver Crusade

Taking Tangent's suggestion to heart, here's Logrivich as a clockwork soulbound mannequin. Because the clockwork special ability swift reactions gives him Improved Initiative as a bonus feat and the soulbound mannequin already has that, I put Iron Will in the now open feat slot to shore up its Will since it's susceptible to mind-affecting effects.

Spoiler:

Logrivich CR 7
XP 3,200 (535 XP per PC)
Clockwork soulbound mannequin
NE Medium construct (clockwork)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +10

AC 21, touch 15, flat-footed 16 (+3 Dex, +2 dodge, +6 natural)
hp 85 (10d10+30)
Fort +3, Ref +8, Will +5
DR 5/magic; Immune construct traits
Weaknesses susceptible to mind-affecting effects, vulnerable to electricity

Speed 30 ft.
Melee 2 claws +15 (1d8+4 plus grab) or mwk longsword +15 (1d8+4/19-20)
Special Attacks constrict (1d8+4)
Spell-Like Abilities (CL 10th; concentration +9)
At will—detect poison, light, mage hand, open/close, prestidigitation
3/day—alarm, feather fall, hold portal
1/day—disguise self (see below), levitate, enervation

Str 18, Dex 16, Con —, Int 11, Wis 10, Cha 9
Base Atk +10; CMB +14 (+18 grapple); CMD 27
Feats Improved Initiative*, Iron Will, Lightning Reflexes*, Martial Weapon Proficiency (longsword), Throw Anything, Toughness, Weapon Focus (claw)
Skills Intimidate +9, Perception +10
Languages Common
SQ alignment variation, soul focus, swift reactions, winding

Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful.

Disguise Self (Sp) Logrivich can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).

Soul Focus (Su) Logrivich's soul lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.

Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, Logrivich is not immune to mind-affecting effects.


Funny story: I'm currently running this game for a group of six where two or three of them aren't always guaranteed to show up for various (usually justified) reasons.

During my most recent session, one of the players, who is currently considered a temporary no-show until January due to the fact that he's apparently the only guy at his job who isn't a big football fan and his boss is being an ass (i.e. make him work on Saturday nights so we can stay home and watch The Game), suddenly shows up. He couldn't have known I was GMming that night (we alternate), so he didn't even bring up his character sheet. He did, however, remember some his Paladin's skill scores, and fortunately for him, they were just getting into Whitethrone.

A few Diplomacy rolls later, they pretty much got through The Howlings without making a single attack (and yes, he scored the date with Greta too).


Hi Guys,

A question about Sylgja:

My group are playing the Shackled Hut and in our last session they killed Finngarth. When they returned to Sylgja she managed to charm one of the party members and convince him to leave his adventuring life behind.

Well one bright spark thought that Sylgja had perhaps been responsible for Finngarths possession so they attacked her immediately. A poor set of rolls from the group saw the entire party incapacitated and now I don't know what to do...

Any thoughts on how Sylgja should handle this?

Cheers
Scotty C.


Pathfinder Adventure Path, Rulebook Subscriber

She'd charm the others and then send them on their merry way. She has no reason to kill them and only wants a companion to stay with her. I'd even award those players who roleplayed being apologetic for attacking her for no reason.

Alternatively you could have the spirit of the Black Rider appear and explain to Sylgja why they can't stay. Or even as the others start to leave, the one remaining behind suddenly keels over and starts getting really sick.


Tangent101 wrote:

She'd charm the others and then send them on their merry way. She has no reason to kill them and only wants a companion to stay with her. I'd even award those players who roleplayed being apologetic for attacking her for no reason.

Alternatively you could have the spirit of the Black Rider appear and explain to Sylgja why they can't stay. Or even as the others start to leave, the one remaining behind suddenly keels over and starts getting really sick.

She then figures out the cause and leaves to be with her new husband on his quest. Perhaps to free him from this binding. A charming super strong fey wood wife companion who does not quite get mortal relationships or interactions adds to the dark fairy tale aspect of the campaign.


Pathfinder Adventure Path, Rulebook Subscriber

Ah yes. Yet another NPC to clutter the landscape. We have Nadya, Ringierr, possibly Greta and the cleric who wants her lady-love rescued, the centaur in Book 3, the furry humanoid soldier-girl with her red-scaled dragon-like companion in Book 4...

I ended up eliminating as many NPCs as I could because I couldn't cope anymore. Not and do combat, or keep things competitive for the players. (Doesn't help my group is two levels higher than recommended (pre-existing characters from another campaign who went into RoW - though I have rewritten the encounters to compensate for five players, the one remaining NPC, and higher levels - and two Mythic Tiers as I didn't realize how broken Mythic was at that point (though to be honest, Mythic doesn't truly break until Tier 3 and above, and everyone is at Tier 2).)

I honestly don't think the wood wife is a wise idea to add to any group, especially if you want to keep the game balanced. ^^;;


Thanks guys I appreciate the suggestions.

I was actually working on her charming them all and having her new lover stay behind until he was drawn to leave by the black rider's mantle but I was aiming for something a little more interactive...

I could always have her send them on a side quest - perhaps one that doesn't require them to stop what they are doing (and thus be affected by the mantle) but rather something more open ended that they could pickup on their journeys. My problem with that was that the charm would likely be dispelled during an encounter and so the players would simply disregard it with a sigh of release...

Does anyone know if there are there any modules that I could adapt to fit?

I could try adding the NPC to the party - I'm not too worried about the OP factor as we have 5 players mostly with some sort of companion (including a necro with a bloody troll skeleton) - I'm used to tweaking the encounters to suit.

Contributor, RPG Superstar 2010 Top 4

If it makes you feel better I never imagined that the wood wife would ever be a companion.

Greta...

Greta poses the question of whether anybody besides evil extraplanar outsiders are evil just to be evil. Maybe she's just a predator that doesn't view humans as top of the food/spirituality chain? Maybe she just doesn't like to sleep alone. Don't we all feel that way sometimes?

EDIT: What I mean is, don't worry about not bringing along companions. Those are options for small groups. Always make your Player Characters center stage.


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Pathfinder Adventure Path, Rulebook Subscriber

I actually removed her from the game for another reason, Jim: I needed to cut several encounters to speed up the game. I'm lucky if I have eight four-hour sessions for my "Skyrim" campaign (as I jokingly refer to the RoW campaign); heck, it's been three or so months since my last game. (Runelords meets far more frequently, but that's entirely Skype-based so...)

The NPCs that I removed were NPCs that participated in combat; I ended up doing a Deus Ex Machina of the Paladin vanishing with a note from the Gods saying "Needed the Paladin elsewhere, we owe you one favor," while I had the player running Nadya for me choose between Nadya and her old PC. She chose Nadya because the other character was an introvert who rarely said anything, unlike Nadya. Besides, Nadya gets the Russian accent!

That said, I was quite glad when the player who had the Winter Wolf cloak ended up freaking out Greta by suggesting he was into grey-skinned gnomes instead of winter wolves. Not only was Greta not going to appear again, it left the entire group in stitches :)


My players are about to enter the howlings but I am slightly confused about the map. I get that the covered alleyways are lower down than the bridges, and that the bridges connect the upper floors, but the map makes it appear as if the bridges go from rooftop to rooftop. Which doesn't make sense - how would you get into your house from the roof? So I must be missing something. Can anyone help me make sense of this? Thanks.

Contributor, RPG Superstar 2010 Top 4

Destruc-TOR wrote:
My players are about to enter the howlings but I am slightly confused about the map. I get that the covered alleyways are lower down than the bridges, and that the bridges connect the upper floors, but the map makes it appear as if the bridges go from rooftop to rooftop. Which doesn't make sense - how would you get into your house from the roof? So I must be missing something. Can anyone help me make sense of this? Thanks.

Ultimately the little bridges were not intended so that the occupants could enter their home. Rather they could call upon their neighbors, without having to go down to the street. This avoid contact with mirromen, white wolves, trolls and the like.

There is a lot of fear and suspicion in Whitethrone, but I always envision that the people in specific boroughs and neighborhoods stuck together as much as possible and supported one and another—when it is clear that the monarchy and other factions did not.

In a more practical sense, the bridges are supposed to connect between second story windows. Windows large enough you could stoop and step through them. The intention between author and cartographer gets lost sometimes.

Does this help?


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Jim Groves wrote:
Does this help?

Yes, thank you so much. That makes sense now - and will not only allow me to explain the map to my players, but also be a great foreshadowing of the strength of community they'll find amongst the Heralds (along with the experience they've just had in the Fish Camps).

Thanks for getting back to me so quickly. I was drawing the map out last night (in preparation for playing tomorrow), so this response is very timely. Thanks again!


I'm the DM for a group which has taken a hiatus from RoW for about a year (following a series of unfortunate events including our venue burning down...)

We last saw our valiant heroes trekking through the Howlings, specifically somewhere after encounter G4 or G5. I'm very new to being a DM (this is my first time), so can anyone give me tips on how to reintroduce everyone to the game with vigour? I feel like I should allow them to progress pretty quickly through the Howlings (perhaps one or two small encounters) and then enter Whitethrone itself to spend a short while investigating the town and avoiding too much combat. Hopefully setting them up for the exciting looking Clock Tower encounters on the next session.

Thoughts?

Cheers!


It would be nice to know which encounters you have already done so that I can be of help. The Howlings pretty much are an overarching story line in order to get safely to Mortins house without killing too many enemies, getting the papers and then passing the checkpoint into the rest of the city.

At least use the mirror men. They have a high creepiness factor and are directly linked to the storyline (namely 'Irrisen is watching you'). We played this part last Saturday and though there was hardly any combat, tension was very high and the mirror men made players very nervous.


They have done G1 (they sweet talked their way through), G2 (killed everyone), G3 (snuck away from the Mirror Man), and ended at G4. I think I am going to introduce them to G5 (two drunk Winter Wolves), skip G6 (slave guy), do G7 (troll guards) and G8 (papers), and HOPEFULLY G9 (Mirror Men, and then into the city).


Yes, the slave guy scene is mostly local colour and an alignment thing. It is not really an action scene. I guess you want your players into the adventure as soon as possible.
Except when you want to give your players information. Then the slave guy could have that information. Or Mortin could have it of course.


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Going back to Greta I just wanted to say that I'm really pleased that she has been picked up (excuse the phrase) by my PCs. I needed to introduce a side-plot for one of my players, so tweaked her a little. I set up a meeting between her, Ringeirr and the party in an Inn the night before going into The Howlings. I made her one of Ringeirr's contacts who agreed to get them in before they arrived at the entrance. Her price was help from them with what ended up being the side-quest.

I made her moody - just on the side of neutral rather than evil - and her motivation is because she respects Baba Yaga more than Elvanna. Given all the changes that are happening in Whitethrone she also doesn't think that it feels like "pack" in the city anymore.

When they arrived at the gateway her senior officer was watching them, so they had to follow what the book said, but to fool him rather than her. She took a bribe, but returned what she could later. The Slayer in the group took a shine to her and it looks like she's going to join them in the Hut...

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