Las tiradas de habilidad se realizarán con el sistema de dados de Comunidad Umbría. Como en las reglas estándar de Pathfinder; no habrá efectos especiales en tiradas de habilidad que resulten en un 1 o un 20. Meramente, estas tiradas sumarán el modificador de la habilidad para determinar si son un éxito o un fallo. El éxito será igualando la CD de la tirada.
Se podrá tomar 10 en las tiradas siempre y cuando el personaje no esté en combate. Esto significa, cuando el personaje no está bajo una situación estresante, o realizando una acción con consecuencias en un fallo; puede asumir que su tirada habría sido de 10; y por consiguiente que ha obtenido un resultado total de 10 + su modificador en esa habilidad.
Se podrá tomar 20 en las tiradas siempre y cuando el personaje no esté en combate; y se tome 20 veces el tiempo que llevaría intentar la tirada normalmente. Por ejemplo, con suficiente tiempo, un pícaro podría tomarse 20 minutos para intentar abrir un cofre cuya cerradura se puede intentar abrir en 1 minuto; y por tanto considerar su tirada como si hubiese sido un 20; por consiguiente obteniendo un resultado total de 20 + su modificador en la habilidad.
Estas reglas hacen posible tener una posibilidad de 100% de éxito en una habilidad si vuestro modificador es lo suficientemente alto. Esto es intencional y permitido, un personaje que aumenta mucho su habilidad en algo específico será capaz de hacer eso con mucha mayor seguridad.
Cuando empiece una escena de combate; pediré las tiradas de iniciativa de todo. Debido a que estamos jugando un rol por foro, y mantener un orden estricto de iniciativa causará demoras a mansalva; gestionaremos la iniciativa de la siguiente manera: Aunque el orden de turnos se respetará, podréis postear 1 vez por turno para declarar las acciones que hará vuestro personaje; aunque estas no se resolverán hasta que llegue vuestro turno por iniciativa. Una vez todo el mundo haya declarado sus acciones, yo resolveré el turno y os pondré una actualización del estado de la batalla.
Para las batallas simples, usaremos el teatro de la mente; contando las distancias y rangos amenazados a ojo; pero si que sacaré mapas con cuadrícula cuando me lo pidáis, o cuando considere que una lucha lo requiere.
Cuando declaréis una acción, será OBLIGATORIO realizar en ese mismo post todas las tiradas necesarias para resolverla. Por ejemplo, si tiráis por ataque y sacáis una amenaza de crítico, haced vuestra tirada de confirmación y vuestra tirada de daño en el mismo post.
Para los personajes que luchen con armas; sólo las tiradas de 20 natural serán amenazas de crítico automáticas. Para que una tirada menor que 20 resulte en una amenaza de crítico, será necesario que supere la CA del oponente.
Para los lanzadores de conjuros, si lanzáis un hechizo que requiere una salvación, mencionad qué tipo de salvación y qué DC tiene. Si lanzáis un conjuro que bonifica a vuestros aliados; aunque no será obligatorio porque espero que todos entendáis cómo funcionan las mecánicas de los hechizos, es recomendable que expliquéis en las notas qué bonificador otorga y durante cuánto tiempo.
Cuando un efecto requiera una salvación por vuestra parte; en el mismo mensaje en el que la pida, describiré las consecuencias de fallar la salvación.
Scale
The first major change I've made to the campaign is to double the scale of the Brazen Peaks, and this was done for a simple reason: Once you apply a hex grid to the Pale Mountain Region map (PF #20 page 52), everything starts looking a little... small. At the original Kingmaker scale (with hexes being 12 miles across), individual hexes on this map would swallow up entire regions (and multiple encounter areas) on the map.
Someone else on the boards already noticed this when they created a hex map for this very purpose. I'm not using their map, but the one I cooked up is very, very similar.
Thus, here's the "Sultanmaker" scale I've decided to use: Double the given scale of Pale Mountain Region map from 10 miles per inch to 20 miles per inch. Each hex, meanwhile, drops to about 5 miles across. At that scale, every location on the map fits into an individual hex, even the ones clustered right next to each other.
I've roughly halved the size of a hex, but I'm not terribly interested in making major overhauls to the Kingmaker rule set. Here are the quick-and-easy changes I made to Kingmaker's exploration and kingdom rules to keep everything on track.
Exploring the Brazen Peaks
The reduced scale results in two changes to the exploration rules given in PF #31 (Stolen Land). First, the party receives 50 XP for exploring a hex. Second, travel and exploration times have also dropped:
Traveling (Time to Cross 1 hex)
Party Speed . . Plains . . . . . .All Other Terrains
15 feet . . . . . 5-1/2 hours . . . 8 hours
20 feet . . . . . 4 hours . . . . . 6 hours
30 feet . . . . . 2-1/2 hours . . . 4 hours
40 feet . . . . . 2 hours . . . . . 3 hours
50 feet . . . . . 1-1/2 hours . . . 2-1/2 hours
Exploring (Time to Fully Explore 1 hex)
Party Speed . . Plains . . . Hills . . . .Mountains
15 feet . . . . . 1-1/2 days . 2 days . . . 2-1/2 days
20 feet . . . . . 1 day . . . .1-1/2 days . 2 days
30 feet . . . . . 12 hours . . 1 day . . . .1-1/2 days
40 feet . . . . . 12 hours . . 12 hours . . 1 day
50 feet . . . . . 12 hours . . 12 hours . . 12 hours
My math may be off, but it's good enough for goblin work. I'm finding that exploration time can get chopped up into a few hours a day during Howl of the Carrion King, so I treat "1 day" as 16 hours when done piecemeal.
Creating Kelmarane
The Kingdom rules presented in PF #32 (Rivers Run Red) will really only come into play during the long interlude (I'm planning on roughly 14 months in my campaign) between Howl of the Carrion King and House of the Beast, so I'm getting ahead of myself here, but here's the effects of Sultanmaker's reduced scale on those rules.
* Double the number of hexes the PCs can claim during the Improvements phase. In the time frame the PCs will have to work with, this means they can claim a flat 2 hexes per month (it's mathematically impossible for Kelmarane to reach a Size of 21+ before Zafiyid appears).
* Kelmarane's Size score equals half the number of its claimed hexes. (This keeps Size roughly in line with the rest of the rules and prevents a cascade of rule adjustments.)
* The reduced scale affects the costs and benefits of developing hexes. Double the number of roads/aqueducts PCs can build each month, and double the number of hexes they can develop each month. (In other words, the PCs can build 2 roads and 2 aqueducts and develop 2 hexes per month.)
-- Build Roads: It costs 1 BP to build a road through 2 hills or plains hexes, 1 BP to build a road through 1 forest hex, or 2 BP to build a road through 1 mountain hex. (And yes, there actually are a handful of forest hexes, though the PCs' Kelmarane will never reach them.) Building a bridge still doubles the cost of that single hex.
I've also incorporated the aqueducts rule others have suggested on the boards. Aqueducts cost the same as roads, and must begin in a hex with water (either Pale River or a lake).
-- Establish Farmlands: Farmland can be created in any hills or plains hex that contains both roads and water (which means farmlands will generally be hugging the Pale River). It costs 1 BP to develop 1 plains hex as farmland, or 2 BP for each hills hex. Each farmland hex reduces Consumption by 1 BP.
I'm also incorporating other options in the "Develop Hexes" phase, including adding a fort or a mine (rules introduced in other threads), or developing pesh fields:
Establish Pesh Fields (2 BP plains, 4 BP hills): Instead of developing a farmland hex, you can develop any plains or hill hex that contains both water (a river or lake) and roads into pesh fields to boost Kelmarane's resources. Pesh is profitable, but unlike farmland does not reduce Consumption. Economy +1; Unrest +1.
Unless people ask for it earlier, I'll finish my "Sultanmaker" changes when I reach the end of Howl of the Carrion King, including my take on a battle market and the effects of having an NPC in the position of Ruler.
The nixie sorcerer Beshvi is mentioned on the map legend on pg. 29, but otherwise she's easy to overlook. Here's the beginnings of an encounter I cooked up for her.
THE HAUNTED FALLS
Just within sight of Kelmarane, the Pale River cascades from the jagged Brazen Peaks down to the Uwaga Highlands in a glorious 80-foot waterfall. A trade road in desperate need of maintenance crosses the Pale River at Kelmarane, then winds along the eastern side of the river as it steadily climbs more than 100 feet into the peaks over the course of a mile-long rise.
A1: The Mountain Gate
As the road reaches the bluffs above the town and slips out of sight, it passes through a ruined postern gate overlooking the lip of the waterfall some 20 feet below. In better times, this gate and tower guarded access to Kelmarane against Brazen Peaks marauders, but now it lies completely abandoned.
This ruined postern gate is the same location as Mission Three during the liberation of Kelmarane in The Final Wish; use the map and details provided in Pathfinder #24, pp. 16-17, for complete details. At the present, however, the gate has not yet been restored from years of neglect. One of the iron gates has been bashed down; the other gapes open, its hinges rusted solid. The iron bars are missing, having long since been scavenged for scrap. All wooden doors have either been bashed in or are swollen shut. A few gnawed human bones are scattered about in the tower. These corpses are all that remain of former members of Xulthos' bloodthirsty cult, cut down by Pactmaster Guards a generation ago and left to be gnawed upon by wandering beasts.
The Kulldis gnolls are aware of this potentially useful fortification, but avoid it. They will pursue fleeing foes or escaped captives here, however hesitantly, but their patrols actively shun this place. It is not the ruined tower that they fear, but rather the waterfall below. PCs who camp here will not be disturbed by the gnolls or their allies.
A2: The Pale Cascade
In its final approach to the falls, Pale River stretches about 60 feet across, with smooth boulders churning the rapids as they poke up here and there. The water runs only a few feet deep most of the year (shallow enough for a Large creature to potentially wade across), but during the runoff following the rainy season its depth can swell to 10 feet or more. Creatures who fall into the river from the gate (or who attempt to cross the rough waters) risk being swept away (see the Core Rulebook pg. 432). Creatures swept over the falls take a full 8d6 points of falling damage as they tumble down the boulder-strewn cascade to the pool below.
On the town-ward side of the gate, just a few paces south of the tower's entrance, a narrow footpath winds down the cliffs alongside the waterfall. One branch gently leads to a small, flat clearing at the edge of the waterfall, 20 feet below the tower. Here, guards would have collected water from the eddies at the river's edge. Past this landing, the trail continues 80 feet down to the pool below. The trail is steep and the rocks slick and smooth, so this descent requires a DC 10 Climb check; anyone who falls takes 1d6 points of damage as they clatter 10 feet down the path before slamming to a stop against a jutting boulder.
All along this path, and surrounding the pool below, stand an irregular series of gruesome totems. Wooden posts have been driven into rocky crevices here and there, with each post topped by the securely lashed skulls and rib cages of gnolls or hyenas, all painted with lurid designs. A dozen or more of these sentries now jut out at strange angles, their empty eye sockets staring away from the pool to glare at anyone who dares approach. A DC 13 Knowledge (local) check reveals that these markers are gnollish warning signs. The Kulldis gnolls erected these totems and will not approach the pool, not even to pursue their foes.
A3: The Drowning Pool [EL 5]
The turbulent pool at the base of the falls is about 80 feet across and surrounded by piles of rounded boulders. Moss and weeds poke up between the boulders, with weedy grasses clinging to life at the bottom of the pool. Direct sunlight reaches the pool only during the late morning hours, with the sun passing behind the cliffs shortly past noon, making the location comfortably cool (if damp) throughout the day. The spray throws off enough mist to create rainbows, but not enough to obscure vision. The roar of the crashing water imposes a -8 circumstance penalty on any hearing-based Perception checks within 60 feet of the falls. The pool quickly drops off to a depth of 20 feet (with a rocky, uneven bottom) and is rough water (DC 15 Swim check to avoid drowning), but the current is slow, so swimmers are not in danger of being swept away. In fact, any creature that drowns in this pool is usually sucked to the bottom, where the churning waters bash their bodies against the rocks for days or weeks before finally spitting them back up to be swept past Kelmarane.
In the weeks following each rainy season, the pool overflows its rocky banks, creating numerous shallow pools, and the swollen waters become rapids nearly as swift and dangerous as those above the falls. Within a few weeks, the waters subside and the castoff pools dry up.
The descent from the postern gate is the most clearly marked approach to the falls, but not the easiest. Characters approaching from the direction of Kelmarane need only clamber over 60 feet of rough terrain (or find an even trail with a DC 15 Survival check) to reach the pool. When the Kulldis gnolls first took control of Kelmarane, some of them came here looking for a place to cool off or do what little washing they needed. Their survivors used their bones to create the small forest of warning totems that now surround the site.
The Kulldis gnolls believe that the pool is haunted, though by what exactly they cannot say. Some have cooked up a story that spirits of the cursed humans who destroyed Kelmarane still seek vengeance against the living. Others tell tales of a gnoll wife whose mind snapped after her litter was devoured by rivals. Endlessly cackling in her mad despair, she threw herself into the Pale River and was swept over the falls. The pool never relinquished her body, and her spiteful laughter still haunts those who ate her children. This much the gnolls do know; those who approach the pool often see tormented, moaning shapes moving through the mists, and anyone foolish enough to draw within a few paces of the pool itself is struck by a strange madness. Ignoring any pleas from their companions, the maddened victims wade into the churning pool. Breaking out into uncontrollable cackling, disturbing even to the ever-giggling gnolls, the victims slip beneath the surface, never to be seen alive again.
Kardswann is aware of the gnolls' superstitions, but they hold little interest for him; as far as he's concerned, the situation was already contained by the time he took control of the tribe and at most now serves as an additional security system for the town. Undrella is morbidly curious about the damned souls trapped in the pool, but she's seen the victims first-hand and has sees little gain in exposing her precious self to any wrathful undead spirits.
Creature: The Pale Cascade is haunted by a spirit, but not that of the dead. For untold generations, the pool has been the home of a reclusive pixie named Beshvi. She seldom strays from her pool, but over the centuries she has seen war and cruelty return time and again to this place, and she feels that she has survived this long by staying out of the struggles of mortals and jinn. Secretive by nature, she was elusive even to the civilized humans who built up Kelmarane over the course of several relatively peaceful centuries. The gnolls, however, are far worse; she has spied upon their cruelty and has come to rethink her position on other mortals. Beshvi has a starting attitude of unfriendly toward most mortals, but she is initially hostile toward gnolls and their allies. As soon as Beshvi notices intruders, she starts using her magic to create an eerie, spectral spookshow.
If the PCs discover Beshvi and make her at least friendly, she can provide them with her long but limited view of Kelmarane's history. Even before Kelmarane existed, she witnessed the final battle between the armies of Nefeshti and Jhavhul, though she knows nothing of the ways of genies and even less about the specific individuals involved. As she peeked out from the waterfall, she saw Jhavhul's army devoured by a terrible vortex of energy and light, lasting only a moment, which she assumes was created by powerful wishcraft. Xotani's rampage predates her presence by two millennia, however, and she is not aware of the legendary creature's existence.
If the PCs make Beshvi helpful and promise to drive out the gnolls, she offers her assistance by lending them her bracers of armor (feel free to tailor her magical gear to the needs of the PCs; she asks only that it be returned when the recipient grows too old to use it) and offering them her pool as a safe haven. After so many centuries, Beshvi barely notices the roar of the Pale Cascade, but other creatures are unlikely to find her pool terribly restful.
BESHVI
CR 5; XP 1,600
Female nixie sorcerer 4 (Bonus Bestiary 15)
N Small fey (aquatic)
Init +3; Senses low-light vision; Perception +7
DEFENSE
AC 16, touch 15, flat-footed 12 (+1 armor, +3 Dex, +1 dodge, +1 size)
hp 27 (6d6+6)
Fort +2, Ref +7, Will +8
DR 5/cold iron; SR 12
OFFENSE
Speed 20 ft., swim 30 ft.
Melee short sword +7 (1d4–2/19–20); or melee touch +7 (spell)
Ranged light crossbow +7 (1d6/19–20); or ranged touch +7 (spell)
Space 5 ft.; Reach 5 ft.
Special Attacks laughing touch (7/day)
Spell-Like Abilities (CL 12th; concentration +16)
3/day—charm person (DC 15)
1/day—water breathing
Spells Known (CL 4th; concentration +8)
2nd (4/day)—hideous laughter (DC 18)
1st (7/day)—entangle (DC 15), hypnotism (DC 17), obscuring mist, silent image (DC 15)
0 (at will)—acid splash, dancing lights, detect magic, ghost sound, mage hand, read magic
Bloodline fey
TACTICS
Before CombatIf Beshvi notices strangers approaching, she slips into the pool and hides near the falls, staying submerged up to her eyes. While hidden, she casts ghost sound and dancing lights to create ghostly lights and laughter to frighten off cowardly intruders. She steps up to silent image against foes who linger.
During Combat Beshvi seeks to drown any gnolls who near her pool, as well as anyone else who notices her or disrespects her pool. When targeting a lone intruder, she opens with hypnotism and/or charm person, luring the victim into the water. Once the victims are at least waist-deep in the pool, she strikes them with hideous laughter and entangle, letting the currents do the rest. When dealing with multiple foes, Beshvi first casts obscuring mists. Mists rise from the water, unnaturally flowing around the boulder-strewn shoreline, covering her actions. She then closes with individual foes and charms them as above. When Beshvi merely seeks to frighten rather than kill, she uses her laughing touch in place of hideous laughter, hoping the victim will believe it's falling under the haunted pool's curse and flee.
Morale: Beshvi has lived this long by avoiding futile battles. If reduced to 10 hit points or less, she retreats to the bottom of the pool, waiting for intruders to lose patience and leave. If she has been discovered by gnolls, however, she fights to death, knowing that any survivors will report back to the pack and bring the full wrath of the Kulldis down on her. Only in dire straits does she attempt to retreat into the hidden cave.
STATISTICS
Str 7, Dex 16, Con 13, Int 12, Wis 13, Cha 19
Base Atk +3; CMB +0; CMD 13
Feats Dodge, Eschew MaterialsB, Stealthy, Weapon Finesse
Skills Bluff +13, Escape Artist +10, Handle Animal +5, Knowledge (nature) +6, Perception +7, Perform (sing) +8, Sense Motive +6, Spellcraft +7, Stealth +18, Swim +10
Languages Aquan, Sylvan
SQ amphibious, wild empathy +12, woodland stride
Gear Small light crossbow with 20 bolts, Small short sword, bracers of armor +1, 503 gp
SPECIAL ABILITIES
Amphibious (Ex) Although nixies are aquatic, they can survive indefinitely on land.
Laughing Touch (Sp) Beshvi can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours.
Wild Empathy (Ex) This ability functions just like the druid ability of the same name. Nixies receive a +6 racial bonus on wild empathy checks.
Woodland Stride (Ex) Beshvi can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrtain) at her normal speed and without taking damage or suffering any other impairment. Magically manipulated briars and impediments still affect her.
A4: The Sodden Cave
Beshvi has not lingered here alone for centuries simply from sheer indolence; the Pale Cascade holds a secret. A partially submerged cave lies hidden behind the falls, carved out by the pool's churning waters. Spotting the shadows of the cave through the falls requires a DC 30 Perception check. To access the cave, characters must either swim under the falls or creep along its edges in waist-deep water. Swimming directly under the falls requires a DC 20 Swim check, and a character who fails by 5 or more takes 1d6 points of bludgeoning damage as the water bashes them against the bottom and washes them out into the pool. If characters creep along the rocks above the surface, they must enter the waterfall's, which is 60 feet wide and 10 feet deep. Each time a character enters a square within the waterfall, the waterfall automatically makes a bull rush attempt against that character with an effective CMB of +15. If the bull rush attempt succeeds, the character is knocked off their feet and washed out into the pool, taking 1d6 points of bludgeoning damage in the process.
Ah, but what's in the cave? This I haven't figured out yet. Some lingering remnant of the Xulthos cult or the genie war perhaps? Was this cave Shirak's hiding place as the rest of the army was sucked out of existence? Is Beshvi keeping people out or keeping something in? What's inside? A trapped fire elemental? The scribbling of a madman? Some useful bit of magic? I am very much open to suggestions.
d% | Encounter | Avg. EL | Source |
01–03 | 1 fire beetle | 1/3 | Bestiary 33 |
04–05 | 1 human skeleton | 1/3 | Bestiary 250 |
06–09 | 1 pugwampi | 1/2 | Bestiary 2 144 |
10–13 | 1d4 baboons | 1 | Bestiary 2 212 |
14–15 | 1 camel | 1 | Bestiary 2 154 |
16–17 | 1d2 eagles | 1 | Bestiary 118 |
18–20 | 1 venomous snake | 1 | Bestiary 255 |
21–23 | 1 choker | 2 | Bestiary 45 |
24–26 | 1 dire bat | 2 | Bestiary 30 |
27–30 | 1 div, doru | 2 | Pathfinder #19 80 |
31–34 | 2d4 goblins | 2 | Bestiary 156 |
35–37 | 1 jackalwere | 2 | ToHR 403 |
38–42 | 1d4 krenshars | 2 | Bestiary 2 174 |
43–45 | 1 ankheg | 3 | Bestiary 15 |
46–47 | 1d4 blink dogs | 3 | Bestiary 2 47 |
48–51 | 1 chupacabra | 3 | Bestiary 2 57 |
52–54 | 1 giant eagle | 3 | Bestiary 118 |
55–58 | 1d2 hippogriffs | 3 | Bestiary 2 156 |
59–61 | 1 giant scorpion | 3 | Bestiary 242 |
62–64 | 1d2 lions | 3 | Bestiary 193 |
65–66 | 1d4 giant venom. snakes | 3 | Bestiary 255 |
67–68 | 1 centipede swarm | 4 | Bestiary 43 |
69–71 | 2d6 stirges | 4 | Bestiary 260 |
72–74 | 1d2 griffons | 4 | Bestiary 168 |
75–77 | 1d4 giant eagles | 5 | Bestiary 118 |
78–80 | 1 dire lion | 5 | Bestiary 193 |
81–85 | 2d6 gnolls | 6 | Bestiary 155 |
86–87 | 1d4 harpies | 6 | Bestiary 172 |
88–91 | 2d8 hyenas | 6 | Bestiary 178 |
92–93 | 1 lamia | 6 | Bestiary 186 |
94–95 | 1 dragonne | 7 | Bonus Bestiary 10 |
96–97 | 1d6 gargoyles | 7 | Bestiary 137 |
98–99 | 1 shedu | 7 | ToHR 312 |
100 | 1 young blue dragon | 9 | Bestiary 92 |
Explorando los Picos de Bronce
Los Picos de Bronce son una región muy grande de la que se sabe relativamente poco y, pese a que tenéis un mapa geográfico, no está muy claro qué hay en cada lugar.
Por consiguiente, vamos a usar las siguientes reglas de exploración. Cuando viajéis de una ubicación a la otra, usaremos un mapa hex sobre el que tendremos las siguientes velocidades:
Viajando (Tiempo para cruzar un Hex)
Velocidad | Llanuras | Otros Terrenos |
---|---|---|
15 ft | 5,5 horas | 8 horas |
20 ft | 4 horas | 6 horas |
30 ft | 2,5 horas | 4 horas |
40 ft | 2 horas | 3 horas |
50 ft | 1,5 horas | 2,5 horas |
Explorando (Tiempo para explorar completamente un Hex)
Velocidad | Llanuras | Colinas | Montañas |
---|---|---|---|
15 ft | 1,5 días | 2 días | 2,5 días |
20 ft | 1 día | 1,5 días | 2 días |
30 ft | 12 horas | 1 día | 1,5 días |
40 ft | 12 horas | 12 horas | 1 día |
50 ft | 12 horas | 12 horas | 12 horas |
Explorar un Hex os permitirá examinarlo meticulosamente en busca de cualquier cosa de utilidad o punto de interés, y os otorgará 50 XP.
Cualquier 1 natural obtenido en una tirada de 1d20 se puede repetir una vez, el siguiente valor será el válido. Esta regla se aplica para evitar malas rachas de unos seguidos en umbría.