PFS #13: The Prince Of Augustana [Spoilers]


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Grand Lodge

Okay, I never ever read a topic on an adventure I haven't played yet. So now I get to read this one.

I will say that this just might be my favorite PS adventure to date.

The set up at the beginning left us wondering what the world was going on. We were expecting something really super nasty. Not sure what but something NASTY.

The first fight was a blast. Different levels to jump to, obstacles, reach, sewers that were nasty. Lots of fun.

Next fight... swarms (ok PS module writers... swarms are getting old) but sure enough someone tossed alchemist fire... I think most of the table saw it coming but he sure didn't! lol it was great fun regardless since we managed to survive! lol

The Steel Wyverns were a LOT of fun. We got to set up an ambush and fight on OUR terms for once. We completely outmatched them. But honestly, if we hadn't had THAT combination of spells prepared it would have been much harder. The Almsman was a cleric of Abadar and so was I. Immediate connection for the game.

Final battle! Darn that map was a BUGGER to fight in. Good use of terrain that wasn't the usual nerf to the players. It made it tough to maneuver, but amde sense and didn't seem arbitrary just to screw PCs. That was a fun fight.

And that last map... the description that went with it... the cause of everything... begs the question... just WHAT were you SMOKING when you wrote that!? lol awesome fun.

In all honesty I would VERY MUCH LIKE A FOLLOW UP! SEQUEL! SEQUEL!! SEQUEL!!! I WANT TO SEE THE EMPEROR OF AUGUSTANA AGAIN!

The Exchange 5/5

I had one player in Act One that asked to join the Wyverns. He made a good diplomacy check and I let things develop. I put him through some "initiation rituals" which included drinking sewer water and buying them beer. Sometimes the players do things that surprise me, even after running the scenario several times. This player was able to gather some valuable information on his opponents by approaching the challenge in a non-confrontational way. I stole the idea of drinking the sewer water from a previous table where a player punished the defeated Wyverns by giving them a choice, they can drink the sewer water or he could take their heads off.

Scarab Sages 1/5

This is a bad time for Steel Wyverns!

Spoiler:

Since conversion, their wyverns stings lost their reach!!

Liberty's Edge 5/5 *** Venture-Captain, Missouri—Cape Girardeau

Ran #13 this weekend, and substituted a guisarme for the spiked chain (same damage, same effect for the encounter). This created an issue of an unused feat at Tier 4-5 (which I ignored rather than replaced). It also changed an otherwise "no challenge" encounter (using the new spiked chain Pathfinder rules) to a "challenging" encounter again.

Have any of the writers of Season 0 scenarios offered "fixes" to those modules since the changes to Pathfinder rules? I understand that Paizo and Joshua Frost have no inclination to "re-edit" the original season 0 scenarios (for obvious time consuming reasons), but how about the original authors? Just curious!

2/5

Arnim Thayer wrote:

Ran #13 this weekend, and substituted a guisarme for the spiked chain (same damage, same effect for the encounter). This created an issue of an unused feat at Tier 4-5 (which I ignored rather than replaced). It also changed an otherwise "no challenge" encounter (using the new spiked chain Pathfinder rules) to a "challenging" encounter again.

Have any of the writers of Season 0 scenarios offered "fixes" to those modules since the changes to Pathfinder rules? I understand that Paizo and Joshua Frost have no inclination to "re-edit" the original season 0 scenarios (for obvious time consuming reasons), but how about the original authors? Just curious!

I have to run this module this weekend...any advice for what feat to substitute if I go with the guisarme instead of spiked chain?

CJ

The Exchange 5/5

thelesuit wrote:
Arnim Thayer wrote:

Ran #13 this weekend, and substituted a guisarme for the spiked chain (same damage, same effect for the encounter). This created an issue of an unused feat at Tier 4-5 (which I ignored rather than replaced). It also changed an otherwise "no challenge" encounter (using the new spiked chain Pathfinder rules) to a "challenging" encounter again.

Have any of the writers of Season 0 scenarios offered "fixes" to those modules since the changes to Pathfinder rules? I understand that Paizo and Joshua Frost have no inclination to "re-edit" the original season 0 scenarios (for obvious time consuming reasons), but how about the original authors? Just curious!

I have to run this module this weekend...any advice for what feat to substitute if I go with the guisarme instead of spiked chain?

CJ

Josh would be happier if we didn't tinker with the Season 0 scenarios. Rather than replace weapons and feats, stick with the spiked chains even though they aren't as wicked. Maybe in the first combat have the Steel Wyverns attack from 10 feet away and then realize their chains don't reach that far anymore...

1/5

Doug Doug wrote:


Maybe in the first combat have the Steel Wyverns attack from 10 feet away and then realize their chains don't reach that far anymore...

Heh . . .

To be honest, when I ran this one for a sub Tier (1-2) group under 3.5 rules, the chains were much more "flavor" than tactical choice.

3/5

OK. So this was a fun mod to play way back last year.

Spoiler:
I work in construction and as we went into the sewers I gave a lesson (based on real life) of the dangers of methane and hydrogen sulfide and oxygen deficient atmospheres etc in live sewers/manholes.

Guess who's PC then walked into the gas trap with a lit torch?

Yep. Mine. Kaboom.

You shoulda seen the look on the DM's face....Priceless :)

Anyway, today I ran this for a group of 1st level PC's. One player never played D&D or any tabletop game before, one had not played Pathfinder Society and the other three were old 3.5 and current 4.0 players.

It went very well. I think this is an excellent intro mod for 1st lvl pc's and new players. Certainly not a killer dungeon, but pc's were in negatives a few times. Teamwork ran high, a big plus and the saving grace for the group. Everyone had a good time and even the new guy said he would like to play more. Huzza!!

Now, a few question/points:

#1

Spoiler:
As I understand, the Filth Fever has an incubation period of 1d3 days. It won't affect the PC's in the game, will it?

Is the point to scare the PC's or to have them pay for a Remove Disease at the end of the mod?

#2

Spoiler:
As mentioned above, the spiked chains loose the 10' reach. Would it be a good idea to run the mod as written with the reach anyway? Otherwise the Wyverns are a bit nerfed. Is this what Josh intended when he said don't change the year zero mods (other than Perception/CMB/CMD)?

#3

Spoiler:
The Almsman gifts the PC's with 2 vials of Oil of Bless Weapon in tier 1-2. In addition to dust of appearence at tiers 4-5.

Why?

Tier 1-2, the Dretches are lessoned. We are instructed to ignore DR, thus eliminating the need for the vials.

At Tier 4-5 Higher level PC's will (or should) have cold iron, their own oil or the neccesary spells. They will also do enough damage to exceed the DR anyway. (and apparently there is no need for the dust)

All in all a fun mod to run and very well suited to a new/1st lvl party!

Liberty's Edge 5/5 *** Venture-Captain, Missouri—Cape Girardeau

I re-ran this recently with using PF rules. While I know that the rule of thumb is "no changes, except Perception, CMB, and CMD, I DID change the Steel Wyvern's weapon to a guisarme. The damage stayed the same, but allowed both reach and trip. I reasoned that it was in the flavor of the original writer's intent. This also allowed me to use the encounter as a challenge, while not breaking any rules about the spiked chain, as written in the current rules. And though this would have given a feat back to the Steel Wyverns, I did not add one.

The Exchange 5/5

tceidolon wrote:

OK. So this was a fun mod to play way back last year.

All in all a fun...

1.) You should still have the disease develop and make the player deal with it, otherwise it makes diseases pointless in PFS. You need to determine your own standards for this when things are wrapping up at the end of the game, else prepare for all the advice you will get (and arguments started) by posing this question on the messageboards.

2.) Yes, the spiked chains lose their reach. It's not like the Steel Wyverns were that tough to begin with though. If it really bothers you then give them guisarmes. I can't throw stones ;)

3.) Oil of Bless Weapon automatically confirms critical hits on evil outsiders. I think that's the payoff.

3/5

Doug Doug wrote:
tceidolon wrote:

OK. So this was a fun mod to play way back last year.

All in all a fun...

1.) You should still have the disease develop and make the player deal with it, otherwise it makes diseases pointless in PFS. You need to determine your own standards for this when things are wrapping up at the end of the game, else prepare for all the advice you will get (and arguments started) by posing this question on the messageboards.

Right, when I looked at the diseases and realized the onset period it did seem pointless. But you make a good point on playing out the effects of the disease (have to give some thought to making that interesting). Give the players just enough for their imaginations to take over....

Quote:
2.) Yes, the spiked chains lose their reach. It's not like the Steel Wyverns were that tough to begin with though. If it really bothers you then give them guisarmes. I can't throw stones ;)

Yea, maybe I will try that. It will bring back the interesting reach tactics. I understand they weren't meant to be an uber challenge but still, the PC's should earn their victories (whether it's by good play/planning or just superior die rolls)

Quote:
3.) Oil of Bless Weapon automatically confirms critical hits on evil outsiders. I think that's the payoff.

Ahhhhh...I completely forgot about that...(facepalm)...damn!

Thanks for the feedback!

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Necro! I'm running this on Sunday, and working on conversions... As I understand it, if a monster has a Pathfinder equivalent of the same CR, I use that instead of 3.5 stats. I've been able to find Dretches and Spider Swarms. Does Pathfinder have Scarab/Locust Swarms? I haven't been able to find one, but wasn't sure if that was just my search-fu failing me.

Shadow Lodge 5/5

Jiggy wrote:
Necro! I'm running this on Sunday, and working on conversions... As I understand it, if a monster has a Pathfinder equivalent of the same CR, I use that instead of 3.5 stats. I've been able to find Dretches and Spider Swarms. Does Pathfinder have Scarab/Locust Swarms? I haven't been able to find one, but wasn't sure if that was just my search-fu failing me.

No luck on Scarab/Locust swarms Jiggy. You could use an advanced Spider Swarm - same CR I think.

2/5

I ran this and here are my helpful hints, I'm not spoilering anything, this is the GM discussion forum, you know whether or not you should be here.

If the players swim in through the pipe, or fall in the sewer at any time, don't forget a save for filth fever. Even if it doesn't effect them in this scenario, since it has an incubation period of one day, they still have to get cured. My players wound up camping out at the Almsmans place for one night and they wound up regretting it in the combats that followed.

For the locust swarms, just use the 3.5 stats from the D20SRD. I ran in to the same issue with Murder on the Silken Caravan and have been told in other threads to use the 3.5 stats for monsters that no longer exist or have signifigant stat changes (bugbear zombie, I'm looking at you!). The main problem with that encounter is that the fire trap will cook all your lovely critters (don't forget swarms take x 1.5 damage from area affect attacks), so the fight is over almost as soon as it begins. Maybe have one swarm come out, followed by the second swarm after the trap goes off, so they have to fight at least one.

If you take reach away from the gangers, you'll have to change their tactics. Don't be afraid to have the alchemist hand off tanglefoot bags and thunderstones to his bodyguards.

In the final fight make sure you use the dretches spell like abilities before they get into combat. Cause Fear and Stinking Cloud can ruin the party. If you're lucky enough to run the higher tier, have the summoned dretches appear behind the party and you have them sandwiched.

This was my least favorite scenario as a player, I don't like being sent on fools errands.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Well, I boo-boo'd the final encounter a bit. Apparently, stinking cloud has a line in its text that says "this is a poison effect". Combined with the fact that dretches are immune to poison, this can be really nasty. Thing is, that line from stinking cloud must be an errata because my older printing of the CRB didn't have it. As a result, I didn't want the dretches to include themselves in the area, and I couldn't ever get a situation where I could put it on just the PCs, so I never used it. :/

Wraithcannon wrote:
This was my least favorite scenario as a player, I don't like being sent on fools errands.

I don't like how it seems like every time a VC is afraid that you might discover X (planar portal, cultist base, whatever) it seems like it's always there. Having a scenario like this one where it turns out to be something of a false alarm makes the campaign as a whole feel much better to me.

So I actually kind of like this one for the same reason you don't like it. Go figure, eh?

Scarab Sages 5/5

I ran this on Friday and just used the cockroach swarm. Same CR and seemed to fill in the holes well. I don't like toting around 3.5 Monster Manuals to PFS games. Ultimately it still only did 1d6 damage so its sole purpose was to get the players to set off the gas bubble.

I didn't mind the stinking cloud, it was the only thing keeping the players from steamrolling the whole scenario. Even with DR the end dretches couldn't take must more than one hit.

The Exchange 5/5

Greg Hurst wrote:

I ran this on Friday and just used the cockroach swarm. Same CR and seemed to fill in the holes well. I don't like toting around 3.5 Monster Manuals to PFS games. Ultimately it still only did 1d6 damage so its sole purpose was to get the players to set off the gas bubble.

I didn't mind the stinking cloud, it was the only thing keeping the players from steamrolling the whole scenario. Even with DR the end dretches couldn't take must more than one hit.

Long ago in a home game I used a swarm of cockroachs... this was before the swarm rules even, back in 1st Ed. rules. I'd gotten a bag of plastic holloween bugs (roachs) that were very life like and had them erupt from hiding and swarm past the PCs... two of my players later told me it was one of the creepyist game moments they every had before, when I reached out my hand and had little brown roachs pour over thier figures as the swarm flowed past them and out the rooms door.

I have to investigate using a cockroach swarm for this...

Shadow Lodge 4/5

Just ran this at sub-tier 1-2. Clocked in at a nice, tight 2 1/2 hour block.

The PCs really blew through the adventure as there were 4 of the 5 PCs were melee frontliners (Paladin, Barbarian, Fighter, Ranger) and I rolled spectacularly bad on initiative. Basically, with tight quarters and all the melee death dealers going before me, they steamrolled the encounters (except the swarms, which were expertly dispatched by the bard's dungeoneering check and a spark cantrip to kablooey them). The only time things *briefly* slowed down was when the lessened dretches got off a Stinking Cloud in the tight quarters of the Skytower basement.

As a GM, loved this adventure as I had lots of fun characters to RP and sometimes I find it relaxing and enjoyable to bang out a simple crawl.

Sczarni 4/5

I believe Stinking Cloud on lessened dretches in tier 1-2 should not be available. It's high level spell and will only stall the fight since the dretches don't have poison immunity at that tier.

Per old dretch stats they didn't have it, so the powers which dretches gain (Cause Fear, Stinking Cloud) weren't included in scenario. I think at least...

1/5

Looking forward to this being my first scenario as a GM. All of the above comments have been very helpful, as I expect to be thrown a curveball or two by the party.

One minor typo that I'd like some clarity on, if possible, as I've done a pretty thorough search and haven't found the answer anywhere. The map of the "Sewers of Augustana" on page 5 is clearly an overhead of the entire city's sewer system. Yet it says "One square = 5 feet". That can't be true, unless the ships in the harbor are about 3-5 feet long. :-)

So how big are the squares? Or, more directly, how long will it take the party to get from point B to point C (about 6 squares of travel) assuming steady progress?

Thanks!

Liberty's Edge 2/5 *

Myrddin: I completely ignored that map. A ) No PC is really ever going to get a copy.

Ive run this 5 times? 4 .. maybe. Only once has a single player ever had the foresight to see if they can get a layout of the Sewers. I did a quick sketch. So I more or less ignore that little map with the ships.

My favorite encounter is the Bard one. Or rather the 'We are knocking at the door for your stuff!... so let us in). Ive had people caltrop the entrance, grease the entrance, set fire to the entrance.

My favorite however was the 'bard off'. Where It was the Party Bard, vs the Steel Wyvern leader. It was a tale of 2 songs.

I also had a lot of fun roleplaying the Prince. He has knighted several party members to carry the good name of his word into Andoran.

1/5

Matthew Pittard wrote:

Myrddin: I completely ignored that map. A ) No PC is really ever going to get a copy.

Ive run this 5 times? 4 .. maybe. Only once has a single player ever had the foresight to see if they can get a layout of the Sewers. I did a quick sketch. So I more or less ignore that little map with the ships.

I also had a lot of fun roleplaying the Prince. He has knighted several party members to carry the good name of his word into Andoran.

Thanks very much! Yeah, it was the Prince that made me decide to run this. Should be a lot of fun.

Dark Archive **

Pathfinder Adventure Path Subscriber

When I played it, one of the players had just taken the Vanity to become a Trade Prince. He now has a herald introduce him as "Trade Prince Kavon, Marquis de Skytower."

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

Loved playing this despite the PF nerd to the spiked chain users. I should set up a table sometime soon.

Lantern Lodge RPG Superstar 2015 Top 32

Just ran this Wednesday, and my player had an interesting time dealing with the Steel Wyverns. I exchanged their spiked chains for guisarmes, so their reach and damage was consistent.

Early:
The settling pool encounter frustrated Amiri, who decided to leap onto the stone islands and grapple the thug, shutting him down, but preventing the barbarian from bringing her massive blade to bear. The others spent a few rounds taking out the other two, while Amiri played American Gladiators and ended up knocking the guy into the sludge, much to the delight of her player!

Later:
My players took a liking to the Almsman, and they took him seriously when he asked them to convince the Wyverns never to return. They set up an ambush, the barbarian and samurai hiding in the back behind a curtain with open charge lanes, the Slayer rolled a 30 Stealth to hide and sneak in behind the gang, after which the old man and boy were instructed to close and barracade the sanctuary doors so no one could leave. The rest of the players pretended to be sick beggars (I think the lowest Bluff was a 16 after the +2 circumstance bonus), hiding under blankets and waiting until the signal, the Alchemist's explosive bomb, centered on the leader. The Wyverns were caught completely unawares, and the party opened up and cut them down quickly, taking out the leader before he could act and downing two others before any other attacks could be made!

A great scenario with some fun roleplay peppered throughout!

The Exchange 5/5

Christopher Donnangelo wrote:

Just ran this Wednesday, and my player had an interesting time dealing with the Steel Wyverns. I exchanged their spiked chains for guisarmes, so their reach and damage was consistent.

** spoiler omitted **
** spoiler omitted **
A great scenario with some fun roleplay peppered throughout!

Yeah, I really like this scenario.

Though I would suggest exchanging the spiked chains (3.5 rules) for meteor hammers (PFS rules). The meteor hammer plays much like the spiked chaing used to...

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Necro again.

Getting ready to run this in two days.

In Act A1, the two thugs each have to make a 10 foot jump with no running start. That is a DC 20 check, and their skills are 4/7.

How is that happening?

(Hmm... A little more practical if they just have to count the 5 feet of the jump. As far as I can tell jury is still out on if the jump is DC 10 or 20.)

Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

I did not have this problem. My players made so much noise gowing down the sewer tunnels that the thugs were already waiting in position for them.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

How have people handled the final room. According to the description, there is a makeshift dias, piles of debris, and a desk in the outer chamber of the basement, none of which are depicted on the map.

How much space do these take up? Do they act as difficult terrain? or outright obstructions?

I am leaning toward ignoring them unless the players are steamrolling everything at this point.

Liberty's Edge 5/5

Krome wrote:
Next fight... swarms (ok PS module writers... swarms are getting old)

I definitely agree.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Must be sample bias. There haven't been swarms in the last several PFS scenarios we were in. In spite of the fact that one of the tropes almost demanded that we be attacked by rats.

wounded whisp spoiler:

A party of novice adventurers meets in a bar, and are asked to investigate the basement. How can you not be attacked by rats at this point?

Liberty's Edge 4/5

Christopher Donnangelo wrote:

Just ran this Wednesday, and my player had an interesting time dealing with the Steel Wyverns. I exchanged their spiked chains for guisarmes, so their reach and damage was consistent.

** spoiler omitted **
** spoiler omitted **
A great scenario with some fun roleplay peppered throughout!

Spoiler:
I thought you weren't supposed to make changes to the modules apart from minor 3.5e to Pathfinder rule changes. I've run this in Pathfinder but kept the spiked chains.
Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

The problem is that you have to make changes, because the weapon changed.

So you either have to illegally give their spiked chain reach (potentially confusing player)
or change the weapon to a meteor hammer / guisarm(?) which keeps things as close as possible.
or say "they have a unique weapon, it is like a spiked chain with reach, no you can't buy it after the scenario"

pretty much all three of these are considered okay by the community.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

New question:

In tier 4-5, is there a reason the steel wyverns are using less than their full strength? They are strength 15, using 2 handed weapons, but they only add +2 damage, not +3.

(Also waiting to hear what people have done about that last encounter.)

Silver Crusade

FLite wrote:

How have people handled the final room. According to the description, there is a makeshift dias, piles of debris, and a desk in the outer chamber of the basement, none of which are depicted on the map.

How much space do these take up? Do they act as difficult terrain? or outright obstructions?

I am leaning toward ignoring them unless the players are steamrolling everything at this point.

I ignored them when I ran it, even with the party steamrolling everying until that point. The dretches are strong enough on their own, especially with their stinking clouds.

I would only consider putting those objects on the map if it's a 4 person party. Six players and two dretches in that room is already a cluster$&#$ without adding more things to take up squares.

Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

I left it out. Its already too full in the room just with the Dretches and the party.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

So, encounter 1 gives the PCs (potentially) a whole lot of alchemical items. encounter 3 gives the PCs 2 hours to rig defenses for a closed room.

Has anyone dealt with the PCs trying to improvise traps using all those nice alchemicals you just gave them? Something as simple as a bucket over the door full of alchemist fire for example? How would you handle it?

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

Finally getting to run this, three years later. XD

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

I like this adventure. It's so classic old school. And fairly easy to boot, so good as an intro adventure.

It can be difficult though getting non-native English speakers to understand the "emporium/emperor" joke.

The Exchange 5/5

I very much like this scenario, and have run it many times.

Any chance of getting another one? One where we get to work with "the Prince" again...

a bit of real history - Joshua Abraham Norton:
(c.1818? – January 8, 1880), known as Emperor Norton, was a citizen of San Francisco, California, who in 1859 proclaimed himself "Norton I, Emperor of the United States" and subsequently "Protector of Mexico".

Born in England, Norton spent most of his early life in South Africa. After the death of his mother in 1846 and his father in 1848, he sailed west, arriving in San Francisco possibly in November 1849. Norton initially made a living as a businessman, but he lost his fortune investing in Peruvian rice.

After losing a lawsuit in which he tried to void his rice contract, Norton's public prominence faded. He reemerged in September 1859, laying claim to the position of Emperor of the United States. Although he had no political power, and his influence extended only so far as he was humored by those around him, he was treated deferentially in San Francisco, and currency issued in his name was honored in the establishments he frequented.

Though some considered him insane or eccentric, citizens of San Francisco celebrated his regal presence and his proclamations, such as his order that the United States Congress be dissolved by force and his numerous decrees calling for a bridge crossing connecting San Francisco to Oakland, and a corresponding tunnel to be built under San Francisco Bay. Long after his death, similar structures were built in the form of the San Francisco–Oakland Bay Bridge and the Transbay Tube, and there have been campaigns to rename the bridge "The Emperor Norton Bridge".

On January 8, 1880, Norton collapsed at the corner of California and Dupont (now Grant) streets and died before he could be given medical treatment. At his funeral two days later, nearly 30,000 people packed the streets of San Francisco to pay homage. Norton has been immortalized as the basis of characters in the literature of writers Mark Twain, Robert Louis Stevenson, Christopher Moore, Morris and Goscinny, Selma Lagerlöf, and Neil Gaiman.

At the peremptory request and desire of a large majority of the citizens of these United States, I, Joshua Norton, formerly of Algoa Bay, Cape of Good Hope, and now for the last 9 years and 10 months past of S. F., Cal., declare and proclaim myself Emperor of these U. S.; and in virtue of the authority thereby in me vested, do hereby order and direct the representatives of the different States of the Union to assemble in Musical Hall, of this city, on the 1st day of Feb. next, then and there to make such alterations in the existing laws of the Union as may ameliorate the evils under which the country is laboring, and thereby cause confidence to exist, both at home and abroad, in our stability and integrity.

— NORTON I, Emperor of the United States

"...Although he had no political power, and his influence extended only so far as he was humored by those around him, he was treated deferentially ..." - people often tend to treat madmen deferentially.

"...Though some considered him insane or eccentric, citizens ... celebrated his regal presence and his proclamations, ..."

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