Replacing dead hirelings in Pathfinder downtime system

I am currently pricing up the cost of running a mercenary guild for a game I am assisting with (GM for downtime).

I’ve combined Guildhall and Barracks (while removing duplicates between building types) and placed a Mercenary Company organization in it.

Given the way the player in question plays, sooner or later he is going to get some of his Elite Soldiers and Elite Archers killed off. What would be the best way to handle replacing lost men?

The best I can think of would be to charge 1/5 of the cost per lost man from the unit and deny earnings from that unit until fully restocked. Or would it be better to say that it takes one week per lost man to “heal” through recruitment? I want to strongly discourage using 3rd level characters as cheap disposable meat shields.

Are there actual mechanics for this situation that I have missed and if not is my approach the best idea?

How many CR of undead can a character control with Animate Dead?

The Animate Dead spell allows you to raise and control zombies or skeletons. The number changes with spell level, and a character’s spell slots change as they level up too.

How can do I calculate the maximum number of undead controllable indefinitely with Animate Dead?

Not including items, feats, tricks, just the number/CR of undead per level that a character can control.

Could True Polymorph turn a creature like a shark into a object like a dead dragon turtle’s head?

I have a bard that has been true polymorphing into a dragon turtle and attacking coastal towns on a large island (think “Big Island” Hawaii) I am doing this so another member of my party can be true polymorphed into a bronze dragon adult and be seen “fighting” with me.

Our plan is for the fight to go into the ocean, then sometime later he as the bronze dragon will drag a part of a dragon turtle’ body out with him and declare himself their savior and new leader and/or guardian. then true polymorph on him will be dropped, he’ll say he used his dragon shapechange ability to look human. Then he will say he has to keep traveling to “right many wrongs” but that one day he will return.

Then at the end of the campaign if we are still alive, I will permanently make him an adult bronze (around 200 years old) and he will get to spend upwards of 5000 years retired and living as the king of an island nation. Also so he is a sailor background fighter so he plans to slowly reshape them into a sea fairing warrior people like the ancient Maori. He also plans to take a bride from the tribe once every generation till the whole island is full of dragon ancestry sorcerers and half-dragon humans.

We may not need the corpse head of a dragon turtle to pull this deception off we could say it died below the waves but it would help give us trick them and then for centuries the skull of a dragon turtle can adore their main village as a constant reminder of why they should follow him.

[ Politics ] Open Question : Why does the Morbidly Obese Clown continue to tweet? Does he not realize that NOBODY respects him! 100 thousand dead & 40 mill unemployed?

Morbidly Obese Clown FAILED! He has NO testing! NO ventilators. No supplies for hospitals! NO plan! And all he can do is try and entice violence! Morbidly Obese Clown needs to sit his fat A*S*S down on his unicycle and fart his way into hell where he belongs with Jeffrey Epstein and Bill Barr!

Can you cast Speak With Dead on dead undead?

The spell Speak With Dead has the following descriptive text:

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events. (emphasis mine)

So let’s say my party is tracking someone with knowledge they need, who unbeknownst to them was betrayed by the big bad, killed and turned into a zombie. Obviously in zombie form he can’t be targeted by the spell, because he’s undead.

Once they reduce him to 0 hp (assuming there’s enough of the corpse left to talk with), is he still undead, and therefore unable to be the target of the Speak With Dead spell? Or is he just an ordinary corpse at that point, and this a valid target for the spell? Are dead undead still undead, or are they just dead?

What will be most balanced way to deal with the loot (armor, weapons) from dead enemies?

After a successful fight party constantly checks enemies bodies for any kind of loot – their weapons and armor too with the intent to sell in the city. As reselling enemies equipment is mechanic encountered in most cRPG games I think it should be allowed. However, as the party is a low level I’m afraid that it has a chance to destabilize game, by making them rich too fast.

I’m looking for a fair system or a method of dealing with looting weapons, armor and other equipment, which works in your games.

Can the Regenerate spell bring someone back from the dead?

The description of Regenerate states:

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

So as an example, instead of Death Ward, a Cleric casts Regenerate on a Fighter going into battle where they are hopelessly out matched.

The Fighter puts up a good fight, but brought to 0-hp, then two point-blank attacks mean immediate 4 failed death saves, all within a single round of combat. Therefore the Fighter is “permanently dead”.

But can Regenerate bring them back?

A dead body is considered an “object”, not a “creature”. But the spell was cast while the Fighter was alive and thus a “creature” and can be a valid target of the spell. Beyond the casting, the spell only says “target”. So it should no longer care about whether the Fighter is a creature or a bloody, dismembered corpse.

So every round the Fighter stands back up with 1-hp saying, “I can do this all day.” Or does death invalidate the target as they no longer have a “natural healing ability”?

Pentesting Webserver Dead End (MySQL White Listing Bypass)

I am currently pentesting a webserver running MySQL, managed to obtain its db configuration (w/ login credentials) but the hostname is in a Local Area Network. The server has white listing enabled, so i cannot login remotely.

Is there anyway to bypass the servers MySQL whitelisting?

“ERROR 1130 (HY000: Host ‘XX.XX.XXX.XXX’ is not allowed to connect to this MySQL Server”

How do I prevent players following a dead end for too long? [closed]

I could use some suggestions on how to deal with in game events when I specifically don’t want players to waste time pursuing an objective, either because it is: A) a dead end or B) they aren’t supposed to go there yet.

(A) In regards to the former: I frequently make use of false clues in a game. For example, in an investigation, I will happily provide false witness testimony (either the witness is just remembering the events wrong or they are actively lying). But I follow through on this in that, if the players decide to go down that, then I will happily follow it through to the end to their detriment.

Other times, however, in the process of providing background information on the area, I will mention that there is X present. X is obviously meaningless to their adventure and I do mean obviously but, for whatever reason, they decide to follow it anyway.

My group is made up of a collection of personalities. Some people decide to follow X because they know it will derail the adventure and they enjoy that and push others to do so. Others will do so because they think that X is important and don’t pick up on the increasing roadblocks that I start putting in the way that reaching X is just not happening. It is this latter group that is the issue.

Now the solution I use (just the other day) is to eventually state, after 30 minutes of putting up with this the other day, that X is a dead end for them and it was just there for world flavour. I honestly hate doing this but I feel it becomes necessary.

We can subdivide the latter group again into two groups in that there are those that once told thank me and say they failed to pick up on the cues and move back on track. And then there are those that get frustrated and annoyed that I would even mention X to begin with and spout off (what I think is nonsense) that if I go to the trouble of mentioning X that X should be something they can interact with.

I like adding flavour to the worlds I create. However this is an issue that has come up a few times. I don’t want to bookend all my flavour with things like “this is relevant and this is not” as I am describing the world. But sometimes I feel like I should.

(B) Following on, sometimes I will describe something that I don’t want players to get to just yet but is an obvious part of the world (the giant castle looming over the city, etc…).

Again the same groups mentioned above get into play and decide to go from the beginning of the story to the end right off the bat. Basically level 1 characters trying to take on the end bosses which usually ends up with party members being killed and making new characters.

A few campaigns back, I essentially had a stargate that lead to this cordoned off zone. And the players spent 3 hours trying to hack the gate to open up, even after I repeatedly told them from the start that it was completely impossible to hack and they would not be able to open it at this point without essentially the magic key.

UPDATE 10/15/18 So to elaborate a bit more the game currently being played is Tales from the Loop (I was trying to keep things vague in case my players were reading this and some of them are a bit on more sensitive side and I was trying to avoid the chance of hurting feelings but I realize that is not as helpful I suppose). Before we even started I got the entire group to agree to play the characters that are kids as actual kids and not as adults pretending to be kids. This in my mind is not really that difficult. I realize that perhaps for others (and those not actually good at RPing) it is hard to play characters that are not yourself all the time. The flavour detail I inserted was that as they were walking to their original planned destination that an army convoy passed through town on its way to the nuclear power plant. That is all I said. Literally that was the entire sentence that caused this derailment. The descriptions I gave for the actual mystery they were supposed to solve were far more detailed and obvious. Then basically against the wishes of the other players two of the players forced the entire group to try to break into the power plant… those two players were basically arrested by the plant security and had to face their parents eventually picking them up from jail and sitting out the rest of the mystery that the rest of the group got back to after I let them escape the security and actually do what the original mystery was. Now the plant is where the Loop actually is located. Something they as kids and new players to this world (I am not running the vanilla fantastical world in the corebook that has common knowledge of loops and robots, but instead our real 1980’s) wouldn’t have a clue about. Eventually they will find this out and there will be a way into the plant to get to the loop. But this was literally the second day of the campaign (first for 5 players that session) and they decided to break into the plant… After the session one of those players basically expressed why he didn’t like the campaign and that I shouldn’t have mentioned the plant at all if I didn’t want him to try to go there. I rebutted him by reminding him that he agreed to play the game from the perspective of a kid and why his character would at all attempt this simply based on the one line I gave. He also told me that I need to insert more red herrings into the campaign cause he thought it was too linear (I always run a linear first or second day to introduce the system and world to players) whilst also complaining that I shouldn’t give clues that lead nowhere. I said I would take his suggestions in mind for future sessions. So as I was telling him future sessions will have multiple things going on at once now that the introduction is over. But that I had no idea on how to give more red herrings whilst also not giving him any dead ends… Also in regards to people suggesting that if players willfully enter areas that they are not ready for that I should “kill them.” I am not against doing so and have done so before. But the same player above has taken the rule in this system that the KIDS CAN’T DIE too literally and believes that they can do what they want without consequences. I immediately corrected him on this as soon as he said it in that though they can’t die they might drop out of the campaign for reasons and new characters would need to be rolled. I am not sure that this correction has been taken to heart.