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Posts
Joshua J. Frost wrote: We still need volunteers. Most of our volunteers are signing up for Tier 2, which means we have Tier 1 volunteer slots still available. We'd love to have you GM for us, DeadDM! Are you looking for volunteers for Gencon UK? because, you know, if you want some tier 1 DMs for that... Andrew Turner wrote: Can you avoid all these taxes and fees through UPS or DHL? Usually not. I had a nasty experience when someone sent us a wedding gift through DHL. We ended up having to pick up the package and pay almost as much VAT and handling charge as the product was worth. It may be worth a try, though. I cannot imagine they charge 150 DK for something like that. I have no experience running this adventure, and simply got bored of reading through it after a while. It is a long adventure and it certainly has it's moments. Im'n not sure it's worth the 50 or so bucks it goes for on Ebay. It all depends on what you're looking for. It is certainly a classic, but I believe there are better modules out there. It sounds as if it would be cheaper for you to buy the pathfinder books from a local game store and have it shipped to you (even a game store that is outside Denmark but inside the EU). Depending on how important it is for you to get the PDFs, you could get those seperately through Paizo. Living in the Netherlands, I can think of at least one game store that would be glad to have your business. Bummer your postal system is so outdated :) Hi Cowjuicer, Jeremy has done an excelent job of fielding your questions. I've just strated this campaign after a 4 year shackled city AP. I'll add some input of my own.
'Cowjuicer' wrote:
It's pretty straighforward, as long as you keep the story on track. Your players will want to leave the AP's sugested course occasionally. You'll have to decide if that's OK, and how much work you want to put into getting them back into the AP. 'Cowjuicer' wrote:
From what I can see, no. But we'll find out soon enough. 'Cowjuicer' wrote:
The AP was designed with the 4 roles in mind. I think a party without healing or a tank will find some chalenges too tough to overcome. You should try to find a way to incorporate all roles. Perhaps multiclassing or using the gestalt rules offers a solution. anyway, good luck! Hi Reaperman, I haven't heard anyone from Paizo object to printing the PDFs. In fact I believe the pdf versions are meant to be printable (they even supply printer friendly versions). So you're cool there. However, some copy shops take issue with printing PDF and e-books. Your best bet is to ask your local copy shop what their policy is in regards to printing from PDFs. I like this. Here are some ideas I had building off what you've written here. Let's make the mechanics for brewing potions using alchemy as similar to those using the traditional method. That means: What do you think? Interesting. I would see it as something taht is used instead of creating magical potions, rather than besides it. In this system potion brewing would be a craft check rather than an item creation feat. I like it. How would you set the craft DCs for the potions? Would it be something like 15 + potion caster level, or would it work differently? The fact that customer service is at the TOP of the list rather than the bottom is a GOOD thing. (How many other web stores do you know that are organised that way?)
Aaron Goddard wrote:
First you come in screaming and cussing that the entire pathfinder RPG is flawed because 2 skills don't work the way you would like them to. Those replying react to your tone. Apparently, it's the only way to be heard Now, you are upset people aren't responding to the substance of your message. how about that. Tell you what Aaron, Why don't you post on several of the other threads dedicated to those things you don't like about the alpha playtest, and we'll let this one slide into the oblivion that is the archives. <edit.> I see that is what you did. Thanks. <edit again> Never mind.
airwalkrr wrote:
I'm not entirely clear on your objective. Do you want to give the creatures a power boost on par with 3.p or do you want to keep the statistics as similar as possible? I'm assuming the prior and am basing the rest of my post on that assumption. If my assumtion is wrong, where do you want the extra power to go? airwalkrr wrote:
It seems the biggest problem in Drakthar's way is the animals and monstrous creatures. Have you considered maxing their perception skill and then putting the remaining skill points in stealth? It makes sense for most predatory (ambush) animals and makes sense for most prey too. Not being seen or heard is an oft used survival strategy after all. airwalkrr wrote:
I would go with perception and stealth, then put ranks in one or more physical skills (swim, athletics etc) for the martial classes or knowledges and concentration for the more cerebral classes. YMMV airwalkrr wrote:
The rules make calculating the new hitpoins fairly easy, though. 1 hp per level / HD with favored classes and another hp per level for toughness. Is the hitpoint bump a problem? airwalkrr wrote:
I think the power curve boost is deliberate. Most classes published in splatbooks of late are better than the core classes, barring a few. The adjustments levels the playing field and make the core classes interesting choices once more. Murkmoldiev wrote:
The Scuttlecove backdrop has some more info on them, but that is all I was able to find too. If anyone else has more information on the crimson fleet, I would be much obliged. Skill Simplification? This is NOT 3.5!!!!!! 5 exclemation marks. A sure sign of a truely insane mind DudeMonkey wrote:
Didn't you hear? Working for corporate america is the new devil worship. Even worse that D&D is what I hear :) Hi Rich, first of all welcome. Could you help us help you by posting some information on your system? What operation system and what type of pdf reader are you using? Have you downloaded the regular or the printer friendly version? I'm pretty sure the most recent version of Acrobat Reader (8) works fine with the alpha documents. They work for me anyway. Try that first. Another cause I can think of is system memory. If you're using an older system it might have trouble rendering a document the size of the alpha playtest. Try the printer friendly version if you haven't allready. It should render better. James Jacobs wrote:
I like Terry Pratchett's take on the Guild of Assassins. Assassination is a gentleman's persuit. Etiquette and manners are as much tools of the trade as stilleto blades and poison. Assassination is legal, but limited by a strict code of conduct. An assassin can only kill another being when a contract is out (set by the guildmaster). The target deserves a fair chance, and killing bystanders is considered extremely bad form. That makes most assasination attempts close and personal. Illegal assasins (those who do not follow the guild rules or are not members of the guild) are hunted down by guild members without remorse. The net effect is that usual targets of assissination are actually safer. They know what to expect from assassins and can prepare. If someone plays foul, he'll have the city watch AND the assassins guild to deal with. Which would you be more affraid of? I'm not saying this should be the way things are run on Golarion, but still. It might fit... somewhere. Daidai wrote:
I posted some tips in this thread. Maybe there is something you can use Tensor wrote:
Could you describe the holes? Are they at the edges or the middle of the leaves? Also, where did you plant them? are they in a window box? outside? in a greenhouse? What type of climate are they in? Usually with veggies I would shy away from using anything but the mildest insecticide, and even those I would only use in case of real pests. Most bugs find green leaves jummy. if you inspect your plants regularly and remove any bugs by hand you should be fine in a few weeks. If they're outside you could cover them with special plastic covers you can find in most garden stores. they keep your plants warm so they grow faster and keep bugs and birds out as an added bonus. Good luck! Epic Meepo wrote: Now, if we could just clarify that a Huge spellcasting monster doesn't get Strength and Constitution bonuses when polymorphing into a Large monster (and the such), we'll be good to go. ouch. I never even considered that one. I should probably work the other way arround too (with dex bonusses) This is getting complicated very fast :( Scotto wrote:
I too read it as being able to only transform into the sizes specified, and not the lesser forms. Thanks for clearing that up. Steelthorn wrote:
Have you taken a look at Delvedeep's Demonscar ball writeup on the Shackled City board? You could mine that for ideas if you like. Lavina's Age is a few months from 23 whet TinH begins. She should turn 23 before or during SWW Bleach wrote:
I think Monte Cook wrote a dungeoncraft article on the subject a few years ago. There's a pretty simple formula to estimate an appropriate attack bonus and AC for characters depending on their level, which off the top of my head, is somewhere between level * 1.2 and level *1.5, depending on damage reduction (for AC) and secondary damage (of attack bonus) Bleach wrote:
What the players don't know won't hurt them, now will it. Bwuhahahah Seriously, the article says it's an abstraction and a GM tool to build interesting encounters. Just make sure your players understand that and you should be OK. Lisa Stevens wrote:
That's a good ending to the campaign. Did you skip Occipitus as well, or did you leave that as an open end? What are you going to do now the campaing is over? Run a new one or take a break? Rotten GM wrote:
If I recall correctly, one of the rooms in the complex belongs to Thirfane. This is where she goes to lie low if the party don't defeat her in the party at house Riavadi. you could plant some clues to the doors working in thirfane's room. A map detailing some (or all) of the spells needed to activate the door. You could also hide some scrolls in her room. Thirfane could be curious about the rest of the complex, and wished to explore while Vhalantru was away. Perhaps she distrusts Vhalantru (paranoia is a beautifull thing after all) or is looking for a specific object or piece of information.
I'm pretty happy with the skill list. However, I would love to see this change implemented I don't have high hopes though. I like your idea Mosaic. It would make charisma a much more important stat, and it makes more sense flavor wise. Mosaic wrote:
This is where I see a problem, though. This is a pretty big impact. Although the math involved is very compley, it means the GM has to change every statblock in an adventure. I think that really hurts backwards compatibility. This seems to me something that would fit perfectly as an optional rule, but I would rather not see it in the core rules. Kain Darkwind wrote:
In preparing for this AP, I've been looking at the pirates of the Caribbean movies. They're a wealth of information if you want to give your game a certain atmosphere. Think of Tortuga as a sort of Scuttlecove, The Black pearl as a stand-in for the sea Wyvern and Jack Sparrow as a male version of Harlys Jarvell. If you want to describe the sea wyvern, use the image from those movies. Or alternatively, compare it to a classic sport scar. sleek lines, built for speed, appearing to be ready to tear away even though it lays anchored in the bay. If you have the opportunity, work tales of the wyvern and her exploits into your story early. Have merchants tell how the ship appeared out of nowhere and raced towards them, sails billowing, catching up in no time. Or tell who the ship made the voyage from Sasserine to <insert other important port name here> in record time, and that it is still the fasted ship ever to be built (an exaggeration perhaps, but a good one). I recently re-read Harry Potter and the Goblet of Fire. The situation in the book regarding Alistor Moody sounds perfect for yout game. If your player wants to play along that is. I would ask the player if he wants to play a doppleganger traitor for a while. His PC would be captured and held by the cagewrights while they introduce a mole into the group. The in-game explenation is that the cagewrights (or Vhalantru) is impressed and wary of the PCs and wants to keep a closer eye on them. If something is amis, the doppleganger can step in and remedy the situation, perhaps even helping the cagewrights plot along. The original PC is kept alive to provide details about the pcs their abilities and a mirand of other information the doppleganger can't remember. The doppleganger would have to keep the PC secure and within reach in order for this plot to succeed. The added bonus is that if the PCs discover the doppleganger, they have easy acces to the original PC. Hi everyone, After having a blast with the shackled city AP, I'm getting ready to run my party through Savage Tide. I would like to kick the game off with a bang. In TinH every character should have done something that makes him or her stand out. Rather than just accept a story from the players, I would like to run each PC through the encounter. In one of the threads on these boards someone suggested tying in Malcanthet to the PCs back story. After all, they came to her attention early on, and she created this elaborate plot. She's only going to do that if she's aware of the PCs and is reasonably confident they will make it to the gaping maw. Another possible hook is to link the PCs to the lotus dragons in some way (like in Edge of Anarchy). They were wronged by the lotus dragons (or perhaps Vanthus himself) and now have an opportunity to get even.
My other worry is the jade ravens. They seem to be a carbon copy of the rival party in SCAP (the stormblades). I would rather they stand out more. How have others handled this? I am also curious to what other alterations or add-ons everyone has made to the AP. Thanks in advance Mike Selinker wrote:
Ah, I see. Thanks. Mike Selinker wrote:
I remember reading somewhere he left the industry and runs an ISP-ish company called ISOmedia. Did he return or is something else going on? Steven Grover wrote:
another skill that suffers from this problem is theft, although the percetion roll to notice the theft does help a bit. This is a problem both ways. An NPC or monster with enough skill points in, say, tumble, can automatically pass a group of PCs with no chance of attacks from the PCs. Oliver von Spreckelsen wrote:
one can hope :) I'm pretty luckey with my group. We've been playing together for over 12 years now and are very good friends. Our first and longest campaign ended about 3 years ago. We only play about once a month, distance and real life being the biggest obstacles. Mr Mona wrote:
1 I'm starting Savage Tide in may. It will probably last me at least 3 years. That means I'm set for the next couple of years. I may buy the core books 2 I've got the PF subscription and will keep it no matter what edition they are in. It's more a matter of collectability than anything else. 3 see 2. It may mean I get several other gamemastery products that are designed specifically for 3.5e, although not the modules or the gazetteers. I'm thinking about things like critical hit decks and combat pads. We finished our campaign this weekend. It has been one of the longest we have played sofar, lasting over three and a half years. But also very fulfilling, and one my players enjoyed immensely. I have tweaked some adventures beyond recogntion. And those turned out to be my favorites. I loved the heroes feast in flood season, the invasion of redgorge, the party at house rhiavadi and the many (many) meetings of the council of nobles. One of the best things, as a GM has been the ability to toss around ideas on this forum. Feedback has been absolutely amazing, and it has been great to see others expand even further on my ideas. Now, I've got a 3 month break from GMming coming up. That will give me time to prepare for my next campaign: Savage Tide! ronin wrote:
Holy crap. That is one mean papercraft you have there. Top notch work!
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