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Zellara

Cintra Bristol's page

Pathfinder Battles Case Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules Subscriber. Pathfinder Society Member. 973 posts. No reviews. No lists. No wishlists.


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This is an interesting discussion. I'm prepping the first chapter of Mummy's Mask right now, and I've actually added a warning to my players that there are surprisingly frequent opportunities for interaction in that adventure. ("Surprising," because the initial concept sounds like a lot of dungeon delving, and so they might not think they need to build characters that are equipped for social scenes.)

Then again, my group likes to stop and talk to almost everything. When I ran Fortress of the Stone Giants, they did most of the exterior and ground-level without a single fight, by intercepting and recruiting a bunch of different factions. (They did gain an entire character level during that time. Okay, they did about half a level-worth, and then the running joke took over. "Let's see if we can get to next level without rolling initiative," someone challenged. And I ran with it, building on the info in the adventure. It was awesome!)

I think many of the adventure paths really do make this possible, if you can get yourself to set aside the monster stat blocks and allow other options when the opportunity arises. And yes, if you can ignore the "fights to the death" statement that is so common in Morale entries. Admittedly, if you spend a lot of time updating stat blocks and working on the combat-prep, this can be really hard to do.

Oddly, I think that "fights to the death" is made necessary by the long stat blocks and strict limits to word count. If something doesn't fight to the death, then you need at least a couple of paragraphs explaining what it wants and how it should interact. And you might need info on what happens later if that creature survives the adventure. If something "fights to the death," that's all the author needs to say. And that doesn't mean I am required to have the creature fight to the death - it just tells me the adventure assumes the creature is unlikely to survive, so if they happen to survive anyway, it's up to me to figure out what to do with them, but I don't have to worry that the next chapter will have further info about them and contradict whatever I came up with.


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So are the castle maps/floorplans in the revised version the same layout as in the original?


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Character Name: Harsk
Role Card: Tracker
Skill Feats: Dexterity+2, Wisdom+2
Power Feats: or bottom card, recharge a card to add 1d4+2, Gain the skill Divine Wisdom +1
Card Feats: Ally+2, Blessing+1
Weapons: Longbow +1, Dagger +1, Returning Throwing Axe +1, Shock Longbow +1, Venemous Dagger +1
Spells: -
Armors: Snakeskin Tunic
Items: Holy Candle, Masterwork Tools, Crown of Charisma
Allies: Vale Temros, Sage, Father Zantus
Blessings: Calistria, Erastil, Iomedae, Shelyn, Shelyn, Torag

Character Name: Lem
Role Card: Virtuoso
Skill Feats: Dexterity+1, Charisma+3
Power Feats: Weapons, recharge to add 1d4+2, by you or another
Card Feats: Weapon+1, Spell+2
Weapons: Deathbane Light Crossbow +1, Heavy Crossbow
Spells: Lightning Bolt, Sanctuary, Haste, Cure, Find Traps, Augury
Armors: -
Items: Wand of Enervation, Sihedron Medallion
Allies: Sage, Black Arrow Ranger, Black Arrow Ranger
Blessings: Calistria, Iomedae, Lamashtu, Pharasma, Shelyn

Character Name: Lini
Role Card: Shapeshifter
Skill Feats: Wisdom+4
Power Feats: Weapons, add 1d4+3
Card Feats: Item+1, Ally+1, Blessing+1
Weapons: -
Spells: Major Cure, Cure, Aid, Holy Light, Scrying, Scrying
Armors: -
Items: Medusa Mask, Sihedron Medallion, Amulet of Mighty Fists
Allies: Saber-Toothed Tiger, Snake, Cat, Toad
Blessings: Desna, Desna, Gorum, Iomedae, Lamashtu

Character Name: Valeros
Role Card: Weapon Master
Skill Feats: Strength+2, Intelligence+1, Charisma+1
Power Feats: +1 hand size, Add 1d4+2, You may use Melee in place of Ranged
Card Feats: Item+1, Ally+1, Blessing+1
Weapons: Flaming Mace +1, Impaler of Thorns, Icy Longspear +1, Bastard Sword +1, Longsword +2
Spells: -
Armors: Shield of Fire Resistance, Elven Breastplate, Elven Chain Shirt
Items: Spyglass, Crowbar, Staff of Minor Healing
Allies: Black Arrow Ranger, Brodert Quink, Shalelu Andosana
Blessings: Calistria, Gorum, Gorum, Lamashtu

No deaths. Amazingly, we've never lost a scenario - although I think we've finished on the last turn at least three times.


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During checkout, it didn't give me the option to have the first item held until next month's subscriptions. (I guess because this is a subscription itself.) Is that possible? Thanks!


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There are a handful of major trade routes defined in the Inner Sea World Guide, p.252-3. Most of them are shipping routes (sea travel or up and down the Sellen River); the one land route is the one that goes up over the Crown of the World. There's no map, but the descriptions are pretty clear if you compare them to the Inner Sea map.

I do wish the national write-ups listed major exports.


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From a couple of favorite books:

(The War God's Own, by David Weber)
The gods watch over many, many worlds, not just one. Those worlds aren't all in the same universe - the good vs. evil gods may be battling for supremacy over one another across many alternate versions of the same world. So their attention is divided. And if they act too directly, it can cause that entire universe/version of reality to splinter and collapse. Even the evil gods don't want that to happen, as it destroys their stuff. (It might even damage them to directly cause that sort of damage to a reality.) Therefore, the gods are limited to working through intermediaries (priest, paladins), and occasionally sending greater servants (heralds) to perform specific tasks.

(The Curse of Chalion, by Lois McMaster Bujold)
The gods don't exist as physical beings of this world - they're beyond mortality. From their perspective, the sufferings of mortals are seen differently. Horrible suffering that leads to death just means the soul passes on to its reward. Suffering in life is transient. Thus, although the good gods may be saddened by evil in all its forms, they take some of those forms of evil less seriously. They take a long view. They simply don't see the urgency required to intervene in many things that seem horrible to transient mortals. And when mortals move on to their reward, they can gain this longer perspective. The ills of mortality will no longer weigh on them.

Or for an idea of my own:
The gods are like parents. Not modern helicopter parents, constantly swooping in to fix every little inconvenience for their children. But busy adults with their own concerns, and with a desire for their children (i.e. mortals) to grow up strong. They want mortals to choose their own paths, learn from their mistakes, and make their own decisions. Only then can they grow. So mortals are left to the consequences of their actions, even when those consequences sadden the gods. Prayer may help one to bear one's burdens - it shouldn't be expected to make those burdens vanish. (Even clerics with powerful spells don't "win the adventure path" with a prayer and a spell - they gain help against the foes they face, so they can choose to go on to face fiercer foes.)


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I have to say, I love the idea of escalating Death Zone locations with a variety of different penalties.

Someone should create this!!!


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Well, I'm sorry it turned out that way. Differences in expectations between members of the group can cause a lot of frustration for all concerned - I think you did the right thing by walking away.

Hopefully your other group will go better.


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Okay, nobody would have died from this one, but it still would have been a huge setback.

Party is trying to convince the powerful fey critter that she can trust them with the McGuffin. She says she's worried that they'll go after the BBEG and fail, and then the McGuffin will fall into the BBEG's hands.

Most of the party does a great job of role-playing, each person making one statement to convince her that they have the ability to defeat the BBEG.

Then the one player loudly announces, "We'll die trying!"

Powerful fey replies, "That's what I'm afraid of." And they have to go through the whole conversation again.


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Yeah, I've run into that a few times in the past couple of years. I run Kingmaker, and give them a character background questionaire designed to help connect them to the story and to some of the major NPCs and plotlines I'm planning (particularly to the building strife in Brevoy). One of my players created a character from Vudra, with no connections to anyone in the area, and then proceded to sulk and act out when none of the major stories centered on her character. Eventually that character died in a way that she couldn't be brought back, so the player created a new character - and even though we had talked by that point about why her prior character wasn't working for her, she created another not-connected-to-anything character concept.

Sometimes players don't think about how their choices interact with the story or the world - they're too focused on whatever cool build they've come up with, or they're too excited about some set of character-creation options they've never had the chance to play before.

For my upcoming campaign, I'm providing about a dozen bullet-points with restrictions on character creation, just to keep people "in the ballpark" for the campaign. They include race and alignment restrictions, among other things. Some of them are possibly too restrictive - but I'd rather have someone come to me and ask for an exception, and make their case (so we can work together on how to make it work), than risk having to deal with a disruptive character concept I didn't anticipate. Or a player that gets frustrated because their "cool idea" carries too much negative baggage (similar to your "persecuted planetouched") they weren't anticipating.


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Hawkmoon269 wrote:
I'm also wondering if there is a "story" reason they aren't locations. What exactly is a Death Zone in the Adventure Path story?

As I recall from the adventure, this is the section where the PCs climb to such a high altitude that they have to deal with real high-altitude issues - extreme cold, diminished to nonexistent air supply, and so forth.

I think it's okay to be at a closed stack, but if you do, you're not "moving forward" to get everyone clear of the death zone. And I suppose that works - because failing to complete due to the timer running out could be the equivalent of backing down the mountain instead of finishing the climb.

So - not seeing a reason why these are different from "Locations" other than there being no Location Card. Although I see Vic's point - if he'd categorically answered that way, someone would find an exception.


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Ahkhat is in the bestiary section in the back of the adventure.


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My FLGS sells a variety of sizes of white cardboard boxes for folks that play Magic and other collectable card games. One of the boxes has two "rows" for cards, and is about shoebox-sized. It is the perfect size to hold the entire game with all expansions, sleeved, plus and handful of index cards cut down to create dividers. It cost me only $3 or $4, I think.

Admittedly, there's no room for the dice (well, there is, but that's because I set them on top of some of the cards when putting the game away). And there's definitely not room for the main rulebook without folding it, which I can't bring myself to do.

And when the Character decks come out, I'll need to figure out a separate storage solution for them.

But for the price, it's a real bargain, and it works beautifully.


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theLegend76 wrote:
That's the order where they just send you goblins with fireworks in a box. lol

Hey, they could make big money for that!


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Sara Marie wrote:
Whomp whomp. Went down about 10pm last night over a suuuuper complex order. I've restarted it and I'll check back again tonight.

I don't know why, but statements like this always sound like a challenge - "How complicated an order would I need to make, to bring down their order spawning system...?"


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Starting with 3rd edition (and including 4E and Pathfinder), PCs are able to trade loot for magic items - and can buy or make anything they can afford, with only some limits. So having lots of treasure directly increases PC power, which makes it necessary for GMs to increase the threats against them, which may increase the rewards PCs earn, and so on, and so on. Giving too much treasure literally breaks the game.

In 1E, there's only so much you can do with a million gold pieces. And buying a fantabulous magic sword isn't one of those options.

Interestingly, the default assumptions of 5E remove both the magic item dependency, and the ability to buy or make magic items.


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I'm prepping to run this AP, and one concern I have is that if one of the other groups mentions problems they're having with their assignments, my players may decide to help them. My players are like that. And that means I might need one or two additional sites for the lottery assignments those other groups receive.

I know, I could just dissuade them - but if they want to trade favors or make friends, why discourage them.

So, does anyone know of any published adventures that are good options for this? Maybe from Pathfinder Society scenarios? They don't have to match the excellence of the sites in the first adventure, but they should be (1) thematically appropriate to Osirion, (2) reasonable to place inside the boundaries of Wati's necropolis, and (3) preferably, relatively short (no longer than the first two sites in chapter 1).


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Harsk refers to Lini and Lem as "the kids." Although he also seems to be developing a sweet spot for Lini, so he doesn't say it when she's at the same location as him.


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They're returned to the box, but they're not "banished." (The only difference being, if you are playing the later scenarios where you can remove cards from the game if you banish them, you can't remove cards from the game that you return-to-box between scenarios.)


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Did the PCs already encounter the Scorched Hand? Do the players even know about them?

If not, just alter the Scorched Hand timeline entirely, so they're only now making their first (or second) expedition. Maybe they didn't learn anyone was exploring it at first, or maybe they were followed by a group of suspicious Pharasmins and couldn't get there without being caught for a few days. They might even have run afoul of something dangerous that did ability damage while on their way, and had to retreat for an amount of time similar to the PCs'.

Unfortunately, if the PCs (or the players) know the Scorched Hand were there, then you really can't do this. If the PCs discover the Ahkhat's controlling stone, you might allow them to talk to the Ahkhat (maybe they can find a scroll of Comprehend Languages if they don't have someone that can communicate in Ancient Osiriani; or maybe you could allow the Ahkhat to communicate to one of them telepathically, showing images of the people who came before and looted the place). That could give them descriptions of the Scorched Hand - and from there, the PCs might come up with some way to go after the NPCs.


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Yes, if there's something that we need to tell our retailers, that would be good to know.

I buy through my FLGS, but they didn't even get the promo for the last deck - they're not sure why. Makes me wonder if the distributer is keeping them back and selling them instead. So if there's a "retailer kit" - my FLGS doesn't currently know about it, and they'd really like the info.


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I have a player in my group that, in any given situation, will always come up with the worst possible thing to do - and do it. And she's incredibly stubborn.

They were in Magnimar, and had figured out that a bunch of the noble families were being mind-controlled and used by some strange cult. They found their way to the cult headquarters. They realized that wholesale slaughter of a bunch of nobles would cause them major problems, and they found strong evidence that the nobles never acquiesced to being in the cult or being controlled - it was definitely something that had been done TO them. So the nobles were mind-controlled, dangerous, but innocent. Everyone was very clear on the mission - kill the aberrant beings running the cult, and use non-lethal damage on any humans in the place.

They get into the cult headquarters, and things are going well. Several aberrants dead, and at least a dozen humans have been taken out - and every time one goes down, I confirm "Alive or dead?" and they confirm they want the humans alive. (4E, so the person who strikes the final blow makes that call, and can do so regardless of type of attack, rather than tracking lethal vs. non-lethal damage.)

My stubborn player has been having a frustrating time, though - she keeps rolling 1s and 2s for her attacks. Finally, she throws a fireball at a group of humans and manages to hit several human cultists, dropping them below 0hp.

I reach to take the minis off the board.
DM: Alive or dead?
Her: Dead!
DM: Um, are you sure?
Her: Yes, dead!
Several other players talking over each other: We're supposed to... They're mind-controlled... Wait, remember... No, don't do th...
Her: Dead, dead, dead!
DM: Okay, they're dead.

She was really upset that when everyone else got a blessing for resanctifying the temple to Abadar, she didn't get that benefit. (Abadar apparently didn't like her murder of rich people.)

We can still get the whole group to laugh by reciting "Dead, dead, dead!" But even reminding her of that event won't make her reconsider one of her crazy decisions...


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Dave Riley wrote:

Oh, lucky! Ours suffered an unfortunate water casualty that caused the card to bend, making it pretty noticeable even to our untrained eyes (suffice it to say, we don't know which of our cards are first or second printings). Ironing and trying to flatten it didn't work. Thanks Hawk!

When I put the Character Decks in my card, it says they'll be put in the "sidecart" for my next subscription shipment. Is there a way to do that with non-preorder stuff? I'm in no rush to get the magazine, especially since we've just-about finished our campaign, I can take it whenever.

When you place the order, you have to click on the box labeled something like "Shipping" at the top. Then you'll see the option to ship as soon as possible, or to ship with your next subscription order. (The "Shipping" box is alongside those for Payment and Finalize Order - and sorry, I'm probably getting the exact wording wrong, but hopefully it's close enough to make sense when you see it.)


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I've just ordered mine.

Thanks, Hawkmoon!


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I'm probably 3 to 5 sessions away from finishing running Kingmaker, and trying to decide what to run next. I've narrowed it down to either Carrion Crown or Mummy's Mask - which is weird for me, since normally I wouldn't consider running an AP if I don't have all the volumes yet. And actually, I've only read through the first chapter completely, because the theme didn't initially interest me. So obviously, I found the first chapter compelling enough to make me want to run it.

The good:
1) The initial adventuring site is top-notch. During the first session of the campaign, the PCs get to investigate an amazingly cool, thematic tomb. I particularly love the broken-rope-and-victim, and the water trap. These are the sorts of things that can really create paranoia (the good kind!) in my players.

2) The differences in the three "dungeons" - perfect! Anyone who thinks there's too much the same going on here, really isn't thinking about what these three locations are going to feel like. One is a tomb with traps and dangers. The second is a house, telling the story of the fall of Wati. The third is a temple, with cool and thematic features, a mystery to make the players curious, and some NPCs to interact with.

3) I'm extremely impressed by the amount of thought that went into how to make this all make sense. The text tells us the politics behind the opening of Wati's necropolis. The adventure thinks about how the economy reacts to this activity - actually, it makes that part of the whole impetus for the adventure. I love the variety of people shown in the adventure, and I really think the adventure does a great job of creating the proper mood, and conveying to the GM and players what this setting is all about.

4) The stuff that needs work in the adventure is all stuff I like to spend my time on. Hard to quantify this one, but it's true.

I do have three bits of constructive criticism for Jim Groves (and probably for the Paizo editing team as well) - these are three things that seemed wrong to me as I was reading chapter 1. I'll admit the first two are fairly nit-picky.

1) As I read, I was disappointed that other adventuring groups participating in the lottery weren't described during the opening scene. It seemed like there should have been a sidebar, at least. Then, boom! after the first site exploration, we have a scene to interact with the other groups, and there's a section with some great detail! I totally understand why that takes place where it does in the adventure - but in the scene about the lottery, I really wish there'd been a statement along the lines of, "Later in the adventure, the PCs will have an opportunity to interact with some of the other teams - you can find details about them on page __."

2) Particularly in the second adventuring site, there are several different encounters where the "monster(s)" at first can be mistaken for scene dressing. Paizo's standard "descriptive text" leaves out any mention of the creatures in a scene, for reasons that have been discussed many a time. But in cases where the monsters might be mistaken for mere objects, they really need to be in the descriptive text, because if not (and if the GM isn't really on their toes) it's a big red flag to the players. read assorted well-written descriptive text, then say... oh, and there is a statue that looks like, um....

This particular issue is exacerbated when after several rooms like this, you find a room that has a skeleton in it. Just a normal, non-undead, unmoving skeleton. So of course it's in the descriptive text. And the exits to the room are described after that, so for any player well-used to Paizo standard room description policy, it obviously can't be anything but window dressing.

3) Okay, my only serious issue. I read through the adventure, then read the section with the important NPCs. The NPC write-ups seem to assume that the PCs are going to try to befriend/recruit some of those NPCs. On my first read-through, the adventure itself didn't do much of anything to indicate that this was important or desirable. I really found myself wondering if someone other than Jim wrote the NPCs - and if so, Jim, did you have access to the way they were written up when you wrote your chapter? Because it really felt like someone added all that afterward, and if so, they should have gone back to edit the scene where you first meet the NPCs to help encourage interaction with others besides their leader.


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Cpt_kirstov wrote:
It doesn't sound like you finished the replacement process. you need to ship the broken mini to them, and they replace it with another of the same rarity

Wait - what! They don't even provide you with a replacement of the same mini you sent them???

Bad enough that you have to pay the shipping back, so that for any but the most rare figures, you're better off putting that money into buying a replacement rather than making them correct their quality issues. But with "another of the same rarity," assuming you get the predominent perfect distribution in your case, you have exactly one of each rare, send them your one and only Feiya, and get - something rare. Wow!

Really makes me wonder why Paizo is partnering with them... They're not up to Paizo's standards for customer service. They're not in shouting distance. Frankly, they're not even on the same planet.


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Since crossing the gap to enter the cathedral is the first step in taking the Test of the Starstone, and the Test reconfigures itself for each person taking it - there shouldn't be any sort of floorplan, NPCs who visit (other than those who enter once, to die/vanish when they fail the test), etc.

You may want to take a look at:
http://pathfinder.wikia.com/wiki/Starstone_Cathedral

For what it's worth, I don't see any mentions in the newly-released Occult Mysteries. The best source material is probably Mythic Realms, although it's more about how to use the Test of the Starstone as a source of power for PCs using the Mythic rules, not really any info on the Cathedral itself.


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Ten minutes ago, I was getting really, really stressed (mainly because of people at work, and the horrors of work-related email chains). So I took a moment to glance at the opening editorial in my print copy of AP 82: Secrets of the Sphinx that arrived this morning. The editorial written by Greg A. Vaughan.

And I laughed. A lot! Now I'm in a really good mood. I can face the rest of my day, and it's all thanks to Greg A., and of course the wonderful folks at Paizo who made sure he was still a part of this AP.


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I just received my shipment. Unfortunately, a wrong item was substituted when it was packed. I received Blood of the Elements, but did not receive my copy of Pathfinder Module: The Emerald Spire Print Edition.

Can you please have the module added to my next subscription shipment? Thanks!


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I use Nitro on many Paizo PDFs and have no problem with the extraction. I've tried using it on PDFs from a couple of other companies and gotten the error you mentioned - "The PDF file could not be converted due to internal security preventing content extraction."

Just to confirm - is it a Paizo AP or another publishing company's?


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A lot of people have suggested that the other players should handle this, but you've indicated that isn't feasible in this case - they're unlikely to do so.

Another option is to tell him (during the conversation you have with him about all this) that you're simply not going to allow him to behave this way anymore. If he doesn't have an action ready on his turn, declare he's delaying his turn. If he says he's going to loot while the fight is still going on, say he's delaying his turn - looting doesn't happen until the fight is over.

And then hand out all the stuff found, as one pile of stuff, to the entire group to distribute. Don't give individual stuff to individual players based on their declaring fastest that they choose to loot the obviously-valuable corpse first.

You've got one anti-social git who is determined to play only for his own satisfaction, in what is supposed to be a group activity. As GM, it is absolutely within your purview to rein in his anti-social behavior.


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Thanks for posting this. Very exciting!


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My opinion - Your problem isn't a character build issue, and no change you make to your character will fix the problem.

Your problem is a group expectations issue - you're looking to play a particular way, and they're looking for something else.

Obviously, I only have what you've said already to go on. But it sounds like they are both relatively inexperienced with the rules, and looking to make things that are interesting to them (as opposed to paying attention to optimization).

So now for some questions:
Are the other players having fun? Do they seem irritated when you "show them up" or do they seem happy that the bad guys are going down? Does the person who forgets to add bonuses to his attacks and damage get annoyed if it's pointed out, or does he appreciate the help?

And do you have a feel for what it is that they're looking for from playing the game? (Read the GMG for different play-styles and see if you can peg them - it might help you figure out how to make things work better.)

If they're having fun, then there really isn't a problem - unless their novice antics cause you too much annoyance, in which case removing yourself from the group is appropriate. If they're frustrated that you are "too effective" compared to them, talk to the DM again, and insist on modifying your PC to be more in line with the group. The DM can always adjust encounters to make them easier if necessary. If the other players don't mind advice, just make sure you keep it friendly and helpful, not critical.

(In the group I run, there's an experienced player who nonetheless always forgets a couple of bonuses here and there. As DM, if someone's attack roll is <almost> good enough, I routinely either prompt with circumstantial bonuses they might have forgotten (e.g. flanking) or say something like "missed by one" - and then pause to let them check their calculations. As a player, your options are a bit more restricted here, but perhaps you can find a way to prompt in a helpful rather than pushy way...or convince the GM to do so.)


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I really wish there was some way my FLGS could get a couple of Demo decks for us to use at the store in advance of the Organized Play events.


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Yes, I rinse the dishes first. Which I firmly believe is both:
* Absolutely necessary, and
* A complete waste of time.

Which is why I completely ignore the dishwasher and just hand-wash everything. Seriously. I have a dishwasher and it probably hasn't been turned on in 12 years.

EDIT: It somehow disturbs me that, in the time it took me to post this, it ended up appearing after a discussion of toilet paper. Adding the words "the dishes" above to clarify... :)


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I got my "Shipping" email, and the order shows it is in Shipping status. But the only items added to My Downloads are the two Emerald Spire Preorder items. My usual subscriptions didn't get added. Can you give them a poke? Thanks!


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Oops, you're right! We've been doing that wrong. Thanks for the correction, folks!


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When you close a location, you check the location deck to make sure there isn't a villain there. If there is a villain, you banish all cards except the villain, and the location isn't closed after all. But if there is no villain and you close the location, the location deck remains in place (albeit reshuffled), and you can still explore it.

So if (when checking for a villain) you see there is a really amazing boon, and a tough monster, you might be willing to spend the time to explore, and risk having to face that monster, for a chance to get the amazing boon. This location keeps its penalty in place to make that a harder choice.


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I suggested in another thread that when they create the Errata Deck, they should include one copy each of Hand Chopper and Circles of Binding, so that those of us who have the wrong count (from getting different printings of those two chapters) can substitute in the correct card. No word yet on if that will happen or not, though.

(The "Errata Deck" is something they've talked about doing after the final chapter is released and they have a chance to be sure they've caught all needed errata. My understanding is it would be a deck we could order from a specific on-demand card deck printer, that would have all the errata'd cards needed for this game. They'll presumably announce it is available sometime in the next couple of months?)

Another option is, IF you sleeve your cards AND since you have an extra of the Circles of Binding - make a photocopy of the Hand Chopper card, and sleeve it in front of the extra Circles of Binding card. If you download Hawkmoon269's errata cards from BoardGameGeek, and put them in the sleeves with the relevant cards, it works pretty well. But if you don't sleeve your cards, this isn't really an option.


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Once it's buried, you can't get it back.

When resetting your hand, you can discard any number of cards, then you can draw up to your hand size. But "recharge when you reset your hand" lets you recharge it instead of discarding it, if you want to get it out of the way to get more useful cards.

A related point - Valeros has the ability to recharge weapons instead of discarding them when he plays them - he can't use that to recharge them if he discards them for any reason other than playing them as weapons. (So if he discards them because he takes damage, or because he ends his turn and wants to clear a spot in his hand to draw something more useful, those remain discards.)


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Unrealparagon wrote:
It was available as a PDF a few hours ago and now its not? What happened?

Normally PDFs don't become available until the street date (after all the subscriptions have shipped). Someone pointed out in the last day or so, on the customer service boards, that the PDFs of this month's products were available too early - someone at Paizo must have gone in and corrected this.

I believe the street date this month is June 25th.


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If one of them fails, they have to keep walking in the apparently-endless hallway and try again the next round. They can keep trying until they make it. Since it's a DC 20, eventually they should get it, with much mockery from their fellows if it takes terribly long.

I suppose there's nothing to prevent someone from carrying them; but the person coming back for them would have to make the save again when they do so (coming back for them is easy and requires no save; the remake of the save would be required to transit back to the first encounter area of that wing).

NOTE: This is based on the original version - I don't have the compiled Anniversary edition, so I'm not sure if they changed this for that version.

EDIT: Nobody's Home - It's in the original version on p24, left column, under "Reaching the Seven Wings."


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Hayato Ken wrote:

Huh? I was just about to buy this pdf when it mysteriously vanished from my shopping cart and is not available right now.

What happened?

Normally, the PDFs don't go on sale for each month's new products until the street date - which is after they've had time to ship all the subscriptions. I believe the street date this month will be June 25th.

Someone pointed out in the customer service forum earlier that this month's products seemed to be available for PDF sale when they shouldn't be, so I'm guessing someone at Paizo noticed and went ahead and fixed that oversight.


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I'd personally recommend that you start with two characters, take them through just one or two scenarios, then try another pair of characters through the same scenario(s). Get the feel for how the game plays, and that will help you decide if you want to continue from there with just 2 or all four.

Playing just a single character can be a bit more challenging, if only because for any one character, there are certain banes they're not very good at handling.

And be sure to visit the messageboards here - there's a section for the game in general, and for Rules Questions, that I've found extremely helpful as I'm learning the game.


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It's listed in the blog post above, below the picture of the dwarf "merchant."

blog wrote:
The seven Class Decks premiering in August will showcase the bard, the cleric, the fighter, the ranger, the rogue, the sorcerer, and the wizard.


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I think it depends on what they're expecting it to power. Are they trying to create electricity-powered-type objects? (Light and heat the city, pump water through some sort of reclamation, etc.?)

Or are they hoping it will be some sort of magical engine to produce or enhance magic - in which case, I'd just say "No."

But in the case of providing light/heat, a power plant might provide heating and lighting to a single District in which it is located, which sounds to me like a sizeable Loyalty bonus (improved quality of life, and a bit of enhanced personal safety for those walking along the streets). The "safety" aspect means a slight Stability bonus. And you could argue that the steady lighting would make it easier to have people work longer hours, so that might be a small Economy bonus.

Downsides: Summoning powerful devils to be bound in such a structure ought to cause some significant Unrest (the nuclear power discussion you mentioned). Picketers, etc. Oh, and there should definitely be one or more new items on your Kingdom Event List:
"Political Demonstration" - Anti-devil demonstrators picket the power plant (and/or the council member's offices and homes). (Decide what game effect this should have.) (It's also possible the "demonstrators" are devils "protesting" the PCs actions in binding their favored allies or servants...)
"Containment Loss, Minor" - The magic circle containing a powerful devil is somehow broken, releasing that devil to run amok in the city. (Decide what it should do - destroy one or more random city blocks?)
"Containment Loss, Major" - This one is where you get to go nuts. The power plant itself should probably suffer destruction (half price to rebuild), but it should also either take out a substantial number of adjoining buildings, and/or release/summon a number of powerful devils to cause destruction until the PCs can stop them.

So, say, the following:

Power Plant (36 BPs, 2x2): +8 Loyalty, +2 Stability, +2 Economy, -6 Unrest. Cannot be adjacent to a House. Adds the following Events to the Kingdom Event Table: Political Demonstration; Containment Loss.

(NOTE: The price is a bit lower, but Loyalty isn't very game-breaking. If they came up with a reason why it should be a big Economy boost instead, price it a lot higher...)

(NOTE 2: Where'd I come up with the 36 BP price? Magic eyeball...well, okay, it's 3 x the number of points it adds to the kingdom stats. I didn't give a reduction in cost for the Unrest and other negatives, since getting a big boost to one stat is already a good deal. And if you can come up with any other benefits, such as other Buildings it would make cheaper, make sure you increase the price accordingly.)


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Just ran across this thread. Very impressive stuff! I look forward to reading more... :)


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Wow! I just saw the two newest editions (by Silkenray and Natalie). They're both amazing!

My group is currently going through the glades in Thousandbreaths now - I'll probably show them both versions, I don't want to choose between them.

Thanks for posting these!


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Got my case last night. Based on the reports here, I was expecting the issue with Feiya, and sure enough, mine is fairly dreadful. She has a big blob of black under her nose down to her neck - I'm calling her the Bearded Lady.

One thing I noticed that I think may be worth some attention - my Feiya has no chin, and the overall shape of her face/neck area is lacking definition. Seriously, below her nose, she slopes straight down to her neck, no mouth or chin could possibly be sculpted there. It makes fixing her myself pretty much impossible - I'm not a good enough painter to come up with something on a mis-shaped surface.

The same sort of issue happened with my King Irovetti from an earlier set - his entire face was a smooth surface, no sculpted features whatsoever. At the time I assumed they'd plastered on so much paint that they'd filled in the gaps, but with Feiya's missing mouth and chin, it makes me wonder if the problem isn't that they are having trouble getting plastic into the tiny bits in the molds - literally giving no detail to be accurately painted.

Just an observation I wanted to share, in case you (Vic et.al.) want to examine your larger sample size (and compare to a "good" Feiya) for the possibility. It might mean you want to reconsider how some of the faces are sculpted, to give the details enough size to come through the mold.

In the meantime I should also add - the entire rest of the case was Amazing! No breakages at all, thanks to the new bubble-wrap (and placement of the smaller figs) packing. And the quality of the sculpts and painting was generally quite good. I can't say enough about how amazing the Nazenha mini looks - truly spectacular sculpt and paint! So with just one mini to complain about, I'd have to conclude that this set well exceeded my expectations overall.


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All the way to evil is completely justified. This is the beginning of the adventure path, so the player has only been playing this character for a couple of scenes by this point. This isn't a single evil act after a long campaign of good - this is one of the first choices that player has been able to make that demonstrate how he really thinks his character behaves.

An even better thing might be to talk to the player before his next session. Tell him you're on the fence between Neutral 4/Neutral 6 and Neutral 4/Evil 7. Tell him you're leaning toward Evil. (This is important, as it puts the pressure on the player, and emphasizes your distaste for his actions.) Then say that you're unsure, because when one of the other players suggested non-lethal, he retconned his attack to non-lethal.

Tell him he has the opportunity to convince you, and ask what he thinks. If he (the player) shows remorse for his choice, and says things indicating his character is going to try harder for Good, then you can ease it back to Neutral 4/Neutral 6. If he gets defensive or shows no indication of modifying this behavior, say you're taking this act as "typical" of his PC, and set him to Neutral 4/Evil 7. And let NPCs react to him accordingly.

(I have a player in my group who is prone to impulsive acts. She truly thinks she plays good characters, but the group concensus is usually that she is evil. I make heavy use of the "Are you sure you want to do that?" and it only occasionally makes her stop and think things through. Sigh.)

EDIT: Thinking this through some more, one cautionary thought. Would labeling his character as Evil at this point just encourage him to play "EEEEEVIL"? Because if so, an alignment shift might just make things worse. You know your player, you're the only one who can decide this. If it might cause more acting-out, you may do better to reduce the alignment shift, and just stick with having NPCs react differently to different party members (and being much less willing to work with them without hefty convincing) to communicate the seriousness of what happened.

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