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Goth Priestess Final avatar

DarkArt's page

465 posts. No reviews. Alias of Eric Tenneson.

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Recent posts by DarkArt:

Psionics in Pathfinder?
DarkArt,

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I side with Wraithstrike. Since it began, I added psionics to the setting regardless of any eventual support. Sure, I'd vote for a psionics splat from Paizo first before an epic one, but I've already started having my fun. I look forward to anything Paizo might have to offer someday in the way of psionics crunch.

Is LoF the least popular Adventure Path so far?
DarkArt,

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This has been my favorite so far . . . and I really enjoyed playing CotCT. I can't say anything about RotR and 2D since I GM those.
My favorite so far has been the murder mystery, which was a fun change of pace. We'll probably not finish this AP until sometime next Summer or so.

The Armageddon Echo (GM Reference)
DarkArt,

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Galnörag wrote:
I'm having a bit of a problem, that I think I know the solution to, but I'm going to toss it out in this thread.

My party is currently assaulting the academy and have just defeated the the Aboloth. During the battle one of the characters was affected by the Aboloth's mucus and can't breath air. So the party wants to wait until the mucus wears off before they proceed. They also believe that the portal behind the Aboloth's pool leads to the echo, they didn't stay to talk with the Aboloth for very long. So they don't know about the portal behind the door (although they do know it is there.)

So I'm left with 2 options, 1) wait have the Barbarian Guarding the portal bust in on them 2) hold the portal that is suppose to close open until they go. 3) Let the portal close and have to deal with rejigging the whole damn adventure.

Any thoughts?


I just described to the players that the other side of the portal holds a landscape filled with green trees, and lots of water from fountains and such. The disease isn't an instant kill, just a potential nuisance, so there's no absolute to staying behind while a very pressing matter beckons them onward. The party should have time to find a means of dealing with it.

The Armageddon Echo (GM Reference)
DarkArt,

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Forest Drakes on page 86.
Speed Surge (Ex) 3 times/ day they can gain a boost to their Strength and Speed as a free action.

What is the exact "boost" gained, or is this already factored into their stats? I could not find the answer embedded anywhere in the Forest Drake spreadsheet, the encounter, nor when I searched the messageboards under Second Darkness.

I'm otherwise assuming the boost is about a +4 to Strength, enough for a +2 to attack and damage, as well as maybe a +20 speed if the crunch wasn't developed.

Psionics- What do you think of outside of DnD?
DarkArt,

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I think of esoteric branches of mainstream thought: Kabbalah, Sufism, Tantra, Gnosticism, and Monty Python's Flying Circus. In the fantasy, wizardry and clerical powers grasp the concrete, the literal. Psionics grasp the abstract and internal.

How one defines fantasy can influence one's regard towards psionics, but psionics could be made more flexible if the definition of fantasy could likewise be made more flexible. To some, adding psionics might as well bring in ray guns and space ships filled with Klingons. To others, that wanderer is not a "psionicist" but a wise woman, or maybe a fakir. Gandalf never carried around a spell book, used material components for every spell, and could use a sword rather dashingly, but he remains the iconic rallying cry against psionics. Does fantasy, then, mean the Dark Ages Europe, where witches were burned, and monks shaved the center of their heads? They recall that Conan was strong but forget that he was wise and intermingled in a very high-magic world?

Semantics/ diction, and re-defining "fantasy" could help make psionics more reasonable.

People perhaps think of "Spock" or "Charles Xavier" with hover chairs and body suits, but those using the mind to redefine reality through philosophy and practice have been around since before the Dark Ages Europe. If "monks" can be seeded into acceptability, then so can "psionics" with the right amount of creativity and open minds.

SD - Any good?
DarkArt,

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I've run RotRL, played CotCT, and just started running 2D.
All three start en media res, which can be a great mechanism for otherwise uncooperative players. The second two add character traits, which help push players to begin the game with something in common/ some motivation that helps to initially connect PC's to the AP.
Perhaps CotCT was the best of the three because part of this connection was a common goal to confront a minor evil boss, which then connects easier to the rest of the AP. In RotRL and 2D, true, the PC's all start at ground zero of the first encounter, but nothing else pushes the PC's to react. They can choose to let others handle it. (This would make the creatures suddenly targeting the PC's a desperate action to get them involved.)
In 2D, only one PC accepted the offer, and then only because the character trait of "looking for work at the GG" was taken. I'm having to invest considerable more time to get the rest of the PC's reconnected to the path, and I may end up scratching out the boneyard encounter, or more. So far, if I can't seem to get the PC's back despite my tricks, I'll just chalk this up to being an AP my player just doesn't really care for, which is fine. The nature of these AP's are bound to have something sooner or later that just doesn't work out, so then I'll just look forward to the other AP later on.
I found the Set Piece to be a good game-saver when my PC's decided not to take the primary, initial hook at the GG encounter. The gambling scenario was very irritating when playing with just one player, so I went right into the action a.s.a.p. Without that set piece as a quick back-up, the session would have completely disintegrated.
This is one reason why I also believe it's important that discussion should take place in a group to see if there's interest in playing before getting the whole AP.

Cost of Services at the local Temple of Calistria
DarkArt,

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Thanks for the replies.

I was basing this in Riddleport, in the Silken Veil. I was aware of the hireling prices, but I didn't know if that would fit since customers would be paying for a PC class with levels in cleric instead of some NPC class with levels in expert.

Cost of Services at the local Temple of Calistria
DarkArt,

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I can't find if this has been answered elsewhere, but I was wondering if there's any thought about how much it would cost to engage in services with a local priest/ess of Calistria?

What I'm looking for are prices for: 1) partial sexual acts 2) full sexual acts 3) extreme sexual acts 4) use of "poisons" during such acts 5) wanting information 6) getting a priest/ess to find out information for you or otherwise "getting dirt" on someone.

Joining the Cyphermages
DarkArt,

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I kind of took a different approach. I preemptively asked if my player wanted to join the cyphermages because I felt such membership would "cut to the chase" for me, and I'm curious how the interaction with Samaritha will go. I even gave the player an extra cyphermage spell as my thanks for giving it a shot. At least with my player, this has encouraged excitement.

On another level, I never followed the traditional master-apprentice options for characters. Once they become a character class, their training has been completed, and experience becomes their new "mentor." I'm too old, and my gaming time too limited to bother with roleplaying out training.

“Takin’ It Easy” UnThread
DarkArt,

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Valeros: Sweet Barleybrew! How am I about to die when all I want to do is multiply?

How about an Epic Campaign?
DarkArt,

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For me, I play AP's because I have no time for home brew or crafting campaigns.
As I understood it, NONE of the current AP's or future AP's expect PC's to rise to 20th level on their own. 15th level seems to be the anticipated limit for the first few AP's and 13th level for Legacy of Fire.
For me, I would enjoy something catering to 13th+ level and taking them to an epic level goal. Once I finish CotCT, I will miss my group of PC's, and would be eager to get a chance to play them again. I don't care if the epic rules are revised or not.

Any epic setting, for me, would NOT have to be limited to just Varisia. Varisia is interesting, but such a small part of the world, which is a small part of the multi-verse of the Pathfinder Setting. It can be on the red planet, or in another plane. If Paizo made such a product, I'd check it out.

Pathfinder Adventure Path #23: "The Impossible Eye" (Legacy of Fire 5 of 6) (OGL) Print Edition
DarkArt,

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I didn't spot the "city of brass" bit until I recalled the podcast mentioned a while ago on the Paizo blog and listened to it yesterday. This AP gets to be the one where I'm the player and not the DM, and I look forward to playing and traveling to the city of brass with tremendous anticipation and excitement.

Part of the sheer thrill of D&D for me was the chance to step away from the prime and sojourn to realms only dreamed of. I've always wanted as a player to go to this city, but no DM would let me. I've waited perhaps 17 years for it.

Winter Council (Spoilers)
DarkArt,

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Blazej wrote:
Arcesilaus wrote:
By "others" here, I really mean the PCs, once they encounter the Winter Council. Obviously, everyone else (including me, as I read the AP) believes the Winter Council to be mighty. As I said, this makes the "reveal" when they find them to be much less powerful than imagined somewhat intriguing, but I think it's also quite disappointing. It feels like something that was scaled down to fit into a specified word count (which it likely was) rather than the grand, fantastic element that it could be, and I think my players will sense that, too.

I didn't get that sense from it that the council was scaled down. It seemed, to me, to fit with everything else rather than the council being much more powerful.

I also didn't get the sense that the current state of the council was due to a page count limit, nor would I feel that encountering them would be a "let down" for my group. There's plenty of juicy interaction that can happen, and with the current vulnerability, the PC's at this stage have greater potential for influence than if they were ants watching the people do battle in the sandbox. I'd figure the PC's would be slain on sight by either side without room for diplomacy, teaching them not to meddle in the affairs of powerful beings.

What Does Epic Mean to You?
DarkArt,

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Erik Mona wrote:
<snip>

What are you looking for conceptually?

What are you looking for mechanically?

If you're skeptical, what can we do that might get you to give this one a try?

Any deal breakers?


1) Although the prime can still be made interesting at epic level, I've always envisioned those at epic levels to brush shoulders with the multiverse. It's no longer the local mayor asking for help, it's a Deva, or some alien from a far off world. Wherever one goes, people are more inclined to know about them.

2) I'd enjoy anything that simplified complex effects. Maybe fireballs just do an automated 60 damage without rolling. Maybe a simple diplomacy check to get two warring towns to make peace. Lower level spells 0 - 2 become silly at this point, so maybe they all merge into a cantrip-like effect or can be swapped out for more effective supernatural abilities

3) I'm not skeptical, but I would also like to see support in terms of modules and/ or some kind of AP that would be made for 13+ or epic level of play.

4) I can't think of any deal breakers.

Pathfinder Companion: Osirion, Land of Pharaohs (OGL) Print Edition
DarkArt,

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The lack of traits were the only bummer for me, but it did have feats. Traits are just a "+1" bonus or one orison/cantrip type deal that can be done 1 time/ day with some story flavor as to why, and I can always craft my own, so I was getting used to lack of trait love. That traits will be addressed in the future stemming from the feedback does delight me, though.

The lack of a city map didn't phase me. From the text and the artwork shown in other supplements of the capitol are enough. I've never needed the city map for myself or players as the main crux for gaming. If an adventure is set somewhere, having a battle scene mapped out on a battle mat is my only concern.

I took the supplement as intended, as a brief visual and textual immersion of Osirion, and it was enjoyable to read. I'm not a fan of Egypt in fantasy, but the twists to make it Golarion made it interesting enough. I was surprised about the lack of feline elements, but I understand that this is not meant to be a cookie-cutter of Ancient Egypt either. . . just enough to warrant mummies and the like in the game.

What Does Psionics Mean to You?
DarkArt,

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Erik Mona wrote:
<snip>...
What does Psionics mean to you?

How can I get you to buy a psionics book and use it in your campaign?

What is an absolute deal-breaker?

Thanks again for the give-and-take.

--Erik


1) To me, psionics would be very close in gaming feel to picture an ascetic, monk, guru, yogi, tantric master, or fakir in a fantasy rpg. It goes beyond basic divine or arcane principles and taps into a source of energy some believe anyone can connect to through dedicated meditation. It is a belief that there's something beyond the flesh and what the senses perceive. Reality becomes the state of illusion for which psions aspire to ultimately disbelieve. Divine clerics choose to alter the world according to the will of those they worship, arcane casters choose to alter the world according to their whim, but psionicists choose to alter themselves for they are the world.

2) I think along the lines of the alpha and beta test, this might be a good way to put psionics in a trial run for anyone to come to terms for themselves if they remain adamantly opposed to all psionics or might permit Paizo's interpretation of them. Baring that, being a die-hard fan, just making anything with the Paizo spin on psionics will get me to buy it.

3) The absolute deal breaker would be to make psionics incompatible with arcane/ divine spells. A "dispel" effect should dispel anything regardless of the nature of the power, for example.

Pathfinder Chronicles: Second Darkness Map Folio Print Edition
DarkArt,

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Mark Gedak 27 wrote:
I hate the map folio products. I wish they were removed from the chronicles subscription.

I'm holding off of my 2D campaign until I have these, but I'm otherwise inclined to agree. With my concern about the economy, the map folio inclusion would be a big incentive to discontinue our subscription. I'm worried about California budget cuts for 2009, and the Chronicles would be the first thing for me to cut. If my government supported job was cut, I'd be forced to cut more than just my chronicles subscription, but I'd definitely start here. Maybe if they had more racial books planned, but I'd otherwise cut here first.

Pathfinder #13 -- Second Darkness Chapter 1: "Shadow in the Sky" (OGL)
DarkArt,

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Spoiler:
(I hope my review of this product remains, and doesn't get deleted)

There's commentary about "gray" and about "torture porn" out there with a vocal outcry desperately clinging to "black-and-white" D&D values of censored heroism, where magic is almost scant, and encumbrance rules rule the day.

I feel shame that my only and primary hesitation for not snatching Paizo's very first AP after the fall of Dungeon and Dragon magz was my petty cling to my love of psionics and Paizo's lack of love for it.

To date, as vocal as I am to indoctrinate psionics into AP's, I still revel them despite their love for psionics, and this first chapter of the 2D reminds me of just how deep my initial shame feels for this begins in a dramatic, mature, and exciting beginning to an AP that delivers on its promise of creating fun for those that don't have time for home brew.

This isn't for kiddies, but it can be modified for them. I was inspired to craft a Golden Goblin battle map, and I plan on putting my player through hell in Riddleport. Simpletons beware, for they will be eaten with mustard and ketchup.

Pathfinder Chronicles: Into the Darklands (OGL) Print Edition
DarkArt,

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I could have sworn I had a review posted, but I can't find it.

Dwarven AP
DarkArt,

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Slatz has a great idea. I would think an eventual AP of any of the other races could be made exciting.

I think every race has been tainted by bad players, but that's never soured my love of the races. If I've ever had a bad player, I'd just kick them out of the group or otherwise stop playing with them. Like the other races, Dwarves are one of the original core, and my personal favorite. I think it's a shame to constantly see them neglected.

I also share Lilith's interest with Quest for the Sky. Something with that as a background would hold my interest.

Ouat Caste Dwarves
DarkArt,

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delabarre wrote:
Oh sweet Saranwrap...you mean my snark wasn't wrong about the bodyshaving? O_o

I figured that's where you got it, ironically, and was just chiming in.

;)

Even if all that's mentioned is something like "Unlike other Dwarves, those of the Ouat Caste can choose the Psion as a favored class," I'd be elated. I'm guessing though, that they're probably just pegged as able to choose monk as favored class. Either way, I'd make them psions regardless of what Paizo ultimately does with them . . . if anything.

Ouat Caste Dwarves
DarkArt,

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From the Pathfinder Chronicles: Campaign Setting page 7 under "Dwarves": ". . . and the squat, hairless contemplatives of Osirion's Ouat caste might share a common ancestral blood . . . "

As far as I know, this is the sole reference among the various Pathfinder supplements I have.

(italics enphasis mine)

My hope was that they were Dwarves that specialized in psionics.

Ouat Caste Dwarves
DarkArt,

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Will there be any more info associated with this AP regarding the Ouat caste Dwarves?

Pathfinder Companion - Dwarves of Golarion
DarkArt,

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Since I'm guessing the wait for a book on Dwarves will be either years from now or never, I went ahead and whipped up Dwarven Racial Traits for others to enjoy as well. These would be the kind of traits I'd anticipate in a "Dwarves of Golarion" companion book.

Dwarf Racial Traits
Artificer of Defense:
Helping design fortifications, siege weapons, and strategies to defend your home, you know how to build a secure structure that will endure bombardment and create a killing field that will sorely punish foes for every part of ground traveled. You gain a + 1 to Engineering and to attack when using siege weapons.
Cave Delver: Perhaps you were a miner, scout, or just spent your leisure spelunking, but you’ve otherwise navigated enough in the dark places of Golarion to gain a + 1 to Dungeoneering checks.
Flesh of Stone: You’ve always felt a profound connection to rock and stone that bordered on the spiritual. Your skin changes color to blend with the surroundings when around stone, granting you a + 1 to Stealth.
Heir of Dragons: Your very blood pulses with raw power coming from an ancient ancestry traced back to a dragon. Perhaps even your outer appearance has taken on an appropriate coloration, but otherwise you gain a + 1 to any save vs. acid, fire, cold, or electricity, based on the appropriate dragon type.
War Hero: Resulting from some act of daring and accomplishment, you have been singled out for recognition by your superiors, and were perhaps even promoted. Tales of your valor have spread, and you receive a + 1 to Diplomacy.

Religious Traits
Battle Rager (Gorum):
Your lust for combat has driven you towards violent conflict with intense and disturbing passion. Around others, you gain a + 1 to all Intimidate checks.
Friend of the Forge (Torag): Training as an acolyte at the temple forge has instilled you with a spiritual affinity for repairing forged items, and you can use Mending as a supernatural ability once per day.
Master of Toil (Droskar): Ceaselessly working to produce uninspired crafts in your youth has also given you the bonus of tremendous perseverance and tenacity no matter how dull the task. You gain a + 1 on any check to keep going under severe conditions, including boredom.
Shield of Torag (Torag): You took to heart the defense of your dwindling kin and your role as their protector. Torag blessed you with the ability to cast Resistance once per day.

Regional Traits
Ambassadorial Attaché (Highhelm):
Maybe you haven’t attended meetings or negotiations so much as delivering messages and being the eyes and ears for your mentor. You gain a + 1 when gathering information and Sense Motive.
Black Marble Dealer (Janderhoff): Intermediating between Korvosa and the Shoanti, you have learned the Shoanti tongue and are initially treated by both societies one step closer to friendly when first encountered.
Frost Beard (Kalsgard): The unforgiving ice of the tundra means nothing to you. With a pale blue pallor to your skin and hair, you’ve developed an affinity to cold environments like that of the Endure Elements spell.
Ouat Caste (Osirion): Following a contemplative life since birth, you’ve gained an exceptional toughness of the mind. You gain a + 1 to Will saves.

Pathfinder Companion: Elves of Golarion (OGL)
DarkArt,

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Thanks for the reply, Montalve.
I think it's a horrible tease to invent racial traits but to only have planned on releasing elvish ones.
I also think it'll be ironic if psionic crunch sees print before other racial traits.

For me, that makes Elves of Golarion all the more bitter. I like Elves just about as much as I'm guessing James likes Dwarves, and this book delighted me very much when I wasn't really expecting it to. I just don't get excited about Elves, but this book actually has me intrigued with them for the first time. Touches such as including magic meals and a stat block of the Queen sealed the deal. As much as I had enjoyed this book, it had increased my anticipation for similar treatment for the Dwarves only to be horribly dashed that this will be but an impossible dream.

Pathfinder Companion: Elves of Golarion (OGL)
DarkArt,

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So, is there any indication as to when we can expect companion books for Dwarves (or other races)?

AP difficulty- too easy?
DarkArt,

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Spoiler:
Half the party died in Crown of the Kobold King, and it halted the module at that point. This one is not for novice players.

As an experienced player, it took many deaths for me to actualize a survivable character. When I play, most standard challenges aren't that tough. My wife is new to this, and the standard, as written, encounters can be brutal.

For me, though, the story supersedes the challenge rating. A challenge made too tough will ruin the mood, but an encounter that's a bit easy doesn't seem to disenfranchise the interest with it if the story behind the encounter is engaging enough.

If the encounter gets out the intended laugh, or a grimace over something gross, or gasp of awe over something bizarre and mind-blowing, that is always worth more to me as a player and DM. That beats a TPK any day.

Pathfinder Chronicles Campaign Setting (errata/DM Reference)
DarkArt,

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That makes sense. I think the key misunderstanding for me was the intent. I was thinking trade, and maintaining simple ties to Korvosa, but "invasion" was the meat of the matter.
When I started playing C.o.t.C.T., my impression was that Korvosa was cut off, and that no successful contact had been made to Cheliax, and vice-versa, and with the Campaign Setting's reference, I was misunderstanding the big picture.

I can clearly see, that, if invasion was the scope of Cheliax' interest, that Varisia would be small potatoes.

Thank you for the reply.

Sixth Level is missing!
DarkArt,

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I can see both sides to this. My wife will DM "by the book", as it were, and will never include a single random encounter, even if they're suggested in a given AP chapter. She will only use encounters explicitly detailed. I, myself, am also strapped for time, and I primarily use AP's to do the work I simply don't have time for. So, I can very much understand and sympathize with staying the way they were.

On the other hand, I love random encounters when I DM, and I enjoy tailoring adventures more appropriately to players. For Rise of the Runelords, I added an old Dungeon magazine adventure as a nice stop-over point, and I loved personalizing certain elements. As of Pathfinder #15, it's now written in to be creative. I'm looking forward to the chance when we play of putting in something I like from the Campaign Setting or other Pathfinder supplement that won't otherwise come up in the 2D AP. It will definitely give me the chance to put in something psionic.

The chance to do something else has electrified me, and I know that I can wait a few more weekends to make the time to tickle another level's worth of xp, but I can concede the point to those not having such time.

On the other hand, I am always impressed how Paizo tries new things, and I'd hate to suggest anything that would curb their zeal for growth and experimentation. I never want to see Paizo become stale and predictable.

PCCS Weapons
DarkArt,

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tribeof1 wrote:
DarkArt wrote:
Page 130-131 describes "the goop," and then mentions details to be noted under the Equipment section of Chapter 5. I apologize for missing it, but I can't find any references to "the goop" and how the mechanics work.

IIRC, the editors have said previously that "the goop" got cut or was never designed.

Thank you. I swear, I've searched the messageboards as well to no avail. Now I can sleep at ease tonight.

Pathfinder Chronicles Campaign Setting (errata/DM Reference)
DarkArt,

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Page 68 details Cheliax's severed connection from Korvosa/ Varisia due to Molthune's rebellion, but also lists Nidal's support. Molthune is NE of CHeliax and out of the way from Varisia, whereas Nidal is NW and closer to Korvosa/ Varisia. Since Nidal is supportive, what hinders Cheliax from a naval or land route to Korvosa since Molthune seems out of the way. Is the rebellion drawing away enough resources that Cheliax simply can't afford to pay Korvosa any attention, despite Nidal being strategically located just a little south of Varisia?

I'm only a player in the C.o.t.C.T., and if any of this info is a spoiler, than I don't need to know the answer . . . for now.

PCCS Weapons
DarkArt,

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Page 130-131 describes "the goop," and then mentions details to be noted under the Equipment section of Chapter 5. I apologize for missing it, but I can't find any references to "the goop" and how the mechanics work.

Is Pathfinder Too Dark?
DarkArt,

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I've been roleplaying since I was 17, and generic themes bore me. For my own personal taste, if the AP's were bland, I might as well just pick out random stats from the MM and roll dice, which would make playing a video game, reading a book, or crafting a painting more interesting to me.
From my experiences of all of the things I have read, the AP's aren't dark to me, let alone "too" dark. The AP's aren't boiled cabbage either, but at least they hold my interest and compete for attention enough to get me and my wife to subscribe.
As far as Pett and Logue, I doubt they held a staff of fireballs to anyone's head to force dark matter on anyone. The staff at Paizo had the vision for these chapters in the AP and modules, and they merely chose suitable authors to bring their vision to fruition. These chapters then do go through editing before being shipped to print. Nothing comes as a surprise or shock except maybe the uncommon typo that sneaks past them.
As it is, when I come across anything, I've always modified material to suit my style of DM'ing. The AP's grip me as much as reading a book, but I have the power to change it as I see fit, and mostly, so far, it's primarily been just to incorporate psionics.
As a player in CotCT, so far, my experience has been that it's tame as hell, and I'm concerned that Paizo might have been intimidated into printing generic material from the "torture porn" thread.
Since I'm running 2D, the first chapter looks promising, like a step in the right direction. It's complex and not some lukewarm deal. I'm hoping the third AP meets with my high expectations and keeps the players guessing.

Map of Riddleport
DarkArt,

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Shadow in the Sky GM Reference

Repeated betrayal and player motivation
DarkArt,

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After my experience with RotRL due to my excessive impatience and excitement to start it asap, I've come to agree with the various posts recommending delaying the start of an AP until after all issues have been acquired. Some of the chapters in that AP really did play on having various character concepts shine, and to just pick one as "the" type to aim for an entire AP based on one chapter came to feel foolhardy to me.

Having all of the issues would have significantly cut down my questions on the boards. Most of them would be answered down the line, and I could better plan for unexpected contingencies players could have taken.

I do relish the idea of naughty names for the streets. That makes wonderful sense to me.

Golarian half-orcs and orcs more attractive than most?
DarkArt,

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I think a half-orc, sporting tight leather and piercings, worshipping Zon-Kuthon might be very tasty on a cover. I'd give that a 5 tusk rating.

How do you play low stats?
DarkArt,

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When my player tried to rectify playing Valeros' low wisdom with the background of being an excellent merc, I suggested that maybe with winning a fight, Valeros will excel at surviving the fight, but maybe when it comes to walking around Sandpoint after the initial hero worship begins, he's absolutely clueless that the town ladies want to do a little bit more than to just say thanks. The shopkeep's daughter encounter was very amusing.

In the current game where I'm playing, I have a Dwarf fighter with a CHA of 10 who's the self-appointed leader since he's nobility. 10 is only average, and the character has a good heart, so I roleplay his leadership style as one of those controlling fatherly types that tells everyone what they already damn well know what to do, or he'll listen to the others' advice and then pick a good one as an original of his. Since he has a 10, others don't find it "that" annoying as his good intentions do come across.

Today's Godly Blog
DarkArt,

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I bet Shelyn's mug will tug-a my mig.

Repeated betrayal and player motivation
DarkArt,

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Even though they're aimed at pleasing as many people as possible, I feel that each AP will be modified enough that it may be said that every AP will not be able to 100% satisfy everyone. Any attempt at variety should sour someone eventually at some point. Ideally, there will be an AP that will match your group's interests. I don't know how large your group is, but the more players, the harder to satisfy everyone in one group, let alone all groups in the world.

I'd think that since buying a whole AP would be a considerable financial investment, that before buying the product, I'd think it would be appropriate to discuss with a group how interested they'd be to play it. I think it'd even be fine to discuss minor spoilers, or for a DM to share their concerns, and/or lack of enthusiasm for running the AP for them (maybe this might lead to a discussion among some groups to switch to a DM that will enjoy running a particular AP).

I would agree, that if all of the players run PC's that are simple-minded, sans street smarts, goody-two-shoes, run with a DM who has every NPC from every nook and cranny popping out of the woodworks to betray, backstab, rob, lie, cheat, and molest them to the severest degree (ie. throwing the sheep among the wolves), then I'd doubt such a game could be entertaining. The PC's constantly "falling for it" without a chance in the world to spot the scam, particularly no matter how high they advance their levels/ skills, would be depressing.

As above posts mention, it's critical to understand the setting of Riddleport, and that an evil alignment will be common. It mentions that those trying to rock the boat end up dead on the temple's steps or as food for the fish. Savvy PC's should expect the unexpected in Riddleport, and that there's always something more to someone's friendly smile. I would think some players would love a shot to enter an environment filled with scurvy knaves to test their luck. Also, as other posts mentioned, even in Riddleport, not every NPC will be out to hoodwink the PC's. I think having someone in the party with social-based skills would be critical in interacting well with this AP.

I wouldn't think that detecting evil should matter when one would be flooded by positive targets. Everyone's got skeletons in their closets at Riddleport, and evil doesn't always mean axe-murderer. I would expect that reading Saul as evil should be expected by wise PC's. They should eventually come to realize that Saul's up to something, that he's not truthful, and might guess that they could be set up for a fall. Crafty PC's invested in the AP should want to start to pick up on motives. Sure, Saul is CE, but he does have motives. He's not simply backstabbing the PC's to do it. PC's will then want to know why, and might enjoy playing along to find out more. A player hellbent on simply engaging a killing spree of genocide to eradicate all evil-aligned NPC's should not be permitted in this AP (I'd suggest these types of shallow PC concepts should be discouraged in any AP with a plot beyond a glamorized hack-n-slash-fest).

I can think of some motivations: 1) Eventual contact with knowledge that Saul is a part of something bigger, and secrets/ knowledge is just as powerful as gold in Riddleport. Someone who wants prestige in Riddleport, will want to know the dark on Saul. 2) Maybe someone comes into Riddleport with an angle a la the movie Yojimbo or Fistful of Dollars. They have a noble heart trapped under a cloak of grime, and they pit evil against evil to save whatever good they can. So, they play along, find out the movers and shakers, and then make their own moves. 3) In a doomsday scenario, something out to destroy, enslave, taint, transform the world, would ultimately pose a risk to anyone not part of the primary antagonizing force. Since a better chance of survival might come with defeating the antagonist, the evil PC decides to disarm them.

If a group chews and stews over this AP over every possible angle and still not find any lasting potential fun with it, I think it'd be wise just to not buy it and save money for an AP that the group will enjoy.

St. Caspian's Disappointment
DarkArt,

Goth Priestess Final avatar

My expectation from the messageboards was that the set-pieces would only be a little more than a kind of random encounter except with more meat on its bones than a chart with random creatures and rolling the percentage die. So, what came out met with my understanding of set-pieces, and I thought the design was on par with the adventure.

I like the idea of the non-linear aspect to it such that I can put it almost anywhere in either this chapter of the AP, in future chapters, or any appropriate setting.

I didn't see this set-piece as a pure dungeon crawl as the OP in the sense that the PC's aren't sent to go to St. Caspian to kill everything in sight. For me, since this isn't a hack-n-slash fest, I think it's a little more.

Second Darkness - Conversions to Pathfinder RPG
DarkArt,

Goth Priestess Final avatar

These are excellent!! Thank you!!

Asmodeus gettin' too much love?
DarkArt,

Goth Priestess Final avatar

I think it's the goatee. That always adds a few god points in my book.

Shadow in the Sky (GM Reference)
DarkArt,

Goth Priestess Final avatar

No sweat. Thanks for the reply!

Shadow in the Sky (GM Reference)
DarkArt,

Goth Priestess Final avatar

I can't seem to find area "10" on the Riddleport map.

Elf with Varisian tattoo? (feat)
DarkArt,

Goth Priestess Final avatar

As a DM, I would allow it (or an equivalent), assuming that the PC's background included associating with Varisians, which would be a very easy thing to do.

Maybe there's a tie in, like the PC befriended a family, and the tattoo was given in gratitude. Now the PC is an honorary member, along with the other perks and obligations.

Drow skin coloration
DarkArt,

Goth Priestess Final avatar

Also, on page 45 of Shadow in the Sky, Depora is listed as having ". . . dark purple skin. . . "

Guide to Darkmoon Vale
DarkArt,

Goth Priestess Final avatar

Mike McArtor wrote:
David Jackson 60 wrote:
This book is awesome.

Yay!

Please do me (and by extension, Paizo) a quick favor and answer these two simple questions:

What is your favorite part of the book's contents?

What part of the book's contents would you have liked to have seen done differently?

Thanks!


Unless it's mentioned in a module, I was hoping for more on what lied beneath Droskar's Crucible below dungeon level two, and/or info regarding Drazmorg, and/or the connection to Raseri Kanton and the allips and forge-spurned in the secrets section. Otherwise, the Secrets section and all of the details for werewolves were my favorites.

I was also curious about page 41 regarding Karlae's role.

Unapologetic Logue fanboy
DarkArt,

Goth Priestess Final avatar

So far, the material crafted by Nicolas Logue have been my favorites. As a DM, they have been a pleasure to read compared to typical fare which can be dull, cliche, and ordinary. As a player in his contribution to CotCT, I was equally delighted and entertained by the exotica of his royal naughtiness. My wife and I weren't originally module subscribers, but we decided to test the line with Crown of the Kobold King first. I wasn't going to test it with any other author, and now I have been impressed enough after reading it for us to go ahead and subscribe now to the modules as well.

I can't think of other times when I've giggled with as much sadistic glee, and I look forward to more.

Darkmoon Vale and knaughty knife game question
DarkArt,

Goth Priestess Final avatar

I noticed that in D1: CotKK by Nicolas Logue mentions, "Raucous games of 'knivesies' and 'mig-a-mug-tug'..." in the appendix, but this has changed to "Raucous games of 'knivesies' and 'lefty-loosy'..." on page 31 of Pathfinder Chronicles: Guide to Darkmoon Vale by Mike McArtor.

Has the game changed, are all three games played, or has mig-a-mug-tug been decided as to no longer be among the games played in the Sitting Duck since it has been designated as the game of choice among ogres?

Assuming, then, that lefty-loosy is a game not to be confused with mig-a-mug-tug, is it detailed anywhere or otherwise pegged for elaboration at a future date? Even just a simple game objective/outline would be neato.



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