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I'm right on the fence with this one. 1) PRO: I'm glad it will end with 15 levels because then I get to be a player for the next AP.
Will any of this info be in the new Gazeteer or otherwise slated in upcoming Pathfinders? If so, I can just wait until then. Otherwise I'm likewise very curious about demihumans. I do enjoy Elves, but the little teasers about them have really got me randy for more info. I'm normally a Dwarf lover, so I'm also very keen on what will be mentioned in Pathfinder #3 regarding Janderhoff. James Jacobs wrote:
I also enjoy running games where not every, single, blessed battle is won by an almost TPK. If the heroic PC's are supposed to be such bad-asses, I love to see them rock on occasion. For my situation, I'll keep it as is. I plan on using Bull Rush to full effect, and I anticiapte that some of my PC's will be softened up by the time they get to the top anyway (assuming they take the direct approach without casing the joint first). TerraNova wrote:
I have a different reaction. I've never listened to a podcast and felt Dave or Mike were robots spewing forth corporate logos and CP-30 platitudes. I've always felt that they seemed very animated, enthusiastic, and were always a pleasure to listen to. As for anything over the internet, it's typed text. There's no facial expressions, body language, or tone of voice. When read with pessimistic glasses, anything read will have a more dour interpretation than when read with optimism. I've read the blogs and interviews and felt just as excited about what they are planning as you have felt aggravated and annoyed. It feels like arguments over spilled milk at this point. 4ed will come out. People will buy it or not. People still using 3.5 will somehow die horrible deaths or not. WotC will go out of business or not. As the world turns. . . KnightErrantJR wrote:
Ahem! cough *psionics* cough As for the rest of the thread, this is the same tennis game since April, and it looks like a lot of projection and assumptions to me regarding 4ed. I'm eagerly awaiting 4ed, and although I sympathize with Sebastian, I don't feel personally insulted by WotC. My take is that new editions are natural. I think there's always room for improvement. I didn't conclude that WotC's opinion of 3.5 devolved to where they now feel anyone playing the game now are idiots and that anyone continuing to play the game should be dragged out and shot. I'm not going to throw out my 3.5 books regardless of the results of 4ed. I personally don't need to know the backroom story behind all of ther decisions. I can see for myself when 4ed comes out what changes have been made, and I won't care for *why* at that point. I have really enjoyed 3.5ed, but there are elements I find could use improvement just as I had with 2ed and with the original boxed set (I skipped 1ed). Actually this is an EXCELLENT turn of events. I was making characters for the Curse of the Crimson Throne. One of them is a linguist, and selected Chelaxian. Now, I get to know another language I really want my character to have. I really enjoy the fine tuning as the world evolves, I just hope to catch all of these updates before the next AP begins. I'm very excited. I'm not familiar with Kalamar. It sounds like a kind of Cyperpunk rating. So, do the points go up from like 10 to 100? So the characters might possibly know scores of languages all at low scores or a few at very high scores? I think without common, even using the Kalamar system I'd assume people would use their native tongue first. I would guess they'd only use the other language if they wanted to come across as friendly and diplomatic. They might refuse to speak and simply avoid those with whom communication would be impossible, or simply as a matter of insult should they *know* the language. For example, a Chelish person who can speak with Varisians, but doesn't want to deal with their kind and hates having to give up a part of profits to help out deadbeats. I pegged that the Sinspawn take turns guarding the various locations at certain shifts. I think there's two reasons: 1) It helps keep the Sinspawn from killing each other; 2) It helps loom over the PC's if they dilly-dally. I think that if (in general) PC's choose to stick to the catacombs and not waste time exploring the place, that the alert isn't raised. If they kill the Sinspawn and then a big gap of time takes place (i.e. 8 hours +), then that may be enough time to expect a change of guard and an alarm raised. Otherwise, my impression is that each of the major sections are guarded by creatures that prefer to stick to their area only. At this point I think it'd be a matter of assuming a reasonable course of action. Those in the catacombs come across a dead comrade and need to figure out how to assess the threat. They may choose to make sure the intruders haven't breached other areas of the catacombs, but they might choose not to replace the guard. If a guard is replaced, that might tip off intruders that their next intrusion is expected and prepared for. Leaving the post empty might keep the PC's off guard as the villains perhaps pick another location as a choke point/ ambush point. The quasit might Commune to find out what she might do. If the PC's leave at this point, I'd anticipate that going back in would mean a much more lethal fight. Just for sake of not creating a riot of bad blood, I doubt Sandpoint would institute a city-standard language. It would just be a matter of practicality, I'd be guessing. By sight and mannerisms, and by growing up in Sandpoint, most local folks would instinctively pick the language they know will communicate what they want to discuss the best. If they don't recognize the person, and they can't place by dress and mannerism what ethnicity they are, they'd probably try common first. I recall reading one article that commented that common is what you make of it, and switching to having different ethnic languages depends on how much work you want to deal with. Deleting common and injecting a myriad of local languages will certainly make "Comprehend Languages" more handy for a spellbook, but then you may also want to take into account the limited amount of skill points. Common can be a simplistic trade-tongue where only quantities, quality of merchandise, etc. can be relayed, or if it's like a galactic universal translatable tongue. James Jacobs wrote:
Ah! Evil against evil, the enemy of an enemy used as an ally. That's awesome that Pazuzu will be added to the mix. I feel so giddy with delight I almost want to say Lilith three times. You may want to check out this thread on beating her. It's your decision to level up the group en media res or require them to enter town, find mentors and trainers, spend amount of gold/ level, etc. However, at first level, they shouldn't get far in the catacombs anyway. Even if they level up in the catacombs, they still won't benefit from some benefits (memorized spells, restored hit points) sans house rule without resting 8 or more hours. Pharast (March) would be Spring. The month you're looking for would be Rova (September). On these boards there's been some debate whether Autumn begins on the 1st of September or the 23rd: hence either the 1st of Rova or the 23rd. I think that depends on your own research and personal preference. If you choose Rova 1, that would make it Starday, but it would be Sunday if you went with the 23rd. You might also come to prefer another calander, etc. for which everything's up in the air. I prefer the 23rd where my calanders say "Autumn begins," since Shelelu arrives shortly afterwards which alarms the townsfolk since she normally arrives in late Autumn, which would be near late November/ early December (Neth and Kuthona, respectively), and Pathfinder #2 feels like a cool October adventure (Lamashan) after the party wraps up Pathfinder #1 in a few weeks. Wicht wrote: Are there any thoughts on the identity of the demon that Chopper was worshipping? For some reason I see a Vrock when I imagine it but I wondered if it wasn't perhaps supposed to be one of the campaigns dark gods. Lamashtu a la Wikipedia. Except for perhaps the donkey ears, it fits in with what I recall about other references about her (I can't recall page numbers at the moment) and with traditional Mesopotamian elements. The image is also akin to Lilitu/Lilith, and the common element of harming infants being one of them. DarkArt wrote:
I re-read the section, I think I answered my own question. I'd delete my question if I could. Djoc wrote: Found out the information in an old blog post. The one about the calendar states it is Absalom Reckoning. Cool, thank you. I've read the other thread on haunts, but I'd still like to be clear on whether or not other non-effected PC's witness anything at all with haunts or if they just think their friend is going nutso. I understand that the *effected* PC who gets a higher initiative may alert other PC's, but how effective can they be if they don't see anything (beyond guessing on some random spell that might help such as Remove Fear, Dispel Magic, See Invisible)? What does "ar" after the year stand for? I'm sorry if I missed the reference elsewhere. Also, if I understand the haunts correctly, "only" the haunted individual senses anything. Everyone senses absolutely nothing and just witnesses their fellow PC start to act weird for no apparent reason, right? I just want to be sure primarily since I'm running a duet game, and getting details accurately will help keep her PC's properly differentiated. If Lonjiku comes back as an Undead, I see a horrible family get together for the Fall/Winter holidays with Tsuto and Ameiko. Tsuto gets drunk and complains that his dad smells worse than Ameiko's curry. Lonjiku would rather eat what he brought, ignoring the main dishes altogether and calling all female adventurers "prostitutes" and "tavern-keepers" while giving Ameiko sour, undead looks. Ameiko eventually throws plates at both Tsuto and Lonjiku, trying to get them to work it out. The maggots craw out of Lonjiku's side dish of green-meat casserole and start eating Ameiko's main dish. Lonjiku laughs and mentions how that will improve the taste. Tsuto gets up to brawl with dad. Ameiko, desperate in trying to get them to behave blurts out, "Don't hit our dad unless you want me to tell him about the pictures of the winged girl I saw in your journal." WormysQueue wrote:
Actually, I'd think it'd be more appropriate that Lonjiku remains as someone associated with wrath. I felt the background involving his wife and son made that clear to me. As for killing him in Part II, I wouldn't envision him earmarked then for the ritual, but then that would leave him to raise again as an undead. Under the heading, "Sin and the PC," it instructs the DM to begin tallying when PC's undertake any noteworthy "sin"-like activity, but what should happen, if anything, if the PC's actually do the opposite? For example, my PC's subdued Tsuto at the expense of nearly provoking a TPK (everyone was below 0hp but stabilized, and it was down to one, single PC and a lucky roll of the die). Also, they were careful to leave the goblins prisoners of Thistletop alive, they freed the harem, and they accepted Orik's surrender and paid him for his assistance to clear out the rest of Thistletop. Life of Death wrote:
I couldn't disagree more. I adore the art of BAXA. I bought the books for the Dark Sun campaign setting based on my infatuation with his work, Brom's work, and that it supported Psionics. I've found his work to be a great source of inspiration for my own artwork. (I finally had a good moment at work to read the whole thread in one sitting, Huzzah!!) I'm optimistic about the 4th ed. Everything I've come across so far has increased my anticipation for the end result. I'm optimistic that I can use 4th ed material almost seamlessly with Pathfinder. I feel that if I can put in a little work to include Psionics in Pathfinder, that I won't be that intimidated by a new edition. As long as I can place psionics in Pathfinder, I'm not afraid of anything else. Pathfinder feels way too powerful and dynamic to worry about becoming a casualty with such masters at the helm. I enjoyed the change of fluff. If I ever should decide not to run a Pathfinder, I'll be glad that much of the fat is gone. I found their wheel way too clunky and cumbersome. I thought the Blood War was lame, personally. I felt, if two lower planes would duke it out like that over subtle perspectives of evil, then why not all of the other planes fighting each other constantly in similar blood wars: like between Lawful Good and Chaotic Good planes that disagree between control and freedom? I like the idea of making more races core, and I'm eager to see what they'll do with the Fighter class. When I was running my homebrew, I would get burnout quickly in having to spend a week or two to prep for a 2-4 hour game. Pathfinder has made quite a change for the better. I've had almost no need to prep beyond getting familiar with the adventure. I recall in even using Dungeon adventures that I would still need a week to make sure an adventure fit into my homebrew world. I've been so wow-ed by the game, that I've already made my party of characters and switching roles with my wife with whom I've asked to DM when the next AP comes out in Feb. Watcher! wrote:
QFT I knew about all of the other blog items, I was just hoping for a little more, hee hee. I also figured there couldn't be anything else sans the actual release that could satiate my hunger. I think I'll third that. My player has finished everything but dealing with Malfeshnekor. I've got a few idears for side quests, but my eagerness and excitement builds. As a side note though, I'm very pleased with the AP, and I don't want any overtime, off the clock, stress-related illnesses just to tickle my pickle. Shisumo wrote:
I do recall, but the PC's can always use a summer cottage when they get tired of drilling cherries. As far as Sandpoint not being amazing due to some swiss cheese holes, I can understand that perspective. Even in a fleshed out setting like Dark Sun, I recall being infuriated with reference to places that had nothing more than the name (I still enjoyed Dark Sun itself very much). I think many question some have had, though, such as the smuggling question, are actually answered in the 1st Pathfinder if read thoroughly (passing spot checks while doing so; the answer appeared in the fatman's feedbag entry). I think an important decision was made by the staff, noted in another thread, to start the campaign setting piece by piece and en media res instead of first putting out, say, a campaign booklet with all such info but without any adventures. I can see detractors, but this little taste of the world is enough to let me make the decision to continue subscribing with Pathfinder. Perhaps if I had players that routinely broke out of bounds, meta-gamed, or otherwise gave me a hard time, I might personally feel differently, but Sandpoint remains beautiful to me. I'd suggest as one scenario to hold off from running the Pathfinder until more issues have been produced, as more cities and gods, etc. are introduced and fleshed out. For some of the encounters in Pathfinder 1, it likewise suggests that the timetables can be delayed/ are optional should a DM wish to wait for Pathfinder 2 (for story development) and/ or for the party to rise to an appropriate level. I'm personally keen on getting the Pathfinder Gazateer in January to have some more of the bigger picture in one convenient book. My current player so far has been completely satisfied with the story as presented. I have not had to come up with anything except now in regards to the printing of Pathfinder #2 since we're close to wrapping up this one. My left hand is injured, so I'll be brief: 10) Love interest (love interest will wait with their Sandpoint family and friends during PC excursions) 9) Growing up in Sandpoint, the PC's simply enjoy a quiet place to kick up their boots and relax 8) Hero worship and continual heroic deeds places PC's on par (if not supercede) with Shalelu: they become permanent "heroes" of Sandpoint/ official deputies, etc. with a ceremony, keys to the city, free room and board, shop discounts become permanent 7) Like #8, the PC's become elected into some other official post 6) Sandpoint Theater becomes a hit using the PC's as actors and keeps wanting them in new plays 5) They acquire a taste for hagfish water 4) Their exploits with Ameiko land them with a love affair or friendship with her (see item 10) 3) Ameiko gives them the Glassworks and/ or the manor 2) The unique weather cannot be found anywhere else 1) I hear thar be fresh, home-made, country-style muffins at the Pixie's Kitten, shiver me timbers. Valegrim wrote: ok; obviously you guys have nothing to say and nothing to back up the so called amazing comment and I dont feel like going back through your comments and teaching you the difference. Sandpoint is not amazing; it only takes an amazing gm to bring a world to life regardless of the setting. I wont be checking this thread again so dont bother reply to my comment; continue with your fanboy club; had hoped someone would tell why they thought Sandpoint was amazing, but that is obviously to much for you guys at this time. I thought I was very clear twice on why *I* thought Sandpoint was amazing for *me.* I gave specific reasons, but ultimately it has nothing to do with logic as much as my personal feelings, and I don't need to justify feelings nor persuade anyone else. I think it's impossible for anyone to find every city mesmerizing, and it's okay to dislike a city. Since this isn't a homebrew game but an adventure path, it's understood that a city will be fleshed out for me regardless if I happen to enjoy it or not. Why buy an adventure path only to read that it takes place in a city that I need to erect and flesh out? That would defeat the purpose in my opinion. If the city that is presented needs seasoning, or if it's felt it needs to be discarded outright for any reason, that's a matter of personal DM discretion everyone has a right to do. If I wanted complete homebrew, I wouldn't subscribe to Pathfinder. If you don't like it, unsubscribe, but mentioning that anyone who does enjoy Pathfinder is a fanboy would be lame since I'm sure there must be women playing as well. I'm an absolutely proud fan of Pathfinder. Michael F wrote:
When I review an average between the city guide in the DMGII and Cityscape I take the average residential district for a small town and get: population 450 to include 1 Barbarian, 3 Bards, 4 Clerics, 1 Druid, 9 Fighters, 1 Monk, 1 Paladin, 4 Psionicists, 1 Ranger, 9 Rogues, 2 Sorcerers, 4 Wizards, 4 Adepts, 4 Aristocrats, 333 Commoners, 25 Experts, and 40 Warriors all with an average character class level ranging between 1 and 6 (some higher than that). However, if you build every city on this design, it might feel bland. The trick is to make a starting town small enough to make the PC's stand out quickly but big enough to provide more character and options of exploration. Does this mean, that according to two books, that Sandpoint must suffer if it doesn't adhere to them? There's then two other factors: how many are retired, and what happened where. In the adventure it does mention soldiers/ guards rounding up goblins, but they are *expected* to do so. Davelin of the Goblin Squash Stables may have been out there killing goblins, but everyone in town expects him to with all of those ears and a pickled Goblin leader at hos stables. By contrast the PC's are just starting out and come from the masses as an ordinary example of citizenry that took a stand right alongside those trained and prepared to face such a threat. They didn't *have* to do anything. Since only Father Zantus is mentioned as being in the area *and* being relegated to undertaking actions to heal the injured in front of the flashy new Cathedral, it's that 15 minutes of fame. Maybe the other PC classed NPC's are still active, but what are they doing to attract/ compete for attention away from the PC's? Even if there were other notable adventurers and tales to be had, would that really take away from witnessing ordinary people rising to the occasion? That's why after a week, the townsfolk might begin to forget about the PC's depending upon their actions. If the PC's remain vigilantly active in the public eye, then their rep will linger. I think part of why Sandpoint is amazing is what I mentioned in my first post on page one. I enjoyed the dynamic of a simple town, uncrowded by PC classes, but yet had an element of the cosmopolitan and aura of openness. The mirror at the gate was a nice symbol of that. I don't think every town should be stuffed to the brim with shiny adventure hooks and epic villains. In essence it's a town that's got some fat cut out of it although it's still far enough away from being a one-trick-pony kind of backwater town. I find that refreshing. I'd also think that if you wanted to tweak it, go ahead. If the setting isn't your cup of tea, then do something else. I would think the Sczarni are the main source for bypassing the 800gp maximum. I also pegged Sandpoint as both a great smuggling mid-point to 1) ship elsewhere and 2) for clandestine trades in the city. Now with the recent goblin upswing, I'd certainly envision them disguising attacks with goblin evidence. I don't think they'd wear or use goblin gear per se, just that they'd stick an arrow in the back of some poor buggers after they've already been killed. I also pictured the Mayor having two sides as any politician would. She may be good, but to survive, she has to at least "look the other way" under some circumstances. I forgot that the Sczarni were Varisian. I would then see a temporary arrangement only because 1) they see a bigger picture, and they may seek out any means to increase their money and advantage in the city, and 2) they may want to settle the score with the Scarnetti's by using the alliance to blackmail them later. I always find it interesting when two enemies/ rivals are forced to work together. I also agree that not everyone *should* have necessarily died at the Glassworks. Since they trade to places as far away as Magnimar and Korvosa, I can see how there might also be skilled traders currently abroad selling their wares in addition to those having the day off, home sick, out partying, etc. I think this depends on your players' background, skills, and relationships with local people. If they're from Sandpoint, they should know tales about a blessed child of extraordinary beauty, raised by Father Tobyn, who was killed with him during the Late Unpleasantness. Perhaps they've even seen her, maybe they were even among those that used to tease her or pester her for miracles. With Gather Info, Bardic Lore, Knowledge: Local, and/ or associating with Father Zanthus and other possible citizens, they should be aware of this bit of info at the very least. In addition, these skills may allow them to glean additional information with a higher DC: such as learning that she was pregnant, or just perhaps that she shamed Father Tobyn for some reason. So, the players will be presented with a mystery. They know about who she is and what she was, but they won't know why she's "switched sides," as it were. They might get some of the info if they can Charm Tsuto, or otherwise manage to contact anyone else currently associated with Nualia. Perhaps this bit of info is learned after they killed her and during Pathfinder #2. Either way, I don't think such detailed knowledge is required for players to enjoy the adventure. Many players could care less about the history lesson although her background gives the DM a better understanding of her motives when playing her as an NPC. I think if your players are curious, I'd try to establish a logical trail of breadcrumbs for them to follow. My player was very intrigued with the abduction of Father Tobyn's body, and now she's starting to piece the puzzle together as she has set out to tackle Thistletop. I've already confused Mayor "Deverin" with "Daverin" Hosk, and I had the same initial reaction when I lustfully engorged myself with the first read of the pdf files. I had two thoughts: 1) There are, indeed, ties. Perhaps the ties even involve arranged marriages between the two. (But I'd think this regardless of the similarity of the names.) 2) Any link, as immediately satisfying as it is to resolutely conclude all rumors and connect all dots, is a false hope at best. The truth lies elsewhere, mwuhahahahahaha. 3) I have now come to envision that the Sczarni, as well as "all" of the noble families (since they are all either politicians or lobyists (sarcasm)), perhaps have their thumbs in everyone else's pie. They have so many thumbs and pies that a baker could go mad keeping things straight. For ease of reference, I'd suggest keeping things to this thread: Burnt Offerings Clariications GM Reference. James Jacobs wrote:
What I enjoy is not only how rich the various factors are involved with political agendas, but that the families themselves are equally rich and thorny. I've been roleplaying poor Sheriff Hemlock as kind of like the General in the movie "Akira." He likes the cut and dry and HATES politics and how everything comes from the shadows. I had fun really showing off how the green troops were still acne prone and goofing off and cracking jokes while Hemlock marched them back into town, failing to try to instill discipline. He'll do his best to break them in (I foresee a lot of push-ups in underwear), but ties to Magnimar binds his hands from being too harsh with them. Luke wrote:
I considered this as well: that Ameiko could care less about her heritage, and that the Glassworks shuts down. However, I was thinking about the following points: 1) I wanted to introduce the PC's to the Sczarni, big time. 2) Ameiko may feel honor bound to continue the legacy, but may be forced to teach her skills to others. I sensed that since her thoughts are hidden, that a DM could try the dubious task of interpreting her motives as a great plot device such as what I envisioned. 3) My player managed to do very well in using subdual damage to take Tsuto alive, and their subsequent dealings with her have managed to really get on her good side. I wanted to capitolize on that and really get my PC's to shine in this endeavor. 4) The Sczarni have an interest in doing something to keep the tunnels active, and "some" sort of legitimate front would help obfiscate this much better than a burnt hole in the ground. It would be much harder for the Sheriff to bust some *** against a legitimate business. 5) Perhaps, if the Sczarni helped the Scarnetti before with the Arsons, then perhaps they are the puppet masters to get the Scarnetti to take over the Glassworks, or otherwise erect some other form of business on top of the tunnel. *edit* So, I can see how the "Glassworks" may fall into ruin, but I do see something taking its place, particularly in such prime real estate of teensy-tiny little Sandpoint. MJC wrote: This sounds very interesting. I'm trying to envision the adventure. What type of scenario are you thinking of? How do you see it playing out? Angle 1: Scarnetti's have an agenda of political, economical, and social scope. My money is they're behind the arson that left one working mill. Although prices had been reduced, it's still a monopoly. They have aims for more than just the Glassworks. The Two Knight Brewery has also been weakened with the death of Wade, but the Kaijitsu's have presented themselves with a more alluring treasure that would require immediate action. Taking over the Glassworks would help push the Scarnetti's into a more strategic hold over Sandpoint. They need to be cautious since they have an unpleasant history with the native Varisians, and most had spread rumors about their possible involvements of arson. In an uncanny display of assistance, the Scarnetti's offer to alleviate the burden of running the Glassworks for Ameiko so she can focus on the Rusty Dragon. They'll be the first to clean up the blood and the mess, finance repairs, and staff the Glassworks.Angle 2: Ameiko is no fool, but she accepts the offer with a wary eye. If the Scarnetti's gain complete control of the Glassworks, an alliance with the Sczarni once again utilizes the underground tunnels in a flood of shady deals and illegal merchandizing. If Ameiko remains wary but silent, nothing happens. Angle 3: Ameiko flatly refuses. In this case, the Scarnetti's use the Sczarni to "change her mind." The Sczarni threaten Bethana, they post sabateurs to work for the Glassworks and/ or the Rusty Dragon, or perhaps another arson set at the Kaijitsu manor. Angle 4: An ugly side to politics: Mayor Deverin doesn't like the Scarnetti's or the Sczarni, but their use of the tunnels beneath the Glassworks do help boost the economy, and she does all she can to subtly assist them to take over the Glassworks. The Mayor doesn't want the Scarnetti's themselves to hold too much influence in Sandpoint, so she tries to work a deal with the Sczarni to play against both the Kaijitsu's and the Scarnetti's. In this scenario, the Sczarni face a possible win-win scenario as they stand to profit from the opened tunnels but can threaten both the Scarnetti's and the Mayor through blackmail to put them both in their pocket. Only Sheriff Hemlock would pose a threat and may be the only other ally of Ameiko and the PC's. With the PC's help, they may save the life of Bethana and Sheriff Hemlock. 1) If the "local" Sczarni are successfully beaten, the PC's will need to worry about reprisals against those with whom they associate with (in my case it will be Ameiko, Daverin of the Stables, Father Zanthus, Bethana, and Hannah). I think this depends on how much the Sczarni wish to make an example of the PC's and if they "can" make an example of them. If they have greater resources to pull from Magnimar, it seems likely. 2) The PC's pull off the impossible and grease those deals to make the Sczarni, Ameiko, the Mayor, and the Scarnetti's happy (for now). Perhaps this scenario unfortunately alienates the Sheriff big time. 3) The PC's manage to not get rid of the Sczarni, per se, but they do manage to find a way to blackmail or otherwise cripple the Scarnetti from their ambitions, which does help strengthen the Mayor's position nonetheless and retains their "hero" status. Lonjiku and Tsuto are now both dead in the game, and Ameiko has been rescued and poised to overtake the manor and the Glassworks. I was planning on having the Sczarni try to exploit what they see as a new opportunity with the isolated and vulnerable heiress. There might also be some involvement from the Scarnetti's eager to expand their influence in the city and region (perhaps first offering to buy out the Glassworks and then using the Sczarni if Ameiko refuses). I was planning on starting this scenario as soon as the PC's finish Thistletop. Are there any such plans with Ameiko in subsequent Pathfinders that my idea would inadvertently conflict with? *edit* Oh, and if then the PC's are invited to tangle with the Sczarni, how powerful would they be, how conceivable would it be for the PC's to "break" the local Sczarni? I am anticipating that it might seem easy at first, but that the Sczarni can call upon the big guns in retaliation. I've had the same conclusion, and I additionally would like to know if any of the families still had ties to Magnimar: land holdings/ manor homes, contracts, business fronts, political connections, etc. My current take is that it seems like the families completely uprooted from Magnimar completely when moving to Sandpoint. Is this correct? As Sandpoint flourishes, I see a potential for rivalry with the native economies of Magnimar and Korvosa, and that these cooling alliances explain in part the "red tape" Sheriff Hemlock faces when bringing back a pitiful group of green recruits from Magnimar. I've begun completely outlining xp for each encounter and noting exactly when players should level up. This allows me to time xp awards more accurately to allow for level up work to happen either after or before the game. I only play for maybe 3 hours or so max at a time, so this allows for that stuff to happen at a much more convenient time. I enjoy the Dungeon & Dragons soundtrack from Midnight Syndicate. I include a soundtrack from the Icewind Dale CD-Rom game. Then I added the Lord of the Rings Trilogy soundtrack. I think the first goblin fight is zany enough for any of the above choices. I think my music choices should work, but I completely forgot about music. We were enjoying the Pathfinder adventure so much we just didn't think about music like we normally do when roleplaying. Sebastian wrote:
Yes: James Jacobs wrote:
I used to work overtime filling in for another employee, and that did a number on me. Time and space swam like granola clusters and corn through my eyes. It was during the peak of our company's year, and I felt miserable. I had not known how miserable I was until it settled down and the co-worker came back from surgery a few months later. I appreciate all of Paizo's hard work. I could wait for more if it meant everyone there got decent rest and relaxation. I'd feel horrible if all of this pressure turned bad just so issue #2 came out more quickly. I know this is your livelihood, but what's that compared with living? I used to be addicted to caffeine as well (I used to drink 12 cups minimum each day of espresso, but a typical day ran at 24 cups of it), and I still feel the urge on mornings when I'm tired. I hope everyone stays healthy over there.
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