I was disappointed that his tattoos were just 'for show' with such a cool picture, and so I'm changing him so that his various tattoos are each of the sin-based Sihedron characteristics. As such, as a free action, they will sometimes flare up, casting an associated spell. I'm having our party cleric, also covered in Shoanti tattoos, learn that hers do the same, but with associated virtues.
For instance:
Sloth-Slow
Gluttony-Vampiric touch or some other drain spell
Pride-Enlarge person or mirror image
Wrath-take your pick of a damage spell
Envy-Some kind of polymorph
Lust-?
Greed-?
Then again, maybe this is all b/c I love tattoos, and wanted to play up their prominence/integrate them into the virtue/vice theme in ROTRL
If any of you have already played through it, I'm curious to know how your pcs ended up getting in; obviously a frontal assault is suicide, so that leaves the wyvern/deathweb caves. However, that approach would make it VERY easy to miss the black tower, among other things. Any thoughts/experiences?
Rather than repeating the same background blurb for each guy (wasting lots of space in the process) why not have the writeups for # 2-6 of an AP give updated personality info on the character, how they've been shaped by the AP, etc...the way they're written right now, they seem so static-the only difference between Valeros at lv 1 and lv 14 are some numbers, not the fluff...
I apologize if this has been asked before, but lately I've been going through various sourcebooks of magic items, and choosing ones to sprinkle throughout the rest of ROTRL, about one per party member per book...my question is, would this imbalance the game experience? In other words, do the adventure writers, when determining encounter difficulties and CRs, assume the only magic items the party will have is the ones listed in previous ROTRL stat blocks? Thanks :)
Pg 53, I think is a misprint (sorry if this has been pointed out already)-45 hp? And, the MM page is incorrect...compare this to the giants in # 4 and you'll see what i mean...
Hi there,
I'm currently revamping the second half of book 3, and part of that is changing some of the ogres to prestige classes, among other things. Because I always like to share with this great messageboard community, I was wondering if I was allowed to post said customizations to various parts of the adventure, considering they take source materials from WOTC non-ogl books...does this question make sense?
Here's a skeleton I'm using for what happens to my party en route, to make things more interesting than a 'you ride for 9 days, and nothing happens'
• 7 day journey
o Recommend they take boat up Yondabakari river to Whistledown (3 days), then 4 days by horseback to Turtleback
o 25 gp/person for the ride, 100 gp/each if they want backup (3 lv 3 fighters)
o Day 1-nothing
o Day 2-Boggard gang initiation, 15 of them (1050 XP if solo, 656 if got aid)
o Day 3-Argorth (1680/1050 if kill, though it runs)-ship captain tells about mother of oblivion
o Arrive at whistledown
 Day 4-5- plains safe
o Day 6-upon reaching forest-- Mytarlacoraxithryl encounter en route-killed Shalelu’s mom (1680 xp if kill, though fly away at 50 hp)
o Day 7-Roll encounter using Varisian table
• Along way, Shalelu can give info on pgs 9-10
thanks to the person who came up with Mytarl the green dragon! (i forget the name off the top of my head, but you know who you are :)
Anyone know a good one? I've found a few okay ones online, but they are limited to the 12 main 3.5 classes...I need an assassin for an upcoming pathfinder adventure...
I recall reading some minor magic item used by pathfinders that had a compass, and a slot for ioun stones, etc...i want to have one of my party be given one with her trial pf membership, and i cannot for the life of me remember what pg/book this is located on, despite repeated flippings...am I crazy/did I make this thing up???
It's not much, but I've gotten so much from these messageboards it's only fair I contribute something back. In my campaign, the Sandpoint Devil is very prominent, and actually works for Mokmurian (Malfeshnekor is also much more powerful). Early in # 2, Hemlock recommends the party scour the rubble of Chopper's isle. He knows they won't find anything, but it will help placate the townfolk, who are terrified chopper has returned. Unbeknowst to him, the basement torture chamber Chopper used still exists.
Spoiler:
Chopper’s isle
o On way, Sandpoint devil swoop in, grab horse in distance, fly away
o “Ahead of you lies a large swath of scorched ruins overlooking the sea. Small pieces of wood and cloth suggest this used to be inhabited, but now all that is left is stone ruins”
 Take 20 reveals nothing, but attracts 3 goblin snakes (3 CR 1)
o Eventually Sihedron rune glows as walk north, putting it on certain spot opens up stairs going down
• Room 1-“The stairs eventually give way to a room that looks like it was taken out of a nightmare. Bones covered with dust and grime lie in haphazard piles across the room, lying next to jagged metal tools whose use you can only guess. Musty, stale air hangs heavily around you, the only witness to the atrocities that were likely committed here. Featureless metal doors lie to either side of the room.”
o Room is 20 square feet
o After 2 rounds, hear children crying
o Will save DC 17-failure means you see a child crying, beckoning you into room # 3 (W)
• Room 2-“Crude living quarters span the majority of this rectangular room. In one corner a rusty metal frame holds a moldy, torn mattress, while along the opposite wall a variety of benches, carving tools, and small wooden figurines sit.
o DC 10 search reveals one of the carvings is a sandpoint devil on the end of a flute, one of Malfeshnekor, recognized if either have been encountered before
o SPD one is cold to touch, blowing flute summons him in inaudible pitch in 5 minutes
• Room 3-“The whimpers in this large room reach an cacophony, deafening you just long enough to distract you from the numerous shadowy silhouettes moving across the walls.”
o 2 attic whisperer, 2 sinspawn
o Body parts and moldy bags reveal 37 gp, a dull ring with a glazed over eye (ring of the evil eye (dragon compendium), this is how SPD kept tabs on Chopper)
o DC 20 listen to hear crackling fire to the SW
• Room 4-“This cramped alcove glows with a strange blue radiance. Unfamiliar runes are carved all across the walls, giving off an eerie cobalt glow. Though you don’t recognize the symbols, you can tell they are the same pattern of symbols, repeated across all 4 walls.”
o 1 minute after entering loud shrieks can be heard—DC 15 fortitude save or flatfooted, 2 smoke haunts appear out of thin air
o CR 5 if they burn the place or somehow exorcise it
o The runes are the 7 Thassilonian ones seen on the giants in # 4
So far as I've said in other threads, I LOVE ROTRL...i haven't DMed since early high school, 14 or so years ago, and it has been a blast. We just played for the 3rd time this weekend, and FINALLY got through PF#1--although they stumbled right into nualia and barely took her out, then the rest of lv 2 seemed kind of anticlimactic. Not to mention by that time it was 12:30 am...
I am surprised it took 3 full daylong sessions to get through # 1...how long has it taken you all? We go noon-midnight usually, with about 2 hours worth of total breaks, dinner, etc...so that's 30 hours for one book...am I abnormally slow?
Session # 1 went from start--walking into the glassworkd
#2-from there to right before gogmurt
#3-from there to end...
A brief history so you know where I'm coming from, in convenient bullet point form! :P
1)Played D&D b/c of 2 older brothers from about 1984-1994, stopping about 10th grade (I'm 29).
2)Hiatus from 1994-2005, moved to Chicago, where I knew noone other than my wife, figured it might be a way to meet like-minded gamer geeks
3)Found a group via craigslist, been playing every 4-5 weeks since summer 2006.
4)Lost one member to a move, gained two more, for a total of 6 now, myself included
5)Pretty diverse group-ages 18-36, professional, college educated
6)I took over DMing duties two months ago, and was unsure of what to do. Low and behold, pathfinder was just starting, and it looked like what I needed-e.g. 'dming, but without the legwork needed, that i used to have in middle school, but not now'--I'm a doctor, so time is at a premium, but we manage to meet every 4-6 weeks, for a 10-12 hour gaming blowout...
My impressions
1)Artwork/production-great, i am amazed at the production quality I am getting overall for just $13.99/month. Everything from the glossy thick pages, color maps, BEAUTIFUL cityscapes, it is very conducive for flavorful DMing...for example, when describing their first run in with a sinspawn, i can just hold up the excellent picture of it, and poof, no more imagining by the players/confusion. ("wait, does he have 2 arms or 4? Where are the extra talons sticking out from? How tall is he again?")
2)Writing-AMAZING-at my age, the one thing I can't stand is RPGs that are geared toward 13 year olds, a la' final fantasy, etc. No "young boy wakes up with amnesia, learns he's destined to save the world. And he has big spiky hair and a huge sword." The writing is mature, realistic, and fleshed out, without glaringly obvious fantasy cliches.
3)Ability to use out of the box-A minus-Any deficiencies here are more than made up for by the awesome message board community, who have done helpful things such as writing up stats for the sandpoint festival games, the dedication speeches, and hex maps. These make dming painless, with the only legwork being a)remembering combat tactics for the creatures, and b)customizing the adventure in various ways to reflect PC backstories/motivations. The only minus here is my reliance on others for printed out hexmaps-i'm not photoshop-savvy AT ALL, but how hard would it be to be able to print out dungeon maps from the PDFs, and then blow them up to 5' scale? Sure beats drawing on a hexmap, but we have been using dungeon tiles to good effect...
I plan on getting the big campaign book in august, the map folio, and the crit fumble deck in the near future, not to mention keeping my subscription at least through '08. Your involvement on the boards and great customer service really indicate how dedicated you all are to this product and community.
My card was charged last week for #3, but I do not have PDF access in the downloadable content of my account. Other people are discussing # 3 already, is there a problem w/ my account?
My card was charged last week for #3, but I do not have PDF access in the downloadable content of my account. Other people are discussing # 3 already, is there a problem w/ my account?
Issue # 1 of pathfinder took 3.5 weeks to get to me for some reason, despite being in Chicago IL...was that a fluke, or the norm? It's only been 9 days thus far, but I'd like to know what other's experiences have been in terms of time between getting the PDF access, and the paper copy...
First of all, these are AMAZING conceptually, I love everything about them, and cannot WAIT to spring them on my overconfident PCs...
My question is, what exactly is the point of the initial skill check? Only the person affected by the haunt can make it, right? And so what if they do? Suddenly seeing a scarf move doesn't seem like it's going to help you deal with it any better, and so the actual save for each haunt seems much more relevant...
I'm trying to decide if I should use my unused account credit on back issues of dungeon, but was hesitant b/c of the crapshoot nature of it. Is there some objective list of the 'best' dungeon adventures of all time? I realize that's tough to do, but if I can pick 6 back issues, I want to make the most of it...