|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Me, too. I started relatively late with D&D and would want to try out Planescape, Dark Sun and Ravenloft. Alas, Planescape loses a lot in translation to another language and no one I know is interested in playing the other two.
I also own the Dresden Files RPG PDFs, which I didn't use to play it yet.
My group's not finished yet, but I'll bite.
1) 4. The unnecessarily huge amount of background information is scattered through the modules and contradicts itself frequently. You have to make a study out of it to get a clear picture of what's supposed to be going on. The maps are unusable as handouts and the layouts of the mayor's mansion as well as Walcourt look as if they were designed by Numerobis.
2) 4. The story is really disjointed and doesn't make much sense right from the start. Before I stopped following it (for the most part), my players got very frustrated at times. Take module 2 for example: The play itself is great. But the plan involving it to get into the mayor's party is much too complicated.
3) If you straighten out the plot, it's an 8. Unedited, it's a 5. You can find several good roleplaying opportunites, but the inevitable frustration among the players will lower their motivation to do so.
4) 6. There are a few very hard encounters for a standard party with PB 15 to be found, which could end in a TPK. It gets harder without a standard party, especially if there is no Cleric.
5) 4. Like Scaevola, I had to heavily modify the campaign, including changing the order of the module, dropping the last one and changing the plot. I may be dropping module 4, as well. (Which is a pity, because it looks to be the best of them all. Unfortunately, it doesn't fit well in the campaign.)
The whole thing was a mess of bad preparation and bad tactics from the start. The party noticed the ambush before it could start. They got hit by a few fireballs nonetheless, dispatched one thug quickly, incapacitated another and weakened a third. The party's wizard was injured pretty badly and used Greater Invisibility to hide, after which he struck at the attackers; the Druid wildshaped into a bird and resorted to aerial lightning strikes. The party's bruiser held his own against Kruthe, while the Wizard, Magus and Ilo dispatched the rest of the thugs. However, none of them could match Maglin's Stealth check result.
The party may be able to come up with the funds to get her raised, but they lack a cleric to go to, as they don't want to get involved with the church of Asmodeus.
Ross Byers wrote:
I though Space Orks just had a cockney accent.
I thought the inhabitants of Sigil spoke cockney.
ALSO, German is a rather rough dialect. I speak quite a lot because I lived there for 3 years.
Which German dialect would that be? They are pretty varied.
German is actually a very "open" sounding language, with regional dialects getting really soft (especially on the coast).
EDIT@Jeremias: I disagree that English is harsher than German. They are both pretty soft. If you want a harsh sounding language (and I don't mean this disparagingly), look to Arabic or Spanish.
But yeah: I find this whole idea rather silly, as well
Brom the Obnoxiously Awesome wrote:
Orc: Czech or German (again, rough and gruff)
Yeah, right. I take it you only heard these languages in Hollywood movies? And yes, you should explain why Halflings supposedly speak Maori.
At least you didn't give Dwarves a Scottish accent...
Insain Dragoon wrote:
Planar Binding OT:
If one of my player's characters was dumb enough to summon Barghests, Demons or Qlippoth, there would be repercussions.
Using Soul Eaters already is a gamble, at best, because if they fail to kill a target, they return and attack their summoner. And elementals have superiors.
I don't really know how far Gangelt is from Cologne or Aachen, but there is a Pathfinder Society Venture Captain for that region.
This is the official forum for Pathfinder in Germany (and in German). I linked the Gamer Connection subforum directly. It could be you get lucky there.
As far as new systems go: Don't get suckered into trying The Dark Eye (Das Schwarze Auge). Trust me.
Opening Paragraph wrote:
OK, here’s the thing: the head of the Venetian state was called a Doge. It’s a regional spin on Dux (or Duke) but that’s beside the point, because you’ll all be picturing that f*****g dog anyway. For a time I despaired and judged you in advance, finding you lacking and basic. But then I remembered that Venetians also named part of their land army “The Dalmatian Guard,” and there’s only so much self-sabotage I’m willing to mitigate. So have your giggles, and hopefully they won’t derail the story — because this one’s kind of sad.
I consider The Worldwound Gambit the best PF Tales novel to date. YMMV.
I half suspect that Nick gave Murphy one of the Coins (maybe Deirdre's) because of the dream Harry had and what his subconscious tells him later.
I also have been thinking for a long time now that Mac's the original Merlin.
Best line in the book: "You are a genuine Greek god. You're the Lord of the Underworld. And...you named your dog Spot?"
on the lester/jerry thing, I think they are being very heavy handed with lester's motivations and treatment on the show. Jerry was a normal guy who had big dreams and took steps that quickly escalated out of his control in the film. Lester was bullied by a classmate, his wife, and even his brother in ridiculous proportions. The film did a good job of making Jerry a belivable character where as lester is more like a caricature of a person in the show. IMO
Unfortunately, there are persons like Lester in real life.
I wont disagree with that Fabius.
I just wanted to underscore their differences. Both Lester and Jerry are somewhat similar, as they are both what you could call "losers". However, I remember Jerry as being more erratic and sloppy in his mannerisms, while Lester is so tightly wound he'd explode if prodded in the wrong place.
Maybe I should rewatch the movie, though.
The driving habits of their owner sure are fiendish.
Lemures and other evil outsiders are made from evil souls. They are evil incarnate. Azatoth isn't. He just exists.
And remember: Destruction can also be a good thing. Take forest fires, for example.
I've got another question about nascent demon lords. Under the obediences listed for Sithhud, Treerazer and Yamasoth, there are no profane boni mentioned, only the boons. Is that intentional?
I ask because it looks like an oversight. It's weird that they wouldn't grant the most fundamental bonus for an obedience. They are also the last three nascent demon lords in that chapter.
James Jacobs wrote:
Thanks. That does make sense.
Alright then. All I remember is that Illithids rebelled against Daelkyr since they were being hunted or something. I could be wrong of course. The skin they used was mainly for their servants, but some of them used it as well.
That sounds like the plot or background of an adventure, maybe from Dungeon magazine. You could try and check the old issues in the Paizo store. Maybe you'll get lucky.
Sara Marie wrote:
Thanks. Maybe I'll wait for Amazon after all. *sigh*
Lord Snow wrote:
Can't believe nobody mentioned Doctor Who yet. While it's not, strictly speaking, a "fantasy", the science in it is silly enough to be magic. There are monsters, aliens, distant worlds/times, and a pulp adventure vibe. For me, at least, Doctor who certainly suffices when in need of some pulpy fantasy action. Well, it does when it's good, anyway, so not the last couple of seasons, but there are 4 other that are very nice.
Sorry to be that guy, but that's the first acceptable mention in this thread. The others are pretty much terrible. (I don't count Youtube series, though.)
Vikings - while excellent - doesn't count, as it is based on Nordic sagas. It features a lot of mysticism, but there's no magic.
The only other good example I can come up with is Robin of Sherwood. Magic swords, Celtic gods, a diverse group of adventurers combined with good scripts and good actors (though Jason Connery was a let-down). Even the freaking ninja works and he shouldn't.
Lord Fyre wrote:
Why, thank you. *blushes*
If you don't want to change much, I guess the original could work better if you give the PCs more information than originally intended. They need to know more about the Council after part 2. All the background info for the GM is just chaff if it doesn't come into play.
What Lies In Dust:
Also, be consistent. I just noticed today that Aylin pays for information about the whereabouts of all the missing Pathfinders. The thing is: Loremaster Liriam cannot be found in Westcrown, since he left the city for Absalom in the early stages of the Chelish Civil War, which - apparently - Aylin doesn't know. The PCs have no way of finding that out.
You could just tack it on after the 5th, and having all Hell break loose after the PCs exit the dungeon. The problem is that the AP string the players along endlessly until they even come close to the solution.
My players seem to be very careful. They didn't go near the "ball" after it started lashing out at them. They didn't want to be "cured", either.
You could consider leaving out part 4. It reads like it's a very good adventure. It just doesn't fit well into the AP.
My group's just finished What Lies In Dust and I will not send them into the Spiral. Rather, I'll skip to Mother of Flies. I made Ilnerik the shadow leader of the Council by holding Eccardian hostage (and making him a vampire called Jair) and using his sister as a socialite to bring him the city's leaders so that he can dominate them. The PCs don't know about the whole conspiracy yet, anyway.
The downside is of course that you'll have to adjust the encounters to fit a lower level party.