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Marsh Giant Wight

Fumarole's page

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber. 92 posts. No reviews. No lists. 1 wishlist.


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Craig1234 wrote:
Anguish wrote:
I had some bases 3D printed that include numbers on the base. Made white, red, and grey 1-10, so that's plenty of variety. There's a free design out there. Not hard to find.
Unfortunately, I don't know anyone with a 3D printer.

Etsy is your friend when it comes to 3D printing. Try contacting Scott with Archania Workshop, he has created several custom items for me. The prices are quite reasonable and he will likely negotiate with you if you think they're a bit high.


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You can also buy some clear counter stands, no need to print on heavy card stock.


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Kalshane wrote:
Something I've started doing, which seems to really help the "my PCs have lost sight of the plot" issues is I do a recap of "the story so far" at the start each session. I generally go back as far as the start of the current chapter in my recaps (or do a general recap of the previous chapter if it's the first or second session of a new chapter). I generally get a "that's right, we did do that" response from at least one of my players during the re-cap, so it seems helpful in reminding the players of things they may have forgotten that their characters likely didn't (since the latter actually lived through it.)

I do the same, but each week I pick a different player and ask them to recap the adventure so far. I fill in gaps as necessary and find this is great for reminding the players where things stand, as not all of them take notes.


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PC: Serafin Zoel
Race/Class/Level: Elven Nightblade 8
Adventure: The Hook Mountain Massacre
Catalyst: Malugus Kreeg
Details: The party of six adventurers (having grown in size with the addition of a surviving Black Arrow when someone new joined the game) found themselves atop Skull's Crossing facing Malugus Kreeg and his demolition crew. Excited to find themselves with plenty of room to maneuver after some cramped encounters earlier, the party spreads out and surrounds the ogres. Unfortunately for Serafin, he didn't take Malugus' reach into account when maneuvering and took a mighty blow from his pickaxe. Malugus then scored two more hits on Serafin while the rest of the party was engaging his minions, and Serafin went down to -22 HP in one round, well below his threshold for death.

All is well, though! I use the Plot Twist cards at my table and two players each used one (without knowing what the other player's card was) that synergized quite well with the other player. One card's effect was Something Unexpected Happens while the other was An Ally Appears Out of Nowhere, so I ruled that as the party's Warpriest of Bolka said a prayer over the body of his fallen ally, Serafin's eyes opened, each pupil replaced with Pharasma's spiraling comet.

We left the session there, but I am going to start the next one with some roleplaying about how and why Serafin returned from the dead. It is going to take place in the realm between life and death, and involve a brief conversation with the spirit of Vomitus (Serafin's ally who fell in Thistletop) and a manifestation of Pharasma, who is not letting Serafin die just yet as she has plans for him. I'm really looking forward to it.


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My players just think the sihedron runes are part of a cult (they don't think the Skinsaw Cult was fully destroyed), and they took Kaven prisoner once they found the tattoo. They think each person with a medallion they've killed is associated with one of the seven deadly sins, even though I don't think I've given any indication that this is the case. They don't make much use of NPC knowledge, so that's why I think they're kinda lost. They wrote off Brodert Quink as a crazy person, so they really have little idea of the larger picture and don't know much about Thassilon. We also barely manage to play every two weeks, so the time gaps between sessions don't help much. But they're having fun killing things, so I don't think it's a big deal. They're currently in Fort Rannick, but I think after the Barl fight they will have a better idea of what's going on.


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I read The Hobbit circa 1985, and it was no doubt responsible for getting me to read more fantasy and subsequently playing RPGs.


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Has the hardcopy of this book been removed from the store?


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"But isn’t it kind of funny how we’re basically getting rid of all the people who want to ask questions?"

The End is Nigh - a collection of short stories about the apocalypse, edited by John Joseph Adams and Hugh Howey


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The link for Table directs back to this store page for the announcement.


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David knott 242 wrote:

It means that once they sell out whatever they have in their warehouse, they won't be getting any more.

I see. Thanks for the prompt reply!


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I put this item in my cart and the below message appears:

This product has been discontinued by the manufacturer or is no longer being carried by our distributor.

It looks like I can proceed with the purchase, so I am wondering why the message is there.


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Peter Fan


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Adam Daigle wrote:

*scribbles down "doors" on a sticky note*

Noted!

If you do add door pawns in the future, I would recommend them having their own special bases. Typically doors don't occupy an entire square but instead are between two squares. I use the Litko doors found here, but the wide bases make standing a mini on either side awkward.


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Has anyone had to chance to use this book and if so, perhaps share some views on it?


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When my players found their way to the Foxglove townhouse in Magnimar they decided to go in straight away. They had the key so they let themselves in. They were greeted in the foyer by the faceless stalkers, one appearing as Lyrie Akenja (who escaped from Thistletop) and the other as Aldern Foxglove. However the PCs, having killed the Skinsaw Man, planned on taking over his townhouse and using it as a base of operations for their activities in Magnimar. They were not anticipating anyone being in the townhouse, so before entering, the elven nightblade in the party (played by my most mischievous player) used the hat of disguise found in The Misgivings to disguise himself before entering, to avoid alarming the local nobility. Who did he disguise himself as? Well, as Aldern Foxglove, of course.

Luckily had I had two minis of Foxglove from the case we ordered before starting the adventure path. I was disappointed when I first opened the case, as I didn't foresee the use of having two of this particular mini. When I plopped it down in front of them, half the party was astounded, thinking Foxglove somehow escaped their wrath, while the other half couldn't stop laughing at the absurdity of the situation.

I guess the moral of the story is make full use of the resources you have, you never know what it might lead to.

There is a photo of the encounter here.


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Seems like the GM is playing against you, instead of with you. Poor form.


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The Wight Stuff


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The Beer Hunter


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The Running Nan


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Is it seventeen new feats or nine new feats?


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I'm still on episode 80-something, so thanks for no spoilers. It's a fun listen at work, but I have to check myself lest I laugh too loudly.


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Those are some great ideas up above, but I don't think I can do that much prep in advance. I am envious of the time and attention you GMs put into your games. I kept my encounters pretty simple.

My players were behind on XP so I simply created a single encounter for them on the trip upriver from Magnimar to Turtleback Ferry. They boarded the Feisty Goblin helmed by Captain Redlegs at the Lord-Mayor's recommendation. Due to the constant rains in the Turtleback region, the rivers were swollen and Captain Redlegs didn't want to risk sailing in the dark, so the PCs were tasked with defending the ship at anchor each night. On the second night, along the Mushfens, a fog suddenly arose, obscuring sight for the dwarven warpriest and gnome sorcerer standing watch. This was cover for a marsh giant (Fog Cloud spell-like ability) as well as his boggard and giant frog minions, who boarded the ship and attacked.

It was a pretty good session. Photos here and here.


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That is pretty sweet.


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I just middle-click (shortcut for open in new tab) on a title in Chrome and the downloads all start automatically when they're ready. You have to close the tab afterward, but that's easy enough. Downloading all 26 of the season 4 Society scenarios only took about one minute.


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The final boss is CR10, so 5th level PCs would have a very hard time, let alone 4th level PCs.


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Wow, what a flashback that was.


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MendedWall12 wrote:
That's great for storage and mobility, but not for locating the pawn you want, quickly, when you want it, unless you came up with some kind of an index card labeling system, like one might find in a recipe box, but that seems like it would take an inordinate amount of time to create. The binder and plastic-sleeved pocket pages are nice because I have typed up the index of the pawns as they are listed on the box - numerically and alphabetically, put that list inside the clear front cover of the binder, and then placed them in the sleeves in exactly that order. When I need to locate a pawn, I simply check the index for the beast or NPC I'm looking for, find the number, and locating it in the binder takes only a matter of seconds. I have a large "tackle" box for my prepainted plastic minis (love wizkids), and that works great, but for cardboard pawns I've found the binder/plastic sleeve option to be indispensable. To each this own, though. Game on!

Put them in alphabetically and upside down, this way the names are visible by flipping through them. The case also comes with dividers, and more can be purchased to further define sections.


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I listen to The Glass Cannon Podcast, of course.


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I am considering buying one of these bad boys. They're on the expensive side, but look very nice. Each holds about 1200 pawns, but I might need to buy a second case since I already have just over 900 pawns with Bestiary 1, Inner Sea and Rise of the Runelords.


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I'll be running this book for my players soon and appreciate all the ideas in this thread. To start them off I'll have their river journey interrupted by an ambush from some boggards and a giant frog, led by a marsh giant. The ranger in my party took giants as a favored enemy so he's been itching to get into it with some since we started. Soon enough though he'll have plenty to deal with. I'm having the ambush happen at night while the boat is anchored (the captain doesn't want to brave the river at night since the waters have been treacherous due to all the additional rainfall in the past few weeks). The marsh giant's fog cloud ability to cover their approach in the dark should make for a great start to the fight. The ranger focuses on using his bow so this will make him get up close for a change. If the frog can get into position to use swallow whole on the halfling rogue things should get quite sticky for the players. Should be lots of fun!


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captain yesterday wrote:
What are groups of Skittermanders called.

Per the Archive they are solitary, a pair or a mob.


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In case anyone is interested, you can see a photo of docking bay 94 printed out at 800% using the artist's image. The quality is totally fine for using miniatures as you can see. Not perfect, but much better I think than drawing it out. It could also be slightly better had I used photo quality paper; the paper I used was regular. I'm lazy that way.


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DJEternalDarkness wrote:
What scale would you use to try and blow those up to battle grid size? I've NEVER been good at estimating that....

Docking Bay 94 is serviceable at 800%, based off the artist's image.


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kaineblade83 wrote:
Story: Karromar was always eager for a fight but this was the first real spellcaster we'd encountered and the poor fella had a terrible will save. He'd done some crazy things in his short existence but the well-timed combo of a sleep spell/hex and a Sinspawn coupe-de-grace were all she wrote for the poor fella. With the party's meatshield gone the Sinspawn were free to focus on our party's oracle and take them out as well.

A coup de grâce on a PC? That's rough.


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Fake Healer wrote:

Does anyone have a document (text, word, whatever..) with the tables on it that I could copy and paste into my own version of a landscape-style screen? I really don't want to have to recreate them all from scratch...

You can buy the PDF of the GM screen and copy/paste from there.


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I'd encourage everyone that is considering pledging to read the comments thread on this Kickstarter before doing so. It's enough to keep me away and wait for the minis to hit retail before spending money.


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I specced out a set each for Adventure and Campaign and was surprised to find that the Campaign option means paying more for each mini (not including stretch goals and shipping). All slots that are equal across both options use the same minis/sets, and creature slots for Campaign use only 1-slot minis.

Adventure
$100
38 minis
$2.63 per mini

Campaign
$180
63 minis
$2.86 per mini


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Did you happen to take any photos?

I certainly plan on using boardgame accessories when appropriate.


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Any chance you're still looking for someone?


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Where are you located?


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Dark Midian wrote:
Also, for the spell section, what are the links for? Is there actually a way to fill in a link from d20PFSRD?

The link button opens your browser and takes you to the d20PFSRD page for the spell, so long as the name is entered correctly in the appropriate column.


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It could be that an armor penalty is being applied.


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Cyrad wrote:
1. I wish it gave you an option choosing your bonus weapon proficiency instead of just giving you longarm proficiency. I play a melee mechanic. It would have been really nice to get advanced melee weapons instead.

If you play as a dwarf you get advanced melee proficiency, and specialization at 3rd level.


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Fumarole wrote:
I won't need feats in the mobility chain as uncanny mobility satisfies the need to negate reaction attacks.

On second thought I've decided to drop Uncanny Mobility and instead pick up Mobility so I can grab Spring Attack at 5th level. Ultimately I'll be able to move fifty feet, stab a foe and then move back to my original position. Here are the feats:

Operative 19/Soldier 1 Feats:
O1 Weapon Focus (basic melee)
O1 Skill Focus (stealth) - ghost operative
O1 Skill Focus (acrobatics) - ghost operative
S1 -
O2 Fleet
O2 Mobility - combat trick
O3 Weapon Specialization
O4 Spring Attack
O5 -
O6 Improved Initiative
O7 -
O8 Multi-Weapon Fighting
O9 -
O10 Spellbane
O11 -
O12 Deadly Aim
O13 -
O14 Great Fortitude
O15 -
O16 Enhanced Resistance
O17 -
O18 Improved Great Fortitude


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Digitize me! Digitize me!


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As a goblin of course.


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Can you please post some photos of these in action when you can? They look interesting but I'm hesitant to buy before seeing more.


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Since mechanoi do not have a constitution score, do they have stamina? If so I assume it is only what's granted by their class?


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Abombom wrote:
Versatile Movement is far more feat/resource efficient, but technically inferior to Swimming and Climbing Master, if one has the feats to spare. This is because AFAIK Climbing and Swimming Master don't have the line about Quick Movement not affecting the climb/swim speed.

I'm contemplating not getting versatile movement and instead aiming for the climbing suckers augmentation. The idea of sneaking across a ceiling upside really plays well into my character concept. I'm naming this goblin Fishy, a la Sam Fisher from Splinter Cell.


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Apologies if I missed this, but are there any plans to bring Starfinder to Combat Manager?

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