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Hi customer service, I backed the Pathfinder online kickstarter project with the print pack addon. The Emarald Spire superdungeon book was added to my downloads when it became available. Unfortunately the book was missing in the parcels I recieved. It is also missing in the order description. I double checked the kickstarter description- it should be there. So far I wrote three emails to the customer service over the course of three weeks. I did not recieve a single answer nor a solution for the situation (and I checked my Spam folder). Could someone be so nice to check what happened and how I could get my book? Kind regards IDB
Do you remember the devil power plants used in Cheliax and Tassilon in the old times? Council of Thieves (4/6) Rise of the Runelords (3/6) My wifes wizard wants to build one to power the kingdoms kapital city and has some Cheliaxian wizards in her wizards academy. I love the idea because I could work with the rela life nuclear power discussion in the game. And the thing can blow up one day... Problem is, I am not really experienced with the kingdom building rules. One of my players is and will exploit every loophole. Has anyone with a better grip of the building rules ideas how to design a test reactor (maybe for powering a block of buildings) or bigger ones for a district or complete settlement?
Hi alltogether, my group just arrived in Caliphas and is already knee deep in the murder mystery of the vampire killings. I also threw some more informations at them and so a few side quests evolved. I already have some ideas for them- but if someone has some ideas I would love to hear them. I always love to add ideas that are not from me, since I am playing with some of the guys for 20 years and they are kinda getting used to my ideas. And since this forum is so full of great ideas: 1. Sidequest: Adrissant City Manor
2. Sidequest: The Ball
3. Sidequest: Havenquard Asylum
4. Sidequest: The machinations of Mr. Low
Fire away! Any idea is appreciated...
Hi, we are currently playing the Carrion Crown campaign and my group just made the step to level 12 characters. My wife is currently struggling with her character, since her bard died much to often over the past few gaming sessions. Raise dead has been a good friend of hers lately but last saturday she got increasingly frustrated over the situation. My wife is a solid player and knows the rules but she is not so interested in character optimization. Normally she relies on me to come up with ideas to fix problems like that. My problem is, I never had a character that got so easily killed before and cant offer a simple solution. We have a busy week coming up and I will not have the hours to flip the books and search for stuff until our next game session on saturday. I fear without a solution the frustration will lead to dire consequences... Does anyone on the messageboards has ideas for magic items and spells available to 12th level characters that enhance survivability, in particular when the fast hit point loss you experience at higher levels is concernded? I am not talking about healing potions or +x AC items, I am taling about the real stuff- like a shield other spell in item form. The party consists of a 12th level rogue, 12th level paladin (who plans on using shield other more frequently in the future) and the Beast of Lepidstadt as my wifes bards cohort (leveled down to be the equivalent of a 12th level character cohort). I am happy for any suggestions someone of you might have...
I just wanted to share some ideas to make Castle Caromarc a bit more roleplaying intensive. Since my approach worked out perfectly with my group I thought others could be interested. I took some ideas from the Disney movie "The Beauty and the Beast" and placed a number of intelligent creatures in the castle. For example the flesh and steel apparature in the living area was improved to Caromarcs Butler who could only write on a chalkboard using his clawed hands. I also added Mr. TicToc a complex clock built in a Golem Torso including a head. Mr. TicToc was very talkactive, but had a very bad memory that could only remember stuff from the past five minutes of whatever time was set at the clock. Since he talked so much the WW had gagged him. A housekeeper creature was added in the museum area that was supposed to clean the PCs all the time, getting into the way of fights in the most inconvenient times. My group skipped him together with the whole building :-( Waxwood got the ability to speak to help the characters with the clues. Finally I dedcided that the Beast already had fighted against the Aberrant Promethean to resuce his master. It failed and died on its way up the metal tower. Here the PCs had to resurrect him using the apparature before he could join the fight. This solved the problem of the beast only being a couple of rounds away. Hope this is of use to anyone...
We will start playing Broken Moon soon. As the GM I always look for subplots that are loosely connected (or sometimes not connected at all) to the main plot. Spoiler:
For example, in Trial of the Beast I added the first signs of a orc invasion, set up by the Whispering Way to cover their tracks by sending the whole area into chaos. My Problem is: I just don't have any idea what subplot(s) to add in the Shudderwood and Ascanor Lodge area. I though about letting Vorkstag (who was imprisoned) escape and hunt the PC's, but I think it would distract to much from the main plot, where the PC's are hunted as well. So I am saving Vorkstag for later. So if anyone has an idea for an interesting subplot to drop into Broken Moon I would appreciate those. |