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Lex Talinis's page

Pathfinder Adventure Path Charter Subscriber; Modules Subscriber. Pathfinder Society Member. 281 posts (292 including aliases). 6 reviews. 1 list. 1 wishlist. 2 Pathfinder Society characters. 1 alias.


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Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

As I don't have the spare time to convert AP1 over by myself, I am disappointed as well. In fact, weather or not a web enhancement of this sort is released will depend on weather or not I but the hard cover copy.

I understand that it would be a lot of work for the guys there at paizo, however I do think it would affect profit gained, and after all it is about the bottom line in the end.

No conversion notes is a deal breaker for me (and might I add it should include FR conversions too). Just my perspective.

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Arcesilaus wrote:
Has anyone else toyed with the idea of making ALL magic items into "Legacy" items?

Yes, I have toyed with this idea, however that means a whole hell of a lot of work for a normal campaign. This would be very good for a 'low magic' campaign though...

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

tony wikeruk wrote:
in the DMs guide they give a pay listing i belive its a d4 or d6 in sp. for a days wage plus there craft skill.

So.... to make it rough on them as per the suggestion above, maybe make it 1d4 silver per week plus their craft skill. Remember the mine owners are unscrupulous bastards who cheat their workers out of and honest wage at every opportunity they get.

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Rob Bastard wrote:
I'm going with iron-ore mine, mainly due to the entry under Greysmere Covenant inDungeon #124.

That is exactly what I have done as well.

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

July's Dungeon (# 124) on page 63 (item #31) describes it as an Iron-ore mine.

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Um..... Ditto, except that my question is more in regards to converting it to Ebberon's version...

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

I'm running AoW in Eberron.

~ Changeling Transmuter/ Illusionist (Racial substitution level taken out of Races of Eberron allow him to do a dual specialization), he has plans on becoming a Re-caster.

~ Human Bard, she's dedicated to no prestige class, just "hard core Bard all the way" ;o)

~ Elf Cleric of Dol Dorn looking to become a Heriophant.

~ Human Barbarian, with no intention on any prestige class, just a "true blue rageoholic!"

But I think that party balance is absolute must in this AP.

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

MongooseMan wrote:

I finally got tired of lurking and decided to participate in the fun today. I am sure that this has been done in the past, but I would like to know what house rules everybody is using...

I'll prime the thread with a couple from our group.

1) If you roll a 1 on an attack, your opponent gets an attack of opportunity, if they are within the threat range. In addition, if you have multiple attacks, you lose any remaining attacks. We assume your weapons slips, helmet slips down, etc...

2) If you roll back to back 20's on an attack. You do maximum possible damage on your critical hit, assuming the creature is susceptible to critical hits. If it is not susceptible to crits, you do maximum normal damage. You gotta honor those 20's or you dice may become resentful!!!

What does everybody else use?

When it comes to fumbles, I use a chart, that requires a d100 (or your standard percentile die)

1-20: standard AoO is given to opponent. (All subsequent results include this)
21-40: Drop your weapon
41-60: Tip and fall, 1d6 non-lethal damage, prone
61-64: Damage your weapon 1d4 points of damage
65-70: Throw weapon 3d20 feet in random direction
71-74: Damage weapon, 2d4 points of damage
75-76: Hit yourself, take damage
77-78: Hit a party member , take damage (if no ally is near, consider weapon to have been thrown)
79-86: Injure self (critical threat)
87-88: Injure party member (critical threat)
89-96: Break weapon
97: Critically injure self
98: Critically injure party member
99-00: Critically injure self and party member as weapon is throw 3d20 feet and breaks

My group loves this chart and gets excited whenever they have to roll on it, because it lives the play up a lot and makes a natural "1" a lot more interesting.

For critically we use the "called shot" option out of unearthed arcana. Seems to work good...

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Zherog wrote:
Vigwyn wrote:

My first subscription issue was 124--Age of Worms, baby!

I'll be DMing this one for my 10 yr. old son, and you should have seen him as we went over the map and background of Diamond Lake yesterday. His eyes lit up and a smile invaded his face as he imagined saving the world from the approaching Age of Worms!

(source of quote)

This is what Wil Save's replacement article ought to be! Show me the human side of DMing. Remind me why it's so awesome to be sitting behind the screen. Regal me with tales of how it felt once your players pieced together all the clues you've laid out there for the past six months and solved the mystery. Amuse me with tales of how your young kid has a completely different view of the game world from a jaded veteran.

I could not agree more. Sometimes I need to be reminded of how much enjoyment and stimulation this games gives young minds, and how positively it affects them too. Sometimes we all need to just stop and look through the looking glass of a child's perspective. I think an article like this would be great!

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

RatPunk wrote:

I'm mainly just bumping this thread.

It now appears that my group will be at it's full strength of 7-8 PCs when we start AP2 in a couple of weeks and I was hoping Erik could offer up some of his advice on how he handled things for his large group.

I know I'm not Erik, but, I think if you just scale the adventure for a little bit higher level party then you'll do fine. The scaling sidebar is in the online supplement, maybe this will help...

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Bumamgar wrote:

Yeah, I was one of the early "Storm Crow" adopters :) I guess that is limiting the available pool of players. I hadn't realised that only "Storm Crows" had access to Ghost Orb right now, I just thought that anyone who registered now wasn't considered a "Storm Crow", but that they could still use the service.

I'll definately keep you guys updated with how it goes. This will be my first online-only campaign, so it should be interesting :)

I'd join you if my Saturdays weren't all taken up already. I jumped on with Ghost Orb as a "Storm Crow" too, and did not know that the "non-storm crows" did not have use of the service. Learn something new every day!

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Yeah, this campaign on Ghost-orb would kick Kolbod tail! Let me know how this goes!

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Zherog wrote:
Phil. L wrote:
At some point nonlethal damage would have to transform into lethal damage, otherwise what happens when someone keeps on beating your head in with a sap after you have been knocked out. I could go on, but talking about nonlethal damage probably belongs on another thread.
That's just not the way it works in the rules, though. By the rules, I can deliver enough nonlethal damage to you so that you'll stay unconscious for a month and it won't kill you (though not eating or drinking might ;) ).

Perhaps you missed the part in the DMG where it says that the rules are a basic guideline and that the DM is encouraged to change things he does not think work well. Being bound by rules was not the intent of the DMG, some of the rules work perfectly fine, and make sense, some do not and can be done better.

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Heck yeah I use it! And to be honest, Eberron has an extremely rich history and back-story, and when it has been around as long as FR has... My bet is that it will rival it. The differences are, compared to the 100,000 deities of Greyhawk and FR, Eberron has 20, that is it. Three of those, aren't actually deities but are "cults", and only one has a tangible, visible, manifestation of it's deity (the silver flame). Religion in Eberron is treated much differently, and it is much more to my taste, one of the many reasons I converted over to it. Also Mr. Baker keeps coming out with new info on it all the time, further developing the rich history in his Dragon-shard articles. It has a greater potential to have more intrigue and "pulp" feel to it with out as much DM fudging, because that is how it was designed... to be played like that.

Some people don't like that style of play, that is fine too. It is like preferring apples over oranges.

I have played for 13 years, and started off in Greyhawk... but I did not like the setting and moved to FR, which I found to be much more to my style.... BUT I am one who prefers the feel that Eberron naturally gives off with out trying: intrigue. I have also noticed that my PCs have enjoyed playing their much more than FR or Greyhawk. In fact, they prefer Eberron now (with one exception, but he is not happy unless we are playing white wolf, so his opinion does not carry much weight when brought into the context of this discussion).

I think it is the same as when 3.5 came out... everyone criticized it, then about half the people fell in love with it. We have 1st Ed. purists here, and those who prefer 2 Ed., even those who do not want to move to 3.5 because they are happy with 3.0. Settings are the same way, they cater to different play styles, so what may seem "bland" to one is exciting to another, what I see as needlessly complicated may come across as perfectly reasonable to another. In the end, there are enough of us Eberron people out there to justify having it in dungeon more than just 4-5 times a year.

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

w00t!! You guy's have out done yourself with this one!

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Phil that is one of the reasons why I suggested using it as a trap...

I would imagine that any sealed container could stem the effects so long as the PC handling it wore gloves. Kinda like handling dry ice, or "Nitro"...

The only foreseeable problem would be: where are a bunch of first level players going to get such a container (which would have to be big enough to hod a 5' mass of the stuff.

Unless they just take a "sample" like a scientist would then go home and "grow it in a test tube" for future use on future adventures. Might make a good research topic for the party mage during "down time".

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Honestly, I don't see the problem with this AP or a third having cults and doomsday prophesies... this AP is the same story as the first one... just a different place and in the future. Kinda like a Star Wars type of story. I thought that was the point, and if the first adventure is any indicator of how the rest of AP2 will come out, then we're looking at a VERY different feel and play than the first... but is it so wrong to have a continued story-line? I think not.

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Underwater combat at first level can be a beast, slashing and bludgeoning damage is half of normal and a -2 to attacks is really bad thing at first level!

The basics are that you can hold your breath for as many rounds as twice your con score, must make a swim check of DC 10 to move, and ranged attacks take a -2 for every 5 feet of water the projectile must pass through.

It's all in the DMG (underwater combat 92-93; drowning rules 304).

Clever PCs will lure the creatures out of the water to battle them... or lure them to the surface where the archer(s) take them out??

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

I think that they could put about a 5' square mass on the shovel and according to the DMG that is enough to justify the 3d6 damage. Although, I think that I would reduce the damage by 1d6 for every hour that it was taken away from it's source...

HOWEVER, clever PCs could farm the mold by feeding the 5' detachment fire (this could also revive a "dying" mold)... This could open the door to a trap... the PC's lure a enemy into an area that they have transported a bit of mold to, then drop their torch on it as the "ugly" come chasing after.... The possibilities are numerous.

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Um..... so Thursday has come and gone.... and no conversion information... This has gone beyond a suspenseful pause into just plain cruel! ;oP

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

K wrote:

Ten-foot pole + shovel + rope = 3d6 on a stick!

Yes, as any hardy adventurer has all three of these things, you as the DM will then have to deal with the "3d6 on a stick Area of Effect melee weapon" condundrum.

It gets even sillier if the PCs start tossing the stuff at monsters.

Now that is BEAUTIFUL!!!! I would love to see a PC do that.... it would just make my day!

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

I’ve Got Reach wrote:
AWAP might as well be the literary form of crack-cocaine.

I second that!!

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

One more thing. So it is not "radiating cold" that causes the chill, rather an absence of heat....

BUT for all those who really don't like the brown mold, why not switch it out for another kind of mold?

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

I’ve Got Reach wrote:

The thing I don't like about the Brown Mold situation, and its obviously of no fault of dungeon, is that this is some sort of plant that is strengthened by flame and generates cold, yet is most susceptible to cold.

?????

If my players run into this problem (how to deal with the mold), I am going to let both heat and cold damage it. They've got enough worries already.

And by the way, 3d6 cold in subdual damage must be the equivelant to arctic conditions, unless the cold effect is generated by something other than actaul "cold".

I have always assumed that the mold works like this: It absorbs the heat from the air around it to nourish itself (thus causing the extreme cold), just like a plant pulling nutrients from the soil it sits in. Hence fire feeds it (the heat) and why it produces cold (from sapping the heat from the environment. Seems like a logical (or as logical as fantasy can get) enough reason to me!

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Sean: I think your right about waiting to run it.... and if they come out with a hard cover version like they did with AP1, . . (adding "lost" adventures and all).

But, alas, I run it anyhow. I think I'd finally cross the line between anticipating, and obsession if I waited a year (and trust me, I laugh maniacally enough as it is, the world does not need more) ;o)

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Erik Mona wrote:
Clever, yes, but I suspect a touch too subtle. No matter, as it is a very minor thing indeed.

I think that it is good that it is "too subtle" other wise no one would jump right into the "trash compactor" (even though the not so subtle crushed bones decor should be a sign that says "don't touch me, not even with your ten foot pole!"

Besides, I like to run a campaign where the PCs have to use there dense grey matter a bit more then just relying on the edge of their sword or axe... well, minus the big illiterate guy with a temper problem, him I expect to just mash things ;o)

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

EbbTide wrote:
Mordo wrote:
...I'm going to run Ages of worms with two players, one playing an H-Elven scout and the other one an Human cleric of Pelor (who wants to turn Radiant servant of Pelor), both have above average stats (14 average, just got lucky on dice :)) and I'm considering adding an npc, maybe a paladin of heironeous. Still I'm considering letting them start a 2nd level. Should I or will they be overpowered for the 1st installement?
I'm going to be starting this adventure path with my girlfriend and two kids, both 12. This is going to be their first D&D experience, and my first stab at playing or DMing since the 80s. I plan on playing 1 or 2 npc player characters myself, although it would be nice to hand the reigns of the extra characters over to them if they do well enough with their characters, so I can focus more on DMing.

Considering another poor soul on here just wiped out an entire party of three first level PCs... I'd level them up to second.... or as you already thought of... make them each play two characters (provided they can handle it, I have a couple of people in my group who can barley handle one, let alone two!).

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Clue solution: Three fingers on the right hand :: three clicks to the right (clockwise) which lands you on B... and to the "real tomb".

A very clever clue Mr. Mona devised...

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Erik Mona wrote:
I know it can sometimes seem like we at Paizo are superhumans, but it turns out that there is only so much time in the day, and we get the online supplements out just as soon as humanly possible.

Dang it! And here I was thinking that your staff consisted of super-geniuses and crazy ninja (yes ninjas) assassins.... You have just crushed my entire world, excuse my while I lock myself in my closet and eat fig-newtons until the weeping subsides. ;o)

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

QBert wrote:
I have not run Shackled City and am currently planning to run Age of Worms. I was imagining running Shackled City after Age of Worms finishes, sort of as a "prequel" a la Star Wars with the same players. The reason is I want to wait until the hardcover of Shackled City comes out before I run it, and the Whispering Cairn is a really cool adventure. I'm hoping this will work out just as well if not better than running them in chronological order.

Good idea, running it as a "prequel". Had I know that a hard cover was going to come out, I never would have ran the path in the first place. Like you, I'd have waited. BUT, I and my players absolutely had a blast with the Shackled City campaign. I bet you a platinum piece that you and your party will enjoy it as much!

Lantern Lodge (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

That aberration got trounced by the party's Barbarian... It only took one hit.... I was sooooooooo disappointed, they didn't even flinch, just swatted it like a bug. But that IS a party of four and he did roll a natural twenty.

Honestly I'm not sure this is an adventure I'd want to take on with a group of three first level PC's... maybe second level, brave group you have there!

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