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Asmodeus

Misroi's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 1,167 posts (5,041 including aliases). No reviews. No lists. No wishlists. 3 Pathfinder Society characters. 29 aliases.


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There we go - FractalLaw's got the best idea of all. We Be Goblins is also hilarious.

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Branding, APZ. It's all about the Merisiel brand. Accept no substitutes!

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The Adventure Path book and the Core Rules are absolutely necessary to run Rise of the Runelords. Outside of that, all you need is easy access to the PRD, where you can find pretty much all the stats for the monsters your PCs will encounter, from rank-and-file goblins to the storm giants in Xin-Shalast. Paizo has done a very good job of keeping the barrier to entry as low as possible in that regard. There's all sorts of things that you may want to look at picking up if there's a lot of interest in the AP - maps and pawns both spring to mind - but those two are pretty much non-negotiable.

Rise of the Runelords is a complete adventure, starting with 1st level PCs to roughly 17th or 18th level. There's a complete story in its pages, with dungeons populated with deadly traps and hungry monsters. There's NPCs both friendly and antagonistic, and "this room has an old woman holding a crossbow in her lap" isn't indicative of Paizo's level of detail. More like, "the PCs may be able to surprise these two goblins, as they have gorged themselves on the pickles they stole from the larder and are sleeping off their binge."

As for your player issue, there are problems with having only two PCs. PF is a cooperative game, and makes some general assumptions about what you will have in your group at certain levels. In general, there are four bases that need to be covered - tankiness, skill monkey, arcanist, and holy man. At some point during the course of the game, if you don't have one of those four, then you will have difficulty.

There are ways around this, and you've addressed most of them. You can lower the difficulty, which means dropping the number of monsters encountered, but might also mean removing class levels from some baddies. Playing two characters each would solve the balance issue on your end, but new players are often overwhelmed with options on one character, let alone two. Gestalt is an (unofficial) option, and one I don't care for. In short, you're leveling up in two different classes at once.

Finally, a campaign setting describes the world, but an adventure path describes a story taking place in that world. The Inner Sea World Guide tells all about all of the regions in the Inner Sea, the gods, many of the factions all vying for power, the regions and how they interact with their neighbors, etc. Rise of the Runelords focuses on a very small region of the Inner Sea, Varisia, a true frontier area with a moderate amount of settlement, where an ancient evil is stirring, long forgotten by modern civilization.

One last thing I'd suggest - since your family is new to the game, you might want to try running a module first before committing to an AP. A module, like The Harrowing or Carrion Hill is a much smaller investment of time and resources than a full AP like Runelords. Heck, I've been running my Runelords game for over two years now, and we've just recently finished the first half.

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Be careful with that one, though, Mario. The baddy in that one is a bit brutal. Just make sure your PCs can deal with her considerable defenses.

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I was just discussing that. Seltyiel for arcane, Damiel for skills, and Alain for melee. I can see all three of these guys working for the baddies. And for the divine...we finally get a name for the anti-paladin.

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Oh, that's much better, then. Consider this withdrawn.

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I really dislike that the only way to find out what a magic item does is to cast identify, and each casting of that spell costs you a 100 gp pearl. My wizard is already cash starved based on how much it costs to scribe scrolls into my book, and now I have to tell my allies that if they want me to find out what that magic sword does, they need to shell out the money, since mine's all tied up in improving my abilities.

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Based on the documentary Jurassic Park, T. Rex sees movement far better than stationary objects. Since I generally can't take a move action on an opponent's turn, does this mean T. Rex has a miss chance when it attacks me on its turn? How high would this be?

Seriously though, let's say a player decides to use this "fact" in a game. Assuming you wanted to allow this as a viable tactic, would you give them regular concealment?

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I'd say Calistria. Among other things, she's the goddess of revenge, so I'd say she'd be the most likely culprit. She's not evil, but she's not good either, so she'd be the deity most likely to indulge in acts of petty vengeance.

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Dotting for interest. The mention of Lovecraftian themes make me feel like I should make an occult hero, so I'll probably look into that tonight.

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Yeah, I ran into the same issue when my party discovered the minor runewell. The issue is that as an artifact, there's no easy way to determine anything about it. The rules are pretty gray when it comes to revealing what an artifact does, favoring the use of skill checks like Spellcraft and Knowledges to impart the information over minor magics like detect magic and identify. Even legend lore doesn't let the PCs read the description - it just hints at the stories surrounding a given artifact. Basically, they shouldn't know everything about it, only that blood can cause a sinspawn to appear, and that Nualia didn't want it used until after the raid, since she wasn't sure she could power it back up. The baddies have done the research for the players, and know enough on how to use it. If the players figure out that blood can conjure a sinspawn, then great! If not, and they decide to leave the place alone, that works too. The AP can progress no matter what the players decide to do with the runewell, since destroying it is outside of their ability at this time.

Honestly, the best place for them to learn exactly what the runewell does is in the Library of Jorgenfist. As a lost repository of Thassilonian knowledge, it's the best place to finally reveal exactly what lies beneath Sandpoint. I'd even mention the method of destruction here as well, as Karzoug's minions had almost certainly learned what steps needed to be taken to destroy Alaznist's hardpoints of power. Of course, there's another problem there - someone ran the numbers on how much holy water would be needed to destroy the runewell, and it ran into the thousands of gold pieces. You might want to look for that, just in case they cotton to the idea of getting rid of it immediately.

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One more thing: it's not just that she believes that Lamashtu will turn her into a full demon. Lamashtu has already guided her to Malfeshnekor, one of her servants from the Age of Thassilon. She's already started to make good on her promise, having turned her left arm into something demonic. This isn't just faith - there's signs that Lamashtu has every intention on following through with her promises, if Nualia is able to deliver.

Of course, as the DM, you're free to say that Lamashtu is just stringing Nualia along, but I think it's more powerful that the Mother of Monsters transforms her servant into a full-fledged demon, after doing so many acts in her name.

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Oh, excellent - you're still early yet. There is plenty of time to introduce Ironbriar. I think the most natural place to put him is in the space between Books 1 and 2. They may have some prisoners after they come out of Thistletop, and you can have Belor state that he needs to take them to Magnimar for trial. In my game, I impressed upon them that 90% of the trial process in Magnimar revolves around how corrupt your Justice is, and he was visibly relieved when he found out that Ironbriar would be presiding. I made him stern, but interested in finding the truth of the situation. None of them even suspected he might be involved with anything nefarious.

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Let's start here, Hythlodeus - where are you at in the AP? Once we know that, we can suggest some places where Ironbriar can show up assisting the PCs to ensure the betrayal is meaningful.

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Wow, yeah, Savage Technologist totally should be your reading, Max. Going a step further, I'd say Savage Technologist's language should contain verbiage on what happens when an outside source (a feat, a magic item, etc.) modifies a barbarian's rage, rather than an internal source (a barbarian ability). I'd probably rule the second option, given that the Savage Technologist is all about buffing his Dex rather than his Con.

Of course, this all assumes he has someone to rage with that also has the feat. Otherwise, this is a moot point.

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That's pretty much my takeaway here, NH. Mobility here is king. If you can 'port from hotspot to hotspot, the giants don't have a chance. If you can't, then they get to cause more problems.

In both cases, both our parties saved the day, it's just that mine had to sweat a whole lot more than yours. Neither approach is wrong, but I get where you're coming from. I always enjoy putting the Fear of God into my players with something like this. They did say the fight had the right level of "pucker factor," which is a very technical term.

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Ambrosia Slaad wrote:

This is recipe for stove-top mac & cheese. It'll have the same loose consistency and cheese sauce of the boxed stuff. This is a version of baked mac & cheese, which we had much more often growing up, as mom had a strong aversion to the boxed kit with the powered cheese.

I've made both of these and they are quite delicious, although I usually chuck in 1/2 teaspoon of red-pepper flakes or a diced jalapeno (or two). Leftover crumbled bacon, chorizo sausage, or diced chicken are also quite good.

Just to round out the episode Ambrosia Slaad is referencing, this is very Southern, but probably very Scottish as well, if what I've heard on BBC America is true.

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I just ran this last night, and it was easily one of the most epic sessions I've run during this campaign. The party teleported back to Sandpoint after returning Lamatar's body to Myriana, so they didn't have much time to prepare. They used that one day of prep to try to prepare the town as best as they could. Octavius Deverin, the party's wizard, scribed several scrolls and armed every arcane caster in Sandpoint with a wand of magic missile. They negotiated with Titus Scarnetti, Octavius' foil, and got him to agree to assist - he pulled his strings with House Valdemar to get them to use their ships to evacuate the citizens from Junk Beach if things got out of hand, but that's really all he could do. Fociss, my Abadarite inquisitor, went back to his old mentor, Jubrayl Vhiski, and pledged that he would work for him again if he used his men to help aid in the defense. Jubrayl, of course, agreed.

On the day of the attack, they rushed to the North Gate. While the guards and Sczarni were outmatched, the additional Sczarni presence alerted them to the giants' arrival with time to spare. They fought for two rounds before Octavius pulled out a scroll of wall of fire and encircled the three giants within. They all pulled back and more or less cowered within. Selene, the elven fighter, and Fociss both rushed towards the flames and waited for the giants to come out.

They never did. Since these guys were impulsive and not used to working together, none of them actually wanted to cross the flames, so they huddled together in the center and waited.

On Round 3, the second group of giants appeared, and the Sandpoint Five (plus Shalelu) made a fateful decision. They split the party. Shalelu, Doril (the gnome locksmith-turned-tomb-raider) and Akades (the paladin/cleric of Ragathiel) raced towards Tanner's Bridge while Octavius, Selene and Fociss remained at the North Gate. It would take the departing group several rounds of running to reach the area the giants were looting. Fortunately, Akades had cast a blessing of fervor on the group, so they were moving much faster than their usual 20' move speed.

At about Round 4, they noticed Longtooth in the sky, circling over the bay with the Valdemar ships. He was slowly circling around the city, and clearly enjoying the screams of terror his presence was causing. With a dragon in play, the North Gate group realized they had to do something, and Fociss and Selene leapt through the wall of fire. They focused their attacks on a single giant, and within a round dropped him. They were confused when the other two turned and fled, but weren't too concerned by that at the time. They rejoined Octavius atop the wall, now focused on dealing with the incoming dragon threat.

Meanwhile, the Tanner's Crossing group arrived around round 8, just as Longtooth landed atop the Garrison and breathed upon it. Fortunately, it was stone, but that didn't really comfort the party too much. The Tanner's Crossing group was not pleased when they saw that they were up against two stone giants and three dire bears. This fight went very poorly from the start. The paladin was very quickly grabbed by one of the dire bears, and while they were able to drop that one with a combination of sneak attacks and bastard sword slashes, there were too many combatants. Doril was grabbed next, and when one of the giants critted Akades, he was knocked unconscious and unceremoniously stuffed into a sack. The third dire bear rushed Shalelu and grabbed her, and started biting chunks out of her. Things were looking very, very bad for that group.

Oh, and a round later, the stone giant general, Teraktinus, took the field.

Rounds 8-11 saw the North Gate Three getting into position to attack Longtooth through a dimension door. They realized he was heading towards the Cathedral, so they entered the square in front of that edifice. Fociss blasted the dragon with a searing light, and Octavius hit him dead on with a lightning bolt. This attracted the dragon's attention, and he landed on round 10. I misread how frightful presence worked, and I forced the party to make a save versus dragon fear at that time. It caused Selene to flee for 15 rounds, which was not the result I wanted. As it happens, though, Octavius had been saving a cone of cold, and caught Longtooth in it. He failed his save again, and now realized that these lowlanders had teeth. He fled, vowing vengeance upon them later. Rather than have Selene sit out the rest of the fight, I ruled that his departure from the field meant her fear was over. They decided they needed to get to the other group, and cast a second dimension door. Once the rest of the party was on scene, the remaining giants and bears were quickly dealt with, but both Akades and Shalelu were unconscious and stable.

Things kept getting out of hand. The general's war party was moving northwest through town without encountering any real resistance, and they heard that another group of giants was spotted on Round 13 at the Two Knight Brewery. They were too beat up to immediately give chase, so they spent a round or two just healing, and then they split the party again. The North Gate Three raced after Teraktinus & Co., while the Tanner's Crossing Three remained behind another round or two to heal. After the healing was done, they rejoined the race to catch up to the initial group. As the North Gate Three raced after the giants, Selene noted smoke coming from the noble villas across the bay. The group's heart sank - the giants were hitting the party right in the feels. Then they noticed it was Scarnetti Manor that was on fire, and they immediately declared it "no longer a problem," continuing after Teraktinus.

The North Gate Three finally caught up with Teraktinus on Round 18, in the shadow of the Old Light. They immediately engaged him, focusing fire on him. They did a crapton of damage, but he managed to get a full round of attacks off on Selene. Fortunately, he missed several, leaving her at 5 hit points. He fell on Round 20 or so, and the remaining giants sounded the retreat.

All in all, there were several tactical mistakes made by the party, but they survived. Their relative slow movement made it difficult to get to where they needed to be in town. They realized a few rounds in that they should have gathered mounts to move from area to area faster, and while splitting the party seemed like the best plan at the time, it caused a lot of problems. Still, the giant attack was thwarted, though the Two Knight Brewery and Scarnetti Manor was left undefended. I need to decide what damage was done to those locations, and, more importantly, who died in the fighting, and who was captured and taken back to Jorgenfist...

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I gave Titus Scarnetti some stuff to do in between Books 1 and 2 for several reasons. First off, I wanted the PCs to think that he might be a suspect when there's a mysterious death in one of his sawmills, and introducing him early is the best way to put his name in their heads. Second, I wanted some rivalry between his house and my Deverin PC. Third, I wanted someone who could threaten them in town in a completely different manner than anyone else - he's a noble, and has legitimacy on his side. He wants to be mayor, and the Deverins are always in the way. Since they've been working closely with Kendra, if he can turn the town against them, it becomes easier to turn the town against her. Fourth, when Scarnetti Manor burns in the beginning of Book 4, I want the party to truly be conflicted. Do they do the right thing and try to save them? Or do they let the giants do what they will to this guy that's been a jerk to them? Finally, he's an underused foil in Sandpoint, and I wanted to give him his time in the sun.

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All I've seen is the trailer, and that puts it in the same universe as a Superman. It remains to be seen if it ties to Earth-CW at all. If anything, I'd argue that the trailer suggests it's in its own continuity. There's nothing that suggests The Arrow, The Flash, The Canary, etc., are in this iteration, just as the general light-heartedness suggests we're not in the same "tarnished hero" vein as Man of Steel. Hell, there's COLOR in this trailer. The only color outside of red, yellow and blue in Man of Steel is grey.

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Lord Fyre wrote:
Misroi wrote:
Skye can only have a pet if she promises to name it Lockheed.
No. Lockjaw

Lockjaw needs to show up in the Inhumans movie, so I think he's out. If I'm honest, I'm not sure they could even use Lockheed, since he's tied to a mutant. Come to think of it, with the exception of Lockheed and Lockjaw, I can't think of any other Marvel pets. Apparently, Spider-Man and His Amazing Friends had a dog named Ms. Lion, so I guess that would work as a continuity joke.

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Merisiel Sillvari wrote:
Misroi wrote:
Merisiel Sillvari wrote:
ulgulanoth wrote:
Meri what is your essential tools for adventuring?

If I could only bring 5 categories of tool, they would be:

Knives
Lockpicks
Rope
A black and yellow ribbon
Alain

Fixed that for you, Merisiel. After all, we're specifying tools here.

Stab.

Also, thanks for clearing up the confusion about whether or not I'd include you in that friends category. Have fun adventuring with Alain! Might I recommend a foray to Gallowspire or Orv or perhaps the Sun?

Ouch!

Though I think you misinterpreted what I said. All I'm saying is that Alain is a bit of a tool.

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Jimmy Olson is a dork. James Olson looks like he'll be awesome.

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Skye can only have a pet if she promises to name it Lockheed.

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It's a very bland meal, but I suppose it counts. I'm not sure how it evolved, but I'd wager it came from the Italian spaghetti olio e aglio, which is just spaghetti dressed with olive oil and garlic. Somewhere along the line, the garlic gets dropped, the olive oil is replaced with butter, and the spaghetti gets replaced with egg noodles. You could probably use any thick noodle, but my mother served buttered egg noodles as a side dish, so that'd be my go-to.

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James Jacobs wrote:
Lou Diamond wrote:
James, When I think of Great Orc's they are simular to Uruk Hai orcs.
Ah. Well... that's just not the route we took with orcs. That's more a goblin/hobgoblin/bugbear thing, really. Orcs are just orcs; they get tougher by taking class levels.

Would adding the advanced template to an orc with class levels be a good Uruk-Hai solution?

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Merisiel Sillvari wrote:
ulgulanoth wrote:
Meri what is your essential tools for adventuring?

If I could only bring 5 categories of tool, they would be:

Knives
Lockpicks
Rope
A black and yellow ribbon
Alain

Fixed that for you, Merisiel. After all, we're specifying tools here.

Dark Archive

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If memory serves, it's 4 poster maps long by 4 poster maps wide. It's sort of ridiculous in scale.

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Yeah, that scene was really impressive for network television. It felt a bit like it was inspired by that long shot in Daredevil's second episode. Clearly not as good, but still very well done by all the actors, including the camera operator.

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I'm Hiding In Your Closet wrote:
I like my beer in fried fish batter or cheese fondue. I can't say I "get" beer - alcohol's bitter enough to begin with, then you add hops???

It depends what you're drinking. I can't stand most IPAs, which are super-hoppy, for that reason. I'd suggest something like a good stout or porter, which is less hoppy and alcoholic, and more malty. The go-to for that is, of course, Guinness, but any stout around 5-6% ABV would probably be less offensive to your taste buds.

The other route is to go for something much lighter, like Stella Artois or Blue Moon. These guys are low on alcohol and hops as well, so you might find them pleasant.

In the end, drinking alcoholic stuff is about finding enjoyment in bitter tastes. The only question is when does bitter stop being enjoyable?

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Actually, I'd say that she prayed fervently to Hellion, and he remotely hacked the collector robot and gave Meyanda admin rights to it.

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I actively watch it, but I paid money for the season. I'm sure that colors my experience. At this point, I'm just glad it's over. I won't be picking up Season 2.

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Now that's a casting I can get behind, Evan. Freeman's at his best when his character is out of his depth, and nobody's out of their depth more than Ross.

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I like the idea that the goblin either starts training under one of the two PCs and takes levels in their class, regardless of how terrible he might be at that class. Makes gobliny sense to me.

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Personally, if the PCs actually are successful in causing an alignment shift on the goblin, I'd expect he'd start emulating whoever was most responsible for that shift, and start aiming to be more like their class. Who did the most talking during that conversation?

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New headcanon: when Pharasma inevitably finds herself at the end of the line, she gets up from her seat and heads on to whatever fate the Psychopomp of Psychopomps has for herself. The Pharasma that just arrived? She sits down, and a new universe is born.

Some sages speculate that this has happened before.

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I think we can all agree that Seelah needs to loosen up and relax. What sorts of things have you and/or Lem tried in the past? Has anything worked better than you intended?

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Oh! I also used Sandru Vhiski. He happened to be in Magnimar after my PCs were finished with Lyrie's trial, and his caravan was passing through Sandpoint. Used him to show the non-Sczarni side of the Varisians, as one person was raised by Jubrayl. I wanted to foreshadow Jade Regent, if I ever get that far!

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Wow...just when I thought I couldn't dislike Barbara more, we get that scene. Ok, kudos to the writers for not taking the easy path and having her select Leslie as the Ogre's next victim, but wow...you can choose anyone in the world for this guy to kill, and you choose your PARENTS? Those same parents who only showed up for a single scene in a single episode, and have, as far as we know, have done nothing to warrant being nurdered? At least Fish had reasons to have people killed. Why did she choose them?

Good to finally meet Lucius. Bruce needs someone at WE he can trust, and it sounds like Lucius helped his father. It looks like Thomas was going to turn whistleblower and pull back the curtain on WE's illicit dealings. Killing the monster from within. Someone found out, and decided to kill the Waynes before he could spill the beans. One problem I see with that theory...Thomas had to realize that he was walking into a den of vipers. I'm surprised he didn't have some sort of backup plan, just in case the board went after him.

Not sure what Oswald's doing. Ok, I get that he wants Maroni and Falcone to attack each other, but what does he do afterwards? Take out the winner? How can he be assured that he can win?

Nygma's back to annoying again. I love The Riddler, and I thought his inclusion as a CSI was a great choice. I really wanted the relationship between his love interest (it's sad I can't remember her name, but she has no personality) and the officer to be something good for both of them, but Nygma couldn't take it. But, no, he had to be an abusive jerk with a friendly demeanor. Now Nygma's murder is justified. At least they've got his obsessive nature down, including Madame Librarian (which is what I've decided to call her). He's a creepy obsessive stalker, and I think that could be a good place to start for Nygma.

Finally...does it make me a bad person to want to know exactly what that act on stage was going to be? I just want to know what a man, a woman, a pig, and a chainsaw all have to do with one another.

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Not sure I like that monster without the alliteration, Tangent. How's about "The Mold That Meanders?"

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Ironically, the most dangerous foe the PCs may end up meeting is any baddie that has dominate person. The moment they can turn the barbarians against the party is going to be a bad day. Confusion could also cripple this group. On the high end, maze means the bad guy can take on one of them at a time, and he's buffed to the gills by the time they find their way out.

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*swoops in to the rescue*

The relevant link is about 2/3 the way down the first page.

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It wasn't as big as its neighbor, Lolcat. That thing can't be killed.

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Kids are just halflings that turn into fulllings.

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Can't find anything that gives an exact date on what's happened and what hasn't in Daredevil, so all we know for sure is that the Battle of New York has happened. You'd think there'd have been a reference to the fallout from SHIELD dissolving, but there's nothing there. So, two options exist: either SHIELD is officially active, or unofficially active. In Case 1, we need to explain why Matt isn't on the list (or, if he is, why he's not more closely followed and watched). Case 2 is a bit easier to get behind. The SHIELD remnants are so dispersed that they don't have time to deal with a costumed vigilante.

And, honestly, that might be why SHIELD hasn't gone after him in the first place. Aside from Matt's fighting skills, his power is more or less invisible. Since Matt's only just started cleaning up Hell's Kitchen, SHIELD has had no reason to make finding the Devil of Hell's Kitchen and recruiting him. (As it happens, I would totally watch Matt Murdock: Agent of SHIELD.)

One more fun fact: Daredevil is the first Marvel Studios hero to actually have a secret identity.

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I don't know if I completely agree with Ian - the Black Magga encounter worked for me. My players were completely overwhelmed by her power, and they quickly realized that it was a losing battle to try to oppose her (at their current level). As it happens, my party's inquisitor critted her right before her script tells her to flee, so it felt like they dealt her real pain, which drove her away. Maybe that had something to do with it. All I'm saying is that your mileage may vary here.

Xin-Shalast is a legitimate concern. I haven't given it a great deal of thought - we're still two full books away from that, and anything could happen between now and then - but I recognize the soft adventure zone that is Xin-Shalast. I'll probably come up with something and post my thoughts here for brainstorming, but that's a ways off.

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Merisiel Sillvari wrote:
Archpaladin Zousha wrote:
Where's the best place to get coffee in the Inner Sea region?
Magnimar. Not gonna say EXACTLY where. It's a secret.

How about the district, at least? I'd guess it's over in Ordellia, a melting pot of Golarion's cultures if I've ever seen one.

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That'd be about the only thing I'd really change thus far in my running. I think I did a pretty good job on selling my PCs on Sandpoint during the game, but a prologue that takes place during the Late Unpleasantness would actually be even better.

I think the other thing I wish I'd done was have the players aid Shalelu. I've talked about this elsewhere on the boards, but her introduction to the group is very "informed ability." We're told she's a badass wilderness warrior, but we don't see her kicking ass. In short, the party is chasing down some goblins, and they lead them to a farm where Shalelu has taken down several of the greenskins. She's relieved to see the PCs, and asks them to help her evacuate the farmhouse. There's a lot of them, but she kills one or two a round, clearing a path to the home. There's more inside, which the PCs have to deal with themselves. On the way out, they see her blindsided by a massive bugbear - Bruthasmus, of course - who shoots her in the back. He's ready to deliver the deathblow, when the PCs get a chance to save her. Any attack - successful or no - gets him to flee, as he has no interest in a fair fight. After this, Shalelu is favorably disposed to the PCs, and she'll tell them about the goblin heroes in the region on the way back to Sandpoint.

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Pathfinder Adventure Path Subscriber

I think you're looking at this wrong. The archetype isn't about causing glitches and profiting off them. It's about mitigating the glitches when they happen.

I ran some quick numbers on the charts, and on any given rolls on any sort of technological item, there's a 42.25% chance you get something bad, a 16.75% chance you get a result that's both good and bad, an 18.25% chance you get a result that's neither good nor bad, and a 22.75% chance you get a good result. Roughly half the time, you have a bad result, and roughly a quarter of the time, you have a good result. With a single reroll, you more or less halve the bad result chance and double the good result chance, flip-flopping the averages. That's probably why there's no "cause a glitch" mechanic - it'd be a bit overpowering.

Dark Archive

Pathfinder Adventure Path Subscriber

Doubly so. I've always said the weakness to RIFTS is its system - changing the clunky and outdated rules to something streamlined like Savage Worlds might make it worth playing again. Definitely watching this one.

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