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Pathfinder Adventure Path Charter Subscriber. 586 posts. No reviews. No lists. No wishlists.


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Dungeon #140 Appendix 1 pages 46-47


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Some fixes and notes for Ulioth himself...

First, Ulioth's dominate person ability requires a DC 18 Will save, not DC 16. This is due to his Charisma bonus which is two points higher than the standard kopru.

Second, Ulioth has the Thrall of Demogorgon prestige class which is found in the D&D 3.0 hardcover Book of Vile Darkness. However, a few months after this issue of Dungeon Magazine was released, a 3.5 update to the Thrall of Demogorgon prestige class was published in Dragon Magazine #357. If you wish to use this update for Ulioth, everything is the same except that the 3.5 version of the Thrall of Demogorgon prestige class uses a good Will save progression rather than the original poor Will save progression. Thus, Ulioth's new Will save is +22, improved from the original +19.

Lastly, the save DC for Ulioth's hypnosis and touch of fear supernatural abilities are based on both his thrall prestige class levels(+4) and his Charisma bonus(+2). The values are correct as listed.


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This is the last trap I will be adding, and it is located in the Tlaloc's Crater encounter.

Tlaloc's Tear itself had some potent magical defenses inscribed upon it when it was used by the Olman long ago to defeat the aboleth. Most of those atrophied over the centuries, but one magical trap remains, a freezing sphere spell that is triggered when someone damages Tlaloc's Tear. The first time anyone inflicts damage upon it, the freezing sphere spell is cast targeting the five foot square where the attack originated from. The spell has the range specified in the Players Handbook, which is 840 feet. If the target square is out of range it will target the spell as close as possible to the target at the limit of its range. There is a 30% chance the spell will scatter slightly and actually hit a random five foot square adjacent to the original target square.

Freezing Sphere Trap : CR 7; magic device; spell trigger; no reset; spell effect (freezing sphere, 11th-level wizard, 11d6 cold damage); Search DC 31; Disable Device DC 31.

Optionally, this spell and perhaps a few other spells tied to water and/or cold are inscribed over the surface of Tlaloc's Tear. Anyone who cares to make the minimal effort can preserve these inscriptions even as Tlaloc's Tear is destroyed. Preserving the stone fragments carrying these inscriptions in this manner allows a wizard to use them as standard scrolls to be copied into a spellbook or provide a one-shot spell casting.


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The kopru have carved out a small domain "along the eastern wall of Golismorga, centered on an ancient aboleth ziggurat". It is up to the DM how large an area and how many additional buildings the kopru occupy, but as described the kopru will have an established perimeter to the north, west and south.

Many of the buildings are very close together making it impossible for the kopru to establish clear lines of sight of a comfortable distance for their sentries. This will allow the PCs to get close to observe the ziggurat and kopru settlement by squeezing between buildings in what are effectively narrow alleyways. The kopru have established traps, however, to guard against such approaches. They have surgically grafted sea urchin spines tipped with a potent poison into the living flesh of the buildings. The PCs will have to contend with at least one of these traps to reach an observation point where they can safely observe the kopru.

The kopru check these traps once per day, which they can safely do through their mental powers when in close proximity of the trap. Should they find one of the traps has been triggered they will reset it but not raise any alarm. Should a second trap be triggered by the PCs later on, the kopru will be much more wary and patrols will increase around the ziggurat. That won't matter, of course, should the PCs flood Golismorga.

Fusillade of Deep Sea Urchin Spines(Darts)
CR 10; mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1 plus poison, urchin spine darts); poison (unique deep sea urchin cultivated by the kopru, DC 15 Fortitude save resists, 1d4 Con/ 1d6 Con); multiple targets (1d8 quill darts per target in a 10-ft.-by-10-ft. area); Search DC 32; Disable Device DC 29

If you want to modify this trap, here is how I built it. I used the CR 7 Fusillade of Greenblood Oil Dart trap as a baseline. I upped the Search DC from 25 to 32 which is +1 CR. I then upgraded the poison in comparison to greenblood oil and black adder venom which are both +1 CR, this poison cultivated by the kopru is approximately two points higher so +3 CR.

The kopru in Golismorga prefer to use their natural weapons but if you opt to give some of them melee weapons, you could have these kopru apply this poison to those weapons.


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This post deals with a some of the encounters in Golismorga in order to make them a little more challenging. Obviously only use these if your players are having an easy time in the city.

1) Kopru Scouts

The Paizo team admitted that this encounter, a small kopru scouting party accompanied by troglodyte palanquin bearers, is not much of a challenge for 11th level characters. In the sidebar Scaling the Adventure (page 66), it suggests for higher level parties to add a dark naga to the kopru scouting party. That would be one way to make this battle more challenging.

Another possibility is to give one or more of the kopru a potion of eagle’s splendor. Drinking the potion boosts the DC Will save against the kopru’s dominate person by +2. But don’t bother with this option if the party makes use of protection from evil spells which blocks the kopru from controlling their victim for the duration of the spell.

2) Scholarly Devourer

It suggests that the devourer Rakis-Ka will attempt a peaceful interaction with the PCs but later returns to stalk and attack them. Should that scenario play out, you can increase the difficulty of the encounter by having the devourer use its lesser planar ally spell-like ability to collect some additional support. Suitable creatures would be nightmares from the Monster Manual or canoloths from the Monster Manual III.

3) Shaboath Pools

It mentions in the Aboleth Master Glyphs sidebar (page 50) that the glyphs in Golismorga have long since been ruined. You could instead have the PCs come across one of the glyphs still working and active when they have an encounter, such as the battle against the Shaboath golems. One example would be the glyph of law which inflicts a minor penalty on all nonlawful creatures within thirty feet. As the golems in this encounter are of neutral alignment, the pools could be just outside the range of the glyph, but the golems may need to move into range during the battle at which point they are affected just like the PCs.

If you have the 3.5E hardcover Lords of Madness (or the 2E Night Below box set where they first appeared), you can get the specific details on the aboleth glyphs. Trivia note... the aboleth golems were originally called Shaboath golems because they came from the aboleth city of Shaboath documented in Night Below.


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The Sloughed Skin encounter as described in the Golismorga section (p 55) is incomplete.

Quote:


...triggering an avalanche of decaying fleshlike resin. The resulting slide is 80 feet wide with a 40 foot bury zone in the center and a 20 foot slide zone on either side. Treat this as a normal avalanche, as detailed on page 90 of the Dungeon Master's Guide...

The rules for the avalanche are on page 90, but what is incomplete are clear rules on how PCs who are buried can get free by themselves or with help.

For that take a look at page 66 of the DMG, the Cave-ins and Collapses section. That covers how a PC can free themselves or how another can free them. The only thing to modify is that for a cave-in the rules state the PC will be buried under about 2000 pounds of rock in their 5x5 foot square. Fortunately, the 3.5 D&D Frostburn book covered this rule again when it came to snow. There it suggests 500 pounds of snow that the buried PC must escape. So you can use those rules and assume that the resin weighs as much as the snow, or perhaps a bit more.


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This error was already mentioned years ago by a previous poster, I will just add in an explanation for the errata...

Location J. Hall of the Dreamers

This is the Blackfang Rhagodessa encounter, and the blackfang rhagodessa is an advanced rhagodessa, which was updated to 3.5 rules in Dungeon Magazine #139. In that issue, the rhagodessa is a CR2 4HD vermin of Medium size. The blackfang rhagodessa is advanced to the maximum of 12 HD and this also makes them Large size. The error in the stat block is the blackfang rhagodessa is listed as CR9. There is just no way it is CR9. According to the d20/3.5 rules, the CR is adjusted as follows...

+1 CR for every 4HD advancement of a vermin type (+2 total)
+1 CR for increasing to Large size

So these guys should be CR5. You can argue for CR6 based on their higher than average hit points and because they picked up a +5 to bonus to Constitution instead of the usual +4, which in their case moves them from Con 13(original rhagodessa) to Con 18(blackfang) and that lets them pick up an extra 36hp instead of 24hp.

So CR 5 or CR 6, no higher.


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This next trap can be placed anywhere after location I. Temple of the Ancient Ones but before actually reaching Golismorga. I put it one hundred yards beyond location I. The kopru have inscribed a glyph of warding in a narrow section of tunnel that the PCs must enter which is about ten feet in diameter. The glyph can be either on the ceiling or on the floor obscured by some loose rubble. It activates as soon as a PC passes over it or underneath it.

Glyph of Warding(Blast): CR6, spell, spell trigger, no reset, spell effect (glyph of warding [blast], caster level 16, 8d8 sonic damage, DC 14 reflex save for half damage), multiple targets (all targets within 5 ft), Search DC 28, Disable Device DC 28.


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As good as The Lightless Depths is, one thing it completely lacks is any traps whatsoever. That won't fly for campaigns that have a PC rogue, no one likes having their niche ignored for an entire adventure. So I added a few traps, the first one at the troglodyte cavern entrance...

A1. Putrid Pier

The troglodytes have rigged the central 10 ten foot by 20 foot section of their pier to collapse when the weight of more than one Medium size creature walks upon that section at a time. The pirates normally call out and attract the attention of the troglodyte emissaries who bring out some reinforcing boards and slide them into place to temporarily disarm the trap. If the trap does trigger, the entire section collapses except the for the solitary poles which hold the burning torches. Anyone who makes the reflex save is able to jump to one of the two stable sections of the pier at opposite ends, whichever end the character is closest to. Anyone falling into the water lands amidst a jellyfish swarm (see Stormwrack, p161-162), as the troglodytes have found a way to draw jellyfish to their pier as an additional defense.

Collapsing pier trap: CR6, mechanical, location trigger, no reset, DC 20 reflex save avoids, fall into the water and jellyfish swarms, multiple targets, Search DC 25, Disable Device DC 18.


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Plesiosaur (page 33)

If you happen to use this monster in an encounter during the initial sea voyage to Gallivant Cove, be sure to review the errata page for its monster manual entry in the 3.5 D&D book Stormwrack, which is found on pages 146-147 of that book.


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My players are halfway through this adventure, and all are enjoying this dungeon crawl. As good as it is, I have made a few additions and fixed a few problems that have come up, and I offer them to anyone who might be interested.

The first item on my list are a couple of NPCs created for the negotiation with Emraag the Glutton, the dragon turtle of Gallivant Cove. The adventure notes that Emraag can be summoned if the PCs use a musical instrument made by the local natives called a sea skirl. The pipes can be played underwater and if it is played well (Skill : Perform(wind instruments), Emraag will be in a more agreeable mood.

Unless you happen to have a PC who picked up that skill, the players will either have to do without or recruit someone to fulfill the job. My PCs took a trip back to Sasserine with word of recall.

Justine Pike is a 5th level bard, skilled in playing the flute and other wind instruments. Combining her Charisma bonus and skill ranks, she has a total Perform(wind instruments) skill check of somewhere between +10 to +12. She is married to Horatio Pike, the second son of the Pike patriarch and ex-ruling family of the Champion District. The Pikes have fallen on hard times and were recently displaced by the Toregson family (see page 52 of Dungeon Magazine #139).

As a result, Justine is now supporting her husband playing in Sasserine taverns, while her husband hatches numerous schemes to earn a fortune that have yet to pan out. She is willing to travel to Farshore and play the sea skirl despite the inherent dangers involved, but her husband must accompany her and will set his sights on Farshore as the ideal location to regain his family's fortune. While she will practice the sea skirl on the Sea Wyvern's journey to the northern side of the isle, Horatio will pester the PCs with various ideas for money-making ventures once they return to the colony. Assuming the adventure is a success, the Pikes will return with the PCs to Farshore and attempt to invest their payment and open a new tavern in Farshore.


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vikingson wrote:


Second - the physics involved. Golismorga lies 10000' below sea level ( 3 km, or roughly 2 miles), with the water kept back only by the cerulean curtain...... While I am not a physics guy, Finn, one of my players just looked at me and said "no way", because the water pressure at that depth is quite enough to crumble titanium-hulled russian submarines and anything human built besides a very few dedicated craft. If the Cerulean Curtain failed - there would be an instant massive increase in athmospheric pressure inside the chamber, followed by high speed (Finn calculated something around 80 + mph walls of onrushing water - basically solid walls at enormous speed - don't ask me for the math and formulas, I simply trust his engineering degrees ) jets of water ramming down the access tunnels. Crushing everything in their way, digging new tunnels and cracking open seams, gorges and ventilation shafts...... sheer and utter destruction.

Playing through Lightless Depths now and perusing the board for ideas when I came across this statement.

I realize few people are going to read this reply more than eight years later, but while I trust Finn's calculations he made some inherent assumptions about how the water was going to get in.

If the water entry points are two miles below sea level, then yes the water rushing through those tunnels would be very high speed and tremendous pressure. But most of the entry points shown on page 35 are considerably higher elevation than that, and thus those tunnels won't see as much water pressure and speed. Those which have the highest water pressure are below Golismorga and will be pushing against gravity and be flooding the city from below...they won't be obstructing the PCs who have to ascend the tunnels to get out.


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Name: Meravanchi’s Irregulars
# of counters: 8
Commander: Aristocrat Manthalay Meravanchi
Deputy Commander: Avner Meravanchi

Description
Race: Human
Unit Type: Martial
Training Level: Irregular
Training Type: Light Infantry

Weapons and Armor:
Leather Armor, Masterwork Rakasta warclaws

Attributes
MAB: +4
RAB: NA
AC: 12
Melee Power: 6
Ranged Power: 0
Toughness: 17
Wounds: 2

Fort Save: +0
Reflex Save: +2
Will Save: +0
Shock: 0
Move: 6
Morale: +5
Command: +4

Special Abilities:
1) Counter containing Commander has +2 MAB, +4 Melee Power, +2 Toughness and +2 Wounds
2) Counter containing Deputy Commander had +1 MAB, +2 Melee Power, +1 Toughness and +1 Wounds


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Name: Farshore Militia
# of counters: 5 (expandable up to 8)
Commander: Militia Captain Ulvar Kabbanja
Deputy Commander: Jade Raven Tolin Kientai

Description
Race: Human
Unit Type: Martial
Training Level: Regular
Training Type: Medium Infantry

Weapons and Armor:
Chain Shirt, Buckler, Mwk Shortspear/Longspear, Mwk Javelin(x1)

Attributes
MAB: +6
RAB: +5
AC: 16
Melee Power: 10
Ranged Power: 9
Toughness: 23
Wounds: 2

Fort Save: +5
Reflex Save: +3
Will Save: +1
Shock: 0
Move: 5
Morale: +3
Command: +3

Special Abilities:
1) Counter containing Commander has +1 MAB, +1 RAB
2) Counter containing Deputy Commander had +3 MAB, +1 RAB, +2 Melee Power and +1 Wounds


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Name: Oltec War Party Coalition
# of counters: 12
Commander: Warchieftain Kuro of Dawa
Deputy Commander: Warchieftain Bakor of Kirikuka
Formation:

Description
Race: Human(Oltec)
Unit Type: Martial
Training Level: Regular
Training Type: Light Infantry

Weapons and Armor:
Leather Armor, Light Wooden Shield, Mwk Longspear/Shimalo'koa, Mwk Javelin(x2)

Attributes
MAB: +8
RAB: +7
AC: 14
Melee Power: 14
Ranged Power: 12
Toughness: 25
Wounds: 2

Fort Save: +6
Reflex Save: +3
Will Save: +4
Shock: 0
Move: 6
Morale: +4
Command: +3

Special Abilities:
1) Counter containing Commander has +1 MAB, +1 RAB
2) Counter containing Deputy Commander had +1 MAB, +1 RAB


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Name: Oltec Zombie Retinue
# of counters: 10
Commander: Zombie Master Mvembi of Tanaroa
Deputy Commander: None

Description
Race: Human
Unit Type: Martial
Training Level: Irregular
Training Type: Light Infantry
Subtype: Undead

Attributes
MAB: +3
RAB: NA
AC: 11
Melee Power: 9
Ranged Power: NA
Toughness: 31(26/slashing)
Wounds: 2

Fort Save: +0
Reflex Save: +1
Will Save: +3
Shock: 1
Move: 6
Morale: NA
Command: +0

Special Abilities:
1) Counter containing Commander has +1 MAB
2) Zombie units may only take partial actions
3) Unit has full undead immunities


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Name: Phanaton Rangers
# of counters: 7
Commander: Warchieftain Purucui
Deputy Commander: Sub-chieftain Axaua

Description
Race: Phanaton
Unit Type: Martial
Training Level: Regular
Training Type: Light Infantry
Subtype: Gliders

Weapons and Armor:
Leather Armor, Dagger, Kukri, Spear

Attributes
MAB: +5 (+4 spear)
RAB: +8
AC: 17
Melee Power: 5 (8 spear)
Ranged Power: 5 (8 spear)
Toughness: 21
Wounds: 2

Fort Save: +4
Reflex Save: +8
Will Save: +2
Shock: 0
Move: 4 (Glide 4)
Morale: +1
Command: +2

Feats:

Special Abilities:
1) When gliding a phanaton unit may move up to 20 feet of forward travel for every 5 feet of descent.
2) +1 bonus to all saves when phanaton unit is in forest terrain
3) Counter containing Commander has +1 MAB, +1 RAB


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Reduce the remaining encounter areas and let them face off against Khala as soon as possible. Defeating him liberates the Isle of Dread from Demogorgon's control and the PCs return victorious to develop their own domains on the isle of Telmute and the colony of Farshore.

Drop any references to the Crimson Fleet collecting the savage pearls, or have the PCs find evidence shipments were only about to start and they prevented any significant distribution.


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Congratulations!

Especially to the dread necromancer who now has a new job.


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Hagor wrote:

I did make a miniature version of the central dock area of Farshore (centered around the last coconot) (using some paper model templates I printed out):

to give you an idea:
link to some foto's/blog (in Dutch)

link to some foto's/blog (in Dutch)(part 2)

Impressive layout! For now I am only planning a 2D top down view, mostly using counters.


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For awhile I was planning to use the Conan Mass Combat rules Mongoose Publishing released for free, but ultimately I decided I liked Eden Odyssey's d20 Fields of Blood : The Book of War rules as it better addresses more of the mid level magic that can get thrown around in 3.5 games.

I made a few modifications to the Eden Odyssey rules to account for the smaller size of the Farshore forces and for personal taste.

The basic stat sheet for units includes

MAB/RAB - Melee/Ranged Attack Bonus, The modifier to the d20 hit roll.
Melee/Ranged Power - When you hit, you roll a d20 and add the power number to get your damage number.
Toughness - To wound a unit, your damage number has to equal or exceed their toughness.
Wounds - A unit is out when it takes its total value in wounds. Most units have 2 wounds.
Shock - A unit with a shock value inflicts a morale penalty against units it is fighting.
Morale - A unit facing a morale check rolls a d20 and adds their morale number.
Command - A unit attempting to implement certain maneuvers has to make a command check to successfully complete the maneuver.

Move, AC, Fort, Ref, and Will save values work just like they do in 3.5.

So when in combat, roll to hit against AC, if you hit, roll for damage against toughness, and if you would the unit takes a single wound. If your damage roll is 10 or more the minimum needed to wound the unit, you do two wounds.

I will post some stats of units soon.


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I agree with you on the setup being too generic. Rather than use a roleplaying narration to start, I used the adventure Mad God's Key from Dungeon Magazine #114 to get the PCs together and start the campaign. You can use that adventure or another adventure set in a port city to form the basis for your opening narrative.


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My campaign is about to start the Battle of Farshore, and I wanted to share how I handled a few things which I haven't seen covered in these forums or in Dungeon Magazine.

With respect to the Vanderboren/Meravanchi election, the text assumes that there will be enough campaigning going on between the PCs and Avner and enough successes and failures that one of the candidates will have 41 votes out of the undecided. In my case, however, Avner failed his first two rolls and gave up without winning anyone over to his uncle. (There is a 1/4 chance of that happening in your campaign.) The text assumes that Meravanchi wins if no one campaigns, but how does the undecided break down exactly? If you assume that Meravanchi has a 51% majority of the undecided than Avner just decided the election for Lavinia without the PCs doing anything.

I wanted the PCs efforts to matter so I came up with the following. 75%- d20% of the undecided who have not been swayed to either candidate will vote for Meravanchi in the election. Thus before Avner and the PCs do anything, the undecided will go 60 to Meravanchi and 20 to Lavinia as an upper bound and 44 to Meravanchi and 36 to Lavinia as a lower bound. Technically this makes Avner more effective if he just stays home but he doesn't know that.

In any case, between Avner's failures and my PCs successes there were 30 undecided swayed to Lavinia and 50 still undecided when the election took place. I let the PCs roll the d20 and they got a 15. So 60% of the 50 remaining undecided went to Manthalay and the final result was Lavinia 130 votes and Manthalay 110 votes. The players were a bit disturbed the election was that close because they considered the plan to press gang the Olmans crazy, but it is not like the upcoming US presidential election is any less crazy.

I will update this thread in another week with my efforts for making the Battle of Farshore a miniature wargame in the spirit of Battlesystem and mass combat. As both myself and one of the players are wargamers, we decided we will run this whole thing as a tabletop wargame interspersed with the major PC fights.


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I think also his amulet of might fists +1 means his claw and bite attacks do an additional point of damage (1d4+3) as his strength also gives him another +1 to damage over a standard kopru.


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Sben wrote:

My players are going to try to recover the Wyvern in the next session.

Aquatic spells: It's not at all clear, but it seems to me that Skephilipika's freedom of movement should let him move on land as he does at sea (40' if I remember correctly). (Otherwise, why does he bother casting it?)

Is there any reason why he wouldn't stay submerged while casting all of his spells, especially his summoning spells?

Finally, I think I'm going to give Bloodtooth a 20% chance to capsize a rowboat. (He doesn't have a hard shell like a dragon turtle, but he should be able to knock the thing around a bit, and it'll foreshadow the encounter with the Glutton in a few sessions.) Is there any reason not to do this?

This encounter is coming up for me next and I plan to use these ideas.

I necro'd this post to ask a question about what looks like an error in the 143 issue statblock. The average kopru's dominate person ability is Charisma based for the save DC, and that DC is 16. So Skephilpika's dominate person ability should actually be a DC 18 will save correct? Since his charisma is 14, not 10 like the average kopru.


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The original overview is in Dungeon Magazine #138.


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Did any of you make changes to Slipknot Peet?

I was thinking of at least swapping out some of his unusable feats like Quick Draw to get him Combat Expertise and Improved Feint.


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Yeah I went with some manacles locked around the chain. It worked out well. The battle was so much fun I will post it on the glories thread soon.


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Nothing is really specified for how Forol is suspended from the chain. My PCs have just cleared out the rest of the shrine and found the second ape paw. It is possible one or more PCs will fly up to Forol to release him.

How have others of you handled it? Was Forol padlocked to the chain so an Open Locks roll was required? Or just tied by rope so a move-equivalent action was enough to get him free?

Or do most parties just jam the winch quickly so they can save him after the fight is done?


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I took a shot at building my own harem battle board.

And two more pics.

I raised the scale of the second level so it is about 25 feet(to scale) above the first level, to allow a better view of the bottom level.

The players enjoyed the battle against the harem, which took most of the session and late into the night. One extra bar-lgura was summoned in and the players were almost drained of resources at the end of the fight.

The (soon-to-be) arcane trickster was teleported to the upper level so that he could be picked off, but on his action he just moved to the edge of the platform and proceeded to run down and underneath the second level using his slippers of spider climb to run upside down.


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My PCs are just entering this shrine so I have been reviewing relevant threads and figured I would add my 2 cents for anyone coming upon this thread later.

The mirrors aren't marked on the map but they look like they should be attached to the walls which are north and south of the altar at an angle so that each mirror is in line of sight with the opposite respective throne.

And as for the difficulty of the trap, I am fortunate that one of the PCs is making the transition to arcane trickster soon. His Take 20 on searching for traps is going to let him find the trap and I will allow him a Spellcraft check to figure out the nature of how the trap works so as to avoid some frustration. Something like

Spellcraft 15 - The trap and the portal are linked such that you have to set off the trap in order to activate the portal.

Spellcraft 20 - Both mirrors must be activated in order to use the portal.

Spellcraft 25 - The trap itself is linked to a compulsion effect.

Spellcraft 30 - There is a secondary trap on the candles with an evocation effect.

Spellcraft 35 or 40 - You figure out the correct sequence to activate both trap and portal.


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Well first thing that happens is that Elian Gonzales is left alone to grow up in the USA.

Because don't tell me that particular debacle didn't cost Al 538 Miami Cuban votes.


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thejeff wrote:
NPC Dave wrote:
Hama wrote:
Someone please explain it to me.

1) Get 7-8 hours of sleep every night.

2) Eat healthy, nutritious food in moderation.
3) Avoid accidents.
4) Engage in exercise on a regular basis, 2-5 times a week.
5) Supplement any key nutrients that you can't get from your food.
6) Avoid toxins as much as possible, and detox your body if necessary.

That about covers it. Unfortunately many Americans don't follow this which means we need a lot of sickness care.

I certainly agree at least half of those above are human rights. For example, no one has the right to deprive you of a good night's rest.

How about: No one has the right to dump toxins into your air or water supply. Or into your food.

Amen to that.

Now of course, protecting that right is an incredibly complex problem. Anything can be contaminated by accident, and some chemicals may not be known to be toxic until after the fact. No one owns the oceans or the air in the atmosphere and we can't fully protect against toxic dumping into them.

So I can't come up with a good solution, but I certainly agree with the principle.

thejeff wrote:


Also: Don't be born with genetic problems.

While genetics plays a key role, I am being swayed by the science showing that the right balance of factors can balance out your gene behavior through gene activation.

That certainly can't and won't solve everyone's problems but if you do have genetic risk factors you can try and reduce those risk factors.

thejeff wrote:


And of course, no matter how hard you try and how well you live, there's always the chance you'll come down with something nasty anyway. It's smaller, but it's still there. In that, hope you die quickly so you don't run up too big a bill for your family to pay.

Right, you can take precautions and reduce your risks but life doesn't owe any of us anything.


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Krensky wrote:
NPC Dave wrote:
Hama wrote:
Someone please explain it to me.

1) Get 7-8 hours of sleep every night.

2) Eat healthy, nutritious food in moderation.
3) Avoid accidents.
4) Engage in exercise on a regular basis, 2-5 times a week.
5) Supplement any key nutrients that you can't get from your food.
6) Avoid toxins as much as possible, and detox your body if necessary.

That about covers it. Unfortunately many Americans don't follow this which means we need a lot of sickness care.

I certainly agree at least half of those above are human rights. For example, no one has the right to deprive you of a good night's rest.

Yeah.

Everyone knows people only get sick because of their moral failures.

Strawman argument fallacy.


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Orfamay Quest wrote:
NPC Dave wrote:


6) Avoid toxins as much as possible, and detox your body if necessary.

By the way, anyone who says this is a quack who should be in no regard giving medical advice.

So lead, arsenic, mercury, don't avoid those things?

You really did made me laugh out loud there.

thejeff wrote:

Well, avoiding toxins is good plan.

The "detox" thing does smell of quackery though.

Chelation therapy would be one classic example used in mainstream medical practice.


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Hama wrote:
Someone please explain it to me.

1) Get 7-8 hours of sleep every night.

2) Eat healthy, nutritious food in moderation.
3) Avoid accidents.
4) Engage in exercise on a regular basis, 2-5 times a week.
5) Supplement any key nutrients that you can't get from your food.
6) Avoid toxins as much as possible, and detox your body if necessary.

That about covers it. Unfortunately many Americans don't follow this which means we need a lot of sickness care.

I certainly agree at least half of those above are human rights. For example, no one has the right to deprive you of a good night's rest.


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Nice! I never got a chance to look at it before.


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Heathansson wrote:
I think his dry humor probably is responsible for my dry humor; saw Stripes at an early age.......

That guy was so funny.

"Are either of you homosexual?"

"No, but we're willing to learn."


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All of this is IMHO of course.

I don't know if this is true in other countries, but anytime I see or hear US media coverage of the Olympics, I am informed of which "place" the US is on "medal count". The US media treat the Olympics like a horse race, as if the point of the Olympics is taking home more medals than any other country. As if we somehow "win" should that happen.

It annoys me because that isn't the point of the Olympics, which is individual and team performance and competition. But it also annoys me because it falls apart on analysis. Even if the US ends up with more medals than Norway and the Netherlands...considering that the US has 60X more population than Norway and 18X more population than the Netherlands, exactly who is putting in the more impressive performance?

Remarkably, things have improved from the Cold War days, when the US and the Soviet Union treated the whole thing as a statement about who had the "superior" system. As if the amount of gold medals your "side" wins is somehow a metric for quality of life, infant mortality, personal freedoms, etc, etc, etc...


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I think Richard meant he has 75% of the writing work submitted. The Kickstarter will presumably kick off after it is all submitted.


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I am curious what people here take away from this poll.

When the media reported on it, they typically said half the population believe evolution.

But that doesn't tell the whole story. Breaking it down, we get...

46% of the population are close to Kevin Ham's point of view, if not for the age of the earth, then at least for the age of humans.

32% of the population accept evolution, but believe God was involved in the process. This is an intelligent designer argument, at least with respect to humans. It strongly follows that if you believe this, you also likely believe this intelligent designer played some role in creating the world if not the cosmos, rather than, "oh, look that planet already has life on it let me create some intelligent beings and put them there."

15% of the population accepts evolution more or less as presented by Charles Darwin.

Where do people see that 32% in terms of Kevin and Bill? Or in what is taught in schools? Because Darwin would outright reject that position.

Darwin himself did not come up with the idea of basic simple creatures becoming more complex and diverse over time. The idea goes back at least to classical Greece. It was just that the idea had a teleological bent to it, meaning that nature or a creator had a purpose and it was to keep building up more complex and more diverse creatures until we get to the pinnacle of material creation which is man.

Darwin, of course, rejected any sort of creator and he also specifically rejected any sort of purpose prior to man coming into being. It was all just random and without any purpose until we evolved and now we can think and reason and put a purpose to existence.

So from Darwin's point of view, that 32% are virtually indistinguishable from what Augustine held in the 5th century.


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I didn't see the debate, but I was amused by this evolutionist's summary of the debate.

"In one all-too-typical two-minute span, Nye started out by explaining how evolutionary biologists make predictions. He then veered into the sexual habits of minnows, suddenly jumped to the number of bacteria in the human gut, discussed the amount of energy required for roses to produce fruit, told the story about how his first cousin (once removed) died from the flu, and then bounced back to the horny minnows, with reference to certain fish diseases. All of this talk about sex and germs will make sense if you’re familiar with the Red Queen hypothesis. If you’re not, good luck. Five topics in two minutes, with extensive prior knowledge assumed: science communication in action!"

It was around this point that I began drinking.


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In addition to being buried in he first summary page of each adventure, it is listed at the wikipedia page.

http://en.wikipedia.org/wiki/Savage_Tide


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A Man In Black wrote:

Hey, I haven't done one of these in a while.

MagusJanus wrote:
I will state up front some of my information is old.
Quote:

And interestingly, the AMA itself is claiming the United States is going to be short by 160,000 physicians and is currently seeking solutions because medical education isn't producing enough of them.

[relevant link]

If you read past the header and see why there's a shortage of physicians, it's due to a shortage of residency slots, not some sort of shortfall in medical education. For those who don't know, doctors aren't allowed to operate independently (as attending physicians) until they've completed both their degree and also worked for a time as a resident, under the supervision of an attending physician. Most of the funding for the residency positions comes from the federal government, as part of Medicare.

For some reason, that funding hasn't much increased in the last 18 or so years.

From the article you cited...

"For generations, the supply of practicing physicians in the United States has swung from too small to too large and back again."

That's what happens when you try to allocate supply based on central planning.

"the Association of American Medical Colleges (AAMC) recommended that medical school enrollments be increased by 30% over the next decade."

Keep in mind that the AAMC has no clue if enrollments should be increased 30%, or 15%, or 45% or 90%. They are guessing. They may be right, they may be wrong. It is like the Soviet Politburo trying to determine how much a dozen eggs and a loaf of bread should cost.

The smart thing to do would be to not put any restrictions on medical school enrollments and let anyone who wants to enroll, enroll. As far as residency...remove those restrictions as well. Let med graduates work apprenticeships on terms they and their mentor agree upon.

Of course to do this might result in so many doctors that a doctor's wages actually starts to fall due to oversupply. Which, of course, was the whole point of putting in all these restrictions and requirements in the first place. To protect doctor salaries, not patients.


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Yes, you can be too rich, in the sense that you are going to run out of time before you run out of money.

Someone with a billion dollars almost literally can't spend it fast enough in order to get use out of each purchase before they die. Now sure, they could keep buying up prime real estate until the bank account hits zero, but can they really enjoy all that prime real estate by actually spending a significant amount of time living at each location?

They can collect fancy cars, rare art, and so on, but again, just how much can anyone really collect before it starts to get boring?

At some point, the bed you are sleeping in is as good as it is going to get, the food is as good as it is going to get, the car, the house, the private jet, the yacht...buying something even bigger or better nets you little additional benefit.

So then they have to spend a lot of time and effort figuring out who is going to get the money after they are gone.

I am sure many of us would love to have that problem...but it is a problem.


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Maybe we can save a few dollars by not buying the next state-of-the-art teleprompter.


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Dungeon Magazine #97 has a band of skulks and dark creepers in the city of Cauldron responsible for burglaries and abductions. It is actually the first adventure of the Shackled City AP but is easily made stand-alone.


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Bill Dunn wrote:
NPC Dave wrote:


According to wikipedia, the Dutch were the original settlers in South Africa at Cape Town. African blacks had not yet migrated that far south and west. The Dutch slowly expanded east until they encountered the Xhosa people, which are Nelson Mandela's people.

This was around the Fish River, so looking at a map of South Africa(and note I am not an expert) it looks like the Dutch are the original inhabitants of Western Cape and much of Northern Cape as well as that part of the Eastern Cape west of Great Fish.

That kind of ignores the presence of the Khoikhoi people and the ancient artifact finds along the cape.

Besides, it still wouldn't excuse the policies imposed on the Bantu peoples who were subject to them in the areas they could be found in before European colonization.

Ah, you are right, the Khoikhoi were already in the area nearby when the Dutch settled Cape Town.

I am not excusing any type of oppression or apartheid, but people just assume that the Bantu(specifically the Xhosa) were already there when the Dutch first settled. That wasn't the case for western South Africa, only the eastern parts of South Africa.


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thejeff wrote:


The people oppressed by apartheid were originally living there, not immigrants.

According to wikipedia, the Dutch were the original settlers in South Africa at Cape Town. African blacks had not yet migrated that far south and west. The Dutch slowly expanded east until they encountered the Xhosa people, which are Nelson Mandela's people.

This was around the Fish River, so looking at a map of South Africa(and note I am not an expert) it looks like the Dutch are the original inhabitants of Western Cape and much of Northern Cape as well as that part of the Eastern Cape west of Great Fish.

Nelson Mandela's people would be immigrants to those areas, while they are the original inhabitants to the eastern part of Eastern Cape as well as the provinces/states north of that area, with the Dutch being the immigrants to those areas.

Of course the British conquered the colony and oppressed both Dutch and Xhosa but that was prior to the more recent apartheid.


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thejeff wrote:

Nor is a currency backed by gold really any less of a fiat, conceptually. Sure you can get gold for it, but gold is also only worth what people are willing to pay/trade for it. It's not like gold is really a fixed standard that will always buy you the same amount of goods.

This is certainly true, but if you look at all the things mankind has used for currency for the last few thousand years, gold has less "wobble" than anything else.

Everything will be somewhat unstable but gold has been more stable consistently than anything else.

All the people in developed(and undeveloped for that matter) countries desperately need a stable money supply but that is precisely what governments don't want to give them.

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