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Less than a thousand to go before Servants of the White Ape is unlocked. I suppose it's time for a teaser.
The great southern jungles are a powerful natural force. Their verdant growth has reclaimed the ancient ruins of lost nations, burying the remnants of lost civilizations beneath their green expanse. Within the vine-choked ruins are sometimes dark secrets best left forgotten. An ambitious foreigner from the north, eager to capitalize on the rich resources of the region, stumbled upon lost power of ages past, hidden in a moldering temple. Through intensive study, he harnessed a portion of that power. Now he has revived the old practices, spearheading an ancient evil's return. The White Ape and its followers again rise to trouble the region.
Unlock this stretch goal and put a little Heart of Darkness into your Southlands campaign.
[A]n NPC in a published adventure dropping Samuel L. Jackson's trademark (regardless of part of speech) would completely take me out of it.
Even if that NPC were a criminal from the lower classes? I'd expect coarse and simple language from an uneducated ruffian. Now if he starts spouting "Curses! Hoisted by my own petard!" that's when I feel things have started to lose their verisimilitude.
Glad to hear it. Being able to work within the rules, but outside of expected norms is a good creative gift. My biggest worry was doing the same creature as someone else, forcing a direct comparison.
I went with the ikiryo. After researching the legends, it was a no-brainer. I like monsters that can be central to an adventure without needing much backup, and this thing is rich with possibility. I'll be looking forward to judges' feedback to see where I went wrong. I can spin enough variation on this thing that making a small product based on it wouldn't be much of a problem.
They're not zombies, they're vampires. No copyright infringement here. Besides, Del Toro is just using his leftover ideas from Blade 2.
Well, he'd said he would post them in the order they were received. I didn't get my submission in until a couple days before the deadline, so...
Jeffrey Palmer wrote:
Backed for 65 bucks, bring on the adventure! :-)
Final revisions to #0: Long Way Home are being done at this moment. Then I have to sketch out a map for the final encounter so the cartographer can take my preschool-ish attempt and turn it into something wonderful.
The art, people! The art that I've seen thus far for this AP is amazing. The cover art for my piece was so cool it inspired me to go back and tweak the encounter that inspired it so it was more like the art.
I'm not. Now how much does it scare you that we're starting to think alike?
Second episode was better than the first. A couple of scenes where you could tell they filmed in Spokane: the bridge they cross at the beginning, and the Banner Fuel truck from the latter half of the episode.
Trivia: The "oil" that the zombies were coated in was a mixture of livestock birthing lubricant and black dye.
15 backers in the first couple of hours is a pretty good start. I'd really like to see this thing come to fruition. Not only is this my first published adventure, but I get to start a really incredible story arc written by some fine talent. We've got not one, but two RPG Superstar winners that have written volumes of this Adventure Path.
Emmanuel Nouvellon-Pugh wrote:
And I'm not saying that my interpretation is the right one for everyone. It's certainly the right one for me, however. I know what you mean about rules question posts. There's a reason I rarely go past the third page.
As the ring of invisibility is a legacy item from the early days of D&D, it's not unreasonable to assume it's meant to be a persistent effect. That's how the ring was played in 1st and 2nd edition. You put the ring on, and you disappeared. If you attacked, you were visible again, until your next turn, when the invisibility would reassert itself. Everyone I know carried the persistent effect into 3rd ed. You activate it, it stays on until you take an offensive action. Then you're visible until you activate the ring again. That's how my group has played it in Pathfinder.
Enjoyed the season opener. They did a classic Marvel villain justice. The bit in the park
Spoiler:was a nice nod to the comics. Also liked that it wasn't all revolving around Skye, like most of the last season.
where he pulls that ball and chain from the railing to use as a weapon
Pretty sure they're setting up the LMDs with Agent Koenig.
Sorry, missed it in the wake of the weird "back in the 80s D&D was bigger than the Beatles" argument. I'd like to know where this magical land was where playing D&D was the popular thing to do, because I certainly didn't live there.
Well, it is the same company that brought us Sharknado, so it would be silly to expect another Walking Dead. SyFy has a habit of doing campy, low-budget stuff.
That said, I got to film a couple of scenes as an extra in one of the later season 1 episodes, so I'm watching just for the "Oh! There I am!" moment. I was impressed that the zombies looked so good in post-production. The make-up was Halloween costume level in daylight.
They're still filming here, so I'm hoping to get called back again. Keeping my fingers crossed that one of these times I'll be able to actually get into the zombie makeup, or at least get killed by zombies.
It's an interesting thought, and that would be funny to see, but the wording of the item doesn't seem to agree. If that were the case, then the boot would make one effectively immune to paralysis, as the wearer could simply slide around at a 10 ft. move. Those would have to be soemething different... boots of inertia, maybe.
The alternate damage system we're instituting is a mechanical change, yes, but it could apply to spell damage just as it does to weapon damage. You can also use the regular Pathfinder system damage rules for a less brutal option. The classes are all done in typical, 20 level progression, Pathfinder style, and most are riffs off of existing classes, with changes made where necessary. The only class pretty much built from the ground up was the hacker, and even there we've borrowed some mechanics from the sorcerer and wizard, since what the hacker does is the closest thing to magic in Interface Zero (well, except maybe for the cybermonk.)
At the risk of speaking for Dave and the rest of the team, this isn't about excluding magic. It's about taking the Interface Zero world and making it accessible to Pathfinder fans without making them learn a new system to play it. I can see turning it into a PF version of Pathfinder with very little trouble. In fact, I have an old D&D urban campaign that I was thinking of converting to a futuristic setting (with magic) when d20 Modern came out, but never got around to it because although it was d20, Modern was too far removed from D&D. With Interface Zero, it would be really easy.
Great, now I've just given myself another personal project to interfere with my work. Here comes Sahl Senara 2090...
Not unless that was some sort of a weird house rule.
Next stretch goal up: The Hand of Nakresh
Here's a preview.
Forty-Fingered Nakresh is the simian demon-god of wizards and thieves. His eight hands grasp all there is to take and hold. It is said he reserves his lowest left hand for the boldest and most daring of his thefts. Thus it is that this cult--a pentarchical assemblage of the region's most infamous scoundrels and their followers--revere their god by emulating this behavior. These five crime lords plot the most audacious and spectacular thefts in order to appease their god and outdo the other members of their organization.
The Five, leaders of the cult.
Lord Vermin: daring roachling rogue, mutant and crimelord.
Master Kiprak: kobold alchemist, steals anything to further his experiments.
Mognyr Dunestalker: gnoll ranger, a cunning and vicious bandit and expert ambusher.
Sister Starkfeather: this albino huginn (tengu) cleric currently holds the position of Exalted, leader of the cult, and has no plans to lose it to any of her layperson brethren
Zheita the Magicmonger: derro sorcerer, savant, specializing in theft of enchanted items. In order to outdo her fellow cultists, she has a mad plan: to steal the very essence of magic itself!
Submission guidelines for the next issue are always found at the back of the current issue, plus there's always a thread posted here in the Pathfinder Campaign Setting forum when the call goes out for a new issue. Here's the one for issue #12.
Back on topic, I'd be interested in seeing what the average word count for the entries is, and perhaps highest/lowest word counts for entries.
Read the text of the spell.
"Increase its speed by 30 feet."
"Speed" is the term for how far you can move in a move action.
The exhausted condition says: "An exhausted character moves at half speed... ."
Therefore, since the character's speed is now 60, and the exhausted condition makes him move at half speed, then he can move at a speed of 30, his original number.