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Recent posts by
Steven Cole:
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Samnell wrote:
Hm. I got my PF#14 yesterday despite my being set to ship once a month.
Yeah, but you're not on the Pathfinder Modules subscription list. So *my* October is PF14 and LB2, and the shipment is currently being held for LB2.
Yours is just PF14, so there's no reason to wait.
There's an odd efficiency to Paizo's methods that results in unpredictable and chaotic shipments, and yet... It's *better* than the rigid methods used by older, pre-internet companies.
And besides, if anybody should be able tame chaos and make it work, it should be a bunch of geeks who grew up imagining how demons would run the world if they had control...
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Hi all.
I'm currently prepping The Bullywug Gambit, and noticed the comment that overland treks to Kraken's Cove should use the wandering monster tables from the corresponding Savage Tidings article.... And of course, there are no such tables there.
Now, I hope that my players will go the sea route anyway, but they have this annoying habit of choosing the path I spend the least time fleshing out beforehand, so I'd like to be a bit prepared.
Does anybody have a favorite list-of-critters already made for this trek?
Thanks...
--Steve
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Aureus wrote:
What would you say: does the searching rogue trigger the trap?
The searching rogue triggers the trap if he fails the search check, or if he's not really searching the area where the trigger lies.
So if he's searching the "whole room" (as you say), and takes a 20, then he finds the trap. Of course, taking a 20 for every 5x5 square can take a long time. Taking a 10 is much faster, but often doesn't find things.
In my games, when the party wants to do a thorough search, the rogue takes a 10 and everybody else does the Aid Another action to boost the search check.
In any event, if the rogue is searching, he likely finds the trap. Since "trapfinding" is a rogue skill spelled out in the rules, I'd assume the rogue must have learned a trick or two about not setting off things while he looks.
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Tycho, Lord of Karran-Kural wrote:
It only sounds harsh because of the level they're at, but really, an extra 13,000xp is a minor speedbump, after which they pay a mere 1000xp surcharge each level, which should be neither here nor there.
Well, it's more than just a 1000xp surcharge each level.
The Smoking Eye template gives the character a +1 Level Adjustment. Which means that the Effective Character Level bumps up by one.
The way my group uses this (which as I reread the rules just now may not be exactly right), means that the templated character earns XP at a slower rate than the non-templated characters (he earns them at the rate of a character one level higher). But we still trigger a new level at the same XP threshold as before.
Since he's earning XP more slowly, however, the other characters reach higher levels first. This method stabilizes with the templated character one level behind everyone else, which is what you want.
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freeclint wrote:
Try the
Web Enhancement for the draconomicon.
Good luck!
-c
Oooh. That one's nice. I think I'll manage a combo between the map of mystery in Dungeon 102 and the encounter write-ups in the web enhancement. And maybe something more. The SCAP mentions hookface's "minions"; I've been scouring my monster books to find some kind of minion I actually like. The mephits work; though I think I'll throw in a band of kobolds as well, though at their power level they won't be much more than a bit of environment. The lair beetles in Draconomicon are fun, too.
But I'm still looking for a minion that really works for me. Haven't found one yet.
--Steve
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We just finished running Foundations of Flame, and had a memorable last encounter with Hookface. (Emergency plane shift away to save a fighter getting slowly chewed to pieces as Hookface flew away from Cauldron, defeated but still alive and bringing a snack with him.)
Now the players plan to visit his lair once other events give them some breathing room, fully prepped and ready to do battle.
Has anybody done any work on creating a good lair for Hookface and his mate? The SCAP intro suggests minions and traps, along with his more-powerful mate. All of which suggests a lair considerably more complex than the sample red dragon lair in Draconomicon.
I mean to look through Dungeon's Maps of Mystery to see what I can find, but in the mean time, I thought I'd throw out my request to the SCAP crowd...
--Steve
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I received W1 yesterday, and so far really like the way the module is written...
But I've got a beef about the stat blocks. The new 'split-into-sections' style is wonderful; but the ones in W1 are still causing me to pencil in bits & pieces.
In particular, some of the combat-useful feats that don't permanently modify combat stats aren't listed in the OFFENSE section (like Combat Expertise or Improved Feint). Also, the combat gear is not listed in OFFENSE either.
With the easy critters of lower-level adventures this isn't much of a big deal, but it would be nice if *all* combat-relevant, checkbox-style items actually moved to the offense section---that's where I look to figure out what a monster can do in a combat round, after all...
--Steve
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Great suggestions, guys, I appreciate it. The point about keeping things simple and straightforward is well taken. Investigatory stuff is probably out, as well as puzzle type scenarios. For a few years, anyway.
Even though the Sunless Citadel is biggish, I am tending to think that direction. Though perhaps with some sort of homebrew beginning link there first, especially since I probably need to underpower the encounters my kids face. (I expect their tactics to be poor.)
I like the comedy element that Meepo can provide, especially. The more I think about things, the more comedy will prove to be a critical element, I think. (There was an adventure a few years ago with giants raising a clutch of "chickens" (actually cockatrices)).. I'm going to be trying for that kind of style, I think.
And that one with the bees looked interesting, too.
--Steve
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My kids have been clamoring for me to get them started on playing D&D... And this Christmas vacation, it's gotta finally happen!
So: what are everybody's favorite kid-friendly adventures? Where the evil is more comical than brooding and dark?
I'm thinking "Box of Flumph", (because, well, flumphs are ridiculous), and "The Devil Box" with it's goofy giant-sized kobolds...
Does anyone else have any favorites?
--steve cole
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