|
|||||||||||||||||||||||
|
So I emailed the customer service last week but never recieved a reply so maybe a post will do it. I would like to start getting the aps again, but where i changed cards and such the previous ap is still trying to charge. I want to somehow cancel the last Kingmaker volume in my shipments and just start the serpents skull ones and also Get my order that i have in my cart to ship with my ap.... Help? I have found many good lists of minis to use for the first 2 or 3 of the series (the H modules) but is there a good list of the ones needed for p1-e3? Has anyone ran them all and have good mini ideas you did or would have used? WotC plastics are going to mostly be my method, but for a few good ones for major encounters ill pony up a lil more for the effort of an awesome mini :P Knight who says Neek! wrote: D&D Wrath of the Dragon God--bears no connections (thankfully) to the original D&D movie, Actually, sorry to Nitpick but it does indeed share a connection to the first D&D movie, reprising a charcter and plot thread from the first one. Thankfully it uses them in a much better way and doesn't fully embrace the connections. Otherwise your take on the movie is spot on. Maybe the agent hasn't actually picked up yet, just paid for it. Wha with the pcs and all, Ironbriar has been busy and hasn't actually delivered it. Make an addendum to the note that the investigator transcribes which turns out the meeting time and place for the exchange and the agent that's supposed to pick it up. The pcs can then bust him and you can do a chase scene with his guards and the like and in the end let the pcs defeat him, before moving on. Ok so I stole this idea from an RPG.net thread titled "[4E] Chrono Trigger-ifying PoLand" specifically by a post by someone named the unconquered Shawn. Essentially I love the concept, and Am looking to expand the idea some more and build it into my own variation of the theme and wanted some ideas. Now that my premise is laid out and credit is given and everyone understands that this isn't my genious brainchild let's get to it: Keep on the shadowfell: In episode 1, the pcs learn of an evil cult brewing in the town of Winterhaven, learn of kidnappings and the like and face cultists in the city. Learning the location of the Lair of the Cult leader they delve into the old fort where they encounter the crazed Spirit of the Knight of the keep. Eventually they descend upon the lower level and face the cultist and his dark portal only for the ritual he was casting to summon his lord to be interrupted. This causes a break in reality that sends the pcs back in time to the days of the keep, and they meet Sir Keegan and witness his descent into madness. They learn it is due to the Cult leader messing with his mind. They can stop him from becoming insane and attacking everyone and save his soul.
they learn of a woman who is a witch to her people who may be able to help them after they save a small tribe of proto elves from orcs. The woman who lives in a volcanic peak turns out to be the woman who helps the baddie then pcs later. She is here after being thrown here during their battle before. She uses the pcs magic and help to gather the stuff to go back to the present so they can throw down with the devourer who is a mighty demonic Being. Anyway this mimics Chrono trigger pretty good overall but needs some more development. I was figuring someone might have some ideas that could really help tie it all together and any ideas for more iconic chrono trigger things that need to make an appearance. :P Lord Fyre wrote:
I'd have to agree as Orik became a pivitol party friend after they spared him and actually through their help began turning his life around... I may run mishmashed second darkness game in the future with Orik as a patron but thats another thread. Suffice it to say that I love Nualia as an Inquisitor or anti-paladin. I think she'd have been awesome and if you want to use apg stuff to really show unique baddies, convert Ripnugget to cavialier since he is so focused on mounted combat with his gecko :P Digitalelf wrote:
"Hungry Are The Dead", and "Carrion Hill" I'll have to look at aswell as the Goodmans game one. I should have prefaced the page by stating that my two previous entries into my new tradition were actually with Carnival of Tears and then Hangmans noose with rousing success. Twisted in just the right way for my posse of players.I ran it at my FLGS. I was going to play but I'm sort of one of the only other DMs around so when it became clear we had a second group forming I relinquished my player gear and sat at the big seat. I had fun outside of the crazy rules lawyer guy who everyone thought was way too loud and obnoxious, and the fight with the solo was so very long and deadly. It was funny that they were short the seeker and basically a few people bad mouthed the seeker who was the shining mvp at the other table. In the end a few pcs died and then the obnoxious guy left the leader to die in the desert so he could carry his warlock buddy back to town and not be slowed down by two people... I was like "seriously? you will carry the templar back to town but leave the heals to die?" Otherwise I liked that the adventure in and of itself was very darksun. Also the first encountered caused the fighter to use 7 healing surges total, counting the short rest afterwards.... The concept of tactics and working together were not present in any encounters, and it didn't help that the obnoxious guy who played the barbarian was doing everything he could to stay out of harms way to the point of staying away from badguys >< No, I'm not cutting encounters just to cut them. I'm just going with less combat more story approach and as such, just don't need as many encounters as 2 pcs will get plenty of xp and be on track overall to progress with fewer encounters than 4 or 5 pcs. Also I just generally want to remove some of them, and it works well to do so. :) Orthos wrote:
Well the catch is one of the players played the first 2 or 3 chapters of St and has done the general idea of it so it's no big on that stuff if things get trimmed. I will probably change the puzzle though I've got others to tinker with.... At this point for the first adventure I'm thinking of changing the burning boat scenerio to one where the thugs are fighting the rhadoggessa and that the party can capotilize on the situation and basically pick off the winner. I like the idea concerning parrot island, I definately will make them standard mindless zombies, and will spread them out more, like have one or two locked in the bedchambers, and a few floating in the water instead of the crabs, and maybe lair the hecuva in the shrine and only have him encountered if disturbed. The iron cobra idea I like, although I'm contemplating completely dropping the encounter and making Lavinia less uninformed about the vault, only staying away due to lack of a "key". The fights with the pirates I agree on cutting down, especially the dummy room, the alligator pit, and the trio of rhadoggessa's/xixtchils. I plan on cutting most of that anyway, as it makes no sense for a theives guild that is supposedly taking over for all of them to be there always. Also I'm introducing a few rival guilds the pcs can gang up with for a pretty cool showdown I think. From there I plan on cutting alot of savage encounters but make them more creepy, and really heavily focus on the event. I think Drevoraz will be encouragable, especially if the pcs prove resiliant and tough, and he may swicth sides. As for the jade ravens I think a few of them may have been inside when the assault occured and need rescuing, but a couple may have been enjoying the festival and may be encountered there to add some beef. Depending on the amount of cohorts the pcs have, and the number of jade ravens will determine how many frogs stay in the house. I was heavily considering just moving the chief and the huntress to one location and then scatter some normal frogs about, and only the shaman and his guardas and the orc in the bedroom... I'll have to look at the encounter. So my first post became a delicious snack for the post monster, so I'll try again. Here's the meat and potatoes of it: I have seen games inmpliment "action cards" and points and what not that give players nifty advantages they can play that changes the scene and combat in some way. I was contemplating something of this nature and wanted to brainstorm my ideas aswell as maybe pluck ideas from the community. I am thinking of something along the lines of "Twist of fate: Turn any natural 1 or natural 20 into the opposite" or "Back from the brink: If an attack drops you to below 1 hp you are instead left at 1 hp" or "En Garde: Force an opponent to take it's attacks on you this round". These are some random off the top of my head examples. I was thinking of awarding so many of these to the players randomly at the start of the game session with the possibility of extra ones. Just to give them some random luck advantage. Any thoughts? Any way to make the idea cooler? Has it already been done for d20? So I was thinking I like the concept of a card or somesuch that lets the players change things, similiar to how some games handle action or drama points. I like the idea of them being able to do some sort of boon to change things in their favor. I was contemplating "action cards" or some such, and as I don't know of any d20 product like this have endeavored to maybe make my own. I'm thinking stuff like "Twist of Fate: You can change any roll to a natural 1 or natural 20" or "Back from the brink: instead of hitting negatove hp, you are left at 1 hp" or somesuch. I know Ive seen mechanics similiar somewhere before and possibly even the names. If there is already a product like this please point me to it, however if not what are some other cool "cards" that we can make? Firstly, Thanks for the suggestions. I appreciate any thoughts on how to do this as it's a bit more ambitious than my usual tasks in the opposite way. Overall I already plan to cut alot of the encounters that I didn't like or feel made sense anyway. Also the pcs will have hirelings as part of their background aswell as some other tricks to get them through such as action points and the like. Now to implement some these suggestions :P So I'm thinking of running it as a HEAVY on roleplay, low combat focused ap with only 2 players. I know this means taking a chainsaw to alot of stuff and definately dialing back the difficulty of encounters. My question is if anyone has already done it and what the best approach would be to get the majority of the important stuff still in and keep it doable by 2 non power gamers? Eric Clingenpeel wrote: I'm really surprised that there are no player deaths to pugwampis... In the big pug fight, had there only been 4-5 pc's instead of 6, I'm sure at least one would have died. As it was, three of them were neg hp at once... I was sure that someone would have posted a death by bad luck... Honestly while there were no deaths to pugwampi, there was ALOT of frustration and near falls. The first thing that happened was the paladin stepped in the room yelled a judgement on them (in the chapel) and declared they get out and change their evil ways or be smited. He was flanked by the cleric and the Fighter. Quickly the pugwampis responded by using their shatter abilities and with poor luck the paladin had no weapon or armor, nor did the cleric or fighter. And then the tiny arrows were surprisingly deadly. After these plus King Mocknock, my players HATE pugwampis. TPK ><
Spoiler:
They entered his lair and the assault happened. When he bolted with his spoil they chased him into the mist. The confusion was their end. Veras Beahlor
Spoiler:
The party found the dust digger's clearing and failed to notice anything odd. They spotted Dashki's pugwampi trophy and Veras ran over to it triggering the dust digger. Long story short it ate him and digested him while everyone attacked it at range. They left it at like 8 hp when it finished off poor Veras... A true hero, to go down like the fett Slumak of Kalemeran
Spoiler:
Slumak stepped into the old ruined room and immidiately saw the coins scattered about, starting to scavenge them he was accosted by the 3 storges who laired there. Some poor rolls and after 4 rounds only 1 was dead and the other 2 had their fill leaving him at 1 con. Sadly he contracted filth fever from it and it struck 2 days later with him only having a 3 constitution. He rolled his fortitude and rolled a nat 1. The dice came up 3 con damage and he passed away vomiting in the night, a victim of the disease of the desert.... and on a side not, Filth fever? really? Wow, I've never killed a pc with filth fever before.... Badb Firegrinder Dwarf Knight 9
Spoiler:
The dwarven knight charged him, he took a full 4 attacks on her, 2 of which were natural 20's and then confirmed... Leaving a very very dead knight. She was revivified that round by the radiant servent fo brokeness... err Serenrae How about advice about how to deal with non standard races, from the monstrous to the completely wierd? I mean this in context of a published module or adventure path. Say you have an adventure path about stopping an evil godlike wizard from an ancient realm from regaining power (*wink*) and you want to play a Gnoll or goblin, in otherwise a setting full of humans and elves. How would one integrate that? I know what I would adjucate, but newer players and people interested in GM advice might not. So that would be handy. Chris Mwangi warmage 8
Spoiler:
Chris was yet another deceased warmage played by the same guy who has played every warmage who died that I posted here (4 se[erate warmages now and one of them died twice). Sadly this time he angered Barl Breakbones with his mass damage spells and was blinded for his troubles (nat 1 on his save) and then proceeded to drop sudden maximized and empowered firballs leading to an angry giant.... who then busted him up.... A critical hit was the end of him.... This time he denied the raise and rolled a fighter/tempest... wspatterson wrote: The party in my game just summoned up two bearded devils and stuck them into the circles after they took care of the initial problem and destroyed the pit fiend. And they're sleeping soundly at night, too. Nice, but the bearded devils could leave since the magic circles only bound the named individual pit-fiends. How did they keep the devils there? Beyond that I figure the Stoneshape idea is good, or hiring dwarves to essentially come up with a new source of power (Which may or may not involves gnomish engineering and bound elementals) So after learning all about the infernal engine that powers the Dam, my player's are very worried about the town they've gotten to like (and they're definately more concerned about it than the shiny new fort they got and are having cleaned and fixed, honest!) SO are worried that the floodgates may need to open again and rightly so. SO they asked me what are possible ways to power the dam other than the infernal engine that already does. SO my question is simply, what are the options for the dam? Is there a secondary way they could have crafted? Or could they basically put a pig in each side every time they need to lower the gates? Is that even morally ok? Thoughts on the place so I can get some other people's insight? Thanks. Gaunga Garundi warmage 8
Spoiler:
Due to extra players I changed out the Ogre barb for an ogre fighter. He was easily thwarted due to distance but as the party closed in the Warmage (played by Chris who played ALL the previous ones noted here) used Sleet storm to keep him from moving or seeing the party. On Gaunga's round he dropped the sleet storm and moved forward. The ogre then dropped a nat 20 followed by another nat 20 to confirm.... Another warmage became ogre snacks. Luckily the trolls had captured another warmage and were going to eat him but the party burst in and saved him.... ghettowedge wrote: I ran the first one (BotFK) during the Beta, but we just used the rules for the characters without converting the module. So, I don't have any notes there. I can tell you that the module is a straight line dungeon crawl. There are some interesting encounters, but for the most part the party walks room to room killing the residents. Also, there are a few creatures with DR (silver I think) that might frustrate a lot of characters. I've ran it before for a different set of players and it was good for a dungeon crawl. I was actually thinking of during this conversion of retooling it and breaking it up more or maybe using it as a premise for something else.... Most likely though a retooling of the encounters for pathfinder. Uchawi wrote: I have only seen previews of the tiles, but it makes sense to treat water tiles as silt, as in "sea of silt" and therefore have a dual purpose. I am not sure if that was the intent. But there areas in athas that may still have water, although very rare in desert region, and more common beyond the mountains where the halflings live. I bought these today, only problems I have with it were the tiles ripped some where they seperated. Also way too much water :P hogarth wrote:
I know they did something in age of worms aswell. In Shackled CIty One of the Vandorborens is part of a rival adventuring party. Here's a discussion on the subject from right here on the boards! Vandorborens in discussion!Rogue Eidolon wrote:
Yea the Vancaskerkin's were all over the first aps like the Vandorboren's were in the Dungeon mag days. Orik's older brother is in Second Darkness too.... though I think the Vancaskerkins stop there for now. Rogue Eidolon wrote:
Really? I missed that. Oh well no problem working it in, the players gave them the 200pp they found with the deeds in Foxglove's townhouse in the hidden compartment. They deemed it would belong to his sisters since he was dead, so they tracked them down. I'll just have them open a store with the money, far away in Korvosa then :P I used the hook as is, with the mayor asking them to check it out. He explains the political pressure on him to maintain presence there so as to legetimize Magnimar's authority in the area and how important it is for people to best represent him... err Magnimar. :P
Selk wrote:
That's really good. I ended up having the pcs discover her in the pantry barricaded away from the ogres, using the pickled fish to keep them at bay. The ogres were toying with their other spoils and were going to get to her eventually. She then told the party that she was investigating a missing fey noble and her divinations brought her here. Had a big session and a rough one at that, a record 5 pcs and 2 npcs in one night that wasn't a tpk. 3 of the deaths were the same player sadly. Twice of which was the exact same character. >< Kareef Shaonti warmage 7
Spoiler:
They burned the ogres in the new barracks via the warmages fireball. The ogres in the various buildings heard the noise and proceeded out to investigate. They ended up grouped together and ate a sudden maximized fireball via the sudden maximize feat and were hurt and angered at Kareef. Minktuck then ended him with his massive bow. Kataar Shaonti Warmage 7 aswell as Jarkrados and Shelelu (NPCs)
Spoiler:
The party encountered Jaagrath and stayed in the hallway fighting instead of entering the room giving the two ogres in the commander's quarters a chance to hear the violence. They soon joined the fray and Dorella made a mess of the party, and ending Kataar with a few lightning bolts. All three were raised. Barli Bladebear Dwarf Favored Soul of Cayden Cailean 8
Spoiler:
After Jaagrath was downed and Dorella on her way out Barli was healing Babd the knight and was the victim of a full attack by Ole' Hookmaw, eating two attacks and being felled. He was raised. Kataar Shaonti Warmage 7 (AGAIN!)
Spoiler:
During the flooding of Turtleback ferry Kataar tried to get Magga's attention, while half the party saved survivors and succesfully did so by critically striking with a seeking ray and beating the SR. Afterwards she bit into him draining his energy and dropping him to negatives. She sson became destracted and tossed him were he bled to death in the flooded water. Xanaphia Half-elf Druid 7
Spoiler:
While defending the town against Magga, Xanaphia summoned an ape to try and help keep her attention. Sadly the two of them were caught in the breath of madness and became confused and ended up duking it out to which her summoned ape beat her to death and she bled out alone on a mound of dirt and debree. Turtleback ferry has a statue in the likeness of Kataar and Xanaphia to commemorate the heroes and people who died in the flood helping other being erected in the town square. Paul Watson wrote:
I like it... So my group is inside Fort Ranick, they've came in through the caves and already found a replacement pc in the cells below the fort. They've cleared the first floor and stopped there. I have a new player jumping in with a druid, so my question is, Is there a logical point for her to be in the fort and not just be a nother prisoner? Or does she have to wait till the rain section after fort rannick? Alex Shaonti Cleric 6
Spoiler:
As the party infiltrated the shocker lizard warrens, they lost initiative to the hoard of lizards and a few members were caught in the blast. Alex was one of them... Vale Temros NPC Black Arrow Ranger2/Fighter 4
Spoiler:
As the party infiltrated the shocker lizard warrens, they lost initiative to the hoard of lizards and a few members were caught in the blast. Vale was also one of them... Are wrote:
didnt even notice that.... wraithstrike wrote:
You sir are a Success! Thank you. So I'm thinking a minotaur for a character in a friends PFRPG game. The thing is, I didn't see any stats in the bestiary. So I'm wondering if they have been published yet or if anyone has any balanced versions of a playable minotaur race? If not what do you think of +4 str, +2 Con, -2 Int, -4 Cha; Gore attack (d6), Natural armor +2, Large Size, +4 perception, +4 survival, and natural cunning? Too much? Any drawbacks to offer? So as stated my friend Wandering Nephilim (on here anyway) is running Kingmaker and I'm oh so excited at both my first time getting to experience playing in a pathfinder Ap, but also the first time getting to really dig ino the PFRPG. Mostly I still run 3.5 with some houserules as my players don't want a new system unless we go full bore 4e. So I'm really excited and have decided upon playing a Half-Orc Druid with the Dire Bat familiar and the Pioneer trait to guide me. I think he's going to be alot of fun as I'm going to play him as a curious druid who is inherintly interested in civilizations as a whole, considering them to confusing but enticing. I think he could be fun, and an oddball as a grizzled Half-orc with a bat who is as friendly as can be and seems happy and carefree, like a halfling or gnome... Main quick thought. Other than wild shape, any other huge changes between 3.5 and pf druids I should know about that fundementally change how they play? xorial wrote: I always considered that you should use the Ref Save bonus to AC if you go this route. Fighters wear armor & rogues dodge better. That evens out the field. Spellcasters can boost with spells to saves that help. Interesting thought.... I'll put that on the backburner if an alternate becomes needed. I actually like the kensai for the most point, the key is the fact that the samurai in complete warrior kind of sucks. I played ina heavily homebrewed setting a friend ran and played his improved samurai and taking kensai was well worth it. The only ability I really just dislike the the Ki warlord ability as it just seems sub-par for a prestige class capstone... Drogon wrote:
Currently I am trying to trade for what I can and save as much cash as possible so there is that. I have been checking the local dollar stores for properly sized animals of the types I need but no go so far... May have to look online. Also I've taken to making my own paper minis which have went over so far...
|
|||||||||||||||||||||||||||||||||||||||||||||
|
