According to the tracking number, my package has been sitting in Connecticut for 5 days now with no action. It was supposed to be delivered yesterday, according to the estimated dates, was received in the facility on the 26th, is marked as ready for post office entry, and has apparently just sat there since then. I don't know if you guys can do anything on your end, and obviously this isn't Paizo's fault at all, just hoping you guys can get some more info than I can. Tracking number is 01952PZO00000498895. Thanks for any help you can give :)
Matthew Morris wrote:
BWAHAHAHAHAHAH!!! I'm basically playing that character, backstorywise, in our Council of Thieves game (I went Magus (Bladebound/Kensai) 6/Aldori Swordlord 1 for class, though). His father was an embarrassment to his house and was sent off to Cheliax, where his excesses would fit in. His mother was a Tiefling prostitute whom he's never met. His father insisted on raising the boy as his own, but when the old man died, Nicos found himself turned out. He did have enough time to steal a few of his fathers things, the sword being the only one he still has. He's done a decent job of stepping in for the fighter after his player got booted from the table, and I went with Broken Wing Gambit and Combat Expertise to pair off with the rogue. We shred absolutely anything we can flank.
EDIT: Forgot, with this build I've got an AC of 27 (Fully buffed, that bumps up to 32) at 7th level. Would have been that earlier, but we were already 4th level when Paths of Prestige came out. You lose the full BAB, but you can make up for it with a wand of shocking grasp or the Close Range Arcana by 6th and still make an extra attack each full attack.
You guys are the best :)
Seriously, if my gaming group ever makes our planned trip to visit a friend out that way, I'm taking the whole Paizo customer service team out to lunch (or at least sending you a pizza or two). Thanks for the quick reply, and no need to apologize, 73 orders with two mistakes, both of which have been dealt with within an hour...that's a pretty good track record in my book.
Thanks in advance :)
So, quick update here. I am exhausted after a nearly eight hour gaming shift, but they emerged victorious. I don't just mean conquered Renchurch, I mean the ap is finished, we are moving on to ROTRL next week.
Essentially, plan a worked, the summon planar ally went off and Paul and Cecil are alive again. They buffed and charged back into the fray, easily sorting then juju zombies from the count with positive energy and got him back to Caliphas. Taking a couple days there to resupply, they did a little research into adorak itself, realized they could just fly in to the top of the tower, and did just that.
Marrowgarth was tough, but the pally's smite hurt and she had trouble staying out of reach since the whole party was flying. A couple of dispels did her no good, and by then they had noticed Adivion cursing them. Making a straight for him, they pally moved right up to him and activated a cube of force, trapping them both in side. He proceeded to solo the fight, while then rest of the party took on the nightwings. It was a rather epic showdown. The whole thing had a nice flow to it, with such a high chance of failure with rescuing the count in the beginning of the session to a rousing victory in the end.
Thanks again for everyones suggestions and help, luckily the party got out of it on their own wits, but I was ready to salvage it thanks to the great suggestions I got here. An overall great time for what was our first AP finished, and in just about a year. It was definitely a blast, I actually want to run this again at some point, or play in it, but that would be more difficult.
*EDIT* If any of this seems disjointed, I apologize, it is currently 4:30am here. Also, as I live in Massachusetts, I have to give credit to my players for coming out to game while everyone else was getting ready for a hurricane, which I can currently hear the wind picking up for as I type this.
I actually prefer my paladins to have a negative wisdom. It makes it a lot easier for there to be shady people in the party; I may well just never notice.
I actually played a pally with an Int of 8 and Wis of 10. It was a lot of fun. He had the best intentions in the world, just never seemed to do anything right (except hitting things). It was great because he assumed everyone was the same way and very rarely used detect evil because he just didn't think people were inherently evil most times. There's a good amount of roleplaying fun that can be had with a build like that. He actually broke into someone's house at one point because the rogue made a bluff check to convince him that someone said come in when he knocked. Just run with it, it can be a blast.
Actually, looking at those stats, Gaston from Disneys Beauty and the Beast instantly comes to mind...maybe take leadership for a bard cohort :-)
The biggest problem with the cleric is that he has some kind of trait (I can't for the life of me find it now) that completely negates channel resistance. So, it doesn't matter how much channel resistance a creature will have in future books--his channel bypasses it and I take damage regardless. Plus he has seven a day. I'm not gonna lie, as a new DM that really irks me, especially since he's had it since 1st level. I'll get over it, though.
Quick bit of sort of related advice. You need to have your players leave their sheets with you after the next session. Familiarize yourself with all their abilities, feats, and traits. I don't want to suggest they're cheating, but the only thing I could find that negates channel resist is a 20th level class ability. It could be that you have a player looking to take advantage of the fact that you're unfamiliar with certain aspects of the game, or that they're misreading the ability, but either way it probably doesn't work that way.
Also, check their ability scores. I don't know what point buy you used (I would suggest 15 points going forward for AP's), but seven channels per day seems excessive at such a low level.
Unfortunately I'm not using the Harrow Cards for this, just regular hero points. We have instituted a house rule that if all the players agree they can all spend one hero point and an hour of rest counts as a full 8 hours, so they have that option if they need it.
Basically the whole thing hinges on the scroll of planar ally going off. If that doesn't work, the inquisitor is resigned to selling his soul. His back story is actually that, while in training, he deliberately let a Paladin of Iomedae die, pouring out a potion of neutralize poison as the pally succumbed. The paladin had been on his way to falling, actually torturing a suspect at one point. Paul couldn't stomach this and let the man die, knowing that it would most likely damn him. He has only recently been informed that he certainly isn't damned, if he ever was, and it would be perfectly in character to use his own immortal soul as a bargaining chip.
If all else fails, I may end up using the Knights of Ozem, but only as a last resort, and only to hedge against something monumentally stupid on the parties end, like if they decide to charge in two party members down and go down in a blaze of glory. Even still, its entirely likely that they'll have three archons with them if they do press on. The party managed to save Haloran in the last adventure, even going so far as to teleport to Absalom so they could get his resurrected after he met the sunrise. Instead of that happening, they turn around after he dies, and there he is, newly promoted to archon status. In stead of his gear they got three gems that would summon him for two minutes. There was talk of popping all three and just pushing on. They might stand a chance, but they are really low on healing, so I may have to prevent it.
Skeeter Green wrote:
I meant hard copy as in not PDF, but actual printed product. No worries, though, I just got home from work and the players guide was with the other shwag. I thought I had brought all the books with me, but I must have missed that one.
Got everything today, the book is amazing, I can't wait to start murdering some pc's.
One concern that I have, I was pretty sure I got a hard copy of the players guide at the $250 pledge level, but I do not see it with the other books
Brandon Hodge wrote:
You know, the Whispers could be capable of replicating resurrection *evil grin*
That's just mean...create undead would be so much more fun...especially since the paladin has the undead scourge archetype. This may need to happen...
Dieing shouldn't make them loose spells.
Raise Dead wrote:
A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell
If they're successful in summoning the petitioner it will only have access to Raise Dead, and there's a 50% chance per spell slot that that spell is lost until they rest. If the inquisitor sells his soul, its a different story, as wish can replicate Resurection, in which case they'll have all their spells.
I love the fact that the maps and minis lines tie in to the AP line. I enjoy mapping, so I only tend to grab to odd map pack here or there, but I will definitely be grabbing the town square flip mat before I start running ROTRL. I would also like to see some more tie ins to the fiction line. I have the Radovan and Varian minis that were done for Gencon, and I would love to see more characters from the novels in either mini line.
Thanks for the ideas. I'm actually thinking, short of infernal bargains, the allies idea will be the parties salvation. Not only did they manage to make the Knights of Ozem friendly, they impressed the knights with their tenacity and combat ability. Enough time has passed that the knights would have finished their patrol, rallied some allies, and made their way to Renchurch to act as reinforcements for their newfound allies. Knowing that one of her followers (Will, the alchemist) is in a deadly situation, and that the rest of the party made the effort to cleanse and rededicate an ancient shrine to her, I can see Desna taking a hand in things, as well, clearing the way for the reinforcements to reach Renchurch in time to help the party. This also has the effect of causing the Whispering Way to postpone moving the Count until they can call in sufficient forces to fight their way through the party AND the knights. Hopefully I will be able to avert the implosion of the campaign while still preserving at least the illusion of the possibility of failure. If not, well, ROTRL here we come :)
The biggest problem is that its going to take them days to leave and get back, in which case the Whispering Way has more then enough time to get Count Galdana to Adora and complete the ritual, thus disaster.
I can always solve it via deus ex machina, but that'd cheap and would probably just annoy my players. The chance of failure has been hanging over their heads this entire time, spurring them on against all odds. To step in with a cheap "jk lol you guys can't *really* die" would feel cheap to me and them.
In a good bit of roleplaying, however, Paul (who has died and been brought back twice before in this campaign) was showing Cecil around the "waiting room," so to speak, of Pharasmas Graveyard and came up with the ideas of attempting to find a Contract Devil and signing away his should for 3 wishes in a last ditch effort to get back in the fight. I'm debating letting that happen, figuring out how to taint the wishes and such, but I don't think the Pally would be too happy about it.
And just before such a satisfying ending, too.
Party consists of Schneider - Human Undead Scourge Paladin/Holy Vindicator, Kaleb - Halfling Fighter/Rogue, Will - Human Mindchemist Alchemist/Gunslinger, and Paul - Human Inquisitor/Flowing Monk, all level 14.
In the fight against the Urgathoan fly,I managed to drop not one, not two, but three different party members. First to go was Will, taken out by a channel. Cecil managed to get him back up with a breath of life, so he at least survived. Then Paul decides its a good idea to move adjacent to the fire, where one of the clerics had already cast slay living, but not actually connected with the touch. The cleric connects, the damage is enough to send Paul into negatives. At the top of the round (on his turn, when he takes the fire damage), Paul dies, with Cecil nearby ready to heal. Too bad the enemy goes first, and takes Cecil out with a channel. Overall an absolutely brutal encounter, and the party ran in almost completely unprepared.
They now have a long shot idea to use the Cecil's scroll of planar ally to call up a petitioner cleric who has access to raise dead and hoping death didn't purge too many spells/slots from the two who actually got all the way dead. Further complicating things, they are led to believe that the Count is being moved that night, and while they may have a chance to rescue him as he is being transported to Adorak, the chances are slim, at best.
So, do I actively do anything to attempt to salvage this? Obviously I'm going to see what they come up with, but I'd like to have some ideas (beyond my own idea of statting up the Tyrant reborn and hoping for the best) waiting in the wings for next session.
I had never heard of this until a thread here piqued my curiosity. Needless to say, I never preordered, but I would definitely be in for a kickstarter. Don't know how much I can put in with the holidays coming soon, but I would definitely be in for at least a PDF, probably a hard copy.
In my experience, most APs would require quite a bit of reworking, either rebuilding NPCs without gear, or overhauling entire encounters to makeup to the fact that the party is lacking certain equipment that the designers assume they would have. For instance, I would have had a TPK many times over if my Carrion Crown players hadn't had ready access to ghost touch weapons, the inquisitor has died 3 times, and most of the rest have died at least once. Most of the APs are tough, but they tend to give the tools the party needs. Running it as is but deleting all the magic items rips those tools from the parties hands.
Story wise, whether it falls apart or works varies from AP to AP. Carrion Crown and ROTRL would fall apart in a low magic setting, but Kingmaker would work well with a few tweaks here or there. I haven't read Jade Regent or Skull and Shackles, as I'm currently in Jade Regent, and the same gm is running S&S. From my experience of playing the first half, though, Jade Regent would hold up well, depending on how you feel about certain plot items that show up early on in the adventure.
Either way, the biggest thing to bear in mind is that the system is built assuming that you have a 4 person party close to average wealth for their level, and that some magic is available in most settlements. The enemies defenses and attacks assume a party that is armed and armored with magic gear. To run combat as is, without readily available magic items, you need to compensate for that lack.
Yeah, keep an eye on it. They sometimes will use two different scales for maps located on the same page. It can be very confusing if you miss it. I can think of several in Carrion Crown that used two different scales on the same page, and several others that swapped map directions, so if you over looked the compass rose, stairways and hallways wouldn't line up.
Go back and check the maps again, the corridors are pretty much all ten feet wide. The scale on all the maps in part one is 1 square = 10 feet.
This is a variant of a Grimtooth trap that I came up with. Basically the Upsey Downsey Daisy with a twist.
Ideally placed in a hallway, with the trigger being at the end of a pit trap, so it hopefully catches the whole party. When triggered, a 40 ft long pit trap opens, dropping the party down a number of feet (this depends on the overall appropriate CR for the party). Once at the bottom, trap number two is triggered, opening a second pit trap on the ceiling with a reverse gravity effect causing anyone in the pit to "fall" up to the ceiling, where they trigger trap number 3, deactivating the reverse gravity and beginning summoning a number of gravity elementals (from the Tome of Horrors). By the time the party has hit the bottom of the pit again, the gravity elementals are summoned, pulling the party back up to the top of the trap, where they deactivate their gravity field, dropping the party to the bottom of the pit trap for a third time, and call for initiative.
This can scale for a party of any level, higher levels allowing you to use larger gravity elementals and increasing the distance between the bottom of the floor pit trap and the "bottom" of the ceiling pit trap.
Because of the several iterations of falling damage, the combat on it's heels, this has a large potential to TPK lower level groups, so should probably be used no lower than 7-8. My favorite party is that, even with a party using a pole to prod for traps, they will still get hit, as the trigger switch causes the trap to open beneath and behind them, rather than ahead of them.
I've only run Carrion Crown all the way through (well, we're finishing this month or next). My favorite is a toss up between Trial of the Beast and Wake of the Watcher. TotB had the best RP moments,with the party actively befriending (and naming) Frank (with me channeling Peter Boole in Young Frankenstein). WotW was the only one, thus far, to actually creep my players out. The entire thing shocked both players and characters, and the madness also led to some amazing RP moments. The party alchemist wound up with multiple personalities, with one being LE. The paladin used detect evil on him every morning, and if he was evil, refused to acknowledge his presence until he was good again.
I am also in a Council of Thieves game, but it has been so extensively rewritten by ths GM that I have no idea what actually came from the actual AP.
If you're interested in checking out 3rd party stuff without committing any cash to something you may hate, check out the stuff available on D20PFSRD. A lot of the 3rd party stuff is available there, since it's all published under the OGL.
Obviously, if you like it, buy it, but money's tight for a lot of us right now. I don't think anyone is going to begrudge you wanting to make sure you'll get your moneys worth. Heck, half of the guys at my table have Dreamscarred Press' psionics book because we were able to check the rule out ahead of time online, decided it would work well for us revisiting one of our old 3.5 campaigns, and picked up the book in anticipation of that.
Vic Wertz wrote:
This is now available for ordering by anyone, without the requirement to purchase a case or subscribe to the minis line.
Oh, man, you just saved me a frantic session of hunting the dealer rooms at Dragon*con this weekend. I'm seriously sitting on my back porch, relaxing before I start my drive down to the con, and now, instead of having to pay a ridiculous mark up and try to get it home in one piece, it's in my sidecart. Awesome.
Shhhhhhhh! Don't say stuff like that around my wallet.
Seriously though, I'm hoping your right. I'd be in day one for that.
Greg A. Vaughan wrote:
Is that going to be PFRPG and S&W?
...Those extras were not free. I paid for them. I was also trying to be supportive of FGG. I just figured FGG would ship the books first to those who supported them when they needed help. I was wrong. I should have known better. I understand FGG wanted to sell copies at Gencon. No problem. They need the sales they would get there.They should have let the Kickstarter supporters know that we would not get the books ahead of others even though we have already paid. That would have been fine. It bothers me when I have already paid for something and others get it first who have not already paid. This happened to me with The Slumbering Tsar Saga. I pre-ordered it and paid for it several months before release. It was in the stores well before my copy was shipped. Sorry to be so negative. I am actually a fan of FGG and before Necromancer Games. I think in the future I will not pre-order anything and just wait until I see it for sale.
I pledged for an adventure from Gaming Paper that finished about a week and a half before RA. I received my pdf about a week and a half before the pdf for RA. I have a rough delivery estimate, mostly based on lead time from a completely different company, for one, and no shipping details for the other. The later is a 54 page adventure, the former 673+ pages of awesome. Nothing against Gaming Paper, because, as far as I know, they don't have copies to sell yet, but RA was both a larger undertaking, and a bigger success in terms of quick delivery.
As a backer, I'm glad that people at Gen Con can by the book. We made that happen. The people that are sitting at the con with their copies of the book are doing so because of us. They are gleefully killing pc's (and maybe a few monsters die, too) because of us. I'm proud of that fact. I don't feel like an idiot for pledging, I feel like a contributor to the fun that hundreds of people are going to have because we came together and made such an excellent product happen.
Add to that the fact that we got a ton of extra swag, and I'm sure there are people at the con feeling like idiots for NOT pledging. Realizing now that if the actual book is this amazing, how much cooler would it be to also have level 7b, plus the Cyclopean Deeps, plus the players guide and bestiary to round the whole thing out. I know if I hadn't pledged, and then seen the finished project, and realized that I could have had my name in the back of the book, I would definitely feel like a fool.
Reading the rest of these recent posts, it looks like I'm not the only one who feels the way that I do. It also seems that you are, in fact the only one who feels the way you do.
EDIT: Point in fact, those extras were free.
Rappan Athuk Kickstarter said wrote:
$250 Pledge - Exclusive Bonus module "Level 7B Caves and Caverns of the Ancient Gods" that will never be released for sale and the exclusive Frog God Games battlemap, along with a Froggy T-shirt, plus your signed & numbered hardcover copy, your choice of unpainted Reaper Miniature (see pledge notes), PDF, plus the option to add your name at the back of the book as a Death Knight of Orcus & Tsathogga.
That's what I paid for, up front, with nothing else promised.
Rappan Athuk Kickstarter said wrote:
$250 Pledge - PDF of "Bill's 100 Lines", wallpaper artwork of Rappan Athuk Cover Art, special tribute illustration, Name in Book, Player's Guide w/ PDF, Printer pre-generated characters with PDF, Orcus Button, PDF of Rappan Athuk (Both versions), Signed & Numbered Hardcover of Rappan Athuk, Book of Maps, Softcover of "Cyclopean Deeps" bonus modules 1 & 2 with PDFs, The Windfall PDF, Froggie T-shirt, Miniature, Bonus 7B Module, Battle Mat, GM Screen, D20 Digital Mapset and Hero Lab Data files, softcover copy of the Bestiary, 1 set of custom dice, and poster of the cross section.
That's what my final package is. Plus a dice bag for me and one for my gf.
Basically, I pledged for a Book, a module, a battlemap, a t-shirt, a mini, a single pdf, and my name in the book. Everything after that was not in the original deal, and was, in fact, free.
We ran in to the Tarrasque in an Eberron game. At the time we were 17th or so, tracking down manifest zones to the various planes. It happened to be imprisoned in a chunk of ice at the south pole. When we finally got down to where the Tarrasque was, there was a group of Mindflayers attempting to release it from it's prison. It turned into one of the most memorable combats of that campaign. They managed to release it on the second or so round of combat, the parties psion spent several rounds hitting it with Dominate Monster while our Minotaur Barbarian kept it busy. My wizard hit it with a Magic Missile just to say that he did, and we walked out of there with a new pet. (Note: in 3.5 the Tarrasque was not immune to mind effecting spells like it is in Pathfinder)
There are some nasty things you can do with a dominated Tarrasque. The final battle of that campaign had us pitting our armies (my wizard and the mind blade/illuminated soul both had leadership) against massive forces of ghouls and skeletons. There were hundreds of enemies waiting at either end of a canyon for us, ghouls on one side, skelies on the other. We let Fluffy deal with skeletons, and they were gone in a matter of rounds.
Chuck Wright wrote:
Remember to restart after you install the font, otherwise you'll still get the error.
PDF's look awesome, can't wait to have time to actually sit down and read through them all.
How about, to blunt my knee jerk reaction to this thread, what are some good reasons for not allowing this item?
Seriously, its a single move action, once per day. For every 1000 gp someone is willing to spend, it's another time that day...assuming their willing to take off their armor, change their shirt, then put their armor back on, which is going to take a minimum of 2 minutes (20 rounds). On top of all that, it's specifically called out that the move action can only be on the wearers turn. Seems fair to me.
It is actually called out specifically as a treasure generating system here.
Paizo Blog wrote:
I thought this would be a great excuse to take a look at the random treasure generation system found in the appendix.
A GM using this to determine what is available everywhere would be using it for something other than its intended use. The rules for what is generally available in a settlement are governed by the rules for settlements, not treasure.
I noticed someone mentioning fudging rolls in another thread, prompting a response that if you fudge too often your players will hate you.
So, my question to the board at large is how do you handle fudging rolls? How often is it appropriate, which encounters is it appropriate in, which is it not appropriate in?
I look at it like this: for every roll I fudge in the enemies favor, I should then, at some point preferably in the same session, fudge one in the parties favor. I also REFUSE to fudge a roll against the players for a big first in their advancement, meaning that, no matter what the encounter, the first time someone in a campaign hits for massive damage, the dice are falling where they may, and it could be that my BBEG is going down to a vital strike round 1. I try not to fudge rolls too often, either, and NEVER to counter a well laid plan by the party. But, by the same token, the drama of a game is ruined if, as in one of my campaigns, no one can hit the tank except on a 20, so maybe for a few encounters a few guys get really lucky, and "roll" a few well placed 20's. However, even in those situations, you can be sure that there are going to be a few "failed" saves coming up, or that the nat 20 one of the bad guys rolls while hitting the wizard is going to have a confirm roll of "nat 1" regardless of what the dice show me.
Anyway, that's my basic philosophy, interested in seeing some others.
Having a Co-GM game is something that we've talked about in my group a few times before. It's an interesting idea, definitely, and there are a few ways to make it work with 2 GM's at the table. You can have the role split, with one running combat, the other running interactions and descriptions. I've thought of doing something like that, because I'm good at designing encounters and the mechanical side of things, but not as good with the roleplaying aspect of running characters off the cuff when the party sidetracks.
Another thing I've always wanted to try, though it wouldn't apply to your situation as much, is to have two linked campaigns, each run by a different GM. The GM's would get to play a character in the campaign that they weren't running, kind of a glorified NPC. I've even had the idea to start the campaign with a few sessions at the same location, allowing everyone to run both of their PC's at the same time, until the story forces them into two different groups to go off and deal with two different aspects of the plot. The big problem after this, though, is keeping the pacing of the games in sync, so that both parties level at the same rate, both in and out of game.
I wanted to throw another character on to the list, feel free to put me on the secondary list, since I've already had one. Nicos looked so good I had it professionally printed to use as the cover of the binder I use for that game, and now my other character binder is jealous :)
Fin is a 17 year old Spellslinger Wizard. Adventurous and mischievous from a young age, he had accidentally traveled much of the Inner Sea region by the time he was 10, after which he continually ran away from home to do it all again. He carries many souvenirs from his travels, including a Haramaki given to him by the queen of Absolom (he's really bad at lying), and an Adoran great coat given to him by Talmandor (really really bad at lying). He's just under 6 feet tall, blond hair, blue eyes, with boyish good looks. His face is round, no facial hair (he doesn't even need to shave regularly), with a constant grin on in face even in the worst situations. His bonded gun is a rifle of his own design, lever action (similar to This). The inspiration for the character was mostly Tom Sawyer and Huck Finn, so basing him off the way those two are typically portrayed is a pretty close match.
Just keep going with it, eventually you'll hit your stride and either it will stop bothering you or people will roleplay around it.
I've always found that there is absolutely nothing you can do to stop the real world, and even the game itself at times like this, from breaking your immersion in the game. Eventually you just learn to roll with it. Bear in mind that immersion in the game world is, by necessity, all in your head. I've played with people that could be on fire and still roleplay constantly, and I've played with people that break character if someone so much as farts (and worse, people who, no matter how much advice you give them, no matter how much you try to get them to build up the characters personality, could NEVER get into character for so much as a second at the table).
If you learn to roll with these things, they can actually end up becoming a great skill building exercise for your players. Start gently reminding them that, if the skill monkey didn't actually communicate that information in character, they don't know it. Start thinking up ways to describe the abilities that the character would know (regeneration may be an "in world" term, but things like spell resistance and damage reduction certainly aren't) and communicate to the players that way. Then, when the PC who got the skill check is up, remind them again that game terms are completely foreign to their character, and encourage them to communicate in a way that their character would.
Well, Fluffy...I mean the Tarrasque, will always hold a special place in my heart, simply because we encountered one in a high level game once, and turned it into our pet. The Tarrasque, in 3.5 at least, was not immune to mind effecting, so our parties psion hit it with Dominate Monster over and over until it rolled a 1. For the rest of that campaign, we were able to sic him on our enemies whenever we needed to. We had to raid a valley that was heavily defended against us specifically, so we teleported a flying, buffed tarrasque on one end of the valley, and had teleportation circles target the other end of the valley. We then marched a literal army through the circles, formed up, and went to war. It was the most epic gaming moment any of us had ever experienced.
Now, from a GM perspective, I love dragons. All of the dragons, but specifically the reds. Evil, greedy, genius' that breath fire. What's not to like. Way too many readings of the Hobbit (not to mention viewings of the Rankin/Bass movie from the 70's) have etched Smaug into my brain as one of the most fearsome beings in existence, and what could be better than getting to be that?
That is absolutely amazing, thanks man. I love the way his horns came out, and you actually made me change the way I was envisioning his sword :) its just so much cooler in the drawing than it was in my head.
I thought it might have been something like that. I appreciate the heads up, and I also appreciate you guys taking the time to mark it as shipped so I could get my pdfs. That was pretty cool, thanks.
I've tried to track this package several times, and keep getting this message: "Tracking information for this piece is unavailable at this time. Tracking may take 24-48 hours after your mail piece has shipped. Please check back at a later time for additional information.
If tracking is unavailable after 3 days, please contact your shipper."
So I am doing just that. Any idea what's up or if this is even something to worry about? The tracking number that I have is 01952PZO00000444464. I get the same result whether I am tracking via the link on My Orders or the UPS Mail Innovations website.
Thanks in advance.
For the rules lawyers who don't like the GM fiat aspect of "sorry, no one will buy those" there's also the purchase limit of the settlement. This puts a hard limit on what any store is willing to buy.
Also rules lawyerey, gunsmithing let's you CRAFT the bullets, selling them would fall under profession: merchant. The profession roll would then give a gp value of earned income, letting you know how many bullets were actually sold that day. Remember that selling for most adventurers is akin to what you see on Pawn Stars, walking into a shop and negotiating a price that the shop owner is willing to pay. Setting yourself up as the local gunsmith is a little different, and mechanically better handled through the profession skill.
If you're looking for more Golarion/Inner Sea material, ignoring the AP line is definitely a mistake. They're mostly adventure, true, but the articles in the back have some of the most in depth material on various places, organizations, deities, etc... that you're likely to find. They are also some of the best resources to have for when you do actually start running a game (a lot less useful if your going to be a player in someone elses game). Not only can you run the AP as written, you can mine them for monsters, NPC's, encounter maps, and plot ideas.
There's a breakdown as to what supplemental material is typically in each issue of the AP, but I can't remember how it runs ATM. I do know that the second issue of each always has an article about one of the gods of the setting, though, and the first issue usually has a mini-gazetteer on the location of the AP. Apart from the adventure itself, most of the articles are perfectly ok to read if you're a player in that AP, as well.
Personally, I have one battlemat, and 5 of the smallest size (one isn't mine, the others I got factory second at dragoncon over the years). Im still planning on picking up a factory second megamat this year.
For running AP's, I would recommend at least one of each size, at least. There are a lot of large maps throughout, for instance, in Wake of the Watcher. I had to join up three of mine to be able to fit the last dungeon on the table.
As for people doing stupid things when their characters might know better, I'd suggest having the people involved with their current plan of action roll an intelligence or wisdom check, with the DC being directly proportional to how mind blowingly stupid their current course of action is. If they make it, point out some of the stupid points and see if they reconsider. I always like when DMs do this because it helps players if they're not 100% familiar with the setting (ie something that would be immediately obvious to anyone from the setting isn't to the players) or misinterpreted the situation... or are just stupid to begin with.
A big +1 to this. To me, this is an issue of fairness, as well. As a GM it is well within your rights to point out metagame knowledge being used to give the PC's an edge, but people seem to forget the corollary that PC's living in the game world are going to have knowledge that the players don't. With certain things I wouldn't even call for a roll. For instance, in the OP's example of the party backtracking a young manticores path to find it's lair, assuming at least one person in the party has decent knowledge nature or survival, I wouldn't even require a check for those characters to know how monumentally stupid an idea it is. Just like someone living around bears in the real world is going to know that messing with bears cubs is a bad idea because momma bears somewhere around, people in a fantasy world are going to realize that manticores don't just spring fully formed into the world, and probably have parents that wouldn't take too kindly to a home (cave) invasion.
It's an issue of fairness at that point. Too many GM's I've gamed with are quick to point out acting on metagame knowledge, yet reticent to remind people of things that the characters would know but the players wouldn't. The problem is that it breaks immersion and kills player investment just as badly, if not worse, than metagaming.