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Is it possible to remove an item from my cart/order?
Paizo Order # 2969994
I had originally ordered Dunwich Horror Board Game but it did not ship and I thought it had been cancelled from my cart.
I ended up finding it at my FLGS and will not need this copy.
So, is it possible to remove the item from my cart/order?
Order 2811848 was left on my doorstop yesterday without any sort of plastic covering.
As a result, the contents were soaked. This is not a problem for the parts wrapped in plastic (GM Screen, Stalking the Beast, Dungeon, Pawns, Cards in the ROTR:SSM Card Game [the box is shot but it looks like the cards are OK], Bottle Openers, and companion/modules/etc.) and the Tshirt, though soggy, can be washed.
However, the Bestiary 4 is water damaged and the pages are water-warped. Along with that, the Promo Card for Blessing of Zarongel is not included (or if it is, its hiding, where would you have packaged it.)
What can we do? I can send pictures of the B4 if you need them.
Well, two years later and the party has become completely mixed up with new people joining and others leaving.
I'm running it a bit more Sandboxy and the Shadow in the Sky has become sort of a backdrop behind the adventures the heroes are investigating based on rumors, personal ambition, or complete misunderstanding of some clues. (The original party started in another bar, fought some reefclaws, went off to the boneyard and then went after Zipheras after getting a few more members) .Which is also fun.
So, the present (2nd level) party is:
Mordzuk: Dwarf Paladin of Torag
So, right now, at second level,
I should mention that I'm running SD online right now (well, actually, a campaign set DURING SD, but not necessarily following the whole plot. The heroes have been running around because I'm doing this a little Sandboxy, so they ended up fighting the wererats in the Boneyard and then tracking down and killing Zipheras well before they ever went to the goblin. (One of the characters was tracking down some information that had "Old Stumpy" looking to get rid of some of them as soon as they arrived in town...)
So, the characters are mostly following their own stories and only bumping up against the metaplot. But they've following their own leads and are slowly tracking down the mystery of the Golden Goblin and the Shadow../
I love Riddleport, but I'm wondering where they sell/get all of their pirate loot.
Riddleport is kind of out of the way of any main shipping lanes. Do they fence their goods in Magnimar? do they mostly sack passing Linnorm Raiding Ships?
I'm kind of interested in what makes Riddleport actually "work" as a city...
See, now I liked the flashback artwork. So, now I'm looking forward to the next story arc.
Will there still be gaming maps in each of the comincs. Love them.
Yes, I understand that all of the characters are supposed to be flawed, but I hope Val becomes less of a jerk soon. I like the way he's portrayed in the RPG and I'd hate for the comic to be someone's impression of what the character should be like.
Jim Zub wrote:
Andrew Crossett wrote:
I like the story, but the artwork is a big deterrant for me. I think the characters are horribly over-exaggerated and the lines are ugly and out of proportion. It takes a lot fo getting used to and I would hate for this to be anyone's first view of Golarion.
I also don't like how they made Valeros into such an obnoxious "frat boy". (Someone else in this thread coined that and I think it fits too well.) I never pictured Val as suave or sophistivated, but I never saw him as obnoxiouusly crude or arrogantly egotistical. (Was he really that much of a @$$%^&!! when he was being playtested?) That and the art made me almost drop the comic from my subscription.
The rest of it is pretty good, and the artwork for the flashback/ internal doubt section in the most recent issue is really pretty good. I'd love to see them dump Huerta and go with the new artist ASAP.
The story itself is interesting and I like how the goblins and the rest of the characters are written. I hope to see more about everyone's backgrounds.
However, the extra fluff and maps make this an excellent value even with the horrible initial art and the Fratboy hero. I'll keep reading, but I hope some things improve a little.
Sara Marie wrote:
This month's subscription arrived OK and the replacement packaage also arrived (both were put in the plastic bin...thanks)
Thank you for your help. I will let you know if the original package is found.
I will do both of those. If the original package shows up, I can send it back if you like.
My only other thought here is that Feb 16th was a day with light snow and 15-18 mph winds, but I'm not sure thats anywhere close enough to move a package that heavy...
Is there a way to put a note on the package to place box in orange bin next to side door? (It has a lid to protect packages from the weather).
That is the correct address. However, the last package that was sent out ended up at my old PO Box. Let me check there before you send out a replacement.
I've checked by both doors and in the bin I have for large packages that the postman normally uses. How big would this box have been?
You know I've said this before, but when you get through the core races, how about some of the things like Catfolk, Grippli, Tieflings, and so on.
And a set of familiars and companions would be great... (And I happen to know you already have a pseudo dragon, firepelt, small dragon, and cat completed... :D )
But that's my 2 cp.
Have you checked out the paper minis from Battle! Studios?
They have quite a few PC packs.
I'd rather see more hardcover regional detail books over more hardcovers with additional equipment, character upgrades, and so on.
While I've loved something from every HC so far, I can imagine that rules bloat may be coming. But background bloat is never a bad thing (and there can be rules in there as well).
James Jacobs wrote:
Not surprising. It's awfully coincidental how many of the best roleplaying rules from 3.5 just happen to be written by you...
Its part of why PF has been so great.
Keep up the good work!
I'm about halfway through the novel (it sat on my shelf until I read Misery's Mirror...then I had make it my next read!)
Great job. I really like how you captured the feel of Nidal and made it make a little sense...how people who didn't know any better would accept such a horrible nation...
I'm not done reading it yet, but it's been agreat read so far. (Now I gotta go find some of the other stuff you wrote too...)
I was given this as a gift and I was unimpressed...pretty much for the reasons you've cited.
The rules were only OK and while it did deal with the subject matter in a more mature vein than some other books, it was still nothing great.
As for the art...it was just bad. I expect the art in a book that size to be at least viewable. I didn't necessarily want anything more or less erotic, just less amateurish. It really made the thing look horrible.
That being said...how many more rules do you need for sex and romance?
Richard Leonhart wrote:
I'm a big fan of the Witch with a Healing Hex. Cure everyone once a day for free, healing spells on top of that, lots of combat and non-combat abilities, fun spells, and a pet to interact with.
Ross Byers wrote:
This became important to me when both my harddrive crashed and the backup drive was damaged beyond repair...
got to go back and DL all the stuff I bought
You shouldn't suddenly mess with the players for your own amusement, but creating a good roleplaying encounter can be fun for everyone.
Blowing up the staff just shows your players not to trust you.
Like Weaton says...Don't be a D*ck.
I could be way off on this, but I also thought that selling your soul and bargaining with the lower powers also got you past the Lemure/Manes level of fiendishness. In other words, you get to Hell/Abyss and you get promoted to one of the other Devil/Demon types...based on your crimes in life.
That's how I play it anyway.
And Lords of the Damned is great for this because most of the demons/devils/Daemons have listed crimes from life...
I definitely think that an "Inner Sea Five" plus one would be a great book.
Wasn't Westcrown already covered in the COT AP?
I grew up in Buffalo, moved to Oswego, spent a year in Rochester, moved to a Syracuse suburb for 20 years and just moved back to Buffalo. (Fist bump)
But I've had college roommates from NYC/Long Island and I had to work in that area for 7 months...
I had a roommate from Long Island who considered everything north of the George Washington Bridge to be upstate. And I've got customers who consider Armonk and Brewster to be upstate. (Both within commuting distance of NYC).
Of course, I also had a LI roommate who seriously didn't think that Syracuse had the ability to use credit cards. ("I need to bring cash, right? Do you use credit cards up here?" He wasn't joking.)
What's weird to me is that while Buffalo seems to have a lot more gamers, Syracuse and Rochester each have more actual game stores...
I'd rather see this as one or two opposed skill checks. I've never found Chess itself to be all that exciting.
For the 4th level adventure, you could also level up Into the Haunted Woods, which is set at the south end of Darkmoon Vale.
Basically, just increase the levels of each of the NPCs, give a few templates to the monsters and increase their number, and add a little treasure. The main scenario is still good and the final magic items (Panapoly of Narven) can be whatever you wish. For 4th level, I'd suggest:
Wand of Earth's Ire: Wand of Burning Hands that acts like a staff (10 ch, uses caster's level, rechargable)
Codex of the Firmament: Scroll that acts as a wizard's Bonded Item for divine casters
Breastplate of Holy Fire: +1 Breastplate that gives Resist Fire 5 and has the continual flame ability
Vial of Pure Water: 1/day will turn any liquid (up to a pint) placed inside into pure water. And/or can be used 1/day to create one Potion if the Weilder has the Create Potion Feat. Potion becomes inert if placed in another container.
Spirit Staff of Narven: +1 Staff with the Ghost Touch ability. Wielder gains +4 to resist Negative Energy Effects (Level Drain, Ghoul Touch, etc.)
Just as an idea. The items are a little powerful, but they are fun and shouldn't overpower the party much.
I would buy all of these immediately!
Do the APs and modules assume that the characters are maxing out the big six at most opportunities?
I'm reading some of the nid to high level adventures and the groups I'm GMing look like they would get stomped in one or two encoutners because they don't have the Big Six all the time.