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Until you brought it up, I didn't know that NG had done a 1-12. Researching it, there turns out to be a lot of scenarios from Necromancer Games that I never heard of before. I don't know how easy they'll be to access nowadays, but DaveMage was kind enough to list two posts worth of NG books on the forum.
Recently I came across a book from the now defunct Solace Games company, called Inhabitants of the Dark. It's a drow book, of course, and it has a few new items and armor, as well as variant drow, subdomains, and vermin animal companions. I think the coolest was seeing a druid drow could get a cave fisher companion and wear a set of worm (medium) armor.
Hey James, got a question regarding the black blade magus.
Yeah, I'm kind of in the same boat here. I never got to experience Dark Sun back in the day. My DM was all for Ravenloft back in the days of 2e so I'm a bit lost on darkvision not being able to see ink.
Kobold Cleaver wrote:
Well, I never said they wouldn't use goblin skin. My point is, they aren't going to restrict themselves to cows and sheep. These are people who have literal fleshwarping factories.
Okay, I'll give you that. Might give the goblin skin to their slaves. They might be too good for it, but slaves aren't. Much like they would likely eat the prime meats, and give rat meat to their slaves.
The Sword wrote:
I agree that there wouldn't be a lot of waste in the underdark, but I always thought drow looked at goblins the same way humans looked at rats. Just really big rodents that need to be dealt with.
Kevin Mack wrote:
Sure. I'm on my phone so it'll be interesting to see how well I pull this off.
Back in the day (can't believe I actually have to say that about this project), Gary had a FMG page on Facebook where he first linked Mike's main page. That's how I learned about it.
** spoiler omitted **
It could very well be the problem, but they've all lost characters in the scenarios. Maybe it's because they've experienced so many loses that they're not actually all that invested. We'll just have to see.
I like the idea of having a side quest of maybe not so loyal followers of Fire Axe that think they can take over, and show them how it's done because they don't want to wait for stupid hummies to give them the opening that they're looking for. If they're up for it, awesome. If not, I'll have it be exposition.
I'll just have to wait and see what happens in two weeks.
** spoiler omitted **
The problem is that at least three of them have played and ran more PFS scenarios than I have years of life. Two of them are 3 star GMs. They should know better. They have no way to contact the bugbears, and they've met the cleric. They also know that Sambryl is there with his men, there's three bounty hunters looking for them, and that there's a raven rookery. They also know about the dwarves and that they're there to fix something, which they believe is an opening in the wall that the bugbears could exploit. I hate TPK's in general, but I'm not sure how to avoid this one other than being blunt that their plan's not going to work. They're definitely not clueless. I've dropped lots of not subtle hints, and they know exactly what they're up against. Timeon has given them details that even he shouldn't know. They're really hoping that they can dump all of the rat poison into the stew without being noticed, they're hoping the berserk golem will cause ALL of the soldiers to leave the wall, and that they'll be good enough to take on what's left. *shrugs* Guess I'll see what happens in two weeks when we play again. They're currently trying to figure out how to take on the dwarves who are IN the wall right now. I made sure to tell them to take the two weeks and think hard about what they're doing.
** spoiler omitted **
If they were using the three weeks to plan, and then take down everything in three days, I'd be fine with that. Instead, it's plan for two days, take everything on over three days, have over two weeks to spare, and maybe they'll be rewarded extra for getting things done quickly. A big concern for them is Fire Axe over estimating how long he can keep the bugbears together. They don't want them to leave early from boredom. As well, one of the characters know exactly how strong Tactitus is because they were both wizards at the same college before he was turned in. I even let it be known that something large and cold was snuck in and taken directly to his lab. They suspect a golem of some kind, but don't seem concerned.
New session update for group:
Basically, nothing happened. At least I personally don't think so. I've ran this twice and the first time it was better thought out and they had actual plans of action. What's surprising is they felt that we accomplished a lot. They also still believe that they can raid the Wall, and hold off the entire army, paladin, captains, Tactitus, and everyone else involved in the battle for the 2-3 hours it'll take for the bugbears to arrive. Hasn't even crossed their minds that a) they're not invincible, b) as the bugbears show up they'll be slaughtered, c) that they have nowhere near enough victory points to actually pull off finishing Book 1. They're confident so maybe they're keeping the GM out of the loop on their actual plan, and just giving me the cliff notes. They still have three weeks, but they're planning to complete everything in three days. I'm not keen on it, but whatever.
What did get accomplished though was:
Needing a cool new bad guy to hunt the evil PCs? Kind of wishing this was around when I first came up with the concept of looking into the PCs escaping, but Necromancers of the Northwest has just released an divine investigator archetype called Seeker of the Divine. Truthfully, you could use this for an evil character too, but I think it'd likely work out better for good PCs and NPCs.
I actually didn't know about vellum. Or rather, I didn't know the name. I recall that besides ancient cave paintings there were skins treated like a paint canvass. Drow would likely have access to some of that, but there aren't that many animals underground. Most of the creatures listed for the underdark are mainly vermin or monstrous humanoids. I guess there's some fudging that could be done though. Afterall, there are blind "cattle" that drow farmed, so it's quite possible that all of that animal would be used during its harvest.
Ha! So I parley with Alex of Necromancers of the Northwest from time to time, and while doing up this entry I contacted him because one of the site links were broken when it got moved to the archive. I told him what I was doing and why I needed it fixed asap, and he asked for the direct link to that particular post. Figured he just wanted to see what I was going to put down, and make sure everything was cool. Never would have thought he'd have linked it to their site and then write a little blurb about what the post contained, and why he linked it. Just randomly found out today. Big thanks on that. Made me happy. I have nothing against free advertising.
Currently dying from the con plague I got at last week's convention so I'm not sure if I'll be running my usual game this Tuesday. Everyone's available and excited so I'm going to try my best to have it happen.
For the past four years a friend has been running Super Mario events at our local gaming convention. He did Super Mario 1-3 and Super Wario Land. Having this, he likes that it'll be more "accurate" and he won't have to work so hard to build his own stuff. Still, we're at odds about the character builds. He's less than thrilled that Yoshi is an animal companion, and not a playable race. Although, with the Race Guide you could redesign him to be. I hope eventually to see what you guys say Mario and Luigi are for builds. From the cover art I'm thinking fighter and sorcerer.
I saw that you guys are considering your next book to be based on The Legend of Zelda. YES!!! I actually have a copy of the unofficial book that came out in 2008, and used the 3.0 OGL. Can't wait to see what you guys come up with.
For the third book, I would love, love, LOVE it if you guys did Castlevania. I've been wanting that for years. Fans of the series have accepted the Ravenloft adventures and books as being the closest we'd ever see, and a lot of us (myself included) did up monster lists of what was already out that we could supplement into our own campaigns.
Can't wait to get more of your 8-Bit series supplements.
Down with con plague so I thought I'd do up a post.
While setting up our session to run more Way of the Wicked with my group, one of my players showed me his new copy of the Armor Master's Handbook. I have to say that I immediately liked it more than the Weapon Master's Handbook. I mean, yeah, it was mainly because of the arachnid harness, which used in conjunction with the arachnid soul vigilante archetype it now allows me to make my own personal Cho/Iron Spider PC, but it's still a good book overall.
The arachnid harness is great to add to the drow, but I'd consider swapping it out for studded leather for that extra +1 to AC. It's not like masterwork quality doesn't get rid of the -1 armor check penalty of anything. That said, the price point is ridiculous. For 200 gold less I can get slippers of spider climbing and get an actual climb speed instead of an attempt to make Climb checks at that speed. Add another 110 gold to it and you get the 3.0 Drow spider kit. Truth be told, any of those items work for this campaign. Especially if you're drow.
Being underground, and not being surrounded by trees, I have to wonder how rare paper is. Especially spell book and scroll paper. I guess you could argue that the plant life in the mushroom forest has a consistency not unlike the papyrus plant, and make the kind of paper that ancient Egyptians had, but thanks to the Armor Master Handbook, we now have spellscribed armor. That said, you need the specific feats to pull it off. Another option, depending on how rare "paper" really is, is to replace Scribe Scroll at 1st level, and give them Craft Fetish Item. At later levels maybe Inscribe Magical Tattoo could be a potential plan. Don't forget that you also need the tools, spell components, and ink to scribe everything together.
Yeah, that's about what I told them too on the good/bad satisfaction survey they sent. Told them them if he actually responded to the fire they lit that I'd change my rating.
Adventure writing progress:
I did say I was going to, and so far it's looking good. I've received feedback from the majority of the people I sent idea survey sheets to, and so far it's pretty close on what the majority wants. I'm not sure what I'm writing yet. I wish I could say that one of the ideas was experiencing a landslide, but that's just not the case at all. Gotta say I'm really glad I ended up doing this though because the one I had initially planned to do, before it was suggested I do a survey with multiple suggestions, was liked the least. And I do mean least. I was surprised because it was actually the first campaign I ran for Pathfinder and my group at the time really enjoyed it. Apparently we were all very alone in that idea. My publisher/editor is currently away until some time in July so it'll be a little while yet before we can talk shop.
However, I have written a complete adventure module in the meantime. It's another one I'm hoping to publish professionally. It's a 4th level adventure that I had to write for this previous weekend's convention tournament, with pregen NPCs. It was a major hit, and even has the seal of approval from fellow freelance author N. Jolly. For those that don't recognize the name, but receive the Paizo weekly newsletters, he's the guy who wrote all three Kineticists of Porphyra books that have been consistently on the Top 10 3pp downloads for the last 4+ months. Again, waiting on my guy to get back in July before I look to release that. Then I'll be going from there.
I've been in contact with KS. I had talked to them last year about what was happening, and they said to contact them if the project was still behind. So I did. They're trying to contact Gary about opening communication with us. I'll be interested to see if they can pull it off. Guess we'll find out in a couple of weeks.
The only downside is sharing that with players. The advantage of the player's guide is you never have to worry about what's given out, and it's usually small enough to fit in an email.
I ended up making my own player's guide for convenience sake. It's just short of 20 mb. Was hoping it'd be smaller, but so far my email server hasn't screamed at me.
So it looks like I might play in a throne of night game, and I have been looking but it looks like a free player's guide was never released. So my question is about campaign traits....Were campaign traits included and are they referenced anywhere?
No guide was made, and while I haven't been there lately, only Way of the Wicked references were made available on the site. It'd be nice if that got put up.
Just edited the entry with a new link for the detonation dagger and swift spike, which Necromancers released today. Great for that pyro backstabber in the party or that charging swashbuckler who has a ridiculous crit range but doesn't normally do a whole lot of damage. There's an axe as well, but it doesn't quite fit in this particular campaign as something you'd likely have for the whole game.
The moral of which is, things can change. What seems a catastrophe now might get resolved down the road a bit.
It might be - if McBride follows Nick Logue´s footsteps in resolving the thing - by selling it off to a company that can deliver and offering refunds to those who want them. Which I doubt. But let´s see.
Also, while no excuse for the period of silence on Nick Logues part - Razor Coast was arguably WRITTEN AND DONE that whole period missing "just" layout and art. So it was possible to bring it to life rather easily after the Frog Gods took over. I don´t think ToN is written or done (and personally doubt it ever will be if left in the hands of McBride alone).
If he suddenly lets someone take over, or even help, I'll be surprised. Relieved, but surprised, and maybe even a little hurt unless the someone has a highly reputable name.It's been my understanding that he's got enough headway that he didn't need any assistance. However, this was months ago. Wish I could say I know otherwise now, but everyone involved has unfortunately gone silent on the subject.
We're going to be taking a break for the next couple of weeks because one player is going to be out of town on vacation, and another is going to be a dad for the first time and it's countdown time to the nine months. During that time, they're going to be thinking hard on what their next plan of action is.
The minimal amount:
I felt kind of bad for them tonight because they were thinking way too hard on what they should be doing around town, and how they should be taking down the Watch Wall. Every plan they came up with was going to take up to a year, minimum. They wanted to go back to the North and wild empathy some polar bears to come back with them so they could train them and have them be part of a show just for Lord Havelyn, then have all the polar bears attack while they opened the gates for the bugbears, or they wanted to have a concert in the middle of town where they could invite every single guard in Aldencross and Balentyne to watch. I had them make a LOT of intelligence checks and basically railroad them to actual plans that could be done in less than a couple of weeks. Basically everything listed. Thankfully they allowed the GM steering them.
What they did manage to accomplish was finding the flesh golem, which they're going to use to blackmail the alchemist, but at the same time not let him be found out. They learned of the love letters that Eddarly kept. They are going to investigate the haunted graveyard that's not haunted, and they managed to convince the alchemist to give them all of the rat poison because they came up with a story about dire rats sometimes coming to Dominik's rental property, and that they were sent to take care of it discretely, so keep it hush hush. Yeah, not much happened. Maybe next time.
Because Necromancers of the Northwest have done so many villainous books and daily links, I decided to do a compilation post on my blog.
There's a mix of free stuff and linked books. Most of you and your players likely have gotten pretty far into the game, but characters can always retrain or multi-class.
I'd rather smash my head into a brick wall than run another mythic game, let alone try and convert a scenario which is not even meant to work with mythic. No more 12,000hp bosses for me
That's more than fair. I can't even imagine something with that many hp. Bad enough fighting demon lords with 600 hp.
I don't think most of us could give him anymore money. I bought Way of the Wicked when it first came out, at regular price. Then this KS. He doesn't have anything left for me to buy.
I don't know how well it would integrate with this campaign, or if its been mentioned yet, but AAW does have their Rise of the Drow AP; and in a semi-connected vein, I did three adventures set in a dwarven city for them.
Yeah, that's one of the three adventures sets that we originally suggested, and now it's a full AP. It works well enough for either side.
And you guys may or may not have seen it, but 20% off for Memorial Day coupon was just released today by Gary.
Anyone interested, should check out the free magazine Wayfinder 15. There's racial poisons, and a lot of cool kingdom items in them. In particular, the ones I thought would nice to have in the castle that the PCs will raid are, the poison-watch goblet (it even has a unicorn on it), king's mantle (+4 vs. poisons), high priest's ring (give to the cleric in the final battle), stately sash, and even the courtier's gloves.
Not sure if anything else would be of much use for this particular AP, but check out Wayfinder 15 for the poison known as glutton's grease. It's particularly useful against dwarves. If you're playing drow, that could come in handy. Or, it could be used against the duergar. There's a few magic items and class archetypes that could come in handy as well. Guess it would depend on how the kingdom rules work for these scenarios. Still, if you're doing your own game, and using kingdom building rules, the free magazine "by fans, for fans" will definitely come in handy.
And he replied to the question, saying:"If it's not in "Heart of the Jungle," I'm pretty sure we haven't said much about this subject at all. Which means [you have] a lot of room to come up with [your] own stuff for the dwarves and map and all that."
Hey JJ, got a question for you that I hope you know, that was asked to my friends' thread, and we don't have an answer.
3 hours, 34 minutes ago
It can be, but Winnipeg has way more people. Coming here usually means a road trip. Our players come from as far as Regina and Kenora. PrairieCon has been around for nearly 40 years, but isn't getting any bigger than in previous years. It fluctuates because usually it's the same weekend as the Summer Fair. This year, the Fair is the week after so we're hoping to get those people back.
Rifts Guy wrote:
That would be an Ask James Jacobs question. He'd know better than any of us.
So after a fairly long hiatus, we finally got back into the game.
Today we introduced a new player's character, an android wizard, and his crime was learning about the three wizard forbidden spells (found in Book 6), and stealing them. He's an android of knowledge. Tactitus turned him in, so of course he's looking for some revenge. We lost our dhampir strangler unfortunately due to her moving, but it happens. The joys of adulthood. Go where you need to.
I had it so that four of Dominik's reinforcements joined Captain Varning and his rangers, tasked to bring in the prisoner to the Watch Wall. I made the adjustments that I talked about on my Tumblr blog, and used a Paizo caravan map to simulate a jail wagon.
The only downside was one of my players was called into work before we gamed, so we were down a player.
Thorn learned of the android being betrayed, and that he'd found the forbidden spells that were thought to be lost. He knew that Grigori of the Second Knot would love to have those spells added to his spellbook. He used a sending spell to contact the group, and have them ambush the prisoner's entourage.
Their plan was simple. The druid used brambles to entangle the entire group in a 40 ft. radius spread, and I failed every single roll. They were hooped. I couldn't roll for crap. At least, not until the assassin started rolling natural 1's. It was so sad and pitiful. I felt especially terrible for him when he used his death attack on Captain Varning, and missed horribly, only to get continually beaten with his longsword. Right before he got dropped, Grumblejack showed up, and power attacked, saving the assassin at the last minute.
The entire session was spent on the battle, and given how difficult things were, they did well. The android has now signed the contract, been given his circlet, and returned the few items that he had which weren't destroyed (Tactitus wanted the wizard's item for himself).
Now that they have a wizard on board, they're going to take down Tactitus on his behalf, and take on the army. Being nearly 5th level already, I gave the new player a little boost at the cost of some of the wealth he'd normally have because he was a prisoner, so there's likely going to be a fireball or two in Balentyne's future.
I've recently added a new X-Box "Achievement Unlocked" aspect to my game. Necromancers of the Northwest recently came out with a Villainous Achievements Feats pdf, and today they unlocked their first feat, Enemy of Good. Now they get a bonus to hit and damage whenever they come across a good-aligned opponent. There's still lots of neutral and evil opponents, but there's at least three or four that I think all groups can achieve just in Balentyne alone. Namely, Cunning Poisoner, Fast Sacrifice, Ritual Mutilation, and Stuff of Nightmares. That's in additional to the Enemy of Good. Just depends on your group make-up. I'd definitely recommend the product. I've added 20% to each of the achievements because I've made them group feats instead of individual ones. I despise in-fighting, and avoid it if I can help it.