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DM Jeff wrote:
Excellent. Are you the developer? Any idea when more special abilities will be added? This is an extremely useful tool.
This product reminds me of a magic item I created for RPG Superstar a few years ago:
As an outward manifestation of the ugly hearts in the Geb necromancers whose undead minions harvest the sentient ghoran used in baking this treat, the consumer also receives a -1 penalty to all charisma based skill checks for each wafer ingested in a day for the remainder of that day.
These wafers are extremely delicious. After ingesting one, a will save (DC 15 plus 1 for each wafer ingested in that day) must be made to overcome the urge to ingest another in the next round.
If more than 5 wafers are ingested in a day, the consumer receives a permanent loss of one charisma point due to an ugly facial distortion. Ghoran Snaps come in a bag of 15 wafers.
P. 184/5 of core rule book
Sean K Reynolds wrote:
Thanks, Marv. For ISG, I actually only wrote the god entries (which come from the various AP god articles I wrote), the heralds, the servitors, the magic items that appeared in the pre-PF Gods and Magic, and any spells from the AP god articles. So if you liked any of the other stuff in the book, credit goes to the other authors as well. :)
It was the God entries that impressed and inspires me as a GM/DM. Any chance you'll get to write any game supplements for WoTC? Last I heard you were providing material for third parties but none for supplements.
Given that that Golarion has edged out FR as my favorite setting, it is natural that I would set my first 5th Ed campaign there. I am running Princes of The Apocalypse and wanted the rich NPCs, gods, and setting details that Paizo excels at. As much as WoTC talks about story being important, I have yet to see it done well in their products. I hope someday they partner with Paizo in writing some 5th Ed APs because I plan to keep playing with the 5th Ed rule set for a long long time.
I've located the four cult facilities (referred to as the “Haunted Keeps”) in Kear Maga:
I then located the four elemental temples in the Undercity. This arangment, all within the same city, simplified making this truly sandbox. If you look at a map of Kear Maga you'll see that if the cults succeed and open the gate it will rip the city in two from bellow. The morally challenged nature of this city has proven a rich backdrop for this AP.
I located temple of the Elder Eye in Crystalrock. I turned it into an elemental magic temple of The All-Seeing Eye, Nethys (replacing, with similar name the Elder Elemental Eye as the main God behind the scene). I then replaced the four princes with the Elemental Lords (see inner sea world guide p.233):
I then needed to explain what PotA does not: why were those four legendary weapons created and why do the PCs care? My solution was to use "Shadowcount Sial” from the Korvosa Crimson Crown AP. In summary, Sail forced the dwarfs of Janderhoff to forge them. In a contractual agreement with Nethys, Sail exchanged them for the location of some Kazavon artifacts. An agent of Desna is then the cause of Sail to see the error of his beliefs, converting him to LG alignment, turning his back on Zon-Kuthon. However, with Sail having the Mark of Zon-Kuthan, he is now blind and in pain. I located him in The Flickering Tower in HighSide Stacks. His guilt and desire to stop The All Seeing Eye's plan to erupt Kear Maga in a fountain of Elemental Magic, form him as an NPC that can motivate and aid PCs to complete their mission.
This is a work in progress with the campaign is still in the early stages. If there's interest I'll add more detail and I welcome other ideas.
Sean K Reynolds wrote:
Hey Sean!Even if you were bored, I really do think that Inner Sea Gods was a masterpiece. You should be proud of all you did for Paizo. I hope WoTC has you working on some 5th Ed material.
This blog post has wet my appetite for Emerald Spire (I had previously planned on ignoring this adventure).
The village of Hommlet (T1) is my all time favorite adventure. I learned my craft as a DM/GM running it over and over. Ended up having to create my own Temple of Elemental Evil as it took many years for T1-4 to come out, which was also a good learning experience (and I prefer my take on it, naturally).
Curious question (very relevant to my home champaign): on page 129, why was Chalmus Col moved from Vainbride Asylum in Tamrivena (AP 23, page 67) across Ustalav to Havenguard Asylun in Chalmus?
I assume it was simply because Chalmus is a larger city.
Very nice build.
You rock! Let me know if I can help.
Sean K Reynolds wrote:
Sean,I can certainly understand Paizo not wanting to update older books when a new one comes out so 'no' is a very reasonable answer to my request (and the answer I was expecting).
However, I think the first few paragraphs of Chapter 6 in Mythic Adventures refutes the explanation you give. Giving the monsters in Mythical Monsters Revisited mythic ranks (by updating the stats in the PDF) is completely within the spirit of Mythic Adventures.
Also, doing that would help reinforce the Mythic brand name recognition in your product line.
The elevator will not descend to the floor. That doesn't mean it won't descend past the floor.
Then why does it say "Without recovering these keys, descending to the bottom floor (area F) is very difficult"? If anything, having them gone would speed up the process of getting to floor F if the elevator could bypass floor C and floor E without the keys. And with the helping hand pointing down to area F, I would expect players to do just that.
Lacedons are aquatic ghouls, as listed in the bestiary entry. The only difference is gaining a swim speed. Since the Pathfinder team was not submerged in tainted water as the dwarves were, they did not become aquatic and are regular ghouls.
Some basic questions:
A3. What is the game mechanic difference between a mechanical and magical pit trap? What is the CL and duration?
A4. States that "the elevator will not descend to the floor unless its key is placed." I assume that means the elevator can not go past those floors on the way to F. True? The key to floor C is on Wedderwark in area B and the key to floor E is in flooded room D. However, the area B description does not mention the key to area C. This also means that the session will stall and end in failure if Wedderwark gets below 30hps, casts vanish, and successfully flees. What am I missing?
D. What is a lacedon? I assume they are the result of lazurite-tainted water that has "infused the bodies of the dwarves" and that they have the same stats as ghouls. But if that is true, then why in F2 are Beetle, Marcetta, and Shu-Lin referred to as ghouls? I feel like there is a reference to lacedons I am missing.
So then the part about...
Means you can not leave the descision if tainted PCs attack eachother in the hands of te players. So the GM must either say they attack or they do not due to the taint.
Mark Moreland wrote:
Mark,Doesn't this violate no PvsP?
Guide to Organized Play wrote:
Even if you feel that killing another PC is in character for your PC at this particular moment, just figure out some other way for your character to express herself.
It seems that a better way to handle this would to assume that it was the longer exposure to the Taint which made the NPCs attack eachother and have the PCs still care somewhat about party welfare and success of the mission but with an apish mentality.
Michael Brock wrote:
This is wonderful news! While we're on the subject of the event database, it would be helpful to expose the event listings and reporting via web service calls. We are trying to setup the Oregon PFS web site and I want to have only one place to enter event info.
Hi all, my cousin and I are old school (1st edition) gamers looking to belly up to a table and sling some dice again...
Well met and welcome! You are in good company with PF in general and PFS specifically. I'm old school too and I can assure your in the right place.
First thing is to download the Guide to Organized Play and read through it. Next, as said above, pregens are meant to be average to so so. Find a PFS Event, try the iconic pregens and try PFS! If you like it, the Core Rule Book is worth the investment (even if it's just the PDF).
If organized play is not your cup of tea, PF works well on its own as an upgrade from 3.5. For non-PFS play your 3.5 books are compatible with PF (see free PF Conversion Guide).
+1! I will start doing this.
As for this topic in general, there is a balance to had (usually open and whenever possible rolled by the player is best) and there will always be some rolls that need to be secret. For any given roll it is the GMs call on if It is open. If a player looses trust in the GM that's valuable feedback that needs to be politely expressed to the GM. There should be a reason a roll is hidden.
Absolute extremes on this issue (all open or all hidden) worry me. This not a board game and the GM is not a player (nor is he/she a computer nor a dictator). There is a reason we have GMs.
1) Dragons - with the Hobit in theaters soon over the next few years it would be a good time to have a connected series of scenarios related to dragons..
2) Goblins - They are now such an important part of Pathfinder you need one scenerio each season were they play a key role.
3) Orcs - See my comment about dragons..
4) Drow - Unless someone has a new spin on them it's best to leave them out.
5) Dinosaurs - I'll pass.
6) Undead - keep em coming!
I also suggest:
Hey all, a bit short notice but running a Pathfinder Society introductory session tomorrow, October 19 at the University of Oregon. It will be in the Science Library room 22 and we have plenty of open spots. Post here if interested.
Good luck! You should consider putting the vent as public on http://paizo.com/pathfinderSociety/events .We're the materials I sent you helpful?