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Hello, I could use some advice as I am a relative novice to running Pathfinder Society sessions. I would like to plot a course through the season 2 modules that takes characters through the Shadow Lodge meta-plot from level 1. Below is my tentative outline of the order I'd run these scenarios. This is based mostly on the product blurbs, since I don't yet own all of these. What I'm looking for is advice on whether some of these modules play better at certain tiers. Also, whether some of the scenarios below have little to do with the overall plot and can be skipped, or if modules I have left out have some good ties to the meta-plot and I should definitely include them. Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
I do appreciate any and all advice on the best way to get at all the good stuff out of the Shadow Lodge plotline. Thanks! I have a giant NPC barbarian, with the "Hurling" series of rage powers. He's capable of throwing objects of huge size. Is there intent or precedent for a thrown huge object to attack all targets in a 15x15 area? Or is the attack against a single target only - with the huge object size simply a measure of how much damage the thing does? Thanks for any thoughts on the matter... Stalwart Defender's Defensive Powers wrote: Bulwark (Ex): Add your armor check penalty as a bonus to the DC an opponent must beat to bluff you, and to the DC of Acrobatics checks to pass through your threatened squares. As written, this is a weird mechanic. You have a number that represents how hard it is for you to maneuver properly while wearing armor (Armor Check Penalty). As this penalty gets more severe, it actually improves your ability to react to opponents? And as you obtain better, more maneuverable armor (or greater skill in wearing armor -- Armor Training, etc.) your ability to react to your enemies decreases? Maybe the class's dodge bonus to AC would be a better number to use here? I don't know, I'm just wondering whether this is a correctly written power or if the author meant to use a different number. Thanks for any insight... -eric ... for purposes of teamwork feats? Most of these feats require you to be adjacent to another character who has the same feat. The cavalier can grant a teamwork feat to his mount, since the recipients of "tactician" don't need to meet the feat's prerequisites. I'm just wondering how to adjudicate a cavalier who tries to use "coordinated defense" and "coordinated maneuvers" while mounted. Thanks for any thoughts. Should special, situational attacks, such as sneak attack or smite, be factored in when calculating how much damage output a monster is capable of for its CR? Or do these situational attacks exist outside the expected range because they might not come into play? How about feats such as power attack or deadly aim? do these get counted as part of the creature's potential damage output when assigning CR? Thanks for any thoughts you might have. Does Powerful Charge count as a doubling of the base attack damage dice(example, minotaur's Gore attack) or does it count as a specific amount of damage suject to further doubling by critical hits, vital strikes etc.? Example, Gore attack does 1d6+6, but when used in a Powerful Charge it does 2d6+9. On a critical hit, does this attack do 3d6+18 (an additional "doubling" of the base 1d6 damage die) or 4d6+19 (doubling the entire powerful charge attack dice) cavalier playtest wrote: Mounted Mastery (Ex): At 8th level, the cavalier applies 1/2 the normal armor check penalty to the Ride skill. Whenever he makes a charge attack while mounted, he receives a +4 dodge bonus to his AC to avoid attacks set against his charge. When making such an attack, he can add his mount’s Strength modifier to the damage roll, in addition to his own. He also receives a bonus feat, chosen from the following list: Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, or Unseat. He must qualify for the feat selected. Does the Mount's STR bonus get added before doubling the weapon damage (in the case of a lance or the spirited charge feat)? I'm preparing a high-level playtest and I'm working with the following variables: Cavalier's STR 22 (+6)
so the numbers are either: 3x (1d8 +6[STR] +3[Magic], +10[Power Atk] +8[Mount STR]) plus 3d8, for a total of 6d8+81 OR 3x (1d8 +6[STR] +3[Magic], +10[Power Atk]) plus 3d8, plus 8[mount STR], for a total of 6d8+65 ...a difference of 16 points, which is pretty large for a single attack. Ran a quick test last night with a summoner who had the Brew Potion feat. The summoner spell list opens the door to potions of Improved Invisibility and Fire Shield, a pair of spells I find a little too powerful for common use by non-spellcasters. Additionally, the 3.5 haste is pretty balanced at 3rd level, where potions cost 750 and wands cost 11,250, and there are tons of great spells to choose from. As a 2nd level spell, with 400gp potions and 6000gp wands, and a class who has summoned critters running all over the place, haste is now in the "too good for its level" category. YMMV, of course. The three core classes that offer Animal Companions as a class feature (paladin, ranger, druid) all have spellcasting abilities that allow them to buff or heal their pet. The cavalier's animal is key to getting the most out of his class features, yet the cavalier himself has no way to augment or help out his mount aside from magic items and the occasional use of negating hits via mounted combat. I ran four 8th-level encounters against four different chromatic dragons. PCs had 3 rounds to buff and included: Group 1: Sorcerer, Rogue, Cleric, Ranger w/ Wolf
Group 2: Sorcerer, Rogue, Druid w/Ape, Fighter
Group 3: Sorcerer, Bard, Paladin w/Big Cat, Fighter
Group 4: Sorcerer, Rogue, Cleric, Cavalier w/War Horse
In these fights, the cavalier's horse fared terribly (cooked at range from a quickly-recharged lightning breath, dropping cavalier into the dirt more than a full move away. Got one good charge attack in) and the wolf didn't do too much better, mostly helping the rogue get sneak attacks before being knocked down by a tail slap. My gut feeling is that the cavalier absolutely needs more ways to protect his animal. Maybe this would be negating additional hits via mounted combat, maybe it would be an "armor training" like ability that allows his mount to gain more benefits from barding. I'm curious if others are seeing the same thing. I'm having some trouble figuring out how these abilities are supposed to interact. Particularly as they relate to the stupefyingly awesome FROGHEMOTH. Stepping through a 4-PC battle with a Froghemoth, I run into some weird mechanical issues. Each of its attacks has the GRAB ability. So this big, beautiful froggie starts out the battle by giving Seoni a good tongue-lashing. Before anyone can say "fire shield" she's in the froghemoth's mouth. As the DM, I am already enormously entertained. Next it starts flailing about wildly with its tentacles, hitting Valeros with one of them. Since it's already grappling Seoni, Can it make a grab attempt against Valeros? What about its next two successful tentacle attacks against Kyra and Merisiel? Stepping back a few ticks on the initiative counter, let's say the Froghemoth had to move to get to the PCs, and it lashed out with a tentacle against Valeros and Merisiel, adjacent and making doe-eyes at each other. It hits Valeros and can cleave into Merisiel. Does it get a grab attack against one of them? Both? Neither? How do GRAB and CLEAVE interact? Anyway, if we allow Froghemoth to grapple multiple creatures (is that the intent of this monster?) how do we deal with the mechanics of this the following round? It's got CONSTRICT, so even if Froggie just holds its prey (at -20) it still deals damage... but it takes a standard action to maintain a grapple... does it release all but one foe? It also requires a standard action to SWALLOW WHOLE if Seoni's mighty 8 Strength and kickin' BAB is just not enough for her to escape its maw. So if it tries to gulp her down, does it have to release all other grabbed opponents? Let's say it's Merisiel and not Seoni who gets SWALLOWED. Merisiel is considered grappled (-4 Dex, -2 to hit) and her actions are limited to things she can do with one hand. It seems that she can easily draw a dagger and stab away with no CMB check. correct? Is the Froghemoth specifically "denied" its DEX bonus and she can sneak attack it? Or is she simply attacking a target with no specific DEX and therefore not sneakable? Concealment would deny sneak attack I suppose, since it's dark in there. Since GRAB automatically pulls a creature adjacent to the grabber, it seems that the PULL ability and the GRAB ability should not ever be on the same creature. On the froghemoth and Roper, these are correct. On the Giant Frog, both abilities are present. One of them is probably incorrect. And three final Froghemoth-related questions: 1.) why does its CONSTRICT(tentacle) ability (1d6+ STR) not match its tentacle damage (1d8+ 1/2 STR)
Last Ride of the Mammoth Lords is an adventure for four or five 8th level characters, featuring a mix of combat, role-playing, skill-use and puzzle-solving. The PCs will have reached 9th level before they begin the final encounter. ACT 1: The Realm of the Mammoth Lords Scene 1 (CR9):
When struck, these barbarians bleed with a slow, sticky sap. Their skin is a rough patchwork of bark-like lesions that erupt upon a barbarian’s death, spilling acorn-sized seeds all about. Scene 2:
A virulent toxin, originating within the Great Ice Shelf, is polluting the rivers and streams of the Mammoth Lords. Their elders do nothing, claiming that a tribesman’s survival in the tundra is solely the product of his own strength and endurance. Every outlander Haëndir approaches for assistance turns him down; the crusaders in Mendev fight their own war, and both Numerian and Belzken barbarians are unconcerned with the affairs of the Mammoth Lords. Haëndir’s followers have become near-exiles, questing for aid to their ailing tribes. The Toxin: This ingested venom acts in three stages. Thirst and lethargy come first. Within days, moving causes great pain and the toxin begins to deteriorate a victim’s mental abilities. Beyond this stage, a victim is barely mobile, as his body transforms into primarily plant matter. Magic such as neutralize poison acts as if the human tissue is the toxin, killing the victim. Having observed the PCs’ prowess in battle, Haëndir pleads with them for help. Should they accept, the PCs depart the city with Haëndir and his followers, journeying into the tundra to meet with the young tribal sub-chiefs. The tribesmen’s mounts are lean, horned, triceratops-like creatures bred for tundra life. Haëndir offers a saurian mount to each PC skilled in riding or handling animals, and teaches them how to “set” a horned mount to meet a charge. Scene 3 (CR10):
Scene 4 (four CR7 events):
If the PCs can convince the sub-chiefs of their ability to help the tribes, the young leaders will marshal a host of their people to journey to the foot of the glacier in defiance of their elders. This diplomacy might take a little work, but fortunately at this festival there are “games” to test the qualities of any true barbarian. Success at any of the following raises the PCs’ disposition with the sub-chiefs. Tests of Mettle
Tests of Character
ACT 2: The Burning Heart of the Glacier Scene 5 (CR10):
Scene 6:
After excavating this boat, the PCs must choose a crew of 20 from among the tribesmen willing to venture further, then sail this enormous vessel through raging river tunnels, into the heart of the glacier. Gargantuan, writhing vines line the waterways, providing a roadmap to the party’s destination. Scene 7 (CR10):
The Lost Jungle and Temple of the Ancestors
Dinosaurs, girallons, carnivorous plants, and monstrous vermin wander the jungle. These encounters range from CR7 to CR9 and mainly add flavor and danger to this realm. The jungle contains five distinct sites. Forgotten Tribe:
Izira journeyed to this jungle at the Witch Queen’s behest, to release Jökul-Vidja from captivity, poisoning the tribes of the Mammoth Lords and clearing the tundra for the Witch Queen’s anticipated alliance with the demonic Worldwound. Izira overthrew the reigning matriarch of the native barbarians, assuming command of the two hundred–strong tribe. She then moved the seven ziggurats (see the Temple of the Ancestors), strengthening the Abomination by flooding the Temple grounds with red radiance. Jökul-Vidja, the Creeping Abomination:
Cornerstones:
For decades, a powerful salamander sorcerer and its fiery minions have laired in the southeastern volcanic caves housing the Flame Cornerstone. Izira impressed them with her audacity, and they willingly obey her request to block the Cornerstone’s light from reaching the Temple. Thus, no beams of light emerge from the hole in the southeastern wall of the glacier. Taiga Giants:
Temple of the Ancestors:
The city is the focal point for five blazing beams of daylight, shining from two holes in the glacier walls. Currently, three beams of daylight emerge from the northeastern hole and two beams emerge from the east. A third opening to the southeast projects no light. Each beam of light passes through a prism atop a ziggurat, where it refracts into a smaller beam of solid color, red through violet. Five ziggurat prisms are therefore active, and two have no light arriving at their prisms. Each colored beam of light projects clockwise toward a circular relief on the next ziggurat. Of the five active beams of color projecting from the ziggurats’ prisms, four are red and one is yellow. The city’s temples function as a giant sliding-block puzzle. Given enough strength, these ziggurats can be dislodged, then pulled or pushed along grooves built into the city’s interconnected canals. The ancients used huge dinosaurs for this purpose, but the PCs might devise their own means of moving the ziggurats. Each ziggurat is set on a square foundation. There are eight of these water-filled foundations in all, seven at points along the outer canals and one in the central city. Each ziggurat, once moved into a foundation along the outer canals, catches a beam of daylight from the glacier walls and projects its colored beam as described above. Each ziggurat will change the color it emits depending on where it is set; different ziggurats tested in the same foundation also emit different colors. Two beams of light will emerge from the southeastern glacier wall once the PCs re-enable the Flame Cornerstone (see Cornerstones, above), allowing all seven ziggurats to receive beams of daylight. Within the city area, spells with the [light] descriptor deal energy damage depending on which color is “dominant” in the area – if four or more beams have identical colors, that color is considered dominant. Such spells deal fire damage in a red-dominant area, and deal cold damage in a blue-dominant area. Different configurations of ziggurats apply different effects to the environment. When all colors are represented evenly (one beam of each color), the city’s light equalizes and the Prismatic Nexus activates. ACT 3: The Prismatic Nexus Scene 8 (CR8):
Scene 9 (multiple CR9 encounters):
New Monster: A radiant wraith is a type of incorporeal undead that appears as a vaguely man-shaped aura of light. Its touch attacks deal energy damage based on the wraith’s current hue. A radiant wraith can alter its color once per round, thus modifying its energy damage. If a radiant wraith’s hue matches the dominant light color within the city, it deals extra energy damage with that attack. Scene 10 (CR10):
Scene 11 (CR8):
Scene 12 (CR10):
Scene 13 (CR9 and CR13):
The Prismatic Nexus is debilitating to aberrant creatures, causing them constant agony while within its radiance. Consider affected creatures sickened for combat purposes. Once active, the Prismatic Nexus draws Jökul-Vidja forth. The entire city rumbles as the Abomination’s main nerve center rips upward through flagstones to assault any living creature in its path. The Abomination’s nerve center is effectively an elite, plant-typed ten-headed hydra (CR12 for being sickened; normally CR13) able to breathe sizzling jets of toxic slime. A massive stalk of aberrant plant matter supports its great bulk. Consider the Abomination an aberration for the Prismatic Nexus’s sickening effect. Slaying the nerve center ends the Abomination’s threat, as the entire mass of burrowing vines freezes inside the glacier within hours. Concluding the Adventure: The Mammoth Lord sub-chiefs honor the returning PCs as living legends, showering them with gifts and composing epic tales of their deeds. In addition, they grant each PC a triceratops-like mount as a gesture of friendship. Hecataeus: Sanctum of the Colossus Hecataeus maintains several estates, but none so removed from civilization as his prized manor in the Malgorian Mountains, south of Ravenmoor. While exploring those peaks for old dwarven machinery texts, he came upon the fragments of an ancient Thassilonian stone colossus, a find that forever changed his life. His golem companions hauled these fragments into an abandoned mine cavern, around which Hecataeus later built a small palace. From here, he has caused endless grief and suffering (mostly in a social sense) to nearly every community from Wolf’s Ear to Riddleport. P1. Golems at the Gate (CR15)
Hecataeus constructed these iron knights as a first line of defense against trespassers. The bell allows Hecataeus’s infrequent guests to alert him of their arrival. Creatures: These are iron golems. When they first spot intruders, they move together, arms folded over their chests, and begin shaking their heads as if to say “No.” If trespassers approach within 20 feet, both golems have orders to attack, beginning with poisonous breath. Iron Golems (2) CR13
P2. Atrium (CR 8)
Hecataeus filled this main chamber with deadly traps and misdirection. An illusory wall (Will DC21 disbelief if interacted with) covers the east wall’s southernmost exit, preventing the casual observer from discovering the caverns beyond. Creature: The chandelier is a huge animated object. A DC25 perception check reveals it is constructed entirely of swords. The chain affixing it to the ceiling allows it to swing, drop, or ascend anywhere within the shaded area. When anyone enters the area between the room’s pillars without first saying “It’s good to be home,” the chandelier animates, turning four greatswords point-downwards. It then drops upon a foe (treat as a charge) and strikes with all four blades in a single impaling attack. If the chandelier strikes a target, its blades close to grab the victim as a free action (CMB +15). If it successfully grabs a foe, on the following round the construct retracts toward the ceiling (move action), swings to the south (move action), and drops its victim into the pit trap (free action). It continues to do this until it deposits all foes into the pit. Animated Chandelier CR7
Trap: Camouflaged Pit Trap with Gelatinous Cube (CR5)
Gelatinous Cube CR3
Camouflaged 40ft. Pit Trap CR4
P3. Banquet Hall (CR12)
Hecataeus created golems in the images of his academic peers. He has perfected the ability to grant his flesh golems simple programmed speech, and each night he dines with them here as they toast his greatness. Behind a polished shield on the north wall, there is a secret door (discovered with a DC28 perception check). This opens into a narrow hallway, with another exit into the lecture hall (area P4). From this space, tiny peepholes in the walls allow an observer to look out into areas P3, P4, and P5. Creatures: These six flesh golems will attack only if someone sits on the throne without saying the phrase “Feast, my pathetic apprentices!” Each golem is capable of making simple verbal responses to Hecataeus’s toasts, insults, and conversations. Flesh Golems (6) CR7
P4. Lecture Hall (CR10)
Believing himself a master orator and instructor, Hecataeus arranged a small classroom of aspiring students. Each morning, he instructs these creatures in the finer arcane arts. He keeps blueprints, spellbooks, and scrolls of animate object hidden beneath the podium in this room (DC30 perception check to notice the frequently-moved podium). Creatures: These are Soulbound Dolls. The little monsters will break into a cacophony of shrieks and laughter when anyone enters the room, and unless someone speaks “Good morning, class” within three rounds, the “class” will swarm and attack them with their cause serious wounds spell-like ability. NE Soulbound Dolls (15) CR2
P5. Goldfish Pool
Hecataeus is fond of polymorphing his enemies into harmless creatures, such as mice and goldfish. The latter he tosses into this pond. Occasionally he also simply petrifies his enemies. He places their stone bodies in this room as well, typically in poses that seem “artistic” to Hecataeus but would be tasteless and borderline lewd to just about anyone else. The fisherman has instructions to throw back any fish it catches, but does not otherwise attack. If interacted with, the fisherman is considered a medium animated object with the Hardness special quality. Stone Fisherman CR N/A
P6. Garden and Rat Maze (CR10)
When Hecataeus polymorphs his foes into non-aquatic wildlife, he places them here. He takes great joy in watching his former foes-turned-rodents run through his elaborate maze for their dinner. Here, Hecataeus also torments a meddlesome intelligent amulet (a golembane scarab), coating it in animal fat and tossing it into the maze for the rodents to find. The vermin gnaw away at the amulet until Hecataeus grows bored and “rescues” the troublesome bauble. All along the balcony are pots containing shriekers (DC25 perception to detect from the ground). These fungi emit an ear-splitting screech whenever a creature larger than a hawk flies past the balcony into the garden. Creature: Hecataeus recently stole the clay golem from a nearby temple. It attacks any person who enters the garden without first saying “How’s the weather today?” The shriekers are immobile, but alert Hecataeus of intruders. Clay Golem CR10
Shriekers (20) CR1
C1. Entryway (CR9)
Creature: A scorpion-like monster called a Skull Ripper, made largely of fused skulls, guards this platform. It ruthlessly attacks any intruders into this area. Skull Ripper CR9
C2. Sanctum of the Colossus (CR 15)
Hecataeus spends daylight hours here, atop one of three foreman’s platforms. He directs his mindless drones to lift, drag, dig, and organize the fragments of his monolithic dream. He uses spells and items to repair and shape the stone according to his specific blueprints. When enemies approach, he will call his six Cutlass Spiders to advance, following up with his figurine of wondrous power. These creatures provide a frontal assault while Hecataeus casts preparatory spells from relative safety. He never strays more than 100 feet from one of his three shield guardians. Each shield guardian remains stationed at a foreman’s platform, but will move and attack any creature on or within reach of these. At any time, Hecataeus can command the platform bridge (itself a construct) to swing into any of the positions noted on the map. It takes one full round for the bridge to swivel to the next platform. When the bridge is in motion, any character (including Hecataeus) standing on it must make a balance check (DC10) or be considered flat-footed for the duration of the bridge’s movement. Failure by 5 or more means that character tumbles off the bridge to the ground 20 feet below. The cavern floor is considered lightly obstructed terrain, with dense rubble piled up in many areas (noted on the map). Cover is plentiful, and Hecataeus will take advantage of it. The colossus fragments can be climbed with a DC15 check. All pieces stand 15 feet high except for the gauntlet, which stands 5 feet off the ground. Fifty stone workers are scattered throughout the rubble, each one singularly fixed on its task. These do not attack or even notice any conflict or intrusion here. If interacted with, these are considered medium animated objects with the Hardness special quality. In pitched combat, Hecataeus will attempt to neutralize threats quickly, one at a time. He may pause to gloat for a round if he achieves a particularly satisfying victory (polymorphing the party’s warrior or feebleminding the party’s wizard, for example). At the earliest opportunity, he will hide amid the rubble and let a projected image rain down damaging spells upon the group. When below 70 hit points, he will teleport to the lecture hall (area P4), grab his paperwork, and hide in the secret area beyond. Creatures: Cutlass Spiders are spider-shaped constructs made entirely of bladed weapons. These large horrors are able to move effortlessly over rubble and fragments of the colossus. Hecataeus’s shield guardians are constructed in his image, carved to resemble him in a military officer’s garb. Cutlass Spiders (6) CR6
Shield Guardians (3) CR8
Stone Laborers (50) CR N/A
C3. Unfinished Exit (CR16)
The pinnacle of Hecataeus’s creations, a greater stone golem, wanders this passageway. It tunnels and excavates rock so that the colossus can leave its chamber and re-enter the world when fully complete. Creature: This golem will attack any creature other than Hecataeus that enters this passageway. It resembles its maker as well, appearing bare-chested and powerfully muscled – a perfect physical specimen. Greater Stone Golem CR16
Vashkar, the False Maharajah
Description:
Within his palace in the ashen wastes, multiple heads of two mighty maharajahs hang as trophies upon the walls, writhing in undead anguish and howling eternally in the tongues of beasts. Vashkar frequently meditates amidst their wailing, and for brief moments recalls the raw taste of paradise. Motivations/Goals:
His noble destiny crumbled in the streets of Absalom at the hands of the demon vampire Merishka. She broke his body, drank deeply of his blood, and laughed at his impotence as his eyes reopened to an immortal life with no hope of reincarnation. For years, she kept Vashkar as a frenzied pet, collared in anti-magic - a starved, beaten, and neglected dog on a chain. He finally emerged, a free-willed beast, leaving her half-devoured bones the sole memory of his passing. Resurrection might restore life, but would be unable to cleanse Vashkar's polluted soul. The rakshasas reviled him as pagala, a low beast worthy of scorn. In reply, he visited his wrath upon rakshasas, vampires, and humankind with reckless ferocity. It was in Absalom that Vashkar heard the call of the Starstone, that instrument of divine ascension. It sang in the near-forgotten language of his youth, songs of rebirth and eternity. Today, Vashkar nurses a seething hatred of all who seek immortality through reincarnation. He is fanatically convinced that the Starstone has presented a test - by thwarting the reincarnations of others, he can demonstrate the mastery of eternal rebirth necessary for divine control of reincarnation. Should Vashkar provoke his five remaining maharajah masters into open conflict, he can unleash his brood of vampire rakshasas into their midst, bringing the maharajahs' glorious dreams of eternal incarnations to a brutal, screaming end. Schemes/Plots/Adventure Hooks:
VASHKAR, THE FALSE MAHARAJAH CR 20 [CR8 base rakshasa (Escape From Old Korvosa p35), +4.5 monk non-associated levels, +1 fighter, +4 eldritch knight, +2 vampire]
===== Defense =====
===== Offense =====
===== Tactics =====
===== Statistics =====
===== Ecology =====
===== Special Abilities =====
Maneuver Training (Ex) Vashkar uses his monk level in place of his base attack bonus when calculating his combat maneuver bonus. This has been factored into Vashkar's CMB. Purity of Body (Ex) Vashkar is immune to all diseases, including supernatural and magical diseases. Slow Fall (Ex) When falling, Vashkar can use a wall or other vertical surface within arm's reach to slow his descent. He takes damage as if the fall were 40 feet shorter than it actually is. Spells Vashkar casts spells as a 10th-level sorcerer with bonus spells granted by the Savage bloodline [see below]. As a monstrous sorcerer, Vashkar gains access to his bloodline's bonus spells, but gains no other bloodline-based abilities. Spider Climb (Ex) Vashkar can climb sheer surfaces as though with a spider climb spell. Still Mind (Ex) Vashkar gains a +2 bonus on saving throws against spells and effects from the school of enchantment. Wholeness of Body (Su) Vashkar can heal his own wounds as a standard action, by spending 2 points from his ki pool (see Ki Pool special ability) Vashkar's Weaknesses
Slaying Vashkar Only certain attacks can permanently slay Vashkar.
Savage Bloodline
Varrush, Master of the Palace of Abundance
Description:
His primary visage is that of an athletic human of mixed descent, a noble known for hosting lavish events in his palace deep in the badlands of southern Qadira. Visitors to his fortress find luxuries and sensual pleasures both exotic and otherworldly. Nearly a thousand slaves toil endlessly in the palace’s kitchens, spice gardens, and pleasure halls. Motivation/Goals:
Varrush approaches his own vices – wanton excess, sensual indulgence, and the subtle corruption of others – with near-religious fervor. For him, these are meditations to rehearse until perfect. Like-minded disciples journey to his palace in search of wish fulfillment. Most find their way into the ranks of his criminal organization. Others find only misery, enslavement, or death. A lucky few find paradise. Schemes/Plots/Adventure Hooks:
Early on, Varrush can emerge as a shadowy presence behind criminal enterprises with which the PCs find themselves at odds. Following are some suggestions on how the PCs can encounter the rakshasa directly:
Greetings! I am looking for feedback, comments, criticism, fawning admiration, etc. for my PFS #21 submission. I will happily provide feedback of my own to anyone who posts a submission for peer review. (in this thread or otherwise). Thanks in advance! Spoiler:
The Eternal Obelisk Introduction: Pathfinder Miranda Gade uncovers a toppled monument during an archaeological dig in eastern Qadira. Her divinations reveal that this marks the palace of Queen Irisene, but she learns little else. Miranda requests assistance and supplies from the Pathfinder Society. While waiting, she delves into the ruins and accidentally restores the palace’s queen — a petrified medusa — using a stone salve. This medusa petrifies Miranda and starts to explore her former palace. She can only grab a few items before she runs afoul of the palace’s current resident; a destrachan which is immune to her stony gaze. Wounded, she flees the ruins and uses a headdress (hat) of disguise to assume the likeness of Miranda. Adventure Synopsis: The Pathfinder Society asks the PCs to escort some cargo to an archaeological dig in Qadira. They are to meet Pathfinder Miranda Gade and a Qadiran Peerless, Qalen Makar, at the site and provide whatever assistance they request. The journey takes them through the eastern Qadiran badlands via sandship. As they skirt the haunted Shadun region, the PCs must fend off a pack of Ash Raptors. At the excavation site, the PCs meet an assertive "Miranda" and a love-smitten Qalen. "Miranda" asks them to defeat the monster in the caverns. That night a rockslide agitates a nest of monstrous scorpions that attack the camp. The PCs help defend the camp, aided by Qalen’s ogre mercenaries. The following morning, the PCs enter the ruins. They must first overcome a sand-filled chamber that contains hazardous green slime and a dun pudding. Afterward, they must negotiate a rubble-filled cavern in which swarms of asps writhe through deep fissures in the ground. Miranda’s petrified remains are here, and if the PCs are not careful, the destrachan will attack them in this cavern. If lucky, the PCs face the destrachan in the main palace where columns and statues provide cover. The medusa waits outside for the PCs and shows her true form once she is sure the destrachan is dead. Encounter #1: (EL7)
Encounter #2: (EL5+)
Encounter #3: (EL5+)
Encounter #4: (EL8)
Encounter #5: (EL9)
Conclusion:
If the PCs fail, Queen Irisene partially excavates her palace and ambushes a dozen or so nearby caravans before Qadira sends a sizeable force to deal with the problem. The Qadiran Satrapy’s opinion of the Pathfinder Society grows tense; it allows fewer expeditions within Qadira.
S
I can't find the rules for calculating CR of monsters with both racial HD AND class levels. There is a specific paragraph on p291 for determining CR of monsters without racial HD: pathfinder RPG wrote:
in 3.5, there was the concept of associated and non-associated classes. Is this being retained? Thanks for any info. -eric Lens of the Runethief Aura: faint transmutation; CL: 5th
Description:
When used by a character with the trapfinding ability, the lens grants a +2 insight bonus on Disable Device checks to disarm magically inscribed traps. The lens must be placed adjacent to the rune or glyph being disarmed; its activation is part of the Disable Device check. Twice per day, with a successful check, the user can absorb a harmful rune of 3rd level or lower into the lens. This erases the rune from its original surface and imparts full knowledge of its effects to the user. When touched to a new surface, the lens can inscribe the stored rune upon command. All aspects of the original spell are preserved; caster level, effect, duration, and means of bypassing the rune all remain intact. The lens can contain a single absorbed rune indefinitely. Its user must inscribe a stored rune on a new surface before another can be absorbed. Construction:
S
Dazzling Display (Combat)
Stunning Defense (Combat)
Deadly Stroke (Combat)
Since Pathfinder #14 was delayed at custome, can these orders please be combined: Paizo Order #1046988: 1 x Pathfinder #14 -- Second Darkness Chapter 2: "Children of the Void" (OGL) (preorder) @ 13.99 = $13.99 Paizo Order #1055176: 1 x The Swordsman of Mars (Trade Paperback) (preorder) @ 10.39 = $10.39 Thank you. -eric bailey S
I'm in the process of converting some monsters to the Pathfinder rules in anticipation of running a high-level playtest. Specifically, the "sample" NPC monsters in the 3.5 MM, including:
The Pathfinder Rules give specific instructions for determining the CR of NPC enemies... Pathfinder BETA wrote:
By a strict reading, this means that the two templated foes (vampire and lich) actually LOSE 2 points of CR because they are classed foes with no racial HD (they merely apply templates to class HD) For the other two, the Mummy Lord stays the same (CR15 = base CR5 plus 10 cleric levels) and the Mind Flayer shoots back up to CR17 from an errata'd CR13 (CR17 = base CR8 plus 9 sorcerer levels) I'm willing to playtest with these numbers to see how the battles shake out, but it just seems somewhat jarring that the notion of "Non Associated Classes" has not been carried through to the PFRPG. My gut feeling is that the non-templated foes will have a glass jaw especially when compared to the lowered CR of the templated foes. Does anyone have any playtest experience with these or similar monsters that they'd be willing to share? Thanks, -eric The rules are full of tables, some of which are in non-intuitive places (carrying capacity and object hardness/hitpoints, for example, are not in the equipment section.) That's okay, but I was wondering how it would affect the layout and design, to add more frequent page references. In the Strength section of ability scores, for example, it would be helpful to have a reference to the carrying capacity table on page 125. I don't know if the usefulness of quick references outweighs the extra text clutter, which is why this is more of an open question than a request. In reading through the races chapter, I came across dwarves being able to speak "Elemental." I remember them being able to speak "Terran" in 3E, so this was an interesting change. I went hunting through the BETA for a list of languages to verify that the four elemental languages got merged... but I can't seem to find it. Does this table of languages still exist? If not then please consider this a request to add it back in, perhaps in the Linguistics skill section, or the "Description" chapter. Thanks for posting these. I like the idea of adding bonus feats at First Level to help flesh out a character's background. But if I can make a request, please don't add more stackable bonus types. "Trait bonus" adds to an existing problem... namely that there are too many fiddly bonus types out there. At face value, these bonuses appear to be competence bonuses (your skill at something gives you the upper hand) with a different name. There's never enough space on a sheet to make note of them individually, and when you try to reverse engineer a character's "Misc" bonus box, to find out where the numbers are coming from, it takes a solid bit of work to track them all down as it is. Multi-part question, that I'm asking primarily to those who have PLAYED in a high-level campaign. (Level 13+) First, what character sheet do you use? Self-Made? standard 3E sheet from the Player's Handbook? Mad Irishman's? Second, does this sheet fit your needs at high level play? Do you find that the sheet that worked perfectly at lower levels becomes cumbersome to use once you pass a certain level? Is a sheet that tries to work for all classes at all levels an attainable (or desirable) goal? Pathfinder has the opportunity to redefine what the "core" game is. In my experience, there are several feats where the mechanic is either so basic or so obvious, it should be a core feat. I would like to see the following feats transformed to the PF rules to become part of the core toolkit. Here is my list: 1.) Practiced Spellcaster. It showed up in at least 3 splats, and is a needed tool to assist multiclass spellcasters in their trade, as well as a way to advance monsters to provide proper challenge to PC's. 2.) Extra {Class Skill}. Turning, Bard Songs, Stunning, Rage, Smiting. They all work basically the same. A feat that grants a character more uses of their daily abilities. 3.) "Stat Exchange" feats. Power Throw, Zen Archer, the DEX one that grants DEX to damage, etc. Need the ability to spend a feat to use a better ability score for specific purposes... Power Throw = STR to hit with ranged thrown weapons. Zen Archer = WIS to hit with ranged attacks, etc. What would be on your list of "feats that should have been core?" This line from "sneak attack": The rogue... "must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach." is the text about vitals just flavor guidance for the DM or does it actually come into play? Can a rogue not sneak attack creatures of Size X? Is this defined better somewhere else in the rules? Feel free to comment, I have offered my suggested change below. TWO-WEAPON DEFENSE (GENERAL)
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. If you have the Improved Two-Weapon Fighting feat, this shield bonus increases to +2. If you have the Greater Two-Weapon Fighting feat, this shield bonus increases to +3. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. (+4 if you have the Improved Two-Weapon Fighting feat, or +6 of you have the Greater Two-Weapon Fighting feat). Special: A fighter may select Two-Weapon Defense as one of his fighter bonus feats. Changes From the Original:
Benefit: Combines the Improved/Greater versions of Two-Weapon Defense (Complete Warrior) into one feat. Makes this feat a worthwhile addition to a two-weapon fighter's arsenal, as opposed having to spend three feats to get a tiny benefit. Is there really a balance need for "virtual feats" that get lost if the Ranger wears meaningful armor? If the ranger wants to blow a feat on heavier armor, or multiclass to get the proficiency, so be it. That's a resource spent to accomplish something. The heavier armor, with its ACP, slower movement, etc will hamper the Ranger's skills anyway... why this extra burden? The flavor is already there in the starting armor proficiencies. Let's get rid of this annoying artifact. This is going to be a long post. If weapon vs. armor type tables make you want to gouge your eyes out, you may want to self-medicate before continuing. I've drawn up a collection of house-rules I've been toying with for some time... tweaked them, standardized them, and actually placed the result in written form. I don't expect anything here to be seriously considered, but I do hope that it's food for thought and that there are some worthwhile concepts to take-away. Here are my arguments:
[2] The Armor Training class ability of fighters is weighted toward heavy armors and does much less for the fighter who wants to specialize in light armor types (or no armor, for that matter.) Half of the benefit is lessening the ACP. In light armors this is negligible. [3] Armor itself offers little other than another + to armor bonus, at some point in the game. The type of armor stops being an interesting CHOICE fairly early for most characters. My solutions to these issues are as follows:
Here is my first-pass at creating unique effects for armors at each level of proficiency. The meat of this essay, if you will. If you're still with me, I hope you enjoy. Final note: many of the basic armor bonuses and/or max DEX numbers do not exactly match the PHB values. This is deliberate. --------- NO ARMOR --------------------------------------------------------------------------- --- Really Unarmored:
[LVL 2] Armor Expertise. You may add the bonus from a single mental stat as a dodge bonus to AC when wearing no armor. Once chosen, this ability score choice is fixed. Typically a wisdom bonus represents intuitive, martial-arts training, an intelligence bonus represents cleverness in anticipating attacks (swashbuckling) and charisma represents confidence and grace in one's movement (battle-dancers and similar) [LVL 3] You gain the dodge feat, and you are allowed to take the dodge feat multiple times. The dodge bonuses stack. [LVL 4] As an immediate action, you may shift your dodge bonus to AC and apply it to a single reflex save. You lose the dodge bonus to AC until your next turn. Gladiator/Decorative Armor: Note: Basically I wanted to add a category for things that should not count towards armor, but are fun nonetheless. I call this category "gladiator armor" but it could also be named "armored loincloth" or "chainmail bikini." Go wild. It exactly duplicates the "padded armor" entry below. You don't get any bonus from the "no armor" category while decked out in this fashion.
[LVL 2] Armor Expertise. +2 armor bonus, Max DEX +9, Time to don 50% [LVL 3] Armor Specialization. +2 armor bonus, Max DEX +10. Wear Anything: any bulky item made of cloth, burlap, canvas, etc. can be used as padded armor. Blankets, heavy cloaks, burlap sacks, high-thread-count bath towels, whatever. Standard time needed to don or don hastily. [LVL 4] Armor Mastery. +3 armor bonus, NO MAX DEX. Time to don 25%. ---------- LIGHT FLEXIBLE ARMOR --------------------------------------------------------------------- Leather Armor:
[LVL 2] Armor Expertise. +3 armor bonus, Max DEX +7, Time to don 75% [LVL 3] Armor Specialization. +3 armor bonus, Max DEX +8, +1 dodge bonus to reflex saves/AC, Time to don 50% [LVL 4] Armor Mastery. +4 armor bonus, Max DEX +10, +1 dodge bonus to reflex saves/AC, Time to don 25% Studded Leather Armor: ACP Note: a -1 armor check penalty will be negated by creating a masterwork version of this armor. Therefore it does not make sense to grant bonuses toward negating that penalty.
[LVL 2] Armor Expertise. +4 armor bonus, Max DEX +6, Time to don 75% [LVL 3] Armor Specialization. +4 armor bonus, Max DEX +7, DR 1 vs. slashing attacks, Time to don 50% [LVL 4] Armor Mastery. +5 armor bonus, Max DEX +8, DR 3 vs. slashing attacks, Time to don 25% Padded Leather Armor:
[LVL 2] Armor Expertise. +2 armor bonus, Max DEX +9, Time to don 50% [LVL 3] Armor Specialization. +2 armor bonus, Max DEX +10. Wear Anything: any bulky item made of cloth, burlap, canvas, etc. can be used as padded armor. Blankets, heavy cloaks, burlap sacks, high-thread-count bath towels, whatever. Standard time needed to don or don hastily. [LVL 4] Armor Mastery. +3 armor bonus, NO MAX DEX. Time to don 25%. --------- CHEAP LEATHER HYBRID ARMOR (Bandit Armors) -------------------------------------------------------- A Note on "Bandit Armors" The net bonus (armor plus maximun dexterity) for these is one or two points lower than other armor types. These are the armors of last resort, used by desperate brigands hiding in the woods. Nobody sets out to make "masterwork" armors of this type. Nobody enchants them. No well-trained fighter would put more than a single extra proficiency into them. If a bandit king reaches a sufficient level to allow for additional armor specialization, one would think he'd have stumbled across a better suit of armor. This rant is a long-winded way of saying I don't feel like creating further specialization abilities for these crappy armor types. Leather Scale Armor (Based on v3.0 Arms and Equipment Guide) Description: constructed from scraps of leather, cured and sewn into an overlapping, scale-like pattern. "Masterwork" leather scale is merely the result of high-quality materials... not the result of a master craftsman.
[LVL 2] Armor Expertise. +3 armor bonus, Max DEX +6, ACP -1, Time to don 50% Ring Mail Armor (Based on v3.0 Arms and Equipment Guide) Description: flexible leather armor into which has been sewn (or riveted) hundreds of metal rings. This is a fast, cheap alternative to the more durable chain armors.
[LVL 2] Armor Expertise. +4 armor bonus, Max DEX +5, ACP -2, Time to don 50% Brigandine Armor (Based on v3.0 Arms and Equipment Guide) Description: Thin metal strips sewn in between flexible leather layers. Brigandine is the poor man's alternative to heavier mail armors, particularly splint mail.
[LVL 2] Armor Expertise. +5 armor bonus, Max DEX +4, ACP -2, Time to don 75% --------- HIDE ARMORS --------------------------------------------------------------------------- ------- Hide Shirt (based on Pathfinder, CotCC Player's Guide) ACP Note: the -1 armor check penalty will be negated by creating a masterwork version of this armor. Therefore it does not make sense to grant bonuses toward negating that penalty.
[LVL 2] Armor Expertise. +4 armor bonus, Max DEX +6, Time to don 75% [LVL 3] Armor Specialization. +4 armor bonus, Max DEX +7, Time to don 50%, Primal Reaction +2 (bonus to initiative checks and to passive perception checks) [LVL 4] Armor Mastery. +5 armor bonus, Max DEX +8, Time to don 25%. Once per round you may add your Primal Reaction bonus (+2) to either a Reflex Save or as a dodge bonus to AC against a single Attack of Opportunity. Hide Armor: Author's note: Altered some aspects of this armor to bring it in line with other medium armors and make it a more enticing choice for druid or barbarian characters.
[LVL 2] Armor Expertise. +6 armor bonus, Max DEX +4, ACP -2, Time to don 75% [LVL 3] Armor Specialization. +7 armor bonus, Max DEX +4, ACP -2, Time to don 50%, Speed Penalty reduced by 5. Heightened Senses (+2 to Active Perception, Sense Motive, Survival: following tracks) [LVL 4] Armor Mastery. +8 armor bonus, Max DEX +5, ACP -1, Time to don 25%. Bestial Ferocity (whenever affected by an enhancement bonus to a physical ability score, that bonus is augmented by +2). Speed Penalty Removed entirely. Scale Armor (New) Author's note: This armor type is like hide armor, but made of the scales of monstrous creatures. Effectively, it is what should result from a PC who asks the DM... "Dude, can I make armor out of that thing...?" It's a good way to handle dragonhide armor.
[LVL 2] Armor Expertise. +5 armor bonus, Max DEX +5, -2 ACP, Time to don 75% [LVL 3] Armor Specialization. +6 armor bonus, Max DEX +5, -2 ACP, Time to don 50%, Bestial Resistance (+1 bonus to all saving throws) [LVL 4] Armor Mastery. +7 armor bonus, Max DEX +6, -1 ACP, Time to don 25%. Bestial Resiliency (your existing DR of any type is augmented by 3, or you gain DR 1/- if you have no existing DR.) --------- FLEXIBLE MAIL ARMOR -------------------------------------------------------------------------- Chain Shirt:
[LVL 2] Armor Expertise. +5 armor bonus, Max DEX +5, -1 ACP, Time to don 75%, Conceal Armor [LVL 3] Armor Specialization. +5 armor bonus, Max DEX +6, -1 ACP, Time to don 50%, [LVL 4] Armor Mastery. +6 armor bonus, Max DEX +7, -0 ACP, Time to don 25%, DR 1/- vs. piercing attacks Chain Mail:
[LVL 2] Armor Expertise. +7 armor bonus, Max DEX +3, -4 ACP, +2 hours worn before fatigue, Time to don 75% [LVL 3] Armor Specialization. +7 armor bonus, Max DEX +4, -3 ACP, +4 hours worn before fatigue [LVL 4] Armor Mastery. +8 armor bonus, Max DEX +5, -2 ACP, DR 3 vs. piercing attacks, No fatigue from long use, Time to don 50% Scale Mail:
[LVL 2] Armor Expertise. +6 armor bonus, Max DEX +4, -3 ACP, Time to don 75% [LVL 3] Armor Specialization. +7 armor bonus, Max DEX +4, -3 ACP, Effective Encumbrance 75%, Time to don 50% [LVL 4] Armor Mastery. +8 armor bonus, Max DEX +5, -2 ACP, Time to don 25%, No Speed Penalty --------- HYBRID MAIL ARMORS --------------------------------------------------------------------------- Banded Mail Armor:
[LVL 2] Armor Expertise. +8 armor bonus, Max DEX +3, -5 ACP, Time to don 75% [LVL 3] Armor Specialization. +9 armor bonus, Max DEX +3, -5 ACP, DR 1 versus bludgeoning/constricting [LVL 4] Armor Mastery. +10 armor bonus, Max DEX +4, -4 ACP, DR 3 versus bludgeoning/constricting, Time to don 50% Splint Mail Armor:
[LVL 2] Armor Expertise. +8 armor bonus, Max DEX +2, -6 ACP, Time to don 75% [LVL 3] Armor Specialization. +9 armor bonus, Max DEX +2, -6 ACP, Effective Encumbrance 75% [LVL 4] Armor Mastery. +10 armor bonus, Max DEX +3, -5 ACP, DR 1 versus bludgeoning/constricting, Time to don 50% Lamellar Armor:
[LVL 2] Armor Expertise. +7 armor bonus, Max DEX +4, -4 ACP, Time to don 75% [LVL 3] Armor Specialization. +7 armor bonus, Max DEX +5, -3 ACP, Speed Penalty -5 (all speeds) [LVL 4] Armor Mastery. +8 armor bonus, Max DEX +6, -2 ACP, Run Action Allowed, Time to don 50% --------- PLATE ARMORS --------------------------------------------------------------------------- ------ Plate Armors apply armor check penalties to perception checks due to the heavy helms. Removing the helm will negate the perception penalty but will impose a -2 penalty to armor bonus (-1 for breastplate) until it is worn again. Armor Check Penalty also applies to Fortitude Saves against Heat Dangers. Breastplate:
[LVL 2] Armor Expertise. +7 armor bonus, Max DEX +4, -3 ACP, Time to don 75% [LVL 3] Armor Specialization. +7 armor bonus, Max DEX +5, -2 ACP, No Speed Penalty, No ACP vs Heat Dangers [LVL 4] Armor Mastery. +8 armor bonus, Max DEX +6, -1 ACP, Time to don 50% Half-Plate Armor (Plate Mail):
[LVL 2] Armor Expertise. +9 armor bonus, Max DEX +2, -6 ACP, ACP halved against Heat Dangers (-3) [LVL 3] Armor Specialization. +10 armor bonus, Max DEX +3, -5 ACP, Speed Penalty -5 (all base speeds), Time to don 75% [LVL 4] Armor Mastery. +11 armor bonus, Max DEX +4, -4 ACP, Run action allowed. Field-Plate Armor:
[LVL 2] Armor Expertise. +10 armor bonus, Max DEX +2, -6 ACP, ACP halved against Heat Dangers (-3) [LVL 3] Armor Specialization. +11 armor bonus, Max DEX +2, -6 ACP, Energy Resistance 3 against instantaneous fire/cold attacks [LVL 4] Armor Mastery. +12 armor bonus, Max DEX +3, -5 ACP, DR 3/- Full-Plate Armor:
[LVL 2] Armor Expertise. +10 armor bonus, Max DEX +3, -5 ACP, ACP halved against Heat Dangers (-3) [LVL 3] Armor Specialization. +11 armor bonus, Max DEX +3, -5 ACP, Speed Penalty -5 (all base speeds), Fire/Cold Resistance 5 (instantaneous attacks only) [LVL 4] Armor Mastery. +12 armor bonus, Max DEX +4, -4 ACP, DR 5/- Are barbarians the only class that is going to feature this particular point system in play? It strikes me as odd to create this unique subsystem that doesn't function like anything else in the game (3x Turn Undead anyone?) Why not extrapolate on this idea of a point pool further... - Druids get "wild shape" points. People seemed to LOVE the PHB2 wildshape variants. With a point-pool system, there would be ways to model this system of "partial transformation." Beast Claws: 3 points/round, for example. - Paladins get "Aura Points." You get a constant "grace" aura but can use points to augment it... Courage Aura, Healing Aura (allows lay on hands while aura is active), Smiting Aura, Curative Aura, etc. This would allow you to roll in some effects of "Divine Feats" into aura-based class skills. I see this as a nice way to customize your paladin powers to specific gods as well. - Bards get "Inspiration Points" in much the same way, etc. Just throwing it out there. The more I think about it the less backwards-compatible it seems. But a subsystem only used in one spot also feels a bit strange. So the heroes are back at Blackwall tonight, and the place is crawling with Spawn (we played the one-shot event with the PC's as Keep soldiers last time.) I have some questions about Spawn of Kyuss, now that I've run them once already. 1.) The DC20 Heal check to remove a worm. Can that be done every round, up until the point the PC dies and becomes a spawn? Once the thing begins eating INT, I see this as a messy affair... 2.) Creature striking a spawn with natural weapons/unarmed strike, gets infested by 1d4 worms. Can one extrapolate this to also apply if one is grappling a spawn? Or, say... if the spawn grapples one of THEM? 3.) A PC who saved against a spawn's fear aura... is he immune to the fear auras of other spawn as well or just the one he saved against? Thanks! Hi Cosmo, I just began a multi-subscription to several monthly products. I may have picked a bad time of the month to do this, because although I chose to have all products shipped at the same time, once per month, I just received a pending shipment not being bundled with other products: 1 x Almuric (Trade Paperback) (preorder) @ 10.39 = $10.39 Subtotal (1 Item): $10.39
Is there a way I can package Almuric with next month's shipments and get on a regular one-package-per-month schedule from there? Thanks for any info, -eric My group is 95% done with Blackwall Keep.... [SPOILERS, OF COURSE] They are making their escape from the Twisted Branch tribe. As of last night, they left the Dragon egg sitting right where it was, among the lizardman eggs. I'm considering what to do with this setup. I mean, the PC's have a treaty signed by the Shaman who may not be around long enough to see any peace between his tribe and the human nation. That, and he's been curing his fellow tribesmen with worm-infested potions. As leader, he's not looking long for this world. Add to that the very clear implication of a full generation of lizardmen young infested with Ilthane's kyuss worms. What should I do with this plot setup? Do I just leave it alone as a footnote to the AP? I mean there are a TON of repercussions that can come out of all of this, so I'd like to get some thoughts on what YOU'D do if the PC's just left "The Egg" sitting there. Best, -eric Last night was my birthday. In honor of my birthday, the Dice Gods bestowed upon me one night of peerless, dice-rolling skill. On a d20, I could not roll in single-digits. My d6's never went below 4. It was breathtaking. I should have gone to Vegas... 'cause I wiped out my entire party. I might post details if anyone's interested, but suffice it to say most of the night was ruled by good luck on my part, and bad luck on the party's. Grimlocks with x3 critical weapons, Chokers attacking a split-up party. Oh, and only a couple PC's had ranged weapons. The real killer was the terrain in the grimlock caves. If you can't take a 5ft step, those chokers become INSANE with their 10ft reach and improved grab. Trying to escape ALWAYS provokes. So it went down badly. I flat-out suggested the option of a "do-over" to my group, but it was universally rejected. "sometimes you just have to take the consequenses," they say. So I'm going to somehow get a new bunch of PC's, all with complicated backstory, contacts and foils in town, and flesh out some more of the Diamond-Lake envoronment I didn't get to the first time around. But I'm here to solicit advice on how to get the plot back on track with a brand new group after a complete party wipe like this. I think 3FoE may have been a party-killer for a number of DM's. How have you bounced back from this and continued the adventure? What worked? What didn't? I'd really like to hear some anecdotal info about continuing the plotline following a TPK. Fellow DM's, how much mileage did you end up getting out of the Diamond Lake article? My group is three adventures in, and has yet to set foot in the Whispering Cairn, because everybody is entrenched in various D.L. activities, courtesy of the backdrop articles. It really helps to set a mood, and everyone's having a great time with the material. I'm curious how far off the path other DM's have been willing to go with the town. One of my players is a monk from the Twilight Monastery. She's part of an escort team for a small caravan of goods into Diamond Lake. They have several saddlebags loaded up with Kalamanthis. Dragon 334 suggests the AoW Overload has more info on the drug, but neither document has price, effects, etc. anybody out there got some concrete info? thanks in advance... Hi guys, I have an Age of Worms campaign website for a game I'll be starting up shortly. In addition to the usual stuff (character creation, homebrew specifics, etc) I have a section for "what the characters know" about Diamond Lake. What is acceptable to use on a fan website? - Is it OK to use the names and descriptions of the town's locations, people, and goings-on, if all of the above are paraphrased? - Is it OK to use artwork from the PDF supplements? - Is it OK to depict locations that are on the big poster map (i.e. scan the central square area and its businesses) - Is it OK to to display the town's stats (assets, population, and other relevant numbers) - How about stats for friends and allies found in the "Overload" document. - Besides copying text, game stats, and other I.P. verbatim, are there less obvious things you'd want people to avoid doing on these websites? Thanks for your insight. Hello. I'm really enjoying reading the new Adventure Path. Hopefully I'll actually be able to run it soon. I do have some questions about some Spawn of Kyuss game mechanics, and some general questions about the swamp section of Blackwall Keep: *** SPOILERS... don't read if you're a player, please. **** 1.) Blackwall Keep indicates that the Spawn Worms can't penetrate natural armor of +5 or greater. What about a Barbarian's damage reduction? Since the worms do only 1 point of damage per round until reaching the brain, are barbarians with DR 1/- or greater immune to this effect? 2.) The adventure kind of assumes that the PC's ally with the lizardman shaman. After disposing of the Lizard King, is there even a reason for the PC's to go down into the egg chamber? I'm worried that my PC's are going to sneak in, kill the king, get the prisoners and get out as quickly as possible without learning anything at all about Ilthane, Kyuss worms, etc. What's the hook to get them down into the egg chamber? 3.) Egg Chamber: there are 200 lizardman eggs here. Assuming the dragon egg breaks, how are you DMs handling the resulting spawnlings on the battlefield? How many lizardman eggs are there per 5' square? I am strongly considering just turning the spawnlings into a swarm, with each round adding more members to its HD total. Have any other DM's done this? How'd it work out? thanks for any replies. -eric |
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