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Lizardguy 2 avatar

roll4initiative's page

109 posts. 1 review.

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Recent posts by roll4initiative:

Seeking 3.5 versions of 1st & 2nd ed. adventures!
roll4initiative,

Lizardguy 2 avatar

Marc Radle 81 wrote:
I just tried the link and it doesn't work! It takes me to a page that seems like it should, but then when you click the Conversion Library link, it just takes you out to EN World's main page.

Hmmm ...


Didn't work for me either. I'll keep looking though.

Seeking 3.5 versions of 1st & 2nd ed. adventures!
roll4initiative,

Lizardguy 2 avatar

Does anyone have or know where I can find 3.5 versions of old Dungeon Adventures? I would like to run "The House on the Edge of Midnight" for my 3.5 group on Halloween but just find the conversion of monsters too difficult & time consuming for myself.

If I actually did convert old adventures, is it illegal to post them on my own website so that others may use them?

25mm covered wagon paper model?
roll4initiative,

Lizardguy 2 avatar

AWizardInDallas wrote:
roll4initiative wrote:
Can anyone help?

I have some "flat" carts on my site, nothing 3D though: AWizardInDallas.com.

Thanks! The horses & Carts will be very helpful. Love your site, btw.

25mm covered wagon paper model?
roll4initiative,

Lizardguy 2 avatar

varianor wrote:
Michael's, the arts and crafts store, carries a line of $1.00 wooden project kits including boats, planes, choppers and more. While they aren't the greatest, the wagon kit is pretty easy to put together (set includes glue). The paint and brush with the set? Terrible. Pick up some acrylic paint there and a decent cheapo brush set at your local dollar store. That is, if you'd like an alternative to paper. :)

Funny! I work at Michael's. I'm a custom picture framer there. I actually picked up a tiny birdhouse to use as the main part of the wagon. I love my employee discount!!!

25mm covered wagon paper model?
roll4initiative,

Lizardguy 2 avatar

blackrose_angel wrote:
Try here there are a ton of paper model

http://www.worldworksgames.com/store/


Yeah, I love that site. I'm looking for Free ones. I'm an experienced modeler, just looking for the easy button instead of building one from scratch.

Thanks, though.

Need help running adventures with more then 4 PCs!
roll4initiative,

Lizardguy 2 avatar

Rezdave wrote:

Put another way, your BBEG goes from being an EL 8 to being an EL 9 with a CR 1 Henchman (or some extra trick up his sleeve).

HTH,

Rez


Thanks. Now that the Ranger will be getting her animal companion (actually a plant companion from an article in Dragon magazine), the party's level is boosted even more. I did run a couple higher level adventures for the group. Worked out nice with a few adjustments. A couple creatures were a bit too tough on the characters by dropping two of them to negative HPs but I don't want to be easy on the party!

25mm covered wagon paper model?
roll4initiative,

Lizardguy 2 avatar

My players' characters are about to take on the job of caravan guards to get them to the next adventure and I was wondering if anyone knows where I can find a 25mm (or close as possible) paper model of a covered wagon or stagecoach. I have been scouring the web for hours and can't seem to find anything. Many are not to scale or just really badly done.

I also tried looking for a metal miniature of one through many of the gaming miniatures websites and had no luck.

Can anyone help?

Need help running adventures with more then 4 PCs!
roll4initiative,

Lizardguy 2 avatar

Lord Fyre wrote:

And, they got 12 plat out of the deal. :D (Actually, at 3rd level, that is real money.)


Exactly! I'm not sure how close it was to treasure adjustment for a more difficult CR but at least they got something out of it.

Need help running adventures with more then 4 PCs!
roll4initiative,

Lizardguy 2 avatar

Rich2346 wrote:

I cant believe that 4 is an average group......


I know! Adjusting the treasure is a pain in the ass! Luckily, I have plenty of time during the week to do my "homework". I just try to gauge the party vs. the group of monsters or monster as best as possible.

Adding hit points, attack adjustments, and better weapons (masterwork or magical) has been the best formula so far.

And, yeah, I almost constantly "fudge" die rolls behind my screen!

Need help running adventures with more then 4 PCs!
roll4initiative,

Lizardguy 2 avatar

Lord Fyre wrote:

, added Hit Points and save bonuses is usually the best way to go.

Cool, thanks for the suggestions. I've considered adding hit points and upping the creatures' attack adjustments.

I just ran the adventure Mad God's Key (can't remember what issue) which is a 1st level adventure and adjusted it for the 3rd level party. Last session the PCs fought 6 skeletons in a 2 foot deep lake of blood. To make the encounter more interesting for the veteran players, I had it so that when the skeletons were killed, each one actually rose back up in 1d4 rounds unless platinum coins were pried out from their eye sockets (DC 15 search to find). I found this idea in some book that I can't remember but the veteran players loved it! They thought it was just going to be an easy skeleton bash-fest until the skeletons started rising up again!

Need help running adventures with more then 4 PCs!
roll4initiative,

Lizardguy 2 avatar

Here's my dilemma: I always run Dungeon Magazine adventures for my group and most of the adventures are made for 4 PCs. My group now has 6 characters. After looking through the DMG (I'm playing 3.5)in the encounter level section I'm still a bit confused. Would a group of six 4th-level PCs be equal to a 5th-level party of four? What I'm trying to get at is should I just add an extra monster or two to each encounter when I'm putting six 4th level PCs through an adventure made for four 4th-level PCs? I try to just use common sense when adjusting the monsters and key villans but the characters still have an easy time getting through the encounters. Is there an easy formula to follow when adjusting encounters for a larger than normal party?

Anybody want my "Wreck" 3D Map/model?
roll4initiative,

Lizardguy 2 avatar

ronin wrote:
I have also offered my version of the wreck but so far haven't had any takers. Maybe because it's buried in the other thread or possibly because no one is interested.

Go to The Wreck.

Either way the offer still stands. I really don't have a use for it any longer.


Very well done!

4E basic on WotC web
roll4initiative,

Lizardguy 2 avatar

What I'd like to see is a poll on how many people are going to stay with the old rules (whether they play 1st ed., 2nd, or 3.0/3.5) and how many are willing to go with 4.0.

I'm done spending alot of money on books and accessories so I'm staying with 3.5.

4.0 seems to me like videogame mechanics set to pencil & paper. But then I saw the demo on how players and DMs can play with others online.

Hmm, still wondering why the new edition...

Dealing with a too smart player.
roll4initiative,

Lizardguy 2 avatar

When any of my players come up with an extraodinary solution that could only be solved by modern science, I'll set a (usually) high DC and have the player make an intelligence check to see if his character could actually think of it.

I have had difficult players in the past and have found replacements. It may take awhile but it's better than having one player ruin the game for everyone. It sounds like he's not grasping the mechanics of the game very well. Pass along some issues of Dragon Mag to him so that he'll learn more about the game.

What characters make up your party?
roll4initiative,

Lizardguy 2 avatar

I just started the STAP again with a new group of players consisting of two veteran D&D players and two newbies. we stuck the campaign in the Forgotten Realms. Here's the details:

Male Human Swashbuckler - based his character from Master and Commander. New to D&D and wanted to start his character as a captain of a ship but I had to explain to him that he would have to be at least 5th level to have that kind of experience. Hails as a noble from The Champion's district.

Female Half-elf Cleric of Lliira - Another newbie to the game. She has the highest strength and charisma of the party. Great door-basher and diplomat. Non-native of Sasserine (from Amn). Her profession is "herbalist" so I've mentioned to her about possibly trying a druid for her next character if this one should ever die, and in this campaign, that will probably happen.

Male Human Rogue/Scout - A veteran of my group that I have been gaming with for 8 years. Just took a feat from Complete Scoundrel that stacks his Sneak Attack damage with Skirmish damage. Make's his home under a bridge in Shadowshore. Now happy to be in the employ of Lavinia Vanderboren.

Male elf Sorcerer - Created with PH starting package. Three out of four weeks he is played by the veteran player or myself or another veteran that can only play once a month. Obviously, since this guy is played by three different players, he has split personalities. Native of Sasserine with a fear of getting in the water.

Savage Tide in Forgotten Realms
roll4initiative,

Lizardguy 2 avatar

Thanks!

Savage Tide in Forgotten Realms
roll4initiative,

Lizardguy 2 avatar

I'm about to start the STAP again for a new group of players but they want it run in the Forgotten Realms. Can anyone point me in the right direction to a website or anyplace that has the info?

CO, Englewood/Denver player or two needed, ages 25 and up.
roll4initiative,

Lizardguy 2 avatar

Fraust wrote:
I'll be moving to Denver no later than August, if your still looking for players.

Yes, We'll probably have a spot open. I may be starting a new campaign on Saturday afternoons at the local gaming/hobby shop. It will probably be 3 Saturdays a month. What area of Denver will you be moving to?

Have not received #148
roll4initiative,

Lizardguy 2 avatar

Just wondering if #148 is on it's way to my house.

I am much saddened to hear about the end of Dungeon Magazine. Luckily, my subscription ends with the final issue!

CO, Englewood/Denver player or two needed, ages 25 and up.
roll4initiative,

Lizardguy 2 avatar

Oh, yeah. Both games are D&D 3.5. Tuesday night's game is classic-style play (good characters, dungeon crawls, and wilderness runs) in Greyhawk with DM who has 25 years experience playing and DMing D&D.

Wednesday night is pretty much "anything goes" style in Forgotten Realms. Creative DM allows evil PCs, strange but acceptable familiars & cohorts, etc...

CO, Englewood/Denver player or two needed, ages 25 and up.
roll4initiative,

Lizardguy 2 avatar

We meet every other Tuesday in Englewood from 6:30pm-11ish. Characters are currently 10th level and will be playing to 20+. We only use official books and products.

We also have an opening or two in a bi-monthly Wednesday night campaign at same location.

Average Amount of magic items?
roll4initiative,

Lizardguy 2 avatar

Cool. Thanks for the help & advice!

Point-buy system?
roll4initiative,

Lizardguy 2 avatar

Fatespinner wrote:
Alternate character creation guidelines are featured on the very first page of the 'Characters' section of the 3.5 DMG. Check there for all your character generation needs!

Ah! Thanks! I knew I saw it somewhere. Just looked in PH though.

Savage Tide TPKs - How Do You Handle It?
roll4initiative,

Lizardguy 2 avatar

My players are wussies and won't listen to me when I tell them that a well balanced party is essential to completing the STAP. They just want to play fighters and evil characters. Luckily I am running The Shackled City AP with another group that is doing just fine with those adventures.

Point-buy system?
roll4initiative,

Lizardguy 2 avatar

Can anyone tell me where online I can find the tables for creating characters with the point-buy system?

I usually like to witness my players rolling for abilities but this one time that I finally trusted them to roll when I was not around, every character has, like, at least two 18's and nothing below a 15! I know the Savage Tide AP is a little rough but I don't want my players breezing through it!

Magic Items in the party? (repost)
roll4initiative,

Lizardguy 2 avatar

I was just wondering how many magical weapons, armor, and ability enhancers the average 6th level party (4 PCs) should have? Do you think it should be more or less than what is stated in the DMG especially when running adventures from Dungeon Magazine?

Average Amount of magic items?
roll4initiative,

Lizardguy 2 avatar

I was just wondering how many magical weapons, armor, and ability enhancers the average 6th level party (4 PCs) should have? Do you think it should be more or less than what is stated in the DMG especially when running adventures from Dungeon Magazine?

Anyone using Dungeon Tiles
roll4initiative,

Lizardguy 2 avatar

I've found some other great tiles on the net. I also do alot of paper modelling so I also have built enough buildings for a small city. Check out this link...

http://www.aginsinn.com/tiles.html

STAP too difficult?
roll4initiative,

Lizardguy 2 avatar

Fake Healer wrote:
I believe I have R4I's party details from the STObits....
Dw'Zin Kegfloater: dwarf cleric 4/fighter 2
Captain Roberto DeMorgan: human swashbuckler 6
Elzedar Ras: mongrelfolk rogue 5/fighter 1
!!Dhurrkh (click-click-dirk): Darfellan ranger 3/fighter 3

There are 2 things that stand out as having a hugely negative role in this group.
1. No arcane caster. Arcane casters do damage to many creatures at once, making the melee meat shields not become overwhelmed by a bunch of mooks.

2. It looks like everyone in the group was trying to be a fighter...fighter/rogue, fighter/ranger, fighter/cleric, only 2 guys in the group look like they to an actual "role" in the party. The ranger/fighter (depending on combat style) looks like he takes the role of meatshield or ranged combat, and the Swashbuckler takes on his role. The other 2 look confused as to where they fit in with the group.

By multiclassing into melee roles they seem to have lessened their effectiveness. A 4th level cleric in a 6th level challenging game is unacceptable as the only healer. No arcane caster, even a limited caster like sorcerer, bard, or beguiler, is unacceptable in a challenging game.
Fighter (barbarian, ranger, etc.)
Cleric (druid, healer, etc.)
Rogue (beguiler, or other trapfinder, etc.)
Wizard (sorcerer, etc.)
That is the classic 4 member crew in D&D with variety thrown in. Your group had mostly fighters mixed with a minimum of healing and stealth classes.
If the group is as experienced as you say, then they should have seen the glaringly obvious deficiencies in their group and compensated for them.
They didn't. They died. Lesson learned.
FH


This is all true! My players are the total hack'n'slash type. I told them they'd be better off with a well rounded party but one player told me that "it doesn't matter what the party is comprised of". This player also told me that the authors of adventures in Dungeon Magazine write them for their players which are their playtesters and therefore can't judge how another group will handle the adventure. I'm going to print out your reply to show the group! Thanks for your input!

STAP too difficult?
roll4initiative,

Lizardguy 2 avatar

Well, my players bought alot of the books and try to use everything they can find. New classes, races, feats, spells, etc. When fighting The Mother of All the party consisted of a Mongrelfolk rogue, Human swashbuckler, Dwarf cleric, and Darfellen Ranger all of 6th level. The books most frequently used other than the Core books are: Stormwrack, Spell Compendium, Complete Warrior, Complete Adventurer, Complete Arcane & Divine. All characters were rolled up with the standard 4d6 and I allow three sets of 6 rolls with the player choosing the best of the three so all PCs were pretty much above average. I've been running the Shackled City Hardcover for a different group and they've been breezing through it! So much so that I had to boost the ECLs by a monster or two (that group is currently part way through the 6th adventure which occurs on the plane of Occipitus where they're fighting demon after demon). I kinda think my players just weren't into a high seas/swashbucklin' adventure path as much as I was into running it. I've always run adventures only from Dungeon Magazine for the group having problems with STAP. Oh! also, this is the first time they've played 3.5! We've been doing AD&D 2.0 since 1999.

Savage Tide Obituaries
roll4initiative,

Lizardguy 2 avatar

Dw'Zin Kegfloater: dwarf cleric 4/fighter 2
Captain Roberto DeMorgan: human swashbuckler 6
Elzedar Ras: mongrelfolk rogue 5/fighter 1
!!Dhurrkh (click-click-dirk): Darfellan ranger 3/fighter 3

Destroyed by The Mother Of All. 'Nuff said.

STAP too difficult?
roll4initiative,

Lizardguy 2 avatar

Has anyone else out there found the adventures too difficult? In my campaign there has been a character death almost every session and the 7-headed aquatic hydra wiped out the entire party which I brought back into the game with "divine intervention". Then there was the Mother Of All on the sargasso. Wiped out the entire party as well. My players decided to quit the STAP alltogether. Anyone else having this problem? I really did not think the Mother Of All would be that challenging and my players are very experienced. We've been gaming together for 8 years!

What kind of adventures do you want to see in Dungeon magazine?
roll4initiative,

Lizardguy 2 avatar

Adventures written by Willie Walsh! What ever happened to him, anyway? Why does he not write adventures for 3.5?

What kind of adventures do you want to see in Dungeon magazine?
roll4initiative,

Lizardguy 2 avatar

Arctic adventures! Crossing great glacial plains with dog-sleds, exploring ice-caverns, and great dwarven or giant-kin strongholds made of ice.

Sundering a hydra?
roll4initiative,

Lizardguy 2 avatar

What is the hardness & hitpoints of a hydra's neck/head when attempting to sunder it?

armor in water?
roll4initiative,

Lizardguy 2 avatar

Azzy wrote:
roll4initiative wrote:
does a mithril chain shirt +1 affect your swimming check at all? even though the armor check penalty is +0, doesn't the weight of the shirt pull you underwater?

Only if the total weight (including armour) carried by the character would be considered a medium or heavy load based on the character's Strength (see PHB, pages 161-162).

Otherwise, no. The entirety of the armour's effect on a character's ability to swim is double it's normal Armour Check Penalty. In this case, double of zero is still zero--chalk it up to really light metal and magic. So you can do the backstroke without penalty all you want. ;)


Thanks! We're on day 36 of Sea Wyvyrn's Wake. Just need to know these petty things once in awhile! They're all doin' it doggy-style, oops, i mean doggy-paddle!

Knowledge (Dungeoneering)?
roll4initiative,

Lizardguy 2 avatar

Drakli wrote:
I believe if you have 5 ranks in it, it also synergises to give survival checks made underground a +2. And beyond identifying monsters, their strengths, and their weaknesses, I believe it's also useful for understanding underground ecology, identifying cave structures, cultures of Underdark etc. Knowledge Dungeoneering might be considered a skill to roll upon when trying to figure out what to take for gear on an extended delve.

I think the Knowledge skills are more or less supposed to be "How much do I know about 'Blah?'" skills. When the DM (or the player with DM approval) thinks the player might know about some place, creature, phenomenon, etc, the roll happens.


Thanks so much, my player says "works for me"! I agree.

armor in water question? (again)
roll4initiative,

Lizardguy 2 avatar

does a mithril chain shirt +1 affect your swimming check at all? even though the armor check penalty is +0, doesn't the weight of the shirt pull you underwater?

Knowledge (Dungeoneering)?
roll4initiative,

Lizardguy 2 avatar

logic_poet wrote:
roll4initiative wrote:
What exactly can you do with this skill and which book is it in? We have, like, 20 books at our disposal but cannot find the description for this skill?

Player's Handbook, v3.5

yeah, but it doesn't say what you can do with dungeoneering?

Knowledge (Dungeoneering)?
roll4initiative,

Lizardguy 2 avatar

What exactly can you do with this skill and which book is it in? We have, like, 20 books at our disposal but cannot find the description for this skill?

armor in water?
roll4initiative,

Lizardguy 2 avatar

does a mithril chain shirt +1 affect your swimming check at all? even though the armor check penalty is +0, doesn't the weight of the shirt pull you underwater?

Lirith and Skald (HTBM Spoilers)
roll4initiative,

Lizardguy 2 avatar

James Jacobs wrote:
In my home campaign, I'm gonna let more survive as well. The thought was that if too many NPCs survive, leading a caravan of two dozen or more NPCs across the Isle of Dread would be too much for most DMs to keep track of. If you're feeling up to it though, having the PCs lead a large number of NPCs on this journey adds a really interesting level of complexity to the adventure.

I am also going to have more NPCs survive the shipwreck. I had to run Seige of the Spider Eaters for my players after Bullywug Gambit and the PCs convinced the araneas (the PCs have no idea they are araneas!) of relocating to the Isle of Dread where they can live a secluded and safe life. After watching the True Story of the Mayflower Voyage on the History Channel, this gave me alot of wonderful ideas.

1,3,2,5,4? Who put Sea Wyvern's wake together?
roll4initiative,

Lizardguy 2 avatar

Heathansson wrote:
If you have a half price books near you, that might be helpful.
I just found 107 with the smoking eye, and about 4-5 other dungeons from that time that I have. I don't know what happened to my 107.
It seems like once every month or two somebody dumps their dungeon collection there.

What city do you live in? I live in Denver where there are many great book and game shops but I had to resort to ebay for those Dungeon Mags not in my collection. It does suck though when I do find an issue for half cover price in the shop several months after paying a fortune for it on ebay!

music and sound fx
roll4initiative,

Lizardguy 2 avatar

Par-a-dox wrote:
Hey guys,

Any of you have a good link/source where I can get ocean/dock sound fx, or just good music/sound fx for the STAP? Any of you using any sounds in your campaigns?


We always have to at least have some background music but being a professional DJ I have found some great stuff. There's a band called Great Big Sea that does all sea shanties. Also the relaxation CDs with ocean, thunderstorm, and jungle river sounds are great. I filled up an entire CD (80 mins.)with just those three sound effects. It's great!

What the hell do I do now!?!
roll4initiative,

Lizardguy 2 avatar

office_ninja wrote:
Just take all the Lotus Dragons that they *didn't* kill on their way through the hideout, and add them to the assassination attempt during the Wormfall Festival. Hooray for 20 mooks out of nowhere!

Ah-ha! And I was planning a side trek for the missed experience from the Lotus Dragon Hideout! This will be much easier. Thanks.

Voodoo in the Savage Tide
roll4initiative,

Lizardguy 2 avatar

Jib wrote:
Is anyone considering a voodoo twist on the magic of the Savage Tide Adventure Path?

What do you think?


I'm basing the natives of the Amedio and environs and any barbarian N/PCs on the Maori tribes of New Zealand and other Southern Pacific cultures.

The Sea Wyvern?
roll4initiative,

Lizardguy 2 avatar

Check out this paper model:

http://www.disneyexperience.com/models/wwench_model.html

What the hell do I do now!?!
roll4initiative,

Lizardguy 2 avatar

MarkB wrote:
When the PCs manage to get back through the festival to Vanderboren Manor, they find that it's not only been invaded by the Bullywug attack, but by a large group of Black Lotus thieves trying to get their mistress back. The two groups are battling each other throughout the house, and are just as happy to fight the PCs once they show up.

If the PCs defeat the stiltwalker attack and both groups at the Manor, then they will have eliminated enough thieves to end the threat of the Lotus Dragons.


The two groups fighting at the manor is a great idea but why would the thieves attempt a rescue of their mistress when they were told she was being taken to a safehouse?

In order to keep the adventure on track I'm just going to assume that the Kellani family paid for powerful divination spells to figure out what happened to Rowen after not hearing from her in several days. The spells obviously lead the Kellani family to the PCs. The funny thing is that the players didn't tell me what they did with Rowen's body after returning to the manor. They just divided up treasure and then immediately set out for Kraken's Cove in their search for Vanthus. So she's still stuffed in the wardrobe!

Maavu's speech in The Demonskar Legacy
roll4initiative,

Lizardguy 2 avatar

Wow! Well done! Thanks for the inspiration.

Running the Cauldron Tax Riot!
roll4initiative,

Lizardguy 2 avatar

Kris Verghote wrote:
I didn't use the mob rules for this encounter since the PCs weren't fighting the mob.

I found Maavu's speech somewhere on the net. It really added to the realsim of the whole scene.


Thanks for everyone's replies! I still have a week to prepare and will try not to worry and just let it "play out". I'll likely have the mobs scatter to safety when battle erupts so that I won't need the rules on running a mob. I was thinking of placing 4 inch circles of black paper to represent crowds and treating these as difficult terrain if any PCs enter these.

I'm gonna go search for that speech now. Thanks again!



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