Sajan Gadadvara

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I'm putting together a Monday evening game (starting around 7 pm EST), using Maptool and Skype for voice. Hopefully, there's some interest out there.

This is a classic old school module, and the BFRPG is a wonderful revision of the original fantasy game. I've also created a very simple framework for the game, which should help with keeping things moving.

If you're interested, please pm me; i can also be found on skype at busterbluth2


Trying to start a sub-forum area for a local game.


Here's what you'll see in the next couple of days:

Character sheets, hopefully with character portraits. I can supply them or you can. We'll use them for tokens on any battle grids. Combat in this game isn't as specific as d20, however. A grid will simply be a guide to relative positions during action.

Rules summary. A few paragraphs hitting the highlights, which will be enough to get the game underway.

Starting script. Instead of providing a big block of GM 'read-aloud' text, early d6 adventures featured a script of dialogue for the players, to get things rolling and to help with character. We obviously won't be reading aloud together, but think of this as simply a quick 'on-ramp' to the game.


I'll get details up shortly. Just getting things started with the online campaign.


I got a recent hankering to haul this baby out of storage and take her for a ride once more. This is an old Star Wars adventure for the West End Games RPG, from the late 80s/early 90s. I'd like to run this as a one-shot adventure with a group of 5 or 6 players. My best guess is that the game will run around 6 months. Postings will be daily with 1 post only on weekends. I expect postings from each PC, even if you're not actively doing something.

Don't sweat the details regarding rules or character creation at this point. Each character template has a varying scattering of skills within 6 Attributes:

Dexterity - ranged weapons, melee combat
Knowledge - languages, planetary systems, culture
Mechanical - piloting, driving, beast riding
Perception - social skills, search, sneak
Strength - brawling, climb/jump
Technical - repair, programming, first aid

Here is a list of character templates that should prove to be a best fit for the challenges in this adventure.

Arrogant Noble (perception, knowledge)
Bounty Hunter (dexterity)
Brash Pilot (technical, mechanical)
Failed Jedi (Force abilities)
Outlaw (dexterity)
Protocol Droid (knowledge)
Wookie (mechanical, technical, strength)

If you can stick with PBP games and if this sounds like fun, I'd love to hear from you. Tell me which attributes you imagine this character being most skilled. And, tell me a couple of things that strike your imagination about this person - background details, a quote, whatever. Again, nothing too detailed at this point; I'm seeing who's interested.

Please note that the character templates are broadly defined in this game; an Arrogant Noble type will generally be great at knowing stuff, but depending on the specific build, can also be competent with a blaster. Combat is very important in this adventure, but a group with a broad range of specialties has the best chance of success. Most combat in Star Wars d6 uses skills under the Dexterity attribute. Starship combat falls within the Mechanical attribute.

(The protocol droid template is very likely the LEAST useful to a party, but Threepio is my favorite character in Star Wars; I would love to see a Threepio-like PC in an adventure like this, but if you pick him, be forewarned, he won't be any good in combat).

My goal is to get a group going within the week. In addition to forum posts, play will feature various media: sound effects, images, and most likely, an opening Star Wars-style crawl.

So what's the adventure about?

The characters are Rebel counter-intelligence agents infiltrating an Imperial outpost. Your mission is to gather intel on an Imperial replenishment fleet. The Alliance is in desperate need for starship-grade fuel, and its uncertain where you'll wind up next, depending on what you find.

So, please, reply if you're game. And tell me these three things:

1) which template you like best

2) which two or three attributes should get the most focus as far as skill specialization

3) two or three interesting things about this character. Keep it brief. A short quote, a piece of background, something about his/her/its personality, etc.


I'm running a PBP Runelords, and a few players have dropped right as we're getting ready to start the 2nd volume.

Posts are daily, with usually a single post or update on weekends. Right now, the current party is a sorcerer/thief, cleric and a ranger. If you would like to run an existing character that's been dropped (oracle, paladin, barbarian), that would be extremely appreciated. I'd especially like the oracle to stay in the game. I'm guessing that anyone interested will insist on a brand new PC; if that's the case, no gunslingers please. Any other class is fine.

We've been playing nearly 18 months now, so we're looking for players that will stay with it. If you're interested and can commit to daily posting, I'd love to hear from you. If you've participated in other PBP games here, I'll give priority to players that have stayed current in their prior games.

New characters should be at 4th level and should be equipped per the standard wealth by level. PCs use Point Buy (15) for their abilities. We're assuming that PCs already know one another before adventuring together; the existing PCs were childhood friends, and new PC could have the same shared background.

There's also a Word doc linked to in the campaign description. If you join, you'll want to review this doc, as it lists significant NPCs the party has met so far. This doc gets updated periodically and it's a resource that will be important to refer to as the game progresses.

If there's any questions, I'll reply here.


I'm running Slumbering Tsar for a small group, and I've got 1 PC in the mix that strikes me as overpowered. But, i"d like to know what other folks think.

The party is 9th level, and the PC in question is a 7th level Monk, 2nd level Fighter (Maneuver Master & Lore Warden). He's spending a ki to get Barkskin prior to combat starting, and that's bumping his AC to 31. His touch AC is up to 24.

He's also using the Panther Style to trigger AoO, and he's got the ideal feat selections to that he can deal quite a few attacks as free actions, in addition to his normal attacks. His specialty is using the Trip maneuver, and he's able to easily beat most opponent's CMD, and then he can inflict various conditions via Dirty Trick, like Blindness, Sickened, etc.

I feel like I'm not challenging this group, especially this character. I don't want to beat the party, but a little uncertainty would be a nice change. Granted, a lot of the encounters have involved low CR beasties, but even a group of Vrock Demons didn't prove much of a fight for them.

I can't blame the player for maxing his stats. The group got starting gold as per the rules, and spent it on items from the core books. So, this guy is a legal build. Any suggestions on how to better challenge this group? I'm thinking enemies that rely less on melee attacks and can keep their distance, but I'm interested to hear other ideas. Thanks so much.


After a pause of a few months, our adventuring party needs a few stalwart hero-types to help explore the expanse known as the Desolation. You can start as 8th level. Details are provided via the link below:

Group Site

We use Maptool b89, the PF framework by Lindsey (i think that's his name), and Skype. Playtime is 6 - 9 pm EST. I'll provide connection info via Skype.

Please reply to me via Skype if interested (busterbluth2).


Hi, I got the first part of this order today, which was the Gygax Mag #2. But, the remainder of the order is in a separate package. The link I have for UPS tracking shows that this 2nd package hasn't been received in their facility yet. It's been nearly 2 weeks since I placed the order. Any idea what's going on?


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Please put a post here, so that I can view the roster of characters as well as the players.


Feel free to lob your questions about the game over here ...


I ran this AP once a few years back, just got the anniversary edition, and would like to try doing a PBP game if there's any interest out there. This AP is a lot of fun, and I'd love to see what another group can do with it.

Ideally, I'd like to have 4 turns/week, which would give you about 2 days in between actions. Maybe 1 posting a day would work better, since PBP is pretty slow.

In my games, I stick with the options in CRB, APG, UC, UM, and ARG, plus using any of the core races. I imagine it will take about 2 weeks to be up and running with the game.

Please reply if you'd like to participate!


This might be something that already exists, but what if you had the option to increase the potency of your spells at the expense of your well-being? Lots of fantasy literature gives us the theme of magic as being physically exhausting or taxing, but PF / D&D doesn't emulate that, as far as I know.

But, it could. If there was an option to take hp or non-lethal damage in exchange for a higher Spell DC, wouldn't that be interesting? I think a 4 for 1 or a 2-for-1 ratio might work.

You'd probably want to limit the bonus to a maximum of the caster's level and/or limit the effect only to casters doing this with spells in their own specialty or domains.

The idea hit me a couple of days ago, so I wanted to get your impression of it.


First time I've had this happen to me. The Post Office delivered this to the wrong house and, somewhere in transit, the envelope was mangled and rained upon. The 2 books inside have bent spines and are warped due to exposure to water.

I'd like the books replaced, please. What do you need from me? thanks


I know that not everything from UC is in this data package for Herolab yet, but will be. Does anyone know if there's a document or page on WL's site that tells you the:

- Content that's available now
- Content that will be available in the future (hopefully soon!)
- Content that won't be in the data package.

??

I haven't seen anything on their forums or Herolab site, but it's entirely possible i missed it. I bought the package last night and can see some stuff in the program now, like History tab which I think is new. I'm really interested the downtime stuff, like owning a business, bargaining, investing, taxes, etc.

I already know that the army/kingdom stuff isn't out yet.

Thanks -


Group address

As of now, game time will be on Sundays, typically 3 out of 4 weeks a month, from 4 until about 8 or maybe 9 pm, EST. All the campaign information is in the above link.

You'll need b87 of Maptool, Skype, and a google user account would be handy. On Skype, I'm busterbluth2, so please if you're interested in joining us, message me on Skype. That's the best way to contact me.

As of right now, there's about 3 spots open.


Had an idea for awhile ... after gaining a level, instead of players choosing new spells freely for their spellbooks, they're limited to only the spells they either find while adventuring, what they can buy in town, what they can learn from NPC connections, or what they research.

They get a choice starting out, of course, in the 0 and 1st level spells. On the other hand, perhaps the GM has a somewhat limited list of known 0 and 1st level spells that are allowed.

I get a kick out of this idea, because the PCs get to recover lost knowledge in addition to gathering gold & jewels in their adventures. Said another way, getting access to previously unknown magical lore is another reason to adventure. Plus, as GM, you could have different geographical regions with mages & clerics in various lands specializing in certain schools or faith traditions. To learn "new" spells, the party has to travel to other countries and seek out this knowledge.

Maybe the spells also get culturally appropriate names. 'Fireball' in Osirion is instead called 'Pharaonic Fury', for example.

Just an idea ... whaddya think ??? I can hear players groaning about losing some choice, but I find a lot to recommend this idea.


This stuff has been talked to death, I'm sure, but the topic has long been one of interest to me. I like how James M at Grognardia referred to it as 'D&D's unfulfilled promise'. When D&D was published, it was usually with the assumption that as PCs levelled up, they'd eventually found strongholds and kingdoms of their own, but until 1985, there wasn't much to go by. And, even the Companion Set's rules were vague and felt unfinished.

Several other publishers have tried this type of thing. But, I find the rules introduced in Kingmaker to be really good. They're mechanically simple, intuitive to grasp, and yet have some meaty depth to them. I especially like so much emphasis on Charisma bonuses. Here we have an excellent reason for fighters to invest in that oft-neglected ability!

One thing especially that jumps out at me, and that is strikingly appropriate for a feudal dominion: the bigger the dominion, the more difficult to rule. I'm really tempted to add in a vassal/liege mechanic to this. As a duke or king, you can hand land over to a vassal, in return for a smaller dominion size (-1 to DCs per hex), plus you'd get a reduction in Consumption ... I've got no idea what would be appropriate, but maybe -1 to Consumption per 5 hexes you've handed over. Of course, if you're the low man on the totem pole, you've got to hand over the goods to your boss (referred to as a 'salt tax'), and perhaps the opposite math would occur (+1 Consumption per 5 hexes or something).

Over time, who knows if you really can trust that Duke or Baron holding your land, but that's what makes it fun, right?

I have the most problem with the mass combat rules; fundamentally, they're pretty sound. But, they could be a lot better with some tweaking. Here's my thoughts:

- Armies can only be up to 2000 men? How about this: armies are a collection of forces, with each force having a max size of 2000. Armies can be any number of forces. Semantics, I know.

- Forces are not a homogenous unit; they can be a mix of troop types. Just use a weighted average to determine the CR, and the lowest HD to determine the hp. However, it's perfectly legit to have a force 100% homogenous.

- This is simplification to be sure, but there's a rock/paper/scissors relationship to the core types of medieval fighting men: infantry/archers/cavalry. Each force can be a mix of all 3 and when it's up against an opposing force with a different mix, there's a potential bonus in play.

- When creating a force, you determine if it's majority archer, cavalry or infantry (or perhaps majority neither). For every 10% above 50, the potential bonus is +1, up to +5. If your force fights an opposing force whose majority is at a disadvantage, you get your bonus plus his. Imagine a force of mounted knights (60%) and other units (+1) up against a force of infantry (80%) and archers (+4). The knights enjoy a tremendous advantage against infantry and would get a total combat bonus of +5. Perhaps this bonus is to damage as well as OV/DV.

- I'd get rid of the Ranged Phase entirely; Ranged Attacks are simply assumed as part of the bonus listed above.

- Fatigue status could be introduced. Armies are either 'Normal', 'Fatigued', or 'Exhausted', with movement and combat penalties applying (perhaps 0, -3, -6). Forces out of supply or forced marched can suffer this condition; losing a battle also can have this effect. Even if a force took no damage in a battle, surely it'd stand a good chance of suffering fatigue.

- I'd think that breaking an opposing force's morale instead of wiping out their hp would be your primary goal. When hp starts dropping, that's when the army leader needs to start making Morale rolls (DC 15 + dmg absorbed) ? Historically, didn't armies try to break an army by making them lose confidence? That's the impression I've gotten from a lot of historical fiction, like Bernard Cornwell's stuff.

- I'm also not real crazy about the list of Tactics & Resources. Resources ought to simply be a list of available options when outfitting a force. I'd probably forgo all of the stuff in the Tactics list. A lot of that stuff is already assumed in the Strategic phase. It looks like it was meant to be a way to 'level up' an army, but a note about that next.

- Since armies take hp damage and then 'heal', the healing presumably is new recruits. So, at some level, it doesn't make a lot of sense to me that a force would gain experience by gaining tactics. If forces do indeed become deadlier over time, it seems to me that keeping it simple would be better - just apply bonuses to OV, DV, or dmg .. or maybe even hp.

- There ought to be more detail surrounding sieges, and I'm taking some inspiration from the old D&D Masters book. When a defending army is utilizing a stronghold (castle, city, fort, etc) for defense, then they are under siege. The only tactic available to them is Defensive while utilizing the stronghold's defenses, unless they decide to charge out into the field. Otherwise, the attacker has a few options:

1) Assault - the defense bonus from fortifications also becomes a damage bonus for the defender; potentially ruinous for the attacker, but nothing ventured, right? Helm's Deep anyone? Note that I also think kingdom builders should be able to expand upon their defenses much more than just walls & castles. I don't like a lot of the options in the River Kingdoms book ... they're kinda weird. But, things like magically reinforced walls, admantium gates, etc., could also be ways
to boost your cities' protection.

2) Bombard - Now we have to pull out the siege engines and let 'em rip. Each engine has a different cost and a different die used for bombardment. Each die roll minus 3 that's greater than zero, reduces the stronghold's fortifications by 1. Ballista only roll a d4; Grond would roll a d12. Of course a defender can also target siege engines w/ their own using the same mechanics (dX - 3). 1 hit takes out an engine. And, of course, you can always have the PCs in a mini-scenario raiding an army's engines.

3) Siege - So, we're gonna smoke 'em out. Tunneling, poisoning wells, building trenches, etc., adds +1 to the OV & DV for an attacking army per week. The defender's supplies likely go down as well. Note that the attacker must also be kept supplied. Also note that the bonus only applies while fighting the defending forces within the stronghold. If combat occurs with another army, those bonuses do not exist.

- Siege engines can be purchased/built at normal price in your cities or constructed for 2x the cost on the field. They slow your army down, taking 1 off the speed.

- How would supply work? Probably the simplest way is to look at your map. If you can trace a route from a city you control to your army, they're OK. If an opposing army can get in-between your city and your army, then you're out of supply. If you're hunkering down, defending in a city, then the city could be assumed to have so much supply available. It would last X number of weeks, depending on the dominion's treasury, the city size, and the army's consumption cost.

I'd really like to know your reactions to these ideas. I'm also working on an Access dbase to help track all this kingdom management & army stuff. So far, it's pretty fun watching it spin, but I've only built a small part of it.


I've been reading the awesome hardback adventure, The Slumbering Tsar, and am wondering about traps. I'm especially curious how other groups handle the Perception & Disable Device checks.

For example, pg 599 of this adventure has a dropping ceiling trap which covers a 10x20 area. It never misses anything in the target area and does 12d6 damage. So, in coming across this trap, several questions spring to mind:

1) let's say your PCs are searching the vicinity of this trap; if they're in an area adjacent to and outside the area of effect, would they still get the PER and Disable checks?

2) Taking 10 would be OK, but I don't think taking 20 is kosher. Per the SRD (http://paizo.com/pathfinderRPG/prd/usingSkills.html) on taking 20: "...and the skill being attempted carries no penalties for failure". But, then it says a few sentences down: 'Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).' What am I missing here? Not finding a trap can surely be said to carry a huge penalty for failure.

3) I've posted before about how I think indoor/dungeon movement outside of combat should be at a dramatically slower rate. If you look at prior iterations of D&D, you'll see where I'm coming from. As part of that slower movement, it seems fair that PCs would get an automatic check for traps, treasure, etc., and if so, here's an idea on how to do it: this 'passive' PER check is equivalent to taking 10 on every 5' square; if a PC wants to roll instead, he can spend a round to check a specific area/5' square.

By 'passive', I mean that the players don't have to announce the check; their characters are very much 'active' in searching.

4) These PER & Disable numbers strike me as a little dry and there's not much more detail in the trap description itself. How much description do you get into ? Is a PER check itself enough to know how deadly the trap can be? It looks like these could be fleshed out with a little more fluff, but I'd love to hear how you all run these things. I've never been satisfied with how I present traps to the players.


Does it strike anyone else that oozes ought to have some kind of DR vs B or P weapons? Given the amorphous nature of an ooze, it seems like a a piercing wound would simply collapse in upon itself and a smashing weapon would do little other than sink into ooze's mass. I can see a slicing weapon having more effect, if you can imagine slicing off bits of the beastie.

Maybe the assumption is that oozes have a kind of 'skin', so that even when pierced or smashed, it's hurt.


I'm working one a couple different dungeons for a new campaign and I'm really struggling with finishing them. It's as if I'm having trouble coming with up interesting ideas on stocking them. Anyone else have this problem?


I really need to use some maps in my game from Dungeon magazine but I'm having trouble getting the maps to scan in straight. I'm importing the maps into Maptool, and it's handy to get the Maptool grid to align to the map image.

I remember that Paizo used to hand out a free PDF of their art & maps; did they ever finish doing that for the later issues?

If not, anyone got any good tips on how to scan magazine pages so that the images are straight? I'm having a hard time doing this.


I'm wrapping up prep for my 3rd online PF campaign. Previously, I ran Rise of the Runelords for nearly a year, and Serpent's Skull for about 6 months.

I'll be using Maptool, Skype, and probably Hamachi (for a virtual network). These are all freeware.

I've got a *very* rough draft up at this site:

http://www.obsidianportal.com/campaigns/swardmere

If you're interested, please let me know by replying to this thread. You can also find me on Skype, my id = busterbluth2. I anticipate that gameplay will start mid-April and game times will probably be Fridays and/or Sundays starting ~ 7 pm EST. Sundays might have an earlier start time.

Things are still a little fluid, but at this point, I want to gauge interest. Thanks !!


Wind & rain can have overlapping effects. Do they stack?

For example: rain has the same effect on PER checks as severe wind (-4). If you also had severe wind during a rain, would PER checks then be -8?

Seems pretty high to me, but not unreasonable.


Just curious what folks out there think. For what it's worth, IMO, let's keep the edition we've got for as long as possible.

I'm so tired of edition changes. Just burned out on them, really. And, with PF, I've got a huge investment in this version of the game, with all the rulebooks, modules, APs, etc. And, I've put a lot of time & effort into personal tools, like tweaks to the PF framework for Maptool, Herolab files, etc.

The thought of having to re-do and repurchase all that stuff makes me shudder. And, for any of you out there that are raring to go with a 2nd edition, I can hear objections already:

1) just keep playing the game you've got ... there's nobody forcing you to upgrade (my answer to that: the biggest pool of players are probably gonna come from the latest edition of a game)

2) you can still use the old stuff, just tweak it to convert it (and my answer to that: I wish I had the time!)

PF 1st edition rocks, it plays well, it's fun ... let's keep it till my great-grandkids are old.


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I'm building a treasure generator, using the rules laid out in the Core book, and it'll also be highly configurable. Just wondering about misc treasure items, stuff like armor, weapons, etc.

So far, when mundane gear comes up as a portion of treasure, then often i get things like 3000 clay jugs or 500 shields. Does this strike anyone as ridiculous? Of course, if you don't like a given result, it's simple enough to generate a brand new one.


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There's something that's been bugging me awhile about the APs. And, I think I figured out what it is. I'd really like to know what you all think.

The linear nature of APs gives a feeling of sameness to the books. The veneer certainly changes ... gothic horror, jungle/pulp adventure, Asian folklore. And Paizo does do a very good job of grounding these APs in specific cultural atmospheres that wonderfully evoke their inspirations. For example, I'm a big Halloween geek, and I just went nuts over Carrion Crown.

However, it feels like every single map has a BBG at the end that has to be defeated in order to progress to the next step in the story. With 6 volumes in an AP, it seems to me like we could be getting a lot more variety in structure. For example, Serpent's Skull's first volume was a lot of fun with its sandbox nature. Imagine if vol2 had given the GM more sandbox (ways of escaping Smuggler's Shiv, adventures in Eleder and its surroundings) instead of a specific series of encounters on a pre-determined path.

One blog I really enjoy, http://thealexandrian.net/, had some suggestions on how to incorporate more flexible adventure design for gaming, and it'd be pretty cool to see some of his ideas worked into future APs.


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I've been using Skype & Maptool to run PF games now for about 1 1/2 years. The software's solid and occasional technical hiccups aren't usually disruptive enough to keep us from gaming. For the most part, as far as networking & connecting, it all works pretty smoothly. Plus, the PF framework for Maptool is astounding ... just a flat-out fantastic game aid.

The problem as I see it, is keeping player enthusiasm up over a long enough period to actually cover decent ground. After a few months, attrition begins to take hold and the group dwindles. Replacing players that have dropped sounds nice, but it has yet to work for me. I find that replacement players have even less attachment than someone who recently dropped.

I really like playing online via VTTs a lot; it's biggest drawback, is the lack of non-verbal cues you get in a FTF game. But, in other ways, it makes up for this deficiency. If, I could just get the darn players to show up!

Speaking of which, if anyone is interested, we have a couple of open slots on Tuesday nights, from 7 to 10 pm EST each week. We're on book 2 of the Serpent's Skull.


I've got a beef with pg 172 in the PF core book, and it's with Tactical vs Local movement. It's an important topic, because how much ground you cover is tied directly with spell durations and other 'consumables'. What I've found, for most dungeon maps (even pretty big ones) is that Local movement as listed is so high, tracking spell durations is practically irrelevant in most cases. Any effect that is measured in hours might as well be for a full day, if you're abiding by the Local move rates.

In fact, why even publish Local rates at all? They're _exactly _ the same as Tactical movement. It's not a different rate by any means.

I'm tempted to revert back to the rule in old-school D&D: that your out of combat movement rate in a dungeon is vastly different than your combat/tactical movement. Why? Because, this is a "very cautious walking pace indoors".

This makes a certain amount of sense, if you consider it. In darkened, unfamiliar terrain, your movement will be slower relative to busting a move while fighting for your life. Think about it: you're taking time to notice traps, peek carefully around corners, wait on laggards to catch up as your group threads itself through passages, etc. It's a completely different kind of movement compared to your tactical speed.

I think Local Move ought to take longer. In the old game, 120' per ten minutes was the norm for most humanoid races. It seems reasonable to me to use the numbers listed in the Core book, but instead of 1 minute, assume it's for 10 minutes. So, a character with 30' Tactical Move, would have a Local Move of 300' which would consume 10 minutes of time instead of 1.

At the same time, certain things should happen automatically: noticing secret doors, finding traps, and other Perception checks. In other words, just because a player neglects to search for secret doors definitely does not mean the character also forgets. We can assume the party is poking around, being cautious as possible.

Of course, you can always choose to pinpoint a specific area for a search, which would be an additional Perception check.

Anyone else share an opinion on this?


My group is about to wrap up this first volume, or so I thought, when they ran out of the Tidestone dungeon after their first encounter with a trap door. Something inside told them they needed to advance another level before finishing this dungeon off.

So, they went out, did more island exploration and earned a little XP. They're 3rd level now and these wandering monsters aren't a challenge to them; they're actually pretty tedious to run. Plus, when you factor in that we only play 1/week for a few hours, and I'm tempted to speed things along a bit ...

Here's an idea I had: go ahead and bump them up to 4th level and reveal a good bit of what's left of the island, with the hopes they finish off the tide stone map. Either they do, or a ship arrives to get them off the island.

I don't normally like forcing things along like this, but it feels like it's past time to get things moving again. What do you think?


Community created stuff ?? Do I need to simply page through the posts for each volume of this AP? Looks like each volume has its own thread.

I'm really interested in community created maps for the many encounters that don't have a map in the AP.


Encountering swarms is a little tricky. If a swarm has invulnerability to weapons, how are PCs supposed to defeat them?

My first thoughts are throwing oil and catching it on fire, as well as magic with some kind of area effect. I've also seen mention of PCs throwing big heavy objects onto swarms, but that's just using improvised weapons and so really shouldn't work, right?


I'd love to know a little about how this final encounter went down. Things like how long the fight lasted, how tough Karzoug really is as an opponent, etc. So far, I haven't found much like that in this thread.

My group's about to start AP # 5, so the end is in sight!


... are always max of +5, right? I've got a villain with Bracers of Armor +4 and the Mage Armor spell. So, the max benefit he'll get from this is +5, not +8. Do I have that right?


I got an email this evening about an update to the core rulebook,with links to get the content, but

1) the link to the new errata simply lists the older errata

2) my downloads doesn't list the Core Rulebook, even though I purchased it as a PDF several months ago (a year?)

thanks


Just had an idea about this ... what if a failed roll yields misinformation to the players? Anyone tried this?


Has anyone got a map handy for running this battle? I'd also love to know how the fight went w/ your PCs ... I love the idea of my group getting ambushed by these murderous little buggers.

But, I suppose they should get a shot at using Diplomacy to let them pass through, since they're really on the same side.


My gaming group had a disagreement on falling, and I can see where they've got a point. If a character is falling from a decent height, how fast do they fall?

The rules are very specific about the damage from a fall, but are apparently silent on how far a body travels in a round. More specifically, what about falling speed within that round? Say a guy falls 200' and a nearby ally whose next in initiative wants to catch him. Can he even try to do so?

How do you all handle this?


I seem to remember seeing a picture in one of the AP volumes of the Scarnetti family. Does anyone know where this might be?


I think his cave should either be empty or guarded by some minion of Mokmurian. It seems reasonable to me that Mok. would know of Longtooth's wealth and try to claim it once learning of the dragon's death.

What do you think?


What kind of communication happens from a Sending spell? Is it verbal or telepathic?


I guess he'd reveal a little more info than a regular stone giant, but how much more? It was rather anti-climatic, but a good choice of spell on my player's part.


I had a player ask about this feat in conjunction with the Ray of Enfeeblement spell, and here's my reply. Can you guys tell me if you think my reasoning on this is correct?

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After a first read, here's how I would handle that. Note what this feat is doing: any level dependent damage has it's maximum effect increased by 5 levels. Ray of Enfeeblement yields an effect of 1d6 STR damage and +1 STR damage per 2 caster levels, up to a +5. So you hit the maximum STR damage at level 10. What this feat should do, from what I can tell, is increase that +5 ceiling to a +7 or +8. At 10 caster levels, you'd do +5 STR damage. With this feat, at 15 caster levels (10 + 5), you'd do +7.5 (15/2) STR damage.

However, if you're a 12th level caster, with this feat, you'd only do +6. You still have to have the max levels in order to get the most benefit from this feat, in the case of this particular spell anyway.

The feat's wording is a little tricky, since it says 'damage dice'. But, what it's referring to is anything in the randomized damage that's level dependent.


The rulebook says that if water is at least 10' deep, the first 20' of a fall does no damage. What if the water is less than 10' deep? I don't think the rules for falling onto soft ground or mud would apply.

My apologies if this has been asked already. I did a search on this topic, but didn't see a previous posting. Thanks for any help.

BTW, for those Maptool users out there, I've written a macro to calculate falling damage onto land:

http://forums.rptools.net/viewtopic.php?f=33&t=5475&start=1485


I just got this book a day ago, and have been very impressed with this volume. One thing that bugs me so far though ... there's not a single mention of using Virtual Table-top software.

You'd think that in pages such as 39 & 40, when it's giving tips on how to run smooth combats, for example, that VTTs would merit some mention. AFter all, Maptool and the PF framework handles all this stuff: tokens, conditions, die rolls and initiative tracking.


And, I'm apprehensive ... the AP is definitely taking an epic turn. I'm using Maptool to play the game, and, along with using the PF framework, resolving skill checks & combat is relatively painless.

However, it's a lot of prep work and the vast scale of some of these settings is intimidating. Any advice out there for running such a huge adventure?


Does anyone know why these 2 don't have spell resistance like Lucretia & Xanesha (or maybe I'm just missing something)?


The general description of the dungeon says that it's unlit unless specified elsewhere. But throughout the dungeon there are yellow spigots of light or flame coming out of the walls. What are these?


Got a minor rules debate in my group on this topic. For those CMs that are a single melee attack (ie., not a full standard action), can they be used as an AoO?

For example, my character gets an AoO against a fleeing Orc. Can I Trip the orc? If so, doesn't the orc get a Trip attempt against me (unless I have Improved Trip)?

I'm tempted to say that if you do a CM as an AoO it does not provoke an AoO from your target. Does that seem fair? I really hate cascading effects, so this certainly seems simpler. So, again in my example, I should be able to Trip the orc as an AoO, but the orc would be unable to Trip me in return.

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