Hezrou

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Has this been updated in PF2e? Or is there an upcoming write up coming out someday?


lin_fusan wrote:

Yes, destroying the Tear looks like a lesser-of-two-evils situation, which befits the tone of the adventure.

Also, I believe the adventure states that the Tear is running out of power and so it will eventually let the waters back in and the aboleths back to power.

It does say something about that in the adventure, about the Tear. As someone else suggested, an Olman PC could have visions, or even something like an Knowledge: Architecture and Engineering(or Stonecraft), or something similar could alert the PCs to this fact.


Fiendish Dire Weasel wrote:


Yeah, but they're not going to know what is waiting for them in Kraken's Cove. Do you think they'll just happen to buy those before making the trip on a whim?

Well, sure, they don't know what's waiting for them in Kraken's cove, but Scrolls and/or Oils of Magic Weapon(or Bless Weapon, even) should be standard low-level adventuring fare.

If they don't get some magic weapons by then(I can't remember what's in it for treasure), they should probably get some scrolls afterwards. Or find some in the cove, even, for those generous DM types. :)


Scrolls and Oils of Magic Weapon are pretty cheap.


office_ninja wrote:

One of my PCs is a psion with Object Reading. This power allows one to examine an object and determine its 1) race, 2) gender, 3) age, 4) how it gained the object, and 5) how it lost the object. And so on, up to 10 previous owners.

I think a Chaotic, minor artifact could conceivably foil Object reading, and the manifester would get no information...

-or makes the Psion's head asplode.


Markus the Mad wrote:
zoroaster100 wrote:
The Scarlet Fleet?
That was my first thought, but then wouldn't everyone assume they were part of the Scarlet Brotherhood?

Scarlet Brotherhood- the secret organization that everybody knows about. ;)


cthulhu_waits wrote:


As written, Lavinia certainly doesn't rescuing every time you turn around. In the first 4 adventures, it's only once in fact. That's not too bad.

That's what I was thinking... Rescuing her every time you turn around? Huh?


James Jacobs wrote:
We're including numerous "negotiate with monsters for the reward" encounters in the adventure path for a very specific reason.

Very good! I like to see this used sparingly in adventures. Not every combat needs to end with enemies dead on the ground.

It helps when it makes sense, too. With the Couatl (and even Zotzilaha, in his own way), it certainly makes sense.


Stephen Marks wrote:
My copy of issue 141 hasn't arrived either but my last two magazines took 5 weeks to be delivered here in Maryland so I hope it will be here by next week. I'm beginning to doubt the usefulness of a subscription that arrives 2 weeks after the issue is at the newstands. Anyway, you may have the same delivery time problem I'm having.

Haven't gotten mine yet, either. Getting the same feeling.


Saurstalk wrote:
We had a TPK in one of my campaigns recently. Everyone relied on the MONK's wilderness skills to lead them to the enemy fortress. (No rangers, druids or rogues in the group.) In any event, the group was moving through the forest toward a clearing and a low-lying lazy knoll lying in the clearing's center. Instead of walking around the clearing, the group marched straight through it ... and were besieged from all sides by gnoll archers.

Well, there's the problem- miscommunication. They thought they were facing one lazy Knoll, while instead they got surrounded by several angry ones. ;)


Thanks for the effort to get the conversions out, James.


Mine just came in the mail this morning. I guess it wasn't on the burning truck. ;)


I'm nowhere near NY, but I haven't received my magazine yet. :(


We play a lot of organized(RPGA- Living Greyhawk and maybe Eberron) gaming at the Source, in the Roseville area.

I am also trying to get some gaming started in Lindstrom. If you are interested in either, let me know.


Tambryn wrote:

undead. When the cleric turns undead the beast will vanish or turn and run away intentionally even if the attempt was unseccessful. They could even cast an image of themselves being destroyed if they have the ability.

Tam

You might want to roll a Bluff vs. the PC cleric's Sense motive, to see if the cleric notices something different about the "turn".


I just bought a handfull of Kenku minis so I can run the Weavers properly. Looks like a fun mod to run! Kudos.