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Is there somewhere I'm not seeing where the most recent "version number" of the PRPG is indicated? The last version i downloaded was 1.1. How will I know if/when there is another version before 2 without actually personalizing and downloading?

Thanks!


I'm trying to decide if buying DC is worth it. I've looked at the ToC, but I guess what I'm really wondering is, which article from DC would be the most "recent" of all issues of Dragon? I started getting Dragon around issue #300, so I'm wondering how much of the DC will be useful to me.

Thanks!


WARNING to players of my AoW campaign (Wilson and Dave I'm looking at you) don't read this! Spoilers below.

In my campaign we are almost finished TFoE. The PCs fought their way through the maze and made their way into the inner temple of Vecna. They killed two of the acolytes, and reduced the allip to low hp before it hid in the wall. Being afraid of the allip (after losing a lot of Wisdom) they now stand huddled, back-to-back in the centre of the "inner sanctum" (room 26).

While they were in the maze, to make things more interesting, I had a hissing, menacing, disembodied voice (the Faceless One) mock them as they progressed. At the moment we ended the last session, with the group all together in a circle in the center of the sanctum, it seemed the perfect opportunity for a little creative license to heighten the tension, so I had the disembodied voice say "Thank you for cooperating, and being exactly where I want you!"

So, my conundrum? How to make good on the Faceless One's disembodied threat and play upon their position in the sanctum.

I decided that, since it is a temple of Vecna, the god of secrets, and the former study of Vecna himself, it stood to reason he might have some means of extracting secrets. Thus I came up with the Tome of Secret Extraction, and the new spell "Detect Secrets".

At the start of the next session the PCs will suddenly be bathed in green eerie light. Looking up they see arcane symbols painted on to teh ceiling. These symbols create a magic circle 20' in radius from a point directly below. The symbols are connected to the Tome of Secret Extraction, which is activated by reading the incantation on the first page (a standard action). The tome can be used from up to 60' away (the Faceless one can use it from his laboratory next door). Targets within range must make a Will save vs a DC of 10 + 5 + the INT bonus of the person using the tome (in this case +5 for the Faceless One). Anyone making the save feels like something tried to probe their thoughts. Any target who fails the save has a secret plucked from their mind. This secret appears written in the Tome in green ink with the name of the person. It is written in the same secret coded language used by the Faceless One to correspond with Theldrick, which can be deciphered using the information found in the Faceless One's laboratory.

The means of making such a tome, and the circle of symbols that go with it, are themselves a secret known only to Vecna, and so potentially lost to the world, so this particular tome can only be used within the temple in TFoE.

However, worshippers of Vecna might discover the spell that is a part of the item, which can be used without the tome, but only against one target per casting. The spell appears below. Please let me know what you think. I have based it on Detect Thoughts.

Detect Secrets
Divination [Mind-affecting]
Level: Clr 5; Sor/Wiz 5
Components: V,S,M/DF
Casting Time: 1 Standard Action
Range: Close (25' + 5' per 2 levels)
Target: One subject with Intelligence 3 or greater.
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No

Casting this spell against a target with intelligence greater than 3 plucks one secret from the mind of the target and makes it known to the caster. The caster "hears" the secret in his/her mind either in a language spoken by the target, or in images if the target has no spoken language. If the caster does not speak the same language, he/she must record the secret phonetically and have it translated. The secret is revealed in one sentence, and hearing it does not necessarily impart understanding of it to the caster, who must interpret what is heard. For example, the caster might hear from a target the secret "I killed Felbar", but won't necessarily know who Filbar was, how he or she was killed, or any other information. The caster can not control what secret he/she gets, or question the target.

Material component: A blank piece of fine paper worth at least 1 gp, or a blank page torn carefully out of the caster's spell book. The paper is consumed in the casting, disappearing in a small burst of flame that does not cause combustion of other materials.


The description of the Allip in the temple of Vecna in TFoE has it wearing wizard's robes, but the Allip is "incorporeal". Please correct me if I'm wrong, but doesn't that mean it can't wear clothes unless it has the manifest ability (which it does not)?

Also, the MM says the Allip is constantly wandering around muttering to itself with its "babble" ability. Would this be a problem for the acolytes and faceless one, or are we assuming that they keep making their Will save every day, or are we assuming the Allip is _not_ "babbling" all the time like the MM says?


I know there is a long thread on this subject from last year, but this question wasn't really answered, I don't think.

Are there any good rules for running an adventure that uses time travel for 3.5, either from WotC, Dragon, Dungeon, or some third party?

I am planning a 1-shot adventure for my players for Halloween ,and I'd like to add some time travel. I know all the caveats about changing the time-line, etc. but this time-travel will be limited in scope.

The PCs will stumble into a very small and isolated farming village a week after Wicharrys (sp?) the "Halloween" of Greyhawk. The village is deserted, but meals are left half-eaten. Halloween decorations are still up, so it may have happened on Halloween. The PCs end up trapped in the village by restless spirits who need absolution. In the course of investigating they will be transported back-and-forth between 4 time periods only, and no longer than 10 years in the past. (1. The present. 2. A week in the past. 3. 5 years in the past. 4. 10 years in the past). Over the course of the adventure they (hopefully) discover how to stop an horrific evil from happening.

Since it is an isolated village, and the time period is limited, not much can be "changed" other than the horrible act that has left the village abandoned. I am toying with the idea that it is the gods themselves using the PCs as tools to fix something that was so evil that they feel time must be changed to stop it.

I'm wondering if any time-travel rules exist? I am trying to decide between having the time-shifting be "event based" or by touching certain items.

Thanks.


Pouring over the four part giant Greyhawk poster map I notice that it does not indicate where the keep from EaBK is situated. Where approximately should I stick it? Just on the border between the Mistmarsh and the southern hills?


Bump. Anyone at Paizo there?


I am one of the Canadian subscribers who never received Dragon #358, or the poster from #359.

Can you please reship?

Thanks


F. Wesley Schneider started a thread asking us to help him develop Magnimar, unfortunately he started (by accident) over in the Dragon General Discussion area, and apparently it can't be moved.

If you haven't seen it, and want a chance to influence the monuments of Magnimar, check out this thread:

Go to Magnimar - http://paizo.com/paizo/messageboards/dragon/generalDiscussion/magnimar


I am running AoW without XP. Can anyone suggest the best point for levelling up the PCs from 3 to 4? After Hextor, but before Erythnul, or during Erythnul? Should they attain level 5 after completing the adventure, or at some point just before.

Thanks.


Much has already been said about the possibility of Paizo (or someone else) creating a new print magazine to take the place of either Dragon or Dungeon, and we understand that it would be financially very difficult.

I also understand that everyone at Paizo is now incredibly busy with Pathfinder, and the Gamemastery line of products.

Has there, however, been any thought given to creating a DI of your own? Specifically, I'm wondering about a Paizo branded online magazine like Dungeon where we could monthly get three adventures that could be plopped down into _any_ campaign world (ie. Greyhawk). Obviously we would like to see adventures by all the usual suspects (it was the quality of the Paizo Dungeon years that made them so popular), but since you're also so busy with Pathfinder, maybe _this_ could be a place for "readers" to submit the adventures they can no longer submit to Dungeon.

I know there are lots of sites out there already with user-submitted adventures. I think the point would be that with Paizo continuing to be the gatekeepers there would be a certain continuity to the level of quality we would see, as well as perhaps great maps and art to go with the adventures... just like Dungeon.

Yes, we'd all like to have Dungeon back in print form, but that isn't going to happen. So if we could have it in a digital form at least, would we rather get it from WotC (gleemax anyone?) or from the fine folks at Paizo?

And, yes, I would be willing to pay for a DI from Paizo.


Perhaps this was already done is some long lost thread, or it's hidden somewhere on the site, but I think it would be way cool (especially for those of us who can't get to Cons) if you put up a page with brief bios about everyone at Paizo with a photo of each of you, or a group shot!

It wasn't long ago you did a "tour of WotC" article, why not a "Tour of Paizo" web article?!

Let's put some faces to the names!!!


The Sandpoint Devil (the first new monster from Paizo) is a great example of how new monsters should be presented, not just a bunch of stats and an ecology entry, but some mystery behind it! Reading it was like reading a good horror short story, or watching The Blair Witch.

I imagined a party of adventurers wandering through the forest. One of them catches movement in his peripheral and turns to look seeing, just for a moment, the Sandpoint Devil. He tries to tell the others, but for some reason no sound will escape his throat, until well after the devil has passed. Now he knows, his fate is sealed... with DOOOOOM!!!!!!

Seriously it looks awesome. I assume it will have the Fear ability.

Oh, and the last rumor: "One of Many: The Sandpoint devil is sometimes seen in the company of other local legends and spooks, most commonly a white stag, the ghost of a young girl, and a zombie with missing feet."

It sounds like a Zogonia strip. ;-)


Hmmm.... so last night my PCs stopped by the garrison (the morning after dropping off Filge) to give their statements to Lt. Mikkela. They told her pretty much _everything_ including their trek through the Whispering Cairn, their incursion into Filge's home, and what they learned about the cult under Dourstone mine, and the letter from Smenk to Filge. They also showed her the worm.

She kept the letter as evidence, but agreed that they should show the worm to Allustan. She admitted to them that not only was the dourstone mine out of her jurisdiction (as it is technically within the town limits, or at least just on the edge) and also that since Filge was apprehended within town limits (the observatory) he would likely need to be transferred to the sheriff's office. She thanked them and asked them to look for a note from her at Allustan's after she speaks to Capt. Trask. She also suggested they watch over their shoulder. Now they are very nervous, and refuse to split up! :-)

NEway... now to the problem. Oh, and Dave, Dave, Alana, Wilson, and/or Alfred, if you happen to be reading this... STOP.

Now that Lt. Mikkela knows about the cult under the mine, and has some evidence to corroborate both the cult's existence and the "strange undead" in the hills, it is only logical that the militia would get involved. Even though they may not have jurisdiction within the town, surely they would go to the mayor with their evidence and, assuming he is not a member of the cult, he is likely to agree to having their help, thus eliminating the need for the PCs to go down into the mine.

So, this is the solution I am considering: There is a cultist in the garrison!

The PCs seem to like Lt. Mikkela, and one of the PCs is starting to develop a crush on Mélinde, so I would rather they be in danger, than traitors. I'm thinking either that Lt. Skunt is the cultist, and over heard the questioning of the PCs, or Capt. Trask himself is the cultist.

Either way, Lt. Mikkela will be found dead alongside Filge, appearing to have killed each other in battle during an escape attempt. Thus either the information never gets to the Captain, because Skunt takes Mikkela's book of notes, or Capt. Skunt accepts her report, but obviously covers it up, and kills her.

The PCs are likely also going to get a visit from some assassins in the night!

My only quandry is, who should be the cultist, Skunt, or Capt. Trask?


Hi, just FYI, I received the email about being billed to early for Pathfinder, and I noticed today that my credit card was debited 16.11, but only credited 15.22.

Thanks.


I guess I don't know if you will be allowed to, but will there be any online supplements for DMs who want to set Age of Worms or Savage Tide in Varisia instead of Greyhawk?


I can't imagine there is anyone in the D&D community with internet access who doesn't already know about what has happened, so (even though I am still mad at WotC, and not suggesting we just forget what they've done), I wonder if maybe it's time to put he main page back to normal.

It would be nice not to see the "Dungeon and Dragon are dead" letter on the first page every time I visit Paizo. Let's have the store back to normal, with a really cool main box at the top with a splash graphic of Pathfinder.

Maybe you already plan to do this come Monday, and the point may be moot, but if not, please give us the good old Paizo home page back! :-)


WotC can kiss my &%%. Paizo, you suck too. I will NOT be following this new Pathfinder crap, I don't care who is writing it.

Dragon and Dungeon are institutions, for Pelor's sake!!! How could you all do this?

I will keep playing D&D, but I will not buy WotC products again, nor will I buy anything from Paizo.

Over-reaction on my part? Some will say yes, that's their opinion, but this is just horrible.

This is a sad day.


The intro to WC says that PCs should be level 3 by the end of the adventure. I am not giving XP, I'm just having the PCs level at appropriate moments. I'm wondering though when the PCs should hit level 3? Is it before they go to the Feral Dog, before the face Filge, or at the very end after they get to the true tomb?

Thanks.


I've already posted in the customer service section about my particular missing issues, this post is meant to ask the question of the rest of the subscribers.

I have noticed that almost _every_ month my _Dragon_ subscription is late, but my _Dungeon_ subscription arrives on time. I'm not talking about a little late, I'm talking a LOT! I still haven't received Dragon 353, which was on stands in February.

I understand that Dragon and Dungeon are printed and shipped at different times in the month, and that it can take longer to get to certain places, but this seems like a big discrepancy to me, and I'm not getting any answers.

In my case I live near Toronto, Ontario, Canada. Not exactly the other side of the world. I could understand if this happened once in a while, but it's almost every issue, and it's ONLY Dragon, not Dungeon. I don't seem to be alone in this. Other posts in the Customer service section seem to suggest that people get their Dungeon sub on time, but not Dragon.

So... How many of you are having the same problem? How many of you get your Dungeon magazine in a reasonable time, but not your Dragon mag? In my case, I am almost always 2 issues behind with my Dragon subscription. Why is it that they can get to retailers faster than they can get to me BY 2 MONTHS!

Maybe I'm wrong. Maybe it's only a small handful of us. Even then, it seems weird that there is such a discrepancy, and that Paizo can't seem to answer the question.


Ok, so you guys keep telling me that magazines sent to Canada seem to take longer than in the US< and I can accept that it might be an extra couple of weeks, but this isn't making any sense to me.

I _still_ haven't received Dragon 353 (March), nor have I yet to receive Dragon 354 (April). We all know the way magazines work. If a magazine says March on it, that means it is on the stands in February. So a magazine that was on the stands in February STILL hasn't arrived half way through April!

This isn't a one-time thing, it seems to happen almost every month. Again, you have already told me, and others, that it takes longer to ship to Canada, and I would be happy to believe you, except that my Dungeon subscription arrives on time without fail every month!

Why is there no problem sending me my Dungeon subscription, but there is a problem sending me my Dragon subscription?

I understand that they are printed and shipped at different times, and I'm starting to think that maybe I should ask you to hold my Dragon magazine and ship it with my Dungeon mag.

I'm always two Dragon issues behind my Dungeon issues. Maybe someone in distribution/shipping should contact the US postal service and/or Canada Post and see what the problem is.

Thanks


Dear Dungeon,

I was looking through some of my older issues of Dungeon today, and noticed that in the background of the editorial for issue 121 (Apr 2005) can be seen scans of graph paper with working rough notes for The Whispering Cairn. I squinted my eyes and looked very closely to see what was written and it was amazing to me that I could see what the writers had planned, and that I knew what it actually became.
Is it possible you might be able to publish, perhaps on the web site, some examples of the working process for a Dungeon adventure from beginning to end? For those of us aspiring to be published in the pages of Dungeon, it would be very cool to see.

Regards,
Michael


Matchup # 1:

4 10th Level PCs (Fighter, Cleric, Wizard, Rogue)

vs

1 Blood Fiend (Fiend Folio) CR 14

Too easy?

Too hard?

Just right?


SO, my players finally managed to get past the howling face to get to the Grick/Sphere Trap chamber. The decided they wanted to use candles to light all the lanterns instead of the sunrods they had with them, or torches. Even though the text says to light with torches I allowed it.

However, it took them quite a while in the Sphere room, and though it didn't come up, it occurred to me, what if one or more of the light sources in the lantern room is extinguished while the PCs are still on teh other side? Does the Howling Face reappear? How would the PCs escape? SHort of finding some way to dig through the spheres to get to the Grick tunnnel (assuming they know about it) are they screwed? Can Allistor (sp?) use his manifestation ability to go to the Lantern room and relight the lanterns?

Has anyone else had this problem?


I love Halloween. I have my own Halloween web site. (www.halloweenproject.com).

Every year I plan to run a Halloween-themed adventure, but I never have time to write one. I have purchased every October issue of Dragon I can get my hands on, but I haven't really noticed whether the October issues of Dungeon follow the same "Halloween" ambiance every year.

What are the best "Halloween-themed" Dungeon adventures?


Just wondering if anyone at Paizo has given thought to collecting all the Campaign Workbook articles from each issue as a .PDF download each month? These article often have great tables, encounters, and/or NPCs, but DMs who don't DM at home can't really take their entire Dungeon collection with them to the host's house (even though they may want to).

If each month's Campaign Workbook articles were available for Download to subscribers for free, (and maybe for $2 or so to non-subscribers) we could print them out each month and add them to a Campaign Workbook binder, or access them via laptop as we DM!

Please? Pretty please?

M.


I have a subscription to Dungeon, and I'm DMing the AoW AP, and I am cataloguing the adventures from all the issues of Dungeon I have but I am wondering... what is _the_ current authority on Greyhawk?

Is it the Gazetteer? Will WotC be publishing an accessory book for Greyhawk like they did with Ebberon and FR?

If a DM running adventures from Dungeon wants to know more about the Greyhawk campaign world in which those adventured take place, what source should he/she use?

Thanks.


I poured over this board before starting AoW with my group, and I thought I knew everything I needed to, but I've hit a snag... things are taking too long. :-(

Admittedly some of it is my fault, and did a whole bunch or "pre-game" roleplaying with them to introduce the town and had them go to the abandoned office to fight the gobilns (they didn't get the hint to use it as a base of operations. sigh). I also had a mini dragon chess tournament to introduce the game, and Khellek from the rival group, as well as some of the mine manager politics.

Now they are crawling along through the whispering cairn! They almost died a couple of times (vs acid beetles and the mad Slasher, and against the door of smiling, blowing bad breath) and took three days (of in game time) to camp in a copse of trees nearby to recuperate.

They stopped at both the brown mold and the flooded level deciding they needed more info, so they went back to town (again) to talk to Allustan, who gave them a few scrolls to help out (Cone of Cold, Water breathing, and Flaming Hands).

I always like to inject little things here and there to add interest to the game, so when they were camping in the copse of trees thay saw a passing squad of soldiers on horseback one afternoon, and the next evening heard a moaning, shambling "something" out in the dark (spawn of kyuss). To keep the verisimilitude, when they returned to town there was a funeral going on for a man who (according to family, friends and the rumour mill) either encountered a zombie, or was drunk and met a bear in the dark.

Okay, now to the point. Even without my additions to the story, they are taking soooo long to get through this module, and I am afraid they will get bored, or that we will never finish the campaign! They STILL haven't figured out the lantern thing (much to my chagrin as I made fun of another group on these boards who didn't figure it out either).

I had originally made an NPC cleric to travel with them, through whom I could nudge things along, but we had another player join who took him over.

How do I get them through this adventure? They keep coming to things and saying "this is too hard, let's go back to town."

These aren't new players, these are people who have been playing ten to fifteen years!

Blarg.


I still haven't received Dragon #353 (the March issue). My Dragon issues seem to always be over a month behind or never arrive.

Thanks.


Last session my PCs made it down to the architect's foyer and the large stone block that mostly covers the entrance to the "passage of honour". Two of the smaller ones (elf and halfing) struggled through the opening to check out the passage (but didn't go far enough to encounter the Lurking Strangler) and then returned to their friends.

While searching around the room I mentioned to those who looked at the stone block that it did not appear to be attached to the floor. The party rouge did not search for traps. After some discussion, it was decided that they would use a miner's pick (purchased in town before heading out) to create an opening large enough for them to pass the stone easily.

The miner's pick is listed on table 7-8 on pg 128 of the PHB, but there is no description for how exactly it is used. Neitehr could I find rules for it in the DMG or Arms & Equipment guide. The only rules for breaking stone, of course, are by doing damage (after subtracting Hardness) or using the Break DC. The players offered that a miner's pick probably does about the same damage as a Heavy Pick (1d6).

The hardness for stone is 8, which would make it impossible for the pick to damage the stone. Further, a hewn stone wall of 3 feet thick has 540hp, so this 2' thick stone block would have about 360hp. Of course the HP totals listed in the DMG for stone walls are for a 10' x 10' section. Since the stone slab is only 10' x 8', the entire block would have slightly less than 360hp. The players also decided they only had to chip away enough to get through (about a 5' x 5' section).

The problem still remains, however, how do they overcome the hardness? One player quoted a rule from pg 165 of the PHB:

"Vulnerability to certain attacks: The DM may rule that certain attacks are especially successful against certain objects. For example... chop down a tree with an axe... In such cases attacks deal double their normal damage and may... ignore the object's hardness."

It stands to reason that a miner's pick, like an axe for cutting wood, is specifically designed to get through rock, so using this rule seems reasonable. Since I wasn't able to find any other rules regarding miner's picks and stone, I accepted their argument and allowed it. Really, it was a good idea they had, and not impossible.

So, my question to you, was it alright to accept this argument and allow them to easily bypass the stone block? Obviously they made lots of noise, alerting the lurking strangler to their presence.

Are there rule somewhere for mining, using a miner's pick on stone, etc? I assume that at the very least a miner's pick should be able to ignore some or all of the stone's hardness, but still, given that they had lots of time, and no big monsters to alert on the other side, it was an eventuality that they got through.

Thanks,

M.


Yikes! I didn't bother to print out the great post about Dragon Chess, and the link to it in the "Best of AoW Threads" post doesn't work any more because all the archived posts seems to have gone poof!

Did anyone save the contents of that post? It had rules for a Dragon Chess skill and how to play the game.

I had hoped to have one of the PCs invited to a "beginners dragonchess tournament" to introduce them to the game and to get some interaction with NPCs going. And I was hoping to do it tonight. :-(

Help! Thank you!

Deimodius


Sorry if this has already been covered.

I am not entirely clear on the elevator in the Cairn that breaks after 3 rounds and allows a swarm of beetles to spew forth.

Exactly what is the time line for this event? The text says the elevator will crash down the shaft on the 3rd round that the pointer points at this hallway, but it also says it takes 1 round for the elevator to reach the bottom of the shaft under normal use.

Assuming the elevator is just below the floor when it starts, on round one it appears and the doors open. A PC steps in, doors close, it descends. Does this take one round or two (one round to enter the elevator, one round to descend, or does it take only one round to enter the elevator _and_ descend)?

I've read over this again and again, but it seems to me that one PC can get in to the elevator and ride it to the bottom, at which point (if that takes 3 rounds) it stops working, but also blocks the path of the beetles, or it has 1 round left, rises to the top and subsequently crashes down again.

Either way, if the elevator does not crash down for three rounds, it seems that one PC is going to be stuck at the bottom with the beetles for at least one round, unless all the PCs stand around gawking at the open elevator for 3 rounds.


Bump.


Sorry if this was covered elsewhere. I'v eread through most of the "starting the AoW" and WC posts but didn't see anything.

Considering that the PCs start off in Diamond lake, and the adventure assumes they all know each other and have been in DL for a while, should they start with full or average gold for a 1st level PC, or should they start off poorer?

The adventure hook suggests that the PCs should check out the WC because there might be treasure that will help them "escape" the poor mining town, but if they start out with 1st level gold/equipment, what is _really_ stopping them from leaving?

I don't like imposing too much on my players, i want them to have some freedom in playing a character that they really _want_ to play, and I can always change the reasons for their being there, but does the adventure assume that they begin with 1st level gold/equipment, or does it assume they begin with _less_ than average?


What exactly is the problem with delivering Dragon compared to delivering Dungeon?

My Dungeon subscription always comes within the first week, or mid-way through the second week of the month, but my Dragon subscription OFTEN doesn't arrive until the first or second week of the FOLLOWING month!?

For example, I received my December issue of Dungeon mid-way through the second week of November, which is about when it should come, but I STILL haven't received my Dec issue (#350) of Dragon. I don't know if I should ask for a replacement issue or not.

The last time this happened, (last month) I waiting until the first week of the next month to ask for a replacement issue, and then the proper subscription issue arrive a few days later (but more than half-a-month late). The replacement issue I requested took almost another month to get to me.

I don't think it's because I'm in Canada, because the Dungeon subscription always comes on time, so what gives? If it weren't for the price difference, it would be more convenient for me to go to the store.


I am considering either not giving XP, and just telling my players when to level-up, or giving out xp and certain intervals such that they will level up exactly when I want them to.

I am also planning to use the "Abandoned Mine Office" side-trek from the forums as an intro.

If I _don't_ give XP, at what point in TWC would other DMs suggest I allow players to advance to Level 2?

If I _do_ give XP, has anyone figured out (based on CRs and ELs as written in the adventure) when PCs should hit level 2?

Thanks.


Just curious, if a person subscribes to both Dragon _and_ Dungeon, why don't you send them together as one bundle? Would this cost more than sending each one separately? Is it not allowed by the US postal service?

I only ask because it seems like I seldom have trouble receiving my Dungeon subscription, but my Dragon subscription is always either verrrrry late, or doesn't arrive at all?

For example, I received the December issue of Dungeon at sometime in the middle of the first week of November, but i haven't received my Dragon mag yet?

So. Why the discrepancy? Why can't they be bundled together?

Just wondering.

Deimodius


Have any of you had to deal with the legal ramifications of the actions of your PCs in the AoW path? For example, even though Filge may have broken some laws (grave robbing, and animating the dead if you make it illegal) unless the PCs have been deputized by the local law, what gives them the right to go into Filge's observatory, steal his things and potentially kill him?

The PCs can't exactly use "self-defense" as a defense against attacking/killing Filge if they shouldn't have broken into his house in the first place! And what about "taking treasure" from Filge's home, especially if Filge survives?

Has anyone had to RP the result of legal proceedings brought against the PCs by Filge, or even Smenk?

I know that in the second adventure teh authour points out that the miners in teh Dourstone Mine aren't criminals/doing anything illegal, and specifically states that the DM should warn players about this before they enter the mine.


Is it possible to create sub-forums in each adventure path forum so that posts can be organized based on issue/adventure/module? It would certainly make it easier for someone to be able to go directly to the posts relevant to the adventure they are running at the time.

Thanks


I will be (hopefully) starting AoW next weekend with a group of 4 to 5 very experienced players (each of us has been playing for 10 to 20 years).

What are the top 10 (or more) tips (in just a few sentences) that you would give me (and other DMs) who are going to run the AoW adventure path for the first time.

Thanks,

Michael in Oakville, Canada


Hi, I don't seem to have received my Dragon subscription issue #349 (Nov). Any chance you can send me a new one?

Thanks


I'm hoping either someone at Dungeon can help me with this, or that Wolfgang Baur himself might be able to answer my questions (I found an email address for him, but it doesn't seem to be working).

I have a few questions about Frostburn , specifically differences between the rules in the book, and the "lite" version of the rules included with the adventure "Raiders of the Black Ice" in Dungeon Issue #115.

I purchased Frostburn (great book by the way) and recently started running the "Raiders of Black Ice" adventure to introduce my friends to the new rules. While doing so, I noticed some discrepancies between the module and the FB book. I understand that changes get made after other things have gone to print, but I'd like to know which rules to follow, especially in cases where they appear in one place, but not the other.

Specifically I am concerned with the following:

1. The "Weather while travelling" chart from pg. 23 of Dungeon issue 115. I see that the categories of weather are slightly different in the FB book. Specifically the Heat Wave and Cold Snap entries were combined on one line, and the "Snow" entry (in the module) was changed to "precipitation" in the FB book (and has a different desctiption of its effects).

I also noticed that the "Snow level change" and "Tracking DC modifier" columns from the chart in the module were not included in FB. I have looked through FB many times and I can not find any mention of the affects of weather on tracking. As for snow level, the chart and descriptions of determining snow level in the module are different form those in FB. In fact, in FB the entry for precipitation does not indicate how much snow accumulates.

Further, in the module, it indicats how much snow melts in a heat wave, but FB does not indicate this (since it only indicates temperature fluctuations of +/- 10° F).

2. Overland movement; it seems the chart for overland movement is different from the chart in the 3.5 PHB. Specifically it gives distances travelled (with no snowfall) as 20' = 15 miles, 30' = 20 miles, etc. which does not jive with the PHB which has 20' = 16 miles, and 30' = 24 miles.

Not only is there this discrepacy compared to the PHB, but in the module it states that skis "allow full movement across... snowy surfaces...". If they allow full movement, then a human with speed 30' in less than 12" of snow should be able to go 24 miles, not the 35 miles stated in the chart on pg 35 of the module, unless skis allow _faster_ than full movement.

Thanks for any help you can give me. If you can't answer the questions directly, is there a better place to ask, or some way I can get in touch with Mr. Baur?

About Raizen

Spoiler:

Male human sorcerer 11/dragon disciple 10 (Draconic [Red])
CN Medium humanoid
Init +10 (+6 Dex +4 feat); Perception +30; blindsense 60 ft., darkvision, see invisible
Languages Common, Draconic, Ancient Suloise
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Defense
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AC 34 (+8 Natural +6 Dex +5 Deflection +5 Armor), touch 18, flat-footed 28
hp 268 (11d6 + 72 Con plus 10d12 + 60 Con +23 Toughness) (187/268 [6 vile])
Fort +21 (+8 Base +6 Con +2 Great Fortitude +4 Resistance +1 Epic)
Ref +19 (+6 Base +6 Dex +2 Lightning Reflexes +4 Resistance +1 Epic); Evasion
Will +24(+12 Base +7 Wis +4 Resistance +1 Epic)
Immunity to Fire, Sleep, Paralysis
Death Denied (+5 luck bonus vs. necromancy effects and massive damage; may re-roll 1; no partial effect from necromancy effects if save is made)
Spell Resistance 19
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Offense
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Spd 30 ft., 90 ft. fly, average
Melee claw +20 (1d8+8 plus 1d6 fire), or 2 claws +20 (1d8+8 plus 1d6 fire)
Ranged +18 ranged touch attack
Space 5 ft. Reach 5 ft.
Base Atk +12; Grp +19
Attack Options
Breath Weapon (4/day; fire, 30 foot cone; 17d6, Ref DC 23 for 1/2) (3/4)
Form of the Dragon II (2/day)
Sorcerer Spells Known (CL 18th; +19 to CL Checks overcome spell resistance)
9th (4/day) - Meteor Swarm (No or Reflex DC 33)
8th (6/day) – Discern Location, Form of Dragon III [Bonus], Greater Shout (Fort DC 32) (5/6)
7th (8/day) – Finger of Death (Fort DC 29), Form of Dragon II [Bonus], Greater Scrying, Prismatic Spray (5/8)
6th (8/day) – Disintegrate (Fort DC 28), Form of Dragon I [Bonus], Greater Dispel Magic (+17 to dispel), Shadow Walk (6/8)
5th (8/day) – Cone of Cold (Ref DC 29), Permanency, Spell Resistance [Bonus], Telekinesis, Wall of Force (8/8)
4th (9/day) – Charm Monster (Will DC 26), Fear (Will DC 26) [Bonus], Greater Invisibility, Ice Storm (Ref DC 28), Stoneskin (9/9)
3rd (9/day) – Fireball (Ref DC 27), Fly [Bonus], Haste, Lightning Bolt (Ref DC 27), Vampiric Touch (8d6) (9/9)
2nd (9/day) – Acid Arrow (lasts 5 additional rounds), Blindness/Deafness (Fort DC 24), Resist Energy [Bonus], Scorching Ray, See Invisibility, Web (7/9)
1st (9/day) – Burning Hands (Ref DC 25), Grease, Mage Armor [Bonus], Magic Missile, Ray of Enfeeblement (1d6+5 Str Penalty), Shield (+4 Shield Bonus to AC) (9/9)
0th At Will – Acid Splash, Daze (Will DC 22), Detect Magic, Flare (Fort DC 24), Open/Close, Mage Hand, Message, Prestidigitation, Read Magic
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Statistics
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Str 24 (+7) [+4 Dragon Disciple; +6 enhancement; +5 inherent]
Dex 22 (+6) [+6 enhancement]
Con 22 (+6) [+2 Dragon Disciple; +6 enhancement]
Int 23 (+6) [+2 Dragon Disciple; +6 enhancement; +2 inherent]
Wis 24 (+7) [+6 enhancement; +5 inherent]
Cha 34 (+12) [+2 human bonus; +5 level advancement; +6 enhancement; +5 inherent]

SQ human traits
Demigod Benefits (Divine Spark, Death Denied)

Feats
Combat Casting [1st level]
Eschew Materials [sorcerer bonus]
Improved Initiative [human bonus]
Martial Weapon Proficiency (longsword) [human training]
Still Spell [3rd level]
Silent Spell [6th level]
Great Fortitude [7th level – Bloodline Feat]
Lightning Reflexes [9th level]
Spell Focus (evocation) [12th level]
Blind-Fight [12th level – Dragon Disciple Bloodline Feat]
Greater Spell Focus (evocation) [15th level]
Quicken Spell [15th level – Dragon Disciple Bloodline Feat]
Toughness [18th level]
Skill Focus (fly) [18th level – Dragon Disciple Bloodline Feat]
Epic Destiny [21st level]

Skills
Bluff (5r + 3 + 12 Cha) = +20
Diplomacy (5r + 3 + 12 Cha) = +20
Fly (14r + 3 + 3 Skill Focus + 6 Dex) = +26
Intimidate (5r + 3 + 12 Cha) = +20
Knowledge (arcane) (21r + 3 + 6 Int) = +30
Perception (21r + 3 + 7 Wis) = +31
Spellcraft (21r + 3 + 6 Int) = +30

Equipment (880,000gp)
Amulet of Mighty Fists +1
Bag of Holding Type IV (10,000gp)
Belt of Physical Perfection +6 (144,000gp)
Brooch of Shielding (1,500gp)
Headband of Mental Superiority +6 (144,000gp)
Manual of Gainful Exercise +5 (137,500gp) (Used)
Ring of Evasion (25,000gp)
Ring of Protection +5 (50,000gp)
Robe of the Archmagi [Red/Neutral] (75,000gp)
Tome of Leadership and Influence +5 (137,500gp) (Used)
Tome of Understanding +5 (137,500) (Used)
Permanent Spells: Darkvision (5,000gp), See Invisible (5,000gp)
Traveler’s outfit
Spell Component Pouch
4,000gp for costly spell components and foci

Background

Raizen hails from the long dead Suel Imperium. Discriminated against by reason of his inherent aptitude in magic, Raizen explored the mountains bordering the Suel Imperium. There, he found a strange cavern radiating with unknown and unstable energy. A cave-in buried Raizen only to emerge many, many years later much changed.

In the great city of Greyhawk, Raizen meets his present companions and they join together in many adventures.