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I was disappointed that his tattoos were just 'for show' with such a cool picture, and so I'm changing him so that his various tattoos are each of the sin-based Sihedron characteristics. As such, as a free action, they will sometimes flare up, casting an associated spell. I'm having our party cleric, also covered in Shoanti tattoos, learn that hers do the same, but with associated virtues. For instance:
Then again, maybe this is all b/c I love tattoos, and wanted to play up their prominence/integrate them into the virtue/vice theme in ROTRL
Rather than repeating the same background blurb for each guy (wasting lots of space in the process) why not have the writeups for # 2-6 of an AP give updated personality info on the character, how they've been shaped by the AP, etc...the way they're written right now, they seem so static-the only difference between Valeros at lv 1 and lv 14 are some numbers, not the fluff...
I apologize if this has been asked before, but lately I've been going through various sourcebooks of magic items, and choosing ones to sprinkle throughout the rest of ROTRL, about one per party member per book...my question is, would this imbalance the game experience? In other words, do the adventure writers, when determining encounter difficulties and CRs, assume the only magic items the party will have is the ones listed in previous ROTRL stat blocks? Thanks :)
Hi there,
Here's a skeleton I'm using for what happens to my party en route, to make things more interesting than a 'you ride for 9 days, and nothing happens' • 7 day journey
thanks to the person who came up with Mytarl the green dragon! (i forget the name off the top of my head, but you know who you are :)
I recall reading some minor magic item used by pathfinders that had a compass, and a slot for ioun stones, etc...i want to have one of my party be given one with her trial pf membership, and i cannot for the life of me remember what pg/book this is located on, despite repeated flippings...am I crazy/did I make this thing up???
So far as I've said in other threads, I LOVE ROTRL...i haven't DMed since early high school, 14 or so years ago, and it has been a blast. We just played for the 3rd time this weekend, and FINALLY got through PF#1--although they stumbled right into nualia and barely took her out, then the rest of lv 2 seemed kind of anticlimactic. Not to mention by that time it was 12:30 am... I am surprised it took 3 full daylong sessions to get through # 1...how long has it taken you all? We go noon-midnight usually, with about 2 hours worth of total breaks, dinner, etc...so that's 30 hours for one book...am I abnormally slow? Session # 1 went from start--walking into the glassworkd
your experiences?
A brief history so you know where I'm coming from, in convenient bullet point form! :P 1)Played D&D b/c of 2 older brothers from about 1984-1994, stopping about 10th grade (I'm 29).
My impressions
2)Writing-AMAZING-at my age, the one thing I can't stand is RPGs that are geared toward 13 year olds, a la' final fantasy, etc. No "young boy wakes up with amnesia, learns he's destined to save the world. And he has big spiky hair and a huge sword." The writing is mature, realistic, and fleshed out, without glaringly obvious fantasy cliches. 3)Ability to use out of the box-A minus-Any deficiencies here are more than made up for by the awesome message board community, who have done helpful things such as writing up stats for the sandpoint festival games, the dedication speeches, and hex maps. These make dming painless, with the only legwork being a)remembering combat tactics for the creatures, and b)customizing the adventure in various ways to reflect PC backstories/motivations. The only minus here is my reliance on others for printed out hexmaps-i'm not photoshop-savvy AT ALL, but how hard would it be to be able to print out dungeon maps from the PDFs, and then blow them up to 5' scale? Sure beats drawing on a hexmap, but we have been using dungeon tiles to good effect... I plan on getting the big campaign book in august, the map folio, and the crit fumble deck in the near future, not to mention keeping my subscription at least through '08. Your involvement on the boards and great customer service really indicate how dedicated you all are to this product and community. A loyal customer
First of all, these are AMAZING conceptually, I love everything about them, and cannot WAIT to spring them on my overconfident PCs... My question is, what exactly is the point of the initial skill check? Only the person affected by the haunt can make it, right? And so what if they do? Suddenly seeing a scarf move doesn't seem like it's going to help you deal with it any better, and so the actual save for each haunt seems much more relevant... Am I reading these correctly?
I'm trying to decide if I should use my unused account credit on back issues of dungeon, but was hesitant b/c of the crapshoot nature of it. Is there some objective list of the 'best' dungeon adventures of all time? I realize that's tough to do, but if I can pick 6 back issues, I want to make the most of it... |