Adventuring Wizard

Eric Tillemans's page

Organized Play Member. 908 posts (969 including aliases). 4 reviews. No lists. No wishlists. 2 Organized Play characters. 4 aliases.


RSS

1 to 50 of 908 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Despite many previous close calls, characters finally went down. This was mainly due to the party pressing on after some very difficult fights against the octopins, the advanced octopin, and the vrock leading up to the final battle in the Cathedral of the Mind. The party attempted to rest in the marble brain room (the group's barbarian/shaman had destroyed it earlier with a mighty blow). Zyrxog, not taking kindly to the party resting in his sanctum interrupted their sleep with a telepathic message and an offer of an exchange of information (such as who hired him to send the dopplegangers to frame and kill them) in return for both sides agreeing to part ways and not cross paths again. The negotations dragged on and eventually Zyrxog had insulted them enough that they cast a handful of the few remaining spells they had left and set off to kill the mind flayer.

Name: Arvin
Class: Hunter 7
Adventure: Hall of Harsh Reflections
Location: Cathedral of the Mind in Zyrxog's Sanctum
Catalyst: Octopin Critical

Arvin survived many fights by the skin of his teeth while his animal companions had not. For each animal companion that died, he would add a tattoo of the animal to his arm. At the time of his death he had two wolves and an owl bear tattoo. As the battle with Zyrxog began, Arvin moved into the Cathedral of the Mind to fire an arrow at Zyrxog floating above the tadpole pool. An octopin dropoed from the wall above the archway and promptly criticaled Arvin while slowing him with its gaze. Despite being a party of 7, the party was ill equipped to reach Zyrxog to damage him. Arvin was the only character good at ranged attacks, and the spellcasters of the group were having a very difficult time with Zyrxog's high spell resistance. A fireball, lightning bolt, and ice storm later and Arvin lay dead on the floor. It is said that Arvin's animal companion, Shadow (a black panther), now has a tattoo of a man inked in a shaved spot on her shoulder.

Name: Hagatha
Class: Witch 7
Adventure: Hall of Harsh Reflections
Location: Cathedral of the Mind in Zyrxog's Sanctum
Catalyst: Returning to save the party

Hagatha was an elven witch, whose backstory included being the school teacher of the 'children of the red death' in Diamond Lake. Once the battle with Zyrxog commenced Hagatha took to flight and closed with Zyrxog to lay a vampiric touch on him with a flyby attack. Zyrxog grappled her with an attack of opportunity and quickly locked on all 4 tentacles for the brain extraction. Hagatha narrowly escaped with a lucky concentration check to cast dimension door to escape to the laboratory and was ready to retreat certainty of a party wipe at the hands of the mind flayer. Uncharacteristically for Hagata, she went back to save the other party members. As she entered the Cathedral once again, she saw the entire party either dead, in the negatives for hit points, or stunned by Zyrxog's mind blast. Hagata promptly missed a save vs. suggestion and dove into the tadpole pool to try and close a planar gate and save her party. Later, after she reached the bottom and did not see any such gate, she swam up only to have Zyrxog grapple her once again. As tentacles were attaching, Hagata once again got off an amazing concentration check and lightning bolted the mind flayer. Zyrxog missed his save with a natural 1, resulting in a critical (house rule). In total, Hagata did 54 points of damage with that lightning bolt, but up until that point Zyrxog had only received minor damage. A round later Zyrxog extracted and ate Hagatha's brain.

The party retreated and is in disarray. Zyrxog still lives and is taking precautions to recruit allies to protect his sanctum from further invasions of his home.


1 person marked this as a favorite.

It’s a sad day today. I have been a subscriber since May 2004. Thank you for the the terrific products you have produced over the years.

Please cancel my Adventure Path and my Adventure subscriptions to end after I receive these products:

S Pathfinder Adventure: Troubles in Otari
S Pathfinder Adventure Path #162: Ruins of the Radiant Siege (Agents of Edgewatch 6 of 6)

Thank you.


Thank you Virginia.


Actually, I’m missing #133 not #153. When I check #133 in the store it says “in your downloads” but when I check my digital content it is not there. I also don’t have #133 on my shelf so I think it was never shipped to me.


There may have been a problem with issue #133 as well probably related to this same problem I had with #134 that was fixed last year. When I look at the issue in the store, it says 'In Your Downloads', but when I look through my digital content I am missing that issue. Also, I just organized all of my print materials, and #133 is the only adventure path book I am missing of all the AP books. I don't mind buying it again if need be, but if you can look into the missing digital content I would appreciate it.


My pathfinder AP subscription never shipped for September for issue #134. It is listed on my subscriptions as 'transaction declined' probably because I moved in September and didn't update my address until October.

Can I get this issue through my subscription still? Sorry it took so long to notice, but I was busy with the move and fixing up the house and all.


Thank you.


You can sign up with a monthly subscription for $5/month. Just cancel before the month is up and it will only be $5.


I took a chance and resubscribed (only $5!). I was surprised the site let me do it but after a few hours of poking around and deciphering how to get past broken links I was able to download almost everything I was missing and replace the stuff I already had that was corrupted.

It is a shame that the site is in such bad shape and the Kickstarter rewards were never delivered, but it is a great dungeon and even though I paid a lot for it with my original subscription I am happy to have the missing pieces filled in for another $5.


I am in the process of running Dragons Delve and in going through my files figured out I have some issues with corrupted files (the entire level 7 pdf most notably) and that somehow i missed downloading all of the maps without labels because i had assumed those were incorporated into the 'level' pdfs.

Has anyone heard where the state of the site is at currently? Or wheb the kickstarter rewards will be delivered?


Please cancel my "Pathfinder Roleplaying Game" subscription.


Please cancel my campaign setting subscription.

Thank you.


Thanks for the copy D! I have good memories of A2 so this should be fun to run when I get the chance.


1 person marked this as a favorite.

Stealthy Sniper advanced rogue talent lowers the penalty to -10
Halfling alternate racial trait Swift as Shadows lowers penalty by 10

So, a halfling rogue (or ninja) archer could snipe with no penalty at all at 10th level.


As the title says, can you please cancel my Pathfinder Comics subscription? Thank you.


1 person marked this as a favorite.
Kolazi wrote:
I've had problems with this player not listening to the situation and not picking up on hints i.e. "You hear dogs barking" or "The voices stop when you started digging, do you want to keep digging?" and "He seems afraid of you". Now he knows that there are consequences and this death had an unintended effect of showing some of the less enthusiastic players that success is not always a given and there's no Deus Ex Machina always ready to swoop in and save the party.

If my DM killed off one of the other players, I'd probably quit the game and run as fast as I could. However, if I stuck it out I'd VERY enthusiastic about listening to my DM. So, if your players don't quit on you I'm sure they will listen attentively.


I'll give it a shot:
4th level halfling druid
AC 21(hide armor +4, wood shield +2, dex +3, size +1, deflection +1)
Size: small
Movement: 15'
Str 14, Dex 16, Con 12, Int 10, Wis 16, Cha 10
BAB +3
Equipment: Belt of Strength(+2), heavy wooden shield, hide armor, ring of deflection (+1), boots of speed

When changing into a wolf a 4th level druid uses Beast Shape I and that spell says you gain a +2 to strength and natural armor when changing into a medium sized animal(which a wolf is). The druid retains the bonuses for the belt of strength and the ring of deflection while in wild shape form, but cannot activate the boots of speed.

New stats:
AC 16(dex +3, deflection +1, natural armor +2)
Size: medium
Movement: 50'
Str 16, Dex 16, Con 12, Int 10, Wis 16, Cha 10
Attacks: Bite +6 (1d6+3)
Other: gains scent


A halfling hexcrafter magus who uses a whip as a weapon (when you are adding 10d6 damage with an intensified shocking grasp spell to your damage it doesn't matter that the base damage is pathetic). She's crazy and loves to cackle like a witch. With the helpful halfling trait and a 15' reach weapon she can easily aid another on her companions to add +4 to attack rolls or to AC.

She picks up improved familiar for some real fun. Maybe a lyrakien azata who whips out her fiddle while the halfling magus dances a jig after defeating her foes(perform(dance) is a must). Or maybe a brownie who clucks in a disappointed manner after messy battles - then cleans up the blood, guts, and ashes with his prestidigiation cantrip.


Please cancel my Pathfinder Tales and my Pathfinder Roleplaying Game subscriptions.


Good guide.

However, I think the shadow demon should be a much higher rating. It is a nasty monster despite it's low damage output. This thing is really hard to kill, it is/has:


  • incorporeal(1/2 damage from magic weapons, NO damage from non-magic weapons)
  • DR10/cold iron or good
  • immunity to cold, electricity, and poison
  • resistance 10 to fire and acid
  • SR 17
  • invisible in anything other than bright light(and it has deeper darkness at will)

Also, despite it's low melee damage (using a touch attack as you mentioned) it has pounce and telekinesis at will, fear at will, shadow conjuration 3/day, shadow evocation 3/day, and magic jar 1/day.

With it's incorporeal ability, it can single handedly take down (or occupy) opponents of a much higher CR than it if they don't have magic weapons or other magical attacks.

I suppose the biggest weakness of the shadow demon would be if an opponent ignores it, but even so I think it deserves a higher rating.


Dabbler wrote:
No, it's +1/3 caster levels, so 15th level.

From the PRD:

"This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic."


Ashiel wrote:
Meanwhile, as I said before, a 2,250 gp potion gets you a +5 bow for 15 hours, for those of a higher level than 5th.

Ashiel, I agree that potions are a much better option than magic ammunition and I don't mean to nitpick, but doesn't it take a 20th level caster to make a +5 potion of greater magic weapon? That would put the price at 3,000gp and a duration of 20 hours.


Gauss wrote:
Eric Tillemans wrote:

Did you mean RPGEMA? From Wikipedia:

"The Role Playing Game Emergency Management Agency (RPGEMA) is an agency of the role playing game (RPG) community, initially created by happenstance and implemented by Louis Agresta on 10 April 2012. The primary purpose of RPGEMA is to coordinate the response to a disaster that has occurred in the RPG industry and that overwhelms the resources of the responsible gaming company. The owner of the gaming company for which the disaster occurs must declare a state of emergency and formally request from Louis Agresta that RPGEMA and the ganeral gaming community respond to the disaster. The only exception is when an emergency and/or disaster occurs due to someone named Richard Pett.

While on-the-ground support of disaster recovery efforts is a major part of RPGEMA's charter, the agency provides gaming companies with experts in specialized fields to help layout and complete projects that are otherwise doomed to never see the printing press. RPGEMA also assists with organizing refund efforts for pre-orders of products by fantatical fans of popular RPG writers of the failed gaming company."

Just out of curiousity, is this a real quote? If so what is the link? I cannot find it. (Note: I am guessing it could be tongue in cheek, Im just curious.) - Gauss

I edited a FEMA Wikipedia listing as an attempt at a lame joke. I think I succeeded.


Louis Agresta wrote:


Me? I'm just sort of the FEMA of collapsed 3PP RPG companies.

Did you mean RPGEMA? From Wikipedia:

"The Role Playing Game Emergency Management Agency (RPGEMA) is an agency of the role playing game (RPG) community, initially created by happenstance and implemented by Louis Agresta on 10 April 2012. The primary purpose of RPGEMA is to coordinate the response to a disaster that has occurred in the RPG industry and that overwhelms the resources of the responsible gaming company. The owner of the gaming company for which the disaster occurs must declare a state of emergency and formally request from Louis Agresta that RPGEMA and the ganeral gaming community respond to the disaster. The only exception is when an emergency and/or disaster occurs due to someone named Richard Pett.

While on-the-ground support of disaster recovery efforts is a major part of RPGEMA's charter, the agency provides gaming companies with experts in specialized fields to help layout and complete projects that are otherwise doomed to never see the printing press. RPGEMA also assists with organizing refund efforts for pre-orders of products by fantatical fans of popular RPG writers of the failed gaming company."


I too am one of the pre-order customers who is going to pass on asking for a refund despite being fairly put off by the whole Sinister failure.

Thanks for the apology Nic! I hope you can get back to enjoying the RPG business again and maybe write us some wonderfully sick adventures some day.


Every 10' of base movement rate greater than 30' gives a +4 on jump checks, so increasing your speed will help. Ways to increase speed and/or jump:
- 1 level in barbarian (10' movement bonus -> +4 to jump)
- boots of striding & springing (total of +9 to jump from move and magic bonuses)
- 5 levels in monk will allow you to spend a ki point for a +20 bonus on jumps
- The Run feat grants a +4 jump bonus
- The Fleet feat grants 5' movement bonus, so that's another +4 bonus for every 2 times you take this feat.


Vinja89 wrote:

hey guys this is a thought experiment me and a friend have come up with, to try and make a fighter archetype who can pick up any weapon and be deadly with it, while also being balanced with fighters who choose to specialize.

im just curious on what the community thinks of it? if its worth playing or not, and what not. eager to see what responses it gets, thanks in advance!

** spoiler omitted **...

Looks pretty good, but where did the int to AC come from? Doesn't seem to fit with your concept.


Great program Kyle!

I think I found a bug in the monster advancer. When applying the 'zombie' template to a monster the hit points seem to still be calculating from Con scores. For example, when I bring up a Dire Ape (con 16,HD 4d8+12, hp 30) and then make it a zombie, the hit dice should increase by 2, toughness feat is granted, and the bonus hit points should be calculated from the new 10 score in Charisma. I believe the final hit dice should read 6d8+4 with 31 hit points(and a Con of '-'), but it currently reads 6d8+20 with 39 hit points.

Also, as a wish list item I would love to customizing monster stat block printing if that is possible (check an option to fit on a page perhaps? or another box to remove the 'ecology' section?)


Here's more advice you probably don't have time for...read the 'GM Reference' thread for the adventure you are on before running it. GM's post there with problems they had in the adventure and suggestions for making it better. The thread are an excellent way to give you a heads up where other GMs had issues with the adventure and how they adjusted it to make it better:

LoF - Howl of the Carrion King

SD - Shadow in the Sky


1 person marked this as a favorite.

Soulkeeper,
I would strongly suggest you make more time to prepare by pre-reading the adventure path part(s) you are currently running. Often important facts are hidden away in the descriptions of the adventure and being familiar with the entire story for that particular part can really help you run it better.

I know time is an issue for you so if your two groups have entirely different players, I'd say run the same adventure path for both groups so you only have to prepare once.


Kirth Gersen wrote:
The issue I always had with converting is that my 1e multiclass characters, who were of an appropriate power level to adventure with 10th level parties, all the sudden ended up at like 15th level when I converted them to 3e. No thanks!

I converted a characters level (multiclass, dual class, and single class) in 1e by totaling all of their XP and then compared that to what level they would have been if they were a straight fighter. That was the level I used to start the conversion process in 3e. I did this because 3e uses a unified XP progression table and character parties tend to work better if they are closely grouped around the same level range.

If someone wanted a lower level conversion they could pick a class with a slower advancement rate to base the conversion process on.


Marshall Jansen wrote:
Hmm, Once you get high level as a thief, in 1st edition, there's no surface you can't climb, no lock you can't open, no pocket you can't pick. I don't think that having 18 ranks in climb is equivalent to 99% climb. You're replicating the ability... both characters can climb, yes, but one of them can climb anything, anywhere, at any time.

From the 1st edition DMG:

"Climbing Walls: This is probably the most abused thief function, although hide in shadows vies for this distinction. The ability to climb walls is something which is acquired through training and practice, just as are most of the other functions of the thief. The rate at which vertical or horizontal movement is possible depends upon the texture and other conditions of the surface.

WALL CLIMBING TABLE, FEET PER ROUND OF CLIMBING *

  • surface very smooth - few cracks: non-slippery 6', slightly slippery 3', slippery 0'
  • smooth but cracked - somewhat rough: non-slippery 12', slightly slippery 6', slippery 3'
  • fairly rough and some cracks - very rough: non-slippery 18', slightly slippery 9', slippery 6'
  • rough and with ledges or many projections: non-slippery 24', slightly slippery 12', slippery 9'

* SLIGHTLY SLIPPERY surfaces DOUBLE chances of slipping and falling. SLIPPERY surfaces make chances of slipping and falling TEN TIMES more likely. Thus a slippery surface cannot be attempted by a thief under 6th level and even a 10th level thief has a 10% chance per round of slipping and falling."


Marshall Jansen wrote:
You can get close... closer than you can with 4th, but it takes a lot of editorial control to get even close, and the PCs will need to buy in with the adjustments that get made, the abilities that get cut away, etc etc.

Yes, there isn't a one-for-one conversion from 1st to 3rd edition - especially when it comes to multiclass characters. I have a stack of old 1st edition characters myself (of the players' characters who I DM'd for) and enjoyed converting them to 3rd edition when we converted my campaign, so I thought I'd take a stab at yours too.

The Drow Magic-User/Thief wouldn't be too difficult as a Wizard/Rogue/Arcane Trickster would come close. The Druid/Thief is more difficult unless the player is happy enough with something like Rogue 1/Druid 14 and putting skill points into rogue skills. The 13th level Cavalier and 8th level barbarian are easy enough, but again the class abilities are somewhat different than what they were in 1st edition.

Edit: Regarding hit points and things like skills, don't forget that high level monsters do MUCH more damage than 1st edition monsters did so the hit points are appropriate. Also, skills try to beat a challenge rating and the base rating for most easy applications of skills is DC15 or lower so the skills are also a good reprensentation depending on what you are trying to do with those skills.


Gellor Rinknor
Elf Male
Medium-sized Humanoid (Elf)
Fighter 7, Assassin 8
____________________________________________________________________
STATISTICS
Str 18 (+4); Dex 21 (+5); Con 14 (+2); Int 17 (+3); Wis 14 (+2); Cha 13 (+1)
Alignment: Chaotic Neutral
Movement: Ground 30'; Run x4
Senses: Low-light vision
Languages: Common, Elven
Initiative :+5
____________________________________________________________________
SKILLS
Acrobatics +8, Appraise +3, Bluff +1, Climb +13, Craft (untrained) +3, Diplomacy +1, Disable Device +18, Disguise +16, Escape Artist +3, Fly +3, Heal +2, Intimidate +1, Perception +19, Perform (untrained) +1, Ride +3, Sense Motive +2, Sleight of Hand +18, Stealth +23, Survival +2, Swim +2, Use Magic Device +16
____________________________________________________________________
FEATS
Armor proficiency [Light, Medium, Heavy], Blind-fight, Dodge, Double slice, Greater two-weapon fighting, Improved two-weapon fighting, Improved critical (Short Sword), Martial weapon proficiency [all], Shield proficiency, Simple weapon proficiency, Tower shield proficiency, Two-weapon fighting, Two-weapon defense, Two-weapon rend, Weapon focus (Short Sword), Weapon finesse, Weapon specialization (Short Sword)
____________________________________________________________________
TRAITS
Armor Expert
____________________________________________________________________
DEFENSE
HP: 116
AC: 27, touch 16, flat-footed 26 (base +10; armor +11; dex +3; deflect +2; dodge +1)
CMD: 35 (base +10; BAB +13; str +4; dex +5; defl. AC +2; dodge AC +1)
Saves: Fort +12, Ref +13, Will +9; (+2 racial bonus vs enchantments; +2 bonus on will saves vs fear; +4 bonus vs poison)
Immunities: magical sleep
____________________________________________________________________
OFFENSE
Base Attack: +13; CMB +17
Melee: +3 vorpal short sword +21/+16/+11 (1d6+10 / 17-20/x2), +1 bane (reptilian humanoids) short sword +19/+14/+9 (1d6+8 / 17-20/x2)
Ranged: +1 composite longbow (str +4) +19/+14/+9 (1d8+5 / x3)
____________________________________________________________________
SPECIAL ABILITIES
●Favored class benefit: +7 skill points
●Elven Magic: +2 racial bonus on caster level checks made to overcome spell resistance; and +2 racial bonus on Appraise skill checks made to identify the properties of magic items
●Elven keen senses: +2 racial bonus on Perception checks and have a chance to detect secret doors without actively looking
●Bravery: +2 bonus on Will saves vs. fear
●Armor training: Reduce armor check penalty by 2 and increase the maximum Dex bonus allowed by 2 for any armor worn
●Weapon training: Gain bonuses to attack and damage rolls for select weapon groups (Light Blades +1). This bonus is also added to CMB checks made with a weapon in a group, or CMD checks made to defend against weapons from these groups
● +4d6 Sneak Attack
●Death attack: Can choose to paralyze or kill a target with a melee weapon sneak attack, after studying the victim for 3 rounds (studying the victim is a standard action). On a successful hit the target must make a (DC 21) Fort save.
●Poison use: You cannot accidentally poison yourself when applying poison to a blade
●Hidden weapons: Gain a +8 bonus on Sleight of Hands checks when hiding weapons on your body
●True death: Targets slain by you are more difficult to restore life to. Anyone attempting to cast a spell similar to Raise Dead must make a (DC 23) caster level check or the spell fails and the material components are wasted.
●Quiet death: If you kill a creature with your Death Attack during a surprise round, you can also make a Steath check opposed by anyone in the vicinity to prevent them from identifying you as the assailant (its possible that the target's death may not be immediately noticed as well)
●Assassin hide in plain sight: You can use the Stealth skill even while being observed. As long as you are within 10' of a shadow (not yours), you can hide yourself from view in the open without having anything to hide behind.
____________________________________________________________________
GEAR
Arms: +3 vorpal short sword; +1 bane (reptilian humanoids) short sword; +4 dagger; +1 composite longbow (str +4)
Magic Items: ring of ring of protection +2; ring of resistance +2; boots of elvenkind; cloak of elvenkind


Please cancel my 'Pathfinder Campaign Setting' and 'Pathfinder Player Companion' suscriptions.


Good job Sozin, the entire package is very impressive. I especially like the redrawn maps (and unlabeled maps!).

It looks like the PDF file by itself doesn't have stat blocks in it, so anyone wanting those needs to download the entire package and open the master PDF file from within the folder structure provided with the .zip file.

I don't know if it would be too much effort, but including the stat blocks at the end of the PDF file would be a nice addition.


Please cancel my Gamemastery Cards subscription. Thank you.


I won't be able to make it to PaizoCon this year, so can you please refund my ticket?


(*EDIT*) double ninja'd


sozin wrote:

Eric - I ran the Tomb of Amun-Re for my local crew four years ago and generated a lot of handouts/maps/cool sh*t as a part of that work.

Examples inside the spoiler (players stay out)!
** spoiler omitted **

I'm thinking about running this as part of the Paizocon proper (not after hours), but don't want to steal your show; alternatively, I could assistant DM for you/give you some nice handouts. Let me know. ( sozinsky at gmail dot com is best ). Cheers.

I was going to run the Tomb as an official event this year, but some family obligations came up so I won't be making it to PaizoCon this year.


My future conversion suggestions/wants:

    H series You mentioned before something about condensing this series into one adventure and cutting out some of the more difficult to convert plot points - yes please!
    A series The slavelords series was always a good time when I ran it, and this one is a low to mid level adventure which may make it a bit easier to convert.
    Rod of Seven Parts I bought this right before finding out about 3rd edition and never wound up running it, but as a Pathfinder conversion I'd be all over it.
    Night Below Another difficult to convert, huge campaign adventure that I would love to run in Pathfinder.


Erik Freund wrote:

I'll work on a review of the entire AP at some other point in time, but for now I've put my review of book 3 up on the corresponding product page.

I was perhaps too long winded, but from what I've seen, low-rating reviews tend to be extremely shot, and people tend to dismiss them as some PC holding a grudge. Feel free to push back or argue against me if you think I was too harsh.

Sadly, I think your review was right on target.


I converted the old Rolemaster critical charts to be compatible with d20 if you're interested.


DM Nickademus wrote:

So, am I looking at this wrong or should I make a judgment call like

"any item with a Duration: "instantaneous" effect is not eligible for unlimited charge items."

thanks in advance!

On this table "Table: Estimating Magic Item Gold Piece Values", there's a footnote for increasing magic item costs based on spell duration. The factor for a spell whose duration is rounds/level is x4, but nothing is listed for an instantaneous effect.

Given this, I would go with the listing under 'Special' - 'Charges per day' and assume the base price at 5 uses per day. The example from the chart for this method is the Boots of Teleportation which seems to fit for an instantaneous spell such as a healing spell.

So 2nd level spell, 3rd caster level, command word activated, and using up a body slot would cost: 2*3*1800 = 10,800gp and could be used 5 times per day.

I wouldn't allow a healing item to be used an unlimited amount of times per day (and no such item exists in the current rules). I think this is a pretty good compromise and seems to follow the magic item creation rules.


daemonslye wrote:

I'll try to get you an advance copy of the final if I have it done before the Con so you can see what evil lies in store..

~D

A copy of the final version would be terrific whether it's before or after the Con :)


daemonslye wrote:

Well, it's that time again! I've got the same room, table and libations.

A Paladin in Hell - Part Duex - couple of items I'm considering and would appreciate feedback on:

1. having a Thursday afternoon game to start things off then another session each night (still considering after the banquet or not)
2. number of players
3. the use of pregens
4. some sort of scoring for "best roleplaying" or "saved the party with brilliance" kind of thing. with "prizes"

looks like I may have one or two players join as well. if you're interested in being a player, please let me know as well as when you have availability.

looking forward to it! cheers!

~D

Last year was a lot of fun and before my PaizoCon plans fell through I was going to plan my PaizoCon trip around when this game was running rather than fitting in the game between PaizoCon events.

For anyone wondering whether this will be worth their time, it will be!


daemonslye wrote:


Hoping to see some of last years players re-join.
~D

Unfortunately for me, some family obligations have come up and I can't make PaizoCon this year. For anyone considering playing with Daemonslye here, just do it! Last year was a blast and I'm sure this year will be more of the same.


bugleyman wrote:

I believe you're proceeding from a faulty assumption. I am a regular customer. I own the books in question, in both PDF and hard copy. Yet I want to see fairly tight controls on the AP contents, because I like being able to put everything I need for a game in a bag without flirting with a hernia. :)

I own pretty much everything Paizo has put out and and agree with Bugleyman completely.


I don't mind new bestiary content not being reprinted in an AP, but looking up those APG abilities that aren't reprinted in an AP in order to prepare for a game is something I'm not looking forward to. (Heck, my ideal adventure would also print all the monster stat blocks but I realize with page limitations I can't have everything)

I support Paizo's adventure paths and modules in order to cut down the amount of work I need to do to run a game. Extra preparation from looking up APG, Ultimate Combat, and Ultimate Magic abilities doesn't appeal to me.

I'd rather have a Core Rulebook NPC (who will likely die in 3 to 5 rounds anyway) who has abilities I know and don't have to put in extra preparation time for, than an NPC with a smidgen more flavor or specialist abilities that requires me to create a sheet of notes for before GMing the weekly gaming session.

1 to 50 of 908 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>