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My group just finished an AP, and my takeaway was that I didn't enjoy running the game by the time the characters hit 17th level. It renewed my interest in the P6 version that people were talking about several years ago; I searched around and found a few versions, but nothing that included the full range of options (mostly just Core book). I grabbed what was out there, combined with d20pfsrd, and built a complete version of P6, modified by some of my own home rules. We have started our new P6 campaign and I am excited and thought I would share in case anyone else is interested too. I would love any feedback. I believe all of this is covered under the OGL; everything is either my original work, copy/paste from the SRD site, or loosely borrowed from the other P6 sources. All the docs have a copy of the OGL page, and I make no claims of owning anything here, including my own contributions to the document. The doc only contains rules, and no setting information or copyrighted names (including deities). If anything is in violation please let me know. Everything is contained in linked Google Docs (it wouldn't all fit into one doc due to Google size limits):
When I started my campaign, the first thing I did was try to put together a campaign map. I found numerous maps of different areas of the land, largely inconsistent, but I ended up piecing them together into one master map and getting it into D20 Pro. I've been in a retro mood lately, and I bought a hex map maker (Hex Kit) last week, and I redid the whole region map in old school hex crawl style. I'm pretty happy with it. Here's a link to the file in dropbox: What do you think? Don
I've been combing through official content, such as "The Great Beyond" along with these forums and the Wiki page and I cannot find any actual rules for the Plane of Fire. There are spells and items that would help survive, but what happens if a character gets plopped into a random desert (and not a molten sea, which I would treat like lava) completely unprepared? There are colorful adjectives such as searing heat, and I can make up anything I want, I just wanted to know if there was something official. I'm imagining if you aren't in a molten area, or "safe" area such as the City of Brass that the temperature is extreme. But, how extreme? 300 degrees? 1000 degrees? You probably take damage each round, but how much? 2d6 burn? 5d6? 10d6? Wildly varies by region? Anyone see this documented somewhere? Thanks,
*sigh*
I can't find any actual descriptions of the Marideth river, as in how big/wide/deep whatever. I have 2 maps. The map way south at Phaendar, where the river isn't more than 75 feet wide. And the map of Longshadow, which is near the supposed headwaters, and we see on that map easily 450 feet of width, and the map gives you the sense that it is much wider than that; we don't see the other side, but it seems like if the river was just a smidgen wider, it would have been drawn in. Rivers, by nature, get wider as they go downstream. That's basic geography. So I'm left with this map with these elaborate docks and fishing boats(?) and it makes zero sense. So I can scrap this map, and grab any number of large town maps from my saved gallery; that's fine. Also, if you have a walled town, you put walls on the dock side. Anyone else see this and scrap the map?
I'm looking for clarification on the Sardonyx Shard. The way I understand the Onyx Key, having combed through the books and reading Crystal's item description published afterwards here on the forums - the 8 onyx shards can be broken off and made into magic towers, and then can connect to another tower already in place on the same plane.
This leads us to Prisoners of the Blight, where supposedly the general sent her spymaster Taurgreth to visit with the evil fey to form an alliance, where he gets nabbed. But for some foolish reason, he swiped the Sardonyx Shard and took it with him. The text reads: The dryad enslaved Taurgreth and his
and here: Despite being a very minor presence in the adventure
Wouldn't he have known that in order to open a tower, he would need an onxy shard too? What did he think he was going to do with the sardonyx one, if he didn't know what it was how would he have know how to use it at all? Are we just assuming that he didn't know, and just made a terrible mistake?
My players are wrapping up Book 1, and the topic of assaulting Fangwood Keep has come up several times. I have the book for it, and it certainly looks like an interesting side-quest. I discouraged it, suggesting that they wouldn't be able to hold the fort nor safely leave the refugees there. Given that they have a list of forts to reclaim, it only makes sense that they hit it too. Anyone else have a group planning that, or perhaps went and took it?
We are a bit slow going, but well into book one and just cleared out the All-Eyes-Woods. I did an intense 2-part session zero, Master of the Fallen Fortress along with a number of encounters so that we could start the AP at level 2. Because of that, NONE of the NPC's helped them. As they rescued people, they sent them running to the bridge in groups where they could. Our party has a Paladin, Wizard, Oracle of battle, Rogue and Sky Stalker. Invasion night was amazing. I ran the whole scenario round by round (52 rounds) of frantic fight and flight. They took out two dozen hobgoblins, several wolves and the named mini-bosses. The party ran a complete ring around the town, saving Jet, Rhyna and Kining. Oreld's shop was overrun (I had events timed by round). They missed loot, had little time to strip bodies, but did save 46 of 60 of the named NPC's that I had placed as encounters. The bridge encounter was heavily reinforced by that time but they still pulled through and collapsed it with another wave of troops nearly upon them when it went down. It was brutal. The next morning, after discussing their options, they decided to have the NPC's sort/organize the provisions and prepare to move, and the party decided the most pressing need was to warn Gristledown! It was most of a day's hike, but they hurried there. Going by the timeline, it hadn't been attacked yet, and with a 25 diplomacy they convinced the loggers to gather their tools, burn the camp and join the survivors before the hobgoblins got them. So that happened. +12 more NPC's that I had to flesh out, putting their band near 60. The base is currently the cabin where the wasps were, and they have built their shelters around the cabin. The party is still scouting. Any unexpected departures for you running this?
Anyone know how WIDE the tunnel is that comes out of the Onyx Citadel? In Trail of the Hunted, there is a sidebar. The tower is 50' tall, there is a grand arch, and a 100' long tunnel connecting the two arches. I don't see anywhere where it says how wide the arch is. It's obviously not supposed to matter, but for my purposes it does affect the rate of deployment of the Hobgoblin army. If they can only come out 2 abreast, that makes a big difference compared to 4 in how quickly they fill the green. Without anything official to go on, I'll assume a 50' tower has a 20' base and a 10' arch.
I prefer to start things off with a party-building adventure. I have looked through the various Lvl1 products and I am going to use Master of the Fallen Fortress. It will be a ruin 5 to 10 miles south of Phaendar. Recent travellers reported seeing activities there, so Aubrin recruits a few locals to check it out. This will introduce the Trogs as future enemies- the Trog leader there will be an outcast from the main tribe. Perhaps they will find clues about him desiring revenge against the tribe. When the group returns, they now have an invite to join Aubrin at the inn after the festival for some free drinks, and she promises to share their heroism. And then of course things happen. Anyone else prefer an opener? Any other suggestions for this AP. I'm starting in 2 weeks.
There's hundreds of posts on Silent Image; I feel pretty good about my thoughts on this, but want a few opinions. I'm planning a scenario where the party is about to storm a cavern lair. The enemies know the party is coming and have a sorcerer. In the main entrance of the cave is a deep crevice with a wooden bridge over it. The sorcerer is going to use silent image to displace the bridge - by creating an illusion of the bridge next to the actual bridge, and creating an illusion of the crevice over the existing bridge. The intent of course is that the first character to charge over the bridge towards guards on the other side will plummet into the crevice. That will give everyone else saves to figure the illusion out, but the poor character wouldn't get a save up until they were falling through the bridge. It's evil, but does that sound legit?
Hello, I haven't found a ruling in any of the beta test forums. My question is about the new Inquisitor Class; since it is a core class and not a prestige class, it would appear that the caster levels don't stack with each other. The only reason there seems to be some room for interpretation is that per the APG preview, Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells. But it doesn't spell out anthing about Caster levels that I can find. Anyone know the official ruling here? Thanks. |