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I think your basic ideas about wind patterns and such seem reasonable.

I created an Excel workbook that will generate a year's worth of random weather when I was starting Kingmaker. I posted it to the boards so anyone can use it.

You can adjust the parameters to your heart's content; I used historic weather data from Warsaw, Poland as the basis for my version of the Stolen Lands.

I would suggest running the sheet once, then copying the data out of the calendar sheet and pasting the values only into another sheet - the sheet tends to run all the random generation whenever you open it. It can be locked, but I still found it would bypass that on a regular basis.

Let me know if you have any questions about the sheet, and I'll do what I can to help troubleshoot.


While pondering this sort of thing, I stumbled upon a great house rule idea that I think I'm going to steal. It's geared mostly towards keeping track of ammo, but it could also work well for rations.

The original post is no longer available, but thanks to the glorious power of archive.org's Wayback Machine, the article can still be read here.

The basic gist is instead of meticulously tracking every individual piece of an expendable item (lets say arrows), you assign the group as a whole a die (in the case of arrows start with a d12 for a full quiver). Every time you use an item out of the group, roll the die - if it comes up "1" drop to the next lower die size - down to a d10, then a d8, etc.

When you get down to a d4 and you roll a 1, you have one arrow left.

I really like this because is gets rid of the fiddly bookkeeping, but still adds a bit of the "oh crap, I'm running out of supplies" feeling that makes long term adventuring dangerous. Also, rolling a 1 could also represent other things like the moisture ruining the fletching glue on some of your arrows or something.

Obviously, I'd still have the player track individual magic arrows, but I think this will work great for mundane arrows.

The same idea could be applied to rations, but starting with a lower die - say a d6 - and successful foraging means you skip rolling for that day.


Yeah, the moon phases are specifically where Open Office breaks down with the calculations. I used the ISERROR formula which is set up to display a null field when there is an error. Unfortunately Open Office does not support that formula.

LibreOffice does support that formula, for what it's worth.


Forgot to mention a couple of things.

First, the preferred temperature scale determines if all measurements are metric or imperial, so Celsius shows precipitation in millimeters, while Fahrenheit shows it in inches.

Second, the climate description subtly affects temperature. Temperate doesn't change the calculations, but the hotter end of the selections weights the high temperatures higher in the warmer months and the colder end of the selections weights the low temperatures lower in the colder months. This is still bound by the record high and record low limits. I'm sorry if that is confusing - I was finding that despite a really low record temp in winter, the weather was never even getting close to that. When in doubt, just pick temperate.


@Matthew - if you're willing to share your spreadsheets I'd love to check them out. My campaign will be starting soon, so I'll be frantically gathering my resources over then next couple of weeks.

For anyone who's interested, I've posted a dropbox link to the weather generating calendars I mentioned upthread. The link is in this post.


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I have built a calendar in Excel that generates an entire year of weather in one go. It also tracks moon phases.

You feed it basic weather information for each month (average high, average low, chance of rain, etc), and then force a recalculation (F9 in Excel). This keeps the weather from recalculating every time the sheet changes. My idea is to set up a sheet for the first year, save it, and use it to keep notes throughout that year in game time. The next year, save a new copy and do it all again. It is certainly not a real climate model, but it should be good enough for gaming verisimilitude.

The temperature calculations take into account daily information so you don't get wild swings from day to day, and I have it set so it won't exceed the record high and low you feed it to keep a fluke feedback loop from pushing the weather way beyond the norm.

I used historic weather data for Kiev, but you could easily put any historic weather information into the sheet and generate weather for any climate. I have protected the sheets to keep the formulas from being screwed up, but there is no password, so if you want to tinker, have fun.

Most of the user work is on the "Setup" tab. It's pretty self explanatory, but there are a couple of things to note.

First, you have to put all of your seed temperature data in as Celsius. I probably could have figured out a way to do either, but frankly it was more work than I wanted to do. You can have the Calendar display either, but when collecting your research just make sure to get metric temperature data.

The Prevailing Winds column lets you choose a direction per month - this will weight the wind direction toward this compass point. Wind is based on the previous wind direction, but this variable weights the overall chance to keep it generally coming from a chosen direction. Since it is per month, it can be changed through the year if desired.

The most esoteric column is the "Wind Modifier." Wind speed is determined on a d100 style table. The highest category of wind is above 100. Rolling up a storm adds a bump to the d100 roll and can push into the "Windstorm" category. The "Wind Modifier" column is a flat bonus to the wind speed roll every time in the month (it's kind of like the "Danger" modifier in the Game Mastery City Stat Block). I wouldn't put a very high number in this because it can quickly skew the wind toward gale force very quickly, but if you want to have a notoriously windy month or two, this modifier will do that for you.

The "Across the board Temp. Adjustment" modifier does exactly that - adds that value to all high and low temps through the entire year. Normally it should stay 0, but I'm thinking about having the Summer and Winter courts of the fey a very active part of the campaign, and as summer is ascendent I wanted to allow years to get hotter and hotter. You can always just ignore it and leave it 0 for no effect.

I hope other folks find this useful. It definitely works in Excel, and I did a preliminary test in LibreOffice that worked fine. It does use a couple of formulas not available to OpenOffice, so some of the calendar won't work on that platform.

Please respond to this thread if you have any issues - I will keep an eye on it off and on and do what I can if you find any problems.

Calendar Link


Great advice everyone. Thanks.

Good to know I'm not the only one who finds the minute tracking of supplies and encumbrance more annoying than anything else. At least with tools like Hero Lab the encumbrance part is not so bad, but I think I'll definitely hand wave a lot of the supply questions. Though I do like possibly keeping tabs on how many days of food they have behind the screen - that wouldn't be too big of a deal and it could add some realism.

As for the weather, I actually built a spreadsheet that calculates a years weather at a go. You basically give it a bunch of info about the general climate on the front end, and then it uses that to calculate a (somewhat) realistic listing of daily high and low temp, wind direction and speed, and precipitation. For Kingmaker, I'm using historical weather data for Kiev, but it's built such that you can stuff anything into the climate information, so it could be used for any location by finding a real world analog and plugging in the specifics. It also generates the days of the week and tracks the lunar cycle. The other nice thing is it has a "Notes" column, so I'm planning on using it also as a tracker for what the party did, and what's coming up (disease Fortitude saves and the like).

It's more or less done; I thought I'd post a link here if anyone was interested.


My campaign is fast approaching. Traditionally my group has been pretty handwavey about things like rations. Basically you buy some rations when you are a first level character and from there on we don't worry about what you're eating when the PCs aren't in town.

However, with Kingmaker I'd like to make that more of a thing. However, I don't want to force the players to keep track of every single copper piece and deal with minute changes in gear over time.

Does anyone have an idea of how to keep the spirit of the trackless wilderness exploration aspects of the game intact while still keeping the tracking of resources relatively streamlined? I was thinking about delegating the role of "quartermaster" to one of the players and making it his responsibility to track the party's food and camping gear.

How are you all handling this?


Woo hoo! Gracias!


Sweet!


Yes - I too would love to see this map, but unfortunately the link is no longer working.


Thanks so much for sharing all of this. I'm just about to start a Kingmaker campaign, and I fully intend to leverage a bunch of this into my own campaign.


+1 from me as well. I'm entering Kingmaker now, and I would have paid a pretty penny to have the basic info entered for me.


That looks pretty cool, @Spatula.

By the way, I actually stumbled on your session journal earlier this week and have been working my way through it. Good stuff - it's been helping me consider potential pitfalls before starting the campaign. I appreciate the effort of keeping it updated.


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Just wondering if anyone has worked up expanded random encounter tables for Kingmaker since there have been a couple of Bestiaries released since the AP was published.

I'm planning on going through my books, but if folks are willing to share I'd be most appreciative!

Thanks.


With the Ultimate Campaign dataset, Hero Lab now includes the Kingdom Building rules. I'm considering picking it up before I get to book two to help manage the PC's kingdom, but before I do I was wondering if anyone else is using the dataset. Is it worth the money to pick it up?


I would recommend MapTool from rptools.net

There is a bit of a learning curve, but you can set up fog of war and vision to really allow the incremental exploration of the area. Maptool can be pretty intimidating, but it's really powerful, cross platform, and free. However, because it is so customizable, you could have two different setups fairly easily - one for the overland exploration, and one for your tactical battlemat.

You will still need to provide an image of the map. I am working on an area map tying all four of the provided overland maps together using Hexographer (hexographer.com).

So far, I'm pretty happy with it - it allowed me to fix the fact that the maps in the books aren't oriented north, and it will allow full exploration without the problem of "hey - you just went off the edge." All in all, I was able to recreate the maps from the books as a continuous image in just a few hours of work.


I personally kind of like the summary at the beginning, but I can definitely see that it is a bit redundant. I think if the page six table gave just a little more plot info, I wouldn't miss the summary at all.


Very Cool. Thanks for letting us know.

Looking forward to the book.


I was very sorry to see I missed the Kickstarter on this product - I would have liked to have pledged.

As it is I will definitely be picking up at least the pdf version once you have released it. I always liked 3e psionics and I am glad Dreamscarred has continued to carry the torch.

One question though - I noticed on the Kickstarter page one of your rewards was HeroLab files for the backers. Will these files be available to the public at large once the book releases? HeroLab is such a huge help in character creation - I'd like to be able to add this content to my install.

Thanks.


Add me to the "Yes Please" list.


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I have to agree with Arazyr on this one.

My reading of it is you use a standard action to activate the boots which effectively casts levitate on the wearer. This lasts for the duration of the spell (in this case 3 minutes since the duration of levitate is 1 minute per level and the CL of the boots is 3rd). At the end of that time the spell effect would end, but since there is no limit to times per day the boots can be used, the wearer could simply command the boots again (using a standard action) to extend the levitation effect.

Just my 2 cp.


I have been very excited about Realm Works since I first got wind of it over a year ago. I have been eagerly awaiting the release since then, and can hardly wait to get my hands on it. I have been looking for this program ever since I started using a computer for game prep.

Pledged.


Xerxes Black wrote:
Any chance we might get a title-less copy of the pic for a background on my ipod or tablet?

Seconded.


I'd personally like to see pregen NPCs - especially if they came scaled to several different power levels (say at 3rd, 6th, 9th and 12th levels). That way they could be introduced as recurring baddies.

Also, pregened encounters would be fun (also possibly scaled a bit, even if the scaling is only "add three of these mooks and one more of these other lieutenants to make this a CR XX encounter"). With a pregened encounter I'd particularly like to see the encounter area detailed with a map - possibly with interesting environmental effects and the like.

Thanks for the offer - I'd like the Class Acts on Rogues please.


Hey all,

I'm about to hit Runeforge with my group and I was wondering if anyone had worked up interesting spellbooks for loot that they'd be willing to share. I'd like to tailor the spellbooks a bit, but I haven't had the time to do so yet. Short term I'll probably hand wave and try to work something out before it's time to sell them, but I thought I'd see if anyone had anything they were willing to share.

Thanks.


This is a house rule that my group has been running with since the 3.0 days. It is one of the few house rules that we always use regardless of GM, and it is probably the only house rule we use that I would not want to play with out. It adds a nice tactical option to the game, but since it is a full round action it is definitely not over powered. We've been playing with this for over a decade and never had a balance problem with it.

Let me know what you think. Hopefully someone else will find this useful.

Juke

A juke is between a hustle and a run. The character sacrifices some maneuverability for an increase in speed, but he does not gain not the speed of a straight line run.

As a full round action a character may move three movement increments up to his full speed. Each of these three increments must be straight lines, however the character can change direction between each increment. If the character changes direction before using all his available speed for that increment then the unused movement is lost.

For instance, Hograth the Half-Orc has a speed of 30'. He hears a cry down a corridor that is around a corner from him. Hograth spends his full round to juke toward the source of the cry. He moves 30' to get to a right turn in the corridor. He turns right to find the corridor is a short dog leg - he moves 20' to the left turn in the corridor. After turning left he moves another 30' further down the corridor. The remaining 10' he had from his second movement increment is lost since he was unable to move his full 30' in a straight line.

A character wearing heavy armor or carrying more than a medium load cannot juke.

A character with the Run feat can move in four straight line increments during a juke when wearing light or medium armor and carrying no more than a medium load.


This looks like it could be really awesome. Fun Lovecraftian Post-Apocalyptic Action Adventure. Take a look - I'm already backing it.

http://www.kickstarter.com/projects/1171142316/endangered


Aeshuura wrote:
I have a conversion that was done by someone else here in Fanland. If you give me your e-mail I can look for it and forward it on to you.

Me too please - JustinThomason [at] Gmail dot com

Thanks!


Just saw a twitter feed with this link to the New York Times:

http://www.nytimes.com/2012/01/10/arts/video-games/dungeons-dragons-remake- uses-players-input.html?pagewanted=1&_r=3

Looks to me like WotC is trying to catch the same lightning in a bottle Paizo pulled off with an open playtest of early versions of the 5e ruleset. At this point I wonder if it will work - seems like a lot of the folks who would have been interested in rolling up their sleeves and helping with a new edition did just that with Pathfinder.

It also strikes me as a desperation move that Wizards is already talking about a full edition revamp this soon after the release of 4e.


Hokey Smokes MillerHero! I had forgotten about this thread for a while and just came back to it. Those stat blocks are killer! I'm snagging those for later.

We're about half-way through Hook Mountain Massacre. They just cleared the fort and I think it's sinking in that they might have a new obligation/base of operations - either way, it will make it easier for the Order of the Nail to track the PC down to bring him to "justice." I could easily see these three (with maybe a few low level Armigers for good measure) showing up at the front gates of Fort Rannik demanding the paladin turn himself in for trial. Good stuff - thanks!


This was an ebook I bought some time ago - I think having heard about it on these boards - but I have never had the opportunity to use it in a game.

I just flipped through it again, and I really like some of the material in it. I think the basic concept is pretty sound, and it seems like it would be pretty easy to adapt/convert to PFRPG.

I was just wondering if anyone else was using it. Does the standard 20 flaw point system suggested work or does it throw off the power level of a campaign? Did you keep the flaw point costs for skills the same, or did you adapt them with the new PFRPG skill system in mind? Inquiring minds want to know.

Thanks.


Thanks Ravenot - really good advice if they go completely off the rails. Ir really like the idea of scouts seeing them bring in weapon shipments - that might be enough to get them off their duffs right there.

My guess is if my group lets it get to the point where an ogre raid hits Turtleback, they'll be heading to the fort as soon as they've licked their wounds. Scheduling conflicts have us quite a ways from our next session - good for planning, bad for momentum. It'll be pretty easy to throw together a raiding party using ogre stat blocks from the module. Good times....


They are essentially good (a couple of neutrals). Jakardros has gotten them to agree to at least scout the place, so I'm hoping I can convey the disorganized nature of the ogres and get them to think "Hey, we can take 'em."

Failing that, I probably will have Jakardros threaten to go it alone. Between that and the onset of winter cutting them off it might be enough.

I also like telling them that once fully entrenched the repercussions for Turtleback Ferry will be grim at best.


This weekend we had a fantastic session - my players cleared out the Graul farmstead and their hatred for the clan was so palpable they ended the day burning the place to the ground.

Looking ahead, Jakardros has already mentioned retaking the fort. However, the party sees their mission here as essentially complete. They came from Magnimar to discover the fate of the Black Arrows - this they have completed and they're thinking any attempt to clear out the ogres is potential suicide.

Jakardros has already told them ogres are notoriously lazy and complacent, but I fear the PCs are going to completely balk at the idea of attacking a fortified position filled with ogres.

There are a few ideas in the module like the fact it will take weeks or even months to reinforce the Black Arrows from Magnimar. If they insist on falling back to Turtle Back Ferry and waiting for more help, I thought I might throw in an ogre raid on the town - perhaps an ogre raid sweeping in at night would nudge them in the right direction.

Does anyone else have ideas of how to encourage the players to attack Rannik without being too heavy handed?


Last session my group got thoroughly spanked by Xanesha resulting in a TPK. Seeing this as the likely outcome given how they approached I was ready for the eventuality and had the Lord Mayor pay for raise dead castings based on some advice I read in another thread on this board.

Anyway, they are pushing into the Kreegwood now - they're about to assault the Graul's farmstead - and I am thinking we might make it as far as Fort Rannick next session. I definitely want Xanesha to show up again, and having her hanging out with her sister seemed quite logical.

At this point I'm trying to figure out where I want to place here. I was thinking I might incorporate her into the force at Ft. Rannick, but I don't want to overwhelm the PCs again. The other option I was thinking was to have her toward the end of the adventure - already back with Barl.

Of course, if I place her well in the Fort, there is a good chance she may escape using dimension door and fly. Xanesha is a great villan and my players HATE her - so I'm looking forward to teasing them with here a bit more.

Any thoughts? Thanks!


I'm a big fan of everything Paizo is doing, and so far I love what I've seen of PFRPG. Basically I was ready for a new edition, but 4e was not to my taste - PFRPG was exactly what I have been looking for.

Unfortunately my group is mired in the middle of two 3.5 campaigns. We started a Runelords campaign just before the finalized rules hit - I tried to "rip off the band-aid" and convert everyone over to PFRPG on that campaign, but I met some pretty heavy resistance (particularly from one player). Basically my group is comfortable with 3.5 and is unwilling to take the plunge to PFRPG.

I don't want to stop playing with the group or make too many waves, but there is so much more I like about Pathfinder - I really feel it is a better rules set.

If history is any indication there was a similar resistance to 3.5 when it released. The group allowed moderate changes over time, and after a while the group was playing (more or less) pure 3.5. Even though I'm much more of a short-and-sweet, let's-convert-and-be-done-with-it kind of guy, I'm thinking if I start incorporating some of the subsystems I might be able to get the group to come around.

I'm trying to decide the "easiest" parts of PFRPG to drop into 3.5 - I really like the new Skill system, so that's sort of a no brainer. I was thinking maybe CMB and CMD. Part of me wants to give them the additional feats - Players do so love their Feats.

Anyway - I'm wondering if there are any thoughts. Any unseen perils with this sort of thing? Does anyone have similar experiences transitioning a group? Thanks all!


This is definitely a cool idea. I have no idea when I'll actually get to run a Kingmaker campaign, but I'm tucking this away in my notes against the time I will be running it.


Since paralysis specifically says the character can only take purely mental actions, if I were the GM I'd rule they automatically fail any Reflex save. Seems kind of hard to dodge out of the way when you can't move. However, I'm a bit of a hard nose sometimes.

As far as RAW, I don't think it actually calls this out specifically.


1 person marked this as FAQ candidate.

In the game I am running I have run into a question, and I'm not sure the best way to rule.

I have a character who uses Scorching Ray a lot, and now we're getting to the point where the PCs are encountering critters with Spell Resistance. The question is what happens when multiple rays are aimed at a single creature with spell resistance. Does the caster have to overcome SR for each ray, or just once?

My player (who is also a DM from time to time) thinks it should be a one shot thing per creature. I don't fully agree, but given the argument that started brewing over it, I caved and let it go figuring sometimes he'd loose all of his rays in a single go.

Rereading the description of SR and how it is likened unto Armor Class, I'm starting to think this is the wrong ruling and every attack should overcome the resistance, but I'd like to get other opinions on this.


We're currently in the middle of Skinsaw Murders.

I have one player who is a Half-orc Paladin Hellknight (interesting pedigree, I know). The long and short of his history is he was an orphaned babe left after a contingent of the Order of the Nail dispatched an Orc horde outside of Korvosa. He was adopted and raised by the commander of the hellknights that carried out the raid. His father was a good man who believed in the propriety of civilization and took it upon himself to show that an accident of birth does not determine the course of a life.

His father was also a member of a secret faction within the hellknight order - a Lawful Good group of adherents to Iomedae who felt the diabolic influences within the order were pulling the knights too far into the seductive evil of Hell. My player's character is also part of the faction.

Shortly before the path started, my character's father sent his son out into the world to spread the influence of civilization. After the PC left, his father was arrested, charged with treason against the order, and executed by higher ups within the Hellknights.

At this point, I haven't done much with this, but I think the order would be hunting down the PC as well. I'm thinking Magnimar would be a good place for them to catch up with the PC and I'd like to stage a confrontation. I'm planning to have a small force of Hellknights formally charge the PC and demand he submit to the law of the order. However, as well as the player has been role playing his character, he might just do it. I think this could be an interesting source of conflict and a real character defining moment for the player, but I don't want to derail the AP with a trip to Korvosa and a trial in a kangaroo court. Any thoughts out there?


Luna eladrin wrote:
Perhaps it could tell a tale about a rift in the Olman civilization, with a group of evil Olman (or even kopru) trying to take over and the Olman fleeing into golismorga, in which they were again defeated and locked up. Perhaps he tells that they mutated into aquatic Olman (to explain the Cerulean curtain. The story will be very believable when the group later meets the skinwalkers or when they meet the Olman cannibals, which might then be an offshoot of the degenerate evil Olman race. Of course the barbarian is a descendant of the "good" Olman. (Perhaps the aboleth can pick up a family name from the conversation with the barbarian.)

I really like where this is going - I think I'm going to start with the idea of a rift between the Olman tribes. Now I just need to consider how to make destroying the curtain the only way to stop the pearl production.

Maybe the story is by pushing out the water, the source of the magic to create the pearls was uncovered. By returning the balance of things the pearl production will be "drowned out" or some such.


My group is straight random generation all the way. We've never tried a point buy system - it just doesn't hold any real appeal for any of us. For years now we've worked with the "Organic" method from the 3.5 DMG. 4d6 drop the lowest, in order, you can switch 2 scores and re-roll one. We always used the "high powered" option where you could re-roll the array if it either didn't have a total modifier of +2 or there were no scores 14 or higher.

In our last couple of campaigns we have added the option of rolling up three full arrays this way and choosing the one that best works for your concept. We've found this works pretty well - the characters are generally playable, but you sometimes get interesting ability spreads.

We also roll our hit points, but our standard house rule is you roll and re-roll until you get at least better than half your potential HP (so at least a 5 for a d8)

That said, I totally get the appeal of a point buy. I'm probably the most likely to try something like that in our group, but we all really enjoy the randomness of the rolling. Whatever works for the group, you know...

And, just because I don't want to be left out of the fun:
STR: 3d6 ⇒ (3, 6, 5) = 14
INT: 3d6 ⇒ (5, 1, 3) = 9
WIS: 3d6 ⇒ (2, 6, 2) = 10
DEX: 3d6 ⇒ (6, 1, 3) = 10
CON: 3d6 ⇒ (3, 4, 5) = 12
CHA: 3d6 ⇒ (3, 5, 4) = 12

Hmm, I guess fighter or possibly barbarian.


My players are tearing through The Lightless Depths. Due to the party’s laser focus and the belief there are slaves to save, they opted to bypass the village of Baras and push on deeper into the caverns.

They are on the verge of entering the temple, and they have no real knowledge of the history of the Cerulean Curtain or the war with the aboleths. This presents me with a spectacular opportunity to have the trapped aboleth present the story and completely control the message.

I’m trying to decide the best strategy for the aboleth to take. They still have Irgzid the troglodyte showing them the way, but my feeling is the aboleth taking the form of a troglodyte priest won’t be the most convincing option. I’ve played up Irgzid being a bit insane, so any inconsistency between the aboleth’s story and what the Trog says can be explained away.

I’m sort of thinking the Aboleth should take the form of an Olman and tell them the “true” history of the curtain – I’m just not sure what that should be exactly. I’m thinking that the story should revolve around hubris in some way. The ancient Olmans reached too far into mysteries better left alone and unleashed a horror on the world. The Tear was an attempt to seal the Evil that was unleashed, but somehow the backlash started the Pearl creation process. It’s a little weak, I know, but that’s why I’m here.

What do you think – can we put enough heads together to come up with a suitable lie concocted by a nigh immortal genius telepathic fish. My game session is next Tuesday.

Thanks for the help everyone!


<minor tangent> This thread got me thinking about some of my own questions regarding the incorporation of a VTT into a face to face game and instead of a full on threadjack I started a new post in the Gamer Life/Technology forum here.

I'd appreciate any input. Thanks! </minor tangent>


A post in another forum about Fantasy Grounds and MapTools in Pathfinder got me thinking again about incorporating a Virtual Table Top into my Real Life Table Top game. My group meets face to face regularly, but I can see a lot of potential in using a VTT to have an infinitely expandable map, deal with Fog of War, etc. Unfortunately I don’t have the space to set up a top-down projector or to set up a dedicated under-lit projector table as I have seen on some other DIY gamers set up.

So, my question is what’s the best way to go about this? I’m already using a Mac Laptop (running Windows XP in a virtual machine) at the table. I’m assuming it would be best to have a second computer as the Player machine, but I’m trying to figure out the best way to work the logistics from there.

One thought I had was setting up a large-ish monitor (21” or so) facing the players as an electronic DM screen of sorts, and have a wireless mouse connected to the computer driving the monitor that they could pass around the table on their turns. Seems a little inelegant, but it would keep the space used to a minimum, and could also be considered (semi)portable.

I also thought about bringing the game into the living room and connecting to the big HDTV through an HDMI video card, but my wife doesn’t play, so she would be more than a bit irritated if we completely dominated the house on our 12+ hour game days. I also don’t like the idea of not having the table to sit around – I feel it helps focus.

The other thought I had was a projector on the wall, but with that we run into the same problems of space and distance to throw the projection.

Regardless of these ideas, there still the problem of controlling individual characters. I feel the wireless mouse might be our best option.

Anyway, I’m mostly curious to see if anyone else has set up something similar and if there are any pitfalls I should be aware of. Thanks in advance for the input.


Thanks James - that sums up my thoughts. The concept that an opponent could wait until the second shot for the AoO pretty much seals the argument in my mind.


lrichter wrote:
...a number of us played 3.5 and in 3.5 it was quite clear that multiple ranged attacks within a threatened area would provoke multiple AoO's.

My group is still running 3.5 and I was DM for a session this week and this very issue arose. I thought the above interpretation was correct, but my player disagreed vehemently. I ended up bowing to the pressure to both speed game play and not cause a real argument, but the whole thing really stuck in my craw.

I've looked through the PHB, but I cannot find a clear cut ruling on this. Can anyone help me out with backing this up with the RAW? I'd really appreciate it. [/minor threadjack]


Alizor wrote:
You could also possibly put a permanent desecration spell effect in that room if you want, although I don't have the book in front of me to check if it's already there.
Evil Lincoln wrote:
Might I suggest lumping a desecrate effect into the general haunting of the Manor, at least as they get closer to the point of Vorel's demise.

This is a great idea. I think that would make just the difference I'm looking for.

Alizor wrote:
you can advance them all 1 HD or so, but I would do something to give them a will save boost.

I'm thinking that I'll do this as well. We are playing 3.5, so the turning damage is based on Hit Dice. Adding 1 HD to each of the mook ghouls means that it effectively doubles the number of Hit Dice to turn without substantially altering the EL. That coupled with the _desecrate_ effect should make the adventure feel a bit more epic.

As for the potential extra XP that might come from adding some more mooks, I'm not too worried about it. There are five PCs in the party, so they're already a little wonky, and frankly I definitely want them to get to at least 6th before facing off with Xanesha. I'm not planning to pull any punches with that encounter, and it's going to be tough.

Thanks for the feedback and ideas!


In our last game session, my group got well into The Skinsaw Murders. We picked up after Habe’s Sanatorium; I took them through the Hambly Farm and on to Foxglove Manor. The manor has to be some of the most fun I’ve ever had as a DM. The Haunts were great, and turned out to be a fantastic, involving way to tell the tragic story of the Foxgloves. Just from the clues gleaned in the house my group has quite the respectable comprehension of three generations of history associated with the place.

Anyway, I have a quandary. One of my players has built a real undead killer – cleric of Sarenrae with the Disciple of the Sun feat from Complete Divine. The long and short of the feat is she burns two turning attempts and any undead normally turned by the attempt are destroyed instead. I don’t have a fundamental problem with the feat, but it makes fighting undead less than scary at times.

The party is about to enter the subbasement section of the house. I was hoping they’d push on after running through the rest of the building, but spells were low, so they decided to sleep for the night. I doubled the carrionstorm in front of the house, but the cleric managed to dust them all in one go due to some pretty strong rolls on the turn check.

Anyway, they’re camping outside the house and will be heading back in to face the caverns below in the next session. I’m afraid that without some bolstering of the undead hordes the whole fight with Aldern will be a real anticlimax. I am thinking off adding or advancing the ghouls, and possibly throwing some ghasts in as well. I want to eat up a few of the turning attempts, but I don’t want this to become a TPK (especially since they have Xanesha coming up). Does anyone have any thoughts about what I can do to make this challenging and memorable, but at the same time keeping it from spiraling into a TPK?

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