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Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber. 2,163 posts. No reviews. No lists. 1 wishlist.


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Dot.


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Those are called binder clips in the US.


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Megistone wrote:
Considering how much I love to GM, I would rather have AI players instead :D

Have you tried the Dungeons video game series?


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Agreed. Any adventure in a book one of my players is likely to buy is an adventure I am highly unlikely to ever run.


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Are the APs are being replaced with hardcover compilations of society scenarios?


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Aaron Shanks wrote:
Zennji wrote:
keftiu wrote:
I’m glad this did well enough for a hardcover!
If they were going to do this for all the adventure paths, I'd rather subscribe to one bound book than get the separate softcovers - even knowing I'd have to wait longer for it.
We are not doing hardcovers for all APs. Or hypothetically, if we did, the softcovers would go away entirely, which is what is happening for Starfinder.

Wait, what?


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I was going to back this initially but was told the compilation would not be forthcoming, so I cancelled my pledge. it looks like this decision has been reversed.


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Zaister wrote:
I can confirm that the single file PDF download has now been fixed.

It's still corrupted for me.


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Battle Cards seem to be organized the same as Bestiary entries. Not by trait, but by creature family.


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You may be able to take some inspiration from Age of Ashes.

Spoiler:
Kyrion is a young red dragon the party encounters around level 8 in Cult of Cinders (AP #146). Kyrion is being held captive by the big bad of the book, and is about to be sacrificed by the big bad to further their plot. While not good (Kyrion is CN), Kyrion will assist the PCs if freed, and will assist them later on in the adventure if he develops a rapport with them. Kyrion retains most of his kind's personality traits, minus the malevolence towards most living things.


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Session forty five was two weeks ago and lasted five and a half hours.

---------------------------------

Thade also turns invisible, and remembers that the previous golem they fought was vulnerable to cold magic, so he blasts them repeatedly with ray of frost. Zol follows Thade’s lead, as Virgil positions himself in the doorway to prevent the golems from reaching his allies. Rocco falls back after being slowed by one of the golems, firing arrows into them, which do not seem to damage the golems as much as he would hope.

Virgil slams one of the doors shut and spikes it closed, but the golems burst through easily, unimpeded by this improvised defense. Though the golems try to stomp over Virgil and into the room, he stands his ground and prevents them from reaching the rest of the party. With the golems largely kept outside the room and Virgil taking the brunt of their attacks, the golems are dispatched in time after being worn down with cold and water magic. Mym tends to the wounded with her magic and healing kit, and everyone takes a breath to evaluate their situation.

Freeing the dwarves shackled to the wheel turning in the other room, one of the dwarves introduces himself as Zamak. He tells the party to beware the room to the west, as there is a powerful undead being in there. Zamak and the other dwarves thank the PCs and flee up the stairs, heading back into Kovlar and freedom.

Once everyone is properly recovered, Rocco opens a door to the west, and is immediately hit with a wave of intense heat. Beyond the door is a large chamber with a pool of magma in the center. Surrounding the magma are several anvils with dwarves toiling away, beating shapeless metal rods with iron hammers.

Standing guard over the dwarves is a large figure, which appears to be the undead creature Zamak warned the party about. It is wearing heavy plate armor and wields a flaming spiked chain and large hammer in its hands. It immediately sees Rocco peering through the door and moves to attack.

It lashes out at Rocco with its chain twice and strips the flesh from Rocco’s body, peeling away not just Rocco’s skin but also part of his soul as he falls back under the creature’s assault. Feeling the heat wash into the room he is in, Virgil drinks a potion to fortify himself from the heat and advances to protect his allies. Seeing Rocco take such a thrashing convinces Zol to cast mirror image to protect himself, and Thade follows suit. Mym prepares some magic to heal Rocco, who she sees is in great danger.

Rocco moves away from the creature, hoping it focuses on the rest of the party, but as he retreats through a different door the creature follows and strikes him down with his chain. Rocco lies dying in the forge chamber, separated from his allies by the hulking beast. Virgil steps up and hacks away at it with his machete, which he is delighted to find is extra effective against this creature due to its frost rune. Taking their cue from Virgil, Thade and Zol attack it with cold magic, with Thade using ray of frost again and Zol using cone of cold. Unfortunately for Zol the creature dodges his magic, frustrating his attempts to damage it.

With the rest of the party gathered in front of it, the creature inhales a massive amount of air and breathes it back out again, exhaling a cloud of stinging soot, ash and glowing embers. Burned by this cloud of toxic breath that lingers in the air, the party scatters. Zol retreats back through into the entry room. Mym dashes past the creature to get close enough to Rocco to heal him with her magic, preventing his death. Thade uses his magic to get beyond the creature and into the forge room. Virgil alone stands up to the creature, maneuvering out of the cloud but staying close enough to keep hacking away with his machete.

Eventually the party manages to bring the creature down, but not before it deals out a severe beating to them. With everyone wounded and Rocco barely escaping death thanks to Mym’s magic, the party takes a moment to assess the situation.

The party strips the creature of its gear, acquiring its magical plate armor, its adamantine hammer as well as the flaming adamantine spiked chain, which Thade keeps for himself. Thade sets about the wheel, which the party knows is a sacred altar to Droskar, damaging it as much as he can and desecrating what parts he cannot destroy.

Seeing their tormentors dead, the dwarves at the anvils drop their hammers and thank the party, before fleeing up the stairs, following their companions that the party freed earlier, gratefully accepting food and water offered by the party to help them out.

Exhausted from their recent fights and out of magic for the most part, the party barricades themselves into the former slave barracks and gets some rest for the night. In the morning, they find themselves quite unsettled, as if this evil place finds them unwelcome. Virgil feels somehow most distant from Mother Jaguar, his connection to her muted, while Thade’s skin itches all over, as if he is covered in hives that he cannot see. Deeply unsettled by this evil place, they decide to leave as soon as they can, but are quite surprised when Virgil opens the door. Standing outside it is the undead creature they just slew, and it attacks them again!

Trapped in such a small space the creature’s deadly breath is effective once again, though this time it surrounds itself in the cloud, which does not seem to affect it. Without its armor and weapons it is less effective when attacking, however, and is soon brought down before it can deal too much damage with the lump of metal it took from one of the anvils.

Deciding they want this creature dead once and for all, they toss its body into the magma in an attempt to burn it, but they find it simply floats on the surface, immune to the intense heat. They will need to figure out something else if they are to be rid of this creature permanently.

---------------------------------

Thade took the soul chain, so I will be rolling secret Will saves for him each day to see if he falls under its effects, which is inevitable since my players roll d20s in advance for secret rolls and I compare the results when needed, and he has a natural 1 coming up soon. Things are going to go very badly for him if he doesn't catch on that the reason the accursed forge-spurned is respawning is because it wants its soul chain back.

As usual, my notes can be found here, along with photos.


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I generally use a DC for the PC's level, modified up or down for difficulty or rarity. If the PC is using a relevant Lore skill I lower the DC by at least two more.


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Opsylum wrote:
How much do Pathfinder and Starfinder books rely on SRD? If that gets yanked, does that mean no more owlbears in Pathfinder and magic missile gets renamed?

Just rename them disembowelbears and you're good.


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If I wanted an AI GM I would just play a CRPG with some friends (and wouldn't need a subscription to a virtual platform in order to do so). I play TTRPGs to sit around a table with friends, and have some snacks and drinks and laughs.


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Think of it like a magazine subscription (which is what it started as). When you subscribe you get the current issue, plus future issues each month. A free PDF is also included with the subscription. Though many people would like one, there is currently no PDF-only subscription.


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Speaking of boycotts: does anyone know if buying Baldur's Gate 3 (Larian Studios) or minis from the Icons of the Realm line (WizKids) will be giving some amount of money to WotC? I hope not, but if so I won't be spending money on either of those things from now on. Which I will find sad but necessary.


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Anyone else missing the PDFs for the Fist of the Ruby Phoenix Battle Cards?


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My wife gifted me Rebel With A Clause: Tales and Tips from a Roving Grammarian by Ellen Jovin for Christmas and boy, does my wife sure know my interests. This book is right up my alley and I recommend it for everyone, not just those really into grammar and writing like I am.


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TIL Trapper Keepers are still available for purchase. I might just have to buy one to replace my generic white campaign binder.


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Due to the holidays and family engagements I had been unable to type up my notes from the last two sessions, but I have finally done so and here they are.

Session forty four was last month and lasted five hours.

---------------------------------

Heading back to Hammersong’s office with Algret, the party reports what they discovered in Chiselrock’s prison. Hammersong has Chiselrock immediately arrested and interrogated by the Guild of Arms officers. Thade asks to also interrogate Chiselrock, suggesting that he will use unconventional means to get the information he seeks, but hammersong denies this request as it is beneath the dignity of a dwarf. Still, Hammersong’s men are able to extract information from Chiselrock about a plot of his to work with someone named Embermead, head of a cult of Droskar in the city, as well as Chiselrock’s plan to instate himself as king of Kovlar.

After leaving Hammersong’;s office the party heads over to Archmage Hromgar Nalruven’s estate for their dinner appointment. It is a typical dwarven house, located in one of the nicer areas of Kovlar, but once they are ushered inside by a valet they find the interior of the house is far larger than the outside, and is the very definition of comfort and class.

They enjoy drinks and light snacks in Nalruven’s study, and Thade mentions to their host that they do in fact know the location of an aiudara. Pleased that they have so fortuitously located the thing he has been looking for, he rewards Thade and Zol with scrolls from his personal library. These scrolls are high level magic, and the recipients are grateful and look to add these to their collections as the first opportunity.

Dinner is served at a long table, and several courses are brought out by invisible servants. The food is delicious, though the party does not know if this is due to culinary skill or magical influence, but they seem not to care as they are rarely treated to such high quality nourishment and company.

After dinner, as promised, Nalruven grants the party access to his personal library, which is an entire wing of his home, comprising two floors. In order to find what they are looking for, all the inquisitive reader needs to do is pick up a small silver bell from a pedestal in the center of the library and ring the bell while speaking aloud the subject of their desire. Nalruven demonstrates this, and a ghostly arrow appears in the air before him, before floating off in the direction of his request before slowly fading from view. Virgil and Thade both say the name Droskar, and off they go to read what they can about this evil deity of the Duergar. Zol inquires about aiudara, and he is led back to the study room where they first spoke with Nalruven this evening. Mym opts not to read any books but rather entertains herself, while Rocco finds a bar cart and partakes of more of Nalruven’s fine liquor.

After an entire evening browsing the stacks on religions of the dwarven people, Virgil and Thader discover that their information is likely correct, and that there is a cult of Droskar is hidden in Kovlar and likely operating out of an abandoned temple to all dwarven gods, located in a empty party of the city. Zol discovers that Nalruven likely already knew about the aiudara they told him about earlier, causing him to become suspicious of Nalruven’s intentions. Why would the archmage pretend not to know about the gate and even reward the party for sharing this information with him?

After staying the night in Nalruven’s guestrooms and having a harry dwarven breakfast, the party heads into the abandoned part of town to find the temple they believe houses the cult of Droskar, in what they have come to believe is called the Hidden Forge.

Finding the temple without difficulty, the party searches carefully. After some time Virgil is able to locate a secret door in the basement, behind which is a long and straight staircase, descending deep into the darkness. At the bottom of the stairs they find a dimly-lit room, with large statues flanking the tunnel from which they emerged. On the torah side of the chamber is a double door, above which is written in Dwarven “Praise the Faith.” Thinking this is some sort of test for entry, Rocco says "Praise the Faith" in his best Dwarven and opens the doors. When nothing happens to him, the party of the party follows, repeating the phrase as they cross the threshold

Beyond is another room, with many doors leading to exits. The first they check out is a dirty barracks, with nothing in it but straw mats on the floor. Another door from the room is cracked open, and beyond it Rocco finds several dwarves chained to a wheel, which they turn ever so slowly in a never-ending circle. Another door leads Virgil to a privy, and as he finds it they hear from behind the closed double doors a strong voice call out “Praise the Faith” in Dwarven. The party dashes for cover, to either hide or lay in ambush, but not Zol. Instead he readies himself near the door, prepared to chat with whomever comes through it.

The doors open and Zol sees a duergar man and human woman. Zol greets them, saying “Praise the Faith” in an attempt to make them believe he is part of the cult. The two newcomers do not fall for this deception, and attack the party.

As the duergar whips Zol, viciously slashing his body and tangling his feet beneath him, Zol counters with his magic, turning invisible as the rest of the party comes to his defense. Outnumbered and outmatched, the duergar and human are soon on their heels and look desperate, and run to the stone statues in the corner of the entry room. With their fists they bang on the statues, which come to life as the party slays the cultists - once again the party find themselves fighting stone golems.

---------------------------------

This session had a lot of great roleplaying with Nalruven, and the party seemed to enjoy the long break from combat, though of course they did find some right at the end of the session. Their break would be short lived, however, as the next session would be almost entirely combat, with the party really challenged by what they found in the forge.

As usual, my notes can be found here, along with photos.


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I just download files as soon as they are available to me and organize them myself.


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Maybe including tokens for VTTs with the purchase of the pawn PDFs would encourage more sales? Surely there is still a market for the digital form of this product? I have made many pawns on my printer using label stock and chipboard, and I am absolutely not the only one.


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I have vowed not to give any money to WotC again for the foreseeable future. Unfortunately this means I will miss out on playing Baldur's Gate 3, which is a bummer (don't even mention the other option, I am not remotely interested). Unless purchasing it means my money will go only to Larian Studios, which I doubt is the case. Also, no more minis from the Icons of the Realm line, which is a huge bummer as well (I was *this* close to buying the tarrasque "mini" last month). Also no GI Joe RPG for me now.


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Leon Aquilla wrote:
Eldred the Grey wrote:
The way I read that WotC response to the backlash it sounds like they pushed something out without putting it through the Hasbro legal team first.
Freehold DM wrote:
Entirely possible. Hm.
You don't send out contracts with OGL 1.1 attached to major contributors without the legal dept having vetted it first. Anybody telling you this was either a botched rollout of a draft or otherwise something that wasn't intended to see the light of day is lying through their teeth.

Indeed. The statement by WotC on Friday was nothing but damage control in an attempt to stop the bleeding they experienced in the form of cancelled D&D Beyond subscriptions. Just about everything in it was a lie ("draft," "feedback," lol you don't send drafts of documents to licensees to be signed). Any promises they make are worthless until the new OGL is released and scrutinized under a microscope.


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Hell, I've been subscribed to Starfinder since it launched (more than five years now) and haven't played a single game. But the books are there on my shelf, waiting for an opportunity to shine.


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That shipping though. It makes sense due to the weight, but oof.


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I just finished Mortality by Christopher Hitchens. We are the poorer for his absence from the world.


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Woo hoo!


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Dot.


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Freehold DM wrote:
Jared Walter 356 wrote:
S.L.Acker wrote:
Jared Walter 356 wrote:
Teresa is clearly good, as she sacrificed for the benefit of others.

To quote the woman herself:

"I think it is very beautiful for the poor to accept their lot, to share it with the passion of Christ. I think the world is being much helped by the suffering of the poor people."

There's also the issue of unwished for baptisms:

"Sisters were to ask each person in danger of death if he wanted a 'ticket to heaven'. An affirmative reply was to mean consent to baptism. The sister was then to pretend that she was just cooling the patient's head with a wet cloth, while in fact she was baptising him, saying quietly the necessary words. Secrecy was important so that it would not come to be known that Mother Teresa's sisters were baptising Hindus and Muslims."

I don't know that we can call her good in any meaningful sense of the word.

And neither of these quotes is relevant to her alignment.

She was known to be less than good.

Indeed. She actively denied medical relief to those suffering under her "care", claiming it was divine to suffer as Jesus did on the cross. Yet when she was ill she flew to the best hospitals in the world for care. The image many have of her as being a kind and caring person was a product of public relations. Entire books have been written about this, and I suggest those interested look further into it.


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He'd make a good Horus.


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Buy the PDF, print it on label stock, adhere to foamcore or two sheets of chipboard glued together. I've done this many times when I needed a custom pawn.


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I'm hoping the GI Joe book is currently under the Christmas tree in my house. If not then I will buy it myself and can let you know what I think of it after reading it.


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I started The Compleat Ankh-Morpork: City Guide by Terry Pratchett. There is a lot of good content in here, and the little anecdotes make all the difference. It's amazing how much life can be brought into something with only a sentence or two worded in just the right way.


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Amazing photos as always. I am jealous. Well done!


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What announcement?


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S.L.Acker wrote:
Alignment is broken though. It's a massive grey area that always needs to be hammered out before a new player joins a group.

Is it? And does it? The entirety of the alignment discussion I had with my players when we started our current campaign was "No evil characters." End of conversation on that topic. In fact, it wasn't even a conversation, it was that single line of text in the document I provided to them before they made characters. We've played just fine without any further discussion about alignment.


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I am digging those goblin vanguard minis. Well done!


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David knott 242 wrote:


I really wanted that Starfinder flamethrower. I have been really bummed since I was unable to get the Spaceballs flamethrower.

I made use of one of these during the pandemic. It's no flamethrower, but it made some folks smile. Near as I could tell, at least.


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I emailed customer service last week and got a reply and resolution the same day. It was only two hours later, in fact. I find putting a succinct description of the problem in the email subject helps.


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It was as I received my copy.


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Squiggit wrote:
The Gleeful Grognard wrote:


- runs extremely fast, 6-8 combats in a session with room for lots of RP.
god I want your players. The moment we hit combat I know that's going to be the last thing we do that session, even if it's the first thing we do that session.

Right?! I don't think any 5e session I've played in has had more than two combats in a session, and we've had entire sessions taken up with a single combat. And our sessions last six hours. One memorable session was entirely combat, lasted the full six hours and I had four turns - that means I did something every ninety minutes on average.


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I GM Pathfinder 2e and play in a 5e game run by one of my players. We alternate Saturdays for our sessions.


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After reading the first volume of Die I don't think I will be continuing. Something about the way the story is told just didn't grasp me. Maybe it gets better in later volumes, but I'm not going to spend the money to find out. I would probably continue if a friend lent me a copy, though.

So instead I have started On War by Carl von Clausewitz. It's a classic text that I have been meaning to get to for some time.


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Looks like your party may be in for a difficult time if one of them is afflicted (especially the halfling), but do note the stage durations. Even with a critical failure, it should take several days before things become too dire.


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Session forty three was last month and lasted four hours.

---------------------------------

Thade and Rocco head to the Shaggy Mouse tavern in The Barricade district to seek out some underworld contacts, hoping they would be able to point them in the right direction. There they meet Grotmod Deathbane, a fixer of sorts. After his palms are sufficiently greased, Grotmod is able to point them towards a warehouse in the Earthfire district, where he heard about some guards on the take have been setting up shop.

Upon leaving the Shaggy Mouse, Thade senses that he and Rocco are being watched, and soon discovers that Deadmouth has been following them throughout the city. Realizing that Deadmouth is not a threat to them, Thade allows Deadmouth to continue following them, and he is acting rather like a lost puppy, grateful that the party freed him from certain doom at the hands of the gugs.

Making their way to the warehouse, Thade and Rocco determine that it has been fortified, and are reluctant to enter without the rest of the party present. They idle in the shadows and wait for their comrades to arrive.

Meanwhile, Virgil, Zol and Mym speak with Archmage Hromgar Nalruven of the Guild of Spells, hoping to gain access to his private library, to research more about a possible cult of Droskar in the city, and perhaps to even learn some magic from him. Virgil is able to convince Nalruven to allow them access to his personal library, and he invites them to dinner at his home later that night. Magically alerted to the presence of the warehouse by Thade, the party sets out for the Earthfire district to rejoin their comrades and breach the building.

Entering the building through the only door, the party is attacked by a number of uniformed guards wielding mauls. Though the guards are fiercely proficient with tier mauls, and knock a number of the party down with them, they are eventually defeated without too much fuss. Exploring the warehouse the party discovers that is has been converted into a makeshift prison, and locked up inside they find Algret.

Algret reveals that she is in fact a spy in the employ of the Guild of Arms who had been charged with investigating possible corruption within the ranks. She followed her clues to this location, only to be set upon by the corrupt guards and imprisoned here. She was so deep undercover that few people even knew she was on the case, and by the time the PCs arrive she’s all but lost hope. She thanks them for her rescue and tells them that she needs to report immediately to her superior, Commander Grokar Hammersong.

Taking pity on the perpetually starving Deadmouth, the party allows him to feast upon the corpses of the dead guards in the warehouse, which he does with gusto.

---------------------------------

The party leveled up to 13 after the session and should be in for some good roleplaying with Nalruven next session.

It took me a while to type up my notes due to many things - the holidays, sickness, and life in general getting in the way. These also prevented us from gathering for another session. But we look to be getting back on track and should have our next session in early December.

As usual, my notes can be found here, along with photos.


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I just started Die by Kieron Gillen. It looks to have an interesting premise and has good reviews, so I should enjoy it, even though I don't read many graphic novels.


Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Dot.


Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I was hoping the new Impossible Lands minis would be on sale, but I suppose it's to be expected that they wouldn't be so soon after release. Oh well, perhaps next time.


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Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

So the northeast corner of the map is the basement?

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