GodCraig's page
12 posts. Alias of Craig1234.
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Thank you, I suspected I'd be tabling this one because of that, maybe I'll do it after (by then my group should be ready to add the mythic rules).
It's hard to say what drew me to it, I read the synopsis on the site and a couple reviews that said it was great (in fact this is the only path that I didn't find any bad reviews of), but mostly it was just a gut feeling. I think part of it though is that when you read through, it really feels like one epic tale rather than a bunch of loosely connected adventures. I had originally thought of Carrion Crown, in that case because of the horror element (and a player who's a big fan of the Cthulhu mythos), but after looking through some reviews, didn't think it was really right for us after all. I guess most of all, we'd want one where there's some mystery, some problems to solve (I mean like solving a theft or murder or some thing like that, not figuring out how to disarm a complex trap), and maybe some horror aspects as well.
I haven't ready these ones yet either, but my gut feelings from reading the synpsises had me ranking them in this order: Wrath (now not on the list), Reign of Winter, Shattered Star (I have initial reservations on this based on a review that said it was heavily eastern flavored, which I don't mind, but also don't want to do for a really long time)
Thanks again for any help

My group is new and has been through the beginner box stuff and some extra content that I created to extend it. As such, we are just about ready (we need 1 more session to knock out the rest of my homemade stuff) to switch to the core rules and begin some of the other material around here. That said, I'd like to use one of the published adventure paths for our first major foray into the full ruleset world - but I really want to limit to just stuff in the core rule book for this first epic. With all that, I was looking at Wrath of the Righteous, which from its description looks perfect for my players. But as I start to read it, I see mention of it being a mythic adventure and that going through it with only core rules requires lots of adjustments.
The question then is this, considering that I will only allow the core rules (that's non-negotiable at this time), would the changes mess up the feel of it? Also, are the changes substantial?
Finally, if this isn't a good one to start with, what would be? Again, bear in mind core rules only, with very little to no modifications.
Thanks

I'm starting to put together (in my mind at least) and adventure for my group which entails an avalanche as a story item and am not sure how to handle it. The basic premise is this, massive doors high up in the mountains covered in eons of snow and ice, making it impossible to tell doors from just the regular mountainside. The PCs do something (probably will be blowing a horn or ringing a bell or such) causing the snow and ice on the doors to come down, revealing the doors. As my plan is to have those doors be at least 100 feet tall, we're talking huge amounts of snow and ice hurling at my players. I was thinking of using the roof cave in rules for this part, but not sure if that's really the best way to go. Also, since this is primarily a story item, I see the challenge of this finding the doors, and then figuring out how to open them or get around them and am not looking to really injure the players in the process, though I would expect at least 1 or 2 of them would get buried and need to get dug out. I'm just not sure how to make this compelling from a story perspective without being overly lethal from a play perspective.
Suggestions? Thanks.
well, in the scenario, its a watched area, so they would see the PCs fighting the rats and come join for the fun, so there's no storied way that they would be surprised
1) I have a place where my PCs may get jumped by additional monsters of a different sort than they are fighting at the moment (meaning, they are fighting off some rats, and get jumped by a couple of goblins). In that case, how does surprise work? Is it presumed they're not surprised since they are already in a fight, or can they be surprised by just the goblins? etc.
2) The wizard's ray of frost says to roll 1d20 against the touch AC of the monster, are there any modifiers that affect that? if so, which?
Thanks,

Not saying that this is something I'm even planning to do, but am quite curious as to how it would work.
Let's say that I were to use "Pathfinder Campaign Setting XYZ" as a world base and then built some massive and really cool campaign on top of it (to be clear, I'm talking about the story/arches, adventures, etc - basically, everything but the actual world and societies within it). Once this is done, I say "Oh my god, this is great!" and everyone I know agrees, so I decide it should be published for everyone's enjoyment (either for a fee or not depending on my mood at the time).
Would I be able to publish the campaign itself with a reference that you will also need to get the XYZ setting to go with it? Of course, there would be references to the setting from within the campaign as there's really no way to avoid it, but it wouldn't have the world detail that the setting provides.
I guess the real question is what are you allowed to do with the setting before getting into copyright problems, etc?
Thanks
thanks for the clarification. My first thought on reading it was you find a scroll in a room then get attacked, so you want to use it immediately if your out of other spells, wasn't till later that I thought it might be read once and store it till needed.
For the magic weapon section, it references the +1 flaming longsword and says that you add the plus 1 to both the attack and damage roll. Am I understanding that correctly? +1 to hit makes sense, but where the sword already gets an extra d6 of dmg, adding the +1 to damage also makes it 1d8+1 + 1d6, if I understand the text right. Is that right?
The other question was regarding scrolls and the read magic timing. The text says that the scroll must be deciphered before it is read, when does that get done. In other words, can I do the read magic on it when I receive it and then it is ready a month later when I need it, or do I need to do the read magic just before I use it, which would require me to use the cantrip as a move action (which I'm pretty sure can't be done).
Thanks for clarification.
As I look this over, I'm wondering if anyone can explain to me something that has never made sense in any game I've been part of. For the argument, let's use room 4 of the BB Adventure (which is the room with the gem and firetrap, no mobs). That room has experience of 400, and upon disarming the trap, each player nets 100xp. The part that confuses me is that only one character worked the trap while everyone else stands around yelling "Hurry up, you foolish rogue." Given that, why isn't the trap worth only 100 xp which would be awarded to the rogue for his success without anyone getting anything? I have this same quandary with most elements like this, picking locks, disarming traps, etc. If it is a one person job, why does everyone get XP?
Thanks, I've played a fair amount of D&D in the past, but having never been GM before, I'm taking another look at things like this.
Thanks, the XP is my main concern here, and it looks like I'm on track with those mods. So my thinking is the book says that a CR2 should be 600XP, which with 4 players is 150 each, so for 5 players it should be 750, which I could do by adding an extra goblin and maybe giving one of them an extra hit point or two. Not really looking to make this tough on my group since they are all new to the genre and I want them to have lots of fun so we can do it again, but it still needs to have some challenge to it.
Black Fang was written intended for 4 PCs, but when I run it with my group, there will be 5 for sure, and possibly six; therefore, I need to scale up the difficulty, experience, treasure, etc for more players. Looking through the book it gives charts on what the budget for each should be (and the adventure specifies the xp for each encounter) but no information on how to calculate the numbers. I presume that in each case the number they show is the total for 4 players, so I should divide by 4 to determine the base number and then multiply by 5 or 6 to get the adjusted budget, which I then add additional elements to compensate for. Am I correct about that? I don't want to make it too tough, but adding an extra player will probably make it too easy (and adding 2 extras will definitely be too much as written).
Thanks for your help.
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