Seryzilian

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Organized Play Member. 340 posts (640 including aliases). No reviews. No lists. No wishlists. 7 Organized Play characters. 3 aliases.




Part 3 of the AP has a dart trap hazard that the Stat Block is giving me issues.

* * * *
COMPLEX MECHANICAL TRAP

Stealth +20 (expert) or DC 30 (expert) to notice the three launching mechanisms built into the wall

Description Three launching mechanisms built into the mudbrick walls expel darts containing acidic chemicals.
* * * *

So I understand the second part (DC 30 (expert)), as it is the normal process. You need a Perception of 30 or more and be at least Expert in Perception to find it.

However I don't understand what this portion of the Stat Block means - Stealth +20 (expert). Help would be appreciated.


Running Fall of Plaguestone for my group as a test of PF2.

They stumbled upon Hallod and made it to his hideout. They were beat up from the traps and other encounters when they got to him.

When our session ended, the dwarven fighter was dead, the cleric was unconscious (stable) with the Monk, Bard and Alchemist running back the way they came.

I am trying to determine if Hallod will press his advantage and chase them or let them go?

Could he potentially exit his hideout and beat them back to his house travelling cross country and ambush them as they exit?

Thanks


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What would the DC be for someone to identify the poison (Violet Breath) used in the first part of Fall of Plaugestone?

I have an alchemist in the party and I'm sure he will want to try to figure out what was used.

I would assume the DC would be based on the level, but I can not find one listed for Violet Breath in the module and it does not seem to be listed elsewhere.

Thanks


As the title says I need some help.

I need some characters for myself and a friend to do part II of Doomsday Dawn on Friday evening.

Due to life & work I'm not sure we are going to have time to get 4th level characters together in time.

Anyone that would be willing to share a character you have put together for the playtest would be greatly appreciated.

Thanks

JD


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As I understand it, one of the goals of PF2 is to address some of the challenges of playing at higher levels. I agree 100% that this is an issue that needs to be addressed, however I have some concerns about how it is being done. Please see my thoughts and let me know what you think and your own experiences.

Now for reference I have been playing "D&D" for 30+ years starting with the Red box (Elmore Cover) Basic set, up through 5th ed, with Pathfinder being my game of choice since it came out.

What it looks like has been done to accomplish the goal of making high level player easier is reducing the power level of characters over all and then spreading the power they get more evenly over those levels. This seems to have the biggest impact at lower levels which concerns me.

It seems like the changes are making the levels that get the most play less interesting and in turn possibly less fun. My reasoning behind this is that most new games start at 1st level or maybe 3rd depending on what story a GM is trying to tell. The game starts, you play through 1st, 2nd, 3rd level and then the holidays hit, or the GM gets busy at work (or any other number of real life things) and the game pauses or totally stops. At some point someone steps up or or maybe the GM comes back, but now the group wants to do something else or the GM has another cool idea and your back to 1st level with new characters thus never getting to those higher level and the cool things.

For me and I think others,I play because I want my characters to be able to do cool things, have cool powers and even cooler toys. The changes I'm seeing, some to streamline the system, some to make it more approachable and other to make higher level play easier seem to be taking these things away.

As I said above I agree higher level games can get unwieldy, difficult to play & run and something needs to be done. I personally don't see the way things are going as a great solution as it dilutes the play over all.

Off the top of my head I don't have any different ideas on how to fix high level play, but currently as I see the rules I wold rather keep the current system than dilute the system just to make levels that don't get played that often more playable.

I will be playing and running sessions of Doomsday Dawn and maybe find my concerns are moot in long term play, only time will tell and I didn't want to miss my opportunity to have my feedback heard.

Thanks for reading.

JD


As the title say our established group is looking to add a couple more players prior to starting our next Pathfinder campaign.

We will soon be finishing a 3+ year run of Rise of the Runelord's and starting Jade Regent after a short break.

We play a fairly by the book Pathfinder campaign that is tactically focused with RP elements and are always working to add more RP to our games. Our main goal is to have a good time, enjoy the game and hanging out with friends. We are looking for players that have a similar play style to the group and will be able to commit to the roughly every other week schedule we try to stick to. Occasionally we will go 3 weeks between games and then double up two weekends in a row to help keep up the 2 games/month rate. We understand that real life happens for all of us and do our best to work with people's schedules and adjust when needed. My biggest issue is with no shows, or last minute cancellations due to poor planning or something better coming along.

Most sessions will be at my home in Santa Rosa Ca.

Please send me a PM or email me at JDragon@intotheshadows.net if you would like more details.

Thanks

JD


I have a few questions on the Sihedron Rings.

What the party will find out when identifying the Sihedron Rings?

I realize they will get all the abilities listed in the description, but what I'm not sure about is if it will allow them to know it will protect them from the Occluding Field?

They teleported to the Ice Fens and were not there long enough to encounter Svevenka, so do not have the information from her.

The just defeated the Hidden Beast and have acquired the first ring and identified it. I gave them the basics but told them I may have more next session.

They will be talking to Morgriv in more detail next session looking for information. Do the Skulks know about the field and the rings?

Thanks


Looking for some build advice.

I'm going to be playing in Hell's Vengeance and have gotten approval from the GM to have my character work toward becoming a Lich before the campaign is over. (Or at least try)

We will be using the Eternal Apotheosis ritual from Occult Realms for the process. Based on other things I have read I think I will be going for the Agent of the Grave PrC to help with the required skill checks.

I'm trying to figure out what kind of caster would be fun and interesting to play and have the best chance of completing the ritual?

The ritual will require some tough Arcana, Religion and Spellcraft rolls so I will need to have those maxed out.

The trick is I don't want to play a necromancer, just a guy that wants to live forever and sees becoming a Lich as the best option.

My first thoughts are a human Enchanter or Conjurer but wanted to see what better ideas the hive brain might be able to come up with.

Suggestions on builds, individual feats, traits etc would be great.

BTW - 20 pt buy and all Paizo products are available.


I'm going to be joining a pbp game of Hell's Vengeance and have gotten approval to play a character that is working toward becoming a lich.

The GM has also approved using the Eternal Apotheosis ritual from Occult Realms, which uses the Ritual rules from Occult Adventures.

I'm looking at using the Agent of the Grave PrC, my primary reason for this will be the additional spell access and bonuses on the Ritual.

The one wrench I'm throwing in to the build is I don't want to be a necromancer, just a powerful caster that want's to live forever. Possibly an enchanter or charm focused sorcerer. (Though I'm open to other ideas)

Any Paizo books / classes allowed, most races will be ok as well. We will be doing 20pt buy.

Thoughts, suggestions and ideas would greatly be appreciated.


I have a player that is inquiring about the possibility of removing Nargrym’s Steel Hand when he doesn't want to have to worry about the Will save to attack giant's and then put it back on for fights.

The description does say the wearer can remove it.

My initial knee jerk reaction was to say no, but I wanted to bounce it off the brain trust here before making my final call.

My other thought was to allow it, but make the removal and placement process take a round or two to still have some impact from it.

Thoughts?


I'm wondering if anyone has done a map that shows the locations of the different important places from the adventure?

I'm thinking something like the map of the Mindspin Mtn's from book 3, that shows where Minderhal's Valley, Skirgaard and other places are located. It would need to show a little more of the area around the mountains but would be a good start.


Does the ability of Nargrym’s steel hand allow a character to use larger weapon's in both hands or only the Steel Hand?

I realize based on the example from the description that if you are using a two handed weapon it works fine, but I have a PC wanting to use 2 separate weapons.

To me the hand would only help with the weapon it is holding, but the wording is not clear.

Thoughts?


My group will be entering the Ancient Library in the next session or two and I was looking over Mokmurian's tactics and think he may need some help.

My main reason for this is that they have a Flame Dancer bard and one of his tactics is to cast Fog Cloud and then uses Song of the Fiery Gaze (details below) allowing them to all see through it.

Song of the Fiery Gaze:

Song of the Fiery Gaze (Su): At 3rd level, a fire dancer can allow allies to see through flames without any distortion. Any ally within 30 feet of the bard who can hear the performance can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally, as with the base effect of the gaze of flames oracle revelation. Song of the fiery gaze relies on audible components.

They also have a conjurer with a Rod of Dazing that he is using with Snapdragon Fireworks.

With this in mind I'm thinking of having 1 or 2 Runeslave giants in the room with him when they attack.

Would this over power this encounter?

Thanks for reading and taking the time to respond.


All,

I will be running the demo scenario 1-0A Demon Politics at Fundemonium in Rohnert Park Ca on Saturday July 25th from 11:00am to 3:00pm.

Demo's will start as we have enough people to play.

See the MeetUp for more details and RSVP if you think you will be able to make it.

New and experienced players welcome.


I'm running a weekly session of Season of the Righteous at Fundemonium in Rohnert Park Ca every Tuesday Night.

We play from 6:30pm to 9:00pm and currently are still working on the scenarios from Adventure 1, so it's not to late to join in.

For more details check out and RSVP on MeetUp. PACG @ Fundemonium

Hope to see you there.


I'm currently running Season of the Righteous at my local game store and we have run out of time (store closing) two different times.

Both times have been when I've had new players and had to take more time for teaching the game.

What I'm trying to determine is do the characters still get deck upgrades even though we did not "complete" the scenario? Or is it just like the session didn't happen?

Thanks

JD


I was just looking over my account and realized that I have nothing shipping in June.

My Subscriptions page shows everything I picked up in May at PaizoCon and then my next shipment is showing for July.

Thanks in advance for the assistance.

Jason


Afternoon all,

I'm looking to start playing PACG more and trying to figure out the best way to do it.

Prior to the weekend I had played ~10 sessions of RotR.

Over the weekend I went to PaizoCon and ended up playing 10 sessions of the new Season of Wrath.

So now I'm torn on which to do for Wrath of the Righteous? Do I try to wrangle my wife and random friends for a kinda regular home play session? Or do I set up an on-going Season of Wrath event at one of my local game stores?

In either case I suspect I will be doing much of the organizing and set up.

So for those that have done either one or both, which am I going to have more luck with to get my regular PACG fix?

Thanks

JD


Will we need a class deck for these events?

Thanks

JD


I wanted to see if the GM had any specific character creation rules for those of us that got in to the game?

Thanks

JD


Finally got a chance to look at the event schedule and I'm a bit confused.

Why other than the couple play test events are there no ACG events on Saturday, Sunday or Monday?

Thanks

JD


I have a question on the Uncontrolled Rage ability of the Wild Rager.

I played one for the first time over the weekend and this cam up as I was in the process of almost killing a party member due to the Uncontrolled Rage. :-P

Here is the ability text for ease of use...
Uncontrolled Rage (Ex): A wild rager's rage functions as normal, except that when she reduces a creature to 0 or fewer hit points, she must attempt a Will save (DC 10 + the barbarian's level + the barbarian's Charisma modifier) or become confused. For the remainder of her current turn, she attacks the nearest creature other than herself. On the following round, refer to the confusion spell to determine her actions. At the end of this round, and each round thereafter, she can attempt a new saving throw to end the confusion effect. The rounds during which she is confused do not count against the rounds she has spent raging that day, but she cannot end her rage voluntarily, nor can she use rage powers while confused.

My scenario...
Wild Rager is raging, attacks and drops a creature below 0, attempts and fails the required Will save. The PC completes that round and is now under the effect of Confusion.

On his next turn he rolls a 1-25 on the Confusion chart so he acts normally. While acting normally opts to attack an opponent and ends up dropping him below 0.

What happens now?
Does he make another Will save and take the results?
Does he continue to be Confused and make the normal Will save at the end of the round to end the Confusion?
Or does something I didn't think of happen?

Thanks

JD


First let me say thanks for taking the time to read this and respond, I appreciate it.

Here is some quick back ground so you know how I got to my situation.

During Book 1 the party captured Tsuto & Lyrie which were held in Sandpoint until Justice Ironbriar made a trip to town with some city guards to pick them up and return them to Magnimar for trial. They were picked up prior to starting Book 2.

The party has now completed two thirds of Book 2 and were on there way to check the Seven's Sawmill when they were attacked by Tsuto, Lyrie and some Scarzani toughs. After a long hard fight they defeated them all and recaptured Tsuto having kept him alive to find out what happened.

The bard got a natural 20 on his intimidate so Tsuto spilled the beans about how Ironbriar had freed the two of them and had them doing odd jobs for him. Earlier in the day Ironbriar had let them know the party was in town and to take care of them.

Now due to several LG people in the party they could not just kill Tsuto once they had the wanted info, but were reluctant to hand him over to the Magnimar authorities since they had already released them once. So instead they went to the Order of the Nail Hell Knights that are stations in town.

They took Tsuto in to custody verified the parties claims and promised they would make sure he saw trial for his crimes. The party also told the knights about the sawmill and their suspicions about it being used for the murders going on around town. They did this hoping the Hell Knights would take care of the sawmill for them but still get access to any additional clues for the mystery. The Hell Knights agreed to share any info the had lead to things outside Magnimar, which the party agreed to.

The next morning the party woke to the town criers announcing the Hell Knights had solved the issue of the murders and obliterated the cult involved, with not mention of the group. The party went to see the Hell Knights to see if there was any information for them, which the Hell Knights said no because all the clues led to stuff in Magnimar. They did tell the party that one person had escaped and they found no sign of Ironbriar. The party asked for permission to check out the sawmill which the Hell Knights allowed.

Luckily for the party the Hell Knights either did not find or understand the significance of the ravens in the rookery. After some discussion the party allowed one of them to go free and was able to watch it return to the Shadow Clock, and will be heading that direction soon.

So Ironbriar is still charmed, so would he continue his normal life but other wise lie low or would Xanesha have him doing something else?

I considered adding him to the Shadow Clock since I have 7 PC's, but I'm not sure where he would be if Xanesha had him there.

Thanks

JD

Side Note, Nualia also escaped but I plan to have her return to try and destroy Sandpoint again along with the giants at the beginning of Book 4


I'm in the process of preparing to run Misgivings from the Skinsaw Murders adventure and have been trying to figure out how to best run the Haunts.

I have been advised to possibly tone down some of the earlier Haunts in an effort to keep the players from going in to a total defense posture. What do people that have run this already think of that idea?

Second I was thinking as written I would assign one type of Haunt to each PC (I expect to have 4-6 players) and then making the rest universal. But once a Haunt has been encountered making it Universal. Has anyone done this and what would the implications be?

Thanks

JD


All,

As my group finished up the first book of the AP I lost two players, and found out I will be losing two more in the near future. The group was at 6 players originally, and I hope to keep it at five or six.

I have lined up one player and may have two more.

The party has knows Justice Ironbriar is in route to town to collect some prisoners and meet them. I have also let them know they will have some free time before the next "book" starts for item creation and other interests.

I'm trying to brain storm some ideas to use to introduce new PC's in a reasonable manner. I don't know what the confirmed new PC will be playing yet.

Thanks in advance for your thoughts.

JD


I am the GM for a Pathfinder group based in Rohnert Park that is looking for additional players for an on-going Rise of the Runelord's campaign.

We have completed the first book of the AP and hope to integrate new players as they become available.

Currently we play approximately every other Saturday from 4pm till around 11pm or a little later.

We are using the Pathfinder rules as written with a few very minor changes. The game is tactically focused while trying to provide opportunities for character development and role playing. As a GM I am working on trying to improve and increase the amount of role playing in my game, so we are looking for players that are open to this.

We also on occasion get together for other games and non-gaming events.

We are looking for 3 or 4 additional players to fill out the group.

If this sounds interesting to you please contact me via PM with your email address.

Thanks

JD


Evening all,

Wanted to see what thoughts the hive mind had on my current situation.

The group is almost done with Burnt Offerings and should finish next session with one final exploration of Thistletop.

As my subject suggest a large number of the named NPC's have escaped or been captured so far.

Here is the current status...

Tsuto - captured under the Glassworks, currently in the Sandpoint jail waiting for a trip to Magnimar under escort from the PC's.
Lyrie - captured in Thistletop, currently in the Sandpoint jail waiting for a trip to Magnimar under escort from the PC's.
Orik - escaped Thistletop alive, but with only his coins and a potion of healing. Currently heading for Magnimar, see more below.
Nualia - escaped Thistletop after party had sealed the lowest level of the dungeon and having to leave for 3-4 days to reincarnate a fallen party member. On her way to Magnimar, see more below.

I've looked through a number of threads on this general subject and have a few ideas but could use some more.

Here is what I have so far...

The party has been asked by Hemlock to escort Tsuto & Lyrie to Magnimar for trial and will be instructed to hand them off to Justice Ironbriar. Hemolock is on the up & up, but knows Ironbriar and is unaware of his true allegiances. Once handed over and the party is convinced they will be handled appropriately Ironbriar will release Tsuto and tell him Nualia is dead. This will result in Tsuto asking Ironbriar to release Lyrie as well since Tsuto is aware of how she feels about him and is not above using that to his advantage.

Orik has made it to Magnimar on his own and is looking for work when he will come across the party. If they don't spot him he will follow them and attempt to steal his armor & shield back from the room of the PC that claimed them. If spotted he will apologize and explain he was just doing what he was paid to do.

I see Nualia returning to Magnimar as well but going to see Xanesha for direction and help to continue her vendetta against Sandpoint.

So what I'm struggling with is how will the cult use Tsuto & Lyrie and how will Xanesha use Nualia? I want to make things challenging for the party with out making any of the fights impossible and have it make sense for and expand the story.

Thanks for reading all of this and your ideas.

JD


I would appreciate some thoughts on what Nualia will do with the following situation.

She is currently trapped in the lowest level of Thistletop, the secret door at the top of the stairs having been closed and blocked by all the furniture the party could find.

She is not aware of it yet, but all of here henchmen at Thistletop have been killed or fled.

The party has moved through the adventure at a good pace so I feel like the progress indicated for the exploration of the lower level of Thistletop in the adventure is accurate and what I plan to use for my timing and available resources.

The party is preparing to leave Thistletop to raise the Paladin that fell to one of the Yeth hounds in the chapel of Lamashtu. They could be back the next day, or gone for a little over a week I will not know till we start the next session exactly what they are doing.

Thanks to the fountain in the Observation Deck she has plenty of water, but I expect limited food.

The only way out currently would be to find the secret door in the room with the shadows, if they don't kill her first and then swim out through the treasury.

So could she defeat the shadows since she is set to channel negative energy? And if she doesn't would she just become a normal shadow or would she still have any of her class abilities?

The other option would be her getting past the Gold Coin door, finding the key and opening Mal's door. Even though he can't leave, the two of them and the final Yeth hound would be a very tough fight for 3rd level party.

Any options I may have missed?

Thanks

JD


Part of my group is interested in figuring out how things work in town and who might have a reason for wanting to harm the town and it's residents.

Based on the goblin mentions of a longshanks & finding the medium humanoid tracks in the boneyard they convinced this is being caused by someone from Sandpoint that has something against it.

As a result of this they are trying to get as much information as possible on the history as well as politics of town to help with figuring it out.

I spent a lot of time at our last session looking through the book and trying to get them some answers with out totally giving things away, which only partially answered the questions and took up a lot of time during the session.

I was wondering if anyone has possibly put together a handout that would outline what they could learn by having a conversation with one of the NPC's such as the mayor, sheriff or Father Zantus?

I've been through the community thread but don't remember seeing anything.

Thanks

JD


The player of my groups Paladin has let me know that he plans to spend the evening after the initial attack scanning the entire town with Detect Evil.

His goal is to find any remaining goblins that may be still hiding in town.

So I have two thoughts / questions as a result of this...

#1 - Is there anything in town that he might find doing a systematic search like this?

#2 - I know the goblin commando from Monster in the Closet would not show up on the Detect Evil, but I'm wondering if I should let him find the commando some how since he's taking the time to do a search?

Thanks

JD


As many have posted before me and many more will after me, I'm in the process of getting ready to run RotR AE.

I expect to be getting together with my players in the next few weeks for character creation and would like to use some of the options from Ultimate Campaign.

For character creation I would like to make the background generator available and specifically use Story feats for each character to help add some more depth to the game than just the AP.

I'm trying to decide what route to go with when using them?

A. Give every PC a Story feat for free in addition to normal starting feats.

B. Replace the non-Campaign Trait with a Story feat. Thus allowing 1 Campaign Trait and a Story feat.

C. Require a Drawback, but instead of getting a Trait you get the Story feat.

Thoughts?

Second has anyone used the Downtime rules with this AP and if so how has it gone? What kind of things have your PC's done?

Thanks

JD


Hello all,

Having recently moved to Rohnert Park north of San Francisco, I'm in the process of putting a new group of like minded gamers together to play Pathfinder as well as other RPG's, Boardgames and possibly some miniatures games.

So far the group consists of my self and two other people, here are a few details about us.

I am an experienced players and GM in my late 30's with over 20 years playing a variety of RPG's. The other player's are a married couple, he has experience with D&D 3.0 / 3.5 and his wife is new to the hobby, but wants to give it a try.

We are looking for 2-3 more mature players that are looking for a long term gaming group. (Age does not indicate maturity to me)

Most games will be hosted at my home in Rohnert Park, with the option of other players hosting if they want to. Unless another GM appears I plan to be running as well.

We hope to play approximately every two weeks, adjusting based on individuals schedules and availability. The current preferred day being Saturday for 6 - 8 hour sessions. The exact day and time is open to some adjustment.

Initially I plan to run one of the Pathfinder AP's; currently I'm looking at the Anniversary Edition of Rise of the Runelord's, but depending on player experience and preference that is open for discussion.

We will be starting sometime after the first of the year once we can get enough players together. We are open to both experienced and new players.

If this sounds like the game group for you please post here or message me.

JDragon


All,

I'm in the process in trying to prep a character for the upcoming WotR AP.

I'm considering running a wizard but could use some suggestions on good builds for fighting the primary foe of the AP demons. I know their will be other foes, but want to be prepared for the known challenges.

I realize the direct damage will be challenging due to SR and Energy Resistance.

I was thinking Conjurer but don't want to flood the combat with more things to keep up with.

Thanks

JDragon


Just wondering if anyone has taken the time to plot out the route the Wormwood takes after leaving Port Peril?

I know it may not be needed but something in me would like to have an idea of where the Wormwood roughly is through out the trek after leaving Port Peril until they find the Man's Promise.

Partly because I expect to have a new player / PC joining the group in the next couple sessions and it may come up in the process of getting him on board the Wormwood.

I know that on Day 11 they end up somewhere off the Slithering Coast, but have not seen a lot of specific location references beyond that.

Thanks

JD


I ran my first session today of the campaign and have come across a question the process of influencing the crew.

Is the limit on how many steps you can move someone with a check different than the Diplomacy skill from the core book?

In other words if a PC rolls well enough can they get someone from Indifferent to Helpful with one roll?

Thanks

JD


I'm getting ready to start running this and I'm trying to figure out the best way to deal with the fact that I have 6 PC's instead of 4.

I have seen multiple people post about adding additional NPC pirates to the crew, but I'm concerned about even more NPC's to keep up with and also explaining where the extra crew are sleeping.

The other thought I had was possibly making more of the crew hostile or unfriendly to start the campaign. I figure this way I don't have to add more NPC's but it will take longer for the party to get the number of crew members willing to support them they heed to try the mutiny.

Anyone tried this or have any thoughts?

JD


My players just assaulted Natalya's hideout with near disastrous results.

When it was all said and done two of their party were unconscious, Natalya was dead and Terisha and her thugs left with the Shard of Pride.

So I need to figure out what to do next?

We ended the session with the conscious PC's dragging the rest of the party back to the manor to heal and figure out their next step.

I have an x-PC now NPC that I can use to provide a lead after a day or two. I'm just trying to decide if I send them directly to the Crow or does Terisha fall under the shard's sway and run off like Natalya did?

JDragon


Hello all,

Having recently moved to the Atlanta Ga area (Marietta to be specific), I'm in the process of putting a new group of like minded gamers together to play Pathfinder as well as other RPG's, Boardgames and possibly some miniatures games.

So far the group consists of my self and one other person (gotta start somewhere), here are a few details about us.

We both are experienced players and GM's in our mid 30's with over 20 years playing a variety of RPG's.

We are looking for 3-5 more mature players that are looking for a long term gaming group. (Age does not indicate maturity )

I plan to host the games at my home in Marietta and unless another GM appears will be running as well.

We hope to play approximately every two weeks, with the current preferred day being Sunday for 6 - 8 hour sessions. The exact day and time is open to some adjustment.

Initially I plan to run one of the Pathfinder AP's; either Skull and Shackles or the Anniversary Edition of Rise of the Runelord's depending on player experience and preference.

We will be starting as soon as we can get enough players together.

If this sounds like the game group for you please post here, message me or contact me via email.

JDragon


Just wondering what if anything people have done with Janderhoff so far.

The details seem limited and I would love to hear what others have done with it.

The PC's in my group will be visiting it shortly and I'm trying to figure out what they will find when they enter the city.

Thanks

JD


A little help please.

My PC's will be visiting Crystalrock shortly hoping the "pulse" will remove an oracle of bones spirits curse. (The player knows it will not by the PC does not)

I have checked most of the books on Varisia as well as dwarves and such and found very little on Crystalrock other than it vibrates causing a pulse that can be felt for miles.

Has anyone seen anything else, or come up with their own ideas/ use for it?

I'm trying to decide if its a constant pulse or something that happens only once every few months etc.

Thanks

JD


I'm looking for opinions on an idea I have for a campaign.

It has two goals, the return of a Dwarven High King & the retaking of the Sky Citadel Koldukar "Urgir" from the orcs.

I plan for the all or almost all of the PC's to be dwarves.

The odd aspect to this campaign is it will only consist of 4 sessions. :-P

My plan is to run it as a series of connected Con games over the next 3-4 years at my local Con. So each session would be a snap shot of the overall campaign vs playing the entire thing out. I would run 1 a year the first two years and possibly sessions 3 & 4 the third year if I can make it work.

The core 3-4 characters would be in all the adventures with a couple changing depending on player choices.

Does this sound interesting or doable in any reasonable fashion, or am I just nuts?

Thanks for sharing.

JD


Just wanted to see if anyone had worked on conversions of Second Darkness to the full version of PFRPG?

OR will the conversions based on the Beta cover it?

I'm currently about to start book #3 and was thinking about making the change to Pathfinder since the full rules are out but did not want to duplicate work if I didn't have to.

Thanks

JD


Afternoon all,

I'm in the process of getting ready to attend one of the local gaming conventions in 2 weeks from today for Presidents Weekend. The Con is DunDraCon XXXIII which is being held in San Ramon in the SF Bay area in CA.

I'm hope to have some material ready to run as a pick up game if time permits and since I have been very happy with the Second Darkness AP I thought it would be fun to do something of Pazio's creation.

I'm looking for are suggestions on an adventure or part of an adventure that I could prep to be used as a pick up game at the con. I would like something over 7th level or over and that will be able to be completed in around 6 or hours of playing. It does not need to be a complete adventure as I'm happy to give details as to how they got to the point we actually start playing at.

I have access to most of the PAzio products and AP's but just do not have the time to scan / read through all of them to find something. So if you have a favorite encounter or group of encounters that you think would be fun for a pick up game please share.

Thanks

JDragon


Ok,

My party just had the planned encounter with Smeed, the problem is the result was not what was expected.

They beat him down (0 hit points) but after he provided the suggested comments "anyone couldhave put his cloak outside" or something like that they opted not to kill him.

They did end up killing his ape and the groups barbarian stole his sword but they left him alive and indicated that they did not expect him forgive or waive the dept Saul owes him.

We ended the session with them leaving his house and heading toward Larur's house to see what they could find.

Some table talk led me to belive the party was starting to question if Saul was on the up and up.

Anyone had similar issues?

Any suggestions?

Thanks

JD


I wanted to see if their was any possibility of being able to unlock the PDF's for the AP and associated products?

When using PDF's from previous AP's (RoRL) I was able to open the file in Photoshop to get a good copy of the maps and images to use for high quality digital handouts for my games.

Any way to do that with these?

Thanks

JD