James stated earlier in the thread that it wasn’t a case of parallel design, but a purposeful decision. As I wrote, sometimes more isn’t better. Having 100% of the couples and 2/3 of the allied NPCS be LGBT strikes me strangely. I’d have the same criticism if 100% of the couples and 2/3 of the allied NPCs were ½ dragons. I recall James Jacobs lamenting that in Red Hand of Doom he was required to have a plethora of half dragons, something he felt had been overdone. He was right, in the early days of 3rd Ed they were the cool new kids and showed up far too enough. Dungeon magazine also had them on a list of items they didn’t want to see in submissions, along with necromancer and his undead army. I’m not suggesting that the two couples make LGBT inclusion overdone, but that for this AP it seemed clunky, artificial and that the pair ended up detracting from each other. I’ve read the passionate posts on the topic in a variety of threads and found some quite poignant, but to me it’s akin to ½ dragons.
Occupied with other issues I fell behind on reading the current AP and to catch up took them with me on vacation. I liked the Worldwound Incursion, and while I found the background was overly complex between Anevia and Irabeth I thought they were interesting NPCs. I started the Sword of Valor and upon noting Sosiel and Aron I thought, “Hmm, now a guy couple, seems a bit cliché after the other pair.” It was especially odd since the only couples in the AP were LGBT, no mention of any significant other for Horgus and Aravashnial broke up with his girlfriend. This however spoiled neither the AP nor my vacation. It wasn’t until several days after returning and addressing the usual post vacation minutia that out of curiosity I checked to see if there was a thread on the topic. Indeed there were, including some offended, “Cancel my subscription” posts. I’m certainly not offended, but having the only couples in the AP be LGBT seemed forced and diminished them, either pair would have be more interesting without the other. Paizo’s effort to be inclusive was clunky, they forgot that if a little is good more isn’t necessarily better.
I was rereading in prepration of running module and couldn't puzzle out how the PCs re-enter the Agronach and reach area 11 to confront Helrun. Pages 24-25 note 2 entrances on the back of the beast, which I suspect are the two sets of stairs between 6 and 11, that can be accessed by flying or climbing or leaping down from Glimmerhold when the thing is climbing up. Once inside however there doesn't appear to be any internal access into 11. Are the PCs expected to hack their way in? Teleportation is out due to the dim lock. Not having a viable route after scaling/flying/falling and possibly suffering the two 4d12+20 attacks doesn't seem quite right, is it some sort of oversight?
I was rereading in prepration of running module and couldn't puzzle out how the PCs re-enter the Agronach and reach area 11 to confront Helrun. Pages 24-25 note 2 entrances on the back of the beast, which I suspect are the two sets of stairs between 6 and 11, that can be accessed by flying or climbing or leaping down from Glimmerhold when the thing is climbing up. Once inside however there doesn't appear to be any internal access into 11. Are the PCs expected to hack their way in? Teleportation is out due to the dim lock. Not having a viable route after scaling/flying/falling and possibly suffering the two 4d12+20 attacks doesn't seem quite right, is it some sort of oversight?
I was rereading in prepration of running module and couldn't puzzle out how the PCs re-enter the Agronach and reach area 11 to confront Helrun. Pages 24-25 note 2 entrances on the back of the beast, which I suspect are the two sets of stairs between 6 and 11, that can be accessed by flying or climbing or leaping down from Glimmerhold when the thing is climbing up. Once inside however there doesn't appear to be any internal access into 11. Are the PCs expected to hack their way in? Teleportation is out due to the dim lock. Not having a viable route after scaling/flying/falling and possibly suffering the two 4d12+20 attacks doesn't seem quite right, is it some sort of oversight?
For items like scrolls, wands and staffs that actually contain spells it's clear that if SR Yes is noted in the spell description then the user must pierce the target's SR. The bulk of wondrous items however often have effects which, while similar, are different than a standard spell. Is SR applicable in those cases based on the spell(s) used to enchant the item or do such effects not allow SR. Examples would be the scare effect of pipes of haunting, the dazing effect of a robe of scintillating colors or even a fireball form a necklace of fireballs.
Nullpunkt wrote:
I was leaning that way already, but it's an odd case and wanted a 2nd opinion. Thanks for the input.
In a recent product there was a sidebar on a natural armor amulet that used the wearer's life force in the crafting. It was easier to make but inflicted a penalty if it were ever lost, since a bit of life essence was lost with it. I have a vivid recollection of reading the sidebar, but can't locate the actual reference and my inability is festering like a splinter in my mind. If anyone can direct me to this elusive bit of info it would be a great relief.
Kamelguru wrote:
Kamelguru-yes that's it. It also explains why I couldn't find it on my feat/trait index since it's a class ability. Thanks to all for their input. On the occasions I've called on the Paizo community they've never disappointed. Thanks again, much gnashing of teeth avoided!
I've been combing my books, unsuccessfully, for the reference on a feat or trait. The mechanic was that by setting aside a certain amount of gold that the person would then be able to produce the equivalent value of item(s) when he desired. The 'stock', represented by a gold piece value, could be replenised when a city was visited. Ring any bells?
Generally the size of the buildings are always exaggerated on a city map so extrapolating from the floor plans yields inaccurate numbers. If you made the calculations on the academy of the arts, which is 130' wide, a cm on the city map would be 130'. The entire city would then be 1600' across-pretty small. Even if hampered by terrain to the max of 1/3 speed due to rubble and undergrowth the PCs can manage 20' r or 200' per min. Flying PCs could cross the entire city in a bit over a minute. Just doesn't feel very satisfying and makes it difficult to cultivate the fog of war that the adventure is supposed to have.
Cpt! Thanks for highlighting that to me. I was thrown off by the lack of any mention of the lodge on pages 7-16 and didn't associate Sharrowsmith's Exports with the Nantambu lodge when scanning the 'Where secrets sleep' section. Now that I've completely read the entry it is indeed quite clear. I also like your take that the lodge serves as more of a training facility than a base for exploration.
Is there any information on the Nantambu lodge? The presence of an active lodge there seems to contradicted by the text in the Mwangi entry which notes, "A pathfinder able to establish a new lodge on the periphery of the Mwangi expanse would achieve great renown and influence..." Nantambu is indeed well located. Additionally the now inactive lodge in Kalabuto, much further to the south, was noted as the base from which expeditions into the Mwangi were launched. Any clarification available?
James Jacobs wrote: On further thought, I'd probably say that a tentacle hit causes the tentacle to retract into its portal and be replaced by a new portal, unless the tentacle's got ahold of a PC. That way the PCs REALLY don't know what they're fighting and might start worrying that the monster at the other end has an infinite number of tentacles... Ohhh, that would be very funny, "Gah! There's no end to these things and we can't seem to chop through them!"
James Jacobs wrote:
OK, that'll catch them unawares, No expects the 283 HP tentacle(s)!
Like Atrocious I'm puzzled about Drexinis's transformation. Also, despite re-reading the Feasting Damnation on p 20 I'm still uncertain how that combat would execute. It seems that only the tentacles of the creature actually appear (unless it opts to plane shift in), but they don't have any HP or AC info, although it is noted they re grow in 1 week if severed so they appear to be attackable. How do the PCs fight it if it remains in the Abyss? It's noted that a DC 20 will can allow a PC to return to the material from the Abyss, can a PC will themselves through to attack it? The imagery of the battle is cool, but I'm wondering how it would work mechanically.
I've found that the PCs generally chose languages like goblin, orc etc just to avoid the problem you encountered. What, if any other than common, did the party speak? As another poster noted, used primarily to read old texts, tongues is for diplomacy with the Xorn king. I wouldn't alter the level or tinker with the spell.
I confess I've been puzzled by the folk who've noted that they plan to wait until the edition is decided before joining. I would encourage anyone interested, OGL or 4E proponents, to contribute now and help shape the project. If 'your' edition 'loses' Wolfgang will refund your donation, or if you desire it can be shifted to the 'winning' edition. Kudos to Wolfgang for setting up a no lose situation for the patrons. While I hope the OGL is victorious the scope of the project is such that I'd even consider financing 4E (which is a hard thing for me to write). Become involved as little or much as you desire. Even the ideas that aren't used in the actual project may spur possibilities. Really, much fun for everyone involved.
The whole 'the alarm is raised everyone runs' off doesn't make too much sense either. It could easily be a ruse (illusions, summoned monsters, PCs who then dim away) to draw defenders into a trap or away from an area. I generally take it to mean that when an alarm is raised, unless there's a good reason to leave their current area, they stay there prepared for trouble.
Arnwyn wrote:
I think it's even older than that, Can Seapont be Saved was in Dragon #75 Jul 1983. Good times, a TPK there as I recall.
I've never had an issue having a PDF printed at my local Staples. I only have one printed so its clear that I'm not selling them-they're for my personal use. I'm surprised that there would be an issue for me to have a hardcopy 'back-up' created. I would think it's akin to having a second copy of the PDF on a disk for archival purposes.
James Jacobs wrote:
James, From your comment about 'its more important now than ever to keep things on schedule' that providing errata on Darkmoon Vale isn't and probably won't be a priority. Not a tragedy in the scheme of things, I've spent more on worse causes. I have the bulk of Pathfinder related products I can state that this was mediocre, at best, and not representative of what the company produces so I'm not going to threaten to cancel all my subs and demand that you have someone killed to appease me. You've produced some truly awesome works, Scarwall for example, but this isn't one of them. Should the errata ever come to fruition, it would greatly increase the value of this product.Otto
James Jacobs wrote:
Any progress on placing the 'missing' sites on the map?
James,
DMcCoy1693 wrote:
While I don't use Bo9S or Races of Faerun it's an apples vs oranges comparison. This was billed as a guide book, not a splat book. I've written numerous times that I really liked the flavor, but the cartography issue is huge to me. If you look at the Scarwall thread you'll note a posting of errata, missing doors and such, was promptly made. I'm much more likely to add doors that appears to be missing without any dithering or official 'word' since the PCs are only going to be in the dungeon once it really doesn't matter if it's 'right.' Guessing about the location of larger sites, eg towns and ruins, is a problem because subsequently moving them to the 'correct' location damages the verisimilitude of the world. This could easily occur if additional modules are set in the Vale. If the big map was the players map that's fine, but the smaller maps in the book should be sufficiently detailed for me as the DM to accurately be able to locate each site. By accurately, I mean approximately x miles NW of Oldfen, a laser guided missile isn't necessary :). Everyone has different priorities when it comes to products, the accuracy of the maps and their integration to text is one of mine. I'm still optimistic that Mike or someone else will be able to provide the necessary info to tie the text to a location on the map. If that doesn't occur the product will likely not see use and I'd rate it extremely substandard both for the initial omissions and the lack of errata. Organized Play Characters
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