On the desktop page for Boardgames (https://paizo.com/boardgames) there's a link to "Level 20". When clicking on it, it forces a login, then endlessly refreshes. I can't find any Product Discussion forum for it, so looks like it's not just me. It's the same on a phone, when using "Desktop Site" - but I can't otherwise locate 'Level 20'. Also couldn't locate under "Gale Force 9" which appears to be the producer.
Azothath wrote: In your example the ranged attack arrow hits the Red wall first (Stops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex half).). Objects have hardness so the 20 [fire] goes against that if they survive, so (just an example) for a wooden arrow(Hrd:5 HP:0) 10-5=5 dmg and destroyed. How a GM does magical arrows is a bit tricky, but I'd say (+1) enhc is Hrd:7 HP:1 which is still destroyed. This is incorrect, the red layer stops all non-magical ranged weapons, not by damage, but by magical effect. A magic arrow would be stopped by the orange layer completely, not based on damage. It would not specifically take the red layer's damage to get there (but nothing wrong with saying so), since that's for creatures. For instance, a hypothetical artifact arrow would still be stopped by the orange layer, even though it wouldn't be damaged. Also, a +1 arrow technically has hardness 7, and 11 hp. Can be important for shooting blindly through a wall of fire for instance.
This is a gutting decision for this 1e grognard. Please consider that the current amount of PF1 content on (not-so-)Infinite(-anymore) may be limited simply by the current vast *supply* of content, that is quickly being exhausted. It might be 5 years since the last 1e AP, but I haven't finished my backlog yet, much as some folks who've been playing PFS1e only since it's end haven't finished the 11 years of that. Disappointing.
James Jacobs wrote:
11 years later... Seven Dooms!
Majuba wrote:
Still hoping for an answer to this.
I know, major Necro, but... It will apply to caster level checks that are part of the spell's variables, but it won't apply to SR or range or even area of effect. The former isn't part of the spell, the latter aren't variables. The specific language ("duration and") makes it clear it is being restrictive on the impact. Level-based, but not a variable. You can't Empower an SR check, neither does this boon apply.
Not for me I'm afraid - pbp/pbd is simply too exhausting for me personally. I'm involved with the current run of VTT PF1 specials anyhow. [We just did 3-SP Blood, and I think we're doing 4-SP Race next, if it impacts your choices.] Thanks for keeping us moving along - the organization was good, just the format that's rough on me.
For the OP: you don't need to apologize for having a wrong opinion ;) This turned out to be my absolute favorite AP to run. Part of it was a great group, but that built on a very strong foundation. There's very few ways of *scripting* phenomenally powerful foes actively hunting the party (that mostly comes from the Dimension of Time foes). There's just too many different ways that could work out and interact with a near infinite variety of PC/Player groups. Breaking AP volume 6 wide-open, when the PCs are high enough to handle such things, is a great approach for your individual group if you want to put the work in. For anyone wanting to explore ways to do that, this Discord for DMs of Return is a great resource.
Norwescon announced this weekend that Paizo is going to be its spotlight publisher next year! For those who don't know, Norwescon is the Pacific Northwest’s premier science fiction and fantasy convention, and is held in the Sea-Tac Hilton Doubletree Hotel, the same hotel as PaizoCon in 2013-2019 & 2022 (the last 8 live ones). There's a PFS presence at the Con most years, but let's make this a live-PaizoCon event next year!
phaeton_nz wrote:
Whichever one they're in at the time. DM Carbide wrote: cmlobue, did you see my early post that your table started out with the aid token? Might need to direct message.
Migsund puffs at his pipe a bit, "Ah yes... Civilized society is perpetually menaced with disintegration through hostility of the races towards one another." He takes another puff, then adds, "Ve shall be cautious Fenture Captain." Kn(Hist): 1d20 + 8 ⇒ (4) + 8 = 12
Jeremy Smith wrote:
So it seems like it's an ongoing emanation, and anyone newly entering the area would need to make a save, and anyone leaving the area won't be further affected unless they return (but wouldn't need to make another save regardless of making or failing the first time). Is that right? Or does the 'feedback loop' stay connected to anyone regardless of distance? Separately does it only affect creatures in the area at the start? Not super hopeful of this being noticed 12 years later, but if anyone else has an idea how this is intended to work, that's welcome.
magnuskn wrote: Also, the higher level encounters really were underpowered by a mile and a half, which was quite noticeable in comparison to Hell's Rebels, another city AP, which I also finished a month ago and which felt much more competent in its encounter design in most places. Curious - did they feel underpowered 12 years ago? There's been a whole lot of power creep since then.
*casts true animation*
Jason Bulmahn in October 2006 wrote:
This is even more hilarious given the 'secret project' that began 10 months later (right after the release of this one).
Colin_Mercer wrote:
I don't believe that is the intent for all of them. For instance "Monster Codex 30" is the chapter header picture and journal entry. There's no rules there at all. Probably right about Wilderness Origins 8 of course.
Cross-posting from another thread: I took the Poll results from Tarondor's AP Guide/Poll and instead of just the "Recommended" rankings, I divided those by the Played/GM'd rankings (not quite fair for votes from those who've both played and GM'd an AP, but oh well). My hypothesis was that folks who actually *played* Second Darkness probably liked it, vs bad rap among those who haven't. I was wrong, but still recommend it! Some of the changes are just from 60% more votes. Here's the stats, filtered for 1e only: AP ------------------- % in Top 3 of GMs/Players recommendations (Tarondor Poll Rank, change)
War for the Crown and Return of the Runelords went way up, Jade Regent went way down. Credit to Tarondor - this actually matches his personal rankings much closer than the raw poll. Edit: And since it was mentioned a lot, Age of Ashes got 30/103, for 29.1%. Probably still a lot of recency bias, since if you only do "Top 3" of 2E APs that you've completed more than half of, that would be a pretty small pool.
I took the Poll results from Tarondor's AP Guide/Poll and instead of just the "Recommended" rankings, I divided those by the Played/GM'd rankings (not quite fair for votes from those who've both played and GM'd an AP, but oh well). My hypothesis was that folks who actually *played* Second Darkness probably liked it, vs bad rap among those who haven't. I was wrong, but still recommend it! Some of the changes are just from 60% more votes. Here's the stats, filtered for 1e only: AP ------------------- % in Top 3 of GMs/Players recommendations (Tarondor Poll Rank, change)
War for the Crown and Return of the Runelords went way up, Jade Regent went way down. Credit to Tarondor - this actually matches his personal rankings much closer than the raw poll.
Apologies for the side tangent, but clarification needed on Skald.
TxSam88 wrote:
These are not Inspired Rage benefits - these are benefits of *different* Raging Song performances: Song of Strength and Dirge of Doom. They do not combine with the other benefits mentioned. Rage Powers only come online with Inspired Rage. Skald's Vigor technically works with any Raging Song, but it's equal to the bonus to Strength provided by the song, which is 0 for any bug Inspired Rage.
mattdusty wrote: So my players are about to end City Outside of Time and I'm reading more in depth into Book 6 and getting ready to prep that. I'm confused about how to start this adventure. How do the players know that they have to go back through time, how do they know they are supposed to use the Cyphergate, and how do they know that they have to go to Zinnlun's tomb to get his skull? The Sihedron Heroes tell them? They go back to Jorgenfist and read about it, but then how do they know to go there at all? I guess I'm really asking where can i find in the AP where it says where and how they learn about what they are supposed to go/do regarding the Cyphergate? "Seoni" (or another one of the Sihedron Heroes) tells them that they *have*/will travel through time, because they've seen them do it. Xanderghul's journal somewhat spells out using the Cyphergate to travel through time, and needing to talk to Karzoug to do so (as well as maybe needing to find a way to coerce him). Party has to determine where Karzoug's soul is. Common Sense/Seoni tells them he is unlikely to be cooperative. Seoni/other-historian/Therassic-Library has the details about Zinlun, and Seoni located Zinlun still 'alive' via the Pearl of Power. The party is incredibly powerful at this point, skill checks and spells can help them put it together, doesn't need to feel like a railroad. And they could try going directly to the Boneyard, just harder to succeed. mattdusty wrote: And my second concern is this: Did anyone who has run or played the last book have any issues convincing the PCs to do the time travel instead of trying to save Varisia by going to all these places? My players are fairly stubborn and will try to take the most difficult path possible; they will definitely want to rush headfirst into Magnimar and try to fight Colyphyr instead of getting involved with time travel. I guess the special NPC comes in and begs them to do it? I thought I might, but no, they were all for it. Partly because the changes to the timeline erased their existences and time was starting to catch up to them... (e.g. One PCs parents didn't remember they had ever been born). The Sihedron Heroes taking on the challenges around Varisia helped assuage any guilt - and they got to decide where to send people. I'd ignore the _Heroic Roles_ bonuses, or at least that they need to send one to each place - let them make some hard decisions.
HobgoblinLiker13 wrote: ...however I do think the attitudes you hold towards people who play good characters from "evil" races might be a bit toxic. Obviously I'm not who you're replying to, but I think you're probably right. However, I do hold the same opinion myself - there's just something that aggravates a nerve when you see your Nth tiefling paladin or similar. I'm not sure where that comes from (if not just Mr. Do'Urden), but it seems widespread enough that it's worth recognizing and planning for if you want to play this archetype. "Planning for" just means avoiding the stereotypes, and maybe sounding folks out a bit and reassuring them. It may not be necessary if everyone was starting 'fresh', but you can be 'in the right' and still benefit from respecting how the presentation may impact others.
I feel it is important to point out that when the Magus was written and published, Pathfinder had *NO* dex to damage options, other than one weapon-specific, region-specific feat, from a book that was technically published before the Core Rulebook (it was PFRPG though). Of course, in PFS, just about every Magus just happened to wield a scimitar, be from Qadira, and have an interest in waltzing. Outside of that, str-based magi were much more common, and going dex-based was not such an unavoidable lure. Regardless, it was not designed as exclusively dex-based - in fact, Seltyiel the iconic magus is strength based.
|