Malcolm_Reynolds's page

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I don't know if you're looking at this during the stream, Tyler, but I can't hear you at all. I can hear Ron, Keith, and Margo. I don't have a Youtube account so I can't post anything in that chat.


Do you know whether they've considered crowdfunding, like LSG did with Apocrypha, to cover costs up front?


Only some thoughts (others will surely add more):

Replay to try out different characters (either from RotR or other sources)
Try the official Seasons or homebrew campaigns that use the RotR set.
Make your own scenarios.

The other three of the first four adventure paths (S&S, WotR, and MM) do require their respective Base sets, as they contain Location, Henchman, and Support cards that are needed throughout the entire path. They also contain different sets of low-level banes and boons (and Loot!). The plan with the new Core set forward is that you will combine the Core set with each new Adventure Path.


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As written an 18 in your example would exceed the difficulty (15) by at least 3, so you would not get an item.

If you flub a check with a 6 and have not exceeded the difficulty by at least three, then you get an item. (If success were a requirement then it would read something like "If the result of each check to defeat a bane you encounter succeeds and does not exceed the difficulty by at least 3, after the encounter, draw a random item that has the Alchemical or Liquid trait from the box."

Hope that helps!


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That means any time you are told to encounter the Danger (as by some barriers), you roll on the Critter story bane roster and encounter whatever you rolled. The story bane "Collapse" is not the danger in this scenario; it is a non-closing henchman as defined in the "During This Scenario" box.


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If that is the scenario setup rule, then A) is the correct choice. If the designers meant you to have no idea in which location Dusk-Taker was, they would have had an instruction to make it random and secret (like using blessings as you suggest).

The goal is to close all locations, which is usually harder than cornering and defeating the villain. This way you have a little extra help, which is nice because some party members might have trouble with blessing acquisition checks with the Sekrepheres.


That's right. The key is that each character must attempt a different check, so you probably only need to go for the 40's if you have 5 or 6 characters or if you have two characters that are great in either Arcane or Divine but none of the other skills.


You can check page 445 of the Core rulebook under Step 4: Determine the Degree of Success and Effect".

Essentially, statements 1 and 3 are false. Crits are determined by the result meeting or failing to meet a DC by 10 or more. If you roll a natural 1 or 20, the result is one degree worse or better than dictated by the numbers alone.

Hope that helps!


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What you're looking for is the "The Dragon's Demand Story Bane Roster", which can be easy to miss because it's on the reverse side of "The Onslaughts" Wildcard. That holds the table for determining random story banes.


Yes, I'm sure it's intended that way. You can also rearrange those cards you examine with it, including the Deck itself if you choose your own deck.


While I don't recall whether there's a similar suggestion in the Core rulebook, I do remember that the older rules had a part that read something like "if you find a bane that your group just can't seem to deal with consider replacing it with one of similar difficulty that isn't quite as impossible to overcome."


If the power reads something like "Reload to examine," then yes since you perform the prescribed actions in the order listed.


Welcome to the community and to my favorite game!

Page 17 of the rulebook tells you when to add the cards for each new adventure deck: when you complete an adventure. So you shouldn't have mixed in the deck 1 "The Worldwound Incursion" cards until you finished the base adventure "Into the Worldwound". Each time you complete an adventure you add all the cards for the next adventure and mix them with the cards already present. The Wrath of the Righteous adventure path card tells you when and how you start culling cards from the decks as you play.

Hope this helps and feel free to ask as many questions as you have! There are lots of friendly, helpful people on this forum!


I can't remember where to find Corrosion to check. Since the Boomcrown is an Item you may also play a Spell on the same check. In this case the Boomcrown defines the dice to use (instead of using a skill) and the spell just adds another die of the type specified (like a blessing).

Remember to add the AD # as a static bonus with the Boomcrown as well!

Hope this helps!


Hi Mike!

Per the Rules: Bless sidebar (p. 12):

"If your check doesn't use a skill because a power specifies the type of die to use, blessing the check adds another die of that type."

So blessing a check while using the Boomcrown would add another d8 (or d12 vs undead).


I felt an inclination to share my experience.

Having bought every base set, adventure deck, and class deck published so far I have seen a few problems across the entire library. Two that come to mind are the Runelords deck 4, which has a bit too much black ink in the printing of the card faces and Wrath deck 2, where the cards had a noticeable curvature I was not able to force out by weighting them down. Neither of them were unplayable and, though it hurt my desire for perfection, I decided to tolerate imperfection and not raise a fuss. (PACG has been my favorite game since one of my gaming buddies introduced it to my group and I've been a subscriber since The Skinsaw Murders).

There were at least two times I received decks with a major issue. Those had two sets of the same 55-card pack in the box. Paizo quickly and happily replaced those when I brought it up.

I use clear sleeves. With my Core and Crimson sets I do see a difference in colors on the card back when I compare them side by side, but I haven't segregated them to confirm that each color variation belongs to a particular set. I have decided not to let it bother me since it doesn't affect the gameplay and I don't want to try and figure out what card that is on top of the deck anyway. One of my Runelords cards has a small splotch on the back of it. I made the mistake of looking at the other side and though I haven't played that set in years I still remember it's a Blessing of Torag, so I know when it's coming up. One of my Core cards has a similar splotch, but I haven't looked at this one because I don't want to know what card it is.


April Fools!


Harrowing (Curse 3) is another spell that will be useless in Dragon's Demand.


I have also played Apocrypha all the way through. My game group isn't as interested in it as I am so I solo'ed a two-person team of Evangeline and Frank.

I also read through most, if not all of, and enjoyed wkover's postings about play sessions.


Frencois wrote:
Malcolm_Reynolds wrote:

It only allows him to bury instead of discard.

...
That, except that it's the opposite :-)

I'm out of practice with answering questions :P


Yes. If you choose not to play on your turn, the emperor gets ahead in the game.


It only allows him to bury instead of discard.

If the designers had wanted Valeros to be able to avenge any encounter, they would have given him a power such as "You may avenge distant enconters."


Thanks!


Have any of those brains come up with anything over the last three months?


Will there be a thread seeking character info for this adventure path?


Also the case with Frozen Touch (Curse 0), Harrowstrike (Curse 1), Sonic Blast (Curse 1), Deathgrip (Curse 2), Volcanic Storm (Core 3), Wall of Light (Core 3), Ice Strike (Curse 3), Death's Touch (Curse 4), Icy Prison (Curse 5), and Boneshatter (Curse 6).

I'm pretty sure it's just inconsistency in how it's written and the bonus dice are intended to be used for any of the listed skills. I believe all weapons list all skill options before the bonus dice are defined.


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Since the setup says to use Devil monsters from the vault and not "Devil monsters and Story Banes", I have been using the 3 Devil monsters and, after summoning them, returning them to the devil stack. The "Summon and Encounter" rules tell you to return summoned banes to the vault, but these three devils weren't summoned from the vault and I return them to the stack.

I know while I could be doing it wrong, this makes sense to me.


JimmyJinNJ wrote:


As in discard all of your hand, rather than bury them??

How do most characters play/survive this scenario?

No, as the end-of-turn check to bury would happen before the opportunity to discard.

I usually use a ship that allows me to discard blessings from the blessing deck to explore so as to maximize opportunities to empty my hand before the end of turn and minimize the number of turns per character.


Moar cards! Moar traits!

I note are still missing from doc:
Curse
Fighter (class)
Rogue (class)

Core/Curse:

Urban
Underground
Sacred
Wild
Skald
Brawler
Expert
Gray Maiden
Red Mantis
Guillotine (promo)
Spy (may remove Arushalae note)
Sayona
Grioth
Shadow
Basilisk
Boggard
Disease
Rakshasa
Owner (now a trait)
Genie
Helm
Harrow
Blackjack
Respect
Suit
Keys
Shields
Hammers
Crowns
Books
Stars
Eidolon
Bloatmage
Enchanter
Formian


You should always display the Danger. If the Danger is also listed as a Villain or Henchman to be shuffled into locations, proxies should be used instead in the locations. This way you always have access to the card you need.


Shade325 wrote:

Okay so finished 3C yesterday and moved on to CotCT. Read the rules noted above. So I'm assuming that the game should look like the following if completing DD & Moving to CotCT

Start CotCT at adventure 1 but # is considered 4

Right.

Shade325 wrote:
Add 3 Wildcards (are these permanent i.e. same ones the whole path or choose 3 each scenario?)

Per Core Wildcard rules (p. 18) you may pick or choose randomly before each scenario, so they can change each time.

Shade325 wrote:

All Core and CotCT cards 0-3 are in the Vault. New cards will not be added to CotCT adventure 4 (which will be considered # 7)

That sound right?

The DD storybook's AP award tells you to build the vault with all level 0-3 cards, so that looks right. Won't be culling anything until Adventure 4. Treat # as 3 during Adventures 1-3 (from DD) and throughout the AP increase # by the highest DD scenario you completed (3, per CotCT). So if you play the final scenario # will be 10. Looks right.


I have not done DD to CotCT yet, but I can point to page 3 of the CotCT storybook which says "also, increase # by the # of the last scenario you completed..." and to the Core rules p. 19 under feats "the maximum number [of a feat type] you may check is equal to the # of the last scenario you completed."

Together I take it to mean that CotCT essentially becomes adventures 4-10 and you can gain one of each feat type per adventure. It's not overpowered because you're also increasing # for banes and adding a wildcard for each adventure completed prior to CotC.

As for choosing the Blackjack role to replace your prior one, while I can't find the possibility mentioned in the rulebook I'd allow it in my games. I'd probably not reallocate power feats to the new role and make someone earn them one at a time as usual, but with one hero point per scenario that wouldn't take long.


Has the Undead trait but isn't immune to Poison or Mental. Should it be?


Damaged cards power is listed twice.


"When examined, suffer Poison damage..."

How much Poison damage?


In damage paragraph: "Instead, bury the 1d4 cards of your deck."

I'm sure "top 1d4" is what's meant.


Having sleeved every card of the Core, Curse, and promo sets I can attest that there are in fact 996 cards in total (440/550/6 as advertised).

Frencois, I have 21 proxies: 8 A, 8 B, 3 V (your count is 20).
You seem to have counted 3 Core level 3 Story Banes as level 2.


Thank you for letting us know! I wasn't sure whether I was overlooking something. Makes me wonder whether there's a riddle a la Mythopoeic Sphinx.


Thank you so much! That makes complete sense!


Assuming he has checked the first feat and has 1d8+1 for Diplomacy, yes.

Hakon does not need the first feat checked if you are using Strength against the monster already.

Though you mention combat, this is not limited to combat checks.


Yes, you are right. I'm not sure how to know whether "Add the level 2 cards" and "Add the level 3 cards" include the Core set cards.


Page 5: Draw Starting Hands:
If you didn't draw at least matching card" (should have "1" before matching).


On page 4 under Choose Your Character:
"Each player chooses a character to representing the character they're playing in the game." (Instead of "represent")


Each of adventures 2-6 say to add the level's cards. Only Adventure 1 says to include Core cards. Do you add Core cards to adventures 2 and 3?


Its type (Monster) is the "Story Bane" color rather than the "Monster" color.


I haven't been able to find how this Loot can be acquired in the Adventure 4 storybook area or cards. Can someone point me in the right direction?


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It's here! It's here!


Each new blog makes me even more excited!


That's it for now! Thank you!


Ah, yes, I could have been clearer. I meant cancel.

Thanks!

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Can I suffer the Burn for Internal Buffer one day and still have the buffered one available the next? Can I build up the Internal Buffer over a few days?


One player was looking to run it himself, but now I am offering to do so.

I want to switch things around a bit so that it is still a bit of a mystery for him.

Here's some first thoughts, though I am here to ask you for something better.

Ameiko and Tsuto are both evil, and the exchange of letters and kidnapping is all a ruse to ambush the PCs.

The shopkeeper's daughter is later revealed to be Nualia.

Sherrif Hemlock takes on Aldern Foxglove's role, though Aldern still becomes obsessed with one of the PCs. Hemlock flirts mildly with a PC.

Have you got something better for me?


Our adventure begins in the town of Rhiannon. The slow process of rebuilding is well underway after recent raids by Orcs and Gnolls. Mayor Fellstone, an older man with short cropped dark hair and a beard, has asked you to a meeting at the town hall which is still under construction in some parts.


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Whilst refreshing My Campaigns page I found myself wishing for an alternative to PbP. Wouldn't it be great if we could get the players in our PbP games together in the same room. We'd need some way to allow them to post spontaneously, maybe permitting them to vocalise their turn, and something RL to replace the dice-roller. I'd probably even provide some food and drinks.

Anyway, that's my wishful thinking for tonight...


Excerpt from The Fellowship of the Ring:

One morning the hobbits woke to find the large field, south of Bilbo's front door, covered with ropes and poles for tents and pavilions. A special entrance was cut into the bank leading to the road, and wide steps and a large white gate were built there. The three hobbit-families of Bagshot Row, adjoining the field, were intensely interested and generally envied. Old Gaffer Gamgee stopped even pretending to work in his garden.

The tents began to go up. There was a specially large pavilion, so big that the tree that grew in the field was right inside it, and stood proudly near one end, at the head of the chief table. Lanterns were hung on all its branches. More promising still (to the hobbits' mind): an enormous open-air kitchen was erected in the north corner of the field. A draught of cooks, from every inn and eating-house for miles around, arrived to supplement the dwarves and other odd folk that were quartered at Bag End. Excitement rose to its height.

Bilbo Baggins called it a party, but it was really a variety of entertainments rolled into one. Practically everybody living near was invited. A very few were overlooked by accident, but as they turned up all the same, that did not matter. Many people from other parts of the Shire were also asked; and there were even a few from outside the borders. Bilbo met the guests (and additions) at the new white gate in person. He gave away presents to all and sundry . the latter were those who went out again by a back way and came in again by the gate. Hobbits give presents to other people on their own birthdays. Not very expensive ones, as a rule, and not so lavishly as on this occasion; but it was not a bad system. Actually in Hobbiton and Bywater every day in the year it was somebody's birthday, so that every hobbit in those parts had a fair chance of at least one present at least once a week. But they never got tired of them.

On this occasion the presents were unusually good. The hobbit-children were so excited that for a while they almost forgot about eating. There were toys the like of which they had never seen before, all beautiful and some obviously magical. Many of them had indeed been ordered a year before, and had come all the way from the Mountain and from Dale, and were of real dwarf-make.

When every guest had been welcomed and was finally inside the gate, there were songs, dances, music, games, and, of course, food and drink. There were three official meals: lunch, tea, and dinner (or supper). But lunch and tea were marked chiefly by the fact that at those times all the guests were sitting down and eating together. At other times there were merely lots of people eating and drinking continuously from elevenses until six-thirty, when the fireworks started.

The fireworks were by Gandalf: they were not only brought by him, but designed and made by him; and the special effects, set pieces, and flights of rockets were let off by him. But there was also a generous distribution of squibs, crackers, backarappers, sparklers, torches, dwarf-candles, elf- fountains, goblin-barkers and thunder-claps. They were all superb. The art of Gandalf improved with age.

There were rockets like a flight of scintillating birds singing with sweet voices. There were green trees with trunks of dark smoke: their leaves opened like a whole spring unfolding in a moment, and their shining branches dropped glowing flowers down upon the astonished hobbits, disappearing with a sweet scent just before they touched their upturned faces. There were fountains of butterflies that flew glittering into the trees; there were pillars of coloured fires that rose and turned into eagles, or sailing ships, or a phalanx of flying swans; there was a red thunderstorm and a shower of yellow rain; there was a forest of silver spears that sprang suddenly into the air with a yell like an embattled army, and came down again into the Water with a hiss like a hundred hot snakes. And there was also one last surprise, in honour of Bilbo, and it startled the hobbits exceedingly, as Gandalf intended. The lights went out. A great smoke went up. It shaped itself like a mountain seen in the distance, and began to glow at the summit. It spouted green and scarlet flames. Out flew a red-golden dragon, not life-size, but terribly life-like: fire came from his jaws, his eyes glared down; there was a roar, and he whizzed three times over the heads of the crowd. They all ducked, and many fell flat on their faces. The dragon passed like an express train, turned a somersault, and burst over Bywater with a deafening explosion.


At this point Gandalf gathered four about him, four whom he knew to be brave and courageous and worthy of a great responsibility, and he drew them into the darkness behind the Grand Pavilion.
"I have spied some movement to the north," he said in a quiet and somber voice. "For better or ill Mr Bilbo Baggins has invited practically everybody to this little party of his, so there should be no movement and no lights to be seen, not here, not in the North Farthing, not anywhere in the Shire. Make haste and uncover whatever it is that..."

Gandalf's face stiffens suddenly, and he pauses a moment. "Gather your weapons and go, but do not bring any concern to these people here. I intend to leave the Shire by morning, so look for me at the inn of the Prancing Pony in Bree in two days hence. I want to know what it was that you uncovered."

And with a swirl of his cloak Gandalf leaves and disappears into the pavilion.

***********

You collect your things and meet at the North end of the field, near to Bag End, within a few minutes.

Please give a description of your character's appearance, and a Perception roll.


Male Human Teacher/11 | HP: 30/38 | AC: 9, T: 10, FF: 10 | CMB: 5, CMD: 4 | F: 5, R: 4, W: 9 | Init: +2 | Perc: +4

***** WELCOME *****

Hello! I hope you all have a good time here. My aim is to increase the RPG-fun in my life, I hope that this game does the same for you.

Puts teacher hat on:
A couple of guidelines to make gameplay fun for all, in no particular order:
* Don't be a jerk.
* Read each other's posts. Work as a team. The GM is the adjudicator of the game, not the leader of the players. Talk with the other players, both in character and on the Discussion board.
* Make as many posts as you want, but please limit it to one turn's worth of actions between GM Posts. (From the CRB: In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one swift action and one or more free actions. You can always take a move action in place of a standard action.) Speaking is a free action.
* Use the Discussion Board for questions and anything that is OOC (Out Of Character), including issues with the game. A good Discussion board can really make a game a lot more fun.
* Please post regularly. If you can't post for a few days please tell us in advance or find a minute to post that you will be AWOL for a few days.


I am going to run a short game that runs parallel to the opening of The Fellowship of the Ring. You should already be very familiar with the following:

One morning the hobbits woke to find the large field, south of Bilbo's front door, covered with ropes and poles for tents and pavilions. A special entrance was cut into the bank leading to the road, and wide steps and a large white gate were built there. The three hobbit-families of Bagshot Row, adjoining the field, were intensely interested and generally envied. Old Gaffer Gamgee stopped even pretending to work in his garden.

The tents began to go up. There was a specially large pavilion, so big that the tree that grew in the field was right inside it, and stood proudly near one end, at the head of the chief table. Lanterns were hung on all its branches. More promising still (to the hobbits' mind): an enormous open-air kitchen was erected in the north corner of the field. A draught of cooks, from every inn and eating-house for miles around, arrived to supplement the dwarves and other odd folk that were quartered at Bag End. Excitement rose to its height.

Bilbo Baggins called it a party, but it was really a variety of entertainments rolled into one. Practically everybody living near was invited. A very few were overlooked by accident, but as they turned up all the same, that did not matter. Many people from other parts of the Shire were also asked; and there were even a few from outside the borders. Bilbo met the guests (and additions) at the new white gate in person. He gave away presents to all and sundry . the latter were those who went out again by a back way and came in again by the gate. Hobbits give presents to other people on their own birthdays. Not very expensive ones, as a rule, and not so lavishly as on this occasion; but it was not a bad system. Actually in Hobbiton and Bywater every day in the year it was somebody's birthday, so that every hobbit in those parts had a fair chance of at least one present at least once a week. But they never got tired of them.

On this occasion the presents were unusually good. The hobbit-children were so excited that for a while they almost forgot about eating. There were toys the like of which they had never seen before, all beautiful and some obviously magical. Many of them had indeed been ordered a year before, and had come all the way from the Mountain and from Dale, and were of real dwarf-make.

When every guest had been welcomed and was finally inside the gate, there were songs, dances, music, games, and, of course, food and drink. There were three official meals: lunch, tea, and dinner (or supper). But lunch and tea were marked chiefly by the fact that at those times all the guests were sitting down and eating together. At other times there were merely lots of people eating and drinking continuously from elevenses until six-thirty, when the fireworks started.

The fireworks were by Gandalf: they were not only brought by him, but designed and made by him; and the special effects, set pieces, and flights of rockets were let off by him. But there was also a generous distribution of squibs, crackers, backarappers, sparklers, torches, dwarf-candles, elf- fountains, goblin-barkers and thunder-claps. They were all superb. The art of Gandalf improved with age.

There were rockets like a flight of scintillating birds singing with sweet voices. There were green trees with trunks of dark smoke: their leaves opened like a whole spring unfolding in a moment, and their shining branches dropped glowing flowers down upon the astonished hobbits, disappearing with a sweet scent just before they touched their upturned faces. There were fountains of butterflies that flew glittering into the trees; there were pillars of coloured fires that rose and turned into eagles, or sailing ships, or a phalanx of flying swans; there was a red thunderstorm and a shower of yellow rain; there was a forest of silver spears that sprang suddenly into the air with a yell like an embattled army, and came down again into the Water with a hiss like a hundred hot snakes. And there was also one last surprise, in honour of Bilbo, and it startled the hobbits exceedingly, as Gandalf intended. The lights went out. A great smoke went up. It shaped itself like a mountain seen in the distance, and began to glow at the summit. It spouted green and scarlet flames. Out flew a red-golden dragon, not life-size, but terribly life-like: fire came from his jaws, his eyes glared down; there was a roar, and he whizzed three times over the heads of the crowd. They all ducked, and many fell flat on their faces. The dragon passed like an express train, turned a somersault, and burst over Bywater with a deafening explosion.


Paizo Order #3153323 Shipment

I sent an email about this on 26 June and I have had no response (which surprised me more than the promo card being missing).


Male Human Teacher/11 | HP: 30/38 | AC: 9, T: 10, FF: 10 | CMB: 5, CMD: 4 | F: 5, R: 4, W: 9 | Init: +2 | Perc: +4

Kip, could you start with a description of your PC in the gameplay thread please.


You are a member of the Wolf people, a small
tribe of 40 men and women and their young. Like many of
the people in the area, the Wolf tribe are nomadic hunter and
gatherers. Trained in the ways of the warrior and the hunter,
you are apt for life in the outdoors. This year’s annual autumn
hunt has not faired well; there is an alarming lack of elk for
the Wolf people to hunt and preserve for the coming winter
as they have done in years past. Forced by necessity, the Wolf
people have moved to different hunting ground, approaching
dangerously close to the Bear tribe’s territory. Much to their
dismay, they find no elk there either. The Wolf elders are in
counsel, and this is where the adventure begins.


Okay guys, first things first. We need to:


  • get to know each other by avatar
  • learn a bit about the setting
  • create characters
  • learn how to make your posts

So make a post to let me know who you are. As we get this thread running I will start on the next few points.


I thought no, but someone suggested I could.
Speed and Strength also spring to mind.


So the rules don't support it, and you'd need to decide on another location for each extra player, but has anyone tried it anyway?


We be goblins!

This is a variant game using the PFACG cards and same basic mechanic. If you're enjoying the standard PFACG you might enjoy this for a change of pace. It includes the use of the B, C and 1 cards.

1) This game uses only d6's. Goblins can't count higher than that, and the concept of a tetrahedron will blow their minds.

2) Remove all the Allies with the Animal trait - yummy - and set aside.

3) Remove all the remaining Allies with the Basic or Elite trait. Use 30 of these as the Blessing Deck. These are the people you avoid and dart between as you burn things and create chaos. The game ends when there are thirty people out trying to stop you.

4) Shuffle the Animal allies in with the remaining Allies.

5) Remove all the Monsters, Henchmen and Villains with the Goblin trait and shuffle. Have each player roll 2d6 and give them that number of goblins for their character deck.

6) Give each player enough random Blessings to make up to 15 cards in their deck.

7) Each character rolls 1d6+2 for their Hand Size.

8) For any check a goblin's base die is d6.

9) On your turn you may discard a goblin as a weapon for a combat check. If the combat check of that goblin is 8 add 1d6 to you base die. Otherwise add 2d6. Named goblins add 3d6.
You may discard a Blessing to recharge these goblins.

10) On your turn you may discard a goblin as fireworks for 1d6 each, regardless of the combat check of that goblin. You may discard as many goblins as you like in this way. Named goblins are really big fireworks, add 3d6.
You cannot recharge these fireworks.

11) Any animal encountered, ally or monster, is automatically acquired and put into your hand. Animals act as a healing, yummy. Bury the animal, then shuffle 1d6-1 random cards from your discard pile into your deck.

12) Allies are the enemy. The combat check of the ally is equal to the Allies highest check to acquire. Henchmen and Villains are also the enemy. Combat and damage work as normal.

13) Monsters are your friends, and act identically to the Blessing of the Gods. Roll 5 or more to acquire and put them into your hand. You may threaten the monster with your weapon (recharge a goblin) to add 1d6 to this check.

14) Add +2 to any check when you chant a goblin war song whilst rolling dice. The war song must be at least 2 lines that rhyme and give small children nightmares.

15) Build the scenario for Brigandoom! as normal for your first attack on Sandpoint. Happy chaos!


This is a tough scenario made for characters who have completed the Burnt Offerings Adventure.

A researcher at the Turandarok Academy discovered that Sandpoint lay on the site of the breeding ground of the Giant Hermit Crab. However, seeing no arcane significance to this he dismissed it. Today hundreds of Giant Hermit Crabs are roaming the streets and the local militia cannot hold them back without your assistance. The people have panicked and lawlessness rules the streets.

Set up:
Remove the one of the Giant Hermit Crab monsters and keep to one side for use as summoned monsters.

Locations:
1 Waterfront
1 Guard Tower
1 Academy
2 Town Square
3 Junk Beach
4 The Old Light
5 Village House
6 Sandpoint Cathedral

Villain: none (to win this scenario you must close all the locations)
Henchmen: Bandit Henchmen

During this scenario:
If a monster's power causes you to recharge one or more cards, do so, then draw the same number of cards.
Whenever you encounter a Bandit Henchmen you must then encounter and defeat a Giant Hermit Crab. Complete the Bandit Henchmen encounter first.

Reward:
Choose a boon other than loot and randomly take two of that type from the box.


My regular gaming buddies are coming round tomorrow night and we plan to play at least one scenario. They are seasoned RPGers and also play a lot of board games and card games. They haven't played PFACG at all. I am quite familiar with it.

Should we start with Brigandoom! or launch into Burnt Offerings?

I think they'd prefer the story continuity of Burnt Offerings over three random beginner scenarios. And the Local Heroes scenario will help them gain better gear.

It will most likely be a party of five or six.

(And I have Attack on Sandpoint all made and ready to go.)


Specifically thinking about armour here, which most seem to say "Recharge/Reveal to reduce Combat damage..."

Does that mean I can use armour to reduce:
Force damage from the Enchanter before the encounter?
Fire damage from the Enchter after the encounter?
Acid damage from Black Fang
(I think these are an obvious No)
Ranged damage from the Scout before the encounter?


I picked up the Character Add-On just yesterday and started playing Lini (with my daughters as Kyra and Amiri). I felt frustrated by how difficult it was to make a decent combat check. I'd often have to discard to roll 1d10 for Strength rather than 1d4, I'd reveal an animal ally for 1d4 and Amulet of Mighty Fists for another 1d4, provided I had all this in hand. I still felt uneasy about making combat checks higher than 12, and if I was missing any if those I was throw in a Blessing (or beg for one). Whilst it was good to be able to cast Strength sometimes too, I couldn't always recharge it and didn't like losing another card to the discard pile. The Divine spells don't feel all that useful, either in combat or out.

I do like the 1d4 to a check from revealing an animal ally and found that I acquired more cards than any other player. I guess this is the key to Lini, being able to pick up resources along the way and use them.

Advice?


I am thinking about deliberately stacking the location decks with the 'right' cards to more accurately tell the story of the Rise of the Runelords. I have been thinking about running this Adeventure Path using the PF RPG for some time, so I am fairly Familiar with book 1.

I plan to follow the numbers on the location cards, and shuffle before the game begins, but I will make deliberate placements such as:
Ameiko in the Rusty Dragon
Monster in the Cupboard in the Village House
Tsuto in the Glassworks
Only Goblin monsters in Attack on Sandpoint
Etc

I'll then narrate the story more, play the part of NPCs to interact with the PCs more etc, though we will otherwise play the PFACG as normal.

Thoughts?


So I have a Blessing of Calistra that matches the top of blessing discard pile and I choose to discard a card to use Seoni's Blast power. Can I use the Blessing recharge power to 'recharge this card instead of discarding it'?

I think No, but then I ask myself when would I get to use the Blessing recharge power...?


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How should I go about balancing RotR for three teens?

They have been roleplaying with me using the Beginner Box, and now the Card Game, but they still need a lot of technical help and advice to build characters.

I'd prefer to avoid the GM-PC.


I'm playing Seoni so spells are pretty high on my mind.

My favourite spell so far is definitely Augury. I recently played Augury, chose Monster as my card type, turned over three monsters and placed all three on the bottom of the deck. I now have a relatively safe location to explore until I find the henchman or villain.

Detect Magic is good in a similar way. When you find a monster beyond your capability at that time you can leave the location to someone else. Same with a great boon, such as longbow +1, that you can't acquire yourself, nor do you want it, but let Harsk know where it is and he will be happy to move across.


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Adventure: The Jubrayl Vhiski Trilogy

Brigandoom! (And Try Again)
Jail Break!
The Ransom

Adventure Reward: the people of Sandpoint give each of the heroes a gift. Each character chooses a type of boon other than loot, then draws a random card of that type from the box.

Having completed Brigandoom! a few options become available.

Scenario: Try Again
If Brigandoom! was completed unsuccessfully then he has escaped from your sight within Sandpoint and may now be in the surrounding area.
Replay the scenario Brigandoom! using the following locations:
1 Woods
1 Waterfront
2 Wooden Bridge
3 The Old Light
4 Warrens
5 Treacherous Cave
6 Village House

Continue with these locations until Vhiski has been apprehended.

Scenario: Jail Break!
With Brigandoom! or Try Again completed successfully, continue play until you have completed the scenario Attack on Sandpoint.
One of Sherif Hemlock's men rushes to the heroes to ask for help on behalf of the sherif, "Vhiski has escaped from the prison!"
The players may choose to postpone the celebrations of Local Heroes and attempt to re-apprehend Vhiski now, or continue with the Burnt Offerings adventure.

If they choose to go after Vhiski immediately then they will be hot on his trail and still within Sandpoint. The players have only one chance at this scenario.
The townsfolk are glad you're helping out again. Add 2 to your checks to acquire allies.
Use the following locations:
1 Prison
1 Garrison
2 Waterfront
3 City Gate
4 Village House
5 Academy
6 Guard Tower
Scenario Reward: Each character draws a random blessing from the box.

If they choose to wait, or if they did not successfully complete Jail Break!, after the Local Heroes scenario Sherif Hemlock directly approaches the heroes pleading for help. "Vhiski is causing more trouble for Sandpoint. He has made a base of operations for himself somewhere near the town."
The townsfolk feel you should have apprehended Vhiski before now. Increase checks to acquire allies by 1.
Each time you encounter Jubrayl Vhiski first summon and defeat a Bandit henchman. If the Henchman is undefeated then Jubrayl Vhiski is also undefeated.
Use the following locations:
1 Wooden Bridge
1 Warrens
2 Farmhouse
3 Woods
4 Treacherous Cave
5 Desecrated Vault
6 Mountain Peak
Scenario reward: Each character draws a random weapon from the box.

Senario: The Ransom

The Sczarni have begun kidnapping residents of Sandpoint, threatening to kill them all if Vhiski is not released.
If you would discard an ally, bury it instead.
When you encounter an ally immediately place it next to the Blessing discard pile, reset your hand and end your turn. The ally was kidnapped by the Sczarni and you spend your time looking for clues and consoling the family.
Villain: none
Henchmen: Bandits and Poison Traps in equal measures. When there are an odd number of locations use an extra Bandit.

Locations:
1 Village House
1 The Rusty Dragon
2 Wooden Bridge
3 Waterfront
4 Glassworks
5 Town Square
6 City Gate
Scenario Reward: all the allies placed next to the blessing discard pile are automatically acquired and available for all players to trade.


I'm not sure that I'm 100% correct, but I've been playing that you can only move at the beginning of your turn, before you explore. Is that correct?


I was the sorceress at the Apothecary and the three spells were all Divine only spells. I figured that I could not acquire at all: If you do not have the Divine skill, banish this card.
After the game I thought that maybe I could acquire it and hand it on to another player. Then I thought that perhaps I could even Play that card though I would need to Banish it rather than Discard. And then I thought that was going too far and decided to post the question.

Can you acquire spells without the appropriate skill?


I might be moving to a new town of about 30,000. I haven't yet found an RPG presence on the web.

I am thinking about starting up a RPG club and offering PFACG, BB for beginners and regular Pathfinder RPG (perhaps as PFS, perhaps as APs, perhaps as Homebrew).

How much would you pay to play once a fortnight from around 7pm till late?

I'm looking for any ideas to help me actually achieve this.


Valeria and Ezren are at the same location. Ezren Explores and turns up a low level monster. Ezren has only one spell in hand. Valeros has a few weapons.

It seems that Ezren and only Ezren must attempt to defeat the monster. Valeros can add to Ezren's check in a number of ways but he cannot step up and stab the monster (make a melee check in place of Ezren.

Am I reading this correctly?

Valeros could make a check only if the Bane card listed a two conditions with Then linking them.

Similarly, Valeros Explores and turns up some Arcane boon. Can Ezren make the check to acquire this boon?


I'm thinking of a cleric that is going to be a support character in as many ways as possible, including standing in the second line with a reach weapon.
Other than a Longspear, or glaive from Shelyn, whip from Calistria, or spiked chain from Zon-Kuthon;
what reach weapon proficiencies can I pick up from my deity?


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I'd take a one-level-dip into Cleric because as a Theologian Archetype with the Liberation Domain I'd get three rounds/day of Freedom of Movement ("This effect occurs automatically as soon as it applies."), a +2 Will save and enough casting and Channelling to keep myself healed, as well as a few Orisons. It also gives me Medium armour and Shield proficiency.

The only drawback is the +0 BAB.

Ideal for any class. I'd take it with a Fighter, Rogue, Magus or dedicated spellcaster (or any class really).


I have a Lore Warden with a +2 bonus to CMB with a Improved Trip. How do I calculate my 'ranged trip' attack with the bolas?

BAB + Dex mod + CMB bonus + Improved Trip bonus - non-proficiency penalty.
Which at level 3 will be 3+2+2+2-4=+5
Is there anything else I should add?
Should I be adding Str as a thrown weapon?


This is not for a Magus, and I realise Spell Strike allows me to do this. I'm heading for Eldritch Knight.

As a Wizard can I deliver a melee touch attack spell (such as Shocking Grasp) via my weapon including its enhancements to the attack roll, such as MW and Weapon Focus?

Can I also add the weapon and strength damage?

Can I deliver the melee touch spell as part of a Trip or Disarm attack with a flail?

If I take a 2H weapon such as a heavy flail as my Arcane Bond can I cast spells with a Somantic component? Does wielding a 2H weapon mean that I no longer have a free hand for casting a spell.


I GM the RPG Club I started for a some students in the school I teach.
They are 13 - 16 years old.

What is the best AP for use with me as GM?
What is the best AP for use with a student as (noobie) GM?
How suitable is that AP for students/players dropping in and out due to other commitments?


I'm doing some research for an upcoming blog. Tell me about your experience and expectations with sandbox campaigns, please.

Are you a player or GM?
What have you experienced of sandbox campaigns?
How do you define sandbox?
What do you want a great sandbox experience to be?


Firstly, this is NOT the thread to hate Loner-PCs and their players. I would like to hear from the people who play Loner-PCs, and why they do it, what they enjoy about it.

I want to gain some understanding something about why some players seem play the character that won't bond with the group, don't want to help the party, will go left when the party goes right, creates characters that don't mix well with the party, want to play a dwarf in a party of elves, will make a social-character for a combat game and a combat-character for a social game, and so on.

I am about to embark on creating a RPG club at the school I teach at. I figure that with enough students who have never played before I will come across at least one Loner-PC. I have ideas for strategies to help avoid this, starting off by stating that the party is to work together.

However, I'm not looking for advice, I would like to hear from the people who play Loner-PCs.


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It is after nightfall in late winter.

Ambassador Krippler, the village mayor, has called an emergency town meeting. He has listed several people who are missing, and it seems to be happening at the Pass of Thaldor. He has called for volunteers to investigate, and you have answered his call.


Male Human Teacher/11 | HP: 30/38 | AC: 9, T: 10, FF: 10 | CMB: 5, CMD: 4 | F: 5, R: 4, W: 9 | Init: +2 | Perc: +4

I am just setting things up -connecting this thread as the Discussion Board. Feel free to start using it.


"I’ve called this Town Meeting because of the trouble on the pass. We were expecting a corps from Vigil, and they should have arrived two days ago. We need to send some of our own to The Pass of Thaldor to find out what is going on."

He shuffles nervously, hanging his head as he speaks in his deep voice, "We do not know what has befallen Viktor and Igor who live near the pass; Edgar, Krinsk, Warick, Lyon or Kompio who should have returned from Vigil a week ago; nor of Verdihold and his men who volunteered to investigate.

"I fear the worst. I do not make this request of our people lightly. I call upon the spirit of Last Wall, that those of us, possessed of honour, bravery, and good will, can stand up against the… I don't know what."

His eyes have a glassy look, and he sniffles twice.

"At this time of year, as winter wanes, you all know, that we have little left in the stores and we rely upon The Pass of Thaldor to trade with Vigil. So we have nothing to spare you for this task. However, we will grant you what precious little we have. Brother Thistlethwaite has volunteered his Wand of Cure Light Wounds (2d10 + 10 ⇒ (1, 6) + 10 = 17 charges remaining), and Emong has been awake all night scribing these scrolls for you.

Spoiler:
Knock, Hold Portal, Unseen Servent, Comprehend Languages


"Who will answer this call?"


Is there any RAW (or RAI) reason why I can't be a Cleric of a Nuetral god to channel negative energy and multiclass into Cleric of a Good god to channel positive energy?

I realise I will have a plethora of low level spells, and miss out on the higher level spells.


Fast Movement takes Dwarf to 30', and the

PRD wrote:
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance

so, should the speed be 30' in heavy armour, or does encumberance of the armour bring it back to the dwarf's base speed again?


So I've created a dwarf fighter with Two Weapon Fighting and an Urgosh. At level 6 my spreadsheet tells me that the Primary head does +9/+4 whilst the secondary head also does +9/+4.

Does this mean 4 attack rolls?

Woohoo if it does. I only expected one extra attack from the feat.

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