Hello all, Acid Flask lets you add 2d6 and your Ranged or Disable skill as a combat check or against a barrier. Deka An-Keret in the Mummy's Mask is a barrier that requires a Diplomacy or Knowledge check to defeat. Can Acid Flask be used for that? According to the card as written, I would think the answer is yes, but it seems strange.
LazarX wrote:
They would have been rare because you needed four 15's, a 12, and a 10 in your stats to qualify. I had a character that was working toward bard, but I only got to 3rd level of fighter before the campaign ended. It was the highest level I ever achieved in 1st edition with a character that started at 1st level.
LazarX wrote:
Actually, the original Bard progressed through Fighter and Thief classes before becoming a Bard. As a Bard, the character gained access to Druid spells.
Kirth Gersen wrote:
I agree that elves were important to a party in 1e, although the immunity to sleep was not absolute; it was 90% for elves and 30% for half-elves. It was not clear in the rules if the level of the caster affected the percentage as normal magic resistance did.
Shadow13.com wrote:
I cannot take credit for the following idea and I cannot remember where I got it from, but it worked beautifully when I used it as DM. I had a gelatinous cube that had a skeleton suspended within it approach the party. To the party, it looked like a skeletal undead was floating towards them. The party's main fighter engulfed himself when he charged the floating skeleton.
Listening to Vin Scully in the bottom of the 9th and having him let you listen to the crowd when the home team wins, without announcing that he will be quiet. This is in sharp contrast to modern announcers who say, "I will let the crowd tell the story," and then one second later continue to yammer inanities so that you can barely hear the crowd. Vin Scully not only knows what to say, but also knows when it is better to say nothing.
yoda8myhead wrote: Change your shipping option to the monthly option. As long as the stuff slated for "Early January" actually comes out in January and not the very end of December, the early January items should be held until the last item you subscribe to has come in at the end of the month. That is the problem. I have canceled all my other subscriptions except for Pathfinder, so I do not have an option. I could resubscribe to one of my canceled subscriptions, then cancel after the first Pathfinder does not ship, but that would not be honest.
Gary Teter wrote: Tio, you only have one subscription, so your Pathfinder will ship as soon as each volume arrives at our warehouse. If you had one or more subscriptions to other Paizo product lines then you'd see the various "hold for Pathfinder, hold for monthly shipment, etc." options on your My Subscriptions page. I was happy to hear that I would receive both issues of Pathfinder at the same time and have to pay for shipping only once, until I read the above and found out that I will get them one at a time. Is there no way I can receive them at the same time without resubscribing to one of my canceled subscriptions? I do not mind waiting.
Charles Evans 25 wrote:
Thirded. Thank you for your well thought out response, Feytharn. I had sent them a reasoned request for information before I read your post. My wife and I have been donating monthly to CCF since we were married twelve years ago, and she had been donating before that. We will continue to donate.
TGZ101 wrote: I'm currently leaning towards Ray of Exhaustion unless someone knows of a decent 3rd lvl blaster spell out there that also has an effect other than damage? Instead of Ray of Exhaustion, take the Empower Spell feat and use it on Ray of Enfeeblement. It uses the same level spell slot, but is usually more effective. Fly is a good choice for a 3rd level spell, so that someone other than the druid can get off the ground. The sorceror in my campaign was kicking himself for not taking it with one of his first two 3rd level spells.
I switched Xanesha and the one in Hook Mountain, as someone had suggested. Xanesha could not dimension door away because the party's front man had a silence cast on him before they even opened the door to Xanesha's area. Because of Silent Spell, Xanesha could cast the rest of her spells, so it was a tough fight, but I did not have the fun of Xanesha being a recurring villian.
Kain Darkwind wrote: Title says it all. Like Track, Trapfinding is an advanced use of a skill. Unlike Track, Trapfinding is a rogue only class feature, which means every party has to include a rogue or suffer horrific penalties as they stumble through traps. not every party One party I DMed got around the lack of a rogue by having the cleric use imbue with spell ability to give the ranger find traps. The ranger maxed out Search, so finding them was not a problem. The cleric had a feat that gave it Disable Device as a class skill, so he was able to disarm non-magical traps. Magical traps were dispelled by the cleric. The cleric's feat is not OGL, but even so, knowing a trap exists and how it works might help a party know how to trigger it safely or get around it.
The group I am DMing is in the middle of Hook Mountain. All four characters are human, of Chelaxian descent, and had been living in or near Sandpoint for at least a few years when the campaign started. Sorceror that likes to blast things. In almost thirty years of playing, this is the first arcane blaster our group has had. Knight of Iomedae. strong urge to defeat evil, merciful, but stubborn; usually has his way Cleric of Sarenrae with spontaneous casting of Glory domain spells instead of cure spells. loves to brag about accomplishments, which has only gotten worse because he has a knack of dealing killing blows (usually his only hit in a combat is the killing blow) Beguiler with one level of bard. He tells everyone he is a bard because he thinks others will not trust a beguiler, and will go to almost any length to not get caught in his lie. I am not sure about the almost. While Ameiko was training him in some skill when they were advancing to 3rd level, she saw through his bluff and asked him why we pretended to be a bard when he clearly was not. He then decided to train for a level of bard just so she would believe him. Even though she said she would not give away his secret, he still took a level of bard. It was a great role-playing choice, but it has weakened the character.
Tom Baumbach wrote:
My party needed more XP also, so I added two levels of rogue to each of the faceless stalkers. I gave them each the feats Combat Expertise and Improved Feint. One of them lost Improved Initiative and the other lost Combat Reflexes. It made the encounter at the townhouse more challenging, and gave the party the extra XP needed.
Mosaic wrote: For me, I think it would have to be pulling Search (Int) back out of Perception. It's the whole actively looking versus passively noticing thing. I would take out Perception completely and break it back down into Listen, Search, and Spot. I know many people in real life whose ability to notice something via seeing and hearing are completely different, and not just because of being vision- or hearing-impaired.
Mistwalker wrote:
The wand is a good idea, as long as there are ghouls to get in Iesha's way. My players tried fighting Iesha and were getting badly beaten up, so they ran away and went home to Sandpoint. As they were running away, they heard her screaming Aldern's name. I ran the combat and Iesha ripped Aldern apart in four rounds, barely getting scratched. I ran it again with ghouls helping out Aldern, and she still won the battle. Other than the wand, DM fiat is the best way to go. After the players' battle with Aldern, I was worried that the players would wonder why, if Aldern was so easy to kill, and Iesha was so difficult to inflict any damage on, how did Aldern beat her? It never occurred to them.
roguerouge wrote: Well, there's Guardians of Dragonfall, which is for 11th level characters. I was thinking of running The Demon Within as a side adventure, which should help Mr. Greer feel better. If I did that, I would probably collapse all of the seven sin areas. Spoiler: I am going to introduce Holton Albright to the party in Magnimar, and he will probably join them for Hook Mountain Massacre.
tadkil wrote: What are your issues? I ran this for a table of Tweens with Momma sitting in and for my normal gaming group. Nick Logue was much harder to PG-13 than this was. My adults LOVED it, however. I thought that Sins of the Saviors would be much harder to PG-13 than Nick Logue. I thought of taking out the lust part completely as suggested in the adventure, but at first reading it seemed to leave a hole in the narrative. I should take a second look. Thank you for your responses.
I am currently running The Skinsaw Murders. Does anyone have any suggestions on what would be a good way to go if I did not even want to run Sins of the Saviors? Is there a Gamemastery adventure for that approximate level, and does anyone have any suggestions as to how to integrate it into Rise of the Runelords in place of Sins of the Saviors?
Thank you for your replies. They did get arrested and had to wait in jail for eleven days. The authorities told them about the Shadow Clock. When the party asked the authorities why they did not arrest the Wanton of Nature's Pagan Forms, they replied that they could not get past the big stitched-up thing at the base of the tower. I will probably not have Xanesha in the tower because my party would get slaughtered by her in that venue. I might switch as suggested by Gray, or I might have her ambush them on the way to Hook Mountain.
Hello everyone, The group I am DMing just defeated Justice Ironbriar. It seems apparent that they will not be able to figure out how to use the ravens or decipher Ironbriar's coded journal, so they will not be able to find Xanesha. Does anyone have any suggestions on what to do with them in the meantime, so that they can handle The Hook Mountain Massacre? I was thinking of running them in a Gamemastery adventure. Another concern is that they might go to the authorities and tell them what happened in the Seven's Sawmill. Should they be arrested on the spot for killing a justice? Any ideas? Thank you.
Mary Yamato wrote:
What would be a good way to go if I did not even want to run Sins of the Saviors? Is there a Gamemastery adventure for that approximate level, and does anyone have any suggestions as to how to integrate it into Rise of the Runelords in place of Sins of the Saviors?
eris wrote:
I just figured that the Seven society is so secret that the name "The Seven's Sawmill" would have no meaning for anyone else, anyway, so there is no risk to naming it that.
eris wrote: I'm looking for the connection between Foxglove's Magnimar townhouse and the Seven's Sawmill. In the hidden cache there are some clues, specifically that there is a sawmill but not which particular sawmill. Magnimar is a vast city and I don't see my PCs investigating every sawmill they come across. I don't really want to add an address to the thin black ledger because I just don't see Aldern being quite so sloppy. Anybody else run into this problem running Skinsaw? The clue in the cache does refer to "The Seven's Sawmill", and that payments are dropped off there every Oathday at midnight.
ASEO wrote:
The link did not work because there is a space between the "t" and the "s" in "Products". If you delete that before going on, that will work.
Jeremy Mac Donald wrote:
This character cannot be a magic-user in 1st edition. With a Wisdom of 5 or lower, the character is only allowed to be a thief. My rolls: S 10
human wizard
pres man wrote: Well for my group it was not a lazy solution, they actually cleared the whole thing and everything in the tunnels. They just decide that the house was evil... This brings up my question. Last night the party cleric cast detect evil just before they entered Foxglove Manor. Is the house evil? Are haunts evil?
Disenchanter wrote:
Before the last campaign I ran, I would have agreed with you, but I have a resourceful player. The cleric in the rogue-less party would use Imbue with Spell Ability to give the ranger Find Traps, so they had no trouble finding traps. A cleric has to be 7th level for this to work, but after that, it saved them a lot of trouble. It helped that the cleric had the Initiate of Gond feat, so Disable Device was a class skill. Dispel Magic was used to remove magical traps. I think Zone of Truth is one of the worst. The caster cannot tell if it worked because it allows a saving throw, and it is not a targeted effect.
Lathiira wrote: At this point, much of the material we've seen has been like a movie trailer: lots of action, cute scenes, and explosions to entice you into seeing the movie. The problem is that we've all seen a cool trailer that made us go see a movie-to find that the scenes in the trailer were the only good scenes of the movie. I think that we've got some fears this is the case here as well, since we don't have the whole product (or really any product) to look at for the whole picture. In my and my gaming group's opinions, what we have seen is like a movie trailer that is mostly bad scenes, where we are thinking, "Why would we want to see this movie if these are the best scenes in the movie?"
gbonehead wrote:
Wraiths do not drain levels; they drain Constitution. I could not find anything in the text for wraiths, undead, or ability drain that indicates death ward would protect against a wraith's attack. It makes sense that the wraith's attack is a negative energy effect, but that is not stated anywhere.
Connors wrote: What I could NOT explain is how in the hells (all nine of them)did those ragged goblins of Thistletop get a heavy warhorse through their lair of 4ft briar tunnels and over a rickety bridge (that cannot accept more than the large creature that the horse is at one time). I had trouble believing the 'they tied its feet together and put it in the merchant's wagon' part (I am sure it would take a LOT of goblins to do this and still cannot picture the logistics of the whole movement), but then became totally lost with the idea of it being on the island... I can adequatly explain the part about the rope bridge. In the text about the rope bridge, it states that there is a series of knotted ropes that can be tied so that the bridge can support four times the weight. As far as the tunnels, maybe the goblins took the horse along the cliff edge, avoiding the tunnels altogether. Looking at the map, it appears that the brambles do not grow up to the edge of the cliff.
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