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Hello all,

I started with AD&D over forty years ago, so our group was used to wizards having to roll randomly to determine new spells acquired when going up a level. I do not want to go back to that for my next Pathfinder game that I will be running, but I also do not want to give the wizard two spells of his choice as in the Pathfinder rules.

I was thinking that either the school can be rolled randomly with choice of spell within that school; or the school can be chosen with the spell being rolled randomly, with a possibility of rolling more than one spell and then having a choice.

Please keep in mind that this would not bother the player of the wizard, as we played together back then and this is similar to how spells are acquired in the Dolmenwood game that he runs now. Also, spell books from defeated wizards will not be uncommon in the campaign (Mummy’s Mask adventure path).

Does anyone have any suggestions about how I can blend randomness with player choice?


In Curse of the Crimson Throne, there is a blessing that, under the "When this is the Hour" section, reads something like, "If you are supposed to suffer a scourge, another local character suffers it instead". I cannot remember if the word "another" is there, or if it is just the word "a". What if you are the only local character? Does no one suffer the scourge, or do you?


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.


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?


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.


Hello all,

I was looking for an adventure I recall that I am nearly certain was in Dungeon. If it were in Dungeon, it would have been in issue 91 or later.

Most of the action took place in a house or village in a tree. I believe the foes were normal elves, although they might have been drow (or other humanoids). In an upstairs room there were either bebiliths or some sort of spider creatures.

I do not know if the above information is enough to go on. If it is, please let me know the name of the adventure and the source. Thank you.

PJSlavner