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I ordered these back in August, then shortly thereafter they became ‘unavailable.’ Now I see they are available for ordering again, but the pending status has not changed. Are these actually in my sidecart, although not showing there? Or can I expect them to ship soon? I’m not trying to rush you.....just curious as to what is happening. Thanks!
I received my July order, #4348275, so everything is good there. Here's my dilemma: The order was split into two shipments. Shipment A was my subscription Flip-Mat, Arcane Library. Shipment B had my subscription Pathfinder AP (Ironfang #6), a module I ordered separately, and two more flip-mats, also order separately. ALL of the items were in my sidecart, as requested, and I expected them to be in one shipment, along with the AP book. Why was the order split? Why did the flip-mat subscription item go out two days earlier then the rest? Why was I charged shipping on BOTH shipments, when they should have gone together? Do I have something set up incorrectly? Can we fix that ahead of the biggie in August? Enquiring Minds Want to Know! Thanks
I ordered, and received this box through amazon.com. The set is supposed to include 20 medium bases, and 5 large bases. Inside the box was 10 large bases, and NO medium bases. This pawn set is about 90% medium creatures, so I do need the bases for them. Is it possible for you to send me some medium bases? I am an AP subscriber, so you can just add it to my next shipment. Or, am I just out of luck? Thanks!
Thinking about buying ACG, but have some questions so I know what I will need: 1. Will an adventure path ACG box, say, Skull & Shackles, contain everything necessary for 4 people to play? Or must I add additional decks, or items? 2. Are class decks useable in any of the ACG games? As-is? Or mixed in? 3. Would a ROTR deck be useable in a S&S game? Or are they AP-specific? 4. I have all the cards from the Iconic Heroes mini sets. Can they be used by any player in any game? Thanks, everyone!
Another player wants to play my 6th-Level game starting tomorrow. The pre-written module is set up for 4 players. How do I adjust the module for another player? Do I up the bad guys and monsters hit points? Levels? Attack numbers? All of the above? What are the best/simplest/easiest ways to prepare? Thanks in advance!
I am somewhat new to DMing, and am running a pre-written module inspired homebrew game. We play once a week. It seems that if we are to start at 2:00pm, that we never really get going until about 2:45. Players arriving, getting their gear ready, talking, eating, someone always being late, etc. holds up the start to the session. As DM, it is frustrating, and I try to find a lull in the action to set the tone, and begin play. How do you more experienced DMs let the players know that it's Go Time? And how do you ease from real life conversations into Pathfinder-mode? EDIT: Note that the game is hosted at the home of one of the players. Sign in to create or edit a product review.
Pathfinder Adventure: The SlitheringPaizo Inc.Add Print Edition $22.99 Add PDF $19.99 Non-Mint Unavailable Starts badly and doesn't get better.Major point: My players (a dedicated group who love roleplaying) played part one and then unanimously declared "We love our group but don't give a toss about the storyline". So we finished at the end of part one. Having read the rest I honestly couldn't tell them it got any better, apart from having less oozes. Taking part one in a little more detail...
They nearly died, three times over. It was only because I deliberately didn't target the healer, and one of the oozes mysteriously got out of the enclosed tent and wandered off into the crowd to be beaten up there, that the module lasted beyond the first fight. Maybe it shouldn't have done. The information gathering part was a great concept. The debate with Baat'sulan was good fun for everyone and really played up the "non-humans" element of the module. Good stuff, although there wasn't much to work with from a GM point of view beyond generalised slurs. The medical section however was awful. It boiled down to "how many people are trained in medicine"? In my party it was one person. To let them do it by themselves made no sense, because if they can do it then why can't the NPC that you're helping, so where is the time saved? I said that it was one person per tent, but then the only way to 'win' was to spend a load of money because it was all medicine skills or use up purchased items... so the player's were going to be hit in the pocket for not all being medics. It seemed unfair so I let the one character roll it all and we all promised not to think too hard about it. The repentant half-orc was a great character and I was pleased to see him reappear when I read part 3. The fight annoyed me though. Two infected people turn into oozes just as they meet the PC's? Wait a minute, you did that already, two pages ago! I changed it (since my PC's all had the Slithering by now - which is inevitable by the way since the Fort save is mathematically impossible for all but the most optimised barbarian) so that they only transformed when they were first hit by a PC - I felt that made more sense, the last dose overwhelmed them and triggered the change immediately. I just ignored whatever damage they took before that and ran the oozes as written - no mechanical difference and it made more sense... so why couldn't it just have been written like that? By the time they'd tracked down the clues people were still involved. A bit annoyed with bits (the medicine checks!) but involved. The Caravan House was a reasonable mini-dungeon, with some variety (golem, invisible stalker - who was murdering the party but only lasted 3 rounds. Good thing too, with twelve they'd have died. Again.) The mystery was solved! Inside a biting book that they couldn't figure out how to open! I had one of them accidentally prick their finger on it. It worked. Then we got to the Archive of the Sun and the fun died. It was dull. Lots of boggards, no variety and no real reason why anything was there. They killed the boggards because well boggards... but that was it. Then they got to the central chamber and... here have two more dungeons. Players said "meh." I said "meh." We went for a new game. Having read parts 2 and 3 I think there are some nice bits. The encounter on the road with the sisters that signposts the captives later in part 2 is nice. But the rest of it just isn't. I thought re-using the dungeon was potentially clever, but it added to the "same-ness" feel which put my players off it the first time, and the fact that the Apsis Consortium just pops up out of nowhere again didn't help. The big boss being turned into an ooze early on was a nice price for hubris but deprives the players of any satisfaction because they kill him (or what's left) without even realising that they're doing it. He's just "ooze number 8" by that point. Overall some good ideas - a great attempt at exploring an underdone part of the world and a 'non-human' module, unfortunately let down by bad execution and a lack of imagination. It was just too much of the same thing over and over again. My players wanted to enjoy it, but there was nothing to latch onto: only one major NPC and a quest to save a city they weren't even from. Great idea, bad execution.
Pathfinder Adventure Path #91: Battle of Bloodmarch Hill (Giantslayer 1 of 6) (PFRPG)Paizo Inc.
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Add PDF $19.99 Non-Mint Unavailable A promising beginningThis is a good way to begin an adventure path. The light-hearted start gives everyone a chance to feel for Trunau even if not a native. (Side Note: make sure AT LEAST 1, preferably two or three of you players a re natives - in my five person party only one was and it was a struggle to really get the others hooked). Following on is a murder mystery and then an excellent running battle which takes place through the whole town including chances to rescue various NPC's, which gives the whole thing a nice sense of urgency without being an excessively drawn-out combat. The book ends with a much more standard miniature dungeon crawl which is still fun a flavorsome with some very nice treasure at the end! Consider changing the armor to suit your party best. Pros: A good AP, lots of different things to do during the adventure. Cons: Relies on players having an attachment to Trunau - otherwise, none. Tips: Can be finished very quickly (my group took about two in game days to finish the book) but the story seems to assume at least a week. As a GM be wary of that.
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