Kenku

Ragboy's page

Organized Play Member. 35 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Am I waiting for Pathfinder #1 to ship to me, or is there a problem?


You guys probably don't hear that enough...:)

I was happy because I'd just started my subscription back up and wasn't sure if I'd get this issue via mail or would have to buy it from my FLGS...

Anyway...thanks!


Hey,

The wording in this article confused me a bit or I'm just not seeing the answer: Do you have to take the Implant feat for each implant you get, or take the feat and then you get all the implants you can afford / have magic item slots for?

Though it's a bit kooky, this one worked out nicely for my Eberron campaign. Kudos to the author for his kookiness.


I am a Dungeon cheerleader, typically, but Tealpeck's Flood may be the first Dungeon adventure that I have major problems with. I love the premise of the adventure, but I'm a bit frustrated by a few problems. So, as a sanity check:

Is it just me or is this adventure rife with errors, inscrutable description and just overall poor cartography?

I can't make heads or tails of how the boat lift works. Presumably, it moves your boat from room 6 to room 8, but it seems to state in the descriptions of both rooms that you end up in Ibex's chamber if you use the boat lift. Do you transit Ibex's chamber to get between 6 and 8?

Room 7 describes secret (west wall) and normal (south wall) doors that I just don't see on the map. There doesn't seem to be a way to get into room 12. And room 11 describes a secret door between 10 and 11 that's also not on the map.

I'm chalking these up to cartography errors (since level 2 of the dungeon has numerous secret doors notated on the map), but I just can't get the boat lift thing no matter how many times I read it...

Off the top of my head, this adventure could have benefited from a side-view map.


I'm going to run ST for our group (currently in 3foE in AOW), and I'm contemplating how I'm going to change things up (already...before I've seen a word of the first module). My big idea is to make the setting more Renaissance and less Greyhawky-D&D. Not because I don't like GH/d&D but I figure after AoW, it might be a nice change of pace, and with all the talk of pirates and whatnot, it might be a nice fit. Without going into the obvious Renaissance changes (guns, politics, religion, etc), here's what I'm contemplating as far as the PC's go:

- Use Backgrounds (Occupations in d20 Modern) as a way to give PC's a couple of Class-based skills they can carry with them throughout their adventuring careers, and a couple of 'bennies'. For example, if the PC chooses a Nobility background, maybe they get Knowledge (nobility) as a class skill, perhaps proficiency with a rapier and a body servant. This gives the player a bit of a boost (but not much) and sets up the character for the kind of culture and game style I'm looking for.

- Use a variety of 'paths' to get to the information they need to move the story along. I'm noticing this in AoW, though it may be the group's style, but we get the 'good' information only after we hack apart some evil cabal. I'm all for it, but I'm wondering how my group would take an entire session of 'gambling' as a stand-in for dungeon crawling. Defeating their opponents at the table yields the treasure and information they need to proceed. And whether that change of pace is fraught with peril. Taken with the Backgrounds above, I think I could get some mileage out of these paths.

Anyway, just looking for others opinions, especially those that may have tried similar methods to change things up.


I want to subscribe, but don't have a credit card. Too lazy to mail in a check/mo. Anyway. Just wondering.