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Andor the Wise wrote:
Reggie wrote:


The only confusion arises with the statement that the Unopenable Doors were raised 'many decades ago' (pp. 32). However the introduction to the Statuary level states that the doors were sealed 'more than 600 years ago' (pp. 71). I'm happy to go with the latter, as 600 years technically is 'many decades'. =)

Okay. Useful only to the obsessive, I know, but there it is. The 'side dungeon' was most likely created in parallel with the rest of the Maure environs back in the

...

I believe the "decades" was in error, and it should have been "centuries". On page 44, in room 47, it actually gives a date of approx. when the doors were sealed...5249 SD. That's -267CY, which, in 591(I'm assuming this is the date of the adventure-25 years ago when Mordenkainen was here would put them here in 566) would mean the doors were sealed 858 years ago. I've created a timeline of sorts. Just contact me if you're interested.

thread auto-necromancy in action...

That makes a lot more sense - thanks for the pick up.

Reggie


I have been trying to work these subtle clues out for years - and hadn't even thought of your second way of looking at the question.

Thanks for moving things forward again!

Reggie


1 person marked this as a favorite.

Hmm.

Looks like it needs another bump.

Longest thread ever.

Reggie.


From what has been posted over the last few years, it seems highly unlikely that Uncle will be writing and releasing any more of the levels under Maure Castle.

: (

Reggie.


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Nasty Pajamas wrote:

Do you worship Cthulhu?

A fun party game for a group of 5 to 30 people to play. The rules of the game can be learned in less than 3 minutes. One person acts as moderator, overseeing a village of people, one (or more) of which are secretly Cthulhu worshippers! The worshippers begin sacrificing the other villagers one by one.

(A re-themed Werewolf)

Some one's psychic - I have this game now...

Reggie.


A goblin with a chain sword. Finally technology they can relate to!

Reggie.


So if I have my own towel, will someone provide me with a tin of biscuits?

Reggie.


Glad I spotted the pre-order tab - I've been hoping for a third story, but couldn't work out how to find out for sure. CotCT has a great storyline running through the 6 parts (and presumably the hardback) so with any luck this should be up to the standard of the first two. Roll on 2017!

Reggie.


3 people marked this as a favorite.

Back in my day, néophyte players would say "This is D&D? I'm pretending to be a what? Ok, I wait behind everyone else and just see what happens." Now neophyte players say "So this is D&D. Cool. I'll be a Drow half dragon Necromancer. Can I raise my zombie army now?"

- Reggie (actual observations - 30 years apart)


At the risk of thread necromancy by association, I have run 'Mad God's Key' several times now, to different groups (and the same one, once) and have had nothing but praise for it each time.

From Dungeon 114, by Jason Bulmahn - the city section works neatly, there is room for role playing and roll playing and the actual blood-filled dungeon is impressive for what is a low level adventure.

The only shame is that there wasn't more of it (officially - I carried it on in my own campaign and even at 12-13th level its ramifications are causing head aches for the players).

For me, it is an example of excellent writing, structuring and entertainment.

Reggie.


80. Animal fur bends away from you when you try to pat an animal - like static attraction but in reverse.

81. Small items that should be easy for others to find inexplicably can't be when you're around; if someone asks you to find them they always seem to be in plain view.

82. Numbers never add up the same way twice around you.


Good Grief!

I never thought I'd see a bunyip miniature - it's not quite how I'd imagined they'd looked when I was growing up, but I like it.

I may just have to get this set now...

Reggie.

BTW Young Boromir, a bunyip is a mythical beastie from the Australian outback; it was supposed to live in billabongs, had the head of a calf and the body of a seal and ate people. Or anything else that got too close.


Annnnnnnnddddd.....subscribed!

Reggie.


Hmm...

I can remember when I was one of about four people using this avatar.

Possibly even less.

I try to ignore the clones.

Reggie.


Wash?

Reggie


Never believe it's not so?

Reggio.


1 person marked this as a favorite.

It's good (but not actually surprising) that Paizo has recognised the need for these positions and acted on it.

Congrats to the pair of you - and a Koala Cookie each.

Reggie.


Read through, made a bunch of anonymous typo corrections.

Hefty read; seems to cover just about everything you could want with airships - possibly a little dry?

Reggie.


3 people marked this as a favorite.
Ashiel wrote:
Ipslore the Red wrote:
Reggie wrote:
[ A CR 5 troll cannot be killed by a tyrannosaurus no matter how hard to T-Rex tries. Eventually it will get back up and keep fighting a very exhausted T-Rex.

What if the Tyrannosaur eats the troll? Wouldn't the stomach acids finish it off?

Reggie.

(Just curious)

RAW? No. Nothing in the tyrannosaurus' statblock gives it any way to deal acid damage.
And trust me, you think trolls are mean and angry normally? Wait until you have literally s%** all over their day. :P

I'm sure the bad mood would... pass...

=)


[ A CR 5 troll cannot be killed by a tyrannosaurus no matter how hard to T-Rex tries. Eventually it will get back up and keep fighting a very exhausted T-Rex.

What if the Tyrannosaur eats the troll? Wouldn't the stomach acids finish it off?

Reggie.

(Just curious)


Just chiming in with my support for this line - it's been tricky getting my gaming group together recently, and these have been an entertaining substitute.

Quite frankly I have more APs than I'll ever live long enough to run, but they make solid reading and this format brings them to life quite conveniently.

Reggie


2 people marked this as a favorite.
Howell Talbot III wrote:

Blessed Taxfest to you all!

** spoiler omitted **

Been on any interesting cruises recently? Either of you (Jim or Thurston)?

Reggie...

(Really showing his age)


1 person marked this as a favorite.

Strahd.

Reggie.


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I've run my home campaign world for a long time, adding a century or so to the date every time a new campaign starts.

When AD&D shifted from 1st to 2nd Ed (as I said, a long time) my group sort of merged the two rule sets. Consequently, in order to keep the new-fangled 2nd Ed dragons from eating the next party they ran into, in my campaign world the term 'dragon' referred to 1st Ed dragons - basically large lizards with wings, a breath weapon and enough brains to wreak havoc. They were not exactly common, but there were enough of them around the place to ensure that most mid-level parties could claim to have slain one or two.
2nd Ed dragons, on the other hand, were referred to as 'wyrms', and only two have ever been encountered during the decades of play (real time) - an elder red and an elder blue. There are probably a few others around, but the world is big, and adventurers don't get everywhere.
Shifting to 3rd Ed and Pathfinder, I've tweaked things to keep the same distinction, and my players seem to enjoy it; they can slay the odd dragon with enough risk to life and limb to be able to boast about it, and have been known to flee whichever country they're in if they even suspect that there may be a wyrm around the place.

Reggie.


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Vale Pterry.

Reggie.


Mad God's Key had a really interesting feel about it - very much in the realms of a occult group being up to no good. Excellent low level adventure, too - one of the best I've ever run.

Reggie.


Ten years already???

My players are only just finishing up the Whispering Cairn!

(Shackled City took a while - but completely worth it!)

Reggie.


This is a vicious dungeon - very 1ed. Quite frankly you would only need to beef up one or two encounters early on, before your party started to feel the heat. Especially if you trap them in there as suggested.

Reggie.


Apart from the obvious, that one of their own sided with forces from beyond to bring down the family, in particular 'Uncle', there isn't too much to go on, unless Uncle shares some more information.

Reggie.


messy wrote:
any thoughts, feelings, speculations, theories, ideas, brainstorms, clues, or guesses?

Are you talking about he rain of colourless fire, which forced the Maures to flee in the first place, or when they were betrayed and attacked in their own castle?

Reggie


CaelibDarkstone wrote:
In addition to the three adventures in Dungeon #112, 124, and 139, Warlock's Walk was apparently detailed in The Oerth Journal #23, although I've never had the chance to read it myself.

Whilst you can get Warlock's Walk as a stand alone download, the version in the Oerth Journal has been nicely buffed and polished, with a little more information given to round it out as another level that ties in with the rest of the adventures, although in both cases its position doesn't seem to tie in with the information provided in Dungeon #112.

Reggie.


Lord Snow wrote:


Are the books set in the universe good? like, actually good? Would reading them be advisable to someone with the portfolio I described above?

Different authors, different foci, different quality.

Some are quite a good read - both the Cain and Gaunt series worked for me; others can be a little tedious, or even blatant dross - the original 'Space Marine' novel was just plain bad. Borrow a couple of different ones by different authors and see what works for you.

Reggie.


Well, I have only been in the UK for a few weeks, and today finished up touring Scotland and crossed the border back to England before it was closed, but it seemed to me that the lead up to today has been remarkably civil, given the passionate discussions it has raised.

All I've been able to pick up from the locals is that regardless of whether they're blue or purple, they all seem to genuinely want to be doing the best for Scotland.

Reggie.


Dungeon Mag 114 - Mad God's Key

Put together by someone who seems to know how to construct an excellent introductory adventure, with engaging city and dungeon elements. And lots of hooks for ongoing adventures.

Yes, it's 3.5, but would only need minor work to adjust to PF and has worked very well for the several groups I've run through it, from novices to grognards.

Reggie.


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Eric wrote: I'm off to drink some wiiiiiiiiiiiiine!

Does that make tonight's lucky spice paprika?

Reggie.


You recall the desperate plea on the site for letters to Prison Mail for Dungeon 133.

And found yours printed in the same issue as "Kings of the Rift".

Reggie.


Then there was the session I played in where the McGuffin turned out to be a bottle of Sarusanian red.

We decided it must have been a shiraz.

Reggie


1 person marked this as a favorite.
Matt Thomason wrote:
Haladir wrote:
Mark Hoover wrote:
Except Marvel Super Heroes from 1985 - that one will ALWAYS be in my rotation!
That's AMAZING! Or maybe even INCREDIBLE!
Pretty REMARKABLE if you ask me!

Sounds UNCANNY to me!


1 person marked this as a favorite.
golem101 wrote:
Snorter wrote:

I saw Basic D&D, and wondered "Hmmmm...Moldvay or Mentzer?".

Ain't I the old fart?
LOL

Same here. ;-P

That makes three of us - I had visions of the old blue book online as a PDF...

Reggie


Have just gotten home from doing a dawn service, the morning march in the city and a concert in the afternoon for the local RSL.

Long day, but worth the effort.

Reggie.


Hmm... Dragon's Demand came off easy enough, Wardens needed a little more effort and Bitter Manor was a little nerve wracking, requiring patience and dedication to remove.

Reggie.


I first tripped over them in the 'Fall of the Mutants' sequence, before the abomination that was the annual crossover event that interrupted story lines for months at a time.

That lead in story to the 'Outback' X-Men left quite an impression, and even though I managed to back fill a collection down into the double digits, the 'All New' team are always the ones I think of when I think of the X-Men.

Reggie.


I thought it was a tradition that the twelfth man for the national team was whichever South Australian player is the biggest threat in the Shield competition, so as to remove him from contention...

Reggie


Twelfth Man??!!

I didn't know you followed the Ashes in the U.S.!

Reggie


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Just a thought; if we accept that the daemons are both numerically inferior and lower in power to both the demons and devils (based on the stats), there is nothing in the PF canon that would stop us assuming that the daemons have some form of magical home ground advantage that makes it incredibly difficult for anyone to invade with the intent of destroying them all. Too weak to invade others doesn't make them too weak to defend themselves.

Just look at kobolds.

Reggie


His mum would probably like him to be freed, provided he's home again before eleven thirty.

Reggie.


Sandy?


Ok... Three months to come up with something worth publishing...

Reggie