Seems like, as with many APs, the players quickly outgrow the purple gem of the plains Torch. As usual I over think these things, and the way the last session ended leaves me several directions to go. Sanvil was captured by the party after a failed ambush in the Black Hill Caves. Turned over to the Torch Guard he now sets in a cell. His future in currently unknown.
Wish I would have thought to post this earlier. Another solution would be to have clickable layers on the pdf that allow you to choose your Story Arc and Location so the others would be crossed out or hidden all together. This would make it simpler than having several different sheets that still need to have items crossed off or highlighted by hand. You do it with module and AP maps so it should be easy enough. If you don't know how just ask me.
pjrogers wrote:
Yeah, the crossing off made me ruin one set of chronicles.
Seems this thin shelled eight foot long intelligent arthropodan that is full of a limitless reserve of lighter than air gasses (hydrogen?) breaths fire and can slow fall using web balloons, filled with their gas is my first Starfinder Society character.
For years I have ran and played Pathfinder and D&D before that it has always been one roll no matter the number of opponents on a move through threatened squares. You simply add 2 for each opponent and add 5 for each enemy square you move through. You look at your roll modify it and if it beats everyone's CMD you are good. If it fails everyone's CMD they all get to attach and if opponents have different CMDs then you get attacked by the ones you failed on. Recently I came across a GM that not only adds 2 for each opponent but has you make a separate roll for each opponent. I understand the logic but it seems to double penalize the tumbler. What is the official way of playing this action? Example: If I am moving through the threatened squares of three opponents and one of those I am moving though that gives me a -9 to my roll. If their CMDs are 13, 18 and 23 and I roll a modified Acrobatics roll of 18 (Unmodified 27) then the third opponent gets an AOO. I am not getting into half movement here just the number of rolls.
I have yet to run the Fleet Battles but still see issues. If each of four squadrons of six ships has a fifty fifty chance to successfully attack each round and concentrates on one squadron at a time then it would do 2d6 + 2d4 + 12 - 2 damage. A like squadron targeted with this kind of attack would take 22 point of damage on average. This would wipe out a squadron of sailing ships and nearly destroy a squadron of warships or galleys. If it was the Flagship's squadron (why wouldn't it) then the Flagship is gone or left alone and significantly damaged and ready to bolt. Seems there is a strong chance of routing in the first round or both fleets losing their Flagships.
Deep below the anarchic city of Kaer Maga, someone—or some thing—has begun stealing corpses from the city’s most prestigious tomb, the Godsmouth Ossuary. Fearing the worst, the clerics of Pharasma in charge of maintaining the crypts quietly call for aid, not wanting to risk their own members in combating whatever horrors may have crept in from the tunnels and hidden chambers of the legendary Undercity. Yet when the PCs venture below the closed-off sections of the crypt, what they find may be more than they bargained for. For beneath the infamous crypt lies a temple from an ancient empire devoted to sin, and a former Pharasmin cleric who’s weathered his goddess’s wrath to create an army of undead minions, their dead flesh standing ready to support his heretical plans. Written by Rob McCreary You can replay this first level module once with a second level character or unlimited times with first level characters. You can only have a charcter play this once though. https://warhorn.net/events/cincinnati/schedule/2014/04/20
For a friend I have created encounter maps that can be printed on letter paper.
I had to drop the Eyes of the Ten. No one would sign up to GM and since Saturday’s game had zero players for part 1 it seems useless. Still we have a lot of new scenarios at CincyCon 2013. I made sure I made a track that supports new characters so we can grab the occasional passerby from the convention floor.
We had around 20 tables last year it was a lot of fun. This year we are offering the Race for the Runcarved Key in hopes to get five tables. The big thing now is getting enough players. Same thing with my weekend of gaming next weekend. I need bunches of players for the two day modules event.
Matthew Morris wrote:
I was simply worried that my insanity was being exposed when I couldn’t find the name when no writer would write a scenario without having the name of a major character mentioned while mentioning several other NPCs’ names.
I am unable to locate the new Chelish ambassador’s name? If it is there can someone point it out to me please. The start of the game a player asked what is the ambassador’s name and I spent several minutes looking without success for it. Seemed like a major screw up when a main character is not even named prominently in the text.
Paz wrote:
As stated before the right side are some small standees. Whenever strikes came up the little folded counters were hung on my GM screen. It allowed the tension to grow as they made their way through the embassy. It also allowed me to keep track of which room which players were in. On the left side timer I forgot to add at 30 minutes that the ambassador will be talking with Amanda Lee in the foyer.
Saturday, Jan 19 2013
Pathfinder Module: Carrion Hill lvl 5
Sunday, Jan 20 2013
Pathfinder Module: Curse of the Riven Sky lvl 10
Ever want to set down and enjoy a module in one setting? Now is your chance! Modules supporting levels from 2 to 11 and the scenario Requiem for the Red Raven for level 12 means you are bound to find something you are looking for. Sign up today to be sure that adventure you have always wanted to play is there for you.
Brian D. Mooney wrote:
Brian Eyes of the Ten part 1 is offered January 19th 2013 at Eastside Games and Cards. I pulled it from the convention roster because the information I got was that it took up to 12 hours to run. That is why it is at Eastside Games and Cards for a weekend of gaming I am hosting. http://www.warhorn.net/cincinnati/schedule/day.php?date=2013-01-19 If you can attend please sign up.
This year at CincyCon 2013 we will be offering over forty tables of gaming. Many the newest scenarios will be there along with the special Race for the Runecarved Key and the exclusive Day of the Demon. Register for the tables on warhorn and then get your convention badge at CincyCon. The Dates are the 1st, 2nd and 3rd of March 2013 with three slots on Friday and Saturday and two on Sunday. The convention is located in the large atrium at The Atrium Hotel and Conference Center, Located less than 1 mile south of I-275 at the Tri-County Mall Exit.
Special CincyCon hotel rate of $59 dollars per nite is available. In order to get this rate you must call into the front desk at (513) 771-7171 to make your reservation. After registering for your games don’t forget to buy your convention badge at CincyCon. the cost of the badge is almost laughable at $10 a day or $15 for the weekend.
I just keep coming back to a question the PCs may ask, "Where is the Records Archive in relation to the area of the Chelish Embassy?” and I would not have an answer. It says it is secured behind several DC 30 locks and the alarm (which is never specified) on the main door. I understand it is level 1-5 but it is also very open ended except the information surrounding the final goal. Has this effected any tables so far?
DrSwordopolis wrote:
Here are the two handouts in more of a graphic form. Too bad they didn’t have layers on this pdf.
There are games at Rockin’ Rooster off Glenway Avenue in Covendale run by Bill Norris. You can sign up at warhorn.net/cincinnati. |