Pathfinder Adventure, Adventure Path Subscriber
I started my subscription with 04-12 it says this when I go to that page... Note: You purchased this product Apr 29, 2023. View order. Click here to see the download you have for this product, or
4-13 and 4-14 are out already... why have I not been charged ... and why do I not see them ... (I see that you are PLANNING to charge me for 4-15, 16 and 17 soon)? (I did purchase the FOUNDRY for 4-13/4-14 ... I realize the PDFS are seperate so I am a bit disappointed to not be getting them yet)
Pathfinder Adventure, Adventure Path Subscriber
apidae wrote: Will this be getting the same treatment as the Abomination Vaults hardcover compendium for Adventure Path Subscription holders? As in: not included in the subscription, but pre-orders will get a free accompanying PDF? There is obviously a copy paste error... but it LOOKS like you can get a free Abomination Vaults PDF if you are a subscriber AND preorder this LOL!
Pathfinder Adventure, Adventure Path Subscriber
Meh... a few dollars this time will not kill me (Especially since I am a PAID GM Anyway) ... Knowing the pricing structure going forward I think I can plan ... I was surprised the first ones were so CHEAP frankly compared to the work ... 19.99 is a fair price and I need the PDF and Hard Copy anyway to provide the level of Experience my players expect for the money they pay me... The work you guys put into this is GREAT already did a quick walkthrough and VERY happy.
Pathfinder Adventure, Adventure Path Subscriber
There is a foundry link now… but it appears to have broken my shopping cart broken link
Pathfinder Adventure, Adventure Path Subscriber
Aaron Shanks wrote:
Well ... then you just sold me on Subscription ... ok wallet prepare to be En-Lightened...
Pathfinder Adventure, Adventure Path Subscriber
Foundry VTT build... WOW... Just WOW... um amazing JOB that ... and the ... but seriously in the place the thing it DISAPPEARS and the other thing can move... and the OH ... I have been really enjoying Foundry for about 3 months now but this just shows me how much more I need to learn... GREAT work on the conversion.
Pathfinder Adventure, Adventure Path Subscriber
James Anderson wrote: That ratio seems about half what it should be. Looking at the fame vs APC cost of things, things generally cost a bit more than twice as much ACP as fame. People almost always get 2 fame per game, occasionally missing one. So shouldn't we be getting at least 3, probably 4 ACP per game? I think this assumes many will have spent their fame earlier on things that they will not have to rebuy using the ACP system... therefore 2 is a fair average. (HMMM... ummm ... we do not have to Rebuy anything we already spent fame on do we?)
Pathfinder Adventure, Adventure Path Subscriber
And a simple reading of the teleport spell shows that the margin for error even on a ten mile teleport (wich is what you would be casting) is 50ft ... even if you aimed for the center of the bowl you could be 20 ft BELOW it and fall ... or 50 ft off the center and miss landing inside ... and fall... or end up inside the statue (not on the pathway) and fall... any time you are teleporting to a RAISED area it is not a good idea... so as soon as you put the Boss Battle (and the only place you could teleport too with the clues of the pillar of light) over 100ft in the air you have already given the GM an easy way to dissuade the party from teleporting... but preventing a combat spell like Dim Door ... SMH not cool.
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I think our GM missed that… we had 11 successes(although he thought it was RITUALS so tod us we had 6 and we had played through with that) … and fought the hand for 4 rounds we were very beat up group by that time but epically pleased (5 players at tenth level)
Pathfinder Adventure, Adventure Path Subscriber
Cordell Kintner wrote:
Oh it is Ritual POINTS… not number of rituals… makes more sense
Pathfinder Adventure, Adventure Path Subscriber
Other than a big slap in the face to tenth level characters who cam finally cast dim door (or maybe spent 20ACP and 980 gold to buy a cape of the montebanc) what purpose is served by having teleport effects specifically called out as not working on this module? (And 2-24)?
Pathfinder Adventure, Adventure Path Subscriber
So ... alot of this talk has been about high level and home games... there is an actual AP out were 3rd level characters who have basically invested ALL thier loot to get a +1 weapon for thier two Martial characters (no backup weapons yet because even 1gp is scarce) and there are two creatures in a room that can basically DESTROY A WEAPON in one action... (3 broken weapons in the first round of combat) now to be fair there were a lot of weapons we had collected prior to the fight (10 tridents)... and the barbarian pick fighter easily switched... (albeit with a huge reduction in damage output) the twin feinting rogue (thief racket) was pretty hard up... (we survived the fight and the last two encounters using trident and improvised clubs... no big deal just increased the challenge...now... when the level was finished we went back to town sold all the loot and leveled up... the total value of sold loot was 208 gp (52 per party member)... putting us at about 96 gp per party member total treasure since the start of the module about avg for 4th level characters... the barbarian spent 4.5 g
BtW ... this same critter also appeared at 2nd level luckily we had no runes yet...
Pathfinder Adventure, Adventure Path Subscriber
Jared Thaler - Personal Opinion wrote:
A cave gnome pops its head out of his cave and looks around... oh no attention ... Um ... thanx don't everyone go blaming me now LOL... cast invisibility and RUNS...
Pathfinder Adventure, Adventure Path Subscriber
BigNorseWolf wrote: a lot of experienced DMs are also surprised/annoyed to find that they're not allowed to mess with the adventure: no changing the Dcs, no adding an extra monster, etc. You mean I cant add a Balrog to the end of The Commencement? ... Dagnabit
Pathfinder Adventure, Adventure Path Subscriber
With good crafting an adamant shield is just fine... the ability to break hardness is awesome... the fact that as a weapon shields are pretty awesome even as main weapons... but weapons themselves cannot be made of adamantine until 3 levels later seems strange...
Pathfinder Adventure, Adventure Path Subscriber
looking at the rules for Adamantine it seems confuzling... an Adamantine SHIELD is level 8 ... and can be used as a weapon ALSO as well as defend very well... (2 great uses for 440GP)... an Adamantine WEAPON however is Tier 11 but only has ONE use... Offense (for 1550GP)/// (assuming of course you can unlock finding that chunk of Adamantine somewhere) any thoughts on this?
Pathfinder Adventure, Adventure Path Subscriber
:) Yeah I guess is no need to have it outside of OPF... (although I think the algorithm for having it one part and not in others is probably crazier than just leaving it on everywhere and may be part of the issue) hence this post in WebsiteFeedback... would be good if this part of the website worked...
Pathfinder Adventure, Adventure Path Subscriber
all good ideas thanx... I usually try to prep a bit ahead (even going so far as to have the link open a few days in advance and posting in warhorn to remember to have macros ready and tested...) but I HAVE had last minute drops... last minute adds and of course the entire ... Roll20 drops out or Discord issues... I think we can also assume that a BREAK does not count towards the 5 hours... I think I am ready ... again thanx for all the good input.
Pathfinder Adventure, Adventure Path Subscriber
for EVERYTHING on Roll20 you have no idea who is using Macros... who is using a sheet and who thought he could play roll 20 by typing everything in... (I prep macros AND sheets) and again they may be experienced in Pathfinder (they better be if they want to live) but I have found the experience level in ROLL20 (while GROWING by leaps and bounds) still can be hit and miss (had someone rolling everything by typing in a game of Eyes of the Ten the other day... long time Pathfinder but first time on Roll20)... anyway my point was just as the game has adapted on many things these last 10 years... the use of Roll20/Fantasy Grounds may mean revisiting certain restrictions...
Pathfinder Adventure, Adventure Path Subscriber
because (...as I stated in the OP... games that used to take 4 hours take 5)(games that normally take 1 hour like quests now take 2) the time limit originally assumed a location where things like BANDWITH and unexpected disconnects and issues with tokens not seeing light and discord reverbs etc... did not cause the game to play slower...
Pathfinder Adventure, Adventure Path Subscriber
so... the boon... what exactly does it do? does this now make all the named wayfinders common (instead of uncommon)? Like the Shining and Vanishing? or does it open up unknown future wayfinders... right now I thought ALL pathfinders already had access to common wayfinders am I mistaken?
Pathfinder Adventure, Adventure Path Subscriber
I would be thankful for any tidbits of information your study into my families past would yield... All I have been able to find in studying my Death Cursed dreams show horrible examples of how Pharasma has cursed my Heritage time and Again. Hence my spurning her advances with my pursuit of the Eoxian Perfection. Take your metallic implants if you wish they too will eventually lead you down the path of undeath. If you would like more information I could also offer you some "undeath insurance" to allow you to experience the FULL Eoxian replacement plan.
Pathfinder Adventure, Adventure Path Subscriber
Level 3 unrogue level 3 swashbuckler (vexing dodger/mouser) kitsune with foxform is stupidly evil... (tiny means you add dex to climb and acrobatics) doing a bite attack is 1.5 times dex damage (right now at 1d3 +13 with a +16 to hit... the extra 2d6 when sneak attack is applied is just gravy... next level debilitating strikes as noted above...
Pathfinder Adventure, Adventure Path Subscriber
Our party was a
Lots of time role playing the social encounter First round of the first fight the wizard died to dim mak (he did come back due to some trick contingencies involving possession and a familiar... but it effectively neutered him for half the battle
We negotiated the lizard king Again the ghost bugs just took forever to piecemeal down ( watching a halfling swashbuckler parry a 30ft claw was ludicrous) Everyone but the Oracle failed the worship save (even the gnome) it took 23 rounds of the Oracle fighting by herself and healing the prostrated party before the cleric ran out of spells and the swashbuckler finally rolled an 18 to come help her mop up the 3 minions left. (3 miracles and 4 mass heals were cast... 5 destruction spells also) the wizard and the bard were dead by the end of the fight... brutal ... oh yeah hard mode...
Pathfinder Adventure, Adventure Path Subscriber
LOL pt1 took us 14 hours to play (2 sessions of 5+ hours at a con and one of 3 hours after the con at a local comic shot) we then scheduled pt 2 for 3 weeks later (luckily all the con players were local)
When I GMd it 2 weeks later for my home crew it was 7 hours pt 1 and 5 hours pt2 but they all knew each other’s characters well
Pathfinder Adventure, Adventure Path Subscriber
Horror? Nyet! This was pure adrenaline packed action... I ran it at a con.. everyone survived... (hurt but alive) and all with excited relieved grins...
Do agree the skill checks at the end were a bit high... perhaps by 3 pts
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