Aaron Bitman wrote:
Apologies, someone else has already posted the link that I attempted to post this morning. I was sending resources to a friend about help with elderly care. Hopefully I did not send her links to a documentary on dragons.
documentary that attempts to explain how dragons could have existed if they were in fact real. It's been a long while, but I believe the documentary says that they have sacs that fill with lighter than air gases which aid in flight, which also are mixed to create their flaming breath. Using their breath weapon actually would make them unable to fly for a period of time.
I have a newfound love for the Ecorche. They can steal a creature's skin and wear it to infiltrate virtually anywhere. Also, if you're not strictly using Paizo's products, I highly recommend Minotaur Games' Monster Focus line of cheap PDFs. There is one on ghouls that I particularly love, but also mummies, skeletons, zombies and another that I can't recall. Also, Monster Codex has chapters on ghouls and vampires that will likely serve you well.
My players are making up some mythic PCs to face Cthulhu (stats as written, all official Paizo products allowed) just for fun and I'm not entirely sure how to run Cthulhu. His summoned star-spawn will be there to hopefully drain resources, but how should I use Wish? What about Control Weather? The star-spawn can speak (telepathic communication) as a free action to trigger Overwhelming Mind, but that's a one time trick with a low DC for level 20/tier 10 PCs. With DCs in the 20's, I'm doubtful they'll hinder the party too much. Cthulhu gets Gate 3/day and the star-spawn get it 1/day. What should they drag to the fight? Cthulhu gets wish 1/day. How should he use it? cthulhu's claws hit in a 10x10 square. Does the grab go off against everything the claw hits?
Mystic Lemur wrote:
The chronicle for Dragon's Demand says that "you may play the entirety of Dragon's Demand, afterward receiving credit for the sanctioned portions of the adventure as if you had played a pregenerated character." I understand this to mean that if the chronicles are released before I finish WotRF in its entirety, then I can give out chronicle sheets. If not, I really don't mind. It also sounds like I may see chronicles before I finish the first chapter.
The last bit of tracking information that I received on my AP subscription was this:
Unarmed Fighter 2/Tetori Monk 6
Grabbing Style says that I can make one-handed grapple attempts without taking the -4 penalty for only using one-hand. Where is this stated in the rules? Grabbing Drag will likely be the next feat that I take which specifies that you can't use that feat if you are grappling two targets. What are the rules for grappling multiple opponents and where can I find them so that I can have them on hand for my GM?
I had the preordered Technology Guide and People of the Stars, had them moved to my sidecart thinking that they would ship with Iron Gods part 1. The timing was a little off, so I had them ship now. It says that the order is finalized for shipping and can't be changed. Should the downloads be in My Downloads?
It is slightly ambiguous. If I were to allow it in one of my games, any AC would have to meet the EDL 6+ to become a steed as Matt said. I would also rule that levels in mammoth rider would not count towards the level of both ACs (as the beast master archetype). But that almost makes it not worth it. You'd need an EDL of 12 to get two ACs to both qualify for the prestige class. If you look at action economy and damage output of two huge mammoths, I think it is definitely overpowered.
When they turned down the kingdom, I told them that they could still go adventuring, but that they'd have to come back every so often to rule for a bit. As for altruistic, they're trying to reclaim an old dwarf kingdom, but that's a long-term goal. Currently, they're just trying to survive, explore and make allies. The other deep gnome kingdoms have just learned about the dwarves and are trying to figure out what to do, unbeknownst to the players. Once the dwarves have an actual kingdom to start building on, I'm going to have the deep gnomes march on their fort (conveniently built on the ruins of an ancient gnome kingdom that they thought was a myth. I also expect the first gnome town they met to ask to be part of their kingdom as a vassal state, which the gnomes won't like, either. I don't think that they'll send saboteurs, but they'll make life messy for the dwarves. The drow attacked the gnome city and lost. Few slinked back to their baroness to tell her that they failed, and that was her last ditch effort to try and get resources to afford mounting an assault on her superiors who sent her to this backwater outpost. At this point, she's preparing. She knows that eventually the dwarves will come to her. Though, she might stir the pot a little bit next session.
Gnomezrule wrote:
They turned down the throne because they thought the svirfneblin were weak and would only weight them down. I let them know, OOC, that they could run a kingdom and still go out adventuring, but they'd have to balance the two. There is no new king. They two elders are now in charge and running it as a democracy of sorts. If and when the players finally decide to found a kingdom, I'll likely have the svirfneblin ask to be formally under their protection. The other svirfneblin kingdoms aren't too happy about any of this. I know that they see the hooks. We talk about them between sessions. I think that I really just need to open up with a bang instead of recapping up to where they left off and then saying "have at it."
If it helps to clarify, I'm running book one of Throne of Night by Fire Mountain Games. All dwarves, all darklands, kingdom building and exploration with a heavy sandbox element. Spoilers here.:
They saved a Svirfneblin city from a siege by drow. The king was killed during the siege and had no heirs, so the eldest amongst the svirfneblin asked the dwarves to lead them. They turned it down (so no kingdom building as of yet) and went on to explore a massive underground jungle composed of enormous fungus. Befriended two warring factions, mushroom-folk and spider-folk, and are now working on ending hostilities between the two. They've found svirfneblin ruins, including a submersible and an airship (why that is needed deep underground is another mystery). They know that far to the north is deep pit blocked by a drow outpost that marks the farthest edge of drow influence in the darklands. They've had only minor skirmishes with drow patrols and have an idea which direction to go to find the outpost. So, there are many things that they've started, but they just don't seem to want to push forward. I've just asked them about their immediate goals, but I only really expect two of them will actually give me anything to work with. Two players are almost completely new, one is returning after a long break from it and the other two play PFS and in my various home groups regularly. The returning players and one of the PFS players are the two that I get the best input from. Of the two new players, one seems shy and inexperienced, but I've tried messaging him about what he wants to do and how I can make it easier for him to be more active. Hopefully I'll get some answers about their current goals, and if not, some drow got away after an ambush and they'll just have to attack their little island fortress.
I'm running a kingdom building sandbox and exploration focused game through Roll20. The only real problem that I'm having is getting people to be proactive at the beginning of each session. I start with a recap of the last session, or of any one-on-one role play that took place between sessions. Then, I set the scene. There are maybe two players who really have any character development going on, but even they just take too long to be drawn out of their shell. What can I do to get my players into character and making decisions at the beginning of the session?
I don't know how you could accurately and fairly track organizers other than by who does the reporting. I frequently report for the other GMs with whom I co-organize two tables every week. That doesn't mean that they shouldn't get credit for helping to organize. Sadly, organizing is not always quantifiable.
Most PFS games are held in a public place, generally a gaming store. I have had to remind many of our players that we are guests in their space and that they need to watch the language. Their actions reflect on all of organized play, and gamers in general. If you're playing in a private home, that's no one else's business.
I don't want anyone to feel uncomfortable at my table. If I think that someone is making a woman at the table uncomfortable, should I automatically step in and say something? I don't mean calling attention to her, but just telling the person to tone it down or knock it off. I've heard this referred to as "white knighting" and that some women don't want men to jump to their defense. I want to make the game more inviting, but at the same time, I don't want to over step any boundaries. To the women gamers, how do you want the men at the table to support you when it looks like you're uncomfortable with a situation but not speaking up?
I've worked in a book bindery for 13 years now. There is a score line on the front and back cover to create a hinge. If you crease this line, the pages will bend there and not at the spine, keeping the spine from cracking and the pages from falling out. Production errors do happen and it is not unheard of for an entire order to be ran as sub-standard books. If that were the case though, you'd have virtually everyone who received a book from that print run on these forums upset and quality control usually catches these issues before it leaves the bindery. It would be a statistical anomaly for all of your books to fall apart due to production errors. I highly recommend that you try what I and an earlier poster mentioned: creasing the hinge on the front and back cover and not creasing the spine. This is how these books are intended to be read.
I've ran a number of games, but never started my players at anything higher than maybe 2nd or 3rd level. I'm looking to run Wardens of the Reborn Forge in the near future which assumes the PCs are 12th level to start. The Character Wealth by Level table says they should have 108,000 GP by that level. That's a LOT of gold. Should I put any restrictions on how that 108,000 GP is spent?
For some reason, maybe the last week, I've noticed that when I report PFS events, the calendar doesn't pop up when I try to put in the date, and no matter how many times I try to input the date manually, it disappears when I click save. When I try to put in ID and character #'s, name and faction doesn't automatically fill in. Did something change? Honestly, the formatting all over the site is off. The bar at the top with sign out, my account, etc is stacked vertically.
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