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20 posts. Alias of Kay Barre.


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Thank you thank you! Beautiful! I cannot tell you how much these have added to my campaign. Haven't gotten to play much (still in the first book, and running Masks of Nyarlathotep in CoC is taking much of my gaming time--plus job!) but my players love how gorgeous the maps are, and revealing rooms--instead of my usual drawing them on tactiles--is so much fun. I'm looking forward to printing/mounting/cutting out this set, too. Hope your game keeps you inspired to continue making them.


Huzzah! I am so excited you are finishing these! I'm just about finished with the first book. I'm hopping on PayPal now to show some love.


As a woman who started playing with the red box, I know there are plenty of women who do enjoy gaming. High school was the hardest time for me as a gamer. I could not get an invite to a game. I'd float by the table in the library where the boys were playing, and try to start a game related conversation. They'd answer, but never took a hint.

Luckily I met my husband in college as he was DMing a long home brew 2nd edition campaign. There were as many women as men in our ten-player party. We honeymooned at GenCon.

I'm running Mummy's Mask right now for a group with my husband, two sons, and two new players--both adult women. They mentioned WoW in conversation one day, so I told them about Pathfinder. Sometimes all it takes is an invite to the table.


My party just finished the Tomb of Akhentepi. After the bard ran straight into the first trap (poison darts down the hall) they became extremely cautious and managed to avoid most of the worst traps. They made some good combat choices (fire on the dolls, water on the sandling) but still struggled with the sarcophagus. Lots of fun!

Characters are:
Mahes Sekhem, human alchemist who believes he is the reincarnation of Sekhmet
Tara Hold, human wizard who is writing a pulp memoir
Andorrana Jones, human bard archaeologist played by my 10 year old son with age-appropriate impulse control, thus running straight into the first trap--he learned
Morrinth, Drow ranger, played by a first time player
Allerea Windrunner, human cleric, also a first time player

We haven't role played through the Tooth and Hookah encounter yet. I'm really looking forward to it, but I wanted the newbies to get a feel for exploration and combat before starting with a long talking bit.


What do you want to be the outcome? Continuity of gameplay, or continuing repercussions for the players?

If Deka was assassinated, it could either make it very difficult to obtain permission to enter the Vault of Hidden Wisdom (because with no mayor, the city is in an uproar and no administrative decisions are being made), or easier because a quickly appointed replacement may not have the same motive she does to prevent access. You could play it either way.

The same with an aide--they could be pro or con the PCs at your whim. It just depends on what your chosen path is.


Pulling this thread up from obscurity because there is good stuff here...

I'm just starting a Mummy's Mask campaign tomorrow. I feel pretty prepared, but there were still lots of helpful ideas above.

This will be the first time I'm using the GM D20 Pathfinder app. I liked that it was easy to import monsters from the Bestiaries, and that I could enter the PCs and track combat all in one place. We'll see how it works tomorrow.

I generally use the PFR on my iPad instead of dragging all the books out. I do save a list of bookmarks for all the monsters/spells etc. in the section of the AP I'm running.

I keep all my face cards/pawns/loot cards etc in order in card holders in a notebook. I've printed out maps, have them cut into rooms on foam core to go up as the party moves along. They are all labeled on the back in order. I use Map Packs for some other venues, and draw a few.

I also have a playlist on my iPad with music for each section, and notes in the AP so I don't forget to change the music.


captain yesterday wrote:
could someone recap what was said, its rather long and with two kids i dont have the time (i did try to listen to it, but had to give up rather quickly because of the kids)

On the Chronicles podcast, they suggested leaving a scroll of Remove Curse (or several) in the office area (B23) of the House of Pentheru, amidst the decaying books and scrolls. Provides the characters with the ability to recover after the Div without having to leave for healing they can't yet provide or afford. I'm going to plant a wand with five charges at the same location.


There's a good thread down below on this subject. I don't know how to do a link, but it's
http://paizo.com/threads/rzs2qt2b?What-to-use-as-inspiration-for-Egyptdeser t-theme
The Anubis Gates which is mentioned is a fantastic book, though only peripherally Egyptian.

I'm just starting my campaign as well, and feel like I'm some months behind the conversation. I like to have the entire AP in hand--and I wish the pawns and face cards were out--before I start. But it seems like so much conversation happens when the first volume comes out. Glad a few others are just starting too!


bwatford wrote:

Well there is multiple ways I have seen it done.

1. I have seen the rooms and halls be cut out individual and placed down as the characters discover them. I believe when they did this however they mounted the cut out pieces on foamcore first.

Thank you so much! I mounted all the rooms on foamcore, and it looks amazing. It only took a couple of hours, and I used less than one full piece of foamcore, so it wasn't too expensive. This Sunday is my first session, and I can't wait for the big reveal. I hope you are still planning on producing maps for the rest of the AP? I'm happy to donate again for the next batch!


I love these and already donated! Question:

If you use tabletop maps like these, how do you deal with secret doors, etc? Even using paper to reveal each room, won't it be obvious that there is something behind that wall?


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I like crows. Crows are smart. They use tools.


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Matt Thomason wrote:

Yes, but a new (rewritten with clarifications and fixes, and maybe even re-done classes) edition of the rulebook, not a new version of the game.

So, because of what the majority tend to think because of the way it's been done with D&D over the years, that's a "no" in this particular vote.

I would love a fixed and revised edition of the Core Rule books that didn't make major changes, but made the bloat easier to manage. All the feats and traits in one place! All the possible classes together, maybe tweaked a bit. Again with spells, etc. Sort of an advanced version of the beginner's box.

I know that I'm probably not the perfect Paizo customer... I tend to like simplicity, but I played 3.5 for so long (and 2.0 before it) that Pathfinder was a natural progression for me. I stay for the APs and I LOVE all the support materials--pawns and maps and minis and cards. It's all so pretty! Must have all the shiny things!

But I really am just bogged down in too many new rules. I voted yes, but for a new encyclopedic and well organized core book with updates, not a rules overhaul.


Steel_Wind wrote:
Caderyn wrote:

Why is your Div acting like a melee brute?

You are primarily a debuffer and should be kiting (using your at will DDoor) to get out of sight and then slap them with at least 3 curses (-6 ST, 50% chance not to act, -6 Con, - 6 Wisdom first if they have good saves), never allow the PC's to get a full attack until you have the advantage and then pressure them when they are weakened (they get quite a few free rounds to hit him with single attacks but if you cripple the frontliners you should last at least a couple of dozen rounds).

With his DR10/Cold Iron mooks occupying the low damage melee fighters (preferably people with natural attacks so they cant bypass the DR easily), you can easily make the fight seem much more impressive despite it actually being quite easy (and low risk) for the PCs.

The risk here to the PCs is fairly low, but to the continuity of the AP itself? Very high. Chance of death is low, I'll grant you that, but the curses are permanent in duration. The cost to remove them is significant and the disruption to the AP "timer", such as it is, is also very significant as well. Food for thought.

We cover this design issue in detail in the most recent podcast review of this volume of the Mummy's Mask AP. The Div encounter is far and away the biggest potential pitfall in the Half-Dead City. http://ChroniclesPodcast.com/

First time listener to your podcast, and enjoyed it a lot. I'm getting ready to run Half-Dead City this coming weekend. The fix for the Aghash Div you come up with is great... I'm planning on using the planted wand. Thanks for pointing out the pitfalls before I walk into them with my campaign.


Jan Schattling wrote:

The german Band "Erdenstern" has made some Background CDs, one of them named "Into the Gold".

It is really great for the AP.
You can listen into it: http://www.erdenstern.de/music/intothegold/

Thanks for the heads up on Erdenstern! I'm getting ready to run Mummy's Mask, and this music is perfect. Plus their other albums are great as well. Into the Red for battle music, Into the White for Reign of Winter., and so many more. Wonderful!


I've thought about buying the Desert Ruins flip map for my upcoming campaign, but It seems to have limited replay ability. I already have a collection of map packs and I'm planning on using the taverns, shops, market, etc for the smaller city encounters. For the big set-pieces, I use Tact-Tiles, which have seen a lot of use in our home in the last ten years or so. I pre-draw the maps and reveal them a tile or two at a time. They were out of production forever, but there is a Kickstarter right now for a new run.

Goblin Squad Member

I imagined something like a large Campaign Coin... With a Goblin on it.

Goblin Squad Member

I had a great time watching the money roll in... Especially nice to hang out with some gamers, especially when my family went to sleep. i could only do $50, but it still felt like a shared victory.

aka Kay B.


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I've been following this thread interestedly for a while, so I guess it is my chance to jump in.

Yes, GMs make all the difference. One who is flexible and role-playing oriented would make or break an attempt to role-play a redemptive scenario. No matter what is "written", it is your game, so play it like you want. I'm planning on running Skull & Shackles, despite my misgivings with walking the "evil" line, but I sure want someone to try to save Isabella.

However, I have to chime in with the OP that I would love to see more included redemptive themes as well. One of the things I have loved about Pathfinder adventures is that there have been many scripted ways to succeed without kill-kill-killing everything in sight. I haven't read or run all the APs (my husband calls some, I call others), but I like the alternative game mechanics that pop up in many adventures.

A good romantic subplot or two would be fun as well... very traditional narrative trope, to turn to good because you find true love.

Or would it just be too uncomfortable for most men (and I'm assuming most players are men) to role-play? I don't think my friends would have a problem with it at all. Speaking of which, this thread seemed to have more female input than most I read, going by names and comments at least.


I just picked up two boxes of the Hero's Hoard and Relics of War on sale, so I'm looking to fill out missing cards. Anyone still trading?

HH wants: 107, 104, 96, 82, 67, 57, 46, 39, 38, 37, 31, 30, 12, 11, 7, 4, 1

HH trades: 3, 5, 20, 22, 25, 28, 33, 41, 42, 44, 47, 49, 51, 53, 56, 58, 64, 66, 69, 83, 84, 88, 89, 97, 101, 105, 106

HH foils to trade: 110, 108, 107, 106, 101, 69, 64, 39, 28, 24, 10, 4

RoW wants: 93, 76, 38, 18, 13, 10, 6, 2, 1

RoW trades: 98, 91, 87, 86, 75, 70, 62, 59, 56, 54, 52, 47, 45, 41, 37, 33, 11, 9, 4

RoW foils to trade: 97, 89, 78, 58, 55, 53, 46, 38, 34, 30, 16, 2

You can reach me at PastrKay at aol dot com.
--Kay

Full Name

Fornitado

Race

Half-Elf

Classes/Levels

Sorcerer (Wild Magic) / 5: AC 12(15); HP 22/18; S-1,D+2,C+3,I+2, W+0, C+6; Init +2; PP-10; PI-15

Gender

Male, Darkvision 60'; Sell Slots: (1) 4/3, (2) 3/2; (3) 2/2; Sorcery Points 5/5 (Careful Spell/Quickened spell)

Size

M

Age

29

Special Abilities

Tides of Chaos 1/1; Wild Magic Surge, Fey Ancestory

Alignment

N

Deity

Oghma

Languages

Common, Infernal, Elvish, Draconic, Orc

Strength 9
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 11
Charisma 16

About Fornitado

Character Sheet

Spoiler:

Fornitado
Male Half-Elf Sorcerer 5
Medium humanoid, Neutral

--------------------
Armor Class 12
Hit Points 22 (5d6)
Speed 30 ft.
--------------------
STR 9 (-1), DEX 14 (+2), CON 10 (+0), INT 14 (+2), WIS 11 (+0), CHA 16 (+3)
--------------------
Saving Throws Con +3, Cha +6
Skills Arcana +5, History +5, Investigation +5, Nature +5, Persuasion +6, Religion +5
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic, Elvish, Infernal, Orc

Actions
--------------------

Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80 ft./320 ft., one target.
Hit: 1d8+2 piercing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
--------------------
Sage
Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Personality Traits
I use polysyllabic words that convey the impression of great erudition.
I am horribly, horribly awkward in social situations.

Ideals
No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)

Bonds
My life’s work is a series of tomes related to a specific field of lore.

Flaws
Unlocking an ancient mystery is worth the price of a civilization.

Equipment Dagger, Dagger, Light Crossbow, arcane focus (staff), backpack, crossbow bolts (20), crowbar, hammer, piton (2), rations (2), rope, Silk (50 feet), tinderbox, torch (2), waterskin, Bandoleer for bottles, Acid (x2), Alchemist Fire (x2), Holy Water (x2), Potion of Healing (x3), Arcane Scrolls Comprehend Languages, Detect Magic 15 gp

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.

Spell Descriptions

Spoiler:

(1) First CHAOS BOLT
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
Ranged
DAMAGE/EFFECT
Acid (...)
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by each casting of this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Cantrip CHILL TOUCH
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S
DURATION
1 Round
SCHOOL
Necromancy
ATTACK/SAVE
Ranged
DAMAGE/EFFECT
Necrotic
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

(3) Third FIRE BALL
CASTING TIME
1 Action
RANGE/AREA
150 ft (20 ft )
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Fire
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

* - (a tiny ball of bat guano and sulfur)

Cantrip FIRE BOLT
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Cold
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Cantrip GUST
CASTING TIME
1 Action
RANGE/AREA
30 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
STR Save
DAMAGE/EFFECT
Control
You seize the air and compel it to create one of the following effects at a point you can see within range:

One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.

You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

(2) Second KNOCK
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Utility
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

(1) First MAGE ARMOR
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M *
DURATION
8 Hours
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff (...)
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Cantrip MAGE HAND
CASTING TIME
1 Action
RANGE/AREA
30 ft
COMPONENTS
V, S
DURATION
1 Minute
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Utility
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

(1) First MAGIC MISSILE
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Force
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 3d4 + 3 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Cantrip PRESTIDIGITATION
CASTING TIME
1 Action
RANGE/AREA
10 ft
COMPONENTS
V, S
DURATION
1 Hour
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Utility
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

(2) Second WEB
CASTING TIME
1 Action
RANGE/AREA
60 ft (20 ft )
COMPONENTS
V, S, M *
DURATION
Concentration 1 Hour
SCHOOL
Conjuration
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Restrained
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20- foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.