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Organized Play Member. 49 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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Very nice! I just wrapped the campaign up myself. Here’s to you making it to the end!


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Well, the big weekend has come and gone! The BBG was one shot and we ended on a rather flat note. BUT I built a wicked version of the Gallowspire that was almost 4’ tall. If you want to check it out here: https://boardgamegeek.com/thread/2353898/3-14-year-long-online-rpg-conclude s-person


Also, my players are running death ward at all times, tactically retreating until they can recast. It has nerfed many encounters. H2 will be a snoozer with those 4 greater shadows. Any suggestions for alternate creatures or tactics?


I’m prepping for the final and had a question about Soul Lash. My PCs are always running Death Ward. The Soul Lash description says “dark” energy and “destructive” energies. These are more flavor than mechanics. But it seems “logical” that it would be negative energy swirling about. Is it just straight damage?


Thadyne wrote:

Was the group aware of the kidnapping? If not, I would definitely handwave it.

If they were, then I would only slightly adjust the story... The kidnap victim is now dead (died before the ritual could be completed during an escape attempt or some such thing), and AA completed the ritual on himself as described in the book. Unfortunately, he is now trapped at the top of the tower, and is trying to figure out how to leave and trying to cement his power as a lich who cannot travel. Just adjust where the NPCs are and what they are doing, have some extra traps on the tower, have a formal guard schedule, have AA fully prepared for the fight, maybe bring in some extra NPCs that have come to check out this new lich...

It will make it harder (which sounds OK given their power level) and yet they can still defeat AA, and yet the delay will have had consequences for the kidnap victim. Whispering Way plans will have proceeded, but they don't have the bitter feeling of such a technical and unforeseen way to be defeated by an AP that they have spent a long time on.

They were aware of kidnapping and time element. And the AP being on rails.

You've offered up a good solution. I could also amp it up to make it unwinnable and let them go out as martyrs.....muhaha


I know this is an old AP but I was hoping to get some thoughts on my current campaign. My group out smarted themselves. They researched Renchurch’s location and then in meta, decided they had that much time to craft and purchase, even teleported Absalom to make sure the it Emser they wanted could be secured. The plan of course to make up for the down time by then teleporting to Renchurch. This of course failed because of the teleport traps. Now they are behind schedule. Much has been made throughout the campaign that the campaign is both on rails and on a timer. That time is of the essence in stopping The Whispering Way.

The biggest goal in playing is for everyone to have fun and they have developed clever ways to make up for a lack a downtime and meager treasure. They have also turned themselves into a juggernaut that only gets challenged during encounters if they get sloppy.

So do I each them a lesson about meta and have the Whispering way succeed because of the extra time they gave them?

Do I wave it off and proceed?

Or do I proceed with a higher level of lethality because they allowed a lesser version of the Tryant be created?

I’ve played with the idea of them reaching Grey Friar to find him scrying the scene atop the Gallowspire, to witness the transformation and A) it’s failure thus concluding the AP with a bittersweet conclusion or B) succeeding and ushering in a 1,000 years of suffering across the land.


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Is there something like this now? It would be useful for knowing what was published at the time for running the older Adventure Paths


h4ppy wrote:

Roll every time. Officially you should probably roll before you start trying to pass the check.

We quite like rolling AFTER we've finished playing our cards and rolled our dice to give the Goblins a chance to spring a surprise :)

(Basically we treat it as you roll your dice and then subtract 1d4)

How about at the Goblin Fortress? Are you adding an additional 2 for more nasty? That's the way we went.


I was torn as well which is why I posted. After I posted I noticed solo players using 4 heroes. So basically their game play is more rewarding than us playing one each.

I'm backing out the character add-on and then we'll play 2 heroes each.

This will improve our loot opportunities AND make it easier to win. Now that certainly seems counter to the spirit of the game doesn't it.

kysmartman wrote:

I'm kind of torn on this. Fyi, I saw that a lot of people were playing like this before AP2 came out over on BGG. If you have the Add-On and playing a solo or 2 character game, I'd say go ahead and make 2 more decks, but there would be a caveat. You'd have to remove all of the Add-On cards first. If that meant removing the GreatSword, too bad and same with the Tiger. That way you're only improving the odds of finding better stuff a little bit while returning that probability back towards what the base set was meant to be. Building 6 total decks would require some serious mathematical breakdown to convince me it isn't breaking the intent of the game.

I'm running 3 right now, and I've had pretty good luck finding good things. I'm through Local Heroes now, and I have the DLC, GreatAxe, Icy Longspear+1, 2 Acid Arrows, the Holy Candle, both Masterwork Tools, just picked up Father Zantus, and 2 Spyglasses. The only bad luck I've been having is with the spells as I've been running across a lot of Divine spells and seen either of the AP1 d6 spells that Ezren needs to get.


I am using the Character add on deck. So if in an alternate universe where I don't have acquisition disorder I'd have never bought them and ADDED them, then my game experience would be better.

May be instead of setting up the four other players I'll just back out all the character add-on deck.

Flat the Impaler wrote:

I think having unused decks already set up is a cheap way of improving your odds. Yes, the game (with add-on expansion) is designed to have 6 decks built at any given time, but it's also assuming you're using all 6.

I personally think that the distribution of cards is a part of the balancing mechanism. As you add players, you have fewer turns in which to acquire cards, so it makes sense that the rate of better cards should be greater. If you're playing with fewer players, you have more turns in which to explore and acquire, so the rate of good cards should be lower.

In the Base set, there are just over 240 boons. If you set aside 4 character decks that you're not using, that's 60 basic cards that you're never going to see; that's 25% of the entire pool. This is a huge advantage when coupled with the fact that you've got 3 times as many turns (6 player=5 turns, 2 player=15 turns).

Also a factor is the difficulty in acquiring these better cards. With more players, people tend to be more stingy with their blessings, so you're less likely to have help in acquiring it; in a 2-player game you can afford to pitch in a blessing and not think twice about it.


Forgive if there's another thread on this.

After playing 2 heroes at home through up to Skinsaw, I got to play at a Con with 6 players. I figured this would allow me to see if I had bad assumptions or misinterpretted something (I did but I contributed to others understanding as well)

Anyway as we were reviewing the 6 hero decks it became immediately obvious to me that having only 2 hero decks set up in my home game was causing the lack luster boon selection during our play. As I've said we're up to Skinsaw and my Valeros deck is hardly different from its initial setup.

So I set up 4 other heroes and then parked them in the box to improve my chances.I used Seoni and Ezren to help my friend's Kyra find better divine and I used Merisiel and Harsk to move out some of tiny blades!

Anyone else do this?


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Next AP: Carrion crown then Kingmaker. Though at current rate of release you'll need to make oversided card versions for my aging eyesight!


Was I the only one to choke on paying more for the shipping than the comic? I'll support the local comic bokstore at the risk of missing the exclusive covers (and yes I know if I get all 5 the shipping cost would be more reasonable and yes if i had another subscription they'd all come together but I'm not a collector and the monthly onslaught of supplements is more than I chose to keep up with!)


Thanks!

Heaven's Agent wrote:
There's no wait. As soon as the summoner is up again, he can take the time to summon the eidolon normally.


This is the first time I’ve had to GM for a PC running a Summoner. The PC was felled in battle (-2HP) and I told him his Eidolon was banished per APG page 55 last sentence of first paragraph, right hand column.

No argument there but we’re unsure of when the Eidolon could be re-summoned. If the Eidolon had died it would be 24 hours but there's no mention of a "cool down" for the it being banished by spell or Summoner death.

Assuming the battle is over, and the party is willing to wait for the revived Summoner to perform his minute long ritual can the Eidolon return?


Neth Stabilty Check: 1d20 ⇒ 1
Neth economy check: 1d20 ⇒ 10
Neth event check: 1d100 ⇒ 22
Neth event 1d100 ⇒ 52


Lamashan Event Check: 1d100 ⇒ 70


Lamashan Bandit Stability Check: 1d20 ⇒ 16


Lamashan Economy Check: 1d20 ⇒ 3


Lamashan Stability Check: 1d20 ⇒ 4


Rova Economy Check: 1d20 ⇒ 14


Rova Stability Check: 1d20 ⇒ 12


Bandit check : 1d6 ⇒ 3


Arodus Stability check : 1d20 ⇒ 3


Arodus Event determination check : 1d100 ⇒ 4


Arodus Event check : 1d100 ⇒ 50


Arodus Economy check : 1d20 ⇒ 3


Arodus Stability check :1d20 ⇒ 14


Erastus Event check :1d100 ⇒ 49


Erastus Economy check :1d20 ⇒ 3


Erastus Stability check : 1d20 ⇒ 9


DM Wellard wrote:
Number of Buildings per city is limited by Kingdom Size as well..apart from the one house per turn you can automatically build

One of my snooping players read this and wanted to know why they weren't getting their "automatic" house every month. (reading auotmatic to mean free)

More precise language would be:

"The first house you build during any Improvement Phase
does not count against the total number of buildings you
can build during the phase."

Tsk tsk players stay out!


Sarenth Loyalty check : 1d20 ⇒ 15


Sarenth event : 1d100 ⇒ 26


Sarenth event roll: 1d100 ⇒ 57


Sarenth economy roll:1d20 ⇒ 18


Desnus event roll: 1d100 ⇒ 80

Sarenth stability roll: 1d20 ⇒ 13


Desnus Event for arsonist roll: 1d20 ⇒ 17


Desnus Economy roll: 1d20 ⇒ 10


Desnus Stability roll: 1d20 ⇒ 3


This thread is for between game nation rolls for our weekly Kingmaker game.


I see there was some problems with the auto-populate for the GM and issues with entering it. Has that been corrected? I planned a session a month ago and couldn't report it because it said the GM didn't exist when I entered my number. So I assumed I wasn't in the system yet. A month later it still doesn't work so I checked the message board to find others had the problem back in May.

Interestingly when I typed a bumber 6,000 less than my number it did not report that the GM didn't exist (paraphrasing error).

What am I doing wrong?

I have a session number (now canceled in fustration).
I have a Society number.

Someone suggested to someone else delete it and start over??


Newbie question. We've been playing PFRPG for 4 months now after a long (2e) break from gaming. When I came back 4e was launching and after comparing I chose PFRPG.

I've been using the Pathfinder Wiki to add crunch but now I'm sort of in a bind. I've two new players to the Kingmaker series that chose to be Numerian Barbarians with a back story of fleeing from the Technica League. I've a couple players short this week so I wanted to do a flashback session that involved their flight but other than an unlnked refernce to Gearsman in tyhe Wiki I can't seem to find anything on them.

Can anyone help me out with a source book that would have them? I understand that the campaign setting predates the PFRPG launch and I've held off on purchasing the setting in OGL as I understand that a PFRPG version will be out eventually.

Can someone point me to some OGL stat info that I could convert? I could wing this but I don't want to clash with other source material if I can help it.

thanks!


Well I didn't find it in another post but decided to look up that Spring attack feat mentioned and there at the bottom it says normally you cannot move before AND after an attack!


This is a way old thread but if someone sees this could they tell be where in the rules book it says you can't move-attack-move assuming the moves don't exceed total movement? This comes up when one of my players can't reach the lead enemy, typically a spellcaster, and they want to whack a henchman on the way to the main guy rather than move only. They are willing to accept the AoO of course. Thanks!


Cosmo wrote:
Trundell wrote:
Thanks Gary, I did end up nudging it out of the side cart becuase I was anxious to get it. If there's anthing you could do on the shipping cost duplication issue I'd appreciate it. Unless it was something I did of course.

Gary has fxed the issue with the subscriptions, and I have credited your superfluous shipping and handling fee back to your Paizo account.

thanks,
cos

Thanks! I'm most anxious to read this and hope to get a local group going. After a 2 decade hiatus from gaming, I've found the Pathfinder product line to most closely capture what I fondley remmber about those late night gaming sessions!


Thanks Gary, I did end up nudging it out of the side cart becuase I was anxious to get it. If there's anthing you could do on the shipping cost duplication issue I'd appreciate it. Unless it was something I did of course.


I read through some other posts and noticed that "sidecart" mentioned! Why was it side carted? Was it not possible to bundle it with the core rules? Do I have to clear the side cart each month to get a subscription to ship?


I placed an order back on 3/17. below is a copy of the email sent. I assumed that it menat the core book was shipping but the AP wasn't available to ship. I thought I remembered a 3/31/10 release date for that so I waited until today.I logged and I don't see a PDF and my subscription shows #32 with a shipping fee. From everything I can see, I didn't get shipped or charged for #31. But I'll get #32.

I've read other customer comments and it seems that some rec'd theirs near my order date and others rec'd theirs toady. Should I cancel my subscripton and try again?

If the others got theirs back on 3/17 why should I have to pay handling twice when it could have come with the core book?

Thanks,
Jonathan

"The order contains the following items: 1 x Pathfinder Adventure Path Ongoing Subscription @ 30% off cover price1 x Pathfinder Roleplaying Game Core Rulebook (OGL) Hardcover @ 49.99 = $49.99 Subtotal (2 Items): $49.99Shipping & Handling: $9.25Shipping & Handling Discount: - $0.64-----------------------------------Order Total: $58.60"

Full Name

Khârn Quah

Race

Human (Kellid)

Classes/Levels

Barbarian

Gender

Male

Alignment

CG