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Organized Play Member. 347 posts (348 including aliases). No reviews. 2 lists. 1 wishlist. 3 Organized Play characters.

Liberty's Edge

So, I'm checking out my favorite artifact in Paizo's new Artifacts & Legends book, and I notice there's been some serious changes to ye old Harrow Deck of Many Things.

I'm not sure what I think about the changes. Several seem to have been changed from bad to good outcomes, and many of the bad outcomes are much less harsh.

A summery of the changes, mostly for my own benefit:

The Avalanche: Old card trapped you as the spell imprisonment. New card causes an earthquake, THEN imprisons you. Much harsher than before. I like it.

The Big Sky: Old card allowed the one-time ability to "avoid any situation or effect". The new card gives you a +10 bonus to CMB and CMD for 1 round/day, with the side effect of causing a metal object in the vicinity to break. I miss the open-endedness of the old power, but the new power is great too.

The Demon's Lantern: Old card caused you to gain a powerful fiendish ally. New card causes you and all your equipment to disintegrate, leaving behind only a valuable gem. Again, I like both!

The Eclipse: Old card hit you with a permanent negative level. With the new card, the negative level only effects you from dusk to dawn. This is a little less harsh, but more interesting.

The Empty Throne: Grants you a noble title. Old card granted you 25,000 gp along with it, new card grants you 15,000 gp. I suppose that's a little less unbalancing at lower levels?

The Idiot: Old card reduced your mental stats to 3. New card reduces them by 1d4 points. This is far less harsh, but the old card was pretty much a death sentence for any player character.

The Keep: Old card created a castle. New card grants you a personal demiplane! Interesting in that there's a city in Lastwall that was created around a castle from a Harrow card that no longer exists!

The Lost: You are forbidden from gaining any more levels in whatever class you have the most level in. The new card gives you a chance to opt you, by dying and being reincarnated.

The Mute Hag: Old card caused your most private secret to become known to all who see you. New card causes you to permanently become deaf, blind, or mute.

The Queen Mother: Old card summoned 1d4 formian warriors to serve you. New card summons 2d4 giant ants. Do formian warriors not exist in Golarion? I don't think they're closed content, and I suppose I really haven't seen them since the oft-contested Great Beyond.

The Rakshasa: Old card caused you to become the puppet of a mysterious enemy. New card causes you to turn into a random animal for an hour every time tell a lie. These are both great draws.

The Sickness: Old card infected you with a random incurable disease. With the new card it's always leprosy. I suppose that's fine, but I feel like bringing back the random table.

The Snakebite: Old card caused you to switch alignment. New card causes anyone who touches you to become poisoned with greenblood oil.

The Tangled Briar: Old card restored a slain enemy to life. New card lets you speak with plants, but summons angry shambling mounds. I like the old ability more, but I'm tempted by angry shambling mounds.

The Tyrant: Old card summoned a powerful evil to drag you off to it's lair. New card grants you the one-time ability to command any creature in the multiverse. That's much nicer, and also not a character-ender.

Liberty's Edge

After Torag, Abadar and Irori are the next most popular dwarven deities. But how do dwarves interpret those two deities? Everything I've seen about Abadar and Irori is from a very human-centric viewpoint.

To start us off, I think the dwarven interpretation of Abadar may have some similarities to his Tien interpretation as the god of walls and ditches. Maybe more tunnels than ditches?

Irori I'm having trouble wrapping my head around his dwarven interpretation. Perhaps as a master craftsman? I can't think of any instances where he's specific mentioned as a human before his ascension to godhood, but it's heavily suggested.

Liberty's Edge

During last night's game, a barbarian warlord chopped off a player character's hand. They're 12th level, so a scroll of regeneration isn't out of the question, and there's plenty of magic craftpeople in the party, so a replacement isn't a problem.

The question is, are their any good (both in fluff and crunch) options for a character missing a hand? They like the idea, the history that it adds, and I'm allowing the player to spend hero points to rebuild certain aspects (feats, archetype, etc.)

They were previously a two-handed fighter wielding a katana, and they'd like to keep the katana. Interest was expressed in going down the two-weapon fighter route, except the character has a Dex of 8. Ranger would be an option to get TWF, but doesn't really fit the character.

Thoughts? Suggestions? Etc?

Liberty's Edge

I've got this idea for a character I'd love to roleplay, but being a little bit of a powergamer (and being in groups with lots of powergamers), I'd like him to be useful to the party and viable in combat. So I turn to you for help, Advice Board!

The concept is a gentleman paladin with a rapier, something along the lines of a Inigo Montoya with holy powers. A genteel lightly-armored fencer with a code of honor.

There's a lot of ideas floating around my head, but none have quite gelled. Paladin/rogue perhaps? Could a paladin with a dip in duelist work? Lore warden archetype? Help!

Liberty's Edge

In addition to the host of feats I was previously planning on offering to PCs for free ( this), I'm now considering adding Natural Spell to the list. It gets some flack for being overpowered, but I run a pretty tight ship on it's usability for stealthily casting spells (in my games, it's no replacement for Silent/Still Spell - an animal casting a spell is just as loud and, to those with ranks in Knowledge [arcana, nature, religion], pretty obviously casting a spell). It's one of those feats that's so very "must have" that I'm not sure why it's not a feature of the class itself.


Liberty's Edge

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I've been thinking about the many combat feats available in Pathfinder. It seems that many (especially the "necessary" combat feats) don't give advantages so much as they allow for trade-offs (Power Attack, Combat Expertise), while others are a tax on characters who would like to be competent in battle but didn't put everything into strength (Agile Maneuvers, Weapon Finesse).

I was inspired by the advanced rules for Microlite20 (a super-stripped down d20 ruleset), how they folded options like Two-Weapon Fighting and Weapon Finesse into the weapons themselves (in M20, anyone can weapon finesse a light or finesse-able blade, and anyone can two-weapon fight as if they had the feat - I know that the PF rules allow for anyone to do so, but at such a penalty that I've never seen a player go for it).

Why not, I figure, give these feats as bonus feats so that players don't need to worry about the basics, and can get on with interesting combat?

Under this house rule, the following feats are free to any character who meets the prereqs. If they don't meet the prereqs (in brackets), then they don't gain the feat. They may still gain the feat later if the meet the prereqs, or if they gain the feat as a bonus feat from a class ability (So a monk who discards Int can still take Combat Expertise). If a class ability grants a character one of these bonus feats that they already qualify for, they may instead pick one feat of that type that they qualify for instead.

The Bonus Feat List:
-Agile Maneuvers (n/a)
-Combat Expertise (Int 13)
-Deadly Aim (Dex 13, BAB +1)
-Power Attack (Str 13, BAB +1)
-Two-Weapon Fighting (Dex 15)
-Weapon Finesse (n/a)

I'm considering doing the same for several metamagic feats, mostly those that change the area of the spell. It seems to me that players rarely take them, and sacrificing a higher spell slot is already taxing to a spellcaster:

The Bonus Metamagic Feat List:
-Empower Spell (+1 spell level)
-Enlarge Spell (+1 spell level)
-Extend Spell (+1 spell level)
-Heighten Spell (+X spell level)
-Widen Spell (+3 spell level)

Some considerations:
-Should NPCs and Monsters also gain these feats as bonus feats?
-Would this increase the APL of the party, and if so, by how much?
-Do special considerations need to be made for any classes/archetypes?
-Will it matter more or less to a party at higher or lower levels?
-Should I discard the prereqs altogether, and just give the bonus feats to every character? Or add additional prereqs?
-Are there feats I should add, or feats I should remove from the list?

I'm interested in your input/comments/condemnations!

Liberty's Edge

I'm wondering if a cavalier/barbarian can challenge a target, then use rage and still get the benefit of the challenge. My first thought is no, given that under challenge you've got "Challenging a foe requires much of the cavalier’s concentration." and under rage you've got "While in rage, a barbarian cannot use...any ability that requires patience or concentration."

But, the cavalier challenge lasts "until the target is dead or unconscious or until the combat ends."

This could go three ways, I think:

A) When using challenge, then raging, the challenge goes away.

B) When using challenge, then raging, both take effect.

C) When using challenge, it's impossible to rage.


Liberty's Edge

1 person marked this as FAQ candidate.

One of my players had the misfortune of creating a cursed headband of intelligence, and is hoping to uncurse it. There's nothing about uncursing items in the Cursed Items text, but Break Enchantment seems fuzzy on the matter:

From Break Enchantment on the SRD wrote:

"This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse.

If the spell is one that cannot be dispelled by dispel magic or stone to flesh, break enchantment works only if that spell is 5th level or lower.

If the effect comes from a permanent magic item, break enchantment does not remove the curse from the item, but it does free the victim from the item's effects. "

Any thoughts? If not Break Enchantment, then is there a way to reforge a cursed item?

Liberty's Edge

My group has just started Night of Frozen Shadows, and I've run into a problem with the number of characters running around (6 PCs, a cavalier's mount a druid's large constrictor, and however many NPCs).

I don't want to drag the party down with NPC actions (less time for the already time-constrained PCs to be awesome), and I don't want the NPCs to cower in a corner every time a fight breaks out (seems out of character), and I do want the NPCs to be present with the party (the PCs have shown real affection for characters they can interact with as opposed to those waiting at camp).

So, I propose a system where each NPC grants the party a combat boon. Trouble is, I'm not sure on what kind of bonus/how powerful this boon should be. So far I've got

Ameiko: +1 to attack and damage or +2 vs mind-affecting effects

Koya: Some kind of healing burst or pool that PCs can draw from? Bonus to stabilization checks?

Sandru: Allow a PC to consider an enemy flanked. +2 to initiative.

Shalelu: +2 to Perception, +2 to saves outside, maybe somekind of AC bonus representing cover fire?

Kelda: Allow a PC to rage for a number of rounds? bonus to Fort saves?

Ulf: Not sure...maybe overlap with Kelda and Shalelu's boons?

I'm also trying to figure out if there's a good way to integrate their relationship scores with the NPCs to these bonuses (so a higher score relates to a higher bonus).

Looking for input, suggestions, dire warnings! Thanks!

Liberty's Edge

I thought they were suppose to get their boost in the third module, but I didn't see anything flipping through The Hungry Storm. Thanks.

Liberty's Edge

I've got some players who want to start a new AP, and I've had good times with another group running Carrion Crown thus far. Trouble is, some of them really, really don't want to start at level 1 (they've been in lots of 1st level one-shots as of late, and their lack of survivability has been driving them nutty).

Are there any APs that can be modified to start at 4th level, i.e. the second book in the series? I'd actually say Carrion Crown (lots of the opening Professor stuff could be moved to Lepidstadt), but one of my potential players already played it.


Liberty's Edge

I've been running a PFS home game for a few months now, and it's been going swimmingly. I've run into a bit of a problem.

One of our players is moving out of town and can no longer play. However, a friend of mine from out-of-state is moving into town, and would like to play! Perfect timing, or so I would think.

The trouble is, the majority of the gaming group is level 5-6. How can I add a new player if they have to start with a level 1 PFS character? Unless the current party dies and makes new characters, they'll be so far behind that they'll be ineligible to play in any of the current scenarios.

I don't want to make the new player play a premade character the whole time (seems unfair to the new player that they shouldn't get to customize/advance their character), and I don't want to demand the previous players start anew (they've put a lot of time and harrowing effort into their characters), but I'm at a loss at what to do.

Anyone run into a similiar problem before? Any thoughts?

Liberty's Edge

Last session, the party paladin had the misfortune to draw from the critical fumble, resulting in a bent magical sword (-4 to hit, ouch). This has lead to a couple of questions regarding repair:

According to the Craft skill description, "The cost of repairing an item is one-fifth of the item’s price." So I assume that the I am making a Craft check to repair one-fifth of the item's value to determine how long it takes.

But according to the Broken condition, repairing requires a "DC 20 Craft check and 1 hour of work per point of damage to be repaired." with "Most craftsmen charge one-tenth the item's total cost to repair such damage".

So, which one to use? I suppose one could rule that the rules under the Broken are only used for items with the Broken condition, but the difference between something that's broke and something that has the actual named condition seems somewhat arbitrary.

Also, "If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item's." Is magic really the only way to repair a magic item? Sure, one's a cantrip, but it seems like an awful risk if there's no caster high enough level to fix your primary weapon (as would be the case for the Paladin).

Lastly, Any thoughts on how to handle this "bent" condition from the Critical Fumble Deck? It's not actually damage, and the weapon doesn't have the Broken condition, technically...

Liberty's Edge

Ultimate Magic introduced Inquisitions, in all intents and purposes, Domains with better abilities and no spells. They were Ideally designed for the Inquisitor (who has no domain spell slots), but Clerics may select an Inquisition instead of a Domain, should they wish.

And I have to admit, I'm pretty tempted to pick the Conversion Inquisition for my new PFS cleric here (Wis instead of Cha to Bluff, Diplomacy, and Intimidate. Yes?).

Are there any other Inquisitions that you'd pick over Domains? (Especially for some deities, the ones that don't get the cool Desna Domains.) Thoughts?

Liberty's Edge

From what I can tell, the Mana Wastes are a bit more magical as of the Inner Sea World Guide. The description in the previous Campaign Setting hardcover makes it sound like there's no magic whatsoever, where as the World Guide makes it sound like magic is present, if warped and unpredictable.

Does magic work in the Mana Wastes/Alkenstar? What's the official ruling? How do you run it in your home game? I'm just curious to know, as it is one of the regions that got me interested in the Pathfinder setting in the first place.

Liberty's Edge

Just curious about the design choice. Is it a holdover from the 3.5 SRD, or is there actually a 19th level warrior NPC somewhere that works better than say, a tenth level warrior/7th level fighter?

Been itching at the back of my mind, that.

Also, I never quite got the Adapt NPC class either. I like the intention, making a NPC spellcaster, but I think it might be best served by just giving someone with NPC levesl a level or two of wizard and/or cleric.

Liberty's Edge

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I ask because several of the maps are more than I need as a GM, but I can't use as player aids because of the location of secrets. For example, the restlands map is nice, but it says Hidden Crypt right on it...

Liberty's Edge

One of my players is playing an oracle with the haunted curse and I'm looking for ideas on how his curse could interact with haunts (or ghosts or the like). The character is a former ship medic and tengu who disguises himself as a plague doctor (with one of those long-beaked masks) with the mystery of waves.

I'm wondering if there's some cool ideas for how his haunted curse and various haunts or events could interact. For example: Contacting the dead sailors that haunt him be with a spirit planchet, or having haunts leave him alone/target him alone because of his ghostly 'friends.'

Liberty's Edge

After my last campaign, my players have become enamored with the idea of Hero Points (from the APG) and Factions (from the Faction Guide). I have just purchased a Harrow Deck, and am enamored with the idea of Harrow readings and Harrow Points.

Item A: H. Points
Is there room for both Hero Points and Harrow Points? I don't know if I can switch their favor from Hero to Harrow, but it seems like there are not that many Harrow Points to go around (one per adventure, so six total, right?). The main reason they want Hero Points is to avoid things like spending cash to Raise Dead (it brings them right out of the game, and turns a heroic sacrifice into an expense report).

On the other hand, it does seem like Yet-Another-Stat to keep track of, in addition to the Faction Prestige Awards (see below).

Item B: Factions
I really like the Faction Guide, and I was glad that my player's took to it. They're mostly a hack-n-slash type group, but they like some roleplay, and factions give them a chance to indulge one with the other.

What are good choices for Factions in the Carrion Crown? Pathfinder Society works anywhere (and can tie into the Professor, I figure), while other options are a little trickier to shoe in (I already shot down a player who wanted to be in the Old Cults. I can't wait 'til he finds out). Green Faith, various Religious Factions, maybe the Bloodstone Swords or Mendev Crusaders?


Liberty's Edge

My players decided to retire their 15th level plane-hopping party to start back at 1st. (combat was just eating up the nights). I've wanted to try an Adventure Path for a while, so I told them to vote on one. The vote was nigh-unanimous: Carrion Crown.

Turns out they were big fans of Ravenloft back in the day...

Trouble is, we game fairly often, so I was wondering just how "close" the adventures in the path are tied together. Can you "wander off the path", and run other adventures in between the official adventures without over-leveling the PCs? Is there room to fit modules like Carrion Hill?

I also missed the subscription cutoff for the first AP+PDF package (and I'd really rather wait for the print version), so I'm not going to have Carrion Crown pt.1 here in time for our next session. Would there be any plot problems if I ran an unrelated 1st level module beforehand?


Liberty's Edge

As there's not going to be an official Bestiary Summon Monster/Summon Nature's Ally lists, I figured I'd create one. Thought I'd post the first draft here. Anything I missed? Anything that I should drop? Anything that needs to be moved around? Let me know!

I started by separating appropriate creatures by CR, and I've left the CR in for reference.

Summon Monster I
CR 1/2

Giant cockroach*
Giant maggot*
Snapping turtle*

Summon Monster II
CR 1

Cave scorpion*
Elemental (Small)
Giant bee*
Giant fly*
Giant solifugid*
Giant tick*
Manta ray*

Summon Monster III
CR 2

Dire badger*
Giant toad*

Summon Monster IV
CR 3

Accuser devil
Elemental (Medium)
Giant black widow*
Giant dragonfly nymph*
Giant whiptail centipede*

CR 4

Giant dragonfly
Albino cave solifugid*
Slicer beetle*

Summon Monster V
CR 5

Elemental (Large)
Emperor cobra*
Giant queen bee*

CR 6

Giant mosquito*
Giant gar*

Summon Monster VI
CR 7

Chaos beast
Elemental (Huge)
Hound of Tindalo
Giant jellyfish*
Soul eater

CR 8

Animate dream
Denizen of Leng
Giant tarantula*
Goliath stag beetle*
Tenebrous worm

Summon Monster VII
CR 9

Elemental (Greater)
Giant snapping turtle*
Titan centipede*

CR 10

Behemoth hippopotamus*
Giant anaconda*
Movanic deva
Shield archon

Summon Monster VIII
CR 11

Elemental (Elder)

Summon Monster IX
CR 12

Monadic deva
Shining child

CR 13


CR 14

Great white whale*
Handmaiden devil
Leng spider

Summon Nature's Ally I
CR 1/2

Giant cockroach
Giant maggot
Snapping turtle

Summon Nature's Ally II
CR 1

Cave scorpion
Elemental (Small)
Giant bee
Giant fly
Giant solifugid
Giant tick
Manta ray

Summon Nature's Ally III
CR 2

Dire badger
Giant toad
Slime mold

Summon Nature's Ally IV
CR 3

Elemental (Medium)
Freshwater merrow
Fungal crawler
Giant black widow
Giant dragonfly nymph
Giant whiptail centipede

CR 4

Giant dragonfly
Albino cave solifugid
Slicer beetle
Slithering tracker

Summon Nature's Ally V
CR 5

Elemental (Large)
Emperor cobra
Giant queen bee
Lurker in light

CR 6

Death worm
Giant mosquito
Glacier toad
Giant gar
Rock troll
Saltwater merrow
Wood giant

Summon Nature's Ally VI
CR 7

Elemental (Huge)
Magma ooze
Giant jellyfish

CR 8

Giant tarantula
Goliath stag beetle
Gray render
Marsh giant

Summon Nature's Ally VII
CR 9

Dragon horse
Elemental (Greater)
Giant snapping turtle
Titan centipede

CR 10

Behemoth hippopotamus
Giant anaconda
Water orm

Summon Nature's Ally VIII
CR 11

Elemental (Elder)

Summon Nature's Ally IX
CR 12

Frost worm
Taiga giant

CR 13

Carnivorous blob
Viper vine

CR 14

Great white whale

Liberty's Edge


And they've been compiled on the Monsters as PCs page on! Go look! Report back here with your favorite! Convince your DM of your absolute need to play an Ifrit or Strix!

Liberty's Edge

Trick Shot, from the Zen Archer monk archtype, allows a monk to spend various amounts of ki to avoid various amounts of concealment and cover. From the APG: "By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked."

My question: Just how much does a monk need to know about his target? Does he need to know the exact position/5-ft. square? Would he be able to hit a target that has been moving around inside of an obscuring mist? Could he say "I bet the bad dude's in that building, I'mma gunna fire an arrow and see."?

It came up recently when a the Zen Archer in the party tried to shoot a villain who had dimension door'd away, thinking that it would track him down if in range. I had it crash into the ocean (Spoiler Alert, the villain had cast water breathing earlier), but I'm not sure if I should have allowed it to "track" him that far.

Liberty's Edge

In a month or so I'll be running the Pathfinder module Beyond the Vault of Souls, and I found out there's a whole encounter site that was cut from the game! According to the site, it was going to be published last year as a download on Sean K. Reynolds site. Any word if it'll come out (hopefully soon)?

Here's the product page:

Liberty's Edge

1 person marked this as FAQ candidate.

In the description it says "Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the starting equipment for barbarians.", but I don't believe there's starting equipment for characters in the Core Rulebook.

Probably just a copy-n-paste over from the SRD (the copy I looked at didn't have the starting packages).

Here's the equipment from the PHB if anyone is interested:
One day's trail rations,
Flint and steel
Quiver with 20 arrows
2d4 gp

Liberty's Edge

Just curious if someone's already gone through the book to see what Archtypes can be stacked. If not, maybe we should start such a list right here, eh? Here's my tiny starting contribution, more as I have time to absorb the APG.

Drunken Master and Monk of the Four Winds

Undead Scourge and Warrior of the Holy Light

Liberty's Edge

Let's say there's a party with a necromancer. This party is being haunted by the rather shifty ghost of an evil wizard (who's spellbook was taken by said party necromancer). Every time the ghost shows up, the necromancer tries to control the ghost via spells or the control undead feat, with no success to date.

I'm thinking of having the ghost "pretend to be controlled" the next time such an attempt fails. Could this happen, or does a caster automatically know if an undead is under his control?

Liberty's Edge

The party was attempting to get into a locked tower constructed of iron. The dwarf cleric, with the Artifice domain, decides to cast Fabricate, and use said iron to create something (a statue of a smirking dwarf), leaving a hole in one of the iron walls through which the party could enter.

Now, this seems like a sketchy use of the Fabricate spell to me, but I can't think of any reason not to allow it. Is there any sort of official ruling on this?

Liberty's Edge

I while back I asked for help on the EN boards advancing the 3rd-level module Masks of the Living God for my players with an APL of 7. And it worked! That session went long into the night, with players hopping all over the place and having a great time.

So I ordered the sequel, fully aware that I'd need to run some filler between sessions, and now I've got an average party level of 9 to deal with. So, once again I ask for your assistance in advancing the 5th-level module City of Golden Death.

I've already got a few ideas:

* Warped Wolves: Add 2 terror dire wolves.

* Twisted Lizards: Use the Chief statblock for the Hunters, and change the Chief to a Lizard King barbarian 1/ ranger 3 lizard king. I've made the stats for a Lizard King a while back (an advanced large lizardfolk), and I've been wanting to use it. Might throw in some terror stegosauri, depending on the mood.

* Guardians of Gold: Add a Golden Guardian.

* Elemental Intersection: Exchange large elemental for a huge elemental.

* Gilded Dead: Give the golden skeletons the advanced template, bring total skeletons to 8.

* Demonic Assassin: Thinking of changing the Babau to a Shadow Demon or Vrock.

* Ogres at the Gates: Add advanced template, bring total to 4? Maybe just add some more golden skeletons?

* Razmir's Faithful: Changing this encounter quite a bit. Adding some Snipers of Razmir (Ftr 2/Rng2) to give the impression that they have greater numbers, and I'm going to create a new stat block for Aglanda (Ftr 4/Rog 4?). Might have a few priests of razmir (from Masks) running around.

* Shining Sentinels: Add two shining sentinels?

* The Guardian of the Jewel: This one is tricky. Tar-Baphon's Dragon is a unique creature, and a really cool one at that, but I'm not sure how to advance it given its unique status. Was thinking of changing the base dragon from young to adult, but that's a lot of possible reverse engineering. Still might be worth it.

* Chasm of False Coins: Remove stasis effect from the dark naga, anything else required?

* Chamber of the Jewel: Add 4 levels of eldrich knight to Iramine. Maybe. Would it be worth it to level her up in evoker until she gains the energy wall ability?

Another thought: how long does it take to pillage a room? Might be important to know, given the module's timer.

Anyway, thanks!