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![]() I'm starting to plan out my Abomination Vaults campaign, and while the adventure itself is thoughtful and extremely well designed, I'm having trouble with the 500 years old part. 500 years is a looong time. In the real world, 500 years ago is Shakespeare's time. Yet Gauntlight feels like a haunted house that's around 50 years old max. Rooms are described with dead wilted plants or moldy furniture or even readable books. That stuff would be dust in 500 years! Especially in a swamp! I know I can just hand-wave it away with "Magic!", and I understand that 500 years isn't that long for an elf, but I'm interested in knowing how the rest of the community is justifying this inconsistency. Maybe I'm the weird one! ![]()
![]() Almost every GM at some point experiments with their own Critical Hit System. Mine's evolved over many years, and I'm fairly satisfied with it. The only problem I had with my system was that it was a little fiddly to actually use at the table. I'm a professional web developer, so hey, I thought, why not make a web app that does all the math. Turns out it was a hit at our gaming table, so I took the next step, and made it all shiny. Now I'm releasing it for public use. You can find it at: http://d20criticalhit.com Feel free to use it at your gaming table. If you have any questions or suggestions, please let me know! ps -- the non-automated version is outlined here: http://www.d20criticalhit.com/critFumbleNew.html ![]()
![]() Erik Keith wrote:
Awesome. It worked. Game saved. Thanks so much for your prompt attention. Once again, you guys rock. ![]()
![]() I've been a subscriber to Pathfinder Adventures since issue #1, and I'm a big fan. I was planning on running Hook Mountain next week (issue #4) but noticed that it's the only issue not available in my downloads! I'm curious as to why this is the only issue not available, and also disappointed since I want to run the adventure! ![]()
![]() I had an interesting situation occur the other night, and I was wondering what the correct rules interpretation should be. The party was being strafed by a huge sized dragon who was flying about 40' above the ground. The wizard summoned a medium sized air elemental next to the dragon and it immediately tried to grapple the dragon. No big deal, except the elemental rolled a '20' and successfully grappled the dragon! That's when the argument started. Here are the various interpretations: 1.) You can't fly while grappled. On the start of the dragon's turn, both the dragon and the elemental start falling. The rules say you can't move while grappled, and you also can't do anything that requires 2 hands. That seems to support the falling theory. 1a.) Does the dragon get a chance to break free of the grapple before he falls to the ground, or does the grapple check to break free happen after the fall? 2.) Even though the dragon was grappled and can't move, he can still use his wings to stay in place. The rules say you can't do anything that requires 2 hands, but nothing about wings. If the elemental succeeded in pinning the dragon then they would both fall. 2a.) Perhaps the dragon would need to make a Fly check (with grapple penalties to Dex) to Hover to stay aloft while grappled? The rules don't seem to say anything about this, but that would be a reasonable house rule. 3.) Does the fact that the dragon is 2 sizes larger than the elemental have any bearing? It's sorta like a person wrestling with a helicopter. You could see a person making it hard for the helicopter to move around, but envisioning it stalling out is difficult. 4.) Does the fact that the dragon is way stronger than the elemental have any bearing? The dragon can certainly keep the elemental aloft, but the elemental can't carry the dragon. (Hmm, it obviously does because if the elemental could have carried the dragon, they would not be falling.) For the record, I finessed this at the table by ruling that the dragon would get a grapple check before falling. He easily broke free and made a move action away from the elemental. Of course, if the dragon had rolled a '1', then the argument would have continued... I'm interested in finding if any of the rules experts on this board have any suggestions or other interpretations. Thanks! ![]()
![]() My party is currently exploring Castle Scarwall, and will encounter Belshallam in a session or two. In preparation, I started converting him to Pathfinder rules, and noticed that Pathfinder dragons seem considerably weaker than their 3.5 counterparts. Belshallam is a Adult Dragon (CR14) with 21HD (241 hp, BAB+21). An equivalent Pathfinder Dragon (aka Adult Red) will be CR14 with 17HD (212hp BAB+17). The comparison between a 3.5 Adult Red Dragon with a Pathfinder Adult Red Dragon is even worse. The 3.5 Adult Red Dragon is much tougher. Am I missing something? Are Pathfinder Dragons really weaker than the 3.5 versions? I'm probably going to use the 3.5 version of Belshallam to make him that much more dangerous to the party. They need a good scare, but I'm kinda curious as to the reasoning behind weakening Dragons in Pathfinder. ![]()
![]() I also immediately noticed the resemblence to the Trilogy of Terror fetish doll. (That thing terrified me as a kid in the late 70s!) I'm finally DM'ing this adventure, and when the party discovered the Zuni fetish doll (in the toy maker's safe deposit box from part A of Seven Days) I was shocked to discover that none of my players recognized it. My players are just a few years younger than me; I guess it made a difference. Anyway, I just wanted to thank the Paizo staff for including a shoutout to us gamers in our late 30s. *I* got the reference! Of course, now they've taken the doll home with them, and they have no idea what they are in for...heh heh heh. ![]()
![]() Personally, I would love an AP that centers around the Worldwound where the party starts at a small garrison on the border of the warped areas. As the AP progresses, the PCs have to help evacuate settled areas before they get overrun by the demons, fighting a number of rearguard actions. Eventually, they hear of a unique artifact that can close the Worldwound and have to retrieve it before the demons destroy the entire world. (An "allies in unexpected places" subplot where a powerful lawful evil entity, who doesn't want Golarion falling to the demons, helps the PCs.) Sure it's cliche, but cliches are cliches 'cause they're fun! A AP that was a journey across the Crown of the World would also be welcome. ![]()
![]() Last night was the 2nd session using "The Styes" adventure, and it was awesome. My group has been playing monthly for almost 4 years, and this was the best session we've had in a long time. We started at 1:30pm, and we didn't stop till past 11pm. No pizza breaks, nobody left early, apologies to S.O.s were made. Nobody wanted to stop till they had defeated Councillor Dory! The players loved the atmosphere, and the battle on the crane platform was a big hit. The golem room received a "this is a deathtrap!" comment. The walkway with the assassin in the pool got a "whoever wrote this is just plain evil!". Someone even said, "this reminds me of 'Predido Street Station'." That's when I knew it was working... I rarely use published adventures, and just steal locations or NPCs from Dungeon Magazine. "The Styes" I used pretty much as written (I converted it to the Scarred Lands), and it worked just great. Kudos to you, Mr. Pett. Can't wait for next month when they assault the Temple of Tharizadun (Gulaben)! ![]()
![]() I just got #126 and read through BlackWall Keep. It looks like great fun! I can't wait to run these adventures. Anyway I had some more conversion thoughts: Replace the Lizardmen with Aasathi. There's like a zillion Aasathi running around the Swamps of Kan Thet. I'll probably just keep the same stats instead of actually converting them. Instead of having a black dragon running things, I'll make him a SeaWrack Dragon since Scarn has so few natural dragons. The only problem I forsee is that Wrack Dragons are constructs and can't lay eggs. The Aasathi don't know that, and unless the players have Knowledge (Dragons) they might not either! ![]()
![]() Camric wrote:
I've been running a campaign based in that area of the Scarred Lands for the last 3 years. If/when I start a new campaign, it's not going to be anywhere near Vesh! That being said, Mullis Town is probably a bit small. Lave would be a good fit, with both mountains and swamps nearby. Hedrad might also work. ![]()
![]() While I'm not ready to start the campaign yet (waiting a few more months for lead time), I'm planning on setting Age of Worms in the Scarred Lands. Has anyone else thought about this? I'm interested in seeing what other DM's have done. Here are my ideas: The Ebon Triad is composed of cultists of Chardun, Belsameth, and Vangal who are trying to combine the 3 of them into an over-god of evil. Seems pretty straightforward. Kyuss will become Gormoth the Twisted. His Slarcian worm infection seems a perfect fit. He is using the Age of Worms as a plot to come back to life. (The Titans can never really die.) Perhaps the Worm Chasm hinted in the "Overloaded" supplement will be the same chasm where the two halves of Gormoth reside, but we'll have to see what the Dungeon folks do with the future episodes. The Free City of Greyhawk will be the Free City of Fangfall, and the Cairn Hills will be the hills just to the north of Fangfall. The Swamps of Kan Thet are also right there for the Lizardman episode (I haven't yet received #126). Not sure of the rest, but that covers the main points... ![]()
![]() I haven't received #125 yet either, and I'm in San Francisco. I'm actually pretty anxious about it. (I broke the lock on my mailbox on Monday, hoping the magazine was going to be there!) I was really looking forward to this issue. #124, containing Episode 1 of "The Age of Worms" and an expansion of Maure Castle was particularly good. |