Alain

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So my players took on the Maka-Yika last night, and took them out fairly easily. All but M'degogg that is, who feebleminded their cleric, confused the magus and almost killed the dwarven tank. So the witch teleported them to safety.

Now what? M'degoggs band is dead and his laboratory was blasted to smithereens (fireballs, flame strikes etc... nothing that injured M'Degogg though). I reckon he's pretty pissed.

He probably needs a body to retrieve his stuff before the adventurers do, so I'll have him snatch a hunter or something. Then he starts plotting and healing (he did get down to 80 hits). I was actually thinking of having him take over The Radiant Muse. It's the most powerful body in Saventh-Yhi (bar the PCs) and she's friendly towards them. Add a dominated Ozond and the PCs should get a fairly tough fight on their hands.

Other devious suggestions?


Did you use the normal onset time for the insanities? I've just had them take effect almost immediately.. Though I realize now this might have been wrong..


So I am trying my hand at building my own setting, and of course I want to make a few special setting rules.

1) Similar life-spans. No 800-year old elves or 400-year old dwarves. All races have approximately the same life-span as a human. Maybe elves live a little longer on average because they stay outdoors in lush forests and what not, and maybe dwarves live a little shorter because they toil indoor in their mines all day.

How will this affect a normal D&D/Pathfinder game? Does it really matter at all?

2) Monotheism. More or less anyway, and I'm sure there have been written articles about this in world design. I'm not looking for 100 % monotheism, but rather more of a religious system akin to what we have today, with a handful of world religions.

- Creator god (creator of humans and dwarves)
- Bahamut (creator of dragons, worshipped by elves and dragonborn)
- The Mother (creator of gnome, halflings, goblins and kobolds)
- A death god (so that evil clerics have a default religion)
- A devil (most of the continent is overrun by hellish legions led by an arch-duke of Hell)
- A goddess of freedom (daughter of the creator god, she is followed by those living under the oppressive "hell on earth"-empire).

The game technical side of it is related to domains. With so few gods, I am sure some domains will be left out of the loop. Or do you think it's OK to have the "Creator God" have give access to a lot of domains, meaning that they can have vastly different clerics.

Any advice?


I am a little confused about the Corpsespinner, and needs to be de-confused before my session tonight.

According to the Tome of Horrors, a Corpsespinner's poison inflict 2d6 Int damage and kills the target at 0 Intelligence. It then rises as a Corpsespinner 1 hour later.

According to the PFSRD - being reduced to 0 intelligence sends you into a coma.

According to the Vaults of Madness (the module where the corpsespinner Illaghri is), the poison inflicts d6 Int damage (not 2d6). When the int damage reaches 0, the victim enters a coma and rises 1 hour later as a Corpsespun.

Which parts are correct? And if it's the "Coma for 1 hour -> Corpsespun" method, how can someone in coma be saved? Curing the ability damage?


OK, so when I started this AP, I outlined the synopsis and told everyone that they needed to have a good motivation for finding this lost city. I got "gold and fame" from the rogue, "discoveries of a lifetime" for the Bard-pathfinder etc.

The witch said she wanted to find out more about the mysterious patron who she gets her powers from. They've been in Saventh Yhi for a while now (we are towards the end of book 3) and we still haven't touched on it.

Any ideas? Her patron is Elements. If I can weave this into the main story, great! If not, I need to adress it at some point.


So, while we've still a couple of years left to go on the Serpent's Skull adventure path, my long desire to run a sandbox based around a small town is popping back up. I'm thinking of doing this for Sandpoint, naturally.

Are there any other sources on Sandpoints besides the Rise of the Runelords anniversary edition, the Jade Regent AP Part One and the Pathfinder Comics? I love the RPG bits in them at least as much as the comic book itself. Is the information in the comic books also accessible in some other way? I buy them through Comixology, but I can't think of a way to transfer the information into another, more suitable app for making role-playing notes..

THanks!


I have a question regarding the wording of a vital element of the Leadership feat.

"Caused the death of a cohort".. My understanding of this is that it is enough that a cohort has been killed while in the company of the PC with the feat. The PC does not have to be at fault for this. Do I interpret this correctly?


One of my players bought a trained gorilla to help him carry stuff around (he's a gnome with low strength). Now he just reached 7th level, and he is wondering if he can advance the gorilla and have him as a cohort if he takes the Leadership feat.

Is there any rules for this, and in case, where ?


OK, so I'm trying to whip up some Red Mantis assassin enemies for my group with HeroLab, but I don't think the stat block is correct.

Rogue 5 / Red Mantis Assassin 1
Base Atk +3
Dex 20
Feats: Exotic wpn prof, Weapon Finesse, Two-weapon fighting, wpn focus (Sawtooth sabre)
Masterwork sawtooth sabre
Atk +4/+4

Shouldn't this be more?

Base atk +3, Dex +5, Wpn. focus, masterwork should amount to +10, reduced by -2 for two-weapon fighting. What am I missing? And if I am right, why is HeroLab wrong?


OK, so my group is going to face a shadow demon soon with the Incorporeality quality.

Let me see if I get this right:

- only magic works
- even magic only does 50 % of the damage
- incorporeal sources or Force damage works as normal
- the demons damage reduction is in addition to this, so if a character attacks him with a steel longsword +1, he does 50 % of the damage and then 10 hp are reduced after that.
- Other magical effects that do not cause direct damage, has a 50 % chance of succeeding, in addition to spell resistance and saving throw
- Non-magical special effects (like Bleed) does not work
- he ignores natural armor, armor and shields

Man, this is going to be one tough fight...


OK, I am a little uncertain about how the acid damage of an ooze (a crystal ooze in this matter) works on weapons, armor, etc. If the ooze's acid inflict d6 dmg to a weapon hitting it, and the weapon has Hardness 10 (most bladed weapons), can it inflict any damage at all? I thought that acid perhaps bypassed the Hardness, but cannot find anywhere it says so.


I am guessing the authors made it purposefully vague how many members an expedition consists of, but I was curious as to what answer other DMs have given their players to this question who is bound to come up.

I am not just talking about battle-experienced guards and mercenaries such as those statted up in City of Seven Spears, but sages, cooks, etc.


OK, so in our last session the spellcaster's had some problems placing spells on the grid (soundburst spells that would only affect the enemies), so someone came up with the idea of placing the spell 10 ft directly above the bad guy.

Is this possible? I cannot find a ruling of it anywhere else, but I can also see that while this is a good method of ensuring that your allies are never affected by an area spell, you can rarely, if ever, catch more than one enemy either.


OK, so after six months of my players camping out on Smuggler's Shiv in the Serpent's Skull AP, they will soon be getting to Eleder. This means I had to familiarize myself with the City Statblock and how this relates to magical items.

I understand that items costing the stated amount has a 75 % chance of being available without too much work, and that I need to roll up x numbers of items in addition.

1. For the low-cost items, should the PC's roll something else than percentile dice? Diplomacy or something for finding out where to buy these things? I'm inclined to let the PC's have an easy enough time finding this, at least in game time.

2. For the other items, is there a master list out there with a table containing all (or at least more) than the magic items from the PHB?


I loved Red Hand of Doom for 3rd edition. Is there anything equivalent for Pathfinder, either Paizo or 3rd party? I would love a short adventure path / story arc like this. A regular adventure path would take my group years to complete.


OK, so we have made the switch to 4th ed, even though it may have cost me a couple of players... and now I'm thinking on what setting to play.

I kinda like the "core setting", but it is vastly undetailed for me.

I also have the Forgotten Realms Campaign Setting, but think WoTC really ruined that setting. Besides, I don't think they will do many sourcebooks for it, and it will probably be mostly crunch anyway.

I love Golarion, and would love even more to support Paizo (feeling kind of bad for choosing 4th ed over Pathfinder..). What are the (if any) problems of running 4th ed in Golarion?

1. Races. I don't want to mess with the world, so there will be no Dragonborn. Tieflings are probably not uncommon, thanks to Cheliax consorting with demons. The difference between Eladrin and Elves will probably work itself out. Eladrin are high elves, elves are wood elves.

2. Point of Light. Golarion is probably not a Point of Light-campaign per se, even if several remote areas could be described as such. But I don't see this as a problem, really.

3. Gods need to have their alignments changed to match the new system, but this is also a small task.

4. Cosmology. I will retain the Golarion cosmology. I wouldn't think it vital to retain all that Shadowfell/Feywild nonsense?

Anything else?


Next session, chances are that the PCs will be captured and interrogated by an evil prison warden (they are trying to jailbreak someone). This capture is, btw, a result of the character's reckless actions, it's not a railroad.

Now, telling your player that your character suffered 15 points of damage from the torture rack is no big deal (unless the player is an extraordinarily good role player). He won't give up any information. What I would like to do, even though it somewhat goes against the mantra that the players can control their own characters (unless magically compelled), is to implement some kind of save to see if the character is able to withhold the information.

I know Book of Vile Darkness has some rules on torture, so I will check that out later.

Have anyone else used this in their games? How did the players react?

Just for the disclaimer, we are all adults and not offended by using torture in our games, as long as it contributes to the story, and not simply just there for the gore (SAW 3 and later, I'm looking at you).


Hmm.. several questions here actually..

I have two clerics in my group, one turns undead, the other rebukes them. Next adventure will feature undead, so I thought I'd better check this out first.

1) What happens when one cleric tries to turn (destroy) the undead, while the other tries to rebuke (command) them? Is it simply a matter of initiative? E.g. the evil cleric wins, and commands them. Then the good cleric destroys them. Do they still make the check against the undeads HD, or do they make the check against the other cleric controlling them?

2) The player playing the evil cleric, doesn't want the other to find out which god he is worshipping. Alas, the secret of him being evil isn't that secret anymore, not with him using Death Touch on numerous occasions. Will a Turn Undead action on his part force him to brandish his holy symbol in such a way that the others cannot avoid to see that he follows Asmodeus? Or can he hide this in any fashion?

3) How about when he simply casts spells with DF component? Must he brandish this as well?


Hi.

I am running a private game using the PFS Scenarios. Two of our regular players will be abroad for a year, so our long-term campaign is on hold and we're running a one year PFS campaign.

I reckon we will be able run about 18 scenarios in this campaign.

So far we've run Slave Pits of Absalom and Frozen Fingers of Midnight. I have picked out another 15 (mostly randomly). These are:

Murder on the Silken Caravan, Mists of Mwangi, Eye of the Crocodile King, Stay of Execution, Decline of Glory, The Asmodeus Mirage, Perils of the Pirate Pact, The Trouble With Secrets, The Eternal Obelisk, King Xeros of Old Azlant, Fingerprints of the Fiend, Hands of the Muted God, To Scale the Dragon, Lost at Bitter End, Lyrics of Extinction.

If there are any other modules that have been widely praised, please let me know. Likewise, if some of these modules have been bashed, I can very well replace them.

I'm not too fond of combat heavy modules (at least not combats that are just there to grind the players), but since this is a private game, I'm free to remove and alter the acts.

Characters are (in case some of the scenarios suit one of my PC's particularly well):
* Male Human Wizard (Osirian faction)
* Male Elven Cleric of Irori (Osirian faction)
* Male Dwarven cleric of Asmodeus (Cheliax faction)
* Male Dwarven ranger (Taldor faction)
* Male Orc barbarian (Qadira faction)

Any help is greatly appreciated :)


Hi.

I want to cancel my Adventure Path subscription.

Thanks!


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For a long time now, I have had an idea to create a sandboxed portion of a gaming world where the characters are free to do exactly what they want. Not even the slightest hint of railroading. This will take a lot of work for me, as I intend to insert Dungeon adventures and Paizo modules (or parts of Paizo Modules) in places where it fits the sandbox.

The general idea is that when beginning a session (unless left on a cliffhanger), it will be the PCs who proactively initiates an adventure. No stranger in a tavern. No running around finding information for a sage. Maybe they'll head out to the mountains in search for some adventure? Maybe they will go down to the dockside tavern to see if someone needs adventurers? Maybe the church of Pelor needs help? The adventure doesn't start with someone approaching the PCs, the adventure starts with the PCs searching for adventure.

Anyway, I don't know if this made any sense, but what I'm looking for is a product (city product, regional product) that describes a location in great detail, which I then can improve upon. Doing it from scratch would take a great deal more work. My ideal location would be a medium-sized city (3,000-10,000), probably a harbor town, with some wilderness around it (forest, mountains) and maybe a couple of smaller villages. This area will constitute the sandbox.

I was thinking of using Diamond Lake from the AoW adventure path, but my current campaign is set in Darkmoon Vale, and the two communities are really similar.

Any suggestions? Doesn't have to be Paizo products, but I'll try to insert the sandbox into Golarion.


Which products contain traits? Even though I'm not running any AP's, I am thinking of collecting them for use in my campaigns.


As a clue to my players, I am having them find a body with a series of numbers on it. This code is actually a latitude/longitude code (followed by a date). It's up to the PCs to figure out the code and to be at the right place at the right time.

Does anyone have a clue to what the latitued and longitude for Darkmoon Vale is? It doesn't have to be very specific, but I have a couple of very smart people in my group, so if I come up with some numbers that clearly are arctic or sub-saharan, they'll comment on it.


First of, I live in Norway, so it is very unlikely that I will ever play as a part of the Pathfinder Society. Still, some of the adventure plots intrigues me.

How easy is it to incorporate these adventures into a non PFS-campaign? I was thinking of a campaign where the characters are Pathfinders and go on different but exciting adventures every time, not necessarily following an arc.

If the answer is "yes, that is totally possible, please buy the adventures", my next question is:

Where is it best to start the campaign? I mean, I could always send them around the world, from the Land of the Linnorm Kings to Mwangi by means of teleportation, but barring that, would Absalom be the best bet?

Thanks.


Has anyone made up effects and price for pesh yet? Or is this covered in a product which I do not have?


I am starting a campaign set on Golarion, and one of my players is playing a cleric of Irori. However, we cannot seem to find what his holy symbol is in the Pathfinder Gazetteer. Does anyone know?


I don't know if this is the right messageboard, or if this in anyway infringes on Paizo's copyright. If any of the above applies, please move or remove this post.

I'm about to start a campaign in Darkmoon Vale (Falcon's Hollow, more specifically). I'll be using some of the published modules D0, E1, maybe a modified (and shorter) version of D1 and if I do, D1,5. In addition, I will add some Dungeon modules I think can fit (Cry Wolf and Wingclipper's Revenge amongst others), but the plot revolve around the growing Fey-Human war and the players trying to bring down Kreed.

Anyway, I know that we have stats for some of the major NPCs (Pay Day and Kabran at least), but it would have been great to have stats for the rest as well, in case the players suddenly decides to attack Sheriff Baleson or something.

What I would like to propose is a collaborate effort between those of us who are running or are thinking about running Darkmoon Vale / Falcon's Hollow campaigns (those who just like to create NPC's can help too, of course).

So, anyone up for this?

I probably won't be able to post anyone until this weekend at the earliest, but this is not a ploy to trick the rest of you into doing my work :)


OK, I'm in the process of planning my next campaign. It will be set in the Forgotten Realms (as usual).

The idea I've come up with is as follows:

Just prior to the Time of Troubles, a mighty wizard and his apprentice predicted the Time of Troubles (the wizard might be a diviner), and came up with a contigency plan. He created clones of himself and all of his apprentices. However, since this diviner predicted that magic would run wild, he modified the Clone-spell, creating a spell that made identical duplicates of himself and his apprentices in appearance only, but that was raw material, so to speak. These clones would have no knowledge of the fact that they are clones, and what powers and abilities they would possess, would be completely random. Their alignment, personality and traits would also be random.

The clones were all pre-programmed to awaken at a specific date, when the diviner had predicted that the Time of Troubles would be over (he missed with over a decade, but that's beside the point).

For some reason (I haven't figured out why yet), the clones were shipped off to Waterdeep, and via Skullport, ended up in a secret basement below a Watderdeep inn. Now, on New Year's Eve 1373, the clones awaken....

The clones are of course the PCs. They awaken with no memories. When they find their way out of the basement, they discover that the citizens of a Waterdeep neighborhood has been captured by a small Cult of Graz'zt, and is about to be sacrificed. The characters stop the cult, and become instant neighborhood heroes.

The campaign synopsis is based around the character's quest on finding out why they were there in the first place, where they came from and getting their memories back (which, unfortunately for them, are none). I think they will be a little surprised when they discover that they are, in fact, clones.

There are a couple of things I'm unsure of... what have the wizard and his apprentices been up to since before Time of Troubles? Have they been in stasis, trying to survive the magical cataclysm their master predicted? And when they awaken, they try to find their clones? Are they angry with their master's wrong predictions, causing them to abandon him, kill him and then fall apart because they can't choose a new "leader"?

I think I have a cool synopsis, but I also do believe that there are a few holes that need to be filled.

One other option could be that the clones are part of a bet between a cabal of wizards. Create a clone and see which clone is most successful. The wizards may scry on them from time to time or use spies to follow their life. I guess it would really piss the players off to know they are just pawns in a game of chess, but maybe it will piss them off in a good way. I dunno.


What can you really accomplish with various charm effects? I know that Dominate Person is pretty powerful, and unless you use it to force paladins to rape small children, pretty much anything is good to go.

Charm person/monster only makes the enemy your friend, meaning that you perhaps will try and grapple other friends who try to hurt them.

What about suggestion? In my last game, I had an enemy spellcaster cast Suggestion on one of the fighters. He failed. Unfortunately, this was the rules lawyer, who obeys by the rules any time it suits him, and points to logic anytime the rules don't suit him. Unfortunately, Suggestion is open for interpretation. The enemy NPC's suggestion was for him to kill the other fighter. The player read the description and said that he wouldn't do it. Why not, I asked. Well, because it said in the description that you could suggest anything within reason, and he didn't think it was very reasonable attacking his friend.

We had a brief argument about this, and reached a compromise where the suggested fighter tried to kill the other fighter with his bare hands. Didn't do a lot of damage, but at least kept him out of the combat.

What can you do with Suggestion? Was I wrong? He? Suggestions? (couldn't resist)..


OK, so my group finally decided to play Rise of the Runelords next time we start a campaign (next summer probably). Now, I want to peruse the entire Rise of the Runelords messageboard after topics that might be of help to me, but I can only read messages dating back to October 17...


OK, this is a topic which can be discussed to no end, so I'll take to examples from my current campaign.

Example 1: Heroes have defeated a bunch of hobgoblins, and two surrendered. They refused to cooperate during interrogation, so the druid killed one with a Call Lightning. That made the other talk. Druid in question is True Neutral.

Example 2: The rogue (CN) is grappling a lizardfolk who tries to escape. The lizardfolk surrenders to the rogue (they both speak draconic). The druid arrives. The rogue tells the druid "Kill him", and doesn't tell him he has surrendered. The druid slashes him with a scimitar.

My question is, is killing surrendered enemies evil? Or is it just chaotic? Does the fact that these two were "monstrous" humanoids mitigate the circumstances? I don't really think the CN rogue was out of line, but the N druid is maybe starting to garner some chaotic traits.

And what about good party members witnessing this? In my opinion, good characters should not allow captured enemies to be killed (unless they are devils or demons, that is).

Thoughts?


Heh.. I just got the mail that said that Pathfinder # 3 has been shipped. Thing is, #2 is still in the mail. Maybe #3 reaches me faster than #2? This is Logue vs. Pett all over again, this time in a race to reach my mailbox!


Do you have any idea if CotCT will be easier to convert than RoTR? At first glance, all it would take is a big city with a monarch who dies.


Have anyone tried converting RoTR to Forgotten Realms? I remember Eric Boyd mentioning that he would be willing to do some sort of non-official conversion for it, but I have yet to see it.

It seems rather difficult to convert, IMO.


Even though I'm only five sessions into Red Hand of Doom, I need to start planning my next campaign. I have basically narrowed it down to three concepts.

1 - An adventure path (most likely Curse of the Crimson throne).

2 - A campaign consisting of standalone modules, mostly published but some of my own making.

3 - A shorter and more intense series of adventures / mega-adventure, in the vein of Red Hand of Doom, the Coin of Evil-trilogy set in Kalamar, the Freeport series etc. I have run all of these three, and they are by far the most successful ones I've ever run in 12+ years of DMing. My question is, are there anything like RHOD out there? Publisher doesn't matter. I'll stay clear of dungeon crawls, so all the Expedition to "X" is not an option.


So, now that we have the first of (hopefully) many great urban adventures, what is the verdict? I just downloaded this at work, and can't (naturally) read it page to page. My first impressions must therefore be the artwork, which unlike Pathfinder # 1 is great. Being the male that I am, the one thing that stuck out was the illustration of Seoni on page 18. Not only does her face show horror and fear, but she obviously have had time to cast the 0th level spell Enlarge Breasts :)


OK, I have a subscription of both Pathfinder and GameMastery. Now, I am about to do a couple of other purchases, but as I go to the checkout, it seems that the subscriptions are added as well. Can I remove the subscriptions from the cart without unsubscribing from the subscription?


OK, since I got hold of my Critical Hits-deck, I've been obsessed with using cards in D&D. I was about to create my own Critical Miss-deck, but held it off when I saw the announcement from Paizo.

Anyway, drawing some inspiration by some local, Norwegian games, I have come up with the idea to create a deck with roleplaying opportunites. My players are average at best at actual roleplaying, and I thought this could be a fun excercise in roleplaying.

The concept is as follows:

I use a standard deck of playing cards, but tape over a written note on each cards. A roleplaying opportunity is written on each card. I'm not sure if I will hand out one each session (maybe too much), or X number of cards at the start of a campaign, which the character can use whenever he wants. Right now we're playing Red Hand of Doom, so I was thinking of 5 cards each. I will probably grant a bonus according to their level for roleplaying that occurence (e.g. level x 50 or level x 100 for a really good one). Another idea is that I won't divulge what can be on the cards, so when a character starts playing as directed on the card, the other players really don't know that he's doing so. The cards are of course optional to use, and you won't get penalised for not using them.

I have some examples of cards, but would like more, if you have them.

"Ex": One of the NPCs you meet is an ex. You decide how the relationship ended, and if either one of you is pissed at the other.

"You Lose It": The cruelty and evil you have experienced so far causes you to completely lose it in an encounter with bad guys. It's mostly up to you, but examples might be killing surrendered enemies, charging headlessly into melee or slashing continously at dead foes.

"Binge": You go on a serious binge one night. While you are wasted, you could do a number of things that can come back and haunt you, including hitting on members of the opposite sex, endangering yourself or others, saying a lot of stupid things etc.

"Argument": Being with the same people for an extended period can really get on ones nerves. One day, you've finally had enough and start an argument with one or more fellow party members. Maybe it even comes to a fistfight?

"Moral conundrum": You regard an offer made by an evil NPC as very tempting, to the point that the other players really start to question you. Whether or not you actually go over to the dark side is up to you, but it practically spells the end of your character.

"Strong feelings": You fall in love with one of the other PCs or an NPC. (Maybe the XP-bonus for falling in love with a PC should be higher.. most groups really don't like playing this)

"Jaded": You suffer from a lack of motivation. Everything is useless, and you really don't see the point of doing what you do.

If any of the cards contradicts a player's alignment, he can of course refuse to do it... or he could play it anyway as an added excerise, and possibly a bonus as well.

Any thoughts?


I haven't read the Player's Guide yet, so my answers will possibly be answered there, but I am wondering if you have a "current year" for Golarion in which Rise of the Runelords and the Gamemastery-modules are set in.

It would be interesting to know if the second adventure path happens simultaneously with the first, immediately following it, or a couple of years in the future.


In my ongoing series of trying to weave as many Logue-adventures into my campaign as possible, I've now come to Swords of Dragonslake.

So.. I was wondering if there were any Director's Cut material for this one, as it was with Chains of Blackmaw. Or if there is anything a DM should be wary of when running the adventure (this Friday).


I was wondering if there were anything planned on where the GameMastery modules were to be placed geographically in relation to each other. I mean D0 and E1 is obviously in the same area, but what about the rest? Will they be placed in Varisia, or somewhere else?

I'm really crazy about the idea of building a world from scratch through adventures, but I'm just wondering if anyone had any thoughts on this. J1 seems to be in an Egyptian-like area, but how far away are that from the other modules?

Will you also include backdrop information on the various geographical regions visited in the GameMastery modules?


Just watched the final Pirates movie, and I realized that quite a few of the plot points in the movie are the same as in the AP. In the movie, they sailed into Davy Jones' Locker to get Jack back. In the AP, they sail into the Abyss to get Lavinia back. In the movie, the pirates hideout are a town built from old ships stacked atop each other. The same as the Crimson Fleet's hideout in Scuttlecove..

Coincidence? Or did you guys work on the movie as well :)


For you other DM's out there: Will you allow non-OGL classes (and races) in your Pathfinder games? I just feel a little uncomfortable allowing one of my players to play something from Incarnum when I know with 100% certainty that none of the NPCs will ever be of that class. Then again, it becomes quite boring if only the 11 core classes are allowed....

One thing I'm definetely not going to allow are races and classes that are very world-specific, like warforged.


When I start the Rise of Runelords Adventure Path, I will introduce a very unpopular house rules. No raising allowed. It has always irked me that dying in D&D is taken so lightly, because of the fact that you can easily (and in 3rd ed, cheaply) be resurrected. No more. Still, it is a dangerous game, and the adventure paths has always been lethal (as the various obituaries thread cleary show). Therefore, I will be introducing some kind of action point/hero point/fate point system.

I have taken a look at the AP-system in Unearthed Arcana, but it was a tad more complex than I initially wanted it to be. Have anyone tried this with luck? Or have their own system they would care to share?


I have been noting a host of questions about Pathfinder (and the Rise of the Runelords), saving them up for one post. Sorry if some of the questions better fit the Rise of the Runelords messageboard, but I thought it best to throw them all in the same post.

1. Timeline. I'm one of those who doesn't feel comfortable with 16 year old characters running around at about 15th level. I know the adventure paths so far have spanned everything from a few months to a couple of years (which I think STAP may take). Any idea on how long it will take in-game to finish Rise of the Runelords? Or how feasible it is to take a couple of years downtime in-between some of the modules?

2. Language/regions. One thing that has irked me for some time is the fact that communication in the current D&D world is far too simple for the time period that D&D simulates. It's probably much easier in the Realms or somewhere else to communicate with someone half the world away than it is in the real world. While I'm not expecting you to just drop the Common language altogether, it would have been great if you had included the Regions rule from FR, or at least had languages that covered specific regions. As this world is being developed over time, I understand it can be a little difficult, though.

3. Am I right to understand that the recommended playable races will be the "regular" ones from the PHB? Same for classes?

4. Will the information about Sandpoint, Varisia, etc. that you post as blog entries be included in Pathfinder / Player's Guide? I was thinking of copy + paste them for my own reference if not.

I could swear I had more questions..


So, what computer software are you guys planning to use with this adventure path? I've yet to come upon anything that is more helpful for a campaign than the inevitable hassle of bringing a laptop and finding a place to put it, and not get in the way of playing.

Any suggestions?


Dunno how much the esteemed Mr. Logue knows about the Faerunian nation of Haluraa, but I am planning to use this adventure in my campaign, where the players have just reached Halruaa. What I am looking for are advice and alterations to give this adventure som Haluraan flavor. I think it fits in quite nicely as it is, but extra flavor is always good.

Taluran Sentecore: Becomes a jordaini who went a little too far when following orders from his wizardly master. Sentecore is now the chief jordaini of the mightiest wizard in the city (haven't decided which city yet).

The Bugbear wars become Crinti Invasions. Some of the many non-humans in the adventure must be switched to humans. Haluraa as a nation is almost primarily human. NPCs not very important to the plot will be changed (Hope, the bartenders, Gregor Raimsen.. maybe even Durinak). The nymph will still be a nymph, and Isadora Shade will still be a half-elf.

Any other suggestions?


I've often praised Tammeraut's Fate on these boards, and now it's only a matter of a couple of months before I actually get to play it with a group (as opposed to playing it with myself...well.. anyway).

I've recently been readiing the Rogue Dragon series, and want to use the Rage as a campaign arc in my Realms campaign. Anyway, I wanted to know the thoughts (especially from the author), on how feasible it is to simply use the setting (island/monastery), but that the attacker(s) are dragon(s)?

In the novels, the heroes have to go search in ancient monasteries and libraries for clues on how to stop this rage, and I thought that if my players did that, they might end up right where I want them!

The downside is that I'm afraid I'll ruin an otherwise brilliant module..


Have anyone tried to "keep" their players in Diamond Lake, and not pursue the adventure path? I find this town so immensely intriguing that I can see an infinite number of campaign spin-offs. Nearly every location on the map has fascinating hooks I can't miss to use. My current group consists of 2 paladins and 1 cleric of Tyr, and they have vowed to "clean up" Diamond Lake.. something that would definetely take some time. For me, this sounds a lot more interesting than the rest of the modules.

So, anyone tried go this way?