Howdy! I was expecting to receive the 2nd part of Dead Suns in my subscription box this month, but instead got ruins of Azlant part 3! Thankfully my group isn't going to finish Encounter at Absalom Station in the next couple weeks but... I will actually be wanting the right book. How can I go about getting this replaced?
IonutRO wrote:
Having always done it wrong is no excuse for continuing to do it wrong. I can't recall seeing anything multiplied by 1.5 in any of the pathfinder books I own or have read, but hey - I'm sure it's happened. It would have confused me there too.
Can someone help me understand this? quoted: "If the power requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your mystic level + your Wisdom modifier." Page 83, Connection. this seems to me to read that as a mystic gains levels, it's easier for enemies to beat the connection power. Example: assuming 18 Wisdom: Level 2 Mystic DC = 10 + 1 - 1/2 * 2 + 4 = 14.
What am I missing about this?
Large Ships: • NCC-1701-E (Star Trek: First Contact - Star Trek: Nemesis)
Smaller Vessels: • Normandy SR-2 (Mass Effect 2 & 3)
I want: • An Indiana Jones in outer space caper AP. Space Nazis, ancient artifacts out on ruined worlds past the fringes of civilization. • Treasure Planet / Treasure Island, the AP. • A king-maker style "bring this world into the pact" type of AP. • An ap surrounding a single solar system on the brink of civil war. I want to see a space elevator come down, Red Mars style in pathfinder.
Name: Schizm's Age of Worms Campaign
Our group was originally conceived of as a D&D group for parents with kids - we called ourselves "Dungeons & Droolers." the couple hosting the game has had a rough couple of years, and decided that they no longer wanted to host the game - and, with the arrival of their third child, they decided that they could no longer both game at the same time. Attempts to stabilize the group at a different location failed after two months of desperate attempts to fend of player ennui, flakey players, and the occasional drama-bomb. RIP, my AoW campaign. in the mean time, I've put together a new group, and we're starting in on the Savage Tide. I for one welcome our new abyssal overlords....
Cosmo wrote:
Thanks Cosmo. I'm really looking forward to pathfinder, where the media mail is going away, and it's just coming via standard USPS.
Welp, I've been patient, because the magazine always seems to take forever to get to me (dang USPS magazine and media postage!). But, as It has not yet arrived on the day that 149 has shipped, I figure it's time to post about it. Sorry guys, I know this has happened repeatedly, but all I can say is that it's not on my end - my mailbox is a locked and only accessible by the mailman and myself.
People who've worked in D&D novels before: Douglas Niles & Elaine Cunningham. both have done excellent work, and both are fun to read. Agreement with people who've already posted stuff:
Pie-in-the-Sky, odd choice that no one's mentioned yet: Terry Pratchett. Seriously - if you've really read the diskworld books, you know that pratchett can do bizzare and amazingly unique takes on classic monsters while keeping their feel "classic." Pratchett's dwarves, for instance, have a huge and interesting culture. Pratchett's elves are just utterly scarey (you wanna know how fay creatures should feel? go read Lords & Ladies by terry pratchett, and Summer Knight by Jim Butcher). Seriously. think about it. let it grow on you... Oh, and if you havn't read the diskworld books, go do it now. Really.
given that the concept of the nine hells is taken from Dante's Inferno, we could very well see that Paizo's cosmology has a hell with nine layers, levels, or whatnot. Also, Since the Abyss is a seperate religious term with implications of infinite area/sorrow, a similar abyss to the great wheel probably isn't out of the question either. Not that, you know, I'm speculating rampantly or anything.
Rhothaerill wrote:
While Lashona is a good example of a dragon NPC... Kings of the Rift is a good example of what Mevers is unhappy with. There's a ton of dragons that are treated as just mooks. It's a cool adventure, but some people don't want their dragons to be that common or easy to kill.
I like the fact that the path will wind up around 15th level. As much as I'm digging running AoW, my party is level 12 and it's really slowing down. there's a variety of factors, but one of them is just the part that, in order to run higher level adventures, the group has to be more on the ball about the rules than a lower level group. Ending aorund level 15 will prevent the psychotic headaches I forsee in my future when it comes to dealing with nasty spells like Time Stop.
Lazaro wrote:
yeah. Unfortunatly, the single albuquerque FLGS ain't so F, if you get my meaning... Anyhow, Thanks Lisa, all the folks at paizo. :)
Bocklin wrote:
yeah, I found that.... *Grumble* not one game store in the whole of New Mexico is signed up for it, much less the only game store in Albuqueruqe. GRUMBLE GRUMBLE GRUMBLE... I'm 500 miles away from a copy of the free adventure...
Rhothaerill wrote: And if they had gone with sloth as the main opponent he could have had a subordinate named Chunk to do all his dirty work. Think of the possibilities.... :) Hmm. The volume of pathfinder that features chunk should have a new spell. It should have to do with finding mushrooms, and maybe small footsteps...
Where's today's blog? I notice that you've got the free RPG day blog up for the gamemastery line, but that's linked on the pathfinder page (additionally, it's buggy - the "read more" link leads back to the stub on the pathfinder blog page, rather than the full article). Where's my pathfinder blog for teusday, april 24th? I must have it, my prrrrressssious.....
Sebastian wrote: Interesting...badly handled by WotC, but interesting... Very poorly handled... on some levels. On other levels, this is exactly the kind of bizzaro viral-marketing buzzchat conversation that is becoming so hip and trendy. All the rampant speculation and rumors are working for WotC right now, despite the negativity. In other words, something smells fishier than cape cod.
I'm gonna go on record as saying a couple things: One of the freelancers I know has recently gained a lot more D&D work from WotC. That kind of work sugests that WotC isn't immanently planning on destroying/selling the property. On the other hand pulling back in of all setting licences, all happening in the couple months leading up to the industry's leading con implies a couple things. Before we get there, lets look at the facts: Now, lets use some logic: If WotC were consolidating IP merely to sell the D&D brand, they would no longer be producing D&D minis. (caviot: unless they were able to retain the merchandising rights to DDM as well as DDO - those are two very profitable properties which I can't see any corp in their right mind giving up.) At this point, I'd say that they're getting ready to announce a new edition sans-OGL/D20, with a "glorious return" of one or two classic settings.
zahnb wrote: Ok, not to try and spoil anything, but does the rest of the AP have silly traps like the first adventure? If you're upset now, Then stop. The AP is deadly and you will lose characters and face TPKs pretty constantly. zahnb wrote: The worst was the iron ball trap. Did the writer have any concept of how much $$$ that many iron balls are worth? Our GM quickly made them disappear when they left the room, but silly traps like that kinda bust my "believibility" of the fantasy world alittle too much. I loved the trap itself, but the iron would have distracted the hell out of one of my players. I made them teracotta balls instead. just as much damage, same trap... or, let me put it this way: You're playing a game in which high level wizards can summon permanent walls of IRON, incredible ammounts of metal, on a daily basis, and you're worried about one trap that can do the same thing destroying your "belivability?" Nice double standard there. zahnb wrote: Also, how are first level characters supposed to survive a 50' fall from a wind tunnel after being paralyzed? I could see a TPK if one of our party members didnt make his save. There was NO WAY (at least our GM said) of knowing that the lanterns controlled that. Tell your DM to re-read area 6. the clue is there. In addition, have him reread section 8 - it's not paralysis, it's hypnosis, which would logically be broken by not being able to see the patterns (but that requires some logic on the dm's part), thus allowing anyone blown away to make a really easy reflex save to avoid dying. The trap CR also mentions, and I quote "be aware that this trap could be extremely deadly." That trap did kill one (out of three) of my characters... after she rolled a 2, a 3, and a 1 all in a row for her saves - any one of those rolls would have saved her character's life, but the player just had really BAD luck that evening (killing a rogue on a dc 10 reflex save? that's not common at ALL!) zahnb wrote: Am I missing something? Most of the traps in STAP seem not to be that nasty or silly, is this something that was on the first module only, or do I have to look forward to this nonsense the whole AP... While yes, the whispering cairn is a meatgrinder, you can expect psychotically nasty dungeons, traps, and monsters through the whole AP.
David Lazaro Saz wrote:
Actually, I think that Werner Klocke's miniatures (many of which are produced by reaper) are very similar to wayne Reynold's Artwork.
Mike McArtor wrote:
For anyone who's ever read Exploitation Now, the strange jones soda brew reminds me of an early strip... [link is work safe, the comic is generally NOT, however. click at your own risk.] "What do you mean, Cthullu is coming out of the toilet?!?"
James Jacobs wrote:
Considering the amazing pic of Iggwilv and Grazzt on the cover of dungeon 121, (the first dugeon mag I'd picked up in 6 or 7 years, which led to my renewal of subscription), I'd say that whoever's illustrating that has a lot to live up to! And I can't wait.
Qualidar wrote: Considering every WotC monster book I bought was a direct reaction to seeing creatures used in Dungeon adventures, I think it's a short-sighted move on their part. Im gonna chime in with some agreement on this part here. Lords of Madness, Libris Mortis, Sandstorm, and Stormwrack all sold themselves to me through Dugneon magazine.
After having looked at the initial authors listed for the first 6 issues of pathfinder (J. Jacobs, R. Pett, N. Logue, W. Baur, S. Greer, G. Vaughan) I'm sold on the adventure content. It's a solid crew that's lined up for some serious adventuring goodness. What about the art? I can see that the cover art is maintaining a high standard, but I'm concerened about the maps and interior artwork. I've come to dearly love the high quality maps that Chris West and Rob Lazzerati have produced, and the amazing art from Ben Wooten, Eva Widermann, Warren Mahy and many others have provided. Will pathfinder be in full-color? Can we expect the same standards of artwork and cartography?
James Jacobs wrote: We do intend on continuing the supplements, but things are crazy busy these days. I'm not sure when we'll get a chance to catch up. Hopefully soon. given today's (heartbreaking) announcement, i'm worried about the map and art supplements for the remaining dungeon magazines. I use them for my game, and have come to rely on them. Will we get them for the remaining issues of dungeon, up through 150?
farewell2kings wrote: Of course, I've bragged about this before, but my gaming group consists of mostly women. 3 men including me, 4 women including my wife and sister-in-law. I've found that is has not affected how my campaigns go. The hack and slash vs. roleplay factor is exactly the same as when it was just a bunch of high school boys. It must be the southwest itself: up here in ABQ, my gaming group consists of 4 males and 4 females, though up until very recently it was 3 males vs 5 females. I find that, more often, the people who are interested in learning to play and actually follow through are women. And, I'm gonna back up that point about hack/slash vs. Roleplay - It's aobut the same as I remember it being back in high school (and before).
The portent is only occasionally amusing. I could live without it, but It's not something I consider to be worth whining about. I already miss Mt. Zogon. Was one of the more amusing short strips out there. I started an entire thread about how I used to hate downer, but now I kind of like it. So yes, there are plenty of people out here who actually enjoy the comics.
Ok... so.... They arrived in magepoint, and had a week to do various bits. I was right, they wind walked it, and avoided any on the road encounters due to sheer speed and altitude. I got some unexpectedly fun roleplaying in during the week's cooling their heels in magepoint. Given that magepoint is set up INC as an "adventurer's town to retire in," there were several small shrines, and since the group's rogue decided to take a level in favored soul of olidamarra and wanted to roleplay it a bit, He got pranks and sillyness and fun for that week. The monk of heronious decided to help with any charitable work she could, I said "sure," and handwaved that. The wizard locked himself in his inn room and made himself goggles of darkvision. The sorcerer set up shop fortune telling in the inn. The favored soul of kord had fun at the gym/shrine and sparring with other locals. An off comment got the party slightly paranoid - they hadn't told anyone they had a fragment of the rod, but someone knew about it. The wizard started casting detect scrying every day.. and kept getting regular hits on it. This got the party really nice and paranoid by the time Tenser was ready for their appointment. The argued for an hour with eachother before finally deciding to take tenser up on his offer of trade for the rod. so, as above, tenser sends them off to sasserine in his airship. I make some random rolls... the faceless one attacks them on the fourth day out of magepoint. It's late night, about an hour before dawn. The halfling rogue is on the deck when te forcecage hits around him. he has the ability to dimension door like a shadowdancer (one of the itmes I gave out for the Ro7p), so he gets out of it quickly, but the FO gets his summon undead 5 off on the deck. Two members of the party wake up. the rogue quaffs his potion of invisibuilty to undead (the Spawn makes its save, the allips don't, and zombies are mindless). the faceless one drops a delayed blast fireball on to a spot near the hatch from below decks, and waits... the halfling rogue runs downstairs, as the sorcer, wizard, and monk run up onto the deck. the wiz notices the DBFireball, and uses his greater dispell on it.... the Sorcer chain lightnings the undead off the deck. The Faceless one responds by throwing in a maximized fireball followed by a quickened fireball. The monk takes no damage (imroved evasion), the sorcerer rolls double 20s and passes both saves, but the wizard bites the dust. The favored soul runs up on deck and, using the spell [i]Cure Mortal wounds[/] (thanks james!) gets the wizard back up. The halfling, below decks, quaffs a potion of invisiblity, and then squeezes out a porthole. He draws the Lightning Sword, so he's flying, and invisible. The sorcerer casts see invisiblity on the wizard, who promptly glitterdusts the faceless one (who is not blinded). the FO drops a howling chain in the middle of the deck, and quickened magic missiles strike the favored soul. the monk complains about having no ranged attacks. The Rogue flys up behind the FO (who only has darkvision on), and pulls off a sneak attack critical for 41 points of damage. It's enough hurt that the FO's Contingency (teleport) goes off, and combat is over. End of session.
darkbard wrote:
Wow, I was thinking about this subject myself a while ago.. first off, I'd make the prisoners some serious political liabilities. Blessed of Pelor instead becomes a rogue agent of one of the factions of the church of Lothian (obvious, yeah). Lyle Bendict is so wide open that you can do anything you feel like with him. The big problem here is rook and his allies - they're too entrenched in thestory, but in a city like Ptolus they'd be found out very VERY quickly. Instead of moving the adventure wholesale in to ptolus, I'd run it mostly as written, with the chateau being set a few days ride outside the city. Of course, if rook or any of his allies escape, they could be affiliated with any one of several different of the shady factions, and give you a nice long-running villian, as well. The Wine Merchants would also be a useful contact for the PCs in the long run, so keeping them around (not an easy feat if you move the whole dungeon into ptolus) could prove worthwhile to your campaign also.
James Keegan wrote:
Unfortunatly, for every slayer out there, there's a Pantera who tells the pit crowd to "Go F@#*in' crazy and kill eachother." Seen em both live. Good shows, both, but waaay different attitudes towards possible injury. The slayer concert was fun. The pantera concert was just bloody scarey. --This post brought to you by windnight's misspent concert going "youth."
Arise thread, from your vile slumber! Come forth, and live once again!
Ok, session one of the interlude starts tomorow. Here's my plan: The PCs are currently located in the free city, and will be heading to magepoint. They will most likely windwalk the trip, taking a good 2 hours of their life to get there. I've got the devil encounter prepared, but I figure at the speed and height of the windwalkers, there's really not much of a way the devils can attack them there. My plan to make the overall journy easier on me as a DM is to have tenser request that they escort his fosterling (a young male himan, in reality a young (large) gold dragon to his parents in sasserine, and while they're there to check out the SoLS for further information. since there's five party members, this means they can't wind/walk teleport easily. yeah, It's a cheesy nerf of character abliities, but it provides me with some fun possible encounters. as shown earlier in the thread, they'll have their nasty tear it up fight with the faceless one and have some issues. The other encounter that should be fun is that, as they near sasserine, they'll actually need to pass near a part of the Amideo Jungle. A local black dragon (I decided to do away with the illithane's mate bit) does not appreciate the presence of a flying human craft in it's territory, and rises up to attack. (mature adult, I've got it statted out as a breath weapon specialist + melee). It should be a nice fun fight for the PCs, and I've got some cinematic twists in mind (the airship starts going down, the young gold dragon jumping in near the end of the fight to help out, etc). Mostly, I figure the party is gonna need one fun encounter where they can stomp some faces, after the nastiness of my higher level version of the facelss one. If the ship goes down, they'll take some damage and have to see about getting the crew to sasserine, but it isn't nearly as far away, and should be doable by some windwalking and teleport inventivnes by the party. So, there's my Interlude, part one. ---- post script notes: I've been planning on a slightly different ending to DoNA than is given - while I love the cinematics of the sky boiling green and I enjoy the thought that tenser is very busy just keeping the dimensional lock going... I want more - and the young gold above ties into this. Kyuss has a full flight of evil dragons at his command because of dragotha. The good dragons of the world can't and won't ignore this issue - it's too dangerous, and even without dragotha binding the flights of evil dragons together, Lashonna could probably do a really good job of keeping the remainder in line... until kyuss is ready for them. So, the flights of dragons will be wheeling and destroying over Alhaster while the PCs are cleaning up all the bad things before they confront kyuss. when Kyuss emerges, (no, it's not gonna be a several round thing, it's gonna be a watch in terror kind of moment, hopefully) the sky will turn green, and green cloudlike worms will infest and transform every evil dragon in the city into something nasty. Things look hopeless... until the cavalry (tenser, the gold dragon family mentioned earlier, and more good aligned dragons than you can shake a stick at) arrives. tenser and co will (cienmatically, no way i'm doing anything other than describing those fights) keep the wormdragons off the PCs back while the PCs take care of Kyuss. So, this whole bit lets me forshadow that too, and get a really climactic ending going.
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