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![]() Howdy Paizo CS, Looks like my Starfinder AP shipment was treated more than a little roughly by the postal service. As you can see in the attached link, the spine was actually torn through in shipping. Looks like the post office ignored the "do not bend!" on the mailer. https://imgur.com/a/CgSGID9 Can this be replaced? ![]()
![]() 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? ![]()
![]() 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? ![]()
![]() 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. ![]()
![]() 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? ![]()
![]() So, for the very first time in nearly three years of subscription (one from my FLGS, nearly two directly from paizo), I surprised myself yesterday. My dungeon magazine arrived (finally!). I was pleased, the poster map was there, and looked nice. I opened the magazine... and flipped immidiatly to Downer, because I was curious about the story. After much reflection, I realized that this was the first time I'd ever done that - when I first started buying dungeon again, I thought downer was an annoyance - bad art, incomprehensible story, and incredibly disjointed. I think it's grown on me (possibly like a fungus) over the years. Props, Erik, Kyle, James, for keeping downer around. You've at least turned this hater into something of a fan... ![]()
![]() So, for those of us who have yet to run the library of last resort and would like a nice mini (or minis) for the wild watchers.. Check out Privateer Press' Cataphract Arcuarius (single) or 4-pack. These guys look the part, if painted up right. I think they even have them in the paizo store.. ![]()
![]() Ok, my party finished up A Gathering of Winds on saturday night (finally!), and, much to my dismay, I find myself in a mildly annoying position: They're a level behind the curve (the whole party is level 12, currently). As the Spire of Long Shadows is a fairly intensive adventure (read: hellacious meatgrinder), I'm looking for ideas to pad out the journey there and get the PCs a bit more experience. Right now, my plan is to have Tenser "loan" the party his airship for the journey. The Airship will take the party as far as Sasserine, but from there the party is on their own. Because I don't know if the party will choose to take Tenser's offer on the fragment of the rod of seven parts, I can't rely on any of the wolf-spider encounters, though I am keeping that possibility open. Another couple of useful bits: Loris Raknian, Orokal (The PCs prevented the sacrifice, but Raknian and Orokal escaped justice), and the Faceless One (campaign twist. he's staged hit-and-run attacks on the PCs when he can get away with it) are all still at large in the world, just waiting to be used again. So, here's my list of possible encounters: During the Journey:
The Faceless one, mounted on his pet Dire-Bat, stages a nighttime raid on the airship. He lands, and opens a portable hole in the middle of the ship's deck. the Hole itself contains a kyuss wormswarm, which boils out onto the deck. 5 Vrocks attack, attempting to recover the fragment of the rod of seven parts. In Sasserine:
Between Sasserine & the SoLS:
Attacks by various demons attempting to steal back the Ro7P. Various jungle/swamp encounters. I was thinking an eleven-headed pyrohydra or a pair of purple worms. Any suggestions as to other encounters I could consider would be most appreciated - i like to have some variety in my list o' nasty things to do to my players. ![]()
![]() well, this one was an unexpected near TPK, brought about by a number of factors: 1) The party's healer, a druid, has decided that he can't play any more, so his character vanished at the start of the adventure, leaving them with a monk, knight, warmage, rogue, and ranger. 2) The warmage got snagged by flycatcher earlier in the adventure and imprisoned in the plane of shadow. (he talked / bought his way out of it after a few hours) 3) The party was arguing with their rogue about things, so they weren't paying too much attention... 4) Absolutly NO ONE in the party had basic dungeoneering equipment (besides rope). no torches, nothing really serious in the way of lighting. Nothing really REALLY useful like pitons or climbing gear. And they got caught in the flushing tube trap near allustan's prison. To make matters worse, the monk blows swim check after swim check, getting washed down the blood falls, leaving the knight, ranger, and rogue up at the top. The three remaining attempt to continue exploring, and find their way into the kolyraut room... The doors slam shut and the inevitable starts vampiric touching the knight to death. the rogue manages to find and use/disable the porticullis release lever - and the ranger decides to run straight into the Ice golem room. needless to say, she died very quickly. the knight gave her life trying to keep the kolyraut occupied, and the rogue ran like hell and finally decided to dive right over the blood falls... meanwhile, the warmage (who's already got five negative levels from the urn trap earlier) talks his way free of the shadow spider (sans several magical items) and tries to follow the party. He manages to set off the exact same trap and get washed into the river. He has no problems swimming to the ledge near the waterfall... and walks right into the inevitable room. One zap of an nasty little ray and now the warmage has taken eight negative levels and is running scared - he jumps right over the edge as the inevitable chases him out of the tomb. The Monk and rogue have made it all the way down to the star chamber alive (slow fall and tumble and a fair bit of luck) to be greeted by a very bemused Moreto. the warmage made it down, battered and bloody and barely concious. And that's where we called it for the night. The Two deaths will be replaced by a sorcerer and a cleric, but i'm just wracking my brains as to how to introduce the two new characters. I'm also trying to figure out why moreto wouldn't just coup de gras the remainder of the party as soon as they rest. ![]()
![]() So, here's the setup: the group used a large portion of day two of the games to explore the understructure, but ended up wasting a lot of time in the sewers without finding the sewer entrance to the hidden shrine of kyuss. they had to go and rest in order to take on pitchblade the next day. Pitch blade hurt them pretty bad (I added a third brother dwarf, and it made the fight nicely tough, but some bad luck made it a near TPK). they decided that they had to spend the time till the next match resting and regaining spells and hit points. because they didn't get far enough in the understructure, they went and faced madtooth at level nine. they managed to kill madtooth in a 6 round long fight with one casualty - the fighter went down in the first round. their eventual stratagy ended up being a combination of the rogue carving her way out of madtooth's stomach, the druid using call lightning to keep the frog slowed, and the warmage pounding on it with Orbs of cold. the half-orc fighter was reincarnated that evening as a full orc. I told them all to level up to 10, and we called game for the evening. the way it's looking, they're gonna spend the evening resting (madtooth ate a lot of their resources, a CR 13 encounter vs a level 9 group). so, that means that they're getting to the final fight of the games without having discovered bozal, the urgulasta, or even having a clue as to what's about to happen. so, all that's easy, but what am I going to do with bozal once the Urgulasta's out? Just adding him to the fight would make it incredibly overpowering, and while on some levels it would serve them right for messing around so much on the side quest that they knew was important, it would feel kind of like I railroaded them if I throw that kind of fight at the end with the expected result of thousands of wights released into the free city. I also don't really want to run a dawn of the dead kind of running escape from the free city. It's a fun idea, but knowing my party they'd sidetrack right into a TPK - a situation i'd rather not deal with, considering the fact that nearly everyone in the campaign is on their second or third character at this point. so, what about bozal? what should he do, considering that he'll probably survive the champion's games, one way or another. ![]()
![]() So, James has let us know that Mr. Reynolds has designed the Iconics that will be used in Savage Tide, but who else is going to be tapped as a recurring artist? I know that Eva Widermann's portraits have helped me have a coherent feel throughout the Age of Worms, so I'm hoping to have quite a bit of her artwork in Savage Tide as well. ![]()
![]() Right, so having just finished reading through Kings of the Rift, i've got an idea. it's still working its way through my brain, and I think it's time to have some other folks roll it around too. Alastor Land shows up with his nice little speech there at the end of Kings of the Rift - and, for me at least - It felt like it was right out of nowhere. at the same time, I think it's kind of a nice recurrance/tie-in with the whole storyline, and i'd like to use it. Since my group is still working its way through 3foE, i've got plenty of time to work in some interesting plot points. here's what i'm considering. I've got two lawful characters - one LG monk and one LN warmage. i'm thinking about giving each of them secret notes at certain points over the course of the campaign. they will have dreams, some featuring Alastor Land, some featuring flashback/previews of the Fight at the end of Library of Last Resort. Even a few Tie-Ins to A gathering of Winds could be included. The Idea is to make the Wind Dukes feel a bit more like a presence in the campaign, as well as build up some player tension. First we'll start with barely remembered dreams - a flash here and there. building up, they'll begin to get more and more scenes. so, what do you all who are DMing think of this idea? ![]()
![]() I'm wondering how many DMs who are running Age of Worms are using music for specific scenes/combats? i'm planning on starting to use some music, specifically for the Labyrinth of Vecna in 3foE. something particularly creepy, to help emphasize the already rather odd and scarey place. currently, my choice is an OCRemix.org selection, originally from the video game xenogears, called "xenosphere." i'm planning on just letting it loop, since the peice of music is pretty good for that purpose already. for some of the more tense battles later, i'm planning on an old classic - "mars," by holst. i'm thinking that it is a particularly appropriate peice of music for the vision of the past presented in LoLR. what other peices of music are you DMs using to set atmosphere during AoW? any scene-specific pieces of music that you're planning on using later? ![]()
![]() well, as we all know, the Age of Worms is a pretty deadly campaign, and has claimed many player character lives. two of my group have lost characters already, and we have yet to even progress beyond The Whispiring Cairn. i'll start out, with tales of how i've integrated the two new characters: ---------------------- Jantris, a monk of extrordinary martial talents (gestalt fighter/monk), just couldn't fit in to Diamond Lake's Garrison. she adamantly refused all weapons and armor, and though she was stealthy enough to join the small cadre of scouts in diamond lake, she couldn't track to save her life. the rest of the group, checking a few old records about the area (looking for more information on the whispiring cairn), could hear the shouts of the commanding officer from across the practice yard. fortunatly for all involved, the solution of sending Jantris on "special duty" occured to Merris (the cheif scout of the garrison) - his aquaintence Allustan had mentioned that his new apprentice (a different character - Carawynn McCormick) might need a little protection in her investigation of a nearby tomb. Though Carawynn was distrustfull at first, her barbarian compaion Cruutmal quickly warmed to the new addition, after a rowdy bar brawl resulted in a very unconsious barbarian. ---------------------- Theo, Devout cleric of heronious, had a mission - to bring law and order to the frontier around greyhawk, starting with diamond lake. Upon arriving in Diamond Lake, he heard a nasty rumor - a local misanthrope was torn to shreds inside the residence of one of the town's more affluent citizens. Investigating the death of Cruutmal the barbarian, it was only natural that he question the deceased's companions quite thoroughly. while investigating the mysterious death, he learned that the corruption in Diamond Lake was much deeper than he initially thought, and decided to help the adventuring party in their investigation into an incedent of graverobbing... ![]()
![]() well, i began my group in the whispiring cairn tonight, and shortly after, had my first death. of course, the first place they go is the blue lantern. and of course, the rogue sets off the trap, and gets blown off the edge (failing two reflex saves in the process). the funny part is that the druid decided to try and catch her (while he was standing at the bottom of the shaft- smart druid, that one). he took nearly lethal damage from her falling on top of him (failed his reflex save). though, i'll be nice - she rolled really poorly on her will saves, spot checks, search checks, and reflex checks in that entire area. sometimes these things happen... the funny thing is, i was expecting the slasher and beetles to be a bit more difficult, but the party dealt with them quite quickly and without going negative on hit points at all. session: 1
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![]() ok, reading through the aow overload, preparing to run it, i've run across some locations i'm not easily finding on my maps of oreth. so, since i'm actually doing this via the (rather large) maps on canonfire.com, i was wondering if anyone could let me know where the rift canyon / wormcrawl fissure is (i'm under the impression that it's somewhere north of diamond lake in the cairn hills?), i'd be fairly greatful. i just don't know my greyhawk very well, unfortuantly... |