How much do I really have to buy?


Lost Omens Campaign Setting General Discussion

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Grand Lodge

GeraintElberion wrote:
However, I am surprised at the suggestion that what you're already getting from RotRL is not good value. Even more good stuff is always popular with me, but I reckon that the current contents of my RotRL is pretty good value for money.

Unfortunately, Pathfinder, like the adventure path modules, are a lot easier to run with everyone starting new PCs for each one than they are to integrate into an existing campaign.

And it is much easier to integrate the higher level modules than the lower level ones. We are including bits and pieces of the past few adventure path modules into at least three different home game adventures, which consists of near-epic level PCs. Unless a new campaign arises or we decided to do a one-time adventure, there isn't much in #1 that we can use. #2 has a good story, but even then it's going to be hard to include at higher levels.

I also have every D&D miniature which has been released and like to take advantage of them.

Ed

Liberty's Edge

Aureus wrote:
SirUrza wrote:
You don't because the ability isn't relevant to the adventure, it takes 6 or more hours for the spawn to rise, your PCs shouldn't be hanging around that long.
Although most probably you are right, I don't like creatures that spawn creatures I cannot build. I don't want to say this is really an issue to me, but it is disturbing... like the whole module itself... disturbing.

In this case, the fix is easy--treat any spawn as normal (SRD) ghouls. If you want to get fancy, adjust the HD of the spawned ghoul to match the base creature.

Sovereign Court

sieylianna wrote:
GeraintElberion wrote:
However, I am surprised at the suggestion that what you're already getting from RotRL is not good value. Even more good stuff is always popular with me, but I reckon that the current contents of my RotRL is pretty good value for money.

Unfortunately, Pathfinder, like the adventure path modules, are a lot easier to run with everyone starting new PCs for each one than they are to integrate into an existing campaign.

And it is much easier to integrate the higher level modules than the lower level ones. We are including bits and pieces of the past few adventure path modules into at least three different home game adventures, which consists of near-epic level PCs. Unless a new campaign arises or we decided to do a one-time adventure, there isn't much in #1 that we can use. #2 has a good story, but even then it's going to be hard to include at higher levels.

I also have every D&D miniature which has been released and like to take advantage of them.

Ed

fair play - i hadn't even considered trying to integrate pathfinder into a higher level game; that would be hard work.

I'd be more tempted to hold off until my players hit a retirement spot with the current campaign and then have RotRL ready to go as the next campaign. I suppose more portable content might be useful for some DMs though.


SirUrza wrote:
You don't because the ability isn't relevant to the adventure, it takes 6 or more hours for the spawn to rise, your PCs shouldn't be hanging around that long.

I just saw something in the The Skinsaw Murders that directly contradicts this position.

Spoiler:

The Skinsaw Murders p.20 wrote:

Finally, keep in mind that normally those slain by Aldern Foxglove rise the next night as dread ghasts. The Sihedron ritual disrupts this process—any creature he kills and then offers to Karzoug via the ritual does not rise upon the next

midnight. But as his murder spree continues, he might leave other victims unmarked, undead time-bombs that rise a night after their death to wreak even more mayhem on the town of Sandpoint.

It is likely that a DM would in fact need to know the template if the PCs do not go to the Misgivings soon enough.

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