Ayanzo |
Keeping Casandalee charged will be a pretty expensive upkeep, especially during travel assuming she sleeps for 8 hours and is up the rest to perceive the world. I'm pretty sure given her entry that she'll want to remain awake once she leaves the caves to 'assure herself that the world she left is still there'. You can always have her just sleep when she becomes low on charges too.
Another thing is her robot aggregate. Will attaching the AI core to a robot recharge it from its internal power core? Is it possible for the players to attempt a maneuver to 'plug' Casandalee into robots during combat for her to 'assume control' or hack into it?
I currently have the metal gear solid ring chime for when Casandalee wants to talk if she's stored in a pack.
James Jacobs Creative Director |
Keeping Casandalee charged will be a pretty expensive upkeep, especially during travel assuming she sleeps for 8 hours and is up the rest to perceive the world. I'm pretty sure given her entry that she'll want to remain awake once she leaves the caves to 'assure herself that the world she left is still there'. You can always have her just sleep when she becomes low on charges too.
Another thing is her robot aggregate. Will attaching the AI core to a robot recharge it from its internal power core? Is it possible for the players to attempt a maneuver to 'plug' Casandalee into robots during combat for her to 'assume control' or hack into it?
I currently have the metal gear solid ring chime for when Casandalee wants to talk if she's stored in a pack.
Two things...
Furthermore, in the next two adventures, opportunities to access things that give lots of charges become much more plentiful. In effect, the further along the AP you get, the less expensive keeping your tech charged becomes.
Ooze licker |
I think that comes down to your player dynamics. I have a group that doesn't like having npc's join the party unless it's necessary for the adventure (eg RoW) and another group that takes anyone they can with them - they see them as cannon fodder!
If combat is being retarded then have them 'stay at the back' for it.
Jim Groves Contributor, RPG Superstar 2010 Top 4 |
Ooze licker |
1 person marked this as a favorite. |
Ooze licker wrote:I love the alien touch in this volume, it's just a shame Mr. Logue didn't get to write it. Man, now that would have been some scary s#!£ that's for sure!Well, whaddya gonna do? Sometimes you just have to settle for some second string hack and hope for the best.
Dude, you've gone an amazing job with this, I'm loving it all.
carborundum RPG Superstar 2010 Top 32 |
Pale Jester |
The book's looking absolutely sinister so far! Can't wait to run it. One question though:
Back in Lords of Rust, in the encounter with the rhu-chalik, it says to keep track of whether any of your PCs get their thoughts copied and transmitted because it might have consequences in Valley of the Brain Collectors. So far, I have not seen any reference to it in Valley.
Did I just miss something or was the idea abandoned in the end? If the latter, can anyone speculate on what could have been?
James Jacobs Creative Director |
So, is there some kind of rule in the Iron Gods adventure path that every book must have a 4-armed badass in there somewhere? Between the Blood Ghost, party-destroyer Hetuath, the apprentice bots, and now Isuma we are four for four for four armed fury.
No rule, no, but there is a minor theme of multi-armed characters; that being a classic sci-fi trope that I wanted to play with to help give the whole AP a sort of pulpy sword & planet feel.
James Jacobs Creative Director |
Ooze licker |
And yeah... the WHOLE product is adventure support. Folks who skip the forewords often miss important and helpful tips and advice.
Well apart from the still present (groan) journal waste of good space, oh and the 'extra' encounter ideas which could have just been part of the AP as a whole rather than a valuable space waster.
Surely those journals could migrate to the support books - either player companion or country books, it's not like they have any spoilers in them. I know, I know, I'm still harping on about that!
Mr.$mith |
So...Question
1. Is there any way to increase the DC of the Robo-Jack besides it glitching out and having the DC for it increase. Maybe an extra charge for +1, 3 Charges for +2, 5 charges for +3 ect.
2. If you were to Robo-Jack Binox how would/could you go about reprogramming him to either be more loyal to the party and work for them or at the very lease not have to re-identify the party to him every time to go back to him?
He Seems like a fun NPC and I think it would be nice for my PC's to be able to reprogram him to see him self as their Duke and the party would be he "Kings" of sort.
I Know James said in a previous post I made that the rules for robot stuff would be in the 6th AP, but I just can't wait! I would hate to see a fun NPC like this go to waist.
James Jacobs Creative Director |
1 person marked this as a favorite. |
James Jacobs wrote:And yeah... the WHOLE product is adventure support. Folks who skip the forewords often miss important and helpful tips and advice.Well apart from the still present (groan) journal waste of good space, oh and the 'extra' encounter ideas which could have just been part of the AP as a whole rather than a valuable space waster.
Surely those journals could migrate to the support books - either player companion or country books, it's not like they have any spoilers in them. I know, I know, I'm still harping on about that!
I feel like we've explained why we feel the journals are a good thing and a necessary thing, and I'm not really interested in belaboring that point.
Greg A. Vaughan Pathfinder Creative Director, Frog God Games |
5 people marked this as a favorite. |
Mike, this is a FANTASTIC adventure. I think you hit it out of the park. This is the AP I've been waiting for ever since I first read Expedition to Barrier Peaks 30 years ago, and it has not disappointed. However, I think you have done an excellent job in particular of capturing the weird horror of the Dominion of the Black and Lovecraft elements...and still making them feel different from each other. I just wanted to chime in and add my kudos. Did I mention I really like it. :-)
Pandelume |
Two questions for Mr Shel and the people at Paizo:
1) On page 13, Mad Paeytr is listed as having the "Insane Insight" special quality, which has no description. I'm guessing this ability was cut in development. What was this ability? Can we get the description? Curious minds want to know!
2) On pages 19–20, Hyrsek Caio seems to be missing two slayer talents, which would correspond to his advanced talents. Can the author and/or the developer chime in with suggestions on which advanced talents he should have?
(Fellow gamemasters: do note that, as a 12th-level slayer, Hyrsek should have sneak attack +4d6 instead of +3d6).
Thanks in advance and congratulations on the outstanding adventure!
Mike Shel Contributor |
1 person marked this as a favorite. |
Mike, this is a FANTASTIC adventure. I think you hit it out of the park. This is the AP I've been waiting for ever since I first read Expedition to Barrier Peaks 30 years ago, and it has not disappointed. However, I think you have done an excellent job in particular of capturing the weird horror of the Dominion of the Black and Lovecraft elements...and still making them feel different from each other. I just wanted to chime in and add my kudos. Did I mention I really like it. :-)
You made my day, Greg! Just beaming ear to ear.
Say, aren't you supposed to be rooting around in a cadaver rather than reading this stuff?
Neil Spicer RPG Superstar 2009, Contributor |
James Jacobs Creative Director |
Two questions for Mr Shel and the people at Paizo:
1) On page 13, Mad Paeytr is listed as having the "Insane Insight" special quality, which has no description. I'm guessing this ability was cut in development. What was this ability? Can we get the description? Curious minds want to know!
2) On pages 19–20, Hyrsek Caio seems to be missing two slayer talents, which would correspond to his advanced talents. Can the author and/or the developer chime in with suggestions on which advanced talents he should have?
(Fellow gamemasters: do note that, as a 12th-level slayer, Hyrsek should have sneak attack +4d6 instead of +3d6).
Thanks in advance and congratulations on the outstanding adventure!
1) Insane insight is basically the ability that lets him grow the unusual, semi-magical fruits and vegetables the PCs can find near his home.
2) Evasion and master of disguise fit pretty well.
James Jacobs Creative Director |
Acolyte of Mushu |
I have a question regarding the piece of vercite technology, the optical turrets. Do they function similar to cybernetic eyes in the respect that you need a pair to acquire the effects? As in, do you need two two individual optical turrets for them to provide the immunity to blind and dazzled conditions?
Acolyte of Mushu |
I don't believe it does, for cybernetic eyes is requires 2, there's no such wording for the eye turrets. At the same time it says "replaces eyes" as in plural.
Given the picture though, I'd say it's 1 eye simply because it just looks cooler that way. Dual eye turrets looks downright silly.
That's what I was originally thinking, but what about applying the lenses of magical eyeS slot items? Would you just dismantle a pair of magic goggles and put one lense in? I feel like the item wouldn't function magically after that.