Clark's Jade Regent campaign


Jade Regent

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Legendary Games, Necromancer Games

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That's right, I am starting a Jade Regent AP campaign and I am starting it TONIGHT! Woo hoo! (Aug 16, 2011).

I've got 5 players each running a PC. I'll detail those for you later. All official rules and rule books are in play, no house rules. PCs created using 20 point buy. Traits to be selected using the Jade Regent Player's Guide. Players have been told their PCs have recently been working for their friend Ameiko escorting supply wagons that supply the Rusty Dragon from the recent goblin attacks, so the PCs start with an extra 50 gp above their average class starting gold.

My players have crafted their PCs. But what they don't know is that they aren't going to be using those PCs tonight. Instead, after we start and introduce characters for about 10 minutes I am going to tell them: "Put those characters away, tonight you are playing goblins."

And then we are going to run We Be Goblins. I've made an extra 5th goblin (a goblin cavalier with a strange mount).

We are going to play out We Be Goblins and I presume they will be successful in recovering more fireworks and other things. As a result, they will become goblin heroes to the Licktoad tribe. One goblin player will get to marry Gupy Wartbits (the ferciously corpulent and lusty daughter of Chief Gutwad), they will likely all get "fancy" goblin titles. Then after playing out teh adventure, we'll just do a narrative of how the next additional weeks they are more successful, following the fan map to a second ship wreck and to caves, where they eventually recover more stuff (including a shiny tube).

Then, just as they are reveling in their goblin success, I am going to attack the entire village with the skeletons from Brinewall Legacy and wipe them all out :) Maybe a few will escape, we will see...

That should make a fun prologue for Brinewall Legacy. And should give the real PCs some more subliminal motivation to go to the swamp :)

Oh, and I am working up a fun "start up" encounter to begin Brinewall Legacy proper.

I notice, unlike all other APs, Jade Regent does not begin with a "set up" encounter--no mugging in an alley, no caravans in the desert, no carriage rides and funeral processions. I actually talked with James Jacobs a bit about that. I'm going to work up something fun to get the AP started.

I'll let you know how tonight goes. I'll keep a running log for you. And I may even give you all access to the group page where we post stuff.

of course, my players will also get to playtest some of the support materials that the various Legendary Games Design Team authors are writing for the Jade Regent AP, so you might get some glimpses of that stuff, too! One of which is a specially created goblin PC. Yes, you read that right. I am going to give the PCs (and you guys) the chance to run a goblin PC who will actually start a level ahead of the other players. (A goblin wizard 3, I'll let you figure out who that might be, and yes that does require me revising someone's fate from We Be Goblins).

I can't wait!

Dark Archive

Pathfinder Roleplaying Game Superscriber

I don't know about anyone else but what I just read was....

Legendary Games is going to write and then publish a short setup mini adventure and setup encounter for Jade Regent soon. :)


You are some mean cunning GM... :lol:

D_M: looking forward to do some goblin PC illos! :P


Clark:
In the interests of continuity, is it a good idea to let players run through 'We Be Goblins' first? Putting PC goblins and fireworks together is an open invitation for 'vital clues' supposed to carry over into Jade Regent to be gratuitously destroyed.
(Slight possible 'We Be Goblins' spoiler)

Spoiler:
One table at PaizoCon UK this year managed to blow up the grounded ship with a well placed explosion next to a certain chest...


Charles Evans 25 wrote:

Clark:

In the interests of continuity, is it a good idea to let players run through 'We Be Goblins' first? Putting PC goblins and fireworks together is an open invitation for 'vital clues' supposed to carry over into Jade Regent to be gratuitously destroyed.
(slight possible we be goblins spoiler)** spoiler omitted **

That hadn't occurred to me, but one thing I was thinking of was...

Spoiler:
If having the players go through the skeleton attack on the goblin village means they'd lose a sense of mystery about what happened, as well as perhaps a sense of adventuring necessity with the people of Sandpoint getting worried about the goblin activity. A sort of, "Oh well, no biggy, I have a feeling they're all dead anyway."

Regardless, please do share how this turns out. I'm debating doing something similar with my group when we start in a couple weeks, and it'll be nice to hear how it went.


Urrm... okay, stupid question - You are prepared to have Chief Gutwad send the goblins to find out where the skeletons came from, or to have the note fall out of the damaged hilt, distracting the chief skeleton just in time for the final blow(s) to be flatfooted. "Words must be important. Goblins not risk words. Go get stupid humans read words. Not come back until matter resolved."

Not that I think the goblins can win... but five goblins at second level - they're going to put up a NASTY fight, and experience teaches me that nasty fights have a tendency to go both ways. PLUS the cavalier might be just heroic enough to rally the other goblins. Enough fireworks WILL take down a troll. (I'm pretty sure you'd need a Chineese army of goblins with Desna candles, which is oddly appropriate for the adventure path.)

Anyway, I'm meandering AGAIN. I look forward to hearing how the battle of skeletons at the pool goes.

Augh! Humans with goblin cohorts. Flee! Flee the surly yeti at the Crown of the World caravansary, and other things lurking in my brain!

Legendary Games, Necromancer Games

Rhishisikk wrote:

Urrm... okay, stupid question - You are prepared to have Chief Gutwad send the goblins to find out where the skeletons came from, or to have the note fall out of the damaged hilt, distracting the chief skeleton just in time for the final blow(s) to be flatfooted. "Words must be important. Goblins not risk words. Go get stupid humans read words. Not come back until matter resolved."

Not that I think the goblins can win... but five goblins at second level - they're going to put up a NASTY fight, and experience teaches me that nasty fights have a tendency to go both ways. PLUS the cavalier might be just heroic enough to rally the other goblins. Enough fireworks WILL take down a troll. (I'm pretty sure you'd need a Chineese army of goblins with Desna candles, which is oddly appropriate for the adventure path.)

Anyway, I'm meandering AGAIN. I look forward to hearing how the battle of skeletons at the pool goes.

Augh! Humans with goblin cohorts. Flee! Flee the surly yeti at the Crown of the World caravansary, and other things lurking in my brain!

Here is my thought.

There is kind of a textual conflict regarding what the goblins steal that is so important. The text says a jeweled silver tube, but the miniature mithral scroll case isn't said to be bejeweled.

SO...I'm saying the goblins steal the mithral tube accidentally as part of fireworks, and other stuff, from the cave (not the second wreck). When the get to the second wreck, there are skeletons, but they dont animate (not having any reason to yet since the tube has not been stolen). Similarly, the goblins dont encounter any animated skeletons in the cave either, since they havent animated yet since the tube is not yet stolen.

The skellies then animate and come to the village and kill everything and recover the scroll tube. THAT is when the lead skeleton puts it into the hollow part of the sword hilt (which explains why its so loose, skeletons dont have the best grip now do they for opening and closing things).

As for showing this to the PCs, in my view this is great foreshadowing and parallel story telling rather than plot spoiling.

We'll see how it goes.

Legendary Games, Necromancer Games

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Charles Evans 25 wrote:

Clark:

In the interests of continuity, is it a good idea to let players run through 'We Be Goblins' first? Putting PC goblins and fireworks together is an open invitation for 'vital clues' supposed to carry over into Jade Regent to be gratuitously destroyed.
(Slight possible 'We Be Goblins' spoiler)** spoiler omitted **

The players are going to LOVE it. I already know.

Problem is, I've been practicing my goblin voice in anticipation of tonight's game and I have to admit I suck. Its like a bad combo of Dr. Doofenshmirtz from Phineas and Ferb meets Yoda. Which pales in comparison to Crystal's amazing goblin dramatics when I saw her run We Be Goblins at PaizoCon. She is amazing.

I be Vorka, this my lair
You be goblins, I don't care
There my cauldron, bubbling hot
Throw your limbs into my pot!

Clark

Legendary Games, Necromancer Games

Hugo Solis wrote:

You are some mean cunning GM... :lol:

D_M: looking forward to do some goblin PC illos! :P

Just one goblin PC :)


Clark Peterson wrote:
Charles Evans 25 wrote:

Clark:

In the interests of continuity, is it a good idea to let players run through 'We Be Goblins' first? Putting PC goblins and fireworks together is an open invitation for 'vital clues' supposed to carry over into Jade Regent to be gratuitously destroyed.
(Slight possible 'We Be Goblins' spoiler)** spoiler omitted **

The players are going to LOVE it. I already know.

Problem is, I've been practicing my goblin voice in anticipation of tonight's game and I have to admit I suck. Its like a bad combo of Dr. Doofenshmirtz from Phineas and Ferb meets Yoda. Which pales in comparison to Crystal's amazing goblin dramatics when I saw her run We Be Goblins at PaizoCon. She is amazing.

I be Vorka, this my lair
You be goblins, I don't care
There my cauldron, bubbling hot
Throw your limbs into my pot!

Clark

If only someone like Richard Pett had run a game at our modest local convention with a Licktoads chief at times literally off his rocker, and a bugbear later on that wandered round at random going 'mnar'... ;)

Edit:
Dropped you an email with an idea for one additional piece of goblin zaniness.

Legendary Games, Necromancer Games

Clark Peterson wrote:

Problem is, I've been practicing my goblin voice in anticipation of tonight's game and I have to admit I suck. Its like a bad combo of Dr. Doofenshmirtz from Phineas and Ferb meets Yoda. Which pales in comparison to Crystal's amazing goblin dramatics when I saw her run We Be Goblins at PaizoCon. She is amazing.

I be Vorka, this my lair
You be goblins, I don't care
There my cauldron, bubbling hot
Throw your limbs into my pot!

Clark

Unfortunately, my Vorka voice is no better. Its more like a Yoda meets Beavis voice. I pity my poor players.

Legendary Games, Necromancer Games

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Just got back from running my first session and it was a TOTAL SUCCESS! As I knew ahead of time, one of the 5 players couldn't make it, so we just ran the 4 pregens from We BE Goblins. They got big smiles when, after we talked about Sandpoint and Ameiko and the adventure set up, I told them to put away their new PCs and that tonight they were playing goblins and are members of the Licktoad tribe.

The players loved playing goblins. I went "old school" and really flexed some of the rules. The more "gobliney" they acted I gave out +1 circumstance bonuses to things. I also added in Gupy Wartbits to the speech by Gutwad, promising her hand in marriage to the returning heroes.

I also made the "contests" mandatory for the PCs to enter. Gutwad commanded them to display their skill and bravery. I made up some character specific alternatives to some of the challenges, like I let Chuffy try to hide the slugs rather than eat them and gave Slorb who was the MC a Perception check against Chuffy's Sleight of Hand check to hide the slugs rather than eat them.

I also gave scary goblin things like horses and Lotslegs and Vorka and the barking dogs some horror effects--the goblins had to make DC 10 Will saves or gain the shaken condition for the encounter.

The goblins wound up getting Vorka out on the deck of the ship and she spider climbed up the mast and summoned a swarm, but they pelted her with alchemist fire and alchemist bombs, until she jumped down and Reta finished her off with a breath from the elixer of fire (man, I forgot how good that item was). Then they got the firework and then burned the ship down.

Then I had them return as conquering heroes, gave them fancy titles, they all got to marry Gupy, much goblin partying was had. Then they went off to the next shipwreck and the caves, which I just narrated. Then mid-party the skeletons show up. I show them the pics of the skeleton from Jade Regent. Gutwad summons his heroes to him, realizes it is the items they stole and the PCs return the items by pushing them out the door of the moot hut. The skeletons left.

Overall the roleplaying was awesome. I hardly had to encourage goblin like actions. One goblin went unconscious fighting Vorka (Chuffy, courtesy of a swarm) and Poog looted him rather than heal him. :) Mogmurch blasted Vorka with the rocket, which nearly killed her, as she was spider climbed on the mast, before she got finished off on the upper deck by Reta. Chuffy got in an awesome sneak attack on Lord Longtongue (and he also earlier killed both Lotslegs and Stompy). Oh, I gave the horse a trample attack (brutal, I know, but super fun, and in keeping with how scary they are to goblins). He overran Poog and beat him up bad (but the PCs had Lotslegs potions and knew what they were so it was fine). We just had a ton of fun. I made them sing their songs several times as they marched. I made up a song for Vorka and sang that. Luckily, I managed to improve my goblin voices by game time and so I dont think I was a total embarrassment.

So the PCs lived, but the compound is ruined and the skeletons are awakened and have the items back. Scribbleface is also alive and will soon use some of the treasure from the first shipwreck to try to hire the actual PCs to save his village. Hilarious opening set up encounter!

But that is next week.

We have: a human magus (kensai), a rogue (with plans to become a ninja as the story develops, he didn't want to start as one), a summoner, a half-orc cleric and a samurai. Should be a fun group.


Sounds like great amounts of fun were had by all. That means - you did good, no matter what anyone else says!

Clark Peterson wrote:
We have: a human magus (kensai), a rogue (with plans to become a ninja as the story develops, he didn't want to start as one), a summoner, a half-orc cleric and a samurai. Should be a fun group.

A great thing about Pathfinder is you'll find out he doesn't actually need to change his class to feel like a ninja. Not sure what abilities to give up to balance out the chi pool, but it's an easy process. Take ninja and rogue, side by side. Remove everything they have in common (how exactly you want a match to be is up to you). Decide what it costs to access ninja talents as rogue talents (I'd call it a special feat, one each for basic/advanced/master, perhaps with some minor bonus...)

In fact, consider minor boons like:
proficiency with Minkai language
proficiency with ninja weapons
cultural doppleganger: no longer receives "gaijin" reaction penalties

[blink, blink] OR the reverse... let him transform his character to a ninja, and have him expend a feat for the rogue weapon proficiencies and basic talents he already has... Sorry, I plead morning brain.

Legendary Games, Necromancer Games

Rhishisikk wrote:
A great thing about Pathfinder is you'll find out he doesn't actually need to change his class to feel like a ninja. Not sure what abilities to give up to balance out the chi pool, but it's an easy process. Take ninja and rogue, side by side. Remove everything they have in common (how exactly you want a match to be is up to you). Decide what it costs to access ninja talents as rogue talents (I'd call it a special feat, one each for basic/advanced/master, perhaps with some minor bonus...)

His decision is story driven. He wants to start as a "conventional" class, but then during travel and association with and exposure to the teachings of Minkai he wants to learn and develop as a ninja. Hey, its his character. I told him he could start as a ninja if he wanted but he wants to do it this way and I said more power to him.


Dot for reference. Awesome thread.

Contributor

Power Word Unzip wrote:
Dot for reference. Awesome thread.

Seconded. And sorry again for hitting you with a chair Charles, who it must be said everyone, had the most wonderful confused look when he stumbled into the firework cache and saw all the other goblins playing with them, whilst holding a lit firework himself.

Huzzah, and really glad its playing well Clark. Looking forward to Part Two, or is that Part One?

Mnaaaaaaaaaaaaaaaaar!
Pett

Legendary Games, Necromancer Games

Richard Pett wrote:
Power Word Unzip wrote:
Dot for reference. Awesome thread.

Seconded. And sorry again for hitting you with a chair Charles, who it must be said everyone, had the most wonderful confused look when he stumbled into the firework cache and saw all the other goblins playing with them, whilst holding a lit firework himself.

Huzzah, and really glad its playing well Clark. Looking forward to Part Two, or is that Part One?

Mnaaaaaaaaaaaaaaaaar!
Pett

Richard, wow, cool to see you post here! Thanks. One of the few AP authors I don't really know personally very well. Yet whose penchant for awesome evil adventures is right up my alley :) I'm a huge fan and I'm looking forward to installment 4 of 6 on this AP! You get a fun one, the first on fully in Minkai if I am correct. Looking forward to that!

Nice work on We Be Goblins. That was just tons and tons of fun. I LOVE the idea of prologue adventures and I've always done one for every AP installment I've ever run, including my first Shackled City campaign. We Be Goblins makes a great prologue, and it really gets the PCs invested in the goblin problems.

Had I had more time, after they goblins found the fireworks I would have let them attack a merchant caravan with the fireworks. Now that would have been fun. Instead I narrated their going to ship #2 and then the caves and I played out the goblins getting slaughtered by the skeletons and the PC goblins holing up with Gutwad and pushing the treasure out to the skeletons. I had the goblins observe the lead skeleton pick up the shiny scroll case and do something with it in the hilt of his sword, they couldnt see what. That should set up the PCs real good for adventure 1.

After talking to James I think you and I should talk. Richard, email me at clark (nospace) peterson -at- gmail DOT you know what. If you want to, that is. I have a fun idea.

Legendary Games, Necromancer Games

By the way, my players loved my Vorka song that I sang for them. The one I posted a couple posts above. :)

Contributor

On its way Clark, and thanks again. Now you have me intrigued:)

Ah yes, no pressure on that one then being the first to step into Minkai. Hopefully people will appreciate the very warm welcome they get...

Rich


Richard Pett wrote:


Ah yes, no pressure on that one then being the first to step into Minkai. Hopefully people will appreciate the very warm welcome they get...

Rich

Mr. Pett if I may say after my group completed Carrion Crown #2 the inital response to starting any new AP volume or module is

"Is this one by that Pett guy b/c if so I need time to get my backup character ready".

and I am looking forward to inflicting...er running another of your fine works on my players.

On topic to the OP I hope you don't mind but I am stealing some of your ideas to mix in a goblin flashback when my PCs enter the goblin village in Brinewall Legacy.

Legendary Games, Necromancer Games

atheral wrote:
On topic to the OP I hope you don't mind but I am stealing some of your ideas to mix in a goblin flashback when my PCs enter the goblin village in Brinewall Legacy.

Please feel free.

In fact, not only do I hope you use the ideas posted here, but when my company publishes some of our anticipated support materials for Jade Regent, I hope you check those out too :)

Legendary Games, Necromancer Games

I'm working on my "Sandpoint Chronicle," a newspaper of sorts that I do during my campaign. I use it as a way to introduce rumors (without having to do the tedious rumor gathering in town), and to plant seeds and foreshadow things. I also use it as a way to recap the PCs achievements (from the eyes of the public, which is sometimes not so favorable). I also use it to set up tension with rival NPC adventuring parties. For instance, I intend to introduce a made up Kaijitsu brother of Ameiko's that has just come to town. His actual heritage is questionable. But I intend to have him and his band of roguish friends create a competing caravan to follow after the PCs to provide for some more fun and RP moments and chances for the PCs to interact with the caravan NPCs. I started this newspaper angle back in my first Shackled City campaign when I did a "Cauldron Chronicle". Of course, a campaign that stays in one core location gains more from such a device, but it is still worth it here. By the way, the Chronicle is run by a diminutive Joan Rivers-esque "gossip gnome," so lets just say the accuracy of the reporting is not always the best, which is part of the fun. :)

Lantern Lodge

Clark Peterson wrote:
I'm working on my "Sandpoint Chronicle," a newspaper of sorts that I do during my campaign. I use it as a way to introduce rumors (without having to do the tedious rumor gathering in town), and to plant seeds and foreshadow things. I also use it as a way to recap the PCs achievements (from the eyes of the public, which is sometimes not so favorable). I also use it to set up tension with rival NPC adventuring parties. For instance, I intend to introduce a made up Kaijitsu brother of Ameiko's that has just come to town. His actual heritage is questionable. But I intend to have him and his band of roguish friends create a competing caravan to follow after the PCs to provide for some more fun and RP moments and chances for the PCs to interact with the caravan NPCs. I started this newspaper angle back in my first Shackled City campaign when I did a "Cauldron Chronicle". Of course, a campaign that stays in one core location gains more from such a device, but it is still worth it here. By the way, the Chronicle is run by a diminutive Joan Rivers-esque "gossip gnome," so lets just say the accuracy of the reporting is not always the best, which is part of the fun. :)

I love this idea! I'm actually a pretty new GM and just starting up my own Jade Regent campaign. I have to admit to patrolling these forums looking for creative and inventive ideas other, more experienced, GMs have used. I'd love to hear how the "Sandpoint Chronicle" and the competing caravan works out in your game.

Potential spoiler question::
Do you have any long-term plans for how this other caravan will tie into the overarching story?

Liberty's Edge

Clark Peterson wrote:


Nice work on We Be Goblins. That was just tons and tons of fun. I LOVE the idea of prologue adventures and I've always done one for every AP installment I've ever run, including my first Shackled City campaign. We Be Goblins makes a great prologue, and it really gets the PCs invested in the goblin problems.

Are there other prologue adventures for other APs? I was not familiar with any others besides 'We Be Goblins'. If you could point out a few I'd appreciate it, thanks!

Dark Archive

Pathfinder Roleplaying Game Superscriber
Belgerod wrote:
Clark Peterson wrote:


Nice work on We Be Goblins. That was just tons and tons of fun. I LOVE the idea of prologue adventures and I've always done one for every AP installment I've ever run, including my first Shackled City campaign. We Be Goblins makes a great prologue, and it really gets the PCs invested in the goblin problems.

Are there other prologue adventures for other APs? I was not familiar with any others besides 'We Be Goblins'. If you could point out a few I'd appreciate it, thanks!

I think what Clark is talking about is that he normally does his own prologue adventures for AP's he runs.

Legendary Games, Necromancer Games

Zach M. wrote:
Do you have any long-term plans for how this other caravan will tie into the overarching story?

Nope. I'll figure it out as I go along :)

Legendary Games, Necromancer Games

Belgerod wrote:


Are there other prologue adventures for other APs? I was not familiar with any others besides 'We Be Goblins'. If you could point out a few I'd appreciate it, thanks!

No, there aren't any "prologue" adventures for other APs. Most start with a "set up" adventure, like the funeral procession of Carrion Crown.

I think YOU need to tailor the APs to your party and your players. One of the ways you can do that is to run a prologue adventure--a short intro tying in some foreshadowing of events, themes and npcs that you think are important to YOUR campaign.

For instance, before Shackled City I ran a kobold hunt adventure outside the walls of Cauldron. I had the PCs save the competing NPC group (the storm ravens). And I had them spot a shadowy figure of a spherical object in the distance. And I noted how the kobolds were more organized than seemed normal. Then, afterwards, the Cauldron Chronicle sung the praises of teh "noble" storm ravens who defeated the kobolds and rescued the PCs (even though that was backwards). It sure set in motion their rivalry. And imagine the PCs surprise when many adventures later they found a beholder involved and they remembered back to the prologue and guessed that was him way back then! It was cool.

I think creating your own prologues are key.

Liberty's Edge

Oh I see what you mean. Customizing the start of a campaign, especially one a premade one, makes sense. I did something like that when I started up Kingmaker. We created a village for most of the characters to use in their background, whether as childhood home or just their most recent residence. Getting them from there to Restov was a big chunk of the first session.


Dotting.
I love prequels, sequels and side treks that connect to the main adventure in any form.
I just started reading Brinewall today and im only up to the second part but it's looking real good.

Paizo Employee Creative Director

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Clark Peterson wrote:
I think creating your own prologues are key.

This is absolutely true.

We do try to usually put in preliminary set-up encounters in our Adventure Paths. With Jade Regent, I kind of took a cue from Erik Mona's excellent "Whispering Cairn" adventure that basically puts the PCs on the front porch of the first encounter area (in this case, Brinestump Marsh) and lets them go from there. But even when we DO start an AP with a setup encounter, building a prologue that's customized to your party is an excellent way to involve the players from the very start in a way that feels like it's THEIR characters who are supposed to go on the Adventure Path, not some other group.


It's funny how things change over time. When I first read Whispering Cairn, I hated the fact that you just started out at the door, or rather, I hated that I couldn't figure out how it was supposed to start. Fast forward a few years, and I really like how Jade Regent began.

Clark, I'll be keeping an eye out here for ideas, probably won't be starting JR for quite a while, but I'm taking notes nowish, and this is going to be a huge chunk of the insperation. Thanks for posting this here.


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James Jacobs wrote:
Clark Peterson wrote:
I think creating your own prologues are key.

This is absolutely true.

We do try to usually put in preliminary set-up encounters in our Adventure Paths. With Jade Regent, I kind of took a cue from Erik Mona's excellent "Whispering Cairn" adventure that basically puts the PCs on the front porch of the first encounter area (in this case, Brinestump Marsh) and lets them go from there. But even when we DO start an AP with a setup encounter, building a prologue that's customized to your party is an excellent way to involve the players from the very start in a way that feels like it's THEIR characters who are supposed to go on the Adventure Path, not some other group.

When I ran "Whispering Cairn" I only had one player playing two PCs while I ran a DMPC to round out the small group. Even with one player, I ran an intro to introduce my DMPC and to let the player feel out his characters before diving in to the big show. It really let him see who they were, to get a sense of the crap hole that was Diamond Lake, and why they would be motivated to take on the adventure to get out of there. I'm doing something similar in my current campaign (in my first homebrew world). Each character got a short intro encounter so the players could see who they were, to plant some seeds for later in the campaign, and to explain how they all got to the Home Base city. I plan to do it again in the distant future with Jade Regent. I'll be reading along this thread to see how things go and to get some ideas on how to transplant the campaign to the world of Avatar: the Last Airbender. Good gaming!


I have no idea if I will run this or will play in but I cant miss plans of one of the best third edition writers

Legendary Games, Necromancer Games

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A long time ago (in a galaxy far, far away) I pitched Erik the idea of me writing an article for Dungeon. It didn't work out for lots of reasons, mostly logictic related to the schedule for publishing magazines. But my idea was for an article about tweaking published adventures for your game table. It was to be called "From the Page to the Table". My plan was to comment on that issue's installment of the adventure path (I pitched this to him during Age of Worms), analyze it, show what it is missing, how you can tweak it.

Here is what adventure paths lack: character specific story arcs.

They provide a very in depth over-arching meta-plot.

In my home campaign, when I've done adventure paths, I find they take pretty long. Some times I fast forward through some parts, or narrate them or really really streamline them (Jzadirune from the first installment of Shackled City, for instance). Then I add in character specific stories. For instance, a romantic interest or the creation of a home or base, interactions with local clergy or politicians, etc.

I think APs need character specific story threads as side treks. For instance small class specific suggested goals that you can use. Or relationship goals for specific character types--the leader, the charmer, the arcane, etc. Then you decide what threads to weave into the AP.

That is hard to do in an episodic AP like Carrion Crown. It is easier to do in a fixed location AP like Shackled City or Curse of teh Crimson Throne.

They may have solved the episodic issue in Jade Regent with the "starship Enterprise" concept, though they don't flesh it out. Here is what I mean--make the caravan a PC like the Enterprise is on classic Trek. And, just like the Enterprise carries the PCs and NPCs around, so to does the caravan. You can use that same concept here. What that means, though, is that you shouldn't have random encounters for the caravan during travel times. Instead, you should have CHARACTER based encounters while traveling. Use the travel time not only to do the fun of overland travel, but use it to tell character interaction stories with the PCs and NPCs.

Dark Archive

Pathfinder Roleplaying Game Superscriber
Clark Peterson wrote:
They may have solved the episodic issue in Jade Regent with the "starship Enterprise" concept, though they don't flesh it out. Here is what I mean--make the caravan a PC like the Enterprise is on classic Trek. And, just like the Enterprise carries the PCs and NPCs around, so to does the caravan. You can use that same concept here. What that means, though, is that you shouldn't have random encounters for the caravan during travel times. Instead, you should have CHARACTER based encounters while traveling. Use the travel time not only to do the fun of overland travel, but use it to tell character interaction stories with the PCs and NPCs.

So you're saying who ever the PC version of Kirk is gets to sleep with all the chick NPC's they meet? :D

Owner - House of Books and Games LLC

Dark_Mistress wrote:
Clark Peterson wrote:
They may have solved the episodic issue in Jade Regent with the "starship Enterprise" concept, though they don't flesh it out. Here is what I mean--make the caravan a PC like the Enterprise is on classic Trek. And, just like the Enterprise carries the PCs and NPCs around, so to does the caravan. You can use that same concept here. What that means, though, is that you shouldn't have random encounters for the caravan during travel times. Instead, you should have CHARACTER based encounters while traveling. Use the travel time not only to do the fun of overland travel, but use it to tell character interaction stories with the PCs and NPCs.
So you're saying who ever the PC version of Kirk is gets to sleep with all the chick NPC's they meet? :D

Only the green-skinned ones. The rest he's got to romance up just like everyone else.


Goblins anyone?


...

*eye twitch*

Legendary Games, Necromancer Games

Dark_Mistress wrote:
So you're saying who ever the PC version of Kirk is gets to sleep with all the chick NPC's they meet? :D

Yes, yes I am. And possibly all female monsters.

Legendary Games, Necromancer Games

1 person marked this as a favorite.
Shizvestus wrote:
Goblins anyone?

Strangely, the player most likely to play the "captian kirk" role (given his kirk-esque personality) also happened to play Reta BigBad in We Be Goblins. Wow, that would be an awkward encounter....

Legendary Games, Necromancer Games

5 people marked this as a favorite.

I always do a "newspaper" before the first session. Here is the text of the one I did:

You can see I inserted a rival group and played up the missing adventurers more than the adventure actually does. I also like to use the chapter titles from the adventures (when appropriate) as newspaper headlines.

Sandpoint Chronicle
NEWS AND TRUTH from Magnimar to Riddleport!

Fires Over Brinestump!

Just last night, another round of colorful explosions burst over the wetlands south of Sandpoint. The goblins are doubtless readying a new attack! The Licktoad Goblins of Brinestump Marsh have grown unusually aggressive and have somehow managed to arm themselves with what appears to be a considerable supply of fireworks. Some folks say that they’ve even learned how to make them, and that they’re getting ready set Sandpoint on fire! Though this reporter remains unconvinced, all residents surely recall the time of upheaval a few years back involving goblins and worse!

Several merchant caravans and travelers have been attacked so far, and according to victims, the damage caused by horses panicking at the sight and sound of the fireworks is almost as destructive as the goblin attacks themselves. As only Sandpointers and other Lost Coasters have been hit so far, Mayor Deverin and High Priest Abstalar Zantus have been unable to convince Magnimar to send assistance.

SHERIFF POSTS GOBLIN BOUNTY

With the Sandpoint city watch unable to afford to send patrols into the trackless expanse of Brinestump, Sandpoint’s leaders have put out the call for goblin exterminators. Sheriff Belor Hemlock has restored Sandpoint’s old “goblin bounty.” The town of Sandpoint will pay 10 gp for every fresh goblin ear delivered to the town hall—with an additional reward of 300 gp for the group who can bring in the head of the Licktoads’ leader, Chief Gutwad!

ADVENTURERS MISSING?

A small band of adventurers have already made a foray into the swamp to get to the bottom of the goblin problem, but nothing has been heard of them in the three days since they entered Brinestump Marsh. Perhaps they have found the old, eccentric Halfling, Walthus Proudstump, the self-appointed “warden” of the swamp, and are using his home as a base of operations. This reporter, however, fears for the worst and wonders if instead the capture of these missing adventurers could be the reason for the latest round of goblin fireworks!

LOCAL HEROES EMERGE!

Regular readers of the Chronicle already know Matsuro Kaijitsu, the notorious bachelor and adventurer and estranged brother of local noble family scion Ameiko Kaijitsu who has recently come to Sandpoint. Calling themselves the Seven Swords, Matsuro and a group of his daring and heroic friends have assembled a small caravan of wagons and intend to patrol the Lost Coast Road. The Seven Swords, inspired by such noble leadership, have recently thwarted several goblin attacks on merchant caravans. It is believed the Seven Swords may even attempt to enter the Brinestump Marsh and rescue the three missing adventurers!

Rumors abound that a rift exists between Ameiko and Matsuro. Those close to the family say the two are not on speaking terms.

A celebration to honor the Seven Swords’ recent successes is being held tonight at the Hagfish at sundown. Gregarious owner Jargie Quinn says all Sandpoint citizens are invited and the ale is on the house!

Seen and Heard

Noted elven hunter Shalelu Andosana has been seen less and less around Sandpoint, sources say Shalelu has been staying at the Rusty Dragon with close friend Ameiko Kaijitsu several nights ago along with local scoundrel Sandru Vhiski.

The Soggy River Monster was seen again, this time by a fisherman on the New Fish Trail. He said it stood taller than a man, had white skin, and had a mouth that opened up all the way down its neck. It was eating what looked like a goblin on the far side of the river, which is why the farmer managed to escape.

It’s been a long time since Old Megus, the rumored Brinestump Witch, came to town. The nature of the supplies she purchased—glass flasks, strange alchemical reagents, and disturbing books delivered from faraway places as strange as Nex and Irrisen—did little to soften her reputation as a fearful witch, nor did glimpses of the strange ratlike creature she kept hidden in the folds of her robes.

Some travelers coming from up coast say they saw a dragon—a big black one—flying around above central Mosswood. With the prior dragon problem a few years back, this reporter certainly feels we don’t need dragons living that close to town!

Fishermen have reported a strange red seagull lately. Rumor has it that the seagull always seems to show up just before some sort of accident or other bit of bad luck happens. They’ve been calling the thing the “Stoot Bird” of late, saying it’s soaked in blood and that it is possessed by maniac Stoot’s ghost.

Sherriff Hemlock has been seen, again, at the Pixie’s Kitten. Will he ever make public his private “relationship” with Kaye Tesarani, the proprietor of the establishment? Enquiring minds want to know!

Izzy Brambleshade and the Chronicle Staff

Legendary Games, Necromancer Games

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Tomorrow night is the first real installment.

I will run a new Scribbleface prologue, that also includes caravan stuff.

Then a "meet the NPCs" sort of encounter where Ameiko meets with the PCs and the other 3 NPCs to decide what to do. Clearly, a Harrow reading is in order :)

Then hop over to the Hagfish for the party to introduce the rival NPCs. Probably a drinking contest and maybe a bar fight.

Next morning PCs head into the swamp.

Clark

Legendary Games, Necromancer Games

1 person marked this as a favorite.

By the way, if you want a pretty copy of the actual pdf of the Sandpoint Chronicle, you can get one at the Legendary Games website in my recent blog post. Here is a link: Get the PDF here. Enjoy.

Legendary Games, Necromancer Games

Zach M. wrote:
Do you have any long-term plans for how this other caravan will tie into the overarching story?

Nope, because I don't really know how it will all turn out. Most of the AP authors work on the design team but not only would I never ask them what happens in future episodes (since they are under NDAs) but they would never tell me (ditto). So I won't know how it will wrap up, or what role things play in the over-arching story, until you do. BUT I figured building in some extra conflict doesn't hurt. If I don't need it, I can drop it.

Legendary Games, Necromancer Games

By the way, just for your info, I permitted the PCs to start with THREE traits--the normal 2, plus 1 from the Player's Guide. I have to admit, all my players felt that they had better trait choices from the APG/online trait guide than the ones in the Player's Guide and they came to me with their concern--"we really want to pick on from the Guide for story purposes, but they aren't that great." So, I heard them and said, "ok, pick the two you actually want, then pick a free one from the Player's Guide." That was my solution. Feel free to let me know if you think that was a bad idea.

Dark Archive

Pathfinder Roleplaying Game Superscriber

Very cool PDF and I don't think one extra trait is powerful enough to make a difference one way or the other.


Newspaper article stolen. For great justice!

No, actually its really good, and bumps the PCs into the heat of things.

prototype00

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Clark Peterson wrote:
By the way, if you want a pretty copy of the actual pdf of the Sandpoint Chronicle, you can get one at the Legendary Games website in my recent blog post. Here is a link: Get the PDF here. Enjoy.

Great job on the PDF. I've been thinking of doing something like this for my Kingmaker game now that my players have their own Kingdom. A newspaper starting up in their kingdom breaking the major stories would be a nifty way to keep up the rumours.

Any chance we might get a blank .jpg of that Broadsheet background I could use to write a paper for my campaign? :)

Lantern Lodge

Clark Peterson wrote:
Zach M. wrote:
Do you have any long-term plans for how this other caravan will tie into the overarching story?
Nope, because I don't really know how it will all turn out. Most of the AP authors work on the design team but not only would I never ask them what happens in future episodes (since they are under NDAs) but they would never tell me (ditto). So I won't know how it will wrap up, or what role things play in the over-arching story, until you do. BUT I figured building in some extra conflict doesn't hurt. If I don't need it, I can drop it.

Oh sorry! I wasn't implying that you would try to get information preemptively. I was asking based on your current knowledge of the campaign. By the way, I have to say that I am taking a lot of inspiration from your ideas; namely adding in interesting and novel events not scripted in the book. For example, I'm going to be dictating all of the caravan encounters that the PCs run across rather than relying upon the random encounter table.

Also, very nice job with the newspaper! I think it's a little too late for me to steal it myself, but I really do like it.


Clark Peterson wrote:
By the way, just for your info, I permitted the PCs to start with THREE traits--the normal 2, plus 1 from the Player's Guide. I have to admit, all my players felt that they had better trait choices from the APG/online trait guide than the ones in the Player's Guide and they came to me with their concern--"we really want to pick on from the Guide for story purposes, but they aren't that great." So, I heard them and said, "ok, pick the two you actually want, then pick a free one from the Player's Guide." That was my solution. Feel free to let me know if you think that was a bad idea.

My party has been saying the same thing I really like that Idea ill be using that

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