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Carl Cramér's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 311 posts (857 including aliases). 37 reviews. No lists. No wishlists. 1 alias.


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The quartermaster has Resources, an Int-based renewable pool like the gunslinger's grit. They use Resources to power deeds, which gives it a range of different abilities, including the ability to craft temporary items at no cost in gold (McGyverism). Quartermasters also have Deep Pockets, which allows them a large pool of undefined items in their inventory, items they can specify on demand; they then have to pay to refill their deep pockets capacity. They can also coax additional uses out of charged items like scrolls and wands, but do not create magic themselves.

This is just a few of the quartermaster's deeds; others are about unlocking special uses of weapons, instructing others to use items, repurposing devices from doors to windmills mills into traps, and the ability to control and repurpose traps turning the opponents' resources against them. At the very highest levels, they can control constructs, animate objects, and release the power of magic items to spectacular effect.

They also gain Equipment Trick as a bonus feat several times, learning new ways to use mundane items and gain a bonus on damage and saving throw DC on traps and devices they use, that escalates with level.

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Cheapy wrote:
But due to the rather terse description, here's what you can expect from this class:

Very nice summary!


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I did development on this class, and I hope the author liked what I did with his baby. It was good fun to chop up into its component parts, toss it in the air, and see them land in a nice pattern. :) This would not have worked unless the component parts were sound.

I think that in some parts, I could sense a design intent in the class that N. Jolly was afraid would unbalance things and held back on. I tried to let it do the stuff originally intended, as I perceived them, finding workarounds for balance issues.

The chi warrior differs from most other Pathfinder classes except the fighter in that it really doesn't have any limit on how much it can use its abilities in a day - it even unlocks the ability to use feats normally limited to a few times a day at will. Instead having a limit against using the same power in two successive rounds.

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Not familiar enough with HeroLab to do that myself. But, since it is under OGL, anyone could do it.

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Thanks for the nice review!

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Author of the golden legionnaire here, and shameless plug warning.

If your dream is to play an arcane trickster based on the alchemist or a hybrid of ninja and barbarian, now is your chance!

I feel the golden legionnaire is an interesting take on a defensive warrior, but it sorely needs reviews. So I issue a challenge to review the golden legionnaire!

I pride myself on having become something of a specialist at making archetypes and prestige archetypes. If you review the golden legionnaire prestige archetype, I offer to make an archetype or prestige archetype for the Pathfinder game to your specifications.

Your review should include a rating and be 200 words or more. It is to be posted on the golden legionnaire product page, and you must notify me so that I know you posted it. I will retain publishing rights on the archetype or prestige archetype I write, but you get to decide what it is to be about and what class(es) it is based on. Any classes or combination of classes is good, but some would get outright weird. You can also suggest abilities for the archetype to have. However, I am not signing on to work forever on this; I will make an honest attempt at the project, but am not responsible for continuing to develop it indefinitely.

First come, first served. I promise to make archetypes for the first three reviewers, but may continue if there is more interest.

And yeah, you have to get the PDF for yourself. Pay the $1.99 to get the file - or the $16.99 for the subscription.

Carl Cramér, Prestige Archetype designer.

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Review Challenge
I feel the golden legionnaire is an interesting take on a defensive warrior, but it sorely needs reviews. So I issue a challenge to review the golden legionnaire!

I pride myself on having become something of a specialist at making archetypes and prestige archetypes. I offer to make an archetype or prestige archetype to your specifications if you review the golden legionnaire prestige archetype.

Your review should include a rating and be 200 words or more. It must be posted here, and you must notify me so that I know you posted it. I will retain publishing rights on the archetype or prestige archetype I write, but you get to decide what it is to be about and what class(es) it is based on. Finally, I am not signing on to work forever on this; I will make an honest attempt at the project, but am not responsible for continuing to develop it indefinitely.

First come, first served. I promise to make archetypes for the first three reviewers, but may continue if there is more interest.

Carl Cramér, Prestige Archetype designer.

Pathfinder Adventure Path Subscriber

Thanks for the comments, as always they are really appreciated.

This is one of my earlier conversion projects. I stayed very close to what was possible to do with the original PrC. Looking at it again with a lot of conversions under my belt, I would spread the abilities a bit more evenly, and not be so stringent about handing out the prerequisites as bonus feats early on. The result would differ more from the original class + prestige class, and hopefully be more playable and fun. Please look forward to a revision in the compilation!

About the shadow companion, shadows are truly nasty monsters with the capacity to be amazing scouts and potentially devastate whole cities in the hands of sneaky players. It would have to be crippled pretty severely to be a summoning option. But it is doable, and since there seems to be a demand, I will make an attempt.


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Kvantum wrote:

Now as balance goes, shouldn't the DC for True Death be reduced to 5 + class level (rather than the PrC and this class's 15 + class level) so you don't end up with a Rogue 10/Assassin 10's victims being much, much easier to raise than those of an Assassin 20?

And then isn't Angel of Death being usable with every Death Attack at level 18 too much? Maybe swap out Swift Death to 14th level, move Angel of Death to 16th, and then add +1 use/day at 18th and 20th levels?

Author here. Thank you for your comments, feedback, and the correction.

Going over my notes now, the proper DC for True Death should be 16 + the Assassin's class level. Remember, this is a caster level check. This is to be compared to dispel magic that has a DC of 11 + caster level (giving a same level caster a 50% chance). The idea here is that a same-level caster should have only a 25% chance. And looking it over now, I still feel this is a bit weak - all True Death does is make one casting of a resurrection spell fail, but there is nothing to prevent another resurrection spell from being cast right after the one that failed, and you can also use remove curse once you notice the problem. In all likelihood, you only cost the victim a day of life and some money.

Angel of Death essentially is a disintegrate spell without the damage and only triggering on a death attack. Disintegrate is a sixth level spell. I feel getting this powered-down disintegrate that only triggers under very specific circumstances but with unlimited uses at level 18 to be... not a problem. As always, if you feel it is a problem, feel free to change it for your games.

As a footnote, angel of death is slightly stronger that disintegrate as it prevents resurrection and disintegrate does not. I think this is an editing flaw in the original assassin prestige class - I angel of death this should duplicate disintegrate exactly in this regard. I only caught on to this discrepancy recently.

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Author here. Yes, you understood correctly.

The backside is that the spell can be interrupted or defensive casting can fail. If this happens there is no bite attack. And of course if the bite misses AC (not touch AC as it would normally target), the spell is not delivered. In this situation the charge is held and can be delivered next round by a regular bite without using Spellbite.

This is essentially what the magus does with Spell Combat at level 2. I just wrote it out in a more blatant way. The magus' spell combat attack is an extra attack, while a dragon disciple who chooses to not cast a spell still has 3 natural attacks. The magus can keep doing extra Spell Combat attacks all day with the help of arcane mark.

The magus does suffer a -2 penalty on all attacks when using spell combat. The dragon disciple does not as long as he does only natural attacks. Natural attacks get no iterative attacks, are harder to enhance, and the claws are not all that impressive (tough by no means bad). The dragon disciple also lacks access to fighter feats, which balances things even more in the magus' favor. Even using greater magic fang from their bloodline spells, the dragon disciple needs three castings to fully enhance all three natural attacks.

I thought a great deal about this. In the end this was the easiest to use, most balanced option I could come up with.

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I think its pretty cool to thinkof the familar as the "avatar" of the eidolon - sort of a representative that stays around when the eidolon is away. Not supported rules-wise, but an interesting flavor option.

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That's how I read it too, ShadowcatX

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I have a question on Knight's Challenge - Order of the Sword for the Cavalier class.

Is this an extra challenge per day, or is it a modification to one of the challenges you already have?

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I have a question on Knight's Challenge - Order of the Sword for the Cavalier class.

Is this an extra challenge per day, or is it a modification to one of the challenges you already have?

((Noticed the post about the Rules Forum above and cross-posted this there))

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This is my reading: We Jas might not be good, but she is lawful. And it is in her role as a lawful protector of the people that she led Sasserine to, well, Sasserine. She has a vested interest in her supporters. In the original Greyhawk her followers were most likely Suel fleeing their Oerdian enemies (these are both human peoples). Sasserine proved to be a far-enough-away place of refuge.

I don't know Nyx very much, but she seems somewhat sociapathic from your description. If saving her followers from persecution is not enough of a goal to her, maybe she's not such a good match and she should be replaced by some more lawful diety?

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We did this with 4 players; the main healer was a druid and the team sorcerer got some heal powers too. Worked just fine.

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Banesfinger wrote:

...Gobblegut the Alligator:

1) Could just swim free, as it states, "...treatment of Gobblegut has hardly been kind over the years..."

2) It could battle the Jigsaw shark (A3).

1) Animals, even if badly treated, rarely run away from a steady source of food.

2) Just this happened IMC - Gobblegut ate the shark in the end and is now a contact of the party "druid". Why didn't it happen before - well, animals are territorial and it took a lot of blood to lure the shark into the pond.

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Respectfully disagree - after running the AP, I found that is started out great and basically got less and less great. Of course, it was still great at the end, so its a bit of nit-picking. An I must admit we are not Greyhawk veterans. Some of the "legendary evils" were a bit of a anticlimax, like St Kargoth the Destroyer, who went down from 2 critical Heal spells. Of course, it is good for then players to sometimes get a resounding success.

For my group, the defense of Farshore was the climax of the campaign.

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E6 Savage Tide would be very interesting until Farshore. Some of the later challenges would naturally become much harder, but up until Farshore I think it could be possible without major change. Thereafter, however, the later part would become deadly horror - possibly playable as a kin d of call-of-cuthulu, play the demons off against each other game.

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Erevis Cale wrote:

Yes, it seems you have a problem of an unoptimized party. From what I see they don't think ahead at all (wasting 4 lvls of PW on a +2 to damage, are you kidding me?) and therein lies the problem.

You either can tone down ALL of the future encounters or get them to make better characters.

The simple way to balance this it to let the players be a level (or possibly more) ahead of expected levels. Just add in some filler now and then, or give extra xp/loot. I had the opposite problem - my players were generally above the power curve - which made me play the scenarios about a level early. Very easy to do.

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Cesare wrote:
Orthos wrote:
Cesare wrote:

I ruled that every time he transforms, the pearl's magic makes him more bestial, draining 2 intelligence per transformation. His transformation only lasts as long as a barbarian's rage of his level and leaves him exhausted afterwards.


Yes, I used my DM fiat to rule that drain incurred from using the ability is irrevocable (though my PCs haven't asked me that yet).

This sounds awesome. :)

One suggestion; make it an inherent penalty (similar to the attribute effects of a wish). Once the players get access to multiple wishes (if they ever go that route), let the player bye it off, effectively starting with a negative inherent bonus and being able to bye it off with wishes, for the normal final inherent bonus of +5. That way, it is not QUITE permanent.

Or, to make it simpler, just say Wish/Miracle can negate the penalty.

By the time you can afford multiple wishes, that transformation is a pretty minor effect anyway.

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If IMC a LE goddess realized a queen of succubi had an agent in a party involved in something that seems this important to the blood war, I think her first reaction would be to plant an agent of her own - either infiltrating the party with an agent or seducing one of the team members. And not necessarily sexually - a dream visit and an offer of cool, cold, painful powers could work just as well.

Of course, this depends on how you play Loviatar - is she more of an evil amazon warrior, a sorceress, or a schemer?

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In Sasserine, the Noble District seems to be for minor nobility and gentry. The most important families have compounds in the districts where they have their base of power.

Each city quarter has one or a few a few large noble compounds; presumably for the leading families/organizations of that quarter. There are three in Merchant's IIR - one is the harbormaster's family compound, one is the Vanderboren compound, and IIR the last is where the Kellani's are staying (all of this from memory).

This makes the Vanderborens of Sasserine rich to the level of true nobility, not just gentry.

It is mentioned in Savage Tide that Lavinaia and Vantus have (again IIR) an uncle who seems to be living on a country estate somewhere. Presumably Lavinia's father could have more siblings, one of whom is the father of Todd. Or Todd might even be a younger uncle, depending on how you set up the timelines of the two campaigns.

I think Pazio deliberately left this open to make the timelines as flexible as possible. I can't be sure, however, as I've not read Shackled City - actually I am currently a player in it.

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"Nobility" seems to be a very flexible term in the Sasserine area.

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Going back to the initial suggestion of using Fey, I would not go that way. What you did end up with seems much better.

Fey (at least the standard MM fare) don't really belong on the Isle of Dread. The place should be strange and foreign - a nymph is too European in feel. Of course, if you reskin the nymph as some kind of aztec seductive spirit, perhaps even keeping all the abilities but changing it's style, could work.

Another possibility (too late now I suppose) is a Coatl affected by the savage tide.

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Just out of curiosity, do you have some contingency for players consuming Shadow Pearls? After all, if the 50% fails, they can always roll new characters. Do you see them taking this step, or not?

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Vic Wertz wrote:
Just announced for May!

May what year? :)

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Just finished up two big adventure paths by Pazio. Rather than cross-post, I'll just put in a link to these very boards.

Link to post on the Savage Tide Forum.

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I recently (about 2 weeks ago) finished up two major D&D campaigns. What a rush! Two such project ending in the very same week! It took me some time to gather my wits for some kind of resume.

Sasserine/Savage Tide

This took 3.5 years and was played in 3.5, using quite a lot of house rules, such as recharge magic. It was based on Pazio's Savage Tide adventure path, one of the best series of adventures ever published IMO. One player got ill halfway and we decided to take a break for him to recover; we used that break for a spin-off police story set in Sasserine. Thus, this was two campaigns in one. The main arc was level 1-20 using the adventure path, the other was set in Sasserine and level 1 to 13, centered on the Chimes of Midnight arc. Both used a lot of filler adventures from Dragon.

Rise of the Runelords

This took 1.5 years to play and was played in 4E using some house rules, but generally much closer to canon than Savage Tide. Unlike the other campaign I did not use a lot of filler, tough I did insert "Seven Swords of Sin" in the middle. It’s a much more linear adventure path than Savage Tide, and not quite as good IMO, less bristling with opportunities for interesting roleplay, but still exiting and compelling in its own right.

Judging the Edition Wars?

I should be in a perfect position to judge the edition wars, just having finished two such great projects in the two competing systems? Not really. First, my answer to which system is best only applies to me, my group, and our tastes. Secondly, we only used a tiny part of the 4E rules (the classes my players choose to use), and my version of 3.5 was heavily house ruled.

Comparing 3.5 (heavily modified) to 4.0 and thinking on what system to use in the future, I settled on neither. My next project, to tentatively start this weekend will be using homebrew rules loosely based on the Feng Shui rpg. If I had to choose between 3.5 and 4-0, I think I’d choose 3.5, but not by any great margin.

The problem with 3.5 is mainly the prep time. I really don’t want to spend that much time and effort preparing for play, and I don’t have any really good electronic tools to help me either. This means I am more or less bound to using published scenarios as written. The humongous stat blocks are also hard to read and use in play – 4E really improved the DMs side of the screen. The player’s side of the screen works much better. My players were mostly happy with the rules, thinking they were versatile, not that hard to use, and gave a great variety of options in and out of combat.

The problems with 4E are the mechanics. They are slow and cumbersome, and the structure with encounter/daily powers did not sit well with the group. Combat is not swingy enough for our tastes, which makes it seem grindy and unexciting. We tried half hit points for a while, but that meant fights felt like they finished before you had time to use your encounter powers. Basically, the gamism is at fault because it didn’t mesh with out play style and expectations. In 4E, the problems are mainly on the player’s side of the screen. That said, the group was heavily divided, with some liking 4E quite a lot and others hating it.

But the major problem is actually common to both systems, even if 4E had them to a greater degree. And this problem is classes, builds, and the linear probability distribution of the d20. 4E in particular is very centered on the classes and the various pre-prepared builds. If what you want to play falls just a little outside the given builds, it’s very hard to realize. And some builds are missing – in 4E there is no such thing as a Dex-based leader or an Int-based arcane melee striker, both of which were in demand IMC. This problem is less pronounced in 3.5, but once you notice it the issues carry over; the level 20 druid IMC was pretty happy with her (house ruled) class package deal, but not perfectly happy. The same is true for the 20th level ranger. And the two prestige/multi class builds sure worked, but had lots of little oddities and were very dependent on specific prestige classes – and there is not a prestige class for every role you might want to play. Some game values – such as saving throws and non-armor-class defenses – end up way out of sync with what the game expects. On top of this comes the very concept of a “build” – that you have to plan ahead in order to purchase every feat and option in the right order so that they all add up. All too gamey for me, I want to concentrate on role, not build - I can do builds in MMOs. I also find I dislike the linear probability distribution of the d20, where a modifier has such a different effect depending on which part of the probability scale you are in – I’ve come to appreciate the pyramidal probability distribution of 2d6. That’s why I’m going to try out a non-DnD, non-class system using 1d6 -1d6 for a while.

Good Episodes:

So, what were the high moments of each campaign? For me personally, a great moment in Savage Tide was at the very end, when Iggliv disintegrated the wall of stone blocking entrance to the room where the players were fighting Demogorgon, stepped out of the mist, and used the Flask of Turney the Mad to capture Demogorgon’s soul.

A lovely recurring theme was crocodiles – one player had to use a fate point to survive a crocodile encounter at level 2, and crocodiles continued to plague the players for much of the arc, cumulating with the great crock in the lake of Tamoachan. That one made for a great pair of crocodile boots!

From Rise of the Runelords, the scene from The Skinsaw Murders where the players pursued a ghost through an entire haunted house, tough a secret door they had failed to notice earlier, trough ghoul warrens, and into a confrontation with the main villain - who was lusting after one of the PCs and the brother of another, and those two were the only ones who got by all the monsters on the way down to see the climactic scene – the others arrived pell-mell as they could.

And again, the final fight (that I had to re-script completely), an airborne conflict in a great empty room, with mages on the ground acting as Flak guns and players having to hitch fly boosts from each other.

Thank You!

In toto, I am very happy with both these campaigns, and as I said I am up and at it again this Saturday – even if that campaign proper will not start until the end of summer I want to thank all the wonderful players who participated,. I also want to thank these boards that gave me a lot of ideas, particularly for the 4E game, and Scott Betts and the Rusty Dragon blog that helped me trough the early levels. Finally, a big thank you to Pazio and the crew there that made it all possible as well as WotC and the game designers behind both editions of DnD.

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Just add levels.

Seriously, if a scenario is written for an optimized party of four at level 5, you can play it with a sub-optimized party of three at, say , level 8. That, and allow them to rest at the drop of a hat.

And paladin should work very well in Savage Tide - not many things in there that are not evil. Of course, he will want to rest after every fight as the number of smites the paladin gets are a laugh.

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Initiate of the Bow + Ranger should be good but not stellar.

IMC, I have a Druid and a Ranger, no multi-classing at all, at level 20 just going into the final adventure. It works, the ranger gets an incredible number of small useful features, but still feels a fair bit weaker than the others. The druid, of course, is quite all right. The two others is a swashbuckler/sorcerer/bladesinger/eldrich knight (we made swashbuckler and bladesinger cha-based instead of Int-based as elves in this game are sorcerers, not wizards) and a variant pixie sorcerer/dance mage (?) (From Magic of Faerun), and these three feel pretty well matched in powers.

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IMC I had a break of one year between Kala's defeat and Lavina's kidnapping.

If your players are so busy by themselves, there is no particular reason why the demogorgon plot has to be resolved quickly. It makes little difference to the plot if it takes one year or fifty.

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I'm not playing D as an idiot, merely as very confident. He knows the PCs are out to get him - he just thinks they can never succeed.

Not that it really matters if D gets wind of them at this point. He is busy preparing his ritual. Anything he throws at them is unlikely to be stronger than the generals they are already facing - maybe the circumstances of those confrontations will change, but not much else.

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Yes, I know its hard, night impossible. But to make it a challenge, even an over-hard challenge, I need ideas, things to do, idiosyncrasies. Any ideas`?

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My players could not stand by and watch as Crimson was slowly torn to bits by Malcaeneth's court. M's agent assumed responsibility for Crimson and they took her aboard the Sea Wyvern.

So, now is the question; what kind of plots should this lead to? Crimson is depressed now, and the players thought they saw a glimmer of redemption in her - which is fairly much projection, as my party is a bunch of very Good people. Still, I don't want to hose them because they want to be nice.

I need some crux and plots to develop the situation. I depicted Crimson as very goth, very much about drama, and incredibly self-centered. Basically, if she could not get Malcaenet's attention in some other way, she was ok with being torn to shreds in order to satisfy her own egotism.

I am planning to have Iggliv somewhat amused and the rest of the "people" they will meet during the AP pretty much ignore Crimson. What I'm mainly looking for is some interesting developments with Crimson herself.

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If they players do figure it out, let them - its not like it ruins the plot. Make them sweat over whether to reveal what they know. When the moment comes when they confront The Manipulator, they can either be vengeful, proud, or devious and smug enough to play along. Even if the manipulator knows that they know, both sides might still hold on to the pretense! :)

Seems like your group might enjoy this kind of thing.

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Tides of Dreat is the high point for the first half of the campaign. I think that's why people feel its so good. It can actually make a good ending if you want to run a lower-level game.

To me, the adventure itself was not so great. Oh, I did love the sandbox, but that was by no means unique to Tides of Dread - there are many more things players can do or not at their option before its "all aboard for the railroad to the Abyss".

Not that the railroad in the later parts is so bad - Enemy of my Enemy in particular is very open-ended and has room for a lot of expansion.

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I did not, thanks.

If I had had that a few weeks back, it might have saved a lot of work!

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Stebehil wrote:
I have no idea how additional information could be added to that index, but we could collect it here in this thread.

Since I have access to all the issues of dungeon, its just a matter of compiling it and putting it into the table. The problem is that a shared google document cannot be sorted except by contributors, so I have to publish it anew to get any new data in.

If you really want to contribute, write me a line and I can share the document as a collaboration.

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Hm this is intriguing. My players like to avoid battle when possible, trying to resolve things with stealth and diplomacy when possible. Maybe they will aim for a sneaky solution, which I might let them get away with as I also enjoy this playstyle. On the other hand, Demogorgon is kind of a hobgoblin to them (the idiom not the monster) and I expect them to want to defeat him directly.

On Enemy of My Enemy now, but I keep expanding it and my players keep coming up with new possible allies, so it will be a while before we get to the end.

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My players specifically scouted a spot halfway between Sasserine and Farshore as a relay point for teleport. I used that as an adventure hook for the scenario Dragon Hunters (Dungeon #104), which gave them their first dinosaur encounter. They also ended up taking Prince Henri and his people along to Farshore. Having eaten about 1/3 of the food they brought, there was now both room and food to spare for them. The added military might came in handily later, but also created a problem in the relationship between Farshore and Fort Henri as Henri and crew made their own plantation-style settlement in the center of Tamute. Which in turn gave the players someplace to put the prisoners from the pirate raid... And so on and so forth. Good times were had!

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Three stars = recommended. There used to be rating on most of the adventures, but since almost all of them had two stars and some I really liked had one star, I took out all but the three-star ratings.

I said I'd not maintain this, but having it has inspired me to read my old Dungeon again, and when I do I'm continually updating it. It might take some time, but in time I should get all the authors and page numbers.

I also did an error on the levels. I wanted only one number for level, to make sorting easier. On the 0W-2E stuff, I set the level to the minimum range noted for the scenario. Considering how 1E was generally lower level than later editions, I should have used the maximum level range. Not sure if I can repair this.

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Take it easy and give them time. With fewer players, they'll need the higher levels, so don't skimp on them. If things start to get too easy on them, cut things out and advance the story at the expense of some fluff encounters, thus making things a little harder (those fluff encounters have much of the xp and loot).

carborundum wrote:
And miss getting eaten by the crocodile? =D

One of the characters around here is still crocodile-o-phobic!

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This went off with a blast! The adventure finished with a dance-off between Kassiel Iylmrain and the PC bard, after which he was shamed enough to leave town.

Note that he was 12th level and the party 21st level (4E), so this was not really a challenge, it was part of a downtime session. But it was great fun.

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My take on that encounter was nostalgia. The couatl was part of the now defunct spirit world of the civilized Olman. It is merely a shadow of its former self, and it being a little lame fits with this theme.

Not saying this is how you should play it, only that the encounter as written fit in my game.

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I just used the info I had. My contribution is more in structuring it than writing it. I'm more likely to use this than to really work on it.

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Thanks for the index.

Based on earlier work by Jay A. Hafner and others I made a Google document Index for Dungeon Issue 1-150 with the scenario list in table form . It has some points that are not of general interest (if I played the scenario or not, and in what campaign I am planning to use it), but I can still share it.

Since others can't sort the document, I made several pages, sorting by issue, level, and scenario name (and hiding the personal notes).

I also included the scenarios that used to be on Wizard's Webiste into this list (Issue listed as File instead of a number). Last I looked, they were still available on the Wizards of the Coast Website.

Hey! I noticed there were some "new" scenarios on that link that I didn't have! These obviously are not included.

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Recently entered this as my vote for best D&D adventure ever, only then noticed this thread here. It is a lovely piece of work! And it basically works as a set-up for any campaign, because of how it ends.

My play was in Sasserine, in the spin-off campaign from Savage Tide. We just didn't feel like we were done with the burg.

Pathfinder Adventure Path Subscriber

The session was played today, but we didn't get to this point so I can continue to muse over it until next week.

Pathfinder Adventure Path Subscriber

Well spotted. I'm starting to feel it was way to long ago that I read/played the early parts of Rise of the Runelords. Game night is tonight; I'll keep all these ideas in mind!

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