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Owlbear

David Roulston's page

Pathfinder Adventure Path Charter Subscriber. Pathfinder Society Member. 182 posts. No reviews. No lists. No wishlists. 4 Pathfinder Society characters.


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Taldor (Pathfinder Adventure Path Charter Subscriber)

It's not exactly inprirational reading per se, but I highly recommend you seek out and listen to "Barrett's Privateers," off of the late Stan Roger's album, "Fogarty's Cove."

It's a classic. Years ago, when my friends and I went white-water rafting on the Ottawa River, everyone on our boat would sing out that tune as we pulled up alongside other rafts, boarded them, and stole their bailing buckets.

I can still hear their terrified screams, "Oh my God!! They've got an attack song!!!"

Taldor (Pathfinder Adventure Path Charter Subscriber)

Check out "Barrett's Privateers," off of the late Stan Roger's album, "Fogarty's Cove."

It's a classic. Years ago, when my friends and I went white-water rafting on the Ottawa River, everyone on our boat would sing out that tune as we pulled up alongside other rafts, boarded them, and stole their bailing buckets.

I can still hear their terrified screams, "Oh my God!! They've got an attack song!!!"

Taldor (Pathfinder Adventure Path Charter Subscriber)

Some great ideas here. This is what I expected. When a group of experienced DMs get together to brainstorm, no adventuring party stands a chance! (Insert fiendish gloat here.)

Based on your excellent suggestions, I anticipate synthesising together some portions of the goblins- got-some-treasure-from-the-cairn idea, with the Smenk's-courier-got-way-layed-by-the-goblins idea, and the courier-got eaten-by-the-goblins idea.

Thanks alot. i let you know how it goes. Oh, and keep those fiendish ideas coming.

If worse comes to worse, and I can't keep the PCs from running away from DL, running Mad God's Key in the Free City is also a good idea (I always loved that mod, but have never had any place to fit it in. I had thought to use it when they first arrive in the Free City during HoHR.)

However, I don't think it will come to that. I believe I hear a train acoming...

Taldor (Pathfinder Adventure Path Charter Subscriber)

Over the last several months I have observed DMs post various problems they were having in running AOW, and seek advice. I have been impressed with the quick and helpful nature of the posters on this site in aiding such DMs. So here I am, hat in hand, looking for some advice myself.

I fear that I have done my job too well. My players absolutely hate Diamond Lake, and want nothing more than to leave it as soon as possible.

I decided to use the goblin-infested mining office that was posted on this message board several months ago. Right now, the party is at the abandoned mining office, having just battled the stirges in the dead tree in the front yard. the goblins have no doubt heard them, and things are about to get interesting.

The adventurers arrived there on the lam, having made enemies of both Sheriff Cubbin’s deputies and Kullen’s men. They intend to lay low for a time at the old office, but all they want to do is get out of town ASAP.

They have heard all of the many rumours floating about town–including the one about the Free City adventurers having come here to investigate the Stirgenest Cairn. However, they have no interest in emulating Auric and company, as they believe that the more experienced party probably has a map or some other evidence that going into that old cairn would be worthwhile.

They believe that they have no reason to expect that the Whispering Cairn would hold anything of value, and are preferring to leave town and make for the Free City before their meagre resources run out, rather than going on a blind fishing expedition.

I know that I could “force” them into it; that the DM has the right to expect that the players won’t walk away from the adventure that he has provided for them. (I told one player as much during an on-line conversation.) However, I would rather not railroad them, but instead give them some in-game motivation for doing so.

This is where the advice I am looking for comes in. I am contemplating having the goblins have more reason for being in the old mining office than merely hiding out; that the goblin cleric has some sort of evidence that would motivate the adventurers into exploring the mine, a reason for them to believe that perhaps the Whispering Cairn is not as empty as most people think.

Does anyone have any ideas along this line? Or does anyone have any other thoughts on how to get this neophyte campaign rolling down the tracks.

Taldor (Pathfinder Adventure Path Charter Subscriber)

There's one in "Return of the Eight."

Taldor (Pathfinder Adventure Path Charter Subscriber)

8 PCs:
Human cleric
Elven fighter
Halfling wizard
Half-giant barbarian
Human war-mage
Dwarf fighter
Human cleric
Elven rogue

Taldor (Pathfinder Adventure Path Charter Subscriber)

The campaign is set in a home-based game world that has been around for 20 years, though much of it has been heavily lifted from both Greyhawk and FR.

The first game is next week. We've spent considerable time in character creation and back story so far. Here's what we've got:

--An LN nobleman cleric of Moquol from the Free City, who has just had his contract as tutor with Smenk (arranged by Mestal Fixx) abruptly cancelled.

--An NG middle-aged elven fighter (this is a player who wouldn't let his old assassin chracter go, so is playing her as the same character--though it's 200 years later and the PC has forgotten all the skills she once knew) currently working for the bowyer/fletcher Venelle.

--An LN halfling wizard from Elmshire, whose coach-which was travelling to the Free City--was attacked by bandits and he found himself stranded in DL. The PC tried to earn gp using his cantrips, but was roughed up by thugs who told him that, "the Compustable Mage doesn't want any competition." He is the halfling who is mentioned in the beginning of the DL background article in Dragon.

--A CG half-giant (my variant since I couldn't find anything close to an official template anywhere) barbarian from the far north, who stranded hinself in DL after punching out the caravan master he was working for. He's currently working in Ragnolin Dourstone's mine.

--An LN warmage travelling to the the Free City with an important document, whose entire patrol was wiped out by a band of hill giants. Stranded in DL (a common theme), she's currently working at the Able Carter Coaching Inn as a serving wench/chambermaid--and looking for a ride out.

--An NG dwarf from Greysmere working as a miner for Ragnolin Dourstone, horrified at the rumours which surround his employer regarding his activities in Greysmere.

--An LN cleric of Wee Jass, a local boy whose father is the gravedigger in the Boneyard.

--A CG elven rogue, a foundling whom the elven fighter rescued from assassins many years ago, and has raised as her own.

Taldor (Pathfinder Adventure Path Charter Subscriber)

David Roulston wrote:
Royster wrote:

You may want to read Tyralandi’s (sp?) campaign journal for AoW. It will give you some idea as to how Mr. Mona chose to use the Cult of the Green Lady located just outside of DL. Also it may spark some ideas on how to incorporate a cleric of We-Jas, without being a member of the cult. At the very least, it is a very enjoyable read.

IMC we have a cleric of We-Jas, and I chose to make him a member of the Green Lady cult. I’ve been very vague on the details, the character has been back to the temple twice thus far, mainly to keep the Green Lady abreast of the things that have been happening. I chose to make the following very small with only about 12 members, whose main duty it is to keep watch over the cemetery in DL. I haven’t made up much for specifics, such as level of the clerics or such, just because I really didn’t feel the need. I choose to make one of the main impetus of the temple to stomp out undead, seeing them as unnatural, and against the teachings of We-Jas; souls must be sent to the plane of their god, not forced to suffer in undeath. This way, the Green Lady was able to suggest to the party cleric that they investigate the hidden temple beneath DL, for it would be quite likely that the evil cults would have undead that must be released within their midsts. As a twist, the party cleric took a flaw at creation which prevents him from turning undead. It has made things interesting indeed.
Also there is some info on We-Jas in the Oerth Journals, I forget which one, I want to say 6? Which you may find helpful. Good Luck!

Any suggestions on who to access either this journal you speak of or the Oerth Journal?

Thanks for the input. I may end up doing the same in making the temple rather small, vague, and indistinct. My intention is to play Amariss as a Madame Xanadu-style mystic, extremely cryptic, all-knowing and little-saying.

Any suggestions on how to access this campaign journal you speak of or the Oerth Journal?

Taldor (Pathfinder Adventure Path Charter Subscriber)

David Roulston wrote:
Royster wrote:

You may want to read Tyralandi’s (sp?) campaign journal for AoW. It will give you some idea as to how Mr. Mona chose to use the Cult of the Green Lady located just outside of DL. Also it may spark some ideas on how to incorporate a cleric of We-Jas, without being a member of the cult. At the very least, it is a very enjoyable read.

IMC we have a cleric of We-Jas, and I chose to make him a member of the Green Lady cult. I’ve been very vague on the details, the character has been back to the temple twice thus far, mainly to keep the Green Lady abreast of the things that have been happening. I chose to make the following very small with only about 12 members, whose main duty it is to keep watch over the cemetery in DL. I haven’t made up much for specifics, such as level of the clerics or such, just because I really didn’t feel the need. I choose to make one of the main impetus of the temple to stomp out undead, seeing them as unnatural, and against the teachings of We-Jas; souls must be sent to the plane of their god, not forced to suffer in undeath. This way, the Green Lady was able to suggest to the party cleric that they investigate the hidden temple beneath DL, for it would be quite likely that the evil cults would have undead that must be released within their midsts. As a twist, the party cleric took a flaw at creation which prevents him from turning undead. It has made things interesting indeed.
Also there is some info on We-Jas in the Oerth Journals, I forget which one, I want to say 6? Which you may find helpful. Good Luck!

Any suggestions on who to access either this journal you speak of or the Oerth Journal?

Thanks for the input. I may end up doing the same in making the temple rather small, vague, and indistinct. My intention is to play Amariss as a Madame Xanadu-style mystic, extremely cryptic, all-knowing and little-saying.

Any suggestions on how to access either this campaign journal you speak of or the Oerth Journal?

Taldor (Pathfinder Adventure Path Charter Subscriber)

Royster wrote:

You may want to read Tyralandi’s (sp?) campaign journal for AoW. It will give you some idea as to how Mr. Mona chose to use the Cult of the Green Lady located just outside of DL. Also it may spark some ideas on how to incorporate a cleric of We-Jas, without being a member of the cult. At the very least, it is a very enjoyable read.

IMC we have a cleric of We-Jas, and I chose to make him a member of the Green Lady cult. I’ve been very vague on the details, the character has been back to the temple twice thus far, mainly to keep the Green Lady abreast of the things that have been happening. I chose to make the following very small with only about 12 members, whose main duty it is to keep watch over the cemetery in DL. I haven’t made up much for specifics, such as level of the clerics or such, just because I really didn’t feel the need. I choose to make one of the main impetus of the temple to stomp out undead, seeing them as unnatural, and against the teachings of We-Jas; souls must be sent to the plane of their god, not forced to suffer in undeath. This way, the Green Lady was able to suggest to the party cleric that they investigate the hidden temple beneath DL, for it would be quite likely that the evil cults would have undead that must be released within their midsts. As a twist, the party cleric took a flaw at creation which prevents him from turning undead. It has made things interesting indeed.
Also there is some info on We-Jas in the Oerth Journals, I forget which one, I want to say 6? Which you may find helpful. Good Luck!

Any suggestions on who to access either this journal you speak of or the Oerth Journal?

Thanks for the input. I may end up doing the same in making the temple rather small, vague, and indistinct. My intention is to play Amariss as a Madame Xanadu-style mystic, extremely cryptic, all-knowing and little-saying.

Taldor (Pathfinder Adventure Path Charter Subscriber)

ehb1022 wrote:

You might want to start AoW with Mad God's Key from Dungeon 114.

It's a 1st level adventure that concerns explusing a group of Vecnans from a corrupted temple of Wee Jas in the Carin Hills. It was a perfect lead-in for my group as they made contacts in Greyhawk as well as being introduced to the Cult of Vecna & Wee Jas. There's a great chase through the harbor across several barges in Greyhawk & your cleric will score a lot of points with Amariss for cleansing the Temple of Blood Everflowing.

I've considered that (and am still considering it--scaling it up and using it as a preamble to The Champion's Belt), but I really want to start the AP in Diamond Lake.

Taldor (Pathfinder Adventure Path Charter Subscriber)

I am soon to start the adventurer path (and I'm so excited, I can't wait). One of my players is intending to play a cleric of Wee Jas. However, while mentioned in the Diamond Lake backdrop, it seems to have been left out of the Overload.

Has anyone fleshed out this group at all for their own campaigns? Something that I can use (he said somewhat lazily), rather than developing it myself from the ground up?

Taldor (Pathfinder Adventure Path Charter Subscriber)

Must be nice! Still waiting for 132.

Taldor (Pathfinder Adventure Path Charter Subscriber)

Does anyone know if there's ever been a 3.5 update for the venerable module, "Keep on the Borderlands?"

Taldor (Pathfinder Adventure Path Charter Subscriber)

Does anyone know of a 3.5 edition version of the venerable old module, "Keep on the Borderlands?"

Taldor (Pathfinder Adventure Path Charter Subscriber)

The Fortress of Unknown Depths is Tenser's home. BTW, the "Return of the Eight" outlines the fortress and the town of Magepoint in considerable detail; maps, floor plans, NPCs, traps, etc. Even if you don't run the mod it's a handy resource for AOW.

Taldor (Pathfinder Adventure Path Charter Subscriber)

GUTH wrote:
David Roulston wrote:
GUTH wrote:
In DuBois, PA we have 9 players and me, the DM.

I'm interested in how the campaign is going with so many players, since when I Start up in March I'll have 8 players.

How are you adapting things? I've always found the EL/CR tables in the DMG less than helpful when the party is double the size the tables were created for.

Well, having so many players, most often not all of them are available to show up for every session. We usually have between 5-6 each session, not always the same ones as last time. I've found that having so many players, I really have to plan out the "important" encounters well to provide the excitement that's needed. I often double the number of creatures encountered and have to main villians with bodyguards and magic items to boost their abilities. Sometimes it works, sometimes it doesn't.

\

Yeah, I usually do the same thing--with the same results

Taldor (Pathfinder Adventure Path Charter Subscriber)

Lots of good advice here. I hope you don't give up on the AP.

I feel your pain though. I am finishing up a 20 year "LOTR" style campaign, and my players are like 800 lb. gorillas (they go where they want).

As much as I (and they) are looking forward to a new campaign (and new characters), I am nervous about how these power gamers will adjust to 1st level campaign--especially one as lethal as WC is reputed to be. I've already got one player who's telling me to call him when the PCs hit 3rd level.

Taldor (Pathfinder Adventure Path Charter Subscriber)

GUTH wrote:
In DuBois, PA we have 9 players and me, the DM.

I'm interested in how the campaign is going with so many players, since when I Start up in March I'll have 8 players.

How are you adapting things? I've always found the EL/CR tables in the DMG less than helpful when the party is double the size the tables were created for.

Taldor (Pathfinder Adventure Path Charter Subscriber)

According to the circulation data listed in Dungeon #130, the average distribution of Dungeon Magazine over the last 12 months is 32, 346 copies. Of those, how many do you think were purchased or given to DMs who are currently running an AOW campaign.

For myself, I am intending to run this terrific campaign path as soon as my current (20 year-old) campaign ends. I'll probably be starting it up in March.

Taldor (Pathfinder Adventure Path Charter Subscriber)

#130 finally arrived to me in Toronto today.

Taldor (Pathfinder Adventure Path Charter Subscriber)

Still waiting in toronto--over two weeks after the book was recieved in Chicago.

151 to 182 of 182 << first < prev | 1 | 2 | 3 | 4 | next > last >>



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