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Ikrimah

DundjinnMasta's page

654 posts. Alias of Arcmagik.


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Sorry, everyone, ended up with my kid sick yesterday and then as the day progressed I got sick myself so I ended up not being up to post. I am trying to tough it through work today and will post afterwards... Not the promising start I was envisioning, blah.


Maybe she doesn't know she is even dead? I've been watching alot of Supernatural lately... lol. Maybe there is a hole in her memory and she is fixated on Gaedren because he killed her, but she doesn't exactly know the connection so she made it all up (maybe even unknowingly)... again so much Supernatural lol


Welcome back from the weekend! I was be posting in short order.


Man! Why didn't I think about calling it The Mashup Rodeo!


If you combined Dual Initiative with Amazing Initiative then the solo creature may have an equal action economy to the players for 3 rounds but if you roll poorly or if the party dismantles it before it's turn (which is a definite danger if you are going for a challenging fight or suspenseful boss). Which doesn't solve the problem of solo monsters, but I like where your head is.


Pathfinder the system and Golarion the World have nothing to do with how best the modules connect and flow. For example in the Shattered Star thread there are several suggestions about how to mash-up Shattered Star and Rise of the Runelords. Which is fantastic, I've taken that into consideration now. Any further suggestions from other people that have done mash-ups or used any of the modules listed in conjunction with any of the other modules/APs on how they connected them is what I am most interested in.

A list of locales from the modules is needed to be able to find suitable replacements in another world. That is the second thing I am interested in.

I would love to activate the Paizo BrainTrust to save myself some time and/or get the best results out of the chosen material with the best flow. That is one reason for this thread.

Ultimately I am working towards this on my own; this thread will serve as the design journal of sorts or something for other people to tap in their planned mashups.

This isn't my first mash-up rodeo. Having done work on a large Kingmaker mash-up with Curse of the Crimson Throne (and several other modules... I think it got up to like 4 modules per Kingmaker book) as well as part of this mash-up came from some work I did when I was trying to create a Thassilonian super campaign. Both of which were done on these forums too.


Dual Initiative doesn't really clear up action economy, by the way, I used it as an addon without the rest of the Mythic template and... they never got their second action at -20 Initiative... And the initiative system for 5E is the exact same as the Pathfinder system so it should function the same way.


Here is an excerpt from the D&D website of the Sphinxes.

MM_Sphinx.pdf


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In short... they level out the action economy. I could easily seem them being portable to Pathfinder.


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Basically all Legendary Creatures get 3 Legendary Actions. They can take a legendary action from a limited list of actions at the end of an opponents turn. They also get a limited number of times they can shake off a status effect to stop the 'Stunlock beat downs'.

So effectively they get 4 actions in a turn (3 legendary ones + their own action). Some of them have a Lair Action that happen on Initiative 20 if you battle them in their lair.

So it gives them an equal action economy against an adventuring party. As well as gives them a limited resistance to getting locked down by a party and wrecked.


5E D&D came up with quite a good way to deal with the Action Economy of the Party vs Solo monster fights... giving them Legendary Actions. Pretty damn good idea and can be lifted for Pathfinder games.


Not that there is any guarantee that a Ranger that is favored enemies with giants and goes about slaughtering giants will have any interest in the other parts of the campaign and not derail into a "I am going to go off and continue to fight these giants, you guys deal with the Sin thing. Peace out."

Just saying... there are things that spoiler the mysterious of the campaign to make characters that are effective combat monsters against the AP in question (which is not in the spirit of the AP because Paizo assumes a standard baseline of average character and NOT overly tweaked combat effective characters) which is why there are so many complaints of the modules being to easy.

I am not arguing that purposely gimping your players is a good thing, but they don't need to be effective combat monsters (effectively giving them all the best options because they know they will be facing those opponents) to stay connected to the storyline; that is called a fallacy. That responsibility is shared by both the player and GM to connect the dots of the storyline and the character motivation. If such a state can't be achieved then creating a new character is always an option. There are other options for more advanced GMs (including running concurrent storylines with the wayward character until you can bring them back into the fold).


Once again, I am back with a mash-up idea that is beyond ambitious. Currently preparing to run a game that is slated to use several Paizo modules and adventure paths (34 modules spread between 4 adventure paths, PFS scenarios, and solo modules there will be a list below)... well because I am a bit crazy like that.

Paizo just writes some of the best modules in existence and often times the storylines can go far beyond the confines of a system (I have used several of them in different systems including Dresden Files RPG, World of Darkness, Savage Worlds, Star Wars... well you get the picture).

Experience is not an issue for my group (we aren't even playing Pathfinder *shifty eyes*). I only use the maps and story structure from the modules as the framework then I hang my own stuff on it.

Currently I am going through these modules for a list of locales so I can continue on my task to string all of the modules together.

List of adventures:

Rise of the Runelords
*Burnt Offerings
*The Skinsaw Murders
*Hook Mountain Massacre
*Fortress of the Stone Giants
*Sins of the Saviors
*Spires of Xin-Shalast

Curse of the Crimson Throne
*Edge of Anarchy
*Seven Days to the Grave
*Escape from Old Korvosa
*A History of Ashes
*Skeletons of Scarwall
*Crown of Fangs

Shattered Star
*Shards of Sin
*Curse of the Lady's Light
*The Asylum Stone
*Beyond the Doomsday Door
*Into the Nightmare Rift
*The Dead Heart of Xin

Other Modules
*The Varnhold Vanishing (Kingmaker #3)
*Blood for Blood (Kingmaker #4)
*War of the River Kings (Kingmaker #5)
*Seven Swords of Sin

Unsorted/Unconfirmed
Master of the Fallen Fortress (Module)
Dawn of the Scarlet Sun (Module)
The Green Market (Scenario)
The Godsmouth Heresy (Module)
Feast of Sigils (Scenario)
Portal of the Sacred Rune (Scenario)
The Cultist's Kiss (Scenario)
The Refuge of Time (Scenario)
Words of the Ancients (Scenario)
The Waking Rune (Scenario)
In Wrath's Shadow (Scenario)
Severing Ties (Scenario)

Most of these are gathered from the varies forums of other Mash-ups or the vast amount threads on side-quests in the presented adventure paths. I am still looking through the forums for other side-quests and now I am working on how to chain them all together. Any suggestions are welcomed, afterall the BrainTrust here at the Paizo forums are some of the more inventive and creative lot I have seen on the interwebs.

Also if anyone can help with the lists of locales in the adventures that would save me a bit of effort here and there while I am glancing through these modules.

You are probably wondering how I could chain the Varisia paths together with the Kingmaker ones... while that is simple... the game is not set in Golarion.

I will post more as I begin to connect these modules together!

A side note:

This isn't a final list of confirmed modules... I've been thinking of using some of the Second Darkness modules too. I am also not opposed to non-Paizo modules. I considered Red Hand of Doom already but I don't really want modules that cover that large of a range.

I have already ran Kingmaker #1 several times in attempts to get a Kingmaker campaign off the ground, but they never work out quite right. The last attempt saw the campaign start falling apart during Book 2 so I inserted Queen of the Fellnight Realm as an early end. This is particularly why I am not including Kingmaker #1, #2, #6 as my group already dealt with Fey antagonist in the last two years.

I am avoiding Demon and Undead antagonist as well because several of the players in this group just finished another high-level gestalt game with me that dealt with Orcus, the Abyss, and Undead... lots of demons and undead. So I am trying to avoid them now... even though Carrion Crown and Wrath of the Righteous are some great modules.


And totally forgot these. I am just going to leave them right here...

History or Religion DC 13:

These temple ruins were once known as the Celestial Forge, but after the Cataclysm and the disappearance of the old gods it was abandoned to the ravages of time.

History or Religion DC 17:

The Celestial Forge was once a holy site dedicated to the god Reorx.


...Darkness has fallen over poor, suffering Krynn. Thus it has been since the great Cataclysm, when the old world fell. Curse the High Priest of Istar, whose pride caused him to give orders to the True Gods! For the Gods punished Krynn for this blasphemy, and much was forever lost. Lost were the great cities, the accumulated wisdom and knowledge of many generations. Lost as well was all knowledge of the True Gods, and mankind sank into idolatry. Priests lost their power, and mankind lost hope for its salvation.

But hope always spring from the most modest of causes, and so it was that events in Langtree began the salvation of Krynn.

Although weary, I must keep watching. I shall return to my golden chair, once again gaze into the crystal globe, and let my spirit join these events...

----From the lconochronos of Astinus of Palanthus, Lorekeeper of Krynn, in the 351st year after the Cataclysm.

Before the Cataclysm, the days were calm and ordered; nothing was unexpected. Now the world is changed; its change has taught two great lessons. First, no beauty is safe. All the riches of the past could not protect the ancient peoples. Gold has no value in the world now; it is too soft for swords and armor. Steel is the most valued metal of all, though each small kingdom has its own currency and exchange.

Secondly, no magic last forever; true clerics cannot be found, nor have clerics with miraculous powers been known to exist since the time of the Cataclysm - nearly 300 years ago.

There are a great many rumors flooding from the north of war, and it has pretty on edge. Everyone is looking for a miracle, a sign, a truth, anything to give them hope for the future. You were sent from Langtree to the western foothills of the Khalkist Mountains, to the ruined temple just southwest of Hope's End... What did Ivor of Langtree want to find here? What did the Mad Baron seek... Something has drawn his curiosity.

You have been travelling with each other for a short time now. It is about 4 days travel to the ruined temple. You were dispatched by Ivor and I will leave your connection to Ivor up to you and reasons he would send you on such a task up to you.


Game play thread


Game play thread, all players please dot to add to your campaigns.


I'll be posting tonight after I get home from work about 6 pm EST.


I choose Theran on the concept of an Eldritch Knight, which put him solidly in the Idealist category. You shouldn't need to change. The usage of Hit Dice were established to take the stress off a "healer" role.


Obviously there are several fighters, but I choose them because they were different (atleast I hope)...

Salmoryn is an archer specialist... even if the character doubles up on one of the fighter archetype it is a ranged specialist.

Theran was set up to become an Eldritch Knight, atleast in the original concept.

Renagir was set up to become a Battlemaster.

And I am not sure what the plan for Duncan is, but being a protector and all... I hope it is the heavy armor frontline fighter lol.


This will be the OOC thread for the War of the Lance Evolved... a re-imagining of the War of the Lance in Dungeons & Dragons 5th Edition. The new 'Heroes of the Lance' are the following...

The Prophet
Dennis Harry - Torbin Juventus, Human Cleric of Kiri Jolith

The Leader
The Pale King - Galahad, Human Paladin

The Rogue
tribeof1 - Marik Irondale, Human Rogue

The Ranger
Kelarith - Raldor, Half Ogre Ranger

The Mentor
Sacraz - Renagir Onselmin, Human Fighter

The Protector
Daniel Stewart - Duncan Esteros, Human Fighter

The Idealist
Doomguide - Theran Silverman, Human Fighter

The Hawk
PrismaticMonk - Salmoryn Starpeak, Half Elf Fighter


Sadly I couldn't pick everyone (I considered it)... after long deliberation I have chosen the following characters to continue on from here...

The Prophet
Dennis Harry - Torbin Juventus, Human Cleric of Kiri Jolith

The Leader
The Pale King - Galahad, Human Paladin

The Rogue
tribeof1 - Marik Irondale, Human Rogue

The Ranger
Kelarith - Raldor, Half Ogre Ranger

The Mentor
Sacraz - Renagir Onselmin, Human Fighter

The Protector
Daniel Stewart - Duncan Esteros, Human Fighter

The Idealist
Doomguide - Theran Silverman, Human Fighter

The Hawk
PrismaticMonk - Salmoryn Starpeak, Half Elf Fighter

DundjinnMasta's "War of the Lance Evolved" OOC Discussion


Well that didn't seem to avail much. Will look over the submissions tonight.


I realized that some people are not around during the weekends. I have decided to extend the deadline to Tuesday at 5:00 PM EST. Which is when I get off work and will come home to review and make selections.


Sacraz
The Blue Crystal Staff (or equivalent) will begin in play and will be the catalyst for divine magic at the beginning, functioning only while you are holding it until such a time that the Disk of Mishakal (or equivalent) come into play.

For some reason I thought Ren was setup for the Leader role, that is my mistake I will note him in the mentor role in the next update.


I am also going to add that I will close submissions on Sunday at 7 PM EST. Where I will look over everything again and chose. Only complete submission will be considered.


A quick note... everything that says Gold should be rewritten as Steel. On Krynn gold is considered worthless because it is to soft to mold into weaponry during times of war. So just take gp and replace it with stl.


The Prophet
?Dennis Harry - Torbin Juventus, Human Cleric of Kiri Jolith

The Leader
*The Pale King - Galahad, Human Paladin
*Sacraz - Renagir Onselmin, Human Fighter

The Rogue
*tribeof1 - Marik Irondale, Human Rogue

The Sage
Gambit - Qualinesti White Robe

The Ranger
&tribeof1 - Marik Irondale, Human Rogue

The Mentor
*Broot Hammerfight - Vaddon Bluegauntlet, Hill Dwarf Cleric of Mishakal

The Protector
*Daniel Stewart - No Name Given, Human Fighter
*Doomguide - Theran Silverman, Human Fighter
*The Wondering Monster - Omar Greybird, Half-Elf Druid

The Idealist
&Doomguide - Theran Silverman, Human Fighter
&The Wondering Monster - Omar Greybird, Half-Elf Druid

The Ingenue

The Hawk
*PrismaticMonk - Salmoryn Starpeak, Half Elf Fighter

No Role
?Broot Hammerfight - Kender Wizard (Possible Sage?)

*Submitted character sheets
&Other possible roles
?Work in Progress


Had a super busy day yesterday. Work half a day today so I will look over everything and post later. Keep the questions and submissions coming!


Current submissions and their roles are as follows:

Submissions:

The Prophet
Dennis Harry - Torbin Juventus, Cleric of Kiri Jolith

The Leader
The Pale King - Galahad, Human Paladin

The Rogue
tribeof1 - Human Rogue

The Sage
Gambit - Qualinesti White Robe

The Ranger
tribeof1 - Human Rogue

The Mentor
Broot Hammerfight, Hill Dwarf Cleric

The Protector
Daniel Stewart - Human Fighter
Doomguide - Theran Silverman, Human Fighter

The Idealist
Doomguide - Theran Silverman, Human Fighter

The Ingenue

The Hawk
PrismaticMonk - Salmoryn Starpeak, Half Elf Fighter

Now to answer some questions...

Prismatic Monk
You do choose one from each bullet point.

Dennis Harry
Correct. There is rumors of war in the north, and the Blodeheim region (Langtree and Vandel) would know that the Ogres of Blode have become more active.

tribeof1
Yes. I will consider allowing a spot for a retraining since I am offer the limited feats.


Dennis Harry
A Cleric of Kiri Jolith is fine, especially for the role of Prophet.

Sacraz
Completely new ones, but I am trying to keep the same roles as the originals.

The Pale King
Having experience with 13th Age and Fate made me realize fairly quickly that the traits, ideals, bonds, and flaws are not hard-coded, but mostly starting points for people that need them. You are certainly welcome to come up with your own as long as they seem to fit with the theme of your background.

As long as I can easily access the character sheet with a few clicks without having to dig through an entire thread for it I am fine with it being posted externally.

Prismatic Monk
Disappointing, but one the other note a Fighter type is a great hawk. If I remember correctly Gilthanas was a Fighter/Mage anyways. Half-Elf Archer can fill this role. So the choice would certainly be up to you. I can offer some help with character options beyond what is available in the Basic Rules downloadable on the Wizards site. Just message me.

Gambit
Wizards are certainly in their own group through... the Order of High Sorcery puts the bonds of Wizards and magic before individual nations. If the character captures my attention then you are certainly free to offer up a Qualinesti White Robe. Your knowledge of Dragonlance seems high, I consider that an asset. And yeah, Cam, did a great job with the role descriptions for creating your own Heroes of the Lance!

Doomguide
You have my attention.

Daniel Stewart
Sounds like a superb concept and already fitting for the set-up with connections to Langtree.

Luke_Perry
Originally I was just going to band the Great Old One Warlock, but I ended up restricting the entire class due to the fact that the Infernal Pact would be tied closely to the abyss and the evil Gods (being almost like an anti-cleric... I read an article that suggested the leader of the Dragonarmies during the War of the Lance could have been one and the Knights of Thorn were Warlocks) which is problematic for the storyline, and the Fey ones I am unsure about how I would truly connect them to the world of Krynn.


War of the Lance Evolved


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“Gather around and let me tell you a story... this one is about the War of the Lance... no, not that one. This isn't your father's story, this isn't about the Innfellows from Solace, no... this story is different... certainly you will see some similarities if you look closely, but there won't be any Majere twins, or Sturm, or Tanis, or... well you get the picture. This story doesn't even begin in Solace... it begins about two hundred miles to the east in the town of Langtree.”

Welcome!

With the release of Dungeons & Dragons 5th Edition or Next, or just Dungeons & Dragons, whatever you want to call it, I have found a renewed love for the old settings... like Dragonlance. After some consideration and a short interest thread I have decided to run a modern re-imaging of the Dragonlance Classic, War of the Lance... You won't be finding the Innfellow here or even all the elements of the classic storyline. The overall theme, the thread of Takhisis, and the epic-storyline to determine the fate of Ansalon, nay... all of Krynn.

This game will begin in the town of Langtree. The following information is provided for your viewing pleasure (gathered off the Dragonlance Nexus Lexicon)

Langtree:

Along the southwestern coastline of Blödehelm, lies the town of Langtree, or even Langtree on the Green. Following the Cataclysm, a Knight of Solamnia called John of Langtree fled from Solamnia with his family and journeyed to Blödehelm. Stopping on the western shores on an inlet of New Sea, he built a wooden stockade that would serve as their new home. Over time other refugees and exiles passed by the stockade and took up residence, and soon a small town had been built around the stockade. Eventually a fortress replaced the stockade and the town of Langtree was born.

In later years, one of the rulers of Langtree declared the town and it's surrounding lands to be the independent Barony of Langtree, and the ruler to be the Baron of Langtree. The town became filled with mercenaries and refugees and the Langtree barons (being a military-minded family) were renowned for their private armies of mercenaries. Governed by the patriarch of the Langtree line, the town formed an alliance with the city of Vantal several years before the War of the Lance, to protect the Blödehelm region from the fearsome ogres of Blöde.

Langtree Castle was built to replace the wooden stockade that was the first dwelling in what would become the town of Langtree. The castle became the home of the Langtree family, who are the rulers of the town. The castle is maintained to the highest order, everything clean and orderly. Stables are set to the side, and a vast courtyard dominates the area beyond the castle entrance. A spartan and orderly barracks is where the soldiers of Langtree are housed, and the castle itself had a laboratory set below ground level, where the baron's war wizards practiced their art and research.

Located on the outskirts of Langtree is the large hill nicknamed "Heave-Your-Guts" where the Army of the Mad Baron was trained, by sending the recruits running up and down the hill in full battle regiment.

The Army of the Mad Baron is the name for the various mercenary forces that united under the banner of Ivor of Langtree. Ivor, also known as the Mad Baron, was considered to have one of the finest small armies in all of Ansalon during the Age of Despair, as his forces were extremely well trained and disciplined. He often had requests from people asking to use his services, but would only allow his army to undertake requests that were good and seemingly honorable.

Ivor of Langtree was the ruler of the town of Langtree in the years prior to the War of the Lance. Known as a wise tactician and strategist, Ivor signed a treaty with the king of Vantal, in order to maintain a joint alliance against the ogres of Blöde and any other enemies that would rise against either Vantal or Langtree. Ivor was also known to openly worship the god Kiri-Jolith, a practice which earned him the nickname "The Mad Baron", as most folk considered the gods to be gone from the world at this point. Ivor was known to be good at a game called Knight's Jump, and his favorite mount that he rode into battle was Jet.

Born as a second son, Ivor never expected to rule and spent his young days living by the sword, hiring companies of men, which he led into battle. With the untimely death of his brother however, he inherited rule of the town of Langtree. Described as a small and slender man who stood at five feet and two inches, with a dark complexion, long black hair and brown eyes, he could almost be mistaken for a kender. However he was also reputed to have the courage of a much larger man. He was known to love fighting, gambling, ale and women, in that particular order.

Whilst he did continue to serve as the ruler of Langtree, Ivor also continued to train and build his own private army of mercenaries, who were much sought after for many causes. However Ivor would only allow his troops to engage in causes he deemed honorable and just.

Character Generation:

Standard rules apply except as follows:

Appropriate Races: Humans (use Variant Human Traits), Half-Elves, Hill Dwarf (Neidar), Kender (Lightfoot Halfling), Half-Ogre (Half-Orc)
Other Races are available but require explanation: Mountain Dwarf (Why are you not in Thorbardin?), Elves (any nation) and Rock Gnomes (Tinker Gnomes) (Why are you not at home with your people?)

Appropriate Classes: Everything except Sorcerer and Warlock. Divine Classes will find themselves under some restrictions in the beginning, remember this is the end of the Age of Despair. The True Gods have not returned yet and that is part of the story of the War of the Lance.

Ability Scores: Use the standard set (15, 14, 13, 12, 10, 8)

Background: Choose your Background then choose your traits, ideals, bonds, flaws.

I will not be using the optional Feats rule, if you wish to play with the Feats then you will need to be Human (which you get one Feat).

Character Roles:

The following eight roles were filled by the “classic” Heroes of the Lance and these are the roles I will looking for in characters. Ignore the information that seems strange (aka referring to d20 rules or talking about chapters because I copied it from Volume I Dragons of Autumn as I got into a bit of a rush.)

The Prophet
This Archetype’s Role in the Adventure
The Prophet is chosen by the gods of Light to hear Mishakal’s calling. She obtains the Blue Crystal Staffand, using it, retrieves the Disks of Mishakal—the holy scripture that will return knowledge of the gods to the people.

The Classic Character
The plainswoman Goldmoon was chosen by the goddess Mishakal to bear the ancient artifact known as the Blue Crystal Staff. As the Prophet, Goldmoon is fated to bring the knowledge of the true gods back into the world. While she does not fully comprehend how to accomplish this, she has accepted the responsibility of this task. Although her possession of the Blue Crystal Staffplaces her in great danger from those who desire or fear its powers, Goldmoon stands resolute and bold in the face of that threat. Raised as royalty among her people, Goldmoon is not afraid to take a commanding role when one is needed, but she also has the wisdom to allow others to lead when necessary. She is soft-spoken but always maintains an air of confidence and dependability.

What Could Replace the Character
This adventure requires a cleric, for healing during and after combat if nothing else. If Goldmoon is not used, another character with a spiritual outlook (whose player is willing to take at least one level of cleric after retrieving the Disks of Mishakalfrom Xak Tsaroth) should be created. The NPC Elistan is intended to become the shepherd of the people, so the player taking on the role of Prophet need not be purely devoted to taking levels of cleric. This character must be of good moral alignment.

The Leader
This Archetype’s Role in the Adventure
The Leader is the face of the group. He does the talking in delicate social situations; he negotiates with friends and enemies when appropriate. He is trusted to make many decisions on behalf of the entire party.

The Classic Character
Among the original Innfellows, Tanis Half-Elven reluctantly takes on the role of the Leader archetype. Although he often doubts himself, his companions frequently look to him for guidance and direction. Being a half-elf, Tanis has a unique outlook on life. He understands being a victim of prejudice and is never quick to judge or underestimate a person he meets. His long life and wanderings have made him one of the more worldly and experienced of the companions. Tanis often broods over internal conflicts, but he is careful to conceal his true emotions. He doubts his leadership abilities. He struggles over his love for both the human Kitiara and the elf maid Laurana, and he is at odds with his mixed heritage. In his leadership role, Tanis understands the strengths and weaknesses of his companions; he works to bring out their best in any situation. If there is a diplomatic solution to a situation, Tanis will usually be the first to take advantage of it.

What Could Replace the Character
Any charismatic character with a sense of responsibility can fill this role. The other characters should like and trust him, even if he doesn’t trust himself. It’s unlikely a wizard can fill this role, but many other classes can; a noble or a charismatic fighter would be ideal.

The Rogue
This Archetype’s Role in the Adventure
The Rogue is usually the jack-of-all-trades. This archetype has a wide array of skills at his disposal. He regularly uses these skills to his own advantage, but he also often uses them to assist the other members of his party.

The Classic Character
The irrepressible kender Tasslehoff Burrfoot plays the Rogue archetype among the Innfellows. Being a kender, Tasslehoff grew up perfecting a number of skills that come naturally to those of his race; moving silently, hiding in shadows, and picking locks and pockets are all second nature to him. Tasslehoff’s role as the Rogue presents him with challenges that other party members rely on him to overcome. He is employed as a scout to range ahead and find enemies before they find him or his companions. He is also known for acquiring items the party may need (and more than a few they don’t). When the party is trapped, it is often Tasslehoff who finds a way out. Tasslehoff is energetic, intensely curious, and entirely fearless.

What Could Replace the Character
There are certainly times when a character who knows how to sneak, pick locks, and get into places he’s not supposed to be can be very handy. Rogues (of course) and rangers can fit role very well; a mariner might also work, or even a master with suitable specializations.

The Sage
This Archetype’s Role in the Adventure
The Sage is a central character in many fantasy tales. In this adventure, most of the heroes are ignorant of Ansalon’s history, but it is through uncovering and understanding the past that the heroes prevail in particular tasks. The Sage is extremely important to the group’s success throughout the adventure.

The Classic Character
The red-robed mage Raistlin Majere fills the role of the Sage archetype for the Innfellows. He is highly intelligent and has a thirst for knowledge. Raistlin is physically weak, his body broken by the Test of High Sorcery; therefore, Raistlin draws strength from his knowledge. He jealously guards it, doling it out in small portions. Raistlin has an air of mystery about him, and when he speaks, he is often biting and sarcastic. He keeps many things to himself and only reveals his knowledge if he believes it will further his own goals or will prove to others he is not as weak and helpless as they believe. He gains a measure of satisfaction in seeing others put his knowledge to use, especially when he uses knowledge to manipulate them to do his bidding.

What Could Replace the Character
A wizard, though not required for Dragons of Autumn, is certainly useful. Spell support for the party is always extremely helpful, but the role of a Sage could be filled by a master with the sage focus or a rogue with a number of skill points dedicated to various knowledge checks. However, selecting those classes over wizard will lessen the overall combat effectiveness of the group.

Additional Archetypes
These are some additional archetypes that can be included in the adventure. Although they are not necessary, you may find that you have a more balanced party if the players in your group select one of each kind instead of doubling up.

The Ranger
This Archetype’s Role in the Adventure
The Ranger is often seen as a dark and stoic warrior. The party relies on the Ranger for his combat abilities and his knowledge of wilderness and nature when traveling to distant lands. The Ranger archetype is not usually suited to take a leadership role as most rangers prefer not to deal with people in general.

The Classic Character
Riverwind fills the archetype of the Ranger for the Innfellows. He rarely speaks; when he does, it is short and to the point. Riverwind is content to follow Goldmoon on whatever path she may take, and he will serve and protect her with his dying breath. He will do the same for any of the companions he feels he can trust. The rest of the Innfellows depend on Riverwind for his skills in battle and wilderness survival. Since he is more of a follower than a leader, he is uncomfortable with giving orders and would prefer to perform missions on his own (or with
Goldmoon) rather than take on any kind of leadership position.

What Could Replace the Character
Any character with good fighting abilities and survival skills could fill this role. Player characters with the barbarian, fighter, or ranger classes are the most likely candidates to fill this archetype. Monks or nobles with skill points in survival would also make an interesting choice.

The Mentor
This Archetype’s Role in the Adventure
The Mentor archetype is a character who teaches by example, is a steadfast friend, and counsels the others using his life experience.

The Classic Character
The dwarven blacksmith Flint Fireforge plays the role of the Mentor for the Innfellows. He is not the strongest, most intelligent, or most skilled of the heroes, but Flint’s wisdom and levelheaded outlook helps prevent the companions from making rash decisions. He works to keep the more chaotic members of the party in line and gives his council to the Leader when he feels it’s necessary. Flint tends to grumble and complain, but he does it in a good-natured manner. When Flint perceives an injustice, he speaks up and doesn’t dance around the subject. He
speaks plainly and directly to the point. A Mentor must prove he is reliable, and there is no other character more reliable and loyal than Flint Fireforge.

What Could Replace the Character
The most important aspects of filling this role are loyalty and friendship. Wisdom and old age would also seem to be a requirement, but they are not entirely necessary. Since these are roleplaying attributes, it does not matter what class a person plays. Any player who is willing to support the party as a whole, rather than looking out only for himself, would do well in this role.

The Protector
This Archetype’s Role in the Adventure
The Protector is the archetype who is always willing to put himself in harm’s way for the good of the party. He will step into any fight to shield the ones he loves.

The Classic Character
Among the Innfellows, Caramon Majere fills the role of the Protector. Caramon is a good-looking, strapping young man with a big heart. He cares deeply for all the companions and is always willing to place himself between them and any threat that may come their way. Caramon is protective of anyone who is physically weaker than himself, which is just about everyone. This is especially so for his twin brother Raistlin who is often sick. Caramon and Raistlin often fight back to back, combining their strengths and ensuring that Caramon can defend the wizard.

Riverwind, companion and defender of Goldmoon, also qualifies as a Protector.

What Could Replace the Character
The role of the Protector will most likely be served best by a skilled warrior who can stand at the front of the party in any battle and is able to take a beating. Knights and fighters make the best protectors, although a barbarian could also fill the role.

The Idealist
This Archetype’s Role in the Adventure
The Idealist archetype is that of the beautiful, gifted, and doomed. This character in the story is fated to fulfill some destiny during the adventure and is willing to give up his life to accomplish this task.

The Classic Character
Sturm Brightblade has chosen to dedicate his life to the tenets of the Knights of Solamnia. In all aspects of his life, he tries to embody the ideals and principles of his knightly training. He would not willingly do anything to mar that image. As the Idealist archetype, Sturm is fated to a tragic end in order to pull together the crumbling organization of the Knights of Solamnia. He is a skilled warrior, willing to defend his friends at any cost.

Among the Innfellows, Sturm is not always understood. The rules by which he governs his life sometimes are at odds with the rest of the party. Tanis seems to have an uncanny ability to make Sturm realize that sometimes even the most rigid rules can be interpreted in different ways. As the story progresses, Sturm grows to realize that the world is not as black and white as he once thought.

What Could Replace the Character
The character who takes this role should have some affinity with the noble ideals of the Knights of Solamnia. It will take a huge sacrifice to bring the Knights back together and rally them against the invading Dragonarmies. A knight or warrior affiliated with the Knights would be the most likely candidate for this role, though even a nonknightly character may prove to have the commitment and conviction to rise above the darkness and inspire others at great risk to himself.

The Ingénue
This Archetype’s Role in the Adventure
The Ingénue archetype is that of a sweet and beautiful maiden in distress. This character in the story shows a progression from an innocent girl to a strong, worldly woman.

The Classic Character
Tika Waylan serves as the Ingénue archetype in the story. She begins as an acquaintance of the Innfellows who knew her as a small child. But since that time, she has grown into a young woman. The invasion of the Red Dragonarmy forces her to flee Solace with the Innfellows; her love for Caramon keeps her with them. Tika is a freckled-faced redhead who is as beautiful as she is fiery. While she seems to maintain an air of confidence, she is the least experienced of the companions. As the damsel in distress, the companions always have to keep an eye out for her in any dangerous situation.

Laurana, Princess of Qualinost, also begins as an Ingénue, but later develops into a strong and inspirational leader of the Solamnic armies.

What Could Replace the Character
The Ingénue archetype has no ties to any particular character class; rogues, nobles, and even monks could take this part in the story. Tika and Laurana begin as NPCs because the innocent and vulnerable character is often not as interesting to play until character growth begins. While both characters later become available as PCs (Tika in Chapter 2: Flame, Laurana in Dragons of Winter), any player who wants to assume this role for her character should be afforded the opportunity.

The Hawk
This Archetype’s Role in the Adventure
The Hawk archetype is related to aggressive impulses. Driven by frustration or despair, this character often seeks a foe upon which to focus his aggression, although as the story develops he may begin to understand the need for peace and stability.

The Classic Character
Gilthanas-Kanan fills this niche in the story. For an elf, he is quick to anger and quick to react against the threat of the Dragonarmies. The fate of his people weighs heavily on his shoulders, and Gilthanas lets his concern for his people fuel his anger. This weight is lifted somewhat once the elves flee into the west, but Gilthanas continues to struggle until the threat of the Dragonarmies is eliminated.

What Could Replace the Character
Any warrior character with levels in fighter, barbarian, or ranger could fill the role of Hawk. Nobles, especially among the nonhuman races, are likely to possess the required emotional drive. Gilthanas begins as an NPC because, in addition to coming from a different set of circumstances than the rest of the Innfellows, his initial aggression and suspicion can be disruptive to the party.

Although Gilthanas later becomes available as a PC (after Laurana is kidnapped in Chapter 2: Flame), any player who wishes to assume this role for his character should be given the opportunity to do so.

Any questions? I probably over looked several things in my rush to post this recruitment thread.


Ladies and gentlemen, and Kender of all ages... tonight I will attempt to draft a recruitment thread for this.


Hmm. Definitely looks like enough interest! I'll see what happens today since the PHB releases tomorrow and then put up a recruitment thread!


If you don't have the Player's Handbook I would suggest the Basic Rules atleast... It has a limited write up of the Fighter, Wizard, Rogue, and Cleric from level 1-20.

Basic Rules V2

I also got the Player's Handbook so I am certainly open to helping with characters.

And finally the Player's Handbook releases officially in 2 days which means... everyone should be free to get one by the time the interest check could be translated in an actual recruitment thread.


I have always loved Dragonlance, and only got to run a few short things in it. However I am greatly enjoying the new 5E ruleset, and seen a few other 5E games that seemed to fill up quickly so now I propose the following concept for an Interest Check...

A modern re-imaging of the War of the Lance with the new Dungeons & Dragons ruleset. There has been a great many things that have come out since the early ages of D&D and Dragonlance, and that is why I am calling it a modern re-telling because A) You will be your own heroes. B) I have no plans on using the actual War of the Lance modules (maybe a few elements here and there), but I feel like there are better versions of the Evil Dragon Goddess invades with her armies and the heroes have to save the world from her machinations now.

So I purpose the following line-up with some of my own custom alterations to the storylines...

A) Keep on the Borderlands (or Return to the Keep on the Borderlands) in Dragonlance, set in the New Coast area just a few days from Solace (not set on that yet, but I've been reading around it would be a good area for it).

into

B) Red Hand of Doom (set across the whole of Krynn where Takhisis' invasion happens as opposed to the Vale in the book). This module has tons of dragon elements, and Evil Dragon Goddess elements that can be altered to Takhisis.

into

C) Something epic to end the machinations of Takhisis on Krynn and send her fleeing back into the abyss.

I will continue to investigate this concept while I await to see how much interest it would generate.


I am fairly certain that doesn't have to mean the end of the campaign. The bandits are thugs, but they have bosses... and those bosses want more men. Plus who knows how many more of them are out there? Oleg's is likely to pay a heavy price for their "defiance" but that doesn't mean the PCs are murdered by the bandits.

Left for dead with most of their valuables taken... probably, but Oleg has more equipment. If something happened to him his wife may just replace their gear if they promise to get revenge.

Or... the bandits take their gear, rope them, and take them off to the bandit encampment. Now they have a chance to live and flee.

Even a total party wipe-out does not have to mean the end of a campaign.


1) I've always considered the Stolen Lands as something of a Frontier. Most of the characters I have created for Kingmaker games are Sheriff-type Gunslingers. This is a pretty neat idea, and maybe something I use in the future.

2) I had a short-lived game that I knew far ahead of time that the group was going to split into multiple kingdoms... lucky or unlucky the game folded... but I also started that game out with an alternate adventure where I was blending several adventures with Curse of the Crimson Throne and Kingmaker together in a giant Act.

3) I've not really considered this route before... but that does seem interesting. I wouldn't mind giving that a try too.


I am here btw... I actually got quite stuck on what Kesten would say in response! Plus things have been busy as we got a little busy at work for the Easter vacation that started Friday.


Thad:

"Varn is a barbarian. Born and raised. A man that grabbed his title with strength. Even... Ioseph... expected he wouldn't hold any true power." She gave a soft sigh when mentioning the former Swordlord, before continuing her words. She moved to a small chest as she drew a key from her person and slide it into the lock. It opened with a turn and she pulled another scroll from the chest. "He drafted... suggestions... to Varn, Kesten, or anyone that earned the command of the Council." She held the scroll to her chest as she lost her voice a moment, "I am afraid this is the last of his help."

Morley, Teyran, Antha:

Kesten nods, "Speaking of exploration, there are some gnomes that came to rest in the keep before your return which had been an expedition of sorts that were mapping the region for their cartography guild or something. They may have detailed information about the Greenbelt." He offered to the party as he looked back towards the tent where the Council had begun to fill once again. "We still have to deal with them. Someone will attempt to rise in the vacuum left by Varn if we don't." He shrugged, "I am not really the commanding type. Not like Master Sellemius was, even if he tried to mentor me in leadership. I prefer a good fight, a good woman, and a good drink... not necessarily in that order."


Thad:

You will find your sister in the midst of her entourage inside of her pitched tent for the evening. Consider her knowledge of the usual lengths of the Sword Council meetings, she is surprised to see you.

Kesten listens quietly as Teyran speaks, and gives only a nod of agreement. "Truth is there. I already have word that Falgrim is among the bandits. However if I am at an impasse, to offer the duel for his honor then kill him while he leads the bandits would throw the fragile alliance into disarray. If they can prove trustworthy, and Falgrim leads them befitting an exiled Swordlord then his honor could be restore in service." Kesten moves into a tangent of thoughts that spill out of his mouth, partially because he seems interested in Teyran's opinion.


Not that I care for Twilight, but there are plenty of other examples in fiction long before the Twilight series where some demonspawn/other nasty supernatural spawn kills is born rapidly and kills the mother.

Maybe the problem is they attempted to connect to the most recently "popular" instance of this.


Between Teyran and Kesten's words there was little the Swordlords that were solidly behind Maegar Varn could do, even Varn himself felt outmaneuvered so they cleared the center of the room that had been repaired as a meeting hall for the duelist to dispute their claims. Maegar Varn took his place as Teyran approached from the opposite side of the make-shift dueling ring.

"I will show no mercy to you, Paladin." Maegar Varn hissed out as he drew his blade. The fury was already in his eyes as his face flushed and his neck turned bright red as the blood began to pumping faster through him in his enraged state of mind.

Teyran drew his blade, and the two stared at each other as the seconds crept forward without movements from the two opponents. It was an instantaneous explosion of motion as Teyran tensed to strike and Varn sprung upon him with a solid blow from the dueling sword that he gripped in two hands. [To Hit: 20, Damage: 12]

It was a solid blow that bit into his adorned chain mail managing to bring blow from the aged paladin, but Teyran was not felled by the blow as he deflected the Swordlords' blade away from him as he twisted the greatsword expertly into an overhead blow that reigned down hard against Varn. The apparent-heir to be Sword Baron barely managing to not be cut in two by the blow with a last minute parry that didn't save him from a solid wound. [To Hit: 25, Damage: 17]

The blow did appear to wind the enraged Maegar though as he came upon Teyran again but couldn't break through his defenses for another wound. [To Hit: 10, Missed]

It was the next blow that sent a gasp through Varn's supporters and whispers through the Swordlords that were on the fence or sided against him. Teyran even though he had been blooded was fueled by his own righteousness as he twisted the greatsword with surprising ease and struck another blow against Maegar which crushed through his armor into his chest. There was sufficient blood flow for concern that came pouring out of his chest spilling through the links in his armor as glazed down for a moment than collapsed in a heap. [To Hit: 21, Damage: 18]

TEYRAN is victorious.


INITIATIVE:

Teyran Rilskel: 1d20 + 1 ⇒ (5) + 1 = 6
Maegar Varn: 1d20 + 1 ⇒ (14) + 1 = 15

Pre-Rolled Attacks for Maegar Varn:

Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 9 ⇒ (3) + 9 = 12

Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 9 ⇒ (6) + 9 = 15

Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 9 ⇒ (3) + 9 = 12

Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 9 ⇒ (8) + 9 = 17

Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 9 ⇒ (7) + 9 = 16

Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d8 + 9 ⇒ (8) + 9 = 17

Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d8 + 9 ⇒ (2) + 9 = 11

Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 9 ⇒ (8) + 9 = 17

Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 + 9 ⇒ (5) + 9 = 14

Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d8 + 9 ⇒ (8) + 9 = 17


Alright, give me 15 attack / damage rolls, and if something breaks I will break the action for responses, and see how many of those it takes to win or lose against Varn.


That is pretty good. I like it!

I personally played up the fact that Surtova was more a warrior than politician. He doesn't really understand why the other houses haven't fallen in behind him. His sister was the real schemer and managed to push him the way she wanted to go... right until talks about him needing to marry started to get serious. She offed him and seduced Lord Orlovsky (who I played up as the uber politician) with promises of more power. He was named Regent after he succeeded a coup d'tout on the Restov after marrying his daughter to the Lord Mayor.

Now the exiled Sword Council has taken up residence in the Stolen Lands trying to wrestle power so they can use it as a staging point to rally and go to war against the Surtova and take back Restov!

Pretty good times!


Once Varn goes into rage, there will be little more than attacking from him, but I will interrupt the action if need be, unless you would prefer to go round by round. I can find another way to engage the other party members.


Very good idea!


I apologize as I've been suffering from melancholy which made it hard to bring myself to do anything. I am going to try to work up a post to begin the duel tomorrow. I want to do some research for it to see how to involve the rest of the party as well, if nothing else we will get some council on party role-play while Teyran and Maegar beat on each other.

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