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The moment that several people became curious of the armor and staff by stepping towards them the suits of armor come alive. The magical animated plate armor clamors as it moves, banding and grinding like the vengeful spirit of a fallen defender.
Marik and Raldor can now GO!
It might seem a bit heavy-handed to some, but in the sense of the story makes perfect sense for the Hell Knights to bar passage to and from Korvosa while there are riots and turmoil.
It would have become a much different campaign if the characters had left, though you really needn't fear that. You could have done a different module (Paizo has tons) while dropping news from Korvosa into the story. Once things started to settle down and the PCs returned you could have kicked off Seven Days to the Grave! And boom back on track!
Just remember that the APs modules are not set in stone. You can make alterations as you will as long as you take a good look at the storyline and get info to the players that they must know for the story to make sense.
All in all, I say you did a great job trying to maneuver them back towards the story. Atleast they didn't try to fight or sneak their way pass the Hell Knights.
Almost as soon as Marik crosses the threshold of the door into the darkened room beyond and several of his companions follow suit. There is a spark of light as fire lights the room as it spreads through a channel in the stone from the door to a risen platform. It appears that several chests have been open and some of the contents spilled out. More skeletons litter the platform in various stages of betrayal...
It appears the treasure is mostly gold, but you notice several platinum in the coins. Some weapons are scattered about the room and treasure. Two suits of armor flank the cold forge that rests upon it an azure staff.
This is a campaign journal for my Friday Night Game Night. It consists of two different groups that rotate Friday Nights with me at the DM Helm.
Currently the game hasn't started so I don't have names but the characters have been mostly created and the game begins at level 2. Oh... and the world is a mishmash of worlds into my own homebrew.
Human Cleric (Folk Hero) - Spent the last year of the Crusade aiding the villages that were financial ravaged by the war and aiding the wounded warriors returning to Bordin's Watch from the Crusade.
High Elf Monk (Hermit) - A mysterious monk that is training upon the Shadowdancer path. A follower of the Xae Yae faith and servant of the Twilight Monastery.
Sir Drock Kalath; Dragonborn Fighter (Noble) - Fought in the Crusade under the banner of the Knightdom of Halstein. Currently travelling the Valelands to recruit people for the Endless War in Northern Halstein against the demonic influnce of the Chaos Scar.
Half-Elf Warlock (Sage) - Not much is known about this character yet.
Tiefling Wizard (Acolyte) - Raised in the Triadic Church by Father Dietrich, uncle to the Human Paladin & Human Cleric.
Ignore the man behind the curtain... aka Dice Rolls:
Marik: 1d20 + 4 ⇒ (15) + 4 = 19
Theran: 1d20 + 2 ⇒ (8) + 2 = 10
Salmoryn: 1d20 + 4 ⇒ (16) + 4 = 20
Duncan: 1d20 + 2 ⇒ (10) + 2 = 12
Torbin: 1d20 + 3 ⇒ (14) + 3 = 17
Renagir: 1d20 + 2 ⇒ (20) + 2 = 22
Galahad: 1d20 - 1 ⇒ (12) - 1 = 11
Torbin, Salmoryn, Renagir, Marik:
It appears the room was altered by the magic... or your perception. Careful inspection of the changes allows you to reveal a hidden doorway.
The spell permeates the temple itself. It doesn't appear to be a spell of arcane origin... you may have just discovered an ancient divine curse! The spell seems to be meant to protect the place from robbers... it is likely the effects get worse when you touch something or have the desire to remove it from the temple... Powerful work to protect what amounts to junk.
After the sound beating that the group gave to the other goblins they do not look to be slowing down or looking back. They are scatter to the four winds in full retreat.
Just a reminder that gold has very little value in Krynn. Which is why the gold items were described as useless. I also forgot to mention the dead goblins.
All the goblins that the party fought that fell to their blades and arrows were dead. Among their belongings were some raggedy leather armor, some dented and banged up shields, hilted hunks of metal that could function as short swords, and a few steel pieces each (12 between all 5 goblins).
Apologies. I am overlooked it. You are the only one the seems to be chasing after the goblins. How are away from the temple are you willing to go before you return to the group. The goblins are in full retreat and run as fast as they can for as long as they can. How long will you pursue them alone is the only question I have?
As you enter the Ruined Temple known as The Celestial Forge an uneasy feeling spreads through you. You see what the goblins were scavenging at... a pile of broken pottery, some near useless gold objects, and some rusted arms and armor. There is nothing that anyone would find of value but yet a strange feeling of greed just creeps in on you trying to gather strength at the back of your minds. You begin to notice the skeletons of other would be adventurers and robbers now along with the fresh corpses of goblins as if some veneer had been removed by the greedy compulsions. It looks like most of the dead here killed each other...
The compulsion is not save worthy... yet. You can act as you want but you are aware of the effect inside the temple.
Torbin fires a bolt from his crossbow at one of the goblins that haven't been engaged in melee combat, but it goes wide. Duncan rotates the greatsword in his hand as he spins his body and brings it arching over down on one of the two goblin brawlers that were rising. Again the blade rends though the creature as another goblin collapses. Raldor bounds forward towards a goblin with dual blades drawn and ready to strike, but the creature manages to nimbly escape his attacks.
Salmoryn continues his assault as he releases another arrow towards the goblin that he already struck, but the chaos of the battle distracts as the shot misses. Malik fires another arrow which finds the mark of the last goblin struggling to rise from the brawl as the creature slumps back down.
Galahad takes stock of the battle as he pulls his longsword to his side, "Surrender creatures. The battle is over." as he glares first at the two wounded goblins and the last remaining unwounded goblin.
The goblins decide that fighting is pointless but they have no plans to surrender to humans. They use their nimbleness to attempt escape. Disengage as Bonus Action. Dash to run 60 ft and get into the foliage heading for the side of the temple and the taller Plains grass.
Torbin reloads his crossbow.
Theran and Renagir can GO!
Duncan Esteros finds himself leading the charge as he rushes one of the goblin's just ahead of his companions. A powerful blow from the soldier's greatsword splits a goblin observers though the collar bone causing the creature to collapse under the attack. Raldor takes aim on one of the unengaged goblins and let's fly an arrow which just misses the mark. Salmoryn Starpeak takes careful aim at one of the goblin bystanders to the brawl. A deep breath as the fingers release the bow string and the arrow flies true as it finds itself stuck in the shoulder of one of the surprised goblins.
Marik Irondale raised his bow and fired an arrow at one of the goblins watching the fight. His arrow strikes a vital area with pin-point precision as the goblin collapses. Torbin Juventus worried about accidentally striking a companion with an arrow holds a moment for a better view of the skirmish. Theran Silvermane rushes in behind his other companion engaged in melee as he maneuvers to the left of Duncan and strikes a blow that fells another goblin.
Galahad of Haven comes in behind his companions and takes up arms on the right side of Duncan. He attacks with his longsword. Attack, Damage: 1d20 + 5 ⇒ (3) + 5 = 81d8 + 3 ⇒ (5) + 3 = 8 The young entertainer knight misses his target. Renagir Onselmin determined to not be a burden or get showed up by the younger bunch moves into attack as well. His strike aimed at one of the few standing goblins that were not engaged in a brawl. Attack, Damage: 1d20 + 5 ⇒ (20) + 5 = 252d6 + 2 ⇒ (2, 1) + 2 = 5 The seasoned veteran manages to land a solid blow but does not down a goblin.
Duncan, Galahad, Raldor, Marik, Salmoryn can now act. Torbin can use his held action to act if he chooses.
A pair of voices in the already high pitched tone begin to raise over each other as the remaining ones inside quiet down. Violence suddenly breaks out as the sound of two bodies crashing into things. The pair of goblins roll through the door in a ball of fists and biting as they brawl. A half-dozen goblins follow behind them as they hoot and holler at them in the guttural language of the goblins without so much of a second of attention spared to the surrounding environment. It appears the party has complete freedom to act before the goblins could respond.
After careful inspection of the tracks in the area you have identified several goblin tracks, quite likely eight of them. A quick vision search reveals that they have been tramping around the ruins for awhile now. It seems likely to be several days at this point...
As the rest of the group gets closer but is signaled by Salmoryn to keep quiet they can now make out several high pitched voices, which has gone from talking to arguing in a guttural language of goblins. Several of them sound angry with each other... of course... goblin always sounds vile and angry.
Stealthed Characters (Marik, Raldor, Salmoryn):
You begin to hear the shrill voices as you draw closer to the ruined temple.
"Where is it, Where is it? Have you found it? Have you found it? Bonesnasher will kill us if we don't find it. Don't tell him, don't tell him!" the shrill voice says.
You hear the clattering of items as if someone is searching through them with no care to their value or age. There is a handful of grunts that seem to agree with whoever the loudmouth is.
After some consideration I think I may save Reign of Winter modules for my next campaign set up... given them a nifty "It's Bigger on the Inside" device since I will have to top this Mash-Up!
I did add The Harrowing to the list through...
Updated List of Adventures:
Rise of the Runelords
*Burnt Offerings (L1)
*The Skinsaw Murders (L4)
*Hook Mountain Massacre (L7)
*Fortress of the Stone Giants (L10)
*Sins of the Saviors (L12)
*Spires of Xin-Shalast (L14)
Curse of the Crimson Throne
I started putting together a list of adventures by Locale to better help me swap the locations with my own. This preliminary list is based on the descriptions of the modules on the website and not an actual read through which is why there are still some unknown locations listed (and I just added The Harrowing to the end so I didn't look up the locale).
List of Adventures by Locale:
*Burnt Offerings (L1)
*The Skinsaw Murders (L4)
*Fortress of the Stone Giants (L10)
The Stolen Lands
Border of Molthune and Nirmathas
City of Goku (Tian Xia)
Falcon's Hollow / Darkmoon Vale
Orc-held lands of Belkzen
Mushfens (South of Magnimar)
The Windsong Abbey
Thanks! I am going to hold off on anything related to Demons like Sword of Valor and The Herald as I just completed a gestalt campaign where the players battled Orcus... it had lots of demons and lots of undead so I am avoiding those as enemies.
Which is why I am trying to avoid Fey as well because of my earlier KM1 & 2 + Fellnight low level campaign.
I updated my list last night (with levels!) as well as started to break the modules/scenarios up by locale. When I get home tonight I will post them before I start working on the outline for how the modules will flow! Fun times.
This thread is a perfect example of "Different styles of play" clearly it works for his group. I like discussions, but that wasn't the intention of this thread.
Personally I am of the same mind as those advocating limited knowledge of the adventure... and yes I have ran into the problem of having characters set up for a specific style of adventure being out of place (Example an Urban Fantasy Batman in Kingmaker #1) but I work with them if they want to change. There are infinite ways to bring in and out characters with the right creativity.
This is why i advocate "well-rounded adventurers" instead of mechanical superior "niche characters" but that is just my opinion. I recognize all styles of play as valid.
The high grass of the plains between Langtree and the ruined temple make for easy travel, but they can be dangerous hiding beast and bandit alike in peaceful times. With the rumors of war in the North who knows what trouble could be hidden by the plains...
The journey remained uneventful and now you are nearing the final day... the forward scouts should be able to see the ruined temple at this stage.
Perception 15, for those scouting ahead.:
You put eyes on the ruined temple which has been claimed by the natural growth of the plains as while as something that has made its home on the surface of the stone. You see things lurking in the gaping and ruined doorway to the main structure.
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
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.
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.
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
*The Skinsaw Murders
*Hook Mountain Massacre
*Fortress of the Stone Giants
*Sins of the Saviors
*Spires of Xin-Shalast
Curse of the Crimson Throne
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.
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...
Sadly I couldn't pick everyone (I considered it)... after long deliberation I have chosen the following characters to continue on from here...