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Zaister wrote:
Two more pictures added today. I also uploaded a set without text. 14. Star of Desna Dimensions: 35 ft long, 30 ft wide, 20 ft high ceiling
Enevhar Aldarion wrote: I read through the updates and I am wondering, since it just says scenarios set anywhere in the Inner Sea region, is there a spoiler-free compilation anywhere of the settings used for the already published scenarios? I just don't feel like writing one that is set in an area that has already been done a lot. Here's a quick list of locations for the Season 1 scenarios. #29: Talor#30: Taldor #31: Absalom #32: Osirion #33: Jalmeray #34: Mwangi Expanse #35: Absalom #36: Cheliax #37: Andoran #38: Cheliax #39: Qadira #40: Absalom darkranger65 wrote: I can't seem to find the guidelines to create a 1st level character for PFS....any help would be appreciated. Check out the Pathfinder Society guide. I rewrote my outline, partially as a writing exercise and partially because I plan to run this for my home group in a couple of weeks. I got a little carried away with its length. I think we'll be devoting a bit more than a 4 hour session to play it. Since you folks were kind enough to give me ideas, I thought I would share in case anyone else can make use of it. Hi Ekmule, After reading this, I'm assuming English isn't your native language. I suggest getting a friend to look over your grammar before submitting. As written, this would create a lot of work for the editors. The first thing that caught my attention was the stat block at the end. Detailed stat blocks do not belong in the initial proposal. This simply takes up way too many words. Taking it out would free up some space to go into more detail about the festival of the winter father and the curse. Intro and Summary:
Ekmule wrote:
Nice work combining an environmental hazard (the fire) with the monsters. This should make for an exciting fight. Why are the wolves and satyr attacking though? Ekmule wrote:
The goblins trying to destroy the bridge is my favorite encounter in this scenario. I'm a little confused when you say all objects are useless to cut this bridge. Is there any way the goblins can actually destroy the bridge or are they meant to fail? Ekmule wrote:
So a cursed poem is raising ice zombies from the dead? That's cool, but where did this poem come from and how would the PCs go about discovering the poem's name? Ekmule wrote:
What if the PCs don't take shelter in the woodcutters' camp? You can encourage them to do so, but you can't force player action. Who summoned the ice elemental? Is this part of the curse as well? Ekmule wrote:
What happens in between encounters 4 and 5 to lead the PCs from the woodcutters' camp to the dolmen? Is this tomb where the boss is hanging out trying to complete the ritual? Ekmule wrote:
This is much too vague. What does the ritual do and what does the satyr need to do in order to complete it? Ekmule wrote:
What is this artifact anyway? The scenario seems to revolve it, but you never describe it. Earlier, you said Artrish reported to the ice witch in the mountains, now you say he informs a white dragon. Is he working for both or are these two meant to be the same character? I love the overall feel of this submission, a race against time to stop the curse, but it could be cleaned up quite a bit. Good luck with your future submissions! Thanks for taking the time to critique my proposal, guys. Your questions and insight have given me a lot to think about. NSpicer wrote: Hey, Elizabeth. It's great to see you building on your RPG Superstar 2009 success by pitching for the PFS scenarios. I believe you've already done one? If so, I think that's fantastic! Yup, I did #28: Lyrics of Extinction. I love a good mystery adventure, so I enjoyed reading this submission. Thanks for sharing it. Here are my thoughts. Intro:
Encounter 2:
Encounter 4:
Encounter 5:
Overall, you have a nice mix of investigation, diplomacy, combat, and environment hazards (if the optional collapsing bridge is included). Bonus points for the tie-ins to the GameMastery flip mats. Keep trying and good luck on your future submissions! Here is my rejected scenario proposal. I'd appreciate any feedback you care to offer. INTRODUCTION:
SUMMARY:
The black market can provide hints regarding jewelry stolen from one of the victims as well as poison recently purchased by a religious zealot and cleric of Norgorber. The cleric collects venomous creatures, but he is not responsible for the murders. Another suspect is the Gavel of the Lumber Consortium, Thuldrin Kreed. No solid evidence exists against him, but rumors swirl about his cruelty. When the Pathfinders discover Victor Shadowgleam, they venture into Darkmoon Wood to defeat him in his lair. The dangerous woods are guarded by poisonous spiders and charmed boars, which must be dealt with before the confronting the murderer himself. ACT 1: THE BLACK MARKET
Tier 1-2: human rogue 1 and halfling rogue 1
ACT 2: DEN OF VENOM
Tier 1-2: half-orc cleric 3 and monstrous scorpions (tiny) (x2)
ACT #3: THE TYRANT'S THUGS (OPTIONAL)
Tier 1-2: human fighter 1
ACT #4: SPIDER NEST
Tier 1-2: monstrous spiders (small) (x3)
ACT #5: MY LITTLE FRIENDS
Tier 1-2: boar
ACT #6: THE MURDERER'S LAIR
Tier 1-2: human druid 4 (has already used his wild shape ability for the day and was injured in a scuffle with his previous victim)
CONCLUSION:
If the Pathfinders accuse the wrong person, the murders continue, prompting further investigation. If unopposed, Victor becomes more brash, targeting board members directly and causing chaos to erupt throughout Falcon’s Hollow and the surrounding area. A cheeky, prankster dwarf maiden... this is different and I like it! I appreciate how there are multiple ways to overcome the scouts, lumberjacks, and expedition survivors rather than forcing combat. The experimental traps in the third room sound cool. I would like to see them explained in more detail though. Also, what is the mimic doing in the workshop and how does it relate to the overall plot? For the final battle do the Pathfinders get to fight Torra or just her accomplice? This is a little disappointing if she escapes no matter what. It makes sense that a clever villain would have a secret escape tunnel, but clever PCs could find a way to cut off her escape. For Tier 1-2, I know you were looking for a low level replacement for the caryatid column, but I don't think the PCs should be fighting earth elementals twice in a short period of time. Also, is the earth elemental in the final encounter something the wizard summons? It would make more sense if she summoned it during round one of the fight. I'm not sure why it would be around all the time. Overall, I like the idea of the PCs chasing after a thief stealing from the Society. This is a scenario I would enjoy playing. Good luck on your future submissions. Here are my thoughts. At first glance, the premise of the town being attacked by waves of undead seems a bit too similar to an existing module (Hungry Are the Dead). The missing magic ring is interesting though, so I'd focus more on that. Your summary seems to assume PC action throughout. What if the PCs don't rescue the unconscious man? What if they don't follow the ghasts into Darkmoon Wood? How can you be sure the Pathfinders manage to save one of the two women in the chapel? What if the PCs find a way to prevent Savram from sacrificing the deputy? I second Derek's impression that this scenario would take too long to play. All of the suggested locations sound very exciting (graveyard, black forest, demonic chapel, necropolis), but it's just too much for one scenario. The assassin vines are a random encounter. They don't relate to the overall plot. I'd remove this encounter to have fewer fights. I like how the Pathfinders are confronted with a moral decision during the final battle. I'm not sure they would want to win standing with the cult though. Keep writing and good luck on future submissions! Conflicts with spies, clandestine proxy wars, battles aboard burning ships - this catches my attention right off the bat. Well done! I'm not sure how some of the ambushes happen though. How does the sorceress get aboard the ship? I could see her teleporting at high tiers, but what about in lower tiers? How do the Taldan agents ambush a ship in the middle of the water from the trees? What happens if the PCs don't cooperate with the Eagle Knights? Players typically don't like being told what to do and they might not want to hand Sinnume over. The murders throughout the second half of the scenario should keep the game moving at a quick and exciting pace. I like this. I'd like to see more information about Gregore, such as how he became a werewolf and why he keeps a pack of dire wolves in his house. Keep writing and good luck on future submissions! Here are my thoughts. Intro:
Druid Crossing:
Gold Falls:
Wolfrun Hills:
Zindul's Lair:
Overall, I like how the storm theme continues throughout the encounters. However, I'm not sure what the villain's motive is. Why flood the town? Fitting all your ideas into a 750 word proposal is hard, but you should try to answer basic questions like this to tie the story together. Keep writing and good luck on future submissions! Deussu wrote: This is what I got: 10 + ½ HD (In tier 7-8 they have 2, in tier 10-11 5) + Charisma (16, means a modifier of +3) + Ability Focus (which gives a +2), equals to 16 in tier 7-8, and to 17 in tier 10-11. Oops. I was only adding +1 for Ability Focus instead of +2. Your calculation is right. Deussu wrote: The bugs are unable to avoid fireballs though. Would enlargening the basement chamber be a solution? Make the PCs climb down and after that the bugs would emerge from the dark shadows of a large crate-filled basement? Yeah, I have a habit of altering the maps a bit, so sue me. The basement is small mostly because I was given a limited amount of map space to work with. If you want to enlarge it to improve the encounter, go for it! Deussu wrote: I realised this was made for 3.5, I was merely asking if I should still follow the scenario or replace the monster. I can't think of any good replacement though, as the Howl ability fits the 'mood' of the scenario better. Hmm. I can't think of any fitting replacements either. Unless anyone else has a better suggestion, it might be easier to just keep the howler. Hi Deussu, 1a) For the frightful moan ability, (10 + ½ HD + Charisma modifier + Ability Focus) is correct, just like any other ghost. So that's DC 15 for Tier 7-8 or DC 16 for Tier 10-11. 1b) Why not? The Mwangi tribesmen were barbarians in life. 2) I'm sure someone in Kibwe could open the box for the PCs, if necessary, but the "mash it to bits" method could also certainly work. If you're looking for HP/hardness values, I would use hardness 10, hp 15 for the small, iron lockbox. 3) Rather than standing right below the hole and waiting for the PCs to shoot at them, the bugs could hide in the corners of the room. Well, two of them can. Due to their size, I guess one of the bugs will be a clear target right beneath the hole. If you want to lure Andoran PCs down to the beetles, you could play up how the bugs are ripping apart the corpses they are supposed to bury. 4) Yes, this is hard. The first Andoran mission is easy, so the bonus mission is intended to be difficult. Also, look under the mission notes for Act 5. If the PCs fail their Diplomacy check, they could always knock the guards out, then drag them away to safety. Not the ideal way of saving them, but it works. 5) You are correct. Eight of the pillars on the map are intended to be the alters. 6) I just used the bestow curse trap as listed in the DMG, but I guess I should have been more specific. Use the "-4 penalty on attack rolls, saves, ability checks, and skill checks" effect. 7) This adventure was written for 3.5, not PFRPG. If you are translating it to the new rules, you might change the howler to be a different monster. I'm not sure why howlers aren't on the summon list anymore. As for Tyruwat's tactics, you make a good point. He should focus on dominate person instead. I hope this helps. Good luck running the scenario! Craig Johnston wrote: Good Luck with Round 2 everyone. After the first round I am really looking forward to reading about everyone's Villains and Elizabeth, I'm looking at you in particular here; I loved your Haunted Shoes). I hope I live up to your expectations in the next round! I can't wait to see what everyone else came up with. Philip Snyder wrote: Ever since Tuesday it seems as though I've had all of zero time to myself. I feel the same way. I should have been more optimistic and planned my villain in advance. Haldon Valmaur, the Jade Shadow
Description:
The ranger’s most distinguishing feature is a rough scar running across his left cheek and nose, a perpetual reminder of a sword fight he lost to an elf in his younger days. Ever since that duel, Haldon has shied away from melee, taking up the bow and vowing to prove himself to the world. Haldon bears not only a scar from his past failure, but also a trophy from a recent victory. An iridescent unicorn horn hangs around his neck. Although it no longer possesses any magic, Haldon prizes the horn greatly. The Jade Shadow’s closest friend is his animal companion, a black bear named Razor. A violent beast, Razor’s fur is crisscrossed by scars from tussles with other animals. The single bloody claw mark that mars the bear’s face nearly matches his master’s scar. In addition to Razor, woodland creatures also perform Haldon’s bidding, following him around as if he were a corrupted version of the pied piper. Haldon nicknamed his band of entranced animals the “twisted forest horrors” after bringing out their wicked side. The creatures have a disturbing appearance – huge fangs, never-blinking eyes, extra heads or appendages, all color drained from their fur – as if they had marched straight out of a nightmare. Motivations/Goals:
Recently, he has become more daring, allowing Razor to run amok, terrifying people, while arrows rain from the sky. The damage so far has been minimal, as the cowardly archer retreats in the face of serious resistance. However, the seeds of fear have been spread and the Jade Shadow believes he will soon receive the recognition he deserves. Schemes/Plots/Adventure Hooks:
HAUNTED SHOES
DESCRIPTION
Two times per day, the wearer can call forth 1d4 spirit servants to aid her. The spirit servants are invisible, mindless, shapeless beings that act as servants summoned by the unseen servant spell. The spirits return to the shoes after 3 hours have passed. The wearer can choose to dismiss one or more of the spirit servants early. Once per day, the wearer can command the ghostly spirits inside the haunted shoes to emerge and swirl around her, making her difficult to target in combat. The wearer gains concealment (20% miss chance) for 3 minutes. The spirits cannot be harmed, but a true seeing spell will negate the concealment effect. The concealment ability cannot be activated while any of the spirits are currently being used as unseen servants. CONSTRUCTION
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