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Posts
Just announced by Bill Webb on another thread: "Frog God games is pleased to announce Tome of Horrors Complete This book will be released in 2 formats; Swords and Wizardry and Pathfinder. It will consist of a huge volume encompassing all three Necromancer Games Tome of Horror volumes. Release date is Summer 2011, and retail price is TBD. This will be hardcover release. This massive Tome will contain almost 1000 monsters retstatted and reworked for both game systems, all in one place. This is the largest, most comprehensive monster book ever released. Each monster is individually illustrated. Let the discussion begin!" The art will be in black and white since we're princiaplly reusing the art that already exists in the 3.5 TOHR, TOH2, and TOH3. It is a complete compilation of those three volumes. Yes, there will be crossover with it and the TOH monsters that Paizo has published in their Bestiaries. For the most part these will look really similar, but we did not constrain ourselves to that if we thought we liked another PF interpretation better. So in some cases there may be minor differences between the TOH and Paizo versions--call it regional variations--but I think these are pretty few and far between. I'm just now getting the conversion turnovers in from our crack staff of PF RPG monster converters and it's looking good, but it's going to take awhile to sift through and edit the 750+ monsters that comprise those three books not to mention getting them through layout. You're going to see a lot of familiar names from among your favorite PF writers on these conversions, so you know you're getting quality on this. I'm just excited that Bill has made the announcement so I can finally talk about what we've been working on for the last several months. Yeah!!! E-Eternal wrote: Having a blast running Kingmaker but in prepping for VV I seem to have missed where Handout 1 at the top of page 26 is supposed to come into play. Granted I haven't concentrated on Vordekai's lair much yet. It seems to be a big clue that contradicts some of the other misdirection. Area L12, in Pendrod's room. Michael Thomas II wrote:
I think it will not open a rift to the Astral since the house is effectively sealed from the Astral. But it would probably destroy the two items. Alternately I suppose it could create a localized pocket of the Astral Plane that does not provide access to the rest of the plane, so those in it are still trapped within the curse. Preston Poulter wrote: Also, I couldn't figure out who to get to the D floor from the C floor. There's that weird passage behind the secret door that's by the from door, is that it? Spoiler:
The secret passage is the primary way, though it leads into a trap. The old house behind Walcourt that leans against it actually has a secret door on the second floor that leads into into D15, so PCs could climb the stairs int hat house and then enter the second floor of the guildhall. And then it they're already inside, the PCs can take the stairs between C16 and the stairs beside D7. Well, I just got off the phone with Bill. The Sword & Wizardry hardcover and softcover went up for sale this morning at talesofthefrgogod.com along with a few of the other titles Bill has mentioned. And unfortunately the sudden influx of sales broke the website after about half an hour. From talking to Bill, it's not the website itself but rather the connection to Paypal so that new orders can't be processed. So we've contacted the web guy to fix it. Also unfortunately, it's Saturday morning so it may take us a bit to locate him and get it fixed. We're thinking we'll have it up and running again this weekend, though. Obviously as problems go, this is one of the better ones to have (so many people want to buy that it's overloading the system!), but it's still not good because that means all of you good folks out there who are wanting to buy it are unable to do so at the moment and, conversely, we're unable to sell it to you, whihc is no good at all. We apologize for the inconvenience. Rest assured it is our top priority to get this fixed. So keep checking in from time to time at the website, and as soon as I know something I'll post it here. Thanks, and have a great weekend! Greg Talon wrote:
It would be possible, but you'd really have to hurry. For most groups I'd think 2-3 sessions of 5-6 hours each, longer if you do a lot of RP and tactical discussion. I once ran Monte Cook's Labyrinth of Madness in a marathon weekend, so I know such things can be done, but it wouldn't be the norm probably. Figure about 20 encounter areas give or take (depending on how directly the PCs make it to their goal) and how long it would take you and your group to do that at 17th level. There were a lot of good German soldiers in WW II* that had nothing to do with Gestapo, holocausts, etc. whose only crime was loving their country and serving under a particularly bad regime. They still got shot by the "good guys". What I'm saying is sometimes an enemy is an enemy and under other circumstances might have been a good friend. It's just my opinion, oi ocurse, but when I play a paladin he doesn't go in for slaughter of innocents, but an enemy combatant is an enemy combatant and short of surrendering or running is putting his life at risk by being in armed conflict against me. If I find out later it was all a big mistsake and they were also LG paladins and we just had a BIG misunderstanding, then I'd have some atoning to do, but that is not the assumption I would make at any given time short of extremely compelling evidence. Spoiler:
The Pure Legion at the castle is actively hunting the PCs, so there is no question of them being enemies or that the PCs are unjustified in initiating hostilities, for instance, in the final encounter. However, to alleviate the thought somewhat, originally there were some guardian beasts working with those soldiers that were clearly evil. I don't know if they were removed for space, to make the encounter easier, or simply for verisimilitude, but it did gray the situation somewhat. *You can actually probably make this argument for just about any conflict--it's just easy to go with WW II. Spoiler:
I understand Kwixson's comments, but they are a vast exagerration. Nowhere in the advetnure does it say that not completing it in the allotted time is automatic PC death or TPK. The "trap" as he calls it has plenty of stats and a method of beating it--it's called completing the adventure. If the advetnure is not completed, there is no condition to add to the sheet on an unsuccessful completion for "trapped in tomb PC is dead". I don't recall that in the PFS rules either. As Mark mentioned, it's a "story element". I'm sure clarification as he suggested is forthcoming will be helpful, but its not a failure of the editors to let it pass. If the scenario isn't completed then the PCs simply don't receive their full rewards for completing the scenario--not a total party kill.
Sorry it wasn't to Kwixon's tastes, and as I mentioned, I do strive to be Gygaxian in adventure design, but this is not a Gygaxian element by design or implementation. It's merely a limiter to keep PCs from leaving and returning to the dungeon at their leisure and to give them a sense of story urgency. Any application of consequences of it outside the actual gaming session as to causing death or anything else is not using the scenario as written.
I'm not sure what the answer is to this. When I first wrote it, there were some clues and items in the adventure that would give the PCs bonuses in their final confrontation with Jhavul. I'm not sure if those survived editing or not and can't remember specifically what they were, though one was the finding of his ancestor's old bottle that he was enslaved in and using that as a morale penalty against Jhavul when revealed to him and their knowledge of his ancestor's shame and the fall of his once-esteemed house in the City of Brass. Alex Bursch wrote:
1. No poison, is not considered magical sleep, so elves are not immune. 2. Yes, assume they are already poisoned.3. DMG, p. 296. She does not have the poison use ability so she has a 5% chance of poisoning herself when she applies it. Assume that she did not when she applied it previous to the encounter, but apply this chance if she reapplies any poison. She also must make a DC 15 Reflex save to avoid poisoning herself on a natural 1 attack roll. 1 vial equals 1 dose of poison. As for how long, I believe it would be a move action to withdraw a bolt, a move action to withdraw a vial, and a move action to apply the poison--not something great for the middle of combat. Dragnmoon wrote: So I am not going to find out in the end that you can't make all the orders Hardcover and some will be getting a Softcover for Slumbering Tsar premium full subscribers? I'm not sure what you're asking here. There is no softcover of Slumbering Tsar unless you're talking about the individual chapter soft cover releases. Each compilation of Slumbering Tsar is a hardcover book. Those for subscribers are the signed limited edition with the extra material. Slumbering Tsar is being sold through a totally different model than S&W Rulebook. With S&W, only 100 of the hardcovers are being printed and they will go to the first 100 orders. With Slumbering Tsar, the subscriptions let us know how many of the limited addition hardcovers to print and pay for those hardcovers, so there's no chance of coming up short like I think you're describing. If you bought the premium subscription, you get the limited edition hardcover, because we're printing one specifically for your subscription and paying for the printing from that subscription's cost. We did it this way so we could start releasing Slumbering Tsar material right away (as we've been doing) without having to wait a year or so until the PF RPG conversion was completed, and we would know exactly how many to print so we wouldn't run into a problem of running out, which seems to be what you're describing. I hope that is addressing yor concerns, if I read your question right. Greg DMFTodd wrote: Or Ezer tells them. Oooh, good point. I forgot about that angle. I suppose you could aslo have a fire cult lizardfolk pop open the chute's hatch at that opportune moment to try to net some firebats (the burning motes in the description of B8. That was part of the original manuscript (that the lizardfolk used the chute for hunting firebats), but was cut for space in editing. That is correct. There are two hardcover limited edition books being talked about here: 1) Slumbering Tsar - going to the subscribers of the series who subscribed for the hardback book at the end (signed and with extra material included). 2)Sword & Wizardry Complete Rulebook - hardback 100 copies only (more in softcover). I think these are signed too, but I don't recall for sure. Sorry for the confusion. Spoiler:
It's been awhile, but I don't recall putting any other tricks in there to do it. IIf they are stymied and take a 20 on a Perception check, they should be able to find it if anyone has been putting ranks into the skill at each level. Otherwise you may need to give them some nudges to search harder and aid another, etc. Sir_Wulf wrote: When I ran the scenario, one of the PCs spotted the old tunnel on the way in. When she examined the entrance, I advised her that the passage appeared neglected, its masonry decayed and crumbling. The party rowed on to the landing that showed signs of recent use. That's an excellent example of a good GM nudge. I agree with Mark, but in adding that line it will let the players know where they are supposed to be. They can certainly still locate the other option and proceed in that direction without checking out the first, but then it is a conscious choice to ignore the initial instruction or their own fault for missing the instruction completely. I think they should be allowed to choose the second route if they want, but I also believe that the consequences are just. If you miss the contact because you chose your own route, you miss some of the rewards; if you miss the contact because you honestly didn't know which way to go, I agree with Swiftfoot that it isn't fair or fun. I'd still include the line so the players have an idea of where to go (whether they choose to do so or not), but as Mark mentioned, a nudge here from the GM would be helpful as well. Swiftbrook just posted a review of this adventure that brought up a really good point. Apparently in the editing process, an important line was removed in the section on introductory information that is given to the PCs. As a result he and his group missed a major portion of the adventure due to a really good Perception check. If you run this adventure, please insert the line below to avoid the possibility of having the same issue encountered by Swiftbrook. @Swiftbrook: I'm sorry to hear that it wasn't a good experience for you and that I hadn't previously noticed the removal of that line of text, because I think it would have probably made a big difference for you (the scenario certainly would've made more sense that way). Spoiler:
In the section where the PCs are questioning the venture-captain for further information before starting, it should say: (the mising line is in italics)
"What do we do once we’re in the tunnels? A sandy beach lies at the southern end of the cave. There You’ll be met
Again my apologies for the oversight in the final version that was released. P.S. Spoiler:
The Undiscovered Traitor boon is included because it highlights what is going on in the next two scenarios in the Heresy of Man trilogy where the PCs will have further opportunities to make the discovery. It's not a slap in the face, just a bit of ominous foreshadowing that hints at a big plot thread running throughout the series. Though I can see how it would seem harsh if only the first scenario was played. I know, I know, the Desolation is a beast of a puzzle to put together if you don't already know what it's supposed to look like, and it's the central focus of the first three adventures of the Slumbering Tsar Saga from Frog God Games. All I can say is that when I first designed it to be one book it was my intention for it to be a poster map. Well, after much customer feedback and tapping the esteemed James Keegan (of Wayfinder and KQ fame) for another of his extraordinary pieces of art, Frog God is providing its first free download (I say first, I don't know if there will be more or not, but I do know that it's the first), a players' map of the Desolation (no doubt pried from some unlucky sucker's dead fingers where he was found out in the muck) that can be distributed when your PCs first arrive in The Camp and start asking around about that Big Wasteland sitting in the settlement's backyard. Or make them build it from clues as they quiz the locals and dig for information. Do whatever you want with it; it's yours and it's free! Ideally it would have been put into the ST1: Edge of Oblivion adventure, but that has already been released and gone to print. My intention is to include it in the big combined book when the whole thing is released at the end, but until then download it for free here. Enjoy, Greg V. JaeWalker wrote:
I don't think you know me well enough to know what I'm all about. I do admit to enjoying sowing mayhem among the ranks of the PCs, though. No lie there. However, in my experience on both sides of the screen, those are some of the funnest parts of the game; call it Call-of-Cthulhu Syndrome if you want, but the people who have spoken to me about PC losses in adventures I wrote have always prefaced it with how much fun it was. It does stink to lose a beloved character, but it sounds like you've got a pretty epic tale for the bards to sing of there that can be enjoyed in the telling for many years to come. Anyway, I'm sorry to have contributed to your unhappiness. However, I assure you that I hyper-optimize nothing in my adventures but rather write what I hope to be challenging encounters based on the appropriate CRs for the levels in question. I cannot foresee results of die roles, player strategies, GM decisions, or sub-optimal/hyper-optimal character builds. Despite your intent with the comment, I can only take a comparison of my dungeon design as Gygaxian to be a complement. He is the creator of this little adventure game we like to play after all, and that is definitely a goal of adventure design for me. As for avoiding my adventures, that is fair. Everyone has their tastes, and I'm not about to tell you that yours are wrong. But let's not pretend that mine are wrong because they don't match yours. I/we do appreciate your feedback, and I always take the opinions of the consumers into consideration. I probably won't write the next adventure any easier as a result, but this kind of feedback can help me find ways to make it more enjoyable even for somebody whose tastes differ from mine and just got suckered into playing one of my adventures through no fault of their own. However, as for quitting game, that seems a bit extreme don't you think? Besides, I promise they only allow me to write so many adventures. ;-) Spanky the Leprechaun wrote:
DING, DING We have a winnah! Kyle Baird wrote:
Ah, there it's back again. Kthulhu wrote:
I don't see them on DriveThruRPG. You might try e-mailing Bill at bill@talesofthefroggodDOTcom and ask. He would know if they're available anywhere. Todd Lower wrote:
Pretty much as in mentioned in the spoiler above, though I certainly didn't intend for that to be the only way. The other ideas listed are good as well. Spoiler:
I recommend spreading the battle into the preceding rooms. There is a really a whole cluster of rooms there, and area f is just the point of initial contact. The aggression of the Pure Legion should carry them into the PCs' hands and even give opprotunity for some of the PCs to cut them off if they have the foresight to hide among the barrels while the others lure them deeper in. The key is that none of the Pure Legion should escape this encounter (which they really won't try to anyway) but if the PCs can give a good reason for this by drawing them deeper into the cellar and then cutting them off from reinforcements, then even better and more satisfying for the players. Masters thesis? Shouldn't let that eat into your gaming. ;-) I pitched this as a Golarion series to Paizo a few years back and suggested just off the map east of Taldor and south of Iobaria. I even worked up a map of western Casmaron to cover it. I'll have to dig it up sometime. Ultimately it is not campaign specific, but you can certainly place it in Golarion. East of Taldor might still be a good bet if you work the Great Crusade in with Taldor's own history of crusades and Armies of Exploration. Good luck on the thesis. Always remember the answer is "C".
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