|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
I recently ran Destiny of the Sands Part I and applied the chronicle sheet to one of my characters. The party that played through it didn't have and Sczarni characters, but my PC is. Now the group didn't fulfill the Sczarni faction mission and, obviously, didn't get the boon. However, when filling out the sheet to apply it to my character do I gain the Sczarni boon or not?
I just ran this scenario today and it was a lot of fun. However, some shared prep probably couldn't hurt.
One big thing that happened at all three tables running this today, including my own, is the party arrived in Eto without having asked where to find Torch. I strongly recommend that GMs share this information with the party automatically instead of waiting for them to ask.
The scenario has a lot of options for the party to approach from odd directions both figuratively and literally. What other pitfalls might be avoided with some advanced prep time?
I just bought Destiny of the Sands I: A Bitter Bargain and read the bit about Grandmaster Torch at the beginning. I knew that the Shadow Lodge stopped being a faction but I don't know any of the details. The most recent scenarios that we have run at my local lodge were from Season 3 while Torch was still a faction leader. Some of my players even met him back in First Steps and liked him.
So can anyone give me some details on his betrayal so I can weave them into the game next weekend?
The title may seem strange but here is what I mean:
I want to know what you think of The Slumbering Tsar Saga including its strengths and weaknesses. Based on this I will decide if it is a good purchase for my group and I or not.
Here is some backstory: I love the idea of a 'first edition feel' because I had some great fun back in 1/2E and for this reason picked up Rappan Athuk. However, it didn't scratch that itch and we all quickly got bored with the megadungeon. The encounters were exciting and interesting but the lack of story lead it to be just a series of fights with nothing to tie it all together.
A few days ago I had the opportunity to thumb through a couple of the installments of Slumbering Tsar and it looks like the design is a collection of interesting adventuring locations with little connecting them. While this may be interesting for a time it may grow boring and the campaign may fizzle out.
So here are my questions: Is the campaign more than a series of unconnected (aside from geography) adventuring locations? How long does it take to play compared to Paizo APs (Paizo APs take about 150-200 hours to complete)? Given the opinions of Rappan Athuk above, do you think this would be a good fit and worth the hefty price (the ST bundle ends up being about the same price as a Paizo AP)?
I am starting Wrath of the Righteous this weekend and decided to create a prequel adventure that takes place in Kenabres before the fall of the city. I feel this will get the party a little invested in the city so it's destruction has a bit more weight and make the rapid level progression of the first book feel a little more even.
The story I settled on is pretty simple and straightforward while establishing and foreshadowing future events and characters. I chose to take the confrontation of Staunton Vhane out of Irabeth's backstory and let the players have the honor of uncovering his betrayal.
The story is simply that Anevia was undercover in a group of local thugs on a mission for Trendelev rooting out cultists when she went missing. The party is tasked to find her and rescue her. She was captured by Vhane and his lackeys because she was close to uncovering him. The party traipses around the city a bit before finally confronting the gang and rescuing Anevia. They then confront Vhane and battle him as he mucks about in the Kite before he escapes astride his wasp mount.
The part I need help with is some simple and arrogant tactics that Vhane can use to quickly overwhelm the party but not kill them. I am wanting to establish him as a bonafide badass who thinks so little of the party that he doesn't even bother to kill them. Much to his detriment later when they come a-hunting.
...except there is.
Back in the very early days of third edition, smack dab in the middle of the switch from second edition, Wizards of the Coast released a little known adaptation of the Diablo II game in a pair of products called Diablerie (the rules) and To Hell and Back (the campaign). There was also a previous conversion book for AD&D 2E called Awakening that focused on the rules but remains pretty obscure.
After the release of these conversions WotC also released a web enhancement called The Secret Cow Level which was an a adaptation of Diablo II's infamous easter egg. Now, I'm not convinced anyone actually ever played the D2 version of D&D, and thus the web enhancement probably only ever got downloaded and skimmed for a chuckle from diehard fans of both D2 and D&D before being promptly forgotten and then deleted to save space on those old 1MB hard drives we had back in 2000.
Well, it turns out I still have my download after all these years and my first thought was 'wow this is crappy I bet no one ever played this,' which was quickly followed by 'I should waste a few precious hours of my life converting this to Pathfinder.'
And now I share it with you.
Hell Bovine CR 7 – XP 3,200:
LE Large magical beast
Init +2; Senses darkvision 60ft, low-light vision; Perception +14
AC 15, touch 7, flat-footed 17; (+8 natural, -1 size, -2 Dex)
hp 82 (11d10+22)
Fort +9, Ref +5, Will +3
Speed 20 ft.
Melee poleaxe +15 (1d10+3/x3)
Space 10 ft.; Reach 10 ft. (15 ft. with poleaxe)
Special trample (ex)
Str 17, Dex 6, Con 15, Int 7, Wis 10, Cha 6
Base Atk +11; CMB +14; CMD 22
Feats Cleave, Improved Bull Rush, Improved Initiative, Power Attack, Weapon Focus (poleaxe), Weapon Proficiency (martial)
Skills Perception +14
Environment Hell and the occasional slaughterhouse
Organization herd (10-1000)
The web enhancement is archived on Wizards of the Coast's website and can be found if your Google-fu is strong (read: mediocre). The document also details two special characters, the leaders of the herds, King Cow (Ranger 5) and Grief Ripper the Wraith (Wizard 4), which I may return to and convert. If you download the document be warned, there is an unending stream of painful, cow-related puns. You will also likely ask yourself why someone back then would have wasted their time creating the document, then wonder, perhaps more strongly, why someone 13 years later would waste even more time converting it before finally realizing that the most precious time wasted was actually your own.
To recoup on that lost time, you might as well throw some of these nasties at your party to keep them on their toes.
I reserved ten society number over a year ago but they didn't get used until today when we ran out of reserved numbers and I realized I had some that hadn't been used yet. However, now that I am trying to report our event today, one of those numbers is linking to an account. I double checked the number on both the tracking sheet and the .pdf that has the numbers on it to be sure I was typing it correctly.
Do they expire since they weren't used or is there something else going on? I can probably get these guys new numbers but if I don't have to I'd prefer that.
Obviously there is a wardstone in Kenabres, and Castles of the Inner Sea states there is one in Icerift Castle. One can assume there is one in Nerosyan, though I'm not finding any reference to one there. I also assume that there is one in Star Keep, but since it seems to be nothing more than a marking on the map of Mendev in the Inner Sea World Guide I have no basis for that assumption.
So, are there other wardstones? Perhaps in Numeria or Ustalav? It seems illogical that the tide of the Worldwound would only be bulwarked in Mendev since the demonic hordes, like Hitler and the Maginot Line, could just go around.
I know it's much too far out to know who will be included for the iconics in this AP but I wanted to share mys wishlist.
Amiri - Since she is kellid and this AP takes place in the barbarian lands I think she is a natural fit. Plus, I'm always happy with more Amiri artwork...
Lirianne - An AP with super science seems like a great place for Lirianne to make her first AP appearance.
After those two the choices are less obvious.
Ezren - We haven't seen him for a while and his evocation magic vs giant robots would make for some neat art.
Lem - We also haven't seen Lem for a while in the APs and while he isn't my first choice for a skill monkey, Merisiel has more AP credits to her name than anyone else.
The party is pretty well balanced with melee, range, arcane, and skill. Plus Lem can supplement healing when Amiri gets beat up tanking her way through encounters.
What would you consider a good lineup for Iron Gods?
I co-run a PFS lodge that has gained a respectable attendance. A frequent player and I were discussing goblins last night and I mentioned that certain PFS boons existed that allowed players to make characters for unconventional races such as goblins. I assumed the boon for goblins was in We Be Goblins! but I was mistaken.
So now I ask, where can I get these race boons to doll out to the folks that come out to our PFS events? Are they only in certain scenarios or are they convention only or limited time boons like Ascendance Day last month?
My Friday gamers have made a request for a narratively driven sandbox game. However, I really want to run Rise of the Runelords since it's such a classic. Now, I'm not married to the idea yet but I have been considering it, just as I have been considering a wide-open Varisia-based game where the party can just go wherever they like.
So how could I go about making this campaign a sandbox in the style of Kingmaker?
I have just started a local PFS Lodge for the game store I recently opened (we launch our first event in less than a week) and I want to purchase a season of PFS to keep us in scenarios for a while. Now however, I don't know which season to purchase. I'm leaning toward 4 because it's pretty centrally located in Varisia and that might help in the establishment of PFS locally, plus I can tout the great Varisia: Birthplace of Legends as a companion.
According to the reviews all of the seasons are pretty well reviewed with only a handful of scenarios with low ratings. Season 0 is the only one with a bunch of retired scenarios but I feel like we will get more bang for our buck out of PFRPG scenarios over OGL scenarios.
So what is the best season in your opinion?
I am going to be starting a wide-open sandbox campaign soon where I will be simply cutting the characters loose in Varisia and will employ the various APs and PFS Season 4 as a backbone for plot hooks and adventure sites. With the release of Mythic Realms and the inclusion of stats for the Olipeaunt of Janderlay I want to meld mythic into the game, however, I don't want to take control over when the party gains the tiers so I considered implementing this alternate system.
Characters are limited to 20 character levels and 10 mythic tiers as normal but now also track Experience Level, which is determined by their total earned experience points. Whenever a character earns enough experience points to advance in Experience Level they may choose to apply it to either a Character Level or a Mythic Tier. Experience Levels are earned at the same rate as character levels listed in the Core Rulebook. Supplement the progression chart with the following, post-20, experience point requirements.
Slow Experience Progression
Medium Experience Progression
Fast Experience Progression
According to Mythic Adventures one mythic tier does not equal in power to one character level but I felt that offering two tiers in exchange for a single level did not feel like the right approach so I left it as a rough equivalent. Also, with the game changing super-heroism of mythic I will be restricting the purchase of mythic tiers until characters obtain 10 character levels, keeping it appropriately super-heroic.
A new organized play group has just been formed in the Lewiston/Auburn area and is open and free for anyone wanting to come join the fun. We will be meeting at the Lewiston and Auburn Public Libraries. Our first meeting is on Saturday September 28th from noon to 5 at the Lewiston Public Library in the Gene Cature Room.
For more information please visit us at www.facebook.com/TheGameLair
Varisia seems to be THE place when it comes to Paizo developer love and so it has some very rich support. I am putting together a campaign for my old college friends that will be a Varisia game. The backbone of the game will be a Rise of the Runelords/Shattered Star mashup but I want to use the slow XP track and let the players go wherever and do whatever they like. They will be based in Sandpoint since that seems thematically appropriate.
What I am trying to do right now is generate a comprehensive list of Varisia material to mine for campaign content. Primarily I am looking for GM-focused material to have a plethora of things to throw at the party as well as be able to react if the group wants to go off on a tangent and not follow the established plot, such as maybe seek out and explore Hollow Mountain instead of the whole broken artifact nonsense.
Here is a list of everything Varisia as far as I can tell. Any assistance in making the list more complete would be greatly appreciated.
I'm prepping a campaign right now that is kind of just a Varisia game but will be built on a backbone of Rise of the Runelords and Shattered Star with plenty of other bits thrown in there as well. I will be having the characters use the slow XP track and plan on scaling the AP installments up or down as needed. Ultimately the scaling shouldn't require moving the CRs up or down more than one or two at any given time.
Anyway, my concern comes in the distribution of wealth. I was originally planning on just leaving it alone so I didn't have to do a bunch of extra bookkeeping by reconfiguring all the distributed wealth. But then I got concerned that it may blow the curve a tad too much. If it means that they will have the effective wealth of a party a level higher or so that's not a big deal but if it is considerably more extreme I may need to dial it back. If the excess wealth is just kind of there to be spent on a big estate and servants than that's not an issue.
Has anyone else tried this and discovered significant issues?
I searched around and read the class guides and whatnot but nothing really worked for my character build, unless I was missing something.
So my character is, as the title states, a Dex-based Two-Weapon Fighter. He is the party leader and moral compass, being basically a Paladin with the class abilities of a Fighter. Also, he was modeled originally on an Apache warrior but that was before he got ported over to Pathfinder and Golarion. Now he is an Andoran Eagle Knight, however, he still fights tomahawks (throwing axes) and has war clubs as backup weapons. The idea is to keep him light an mobile while still keeping him formidable with a primary weapon that is both melee and ranged.
The other big thing I am trying to achieve with this build is to have him work great in stages. He is being made for Second Darkness (no spoilers please) and I want to maximize him for the level ranges of each adventure (1-3, 4-6, 7-9, 10-12, 13-14, and 15-16). This way if we quit out after a certain adventure I won't be left without some cool ability.
With all of the options I have found myself starved for feats in the low levels but with nothing to take at higher levels. I am concerned that while he may start out strong he will get weaker and less effective as time goes on. I have had this problem with characters in the past and it sucks.
So here is the build:
Aaron Proudheart - Human Fighter
The big problems with this build is the low AC early on and the reliance on other feats. With the idea of getting some cool new ability at the beginning of each chapter works okay for the first half but then kind of falls apart. Also the inclusion of Dodge/Antagonize is a tough choice. He needs an AC boost, though it may be a little late in the game when it comes around, but with his high Diplomacy Antagonize will keep foes off the squishies and give the rogues the opportunity to flank. Plus, he's kind of the selfless defender type who would be drawing enemies to him anyway. Hit points are also a concern with his lower Con score and I thought of including Toughness in there but didn't know where. I can always swap his Str and Con but I wanted a higher damage output. His DPR is based on landing his multiple attacks so Str seemed important.
I looked at the TWF archetypes but nothing grabbed me. I need the Armor Training to wear decent armor and keep his AC up.
I could really use some help here through each chapter.
Most APs seem specifically designed for play by characters of any alignment. Skull & Shackles had a distinct lean against lawful; good characters and paladins specifically, making it rather problematic on a several occasions.
This path seems to be almost the exact opposite, making it the paladin path almost. When I run this (and I will be running this) I want to be aware of any issues that may arise from the 'oh no evil characters, that's fine I'll just play chaotic neutral with evil tendencies' type of players. It's not a big deal for me to impose a ruling that allows only good characters and I don't see my players having any kind of real issue with that aside from a token complaint that is quickly forgotten.
I have no problem going so far as telling all my players to make paladins with heavy use of archetypes. lol
I was looking at the level/tiers in the product descriptions and noticed this path shoots well past the levels normally included in an AP. Given my recent campaigning for more high-level material from Paizo I am more than a little excited. However, the existing product descriptions only include the first 5 chapters so I am wondering if someone can tell me what level/tier characters should attain during this path. Given the levels/tiers of the first five chapters I am assuming level 20/tier 10. If this is the case I am going to set money aside now for a subscription.
->This<- thread was recently posted in General Discussion forum discussing the lack of material for high-level games. In the conversation James Jacobs said this:
James Jacobs wrote:
But one way to help us make the decision to print more high level stuff (something I want to do!) would be to let us know.
So who do we talk to about getting some support for high-level play?
I have made my arguments and thrown out numbers in the past so I will not repeat them here but this seems to be a major lacking area in the Pathfinder brand. Please, Paizo, let's do something about this.
Now, before anyone has a knee-jerk reaction please read-on.
This topic is not an attack on the developers in any way. There has been some support in the Roleplaying Game line for high-level play in high-level threats and whatnot, but from what I can tell that is about where it ends. Also, there are several factors involved in why Paizo runs the Modules line the way they do and I do not intend to excessively criticize business practices I am not privy to.
Third party groups have tried to fill the void and certainly no offense to third party groups but quality is spotty unless you know just where to go and then, options still remain limited.
Also, this topic is not a place to yell that high-level play is wrongbadfun because those arguments are irrelevant. Everyone has their own preferences and I enjoy all three tiers of play equally. The arguments have been made already so let's focus on my point above.
As the title suggests, I am attempting a conversion of the Seeds of Sehan campaign arc presented in Dungeon Magazine in issues 145-147. This seems like it should be a simple task of applying the details presented in the PFRPG Conversion Guide, however, I have heard tell that the guide does not always scale appropriately for the increased power of Pathfinder characters.
I'd hate for the group to sit down to play and steamroll the encounters. I will be applying the conversion guide to the encounters but any help from those of you versed in 3.x to Pathfinder conversions would be greatly appreciated.
For a little backstory, about four or five years ago when we were all on the fence about whether 4E was for us or not a member of my college gaming group was snatching up as many 3.5 books as he could get his hands on and would frequently bring them onto campus in milk crates to then pour over. Another member of the group came to us one day with a copy of Monster Manual II open before him and proceeded to tell us about one of the stranger monsters he had found, the Yak Folk. Here was an anthromorphic yak that could control genies and possess people. It seemed so strange to us.
About a week later, while looking at the large number of Dungeon back issues I had obtained I discovered Seeds of Sehan, or as we began calling it 'The Yak Folk Campaign.' I mentioned it to the group and we all sat down to play it. With the interference of classes and other RL issues we never got much past the first installment.
Flash forward 5-ish years and we are the old college gaming group is getting back together. This is the first time many of us have seen each other in quite some time but thanks to the miracle of Facebook we have kept in touch.
After many years, we are returning to Exag...
Just like the title suggests, I am looking to convert the Summoner over to 2nd Edition. I would like to do this as simply and straightforwardly as possible. If there is a simple wizard kit or something along those lines that will do the trick that would be great. I'd rather not have some complicated custom class if I can avoid it. I considered just using a specialist mage with an animal companion but that doesn't really capture the eidolon very well.
The reason I'm asking is I am planning on springing a surprise on my Pathfinder group by taking their character sheets and showing up the following session and letting them all know we are rolling the game back 20 years and hand them their characters in 2nd Edition. We will play a few sessions and really get the nostalgia kick. I want to remember what it was like to play the game back then and learn if it is only fuzzy nostalgia that makes me remember the old rules so fondly or if they really were pretty solid. Well, everything except THAC0, that is still counter-intuitive.
The group consists of a Paladin, Bard, Druid, Cleric, Summoner, Rogue, and Gunslinger. All of the classes except the Summoner and Gunslinger convert over smoothly. The Gunslinger I just rebuilt as a Thief with a musket. I'm not sure what to do with the Summoner, however.
I was reading the product discussion for Dragon's Demand and there was a lot of reaction and discussion about the new format. It got me to thinking and I wanted to pose a question/offer a suggestion to the developers and community.
This shift makes good business sense for a number of reasons. As a former editor and publisher myself I know that it is far easier to produce a quarterly product than it is to produce a monthly or bi-monthly product. Also larger adventures sell better to the casual consumer and most publishers know that casual sales are where the money is. Subscribers are already fans and require little effort, while casual consumers require advertising and exciting and alluring products, etc.
The quarterly release means less adventures per year, obviously, and the concern over higher level adventures has been raised a few times. I am interested in knowing if this has been addressed by the developers. I understand that the new format is still very new so it may not have been considered yet.
There has been some community concern already about the lack of high-level adventure material. With less adventures per year the potential for there to be even less support for high-level play is very much a concern.
This being said, I fully understand that high-level adventures take more design and development time and do not sell as well as lower level adventures and thus do not make as much short-term business sense to produce.
Rather than a random and unexpected release format (content-wise not release dates), formula works for a reason and I offer this as a potential approach. With four adventures released per year and GenCon being a major event I am going to assume an August-November-February-May release schedule (though this is pretty irrelevant to my suggestion). I would suggest two low level adventures every year, perhaps when the APs launch in August and January, and one mid-level and high-level adventure on the off releases.
This will allow semi-casual buyers the predictability to know that at a certain time an adventure in the level range they prefer will be released and they can head on over to their local store or favorite online retailer and grab a copy.
This will also also allow for the community to have the kind of adventures they want, alleviating the lack of high-level support the Pathfinder line has currently.
If this format were to be adopted, or something similar with a wide array of level and play style support I would consider getting a Modules subscription instead of the grabbing one here and there as they strike my fancy. I am sure many agree though, admittedly, we may be in the minority.
What do you think?
I have a group who has recently decided they want to play some short sessions on the side while we take a break from the World of Darkness game I have been running and I got to thinking that PFS scenarios are designed for quick, fun sessions, plus a $4 price tag is hard to beat.
My players aren't interested in doing the game as PFS play, despite the fact that I tried to talk them into it. Using the scenarios as just adventure material is appealing to me but I am concerned that the methods for wealth distribution may become problematic.
The party will be collecting loot like a normal group of adventurers and not making use of scenario sheets like PFS characters. Is there a special way I should handle distribution of treasure if I make use of PFS scenarios?
I plan on handing out XP like PFS at a rate of one per adventure, so that isn't a concerns for me. Are there other concerns or pitfalls I should take into consideration?
If all else fails I can just run the adventures I already own, but this idea seems appealing to me.
I am looking for some good places to put firearms and firearm-based treasure in Rappan Athuk.
One of my players decided to play a gunslinger (musket master) and thus he has started with a firearm. I am looking for input on places/NPCs where I can place firearms or related gear within the adventure itself. Shops are obvious but I want him to be able to make use of the cool treasure that can be had from delving.
Now, that being said, I am running in Golarion so firearms are rare-ish and I like the idea of having ancient treasures in the depths of the dungeon but there is no reason to believe that delving gunslingers haven't gone inside and died. Or perhaps notable NPCs carry guns. The Cloister seems a logical place to insert some guns and perhaps firearms and fireworks amid the goblins in the Abandoned Bastion.
What do you guys think? If I could get some input akin to the adding firearms sidebars in Skull & Shackles that would be great.
I will be running Rappan Athuk soon and I want to introduce campaign specific traits in the same vein as the traits in the AP Player's Guides. I haven't yet started down the path of designing some so I wanted to ask the community at large for input.
I want to have one that is based around dungeon delving and grants darkvision but that's as far as I've gotten so far. The guides seem to offer about six to ten traits so I'd like to have about that many too. Any ideas?
I am looking for some advice and discussion about handling quests, delves, missions, excursions, raids, whatever you want to call them using a megadungeon as a setting.
Some explanatory text.
I have been asked very nicely to run a game alternating with the Skull and Shackles game I am currently playing. I have decided to accept the request and want to do a sandbox style game centered around exploration and quest-based adventuring. When this group is given room to stretch their legs and go about things their own way they seem to thrive.
So this leads me to a couple of options: Kingmaker or Rappan Athuk. I have spent the last few days reading a lot of reviews and product discussions and I am pretty convinced that Kingmaker will be fun no matter what, so discussion of that product is kind of moot. Rappan Athuk seems generally well received and I am hopeful about that product.
Both fill the need for me so I am really torn about which I want to run. Kingmaker offers the added element of kingdom building and universally positive reviews while Rappan Athuk has more adventure material for half the price tag ($40 for Rappan Athuk versus $84 for Kingmaker) plus it has the charm and nostalgia value of an old school megadungeon.
I will be posing the question about which the group would like to play but if they chose Kingmaker that in no means invalidates this discussion.
The purpose of this post is twofold.
I am looking for advice for my game but I am also hoping to provide needed advice for the community at large.
Normally I am not a fan of dungeons when they lean towards more than a dozen or so rooms. Now, I know what you're thinking, why would I want to run a megadungeon if I dislike running dungeons? The reason I don't like dungeons is the grind of moving room by room and door by door in an endless stream of Perception rolls. I hope to offset that by introducing a complex far too large to approach in such a manner and the introduction of targeted delves where the group goes in for a specific purpose and then leaves. This should transform the megadungeon from a place to be explored and searched by the square foot and becomes a dangerous location for adventuring.
I have done a fair amount of searching online for input and ideas on delves into a megadungeon and all I have found are a plethora of articles about this approach being how megadungeons should be run but almost nothing about ways to pull it off.
...and now we discuss.
So what are your thoughts on the megadungeon as a sandbox style quest based campaign? How would you approach the introduction of quests? What sorts of things would you have players do and how would you get them to the locations?
If I end up running Rappan Athuk it will be from levels 3-20 (as opposed to Kingmaker's 1-17) so advice for all level ranges are appreciated and encouraged.
I had the pleasure of finally getting to run Feast of Ravenmoor and it was a blast. I wanted to give a hearty 'huzzah' to Mr. Hodge for the evening of enjoyment that was had by all.
I ran it as a Halloween party and yes, I know it's nerdy that we sat around gaming as a Halloween party. I also know that it was two months ago but I use NaNoWriMo and a new job as the excuse for not coming on here sooner, but I assure you, the game was still lots of fun.
The remainder of the post contains mad spoilers.
I've had the module for a while and have wanted to run it for some time now. I was starting a World of Darkness game and jumped on the excuse to run this adventure. It got updated to a modern, non fantasy setting, but that didn't diminish any of the adventure. I placed the setting in a small Maine town during a Halloween/Harvest festival. The party attended and took place in a number of games and even enjoyed wrestling the greased pig.
The only encounters that were changed were the stirge fight at the beginning and the mutation of the pig. The lost pet became a dog but the party still helped the boy find Applesauce, who had slipped down an embankment and got stuck.
The feast became an old fashioned Maine style bean supper, or bean suppah as we say here in Maine. The party was shouting 'CULT!' after they were in town for only a few minutes and I considered them having a few beers with Keigler at his house and then go home, just to mess with them.
Ultimately the cultists attacked them at the farm and the party ran off through the old corn maze, which had the requisite maniac, and through to the ritual on the hill where they confronted Keigler, and dropped him with a rifle shot to the head only moments after he finished monologing. They were quite surprised when the giant, demonic mosquito burst out of him and attacked.
Ultimately, it was awesome and we all enjoyed playing it.
So you know how it has been said numerous times that a Paladin was the toughest class to play in this AP? Well, guess what I ended up playing...
It wasn't by design. I didn't sit there and go 'oh, we're playing Skull & Shackles? I'll be the pain in the ass that plays the paladin in the campaign where paladins don't mesh real well.' I'm not that guy. We started a completely different campaign based in the American southwest in the 1850s only as a Pathfinder-style fantasy setting. For various reasons I ended up making a paladin who was a cowboy, sporting cowboy wisdom and following the cowboy code (Gene Autry style!). Well, the GM decided to roll our characters back and reboot the game and start on the Wormwood after a rough night in Port Peril.
So I ended up being a paladin on a pirate ship.
It's been an interesting challenge so far and I have become 'a dangerous man to be keepin' company wit'' what with all the kicking in the captain's door and demanding he return to Port Peril to face justice for his crimes that I have been doing. Okay, I only did that once and I got a poisoned dart in the chest from which I am still recovering, but you get the point.
So far we've got quite the mutiny stirring on board the Wormwood and a band of cut-throats rallying under the banner of the Andoran (I'm Andoran now) cowboy, even if they don't understand what I'm talking about most of the time.
Has anyone else had the interesting experience of playing a paladin or running a group containing on in this campaign? We've just finished part one of the Wormwood Mutiny so no spoilers please.
I'm looking for some basic advice on ability/feat choices for a paladin I am currently playing. I haven't played a pally since 2nd Ed so I'm a little rusty. That Sorcerer 8/Paladin 2/Eldrich Knight 10 I played in 3.5 doesn't count.
The game is RP heavy and we don't need optimized characters and I don't want to blow the power curve but I still like to get the most out of a character concept. This is also the first Pathfinder character I have actually played since I am usually behind the screen. Any advice would be greatly appreciated.
The concept is a light and fast two-weapon fighter. The game is a homebrew with an 'old west' feel so I made a gunslinger meets Apache warrior type. He is already in play and working quite nicely (when the dice cooperate) at first level. The game meets for a limited time weekly and we're using slow progression so I'd like to optimize for each tier of play to maximize fun; low 1-7, mid 8-13, high 14-20.
We are using the Core Rulebook only.
Aaron Proudheart, Human Paladin of Erastil.
Str 14, Dex 15 (13+2), Con 14, Int 5, Wis 15, Cha 16
I outfitted him with throwing axes to serve as melee and ranged weapons as well as studded leather to keep him light and fast.
With those stats clearly any optimization based on skills is right out.
So far this build has been working nicely with the exception of a sub-optimal AC (14) but I can improve that later with feats and magic.
I'm a little torn on how to maximize his concept. I want to keep him a solid fast and light dual wielder but I need to improve that AC. Tentatively I have chosen the following abilities/feats:
3. Quick Draw
I really want to take Dodge but that increase to speed that comes with Quick Draw is important. I'd also like to make use of Weapon Finesse early on but that may have to wait. I'm also not sure how useful Divine Bond is going to be since we have so far been outdoors and I bothered to purchase a mule as a mount (he's sensitive so be careful you don't hurt his feelings).
I'm really not sure what to do here to keep the concept as solid as it is at first level. The abilities/feats to stay light and fast don't seem to remain easy choices. However, magic will factor in at this point with a ring of protection, amulet of natural armor, and magic weapons and armor.
My choices right now are:
I'd love to get Cleave, Power Attack, and Weapon Focus but I'm not sure how to make it work.
At this point I'm pretty lost to keep him straight pally. Here is what I chose as of right now:
15. Improved Vital Strike
I originally posted asking if interest for a Numeria AP existed here. It seems there is so I am well under way.
This thread is for discussion, input, requests, suggestions, contributions, complaints, etc.
The Rogues of Caliphas – Levels 1-4
Hired seemingly at random the party is sent to restore order at the Havenguard Lunatic Asylum in Caliphas. Once inside, however, they discover that all is not as they were told. The madmen have taken complete control and an enigmatic conspirator sought out the party to imprison them. Breaking out of the madhouse reveals the identity of their captor as one Doctor Hedgerow. The party sets off on his trail delving deep into the underworld of Caliphas confronting Sczarni at every turn. A final assault on the Sczarni brings the party face to face with Hedgerow. It is then they learn that they have been set up to eliminate the Sczarni and that grater forces are at work than a criminal syndicate.
Horror on the Hill – Levels 5-8
Tales of Blood and Steel – Levels 9-12
To Catch a Fallen Star – Levels 13-16
The Mendev Alliance – Levels 17-18
Usher of the Apocalypse – Levels 19-20
Some Numerian Goodies
Here are some Numerian goodies to whet the appetite until I have some substantial adventure material; one weapon, one suit of armor, and one new monster.
The following items and processes are created using technological and arcane means known only to the Technic League. These items are not available on the open market.
Type: 2-handed exotic Damage: 5d6 Critical: 20 Range: 400' Misfire: 1-5 Capacity: 20 Weight: 15lbs Cost: 10,000gp
A plasma lance is a five foot long weapon that resembles an oversized shortspear with a weight near the haft. The barrel of the weapon is flanged at the end creating a look like a rounded spearhead. The back foot and a half of the weapon is larger than the long barrel so it rests comfortably against the hip for firing. The trigger and handgrip is at only a slight angle from the barrel and widened to comfortable accept a humanoid hand. Behind the handgrip is a six inch long cylinder that locks in place around shaft of the weapon and houses the plasma coil. This can be removed once the plasma coil is spent by unclipping and sliding it up, off from the firing mechanism. A fresh plasma coil can then be slid into place where it clips automatically, making the weapon ready for use again.
A plasma lance is designed to be aimed and fired from the hip, making the weapon difficult to aim for those not proficient in its use. When fired the weapon releases a small of super heated plasma at a high velocity. When the ball reaches 400’ it detonates in a ball of searing heat and fire 20’ in diameter dealing 5d6 points of damage. Unless struck directly, those within the blast area are allowed a Reflex save, DC 15 to take half damage. Striking a moving target requires a ranged touch attack while striking a fixed point requires a ranged attack against AC 10.
The resulting fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the explosion may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other explosive effect does.
If the plasma shot strikes a solid object before reaching 400’ it detonates prematurely. A small dial near the trigger allows the weapon’s range to be dialed back to any range between 100 and 400 feet. Dialing in a range requires a standard action unless the shooter is proficient in the weapon’s use, which reduces the time to a move action.
Unless proficient with the weapon, aiming and firing a plasma lance requires a full round action. A plasma lance can only be fired once in a round.
Proficiency with a plasma lance reduces the misfire chance to 1. A misfire gives the weapon the broken quality. If a misfire is rolled while broken the plasma coil immediately overheats and explodes dealing 10d6 points of damage in a 20' radius centered on the weapon. If an attempt to use the weapon is made by someone non-proficient than it is always considered to have the broken condition.
Type: Light Armor Bonus: +6 Max Dex Bonus: +3 Armor Check Penalty: -2 Arcane Spell Failure: 5% Speed: 30'/20' Weight: 25lbs Cost: 22,500gp
Technic Armor plates are constructed out of a lightweight and extremely durable skymetal alloy layered atop mithral and shaped to deflect blows. The plates are layered and arranged over a Kevlar weave wired throughout with circuitry powered by arcane energies. The armor provides maximum protection while remaining light and mobile to prevent interference with spellcasting. The armor is often worn piecemeal covering only vital areas to allow even more freedom of movement without a reduction in mobility. Wearing the armor piece meal has no impact on the armor’s statistics.
The significant durability and maximum protection of the skymetal used in the construction of Technic armor grants the wearer DR 2/adamantine. Internal circuitry and magical infusions combine to create an electrical dampening and grounding effect that grants the wearer Energy Resistance 10 against electricity. Servos and body enhancing modifications also grant the wearer increased physical abilities for +2 Str and Dex while worn.
Due to the light weight and maximized efficiency of Technic Armor a wearer proficient in its use can don and remove the armor in five rounds. If attempting to don hastily the wearer is able to do so in only three rounds. Users not proficient in the use of the armor have difficulty with the odd straps and buckles making donning the armor the same as scale mail. This armor is designed for solo use so these times are not made faster with assistance.
Human Servitor Zombie – CR 1
NE Medium undead
Init +2; Senses darkvision 60’; Perception +0
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 12 (2d8+3); fast healing 5
Fort +0, Ref +2, Will +3
Immune undead traits
Melee slam +4 (1d6+4)
Str 17, Dex 14, Con —, Int —, Wis 10, Cha 10
BAB +1; CMB +4; CMD 16
Special Abilities Unearthly Mortis
Fast Healing (Ex) Servitor zombies repair damage done to their bodies at a tremendous rate, often fully repairing in only a few minutes. A servitor zombie is able to reattach lost limbs and will repair damage even when reduced to negative hit points. Damage dealt by fire, acid, or electricity cannot be repaired. If a servitor zombie’s head is removed from its body the body ceases to function and will begin to decay normally unless the head is reattached, at which point it begins repairing again. Destroying the brain will destroy the zombie and prevent any further repairing.
Unearthly Mortis (Ex) Servitor zombies cease decomposing the moment they are animated. Once a servitor zombie is destroyed it begins to decay normally.
Servitor zombies are created using a strange grey paste that explorers of the Technic League found deep within Silver Mount. When a small dollop is placed onto the head or face of a corpse it quickly absorbs into the skin and in a matter of minutes the corpse begins to move and can accept spoken commands.
The Technic League use servitor zombies for all manner of menial and dangerous tasks. The zombies understand the use and operation of numerous tools and devices without instruction. An additional benefit of servitor zombies is that if damage to a limb or other body part is too severe to repair tools are able to be grafted on and become fully functional like any natural body part.
Servitor Zombie Template
Servitor zombies do not have the Quick Strikes special ability instead replacing it with Fast Healing and Unearthly Mortis as described above.
Right now I am nearly finished with the first part of The Rogues of Caliphas called Keys to the Madhouse where...
...the party finds themselves locked inside the Havenguard Lunatic Asylum and must escape and find out who set them up.
As always, feedback is appreciated.
I was wondering if anyone knew of a site like Obsidian Portal that doesn't charge to upload more than one map?
I'm writing a fan-made Numeria AP and I am looking for a good place to upload all the adventures and maps and other goodies. Obsidian Portal seemed like a good option until I tried to upload my second map and it told me I needed a pay account. Needless to say this isn't going to cut it.
I considered using Blogger but the layout isn't the best for what I want. The forums here won't let me post maps. I'm not sure how useful RPGArchive will be for a work in progress plus it doesn't seem like anything new has gone up there in almost a year.
Another option I thought of is to post all the text based material here and other forums and link to maps uploaded elsewhere like Google Docs or something but it seems like there has to be an easier way to do it.
On a personal level I don't care for the use of minis in a game and I have resigned myself to the fact that once I am up and running I will need to use them to run public PFS sessions and events.
However, I just realized that I didn't see anything in the FAQs or guide so now I'm curious if they are required, strongly encouraged, just the baseline assumption, or left entirely to DM fiat.
I signed up for PFS because I will be opening a game store soon and wanted to be ready to run events when the doors opened. A few weeks ago I ran Master of the Fallen Fortress for my regular group using the PFS pregens so I could get a feel for PFS play. (It was a lot of fun BTW.)
None of them have PFS accounts so can I claim that session as a PFS GM?
I am posting this question to see if the interest exists. Is there interest in a fan-made Numeria AP?
I have a campaign outline, campaign guide, and am about a quarter of the way through the first chapter of a Numeria focused AP that will go from level 1-20. I will gladly answer any questions and give details to interested parties. I'll even take suggestions. :D
I'd love to hear what the community thinks of the idea.
I was reading this thread --> I am a hyperlink <-- and got to thinking...
I was wondering if anyone had created a list of campaign traits like the ones that appear in the APs now for the folks that want to run Age of Worms, either in Golarion or the Greyhawk in all but name default setting.
It wouldn't be too hard to adapt the ones above but I was wondering if anyone had already done this.
I have been wanting to run Age of Worms since it was first published but I have STILL not had the opportunity. Hopefully I will very very soon. When I do run it, I want to do it right.
First off, I will be running it in Golarion using PFRPG, but those a moot points.
The big thing is I want to include the material in Elder Evils/Exemplars of Evil. The points to include that material is pretty straightforward as the ELs dovetail into the adventures without much fuss.
I also really want to include Tomb of Horrors, which if I use the 3.5 conversion that was released free on Wizards.com I can replace Gathering of Winds without much issue. Especially since I gather that is the weakest of the adventures.
I have a copy of the Rod of Seven Parts boxed set for AD&D 2E and I'd really like to allow the party to recover all seven pieces. I'm not really sure how to merge it together though. Rod of Seven Parts isn't a bad series of adventures (I played a 3.0 conversion a while back and have since read the whole thing) but it doesn't seem to mesh with the Age of Worms story at all. I am thinking maybe including pieces of the rod in various treasure loots but that seems too forced. I really want the quest for the rod to intertwine with the fight against Kyuss but be it's own subplot. I want the party to have to earn it instead of handing it to them as they go. I'm not dead-set on using the material in Rod of Seven Parts but that seemed like an obvious starting point.
Does anyone have any suggestions for including or building this subplot?
I've been reading about the brutality of this module but since I bought it and it looks cool I'm going to run it anyway. However, I only have three players that can commit, and I refuse to run an NPC. So are there any things that those of you more familiar with the module think I could change, either character-wise or module tweaks?
I considered upping their level to 4 or maybe granting more points for stats. Or maybe just leaving it as is and making them deal with it. lol
Any suggestions from the peanut gallery?
First off, I apologize if this thread is in the wrong place. It didn't seem to have a home in the PFS forums.
I have read that a metaplot runs through each of the PFS seasons so I'm wondering if people who know these adventures could identify which scenarios tell the metaplot for each season. I read the descriptions but I couldn't make much of a connection aside from some vague generalities.
I am starting a regular PFRPG game and want to run some short but loosely connected adventures to make up the campaign and I thought PFS scenarios might be a good fit, with some conversion obviously. Since I also am also planning on submitting scenarios I will be purchasing some to read and dissect anyway. If I can run them for my players all the better.
Any help in stringing the metaplot together would be greatly appreciated. I'm more interested in Season 1 and 2 scenarios at this point because Season 3 is still underway.
I have been running games since about 1990 so I've pretty much got GMing down. However, I just made the update from 3.5 to Pathfinder (I know, finally, right?) after a brief intermission with 4E but we won't discuss that.
Well now I have the opportunity to dive in with a whole new group of players I have never had the pleasure of playing with before (experienced roleplayers, however) and I want to put together a little set of adventures for them. I'd like to run an AP but I'm not going to make that level of commitment to a group of players I have never gamed with before and may grow irksome or flaky. In addition I have never run nor have they ever played Pathfinder though we are all VERY familiar with 3.5 so that shouldn't be much of an issue.
I considered the Falcon's Hollow adventures as I ran Hollow's Last Hope as the kick-off of my last campaign but I don't want to bother with converting over to Pathfinder if I don't have to.
I read a bit about the Crypt of the Everflame > Masks of the Living God > City of Golden Death series but it just wasn't grabbing me as it seems a tad too dungeoncrawly for my tastes.
I'd like to start with Master of the Fallen Fortress because it seems like a basic yet decent introduction to the game for newbies and a simple run at that. The modules that are jumping out at me right now are Feast of Ravenmoor and Carrion Hill and I think I'd like to build this path with them included.
So I'd like some input for you fine folks that are more familiar than I about these modules. What should I put in to the beginning? Godsmouth Heresy perhaps? Maybe something 3.5? Are there mergeable characters or groups or themes I might make use of? Pitfalls that may crop up if not planned for? I'd like to maintain a tone similar to those presented in the two modules I mentioned above.
I run games in my own homebrew world so locations in Golarion are unimportant and I'm probably going to group everything into the same location anyway. I'm just looking for something fun and easy that tells a bit of a larger story than just the stand-alone modules.
I'm looking for an adventure that is suitable for or scalable to levels 13-14. I'm looking for something that is kind of a spiritual sequel to Speaker in Dreams. So I'm thinking urban based with a kind of mystery and shadow organization or somesuch. I scoured my back issues of Dungeon and I thought about Vampires of Waterdeep but they look a little too dungeon crawl for what I really want.
I thought I'd present this to the forums here in hopes of getting some feedback. The adventure can be from anything 3.0, 3.5, or Pathfinder. I am willing to track something down if need be. I want something that will take characters through levels 13 and 14, but again, if I have to scale a little that is okay. I have all of the Paizo adventure paths so pulling from one of those is fine too as long as it's easy enough to play on its own. I'll even take stuff that covers a wider range if it's easily shrinkable.
So what are your favorite adventures that fall into that range? I'd rather avoid a dungeon crawl as the campaign I'm putting together is already pretty dungeon heavy but if it's awesome I'll consider it.
I bounced around about what I was going to run next and, after some careful consideration, I have decided to run Rise of the Runelords. I've been a little intimidated by this AP for some reason I can't really identify, I ran Shackled City with fantastic results.
So, I'd appreciate some advice from folks that have run this AP so I can know what to expect. I searched for other threads that were along similar veins, but I couldn't find anything specific. I've read through the adventures and have scoured the boards for advice and such, but any potential hazards, plot holes, suggestions etc. would be greatly appreciated.
Here are some of the problems I have seen mentioned and how I plan on addressing them. I have seen some warnings of potential TPK moments and a general steep difficulty in the AP. To combat this I plan on allowing gestalt characters. I did this in Shackled City and it worked quite well. In addition my party will only be 3 PCs so this should help balance the party. I have also seen advice to foreshadow Foxglove and Ironbriar sooner so I will be doing just this, allowing the PCs to interact extensively with them early on.
Some problems I see and would like some advice on include the following. I don't like the fact that the game leaves Sandpoint for so long. I plan on moving the entire Magnimar section to Sandpoint, perhaps redesigning the city a bit to make it larger. I run in a homebrew world so redesign isn't an issue. Also the entirety of Chapter 3 will be placed considerably closer to Sandpoint, perhaps even replacing Turtleback Ferry with Sandpoint.
Perhaps I am not reading it correctly, but Chapter 4 slightly confuses me. The way it looks to me is that the campaign has a deep horror theme and then suddenly drops it in favor of a massive dungeon crawl with some giants. The theme and tone seems to shift suddenly. After that there is what looks like another massive dungeon crawl in Chapter 5. I'm not in favor of big dungeon crawls so any advice on combating this issue would be fantastic. I'm thinking of removing the entire Jorgenfist fortress but keeping the battle of Sandpoint, and just placing another chapter in the AP. Suggestions from Dungeon Magazine? The Styes perhaps?
So, big changes include gestalt characters and placing everything closer to Sandpoint to maintain focus. Any advice folks could give me would be great.
There has been lots of discussion about converting 3E era material to 4E, but I'm wondering how easy it is to convert the other way. Has anyone tried this?
I've been looking at the core 4E path of Keep on the Shadowfell to Prince of Undeath and for the most part I'm digging what I'm reading but I am not a fan of 4E mechanics. From the looks of it converting backwards shouldn't be too difficult but I'm wondering if there are any potential pitfalls that others have noticed in doing this.
2 obvious issues are the level range and experience awards. I would not be attempting a 1-30 level progression in 3.5 as 30 is the new 20, so to speak. So once I drop the level range to 20 levels the number of encounters per level is not equal, requiring more encounter to span all the levels, 300 level appropriate encounters in 4E opposed to approximately 260 in 3.5. So I will be dropping XP awards and just handing out levels at even intervals.
As well, if anyone is familiar with pitfalls or total dead spots in the story I wouldn't mind some heads up in that regard.
Thanks in advance for any advice.
I am currently running Shackled City and my party is hurtling toward the end and will be hungry for another game right away. Naturally, I have been waiting with baited breath to run Age of Worms as a followup. However, yesterday, a wonderful idea came to me. My group of players are not hard core D&D fans, they like some variety, so my mind fell on Call of Cthulhu d20. I did a thorough read through of the AoW Overload synopsis and made some preliminary conversion notes. I merged Diamond Lake, the Free City and Alhaster into a single location and placed the setting in the 1920s in an isolated city of my own creation.
My question then, is if I run a fairly literal adaptation of this campaign, are there any major issues that may crop up? I know CoC characters are underpowered compared to D&D characters but given a little buff and edge they shouldn't die more than most CoC characters. But are there story elements that might come up that work great in D&D but wouldn't fit in CoC? Anything that will require major rewriting?
I had my doubts about the whole tournament thing but I decided to turn it into a kind of underground bloodsport competition run by mafia types. I'm still not sure about the smoothness of conversion for the whole Champion's Belt chapter.
The campaign has everything a great CoC campaign should have. A dark cult, a dead god returning, ancient alien ruins, remote archeological sites, bizzare creatures, vampires, possible destruction of the world, etc. The Lovecraftian elements of AoW is what drew me to the three Dungeon APs to begin with and I really can't wait to run this series. Any suggestions or words of warning from those who have run it would be greatly appreciated.
I inserted this little series of encounters into The Demonskar Legacy to make finding Alakast a little more interesting. It's not much but I thought some folks might get some use out of it.
In my campaign the party has encountered rabid animals in the jungles outside the city occasionally since the campaign began. I look at this as an unintentional manifestation of Admiarchus' will on the countryside. This side trek has one such encounter.
As well I used delvedeep's Adimarchus & The Cagewrights document for alternate foreshadowing. At the beginning of The Demonskar legacy I used the Necrocaunt encounter detailed in that document. This side trek assumes that this event occurred but could easily be used without it. This side trek also does not repeat the statistics of the Necrocaunts as they already appear in delvesdeep's document.
This event occurs as the party is preparing to depart Redgorge on the trail of Sir Alek. I moved the later encounter with Nidrama to springboard this little side trek so it need not occur later.
This was taken from my notes, modified slightly, so it is a little thin on flavor detail. I tend to describe things as they occur and so my notes can sometimes be little lacking. This is intended for a party of four 8th level characters.
Side Trek: The Haunted Village
Wings of Justice [EL 9]
Nidrama comes to the party in full glory while they are still in Redgorge. She speaks with them for some time about the history of the region and the fate of Surabar Spellmason. She goes on to tell them more of the story of Alakast and then tells them to seek him in the ruins of Liduton. She says there is a forgotten temple and Alakast rests behind her visage. After she has imparted her angelic knowledge she leaves them, promising to return.
A simple Knowledge (local), Knowledge (history), or Bardic Lore DC 10 check will reveal that Luditon is the name of the town that is now referred to as ‘The Haunted Village’. On a DC 20 or higher check the character also recalls the story of the fall of Luditon during the Demonskar conflict.
The Old Road [EL 6]
To navigate from Redgorge to the ruins of Luditon requires one full day of travel provided the correct path can be followed. Finding the old road and following it requires a Survival check DC 15 unless a character also possesses the Tracking feat, which lowers the DC to 10.
In the afternoon, as the trail leads into the rugged hills, the party is set upon by a pair of rabid giant constrictor snakes. The beasts attack by dropping onto weak looking party members and grappling them while biting away any defenders.
Giant Constrictor Snake (2): hp 63, MM page 280.
The Haunted Village [EL 7]
The town is dusty ruins. While thick jungle entwines everything up to the town the ruins themselves are completely devoid of vegetation or anything living at all. Regardless of the time of day that the party arrives the town is always cloaked in an eerie twilight gloom. From various spots around town an acrid black smoke drifts up from fissures in the ground.
The party can see an ancient church of Pelor on the hill but it seems to have been converted to some dark usage. From within an eerie red glow can be seen. As the party makes their way across the town hordes of skeletons burst from the buildings and attack. The horde consists of four humanoid skeletons (using the ettin skeleton statistics) and an advanced megaraptor skeleton.
Human Skeletons (4): hp 65, MM page 227.
The Forgotten Temple [EL 9]
Any surviving Necrocaunts except for Khyron Bonesworn are here, waiting in ambush for the party. After Sorizon and his punished apprentice fled the temple they left the remaining Necrocaunts behind to wipe up any stragglers that came along, believing Meerthan would send the Striders after him.
Once the defenders have been dealt with the party can search the church (DC 15) and discover the hidden chamber that Nidrama mentioned. The small chamber rests behind a crumbled and defaced statue of an angel that may or may not be Nidrama, it is too damaged to tell. Inside is Alakast, glowing with a golden, white light.
Returning to Redgorge is a simple matter and no encounters occur.
My party is just now beginning Test of the Smoking Eye and I have been thinking that the template seems a little weak. I considered increasing it to reflect the power level displayed by other +1 templates. I was looking for some suggestions, or perhaps logic, for either making it a bit more powerful or why +1 is appropriate.
I downloaded the variant Smoking Eye template from theRPGenius.com but it is not quite what I would like. Input anyone?
When my players cannot all meet for Shackled City the rest of us play a side game. The game has been lots of fun and the party has raised to 13th level now. I began the game with a modified version of the Eberron adventure path and followed it up with Expedition to the Demonweb Pits. We finished that one a couple of months ago but I had already planned on what the next story arc would be.
There was something about the dark tone and creepy, Lovecraftian style to Greg A. Vaughan's Istivin: City of Shadows series of adventures (Dungeon issues 117-119). I did some simple conversions to my homebrew, like changing the name of the city, altering the history to coincide with the recent drow invasion in the last story arc, and redrew the hinterland map to reflect my homebrew world. Other changes were minor, such as in the end the party will be given control of the barony and become nobility.
We sat down and played through the first chapter Touch of the Abyss and it became one of the most memorable experiences we have had in a game in a long time. The party made their way through the city encounters quickly while making quite the display of themselves in the process. Soon most of the city was talking about the heroes that had come to the city and perhaps they would end the pall that had fallen since the drow left.
Before long the party was descending into the Deep Dungeons of Krelont Keep and the memorable scenes began. The first encounter the party saw the gargoyle statues and were convinced that they were monsters. The Reekmurk (advanced via the scaling the adventure suggestions) fell to the party's concentrated attacks fairly quickly. The party got thoroughly foul, except for the rouge with spider climb, attempting to get across the cesspit but eventually moved on. They then spent some time cleaning themselves so the stench would not betray their position to any guards later.
The party then walked straight to the Marquis and knocked him unconscious in only two rounds while making short work of the shadows. The party then, while lugging around an unconscious Quechard, walked right to the hezrou and made quick work of him as well. they scanned the rest of the dungeon quickly for treasure and made to leave, congratulating themselves for a job well done.
It was then they got hit with a surprise.
Back in the first room they were ambushed by advanced Malgothian Gargoyles as they crossed the cesspit. They took no precautions after being proven that the gargoyles were not monsters before. What ensued was a toughly disgusting battle royale with the "sh*t gargoyles".
The ranger was very nearly disemboweled by one gargoyle and managed to grapple with it for the remainder of the combat, while at a mere 4hp. We all feared the mighty Rowsdower might die... again.
The rouge battled one gargoyle on the wall and was finally knocked into the cesspit by the beast's breath attack. The thing dive bombed her as she swam for safety and missed. They then tumbled into the outflow tube and battled further, the gargoyle knocking the little rouge down to 11hp before falling dead finally.
However, it was the fighter that was really beaten on. Two gargoyles teamed up on her while her friends were occupied. One bull rushed her with it's breath and knocked her into the 'water' while the other pounced on her and attempted to drown her. She wrestled with the both of them under 'water' all while blind and holding her breath. Several times they nearly managed to knock her out and coup-de-grace her, which was their plan. Finally one was killed by the ranger and she was able to wrestle the other one back to a standing position where she could breathe and the ranger took it out with a volley of arrows.
Disgusted, filthy, but invigorated the party departed, still toting around an unconscious, Quechard (the fighter provoked two AOPs when she was forced to wade through the muck and set him down somewhere safely before joining the combat).
Thank you Mr. Vaughan for that encounter and a session that will live on in everyone's memory for years to come.