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Keith Richmond's page

Pathfinder Adventure Path Charter Subscriber; Modules Subscriber. 197 posts. 1 review. No lists. No wishlists.


(Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

So, I'm preparing to run a campaign for a group of folks. For a couple reasons some want the campaign to be in the Forgotten Realms, but not so well defined as 'I really want to work against this group' kinda things. They just like the world generically. So, sure, whatever, I'll run something in that world. So I start looking over my library of modules for possibles.

Curse looks like it might be a good fit in terms of RP potential, events, challenge, etc otherwise. So, anyone thought on if it's possible to put it in Forgotten Realms?

The distinct bits seem to be - on water, cinderlands, nearby somewhat evil empire, nearby barbarians, nearby orcs. I'm quite willing to alter some details as need be - for example, orcs could be gnolls. It doesn't _need_ the evil empire to be all that near. Without it being on water (and not just a pond) adventure 2 would have to change entirely so that seems like a serious need.

The gods can probably mostly be substituted, though I might have to wrangle some things a bit into place.

Or I just not worry about it and don't run Curse for this group (and run Shackled City or Savage Tides or something entirely different instead). :(

(Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

So, I may get slammed for saying this poorly, but...

This board has gotten a hundred times more fun for me to visit. I'm able to have actual debates with people, rather than solely get the extremes of the equation (irrational hate or fanatical adoration)

The hardest part of this process lay with the folks who want 4E to fail, who are hurting from perceived abuse, angry at abandonment of Dungeon and Dragon magazines, etc... and I positively applaud your efforts to be polite, logical... and when snarky, at least honestly funny about it.

After all, more reasons to visit the paizo boards is more reasons to see things I might want to buy, which is more reason to support paizo... and this whole equation is all kinds of win ;)

Anyhow. Thanks.

Cheers,
Keith

(Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Let's kick off a directed discussion about this. Please check out the general conversions thread if you need to see some example monsters and discussion on how to convert.

So, it starts with a brief investigation to track down the children. I'm not sure if it would be worth using the skill challenge mechanic for this (to help everyone get involved) or not. If not, Streetwise may be the key skill for this section.

Once at the house, there's an encounter with spiders. A _swarm_ of spiders coming out of someone is seriously twisted, as an aside. There's already stats for a level 4 lurker spider (175 xp each)... it might be reasonable to up it two of them. No idea how swarms work, but I'm sure there will be some reasonable solution or it'll be easy to make something up.

I'm guessing Jeva should be statted up to be a reasonable threat... if she adds in on some other combat, but not necessarily the badass threat she is on her own in 3rd. I'm guessing 'werewolf' turns you into an elite so she'd be, like... a level 2 elite, worth 250xp, or about half an encounter on her own.

The random encounters... can probably get reworked to just fit the new paradigm. Less of using all the same creature.

Starting into Level 1: Droskar's Crucible, I think it'd be cool to use the slaves' flight to trigger the gelatinous cube as it says in the sidebar. Probably worth deciding how difficult the kobold warriors should actually be. I'd be tempted to make the slaves minions and make at least a couple of the warriors real - like maybe mix them up a bit with 2 slingers, 2 skirmishers - could toss in a dragon shield. Or some totally new kobold variants.

Also, it may be worth looking deeper to see if there are any standalone traps and integrate them into some of the kobold encounters.

(Yes, not a ton of detail, more just brainstorming, but I'm just trying to prompt others to get started)

(Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Let's kick off a directed discussion about this. Please check out the general conversions thread if you need to see some example monsters and discussion on how to convert.

First Encounter: Goblins in the Streets!

In 3rd ed terms, this is spread over three encounters. One with a few generic goblins, another with a bigger force of goblins with a warchanter a few rounds later, then another few rounds until a fighter against a goblin commando on goblin dog and some more goblins.

In 4E terms, there's no time for a 5 minute rest so it may be reasonable to think of this in terms of one big encounter.

The normal goblins can probably be minions, though I'd suggest more obviously mixing them up. Some kind of 'sticky fire' attack can probably be added to some for hurling burning objects. Having some kind of 'on a attack roll of 1, a single minion is taken out by self or friendly fire' rule is probably reasonable and fun.

For the rest, possibly just having them trigger at certain round counts within a reasonable range (putting the whole battle within the equivalent of a 20x30 area, for instance) - keeps things frantic and fun as people break off to save people.

So, monster types:
Goblin Minions (Level 1 Minion)
Goblin Arsons (Level 1 Skirmisher or Artillery)
Goblin Warchanter (Level 1-2 Controller Leader)
Goblin Commandos (Level 1-2 Skirmisher)
Goblin Dog (Level 1-2 Brute)

Possibly the goblin commando on goblin dog actually works out as one creature instead of two.

For reference, the D&D 'goblin racial' appears to be:
Goblin Tactics (immediate reaction; at-will)
Whenever a melee attack against a goblin misses, the goblin may shift 1 square.

Which seems decently in flavor (dancing away cowardly, etc)

Doing something like:
Round 1: 5 Goblin Minions (125 xp)
Round 2: 4 Goblin Minions (100 xp), 2 Goblin Arsons (200 xp), 1 Goblin Warchanter (100-125 xp)
Round 6-8: 8 Goblin Minions (200 xp), 1 Goblin Commando (100-125 xp), 1 Goblin Dog (100-125 xp)

Alternatively, make the commando fight (Die Dog Die) a completely separate fight. One option is to not use the minion mechanic at all, and use a lot more level 1 actual mobs... but I think it fits to be bowling over a lot of the initial goblins.

(Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Just got this module in the mail and I think I'll be tossing it into my Shackled City campaign, so figured I'd bring it up.

Urban adventure, dealing with magical artwork. Don't want to go into too much detail about it for spoiler reasons, but...

I plan on making it a little lower level (among other things so the PCs aren't famous already), and putting images of Occipitus in... and it actually fits even better in my group since I have a PC who is getting dreams and can paint illusions (sometimes uncontrollably) so I can use it to foreshadow a bunch of later stuff.

And the special item at the very end I plan to modify so that it can come back in a hopefully very interesting way at the end of the path.

Anyhow, quite pleased with the possibilities that landed in my mailbox today so figured I'd point others at it.

(Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

I'm having trouble finding my poster map of Cauldron, and I'm just starting my campaign. I'd really like to put it up for people to see...

So, I'll be searching some more, but figure I may as well ask if there's some way to get one I've missed (quick searches of paizo's store and ebay failed)



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