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It takes a clever GM to get some players back on track (I can hear you: "YOU MEAN THE RAILROAD TRACK!"). Nicely done. Of course, the folks of Belhaim may not warm to them as they might have if they had headed out to the kobold warrens at the request of the baroness. How are you going to handle things when the PCs get back to town with their fugitive colleague?
You can pronounce Aeteperax however you'd like. My pronunciation would be ay-TEH-per-AX.
It isn't laid out explicitly in the module. In my own thinking, Baron Devy was killed by a mishap in the tower proper, falling stones or plunging through a weakened floor. His body was recovered and given a proper burial. Of course, little of the upper tower where he died remains after the collapse that sets off the adventure.
Local law enforcement would prevent the party from entering the manor house at Origena Devy's direction, even after the wizard's body is found in the dungeons beneath the collapsed tower. After all, he has next-of-kin and the PCs have no business poking around in a private citizen's home--it's not as though the home is some ruin in the wilderness; it's in the middle of a civilized settlement under Taldan law. Of course, if they want to break in under cover of darkness nothing would stop them. They may find the challenges a bit beyond their abilities without the XP gained going after the kobolds, however.
Truth be told, I'm an old school GM who gets impatient with players who refuse to follow obvious storylines, seemingly out of spite or plain orneriness. Yes, I know the kids these days (GET OFF OF MY LAWN!) bemoan anything that smacks of "railroading," but for Pete's sake, can't we tell a story here? Why are you playing a published adventure? Why not just roll on random encounter tables?
If your players won't follow the bread crumbs, let them do whatever they want. However, I'd have the town of Belhaim and its ruler respond logically at what would likely be perceived as an arrogant and lawless challenge to her authority. There are cells in the town jail for them if the free rooms kindly provided at the Wise Piper aren't to their liking, after all.
As Neil Spicer would say, that's my two cents.
GM: A couple friendly suggestions:
1) Due to typical PbP attrition, you may want to designate a couple of alternate players to step in should anyone go AWOL, despite everyone's best intentions. I'm sure a few of the players whose PCs weren't chosen will be watching play anyway.
2) When boosting the module for 6 players, remember that action economy is a b$%**--more players = it's far less likely that single foes can put up much of a fight, even if you bolster them with a couple of mooks. Consider going a bit further than you might initially believe is necessary. You can always pull some punches if you find that you've overdone it.
Needless to say, I'll be eagerly anticipating the gruesome deaths...ahem...I mean, watching with interest as the intrepid PCs bravely face the tomb’s challenges.
Thanks for the compliments! I'd love to follow along with play to see how you Pathfinderize it and how it stands up to more sophisticated (read: paranoid) players.
However, Mud Sorcerer's Tomb was my second adventure for Dungeon. My first was called Sleepless, about a wizard who rather unethically sold his soul to multiple buyers, unbeknownst to the various purchasers.
And actually, here's a link to all of my published RPG stuff.
That's Lodo. Just for that, Lodo...
Zaps Pinkycatcher with a wand of lightning
Glad Dragon's Demand is still beating up your party. WRITE A REVIEW!
Note that one reviewer gave the module a mediocre review because it was a "cakewalk" for his party of 6. Remember that due to action economy, bigger parties quickly overwhelm the CR. It's pretty tricky to get it right. Throwing in one or two mooks to compensate may not be enough to ramp up the challenge.
Remember to post a review!
James Jacobs wrote:
In my defense, I came in at word count.
FOR THE FIRST TIME EVER.
Wolfgang Baur wrote:
Jason Nelson wrote:
Where's the "like" button when you need it?
Let me loudly echo Jason's post: this is a truly amazing project, with some your favorite adventure authors, a multiverse-spanning story that takes you to incredibly diverse settings and introduces a bevy of new monsters, aliens, and NPCs. I'm hard at work now on my chapter, The Scavenged Codex and am really excited by the artwork I'm seeing. Check out Jason's latest update for a preview of the cover!
As Judy mentioned above, Mayor Ballard issued an executive order essentially countermanding the governor's bill in Indianapolis. This was especially unusual as Ballard and Pence are members of the same party: no way not to see this move as anything other than a thumb in the governor's eye. Much of the politics driving this discrimination-sanctioning bill originated in the far more reactionary rural areas of the state, which exert outsized influence in the halls of government.
What made me really proud of GenCon and the values of the gamer community that it reflects (acceptance, not tolerance), is that the Con was the FIRST entity to take a public stance on the dubiously titled RFRA. All other corporate and organizational announcements followed in GenCon's wake.
I've lived in Indianapolis for the past 20-some years. Let's hope that the blowback from this ill-considered act teaches the haters that the times, they are a-changin'. With gamers in the vanguard.
See you in three weeks!
On a side note, will the idea of the Dark Tapestry play any factor in this? I am kind of hoping so as they were used to great effect in Iron Gods.
You may be aware, Kodyax, that was responsible not only for a direct Iron Gods dose of the Dark Tapestry, I also wrote the support article on the Dominion of the Black in Pathfinder #88 and had notable DT elements in both the Dragon's Demand and Pyramid of the Sky Pharaoh. So, I loves me some DarkTap. Since DT is Paizo intellectual property, however, there won't be any development of that aspect per se in the LG AP (though a DT mystery oracle or the like is certainly a possibility). That said, nothing would stop you from porting DT into your own use of the Legendary Worlds Campaign Setting. It's built specifically to accommodate "crossing the streams," so to speak.
There's minimal info re: the Order of the Torrent in currently available publications. For instance, they're historically centered in Kintargo and have dwindled to a rather small sect in more recent years. Turn of the Torrent fleshes them out a bit more.
Also: you'll become acquainted with the Silver Ravens over the course of the Hell's Rebels AP. Intimately acquainted.
Cantrip cast on a bottle cap. Sorry. ; )
GM Burglar wrote:
Frankly, I don't know what happened with the dwarves vs. Temel. I do, however, have a little suggestion for you:
GM Burglar only:
If the PCs end up in the parlor with Gamaradim Po and his tea, have the caretaker offer a toast to the Pathfinder Society as a further inducement to drink it--another GM did this at GenCon and it was a great little touch.
Greg A. Vaughan wrote:
Mike, this is a FANTASTIC adventure. I think you hit it out of the park. This is the AP I've been waiting for ever since I first read Expedition to Barrier Peaks 30 years ago, and it has not disappointed. However, I think you have done an excellent job in particular of capturing the weird horror of the Dominion of the Black and Lovecraft elements...and still making them feel different from each other. I just wanted to chime in and add my kudos. Did I mention I really like it. :-)
You made my day, Greg! Just beaming ear to ear.
Say, aren't you supposed to be rooting around in a cadaver rather than reading this stuff?
Adam Daigle wrote:
Sneaks into janitor's closet, squeezes goop from mop head into a bucket, tip toes out of Paizo offices with bucket, having animated conversation with self
Richard Pett wrote:
Valley of the Brain Collectors is just the most amazingly engaging title ever, can't wait to see what Mike has done with it...
Terrible, terrible things...
Glen Shackleton wrote:
Mike you did an awesome job. I love your work in general but this special looks like its going to be awesome. Love the part 5 twist.
Thanks for the praise, but understand that John Compton's fingerprints are all over this thing. The part 5 twist was in the assignment outline, so I can't claim credit for the concept. I love it, too!
Mark Garringer also deserves some glory for his help in brainstorming and planning. He will be serving as the overseer for the special at GenCon, only five days away! I'll be wandering around observing the mayhem and helping out if I can.
With that said, I'm going to refrain from chirping in on any specific mechanical issues from now on to avoid confusion. John and Mike Brock have the final word on such matters.
See you all at GenCon!
I'm not sure if John, Mike, and others on the PFS team have something they're going to do where the aid tokens are concerned. However, I'd recommend that GMs have a bullet-pointed player handout for their tables that lists the parameters and possible uses of the tokens for easy reference.
Also, the compass of the map of the Grand Cathedral should be pointed to the right had side of the page (it now faces what should be west).
Looking forward to seeing you guys bring this to life only five days from now!
So is the June 27 version the final version or is it still the play test version? Kinda cuttin it close if its not the final.
No, the final version hasn't been distributed yet.
But fear not! John and dozens of his whiskey swigging quasit minions are feverishly working on the final version of the scenario as we speak.
Note: Truth be told, it's only two quasits, and one of them does nothing but peel John's grapes.