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So, if I begged and pleaded for a revision of the Loremaster PrC that makes it more playable youse guys would consider it?? I don't have the Savant write-up that the OP mentions but it does sound like the Loremaster. If so, the OP is NOT alone in his desire to play a scholarly PC. The Loremaster is my favorite to play but I have to negotiate every time to make it more playable as a PrC. Remember, I'm not just begging; I'm begging and pleading. -W. E. Ray Elf is to Drow what Dwarf is to Duergar what Human is to Troglodyte what Gnome is to Derro what Ogre is to Grimlock. Goblins didn't change. Troglodytes are cave-men. NOT Reptiles!!! I don't know if there's anything more stupid in D&D than trogs beeing reptiles. Halflings don't exist. They just don't. I hate "Deep Gnomes" and I love Derro. -W. E. Ray Patrick Curtin wrote: Some of my favorite quotes: Come on, man, you just read these out of book of quotes! "A horse! a horse! my kingdom for a horse!". This has got to be the most overrated line in Shakespeare. I mean come on. However, the ever-so-amazing, awesome-beyond-human-reckoning, most-supercalifragilistickespialadocious Ian McKellen nazi version of Richard III, where Richard can't start that damn jeep -- that's priceless! I mean, the whole movie you're thinking, how the hell is McKellen gonna pull off that line? -W. E. Ray Kruelaid wrote:
Ed Deviers DIED in 1605 you FOOOOOL!!!!!!! It's about damn time this Thread gets started.
So, how many of you are Stratfordians and how many of you are Oxfordians? (Stratfordians RULE!) And, what's your favorite play or movie? Does 10 Things I Hate About You crack your top ten list of Shakespeare productions? And oh my god, Denzel, you were horrible in Much Ado About Nothing; I had thought you to be a good actor. So, if anyone were actually able to pull off King Lear after Olivier's do you think Jack Nicholson could? -W. E. Ray Ah, SmiloDan, that's a good idea and one I should have thought of myself. I can give Eclevdra the Eye and have her begin a dialog with Vecna, thus beginning their relationship or uneasy alliance. I'm still left with defining the nature of their relationship, temporary though it may be, and more importantly to the campaign, how that relationship "creates" the campaign. I sorta need Vecna to take the Lolth's place in Queen of the Spiders. That kind of thing. Lolth has to be completely or nearly silent in the campaign for other reasons. I can use her to add flavor to Erelhei-Cinlu and give Eclevdra Cleric spells from her but that's it. -W. E. Ray Oh yes, the point is that the Players have to come away from the campaign with a healthy fear, respect and hatred of Vecna. So I can set 'em up later for a Planescape campaign. We're going to do G Series/ D Series (mutual agreement) and the grognard in me wants to be as true as possible to the original. I'm already gonna make D2 more like Bhal Hamatugn and the Vampire & Succubus lair outside of Erelhei-Cinlu has to become a "something else" & Succubus lair. But these aren't too much. Somehow, Eclevdra the Cleric of Lolth has to make a Deal or Pact or something with Vecna. Vecna has to become a visible and active player at the end. I don't mind the idea of Eclevdra betraying Vecna at the end -- the same way Krystarn Felhammer betrays Shallowsoul at the end -- but for the first 95% of the campaign, they're together. Well I just read the revised ToH that you linkified. And I took out the original and browsed over it again. The newer one looks Soooo much more survivable. I mean, heck, the entryway is described in such a manner that NO PC will actually crawl through the Great Green Devil Face mouth to see where it leads. Saves that PCs can actually make ?! Monsters that aren't nigh immortal ?! -W. E. Ray Here goes, The Campaign:
almost as-written Except That Eclevdra is doing all this for VECNA, not Lolth at all.
I'll gladly read any possible fluffy ideas. -W. E. Ray Paizo ought to have an FAQ with these and other common questions. If they don't already, one may be in the works. . . . . I think you'll be mostly happy with all the answers. That is, most of AE will be easy, spells & magic items save for the tough ones. . . The 3.5 PHB isn't necessary but it'll be nice to have it around for the one or two holes that occassionally pop up w/ PRPG. In fact, it's better to call it "Paizo-Revised 3E" than PRPG; Paizo can't because of copyright stuff, obviously . . . . *It seems that 1/2 the gamers are finishing their current 3.5 (but talking about the revised rules and then will switch to Paizo-3E) and the other 1/2 are incorporating some or all of the revised 3E into their current game already. Hope this helps.
-W. E. Ray Lots of folks use these; the typical comment is that they take too long to set up. You gotta count the squares on your map to see how big the room is and then try to find tiles that match the room. Using markers on a wet-erase is usually alot quicker. I know a handful of DMs that have tons of these things and almost never use them. Some DMs make the dungeons ahead of time but the problem here is that the Players get to see the whole dugeon just as if they had the DM's map. Also, for bigger dungeons table space becomes a problem if you do the dungeons ahead of time. Have fun though -- they are cool. -W. E. Ray A long long time ago a wizard needed an army.
Much later another wizard took pigs and humans and made orcs for an army. Then that idea caught on: gnolls/humans, bulls/humans, birds/humans, etc. Another wizard discovered Negative Energy and created an undead army. But In The Beginning, the Powers created Dragons and True Giants. Dragon "Druids" created the Fey. Humans, Dwarves, Goblins evolved from early hominids. Exactly like in real life. -W. E. Ray Kruelaid wrote: And while we're at it, the world is flat! DUDE!!! In my campaign cosmology the world IS flat! Prime Material is like the heads-up side of a coin, facing the Astral. When you look up at night and see the "stars" what you're really looking at is the Astral. Shadow Plane is the tails-side of the same coin. When you look up at night you see dark swirls of nothingness -- the Ethereal. -W. E. Ray Give her a dire hyena for an animal companion. Hey, check out Dungeon 15; there's an adventure by Richard Emerich (one of the early masters) where the PCs are sailing near the coast and they see a crashed ship still intact and above the surface on some rocks. They do their little investigation, maybe throw something in their from your campaign. And then have your Gnoll Captain show up also interested in the crashed ship. -W. E. Ray Man, you know your homebrew game needs but this seems like a realy big mistake. Here's what I mean: this is going to take months and months of grueling, tedius work, both writing and revising the list. You're always going to have spells that, when you think about them, fall somewhere between common and uncommon, etc., etc. Meanwhile, as you're playing you and your group are going to see mistakes with already-classified spells; then you have to change the list in the middle of the game. Moreover, 50% of these spells are never going to see game play. One last thing -- the "Only the Creator knows it" list is likely going to have several spells that, after a campaign or two, present problems and demand revisions. Here's my suggestion -- it's what I did when my group was designing a new gaming system and saw how ENORMOUS (and ultimately Futile) of a job trying to rewrite the comprehensive spell-list is: When a Player makes a spell-casting PC, classify those spells only. When the DM is doing spell lists for NPCs, classify those spells. The Players should acknowledge that at the end of each campaign the classifications can be altered based on game-play results/ DM bias. This way you make your spell-list spell by spell during play and it isn't a hassle. Hope this helps! -W. E. Ray We've all got them . . . . Here's mine, stuck in my head like a song -- but I have a feeling it's going to be a long long time, if ever, before I can run it. So, next best thing, I'll share it. It's a combo of three published adventure scenarios, rewriten somewhat to fit together. I'd probably throw the whole thing in The Demiplane of Dread and run it near Mordent and The Sea of Sorrows in Ravenloft -- maybe not. Anyway: "In Pursuit of the Slayer" by Carl Sargent, Dungeon 15
Spoiler:
Wolfram wouldn't be possessed by a cursed wand but by the Key to the Abyss(9 Hells). "The Heart's Final Beat" by John Mangrum, TSR Jam 1999
Spoiler:
Where the PCs track Wolfram; Bralkain is here and is in league with Sargent's Grey Philosopher. The Whistling Fiend becomes The Whistling Imp who grabs the revised Key to the 9 Hells and makes for Markosian. "Strike on the Rabid Dawn" by Frank Brunner, Dungeon 111
Spoiler:
After dealing with The Grey Philosopher and Bralkain the PCs have to track the Whistling Imp to retrieve and destroy The Key to the 9 Hells. That brings them to Saint Asmod's Help and Markosian. Anywhoo, that's the gist of it; three of the all time great adventure scenarios that I think would be great fun to string together. -W. E. Ray I've got another suggestion -- instead of breaking into two groups immediately -- first, find something other that rpgs to do with your 9 friends: bowling, poker, Risk or Monopoly, movies, or whatever. After a few months you guys should have a better handle on what you want to do. See, the "leader" of the "second" proposed group says he's getting saddled with the Players no one wants. That means there's 4 Players that are just "different" than the other 6. My bet is that after a few months of hanging out doing other stuff you guys'll see that those 4 or so "other" Players aren't as much fun to do the other stuff with either. Then you six (your group + the other group's "leader") can discuss if y'all want to start a smaller game and just not invite anyone else. ------------------------------------------ In my experience this kind of thing is very common, maybe even the rule, for large groups. Especially groups that started smaller and grew over a few years. Finding 10 folks that want to play is easy; finding 10 folks that have fun playing the same style can be nightmarishly hard. -W. E. Ray Bray Abbitt wrote: One of the best, and under-rated, features of Monte Cooks' Ptolus was the textbook binding. Very true -- I'd settle for this but I'd still rather have a couple books that I know will last. Don't forget, we get more pictures and fluff with more books, less with one book. Kvantum wrote: True, Ptolus and the World's Largest books proved you can print RPG books of truly colossal page counts that don't fall apart instantly, but those were all at least MSRP $99.99. Doing it at 49.95 price point will be very interesting. See, I don't think it'll be interesting at all. I think it'll suck. -W. E. Ray James Jacobs wrote: It'll be a maaaaaasive book as a result! MarkusTay wrote: I would rather pay $50 for one complete book, (than) $30 for two (or more!) books. I'm sure the Paizo administration has crunched the numbers and will make the best decision for the company but PLEASE, if there's a financially feasible way to print two books, or even three, do that instead of one "maaaaaasive" book. I hear what Mark (and I'm sure others) is saying but not only will you get more material into two books than one big book but also -- and more importantly -- one big book is not going to survive as long. Three or four years down the road the bindings of these things are going to be mutilated; one giant book just can't handle game play for too long. I'd far rather buy 3 books at $35 each that will have more material and more room for pictures than one $60 book that I have to replace in three years because it looks like it had to eat its way through a garbage dumpster because of the mileage on it. Maybe Paizo is already planning for what book to print 5 years down the road; I doubt it but who knows. But even if you are, please do a poll or something, two books is better than one! -W. E. Ray Well I was going to jump in and say it's Dungeon 85 but I see someone beat me to it. I enjoy reading Jacobs' adventures but I've only actually thought one was good enough to run. Adventures such as "Scepter of the Underworld" (#12) and "Porphyra House Horror" (#95) are awesome to read but not so much fun to play without drastic rewriting. "Scarlet Tide" is obviously another example. "Headless" (89?), however, is only a moderately good read but it is a great adventure to run. Anyway, James is finally becoming solid at writing "editorials"/ forwards which have always been my favorite thing so I'm starting to become a big fan. -W. E. Ray Well it may be wishful hoping on my part but, though Reynolds would be great, my first choice is definitely Chris Youngs. He was Paizo's first EiC of Dungeon and I'd love to see him come back to The Good Side of the Force. And let's see, after Youngs my choices are Perkins (that'll never happen), Cordell (distant "maybe") and then Mearls or Reynolds. Of course, niether Cordell nor Mearls worked for Paizo, so... -W. E. Ray Hows about instead I'll give the reason why I ask. I like Shar a bit and am thinking of adding her in my Homebrew Cosmology. Of course, the only place she could fit -- and it'd be perfect, is in the Shadow Plane. The thing is, Umberlee, in my Homebrew, is already there. See, in my cosmology the Prime Material Plane and the Shadow Plane are like two sides of a coin -- literally. Now, the deepest depths of the ocean lead to the Shadow -- and Umberlee. So, how wierd would it be that Umberlee and Shar are both there? -W. E. Ray You might want to check (or ask someone here about) the Fiendish Codex from Hell. Dispator, Arch Duke of the Second, has a Priests' portfolio that includes something like this. There's even a picture in the FCII of one of his dwarven priestesses in full plate and tower shield acting like the Wall of Dis. -W. E. Ray
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