Human on Flying Carpet

MrVergee's page

1,312 posts. 1 review. No lists. No wishlists.




Hello,

Please cancel my the Pathfinder Adventure Path-subscription. Thank you!


2 people marked this as a favorite.

I wrote this one-shot Christmas scenario to play with my family, all of whom have heard a lot about my hobby, but never actually played. Since my wife is such a fan of Christmas, I decided to use her passion to tie into mine.

I wanted to share the fruit of my labor with all of you, so feel free to use the module to play with your group or to introduce new people to the hobby. In the scenario I inserted links to photographs on my Deviantart page to provide visual support. I also added six character builds for new players, using some simplified rules.

I hope I am not breaking any copyright rules by posting this scenario. If I am, please let me know. The story is free for anyone to use. If you play through it, I would appreciate a quick note on how you liked it. Have fun! And merry Christmas!


We played through the first adventure The Lost Star yesterday evening. I came well prepared and set up the dungeon before the game, which definitely expedited play.

You can see it here on my Deviantart page, with two more details here and here.


Since Erik Mona will be at Comic Con in New York this weekend, we will have to wait another week for the final two minis from Deadly foes to be revealed. I thought I'd use this 'downtime' to show you some minis of my own.

First we have Barzillai Thrune as he appears in the last installment of Hell's Rebels. If you're a player in this campaign, you might want to skip this picture, because it contains spoilers. I used two Reaper Bones minis to craft this figurine. So here he is: Barzillai Thrune in his new form.

The Hell's Rebels AP also features the strix, a race of birdlike humanoids. Deadly Foes contains a first strix mini, but if I ever play this AP or use the strix in another campaign, I'll probably need more than one, so I converted some Heroclix figurines. Have a look at strix 1, strix 2, strix 3, strix 4 and strix 5.

I hope you like them.


When the Arabasti line in Korvosa lost power to the Porphyria's, Domina came over from Cheliax to resotre order to her family, which implies that there are still Arabasti's in the infernal motherland. But where in Cheliax do we find the Arabasti's? Are there any sources on this?


For those not following my journal, I'd like to offer a link to my home-crafted akaruzug miniature on deviantart: here and here.

The creature is featured in the bestiary section of Crown of Fangs. In my campaign, I've used this soul-sucking construct in an alternative way, turning it into an infernal engine that can drain skills from an 'original' and infuse these powers into newly created blood clones. The individual being drained was actually Cressida Kroft.


1 person marked this as a favorite.

Wayne Reynolds has some sweet artwork for issue 99 and 100 on his facebook page. Check it out for a delicious preview.


1 person marked this as a favorite.

I think the scrivenite from In Hell's Bright Shadow is so freaking awesome that I crafted one myself. Here are some pictures:

Scrivenite 1
Scrivenite 2
Scrivenite 3

Click on the images to enlarge.


1 person marked this as a favorite.

When Paizo released its Rise of the Runelords anniversary edition in a wonderful hardcover version, they got many of their fans dreaming of another similar projects. The topic has come up a few times on these boards, as in this thread, and it turns out that Curse of the Crimson Throne is one of the favorites for such a make-over.

Understanding that we are speaking purely hypothetically, if such a conversion was ever made, which changes would you like to see to the adventure path apart from a 3.5 to Pathfinder Roleplaying Game rules update?

  • Are there any NPCs you would give another (newer) class?
  • Is there any artwork you would like to see replaced or made?
  • Are there any story elements, NPCs, locations ... you would like to see changed or added?
  • Are there other things you would like to see?


4 people marked this as a favorite.

I'm just going to shamelessly promote my Deviantart page here with several tabletop set-ups of Curse of the Crimson Throne locations. There are links already in my journal on these boards, but for those who don't read it, here's the link to my gallery.

It includes terrain set-ups of Gaedran's Lamm's Old Fishery, Castle Korvosa, All the World's Meat, the Shingle Chase, Trinia Sabor's execution, the Carowyn villa, the wererat sewer den and Lavender's perfumery. There are also extra scenery pieces from added sidetreks, including the old courthouse from the Hangman's Noose.

I hope you enjoy it.


4 people marked this as a favorite.

Seven Days to the Grave is a favorite among many AP readers. The mood of the adventure surely contributes to the adventure's appeal. To enhance the atmosphere in the city, I like adding some random street encounters; just a few scenes the PCs witness in the streets of the city to create the right mood. Here are some of my ideas, but I'd love to hear more suggestions.

Note: in my campaign the plague is being spread by rats, so rats play a big part in these street encounters.

  • A man has been tied to a post to receive a whipping. His back is badly scarred, he's hardly conscious and he will die within a day of thirst, hunger and exhaustion if no one frees him. His name is Lombard, a man who swipes the streets for a living. To make some extra money, he sells rats to the poorest in the city for food. Since the plague started he's been accused of selling infected rodents and he was punished for it by 'mob' justice.

  • A woman walks down the street with a bewildered look in her eyes and screams that the wererats in Korvosa are responsible for the plague.

  • A family exits a small house. The family members are carrying a heavy bag which they place on the ground in front of their house. The bag contains the body of the family's mother, who passed away from the plague this morning.

  • A hussler is walking down the street: "Rat skulls, get your rat skulls to protect your homes!" he cries. He's selling rat skulls to be placed over your door or window to ward off the living and infected rats.

  • A couple of tough guys have cornered a few rats and now they are trying to kill the animals by throwing daggers at them. A few old men are watching and they're making small bets on who will kill the next rodent. "Three pinch say that Enock will get the next one!"

  • A man with one eye and thin white hair is preaching on the corner of a street. He claims the plague is a punishment from Urgathoa, who is angry at having been excluded from the Pantheon of the Many. (Officially Urgathoa is among the 17 deities who have a shrine at the Pantheon of the Many, excluding him is a GM's prerogative). The old man says that the plague will only stops when every family in Korvosa has lost someone to the disease. A couple of women are listening with open mouths to the doomsayer.

  • Some kids run past the PCs. They have a dog in their midst. If the animal bites at them, they have to bite back. The children believe that they can avoid getting sick by being very active.

  • A woman empties her chamber pot on the street from the window on the first floor. There is a dead rat in the filth.

  • A group of girls is running from one girl who stumbles and groans like a zombie. When this girl corners one of the others, she starts 'ripping' at her. A sense motive DC 10 or a perception DC 12 is enough to tell that the girl is only pretending to be a zombie. The girls claims that they are already practicing for when the dead rise, which won't take long with all those people dying.

  • A mourning family follows in the wake of a body cart with a corpse under a blanket that is being taken to the Gray District. Bystanders give this procession a wide berth.

  • A toothless old man walks up to a PC and presses a simple wooden carving of Sarenrae in his hands: "May Sarenrae's light protect and purify you", he smiles. If the PCs try to talk to him, they find out that he is senile. Bystanders know that his name is Silly Matthew and advise the PCs to ignore him.

  • A swarm of flies covers three bodies next to the road, awaiting transport to the Gray District. One of the flies winds up in the mouth of one of the PCs. Some women who have witnessed this shy back, whispering something about bad omens.

  • A smelly vagrant is skinning dead rats and sewing together their skins without having worked the leather. He's making a filthy cloak which he tries to sell to the PCs. He wants five SP for it, but quickly lowers his prices to three SP, then one, then 5 CP.

  • A woman is burning blankets in the street and furiously starts sweeping out her own house. Her husband has just died and now that his body has been taken away to be buried, she's trying to clean her house so she won't get sick. A perception check DC 10 reveals that she already has a bit of a cough while sweeping.


Congratulations!


Congratulations!


Congratulations! Two victories in this category!


Mega Bloks is a toy company that produced a number of lego-like pirate ships, including some vessels from Pirates of the Carribean. Following the example of several other gamers online I have taken Mega Bloks Man-o'-war from its Pyrates line and converted it to the Wormwood. I've posted some pictures on my deviantart page.


Phat lewt! Cheers for those who can attend. Europe is just too far away.


My two adventure path bundles from the great golem sale are still pending. Any idea on when they will be shipped?

- Pathfinder Adventure Path—Legacy of Fire Adventure Path Bundle
- Pathfinder Adventure Path—Serpent's Skull Adventure Path Bundle


1 person marked this as a favorite.

Moonbeam and Tels asked some questions in my campaign journal. Since they are spoiler-heavy for my campaign, I'd rather answer them here, so my players are not tempted to read the spoilers while reading the journal.

Moonbeam's questions:
Moonbeam wrote:
---
I noticed that there's a lot of interaction with Queen Ileosa, and that so far she seems presented in a very positive light. Is this all just a big scheme on her part, or is she truly a nicer person in your version of the campaign? Or do you want to leave me in the dark until you reveal it later? :)
Because one of the options I considered when preparing the campaign was to actually make Ileosa a victim: that she wasn't a bad person at the core, but just got possessed by the spirit of Kazavon, who was the true responsible for the atrocities that happened. And then in the last adventure, the heroes would've had a chance to save/redeem Ileosa.
Another option I considered was that they would defeat the real Ileosa, but what about her clones... Like the one in the pyramid in the last adventure? What if *they* could be redeemed?
In the end, I remained closer to the campaign as written, mostly because I guessed that my players didn't share the soft spot I have for this villain, and they would probably find it more rewarding to just kill her and anything even remotely resembling her.
---

As you probably noticed, I integrated the moment Ileosa discovered the fangs into the campaign at the time that the artists in the city lost their inspiration, so she hasn't been under influence for that long. Of course the evil influence is already present and strong at the moment, but it will grow a lot bigger over time. Ileosa has grand ambitions, but the citizens of Korvosa reacted badly to her coming to power, so the first thing on her agenda is to get a firmer hold on the throne. She is smart enough to realize that she needs other parties in the city to achieve that, including the PCs. Once she has a firmer footing, she will launch her evil plans. Being a beautiful, clever and charming bard, she has no trouble appearing as a charismatic person. Still, the way she took care of Amprei or the way she avoided Toff Ornelos' demand for a stronger council, already shows that she is more than just a nice little queen. I'm making sure to portray her as a woman who knows what she wants and who takes control (which is already different from the nice queen the PCs met when they returned her brooch).

So far I have no intentions to have Ileosa be redeemable at the end of the campaign.

Tels' questions:
Tels wrote:
---
I really liked your portrayal of the Queen, I went with a similar one myself. My players are in Scarwall (and the campaign is on hiatus) and even now, they aren't sure whether the Queen is the enemy, or the victim. However, regardless, they know she has to be stopped.
I really liked the whole Council aspect and that the nobles weren't just immediately willing to dish out money. Nobles are nobles after all. The exception being Glorio. Are you trying to play him off as a kind of 'philanthropic noble' so the party doesn't get an 'obviously evil' vibe?
I wonder how you will play off Doctor Davaulus? Will he still be her personal physician, or perhaps someone else? I tried to play him off as the 'family physician' from Cheliax, but one who is strongly opposed to Korvosa being independent from Cheliax and would like to see it fall. He was there before the plague started, and was the instigator from inside.
Also, I notice you had Toff cancel the Breaching Festival. I remember you're planning on skipping Scarwall completely, but about what time frame do you expect this part of the campaign to start? Because if you give it sufficient time, it's possible the students of the Acadamae will be able to 'double up' on protections from the previous year, if you wish to make it a little harder.
---

As I explained in my answer to Moonbeam, Ileosa is using her charms to get a grip on the throne. I guess the PCs will gradually realize she's evil, starting with Trinia Sabor's trial. I'm also setting up Glorio Arkona as the big manipulator behind the riots. Although he's playing it very cool and convincingly at the council, he is the one opposing the queen behind the scenes. Glorio's ultimate goal is to become king. Selena and Feldon, the agitators, are in his employ (actually the Cerulean Society, but that comes down to the same thing). Ambassador Amprei was just a decoy that the manipulators were told to use when they got caught. Arkona is too smart a man to let on that his plans are failing at the moment, so he plays along at the council. But when the queen's evil becomes clear, he will try to convince the PCs to join him. Anyway, both Ileosa and Glorio Arkona are champions at the game of politics.

Doctor Davaulus will be called Doctor Dave Saulus in my campaign (as Davaulus is too much of a give-away to his evil character, it sounds too much like 'devilish'). I won't tie him too tightly to Ileosa, to give her deniability once his evil is exposed. He'll just be an evil alchemist that Ileosa hired through her Red Mantis contacts. There will be more on his modus operandi as well. I'm planning to use Misgivings from Rise of the Runelords as the place where he concocted the disease for the second adventure. It will be situated on south shore of Korvosa Bay and it will be an old Porphyria villa (another decoy - the Porphyria's were banished from Korvosa, but are still present in Cheliax). The PCs will discover and explore the building after the doctor has abandoned it, to find clues that the plague doctors are actually plague bringers.

The Breaching Festival officially takes place on the 29th of Desnus. Since I chose to start my campaign in Desnus, the festival was on the agenda, so I had to make a choice. It seemed only logical to cancel it. The Acadamae has closed its doors and none of its students are allowed out, so why would they suddenly open their doors for a holiday?

As you said, I'll be skipping Skeletons of Scarwall. Although it is a fantastic adventure, my players are no fans of big dungeon crawls and this one is just too big. I also wanted to bring the PCs back to the city sooner and have them have more adventures there. One of the scenario's will be Academy of Secrets. Once the PCs find out that Ileosa has made a deal with a devil, they will need to infiltrate the Acadamae to find the devil's copy of the contract. They will call on the Cerulean Society to share their experience in the Breaching Festival, so in that respect it is actually very good that they have heard of the festival before, but they will not be competing in the actual festival itself, they'll be breaching the academy all on their own.


1 person marked this as a favorite.

I've been spending a couple of days reconstructing some locations that are featured in my CotCT campaign, using my scenery material and miniatures. The terrain tiles and most of the furniture are pieces by Dwarven Forge and psomminiature, the miniatures are mostly by Reaper and Freebooter's Fate. Balian is a Warhammer fig (you may recognize the Aragorn miniature).

I've rebuilt:
- Gaedran Lamm's old fishery,
- part of Castle Korvosa
- All the World's Meat.

You can find the pictures at Deviant art.

You can read my journal on these boards at Mister Vergee's Curse of the Crimson Throne.


16 people marked this as a favorite.

So, after a break of half a year, we've picked up gaming again. Although we won't be playing as often as I would like to - once every two weeks instead of once a week - I'm very excited to finally start my Curse of the Crimson Throne campaign.

We're kicking off with a couple of 'prelude' sessions, five years prior to the actual campaign, in which the PCs are still kids. My players have all chosen humans, who are 13 years old now. Here are their adapted stats:

SHAOBAN, LN small human
Init +0; Senses Perception +2
Languages Common
AC 11, touch 11, flat-footed 11
hp 5 (1HD)
Fort -1, Ref +0, Will +2
Speed 30 ft. (6 squares)
Melee dagger (small) +1 (1d3/19-20)
Ranged dagger (small/thrown) +1 (1d3/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +0; CMB -1; CMD 9
Abilities Str 10, Dex 10, Con 8, Int 8, Wis 14, Cha 18
Feats Simple Weapon Proficiency
Skills Appraise -1, Bluff +4, Diplomacy +7, Disguise +4, Fly +2, Heal +2, Intimidate +5, Perception +2, Sense Motive +6, Sleight of Hand +6, Stealth +4, Survival +2
Possessions dagger (small)
Child of the Streets You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
Ease of Faith Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

QUINTILIAN, CG small human
Init +2; Senses Perception -1
AC 13, touch 13, flat-footed 11
hp 5 (1HD)
Fort -1, Ref +2, Will -1
Speed 30 ft. (6 squares)
Melee dagger (small) +1 (1d3/19-20)
Ranged dagger (small/thrown) +3 (1d3/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +0; CMB -1; CMD 11
Abilities Str 10, Dex 14, Con 8, Int 14, Wis 8, Cha 16
Feats Simple Weapon Proficiency
Skills Acrobatics +2, Appraise +2, Bluff +8, Diplomacy +7, Disguise +3, Escape Artist +2, Fly +4, Heal -1, Intimidate +3, Perception -1, Perform (Comedy) +7, Ride +2, Sense Motive -1, Sleight of Hand +8, Stealth +6, Survival -1
Possessions dagger (small)
Child of the Streets You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

BALIAN, CG small human
Init +5; Senses Perception +1
AC 14, touch 14, flat-footed 11
hp 6 (1HD)
Fort +0, Ref +3, Will +1
Speed 30 ft. (6 squares)
Melee club (small) +3 (1d4+3, two-handed)
Melee dagger (small) +3 (1d3+2/19-20)
Ranged dagger (small/thrown) +4 (1d3+2/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +0; CMB +1; CMD 14
Abilities Str 14, Dex 16, Con 10, Int 7, Wis 13, Cha 7
Feats Simple Weapon Proficiency
Skills Acrobatics +3, Appraise -2, Bluff -2, Climb +2, Diplomacy -2, Disguise -2, Escape Artist +3, Fly +5, Heal +1, Intimidate -2, Perception +1, Ride +3, Sense Motive +1, Sleight of hand +9, Stealth +11, Survival +1, Swim +2
Possessions club (small); dagger (small)
Child of the Streets You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.


2 people marked this as a favorite.

Although I haven't even started playing this wonderful AP yet, I've been preparing it for play and customizing it for my group's style and taste. My preparations finally reached the end of module 6, but I feel there are still some roads that remain to be travelled.

Continuing the campaign:
The final module present a short section on continuing the campaign on pages 60 and 61:
1 Ileosa's revenge: Ileosa returns from hell to get her revenge on the PCs.
2 Lorthact's plot: the PCs have to defeat the exiled Duke of Hell Lorthact before he can reclaim his place in Hell.
3 Sorshen Rises: the undead vampiric followers of former Runelord Sorshen plague the streets of Korvosa to harness enough blood to have their old master rise from ages of sleep.
4 Rulers of Korvosa: different factions vie for power in a city without a ruler.
5 The Everdawn Pool: the PCs examine the powers of the Everdawn Pool.
6 One other, obvious possibility for continuing the campaign is destroying the Crown of Fangs. It is not mentioned in this section of the book , but hinted at in the appendix on the relics of Kazavon, which suggests that the fangs can only be destroyed if struck by a holy sword forged by a once-mortal god.

I was wondering if anyone elaborated on one of those ideas and what they did with it. I'd be very interested in hearing about those campaigns.

My own take on the suggestions to continue the story:
1 Ileosa's revenge: not necessarily the road I'd choose.
2 Lorthact's plot: I already included the Academy of Secrets module in my storyline, having the PCs discover Ileosa's infernal contract (the devil's version of it). So the Ornelos family is already involved in the story, as allies to the queen. Although the PCs did not confront any of the Ornelos nobles personally, they might find headmaster Toff Ornelos and his puppetmaster Lorthact as adversaries after killing the queen. There might be a story here.
3 Sorshen rises: again not a road I'd follow.
4 Rulers of Korvosa: this will definitely be included in my campaign. Two elements in my personal campaign will play an important part in this storyline:
- the Arkona's have been engineering a lot of the unrest and turmoil in the city after the king's death, they have been working behind the scenes to discredit the queen so they can seize power themselves;
- one of the PCs is actually the bastard son of Eodred (and one of his harem girls). There will be some minor hints supporting this story in the campaign, but they will finally find out the truth from Venster. This makes the PC heir to the throne, but claiming it will not be easy.
5 The Everdawn Pool: since I'm cutting this section from the story by just having the PCs face the queen in the castle, this option does not work for me.
6 Destroying the Crown of Fangs is actually the most interesting option to me, since it fits in perfectly with the storyline of the AP. Once the PCs have defeated Ileosa, they are stuck with a very powerful, evil artifact. Now they are responsible for guarding or destroying it.
The PCs could learn through divine magic how to destroy the fangs and start a quest for a holy sword forged by a once mortal god. Iomedae fits this picture nicely, being a LG goddess who fights with a sword and who was once human. The question then is where the PCs would be able to find such a sword. Are there any existing modules or final chapters in other APs that could be modified to tell this tale?

As mentioned before, I'd be very interested in any suggestions and ideas.


Hello, Moonbeam, since you’re about to start the fourth installment of this AP, I’m letting you know what I have planned for it. Warning, there are many spoilers ahead.

So here’s an overview of my version of A History of Ashes. This adaptation is not meant to diminish the merits of the original adventure. I just allow myself to be inspired by all the great things Paizo has published, using what I feel fits my group best.

- I’m starting the adventure with a great escape from the city. Kalepopolis has been freed, and since he is an ex-marine of the Sable Company, he wants the PCs to help him free the hippogryphs from the Great Tower. They also use the flying mounts to escape the city in style.

- The PCs will then stop at Harse and travel to Janderhoff to negotiate with the dwarves. Depending on the result they can secure the dwarves’ sympathy or aid in harboring fugitives, providing weapons for the resistance or even promising to provide military aid if necessary. The PCs will also be able to do some magic trading in the city.

- The PCs make for Kaer Maga. While travelling up the halflight path, they are attacked by a Red Mantis assassin and some half-orc hirelings. In the city they can also do some magic trading, visit an augur and pick up the first rumors that the Shoanti are massing for war.

- The PCs hike into the Cinderlands to visit the Skoan-Quah. They meet Krojun of the Sklar-Quah, who is here to summon all able-bodies warriors to war. After an innocent game of Sredna and the Bone Council, Krojun challenges the PCs to an alternative version of the Burn Run. They have to outrun a stampede of aurochs through a small canyon.

- Afterwards Thousand-Bones invites the PCs to sit with him and the council in a steam hut, where they lose consciousness and visit the spirit world. The Shoanti spirits approve of the PCs and grant them a vision of what might happen if the Shoanti attack Korvosa. After the vision one of the PCs is briefly contacted by someone else who has also entered the spirit world and who is seeking aid. He is the son of the Quahjothka (clan chief) of the Sklar-Quah and he needs help in Urgir, the capital of orc infested Belkzen.

- To be able to get into Urgir, the PCs need a token from one of the orc chiefs. They negotiate with chief Kroghut of the tribe of the Broken Spine and are given a mission to obtain a token. The PCs have to pay a visit to one of Kroghut’s subordinates who has gone incommunicado, only to find out that his village has been plundered by harpies (a reprisal for the theft of one of the harpies’ bracers). The PCs defeat the harpies and free the surviving orcs, which gets them a token from the Broken Spine tribe.

- The adventure in Urgir is based on a Dungeon adventure, “In the Shadows of Spinecastle” from Dungeon # 148. The Shoanti they are looking for is a spy in the city who has disappeared. The PCs have to suffer the maltreatment of the orcs while searching for the Shoanti spy. When they finally locate his home, they discover his diary, in which they find clues to trace him to old, secret underground dwarven crypts. The PCs enter the complex and fight the rogue Pathfinder Arnois Belzig and his orc allies, who are searching for an old dwarven artifact (a key that opens some doors in the city that cannot be opened without it). The Pathfinder has captured the Shoanti spy, who came snooping for the key as well, thinking it might aid him in his spying business. The PCs free the Shoanti and flee the city.

- The PCs return to the Skoan-Quah, where most warriors have already left to join the Shoanti army. The village is attacked by the Red Mantis, who traced the PCs to this place and have been awaiting their return (it also makes more sense for them to attack the village when its warriors have left).

- The PCs are joined by Thousand Bones when they travel to the place where the Shoanti army is gathering for war. Their past deeds (especially saving the leading chief's son) are sufficient to grant them an audience with the war council. They learn that the Shoanti are gathering an army of over 4,000 warriors and shamans (including rocs and mastodons) and are planning to leave for the plains of Korvosa in two weeks, when all their allies have arrived. In their negotiations the PCs have two objectives: learning what the Shoanti know about the great evil in the mastaba and buying more time before the army goes to war.

I’m also planning on skipping ‘Skeletons of Scarwall’ in favor of returning to Korvosa and aiding the resistance while looking for the burial grounds of the old Shoanti ally of Mandraivus, whose bones they will have to infuse with the breath of life (given to them by the Sklar-Quah sunshaman). He will then tell them how to combat the evil from the mastaba (instead of going through Scarwall to get a sword).


Dear Cosmo or Alison

Please cancel my Pathfinder AP subscription.

Thank you.

MrVergee


I'm getting ready to play the last two installments in the Age of Worm campaign. The penultimate adventure suggests Kyuss' monolith has just been stolen from Dragotha's Writhing Sanctum, so that now there is only a gaping wound on top of the ziggurat in the dracolich's lair.

I'm toying around with the idea of having the monolith still be present when the PCs invade the place. (I know the adventure states that the presence of the monolith would have been their undoing, but as the DM I can easily overrule that. Instead the negative energy that fills the place could originate from the monolith itself.)

Only when the PCs slay the dracolich, Lashonna can actually intervene and steal her prize. Upon Dragotha's dying breath, a black interdimensional hole opens up above the monolith and sucks up the stone. This way the PCs realize even better that they have enabled the theft of Kyuss' prison.

Would this be a good idea or am I overlooking anything that could mess up the grand finale of this wonderful AP?


The Prince of Redhand (#131) – Modifications

Apart from swapping Alahaster for a Forgotten Realms replacement, I made the following changes to this adventure.

I’ve written out a number of one-line events to set the mood of the city. the PCs notice these things when walking around.
Apart from the obvious, such as the crow, the statues of Zeech, the worn-out watchtowers, the large number of ‘evil’ humanoid races or the faked smiles on the citizens’ faces; I’ve added things like:
- the streets are open sewers;
- a procession of Bane (Hextor) passes and people kneel;
- a human and an orc fly through the window during a bar fight, when they land on the streets, they look up anxiously and scurry away;
- a woman chases crows from a dog’s dead body, only to eat the meat herself;
- young women offer themselves to the PCs;
- the market offers overripe fruits and rotting meat and fish;
- a toothless beggar sells some children a dead rat – the children start eating it hungrily;
- …

The adventure offers some more elaborate events as well: the encounter with B’kruss the hobgoblin and the execution of the Ebon Triad cultists. I’ve kept these, but I’ve added a third one and I’ve also written out a small flyer – the latest issue of the ‘Sinchaser Report’, the anti-establishment newsletter. The PCs get this while attending the execution.

The extra encounter is a piece of puppet theatre the PCs witness on a street corner (performed by Miomay and her friends form the playhouse). The play is titled ‘The Wolfskinner’. It’s the story of a man who loses his love to a pack of wolves. He kills a wolf and skins it, wears its hide and infiltrates in the pack. When he’s alone with the horrible pack leader, he slays it. Upon death the animal’s victims burst forth from its mouth, including the man’s lost love.

Zeech’s party is actually something I’m looking forward to. I’ve left out Montague Marat and Shag Solomon as his guests, fearing that their presence might give me more trouble than anything else during play.

I’ve made Maris Quemp into Alahaster’s public prosecutor, and I’ve given him some lawyer jokes to entertain the crowd:
- Bane (Hextor) steals the soul of Alahaster’s last follower of Tyr (Hieroneous). Tyr threatens to go to the godly court, but Bane laughs in his face, asking him where he’s going to find a lawyer: they are all in the Abyss.
- Maris Quemp is prosecuting a lady for not paying her taxes. When he asks her whether she knows who he is, she says he does: he’s a liar and he cheats on his wife and he’s no more than a pencil pusher.
When he asks her if she knows her own lawyer, she says she does as well: he has an alcohol problem, his practice stinks and he’s slept with five married women, including Maris Quemp’s two wives.
Then Prince Zeech, who is the judge, has the two lawyers approach the bench. He says: “If you ask her if she knows me, I’ll have you both arrested for contempt.”
- A lawyer fall overboard in a sea full of sharks. His fellow passengers panic as they see how the sharks swim towards the man. Then the sharks form two nice rows back to the ship, allowing the lawyer to swim back. He tells his surprised travel companions: Just a matter of professional courtesy.
- When Prince Zeech captured a neighbouring city two years ago, the king of that place imprisoned 100 lawyers, threatening to release one each hours if Zeech didn’t release his POWs.
- How many lawyers does it take to light an oil lamp? – How many can you afford?

At the party, the Ominous Fabler is wearing a red leather coat and a black hat. I’ve changed his garb to a typical fool’s outfit. This way the PCs will be less suspicious of him.

The Fabler entertains the crowd form time to time. I think it is a pity the adventure does not describe these in more detail, so I’ve changed them.

The play (event 8) ‘The Harliquinade Mortificatio’ becomes ‘Memento Mori’ (Remember you must die). The Fabler acts in it and has the only speaking part. It is an adaptation of the Bergman movie The Seventh Seal. You can find the plotline on Wikipedia.
The Fabler is the squire of an aphetic knight, who challenges Death to a game of chess to keep from dying until he has refound faith in the gods. The Grim Reaper agrees.
The man travels to his former home and has some significant encounters along the way. Hr witnesses a witch being burn alive and asks her to show him the ‘evil force’ that inspired her witchcraft. She shows him an apparition of Mystra (good aligned Forgotten Realms deity of Magic), but he can’t see her.
He also intervenes when an angry mob is trying to kill a young travelling actor and his family, but despite his squire’s insistence that this miraculous rescue is proof that the gods exist, he is not convinced.
When he reaches is old castle, Death is waiting for him and they play the game of chess. The knight loses and Death kills him instantly. The Fabler sighs: “Nothing escapes Death.” and a Dance of the Dead (skeletons doing the Dance Macabre) starts on stage.

After the first course of dinner, the Fabler tells a story, but again the adventure only sketches the vague plotlines of this tale. So I’ve replaced that as well, with Aesop’s fable of ‘The boy who cried wolf’ (with an unhappy ending of course). A young shepherd is herding the village flock on the hill. He is bored and decides to create some action, so he cries: “Wolf!”
The villagers hurry up the hill, to find out the boy was joking. They warn him never to cry wolf in vain.
the next day the boy is bored again and cries wolf again. The villagers come to his aid, but see he was making fun of then once more.
The next day the villagers hear the boy again, crying wolf. They are sick and tired of his games, so they stay in the village. When the boy does not return at night, they go up the hill and find the young shepherd’s mangled body.


The Spire of Long Shadows (#130) – Modifications

Apart from replacing Mage Point by Longsaddle (Forgotten Realms setting), as suggested in the conversion notes, I made some small changes to this adventure.

The wood elves, who built the Obsidian Wall 1,500 years ago, still live here (at least, their descendants do). When the PCs arrive at the ruins, they are met by the wood elven guardians of the site and their chief. I based this character on Cutter, Blood-of-Ten-Chiefs, from the comic Elfquest. He is the leader of the tribe of ‘Gaians’ who protect this unholy place. The Gaians are the descendants of the druids of the Order of the Storm. One of the PCs (the druid) is a Gaian from the north, who didn’t realize there were other Gaian tribes left in the world.

These ‘short-lived’ woodelves are the tenth generation since the Obsidian Wall was built. They have forgotten much of the knowledge of their forefathers, but still hold true to their duty as guardians.

Chief Cutter says that his forefather Lorn Hopeseeker was the one who managed to drive the enemies of Kyuss into the pyramid and who built the wall with the help of heavenly Eladrin. Lorn paid a high price for his victory though. In order to push back the enemy, Lorn made a deal with a dark force of nature in the Forbidden Zone. Cutter does not know what this deal entailed, but the price is still apparent: Lorn has been absorbed by the father tree of the Gaians (much like William Turner in ‘Pirates of the Caribbean’ is part of the wall of the ship).

Cutter can point the PCs to the Forbidden Zone, but refuses to accompany them there. The dark force of nature in the Forbidden Zone is Amarantha the dryad from ‘The Amarantha Agenda in Dungeon # 123. She is a corrupted dryad who possesses a powerful artefact: the Greenbound Harp.

When played by a bard (at least 13 ranks in perform or UMD DC 33), the Greenbound Harp changes the recipient(s) into woodland creatures, magically bestowing certain powers on them (the most important of which is natural armor +7, which makes the skin immune to green worms!). The effects of the harp last for 24 hours.

A creature can enjoy the effects of the Harp more than once, but a second use calls for a Fort save DC 20 to be able to change back. Each subsequent use of the Harp increases the DC by 2. When the save is failed, the recipient loses 2 dex and needs to make a new save (cumulative DC +2) after 24 hours or lose another 2 points of dexterity. When his dex reaches 0, the recipient permanently and irrevocably changes into a tree.

So far my PCs have chosen not to go to the Forbidden Zone, since their druid has spells to give everyone natural armor +5 anyway.

Inside the Spire of Long Shadows, the PCs find an old torn backpack with Balakarde’s family crest. Inside they find a note referring to Alahaster and Lashonna (cf. Dungeon # 131; p. 51, the note Manzorian gives the PCs at the beginning of ‘The Prince of Redhand’). I never liked the idea that Manzorian made so little effort to find his lost pupil. After sixteen years, he should have found this note a zillion times already. So I placed the note inside the ziggurat, so the PCs could find it themselves.


The Champion’s Belt (#128) – Modifications

I’ve never been happy with the 24 teams in the games and the weird way in which the PCs have to reach the finals. So I made 16 teams and worked with the normal knock-out system: 16 => 8 => 4 => 2 => 1. I also briefly worked out all the teams: there were basically three kinds of teams: 6 local teams (from Waterdeep in the Forgotten Realms setting), 5 arena teams (from famous arenas all over the Realms) and 5 city teams (from neighbouring cities). The PCs formed one of the local teams.

During the Free Dinner the PCs got a full description of all the other teams and got the possibility to interact with them. I also worked out the rules of the games and had Talabir Werik go over them. The PCs also have to sign a contract to state that the organizer of the Games is not responsible for any accidents or deaths.

Finally I also wrote out the words of the Apostelic Scrolls. The words describe the ritual to create an ulgurstasta from a normal green worm. One of the steps in the ritual included the offering of a righteous soul. This referred to a former companion of the party, the paladin Mélinde (from Diamond Lake, and the girlfriend of one of the PCs). When the PCs were captured in The Hall of Harsh Reflections, Bozal Zahol paid them a visit and took the paladin with him to offer her to Kyuss. The PCs find her dead body under the arena, beyond resurrection.

After ‘The Champion’s Belt’, I inserted another Dungeon adventure: ‘And Madness Followed’ (issue # 134).

In my version of this story, Sophia Lasilaran became a follower of Kyuss, having been reformed by none other than Ilthane the Black Dragon. The play Sophia wrote was called ‘The King of Worms’ and told the story of how the mortal Kyuss came to power, of how he met the Harbinger who gave him the first green worm and how he tried to ascend to godhood in the monolith ritual. at the climax of the play, a portal to the past opened, allowing green worm to flow into the theatre and kill the spectators, drawing their life force through the portal (and through time). Each soul would make Kyuss stronger, maybe giving him the power to break free of his monolith.

The PCs come across the first remnants of a performance in Sophia’s hometown, a small hamlet between Waterdeep (the Free City) and Leilon (my Forgotten Realms replacement of Diamond Lake). In Sophia’s house the PCs find notes giving them a lot of background information on Kyuss. The also come across the name Ilthane.

The trail leads to Leilon (Diamond Lake), where Sophia already finished a second performance. Among the many victims is the mother of one of the PCs, as well as a host of important people from Leilon. Balabar Smenk did not attend the play and grabs the opportunity to gain even more power in town. The PCs fight some of the remaining Kyuss undead, including a powerful Sword of Kyuss (stats from Spire of Long Shadows) – the former captain of the Lances turned undead.

The PCs hurry to Waterdeep (the Free City) to stop Sophia’s performance for a large audience in the bard Academy (of which one of the PCs is a member).

I left the next adventure ‘A gathering of Winds’ (#129), more or less unchanged. I only had Ilthane kidnap one of the PCs to lure the others to the Whispering Cairn to kill them. Obviously her plans failed.


While working on my preparations of the Age of Worms campaign it strikes me that the further you get in the AP, the less interesting adaptations these boards offer to the adventures as written (certainly past ‘The Champion’s Belt’). This can certainly be explained by the fact that the adventures are very well written and therefore need little adaptation. Even then I consider a campaign a living thing, with the PCs as unfixed factors that might warrant some changes here and there.

I’ve prepared the campaign up to ‘The Prince of Redhand’. My players are currently in the Spire of Long Shadows. I’ll post the modifications I’ve made to the adventures. For convenience sake; I’ll post them in different threads per adventure (to facilitate searching afterwards).

Since my personal note are all in my mother tongue, not in English, I’ll only be posting a summary of my changes.


Four issues into the new Pathfinder series seems like a good time to make a first thorough evaluation. What do you think of Pathfinder so far? Does it meet your expectations?

My general impression of Pathfinder is definitely positive. The last years of Dungeon had set a very high standard to which the new series had to live up, and I think Pathfinder delivers!

Let’s start off with the cover art. It is truly excellent. The artwork is top quality, the background drawings are inspiring and invite you to read, the iconics are intriguing. It is a very exciting prospect that we’ll be able to buy them as minis in the near future.

The interior art seems to vary more, both in style and in quality. Although it is never bad, it ranges between mediocre and fine. The maps on the other hand are great, displaying well thought out and well rendered settings.

The writing is compelling, definitely one of the strong points of Pathfinder. It is always a pleasure to read the adventures. Still the language has a possible downside. The vocabulary used in Pathfinder is of a certain standard and sometimes quite difficult. This limits the number of potential non-native speaker customers to a rather small group, which might be considered a pity. But then again, the quality of the writing makes reading pathfinder somewhat of a literary experience.

The strongest point of Pathfinder, in my opinion, is the mood. Paizo has gone out of its way to make every adventure ooze with atmosphere. It’s this effort that lifts good adventures to an even higher level. Of course, this blade cuts both ways. The mood in Rise of the Runelords leans heavily on the gothic. The element of horror is strongly present in this adventure path, and as other threads on these boards have shown, it puts off some readers. Strangely enough, I largely agree with them, feeling that Rise of the Runelords is too much horror for my taste. Don’t get me wrong, I enjoy a good horror movie once in a while, but at the gaming table I tend more towards the classic heroic campaign with a compelling and intriguing storyline than towards the horrific. That’s why I’m really looking forward to the next AP, which will be right up my alley. I hope Paizo can breathe the same amount of atmosphere into this adventure.

The second half of each Pathfinder module exists of extra material. This section generally pleases me less than the first half. Overall I feel that everything that is published in this section should be of direct use to the DM at the table. That doesn’t mean the DM has to use it all, but everything should be usable and should provide an added value.

Backdrops on locales certainly fit this description, but until now only the backdrop on Sandpoint is to my liking. Obviously Magnimar and Varisia require a lot more pages, so what we get is too general, too vague and fails to meet the need.

The descriptions of the stone giants, dragons or Desna are all interesting reads as such, but take up too many pages that could have been used better. A two page description of Desna would have sufficed for a decent background – the same goes for the stone giants. The article on dragons, while wonderfully well written and inspiring, does not add to this adventure path. It would have fitted better in J2 Guardians of Dragonfall, for which it seems to be a long advertisement.

Then there are the Pathfinder journals. Although I probably enjoy reading these the most of the module, I think they should have been written on places the PCs actually visit in the adventure. I can imagine a player choosing to be a pathfinder and consulting a pathfinder library on the places he has to go to. Ready-made pathfinder journal hand-outs on Fort Rannick or Skull’s Crossing would have been more useful to a DM and his players, and thus preferable.

When comparing my original expectations of the extra material section to reality, my biggest disappointment is that there aren’t more seeds of adventure. I had thought and hoped that the second half of the book would provide more adventure ideas that a DM could use and develop to create a broader sense of Varisia and its people. The article ‘Keeping the Keep’ actually gives some nice suggestions on a bit of side-trekking. I had hoped to find similar suggestions for Sandpoint or Magnimar for example.

So overall I’m very happy with Pathfinder. Although I’m probably never going to run this particular AP, I’m still on board for the series. I’m hoping to find the same quality and devotion in the next campaign, which will be more up my alley storywise. As for the extra material section, I would like to plead for a clear guideline: write articles on things a DM can take to his table.

Now tell me what you think.


- The Cagewrights, simply known as the Thirteen in my campaign, became an organization whose goal it was to free Adimarchus by opening a gate to the Abyss and summoning his cage through it. All the demons who would come along would form the army Adimarchus needed to get his revenge on mankind, since he considered man to be responsible for his fall. He would prove to the gods that man was inferior and deserved only death.

- The leader of the Thirteen, Dyr’ryd, was also one of the fallen angels, a former general in Adimarchus’ army. He also bore the sign of the Smoking Eye and had a cancerous growth on his right shoulder which was imbued with a twisted aspect of Adimarchus’ mind.
The other members of the Thirteen were mostly totally different from the original SCAP. Vhalantru obviously became one of the Thirteen, as did the Glabrezu Nabthatoron; Lady Rhiavadi, Fetor Abradius and Gau Kleeoch stayed on the team, all others were new. The PCs encountered most of the members of the Thirteen in one way or another before the final run of the campaign, giving the Thirteen a real presence in the campaign as a whole.

- Throughout their early level adventures, the PCs became true servants of Ilmater, the fighter became a champion in the arena and without realizing it, the PCs had their first run-ins with the Thirteen or their plans. There obviously is the rescue of Terrem in the Malachite fortress. But the PCs also get involved with Duergar (who replaced the Kuo-toa in the Zenith episode), who were stealing away all the mithril from the market to build cages for the Thirteen.


Let me start by giving some information on my campaign. The background story is based on the Lucifer saga: Adimarchus rebels against the gods because they have decreed that ‘mankind’ is to be placed above the angels in heaven. This rebellion is partly inspired by a false angel Layah, who is actually Graz’zt’s daughter. During a large battle in heaven, the rebellious angels are cast into hell, where they undergo a terrible transformation into demons. As the new ruler of Occipitus, Adimarchus starts a war with Graz’zt and is betrayed by Layah again; leaving him the prisoner of Dark Myrakul in Skullrot.

The XIII (as the Cagewrights are called in my campaign) want to open a portal to the dimensions of hell to summon Adimarchus’ prison to the prime material plane, where the magical powers of his prison won’t be able to hold him any longer. When the prince of Occipitus is free, he plans to wipe out the race of ‘men’, that was responsible for his downfall in the first place.

The leader of the XIII is one of the fallen angel-demons, Dyr’ryd. Dyr’ryd is a black-winged angel with the Sign of the Smoking Eye and a cancerous growth on his shoulder in which the face and will of Adimarchus is hidden. Of the original Cagewright members from SCAP only Thilfirane Rhiavadi, Embril Aloustinai, Fetor Abradius and Gau Kleeoch remain. Alternative members include Nabthatoron (the glabrezu from ‘The Demonskar Legacy), Viela (a succubus, based on the character from ‘The Iron Satyr in Dungeon # 108), Penfavasta (a marilith, based on ‘The Seventh Arm’ in Dungeon # 88), Drusalakas (a death slaad, based on ‘Headless’ in Dungeon # 89) and his elven sorceress companion Eldrua (also based on ‘Headless’), the human spellcaster Markosian and his demon ally Nyxthseht (based on the bad guys from ‘Strike on the Rabid Dawn’ in Dungeon # 111). The thirteenth member is Valanthru, the beholder.

Over the course of the campaign, the PCs have learned of most of the XIII and they have fought and beaten a few of them (fought more than beaten, of course).


My PCs have just finished Secret of the Soul Pillars. I'm going to use an extra adventure first "Strike on the Rabid Dawn" and then play through Lords of Oblivion.
At the moment I'm reading up on Foundation of Flame. In the part about the council meeting, it says that one of the PCs might come forward as candidate for mayor. I know my players will not go with this, but they might want Alek Tercival to take the position.

One of the PCs is a cleric of Ilmater (= St. Cuthbert) and has brought Alek Tercival back to life after his terrible demise in the earlier stages of the AP. The PCs have been wanting Alek to make true on his earlier challenge of the captain of the guard, but I've been holding that off, claiming that Alek needed time to contemplate his own life and find inner peace and forgiveness for straying from his true path in the past.

I think it might be a nioce twist to have Alek run for mayor. The PCs can back his candidacy in the council and if Alek would actually fill the position, it would also further strengthen the PCs involvement with the future fate of the city.

I'm just wondering if anyone else has done this or if anyone has any thoughts on this.


2 people marked this as a favorite.

I'm currently playing the EaBK adventure. Let me start of by saying that I really like the adventure, so kudos to Sean K. Reynolds for writing it.

However, having read various threads about the adventure in the past, I learnt that with some twinking, it could be made even better. Let me try to make an inventory of the changes I've made or am still making. Any suggestions are welcome.

Some of the questions raised by various people concerning the adventure were:

- why does Allustan flee the scene at the first sign of trouble, while he would be a great help in the fight?

- isn't the attacking force of lizardfolk too weak (apparently many people who played the adventure thought so)?

- why have the soldiers of Blackwall Keep kept their transformed mage a locked up secret for so long?

- isn't it a bit useless to have the lizardfolk shaman negotiate a peace with the PCs at a moment in the adventure when the PCs have most likely destroyed just about the whole lizardfolk tribe anyway? The shaman won't have a tribe left anyway.

- what motivation do the PCs have to continue on to the egg chamber? Once they've defeated the lizardfolk king and located Marzena, there really is no reason for them to go on.

Add to that some of the questions I've had myself:

- why didn't the lizardfolk attack the keep a long time ago? Why did they wait until now?

- why would the lizardfolk allow 8 (relatively weak) draconic kobold rogues to watch their eggs?

So here are some of the changes I'm using:

- the link to Blackwall Keep is not Allustan, but captain Tollivar. Obviously he knows that some of his colleagues man a keep in the swamp and he refers the PCs to a personal friend of his, Marzena. He does not accompany the PCs. So there will not be a fleeing Allustan either ...

- I made the attacking lizardfolk and the defending soldiers stronger (lizardfolk got one level fighter and better stats; soldiers got better stats and full hp at lvl 1). We actually played the fight last session and it was a blast.

- As someone suggested on the boards, I'm going to try to have the PCs strike a truce with the shaman before they enter the Twisted Branch lair and blindly start killing everyone. I'll have the PCs come across a lizardfolk hunting party in which one of the opponents is shying out of the fight and tries to talk to the PCs on behalf of the faction of lizardfolk that don't agree with the king. He'll arrange a secret meeting with the shaman. I'll let it flow from there ...

- The lizardfolk shaman does not only disagree with the aggressive king, but (s)he also suspects that Ilthane is doing something to the eggs, after all (s)he is the shaman of the tribe, with a good knowledge of healing and (s)he is denied access to the egg chamber. So Hishka asks the PCs to investigate the egg chamber as well.

- I'm replacing the kobold guardians with one of Ilthane's dragon offspring, a juvenile black dragon - which is also a better way of foreshadowing Ilthane herself.

- I'm not using the locked up spawn of Kyuss, but I'm changing that to the following. A couple of days ago scouts from Blackwall Keep noticed a black dragon visiting the Twisted Branch lair (something Ilthane does once every couple of months).
After the dragon left, the leader of the scouting party decided to investigate, using the same entrance the dragon used (with a potion of water breathing). The juvenile dragon guard of the eggs, Velmane, spotted the intruder, who quickly fled the scene. Unsure of what the scout might have discovered, Velmane raised the alarm and had the lizardfolk king send out a hunting party to destroy the intruder(s).
The scouts were set upon by a ferocious party of lizardfolk and when the fight was finally over, only the leader of the Blackwall scouts was alive, but barely. He found a potion of cure light wounds on one of the lizardfolk and drank it, not realizing it was contaminated with a slow worm.
When the lizardfolk found out that their hunting party had been killed and as a consequence not all the enemies had been destroyed, Velmane considered what to do. If the humans had found out anything about Ilthane's plans they could not be allowed to tell the outside world, not when the eggs were about to hatch. Knowing that his mother does not forgive mistakes, Velmane decided to play safe and convinced the lizardfolk king to attack Blackwall Keep. The king readily agreed, for this was something he had wanted to do for a long time, but had been forbidden by his black dragon masters until now (the dragons had not wanted to draw any unnecessary attention to the lizardfolk lair). At the same time Velmane ordered more hunting parties around the lair to keep any new intruders out.
The Blackwall scout leader, who was still badly wounded, spent the next couple of days hiding (trying to gain some strength) and dodging patrols. When he realized he was getting sick, and thus not getting any better, he tried making his way back home in his feverish condition.
He does not know what is wrong with him, and supposed that his wounds from the fight got infected with some kind of filth fever. He reaches Blackwall Keep after the PCs have left.

- I'm using one of the fantastic suggestions from these boards to have my players play some Blackwall soldiers for a short intermezzo adventure. The scout reaches the keep, obviously in very bad shape. While most of the soldiers are outside, cleaning up the mess from the fight and burying their fallen comrades, my players play the soldiers inside the keep, who witness the terrible transformation of the scout into a spawn of Kyuss. Then the creature attacks them ...
This way I avoid the implausible plotline of a transformed mage who has been locked up for months without anybody doing anything about it.

Anyway, this is how I'm adapting the adventure. Of course I would like to thank Sean K. Reynolds for writing the adventure in the first place, as well as all the people who've given me some of these ideas on the boards. Any reactions of suggestions are welcome.


I'm in the middle of preparing The Champion's Belt and I'm wondering if anyone took the time to describe the competing teams a bit more in detail.

I'm playing in the Forgotten Realms and I would like to use teams coming from different parts of the realms to compete in this prestigious competition. Any suggestions are welcome.


Hi everybody

I wish you all a merry Christmas!

MrVergee


What's up with the site of late? It's been terribly slow. Am I the only one experienceing this? Yesterday it took me over two hours to download the Dungeon supplements and just loading any page takes a lot longer than it used to, to a speed that is annoyingly low.