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Well my promotion to IT Manager became official today, on my birthday. How cool is that? Also IT Manager is misleading as I am also now the IT department. It was on a Windjammer;
it's on page 35; I can't copy/paste This is for the OP; I'm sure there's some anachronisms to it somehow, but I thought it had a really dismal vibe to it. Sorry I'm not historically and technically accurate enough for some; I'm kinda land locked and not as big a nautical expert as.....others...... I figured, though, that in a game with flying winged horses, giant people whose hips don't shatter when they run, and corpses that walk around and suck blood for some reason and turn into bats, it wouldn't really suspend disbelief too much to have a chain locker with an actual chain instead of a cable on it on a pirate ship. Terquem: You are not the only person going through the issue of trying to absorb the new rules. I have been playing since 1981 and have been involved with making games since 1987. I was an expert playing 1st edition AD&D. I could pretty much open up the book to the exact page by feel. I knew where everything was and those books had horrible organization. But that didn't matter, because I KNEW them. Flash forward 30 years and I am as befuddled as you are looking through the various rules forums. It IS like a foreign language. There are so many feats and archetypes and such that it is many times a bunch of blah, blah, blah, blah to me. And I OWN the company and the game! :) But I don't let that stop me. I run a weekly game where one of my players was heavily involved with creating the 3rd edition rules at WotC. He knows them backwards and forwards. He calls me out on my mistakes from time to time. I just roll with it. Sometimes it is great because I can just ask him what a rule says and he can tell me without me having to look it up. Sometimes it stinks, because I disagree with a rule. But the good news is that my players go along with whatever my ruling is and we move onward. Sometimes I use the old trick where I say something like, "You are right, usually you can't do that, but this guy can for some reason" or "This version of that magic item works slightly differently than the ones you find commonly in the streets of Absalom." Basically, I am willing to wing it and not be an expert on the rules. I've decided long ago to put more ranks into roleplaying and knowing how to run a campaign that is fun and has people coming back for years and years than into things like Know Rules. I just don't care about the rules enough to warrant that kind of expertise. Also, that is why I have folks like Jason Bulmahn on staff. In closing, I can understand feeling that the game is moving away from you at a fast pace. Us older folks (and I AM older than you by a little bit) don't adapt as well as we used to when we were young. But we can still have a heck of a lot of fun roleplaying by just not taking the rules too seriously and enjoying roleplaying with our friends. That is what it is all about afterall. Glad to see that you aren't giving up! There are a lot of kindred spirits here on the boards. Hopefully you can find a new group of friends here and will eventually jump back in the GM seat. -Lisa memorax wrote:
Irony: not realizing 4e is the "New Coke" of D&D. memorax wrote:
Yup, I mean look at what happened to the computer industry when IBM stopped being the leader. Oh wait... Well remember how the film and movie industry fell apart when MGM went into receivership? OH, wait... And look how the home video industry fell apart with the loss of Betamax, then again with the decline of VHS, then again when Lassr discs didn't take off. And I'm sure everyone remembers how the home video game industry never recovered from the decline of Atari... And of course, RPGs died when TSR went backrupt. Part of the success as far as the rules go is also because Paizo doesn't have a revolving door that activates seemingly every December. Lisa doesn't hand out pink slips like they're stocking stuffers. Having consistency in the development positions, and adding fresh talent when they are in a position to grow, keeps things popping and innovative while having people in place that see the overall picture. And not putting out a splat every other day, like it seemed they came out during the 3x period, allows them to make sure things work together. Much of the time it seemed WotC put their devs in different rooms and wouldn't let them talk to one another the way cross book synergies created some amazingly exploitable cheese. It was like no one was keeping track of how all the different splat feats, spells and classes, both base and prestige, worked together. Erik not sure how popular this idea will be, but one of my favorite miniatures was when they made a key villain I'm talking Demonlords or Archdevils, or even one of the four horsemen. These would also make EXCELLENT promo minis for smaller sets.
While not exclusively Pathfinder-related, Mythopoeic Rambling does cover a lot of Paizo and 3pp Pathfinder items. I can't properly express my full appreciation for all the support, kind words, and, yes, criticism I've received from you all during this competition. Neil and Clark both mentioned early on how they expected people to grow during RPG Superstar, and I admit that I thought that was improbable in such a short time frame. Was I ever wrong. I feel like I've learned quite a bit over the past three months, and I hope I've demonstrated it. Regardless of the outcome of this round, I plan to make the most of the opportunity. Heck, if Doom doesn't get selected as the Superstar module, I'll run it at PaizoCon. :) Thank you all very very very much! Xabulba wrote:
Good point. Hmmm...I think my son is upstairs with the shotgun... OMG! HE'S GONE, HAS ANYONE SEEN MY SON?!? CARL? WHERE ARE YOU? I think there are good reasons to vote for both Tom's and Mike's submissions, which I think are the two best of the round. I agree that if people like Tom's entry the best, they should vote for it with confidence that it is going to be a great adventure, no matter what modifications have to be made. At the same time, Mike's entry stands out wonderfully on its own. People should vote for whichever entry out of the four they prefer with confidence that the final product will hold up in quality to the proposal, regardless of how it winds up being modified. Doom Comes to Dustpawn An unknown expedition to the stars returns to its point of origin—the unsuspecting village of Dustpawn. Strange disappearances and a blazing object in the sky mark the beginning of trouble for the sleepy village. Can the heroes save the villagers from fiery doom, reality-warping creatures that view the citizens merely as experimental animals, and a horrific threat from beyond the stars? Doom Comes to Dustpawn is a Pathfinder Roleplaying Game adventure for 9th-level characters, who will advance to 10th level by the adventure's conclusion, which brings the characters directly into conflict with an emissary from the Dark Tapestry. Adventure Background
Unknown to the apprentices, the craft’s passengers had survived, continuing to record their observations and transmit them back to Golarion. They reached Aucturn and then reversed course for home, intending to present all their research to the astonished masses on their return. Unfortunately, the final planet on their itinerary undid their plans; their craft brushed against a planar breach, exposing the passengers to the Dark Tapestry, its bizarre energies forcing each wizard to merge with his or her familiar. As their bodies and minds warped, the gestalt beings went mad and turned on each other. The mission leader, in a brief moment of lucidity, triggered an emergency spell to place the ill-fated voyagers in stasis. Using a powerful staff imbued with an incredibly powerful word of recall, he shunted himself and four others to their launch site days ahead of the returning main craft. These survivors, still irradiated with dark energies, sought secluded areas near Dustpawn to regroup, unaware their subconscious desires would warp their new-found sanctuaries. The hybrids began abducting townspeople to their lairs, either to transform them into similar creatures or conduct bizarre experiments upon them. Meanwhile, the forgotten craft still hurtles towards Dustpawn, the creature known as the Emissary from Beyond following in its wake to turn the unsuspecting village into a beachhead for an incursion by the Dark Tapestry. Delayed by the chaotic magic encountered during their journey, the wizards' communications suddenly pour back to Golarion, specifically to their apprentices’ descendants. The first sign of impending doom comes from those afflicted with apparent madness, as years of information floods into their minds. Getting the Characters Involved
Act I: First Contact
Dalviss prattles on enthusiastically about the object making its way to Golarion and guides the characters to his makeshift observatory. While at Crenn's observatory, a character succeeding at a DC 30 Knowledge (arcana, nature, or planes) check learns the amount of time remaining before impact. A subsequent DC 30 Perception check informs the character the meteorite will strike Dustpawn. With this advance warning, the party gains the opportunity to evacuate as many villagers as possible. Alyssia takes the PCs to a home where they hear Laura Mulvayne lecturing, suddenly stopping, and then screaming and throwing herself against the walls. When Laura lectures, she speaks in monotone about the planets in detail, almost too fast for the characters to keep up. During or after this encounter, characters may attempt a DC 35 Knowledge (history) check to remember the cabal who traveled the stars, and a subsequent DC 30 Knowledge (history or local) check reveals the victim’s relationship to one of the original apprentices. Ten minutes after the party arrives, Laura becomes placid and spends a few seconds to look at everyone in the room. She then unleashes a primal shriek that potentially stuns the characters, and her features bubble and shift as she transforms into a chaos beast. This encounter may alternately take place after Dustpawn's evacuation or the crash landing. sidebar:
For added tension, the DM can designate any or all the PCs as unfortunate descendants of the apprentices. The maddening information flow and the Emissary's intrusions cause Wisdom damage once per day, unless the afflicted character succeeds at a DC 25 Will save. However, he also gains a temporary bonus for the day to Knowledge checks—also allowing him to perform untrained checks without the usual limitations—pertaining to the planets and the Dark Tapestry. Two hours after the party arrives in Dustpawn, the craft enters the atmosphere, breaks up, and crash lands in Dustpawn, setting the village center ablaze. After the characters battle the blaze and rescue trapped townsfolk, they have the opportunity to explore the craft, where they discover a handful of stasis pods bearing bizarre hybrids that perished in the crash. Searching the craft rewards characters with partial transcriptions about the planets and the information that five creatures escaped. For several days after the crash, a dark haze that blots out the sun covers Dustpawn. Investigation of the disappearances reveals the missing as: a pair of fishermen; a group of halfling explorers; and a goat herder, his wife, and their entire herd. The fishermen, currently prisoners of the Toad King, routinely fish the Conerica River for a week before bringing their catch back to Dustpawn. They were due back two nights prior to the party's arrival, and the delay has raised suspicions in the village. Meanwhile, the halflings became victims of the Warren during one of their many trips to the spent mines outside Dustpawn. While they normally keep to themselves, they carouse at one of the local taverns after they return from spelunking, so regulars notice their absence. Finally, the herder and his wife fell victim to the Night Hunters. Neighbors only recall hearing the bleating of goats as if something carried them through the skies, but they neither heard nor saw anything else. Individually, the villagers would regard the disappearances as unfortunate accidents, but the cumulative events set them on edge. As the characters search for missing Dustpawn residents, they may encounter the following events in any order (with the exception of Emissary from Beyond, which occurs last): Act II: The Toad King
The characters must traverse the newly formed swampland to reach the toad king and stop its depredations. On the way, they contend with hostile terrain, a rain of poisonous toads, and a mobogo compelled to serve the toad king. They must then discover the route into the creature's lair and reach its grotto before its victims succumb to the foul experiments. sidebar:
Due to the reality-altering nature of the creatures in this adventure, their lairs are treated as mildly chaotic-aligned. Act III: Followers of the Emissary
On a return trip to Dustpawn, the party notices a group of cultists on their way to the village. The cultists lie, claiming they want to help with recovery efforts after the crash and the fire. The cultists' leader owns a seed of madness, a new magic item that bestows greater powers of persuasion upon the bearer and causes his targets to become confused. If the party allows the cultists unfettered access to the craft, they try to murder any NPCs who remain at the site, since they are unfit to bear witness to the majesty of the Dark Tapestry. The cultists will fight only if cornered but will otherwise flee in an attempt to sneak into Dustpawn. Interrogating a captured cultist provides the PCs with the first warning about the Emissary’s arrival. The characters must also deal with new arrivals of other tormented descendants of the apprentices, who, like Laura Mulvayne, alternate between intoning facts streaming to them from the wizards' mission and screaming in agony. If the party works with these victims, they may discover a means allowing them all to share the burden, with each speaking in turn and gaining temporary relief while the others speak. Act IV: The Warren
As with the toad king’s habitat, the creatures’ lair has reconfigured itself to accommodate their wishes. On approach to the warrens, the characters encounter large snakes that fled the newly inhabited mine and must negotiate with a large contingent of displaced goblins that blame Dustpawn for their problems. The tunnels have become cramped and difficult to traverse for Medium or larger creatures, and traps the goblins set to keep intruders out have become deadlier. A deathtrap ooze, drawn to the newly transformed dungeon, now haunts its passageways. Even more dangerous than the numerous traps, the rat creature attracted ticks, which reproduce at a prodigious rate due to the chaotic energies that infuse the hybrid. The tick swarm pours out of various tunnels in the warren to protect its new host. The party must then defeat the flesh golem and the lair's owners to rescue the surviving halflings. Act V: Restless Spirits
Dalviss Crenn returned to his observatory shortly after the crash. His telescope still trained to the craft's trajectory, he looks through it and spots the Emissary, which in turn notices him. Dalviss breaks under the strain of the Emissary's attentions and surety of Golarion's oncoming doom. He requests the characters return to his observatory to show them the inky blot that follows the same path as the fallen craft. After a mental assault by the Emissary—something the characters should easily survive—Dalviss cackles and maniacally proclaims nothing the party does will stop the Emissary. He then attempts to commit suicide by throwing himself from the observatory. Act VI: Night Hunters
The land has changed significantly where the two creatures lair. A giant tree towers over a clearing, surrounded by acres of tall, reedy grasses that grasp at intruders. As the characters approach the great tree at the center, giant owls harass the party from above, dropping some of the remaining goats on their targets, while a dire tiger stalks them on the ground. The owl creature roosts at the tree, while the tiger hybrid lazes at the base playfully batting at the kidnapped couple. Once the characters draw near, the owl creature announces that it has hostages and proposes a contest: a race to find the couple, one character versus the cat. If the characters refuse, the cat creature slays its captives, and the two creatures spring into action, working together to take down individual foes. They hope to leave some of their victims unconscious so they can hunt them later. Act VII: Emissary from Beyond
Emissary from Beyond:
A new monster, this aberration possesses powerful transmutation abilities. It renders all terrain in a 30-foot radius sphere around it as difficult terrain, and three times per day may perform a coup de grace to transform its victim into a lesser chaos beast (using the young template). Conclusion
If the party fails to defeat the Emissary, it converts the citizenry into an army of chaos beasts, creating a cancerous blot in Isger—one that will slowly spread out and consume the lands around it.
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