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Fiendish Tyrannasaurus

Rexx's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 479 posts (481 including aliases). 4 reviews. No lists. No wishlists. 1 alias.


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Andoran (Pathfinder Adventure Path Subscriber)

Sounds right-on to me. Too many more and the combat becomes a real PITA to run smoothly.

Andoran (Pathfinder Adventure Path Subscriber)

Love is love. Taking BlackDragon's excellent prose to heart, a DM comfortable with the topic of same-sex love should just lump it into the general catagory of love. Then the question becomes "Does the tenants of the paladin's faith allow for them to love another?" If the answer is "yes", then the question of gender-mix should be irrelevant.

It comes down to what the DM and the players are comfortable with. If a player presents this idea to the DM, the DM should subtly bring it up with other players. The DM should also make it clear that the player is allowed to pursue this character element as long as they do not "cheapen" the element. Falling to social stereotypes of a particular sexual orientation, race, religion will degrade the game to a D&D version of The Phantom Menace.

Andoran (Pathfinder Adventure Path Subscriber)

Cartography has come a long way in the pages of Dungeon and Christopher West was a big part of that. Still, my sentimental favourite is DSL, aka Diesel. I wonder if he's still in the "industry"?

Andoran (Pathfinder Adventure Path Subscriber)

Yep, what Greyson said and linked to. Thanks Greyson.

As the EL of the room is set (3) and the generic cultist is listed as 1/3, I figured that the # Appearing just slipped through the cracks of the editing process. I suggested 8 cultists and thus two cultists per PC for scaling purposes. Others think that more cultists are needed.

As an aside, you have to consider how many cultists are down in the Hextor area and how their interplay in Diamond Lake will be noticed. The assumption of most is that they're new "recruits" to the mines. Still, a particularly good Gather Information check by PCs in town should stir up a group of "miners" that known of the miners know about. Just a thought...and touched upon in a previous post in regards to the Faceless One and his kenkus working the town...

Andoran (Pathfinder Adventure Path Subscriber)

GUTH wrote:
And this begs the question that I've wondered about: Am I simply a poor DM?

A DM/GM is only as good as their players.

I learned this a long time ago and no matter what the edition of the game (or the game system for that matter) it still holds true. There have been plenty of games I've been fried from real-world matters but the enthusiasm of the players' gets me up and makes for a great game. I've had plenty of games where I'm in the "DMing Zone" but the players' are too busy talking about _____ and picking their noses (yes, seriously, I hate cleaning the floor under this guy after every game...) that the game crashes and sucks giant donkey gonads.

There have been some great suggestions in previous posts that all of us can use. I too did the INT check "back-in-the-day". I still do it on occasion when some subtle reference is forgotten that the wizard would know. If presenting a reference sheet is too much like "homework" for you're players, your games are going to suffer unless you modify your game to meet the players' abilities. Even "room temperature IQs" can give off enough positive energy to help a DM make a memorable game if the game is built to their strengths/expectations.

GUTH, I'm sure you're a competent DM and your game would meet your expectations if you had a different mix of players. Work with what you have and you'll find that happy medium for everyone.

Andoran (Pathfinder Adventure Path Subscriber)

A did a little theatre (acting/stage crew/lights) ten years ago and had the gaming group meet me after a show. Being both in the show (Frankenstein) and the stage manager, I was set up with the keys to the building. I was running Ravenloft at the time and thought that the stage would be a great place to play with the current set theme. So we pulled out a table from the green room and played with the red lights turned up and Jacob's ladder cracking. It didn't hurt that the theatre was well known to be haunted (being in Old Hangtown, California, aka Placerville). I had the game so creepy and gripping that my buddy's girlfriend vomited. It was kinda freaky as she was fine and participating one moment, then suddenly pale and running to a trash can the next moment. She related that it felt as if something had touched her as I described the scene. The rest of us decided to call it a night right then and there. That was the last time I played at the theatre. ::smirk::

Andoran (Pathfinder Adventure Path Subscriber)

Information overload is always a concern with any game. As the previous two (er, three) posters have alluded to, keep an on-going "Rogues' Gallery" document that you add to with each consecutive game. As part of the document, create information bullets that succinctly relates the relevant information they've learned. Adjust this list based on how your group is "getting it". Keep the information trimmed to relevant elements to the plotline initially to keep confusion minimized. With time the information will more easily recalled by the players. At this point, add a few of your introduced red herrings to the list to keep the players guessing. By having this document updated for each game in a printed form at the table will certainly help the players to remember and "get it". Also use the online suppliments from Paizo.com for each adventure. Just having the artwork printed so you can cut it out and hand out is a great aid.

You might be thinking "well, that's a lot of additional work"; that is to be expected anytime you tackle a campaign depicted over 12 issues of Dungeon! Or perhaps your grasp of the game/setting/plot is better than the players. In this case finish off the scenario and have the Whispering Cairn segue into something more linear. Dig up a copy of B2-Keep on the Borderlands and have the party rape and pillage the Caves of Chaos while the monsters shout out (and only shout out) "Bree-yark" as they die on the PC's weapons before transforming into neat little piles of treasure. If they still don't "get it", get yourself a new group GUTH. ::wink::

Andoran (Pathfinder Adventure Path Subscriber)

You don't want to have the Free City Trio removed from the storyline though. Auric plays a part in Free City Arena segment of the adventure. Not having the info in front of me, I believe that the FCT become allies at that point (at least Auric).

Andoran (Pathfinder Adventure Path Subscriber)

Once upon a time I used to work for TSR Online as a moderator for their chat site. I was known as TSRO_Rexx and I'm sure you can find the old TSR information that explains why I chose "Rexx". I still use "tsrorexx" for most of my internet stuff but I suspected that the WotC thought police would catch a wiff of a "TSRO" on the Paizo boards and shoot me down. They've done it before... I refuse to use "WizO_Rexx" because WizO makes great chocolates, like Crunchy Frog and Anthrax Ripple.

Andoran (Pathfinder Adventure Path Subscriber)

The Holy Knights from #106 would cause me to cough up some $$$ for this. I had a massive nation in my homebrew based on this article. Illriggers, paramanders, garaths, fantras, it was great stuff that should see treatment again.

Andoran (Pathfinder Adventure Path Subscriber)

kikai13 wrote:

Hey, Aberzombie,

It's in issue 92. That would be the real issue 92, not the issue 94 that was numbered as 92.

Thanks Kikai13. I forgot about the "ooops" on the numbering as well.

Andoran (Pathfinder Adventure Path Subscriber)

I haven't delved into the storage unit yet. I'll get that issue number, I swear! Have you seen the neogi treatment in the Aberrations book? It's nice to see a mindspider wreck in art once again.

Andoran (Pathfinder Adventure Path Subscriber)

Modera wrote:
Deceased: Rex,

I just had this weird dream where I was a whiney gang-banger elf and I was chopped to bits by Kullen in the Feral Dog... Oh wait, only one "x". Phew.

Great idea for a thread, Big Jake. It'd be awesome if folks could follow Modera's format to ease the search for relevant deaths. Something like:

PC Name:
Adventure:
Location of Death:
Catalyst:
Long Description:

I suggest Catalyst to mean "failed Fort Save" or "critical fumble" or "failed Climb roll by 10" or...you get the idea. I'd like to learn from others which parts of the AoW arc are tough because of the design versus the PC dying due to bad die rolls.

Andoran (Pathfinder Adventure Path Subscriber)

Chris Wissel - WerePlatypus wrote:
Due to unforseen circumstances (a 1,250 mile move) I am no longer running the Age of Worms. . . at least not for a while.

I hope the unforseen circumstances have been manageable for you. Katrina is the first thing on my mind lately and I hope you haven't been affected by it unduly. If there's anything a fellow gamer in California can do, drop me a line. I'd be happy to help.

Andoran (Pathfinder Adventure Path Subscriber)

An uncharacteristically cold winter with heavy snow fall makes for a great mood for the campaign to start with. What do complete strangers generally talk about to break the ice? The weather. When the weather is abnormal, what do close friends talk about? The weather.

I've started on the 28th of Fireseek with six inches of snow on the ground, a nice thaw during the day to make the roads muddy, and a cold night to get everything frozen and hazardous for footing. Diamond Lake is abuzz about the weather wondering what it all means. Is Iuz up to no good? Are the Shari freezing out the Domain in prelude to an invasion? Or is it just the beginning of the Age of Worms... Weather is the DM's uber-NPC, play it up for your full benefit to make the game as edgy as you want.

Andoran (Pathfinder Adventure Path Subscriber)

Ah, in that post-divorce/hell-on-Oerth part of my life. I think those issues are in box still in their mailing bags. Thank you everyone! I'll look for them.

Andoran (Pathfinder Adventure Path Subscriber)

koramado wrote:
Thanks, Rodney, for uploading your version of this dialogue. Happy gaming, everyone!

All the thanks goes to Chris. It's a fun discussion to imagine the PCs overhearing. I added James to make it clear it's an overheard conversation. Knowing my players, they'd interrupt my reading of it to ask their own questions. ::smirk:: This way I just posted it on our gaming site and they could read and refer to it as needed. Uploading it to RPGenius was a great (and obvious) suggestion, so thanks for nudging me Koramado.

Sidenote: Graum, the half-orc apprentice of Allustan, is specific to my game and is a PC. Replace Graum with whatever appropriate PC/NPC you need or remove his reference entirely. Or if you really want, drop me a line and I can send you the stat block for Graum for your game.

Andoran (Pathfinder Adventure Path Subscriber)

I'm familiar with the Regional Feats as presented in the FR sourcebook. I like the concept and had intended to translate them to Greyhawk. That was...three years ago? Sometimes you best intentions get waylaid. Now that I see someone has referred to Greyhawk Regional Feats existing now, I've been hoping someone would slip the details of the source material. Anyone? Is this a Living Greyhawk/RPGA thing or something available to the masses?

Andoran (Pathfinder Adventure Path Subscriber)

Marc Chin wrote:
My point? Relieve the boredom with new character angles and abilities, not the race or class.

Amen, brother! As long as the playing involves a lot of "role" and the "roll" doesn't dominate, the character concept possibilities are endless and should stimmy "boredom".

Andoran (Pathfinder Adventure Path Subscriber)

Templetroll wrote:
Htims and Senoj; Yrrah, Kcid and Mot; Nwod and Pu.... Okay, it doesn't work for everything! :P

Yep, it doesn't. Some reversed names that grace portions of my homebrewed world, Difonix:

Trah (surname); Ogniob (favourite band of that time); Imoan (gf of that time and a hideous name in the game when you're 16 and hormonal); Eiknarf (capital of Ogniob and yes, I was looking at posters on my wall by this point...)

This method was always a case of desperation for naming rivers/forests/countries when I found my creative juices kept spitting out the same sequence of sounds just rearranged from prior naming attempts.

Andoran (Pathfinder Adventure Path Subscriber)

Rexx wrote:


Graum, half-orc Wiz1
Miö, dwarven Clr1
Akabane, human Soulknife1
The fourth PC is a rogue but I'm still waiting on details of race, etc.

After running the Teenaged Drinking Can Kill prelude scenario, Miö and Akabane are second level. The fourth PC is Gerzin (aka Gerzy from the prelude scenario), Suloise human Rog1. At the mining office the group found a runaway from the banal attentions of Cubbin's gang -- err, law enforcement officials. She's Mekayla, Sor1, Rhennee and will provide my voice to the roleplaying and act as my NPC tool for advancing the plotline when the game stalls.

Andoran (Pathfinder Adventure Path Subscriber)

The Jade wrote:
I say he just had a bad reaction to his Acutane.

Just when I though Craft (Herbalism) no longer had uses...

Andoran (Pathfinder Adventure Path Subscriber)

Wasn't that one of The Falcon's aliases? I just received the latest Dungeon and haven't had time to do more than flip through to admire the artwork. Is "Lashonna" mentioned in the lastest segment of the Age of Worms?

Andoran (Pathfinder Adventure Path Subscriber)

The Madwabbit wrote:
Very good points indeed... sorry for not reading more deeply into what you wrote.

It's all good, Madwabbit. I was wondering where the basis of the immediate replies to my suggestion were coming from until I skewed my perspective. Once I thought of henchmen = canon-fodder I immediately understood the responses.

It's the responsibility of the DM to present vivid NPCs so as to not cheapen their impact in the game. Granted, it's hard to not have run of the mill barkeeps and city guards when their input to the game is only line or two, but any NPC that has meaningful dialog should be presented in a memorable fashion just so the players (DM too!) can remember them at a later time.

I'm starting Whispering Cairn this evening as a matter of fact (ran the Teenaged Drinking Can Kill prologue I plagerized from these boards to get the PCs warmed up). I have the first NPC, a runaway youth, set in the abandoned Mining Office. He/she/it will hopefully pluck at the morals of the PCs enough that they'll offer simple jobs of watching the donkey/equipment and the like. With time the NPC will develop beyond a Com1 NPC and become more meaningful to the players. If I need to use the NPC for dramatic effect, I will do so (injury/mental anguish/betrayal) only to further the plot.

This topic only confirms my concern about the slow worms impact. I don't want to be too heavy-handed with clues for the PCs to protect them but I want them to realize what "could" have happened to one of them. That's the point of using NPCs if they are established already.

I'd love to hear how other DMs have had the slow worm element play out in their games.

Andoran (Pathfinder Adventure Path Subscriber)

Excellent observation, Patrick. I've seen the "cheat-code" mentality as well.

Andoran (Pathfinder Adventure Path Subscriber)

I think my suggestion has been taken out of my intended context. NPCs in my games are valid members of the PC's party to the point that the players are very fond of them, and thus very protective of them. The PCs actions are the epitome of "good" that has been referred to and the NPCs are not "mindless boobs". Now the DM on the otherhand... ::wink:: I think the "Nodwick" mentality has ruined the concept of henchmen forever.

My suggestion is to use the NPCs for dramatic effect when the DM feels that the PCs may blunder unnecessarily through a vicious situation. This topic was based on how to deal with a potentially lethal situation that the PCs would have little evidence to avoid. Others have given great suggestions to help PCs to detect the worm (I agree with the tequila analogy). My reminder of having the DM use an NPC to "take one for the team" is just a suggestion as well. It really depends on the DM's view of what NPCs are: vivid elements to the story or "mindless boobs".

Having a valued companion fall to the machinations of villains only fuels the PCs to further heights of bravery to assure the same fate doesn't befall others.

Andoran (Pathfinder Adventure Path Subscriber)

Hey, at least it wasn't named using the Gygaxian principle of taking all your family members names and spelling them backwards... Otherwise it would have been Dungeon of the Doowneerg...which isn't that bad of a name now that I've written it out...

Andoran (Pathfinder Adventure Path Subscriber)

KnightErrantJR wrote:
Does anyone else think that our new cleric of Wee Jas has never looked hotter than when she is standing behind our iconic paladin, about to smack him with her mace on page 48?

Having finally received my copy in the mail I was expecting something more...dramatic. The artwork is wonderful, as usual, throughout the magazine. Our Wonder Woman Wannabe just isn't a "Jessica Rabbit"...

Andoran (Pathfinder Adventure Path Subscriber)

May I remind my esteemed collegues of the long forgotten boon to DMs: henchmen.

Have the players sometime soon (and early) in the campaign hire a torch-bearer/heavy lifter/scout that is with the PC party. Besides giving the DM an NPC voice in the party, the NPC provides a wonderful guinea pig for nasty traps to work against. Have a healing potion with a slow worm get consumed by the NPC and have fun acting out their reactions to the worm. In a case like this the DM rolls the die behind the screen and just acts out the scene however they want. If the DM wants the playes to know about the potions being tainted, have the NPC react appropriately regards of the die roll. If the DM wants them to suffer, let the NPC be the visual aid that something isn't right later.

NPCs are a DM's best friend and are often forgotten in the metagaming miasma that is 3.x D&D.

Andoran (Pathfinder Adventure Path Subscriber)

I think I've found the RPG equivalent of the Personals section.

DWM, 35, Vegetation Cartographer, DM 97% of the time since 1983. Prefers (A)D&D, any edition. Star Wars, Deadlands, Blood Bowl, Fading Suns, MtG, and D&D Miniatures I dabble in when time permits. I once had five active games going at once as DM before I imploded. Now I'm running two Greyhawk games in the Sacramento area, one in the Domain of Greyhawk and the other in the Lands of Shar. When I'm not gaming, I'm obsessing about football or geocaching.

The tech jobs allows for plenty of "Time-Wasting" as I call it. It's easy to check the Paizo.com boards when you're wolfing down lunch when you're on a PC all day. I do a lot of processing work and while the task bar works its way to 100%, the internet is my friend.

Andoran (Pathfinder Adventure Path Subscriber)

I have to chuckle about the Wonder Woman comment as my fiancee noticed a picture of her in Dungeon #125 and made the same comment. I glad to hear her colour scheme is going to shift some as I cannot help but wonder if she rides an invisible warhorse now...

Andoran (Pathfinder Adventure Path Subscriber)

It's logical that there would be other adventurers within an area that a PC party is currently "working". In fact, it makes sense that adventurers would gravitate towards each other and spend down time together. The local population of mundane individuals would likely avoid the adventurers because they are different and "scary". Think of a Harley Club when it roars into a small town. They stick together and the locals mix marginally. Advunterers are much like a Harley Club! Adventurers that congregate together is the perfect opportunity for wizards to trade spells and warriors to hone their skills (remember that funky concept called training? I know, passe and all that but...). Rogues can gather information and before long the next adventure is on hand. Most large fantasy cities have guilds specifically for the adventuring working class. Small towns have them too — Ye Olde Tavern is their guildhall.

Using a low level party to feed information to the PCs is perfect use of NPCs. It provides a more "realistic" feel for the setting and reminds the players that their PCs aren't alone in their profession. If the NPCs have memorable personalities, the PCs will likely take the other party in as "understudies". The PCs may discover work for the understudies and point them the right way for a cut of the loot. The understudies can feed the PCs information that seems out of their league as well, hoping for a similiar percentage.

To make the understudy concept more credible, have the NPC party made up of classes not in the PC's party. This way the NPCs have metagaming reasons they may not tackle a situation and give the information to the PCs. Also, the PCs may find they need a bard/psion/paladin/whatever that's in the understudy party and invite them along for some work, allowing the DM to have an NPC for a forthcoming scenario.

Have fun with it!

Andoran (Pathfinder Adventure Path Subscriber)

I've been having players roll 4d6 to generate three sets of six stats. The player then chooses the set they want and places them in any order. On average, PCs have a total +8 bonus from their abilities. I've used this since '86 and find the occasional low score is as much fun to roleplay for my players as the occasional 18. The occasional "high-fantasy" game that I've run I'll allow 5d6 or 4d6, re-roll ones.

Ultimately, it's the players' ability to be clever that determines their success than whether their stats are high enough.

Andoran (Pathfinder Adventure Path Subscriber)

Which is why I love the Paizo.com boards. There's plenty of Greyhawk fans that do not obsess about canon vs. wayward plot line. This allows for greater objectiveness of suggestions made by the authors and users of the Greyhawk related adventures.

As for what is canon, the last "official" products (circa 1998) had the setting in 591 Common Year. Age of Worms is 595 CY. What happened over the past four years in Greyhawk really depends on what you, as DM/player, have witnessed happening. If you've run Doomgrinder, you may want to have more deterioration of the Whispering Cairn to show the effects of the earthquakes caused by the Doomgrinder. Knowing what transpired in The Star Cairns allows me to explain how the Whispering Cairn has gone unexplored for decades by adventurers as much of the current adventuring activity is focused in southern portions of the Domain where the Star Cairns are. If you've run The Return to the Temple of Elemental Evil, the results of that scenario should have a ripple effect in the Ebon Triad's procedures. If Tharizdun was reborn because the PCs failed, then perhaps you should be running Age of Worms in another setting entirely. ::smirk::

It would be nice if the "gestalt" of the Living Greyhawk campaigns could be summerized so the regions not covered by recent adventures can be updated to 595 CY. I'm curious how Nyrond is coming along. Has Onnwal thrown off their Suloise occupiers or is still a fantasy version of Iraq? When will I ever read about Ull's issues over the past few CYs? If WotC does drop Greyhawk like the rumour-mill suggests, we can only hope that everything will be updated sufficiently.

Andoran (Pathfinder Adventure Path Subscriber)

Hmmm...kinda like this dot on the map called "Diamond Lake". I appreciate the development of the Domain of Greyhawk. It's long overdue. I just reread "Player's Guide to Greyhawk", circa 1998, and it mentions repeatedly how the setting (Domain of Greyhawk, specifically) will be developed "in future products". I guess seven yearg later is better than never. Thank you.

Andoran (Pathfinder Adventure Path Subscriber)

Aberzombie wrote:
Actually, no I did not know. I've only been collecting gaming magazines sice around Dungeon 100 (the Githyank invasion). Thanks for the info. I'll have to try and find that issue.

Oh, in that case Aberzombie, I'll dig for the issue #. It appeared during that era that Dungeon-Polyhedron was revisiting most of the old TSR games/settings and giving d20 conversions of them. Some of the critters received treatment, as well as most of the big Spelljamming "factions" (Elven Armada, Scro, etc). Critters too (don't remember if the giff were updated).

Andoran (Pathfinder Adventure Path Subscriber)

EP Healy wrote:
Rexx, check out Planes of Chaos. You can buy the PDF from various online stores.

That's one source that's in box somewhere in the storage unit (as much as I complain how hard Planescape was to run well I bought every release religiously). There's also a 1E Outer Planar book that touches upon some and a few Dragon issues pre-WotC/Paizo as well. I suspect a lot of layers make repeated appearances.

I think it would be an oustanding resource if someone had an Index of all the Layers mentioned and their various appearances throughout the years.

Thanks for the reminder, EP Healy. I'm really wondering where I can put the old D&D collection in this duplex I call home right now... Kitchens are so overrated, right? ::wink::

Andoran (Pathfinder Adventure Path Subscriber)

Several of the layers of the Abyss have seen treatment/mention through the years. I'd like to see all these various bits centralized in some manner to provide some consistancy. Okay, that's an oxymoron for the Abyss but... I'm sure 50+ layers have been named (at least) and have some sort of treatment about the environmental/demonic-tanar'ri conditions. Any independently wealthy gamers with nothing better to do with their time want to take on the project?

Andoran (Pathfinder Adventure Path Subscriber)

I had it in mind that it's half a day's travel from Diamond Lake on foot, roughly six miles. I was off in thinking the cairn was south of Diamond Lake though, accessed from the road that follows the Ery River. Only when I saw the Whispering Cairn ------> on the Diamond Lake map did I realize otherwise.

Andoran (Pathfinder Adventure Path Subscriber)

Hehe, xvarts, I love 'em too, just because they conjure images of Smurfs Gone Bad. That and I've scarred a generation of gamers with how tenacious the buggers can be.

1) Giant Scorpions (killed more PCs with these than anything else)
2) Hierocosphinxs
3) Griffons/griffins/gryphons
4) Otyughs (especially Harry-the-Otyugh)
5) Red Dragons (Smaug started it, Flame kept it going)

Typically, I prefer low powered critters (humanoids) as I can present them in a manner that makes them very horrifying to the players and allows them to really enjoy laying waste to them.

The goofy monsters I like to use on occasion:

1) Xvarts (3.x rules for them in the Living Greyhawk Jounal #1 if memory serves me)
2) Flumphs (thank you Dungeon for an official 3.x version)
3) Leprechauns
4) Disenchanters
5) Ewokusii (my vision of flesh-eating, psionic, killer ewoks of the SW universe)

Andoran (Pathfinder Adventure Path Subscriber)

Hopefully your party will have a wizard, cleric or bard and will be willing to take some ranks in Knowledge (History, Planar, Arcana). When the players are making the PCs, be sure to give one them a background interest in the history of the cairns of the Cairn Hills. This really works well for a wizard you decide to apprentice to Allustan who already has a historical interest(almost a requirement in my mind judging by the future of the story arc). Relate to this player the general chronology of the cairns, newest to oldest. This creates a wonderful hook to get the ball rolling in regards to the Free City Trio looking at Stirgenest vs. the PCs checking out the teenaged testing ground of the Whispering Cairn. The PC knows that the Stirgenest is a Flan cairn built over the remains of a dwarven cairn that has been thoroughly ransacked/searched, with the dwarven traps having been disabled years ago. In contrast, the Whispering Cairn has only been known of existing (again) for a short time (20 years or so), having been forgotten about since the time the Seekers were there some 50 years ago.

My cairns come from six distinct periods. This isn't canon but it works for my campaign (newest to oldest):

Flan (they rarely built their own but reused looted ones)
Neo-Sueloise circa the Great Migrations
Dwarven
Ancient Sueloise (Vecna era in terms of 3FoE's labyrinth)
Age of the Gods (a nod to the City of the Gods of Blackmoor fame and hinted at in some of the old 1E Greyhawk material as cairns filled with "technological" terrors.)
Concordance of a Million Spheres is the era of the Wind Dukes when the Elementals fought against Chaos. Yes, I've taken a very Moorcockian slant on this, so far as to name the Queen of Chaos Xiombarg. I like to think the Oerth was once Elric's realm...

Andoran (Pathfinder Adventure Path Subscriber)

I never saw an exact number either. You can calculate the number in reverse knowing the room is an EL 3 and each cultist is CR 1/3. That means there's 7-9 cultists according to the EL chart. So go with eight. That gives two cultists per PC as written and gives an obvious scaling if you have more than four PCs.

Andoran (Pathfinder Adventure Path Subscriber)

My thoughts are with his family then. I am very saddened to hear this.

Andoran (Pathfinder Adventure Path Subscriber)

My intentions with the Faceless One:

He was once associated with minor "cult" of whackos who hang out in these mines in the crater rim of this extinct volcano over in the Lortmils. A cult that has a thing for this dead god Tharizdun. Maybe you've heard of him? The Faceless One, once known as ________(insert appropriate NPC name), was a minor cog in a very big wheel known as the Outer Fane, associated with the Fire Temple. He began to discover that Absolute Entropy probably wasn't going to have much job security for the future and began to question his place within the Fane. Besides, ochre just wasn't his colour. ((If none of this makes sense, ask someone who's experienced Return to the Temple of Elemental Evil.)) Unfortunately, those of the Inner Fane sensed within him doubt and chose to sacrifice him to the cause. His sacrifice involved a lot of black stone with purple veins writhing through it known as a Cyst. The sacrifice was cut short when a group of stalwart adventurers interrupted the activities. The adventurers looked upon his innervated features and took him back to this little berg known as Hommlet where a high priest by the name of Y'dey helped him to recover. Though she sensed much "hate" in him orientated towards those of the ochre robes, she couldn't fanthom what she had healed. The Faceless One left Hommlet to regain his stature as an arcanist and to find a way to avenge his torture by those that hope to return Tharizdun to the Flanaess. He immediately found that Vecna's philosophy matched his and worked to appease a deity that was "real". In his studies of Vecna he learned of the teachings of the Ebon Triad. The combined Overgod would certainly be powerful enough to utterly destroy Tharizdun and that is what he, personally, works for.

I'm taking this angle as most of the players in my game have heard of Tharizdun and/or experienced the Return to the Temple of Elemental Evil. Subtle tie-ins like this make the setting seem more "real" to the players. Also, it's satisfying as a DM to hear them go "aaaaaaah!" when the discover the tie in, which I will plant in the Faceless One's effects.

Andoran (Pathfinder Adventure Path Subscriber)

Spelljammer received some 3E treatment in the Polyhedron section of a Dungeon issue back in the #90's. I'm sure you know but others might not.

Andoran (Pathfinder Adventure Path Subscriber)

DAT and DCSIII. Signatures of artwork that ignited my imagination. My favourite DAT was the full-page opposite the random treasure tables. ::heavy, fond sigh of remembrence:: Or the full page kobold picture. Or the ki-rin. Too many once the brain starts to remember...

As the DAT issue seems to have a hanging ending, I was hoping someone in the "know" may elucidate me as to David Sutherland III's where abouts these days. His art was "simple" compared to the heavy shading of DAT, but his artwork was in everything 1E. It was his 3-D Castle Ravenloft that changed the way dungeons looked. I love the guy's work. Erik Mona, any news on DCSIII where-abouts? He did the art for one adventure early in the Dungeon issues. Any chance he could be lured to revisit the magazine?

Or how about EO that was always drawn in a manner that made me think it meant '80? Erol Otus has done work for some "off-brand" d20 works, any chance of Mr. Otus putting his spin on Kyuss? You know it would be bloody creepy!

And turning to the 2E way-back machine, where's David Holloway these days? He graced many a Dungeon when Barbara was on watch.

Perhaps Dungeon or Dragon should do a "Where are they now?" page every few issues...

Andoran (Pathfinder Adventure Path Subscriber)

Thank you for the input, Randy. It's interesting to hear the "modern" perspective of how someone get's into the hobby. There are a lot of parallels to how I became interested in the game and why my interest was maintained and grew with time. Your point about nuturing the enjoyment of the game in others is right on. I suppose that's why I'm always looking for "new blood", regardless of their demographics. I had a wonderful experience of nuturing and I have Dungeon to thank for it.

I had noticed a letter to the editor in Dungeon #53 from a young fellow complaining about the adventures having too much roleplaying. Yeah, that caught my eye too. I noticed the fellow lived in the same small town as I did at the time. Though the issue was a couple years old, I figured I try and write the guy (he had included his mailing address) and see if he was still gaming. We made contact at the local gaming shop and his group of friends were 15, 15, 14, 13, and 12. I was 26 at the time, recently married (my wife gamed as well but that's a story for another time...), no kids. I met the parents to assure them we weren't whackos (well, beyond being gamers) and we had an incredible game that lasted three years. During that time I saw their "raw" love of fantasy mature into some incredible role/rollplaying skill. They weren't so much my gaming buddies but my little brothers. They're all scattered to the four-winds finishing up college now but we still get together for an annual game (Steading of the Hill Giant Chief as a matter of fact!). Besides nuturing some "youngsters" in gaming, I feel like I helped to nuture them in life. They are some of my closest friends to this day.

I hope you have luck in finding some "raw" players of your own, Randy, and you too can instill some RPing nuturing with them. Good luck.

Since I seem to hijack this topic with my anecdotes far too often, let me chime in some ages of people in my extended gaming "family" found on Difonix.com (using their screen names):

LironMaelstrom 31
Harlequino 32
Dingbat42 34
Vacendik 34
SLOmoot 24
No2Mullets 24
Aurin 22
Demitheus 21
Akuma 28
Pictblu 28
Na'ed 57
Minuetcat 18
Darth_Guinness 33

I think only four of the above read Dungeon on occasion but this may help the curve some (yes, I omitted a bunch more 30-somethings).

Andoran (Pathfinder Adventure Path Subscriber)

Definitely, thank you Chris. I tweaked your text as well to have it fit Greyhawk seamlessly, adding a second person to the conversation so it reads as if someone were in an adjoining table overhearing the conversation. If anyone cares to compare and contrast, you can read my dry text and Chris' in-character inforation at Difonix.com.

::places a couple orbs on the table::

Round of drinks on me.

Andoran (Pathfinder Adventure Path Subscriber)

farewell2kings wrote:
Rexx--yes, new people to the hobby is good, whether they be 13 or 30.

Most definitely, F2K! One the best editions to my extended gaming family is a fellow that's my mother's age (circa 1948). Boy, can he play a bard! The bonus with Dean is he got his teenaged son and friends into the game too.

It's good to see a 50-something on this thread. I know they're out there as I see them at the Con's clinging to their "Fighting Men" and "Magic-users".

Andoran (Pathfinder Adventure Path Subscriber)

farewell2kings wrote:
The rules have been cleaned up to emphasize cinematic action, but I don't think it's necessarily a result of the MTV generation (which, by the way , is us....I watched "Video killed the radio star" when MTV went on the air in '81 or '82)

Cinematic action? Ummm...I never thought of a game of chess as being "cinematic" (okay, cue "One Night in Bangkok" by Murrey's Head...) as the 3.x rules certainly play out that way.

And I'll redefine MTV generation: MTV generation when they actually showed something called a "music video" and post-video MTV.

Wow, you watched the launch of MTV? You must have had one of those satellite dishes in the backyard that are visible from the surface of the moon. :: smirk ::

Okay, topic hijacking will end now. Point is: I appreciate new-blood and hope to see more chiming in.

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