This has been a lot of fun. Plus, between this and Skinsaw Murders, I have finally gotten past that hurdle of not wanting to kill characters (or torment the players, which both of these books seem really good at).
Thanks again!
Jonathan
A little threat of death and torment always keeps players on their toes I fancy:)
Hey Rich- so did you get to write one of the Kingmaker APs after all?
Those 3 ropers you sent may have helped though eric:)
Plus, a special someone may have had a hand in the decision, I can't say in public, but I think a very special lady may have been on the phone to mention her preferences on the AP front on behalf of that very special family. Or something.
Twisted fey ... Ever since the Pagans from Thief computer game, I am in love with the "dark, sinister, blood-drinking, bone-snapping nature" vibe.
"Builds your roofs of dead wood. Builds your walls of dead stone. Builds your dreams of dead thoughts. Comes crying laughing singing back to life, takes what you steal, and pulls the skins from your dead bones shrieking."
At least we can now all rest in peace knowing that the Kingamker finale is in good hands, there will be plenty of horrifying moments, and somebody will say M'naaaaaaaaaaaaar. Oh and please don't hold back Mr. Pett, we want the final encounter to make our players weep bloody tears and proclaim that Xanesha was a wimpy schoolgirl.
I can feel an extra large M'naaaaaaaaaaaaaaar coming on Gorbacz, particularly with mention of pulling dead skin from bones:)
I always thought Xanesha was a bit of a big girl's blouse.
But in the meantime, to the present Mrs Pett's curry, which is burning in the background as I mull over your fine words.
Fey-tastic:) I've been waiting to have a go at a twisted fey adventure for ages, hopefully I'll be able to do the other authors in this AP justice with a grand finale.
Great job on this adventure, guys! I especially appreciate how it blends roleplaying with combat while, at the same time, not being in a traditional dungeon.
I do have one question about the play itself. I'm only asking this because my players are going to ask me. If Larazod and friends are on trial, why do they have all of their weapons and gear?
I realize that in the past productions they gave them arms in order to keep the play going longer before the actors were killed. But in terms of the "world" of the play, why are they armed while being on trial?
Anyone have thoughts about this?
-Bsus
Huzzah! Thanks for those kind words.
You raise an interesting question. I know James has chimmed in already but I thought you'd be interested to know that the unspeakable one and myself did have a discussion about the PCs having to take on the traditional arms of the players, and having a set list of items with the play, some of which of course would be cursed. We did also talk at length about the PCs going in unarmed but both takes didn't work for us for this paricular adventure, although they would add another horrible angle if you were feeling that way inclined:)
Whilst it always amazes me to see what magic Paizo have made from my words, to see a building come to life like this is brilliant. I wonder if Paizo would be interested in seeing you make other places come alive in a similar way from time to time?
For the record my group have just finished reading throught the play and we had a blast. After a minute of just reading the lines, everyone soon got into character. Me, being the GM, played Haanderthan. I found myself yelling across the table, pointing, and waving my arms around. Good stuff.
Now I have a few questions concerning the Knot. Not sure if I should spoilerize this but just in case.
** spoiler omitted **
Also wanted to say that we are having a ball with this adventure. Thanks.
Huzzah!
OK, at the risk of not preparing the present Mrs Pett's Thai meal I'll have to be as quick but complete as I can.
Spoiler:
I'd intended the stairs to be endless rather like an escher drawing, so my take is you keep going down the stairs or keep going up, passing B4 on the way each time. There would be no need to jump to gain access
For B9, my room, like a couple herein, was based upon a twilight zone episode - this one being the howling man, where the prisoner begs for release - in the original draft he appears as a pious man claiming to be wrongly imprisoned by the devils herein. It's worth watching that episode if you can to get an angle on the prison scene therein which is an absolute masterpiece of television. Of course the occupant as written has a very useful bargaining tool at his disposal to tempt others to enter.
But the Asmodean Knot still manages to give me a headache, and I'm sorry if it has a similar effect upon anyone else.
It's good to see this thing take flight, Greg. Best wishes. And hopefully, parts 2 and 3 get commissioned after a successful launch and viral marketing program. ;-)
--Neil
As much as it pains me, another fan hoping it will happen.
I hadn't realized this was the exact same adventure he had written for the Styes before Dungeon's license was pulled. I thought you asked him to write a new, similar adventure. It's cool that you were able to make a few cosmetic changes and publish it as it was. Are there other unpublished adventures lying around you're waiting to Pathfinderize?
Carrion Hill was the only unpublished from the Dungeon era adventure waiting for a chance to see the light of day. There's some others that I would have LOVED to have folks write, but they never got started.
Suitably humbled, he scurries off to email vaughan immediately.
You'll be pleased to know perhaps that Logue is back here with me now, in his dark cellar with his rusty collar and nose chain, his glove puppet raven and the punishment stick waiting.
I think this one, rather like Prince of Redhand (Dungeon 131), is going to be a love or hate thing, although I'd hope the Asmodean Knot and other parts of the adventure would have enough in its oily tentacles to give some fun to most people.
Personally, I'm more pleased with Sixfold than any other AP instalment I've been lucky enough to write so far because its always a challenge bringing role-playing to the fore and writing it (and I suppose therefore playing it and DMing it) is more tricky. One of the things I love about Paizo is that they are not afraid to take a chance and try something different, and the APs give them a chance to put a few twists and turns in.
I hope you'll enjoy the next installment more, but I'm also very pleased that some people will love the play as a welcome change of pace.
are we going to see others too, like Shadows over Insmouth? The Kingsport one?
Tentacle held up high for Shadow!
I'm presuming if it sells well and is popular, they may return, rather like (ahem) the Styes - I'd certainly be game for a revisit, although it would also be interesting to see what others would make of the Hill.
I performed the first act by myself yesterday. Haanderthan with a Vincent Price voice that sent chills down my spine. So far, he's my favorite to act.
I think it would be far more compelling as a radio play. (i.e. we could put more realistic torture noises in it than we could if performing it on stage).
As usual, our ever-resourceful posters have come up with some very good ideas. If these don't suit, come back again and I'll get my thinking cap on for you as well.
I noticed a couple of issues with Sian Daemodus in the Asmodean Knot. I think she was originally statted as a 5th level rogue/2nd level (not 3rd) shadowdancer. Her CR is 7 and there is no mention in the Special Abilities section of her being able to summon a shadow or cast illusions, both of which she would be able to do as a third-level shadowdancer. No mention is made in her Tactics section of these abilities either. Not a big deal, but her HD and abilities should probably be reduced accordingly. I might restat her entirely in a future post if procrastination doesn't set in. Additionally, she shouldn't be able to cast darkness as a spell-like ability; her Fiendish Heritage feat has resulted in her trading this off for the DR 2/silver.
Once again, my hat is off to Sir Richard Pett, SKR and the Paizo crew. This AP is everything I could have wanted for the inauguration of Pathfinder as a unified system. Although, as a recovering Planescape junkie, I'm a sucker for any adventure even involving tieflings, let alone a story arc featuring them as the main antagonists.
Glad you're liking the AP Effigy, I am pleased with the way Sixfold has come out, although it has the potential to be one of those love/hate things as some groups will love the theatre and role-playing and others will want to cut to the action. I hope the Asdmodean Knot and its twists and turns provides a little something for everyone, and I'm really looking forward to more feedback on the adventure.