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Dervish

Sheharan's page

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Pop'N'Fresh wrote:


Mind you I have 6 PC's so I'm using the scaling sidebars in the magazines to up the EL's a bit.

Plus all my work is saved in maptools so I can't really copy and paste it here. Sorry :S

Hi,

I'm going to play AoW with PF myself as a DM starting in two weeks. I'm using MapTools too. So is there a chance, that you post your campaign files somewhere to share them? I've done this work for the first chapter, but I did no conversion to PF. I will have 6 players as well so I am very interested in your changes and your experiences with them.


electricjokecascade wrote:

Hey guys,

Does that mean that it shoots out one set of iron balls against everybody and then stops, or does it keep shooting iron balls each round until nobody is standing past the 15 foot mark?

The text of the trap says "automatic reset". From my point of view that means that as long as anyone is standing on one of the three "squares" at the center of the beam the balls attack each round.


Inside the HC you will find en extra map booklet with all the maps necessary for the campaign.
If you need the maps "player friendly" (without hints, secret doors etc.) you can find most of them together with much more information about the AP here.

And as you can read on this board the SCAP rocks! Really. Especially if you use some of the extensions from Delvesdeep like the "Demonscar Ball" or the "Siege of Redgorge". We just finished the AP 3 months ago and I must say that it was the best campaign I ever mastered.


Andreas Skye wrote:
Personally I would increase enemies' power instead of reducing PC levels. Why? Well, your approach would work in the first levels of play, but as adventures move into the mid- and high level tiers, the ability to cast some spells seems to be assumed (things like Teleport, Word of Recall, Break Enchantment, later on Mind Blank, etc) or at least implied to keep difficulty on the right settings. A party without those is going to be at a gross disadvantage at certain encounters and situations...

I'll try to keep this in mind. Thanks for that.


It's the same for me. We played (and finished) SCAP with D&D3.5 and now I like to start AoW with Pathfinder rules in the Forgotten Realms. The conversion to the Realms is clear for me but I cannot estimate the conversion of the NSC and combat stats to Pathfinder.
To keep it simple I'm planning to let the PC be one level less than the suggested level of the adventures and therefore keep the enemy stats unchanged. Do you think that will work? Are there any experiences or are there conversions to Pathfinder anywhere?


Of course:

The one and only

I use it as opening theme nearly every session. During the sessions I use only a collection of soundtracks like Conan, LotR, 13th Warrior, Children of Dune.
Especially the last one is a soundtrack, I prefer for the SCAP setting. Even if you want to use some tracks for special scenes only, you will find some good ones for different situations at that soundtrack.


Aaargl, two months too late. I played this chapter with own designed maps, because I found nothing.
Your maps are looking great and I wish I had got them before.


No. 8! Nabthatoron is great!
1) Turok, Halforc-Barbarian, died in chapter 1 in the fight with against Xukasus.
2) Again Turok died in combat with Kazmoyen, the slavetrader.
3) Tramiel, Elven Druid, was killed together with his companion Azrael the plack panther by Tongueeater, the Werebaboon in chapter 3.
4) Unlucky Lemartes, Human Paladin of Lathander, died later this chapter. He was killed by Triel Eldurast in the Kopru ruins. (A very unlucky critical by Triel sent Tramiel directly to -10hp)
5) Dalmiong, the Elven Sorcerer, was killed during the Necrocaunt ambush by Dralan, the frost giant mummy.
6) Tramiel was blasted by a fireball cast by the noble salamander Arrokh in the cathedral of feathers.
7) The bard Meran was shot by Todd Vanderboren who used his humanslaying arrow.
8) The cleric Finadoc Decirc died between the pincers of Nabthatoron during the final battle of the siege of Redgorge.

To be continued...

BTW: The siege of Redgorge was great. Thx DD for this wonderful scenario!


feaynnewedd wrote:
So, does the Paladin-Smite damage get multiplied as well? Can I kill big demons with over 200 hp with a single charge? (This is actually not that overpowered, Wizards and Clerics do it all the time it appears ;-) )

Smite YES

Sneak NO
And it's not so easy. Consider: You have to roll a crit :-)


The SCAP is designed for 5-6 PCs. If you have only 3 PCs there should be no problem. Let them be 1 or 2 lvls above the suggested and they may have a chance to survive the big fights.
The side effect is, that with being 2 lvl higher than suggested the PCs get less XP for their enemies and they will get not too much XP for being 3 PCs only. So that should work fine.


Returning from Occipitus the group has to defend Redgorge against the evil forces coming from Cauldron (DD's siege of Redgorge). So here a new update after the 7th death.
1) Turok, Halforc-Barbarian, died in chapter 1 in the fight with against Xukasus.
2) Again Turok died in combat with Kazmoyen, the slavetrader.
3) Tramiel, Elven Druid, was killed together with his companion Azrael the plack panther by Tongueeater, the Werebaboon in chapter 3.
4) Unlucky Lemartes, Human Paladin of Lathander, died later this chapter. He was killed by Triel Eldurast in the Kopru ruins. (A very unlucky critical by Triel sent Tramiel directly to -10hp)
5) Dalmiong, the Elven Sorcerer, was killed during the Necrocaunt ambush by Dralan, the frost giant mummy.
6) Tramiel was blasted by a fireball cast by the noble salamander Arrokh in the cathedral of feathers.
7) The bard Meran was shot by Todd Vanderboren who used his humanslaying arrow.

The player was not really amused when I told him it has been a humanslaying arrow. I think I shouldn't do this anymore. Save-or-dies are a bit nasty and have nothing to do with a heroic fight.

To be continued...


In my campaign the Stormblades rushed into the Malachite Fortress after the PCs won the final fight. While the PCs rescued the children and the other prisoners and got them back to the city the Stormblades cleared the area and payed a highranking wizard (Vortimax Weer) for sealing the entrance to the Underdark. (The tunnel collapsed.) So the Stormblades got the fame for securing the city against the "underdark threat", which was pushed in the local newspapers.
The PCs got a sidenote for rescueing the children and the Stormblades were the "true" heroes. So the Stormblades growed up to a great anger for the PCs.


Hi there,
I need some help. In my campaign my group is going to finish the test of the smoking eye. So hopefully one of the charakters will become the new ruler of Occipitus. I decided to use the variant smoking eye template for this guy. But now he is ruler of an entire plane with some nice new abilities they have to return to cauldron and - by the book - will never come back again. (OK, they can decide to do so after the last chapter, but that is not the point.)
I would like to get them back to Occipitus at least one more time, so the smoking eye guy can tie some bonds to his (probably) new home. I have not the time to play big side adventures, so I would like to link the ongoing campaign with this plane.

My first idea was, to set the fiery sanctum as a location at Occipitus, but that would skip the whole chapter 9 "Foundation of flame" because there is no ritual, which causes the eruption of the vulcano, the tremours and the arrival of the demodands.

My second idea was to let Adimarchus flee to Occipitus just after his release out of the cage in Skullrot. The final fight could take place at Occipitus, where Adimarchus could fight against the new ruler of the plane in order to get himself back on the throne. But this is in my opinion too late for the first return to Occipitus after chapter 6.

Some other ideas?

Sheharan


I solved the problem in my campaign in a different way. I gave them as part of a side story four bags of magical diamond dust of true resurrection. OK, maybe a little overpowered, but it worked quite good. During chapter 1 the group had 2 deaths, in chapter 3 also 2 deaths. But they learnd from these deaths and are now much cleverer when getting to an encounter.
These little bags saved many lifes in the first chapters so that the players got a smooth start into the campaign.

By the way:

christian mazel wrote:
Another problem is that there's no cleric able to cast raise dead in Cauldron,...

Well, you forget Embril Aloustinai :-)

In my campaign Jenya started with level 9. Especially after the events in chapter 3 (HC) as a highpriest she should be above lvl 6 or so.


Now they are on Occipitus, chapter 6. So here a new update.
1) Turok, Halforc-Barbarian, died in chapter 1 in the fight with against Xukasus.
2) Again Turok died in combat with Kazmoyen, the slavetrader.
3) Tramiel, Elven Druid, was killed together with his companion Azrael the plack panther by Tongueeater, the Werebaboon in chapter 3.
4) Unlucky Lemartes, Human Paladin of Lathander, died later this chapter. He was killed by Triel Eldurast in the Kopru ruins. (A very unlucky critical by Triel sent Tramiel directly to -10hp)
5) Dalmiong, the Elven Sorcerer, was killed during the Necrocaunt ambush by Dralan, the frost giant mummy.
6) Tramiel was blasted by a fireball cast by the noble salamander Arrokh in the cathedral of feathers.

To be continued...


Qwilion wrote:
I seem to remember a big picture of all Npcs but can't remember the issue could someone help me out (yes I know its in the hard back, that's not what I need to know).

The good guys in #109, the bad guys in #116.


1. It is 20' deep. The tilting part is 10' of it, so there is no problem with tall characters unless they are more than 10' tall.

2. It tilts one time to the left, back upright, one time to the right and finally upright again. The pit stops tilting at this point until the trap is sprung again. If the pit’s lid is held or wedged closed, the
tilting continues.

3. On the first round, the lid of the pit springs shut. So the lid remains closed and the person is - surprising - trapped. Probably without light.

Web Enhancement wrote:

The lid can be pushed open with a successful

Strength check (DC 10) and wedged open with a
successful Disable Device or Intelligence check (DC 17).
The gear mechanisms that cause the wooden half of the
pit to tilt back and forth lie 30 feet below the lip of the pit.
When the pit is tilted to the north or south, these gears are
clearly visible from the top of the pit. Dropping a dagger,
rope, rock, or similar item into the gears requires a successful
ranged attack (against AC 15) and has a 20% chance of
jamming the tilting mechanisms. Conversely, a rogue lowered
down to the gear mechanisms can jam them with a
successful Disable Device check (DC 17). Once the gears
are jammed, the pit stops tilting.


Now finishing chapter 5. So here an update.
1) Turok, Halforc-Barbarian, died in chapter 1 in the fight with against Xukasus.
2) Again Turok died in combat with Kazmoyen, the slavetrader.
3) Tramiel, Elven Druid, was killed together with his companion Azrael the plack panther by Tongueeater, the Werebaboon in chapter 3.
4) Unlucky Lemartes, Human Paladin of Lathander, died later this chapter. He was killed by Triel Eldurast in the Kopru ruins. (A very unlucky critical by Triel sent Tramiel directly to -10hp)
5) Dalmiong, the Elven Sorcerer, was killed during the Necrocaunt ambush by Dralan, the frost giant mummy.

To be continued...


Hi,
from my point of view the format is too much SciFi-like. That is not the way I like to play Nidrame and her superiors. But the idea of a log from the point of view of Nidrama is great. Maybe I will use this idea in my own campaign. Good work!


The sounds great. I think I will use the idea with the cavern and the bridge in my campaign, too. Really cool!


Until today in my campaign we have had a few character deaths yet:
1) Turok, Halforc-Barbarian, died in chapter 1 in the fight with against Xukasus.
2) Again Turok died in combat with Kazmoyen, the slavetrader.
3) Lemartes, Human Paladin of Lathander, was killed by Tongueeater, the Werebaboon in chapter 3.
4) Unlucky Tramiel, Elven Druid, died together with his companion Azrael the plack panther later this chapter. They were killed by Triel Eldurast in the Kopru ruins. (A very unlucky critical by Triel sent Tramiel directly to -10hp)

Fortunately I gave the party at the beginning of the campaign four small bags of diamond dust of true ressurection. So nobody got penalties because of these deaths so far. But we are in the Kopru ruins now and there is no diamond dust anymore. It's going to be interesting, if the party has learned from these events or not.

To be continued...


If you got the hardcover version, there should be an additional booklet with all the maps. If this booklet is missing, you can find most of the maps here.



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