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Imron Gauthfallow

Steve Greer's page

Contributor. Pathfinder Adventure Path Charter Subscriber; Campaign Setting, Companion, Modules Subscriber. 2,107 posts (2,157 including aliases). 7 reviews. No lists. No wishlists. 4 aliases.


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That's too funny. I'm tempted to order the thing.

So how about it, Dungeon? Any chance of a rewrite of this one for v.3.5?


Seems that lately a lot of us older gamers have become nostalgic about the classic modules of old. One I haven't heard mention of is the Baba Yaga's Dancing Hut module in a very old issue of Dragon. I recall there being an earlier version of it, too, but can't remember where it was printed. That was one of the coolest modules I remember reading. The amount of extradimensional rooms in it and the tesseract thing was kind of mind boggling, but very cool.
Where has WoTC buried that dear old grandmother?


ASEO, glad you like the adventure. The editors at Paizo may have their own two-cents to add, but here's what I can tell you...

1. In room 26 the water is only a few inches at the northern end and deepens to approximately 3 feet where it flows out the rusted iron door.

2. You're assumption is correct. The water deepens by 1 foot each 5 feet traveled to the south in the dungeon. The doorway to room 27 should be about 6-7 feet deep and where the number "27" is labeled on the map it is completely submerged from that point on.

3. The chests were thrown in by the folks at Paizo. They will have to answer this one.

4. The Fingers of Iuz were a bit softened up. I guess I play a little rough in my own campaigns. Matyara wielded a greatsword (the favored weapon of Iuz) and all of them had personally met Iuz and received the Evil Brand (BoVD) feat. Hence, the skull marks on their foreheads. These guys are the real deal and as likely to kill each other as anythng else at times.
But Paizo's treatment of the Fingers works just as well.

5. If the Fingers are not encounterd by this time Matyara uses her rubuke undead to assume command of one of the wolf skeletons and the group destroys the rest. This, of course, slightly changes the dynamics of an encouter with the Fingers later.

Hope that does the trick for you. Enjoy.


Shafeman, your game sounds identical to mine. We play every Friday night @ around 7:00. Yeah, there's a bit of bsing for the first little while and around 8:00 we really settle in to play. On average, a session lasts about 4-6 hours. About 2 AM is when I usually cut it since I'm starting to fade at that point.
There's plenty of time wasted with "Hey, have you guys seen..." and "Dude, did you see that SNL episode..."
Anyway, I'm trying to keep the guys in character as much as possible (without crushing their socializing). I've tried various strategies, but my latest is awarding a small amount of xp to the group based on how well they stayed in character for the night (no more than 10-50 xp each). Some of them are much better than others and it may help to give those that are not a little nudge from the rest of the group and try harder.
Point to this is that "in character = more gaming." The challenge is getting the players to do it. If you can, you're getting to get a lot more out of each session.
(More on how this is working next week... ;)


I just wrapped up a year long evil campaign. It was extremely brutal for the players (I had one player go through about 10 characters), but even more brutal for me as the DM since I had to write everything myself. Dungeon's adventures can be adapted to evil campaigns, but it takes a good deal of work and in the end I just ended up writing my own. I agree that it would be cool to every once in a while see one that can be adapted to evil PCs with as much work as it takes to scale the adventure. I saw a really good idea mentioned in this thread about adding a sidebar to certain adventures with suggestions on how to adapt it to evil PCs. Dungeon would do well to give that idea some thought.
However, Dungeon is honestly doing the right thing by keeping the themes of their adventures catered to good characters or at least those that lean in that direction. By default, the game is set up as good vs. evil with the adventurers being the good guys. I'm sorry, but the evil campaigns are a huge minority and I don't see Dungeon altering their format in that direction. However, you've got to admit, the Dungeon staff are top notch at listening to us subscribers. Don't be surprised if some small concession is made for us evil gamers. But don't hold your breath.


The cover art really is impressive on this one. I can't wait to see what Dungeon has done with the artwork for the rest of the module. A little teaser... look for the Fingers of Iuz in Cold Stones Keep. If the cover art is any indication of what to expect, this group should have some pretty cool artwork dedicated to them. But who knows?


Kaboth wrote:

A Few things I would like seen done please.

1. First and fore most, Errata and clarifications on the class and its abilities.
Hear, hear. It seems that this character class was thrown together rather hastily before playtesting it throughout the progression of levels. At midlevel, a PC that can make a ranged touch attack at will that deals 4d6 damage is a little broken.

2. New Invocations and/or rules on creating them.

3. New Warlock PrC's maybe like the Arch-Warlock, or something to allow the to transform into an outsider (like Dragon Disciple) or how they could maybe become a lich.

2,101 to 2,107 of 2,107 << first < prev | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | next > last >>



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