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Isn't there a line of the spell description that states if something leaves the possession of the target, it reverts back to its natural size? In any case, I rule that only things that were in your possesion at the time of the casting are enlarged (or reduced as the case may be). Whether or not that is a houserule or an actual Sage ruling I'm not 100% sure, but I believe its official. drunken_nomad wrote:
Thanks for the feedback and encouragement. Looking back at my notes for Preliminary Research, I was a little low on the estimated word count. I had figured out how many encounters, did the rough math and then added the reccomended 1000 words on top for the intro, scaling, etc. I didn't take the custom/non-core stat blocks into account, which would probably bump it up closer to 10 000. I'm looking at starting up a new campaign, and my players have requested something in the vein of "classic" or "old school" Greyhawk. So I'm looking at either updating the orginal Temple of Elemental Evil to 3.5 (many of the players have played through it in older editions of D&D), or running one of the adventure paths. I already have the SC hardcover, but to be honest, I picked it up more on reputation, and haven't actually gone through it in detail yet. And I have the Dungeon issues for Age of Worms as well. So which AP has a more classic Greyhawk feel? *I'm leaning towards Age of Worms in this regard, but as I said, I haven't gone over SC yet. Michael Kortes wrote:
Another option, besides saving your work and looking at it another day, is to print it out, hand it to one of your fellow gamers, and then get it back from them the next session, hopefully with some feedback. That way, you have let the project rest for a week or so (depending on your gaming cycle), so you will be looking at it with relatively fresh eyes. And you should also have some feedback from a fellow gamer as well. Steve Greer wrote: James Sutter has stated on another thread that they are getting caught up on all of the latest submissions. In fact, if you had some new queries to send in to Paizo, now would be a good time to get them in. He has said that the wait to hear back would most likely be days instead of weeks. Uh... now I'm torn about what to do, lol My character died (a very explosive death) in our last session, and I was going to go through my books and work up a new character this weekend, along with the usual non RPG stuff. And I want to find some time to fit watching King Kong in too. But on the other hand, I REALLY want to get some new queries in. Especially if now is a good time and the response time is days instead of weeks. hmm... decisions, decisions.... Hmm.... I was re-reading both of the rejected queries while working on a new query, and I discovered something that I missed the first time, and that no one has commented on yet. Length is definitly an issue for Preliminary Research, as it clocks in at 1211 words. The Bandits query was just under 1000 words. While I broke the 1000 words max rule, I did keep it all on two pages in a readable font/size (Times New Roman/10). James Sutter didn't comment on this, but I doubt that going over the word count was a good thing. So this is a habit I'll have to try and break. (Oddly enough, my query that made it past the Gatekeeper was 1222 words.) waltero wrote: How bout this - maybe it should have been Allustan's Floating Disc or Allustan's Transformation. Allustan did the bulk of the research for either spell but it went unrecognized and Tenser got the glory. Allustan has never forgiven him for it. It wouldn't be the first time someone who heads up a lab gets credit for no work and the poor sclepps are ignored. Well, the alignment/philosophy difference sounds about right to me, but then I'm not exactly current on my Greyhawk history... But I like the sounds of this better, lol You could have Allustan muttering about how it was actually his Floating Disc spell for days after the PCs ask him about the rift. Or better yet, have him cast the spell on the way to somewhere with the party (Blackwall?) and then get all huffy when a PC asks him about his "TENSER'S floating disk". Zherog wrote:
Well, that was actually a bit of a typo that got past my proofreader & I <oops> The party is supposed to recieve multiple copies of the instructions. Elegost didn't want to risk anything, like the one person with the map getting eaten by a sabertooth titan :-) Zherog wrote:
1. Yeah, it didn't really have the Eberron feel. It was more of a generic adventure that got Eberron elements tacked on since I was writing other Eberron adventures at the time. This adventure was the first one I sent in, and it was more of a trial run. I was playing around with the query format, and I basically didn't want to "waste" a good idea on the first try. 2. Castel is just another version of Castle, it's an old pronounciation. I just like the "old world" feel of it. Anyways, thanks for the feedback. Legendarius wrote:
Funny, but off topic: My first experience was playing AD&D, and *then* I went to the boxed sets (basic, expert, etc)... and then I went back to AD&D, then on to 2nd edition, 3.0/3.5, etc. I guess the AD&D stuff was a little harder for a 10 year old kid, so I was given the good old boxed sets... This just got brought back to mind from the "elves as a class" comment Marc Chin wrote:
I just want to add that I do have fond memories of Eberron, Forgotten Realms, Dragonlance, the various computer games... but to me, they came after the originals, thus they are relegated to a lesser status in my mind when talking about classic dnd. * I've had the most fun I've ever had playing 3.0/3.5 in Eberron... but I can hardly call a setting that has been out for only two years a classic. Ask me again in a decade or so, lol I don't disagree with the OP (and others since) who different opinions of what the "classic" era or "classic" setting is, since its all relative to your own memories of the game. Or memories of the computer game based on DnD, since someone brought up Baldur's Gate, and the great line of SSI DnD games. But I personally think that classic DnD for me is Greyhawk. I can remember a time before the Forgotten Realms (or at least before the first box set anyways) and a time when Dragonlance was just starting out. When Ravenloft was a creepy adventure and not a campaign setting. Hell, I remember being excited when the "new" Fiend Folio or Monster Manual II came out, since we now had more monsters to slay. But my favorite memories are of Greyhawk adventures. The Temple of Elemental Evil, Slavers adventures, Against the Giants, the introduction of the drow and underdark.... now that was a great campaign arc. Saltmarsh. Tomb of the Lizard King. Tomb of Horrors. Those were the adventure that still stand out from my early DnD days. And those are the adventures that I've converted from AD&D into 2nd edition, and then again into 3.0/3.5. And my players (from differing generations) now have fond memories of those adventures as well. ---
Heathansson wrote:
1. I was trying to make the ocean going travel a little easier, at least until they got onto the smaller boat and ran into the border guards and the scrag. I didn't want to fall into the cliche where everytime you get on a boat (or airship or Lightning Rail, this was an Eberron adventure) you get attacked by pirates, or the ship sinks, or you get lost in the Bermuda Triangle etc. And the main part of the adventure was the jungle trek and the actual temple, the other stuff at the beginning (pickpocket, hiring the boat, border guards) was mainly just there to spice it up a little. The pickpocket sets things up for later. Hiring the boat allows the PCs a little social interaction, and lets them get a feel for the frontier. Likewise, the corrupt border guards and scrag are there to contrast with the easy voyage so far, a kind of "Hey, we aren't in the civilized lands anymore" wakeup call. The last encounter was there with Mhaedhros because I mainly wanted to duplicate the kind of rival NPC that swoops in at the end after the PCs have done all the hard work, like in the beginning of Indiana Jones & The Raiders of the Lost Arc. *Also, one of the reasons I used that last encounter was that I was toying with the idea (still might) of writing up Mhaedhros d'Deneith as a critical threat, since I had used him as either a bad guy or a somewhat helpful NPC in couple of my adventure ideas, including the one that made it past the Gatekeeper. Which is one of the reasons why he is supposed to bail on his crew and escape via etherealness at the end if the PCs are winning, he needs to live for another adventure. 2. This is pretty much the format of how I sent it in. I just copy & pasted it from a word document, so it lost the formatting (bold, italics, underlines, etc) Part of my experimenting process with these first couple of queries was to find a format that I liked, and that hopefully the editors liked too. Zherog wrote: I would be interested in seeing 'em, yeah. ;) I think there's usually something to learn from them. I posted the two rejected queries: "Bandits of the Borghese Woods" & "Preliminary Research" ---
Here is the 2nd adventure query that got rejected today: ---
General Information: This Eberron mid-level adventure is designed for 4 6th level PCs. Adventure Hooks: Famed explorer Elegost d’Orien of the Wayfinder Foundation approaches the PCs with a proposition. Elegost has recently translated a text describing the location of the fabled lost Temple of Mar’saval (Players Guide to Eberron. Pg. 128). Unfortunately, Elegost is tied up for the next 3 months teaching courses in Antiquity Studies at Morgrave University. Perhaps Elegost knows the PCs from prior adventures, ties to House Orien or the Wayfinder Foundation. Maybe one or more of the PCs are in one of Elegost’s classes this semester, or is a fellow academic colleague. Or maybe Elegost has just heard of the PCs in the adventurer’s district of Clifftop, and he thinks they can do the job. In any case, Elegost wants to engage the party to head out to Q’barra, follow the translated instructions and verify that the Lost Temple still stand, as well as retrieve some sample artifacts as evidence. Elegost needs the party to act as his agents in order to “discover” Mar’saval, so that he can be the first to publish a paper on it, with the PC’s getting partial credit as well. Plot: The PCs leave their meeting at Elegost d’Orien at Morgrave University, with copies of the translated instructions, cash for expenses and tickets on an elemental galleon leaving for Q’barra on the morning tide. On the way out of the university district, a pickpocket targets one of the party. If successful, the instructions are gone. If caught, the pickpocket pleads for mercy and attempts to flee. If successfully intimidated or bribed, he reveals that he was told to specifically target anyone leaving Elegost’s office by a stocky man with a Karnathi accent. The next morning the party is off to Q’barra and the journey passes uneventfully. Upon arriving at Newthrone, the party disembarks. Elegost gave them expense money and the name of a tavern in which to find a riverboat captain to hire. If the PCs aren’t arrogant or socially inept, they can hire a captain easily, otherwise they might insult someone and start a brawl. Following the coastline of Q’barra, a New Galifar patrol boat pulls alongside and the patrol attempts to shakedown the adventurers for a hefty bribe. If the PC’s pay the bribe or successfully intimidate or bluff the patrol, they are allowed to go. Otherwise, it comes to a fight as the patrol attempts to arrest the “smugglers”. A Scrag also attacks the riverboat during the night sometime during the journey. Upon reaching the northern coast and the Basura Swamp, the riverboat anchors and the PCs disembark. Trekking through the swamp and all the fun terrain that entails, the PCs soon discover that Q’barra is home to Horrid animals, as a pair of Horrid Apes attack. Relatively soon after the Horrid Ape encounter, the party is approached by a hunting party of Lizardfolk and Carvers. The Lizardfolk attempt to parley and warn the PCs not to go further south, “Because to the south lies the Cursed Temple of Mar’saval, where the corrupted ones dwell.” This is an encounter that isn’t designed to become a fight, but instead to be handled with social skills. Two days after leaving the riverboat, the party can detect something HUGE coming their way with a successful Spot or Listen check. (Think Jurassic Park, water trembling, etc). A Sabertooth Titan bursts out of the undergrowth, chasing down a fleeing Dire Ape for lunch. If the PCs are hiding, then they should be fine; otherwise the Sabertooth Titan turns to attack them instead. Note: If the PC’s attacked the Lizardfolk in the earlier encounter, the Sabertooth Titan will definitely attack them, having been sent by a Lizardfolk Druid in retaliation. Finally, the PCs have made it to the Lost Temple of Mar’saval. Except for a single tower with a balcony, only the tips of the granite and brass minarets break the surface, as the rest of the temple is underwater in the middle of a small lake. The PCs can either cut down some trees to make crude rafts, or they can swim out. Either way, halfway across the lake, a Chuul strikes from ambush. Once the PC’s have disposed of the Chuul and made it to the tower’s balcony, they can go inside. However, the corrupted Lizardfolk Cleric (Dragon Below) and Lizardfolk Hunters were probably alerted by the Chuul fight, and they fight to the death to drive off intruders. After bypassing or disabling a compacting room trap in the stairwell (that makes it seem like the stairwell is throat that is swallowing), the PCs reach the lower levels of the tower. There before them is a small golden idol of a humanoid tiger upon an altar, surrounded by sacrifices and treasure gathered by the Lizardfolk. If the PC’s disturb the idol, then the altar rumbles and a volley of spears burst forth from a trap. At least one of the spears will “miss” and shatter a window, breaking the protective enchantment and allowing the lake water to rush into the room, as per a Flooding Room trap. This is the least of the party’s worries however, as disturbing the idol also freed the Zakya Rakshasa bound within. Once the party makes it back to the coast with the idol and any other artifacts, they discover a large pirate ship looming over their riverboat. Mhaedhros d’Deneith and a troop of Emerald Claw soldiers followed the PCs to Q’barra from Sharn and are here to “liberate” whatever the PCs have discovered. If the PCs give up the idol, then Mhaedhros leaves after sinking their boat, leaving the PCs to trek back through the swamp to Newthrone. Or the PCs can fight, although Mhaedhros will flee via an Etherealness infusion (Greater Armor Enhancement) on his armor if the fight goes badly. Now the party can return to Sharn and Elegost, via Newthrone and an elemental galleon, to be lauded by the adventuring community. Major Foes:
Summary of Rewards: Cash and Academic fame from Elegost’s paper and subsequent articles in the Korranberg Chronicle, definitely significant enough to get membership in the Wayfinder Foundation. Owed a favor by Elegost. The Emerald Claw will be looking for revenge, as will Mhaedhros if he survived. Summary of Encounters:
Estimate: 8000 words. 4 Maps, including regional map of Q’barra, the riverboat, and both exterior and interior of Mar’saval. ---
Well, I got the two rejection emails today on a pair of adventure queries...
---
General Information: This Eberron low-level adventure is designed for 4 3rd level PCs. Adventure Hooks:
Plot: There are bandits operating out of the Skyraker Forest, preying on the farms around the village of Ringbriar, as well as striking at travelers on the roads between Moonwatch and Galethspyre. The bandits are operating out of the ruins of Castel Borghese, a pre-Galifar castle located deep within the Skyraker Forest to the north of Ringbriar. Following one of the Adventure Hooks, the party arrives in Ringbriar. Ringbriar will have all the standard features of a village of its size, in addition to the local Jorasco House of Healing (currently staffed by Tionne’s two subordinates, both Halfling Expert2). The Forester’s Rest is the only inn. Kurrik’s Sundries and Supplies is the only real shop in town. With a Gather Information check, they can learn more about the raids (sidebar with 3 different levels of information). Also, if the party asks openly about the bandits, or stays in town for longer than a day, they will be approached by both House Jorasco representatives and/or the Mayor, both of which want to hire the party. (Adventure hooks B & C). The party may accept any of these offers, which will mean they have additional (albeit linked) objectives, and the opportunity to earn more rewards. If the party asks Kurrik about the bandits, he’ll pass along a rumor that a Warforged was seen in the vicinity of the raids, and is a scout for the bandits. This is partially true, as a Warforged has been seen in the area, but he has nothing to do with the raids. Kurrik is trying to stir up the natural anti-Warforged prejudice in the town, and deflect attention away from himself (he secretly works as the inside man for the bandits). The PC’s might also hear this rumor during their Gather Information check. Bolt is doing survey work for Morgrave University. He is the one who located Castel Borghese (Adventure Hook A). Bolt has seen the bandits, but has avoided them. Once the PC’s have gathered some information, the cry will go out in town that smoke is on the horizon. The PC’s can head out with the town guards to find another farm burned and the farmers butchered. A search check will find multiple tracks leading away to the north. Following along the tracks, the PC’s will encounter Bolt on the edge of the Skyraker Forest. He is initially unfriendly. If they talk to him and succeed in either a Diplomacy or Intimidate check, he will tell them the bandits are hiding out in Castel Borghese, and give directions. If the PC’s kill Bolt, they will find his notes and maps, including the above information. Once the party is in the woods, they will encounter a pack of Horrid Wolves during their first night. The party can catch the fleeing bandits if they force-march. After a few days travel in the woods, they will come to the ruins of Castel Borghese. The Castel is an old motte & bailey design, and the bandits have rigged it with traps (pit traps, falling timbers, etc), which the party will have to contend with while dealing with the bandits led by Duran and Torgun. Torgun flees into the submerged tunnels if the battle foes badly. Once inside the ruins, the party will eventually discover a few reinforced doors that the bandits had locked and barred. These doors lead down into a section of the ruins that is partially submerged and houses a Horrid Huge Viper. Once past these obstacles, the party will come to a dry section that houses a few cells, including one holding Tionne d’Jorasco. If he was not slain earlier, Torgun will lock himself into one of the cells and pretend to be a prisoner. Major Foes:
Summary of Rewards: The Mayor of Ringbriar can only offer 150 GP and the village’s gratitude for dealing with the bandits, although the party can certainly pick up more rewards from House Jorasco and Morgrave University if they pursued those Adventure Hooks. If Torgun survives, the party will also have earned the anger of the Order of the Emerald Claw. Summary of Encounters:
Estimate: 7000 words. 3 Maps, including a map of the Skyraker Forest and Ringbriar, the interior and exterior of Castel Borghese. Well, I got my first two rejection emails today from James Sutter... the two queries were submitted on March 13. Anyways, I still have two more in the process (1 from around March 17, and another from this last weekend)... and now that I've recieved feedback on the first two, I have a whole slew (well, 4 or 5 anyways) of queries that I have written, but that I hadn't submitted yet. I'll post the two that were rejected on the Critique My Query thread later on tonight if anyone is interested. Stebehil wrote:
True, but in this case I'm pretty sure the problem player in question would know who they were talking about. How many 15 year old students in Australia play in a group that recently had a DM change due to the player in question physically abusing the former DM over an Imp dealing Dex damage? Or make a habit of wearing the faces of dead foes? Orcus wrote:
Which issue was that in? I don't remember that article, but I might of skipped it and gone right to the adventure I was running. Asmo wrote:
I'm assuming that when you say that he "downs a rogue" that the rogue in question in laying on the ground at negative HP? If that is the case, I don't see anything wrong with any player, CG or otherwise, "finishing" a dying foe. Afterall, they were bleeding out anyways, and I doubt you'd force an alignment change or penalize a PC for just ignoring a dying foe and letting them die slowly from blood loss over a few rounds. Also its been a while since I've seen the adventure in question, but the rogues are coming after the PCs? Or are the PCs seeking out the rogues? Just to toss an unorthodox spell out there, I'd have to say Enlarge. Very few melee types don't benefit from the Strength and Reach bonuses, and the archer/caster types can use the warriors expanded size and reach to hide behind. And if you cast it on a fighter designed already to use reach weapons, it gets nasty indeed at low levels. This one is one of my favorite DND moments... way back in AD&D during the 80s. Adventure I2 "Tomb of the Lizard King" Basically, there is a Lizardman (they weren't called Lizardfolk until a more politically correct edition, lol) King who became a vampire through a badly worded wish... and now the PCs have to hunt him down. Earlier in the adventure, my fighter had looted the alchemists lab in the complex, hoping to build some sort of incindary device with the backpack full of ingedients. I figured at worst I'd get some gold back in town for it, at best I'd get to blow up a door or something, since our Thief (again, not the politically correct edition yet) had died earlier in the complex. We fight our way through and finally get to the Vampire Lizard King. Unknown to us, he actually had some wizard levels as well, and he opened the fight off by casting a wall of fire (circle form) around himself. I looked around at the other players. By this point, we were in over our heads, we had expended too many resources getting to this point and lost a teammate, and now we find out that the BBEG can cast 4th level spells too! It was looking like a potential TPK... So what did I do? Cried out a battle cry to St Cuthbert and charged right into the wall of fire and let the Vampire Lizardman King impale me with his trident as I tried to tackle him. BOOM! One big ass explosion later, I was a fine red mist in the air, and the world was minus one Vampire Lizard King with Wizard levels. ---
That in and of itself was pretty funny too when the Thief's player found out. Black Dougal wrote:
I can still fondly remember a 14th level fighter being slain by the combination of a crystal bridge over a chasm, a necklace of missiles, and best of all, a kobold swinging ewok-style on a rope :-) And the philosophical debate at the end! Do we take the giant diamond and try to sell it for the million GP it was worth? Or do we break it up into smaller, easily sold chunks but for less cash overall? But if we do either one, then the cool flying crystal citadel will crash into the lava and we don't get to keep it as a stronghold! I think we spent more time debabting that dilemma in character than we did actually defeating Flame himself, lol To get back to the secondary (IMHO anyways) issue of munchkin powergamers... well, I too started off (many years ago) as a power gamer back in the AD&D days. My best advice to deal with powergamers is not to try and argue against their powergaming tendencies and min-maxed characters. Instead, focus on making them develop some backstory and personality for their character. If you want to have a character that is a multiclass human ranger2/barbarian1/fighter2/tempest5 dualwielding dealer of death... thats fine. Now you get to write up a character background and story that makes sense for why you character has so many classes and so little focus/staying power for something that he started. You don't want to put that much effort into your character's background and story? Ok, then maybe have a more simple character like a straight barbarian instead. Use the DM option for prestige classes that they need to actually have a teacher and/or join the organization. You want to dip into 3 different PRCs? Okay, well you get to journey around and find 3 different teachers/organizations, and have them accept you as well. Then try to balance the demands of those 3 organizations/teachers. And if they just want to have high stat characters (you mentioned just using a character yourself with straight 10s) thats fine. Just let them know that if they want high stat characters, you'll be adjusting the EL of the encounters as well to challenge them. And overall this will increase the lethality of the campaign, since you might have better physical stats as a fighter now, but the monsters have more HP, better armor class, deal more damage, have more special abilities, etc... and you can find the the range where having high stats is just a little more difficult than having "normal" stats and encountering traps and monsters of the normal EL for your level. For example, I have one group that likes to have exceptionally high stats. We generally use something like a 44 pt buy (vs the 32 pt buy normally used for high stats) and in return, the party ends up in encounters that are roughly +2 to the EL they normally would of encountered, and thus have a higher mortality rate. Its a fine line, but it balances out in the end, with the players knowing they are trading the higher stats for more dangerous encounters. 1. I'd toss my vote in for the potential adventures to hopefully include at least 1 of each level, with a good mix of urban/wilderness, intrigue/dungeoncrawl, etc. I wouldn't go for a theme like all FR or GH, or all jungle-based or urban. Or at least evenly divide the adventures up fairly equally into low/mid/high levels and include scaling sidebars. 2. How many adventures do we realistically think can fit into this compendium? I haven't seen the Dragon Compendium, so I'm not sure how big it is. 3. As for determining which adventures go in, besides the obvious leaving it to the very capable Dungeon staff, some or all of the slots could be picked by these message boards, in a player's choice vote, which could also be advertised in the magazine itself. 4. Lastly, I would restrict it to adventures from the pre-3.0/3.5 era. Anything that current is a little too new to go into a "classics" compendium IMHO. Or at least I would argue that newer adventures from the current era should only be included if they are markedly better than anything available from the older era. If it was a player poll, I'd weigh the votes in favor of the older adventures to reflect this. The Styes is probably the only one I would vote for from recent years over some of the older classic adventures, simply because I don't recall any other adventure doing such a good job of the spooky, cthulu-esque horror feel. On a similar note, I think Chimes at Midnight might eventually be in second such compendium, but it is obviously far too new to be declared a classic... Well, my usual solution to a problem player like this would be to kick them out with the blessing of the rest of the players, who probably are annoyed with him too, but you've already said that isn't really an option. Letting someone else DM isn't really solving your problem, since you are still gaming with the jerk, and he probably will pull the same crap on the new DM. Perhaps consider taking a "break" from Dnd due to school commitments, "out-growing" it. whatever excuse works. At least, don't play with anyone at your school, since that is the issue with this problem player. Join a play by mail, or a play online game... or try to find other gamers through local shops or the gamer classifieds section at wizards.com (do we have one of those sections here?) Anyways, if the problem player can't play DND anymore because you and the rest of the group aren't playing, then hopefully he'll move on to something else, and you guys can re-start in a few months without him. Of course, that might not work if your other players are good friends with this problem player, but that is another issue. ---
And once he gets bored of this and moves on to something else, you and the other players can start a sane campaign. ---
Baramay wrote:
If there is ever an opportunity to re-print (and revise to 3.5?) classic adventures from Dungeon, I'd have to cast a vote for at least one adventure involving Flame (? I think that was his name), the Red Dragon that was in a couple of the early adventures. My favorite was from the issue with Flame holding a crystal on the cover of the magazine. The PCs got to adventure in a giant floating crystal held aloft by magic over a volcano! There were great traps, an iconic dragon, and best of all... suicide bomber kobolds armed with single-shot necklace of missiles! Man, I loved that adventure when I first played through it. Now I have to go dig through my stuff in the basement and find that issue, lol Great Green God wrote:
Thanks for the reply. I guess Lords of Madness wasn't the best example, although it does have to get past James Sutter before James Jacobs gets a chance to read it... Well, I've been working on this Tsochar story for the last few days, and I think its going to turn out well (and by well, I mean very spooky with a Cthulu feel and a nice scene of a tsochar bursting out a commoners chest), so regardless of whether or not it gets by the Gatekeeper, I think I'll run my party through it in the near future. A quick question:
ie. If my query includes references to Tsochar, should I note that they are found in Lords of Madness? *Second Question: When making such a reference, is it okay to use the common abbreviations for the book? ie. "ECS" = Eberron Campaign Setting,
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Just to be clear, are we talking about the original (AD&D) Temple of Elemental Evil, part of the epic Greyhawk campaign arc of adventures that includes the Slave Lords, Against the Giants, etc? Or the relatively recent (3.0?3.5?) Return to Temple of Elemental Evil? I love the original Temple, having played through it in several editions of DnD. Starting the party of as residents of Hommlet does have its advantages, which you have outlined above. However, I do have another suggestion. Start the players off as returning residents of Hommlet, whose family (or families) moved away a decade ago, and have since returned to their home village. Think Braveheart, William Wallace goes away as a boy and comes back as a man, ready to kick some ass :-) The PCs leave Hommlet as boys, return as men (or 1st level adventures anyways) and find out that bandits are threatening their boyhood home. Boom, instant hook with some emotional ties if the PCs have done a proper job of writing backgrounds. This way you avoid the cliche (although was it really a cliche when originally published?) of adventuring just because exp & loot (oops, I meant bandits) are in the Moathouse. And you also avoid the complication of the PCs have up to date info on every part and person of Hommlet, which afterall is a very small village, with all that implies. Well, you probably should give the main villain(s) a bit of a boost, if for no other reason than the VoP Monk. I'm not argueing against allowing a monk to take VoP, but it does make him (her?) signifigantly more powerful than any other possible feat that could of been taken. You said it yourself when describing the wizard as well, that it was a pretty potent combination of PRCs. And the cohort makes the group more powerful as well, because if nothing else the cohort will suck up a few hits, and a well designed cohort can do a lot more than that. If the PCs are tougher than normal for their level, than you should adjust the difficulty of the adventure (or specific encounters) accordingly. So yeah, I'd toss in a few more goons/sidekicks for the single villain encounters, to ensure that the party has a real fight on their hands, not a single round knockout. Jeremy Walker wrote:
Thanks for the quick reply. I like the idea of having a scaling section in a critical threat, since it does make it easier to incorporate into a campaign, but I figured that it would be hard to fit into the word count... but I'll try for my query James Sutter wrote:
Well, I was going to start a new thread, but since James Sutter answered this campaign workbook question... 1. For Critical Threats, what method is considered acceptable to determine attributes? 28 point buy? Elite Array? 2. Another Critical Threat question: Is it acceptable to include a short "Scaling this Threat" paragraph or sidebar about how the threat would look at higher and lower levels than it is presented? This is something I haven't seen in the Critical Threat articles I've looked at, but it appeals to me as a DM, since it makes incorporating the Critical Threat easier. ie. The threat is presented at 12th level, and the "Scaling this Threat" paragraph details what his level progression (and feats) would be at 6th & 18th Valegrim wrote:
hmm... something about glass houses comes to mind, lol James Jacobs wrote:
Thanks for the info. I realize that it is stiff odds to get into Dungeon, but I was thinking that you were getting more like 100-120 queries a month, so only 60 a month sounds a lot better :-) I've got a couple of adventure queries that I am writing up that fall right on the cusp of low/mid level.... they could easily be 4th, 5th or 6th level adventures without changing the story at all, and I wasn't sure which way to go. But now I'll write them up as low-level adventures, since that is apparently the section that is hurting for submissions.... Of course, they are generic/Eberron adventures, but maybe I'll dig out my FR notebooks and see what low-level FR adventures I can use to maximize my chances on the next submission, lol Koldoon wrote:
Thanks for the quick response (and thanks to Mr Sutter as well for the previous answer) Yep, I'll have a ton of queries heading in over the next few weeks for adventures and the odd critical threat. My wife got a little fed up and sarcastically remarked that I should try to get published, since I spend so much time flipping through game books, Dungeon, Dragon, writing up characters I know I won't actually have the chance to play, creating adventures even though I'm not currently DM'ing, etc (you know, the usual for an addicted gamer) plus all the actual time spent gaming. And since I was currently reading Dungeon 133 when she made this comment, I immediately thought about Dungeon, logged on to the website and downloaded the submission guidelines... and now I'm happily combing through my piles of accumulated DM notebooks to cull out the best ideas for queries. Note: Although her plan may actually backfire, since now I have another message board to post on, as opposed to the occasional lurking I would do on here before. James Sutter wrote:
And this address would be... gatekeeper@paizo.com? I sent my queries earlier this week to the dungeon@paizo.com address, should I resend them to the new address, or does it matter? And what should we put in the subject line of a query email? I was just putting "Adventure Query", but should I of put the working title of the adventure in the subject line as well? Orcus wrote:
Ok, does anyone know what the current average wait time is to hear back about a query or campaign workbook submission? I submitted my first two on March 13, and I'm not holding my breath or anything, but I am wondering when I should reasonably expect a response back... Jonathan Drain wrote:
When I write non-dungeon based adventures, I usually work up a flowchart. You know where the PCs start the adventure, and you know what they know at the beginning, so just logically branch out from there, thinking about you would do as a player in that situation. Be sure to give the PC's options to branch off, so it isn't just a railroad plot... or at least give them the illusion of choice. Interconnect some of the branches unless you wanted them to be exclusive. ie. You can only do Event A or Event B, because they both occur at the same time. You also know the endpoint you want as the climax for the adventure, so weave the branches of the flowchart back together near the end. If it helps, take a look at an adventure that is a non-dungeon crawl, and try to chart everything together as if you were designing the adventure, and see how it looks. Chimes at Midnight by Nick Logos in the latest Dungeon is a good example of this. The party has several options at times, but it all comes back together for the critical encounters, regardless of how the PC's arrived there. Or take a look at something like a Shadowrun adventure for ideas on how to flowchart like this if you play other systems.
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