Thought I´d chime in with my opinion. Sorry If it seems a little negative.
I haven´t posted on these boards in a long time because I´m a little burnt out with the rules of the Pathfinder game. I still run it but only because I want to complete our current campaign. I have been researching a lot about other games that are lighter on rules and will probably choose one of the retro-clones, if I can find players.
When running Pathfinder, I encounter the following problems often:
During combat, I don´t know what a spell does that a monster in the bestiary is able to cast. Also, I don´t know how a monster´s feat or special combat ability works (e.g. Trample or alike).
Ideally, I would prepare for each combat before the session, reading through all the spells, feats and special abilities. Since I don´t have that time however, I usually use the simplest of attack forms so I don´t have to look it up mid-game. I am often wondering though why not everything I need to run the monster is in it´s stat block.
Out of combat, I´m annoyed by all the details in the skill section. Recently, when Paizo posted the possible revision of the Stealth skill, I thought "why all this detail? It takes loads of time to memorize and it´s plain unpractical to work through during a game session". This is also how I think about many skills.
I have come to ignore higher levels, after being completely burned out by the experience twice. We have settled to play E6 only. Sometimes the members of my gaming group jokingly refer to the old swingy days of when we played higher levels and everyone was frustrated.
These are my main gripes with it. Re-organisation could greatly improve it, but in my opinion, a lot of content could also be simplified (edited?), without losing much of what makes the game great.
About half a year ago I recommended Pathfinder to my brother, a doctor who had previously run a few 3.5 campaigns. He bought the Pathfinder Corebook, but when it arrived at his home he said he was intimidated by how enormous it was. Up until now each time I asked him whether he even looked inside, he said it was too much to digest, working full-time. I feel like my recommendation was wrong but also don´t think he is the target audience for the Beginner Box.
In thinking about my Underwater campaign a bit more I have decided to convert single adventures instead of whole Adventure Paths.
Easy conversions would be
Crypt of Everflame - plays out in the underwater hometown of the seafolk characters and in the nearby dungeon.
From Shore to Sea - I´m thinking about turning the premise around. Instead of creatures from the sea abducting normal folk, it could be horrible creatures from land - all of which were thought to be extinct - abducting the people from the seafolk community. Will have to think about this some more.
City of Golden Death - the city is sunken and submerged. Reaching it is hard for several reasons. Pressure is a danger, aboleths are common in these depths and the city is at the ground of an abyssal channel, surrounded by heavy, storm-like currents (instead of the negative energy storms in the module).
This could build up to be a nice little E6 campaign arc, tying them together somehow. What do you think? Ideas for other easy conversions?
I´m looking into starting a Pathfinder Campaign under the sea, using Cerulean Seas from Alluria Publishing (highest recommendations btw!). I´d be delighted If someone could help me with some aspects of this consideration:
First of all, I don´t want to create my own adventures from scratch, but since there are no underwater adventures (as far as I know of, please prove me wrong) I am wondering whether it would be possible to convert a Pathfinder Adventure Path to the Undersea setting. In the world of the Cerulean Seas setting, there is almost no land but there are civilizations of differing humanoid sea creatures in the oceans, complete with cities, trade routes and so on. I have some knowledge about the official Pathfinder Adventure Path but I´m looking for your insights into which of them would best fit for a conversion.
My second question is about Sunken Empires (Open Design), which I do not yet possess but am thinking about obtaining. Could anyone compare this to Cerulean Seas? Is it worth it´s price if I already have the other?
Last but not least I would be very interested in hearing about your undersea campaigns, if any. I am only thinking about campaigns in which the players are natives to the oceans, not ones in which they temporarily enter the depths.
Thanks a lot in advance for your help!
I´ll be starting a P6 campaign soon as well and found the following feats with google. Guess it might me interesting to share them here. (Thanks to the original poster)
Ability Advancement [Combat]
Combat Training [Combat]
Skill Beyond Your Years
Expanded Spell Repertoire
Martial Veteran [Combat]
Master Combatant [Combat]
Focus Your Rage
Extra Wild Shape
Improved Elemental Form
Extra Favored Terrain
Step of the Wild Lands
Advanced Rogue Talent
Flow Like Water
Dirge of Doom
After playing nothing for a while now, I´m preparing a Pathfinder campaign and have been reading the Gamemastery Guide. First of all, it has helped me a lot with world creation, and it´s a great read!
What I didn´t like in 3.5 was the magic item economy and it seems to be present in Pathfinder as well. So I´m thinking I´d like to make a low magic campaign (by decreasing magic item availability but leaving class and spell availability as is). Now I´m a little lost on the question whether it is possible or not with Pathfinder RPG. All I could find concerning guidelines was on page 106, "Reducing Magic with Rules Adjustments":
"If you restrict PC access to magic items, be sure to revisit all other aspects of the game system with which they interact. At lower levels, when magic users are somewhat outshined by weapon wielders, you already have a functionally low-magic game and don´t have to change so much".
Could anyone elaborate on my questions regarding this? Specifically, I´m interested in:
- What counts as "lower levels". Would it be ok, for example, to play up to level 4-5 without changing anything?
Interesting stuff here! I´ve been thinking about a Darksun conversion myself. But what I´m looking for would be more of a quick fix, since my players hate houserule documents with a passion.
- Use the races from the Dungeon Magazine article (meaning you basically play with 3.5 races), only converting small things where absolutely necessary (change a Listen bonus to Perception). Available races are Human, Elf, Half-Elf, Halfling, Half-Giant, Mul, Dwarf, Thri-Kreen
- No Clerics, Bards, Sorcerers, Paladins, Alchemists, Summoners and Witches allowed
- Use Psionic rules and classes from Dreamscarred
Great to read you here, Rodney! I really loved your work on Star Wars.
I was one of those that tried 4E. Absolutely LOVED it first for its great playability (rules referencing during play became a thing of the past in my group) and played for half a year. But then some things annoyed me - powers way beyond believability and the similar Encounter/Daily formula for the basic classes. What also saddened me was the classes´ extreme focus on combat powers. We were missing the different "feel" of the classes when handling out of combat situations. Last but not least, we experienced the grind. But still I found it to be a very masterfully designed system, if not the one my group would want to play anymore. So...
(Trying to formulate my question in a very basic way so I´m not getting anyone into trouble...)
If those are the things that we didn´t especially like, is there hope we might get more enjoyment out of Essentials?
Hi, I´m new to Pathfinder RPG and want to convert the Greyhawk module "Tammeraut´s Fate" from Dungeon Magazine. Since I neither know Greyhawk nor Golarion very well I´m in the need for help...
The country Nyrond and the locale of the adventure
The Scarlet Brotherhood
The god Procan
Haven´t read all of it yet but that´s what I stumbled upon. Could anyone who knows their Golarion help to fill in these gaps? Thanks in advance!
Thanks for the responses!
I have to clarify that I´m not against using AoO´s, i just find they´re a little too complicated sometimes and have the potential to disturbe the natural flow of combat.
Now to my second question: Would it unbalance Pathfinder to remove them from play? Has anyone done this?
There seem to be so many threads about Attacks of Opportunity and when they apply that I am asking myself: Why are they even in the game? How do they improve the gaming experience? In my own experience, they´re a cumbersome and unwieldy rule. D20 variants without them seem to flow much nicer.
An additional question for the rules experts: What would happen if I simply threw them out the window in PRPG? Not for grapple attempts, not for sifting through your backpack with Asmodeus in front of you, NEVER?
Leafar the Lost wrote:
My fellow gamers...by replying to this thread, you are taking the pledge to boycott DDI...
In your post you are calling the guys at WOTC greedy a-holes and b@~&-heads that want us to subscribe to some idiotic hellhole (?). Further on it seems you suggest to steal their digital content and spread it illegaly.
In my opinion this is pure hate and threads like this one should be closed. I can't see how this is supposed to develop into a discussion.
Whenever I see one I have to click it. And it doesn’t matter what the discussion is about. Maybe I am just weak...
How is it with you?
Oh, and don’t click the following. It contains a heavy spoiler about life after death and is really not intended for anyone at all.
See? I guess I'm not alone.
James Jacobs wrote:
Wow, it really IS ugly...
What don't you like about it? If you could narrow it down a little more I might be able to help.
I don't like large dungeons and my players hate them.
The Pelorian camp sounded great in the synopsis but it thought it would have a lot more roleplaying potential than it actually has.
I love the giant crocodile, Khala himself and some of the other encounters in the dungeon (the flesh jelly comes to mind). But there is too much hacking away at skinwalkers and other beasties for my taste. It was a great idea to include a powerful magic item (the bow) but it seems kinda random.
I don't think it is bad or unplayable, it's just not what I like. I'd wish for some interesting characters, a unique, preferably not olman dungeon that is much smaller. And there could be more "story" in the mix.
The basic plotline shouldn't change that much though - The players have to defeat the master of the pearl's production.
Has anyone found a good replacement adventure for City of Broken Idols? For some reasons I don't like it that much, although it has some nice elements.
Lost Temple of Demogorgon is in the right level range but otherwise doesn't really fit nicely. I couldn't find an adventure in Dungeon that does fit well (although I don't have pre-3rd edition issues)
If anyone knows of a good replacement adventure (from older Dungeon magazines or other sources) please let me know.
This is an alphabetical list of all the Gazetteer entries Chris has posted so far. I put it together for myself but maybe others can find use in it. Keep up the great work, Chris! Btw, I'm still hoping you'll make an elephant graveyard MoM someday... :)
- - - - - - - - - - - - - - - - - - - -
Blightwood – The ecosystem of this primal forest was thoroughly corrupted by some malignant force in centuries past, and it has been crawling with undead abominations ever since. The trees and other plant life of this wood perished long ago, yet they stand as dry husks in defiance of the natural forces of entropy, refusing to rot or give way to new life.
Coldwash Bay – The waters that flow out of Deadwind Pass carry an unnatural chill that few marine creatures can survive. Those beasts that do thrive here are enormous and terrifying, so most sailors give this bay a wide berth.
Deathcalm Sea – Sailors regard this sea with an unspeakable terror and avoid it at any cost, for those that find themselves becalmed within the tranquil waters never find their way out. The center of the sea is said to be littered with ever-drifting vessels and the remains of crews who lost their minds to the stillness.
Deathwind Pass – Conventional wisdom has always held that the unrelenting arctic winds of this region are impossible to survive without powerful magic and extreme tenacity, but that hasn’t stopped explorers from seeking the fame and glory of being the first to map a passage into the Far North. Countless wind-seared corpses from the many ages of this world now lie entombed with their traveling gear inside the glacial ice.
Deep Aquilon – The realms below the waves have their own diverse array of cultures and denizens, most of which remain a mystery to the surface-dwellers. Deep Aquilon, the “Jewel of the Undersea” is one of the only places in the depths that is able to accommodate air-breathers for any length of time, and as a result it has achieved some recognition from surface scholars. Magical “tideportals” allow the rulers of this city to safely transport people and goods to and from the surface, facilitating some limited trade and communication for as long as they wish to maintain the passage. The sea elves call this breathtaking city “High Aquilon”, because of its lofty location atop a tall underwater mountain. They widely resent the decision of their ruling council to maintain it as neutral ground and allow other deep-sea dwellers—even Sahuagin—to freely enter the city.
Deepsand Ravine – Where the northern arm of the Doomfang Peaks meets the sprawling dunes beyond, there is a deep rift in the earth. No one knows how deep it is, exactly, because the treacherous eddying sands that partly fill this cleft defy explanation. The shadowy depths are home to some remarkably deadly things, and few sane people come here voluntarily. A handful of scholarly expeditions do make the trek to this barren ravine, however, to study the ancient cliff-dwellings carved into the southern wall. They come with heavy escort, drawn by legends of a great passage into the Underdark, and some still never make it home.
Deepwatch, Town of* - Deepwatch originated as a small farming and fishing village called “Deepwaters”, located along a well-traveled road through the Elderpine Forest. The dark but bountiful lake attracted fishermen, ancient rune-stones enticed sages, and the natural seclusion of the place appealed to monks and outcasts alike, but the town’s destiny wasn’t made clear until some colossal denizen of the bottomless lake arose and sundered the great bridge before unleashing tremendous havoc on the surrounding lands. Heroes from Tymbristyne vanquished the beast and sent it back into the watery deep, but ever since that time the renamed town has stood guard over the lake, augmented by a newly constructed keep and a garrison of bored soldiers. The beast hasn’t been seen again, but every now and then something churns the dark waters of the Shadowdeep and sets the townsfolk on edge.
Doomfang Peaks – People usually use this name to refer to the snow-covered southern arm of the mountain chain because the tall pinnacles gleam like bloody teeth in the setting sun, but the western branch is just as dangerous; these rugged hill, crags, and fissures are home to desperate predators, including several different varieties of dragon that prey on the Felgrim Heath and the forests nearby.
Dyvaldiön – Isolated far from civilization, at the northern coast of a barren desert that is, itself, walled off by treacherous cliffs and a rift of bottomless sand, the prison-fortress known as Dyvaldiön is actually much more hospitable than the land outside. Perhaps this is why the inhabitants—which include some of the most dangerous individuals ever apprehended by the Knights of Subricon—have never bothered to escape. Theoretically, this is where the Knights incarcerate defendants awaiting trial alongside convicted criminals, but a grievous lack of oversight has allowed the Knights to keep unsavory figures (and more than a few innocent people) locked up indefinitely, without ever consulting Subricon’s truthfinders or wasting their time in courtrooms. Being sent to Dyvaldiön is widely recognized as a one-way trip, even if a trial is promised.
Elderpine Forest – This primeval forest harbors countless secrets of the ancient world in the shadows of her boughs, and while civilization has steadily encroached on her boundaries, modern humans have never explored the heart of her darkest woodlands. Only the oldest elves of Tymbristyne can truly say what lies in the shadowy places, and they don’t speak of their ancient past.
Elmwood, Northern – The boughs of the Elmwood, including the forests along the Fog Downs, are home to huntsmen and trappers who pride themselves on their skill at capturing live game. Independence is a strong tradition here, and the northern reach of these woods is known as a testing ground for all manner of rangers, trackers, falconers, and other woodsmen who seek the elusive Elmwood Stags.
Elmwood, Southern – The more temperate stretch of forest south of Buccaneer Bay is a lawless place that harbors all manner of scoundrels and drifters in small camps and communities. Most of the trackers found in these parts are bounty hunters, but the wisest of them keep their identities hidden. The folks who live here don’t generally want to be found.
Faeldrid’s Fall – The outcast elf-lord Faeldrid once led an expedition of loyal followers across the Forsworn Wastes and into the mountains here, in search of a place where the group could build their own sanctuary and practice their heretical beliefs in isolation. They found their spot in the form of a great hollow, high at the top of a sheer cliff face and sheltered from the wind by great curtains of rock. Soon the cult began construction of an elaborate elevator system to make the ascent easier. On the eve of the settlement’s completion, however, Faeldrid plummeted over the cliff edge with a cry of anguish, and did not survive. Neither did his followers, according to a chronicle of the expedition that turned up much later in a Jaquartan auction house. It remains unclear, from the text, whether they followed their leader over the cliff or simply couldn’t last in the unforgiving climate, but the tome itself radiated an aura of despair until it, too, was lost to time.
Faenost Arborea – The wild elves of this magical wood tend it with great care, seeking to preserve the rare flora and fauna—relics of a bygone era—that survive here between the ocean and the Forsworn Wastes.
Far Cove – So named because it remains one of the most remote trading ports of the Lands of Mystery, Far Cove is a welcome sight to the merchant ships that take shelter here. The cool winds of the northern Open Reach often carry squalls and unpredictable storms out of the west. It’s not one of the larger ports, but reasonably low trade tariffs and other duties make Far Cove an inexpensive place for law-abiding sailors to make berth. Meanwhile, it is a choice destination for merchants and travelers from northern villages who wish to bring goods to market or sail away to seek their fortunes in other lands.
Felgrim Heath – These barren and desolate badlands don’t have much to offer in vegetation or common wildlife, but they do feature an unusual array of avian beasts who prey upon carrion and the occasional orc. Raiding parties of gnolls often come down out of the Heath to victimize the settled lands to the west before returning to their hidden camps.
Fengate – Though not a proper fortress, the wooden palisades of the town of Fengate help to protect her citizens and inhabitants of the lands to the east from the horrors of the Harrowfen.
Feywood – The sprites, fairies, sylphs, and other fey that give this forest its name tend to coexist peacefully with the gnomish settlements of the region, but they love to punish the “trespassers” from Subricon and other places that come here to harvest their special trees.
Forsworn Wastes – The vast stretches of barren tundra and glacial ice fields that make up this inhospitable region are collectively known as the Forsworn Wastes, and few intelligent people ever come here by choice. Some barbarian tribes occasionally wander north into the Wastes to conduct rites of passage for their young men and women, but they do not stay long.
Goblin’s Grove – This shady woodland has been infested with goblin bands on a number of occasions, but the farmers of Haleford and other villages in the region have proven adept at rooting them out using superior numbers and the marked resolve of men and women who don’t wish to see their children eaten by monsters. However, the goblins always seem to come back, spurred on by a craven hunger or some other malevolent force.
Godfall Woods – This forest is a holy place to many sects of the Solajrin Theopolis; many legends claim it is a site where the gods themselves would come down from the heavens to delight their mortal followers. Certainly some magic or divine power is at work here, for at night the stars seem to come alive to those watching from the glades and clearings of this forest, and meteors, comets, planets, moons, and all manner of astral movements can be seen with astonishing clarity here—as if magnified—like no where else in the world. Some say the Celestial planes overlap the Prime Material here, forming a sort of magical meeting-of-ways, and the region is thus a huge attraction to sages, astronomers, and mystic theurges.
Graven Monolith – This structure is the definitive wonder of the ancient world: a miles-high pillar of unbreakable stone, carved by some unknown force with a spiral formation of unidentifiable runes. It stands far out in the ocean, but can still be seen from land, and seems to be embedded deep within the continental shelf. Scholars believe it is a gift from the gods, or perhaps a test of the ingenuity of sentient folk—a challenge to see if the people of this land can decipher the primal language of the multiverse. Others say it is a bridge to the divine planes, and argue that climbing the spiral “road” of runes would bring one before the creators of the world. The enigma seems unlikely to be solved anytime soon.
Guildport - This cosmopolitan trading port is ruled by a Council of Guildmasters representing various special interests throughout the city. Disagreements and political scheming are commonplace, but the government is relatively stable: held in check by competitive trade associations and their eternal struggle for influence, no council member is able to enact dramatic change to Guildport’s code of laws without first building broad consensus among constituents and rivals alike—and that almost never happens.
Gypsum – Gypsum is an independent mining town founded and still governed by a clan of gnomish prospectors. The rumored discovery of rare minerals in the wooded hills created a bustling economy almost overnight as dwarven miners, halfling trade barons, and even a handful of elves and humans descended on the site with hopes of sharing the wealth. The gnomes carefully regulate claims and settle disputes, turning a fair profit as barristers, inspectors, and landlords while letting others do the heavy digging. It’s a profitable arrangement for them, since they also claim a tithe of any gems unearthed in the region.
Harrowfen – This vast swamp was corrupted long ago by the ghastly energies of the Necrodome, and now teems with unholy life. The trolls, plants, beasts, and vermin of this place are the stuff of nightmares, preying on each other in a mockery of nature when they lack living wanderers to ensnare. The old road connecting Fengate with Guildport and other civilized lands passes through this once-tame wetland along a raised embankment, but these days it is only ever traveled under heavy guard.
High Aeries – The set of mountaintop strongholds collectively referred to as the High Aeries are home to a world-spanning brotherhood of human and elven griffon riders who, along with their avariel allies, see themselves as preservers of nature and defenders of freedom. The Cloudwardens oppose tyranny in general, but take a particular interest in the activities of chromatic dragons.
Isprean Current – The mild waters of the Sea of Isprea travel through a deep channel here, picking up speed as they are funneled towards the Raptor Coast and the southern Azure Reach beyond. Unattended or poorly handled sailing ships can soon find themselves in the open ocean if allowed to drift on this current.
Jaquarta – The native inhabitants of the Rainlands are many and varied, but rarely do they settle in large groups. The foraging tribes of gnomes and the warbands of their wild elf and jungle orc allies have little interest in claiming territory, choosing instead to live their lives on the move to avoid being pinned down by the naga and yuan-ti raiders that also dwell here. However, when Camlin the Voyager discovered the Tympaniss River and the region was introduced to outside civilization, the need for a central trading port (and a central trade authority) became evident. Jaquarta is not just the capitol city of this unlikely confederacy…it is its only city.
Lake Tympaniss – Though large enough to be considered more of a freshwater sea, Lake Tympaniss’s size is possibly the least noteworthy of its many wonders. Lying at the bottom of its murkiest depths are the ruins of an ancient city of unknown origin, the object of much speculation among historians. More mysterious by far, though, are the faint tones and chimes of unearthly music that can be noticed by anyone who spends time beneath the waves. The native people never go underwater if they can avoid it, citing legends of great monsters who sleep fitfully in the depths, but in recent weeks a team of divine scholars and explorers has set out for the city of Jaquarta, eager to prove a theoretical link between the fall of the Sunken City and the eerie music of the lake.
Loathsome Pass – The woodlands nestled in the Doomfang peaks are rich with stands of rare and valuable timber, but the hazards of the Felgrim Heath generally prevented the logging guild of Guildport from acting to capitalize on the trees—that is, until the enterprising humans set out to build a road through the mountains to bypass the worst of the dangers. They cut a deal with a tribe of goblins, whose adepts and demolitionists (and plenty of cheaper laborers) aided them over the course of several years in cutting a passage through the rock. A tower was built to guard the highest point and watch over the trail, but the road was never used. Legend has it that the guild betrayed and slaughtered the goblins on the night the road was finished, and that the high priest of the tribe cursed the pass with his dying breath. Horrible things are now said to haunt the tower, and only the foolish or the desperate ever come this way.
Necrodome – The name of this horrific place inspires fear in everyone living within a thousand leagues, for it was the birthplace, home, and citadel of one of the vilest mortals to have ever walked the land. Fiendcaller, Deathlord, the Duskspawn Leige, Master of Nightmares, the Charnel Walker—his names were many, and he left a legacy of brooding evil that still corrupts the swamps and forests near this, his legendary stronghold, generations after his fall. The heroes that vanquished that darkest of mystic theurges did their best to cleanse his taint from the halls before sealing them, but something wicked is beginning to stir once more in this decrepit palace of death, celebrating the passing of the last Warder.*
Oasis – Those who dwell near the Demon Coast consider this city the jewel of the western seas, and it does have a remarkable beauty that stands in stark contrast to the lifeless desert beyond. Oasis was founded as a refuge camp for people fleeing the abyssal hosts that ravaged the mainland after the fall of Atraesia, and it quickly became recognized as a noteworthy destination for desert nomads and drifters seeking trade. It lives on as a free city with a reputation for protecting any traveler in need of safe harbor, and survives purely on the commerce attracted to such a place. Without the merchants that fill her food markets with exotic goods from distant shores, Oasis would shrivel up and be lost to the sands.
Rainlands – The vast expanse of jungle occupying the southern continent of the Lands of Mystery is collectively known as the Rainlands, and the name is fitting for a rainforest of this size. Occupied by naga, yuan-ti, tribal gnomes, wild elves, and a vast array of other creatures both benign and hostile, the Rainlands are a wonderous and enigmatic place.
Ruins of Isprea – The ancient Ispreans were a peace-loving people who valued art, literature, and expression as virtues equal in importance to freedom and justice, but they maintained a strong naval military nonetheless, to guard their island kingdom from external threats and push back against the expansionistic Atraesians. It was a threat from within, though, that ultimately sundered their civilization and brought tremendous upheaval to their once-beautiful land: a faction of power-hungry zealots secretly activated the long-lost Dreadforge and unleashed a cataclysm of events that engulfed the region in violence. The city of Isprea, once a center of learning and beauty, now lies in ruins beneath the waves off of a coastline that has been changed forever.
Sea of Isprea – The balmy waters of the Sea of Isprea are deceptively serene; few would expect such a beautiful climate to have such a bloody history. A large chunk of the Isprean mainland sunk beneath the waves when the diabolical powers of the Dreadforge sundered the land. Thus, ruins of old Isprea dot the sea floor, intermixed with the remains of more modern war frigates that joined them when the fleets of short-lived Tyranor ran out of enemies and turned on one another.
Sentinel Mountains – This tall mountain chain takes its name from the activities of the Cloudwardens, who maintain a set of mountaintop strongholds here. Though these protectors can’t be everywhere at once, their vigilance makes the Sentinel Mountains much more secure than most wilderness areas, as a general rule.
Serpent Lake – This body of water provides the only barrier between the unliving horrors of the Harrowfen and the wild crags of the Felgrim Heath. Since undead don’t breathe, this isn’t much of a fence at all--but a cabal of reclusive druids and their snake companions have set up a shrine on the lake’s dividing peninsula and seem intent on driving back the abominations.
Shifter’s Vale – Nestled in the forest overlooking the Fog Downs is a small village that doesn’t appear on many maps. It’s a independent little place that seems strangely serene most of the time, considering its proximity to the Fog Downs and the nameless badlands to the south. As a matter of routine, though, the people of Shifter’s Vale bar their doors and secure their livestock every night, because they know full well that their town is aptly named. A large percentage of the population is infected with lycanthropy, some of them quite openly. Indeed, the village speaker is widely known to be a powerful wearbear.
Solajrin Theopolis – Built in the shadow of the Graven Monolith, an enormous relic thought by many to have a godly origin, the Solajrin Theopolis is a center of religious study and other academia. This city-state’s Divine Council, a governing body representing the recognized faiths of the land, has one seat for each deity in the pantheon—including the less benevolent ones. Four seats stand empty at all times, representing two deities that perished in the Godwars at the dawn of recorded time, one who prohibits her faithful from holding power over others, and another whose mortal followers are forbidden to reveal themselves.
Starcrest – High up on a bluff overlooking the ocean stands a citadel of crystal and polished granite, with tall spires and great observatories full of arcane instruments aimed at the sky. Ancient magic of the elves infuses this place and preserves it (and all those within, if the legends are true) against the ravages of time. Untouched by war or strife, the Starcrest Citadel is a little-known bastion of learning where, it is said, elven loremasters guard the ways of passage to their ancestral home and record the destiny of all living things.
Subricon – Though it maintains an intense rivalry with nearby Guildport, Subricon is an inviting and relatively secure city that thrives on the commerce of seafaring traders. Recent difficulties in harvesting lumber from the Feywood have reduced the logging industry’s profits, but Subricon’s overall economy is reasonably healthy. An order of lawkeepers known as the Knights of Subricon are charged with the “proactive defense of the city and her holdings”, which is a formal way of saying that they are allowed to interfere in any affair that may affect their homeland. These activities often bring the Knights into conflict with foreign interests, and have made Subricon plenty of enemies over the years. The Knights of Subricon maintain a remote penitentiary called Dyvaldiön, where they incarcerate criminals awaiting trial in Subricon’s tedious justice system.
Sunken City – Deep below the waves of Lake Tympaniss lie the ruins of an ancient metropolis. This Sunken City is believed by some to have been the center of a great civilization of people that fell to corruption and was destroyed by some divine mandate—a cataclysm that split the jungle and dropped the accursed city to the bottom of a newly formed lake. The same rumors suggest that the naga and yuan-ti who dwell throughout the eastern Rainlands are the descendants of survivors from this ancient tragedy, tainted by the deeds of their ancestors. The truth of the matter is unlikely to ever be known for sure, as the murky waters (and the enormous aquatic beasts who now dwell at the bottom) seem keen to hold onto their secrets forever.
Tundra Bluff – The town of Tundra bluff is built on the side of a natural rise of earth overlooking the vast wind-blasted plains beyond. To the west is a sparse alpine forest and some arable land. To the east lies an endless field of nothing, a desolate place known as the Forsworn Wastes. The people of Tundra Bluff are hardy folk, and not terribly inviting to outsiders—but even they have a need for trade goods. Once each year, a guarded caravan makes its way up the long road from Far Cove, and occasionally a merchant ship will follow the coast in this direction. Other than those few visits, however, the people of Tundra Bluff are left to survive on their own. Most of them wouldn’t have it any other way.
Tyranor – The city-state of Tyranor was built on the ruins of an Isprean port after its founders, the very legionnaires who laid waste to that port, secured the rest of the mainland and turned their attention to shipbuilding. In the years that followed, Tyranor built a great host of warships and took its conquest to the seas, but the nation’s supremacy was not to last. Internal power struggles swept through Tyranor’s huge military, and the navy was split into separate factions. The ships of Tyranor eventually turned on one another, and the city was sacked by rogue elements of its own fleet at the height of the chaos that followed. The nation of ambitious conquerors—once unified in its assault on Isprea and bolstered by fell armies out of the Dreadforge—soon collapsed under its own lust for power. Now countless petty warlords rule the land, and the burned-out husk of Tyranor lies forgotten, as dead as the city it consumed.
Warspire – The Warspire was constructed during the occupation of Isprea, symbolically placed over the ruins of a shrine that had been sacred to the conquered people. It is a towering fortress featuring four gates facing the four cardinal directions, with plenty of room within the central courtyard to house and outfit a legion of soldiers. Deep tunnels beneath the tower were used to store food and supplies—enough to withstand a siege of many months. It was meant to serve as the headquarters of the conquering general and his infernal advisors, but the leaders destroyed themselves before they could take up residence here. Since the sundering of the legions, numerous warlords and bandit kings have laid claim to the Warspire, but none have managed to hold this ground for more than a few years. It is whispered that the old gods are enjoying their revenge on the heathens who tore down their shrine, but it’s just as likely that the petty dictators lack the number of loyal troops needed to properly defend all four gates.
I like what I have seen of 4e so far and I am not that much concerned about sacrificing cows (although I've been playing since 2e). There will be lots of changes but I'm not afraid of them since I have hopes that the new edition will make my job as a DM easier.
So I guess I'm one of the ones who wish that Paizo will convert soon so they can show Wotc how to do it properly.
So far, Olangru and his team have captured all the surviving NPCs (and in this order): Urol, Amella, Avner, Tavey.
The player's characters will soon be heading for the shrine of Demogorgon and I feel that I - in my responsibility as a DM - should have Olangru kill off (/sacrifice) at least one of those four to show the players just how brutal Demogorgon's minions really are.
Who should it be? Don't really want the boy to die but otherwise I can't decide. Which of the characters has developed the strongest ties to anyone further on in your campaigns? Who is needed? Or whatever reasons come to your mind to kill one above the other?
I enjoy this adventure but compared to those that came before, it is taking veeeeery long.
We finished There is no honor in six gaming sessions, averaging at about six hours. Bullywug Gambit only took us three sessions (!), and felt refreshing.
With Sea Wyvern's Wake we already played 10 sessions and they have only just reached the Sargasso. There are loads of encounters in this one and many of them require roleplaying, not just dice rolling. By now it seems that my players are getting fed up with the whole sailing trip, so I skipped Renkrue and Ruja.
Hay anyone else experienced this? I'd also be interested in how long your gaming groups took for the adventures after SWW, Tides of dread seems long-lasting too.
Fumbles are okay if everyone has only one attack per round. As soon as characters gain iterative attacks though, fumbles are kind of unfair. Why should an experienced lvl 16 fighter, who has four attacks a round, fumble far more often than a level one fighter with much less experience?
I really hope you will consider this if you make the deck happen. Don't punish people that can make more than one attack per round with multiple fumbles. That would be no fun, especially at high levels. How about a rule that you can only fumble with your first attack? May not be very logical, but meh, its d&d.
Fumbles are okay if everyone has only one attack per round. As soon as characters gain iterative attacks though, fumbles are kind of unfair. Why should an experienced lvl 16 fighter, who has four attacks a round, fumble far more often than a level one fighter with much less experience?
This is why I'm against the usual confirmation roll for fumbles (confirmation roll against AC, if you don't hit you fumble). Instead you should somehow take the character's base attack bonus into account. A confirmation roll could be against a fixed difficulty of 15, but you are allowed to add your base attack bonus to this roll (but not strength or any other bonuses).