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I like "Ruins of Nol-Daer" as a fun kinda pure hack-n-slasher. Going back these days to that adventure is like a breath of fresh air to a more simple yet more fun, "rowdy," adventure.
There's a handful of really good ones like that from early Dungeon: "Into the Fire" is the obvious one but also "Wrastle with Bertrum," "Is There an Elf in the House," "Alicorn," "Dovedale," "Assault on Eddistone Point" and maybe even "The Wererats of Relfen."
But I prefer the early thought provokers: "Firegiant's Daughter," "Siege of Kratys Freehold," "Wards of Witching Ways," and "Elephant's Graveyard," those kinds of adventures, to the good olde, fun-loving murder-hobo adventures.
"Master of Puppets" is great (the Metallica song is greater still), one of the top 5 1st Ed. adventures in Dungeon.
My love of Githyanki certainly led to my enjoyment of "Fedifensor" in #67. But adventures such as "Doomkeep," "The Chapel of Silence," "The Dancing Hut of Baba Yaga," "The City Beyond the Gate," and "The House in the Frozen Lands" are all overrated. I know people still talk about them as being good (especially Roger Moore's Baba Yaga adventure and The City, probably because it's in London) but really, those adventures just aren't very strong.
"Aesirhamar" was pretty good. And still probably one of the top 5 "Norse" adventures ever done. But that ain't saying much; it's hard to come up with five good Norse adventures all time, let alone a 5 "best."
Specifically, we are a group of 3 regular, long-experienced DMs and two players who are ridiculous rules-experts.
I created a way a year ago to allow Players to use the ARG's Race Builder that can't be broken -- but I as DM still had to approve it, Fluff-wise. This system has been adopted by our groups and now I'm the player making a Race based on the rules I created:
You have 12-14 points (DM to decide case-by-case) but can ONLY choose "Standard" Traits (even though your point total is greater than 10) and you may not have any Traits that cost more than 3 points.
Back to my current situation. The Race I'm building fits thematically perfectly for Fey Foundling -- and thus is an appropriate Static Bonus Feat choice, "if" it's legal under the rules.
So,... I'm kinda DM and player in this case. It's my creation rules as DM but I'm using them as a player on the honor system. The DM for the campaign sticks to RAW "very mostly" but he is not an ARG kinda guy and isn't gonna go into the ARG to look for himself. He trusts me to do the appropriate thing. So I come to the RAW Forum on the Boards for help.
"Static Bonus Feat (2): Choose one feat with no prerequisites. All members of this race gain this feat as a bonus feat at 1st level."
Nonetheless, my question for "Static" remains. Could one interpret "Static" as such: Everyone in the Race gets this specific Feat at First Level. Fey Foundling can be this specific Feat because Fey Foundling's prereq. is "Can only select at 1st level," intending that this feat is "pre-Class," such as Blood-lined or Racial. One can't choose Fey Foundling at 3rd level because it's a "pre-Class" and thus "racial" Feat.
"Intending" is obviously the key interpretation.
I think that a DM would have to allow said Race's Static Bonus Feat to be Fey Foundling.
This is, I guess a RAW question but it's equally as much a "How would you interpret RAW" question...
In the Race Builder chapter of the ARG a Standard Trait costing 2 points is "Static Bonus Feat."
This Trait allows the Race one Feat at 1st level so long as the Feat has NO prerequisits. (This is unlike Flexible Bonus Feat for 4 points that gives the race any Feat at 1st level.)
Question: Would Feats such as Fey Foundling be legal under the Static Bonus Feat Trait? This is a Feat with a prerequisite -- "Must be taken at 1st level"!
I'm going to go through the adventures starting a bit this weekend and into the week, so I should be ready by the end of the week.
And as long as you guys promise not to tell anybody,... back when Dungeon was first cancelled I did print out the free material that WotC put out for a couple months -- very probably including "Last Breaths of Ashenport" which is why the title is familiar to me. I figured, heck, these were the adventures Paizo would have published in issues 151, 152, etc.; they were slated to print anyway and getting them made losing the magazines somewhat less harsh.
So I will include those adventures should any stand out as being spectacular.
(I remember the Ari Marmel(sp?) Return to Tsojcanth adventure with the background on Tsojcanth. It was okay but I wasn't willing to really accept the background as Greyhawk Canon. Turns out, a few years later one of my best buddies, a MONSTER Greyhawk guy, ran a Tsojcanth campaign and I loaned him the WotC adventure in case he wanted some further inspiration for his design. He didn't like the background adventure either.)
Okay this was harder than I thought it'd be. I pretty much knew beforehand that Greg Vaughan was going to be my choice for the best, easily confirmed when I started looking at the list and comparing. What I didn't expect was to have such problems with who comes just after Vaughan or how surprised I would be at my conclusions! I was also quite surprised at how many of these there are that I haven't read or played yet.
Note that my choices are ONLY based on Pathfinder adventures. Nothing outside of Pathfinder influenced my choices.
1) Greg A. Vaughan (Most prolific, always strong, sometimes Brilliant, Simply the BEST.)
2) Neil Spicer (I was shockingly surprised by this one but his work is GREAT. Consider me a new fan!)
3) Richard Pett (Probably the best adventure writer of the last 15 years when you count his pre-Pathfinder material.)
4) Nic Logue (I wish we had more current stuff for Paizo -- who doesn't!?)
Okay I'm not completely ready to join with my vote yet but,...
Following is a list with the major players involved and all their Pathfinder adventures.
Apologies to the authors I've missed.
Stephen S. Greer
Sean K. Reynolds
F. Wesley Schneider
Amber E. Scott
James L. Sutter
"Wake of the Watcher" was merely okay in my experience. I should note that I ran a PC in Carrion Craown; I did not DM it. I think that the reason I didn't overly enjoy it was that my experience playing through "Broken Moon" was bad. I still consider that a weak adventure and "Wake of the Watcher" didn't pick it up for me much. "Ashes at Dawn," on the other hand, brought me right back in. It turned out to be a great campaign despite the weak middle. For me, Carrion Crown is great because of vol.s 1, 2, 5 & 6 -- though 6 was not due to design but due to great hack-n-slash encounter after great hack-n-slash encounter and how it juxtaposed with "Ashes at Dawn's" (relative) lack of combat.
For the record, I'm glad Pett got "Trial of the Beast" instead of "Wake of the Watcher." (Not that that means anything to anyone but me, but, well...)
Joshua Goudreau wrote:
I think we're roughly on the same page with "Heart of Hellfire Mountain." I think it's good but completely agree that it's pretty simple. I think the Grognardian in me just lit up a bit with King Snurreson.
"Razing of Redshore" is one of those, for me at least, great idea -- product fell short. The backstory is incredibly well thought out and original. I absolutely love the whole Druid/ giant whale story but it seemed that after that there wasn't much to the actual adventure.
Of course you're right, high level design is ridiculously difficult. Seems like it's just page after page of stat blocks. (One of the things I love about "Diplomacy" is that it doesn't fall too far in that caveat.
.... To what Thread are you referring as the Best Authors conversation; can you provide a link?
"Headless" by James Jacobs is my "Hunt for a Hierophant." A good adventure that I absolutely LOVE. And got tons of mileage out of. What's funny though, and I parade it as often as I can, is that much of my mileage out of it came before it was even published.... It's one of three early James Jacobs adventures that, I swear to god, I created uncannily similar versions of and DMed long before I discovered Dungeon. That and "Twilight's Last Gleaming" especially, it's weird, I ran adventures practically identical to those years before Jacobs wrote them.
When (my friend) ran ("Beast of Burden") she changed the gnolls to drow and the beast to a giant spider stomping through the underdark.
I love it! How 'bout a Golarion redo "Beast of Burden" with a Spawn of Rovagug!.
I really don't know how the editors at TSR didn't get ("Kingdom of the Ghouls") and immediately decide to flesh it out, give it some nice artwork, and release it as a regular module.
Me either.The Bron cover painting is AWESOME, though! One of the BEST covers in the mag's history.
Okay here goes (Looks like the blurb I wrote in that "Chris Perkins" post from a year ago is kinda lame -- blame it on my getting tired of writing that post): A falling rock from space lands out in the woods next to some peasant's farm and the PCs go investigate. Turns out the rock is a great incubator for an ineffably evil Plant Creature with psionic mind-control powers that immediately starts taking control of the nearby peasants. (Sound like a volume of Second Darkness AP, anyone?)
It's greatly reminiscent of the 1E Modules "The Village of Hommlet" and "Against the Cult of the Reptile God" except that instead of creepy cultist villagers who will work against the PCs, its creepy "controlled" villagers -- like through an Intellect-Devourer thing. Chris Perkins says his inspiration was Invasion of the Body Snatchers. But the best part is the end after the PCs, having almost died trying to destroy this horror, see another falling rock from the sky. And another. And another.
"Heart of Hellfire Mountain" is GREAT. Very similar in its grand scope and its style. But it came after "Kings of the Rift" and it doesn't quite reach the scope of Vaughan's adventure. Best part is the homage to King Snurre of G3: the Fire-Giant King Snurreson!
Vaughan is easily one of my favorite adventure designers.
Easily. One of the GREATS"Tammeraut's Fate," The Istivin Trilogy and "Kings of the Rift" are just the beginning. I'd argue that he's also the best adventure writer for Pathfinder, too.
"Spirits of the Tempest" is great. I don't think it quite deserves to be on a top 50 list but it's really close! Unfortunately, "Dark Thane MacBeth," the other of Selinker's ode-to-Shakespeare adventures is average at best.
I'll have to go through the issues and make a for real list of my favorites
Ayup.How bout this, we make three: A top 10, ranked 1-10; an 11-25 in any order; a 26-50 in any order.
Joshua Goudreau wrote:
As a Maine native...
Hey cool, where in Maine?
Joshua Goudreau wrote:
Pett didn't do one of the Carrion Crown installments.
Pathfinder vol. 44, "Trial of the Beast" is part two of the Carrion Crown Adventure Path and was, indeed, written by Richard Pett. And really IS just a rewritten copy of his masterpiece, "The Styes" (IMO)
(Who, oddly enough, favorited a couple of my earlier posts in this Thread -- wow, Thanks, Pett; now participate in the Thread. Tell us your favorite Nic Logue adventure, at least. ;)
Hey Josh, it looks like it's just us for now -- how 'bout we share some commentary?...
What do you think of my TOP 10?
My thoughts on your (very cool) list:
"House of Cards" by Randy Maxwell
Easily an "A List" adventure for me. I struggled with it but chose not to include it on my brief, hmmm, "as now unofficial" list of Greats because, I dunno, for such a great idea for a dungeon crawl, it just doesn't play that spectacularly as a dungeon crawl.
The back story is really good -- and I do like Forgotten Realms and Waterdeep. But with "House of Cards," after you get past the backstory and enter the dungeon -- which is very small -- the encounters fall flat, compared that is, to the other greats.
What is it that Dungeon 150 says about the Randy Maxwell adventure: A dungeon where the doors are made from a Deck of Many Things must be awesome, right? But it's not. A bit of a let down.
Still a great adventure, and I may yet include it on an all-time list, but I didn't yesterday.
I love that you put it first on your list, what do you remember from DMing (or playing) it?
"Kingdom of the Ghouls" by Wolfgang Baur
Ooh boy do we agree on this one! I wish, I WISH Baur had been given a greater word count to play with for this masterpiece. Compared to "Umbra" by Chris Perkins, Kingdom is tiny. If their word counts were similar the Baur adventure would solidly beat the Perkins adventure. As it is I have a hard time picking the better one. Perkins' is better but of course it is because of the x4! word count.
But come on...
Hey Josh, have you ever thought of the True Ghouls as D&D's (Baur's) version of the Borg? Like it?...
"Last Dance" by Jeff Crook
This is one that, for me, could almost be on my Greats list. But while that (and "Falls Run") are two really good Ravenloft adventures in Dungeon, I still don't think it (they) hold up to "Horror's Harvest" by Chris Perkins. (I ranked as his #8 best adventure.)
I would put "Horror's Harvest" on my Greats list pretty easily, and certainly before "Last Dance."
I'll say this, though, for all the chaos going on in Dungeon at the time -- remember that issue was the one published after an eight-month, non-announced, gap in service when the magazine was essentially canceled, Spectacular adventure.
.... Hmm, we'll have to agree to disagree about "Hunt for a Hierophant." I thought it was kinda boring.
.... I think lots and lots of folks would absolutely agree with you that "Beast of Burden" deserves to be on a Best of list. I just wasn't, for whatever reason, excited or even interested on the, err, "genius location?," of the adventure. And that adventure is only all about the location.
.... "The Styes." Richard Pett. Greatest. Adventure. Dungeon. EVER. published.
Here's the question: Which did you like better, the original published in Dungeon 121 or the version Pett wrote for the Carrion Crown AP which is just a blatant and gross reprint of the original.
(I'm still not sure if Pett thought he'd just take his old adventure and tweak a few names so as to fit in Carrion Crown or if James Jacobs asked him to remake "The Styes" to fit Carrion Crown and Pett agreed.)
Hey Josh, what did you think of Pett's sequel to "The Styes," "The Weavers" in Dungeon 138?
Hey, I'd love to hear about "Last Breaths of Ashenport" if you have time.
That's an Eberron adventure?...
Joshua Goudreau wrote:
It doesn't look like any of those (Ray chose) are post #150.
This is correct. Mine are from Dungeon 1, 8-150 -- excluding the 12 from Savage Tide because I'm still avoiding spoilers and hoping to find someone to DM that campaign for me..
Others are absolutely encouraged to discuss adventures WotC published post 150 but I do not acknowledge them. (More than) enough said.
Ah, my favorite Thread topic
The Absolute Greatest: Note: I'm STILL avoiding spoilers on the 12 STAP adventures so none are included & I don't own Dungeons 2-7
1: "The Styes" .... by Richard Pett ....Dungeon 121
2: "Kingdom of the Ghouls" .... by Wolfgang Baur .... Dungeon 70
3: "Umbra" .... by Chris Perkins .... Dungeon 55
4: "And Madness Follows" .... by Matthew Hope .... Dungeon 134
5: "Tammeraut's Fate" .... by Greg Vaughan .... Dungeon 106
6: "The Harrowing" .... by Monte Cook .... Dungeon 84
7: "Maure Castle" .... by Erik Mona & James Jacobs (for Rob Kuntz who is the credited author) .... Dungeon 112
8: "Lear, Giant King" .... by Mike Selinker .... Dungeon 78
9: "Interlopers of Ruun Khazai" .... by Dave Noonan .... Dungeon 92
0: "Fiend's Embrace" .... by Steven S. Greer .... Dungeon 121
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"Heart of Hellfire Mountain"
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Here's a copy/paste from another Thread: Chris Perkins
The greatest adventure writer of all time.
Here’s a good list of most of his adventures with a bit of info on and my rankings for some of his best.
1) “Umbra” A+ The best adventure in the 2E era, ahead of Baur’s “Kingdom of the Ghouls” because Baur wasn’t able to expand that adventure to the size it really needed to be. And no other adventures in 2E come close – not Dead Gods, not “Lady of the Mists,” not “Spirits of the Tempest” nor even “The Mud Sorcerers’ Tomb.” Umbra is a destined daughter in Sigil and her parents and a whole bunch of other powerful Evil Outsiders in the Planescape game setting are fighting to control her. The PCs have to protect or kill or something Umbra but before that they have to figure what in the world is going on. Great intro to Planescape and great lead in to a Dead Gods campaign.
2) “The Ice Tyrant” A+ Even those not so in love with Dragonlance can love this adventure. Gelid the White is an awesome Dragon BBEG – made all the better when we look up the word “gelid.” (Actually I think Perkins named the dragon Gelidis or something but it’s clearly a play on “gelid.” This is the first adventure published in a “drama method” to showcase what Dragonlance was trying to do for what Monte Cook would later call Event Based adventures. Act 1 was for this, Act 2 for that. Really you’re just helping some elf PCs track down the Dragon in the wilderness to its lair but, man it’s awesome. One of the greatest, if not THE greatest wilderness adventure ever.
3) “Dragon’s Delve” A+ So some dwarves are marching along a snow-filled track to sell some arms or something when a bored Crystal Dragon toddler! decides to have some fun and start a snowball fight. The dwarves, not sure who’s attacking them with a thundering storm of snow, flee and get the PCs to find out what monster is in the woods. That quickly turns into the greatest dungeon-crawl puzzle map EVER published after the PCs make friends with the dragon’s apologetic parents who offer the PCs a confusing treasure map puzzle. All of the Player Handouts in this adventure are super fun to puzzle out and each one leads deeper into an underdark dungeon-crawl adventure.
4) “Seeking Bloodsilver” A+ The great Birthright adventure: An ancient artifact weapon that acts (like the Birthright system is designed to) as a “Highlander-like” weapon that steals a victim’s powers if you kill him (“There can be only one” Birthright) has been lost for a gazillion years, but now someone thinks that a possible final resting place may in fact be some old fortress -- even though it’s been searched a million times over the ages. Turns out this NPC has learned that the Fortress was built on a thin membrane between the Prime Material and the Shadow Plane and the artifact may actually be in the Shadow Plane version of the crumbling Fortress. But what makes the adventure Awesome is the chase to get there first as this new idea about the artifact weapon doesn’t stay secret – and of course a dungeon crawl that feels like two, one the Fortress and the other the Shadow-Fortress. This is the first adventure I think in D&D’s history where another group of PCs – DMPCs – are racing the PCs to try and win.
5) “Redcap’s Rampage” A The first ever adventure with a “Rumors in Town” aspect, the townspeople believe a Goblin Army is soon to attack so they immediately go to the old Keep a mile outside town to refurbish it and get it ready – but it’s HAUNTED so they ask the PCs to clean it of ghosts IN A HURRY so they can prepare for the goblins. Only, it’s not haunted, just the lair of a Red Cap (first time a Red Cap was introduced in D&D) who’s playing evil tricks on the stonemason interlopers. But this adventure quickly turns into a “what evil is going on in town” adventure, first as groups of alley cats are mysteriously showing up on the streets and looking evil, and then as a wererat infestation is discovered. And there are some definitely evil NPCs in town, too. So between the Keep & the Red Cap, the wererats and intrigue in town, the creepy cats (who are just searching out a Red Cap they smell is near) and a goblin raiding threat – OMG this is a GREAT adventure.
6) “Life’s Bazaar” A This one is the first adventure in the Shackled City Adventure Path and is truly spectacular. Missing orphans, underdark slavers, a thief with keys to the whole town and a glorious poster map of Cauldron – SCAP has a number of good adventures and this is perhaps the best. (I place “Zenith Trajectory” #1 ahead of this Perkins one because of the AWESOME Heart of Darkness motif. But many will put this Perkins adventure first.)
7) “Lich Queen’s Beloved” A I give this one quite a bit of grief because Dave Noonan had just published a GREAT Githyanki adventure a few issues earlier in Dungeon. And in truth, this is an unoriginal, uninspired bag of industry-cobbled trope-encounters. But if it ain’t broke… And if you hadn’t been gaming for years and years, this adventure would seem super awesome – like Baur’s Expedition to the Demonweb Pits and James Wyatt’s City of the Spider Queen. Yes, “Lich Queen’s Beloved” is an unoriginal and uninspired piece of industry-created “lets-do-something-“special”-for-the-100th-issue-by-cobbling-together-aweso me-stuff” adventure but I admit, if you aren’t a jaded grognard who’s seen it all, this one is GREAT.
8) “Horror’s Harvest” A Ravenloft stuff is certainly hit or miss. Tons of it is offal. This Perkins adventure is not. While it’s certainly not I6 – what is?!; that’s the greatest adventure ever written – “Horror’s Harvest” is a great, creepy adventure where the PCs are in Ravenloft, not dealing with Strahd or Barovians, but still trying to cope with a village mystery and horror.
9) “Asylum” A It’s the final adventure in the Shackled City Adventure Path and it’s really only the second half of one adventure that was so grand and so awesome that they had to split it into two adventures; “Strike on the Shatterhorn” is the penultimate adventure in SCAP. The PCs go plane-hopping to Carceri where they have to finish of the Campaign. Awesome all ‘round.
10) “My Lady’s Mirror” A A sequel of sorts to Peter Aberg’s masterpiece “Lady of the Mists,” this adventure revolves around the Lady’s estranged sister who stole one of the original Lady’s Elixirs of Life centuries ago and is now an evil old Lady herself – unlike her sister who is good in Aberg’s adventure. But this adventure doesn’t begin until a servant accidently breaks her lady’s beautiful mirror which – oops – is actually a Mirror of Life Trapping, releasing a bunch of men the Lady kidnapped over the years. And the adventure doesn’t end until the PCs uncover all of the evil Lady’s secrets – Demon worship and devil summoning and necromantic research – not just the poor men from the Mirror.
11) “Gnome Droppings” A Too Cool. A flying gnome “ship” crashes and the PCs are in a race to retrieve it and find out just what those crazy gnomes are up to.
12) “Scourge of Scalabar” A A Gnome U-Boat shaped like a giant great-white shark is menacing the town and the PCs have to stop it. It’s got pirates, guns & gunpowder, gnome constructs & gizmos, an incredible dungeon crawl in the belly of a mechanical shark against evil gnomes, and an evil merchant trying to gain a monopoly on shipping business by scaring off all the other merchant ships.
13) “Nemesis” A- My favorite Chris Perkins adventure! It’s a spiritual sequel to “Umbra” but you don’t have to have played the first – “Nemesis” stands alone. The PCs have to go to a Layer of the Abyss and hunt down a powerful Marilith who has stolen (I think 6) super powerful weapons from Sigil. The adventure takes place on the 507th Layer and the setting is great – and so are the combats. Best completely Abyss adventure ever.
14) “Ludwilla’s Stew” A- The PCs have to hunt down some hard-to-find ingredients for some Duke as a gift for a good witch but when the PCs learn the good witch is under attack by a Hag trying to steal the recipe – and later that the ingredients they had to find were for a potion that’s part of protection money for a badass bugbear… It’s like three cool adventures in one, each one a surprise.
15) “Strike on the Shatterhorn” A- The aforementioned penultimate adventure in SCAP is one giant BBEG fight with all the NPCs that the PCs have met during the campaign as they get ready to race off to another Plane to finish the campaign. Some GREAT NPC villains make an appearance for this ultimate fight.
16) “Wards of Witching Ways” B+ is a clever little adventure where the PCs get shipwrecked on a small island w/ a creepy castle. The castle's Wizard and his Familiar make a friendly bet about the PCs surviving the Wizard's castle as they explore it. But the wizard can’t do anything “too” lethal and the Familiar can’t reveal itself to the PCs. So the whole time the PCs are falling for the Wizard's tricksy encounters, the Familiar is mysteriously helping them from afar -- and the PCs have no idea what's going on.
17) “Them Apples” B+ Help a Halfling Shire find out who’s poisoning their world famous apple orchard! An adventure with no fighting but an evil Drake prankster, anti-social druids, a dumb and mean Hill giant, and a jealous & angry apple merchant who wants nothing more than to ruin the halflings’ apple orchard.
18) “Quelkin’s Quandary” B+ There’s an evil wizard in his dark tower just outside of town. And he comes bursting in town one night begging for help! Turns out he’s not evil, just misunderstood – but the wizard and his hirelings who are attacking the misunderstood wizard’s tower certainly are evil. The dungeon crawl in a cool wizard’s tower is cool but how the PCs handle the opening scene with the “evil” wizard begging for help makes this a memorable adventure.
19) “Uzaglu of the Underdark” B+ is a spectacular encounter in a cave near the underdark. Uzaglu is a giant undead Myconid whose spores turn you into a unique type of undead with what we would now call the “Plant Subtype.” Have fun fighting in a tight space against Undead Plants who spew area-of-affect spores. And watch out for the pool of slime-acid or whatever that evil-looking puddle is on the middle of the floor. Too great!
20) “The Menacing Malady” B A Hospital has an outbreak of a mysterious disease that makes the patients want to kill everyone – including the PCs. And the disease makes them much tougher than mere commoners should be. And should you really be fighting them and no saving them?!
“A Wizard’s Fate” B Clever "love story" twist for an old Wizard
“The Bandits of Bunglewood” is also solid
“Lords of Obilvion” –- a reasonably good adventure in SCAP
“North of Narbondale” -- meh, a clever little adventure focusing on "how to get the treasure out" of the dungeon
“Avenging Murik” (actually, here you just see a crying Dwarf on the road and agree to avenge his brother),
“Bzallin’s Blacksphere” (Fun with Spheres of Annihilation, right?!)
Well, you could always just create a level-cap for your campaigns. Either XP as a whole (for every PC, or just for some Classes -- forcing Wizards, Clerics, Sorcerers and such multiclass after a certain level.
This way Players can still play what they want to play without bringing in the big magic.
What I would advise, though, is that you take a look at the spell lists, 7-9, and see if there are any spells that you may need for your game. Is Dismissal, for example, a good enough spell or do you need the stronger Banishment.
The Indescribable wrote:
yes it is always sad when a succubus loses her status because she falls in love with a paladin.
THAT would be an interesting turn of events, and one I might remember for future games.
If you succeed at it in-game let me know.
I tried this about ten years ago and it fell flat in-game. I thought it would be a really great way to test alignment for a PC Paladin in one of my games if a succubus NPC fell for him. (I was doing a homebrew mash-up version of Chris Perkins' adventures "Umbra" and "Nemesis.") Alas, none of the players fell for the succubus. There was a little bit of "Well,-if-we-can-reform-her" discussion but her falling in love with a PC yet remaining full evil just didn't work.
For me, at least, it was one of those "sounded-great-in-theory / didn't-work-in-practice" ideas.
Story Archer wrote:
I'm also thinking about working in Chopper's Isle from Wayfinder - and modules you'd recommend to drop in here and there that wouldn't detract too much from theme or mood.
I think you're doing pretty much exactly what I do.
When I look for adventures to either put into or create a campaign I first think of theme. That's me. I just finished, for example, a campaign using a few volumes from Carrion Crown with a few volumes of Second Darkness that I "put into" a campaign revolving around the Peter Aberg adventure "Lady of the Mists" from Dungeon 42. When starting that campaign I took source material from four other Dungeon adventures because they fit the "feel" of the campaign I wanted to run.
Before that I took material from Shattered Star as a "baseline" and then added a few bits from adventures here and there because of "feel": tone, theme, atmosphere.
So were it me starting your campaign, I'd look for other material that fits what you want the game to be.
If, like you say, you're going for Rise of the Runelords 100% ...
Just reading through these things helps even if you don't use it. It helps you get into the mood AND it helps you narrow down what you're actually going to need. Not to mention it gives you a few possible options if the PCs go off track and you need to grab something you hadn't planned on using but still has a similar motif.
LOTS of Scenarios from PFS (Season 4) are in Varisia
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one bit of advice
Remember, we DMs aren't writing stories, but adventures.
If you'd planned on using "x" as part 4 and something else seems to fit better as you're running part 3 then make a switcharoo.
In my aforementioned "Vampires of Varisia" campaign with Carrion Crown, Second Darkness, "Lady of the Mists," "Dark Tower of Cabilar," "The Midnight Mirror" and "A Rose for Talakara," I was certain that I would include "Night Swarm." But it never fit and I abandoned it. Likewise, I had of course planned on including "Lady of the Mist's" brilliant sequel, "My Lady's Mirror," but my Players never went that direction so I just left it out.
By the way, BIG Kudos on using "The Curse of the Lady's Light." One of the single best AP volumes in the Pathfinder canon and even more perfect for what you're envisioning for your campaign.
Want to get more out of that?...
Shaun Hocking wrote:
I WANT THIS AP RIGHT THE FRAK NOW.
At the very least, that'd mean we get the Hell's Rebels AP even sooner!
(It's a shame Paizo isn't currently publishing an AP. ... I mean, really, can anyone explain why there is no AP being published Aug '14--Jan '15?!? Isn't Paizo supposed to be doing one of these campaigns every six months? Why do nothing until January?)
I believe my bubble burst.
Very good point.
I still think this would be a great "fight the rebels" AP.
While I completely agree with your Taldor vs Qadira PC-choice-AP being a much better venue, after further thought your implied point about Cheliax being a weak choice because of the power of House Thrune, the Hellknights and Hell itself, doesn't hold water.
Think about the standard adventure design -- PCs are the good guys in a relatively good setting taking on the bad guys. They go fight bad guys in their lairs and come back to the "good" (or neutral) settlements to sell loot, buy gear and make friendly NPC contacts.
That's exactly what the Rebels in Hell AP *could* be:
- - - -
I think the design could be such:
Each volume presents NPCs on both sides, Thrune and Rebellion -- so whatever choice the PCs have made they have both allies (out of combat) and enemies.
Instead of the typical site-based "dungeon" locations that are controlled by the enemy, site-based areas in this AP could all be neutral-ground locations, places that no one side in the conflict uses as a base.
Thus whatever side the PCs are on, they go to that volume's locations and encounter whomever is against them. And go to other locations and encounter thos who they support to get gear & sell loot.
It could still work.
It's not at all too late, you know, for the designers to develop this AP using a non-traditional design -- say, creating the entire AP with the thought that PCs choose to support either Cheliax OR the rebels.
It's never been done on the scale of an AP before -- heck, one would be hard pressed to find more than a couple published adventures ever where the PCs had to choose at the beginning which side of a conflict to be on.
This kind of AP design, supposing they could make it playable, would be a first (on this scale).
You know, kinda like Kingmaker was the first ever Sandbox on this scale.
What if a "dragon" AP was centered in Hermea and the main enemy was the gold dragon in charge?
When my buddy wanted to try his hand at DMing a year or so ago he started to run us through Way of the Wicked, the "evil-PCs" AP from a 3rd Party publisher.
I strongly suggested he try to run it in Hermea if it would fit and that's pretty much what we did.
If you meant to ask Dragon-Focused AP in AVISTAN, I'd be very interested.
Alas, I think when they do end up doing a Solar System AP (which for many of us should never come -- kinda like a Numeria AP), they will not make it a "Classical Trope" AP. Not to say there couldn't be a dragon in it, I just don't think they'd combine their hypothetical DRAGON AP with their hypothetical Solar System AP.
That being said -- we'll all go bonkers for *any Dragon-Focused AP. And there will be a grossly vocal minority who will scream for a Solar System AP.
That'd be friggen Awesome. Even those of us who hate non-classical D&D settings and atmospheres -- those of us who have hated "Expedition to the Barrier Peaks" for 35 years now -- would love that!
It's funny, Asgetrion, The more I hear of this AP the more I desperately want to build a PC and play in a group that supports Cheliax during this rebellion in Kintargo.
You know, we PCs begin outside of Kintargo, maybe Egorian or an unnamed town -- and because we solve some cool local problem during the first volume -- are then commissioned to go solve Kintargo's problem.
And we try to one-up the HellKnights during each volume, who are also trying to quell the little rebellion.
If we PCs succeed then Kintargo remains wholly Chelaxian. ("Chellish" is some dumb-sounding sandwich spread, not sure who in Paizo thought it was appropriate to say "Chellish" instead of the correct, "Chelaxian.") If we the PCs fail then Kintargo gains its independence.
That's what the AP SHOULD be!
For years my best guess has been Trampier -- it's more "Him" than Sutherland by a lot. And Jean Wells doesn't really count. I think it's gotta either be Trampier of maybe, maybe Wham.
"DAT" is on sooooo many of those old illustrations -- if he did Asmodeus, why isn't there a DAT?
And what did Wham do in that book, anyway. It seems as though 99% are either Sutherland or Trampier -- and Wells doesn't count.
I just want proof it was Trampier, that's all.
James Jacobs wrote:
One of the reasons Jacobs isn't a fan of those of us who preach that Devils are greater than demons BECAUSE they're intelligent -- and lawful -- while demons are dumb, ie. chaotic -- is because the truth hurts.
It hurts them to acknowledge that that one extra hit point Demogorgan has over Asmodeus in the '77 MM is meaningless, despite their childhood nostalgia.
The sad, poor folks that think demons are as great as devils (ie. as intelligent -- or have any intelligence), really are sad and poor.
And no, it doesn't hurt us at all that Demogorgon has one more HP than Asmodeus in the '77 MM!
Not even a little!
By the way, look closely at Jacobs' post and you'll notice his exact words are...
James Jacobs wrote:
devils are "better" than demons because they're lawful instead of chaotic.
Rob, thank you -- I was not expecting this much candor this early in development.
Thanks to you, Adam as well.
For this AP's inspiration, in addition to the banal-even-in-1978, grognaridian hack-&-slash from G1-G3 -- and hopefully other well known (Fortress of the Stone Giants) or novel ("Fire Giant's Daughter" also by Wolfgang Baur) giant adventures -- will this AP pay homage in style or theme to the greats, (for us Grognards) as well as adding the next chapter in giant-themed-adventure evolution?
Obviously you can't rehash Fortress from AP#4; that'd be dumb. And obviously you can't make a spiritual successor in a King Lear-inspired Storm Giant adventure or even have a petulant Fire Giant daughter ask the PCs for help from an overbearing father.
But since both authors (Mike Selinker created Pathfinder Card Game, right? & Wolfgang Baur) work really well with Paizo -- will they both be contributing to this project, either with ideas or actual articles / adventures?
(And here's hoping that at least one of the adventures in the new AP reaches the greatness of Selinker's Masterpiece -- one of the top 10 or so adventures in the 2E era, let alone the greatest Giants-Themed adventure)
I came up with something for giants in one of my Homebrew games that I am quite proud of and players in four groups have commented on.
I wanted the traditional boulder-throwing giants because I'm a Grognard but I also wanted something a bit innovative to make an interesting encounter. And since they were Rune Giants under Mokmurian....
I let the Giant spellcasters imbue their boulders with spells and spell-like abilities in much the same way a Magus puts a spell into his or her weapon -- like a magic sword with the spell storing quality.
So while most giants are throwing standard boulders, some are throwing boulders with Fireball or Inflict Serious Wounds or Dispel Magic or Contagion. (Of course, after looking at Alchemist, Magus & Warlock (3.5) for design strategy, I built the mechanic based on my PCs' APL and what they could handle in a tough fight; that turned out to be 2nd & 3rd Lvl spells -- but anything would be cool.)
Anyway, I think it's a strong, novel idea for a classic giant encounter -- maybe some Paizo designers will like it enough to include it in the AP.