Killian Paltreth

Windspirit's page

Goblin Squad Member. 354 posts. 2 reviews. No lists. No wishlists.



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How are the maps for Empty Graves going?


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Hi,
wishing you the best and lots of fun running MM (I do).

not sure about flip-maps..BUT have a look at this thread. I have been using these maps and Im VERY happy.

http://paizo.com/threads/rzs2r62l?Printable-battlemaps-and-VT-maps-for-Mumm ys


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Samy wrote:

I have to say I'm a little concerned with the opening scene carrying a risk of mummy rot, considering that the players don't have access to Remove Curse at 4th level yet, and the city's spellcasting is reduced to only 1st level spells. Essentially the only ways of getting rid of mummy rot, unless I'm mistaken, are:

The other solution is, that IF they get MummyRot, that they find a scroll or a spellccaster (mini mission) that can help.

OR

you can fudge the Con and Cha damage rolls and just have them REALLY motivated to drop the Panic level


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I'm sorry but I don't understand the wining.

yes I understand that ppl have issues about a coherent vilian or thread from the start, I understand the objection that the AP is shifting gear a lot and that that the first AD is a dungeon crawl.

for me (and my players) the motivation is to get rich (PC) and have a good time (Player). This is all catered for.

I like this AP a lot as it gives me and my players a lot of freedom in the beginning to explore and define their characters and that's what roleplay is for me in the first place.

Having GMed CC before I enjoy the pace as CC didn't left much time for the PCs to domuch else then go on with it to catch up with the WW. Here the PC have (and enjoy) the ability to go after a dungeon to as bar, have a nice time...whatever

I read a lot of complains about structure and threads and motivation...and my answer is that you either motivate yourself (this AP) or you want to be motivated (other AP). however its the GM that makes the game not nesserly the AP.

without diving to deep into it, I find that a lot of ppl nowadays make them self to dependent on outside influences insted of using their own imagination, resources..etc.

have a look at some classic adventures from the 80ies...they clearly had the caption "does not include motivation"


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Having DMed CarrionCrown and played Shackels (sadly not as far as I liked) I have to say Mummy Mask is so far rather good.

I agree that the first book is a dungeon crawl and that's it, however I find it's one of most worked out books in regard of information, making it an excellent start for a new DM. More experienced DMs can use the time in between to get good roleplay in.
The second Book is quite ok. I will have an opinion when I finished book 1 and start preping in detail for 2, however so far I can see some points where information is missing or too sprawled across the book. Reminds me a bit of Trial of the Beast where tons of base Info wasn't there or scattered.
Volume 3 reads FUN and I'm looking FW to DMing it. Especially the little thinks that the author snuged in (getting the hight of the tower = IndiansJones in the Maproom).
I shaved read 4 yet (Holiday) but glanced it over and it looked solid.

But thats just me.

Comparing it to CC and Shackels it seems to me that more work was put into coherentcy and mote put together.


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So after reading the 3rd Adventure I plan to retrofit some of the others.
I will post what I plan to retro fit, however I'm more then happy for anyone to post and make suggestions.


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After reading the full library part, I do have a slight concern. After they discover the Handout, what's the motivation to go after the Architect?
The library hunt has so far a good arc, but after the handout I fail to see (except that the library points are still not 0) the motivation to dug on. Then they get the last piese from the dark library that would lead to the last one....however why bother. they now have a location of the heart. Even if they later can get the info that someone discovered something, I miss the point why the architect is important.

some other things ...
= in the spiral library the stalkers just attack. How do curators or permitted guest get past?
= the dark library has no public access methods. How would permitted guest get past the glyp?
= after the spiral library the PC don't really need any permission s anymore


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I found a little problem with the first dungeon:

So there is a Thief with broken legs at the bottom of the shaft. No problem...but WHO closed the doors? (Outside | A1 | A2)
It also says that the rope has been cut 5ft into the shaft.

Instead I will make it just 3 feet, suggesting that someone has cut it deliberately. Also they will find a knife on the dead. The story will be that some 'partners' went into the tomb. One wanted the other to die so he could have his Wife/money/camel and cut the rope letting the other fall to his death and then trow in the knife so he could finish himself.

One could also make it a mini haunt to give the players and easy into into this topic.

Fallen and forgotten CR 1
XP 400
CN 10ft around the body
Caster Level: 1
Notice: Perception 13
Weakness: Slow
HP: 2
Trigger proximity
Reset 1 day
When the Haunt is triggered the Characters hear a evil laughing and the sound of a knife cutting rope. Then a scream of someone falling. A voice from above speaks in Osiriani "Rot and be forgotten Ali". All creatures within A3 will be a target for a Fear spell (save DC 13)
Destruction: Bury him properly.


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Hi all,

Im preping for MM and I thought I share some of the stuff I come up with.

Wati lies on the confluence of Ark and Crook, that would make it in our world Khartoum which lies at the confluence of the Blue and White Nile.

Working from there you find a working weather forecast here:

2012 Khartoum weather.

From this it should be easy to convert this to InnerSea dates.


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Marcus Gehrcke wrote:


That sounds like a good idea, a returning npc.

Thanks here are the card I would use:

Harrow Cards:


    HoH
  • The Big Sky
  • The Uprising
  • The Rakshasa
  • The Publican
    TotB
  • The Locksmith
  • The Demons Lantern
  • The Survivor
  • The Inquisitor
    BM
  • The Teamster
  • The hidden Truth
  • The Owl
  • The Tyrant
    WotW
  • The Beating
  • The Mountain Man
  • The Tangled Briar (misaligned)
  • The Lost
    AoD
  • The Bear
  • The Dance
  • The Desert
  • The Courtesan
    SoG
  • Paladin
  • The Avalanche
  • The Trumpet
  • The Empty Throne

The meaning of each card can be found in the Harrow Deck Rules book (also as PDF download)


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I gave up XP halfway thought book 2. Its really much easier to just level them.


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The early Batman Series come to mind....


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Hi,

After playing with the Shackle Paper Minis I can see how it actually improves the game, especially when dealing with NPC's etc.

As there are no PaperMinis for CC I'm now making my own. Here is a VISIO TEMPLATE to make them...

I realize that not everyone has viso....but its my tool of choice...

INSTRUCTION:
- Drag n'drop a picture onto the Page
- size it
- Copy and then FLIP it
- drag it to the right position
- make both and then use the Align Center

If someone has a better Idea on how to get that more automated (the mirroring) let me know...

Ohh and right here is the LINK http://langenhan.info/RPG/PapeMinis_Templates.vsd


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Sort Summary of the plot:

Adivion send the dark Rider to get the Ravens Head. The Ravens Head dosnt exist anymore in this realm but only in the stories of old. He found out that Sonnorae created a story realm and that object in that realm are real. So he came up with a plan. He knows from the stories that the Zassrion the dragon is always searching for the “Face of Dragon” (its actually Dagon in WotW) which is the Seasage Effigy (or so he hopes). He found that All-Seeing Hajeck holds the Sonnorae Deck and send a Dark Rider after her as to gain access to the Story Realm. However he didn’t realized that he Rider may not be able to get back.
Zassrion imprisoned the Dark Rider and he eventually died in his cell still holding the Ravens Head. The Seasage Effigy is still in Zassrion procession. As he is a StoryKin, he exchanged the artefact with the Dark Rider several times, however he forgot about it, leaving the Dark Rider to die in his prison.

Details:
- Run Encounter 1 of WotW
- Run The Harrowing

PS: this is an awesome chance to get the Crooked Kin back involved....


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Hi all,
as I now take a break from my vacation in the sonny Shackles and head back to my snowdrifts in the deep winter in Ustalval, I wrote up the following 2 pager on how I plan to replace WotW with The Harrowing. Please not that if you play with XP, it might leave your characters a bit short. (I didn’t calculate the full XP’s, as I switched to levelling.)
Have fun and let me know if I missed anything critical.

D

http://langenhan.info/RPG/WotW_Harrowing.pdf


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Belle Mythix wrote:
Windspirit wrote:
Inkwell wrote:

Award these XP rewards only once—the first time these pieces of information are learned[/i]". Unless, again, I'm over looking a line in the book, it sounds like the reward should be just be 400 experience (which is 100 per PC like they only got 1 of the 5). My GM intuition feels it should be 100 per prisoner (which means they'd get 500 per PC). I am not sure which way it is actually suppose to be.

I understood that if they role HIGHT they get EVERY one below automaticly. -> and adding up the XP's

They must roll for each separately, so the XP is 400 by prisoner then divided by number of PC. (the point I am not sure is if it's divided amongst all PC or only those who beat the DC)

They need to roll for each Prisioner, sure, but what I'm saying is that they if they e.g. research the WW and get up to 25 then they should get all the info below and 750XP.


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Inkwell wrote:

Award these XP rewards only once—the first time these pieces of information are learned[/i]". Unless, again, I'm over looking a line in the book, it sounds like the reward should be just be 400 experience (which is 100 per PC like they only got 1 of the 5). My GM intuition feels it should be 100 per prisoner (which means they'd get 500 per PC). I am not sure which way it is actually suppose to be.

I understood that if they role HIGHT they get EVERY one below automaticly. -> and adding up the XP's


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My players detoured to the west (on the way to Lepidstadt) to sell the weapons to the boarder guards. I actually used that possibility to trade some of the weapons with tradure they missed in HoH.
Also the PC should think about (appraise) that they might get a better price in Lepidstadt for some items then back-beyond-ravengro


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Voomer wrote:

...Are you thinking that the whirlwind picks up PCs and then moves off to the side and drops them over the water?

YEs excatly. See Bestiary 1 - page 120 (Huge Air elemental) and 306 (Whirlwind attack)

Voomer wrote:


Finally, has anyone calculated the falling damage for falling off each of the respective bridges? And if they survive they need to make a swim check, right. And if they fail the swim check they... drown?

In my TotB GM Material I summed up all the stuff about falling into water.

Check also
Swiming: Core-108 (Armor!!), Core-432
Drowning: Core-445


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Completly reworked the HoH material and its now in the same from as all the other GM Material.

Have fun

http://langenhan.info/RPG/HoH_GM_Material.pdf


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WotW_GM_Material.pdf now availible.


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Hi,

to add some more deepth (or is it death) to my campain I added weather. check out the docs:

Ustalav Climat how to do it
Weather foracst for over winter campain


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King of Vrock wrote:


Personally I think there are too many of the same encounters in Hergstag. I'd highly recommend replacing the wraith spawn of the children properly buried in the graveyard with Haunts of the same CR.

Yeah same ..BUT the point is trying to make it TACTICALY different. I used the following approach:

Gaard: Cheat a bit and have him attack the PC's on the Bridge. making for less movemnt possiblity for the characters

Allen and Ellsa: use them to lure the PC's in Beartraps. My fall for the first one and then been VERY carefull in tryingto avoid the same mistake with the second.

Rachel: she is in the church. Let her be there and when the PC's engaged her...let Brother Swarm come into their back (could be a bit of massive fight)...but LET him run by 1/2 hp so the PC's see where he is going.

Karin: Use Floors and Walls to move her around the house and have her attak the PC's on their flank or the back. (see my Campina log for details)

Maarten: This one is quite nice as tehy PC's are DEEP into water and cant move that much, making for an interesting fight.


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I just started BM. They started on the 6th of Rova 4711 in Ravengro and now are 15th of Lamashan 4711.
As for timeline...I calculated that they should be able to finish up until end of 4711.

Timeline:

1 month in Ravengro
3-5 days Ravengro->Lepidstadt
4 days in Trial
2-3 days in the Schloss
1-2 days rest, pack, buy in Lepidstadt
2-3 days Lepidstadt->Acanor Loadge
2-4 days in the lodge
2 days Stairs of the Moon
4-6 days Acor -> Feldengrau
1-2 days in Feldengrau
[Estimate]
3-4 Days Feldengrau->Thrushmoor
1-2 days Thrushmoor->Illmarsh
5-8 dyas in/around and under Illmarsch
1-4 days Illmarsch -> Caliphas
6-8 days in Caliphas
1-2 days Caliphas -> Hungry Montains
...and then I actuaclly have to go and full read the last module :)
[/estimate]


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I use 4711 , however I start in October and let it run over the winter... [evil laughter]more short dark days [/evil laughter]


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Hi all,
I just finally had some time to sync my online storage with my work for my CC campaign.

If you have look around in langenhan.info/RPG you will find some new and some old (updated) items.
I introduced Version numbers for all Docs so it easy to see if you have the current version.

Anyways...here the NEW stuff


  • 4712.pdf = a complete Calendar of the yar 4712 (done with MSWord2010 Template)
  • Ustalav_Climat.pdf = a discussion about how to introduce some weather into ones campaign
  • Windspirits_Campain_Calendar_player.pdf = The calendar for my campaign (over Winter)
  • Windspirits_Campaign_weather-forecast.pdf = Weather Forecast for my CC campaign (over Winter)

Right so here now the old Stuff:


  • HoH_GM_Material.pdf = Haunting of Harrowstone GM Material
  • TotB_GM_Material.pdf = Trial of the Beast GM Material
  • BM_GM_Material.pdf = Broken Moon GM Material
  • Ustalav_Roads.jpg = Roads in Ustalav (New version)
  • Sleep_and_Rest-GM_Material.pdf = Summery of Sleep and Rest rules + some homebrew
  • BuyTable.pdf = Pre calculated Buy Tables for 20 ,15 and 10 points
  • BaseCharacter.pdf = my own version of the Character templates (New version)

And that’s it so far. Happy to get feedback. If you want to mail me you can either use PAZIO’s new MAIL function, reply here or mail me directly (see contact.html)


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Voomer wrote:
Do folks think that it is easy for the PCs to avoid Tamiravana on the way from Ravengro to Lepidstadt?

I would say that should be possible. Would make for some very nice roleplay. Trying to cross a river (Riding, Swiming, Survilal checks). Also I would def put in an encounter with a hostile Tamiravana patrol...always good for some nice hostilities.

Also THAT way they can meet the Kin, as they will also try to avoid this city.


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Three Headed Monkeys!!!


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Hi all,

as promissed the Broken Moon Gm material is now availible, HOWEVER I need to redo the Feldengrau Map AND complete the Moster Log...but that might take at least until next week.

So enjoy so far...I'll post when the new version is online.

langenhan.info/RPG


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After the Prirate...can we have a VIKING one.
Some Nordic thema, mabe even a Viking Raid (beeing a raider for a change), storming castles, taking over a state. Think Vikings enter Britan.


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Voomer wrote:
How has the module timeline been working out for people? ..

My Party rested in in Harrowstone, no problems, HOWEVER only in the Wadens Office. But They didnt do it next time around as the Zombie attach on Kendras place (Hi Daughter ..Guess who is home?) rattled her and made the PC come back "home".

So 2 weeks to spare...let them roleplay a bit, rest, Timeskipp to the day/week before they leave Ravengro. You can use the time to do some XP-raising if they miss anythink, or carfting of portions etc.

The 100miles can take from 4 days to as long as you like, also depends if you want any other XP-Raisers on the way or if you build them into the 2 weeks in Ravengro. Also may depend on the way they go. Check my GM material for TotB or MartinB's Site..there is a map for travel.


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I see several stories (that could be combined or be standalone):
a) The Crooked-Kin being harassed by the WallGuard
The Wallguard wont allow them in, and then they decide to set up their show outside the town. The will only do a one-night performance. But it’s a night to be remembered. Drunken off-shift Wallguards will start a brawl (non lethal), some thief will do some pickpocketing. A Baby gets stolen AND of cause its all the Kin’s fault. Alternative a young woman will run away with the Circus and his lover (the Flee show guy). I’m looking at the typical Circus in a small town (European, Gypsi setting)
b) On the way up north there is an Orc raid
c) An assassin sent by AA will strike (yes that’s a bit early in the adventure…)
d) Looking at your post the next best Idea would be to play out the legal obtainment of Harrowstone. Me, being German (originally) I can imagining al lot of stamps, forms, offices (with very um-appropriate opening houses and demands) and unwelcoming Officials. This can include bribing, quite-pro-quote, charming, political intrigue and some more forms. For ideas see e.g. Asterix conquers Rome or your next German Amt (public office)
e) One of the PC’s get falsie accused to be a spy and gets arrested -> see d)
f) As I play in late October and its quite a bit north you can have a Blizzard hit them on the way north with the PC’s. Wolfes threaten the area quite heavy and the PC’s will find themselves in the need to share a cave and fire with orc’s. This can make interesting roleplay. The Orc’s are the survivor of an orc-orc fight between clans, and REALLY don’t want any more trouble.


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Hi all,
I thought I keep you updated on how my campain is going and what obscales I encountered and some ideas I put in.

-----
Evening 1
----
- Using the maps of MartinB my group decided to use the route past the frontier border to sell off the Master Worked leather and Chain and Long swords they found in Harrostone, as Ravengro doesn’t have that much need (or $).
- I used that opportunity to trade in the magical items my group missed in HoH for all the gear they had left over. The Guards of the Border got the treasure of Raiding Orc’s.
- As they spend the evening drinking with the Guards the Guards warned them that (its October in my Game) there might be Orc Raider out on the Road north as a last opportunity before the Winter.
- They came across the Crooked Kin around short before the Forest of Maidensnarl (south of Tamrivena).
- The Desna Cleric (Player) didn’t trust the Kin and stayed with the Horses while the rest went after the missing Pinhead. Resulting in an almost loss (down to CON 1) of the Wizzard (Spider Poisson), as he had all the wands and scrolls of Restoraion.
- After they brought back the Body of Aleese the Kin prepared the body and Burned her in a Ritual and after that they had a Wake.
- At the wake I had S’kal (the Princess) read them the Harrow Cards (Harrow rules). I had the Players shuffle cards (and then used some slights of hand of my own to fudge the cards) and laid out 6 Cards (The Inquisitor, The Paladin, The Mountan Man, the Fiend, The Tangled Briar and the Rakshas) and read them the meaning. If you read up the Cards in the Harrow deck it basically gives some clues about TotB and the whole AP. After that I had the PC each draw a Card and also handed them the Upraising as a group card.
- I will form now on use the Varisian Fortune tellers to give them their “Hero-Point” cards.
- I made Aleese be one of the Drivers of the Wagon Train and so that one of the PC’s had to drive the wagon. The PC’s agreed to accompany the Kin to the next city so they could hire another driver. (also it finaly give the PC a chance to use their Handle Animal Skill)
- True to “Rule of Fear” Tamrivena ist not a very friendly town and the Guards didn’t let the Kin into the city. So the PC’s went and Hire a Driver and then also came to the conclusion that they might as well accompany the Kin to Lepidstadt.
- Halfway between Tamrivena and Courtaud an Orc raiding Party with 25 Orcs (18 normal, 4 2nd level fighter and 1 2nd level Sorcerer) hit the Wagon Train. As they had a Scout in front they prepared for the attack and a nice little battle went on. I also had TrollBlood join the battle, fire breathing on Orcs.


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Just thought of the using the Caravan Rules that have been introduced in The Jade Regent (Players Guide) for the Crooked Kin Travel to Lepidstadt.

The original TotB states:

Quote:
The entire show travels in a caravan of nine covered Varisian wagons pulled by nags. ... Each wagon has a front and back door opening onto cramped living accommodations inside.

I don’t think that’s really working so I changed it a bit more to look like a traveling Circus. Meaning I removed Wagons (max 5) and added a Supply wagon. From the description we are looking here at Fortune-Tellers Wagons, not Covered Wagons, but they wouldnt fit all the people needed into 5 Wagons, so I setteld for Covered Wagons. Also of the 13 People traveling (12 after encounter + Heros) I guess only a couple of them are actually able to drive a wagon.

As far as I can see the Caravan would have the following Stats:
(using the Caravan Sheet from Page 28 of above)
Name:The Crooked Kin— Ustalav’s Greatest Traveling Cabinet of Curiosities!
Level: 1
Max Wagon: 5
Offence: 1
Defence: 1
Mobility: 2
Moral: 3
HP: 120
Speed: 26 miles per day (Nag's)
unrest: 1 (when encountered first)
Consumption: 5
Attack: 5=1+(+4 HEROs!!!)
AC: 1=1
Security: 6=2+(+4 HEROs!!!)
Resolve: 12=3+5(all are entertainers)+(+4 HEROs!!!)
Feats: Lucky Caravan

Wagons [type (occupants), Driver]:


  • Covered Wagon (Lidia Gerod,Prince Zar,Hap Tarvin ),Hap Tarvin
  • Fortune-Teller’s Wagon (S’jeer, Kaleb Hesse ), Kaleb Hesse
  • Covered Wagon (Pinheads,The Wolf Child), Lettie
  • Covered Wagon (Swarm of Clowns), Josef
  • Supply Wagon (Trollblood), Trollblood

Travelers:


  • Hap Tarvin (the Flea Man), Driver
  • Kaleb Hesse (the Ringmaster), Driver
  • Lidia Gerod (the Bearded Lady), Cook
    [*Aleece (Pinheads), Driver
  • Lettie (Pinheads), Passanger
  • Poppy (Pinheads), Passenger
  • Prince Zar (the Human Caterpillar), Passenger
  • S’jeer (the Vudrani Princess), Fortune Teller
  • Gerik (Swarm of Clowns), Passenger
  • Josef (Swarm of Clowns), Driver
  • Tam (Swarm of Clowns), Passenger
  • Trollblood (the Giant Man), Driver
  • The Wolf Child, Passenger

Roleplaying Ideas


  • Aleece was a driver, leaving the caravn one driver short...PC to drive wagon.
  • Squezing the PC's in the Kin's wagons for accomodation can lead to interesting roleplay


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I compiled the GM Material for TotB and it can be found HERE

Ps: Harrowstone GM Material and other stuff can be found HERE


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Hi,

Find here pre-calculated BUY TABLES for 20,15 and 10 points. (Word 2007 format)

Please note: not taking responsibilty for any misscalculations...


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XKING wrote:
I am looking for a new and hopefully updated character sheet for pathfinder. I was hoping that someone might be able to show me a good one to use since all of the suggested sheet links I have looked at on some previous threads have all led to sites that seem to give no clue as to where to find the sheet itself.

give these a try


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TRUST POINTS.
I made a list of all the Trust +'s and -'s and sure there is a lot of ways to lose them, but not easy to gain them.
Looking at the +'s I have a problem. It says that the group loses 1 trust every day. They start out with 20, if they play good they are able to gain 22 at the evening after the burial...but next day -> 21 and so on.

I can NOT see them gain trust hight as 26 or even 30 as some research or the Church quests require...

WHAT am I misssing?

-> Found it
I was missing THIS:
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/adventurePa th/carrionCrown/missingTrustPoints