I'm moving in March 2013 for a while to Munich and wondering if there is any group I can join or OPEN up.
I'm German/Australian so I would be interested in running/playing the campaign/plays either English. However I have all the source material in English....to be honest I don't even know if there is a German version....and I'm not so sure about me translating everything....
Anyway...if there is interest I'm happy to GM Carrion Crown or Skull & Shackles....
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...
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
So I started (Finlay) BM, and I started it with a Bumm of a stupidity attack. For some reason I was under the impression that my players need to be 8th level to start BM (7th is the stating level recommended). So I pumped some extra encounters in to raise them. I just discovered that mistake last week, yeah awesome making that more a CamPain then anything else…anyway. Here what happened.
If you read my my TotB log, you might remember that two of my players changed characters. While the monk went off on himself the other one stayed in Lepidstadt. After the PC’s cleared out the Schloss they returned to Lepidstadt for supplies and some crafting downtime. When they went to the Judge, she told them that the old Character had been murdered and a not was found on him saying “stay out of this. AA”. Yeah not very imaginative, but at this stage I was just overworked (like in WORK WORK). Anyway…to boost the PC’s I used the Ustalav Party (the invisible men and the Cleric) in the Rival Guide and scaled them down to the CR’s I needed. I planed to anoy the PC’s while the rest was crafting. What happened was that I had the Invisible men following the PC’s and used Perception checks to “make them feel followed”, upping the paranoia, which worked out quite well. The PC’s rented a house and the Wiz started crafting, while the rest went out and about to buy and sell stuff. When they came back they found the Wiz sleeping on the floor with a note. “LAST WARNING. GO South”. The rouge then went to alert the watch and feelt followed. However the Rougs stealth checks where in the 30ies and the Invisible men had problem seeing her, on the other hand she couldn’t see him either (stealth + Invisibility). So after quite a bit Hide and seek she ended up at the Guard house and persuaded the guards to come out, being firtfull etc. They all went back and she was flirting heavily with ne guard and at some stage I had her make a perception, noticing the other guard MISSING. Now that was funny, should have seen the players face. So she walks back a bit (stealth) and finding nothing she comes back find the other guard dead on the ground. Paranoia hit and she RAN back. From that moment on they decided to barricade the house and go out only in pairs. EXCEPT that the Bard (don’t get me started) was stupid enough to go out alone. The Invisible men EASILY captured him. (I don’t kill players easily, and I was really tempted to kill him off for his stupidity, BUT that was one of the players that already changed characters at the start of TotB and I just couldn’t….I like the palyers to associate with there character and have fun, and he was FINALY fitting in….so no). I took him aside for interrogation to understand what the PC’s knew about the WW and AV.
The PC’s noticed that he didn’t came back over night and went out to find him. They used magic to track him down. HUGE fight (all spell casters where empty after it was done, and most fightes wounded…) I used the Cleric with some fighters to defend their place while the Invisible men was coming in form behind to take on the spell casters. Pity that the Oracle had GlitterDust…but still. After most of the Fighters where killed the cleric reanimated them as Zombies. The cool think about that was that the Zombies now where in between the Fights and the Spell casters, creating a tactical nightmare for the PC’s.
----- End of evening ----
After all that the PC’s went back to crafting and then made a Huge show of moving south out of Lepidstadt only to take a wide arc and head for the Schloss (the start of the SilentPath). I made it clear to the PC’s that they cant take their wagon (The oracle was originally with the Kin and has a Gypsy wagon) across the path. The Module dosnt say much about it, except in on description mentioning wheel tracks on the path. However I wanted them to get rid of the wagon as I wanted them to experience more the Winter overland track (its November ATM). They stayed one night at the Schloss and then moved into the Forest.
----- End of evening ----
Next night the DireWolfes attacked and as I now realized that I FU’ed with the level I put a bit more in there and made one an Alpha male (Advanced template). Was a nice fight as I had the wolfs flanking and disengaging. Also the Alpha went after the horses but didn’t managed to kill anything.
Not fully finished but everthying up to part 5 (400 Leagues Under the Sea) ...its more or less done.
I upload the FULL version as soon as it is ready
oh...right here the LINK
If you have look around in langenhan.info/RPG you will find some new and some old (updated) items.
Anyways...here the NEW stuff
Right so here now the old Stuff:
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)
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.
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:
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:
Wagons [type (occupants), Driver]:
Now some classes (e.g. Wizard) state clearly they need 8h rest, but then some of my players came up with the Point of Elven Trancing (not sure how to spell that correctly). Neither the Core, the Advanced or the GameMastery states ANYTHING about that. Digging in the iNet I found that the 3.5 Eleven Trance when out of the Window and dosnt Exist anymore, but others state that Elves in Golarion still have the 4h, but the Eleves of Golarion is a 3.5 Companion Guide.
Now this is all very nice and up to the GM, BUT when you are going into Trial of the Beast it becomes rather important.
The PC's will be very busy and will, as the module state, be very likely suffering fatigue due to lack of sleep and nightly mystery solving.... if Elves have Transing this will have a huge Impact, as my group has 2 Elves)
So whats the verdict?
So the enter the Laundary and the Wiz is rather eager to find stuff and searches EVERYTHINK. So...while he searches the rotten cloth the StraitJacked had a surprice round and did a Grable and put itself on, onto the Wizard. In the next round the strait jacked uses one attack to constrict and one to slam some random PC tying to help the Wiz out of the Jacket. The Wiz was unconsious in 2 rounds (no surprice there) and people took nicly damge from the slam. Also they where REALY carefull NOT to harm the Wiz in the Jacket -4 to attack. (I ruled, cause I needed my PC's to sewat a bit more; 6players, 20buy) Miss by more then 5 -> reroll to hit the Wiz, miss by more then 10 automaticly hit the Wiz.
Soould have seen the Wiz after that in the next fight....scared and in the corner...wonderfull.
Anyone intrested to join/run a group in that Timezone +/-2h....
Just finding players first, if nobosy want to run. I'm happy to run Haunting of Harrowstone, but to be honest I would rather like to play.
This is Daniel, Melbourne, Australia UTC+10
Or was it a Kingdom for a Horse...anyway...
Please find HERE my first version of Roads in Ustalav.
The roads are not abitary but based on material from:
I still have to work in some more of Rule of Fear and I also plan a map that shows Resources (as mentioned in the Material availible) and Main Trading routes that makes sence of these Resources. E.g. Canterwall is the breadbasked of Ustalav (Inner Sea World Guide), Lozeri produced Wood (Broken Moon), lots of trade in Caliphas (Inner Sea), Bastoi has Salt mines, over the south west border Lastwall produced good horses..and so on
DEAR PAIZO PEOPLE:
The Trial of the Beast mentions the "old Mountain Road" (Page 8) and points you to page 81 of the same Adventure or "the Rule of Fear".
Thats all good and fine, however Lozeri lies between Vieland and Canterwall. The Encounter Tables in Broken Moon show only the Shudderwood (and looking at the content...we should leave THAT area alone until later) and Ardeal.
As already pointed out in another post neighter the Adventure Paths nor the Rule of Fear shows any roads.
As I'm a real MAP freak....I would like some ROADS on maps....especialy if one mentions roads (old Mountain Road)
BTW: the same think goes for the Journey from Shudderwood to Feldgrau.
Now..they just swatted away the Goons from the Burial (the monk disarming them mostly and the Paladin punching them out) in 3 rounds. The wizard already cracked some very tough research items...and that’s just the first day after the burial....
I went today and added up all the XP's that the PC could get in Ravengro and I end up with 8070 -> 1345 per PC using the Medium Path that’s not enough for 2nd level.
So my Question;
also there are some Character Sheets I was working on