I'm playing a rakasta right now in the Savage Tide AP. (New character) and I plan on playing him as a noble savage.
In one of the DD1E games we had decades ago, I also played a Rakasta, but if you wanted to play a non-standard race, the GM made you do up a 5-6 page race and culture handout so that you were playing more than a furry human...
Just throwing my own "Thank you" to Treantmonk to setting the gold standard for Guides and all the others who followed suit and did such great jobs.
Just built my first PC witch, and having the assorted guides made it a lot easier to build a workable, playable character with good RP hooks that isn't underpowered.
Well, at first they wanted to take him to the dragon in the town southwest of Falcon's Hollow (I forget the towns name and if its a copper, brass, or bronze). But then they remembered that even HE paid homage to the great Red in the Mountains, so they decided to take Pebble with them. (They have an experimental gnome boat, so they have the room and they tend to collect odd NPCs...the ship's cook is a Bugbear and the party cleric of Shelyn is working on converting a Choker to the faith...yeah, the last two sessions were all RP and no combat....)
But overall, I think it's just a little hook for GMs to use.
I read the article to imply that speckled dragons were not inherently evil and that's why the chromatics wanted to kill them. A good chromatic could cause all sorts of trouble and upset their god...
Today, I tried to order a few books and have them put aside for the next shipment. But that option wasn't available. The shipping box briefly flashed on the screen, and then I was unable to choose anything but to have the order shipped by itself.
/Obligatory Canadian comment: bah, that's nothing.
Then again, we're obligated to have winter tires after December 15 by our road code.
Even then it doesn't prevent bad driver from causing accident :D
Just last week I've seen an accident happened just in front of my eyes. At the intersection down the only hill we have in town, a car figured he could just turn left before the car coming in the opposite direction get by. I don't know why people believe that winter tires will get them the same grip on an icy road than on a dry roadway... In the end the car coming from the opposite direction couldn't stop hit the car turning left, which rammed into a car waiting to cross the intersection...
Also a few years ago, I lived in a town where there was a few steep hills, one next to the college where I studied that I had to drive uphill to get to the parking lot. Street light on top of the hill (you see where I'm getting to :D). So every morning was the same in winter, on a red light, cars will lined up down all the way down the hill, and as the lights turn green, there's always someone fearing that he will slide down when he'll release the brakes, just push the gas pedal to the florr, causing his wheel to spin, creating more ice under the wheels and this until his car bumps the car behind. Way too often I had to litteraly push a car up the hill with my car :( It's like nobody ever learned to use the handbrake to help you out in a hill
Yeah, from looking at all of the pictures and videos, it looks like the problem is less the snow and more the lack of common sense among the drivers...after all, other places in the country (NY, Pennsylvania, the Rockies) have snow + hills...
But I'm glad all of you are safe. If there were people driving like that here I'd be wary of trying to go out too...
Well if your stuck in your apartments/houses and run out of food, be careful to avoid the curse of the Wendigo. Those spouses/children/family members are starting to look pretty savoury and flavourful..........
Not to sound snarky, but up here we believe that if you live anywhere it snows and you don't ahve 3-4 days of food and some fresh water...well, that's just Darwinism at work...
(Seriously though, I make sure the guys who do the service work for my company keep some granola bars and so on with them when they go out on the road.)
This is awesome and so much better than what we did.
My second full 3.5 campaign used mostly monsters from Magic Nation. (We changed the names, but if you play the card game, you can easily figure out who they are). I started trying to convert them to PF, and if I can find the excell file I'd be happy to forward it to you if that would help your project. It was not as detailed as your descriptions though.
I can't wait to see how the rest of your beasties end up.
Now, as an arcane spellcaster, could you wear an armored kilt by itself and armor it up like normal armor? Freeing up your bracer or ring slot for Something else?
Am I the only one not excited? I can't justify buying this because if I need 6 kobalds for combat (kingmaker) I'd have to buy 6 boxes... This is stupid.
Have you tried the Pathfinder Paper Minis Kingmaker sets?
Sure Paizo might not playtst all their games but so what... Your DM should know the Party's strengths and weaknesses and should be able to tweak it so that the AP is challenging but yet doable.
This is drawing close to the Oberoni Fallacy.
Whereas I ran ROTR using the SLOW AP progression. I just added enough other stuff and allowed for XP for more RPing. Still kept the surviving characters at the right level for each adventure arc though.
That's part of being a GM.
If the party isn't high enough level to handle the next chapter...you need to give them stuff to experience (and not all of it has to be combat).
In the first two modules, we had several side stories. (Actually, we started with Into the Haunted Woods). Often, the side stories we adventures of their own choosing...following hints, leads, or their own backstories.
This led them to encounter an Attic Whisperer in the orphanage, explore Chopper's Isle, battle the Sandpoint Devil, drink the hagfish water, gamble at the bars (using the gambling rules and games from Second Darkness) uncover the mystery in Wolf's Ear, explore a ship that crashed off the coast, and get involved in multiple romances, intrigues, partys, and role playing antics.
And as a GM, its my jo to work those in and give them places to do them. And it allowed me to hand out good RP experience to keep them on track for advancement.
Are you gonna keep it as Orcus (Tenebrus)? or change it to one of Pathfinder's? (Personally, I think you HAVE to keep him Orcus but, duh, it's your game not mine.)
Where are you gonna put Sigil in the Pathfinder cosmology? (Personally I'd go midway into the Great Beyond -- not too Deep, not too near).
Any problems keeping Set in Pathfinder -- if not it's no biggie, Set is in Dead Gods only as a token Suber-Awesome, Super-Evil (And Lawful) personality that Tenebrous puts a major Beat-Down on. Who do your Players see as a Super-Awesome, Super-Evil, also Lawful baddie that can be used instead, Mephistopheles?, Baalzebub? Maybe even Asmodeus if you really wanna scare 'em?
Once you have those two biggies, the rest of Monte Cook's classic should fit pretty easily.
How 'bout this:
"Sigil" is in the Great Beyond (but not so far as to be Far-Realm-tainted) and has many doors to the Boneyard and other Outer Planes . . . . The "real" reason Paizo hasn't published Orcus is because he's dead and his Wand is lost . . . . Yggdrasil still connects everything as per Great Wheel cosmology, no problem . . . . The "wilderness-like" Outlands where the campaign begins is remote, rural Boneyard (obviously connected to Yggdrasil) . . . . Set or whoever still gets his Aspect slaughtered letting the PCs know something really scary is happening . . . . Cold Lands, 9 Hells, Vault of the Drow, Arborea, Howling Planes -- all that stuff is easy. That is, none of that stuff is either too different from Pathfinder OR too famous that it's immediately recognized as "Not Pathfinder"; They can all be Demi Planes, Layers of the Abyss, Great Beyond worlds, etc. -- no one will know and nothing will contradict future Paizo published material and it won't affect your Dead Gods Campaign in the slightest.
Done.
And done.
I thought Orcus was still in Pathfinder...
I always liked Against the Cult of the Reptile God (I think that's N1), and the Lenore Isles series, expecially Assassin's Knot...
In one of the ROTR volumes (I think FOTSG or SOTS) there is a lengthy discussion of what happens when Chromatic Dragons mate with each other...that might be a good place to start.
I've always enjoyed making settings that I feel make sense. Sometimes NPCs will be very similar. Most fighters I write up, who make up the majority of classed NPCs, are all of just a couple types depending on how the military operates.
A lot of them will be horsemen, shield users, sailors, or archers. In some settings / areas, all men will be proficient in horsemanship or sailing.
Then come the player characters - the murderous hobos - who can't perform any task or job a normal member of the society can be expected to. It's funny, because no matter how into the setting players seem to be, you can't get them to make the sub-optimal choices of taking on the settings style. At least when it comes to the people I play with.
It's funny because sometimes it becomes a problem, like when the party is on a boat or fighting alongside a greek phalanx or find themselves on the run from men on horseback when none of them can ride. I mean, they are always great in one on one arena DPS competitions against single other player characters, but that isn't ever what the game is about and that capacity doesn't really help.
Anyone else have this problem?
No. Or at least, only for a few minutes.
First of all, it sounds like you haven't spelled out to your characters what skills should be taken by everyone. Then again, if you only have a few skill points (like fighters or low INT characters), why waste them on skills that don't fit YOUR character concept.
Second, it sounds like your players want to paly a different setting than you are running. You need to come to a compromise. Most of the groups I've run for would hate a campaign about military groups. They want more roleplaying options.
For example, I ran a Mekton Empire Campaign years ago and most of the players built well-balanced characters with detailed backgrounds and personality.
But only one out of the six had any skills in piloting a giant robot. And she only spent enough points to get the basics. So, over the course of a 4 year campaign, they did everyting BUT piloting Meks. (They did a few times, but only out of necessity). Other than tha however, they dove into the campaign and the hooks behind it whole-heartedly. So we compromised. As a GM, I didn't make it a requirement that they ahd to be Mek Jox because they designed good characters who could still play the game.
If your players don't want to ride horses or fight in military groups, why make them?
I would love to see a conversion of I1 Dwellers of the Forbidden City. The Castle Amber is fantastic! [/QUOTE Yes Dwellers was a Great adventure. I also vote for this one.
+1 on that! A great adventure I'd love to see converted...
I've always enjoyed using the assorted creatures from the Magi Nation Card Game (which features dozens of elementally-themed beasties) as interesting encounters for elemental monsters.
Back in 3.5, our group took the time to convert most of the monsters into quick d20 stats and they worked pretty well...
I've allowed creative players to make combat spells into utilitarian spells.
Early in ROTR, the Divination Wizard used Ray of Frost to preserve food. (They filled a bucket with water, tossed in some fish they caught, and used the spell until the water froze solid...comparing the damage Ray of Frost to Fire damage, it made enough sense...)
Or maybe just linking some modules together. There's the Falcon Hallow Trilogy (Crown of the Kobold King, etc.) or Crypt of The Everflame and it's follow-ups.
The Falcon's Hollow Series is a lot of fun. (And I think you can add Into the Haunted Forest as an intro as well...I thin its originally in Andoran as well)... with those modiles, you'd have a fun little romp with some decent roleplaying. (Some of the encoutners in the woods near FH are hilarious and my players had a great time with some of them...)
Second Darkness parts 1 and 2 are written to take place in a pirate's cove with sci-fi-like elements. I picture it a lot like Mos Eisley from Star Wars. The game encourages backstabbing ne'er-do-wells as PCs. Also, has very little to do with Drow. You also end this section being a casino owner in the city.
Parts 3 through 6 take place on a long tour through Drow and Elven lands (leaving behind your casino!), and the PCs are supposed to be selfless heroes willing to do anything to save the elven honor and aristrocy while saving the world from the Drow evil.
You can get extreme whiplash between the two sections.
I plan on running 1-3 as the backdrop for my Riddleport Campaign. If the heroes get involved with the Celwynvian thing, my goal is to have the Armageddon Echo be the end of the Second Darkness threat...then the rest of the campaign will continue.
Would it be possible to get downloadable monster / minis lists for the various modules and APs published? Knowing that a module features 5 Ghouls plus one special Ghoul in one encounter gives me an idea of what resources I'll need to gather for the best map experience for the players. Knowing that you sell a mini "Thanrock twice-cursed" tells me I can either round up 6 Ghoul models, or just get 5 plus Thanrock himself depending on how much time I have for painting.
As mentioned above: Pathfinder Paper Minis.
For the APs, these have ALL of the minis needed for the encounters.
Gigglestick, thanks!! I still have to figure how to recover some files now that I am using a lap top. However, it is great to have the adventure back in my possession.
As I understand it, there is a reference to the Caves of Chaos in Ustalav near the Worldwound. I set what I did in Belkzen, but it is easy to import. (I threw in a lot of Slavic, Baltic and Germanic names for a lot of the NPCs as I wanted that feel for the adventure.)
I wish that the adventure was in the OGL so that it could be hosted at d20PFSRD. However, I think that a good GM can do a lot with this adventure and the hooks.
Hey, you did the hard work, I'm just passing it along. Thanks for updating this. (I'm thinking of transplanting it to the Belken/Varisian border myself, as the Worldwound area holds no interest to me.)
Did you game at Back of the Closet? We might have played PF a few times.
Yup, i was playing in back of the closet but hadn't gotten into pathfinder yet, but i was one table over for the large werewolf game.
Small internet huh...
LOL...yeah. Then again, I expect some gamer crossover when talking about areas.
I was the GM who ran the three week PF demo (ITHF) and then did ROTR for two years at the front table on Friday nights...
Went to the Lancaster, NY store tonite to play DD4E Encounters but the game doesn't start again until next week. After rolling up 4E characters, the GM started a Beginner Box Scenario...
Yup (and this sounds like the punchline to a joke) I went to a DD Encounters game and a Pathfinder Game broke out.
The store is actually going to carry some PF stuff and starting in a few weeks there's going to be a Saturday PFS starting!
( Happy Dance )
After doing the BB scenario, one of the players walked over and bought the last PF Rulebook on the shelf...
Unless its a simple snatch and grab, I've always tried to arrange big burglaries like an Ocean's 11 scenario: Let the mage arrange some magical assistance, the bard and cleric can act as distractions, ahve the heavies around for backup and muscle, and a lot of non-rogue classes have admirable stealth skills (in the Absalom/River Kingdoms game I gm, the Gnome Rogue normally takes the Kobold Ranger with her as backup, the Halfelf Sorceress normally Buffs them a little, the Human Cleric of Shelyn hangs back to heal and sometimes act as distraction, and the HalfOgre College Fighter [from the old Campaign Guide] waits in the wings to pull off a rescue if necessary.) They do this about once every other adventure...
Basically, if this becomes a common occurance, that your rogue heads off on long burglaries, you can arrange for magic items that provide other characters with enough stealth to follow along and help...
At the end of the game, as long as everyone is having fun....
Awesome job man! I can't wait to run this for my group. A question, what are my options for printing this thing? Are there still online places that will print/bind PDF documents and ship them to you at home? I would love to get a good binding job done for this. Thanks again!
I'm thinking of designing a dryad encounter, and have some questions about them.
1) What happens if somebody casts Awaken on a dryad's tree? Does it work? Or does the magic of the dryad's link negate it? If it does work, what effect (if any) does that have on the dryad?
.
1. Nothing because in a real sense the Tree is part of the Dryad the way a familliar is part of it's master.
1b. Nothing. Despite all indications Warcraft may give to the contrary, Dryads are sentient, and generally have Intelligences higher than 2.
What did WOW do with Dryads? I've never played the game (though I've watched it a few times.) but is there a lot of Role Playing in WOW?
As for Dryad culture, back in one of the early (1e) dragon Magazines, there was an excellent "Ecology of the Dryad" article that had a lot of good fluff and would still fit pretty well with the PF Dryad....