I like it, Bood frenzy being an ecounter power sig doo, flyby with a recharge is good. This should chalange a party.
However as it is set up, 5 of these will be a big fight, and that's would be great except that fight seems not not be very important to the adventure so I would drop the number, 2 or 3 swarms like this will present a good chanlenge.
Not sure i agree, they were about sin, and the sin magic, there was little difference between the two. At least that's how i understood the section talking about sin magic and the rune lords. But even if that is not how it’s written it could still fit. It seems to fit the theme of what is going on very well.
I Also like the idea of having more than one way to open up the stone heads, I’m thinking of having something to do with sin magic and something along those lines, for example I have a PC that is very greedy, i figure he can reach right into the statue for the runelord of greed and pull out the key. Not sure i like the idea of performing a sinful act right there, but it;s not a bad idea.
Jeremy Mac Donald wrote:
Personally I'd take this as an opportunity to begin laying the groundwork for Sin Magic ...
This is some great stuff, I really like the idea, they will have already been in the library and knowing one of my pc's they will want to spend a lot of time in there learing about this stuff. That would be a great time to intro some stuff about sin magic and start driving him crazy with it....
Thanks to everyone and if you have any more ideas please feel free to drop them here. I have quite some time before we play this game (3-4 months) So I will have lots of time to play around with ideas
As far as monsters go:
MONSTER LEVEL ROLE
Not a bad list
I've done a once over read and really read about 1\2 of the book so far.
Now i am a 4e player so that might skew my view a little.
So far i really like this book, i did not plane on buying it but i ended up with a free copy. I expected it to be a lot like the draconomicon and near unless for the every player and nice for a DM to have from time to time.
However with the last 1\3 or so of the book being some cool magic itmes, paragon paths and interesting armor i think a player might want to have this book if (and really only if) they are playing in a game where you must travel the planes. (unlike the dracomicon that has no use for a PC).
As far as fluf i like it, the fey is great and have alwasy loved the idea. The shadow fell is not bad, and can be an interesting aspect to the game.
I also like the change in what you need to travel from plane to plane. in 3e you needed a tuning fork set to the tone of the plane, as much as that is a neat idea it was basicly you know it (knowage check) or you found a fork that was set for that plane.
Now They use runes or emplems for each plane that must be using during the ritual to travel. This can let you give a PC peaces during a game so that at one point they have all the peaces of the ritual... small change but one i like.
Over all i give this book a B+ and would recomend it for any DM to have and a few PCs to have.
ps. sorry about anyspelling errors...
I've been running rise of the runelords in 4e for a while now. My players has just cleared out frt riddic and taken back the dam. So I have some time before we start sins of the saviors, but i thought i would read a head and get some ideas going about how saviors will work as this section has a lot of 3e rules built into the puzzles.
My First problem: The 7 heads of Xin riddle (before they get to the runeforge) asks for a spell to be cast near each head that is from the same school as each of the heads in order to get the key out.
4e does not use the old 3e 7 schools of magic... does anyone have a suggestion to how I could do this in 4e?
I shoul be back later with some other questions about this adventure.
I'm not trying to start a political war here (however it may). But I sent in a recommendation to www.democraticstuff.com that they should produce a "gamers for Obama button with a few recommendations, one for each table top gamers and console gamers. they are now producing them and are only $1 each Check them out.
Gamers for Obama
Dark Arioch wrote:
I have run Keep on the shadow Fell, and some of my own Campain (4e Rise of the Rune lords)
Shadowfell is well done, very easy to run and very fun, Kobolds are Fun to run, and deadly to play against, and i found that very refreshing.
I have more info about my own game, as we have 4-5 players, The game dynamics are great, lots of great combos between different classes, the game is still deadly, we still have lots and lots of Roleplaying, and some amazing combat.
over all i find the game different than 3e but still a very fun D&D experiance
Hi all, I just finished BurntOfferings with our 4e group, not it;s time for some dark things to happen.
I've been working out how to Do the haunts in Foxglove manner, But they don;t have a cleric to attempt at turn check vs any of the haunts, any sugestions to give the PCs a weapon or 2 vs the house?
Soon i will have some of my stats conversions up for the monsters in this adventure.
Christopher Fannin wrote:
my group is at 800xp after the sandpoint attack and the Glassworks, they will be 2nd level just before thistel top (as i added an goblin ambush on the way).
Also i used one of the Wolfs in the MM to make goblin dogs
Goblin Dog Level 2 Skirmisher
Medium natural beast XP 125
Initiative +5 Senses Perception +7; low-light vision
HP 38; Bloodied 19
AC 16; Fortitude 14, Refl ex 14, Will 13
mBite (standard; at-will)
Goblin Blood: counts as a goblin
Goblin Tactics: if missed by a melee attack G dog can shift 1 square
Alignment Unaligned Languages —
When you put these with my Thisteltop Clan Guardans they get really nastly
I'm changing a few things around to make the campain work the way i want it. So i made Bruthazmus show up in a earlyer enounter (an attack on a Shipment coming into sandpoint). Want i'm doing is adding 4-5 Goblin minions, and 2-3 Goblin archers to the encounter, the archers will be hidden with Bruthazmus in the trees while the minions are digging into an already defeated Caravan. The Wagon and dead bodys will be full of arrows while the minos don;t have anything but their dog slicers. (hopfuly showing a tip to the ambush to come)
once the party attacks the minions a Full Rain of arrows will come in any gobiln that misses will still be hidden, and Bruthazmus will have used Quary and Predatory Eye on the lest armered PC. With Twin Strike
Then seeing some power in the PCs, he will use Cut & Run to get the hell out of the area, and if he takes dmg from an attack in his face he will Yeild Ground
Bruthazmus Lvl 3 Bugbear Ranger
Med Natural Humaonid (goblin) XP 300
Initative +6 Perception +6
Hp 56 Bloodied 28
[b] Long Sword +6 vs AC At will 1d8+2
[Rb] Long bow +8 at will 1d12+3 20\40
[r] Cut & Run Encounter standard
[r] twin stike at will standard
Yeild ground: imidate encounter dmg by melee attack shift 2 squares
Hunters quary; Minor At will
this should be nice added peace to the over looming problems of goblins in the area. I will then try and bring the PC's back to sandpoint if they don;t thistel top will be warned, if they do, it should be a day or so and the alert will be down.
After getting into the main part of thistel top I will have Bruthazmus and Orik Attack the party in some defensable part of The Fort.
Orik Vancaskerkin lvl 3 Elite
Medium natural humanoid XP 300
Initiative +5 Senses Perception +6
HP 80; Bloodied 40
[b] Long Sword (standard; at-will) ✦ Weapon
Turtle Stance (Move At-will) sheild
Defenceive training: Encounter Imidadate Recharge 5-6
Alignment Any Languages Common
Str 16 (+4) Dex 14 (+3) Wis 11 (+1)
Oirc will Use Turtle stance making a Wall, (in some door way or hall) Bruthazmus will Be shooting and moving all over the place doing a lot more dmg the Orik will. Once a PC gets to Bruthamus or Drops Orick to 1\4 Bruthamus will run and at 1\4 Orick will give up... and mabye help the Pc's
The Final Fight in Thistel top will be with Nualia Lyrie and Bruthamus (assuming B lived).
Nualia Anti-Paladin of Sin Elite Level 3 Paladin
med Humanoid XP 300
Init +3 Perception +2
Hp 72 Bloodied 36
Action point 1 [_]
[b] Bastard Sword Standard at will
[m] Glutenus Steel Stndard at will
[m] Deformed Claw standard at will
A Chalenge of Pride minor at will
[m] Touch of Greed Encounter Recharge when bloodied
The Burn of Wrath Immideate interupt encounter Recharge 
Sihedron Medallion minor Action Daily
Str 16 Dex 10 Wis 13 cha 14 int 13 Frt 14
Lyrie Akenja Drow Mage level 2 Eleit Controller
Med Humnaoid xp 250
Init +2 Perception +1
Hp 64 Blooded 32
Action point 1 [_]
[b] Dagger Standard at will
[Br] Magic Missle +7 vs Ref 2d4+3
[r] Ray of Enfebement Standard Encounter Rechange 5-6 Range 10
[r] Orb of hate Standard Daily
Expeditous retreat Move action Dailly
[A] Grasping Shadows Standard Encounter Burst 1
[C] Cloud of Darkness minor Encounter
Init 16, Cha 16, dex 15, Con 11 Wis 12 str 10
Lyrie will use Expeditous Retreat if she is bloodied or if Nualia Falls at that point she gets out of town as fast as possable, Bruthasmus will Run if he is less than 1\4 or if Nualia Falls.
Nualai will fight to the death, being bound to the RuneLords via the Sihedron medaillion, she hopes to bring them back to help her grow, the Deformed class is a gift she has grown to love and uses it once she is 1\4 down.
Josiah Knight wrote:
I just took a look at the Pathfinder wiki, and i don;t see a good place for 4e conversions, if you make a place and set it up i would be happy to post my changes there.
As for goblin camandos, i found little flavor in them so i used the Goblins from the 4e MM however i do have some more goblins
Goblin Glass Thrower
Goblin Glass Thrower Lvl 1 Artillery
Small Natural humanoid Xp 100
Init +3 Sense Perception +0
HP 24; Bloodied 12
m Dagger (standard; at-will) ✦ Weapon
Goblin Tactics Miss from [m] free shift
Skills Acrobatics +8, Stealth +10, Thievery +10
basicly it;s a kobold slinger changed into a goblin
Goblin Glass Maker
Goblin Glass Maker: Level 1 Skirmisher
XP 100 Small natural humanoid
Initiative +3 Senses Perception +0
HP 27; Bloodied 13
[b] Glass Tongs (standard; at-will) * Fire
Goblin Tactics (immediate reaction, when a melee attack
Languages Common, Goblinoid
Goblin Worker Level 1 Minion
Small natural humanoid XP 25
Initiative +3 Senses Perception +1; low-light vision
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 12, Refl ex 14, Will 11
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
Skills Stealth +5, Thievery +5
Thisletop Clan Guardian
Thisletop Clan Guardians
Small natural humanoid XP 125
Initiative +4 Senses Perception +2; Low light viison
[b] Short Sword (standard; at-will) ✦ Weapon
Clan Guardians Tactics (immediate reaction, when an adjacent
Gogmurt: Goblin Fire Druid level 4 Elete Artilery
Small natural humanoid
Init +5 Senses Perreption +4 Low light vison
action point 1
[b] Flame Touch Standard at will Fire
[Rb] Produce Flame Standard at will Fire
[r] Hail of Fire Standard at will Fire
[c] Channeled Fire Standard Daily Fire
Fire Sheild immidate Encounter once bloodied for the rest of the encounter
Spell shaper; when making a [c] attack Gogomurt can pick 2 allies in the attack who are considerd
Endless power: minor Encounter recharge 
Goblin Tacktics immidate when missed by a [m] attack
Goblin dog Rider
Goblin Dog Rider Level 2 Skurmisher+mount
XP 125 Small Natural humanoid+Mount
Imitative +5 Perception +3
HP 37 Bloodied 17
[B] Long Spear (Reach 2; Standard; at-will) * weapon
Protect the Mount- Immediate Interrupt Encounter Recharge 4-5-6
Great Poison: If on it's then The GDR moves 4 squares from where it starts +1d6 on that attack
Goblin thrower [spoiler]
Initiative +4 Senses Perception +5 HP 22; Bloodied 11
[Bm] Scrap Metal (standard At will) * Weapon +4 vs. Ac 1d4+4
[Br] Throw Stuff Standard At will * Random item When the Goblin Thrower attacks He picks up
[r] Throw lots of stuff Standard Encounter Recharge 5-6
Rip Nugget +Gecko
War Chief Rip Nugget + Gecko
Small Natural Humanoid + Natural animal Mount xp 750 (solo monster)
Init +5 Senses Perception +3 Low Light vision
Speed 6 (on gecko 8 Climb 6)
[b] Dog Sliser Standard at will Weapon
[m] Hit and Run Standard at will Weapon
[m] Powerful Charge Encounter Recharge 5-6 Weapon
[m] Gecko's Tongue Reach 3 Minor Recharge when target is no longer immobilized
Protect mount Imitate encounter Recharge 3-4-5-6
Skirmish if Rip nugget moves more than 3 squares away from where he started on his
Wall Climber During a move action Gecko+nugget have Climb speed 6
Ac 15 Ref 17 Ft 15 Will 12
Bold : never bloodied while Ripnugget is mounted,
Yeah i'm a big DDm player and even with the new rules (that are almost exactly like 4e combat) they have con11, I thought about adding insubstantial (have dmg on attacks that are not cirts) but i think the miss chance was better...
What a great idea of a skills encounter\Team goal.
A Scouting part of Goblins has been taken down however 1 got away you can hear the rallied troops on their way now. The Scouting party was way to strong there is no way you can take out a full squad. however in the Room is a Iron door strong enough to hold them back as you example however the lock is well beyond broken. The Wizard need 5min to can the ritual and lock the door, 1 player can help, the others need to distract\trap\delay the squad on it;s way until the ritual can be cast. Very Free form encounter the wizard would need to make arcane checks i would speed up or slow down the ritual based on the checks, the "assistant" would do the same maybe with differnt kinds of checks getting the door set to close at the right second ect... everyone else would need to distract them Either with A fire arrow shot into a tree to set it on fire liquid, or Some kind of distraction sound or a a quick and dirty trap ect...
an NPC ally is locked in the room, the wizard knows that it has an arcane lock cast on it. The Room is filling with a strange liquid, you can see via a small window (that some how is very strong) that you don;t have long. Can the Rogue disble the trap? can the Wizard cast Knock in time, or can the fighter bash in the window that seems much stronger than it should... The Ritual could be cast in time with a rushed casting (house rule just for situations like this) with the right arana checks...
Derek Poppink wrote:
Next up: Erylium.
I almost Did a set of 4e stats for her, however I found that we know very little about the final boss until near the end of the game, So i droped her, and made "Unknows Image Level 5 Elite Artillery" The unknown image is of Karzoug, Here are the stats (the may be a little to powerful not sure yet)
Unknows Image Level 5 Elite Artillery XP 400
Init +1 Perception +3 Action Point 1
Hp 74 Bloodied 40
[:RB:] Thunder Wave Standard At will
[:c:] Burning Hands Encounter Recharge when bloodied
[:R:] Acid Arrow Daily Standard (Recharge when Bloodied)
Unstable Image Immediate when attacked, Encounter Recharge 5-6
Rune Wells blessing the Image must stay with in 5 squares of the well or it is destroyed
Str 8 int 18
Oh and i expect to start with 3 spawn and summon 2 more duing the fight, i expect to have 6 players so that will make it a level 3 encounter
Keith Richmond wrote:
For the commando (mounted Goblin) i when with this
Goblin Dog Rider Level 2 Skurmisher+mountXP 125 Small Natural humanoid+Mount
Imitative +5 Perception +3
HP 37 Bloodied 17
[:B:] Long Spear (Reach 2; Standard; at-will) * weapon +7 Vs AC 1d10+2;
[:m:] Hit and Run (Reach 2; Standard; at will) * weapon +7 Vs AC 1d10+2; May move up to speed and make 1 melee attack any where in the move
Protect the Mount- Immediate Interrupt Encounter Recharge 4-5-6
Great Position: If on it's turn The GDR moves 4 squares from where it starts +1d6 on that attack
I Went with the spear for a change in flavor and to give a little advantage to the movement. But i thought a Full mounted Goblin would give a different feel to the fight. I also want this guy to Hit and run in and out of the fight all the time... hopfully the part will be more focused on the minions and Pyros in the fight
I think i might drop Great Position, His dmg output seems good as is, and that might make him to strong
It's 4e, dude. You'll never die in the first place.
Come play in my 4e game and see how long you last... I'm sorry but this is obviously a comment made by someone who has not given any time to the system. Now there may be good reasons why you don’t wish to give time to the system if that is the case i recommend not making comments like this
Keith Richmond wrote:
One thing i noticed about your minion that i think needs to change is the HP.
Yours say "a minion dies when hit my an attack that deasl dmg" vs WOTC minions say "Hp 1: a minion never takes dmg from an attack that misses"
There is very little difference here but on think is attacks like cleave... (Attack on target and a 2nd adjacnet target takes 3 dmg) If a minion is the 2nd target (taking 3 dmg) by your wording it will not die... however by WOTC wording it will...
By the way i love these guys!
I've been looking over the conversions done by Keith Richmond
A few things to think about...
I agree that the Encounter should not stop for a 5min Rest however Don;t let the PC's die, If they are having major problems in the fight have a "this section of the city calm down" that way they can take a rest and Heal up.
Goblin minion:love it! however i want a few more Dogslicers to break so i would change the "Shoddy weapon to 1-3 or 1-4... just so it will be fun showing off how goblins are a crazy foe.
Goblin Pyro- Amazing Great job.. i was thinking of Converting these my self but you did a better job than i could do... I will be using this Great!
Goblin Warchanter: I very much like the idea. daze i'm Not sure Psychic Dmg is the best way to go, but i don't i have a better answer yet and it will do just fine. whip crack I think this is a little to strong, Move action? Recharge 4,5,6? minion only are all good fixes... Personally i would do minion only.
If anyone does a wiki i would love to help out make sure to post here so i can come help.
I picked mine up the other day at FLGS and was a bit disappointed. The quality and detail of the minis themselves is less than previous editions and the new rules are, well, too 4e for my taste. I want my old alignments back!!
I wonder what you expected? these combat rules are almost exactly how 4e combat will work...
I have almost the entire set So i have taken a good look at Everything other than the Eye of Flame beholder, and the Rakshasa baraon (however i have seen them in person)
Almost all of the skulpts are great, i can think of 3-4 skulpts that i don't like (out of 60 that's not bad). Most of the paint jobs are well done as well (i don't like 8 or 9 of them). So over all i give the set a B, There are some great U\commons and some great old school figs that have been re-done. The uncommon Hookhorror, Bullett, direwolf and Hag are wonderful examples of figs in this set.
HOwever i feel said for figs like the mindflair Who look like a 3 year old painted it.
Let me also say that Most of the figs that look bad here http://www.wizards.com/default.asp?x=dnd/mg/dxd
Look a lot better inperson...
Also the starter figures look very good as well (as long as you can get over the green dragon's horn)
In the articles about 4e most of the designers have said they are taking out "Needless book keeping" know that, i would bet that the phb1, MM1, and DMG1 will not have detailed Economic rules.
Later books may have something like this, and if it comes i would expect it to be 2-3 years down the line as there are some more important books coming first.
Your Corrent that a Goblin is still a goblin and it will change the number of Creatures the fight, but Spells, combat rolls, and all kinds of other ablitys will be different enough that i don't feel it will be a strait forward converstion.
However i think it will be fung giveing Ogres with Giants hooks some special fighter\Barbarian like attacks(all Classes will have special attacks)
Ross Byers wrote:
It's just you.. :-)
In the previouse version of the game we had alinments as our factions, however now that alinements are much more limited to those are are really good and really evil we need a new way to break down all the creatures. Using where they come from and where they live i find is an interesting way to do it.
Would you guys give it a try with a Free demo?
Lots of areas with strong Gaming communitys have WOTC Delegates in the area, and if they were to provide you a free demo of that game would you try the demo? and mabye give 4e a shot?
What if 4e is the best gaming system to come out for D&D? Would you really want to miss that? I'm not saying it will be, but is sure could be.
If you see a Demo, at World wide D&D game day, a Convetion, or your LGS give it a try you might be surpised.
I would like to see "official" conversions when the time is right, but if not I imagine a few enterprising community members will be able to make good conversions.
Converstions from 3e to 4e will not be strait forward. the 2 systems are very different. You could still make a 4e character that feels the same as a 3e character but it wont be a strait converstion...
Don't expect Paizo do make 4e conversion for any of the APs
however, i will be using Runelords as a backbone for my 1st 4e game. This will not be an exactly conversion of every character and encounter but will use the campaign and main story as the foundation for my 4e game.
I plan to keep a game blog here as i start the conversion and as my players progress in the game
this may help but we have a few months before any of this starts
I just started subscribing, Before i was picking the adventures up at my FLGS
Dose Dragon (or paizo) have plans to do any DnD minitures leagel maps like the one done a while back (drow outpost)?
I asked this question over in dungeon and the answer i got was told. No plans from Dungeon, is somthing like this was done it would be done throught dragon.
So i thought i would ask
Thanks for you time