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Ravingdork wrote:
Don't do this directly. This is a game of rock, paper and scissors now, and the party usually can provide all three, while a lone spellcaster is just this: alone. Specific advice for a spellcaster:
2. Always reduce visibility first. If they can pinpoint your location, or worse, if they can pinpoint you with ranged attacks, you're a goner. Invisibility is the most often countered spell in game, so take care to research alternatives:
3. Multiple saves, part two. Toxic fumes, poisoned weapons and caltrops. Target Strength ability to paralyze the casters. A group of friendly shadows (or controlled shadows) will do the trick nicely. A large group of kobolds with strength sapping darts will do good, too. 4. Invest in +Stealth items. Make Stealth your primary skill. Use darkness spells a lot. 5. Fireball sniping. Fireball is a long range spell. Cleric's worst save is Reflex. Bonus points if you can get several fireballs to go simultaneously. If you kill, or at least scare their healer, they will flee, too. Regards,
kenmckinney wrote: This is one of those areas where the disconnect between simulationist accuracy and the 'rule of cool' that EntrerisShadow cites kindof makes my head explode. I mean come on, the GRIM REAPER uses a scythe, and it doesn't look like a glaive! Death uses a harvest scythe because it takes lives, not fights. A Grim Reaper is just a battlefield parody of the original, and should be taking penalties for use of improvised weapon. Regards,
Wicht wrote:
Sadly I am in a middle of hellish project implementation period, and do not expect to gather enough will to put together anything passable for two or more weeks. That said, a few things come to my mind.It's too short. Or maybe it's too bad that there aren't any sequels yet. Or maybe it's that most of the stories complete before you are ready to part ways with protagonists. Tarnished Souk needs more locales (sweaty baths, hippodrome stables, market attractions, etc) and historical events (ordinary folk love telling stories, I'm sure that a few world shattering event circulate around). Many authors used only generalized information. Possibly getting them to read excellent Faces series would allow them to realize that Coliseum and Khan are the least interesting parts of the whole setting. We've got:
At least two stories need to bring more Faces to the game. I won't say which (well, I revealed one of the prime candidates already), but the characters make for prime material for developing them further. The Noir take on Coliseum setting, while original, struck me as a bit too genre breaking, especially that car accident and IV vegetable parts. I liked the hardboiled character, I just wish his backstory had more to do with fantasy. That's it. Regards,
PS. In case I haven't made it abundantly clear: I have enjoyed the book to the point I "ate" it in a single sitting. Anlerran wrote:
Dude. Seriously. There is no "can't" or "shall not" in any GM's book. Besides, Chaotic Evil does not translate into Chaotic Evil Stupid, Chaotic Evil Suicidal. You have also:
One of the most terrifying villains the characters met was really CE [1]. But he did not spill blood. He just talked people into doing bad stuff.
Regards,
[1] To be precise, it was not d20. The guy had a really nice car, too. And the players just wanted to get out of a abandoned gas station in a middle of radioactive nowhere (a dream of one of alternative near futures). Wicht wrote: Thanks Ruemere for that. I always appreciate other insights into what we did right or wrong. Im glad you enjoyed the adventure. Weren't it too low for level requirements to match my party, I would incorporate it in my campaign straight away. The concepts I would really love to use (some spoilers, obviously):
(there are other powerful or memorable moments in the series, I have just listed my top three) Regards,
Hello Jorin, a few bits of advice from a fellow GM on running the adventure(s). 1. Make sure that at least one PC invests into linguistics. There are several important moments, which depend on the characters being able to communicate, understand local customs or simply appreciate the flavor of a scene. Comprehend Languages is unlikely to suffice. 2. There is a lot of social interaction (well, maybe not a lot, but it is still very important). Advise your players not to use Charisma as dump stat. Several episodes are open to your interpretation, and the players my overcome serious obstacles (especially in part two) if they can sway unnamed PCs. 3. Most opponents are underequipped (and have quite low CR) - certain dog comes to mind, for example. This is one of the rare few scenarios, where players can get through quite a few scenes with thinking instead using brute force. Again, this may be open to interpretation. There are also straight combat encounters, but if your players pack decent AC, they should be fine (even boss enemies sport low attack bonuses). 4. Try to impress the players that dying is a bad thing. Have some NPC expire on them and then come back to haunt them. 5. It may lose a bit of impetus toward the end of the third book, so you may consider developing your own finale. It should not be too hard, as there are a few important plots points unresolved. Overall, I really liked the series. It's well worth playing (despite several painful typos and layout mishaps). Regards,
Deadmanwalking wrote:
Do your worst. I'm curious as to the way you're going to build them - so far most of the NPCs presented here were of rather direct type. If you need more info on PCs, just ask. Regards,
Here's a little challenge from me - build two support characters for black ops team. Kindly read the background section first. THIS IS SCARN! There is an environment-friendly group of seriously minded folk. Composed mostly of humans and high gorgons (think humans with sorcerer talents until they decide to split their bellies and let snake swarms pour forth), they like their meals to be roasted alive and to come from sentient stock (humans and elves mostly). Ritualistic, shamanistic, conservative with access to legacy of ancient culture. Their preferred classes are druids, sorcerers and bards. There are no clerics (or any straight divine classes) among their ilk (the gods are anathema to them). Witches and Oracles may be also thematically appropriate, however, Oracles especially, they should have strong ties to the nature (and one true way of doing things). When they infiltrate settlements of nascent human nations, they tend to use variety of guises (the policy of burning druids being still often practiced, as out of 10 druids, only 1 is likely to be only neutral). THE PCS TO CHALLENGE 6 characters, 14 - 15 level, mix of neutrals and good. Survivors (don't mind choosing lesser evil if their lives are at stake). Some of them highly proficient in class specialty skills. Some of them distinctly favored by gods (read: they may be hard to surprise). Sometimes have problems with acting as a team due to highly individualist attitudes. THE CHARACTERS NEEDED I am requesting creation of two great support characters (any level you deem suitable), a druid and a bard. These guys are likely to be leaders acting from safety of mid-line, with a crowd of disposable (charmed, hired, dominated, threatened) mooks. They are not going to sacrifice themselves (they are survivors, too), but they are fanatics and do not expect any mercy.
A LITTLE MORE BACKGROUND The PCs have destroyed a crew of high gorgons attempting to sway a whole region of orc tribes back to old ways (through fear) - thanks to semi-peaceful coexistence with humans, the orcs were slowly settling becoming more civilized. What's worse, the orcs were adopting worship of gods.
Regards,
Please do. A taskshaper with Living Legend template, you know, a guy who lives off challenging famous heroes, would be a terrifying prospect to fame-starved adventurers. On a second thought, maybe it would be a good idea to build another Tarnished Souk "Face"... a professional anti-hero, a hero-killer, a Hero's Bane. Hmmm. Regards,
Campaign spoilers... Spoiler:
The worst part of lich life is finding associates who are willing to put out with Aura of Fear, nasty smell, icky touch and, sometimes, murderous urges. In my campaign most intelligent undead recognize this shortcomings and plan accordingly as per golden rule of "good public relations make for a future with less property damage". The standard set up have been already mentioned - the Alter Self spell followed by Permanency. The good looks cost a lot (Aura of Fear is a useful tactical tool), but in dire emergencies one can simply dismiss the spell. Other, less mundane arrangements:
Baryoi, a lawful good accidental lich, has taken to wearing a mask of living tissue and loose fanciful clothes. He looks human as long as no one begins to grope him him. And his smell is fine, since he cured his bones personally, using delicate spices and perfumes to improve the impression. Several other NPCs over the course of years used Extended Polymorph self.
Regarding relations with other folks, especially those keen on killing undead:
Regards,
Rite Publishing wrote:
Hmm. How about doing double feature, one common and one exotic table. For example:Urban + Desert, Wood (Temperate) + Deep Sea, Steppes + Blasted Ruins, Hills + Excavations, Mountains + Blasted Wastelands. Regards,
Greg A. Vaughan wrote:
Many thanks for sharing the story. Thanks to such little pieces of knowledge, the less known parts of history come to light. Greg A. Vaughan wrote: And just for clarification to anyone who might be looking to bait an edition fight. I am not criticizing 4e, I'm just noting that in my experience it has a quite different adventure design philosophy that I was having trouble getting comfortable with for a Tsar conversion. Very similar feelings here. I think that 4E exhibits certain elegance of design, as opposed to somewhat chaotic placement of systems of 3.x. For example, limiting immediate options available to characters during the course of an encounters significantly simplifies decision process (no more wizardly guys spending precious minutes poring over tens of available spells, or fighters iterating through umpteenth d20 roll to confirm a critical). It is something I would really love to see in Pathfinder 2.0.HOWEVER! While limiting immediate options is good, the downtime should allow the character ample amount of choices to change their set of abilities. My favorite MMO, Guild Wars, lets anyone in a safe zone to completely change list of their skills and equipment: Necromancer/Assassin (tactical approach + nuking single targets) becomes Necromancer/Ranger (pet + curses) or Necromancer/Paragon (complete with a spear, high on adrenal skills and ready to protect its group with armor boosting skills).
That's why I'm fine with most systems. And this is a proof that my speculation was purely academical :)
*tips his hat toward audience and leaves the stage, disappearing in shadows* Regards,
Chuck Wright wrote: I was just saying that your conclusion, while a valid hypothesis, never came close to being a reality from as much as I know about what happened during that time. Bill may know more about it than I do (if he left something out when he told me about it) but Greg, of course, would be the final arbiter on whether or not he entertained the idea of converting it to 4E. I did not mean to pry, merely to speculate. I was just trying to point out how one bad (some would say even, evil) business decision of creating GSL influenced the development of the industry. For example, let's imagine that 4E comes with OGL. Pathfinder is still likely to happen, however most adventure paths are going to feature double stats or online conversions to 4E. Most third party publishers follow in Paizo's wake double statting their adventures and supplements. No system is likely to prevail though sheer market penetration would probably cause 4E to remain dominant.
At this point, we probably get ToHC with S&W version, Pathfinder version and 4E version. News of imminent Rappan Athuk release with 4E stats would cause excitement, especially since WotC support for adventuring is scarce. As for Slumbering Tsar, well, who knows? One of my favorite authors, Philip K. Dick, has written a novel titled "The Man in the High Castle". This fascinating story sometimes makes consider big what-ifs of real world. This is one of them. Regards,
Chuck Wright wrote:
First of all - this is not based on actual knowledge. It's more like a theory based on several facts. The announcement of Slumbering Tsar by Necromancer Games occurred shortly before advent of 4E and its evil companion, the GSL (Game System License). Thanks to GSL not being shown early enough, quite a few companies, included Necromancer Games (as presented by Clark Petersen himself) held off its products hoping to release them for the new system. It also bears mentioning, that 3.5 market seemed quite saturated at that point, and it seemed quite sensible to get ready for the next incarnation of the most popular system. Necromancer Games planned strong opening for 4E, but as we now know, Clark's was quite wary of GSL, and so products were put on hold... somewhere along the line real life job claimed him, too. Now, I do not really know whether Slumbering Tsar was intended to become the next big release but it stands to a reason, that if Necromancer Games were successful with their 4E releases, they would probably invest into the great work Slumbering Tsar is. And invest they would have to, as the size of the book would require a lot of capital. A few interesting posts by Clark on his efforts to use OGL with 4E. It would have made sense if GSL was remotely similar to OGL... however, it was not meant to be. Regards,
The link:
Amazon reviews were not really positive. The premise however is very appealing.
My take would be to:
Regards,
Gorbacz wrote: "Your class sucks because you're screwed if 10 Erinyes jump you". Straw is cheap this summer, I see. CR 15 encounter with multiple AOEs is pretty standard. Ashiel was being merciful. I would use 2 liches (CR 14) - two saves vs Fear, Circle of Death, Waves of the Fatigue.
Regards,
My belief is that Attic Whisperer was supposed to be pathfinderized version of Chucky the Doll.
Anyway, there is a simple way to make it a fearsome CR4 creature:
With hit and run tactics, the creature can work pretty good:
Regards,
Could you produce a demo of a single finished page of the product? I would like to check out your writing style, the way the product is going to eventually look like and the way you are going to approach subject. The reason I ask is that from time to time I get interested in an neat idea only to find that the author's ability to shape a concept in an pleasing and logical way is not yet up to the task... or that one's idea of putting out the product is somewhat worryingly close to using Word, Times New Roman font and converting documents to PDF (it IS possible to produce beautiful things using tools like these - Times New Roman excepted, perhaps). Specifics:
For more inspirations, consider having a look at "full-sized previews" at DriveThruRPG, even though these previews present only first, most bland, pages. Regards,
Adam Daigle wrote:
Thank you. That's what I wanted to know. I really like your setting, it's just a little too lowlevel for my campaigns. Regards,
Guys, I like your premise, that of dark fairy tale meets dark fantasy. However, as a GM I need hard info to make the choice. Specifically:
Regards,
Pirate Movie, the beginning, VICTORY! Link:
Regards,
A toast to the looming horde of sarcophagi, urns, pyramids and plain old graves awaiting influx of player characters, To Chuck, Greg and Bill, for rising a torch for Ye Olde Necromancers, To everyone who became a member of elite club of Frog God Games supporters, I salute you! Regards,
Reckless wrote: Accept the surrender, then grant the creature an immediate trial. Based on the outcome of this trial, he is either a criminal to be executed or a prisoner of war. This. By surrendering to you, the goblin also submits yourself to your judgement. The trial can be very quick - you can use your Detect Evil to verify creature's alignment afterwards, and Sense Motive to find out if it is going to respect your verdict.If it is evil, untrustworthy, put it to the sword. If the creature can be redeemed, you should give it a reasonable chance... just remember that you're not that one of these silly guys in spandex who let villains commit crimes time and time again. Finally, if you lack resources to take the creature into custody, use your charisma to promise terrible retribution and let it go. Let the GM worry about it later. Regards,
Dispel magic is your friend Any direct damage also works, just make sure you deal in excess of 20 damage. Protection from... spells (and Magic Circles) do their job, too. Finally, twelve low level archers should do the trick, too. Just remember this universal truth: high level single opponents almost never work. Use groups of at least three opponents to build challenges. Regards,
Here's a handful of semi-appropriate quotes: It's clobberin' time! Good? Bad? I'm the one with an axe! Hell hath no fury like a kobold scorned... Bad things come in twos and threes, worse things come in dozens. Ten little kobolds felt mighty fine, One got an axe and then there were nine. Regards,
You see, at that time I have been a firm believer in cathartic resolutions to plots - you dragged PCs through hell, to make them giddy with happiness upon escaping with their soul intact (and the body in a body bag). (Inspired by French noir movies) Being shot to death by normals or put away into mental hospital as a vegetable, was infinitely more preferable than being dragged into reality by a nepharite, with a self ripped open like over-ripe fruit to be digested for (personal) eternity. Or becoming a self-aware canned meat product to be served your (former) family. Regards,
Helaman wrote:
Once upon a time, in a different campaign, under a faraway system, there was a similar issue. A female NPC, a brash artist PC with messed up past and a GM who had designs for the NPC which made the notion of the romance impossible. Unfortunately for then somewhat less experienced GM, the reveal scene happening on the verge of intimacy, bore quite a surprising fruit. The NPC revealed she was a young man of female persuasion... and the PC raised the stakes coming out. The GM, somewhat flabbergasted, pointed out to the player that "you cannot do this now, there is nothing like this in your character background". The player countered that the story of his character, while 4 pages long, showed distinct lack of female element. The GM conceded. The PC and the NPC traveled the road together from now on. The campaign rolled on toward unhappy end [1]. Everyone learnt something :) Regards,
[1] There are no happy endings in horror games. 41. You tend to discuss your violent machiavellan schemes in a middle of a crowded bus. 42. You tend to discuss magic and demon summoning and bloody sacrifices in a middle of a crowded bus. 43. You tend to brag about your imaginary conquests of fairer sex... in public places. Ah, the memories of bygone age. Nowadays even fundamentalist geriatric commandos would not break a sweat if I tried any of the above. Regards,
Heheh. What a great thread. I've had a similar problem until I have an epiphany of sorts. Why try to beat them (and die horribly), when you can join them? The life of GM got simpler, while players had to embrace the world with shades of grey. Example:
Regards,
clff rice wrote: Hmm, Interesting the blaze idea certainly has merrit and fits corean to a T, The earthquake thematicaly works but Not sure how to implament it without makeing the golem seem like "Mecha Kadum" as allot of their abilities are similar. (Awesome visual hehe) Ultimately, the golem is probably a piece of Corean's Mithril Heaven torn out like a pound of divine flesh and sacrificed on the altar of necessity. In other words, it is more like a self-contained demiplane with means of affecting coterminous Prime Material than a creature or an object. Regarding mecha-aspects, I am intentionally planting unclassifiable motifs in my campaign. The players are still remembering fondly final of showdown of Banewarrens, when *major spoilers* Spoiler: That's why your conversion so interesting.
a fallen planetar ripped apart a dragon and then clashed with a interplane mining-diggine mech pilotted by PCs. Imagine a headless, heartless animate body Kadum arriving at the height of Blood Monsoon, with epic level players fearfully animating wreck of Corean's golem to wage epic battle in ruins of Mithril... Regards,
Practically any urban detective fantasy (Aloha from Hell and Pennies for Ferryman) of late.
Not really a fan of hard fiction, history or classic books. Still waiting for Nail Gaiman to outdo his American Gods. Regards,
PS. As a great tie-in into good books:
My apologies for taking so long to provide a comment - I've been away for some time. clff rice wrote:
I think that golem should be able to recover minor damage (as caused by non-epic weapons and spells) immediately, to the point of being almost invulnerable. 40 hitpoints per round sounds reasonable. Also, the golem due to immense size and weight should be able to cause various effects by simply moving. Earthquake Step (Ex) - ability to cause minor earthquake by taking a step.
Regards,
[Wizards of the Coast] Dungeons & Dragons—4th Edition: Player's Option: Heroes of the Elemental Chaos Hardcover
This cover would look better if included a Prothean. Regards,
clff rice wrote:
23 CR golem without self-repair is a sitting duck for any flying wizard (pick a rock, drop a rock from enormous height - 150 feet or more, large rock means range touch attack at 8d6 damage). That's why I would make the golem capable of performing self-repairs (and add Broken template to make it unable to repair completely).The number of hitpoints and better saves are important because high level characters can deal in excess of 200 hitpoints per round. Without strong resistances, the golem is just one step away from becoming a huge pile of mithril junk at the hands of some enterprising individual. Of course, I know it is against guidelines, but if you look at Adamantine Golem (CR four points below Mithril Golem) and the other example (CR only a single point higher), and at Tarrasque's ability to reflect some spells, you'd agree with me. IMHO, the golem should be an epic, indestructible THING watching impassively over puny people below, like an Eiffel Tower. Or sphinx. Regards,
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