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For all the confirmation you could ask for (and a sneak peek), take a look at this news article:

http://paizo.com/paizo/news/v5748eaic9lm3


WorldWorks is pleased to announce the release of SeaWorks: Atlantis, the third in our pirate/naval line.

Take a look here!

Lost to myth and legend, Atlantis now rises from the depths and lands on your tabletop! Adapted from the core of the Platform Command series, Seaworks: Atlantis puts a nautical spin on the elevated gaming concept, allowing you to create an ancient city of well-worn marble standing over a glimmering coastline of crystal-blue water and sun-drenched sand.

Visit the temple of the oracles! Make offerings to the statue of Poseidon! Marvel at the giant crystal obelisks! Or just take a boat out for an afternoon sail. But don't go out too far... you never know what's lurking just offshore!

Download the Promo pack to get a close-up look at the actual set in use.


Greetings all.

I'm the product manager for WorldWorks over here at Paizo, and just caught sight of this thread. Yes, indeed, the WorldWorks crew has been hard at work on our first official Paizo/WorldWorks collaboration.

For those of you who are curious about what all we've been doing, and how it might tie into Pathfinder, I have been putting together several different threads in the Pathfinder forums talking about utilizing existing WorldWorks products with the original Pathfinder adventures. It's not an exact fit, mind you, but it should give you some ideas.

As you visit the links to our products, please scroll down to the bottom and click on the "promo pack" link...it'll give you a full-sized view of the images shown.

For a look at the existing Pathfinder threads:

Burnt Offerings

Skinsaw Murders

Hook Mountain Masssacre

Fortress of the Stone Giants

Hopefully, previews and hints of what we're up to will be forthcoming soon...we're thrilled to be working with Paizo.


Greetings, fellow gamers,

Long-time DM and recent customer service rep for WorldWorks Games dropping in to join in the discussion. Though I've yet to convince my gaming group to undertake this Adventure Path, I'm well familiar with (and quite fond of) the storyline.

For those of you who don't know who we are, WorldWorks Games is a company that designs cardstock terrain that you can print, cut, fold and glue yourself.

Take a look at what we have to offer.

I started a bit ago working on a post that would describe ways in which you could use WorldWorks material to build some of the encounters from Rise of the Runelords. My earlier effort described some of the settings for Burnt Offerings, and I thought I'd continue on with the rest of the Pathfinder adventures.

I do have to preface this with a note that Pathfinder has some very unique and unusual locations, and that the sets I'm going to mention were designed with general use in mind, not specifically written for these adventures. Still, with a bit of creativity and some adaptations, you should be able to get good use out of them.

As I mentioned in the Burnt Offerings thread, VillageWorks is a good way to represent Sandpoint for the initial attack (in fact, you probably built it already if you used it for Burnt Offerings).

As before, the wilderness encounters (journey to Jorgenfist) would be well represented using ExteriorWorks: Hinterland. A series of increasingly taller cliffs could make a good representation of giant-sized natural staircases.

The Jorgenfist Watchtower could be represented using CastleWorks Ultimate, which could also see some use if there was a need to represent portions of Jorgenfist itself (the whole thing would be HUGE). The Black Tower, to make it stand out, might be better represented using Hellworks 2: Cathedrae Noctis. From the description, it would be very much in character.

The area under Jorgenfist, and the caverns surrounding, could potentially be done with Caveworks, but particularly since you're getting into bigger areas with bigger foes, my personal preference would be to shift to utilizing Hellworks. Don't let the more strongly themed elements fool you...Hellworks can also be used to create some excellent rough stone caverns (basically, built tall, narrow cliffs and describe them as the walls of the caverns instead). 6" tall walls look better for massive caves occupied by huge monsters.

For the Jorgenfist Library, I have to once again suggest our old standby, Castles & Keeps. It's just plain consistently useful for a variety of plain "dressed stone" areas like this.

If you're curious as to what the end result looks like, each of these products has a link at the bottom to a "demo pack" that will show you some good close-in images of what the sets look like constructed.

I welcome your questions, thoughts and opinions.


It seems to me (and was suggested in an offhanded manner by a previous poster) that by far the simplest solution is to leave shields as-is (with regards to touch AC), and simply permit a touch-AC-enhancing shield feat.

With a greater number of feats available in PRPG, this becomes an easy solution to apply to PC and foe alike, without requiring a conversion/modification if it isn't desired.


I'm talking about being able to use the Harrow deck (physical) in conjunction with the magic items "Deck of Illusions" and "Deck of Many Things".

Since Pathfinder has a deck associated with it, it makes more sense to me to associate the Harrow Deck with it (since it's world-specific, not to mention a saleable product) than to tie the Tarot deck to it.


5mm is the thickness we typically assume people have available to them *actually 1/4", but 5mm is about the closest typical comparable version).

In a pinch, you can also utilize matboard (the type that's used for inexpensive framing of pictures). I've also heard tell of some people using the corregated plastic board that's popular over here in the US for political campaign signs (there's always plenty of that available to "recycle" after our elections).

Thanks for the compliment, by the way...I hope you find Atlantis to your liking and able to fill all of your needs. If you're using our products for Pathfinder, then keep an eye on the respective AP forums, as I've been gradually working through the previous Pathfinder adventures and posting suggestions for which sets would be useful where in designing the different encounters.


Fortunately, there's plenty of props to build, and foamcore isn't usually too hard to come by.

You could also start on the second floor and roof, as neither requires foamcore...you'll only need that when you start in on the ground floor and base.


Greetings, fellow gamers,

Long-time DM and recent customer service rep for WorldWorks Games dropping in to join in the discussion. Though I've yet to convince my gaming group to undertake this Adventure Path, I'm well familiar with (and quite fond of) the storyline.

For those of you who don't know who we are, WorldWorks Games is a company that designs cardstock terrain that you can print, cut, fold and glue yourself.

Take a look at what we have to offer.

I started a bit ago working on a post that would describe ways in which you could use WorldWorks material to build some of the encounters from Rise of the Runelords. My earlier effort described some of the settings for Burnt Offerings, and I thought I'd continue on with the rest of the Pathfinder adventures.

I do have to preface this with a note that Pathfinder has some very unique and unusual locations, and that the sets I'm going to mention were designed with general use in mind, not specifically written for these adventures. Still, with a bit of creativity and some adaptations, you should be able to get good use out of them.

The wilderness encounters throughout this adventure would be well represented using ExteriorWorks: Hinterland, which would also come handy in the first major encounter area, the Grawl Homestead.

The remainder of the Homestead is tough to represent properly, but your best bet is likely a combination of Interiorworks: Pubs & Inns and Castles & Keeps (primarially for the basement area). If you've the ability to do so, scaling props such as the beds and tables up to a slightly larger size to represent the massive Ogre inhabitants is a useful tip.

Fort Rannick would be a lot of work to build, but at the same time it's a key area, and one the PCs could find themselves in possession of. As such, it may be worth the extra effort. CastleWorks Ultimate is going to be your biggest potential friend here, for with some modest adaptation, you can readily create a keep very similar in size and shape. Bits of Castles & Keeps can come in handy in spots, and in the basement areas, or you might resort to using Caveworks for the rougher spots.

Your best bet for representing the interior areas of Skull's Crossing is once again going to be Castles & Keeps, while some of the exterior parts, including the long stair approach, harken back to ExteriorWorks: Hinterland, which can also come in useful in the Whitewillow Wood for an encounter with Myriana.

Finally, Hook Mountain proper is the domain of Caveworks once again.

If you're curious as to what the end result looks like, each of these products has a link at the bottom to a "demo pack" that will show you some good close-in images of what the sets look like constructed.

I welcome your questions, thoughts and opinions.


Greetings, fellow gamers,

Long-time DM and recent customer service rep for WorldWorks Games dropping in to join in the discussion. Though I've yet to convince my gaming group to undertake this Adventure Path, I'm well familiar with (and quite fond of) the storyline.

For those of you who don't know who we are, WorldWorks Games is a company that designs cardstock terrain that you can print, cut, fold and glue yourself.

Take a look at what we have to offer.

I started a bit ago working on a post that would describe ways in which you could use WorldWorks material to build some of the encounters from Rise of the Runelords. My earlier effort described some of the settings for Burnt Offerings, and I thought I'd continue on with the rest of the Pathfinder adventures.

I do have to preface this with a note that Pathfinder has some very unique and unusual locations, and that the sets I'm going to mention were designed with general use in mind, not specifically written for these adventures. Still, with a bit of creativity and some adaptations, you should be able to get good use out of them.

With only a modest effort, the Sanatorium could readily be depicted using WorldWorks' two Interiorworks sets: Pubs & Inns and Castles & Keeps sets, for the upper and lower areas, respectively.

Foxglove Manor could, with some layout adaptation, be represented in an impressive way using our own Shellendrak Manor set, while the caves underneath could be represented using Caveworks.

Shellendrak Manor would also be useful for crafting the Foxglove Townhouse in Magnamar.

The Seven's Sawmill is a bit tricky, as it has some unique bits and pieces. The general layout could be approximated using Pubs & Inns, which would cover most of what you need for it. However, if you want a good pier and waterfront, your best bet is going to be Skull Cove, while those who really want to represent the waterwheels in the undermill can find a waterwheel in VillagWorks to suit that need.

As for the Shadow Clock, it's certainly a unique location. You could get a long ways towards representing it with Castles & Keeps, or if you're willing to do some more aggressive adapting, the look you could achieve with CastleWorks Ultimate could be quite impressive indeed.

If you're curious as to what the end result looks like, each of these products has a link at the bottom to a "demo pack" that will show you some good close-in images of what the sets look like constructed.

I welcome your questions, thoughts and opinions.


My pardon if this is in the wrong area...I'm only newly catching up on the Pathfinder RPG materials.

One thing that struck me in a quick read through the magic item web suppliments is that the two magical "Deck of cards" items still follow the standard rules for using a regular deck of cards or a Tarot deck.

I was disappointed to find that, with Pathfinder having the Harrow deck built in, even a physical deck in print, you didn't incorporate rules for using a Harrow deck in conjunction with these two magic items.

Any chance of editing the Harrow deck in?


No hurry at all, LL. Just glad to see that you've found something to capture your interest and start cutting on.

If you're just starting up a wilderness adventure, you may also want to take a peek at our just-listed ExteriorWorks: Hinterland. I don't think it was out on the site when I posted my earlier message.

In any event, I definately look forward to hearing back from you as to what you think!


WorldWorks is pleased to announce the release of Thoumont's Rare Tomes and Components

Take a look here

Welcome, friend, to Thoumont's Rare Components and Tomes... a shop with a little bit of everything for the knowledgable and distinguished patron of the literary arts... and a few things that simply aren't sold anywhere else (perhaps for good reason). Located in the heart of Himmelveil's upscale mercantile district, Thoumont's is a sizable two-storey shop with room enough for Thoumont herself to maintain considerable storage, or even have her home upstairs.

Thoumont's is the second in our line of Himmelveil buildings, following after the Harbormaster. The level of detail is amazing...moreso than even the full promo pack can show. If you've ever had a desire to create a bookstore, magic shop, or just plain sizable fantasy building, Thoumont's is the place to look!

Promo pack


Greetings, fellow gamers,

Long-time DM and recent customer service rep for WorldWorks Games dropping in to join in the discussion. Though I've yet to convince my gaming group to undertake this Adventure Path, I'm well familiar with (and quite fond of) the storyline.

For those of you who don't know who we are, WorldWorks Games is a company that designs cardstock terrain that you can print, cut, fold and glue yourself.

Take a look at what we have to offer.

Anyways, I thought it would be useful to you for me to take a look at how some of the encounter areas from Rise of the Runelords could utilize WorldWorks materials. I do have to preface this with a note that Pathfinder has some very unique and unusual locations, and that the sets I'm going to mention were designed with general use in mind, not specifically written for these adventures. Still, with a bit of creativity and some adaptations, you should be able to get good use out of them.

The town of Sandpoint could be, in the main, represented with our VillageWorks set. It's one of our earlier sets, and does not (alas) have interiors, but it is a great set for quickly and easily building up a large number of generic buildings for an outdoor battle such as the goblin raid.

The Glassworks is tricky, but a fair amount of what's there can be built directly, or adapted, from InteriorWorks: Castles & Keeps (I'll come back to this set often, as it's the closest thing to generic stone walls and corridors we have). With a little adjustment here and there on either the set, the map, or both, you could create a good 3D representation of this amazing scene.

The Catacombs of Wrath could be done with InteriorWorks: Castles & Keeps if you prefer a plainer look, or you could utilize Gothic Realms for a much more "evil" look.

The approach to Thistletop can be created using ExteriorWorks: Hinterland, while Thistletop itself could be represented using InteriorWorks: Pubs & Inns, or the wooden stockades from SeaWorks: Legend of Skull Cove, which also works well for the coast below.

As for the area under Thistletop, once again you can utilize either InteriorWorks: Castles & Keeps or Gothic Realms, whichever fits your style and preference.

If you're curious as to what the end result looks like, each of these products has a link at the bottom to a "demo pack" that will show you some good close-in images of what the sets look like constructed.

I welcome your questions, thoughts and opinions.


I talked with some of the Paizo folks, and it sounds like the issue at hand isn't a problem with the file itself, but with how Windows (I'm assuming here) handles unzipping files. It's an issue they've seen before.

If possible, could you try downloading a trial version of WinZIP or WinRAR (google either) and using that to unpack the download? From the sound of things, you'll find everything that's supposed to be there is there.

Again, sorry for the glitch, and I hope you can get into the rest of your set and enjoy soon.


WorldWorks is pleased to announce the appearance here at Paizo of ExteriorWorks: Hinterland

Take a look here!

Ever been told to "Take it outside?" Well now you can... without ever leaving the room! World Works Games proudly presents Exteriorworks: Hinterland!

Now you can run those outdoor encounters with style and ease! Hinterland's choice of simple or complex trees means you decide how much work you want to put into your scenery and still get great looking results no matter what you choose! From goblin infested woods to secret rebel raids on sanctuary moons, Hinterland's got what you need!

Our first ExteriorWorks set, Hinterland has a huge variety of potentials...streams, waterfalls, grasslands, cliffs, trees, even the ruin of some great stone statuary. Take a look at the product page to see all of what's included, and download the promo pack to get a close-up of what this set has to offer (you've got to see it to believe it)!

Promo pack


Hmm...recommendations for a starter set?

Deadly Encounters is a really good starter in the sense that it's one of our smallest, and least expensive, modelsets.

A bit of grasslands, a small ruin (just a few walls), some tents, and a really cool-looking portal that won't tax your abilities too badly. At only $6.99, it's an inexpensive place to start.

InteriorWorks: Pubs & Inns is a frequently-used fantasy set, allowing you to reproduce various structures frequently used in adventures. They're designed around interiors alone, not full inside and outside buildings (though some have used it in conjunction with other sets such as VillageWorks). It's also an excellent set to cut one's teeth on, getting accustomed to how the clip-it system works, and building a variety of props both large and small.

It's sister-set, InteriorWorks: Castles & Keeps is structurally similar.

Finally, we have several dungeon-like sets, but if I were to pick one to start with, it would be Gothic Realms. Very atmospheric, a mix of clip-it and standalone elements, and a host of evil dungeon props from traps to pits. Lots to do from both simple to advanced building techniques.

So...you tell me. Which would be of greatest use to you?


It sounds like you may be having an issue with the download file itself. Could you please contact our customer service email account (custserv@worldworksgames.com) and we'll see if we can get this straightened out for you right away.


Happy to help!

First of all, you can get a closer look at what the product itself looks like on the table by clicking on the "Free demo pack" link at the end of the product description itself. This will show you full-size pictures of the promo images.

What you need? A color printer, first and foremost (though some people get bulk printing done at a local print shop of preference). Cardstock (110 lb is recommended) to print it on, as well as sheets of foamcore (a 1/4" thick sheet of foam with paper on both sides) for the ground tiles, and glue (gluesticks work, though we have an entire thread dedicated to recommended glues on our website). Office supply stores are a good place to get Cardstock, and you can sometimes find Foamcore at dollar stores. A set of colored markers (cheap work in a pinch, sharpies work well, Prismacolors are recommended if you really get into this) help to make the models look their best.

Tools include a cutting mat (though scrap cardboard works in a pinch), metal ruler and xacto blade or small carpet knife.

Skills are fairly straightforward, and we have a "beginner's guide" and several video tutorials on our site that walk you through all the basic skills you need. You'll need to be able to use a ruler and blade to cut a straight line, or to "score" a line (break partway through the cardstock...it's easier than it sounds). You'll need to be able to line bits and pieces up togehter and glue them accurately. You'll need to be able to use a set of colored pens to "edge" your models (covering up the white that shows where the cardstock is cut or folded) to get the absolute best look.

The Masterboard system, simply put, involves printing out several tiles (most WWG products are based around a 7" square ground tile), cutting them out, arranging them as desired (a huge variety of options are available, depending on the type of tiles and set used), and then gluing them down onto a sheet of foamcore (which typically measures 20" x 30", though larger ones can be acquired at art stores). For larger builds, you can put two (or more) masterboards side by side to create a larger area. Most sets include thin strips of texture that you can optionally glue down to cover up the edges of the foamcore sheet to create a "clean" look.

The "Clip-IT" system is a way of getting various elements of the modelsets to stick together temporarially. It involves just using paper clips to connect two pieces and hold them together (bobby pins can also be utilized, and tend to cause less stress on the models). In most cases, we recommend using clips/pins that are colored to a complimentary color so they don't stand out as much, but for ArenaWorks it doesn't really matter, because the clips actually go underneith the models, and aren't seen.

ArenaWorks revolves around a simple system of of 3" x 4" blocks to make up the stands. Each such block takes only a few minutes to build once you get the hang of it and start into "production line" assembly on them...though before you're done, you'll want to build quite a few. Clip-it numerous blocks together into as large of an arena as you desire....then take them apart again for storage, or to reassemble them into a different formation than before.

Set your assembled arena down on your masterboard, add props, buildings, and other bits that you've assembled (including the ever-so-important "dead wagon", and you're ready to fight! Build more pieces later, and grow your design.

Build times really do vary greatly depending on what you're working on, and how extensive of a build you want to create. A skilled builder, working intently, can complete one of our more complex and detailed builds, the Maiden of the High Seas, in a single weekend...though it would be a long and determined weekend.

As for ArenaWorks...I'd say that a new builder could probably put togehter a single masterboard's worth of usable arena over the course of 3 or 4 evenings. Depending on if you're the sort of DM who likes to spring things on their players as a big surprise, or if you would rather involve your players, you can recruit them to help with the building and have a fun evening out of it.

I hope that answers your questions, but if you have any more, please feel free to ask, either here or over at our own forums, where we have an active community that's always glad to help.


I'm not sure what you mean by a PDF "with the plans". ArenaWorks wasn't designed with any specific single location in mind...it's intended that you could use it for a variety of different locations, so there is no specifics on how in particular to use it.


Absinth wrote:

Thanks a lot for the pictures, Fake Healer! Now I can imagine how it looks like. Is it easy to remove decks and put them back together? For example, if a fight moves from the upper deck down into the hull, will it stall the combat for a long time to remove the upper deck or is it easy to do so and continue?

I'm running a sea-faring campaign right now and this looks very nice!

Absinth, if you'd like to take a closer look at the Maiden, by all means click on the "Free promo pack" link at the bottom of the product description (for any of our products, for that matter).

It'll give you the full-size versions of the small images shown in the product graphic.

Thanks, Fake Healer, for the compliments on the Maiden of the High Seas. I'm glad to hear it's been so well received and used in your campaign.

There's actually a third SeaWorks set coming out later this month...SeaWorks: Atlantis. Keep an eye out for it...I think you'll be well pleased.


WorldWorks is pleased to announce the appearance here at Paizo of Platform Command:Battleground

Take a look here

OPEN WAR! The time to fight is now! Old alliances dissolve as new vehicles and new mechs up the ante in the world of Platform Command! Defend vital supply depots! Set up fortifications to protect vital fuel resources! Probe the secrets of the arcane Techno-obelisks! Maintain a monopoly over vital generators (those filth down in Blue Sector didn't deserve it anyway)! Or build truly collapsable structures with WWG's new pocket-walls system!

Third in our series of "platform command" sets, Battleground provides some of the most impressive terrain pieces yet. Take a look at the product page to see all of what's included, and download the promo pack to get a close-up of what this set has to offer.

Promo pack


Dang, I wish I had seen this two years ago.

One of the great things about ArenaWorks is that you can create a series of masterboards (probably four full foamcore sheets would cover the entire arena), and then create each of the stand sections as a modular piece. You can build a subsection of the arena first, then keep adding on to it as time, materials, and motivation permits.

Take a look

You can get a closer look by downloading the demo pack at the bottom of the page.

Each of those 3"x4" sections of arena seating can be hooked to another by a box full of paperclips to build a wide variety of formations.


damnitall22, the working Trebuchet is one of my favorite models! I have a pair of them at the top of 6" square Castleworks Ultimate towers, dominating the surrounding countryside!

Krome, I appreciate the vote of confidence....I'll be looking at going through some of the old sets and listing ways they can be used in the Adventure Paths...it's not custom-made modelsets, but it should make for very viable examples (such as the Maiden as the Sea Wyvern).

As well, WorldWorks is now WELL aware of Pathfinder, and may be keeping it in mind in future.


I think I calculated at one point that the entire outer ring of RttToEE would be 20' across in miniature scale...a bit more than even I'm prepared to commit to for a building project.

Thanks for the compliments, guys. I'm glad you've enjoyed the Maiden, and I hope we continue to put out products you can use and enjoy. We should be having new releases coming out here at Paizo on a regular basis (had to get the bulk of the catalog uploaded first).


Greetings, and well met.

Some of you may know me from my posts a long ways back. I've not been around the forums much of late, though I sincerely hope to change that. However, I'm here today with an entirely different purpose.

As the official representative of WorldWorks Games, I'm here to introduce you all to the premier provider of downloadable terrain on the market today....and let you know that it is now available right here at Paizo.com.

Take a gander:

WorldWorks Store on Paizo.com

I'll wait here until you get back.

...

...

Good to see you again. Hope you liked what you saw! I've also got to toss a big thank you out to the Paizo folks for their welcoming message in their blog:

WorldWorks mentioned in Paizo Blog

Ok, for those of you still wondering who we are and what the heck the deal is, let me explain. WorldWorks Games has been producing terrain for the gaming market since 2002. What we offer are downloadable .pdf files (all available in the 'downloads' section of the Paizo store...look for us all the way down in the "W" section) that you can then print out on your own home printers, cut, glue, and game with.

You can certainly find cheaper on the market, but I challenge you to find anything with greater quality or attention to detail! WorldWorks prides itself on creating top-quality terrain with easy to follow instructions and a ton of online support via our forums.

I'll be checking in here from time to time to keep up on the discussions and developments, and will gladly answer any questions you might have about WorldWorks. I'm also hoping to start up some discussions in the Pathfinder areas about utilizing WorldWorks to realize many of the different encounter areas and settings described in their adventures.

WorldWorks Games: Bringing your games to life like never before.


I can't speak specifically to Golarian Drow, but Drow in general tend to have very low personal loyalty. Nothing's keeping the assassinated leader dead, save for fear that the newly self-appointed leader would quickly dispose of anyone who tried.

Besides, Drow in general aren't high on the gratitude scale, so it's not as if your efforts would be all that well rewarded even if you did succeed.


The biggest problems, as I see it, with converting AP have to do with the planar arrangement.

Mystara should have no issues here at all, as the Mystaran cosmology has all the room it could ever need for bizarre and evil planes like Occipitus, and vast armies of Daemodands such as on Carcri.

It does suffer, a bit, from some OMS (Overpowered Magic Syndrome) with nation-states like Glantri and Alphatia that should be able to contain or prevent such problems readily.

As for where to put it....hmm....that's a bit more of a challenge.

My first inclination for where to place Cauldron would be somewhere on the Darokin/Karameikos border. The whole conflict between Cauldron and Redgorge could be a nationality thing as well, with them on opposite sides of the border, and Sassarine could easily be replaced with Selenica.

Another possible location for Cauldron would be northern Darokin, near the Badlands (to account for the rough area and large local half-orc population to draw upon).

The vault where the Mirror of Stars leads...it could be in the Ylari or Sind deserts.

That's my best initial run of thoughts/suggestions for you.


As my group has evolved nearly a 2-level spread over time, and as it was about the lowest XP-total PC who received the Sign, I just waived the +1 LA entirely.


My group is dying to try something Epic, and aftr I ended the last campaign just on the verge of turning so, I will probably be lynched if we complete the Adventure Path and I don't continue on.

I'm thinking of running two "short" adventures...the "intro to Epic" adventure from Dungeon a while back...about when the ELH came out (need to look the name up), and the just-out Quicksilver Hourglass adventure supposedly for 30th level PCs.

I *might* even consider ramping Bastion of Broken Souls up a notch and running that 'tween them, if everyone is having fun with it.


Excellent...I'll get her set up on it, and be able to post here in confidence, knowing she won't have to dodge and guess to avoid spoilers, and that I won't either.


I have a simple, but fairly important question for the staff, and a followup for everyone else.

The second Adventure Path starts up next month, and needless to say, there's a great many DMs who will want to share ideas and insights just as we have.

Will AP2 have a different, separate forum dedicated to it? My wife is currently a player in my AP campaign, but has volunteered to give me a nice, long break and take over DMing after AP1 winds down to run AP2.

I don't want her reading the AP1 threads in this forum, nor do I want to be reading AP2 stuff that would spoil my own enjoyment.


A word of advice.

It has been my experience, after many years at this DM thing, that any campaign put in hiatus, or "on hold", is a dead campaign...never to rise again.

Your group's experience may well differ, but I think it would behoove you to simply carry on from here if you want there to be *any* point to picking up the hardcover.


Complete Divine depicts a temple to St. Cuthbert on page 127, and a Sun Temple of Pelor on page 169 (obviously, you'll have to substitute the inhabitants).

The Sacrificial Altar of Erynthul (page 111) would also make a good Shrine of Kord, replacing the altar with a "competition arena".

Just a suggestion. None of them are anywhere even close to the grandeur of the Cathedral of Wee-Jas, but that's also part of the point. I see Cauldron's Cathedral as the "main headquarters" for the Church of Wee-Jas in this part of the world, as opposed to, for example, the Cathedral of St. Cuthbert that's in Sassarine.


I'd say that if your group is struggling, just inject a side adventure or some more reasonable random encounters to help bulk them up a bit.

There's nothing about the AP that REQUIRES full casters or anything of the sort...just do what you would in any case...adjust, let them advance, lower the opponents...and keep on telling the story.


It'll lose something if there are no surviving PCs in the party between now and then...it's been known to happen, as my group tends to have high turnover.

I was actually trying to figure out how to involve K in the final fight with Adamarchus when I realized that he was going to win...perhaps he can show up just as the PCs are heading for Carceri with a "Yes, I know I stabbed you in the back, but I can't get HIM out of my head...I must see him destroyed, and so must you, so we're working together like it or not".

If somehow the PC who did gain the Sign manages to get permanently removed, I'll keep that on a back burner.


Alas, it's not a Sorceror lich...it's a cleric lich.

The battle went down much as expected. As summonings weren't doing a dang thing, the lich took matters more directly in hand, cast Slay Living, and took a 5' step (out of the vortex) to smack the favored soul personally. She saved, took the damage, and slapped him back with a Cure Critical.

Not liking that (plus the claw damage from the Dracotaur, plus the Eldrich Blast from the Warlock), he stepped back into the flames.

Courageous as ever, and knowing full well just how NASTY this stuff was, the Favored Soul responed with another Cure Critical, stepped up, reached into the flames, took the damage, and took out the Lich.

Kaurephon helped finish off the summoned creatures, with a somewhat sheepish "oops" for blasting the rogue with his cone of cold (she was hiding out of sight at the time), and used recovering the lich's stuff from the vortex as an excuse to touch it, and ask to be healed.

So far, so good. The Cleric is languishing in severe negative level territory (5), the Monk was Dismissed back to her home (easy way of handling an absent player). Wands were employed to get everyone as healthy as could be...which isn't saying much...and the group pressed onwards once more, at the insistant urging of Kaurephon.

(scorecard: Dracotaur, Warlock, Gnome Rogue/Blade Bravo and Favored Soul/Fist of Raziel with 5 neg levels).

They reach the eye room, listen to the spiel from the mummy. The group begins to debate about who is going to allow themselves to be sacrificed for the good of the group, while Kaurephon casts fly and drifts up out of the way (I had the good sense to not have him blurt out something terribly stupid, as in the description).

Nobody is bothered by Kaurephon's actions...they're assuming he just wants nothing to do with the discussion. So they're all COMPLETELY caught off guard when he 15th-level Cone of Colds their hind ends.

Warlock: In the negs (-2)
Favored Soul: In the negs (-9, action point spent to stabilize)
Blade Bravo: Evades the whole thing.
Dracotaur: Takes the damage, still up.

The Dracotaur darts over to just underneith Kaurephon, looking up at him. The Blade Bravo digs out a potion to feed to the Favored Soul, desperate to get her back on her feet.

Kaurephon uses Telekinesis on the Blade Bravo, hoping to fling her into the flame. She makes her save.

The Dracotaur darts up the wall, across the ceiling, and lets go, hoping to grab ahold of Kaurephon on the way down. I decide to give him an attack roll...and he rolls a 2. Splat. The Blade Bravo stuffs a CLW down the Favored Soul's throat, but it's not enough to bring her around.

Kaurephon fires off his second TK, grabs ahold of the Bravo, and floats her halfway to the flame.

The Dracotaur leaps up to grab at her ankle...and falls short. She fires her crossbow at him in desperation...but doesn't pierce his DR. He hurls her into the flame, and gains the Sign.

Kaurephon, at this point, tells the Dracotaur that he can leave with his life, and his companions if they still live...they've done their part.

So he does. He brings them 'round halfway down the stairs, they assess their chances (not knowing that K's out of 5th level spells by now), and decide they CAN'T take him. So they use one of the four scrolls of Plane Shift to return home.

Jaw hits floor. Kaurephon isn't SUPPOSED to win!

Well, the group...they did me proud in the long run. They found a major city, swapped a Plane Shift for a Teleport straight across, met an Elven Warmage who agreed to go with them, Plane Shifted BACK to Occipitus, Teleported straight into the chamber, and (of all people) it was the brand new WarMage who winds up sacrificing himself before the rest of the group can finish with teary goodbyes and precautionary spells.

Boom...they have someone with the flaming eyeball trick, they Plane Shift one last time, and they're back on track to return to Cauldron, none the worse for the experience...more or less.


Quote:


So is magic circle Vs. evil a regualar spell they are using? or dose someone have a magaic item or what?

Last time she leveled, the 9th level Favored Soul became a Favoured Soul 9/Fist of Raziel 1.

First level class benefit of the Fist of Raziel is a continuous Magic Circle vs Evil effect.

:(

And I knew she was going to be getting this...it was part of the initial character concept, reviewed and oked by myself from the start. My disappointment for the lich fight will be made up when she has to deal with the ethical dilema the final test presents.


Ok, a few things.

1) My party hasn't gotten there yet. Due to a combination of poor attendance and apathy, the group is just past the Golem and preparing to take on the Lich. Alas, that won't be much of a fight, due to Magic Circle vs Evil (grumble).

2) Kaurephon has every reason to buff up to max. This place is extremely nasty, and he wants to stay alive. Anything that's minute-per, rather than round-per, he's going to recast until he runs out of resources.

3) In the situation described above (party in deep crud), I'd think Kaurephon would go invis, sneak upstairs VERY cautiously, ready to flee at a moment's notice. Upon arriving, he finds out what the deal is, says "just one moment" to the mummy, goes back downstairs, and TKs the fighter along back upstairs.

An alert PC who is on watch could be given a check to notice Kaurephon when he leaves, and would definately need to be silenced when he comes back to collect the fighter. If the PCs trust Kaurephon enough to leave him alone on watch, they deserve to lose another member (and K can just Plane Shift away after "succeeding", not needing to bother with the PCs).

Oh...and definately have him bug the Warlock to Use Magic Device the healing wand on him.

4) A Mass Suggestion to walk into the geyser wouldn't work, as Suggestion can't be used to suggest anything inherently suicidal (which the nature of the encounter makes quite obvious). A Mass Suggestion, however, to go away from the chamber as quickly as possible and never return, would likely work...and he can either pick off the slowest PC in the party or the one that makes his save against the suggestion for flame bait.

Nevermind that I won't be using Mass Suggestion AT ALL ()%#&))#)% Magic Circle vs Evil!)


Just had another idea entirely (as I'm setting up, myself, to prep for this fight).

Libris Mortis has Summon Undead I to V, and one of Myaruk's first tactics is to cast a Desecrate. If you know enemy clerics won't just insta-dust them, you might want to mix some of those in for variety sake (or even specialize out on them).

My group has no turn capability, so I think I'm going to use this myself.


Problem being is...that then robs the character of potential effectiveness. A 9 on 2d6 drops to a 5 when distributed and fraction-dropped.

Far better to just stick with first/primary missile having the bonus damage and not over-rationalize the whole thing. In my experience, 9/10 they're all going at one target anyways.


Sign me up.

Bobmcooper@msn.com

Can't promise anything, but if inspiration hits, I'll see what I can pound out.


You posted this same question on another board...and my answer here will echo the one there.

If you look at the ENTIRE list of vermin, you'll find that with the exception of the Ants and the Fire Beetle, EVERY lower-CR vermin, in either a fiendish or celestial flavor, is already on the Summon I-VI lists. What more do you want, if you already have just about every type of vermin known to the game?

You could substitute Summon Swarm for one of his 2nd level choices, if desired. I suppose you could even replace one of his 5ths with Insect Plague if desired. I'm not sure what more you're looking for.


I've been having similar issues...trying to figure out how best to handle the party, and coming up with imperfect solutions at best.

Here's my best ideas:

Round 0: Invisibility (maintained and re-cast since the Nexus room...explained as his getting "nervous" about this place and the things they're facing).
Round 1: Fly. I substituted this for Displacement on his list to make him a more viable foe. Take off out of sight.
Round 2: Disintegrate (via scroll) on the party's Warlock, who is the only one who can see invisible. Fly to most inaccessable position possible.
Round 3: Greater Invisibility, fly to elsewhere in room.
Round 4: Cone of Cold...take down as many as possible.
Round 5: Telekinesis (on someone with a poor will save), and hurl them into the Fountain.
Round 6: Repeat R4 or R5, depending on the number of survivors and the success/failure of the R5 tactic.

In a tight spot, also remember that he can Blasphemy 1/day (guaranteed he'll use this if he gets grappled).

While his first priority is to get the Sign, he also doesn't want others competing with him...so he'll hang around after a successful TK to strive for a TPK.


Have him implore the assistance of the party's cleric to heal him, just like the cleric is healing all the other PCs in the party, once the fight is over.

After all, that's one less spell avaialble to the PCs when it comes time to stab them in the back.


Sounds familiar. My group had similar problems.

One potential way of solving it is to proceed with the plot as-writ, but be "generous" with the encounters crossing Occipitus. I don't know about your group, but mine has no transportation magic and at least two sub-30' PCs...so it's a good week's travel to Test #1, another good week to Test #2.

Some CAREFULLY balanced encounters should grant plenty of chances for garnering loot and XP, and save the inconsistancy problem.


Neither, in my opinion.

My inclination is that, due to the extremely alien and bizarre nature of Occipitus, I'd place it in Xoriat, the Realm of Madness.

Or, more specifically, a portion of Xoriat that once collided with Syrania and tore a portion of it away. As a result, however, it somewhat "stabilized", and thus isn't quite as far-realmsish as the rest of Xoriat.

Another possability would be that (though Eberron doesn't have specifics for such a thing) Occipitus is a "demiplane" of sorts...if you see the planes as "planets" that orbit the prime, think of Occipitus as a "moon" of Xoriat, that got dragged through Syrania at one point...or perhaps a "moon" of both Xoriat and Syrania, collided together and mushed into a single demi-plane.

If you go this route, you'll want to pull the focus away from the demonic and emphasize, instead, the utterly alien. Pseudonatural creatures in place of Fiendish ones, etc.

It's a shame that you're running it one-shot. The rest of the story is fairly good as well, and I could easily see Adimarchus trapped on Dal-Quor, and the possability of opening up another gate to there from Cauldron being a VERY solid reason for the PCs to seek to prevent it.


Sorry...misunderstood the question. As Pyre has already pointed out, the PCs should have 3 scrolls of Plane Shift given them by Kaurephon when they first came here...plus the Lesser Amulet, the potential allies, etc...

I thought you were trying to deal with the up-to-500 miles of getting back to Cauldron once they're back to their proper plane.


I think you *might* be underestimating the power of my suggestion. Being able to forego the whip in favor of wielding the Ashen Blade in one hand, the Clawed Gauntlet in the other, and lash out with the tentacles at the same time, while able to fly and protected all the time by Golden Tattoos?

I'd not go with the sorceror option...as it is, he's likely to not be casting spells much. I'd also not go with the fighter option, as he already has most every feat he needs to make what he does quite effective and deadly (and if there's any non-overlap between his forms, he has access to them all).

And don't forget that they have to kill him twice!


They have to resort to overland travel to get back...so it will likely take a while (unless another PC has picked up Teleport in the meanwhile...in which case he probably knows some portion of Cauldron well enough to expidite your journey).

Honestly, I'm using the extra time as an opportunity, having the PCs show up near Sassarine and letting them actually spend some serious money and buy some goods not available at Skye's Treasury.

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