Dr Lucky

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Liberty's Edge

Misery loves company...

Spoiler:
The town of Azurestone is built around a war memorial. Atop a large, blue-tinted boulder (the town’s namesake) is mounted the tattered war banner of Graebung, the ogre warlord who had united the goblinoid and giant races of the Fog Peak Mountains into an army that swept down into the civilized lands. Finally, in a desparate showdown between man and monster, Graebung was killed. Lacking his unusual leadership, the various tribes devolved into chaos and could then be driven back by the human soldiers, carrying Graebung’s Red Raven banner, crowned with his newly severed head. After the hordes were driven back into the Fog Peak Mountains, the banner, still crowned with Graebung’s skull, was placed as a monument atop the Azurestone.

The town of Azurestone, a military post for a decade after the famous battle, is now a quiet, near-frontier town, famous only for the twenty-year-old war monument. Unfortunately, the banner and skull were stolen last night in a raid of stealth quite unheard of among the monstrous clans of the Fog Peak Mountains. A handful of witnesses claim to have seen a small group of goblins and gnolls leaving town with the banner, and one child claims that they met a huge man with the head of a bull not far outside the village.

While most of the town’s inhabitants are relieved that the monsters left without causing trouble, the town’s constable, Marcus Laenwald, is concerned that this event means someone is trying to reunite the mountain tribes and means to use Graebung’s banner as a unifying symbol. He is convinced that the safety of Azurestone and the surrounding lands requires the return of the banner, and probably the death of the would-be leader. The party is convinced or hired by Laenwald and his few supporters to track the thieving band and return the banner and skull. Any other information about what is happening in the Fog Peak Mountains will be of critical value to the town.

As it turns out, the banner and skull were stolen at the behest of Graebung’s own son, Garbek. He does plan to use the banner as a unifying symbol, but more important to his plans is the skull. He, along with his tribe’s shaman, plans to raise his father’s spirit in a ritual that will grant him the abilities to unite the mountain tribes and continue his father’s path of conquest. The ritual will bind the spirits of Graebung and Garbek to the soul of the tribes themselves, giving Garbek the charisma and leadership skills to unite them into a warhorde greater even than his father’s. This is a new monster template: Hordebound, with the Hordebound Ogre as the module’s new monster.

The party will begin their quest with an immediate confrontation with a minotaur, placed outside the town to thwart any pursuit. The party’s path will be plagued with traps and ambushes, often by monsters of unusual skill (class-advanced hobgoblins, gnolls, etc., or specialized monsters like blues or ogre mages) and dire animal companions. A particularly nasty ambush is set for the party in a gorge leading into the Fog Peak Mountains by a pair of formian warriors (who would love to see Garbek lead the tribes out of the mountains for good). Particularly skilled trackers may give the party opportunities to turn the ambushes around on the monsters, but Garbek is unusually intelligent for an ogre and has sent quite a number of groups to thwart pursuit on several avenues.

If the party is successful, they will reach Garbek’s lair at the back end of the gorge: a small complex of caves. Still in the process of completing the ritual, Garbek will send his shaman against the party (actually an annis hag disguised as an ogre). Once the ritual is finished (and probably about the time the party finishes off the shaman, the now hordebound Garbek will take on the party. Although Garbek as managed to round up the assistance of a number of small groups, most of his followers are likely to scatter if he is defeated, reinforcing their long-held beliefs that working with other tribes just isn’t worth it.

Liberty's Edge

Scott & Le Janke wrote:
If anyone is interested I can set up a tour bus to Seattle. Act now there are only 149 seats left... :) :) :)

Someone want my seat? I already live here. (Now if only that gave me an advantage in this...)

Liberty's Edge

Oh man, disqualifying offenses are populating my mind now.

1. I sent both a Word and an RTF file in case Paizo hasn't upgraded to the very latest version of Word (yes, I'm anal like that).

2. I also forgot to mention the Red Raven in my proposal (though I hope it is obvious where I intended it to be (on the banner, for those of the selection committee reading this)) (yes, I'm air-headed like that).

I know I'm being overly paranoid, though, so I'm sure it's no big deal (yes, I'm overly paranoid like that).

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Fatespinner wrote:
So, how long do the Paizo folk expect the 'thinning' process to take before they select the top ten? 2 days? A week? 2 weeks?

The guidelines doc said the second round would be notified before October 15. So 2 weeks max.

Liberty's Edge

Submitted mine at about 10:15. So unless the internet drops a bomb on me, I should be good. But my bits only need to get from Redmond to Bellevue, so that's probably in my favor.

The real problem with contests like this is not that my submission needs to be good enough, it's that my submission needs to be better than all but nine of yours. I'm a first-time submitter, so I don't have to tell you that the competition is daunting.

The rules state that all submissions become the property of Paizo. Does this mean that if I am not selected to continue, I won't be allowed to share my idea? It would be interesting to have the unfortunate rest of us share our ideas here to see what we could have done better.

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I also have not yet received Dungeon #149.

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Vic Wertz wrote:
Yes. <snip>

Thanks. Done. It does seem strange to me, however, that you offer at least two shipping methods that are more expensive yet no faster than standard shipping. Perhaps it has to do with my location. I just thought it odd.

When is the PDF available? If this has been answered in the D1 product thread, never mind. I'm checking there next.

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If I order this today (26 June), will I get D1 on subscription?

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But it appears that there is a link for free pregens.

I've read through this one, and I think it's great. All the various encounters can be separated out and used anywhere, and it does have great hooks. I'll be dropping it into my kids' game this week.

Many published adventures include tips on scaling the adventure for parties at higher or lower levels, but nobody ever mentions scaling to parties of fewer or greater numbers. I have 2 kids, so without throwing in an NPC party member or 2, how do I scale this? They're both 2nd level, so will it work to drop them into an adventure meant for 4 1st level chars? That's what I'm trying. I'll let you know what I find out, but it might be nice to include some tips for this sort of thing, particularly in the larger modules/adventure paths.

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It appears (I am not an official source) that the subscription gives you the PDF version for free, and soon you will be able to discount shipping if you combine it with a Pathfinder subscription.

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I'm going to second the "Cultural Treasures" idea. I was going to post that one myself, but it's already here. Along the same lines, a class-focused deck would be cool, with exotic weapons for monks & rangers for example, and holy symbols (perhaps even with a writable space on the front for sketching in a custom symbol onto a provided item shape?).

Liberty's Edge

I have always viewed fey as a representation of uninhibited human nature. How would you act if you had no sense of responsibility, no conscience, etc.? Obviously, different fey represent different aspects of this exercise. I am reminded of Jonathan Strange and Mr. Norrell, the novel by Susanna Clarke, in which a fey lord's behavior very much represents power without conscience. His priorities are about being adored, throwing parties, and remembering his cruel victories over his enemies.

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With the end of these comics, will the Zogonia and Downer books have the complete series (up through the September issues)?

If these comics are continuing elsewhere, where?

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I'll get it because my kids aren't past the hack 'n' slash stage yet, and I think they would love it (especially if I roll out the big graph paper and LEGO minis).

And then I can repurpose sections of such a large dungeon when I need a quick bit of dungeon in a later campaign.

Liberty's Edge

Pathfinder is going to be all OGL, so I don't see that the mechanics of the SRD races will change at all. The only difference will be flavor.

But I'm not 'in the know', so I could be wrong. But until we get the player's guide, that is how I would go forward.

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I agree and would love some future stuff from an established talent like Paizo.

And not to detract from the request, but Sword's Edge Publishing (http://swordsedgepublishing.ca/) has a series of modern gaming supplements, though I can't comment on the availability of modules there.

Liberty's Edge

I just got my first issue of Dungeon (January), but I ordered the subscription before the December release, so you may not get yours until next month, depending on when you ordered.

I do feel a bit of concern over such delays in this high-speed information age, but I don't know all the factors in magazine subscriptions.

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Call me antsy, but my F5 key is starting to wear out here.

I'm pathetic. I should be working.

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As a previous resident gamer of the state of Utah, I want to thank you for your charitable efforts in quelling the unending cycle of ham-deprevation.

Is black market ham anything like black forest ham? I like black forest ham.

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I appreciate the second chance. I have also learned that when a word count limit is involved, don't try a Weapon of Legacy. Oh well, it's up and I hope the concept still comes through correctly.

Liberty's Edge

THE MASK OF FREE PASSAGE
An Item of Legacy for Dungeons & Dragons

Nonlegacy Game Statistics: Mask of the Fox, offers a +2 competence bonus to Move Silently and Hide checks. Weight 1/2 lb. Weak Transmutation.

Legacy Rituals

Three rituals are required to unlock all the abilities of The Mask of Free Passage.

Pay No Attention to the Man Behind the Mask: You must spend one hour in a public place where your face and name are well known without being identified. Cost: 1,200 gp. Feat Granted: Least Legacy.

Wedding of Shadow: While wearing the Mask, steal an item worth at least 10,500 gp, then fence it without being caught as a perpetrator or identified as yourself by anyone (including the fence). Cost: 10,500 gp (the price of the item stolen). Feat Granted: Lesser Legacy.

The Wandering Path: Let yourself be caught in the act of theft or murder resulting in a bail (or regionally equivalent charges) of at least 25,000 gp, but do not let the Mask be confuscated. Using the Mask, escape from custody. Cost: 25,000 gp (the cost of bail). Feat Granted: Greater Legacy.

Wielder Requirements
A total of 12 ranks, in any combination, of Move Silently or Hide
Alignment must be non-Lawful and non-Good

Legacy Item Abilities

Least Abilities
5th Level: -1 Attack Penalty, Hide in Plain Sight 1/day (For 5 minutes, everyone reacts in normal, subconscious manner to your presence, but nobody notices you. Will Save vs. DC 15+Wielder Level to ignore this effect).
6th: -1 Will Penalty, Move Silently bonus becomes +3.
7th: -1 Fortitude Penalty, Lose 1 HP, Hide in Plain Sight 2/day.
8th: -2 Will Penalty (not cumulative), Move Silently bonus becomes +4.
9th: -2 Attack Penalty (not cumulative), Hide in Plain Sight 3/day.
10th: -2 Fortitude Penalty (not cumulative), Lose 2 more HP (cumulative), Hide bonus becomes +4.

Lesser Abilities
11th: -3 Will Penalty, Least Spell-like abilities 1/day (see below).
12th: Lose 4 more HP, Move Silently and Hide bonuses become +5.
13th: -3 Attack Penalty, Hide in Plain Sight 6/day.
14th: -4 Will Penalty, Least Sp Abilities 2/day.
15th: Lose 4 more HP, Move Silently and Hide bonuses become +6.
16th: -3 Fortitude Penalty, Lesser Sp Abilities 1/day.

Greater Abilities
17th: -4 Attack Penalty, Lesser Sp Abilities 2/day.
18th: Lose 6 more HP, Greater Sp Abilities 1/day.
19th: -5 Will Penalty, Greater Sp Abilities 2/day.
20th: Lose 2 more HP, Greater Sp Abilities 3/day.

Spell-like Abilities (Sp): Beginning at 11th level, the wielder can don the Mask and activate one of the following abilities as a swift action. Each use activates only one ability. When the wielder gains uses of Lesser or Greater abilities, he may choose to activate any ability of that level or lower on each use. Any abilities that can choose a target can only target the wielder.
Least: Disguise Self, Jump.
Lesser: Blur, Levitate, Misdirection.
Greater: Displacement, Nondetection, Passwall, Water Walk.

Liberty's Edge

Ok, I just noticed the 500 word limit on entries. Am I out or can I post a shorter version?

Liberty's Edge

I'm inferring from the chatter so far that I'm the only eligable contestant who hasn't already won. If that is the case I may win by default. I'm ok with that, but my ego would like to know that I earned the win anyway. I can dress up in a costume and give my ego long massages with safety-taped, round-cornered cards though, since I'll be winning 180 of them.

This is my first entry only because I didn't know about the contest until yesterday. At that point I figured everyone had already entered and they were just not publicly available.

The more you know...

Liberty's Edge

THE MASK OF FREE PASSAGE
An Item of Legacy for Dungeons & Dragons
(Items of Legacy are introduced in Weapons of Legacy, published by Wizards of the Coast.)

The Mask of Free Passage is a red half-mask with skull-like features and a rune etched into the forehead.

Nonlegacy Game Statistics: Mask of the Fox, offers a +2 competence bonus to Move Silently and Hide checks. Weight 1/2 lb. Weak Transmutation.
Omen: When not worn, the last wearer's eyes can still be seen in the eye holes of the mask, looking nervously about. When worn, the eye holes are empty, as if the wearer's head were invisible through them. The scene behind the wearer can be seen through the masks eyes.

History
Roland of Helderbergen was a rich, young noble who had inherited all the worst physical traits in his family. He had a huge nose, but a very slight frame, a pale, almost sickly complexion and a whiny voice. He was a shy boy and became more so as he grew. But life in court introduced him to many of the finest young ladies in the land, and Roland fell in love with most of them. During the height of the season he was making unnoticed calls on many such young women each night, perched in trees or on rooftops outside various houses about town. When his father discovered this, he gave him one chance to drop the habit or he would be permanently relocated to the family's country estates for "health reasons". (DC 15)

Roland made what he told himself was a valiant effort, but found that his undying and abiding love for... whomever... was a force too great to be overcome, so he went to a local mage. He had attempted to disguise his identity, but not very well. He commissioned an item that would allow him to pass unnoticed by those around him. (DC 18; Pay No Attention to the Man Behind the Mask)

The mask was shortly stolen by a thief, though Roland believed his father had discovered it. This thief immediately began using the mask to improve his career which led to a legendary crime spree. (DC 20; Wedding of Shadow)

Throughout the decades that followed, the mask passed from one unwilling hand to another, the deeds done behind its curtain of ignorance told widely. The mask passed out of the knowledge of men for years at a time, only to surface in another city or nation on the face of some aspiring thief or assassin. Its last known wielder, however, was found wandering through a museum, completely unaware of his surroundings. (DC 25; The Wandering Path)

Legacy Rituals
Three rituals are required to unlock all the abilities of The Mask of Free Passage.

Pay No Attention to the Man Behind the Mask: You must spend one hour in a public place where your face and name are well known without being identified. Cost: 1,200 gp. Feat Granted: Least Legacy(The Mask of Free Passage).

Wedding of Shadow: While wearing the Mask, steal an item worth at least 10,500 gp, then fence it without being caught as a perpetrator or identified as yourself by anyone (including the fence). Cost: 10,500 gp (the price of the item stolen). Feat Granted: Lesser Legacy(The Mask of Free Passage).

The Wandering Path: Let yourself be caught in the act of theft or murder resulting in a bail (or regionally equivalent charges) of at least 25,000 gp, but do not let the Mask be confuscated. Using the Mask, escape from custody. Cost: 25,000 gp (the cost of bail). Feat Granted: Greater Legacy(The Mask of Free Passage).

Wielder Requirements
The Mask of Free Passage is used almost exclusively by rogues, though some bards or other urban-based characters would find it's powers useful.

The Mask of Free Passage
Wielder Requirements
A total of 20 ranks, in any combination, of Move Silently, Hide and/or Bluff
Alignment must be non-Lawful and non-Good
Charisma less than 12

Legacy Item Abilities (I was unable to get this table to format on the message boards. To see an ascii-formatted table, the full text of this item is here.)
<pre> --------------Personal Costs---------------
Wielder Attack Fortitude Will Hit Point
Level Penalty Penalty Penalty Loss Abilities
---Least Abilities------------------------------------------------------------------ ---
5th -1 -- -- -- Hide in Plain Sight 1/day
6th -- -- -1 -- Move Silently +3
7th -- -1 -- 1 Hide in Plain Sight 2/day
8th -- -- -2 -- Move Silently +4
9th -2 -- -- -- Hide in Plain Sight 3/day
10th -- -2 -- 2 Hide +4
---Lesser Abilities------------------------------------------------------------------ --
11th -- -- -3 -- Least spell-like abilities 1/day,
Wandering Ways
12th -- -- -- 4 Move Silently +5, Hide +5
13th -3 -- -- -- Hide in Plain Sight 6/day
14th -- -- -4 -- Least spell-like abilities 2/day
15th -- -- -- 4 Move Silently +6, Hide +6
16th -- -3 -- -- Lesser spell-like abilities 1/day
---Greater Abilities------------------------------------------------------------------ -
17th -4 -- -- -- Lesser spell-like abilities 2/day
18th -- -- -- 6 Greater spell-like abilities 1/day
19th -- -- -5 -- Greater spell-like abilities 2/day
20th -- -4 -- 2 Greater spell-like abilities 3/day
--------------------------------------------------------------------------- ------------</pre>
(Note: Penalties are total, Hit Point Loss is cumulative.)

Hide in Plain Sight (Sp): Beginning at 5th level, while wearing The Mask of Free Passage, you can become completely unnoticed. Everyone can still see you, they just won't notice you. In a crowd, people will still move around you, but will not acknowledge speech or other movements. This effect lasts for 5 minutes per usage, and multiple uses (if available) can be used sequentially with no interruption. All observers can make a Will Save vs. DC 15+Wielder Level to ignore this effect, though even if the save is made, they will not notice that the wielder is wearing a mask. If a person is looking for the wearer, she can double her Wisdom bonus on the check (or add her Intelligence bonus to the Will check, if it is higher than her Wisdom bonus).

Move Silently, Hide (Su): Beginning at 6th level, the Mask's inherent competence bonuses to Move Silently and Hide increase. These increases are total, not cumulative.

Wandering Ways (Su): Beginning at 11th level when the wearer activates the Hide in Plain Sight ability, he must make a Will save vs. DC 15 or wander aimlessly for 1d6 uses of the ability up to the currently allowed daily limit. The ability remains active the entire time. The wearer retains no memory of the wandering, so she will not be able to backtrack her path if she finds herself in unfamiliar areas.

Spell-like Abilities (Sp): Beginning at 11th level, the wielder can don the Mask and activate one of the following abilities as a swift action. Each ability is as the spell from the Player's Handbook. Each use activates only one ability. When the wielder gains uses of Lesser or Greater abilities, he may choose to activate any ability of that level or lower on each use. For example, at 16th level the wielder could spend his use of a Lesser spell-like ability to activate one of the Lesser abilities or one of the Leas abilities, but the 2 daily uses gained at 11th and 14th levels can only be used to activate a Least ability. Any abilities that can choose a target can only target the wielder.

Least spell-like abilities: Disguise Self, Featherfall, Jump, Obscuring Mist
Lesser spell-like abilities: Blur, Fog Cloud, Levitate, Misdirection, Obscure Object, Rope Trick
Greater spell-like abilities: Displacement, Nondetection, Passwall, Water Walk