Bryan Wiley's page

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I actually have all my characters (all 11) pre-made with the default layout, minus the blessings sitting in the character deck area of the box.

So if I start showing a new group of people how to play, their characters are already set to go, just have to add the proper number of blessings to their stack.

This also has the effect of stripping out a lot of the basic weapons, armor, items, spells from the leftover decks. So when adventuring, the chance of getting that +1 elite magic weapon is greater than picking up a basic dagger, for example since the basic weapons are not there. Gives the players a bit more of that "cool" factor in finding that special weapon or armor while adventuring.


So when we start the 2nd adventure path pack, we remove ALL adventure path 1 related cards from all the decks, monsters, items, weapons, everything?

Just wanting to make sure I understand.


I've been running a PBeM campaign for a couple weeks now.

Figured no better way that to just jump right in it. Have a couple of my regular local gaming group, 1 that used to be in it still living near and 1 of my best friends now living 2000 miles away.

To speed up combat I have them all roll 2 rounds of combat and give me a combat style... so far that has sped up combat pretty good. As for roleplaying elements, I have them give me actions they want to do, choices they want to make and dialog they want to say and then I craft it into a story.

So far it is going well. Just have to see how much longevity it has. We were going to start out in Pathfinder, but since my buddy in California only has 3.5e, we reverted back to that, but it is so similar it doesn't make that much of a change, at least for the semi-RPG obstacles we have going on that the PBeM adds.


One of the last campaigns my friends and I went on was the "Savage Tide" story arc from Dungeon magazine.

One of the episodes involved our party coming back from an offshore adventure to discover the village was under seige.

At this point, we were presented with 5 or 6 different tasks we could take at any point in time and the order we took on the tasks or what we did impacted the next sections of the story and gave us victory points on what tasks were accomplished.

Example, one of the houses was on fire but we chose to go after some other attackers in another area, come to find out that one of the villagers was in the house and since we didn't decide to save her first, that part of the story arc turned out differently.

That type of adventure "choose a path" really seemed exciting to me as it presented us with different challenges we could handle any different way we wanted.

Does anyone know of a similar type of adventure modules (D&D or Pathfinder) where there are a few options always in play at once or decisions you have to make like that that would possibly effect the remainder of the adventure.