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Dex Celsior's page

24 posts. 3 reviews. No lists. No wishlists.


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RPGSS was so much fun. I like this idea a lot!


Click the link to access:

Pre-generated characters for The Bleak Harvest


Do not open the book, for it most certainly does not import secrets profane and wonderful...

Hey all, I'm the author of The Bleak Harvest and I hope you have as much fun taming this adventure as I had writing it.

To encourage you, I've crafted 6 pre-generated characters for use with this module. If you would like a link to these heroes, just send me a private message. I'll check my inbox regularly to make sure you're sorted. - Jason


Getting a sneak peak at the design, I can attest these cards look great. I also like the idea of giving players something physical they must discard as their resources (in this case spells) run low.

I'll be picking up two sets -- one for me and one as a gift for the player in my group who always plays a caster and always spends 5+ minutes every round opening tabs or looking through rulebooks.


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The bad news - I've had to remove this adventure from my blog. The link provided is now BROKEN.

The good news - I've removed it because it's been accepted for publication!! Details are forthcoming but this development has me perpetually smiling right now!! :-)


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I finally ran this adventure on Oct 30 for 6 players (who used the pre-gen characters provided).

Some things can only be discovered through actual game play...and I can now say that this is NOT a "One Shot" adventure (unless you like 14 hour sessions)!

After 6 hours we only completed 1/2 of this module. Running it helped me discover a few tweaks that can speed up game play and I also found some glaring mistakes and omissions. I'll be updating the master tonight with corrections so (hopefully) no-one will even notice *crosses fingers*

Aside from all that, everyone really enjoyed it so far!

Playtest Data:

Youngest player - 15
Oldest player - 46
All dudes
Runtime - 6.5 hours
Completed - 50%
Random Encounters - none
PC Deaths - 1


Goth Guru wrote:

** spoiler omitted **

More as I read deeper.

Ha! I like the way you think!


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A few corrections have been made, formatting issues have been resolved, and credits have been added. Thanks to all of you so far who've helped me clear up and tighten this adventure!


Dr Styx wrote:

Love the feel of the adventure.

Some things I thought of...

** spoiler omitted **

All great points! I'll try to answer each as well as possible

spoiler:

1) the gamekeeper unknowingly changes into hybrid form every night and has likely witnessed all sorts of things as he roams the grounds. Unfortunately, he doesn't remember any of it in human form. (I'll add a blurb into his background block that explains this better)

2) It's assumed that Deocar had properly funked things up proper before anyone could really react, possibly directing his lunatics to mutiny the staff all at once, which resulted in Willowbrook's current condition. (Again, I will spell that out clearer - or perhaps tie a more harmful effect to the unhallow spells on the gate with a corpse or two positioned in a way to appear as if they were trying to leave)

3) I initially had all male patients to be interviewed until my wife asked "Why can't the prince think he's a female?" The entertainment value alone forced me to add that chance without explanation.

Thanks for taking the time to vet the details!
PM me your name and I'll add it to modules "credits" section...or don't and I'll just use Dr. Styx :-)


If anyone plans to run this and would like to be credited as a play-tester, please let me know :-)


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I'm taking my best guess as to where to post this:

The ends justify the means

The patients of a mental hospital are in trouble - Every day, one of them falls victim to an unseen menace that leaves them practically catatonic. Every night, the rest become easy prey to a servant of madness who has infiltrated the sanitarium, hoping to gather enough tributes for a massive sacrifice that will herald the arrival of an incomprehensible evil to Brevoy.

The cousin of King Noleski Surtova is caught in the middle, and it will take a band of extraordinary heroes to unravel the webs of deceit, rescue the royal prince, and lead a band of psychopaths to disrupt the cataclysmic event the cultists are calling…

THE HARVEST

I'm running this for Halloween and sharing it here for those looking for a horror themed adventure - complete with audio enhancements!


Dance of Ruin wrote:

I have to say I was pretty disappointed with this one. The production values live up to the usual Paizo standard, but for a Monte Cook adventure, this was a bit of a letdown. Doesn't make me want to run it, doesn't make me want to play it - YMMV. To me, the background story is contrived, the encounters feel tacked on to the 'visuals' and the story hook is a weak one at best. I know my players would not have jumped through hoops to experience this story, and I suspect I am not alone in this.

I'd rate this one 0.5 out of 5, which in my opinion would make it the worst Paizo product to have come out so far. This may sound harsh, but it really does not hold a candle to several other PF modules already published.

I completely agree with you. My review is a bit harsh but fair, I think.

The only thing I will use out of this module are the travel encounters by placing them into other adventures when I need to.


the David wrote:
How many sessions does this adventure take to finish?

My group (4 players/ages 14, 17, 40, 45) finished the main story (no side quests) in roughly 20 hours


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shadram wrote:
Dex Celsior wrote:
Now I have a question- how does one write a review on this site?!? No doubt the answer is right in front of my face on the product thread but this whole site runs counterintuitive to my line of thought, it seems.
On the product page, scroll down to the Product Reviews section, and there's a Write Review link there.

LOL!! thanks for the direction! I still couldn't find the one-line link squished between all the boxed, bold, highlighted, and colorful text but my 16 yr old found it in two seconds because of your prompt :)


Beek Gwenders of Croodle wrote:


Besides, has anybody converted MST to Pathfinder (without scaling encounters to CR4)?

I am also wanting leads on a true conversion of MST to Pathfinder so bumping this request for exposure


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I've been playing RPGs since '85 and Dragon's Demand is one of my top five favorite modules. Thanks to Tarondor for naming the titles of Mike Shel's other works. I'll be tracking them down pronto!

Manor Spoiler:
For the spell books in Hunclay's Manor, I took an evening to randoml roll up the spells contained in each book. I let the party's wizard make spellcraft checks to learn each new spell if he chose to but he was so overwhelmed with arcane goodies that he chose to copy down only a few. In the end it wasn't that big of a delay or game changer

Now I have a question- how does one write a review on this site?!? No doubt the answer is right in front of my face on the product thread but this whole site runs counterintuitive to my line of thought, it seems.


Dex Celsior wrote:
Dex Celsior wrote:

My group is exploring the monastery right now and using 3D terrain to emulate the maps for it. A few pictures of the set-up can be seen here:

https://www.facebook.com/media/set/?set=a.10204995054296553.1073741834.1247 750500&type=1&l=61d84bf901

We are totally loving this 'mega adventure". Hats off to Mike Shel and Paizo!

The previous link is broken due to an unexplained space inserted between the two 7's.

Copy/paste the link but remove that space before pressing enter, thanks.

LOL! Or just try this Monastery of Saint Kyerixus

(just realized hyperlinks are allowed on this forum)


If you add a vulnerability to a creature, does it change it's CR? I think it would lower the CR but can't find a rule that explains it.

Any help is appreciated


Dex Celsior wrote:

My group is exploring the monastery right now and using 3D terrain to emulate the maps for it. A few pictures of the set-up can be seen here:

https://www.facebook.com/media/set/?set=a.10204995054296553.1073741834.1247 750500&type=1&l=61d84bf901

We are totally loving this 'mega adventure". Hats off to Mike Shel and Paizo!

The previous link is broken due to an unexplained space inserted between the two 7's.

Copy/paste the link but remove that space before pressing enter, thanks.


My group is exploring the monastery right now and using 3D terrain to emulate the maps for it. A few pictures of the set-up can be seen here:

https://www.facebook.com/media/set/?set=a.10204995054296553.1073741834.1247 750500&type=1&l=61d84bf901

We are totally loving this 'mega adventure". Hats off to Mike Shel and Paizo!


Bob Bob Bob wrote:
.....

Show my work, got it. Rookie mistake on my part.

Thanks for spending time looking it over. You are correct that I based this item off of Goggles Of Night. I was looking to create something more affordable for lower level characters but which would also be balanced.

Perhaps I will fit the gem into a monocle to further differentiate it from Goggles Of Night. Plus, a one-eyed cat looking person would be pretty fun to adventure with, IMO.

Thanks again, Bob Bob Bob :-)


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Keeping it simple, this is my first attempt at magic item creation. Does this item adhere to the rules in the Core Rulebook?

Cat’s Eye

Aura faint transmutation; CL 3rd
Slot eyes; Price 4,320 gp; Weight -

DESCRIPTION

This oval gem made of yellow quartz has a distinct black line that runs down the center.

When held up to one’s eye and speaking the command word, this object grants the user darkvision for three hours (as the spell) up to 2 times per day.

This items magical duration cannot be shortened or split into smaller time segments.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, darkvision; Cost 2,160 gp.


RDM42 wrote:
On topic, I have to ask ... For the ones that define harm so narrowly - what is your justification for presuming only the most narrow possible definition of harm? Why is that the only one that applies?

My groups justification is this: that narrow definition makes sense to us as a 1st Level spell. I'm sure other groups play differently but by their own 'justified' ways.

This is a great thread, BTW. It allows someone questioning the spell to get many different takes about how to rule on Charm Person


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In my group, we keep the power of Charm Person at 1st level by literally interpreting the phrase - "An affected creature never obeys suicidal or obviously harmful orders". That word harmful is the lynch pin.

You can't make an affected creature kill their brother, adopted father, a whole village, or themselves. You can't even make an affected creature strike someone else for lethal damage. Because those actions are harmful, commands to perform them simply don't work. The rest of the spell description is ran as written:

Mundane commands like"Carry my backpack" = no CHA check needed

Dangerous commands that does not immediately cause physical harm to anyone such as "Take blame for the murder" = CHA check needed

A command that results in the immediate physical harm like"Stab that guy" = automatic fail

(I'm not saying this will work for every group or players, but it does mine.)

P.S. I think this is my first post on these message boards :)