Devourer

Exeter's page

68 posts. No reviews. No lists. No wishlists. 2 aliases.




I am preparing for the last chapter of CotCT and am already fed up with the stat work. To ease my pain: Is anyone willing to share his conversion with me? I have not found any in this forum (I am aware of Steev42's marvellous job, but his conversions are all beta ones). I would really, really appreciate this noble gesture.


Don't know if that's the right forum, but I'm looking for a battle map which I can use for a generic encounter in hell (Avernus, Dis or maybe Malebolge, not such special places like Stygia or Erebus). I have browsed some websites but have not found anything useful yet. It does not need to be free content, I'm willing to pay for it, but it should not be too expensive - I won't need it much often. Thanks for any hints!


Our CotCT campaign is coming to its end, and I have to decide which AP we are going to play next. At the moment I am still undecided between

# Jade Regent,
# Kingmaker, and a heavily rewritten
# Road to Revolution (based in Korvosa after the events in CotCT).

My players like strong, interesting NPCs and decent possibilities to roleplay - therefore I tend to Jade Regent. But I don't know if the whole traveling aspect is right for us, and maybe we get what we want from Kingmaker as well. So your opinions are welcome: Why Kingmaker - or why not?

Thanks, Exeter


Months ago I made a battlemap of the Shingles. It does not fit to any specific chapter, but it may be useful for some random encounters. We used it twice: first time in an additional story line during Edge of Anarchy, the second time in Escape from Old Korvosa, when my group visited a group of Hell Knights, who decided not to leave the city like the Order of the Nail had ordered, but to enforce law on their own.

Long story short, I uploaded the battlemap to sendspace, it is a pdf file with 12 pages (actually only 9 pages containing useful parts of the maps). You can find it here: http://www.sendspace.com/file/76i88f

It's not as pretty as the maps in the adventure paths, but perhaps some of you will find a use for it.

Enjoy ;)
Exeter

p.s.: As the map is made with Map Tool, I don't think there is any copyright infringement here, but if there should be any complaints - tell me, and I will put it down.


2 people marked this as FAQ candidate.

Maybe I miss the forest for the trees, but is it possible to summon good creatures into an area protected by a Magic Circle against Good? The spell states that "good summoned creatures cannot enter the area" but does enter mean

a) a creature summoned outside cannot enter the circle. a creature summoned inside the circle is not affected.

or

b) a creature cannot enter the area at all. not by going/flying/whatever from outside to inside, and not by being summoned right into the circle.

if b) is right, what happens if it is tried: is the spell lost with no effect or does the creature appears in the nearest possible field outside of the circle?

thanks for any clarification.


Our Curse of the Crimson Throne Campaign is coming to an end - or at least the end is near enough that I should spend some thinking on our next campaign. One of the options is: staying in Korvosa. My players love the city, the NPCs, and over the time they really got used to Korvosa. So I am wondering if it would be possible to convert The Great City AP to the Korvosa setting.
I know it's somehow generic, but:

# How similar are both APs? CotCT is about an evil monarch, civil unrest and the saving of a city. And as far as I can see from the descriptions of the Great City modules this AP looks topicwise a bit the same. So if I don't want to run the same plot again - is The Great City the right AP for me and group (especially as I changed Crown of Fangs from a dungeon crawl adventure to some kind of civil war/rebellion adventure)?

# Are there some major adventure parts which require buildings/institutions/whatever which Korvosa doesn't have?

# If I decide to run The Great City AP aftwards are there plot seeds I should plant already in the last chapter of CoftC? (For example: Who will be king after Ileosa)

# Is there alreay a pathfinder conversion of this AP? I know, it was talked about in some threads here in the forums, but I'm not sure what the outcome was. And on a scale from 1 to 10 how many work will it be to change the Great City to Korvosa?

# After all: Can you recommend The Great City AP? The reviews are quite good but can it keep up with the Paizo stuff?

Thanks for your thoughts!
Exeter


3 people marked this as a favorite.

I translated Zellara's song into German for my campaign (and put a little more hints into it). I suppose it won't be helpful to a lot of you guys, but maybe there is one or another German DM out there who could use it. Enjoy ;)

Im Ort, wo Schatten blüh’n und Totes geht
Wo Tränen glüh’n und Schrecken weht
Liegt schlummernd brach der Rettung Stahl
Ihr Name ist Seristial.

Vier Wächter sind’s, die sie dort binden
Im Dunkel ist ihr Heim zu finden
Im Dunkel, wo sie rastlos darben
Versklavt, nicht frei, im Schloss der Narben

Ein Geist, gebor’n in blut’gem Osten
Steht unbeirrt auf altem Posten
Die Klinge aus der Höllen Sturm
Wacht ungeseh’n in kaltem Turm

Und Todeshauch in grimmer Zwinge
Harrt unstet dort des Laufs der Dinge
Der Heil’ge ruht im Haus der Schmerzen
Wird Seele, Leben, Geist ausmerzen

Entkettet sie, dass kampfesmürbe
Am Ende auch ihr Meister stürbe
Der Fluch, er bricht und löst die Seelen
Der Hüter wird den nächsten wählen

Im Ort, wo Schatten blüh’n und Totes geht
Wo Tränen glüh’n und Schrecken weht
Liegt wach, bereit und nicht mehr brach
Seristial, Kazavons Schmach


Just preparing SoS and I am not quite sure how to play the Zon-Kuthon gang.

I assume that my group will accept the help of Laori and Sial, but that's where my indecision starts: Should I keep the Kuthonists by the group? Or should they stay back and sweep in time to time? First option would be the more realistic, I guess. But the guys have already Trinia with them and two more NPCs might be too much - especially in battle. And if the two sadists explore Scarwall on their one and only come to help when needed it's too much deus ex machina.

I somehow tend to this last option, though, but as I said, I am not really decided, yet. So I am interested in how you coped with the situation. Thanks for sharing your experience!


One of player recently joined our group with a summoner. this is his eidolon build, and I would be happy if you could check it out, too, as I don't know if I am overlooking something: n eyes see more than two ;)
For the moment I would say, it has too many attacks. And I don't where the claws went and

LVL6
Biped

DEFENSE
AC 21 touch 12 flat-footed 23 (Barcers +1)
hp 38
Fort 6 Ref 7 Will 4

OFFENSE
Speed 30 ft
Melee
Mwk morningstar +10 (1d8+5)
bite +5 1d4+5
5 Mwk dagger +9 (1d4+5)

STATISTICS
Str Dex Con Int Wis Cha
18 12 14 7 10 11
Base Atk 5 CMB 10 CMD 17

Feats
powerattack, Combat Reflexes, multiweaponfighting

Evolutions points: 10 (Half Elf)
Evolutions: bite, limbs, limbs, limbs, weapontraining, ability increase str, improved nat armor, reach

Free evolutions: bite, limbs(legs)

Thanks!


I'm preparing "A History of Ashes" (CotCT 4) and for the player's exploration of the Havero's dungeon I am looking for a mystery theme. It should really be mysterious, not creepy or scary. I'm thinking of (instrumental) music like the X Files theme but much, much slower. Any suggestions?


I'm preparing Escape from Old Korvosa - and I blame me if I'm wrong but Glorio's aims are higly contradictory:

In particular he pursues 3 main objective:

#1 He wants the SCs to get away with Neolandus (and Orsini). Therefore he tells them about the entrance to the Vivified Labyrinth and how to manage its rotation.

#2 He sends Vimanda down there, too, as he hopes the SC will finish her off.

#3 But the most important objective is: to keep his real identity a secret. that is the conditio sine qua non of all his plans and plots.

Yeah. And that's the point where the problems emerge.
Down in the Labyrinth are at least two significant hints about his identity: the "temple" with the statue and the temple guardian. even if the guardian will be in his human disguise (something he has no real reason for as he does not expect any visitors), he will attack the SCs when they enter the temple, probably die in combat - and by revealing his true form in the moment of death he will suggest them that Glorio, too, may not be the one he pretends to be.

Same with object #2: The fullfillment of this wish clearly endangers - if not directly sabotages - objective #3. Vimanda dies, and *poof* hey, that's a cute little foxy lady! wait, that's already the second of one the most evil races of the universe! never mind, let's search Neolandus and then let's get out of here.
Yeah, I don't think so. And I think, neither Glorio.

Ergo: With sending the SCs down in the labyrinth Glorio has to reckon with killing the SCs by his own hands to keep his secret a secret - and thus not only endangering objective #3 but even objective #1.

so why, oh why would he put the most important thing in his life at risk by sending the SCs down in the labyrinth? It just doesn't make any sense. For such a highly intelligent being as he is, for such a talented schemer and plotter as he is - this sounds utterly dumb.

Okay, you could say: He bets on the stupidity of the SCs. And of course there is a chance that they will not put one and one together and slay some of his kin and not even grow suspicious about the housefather of this place. But, come on, that's really desperate.

As I see it, nearly everything would be better than sending the SCs in the labyrinth. Sure, by simply freeing Neolandus and Orsini at his own discretion he fears loss of face among his family - and its consequences. But even if that resumes in some heavy confrontation with his own kin it would stay in the family. It's not a heart warming outlook. But it is better than letting someone reveal his very secret.

I hope I have just overlooked something, but I don't think so. Any thoughts?


During the preparation og Seven Days To The Grave some questions poped up in my head. I think there are some serious plot flaws, and perhaps you could tell how you managed them.

# The "Direption" is red hering created by the Red Mantis/Urgathoa cult to draw attention from the real source of Blood Veil - the tained coines in the Abbadar temple.

Question 1: How can the PC get to know this? I searched the adventure over and over (and perhaps I've something overlooked), but the re is no chapter which deals with the revelation of the real source and the purification of the tainted coins. It looks for me as if there is a whole plot string missing. And if I am right and there is no such chapter/paragraph - the whole tainted coin thing is almost redudant: There could be a lot of people who git sick due to the contact with a Death Head Coffer (in fact, the first person the PCs have to cure is such an example), and a disease as contagious as Blood Veil does not really need an additional vector like the coins: it spreads fast enough all by itself. So: When there is no real chance that the PCs can deal with the temple/coin thing and the coins being not needed - why was this plot string implemented at all?

Question 2: The Red Mantis/Urgathoa cult want to draw attention away from the coins by creating the "Mysterious Plague Ship Incident" (MPSI). So why, oh why did they leave evidence onboard that directly lead to them? In the text that is justified as they don't expect the ship to be examined? Really? I mean, the whole MPSI was created as a red hering! It should draw attention, and the plotters had to reckon that there would be some examination of the ship. It showed the plague light when it sailed to Korvosa and some time later the whole city is getting ill - but, hey, that's not reason enough to examine the wreck, is it?
It is more than careless and irresponsibly to leave such evidences on the "Direption", it is stupid - especially for such assissination pro as the Red Mantis.

# Dr. Davaulus and his of doctors are introduced as some sinister bunch of strangers: The Guard doesn't trust them, and the text mentions it that a lot citizens don't trust them either - there are even rumors that they expect that one will get sick if one visits the doctors. So. As I know my group they won't trust them either. The doctors are somehow fishy and so my PCs will surely plan to check them. My point is: The won't need the advice found on the "Direption" to focus on Davaulus and his men. They will take action from the first moment (perhaps the second) and the Hospice is the natural first place to go (the adventure mentions this, too). And therefore I fear that they will ignore all the minor quests. Okay, I could somehow force them or to encourage them to do this or do that. But that's not the point. The point is: The Hospice is the crux, the key to the later part of the adventure. And it is right there from the beginning... That's some really unfortunate adventure design here.


I am preparing the next session of EoA, the hunt for Trinia and I am wondering if the Shingle Chase is perhaps too short? I mean, Trinia starts on the card. The SCs will likely try to move three cards per turn so with some good luck for them and bad luck for Trinia they got her in the thrid round. I'm not sure if my assumptions are correct, but I think the chase will be over very quickly and I am thinking about to extend the chase by adding some cards and putting Trinia not on the fourth but on the fifth or sixth. What were your experiences with chase? Are my sorrows unfounded?

Thanks for your help
Exeter


In "Seven Days to the Grave" there a some new spells for followers of Abbadar (both clerics and paladins) so I am wondering if there are any products with the same for those who believe in Iomedae?
Sorry if this is the wrong board - I choosed this one but perhaps the product board is the more approbiate one. If so please move this thread and sorry for the inconvenience.


I'm looking for an answer but cannot find it: is it possible to recharge staffs with spell-like abilities? I would be happy if anyone could not only post Yes or Not but could tell where the rule is written down. Thanks a lot in advance!


I would like to run another (city) adventure after my group finished Lamm before hell breaks loose, as for me it is a little bit unlikely that a city goes mad as korvosa does in just an hour or two. I want my group to be occupied by another task which last longer or requires leaving the city for a day or two. so I am looking for a decent adventures - does anybody could give me hint where to look? old issues of the dungeon magazine or whereever. Thanks a lot in advance!


I just scanned the player's guide and the Guide to Korvosa but I couldn't find anything. are there any laws mentioned which prohibit weapons of some kind - at least in the public? I would presume that a city with such strict laws as Korvosa would at least ban the most dangerous/obviuos/military weapons from its streets. To be armed in your everyday life might be normal for kaer maga or some frontier places in the wilderness - but in a big civilized city? I don't know. If I had not overlooked something - any suggestions on this topic?


1. I am planning to run CotCT and it would be nice if a had a decent for every monster/NPC in the whole adventure path. Until now I have the first three modules, the last ones will be in my mailbox the next. But due to some reasons I have to order my minis the next days - so I would be more than happy if anyone could help provide me the information which monsters/NPC will be in the last three issues of CotCT.

2. unfortunately not every monster in CotCT is available as a wizard mini. Any idea with which mini I could replace the red assassins for example, the otyughs, the wererats or the evil elfen chain NPC (I just forgot her name...)

thanks for your help!