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Is it possible to read a normal scroll written for the air breathing world underwater? The rules for the "potion sponge" on page 177 of the Advanced Race Guide obviously makes clear potions cannot be used without the sponge, but I cannot find anything about scrolls. Common sense would indicate that you would need waterproof ink and paper.
We recently completed this AP. We started about the time it came out, but it is one of 3 being run in the group. Even so you can tell we are not quick. Since I wrote the following in the “Who are your Castaways” a few things changed.
Quote:
Tian died a couple of times. On each occasion only a reincarnate was available. So Tian went from Human to Elf to Halfling. From a mechanical point of view the character was fine in each new form. Towards the end Valden lost his T Rex animal companion (hit with a prismatic spray and ended on a random plane) He was replaced by a velociraptor who was not quite so scary. Valden also started summoning a lot more towards the end. Toomba just got more powerful without changing much.Gardura multiclassed into fighter. She was finding that without extensive preparation she was missing too much with ¾ BAB. So how did we find it?
The final fight we had some sensible tactics. The Druid pin the Big Bad Guy (BBG) in place with summons creatures. Even the BBG finds a purple worm a distraction. However the normally effective Toomba’s sole contribution was communal Prot Energy. Everything else bounced off SR or was saved.
So I have created a few characters for "The Lost Star" and am starting to look at 4th lv for the next installment. I don't have any earth shattering insights but the following have occurred to me: * the 150sp allowance appears to allow you to be better equipped the in 1st Ed
The Ruins Azlant
After six long weeks, this morning the crew of the Peregrine sighted land to the west. A few hours later, the Peregrine sails into a natural bay with a sandy beach within rowing distance for the ship’s boats. As the crew begins to untie one of the smaller boats to lower it into the water, the sailors pass a spyglass among themselves and finally hand it back to the captain. Captain Jacob Markosi peers at the island for a moment before grunting and handing the spyglass to expedition leader Ramona Avandth. “You should see this,” he says quietly.
“Something is wrong. Nobody’s in sight. There’s no smoke from cook fires or the smithy. Some of the tents have collapsed. Sailors can’t keep their mouths shut. Soon all the other colonists are going to hear about this—if they can’t see for themselves already—and things could become… tense.”.
Muxo a tall slight man with a wiry build looks puzzled. “Why us” He bluntly asks. Brath Fletcher replies before Ramona can answer, “Because Ramona thinks we have the right mix of expendability and competence. None of us are that important to the colony, but we all have some speciality that might be useful.” Brath looks directly at Bard. Ramona simply nods and continues “Exactly. I am going to ask Captain Markosi to sail north along the island’s coast to a secondary landing site determined by the expedition’s surveyors as an alternative spot to found a colony. The site was later designated as an emergency extraction point should any danger befall the first wave of colonists. After you have check out Talmandor’s Bounty rendezvous with us at this site. It’s about a days journey north.” The party load onto one of the ships boats. Chome and Brath rowing towards the jetty on the beach. Muxo sitting in the front of the boat on lookout spots two small goblin-like creatures laying in ambush. “Hostiles” He shouts, standing up and drawing his rapier. The rowers stows their oars and draw weapons. Realising that the ambush had failed the monsters charged but missed. “Freeze sea goblin” shouts Thanith. A ray of cold shoots from his finger, hurting the little savage. The Thanith looks sheepish “Sorry I will try not to shout like that again” Muxo swings and misses. “Hey staying up isn’t as easy as it looks” He whispers.
The last grindylows jets away in a huge burst of speed. This is followed by a rousing cheer from the deck of the Peregrine. The group land at the jetty and move on to the beach. Looking back Brath see’s The Peregrine sailing out of the bay. [b]“That’s not the sight I really wanted to see” Muxo nodded “I does feel like being deserted” Chrome starts up the path with the others following. A well-worn path in the grass rises up a slope toward a cluster of buildings to the east. The buildings are arranged in a rough triangle, with each point ending in a wooden circular enclosure with rectangular notches cut intermittently, like battlements. These round enclosures are clearly meant to be three points of a wooden palisade fence, which would enclose this first group of buildings once completed. The palisade fence, however, is complete only along the south eastern side of the triangle and is obviously unfinished elsewhere. The grass around the settlement looks like it was cropped at one point, and many paths exist between locations in the settlement, but in less well-trafficked spots, the grass has started to regrow. All the buildings are constructed of either rough timber or mud bricks set in a wooden frame, and have pitched thatch roofs. Many have open window frames, but only a few have actual shutters or even a canvas curtain for privacy. Doors are basic, wooden affairs, too simple for locks, and some buildings lack them entirely. The construction is new, quite rough and unfinished. The party approach straight towards the stockade. Firstly they look at seven canvas pavilion tents were set up outside the incomplete wall, all of which are large enough to shelter two to three people each. All but two tents have collapsed due to wind, rain, and lack of maintenance. The two that remain standing lean haphazardly and do not appear to have been entered for a long time. Grass has begun to grow around them. A quick search finds no one, but mixed up with the personal effect were some healing potions and a magical shirt. They then entered the compound and approach a windowless brick building. Opening the door they are hit by the smell of dried herbs and rotting vegetables. Inside, the ground has been dug out to a depth of 3 feet so that the floor is lower than the ground outside. A short flight of steps set with flat stones leads into this darkened area, lit only by any ambient light coming through the door. The temperature is cool and the smell of rotted vegetables and meat is strong. Strings of garlic hang suspended from ceiling crossbeams alongside chunks of salted meat and bone. Debris and refuse is strewn across the floor between stacks of crates, boxes, and barrels against the walls. “Why go to all the trouble to dig the floor down” Thanith askes. [b]“It is a lot of work doing that.” Seeing the blank faces of his companions “I thought it must be a human thing. I’ll ask a farmer at a later date” Thanith goes to enter the store room. Brath asks “Is elf flesh immune to insect bites” Thanith looks at him quizzically. “There are lots of cockroaches in there. Thousands of them. I am not planning on finding out how hungry they are” Thanith jumps back and peers in more carefully “Agreed, we can consider how to deal with this from a position of safety.”[/b] Muxo quickly closed the door. The next building has a sign Tool House The building does indeed contain the colony’s tools. Vital to the future of Talmandor’s Bounty. There was also a looked box. This contains a swarm suit and 2 alchemist fire.
I have been excited by this AP. However on reading the first book, I was struck that Talmandor's Bounty is infested by intelligent humanoids. The Grindyylows can be understood as they are not likely to come on shore and trouble the colony. However I think the monkey goblins and choker break the deserted colony feel. So I am replacing them with animal. As a side issue the 1/2 CR animals appear a lot weaker then the monkey goblins. Yet another example that CR is more art then science
Party
Gellima and Kolaya have become unlikely friend over the last few months and are discussing the disappearance of Khonnir Baine over a drink in the Foundry Tavern. The fate of the various expeditions also come up in conversation. Gellima knows some the missing people and Kolaya natural compassion means that they are both interested in the safety of those who have gone missing.
Councillor Freddert is happy to see the four
The party emerges into a dark cave. Initially lit only by Benhaim’s magic. The air is bitter and Zem and Benhaim are both affected by the foul water, coughing and retching.
Leupel leads Kolaya and Zem to a short passage between two of the huts. The cramped cave beyond is filled with metal junk covering almost every inch of ground. The precarious pile rises up in a heap-like hut to the northwest. Another female Humanoid awaits here, numerous daggers strapped to a harness crossing her otherwise naked body.
"The gremlins are malicious pests," Sef says with a scowl. "They are always sneaking into our caves and tinkering with the items we discover on our foraging trips into the Darklands. Those items usually end up broken or cursed. Sometimes they even go so far as to attack us directly if they catch one of us alone. I've grown tired of their little 'pranks' and wish to see them destroyed or driven away from these caves." “Our purpose here is to find some missing people from the surface. Can you confirm who has been through here recently” Kolaya asks "There have been several groups that have come through. I didn't catch many names. The first visitors were a purple-haired woman and a band of humans, orcs, and rat people. She met with my predecessor and arranged a significant payment in return for an agreement--my people would attack and kill any and all others who passed through the caves. They went north through the gremlin caves and have not returned since.
Gellima enters the room and draws his spear, reasoning that the situation is a bit too tight for his bombs. “I’ve got you mite” shouts Zem as she rushes in to miss her sword swing by a long way.
Like many DM's I have dumped the caravan combat rule. It would not be difficult to convert this into normal combat, using the whole caravan. Stating the risen hero as some kind on free willed "Phantom". However I have a small group, so running all the NPC's in a giant fight will a slow process. I am toying with the following idea
What skill checks and DCs do you think will be appropriate?
Has anyone run this module and if so what was you experience? I am particularly looking at the story awarded experience and the speed of advancement.The module need the party to be 8th before they face the Big Badie at the end. Therefore they need to be 7th when the enter the Manor. The problem appears to be starting at 5th. The gap between 5th and 7th is too big for the module to fill, hence the story awards of Experience. My problem is that the PC's will be shooting through levels every 2 sessions. It may just be easier to start at 6th. However reading a module is different to playing it. Has anyone played this, and what have they found?
So my players are old and crafty. The party gets to Brimwall early afternoon, they go to the lighthouse, then the graveyard. They talk to Spivy (but do not see her) Spivy tells them about the “bird men” in the castle. So they hid in one of the buildings and observe the castle. I roll to see if any dire corbys left to hunt to day (they hunt on alternate days) They hunted today. So dusk the hunters return. The party return to the caravan to rest and reassure everyone they are ok. They carry on observing the castle. When the next group of hunter leave they follow and kill them.
Solutions
There was thread a while ago about who do all the pirates in the shackles preyed on. The pirates have an agreement with Sargava. While some traffic down to Savgara may not be covered by the agreement, it does not makes sense that that Sargava could survive if a majority of its trade does not get through. The obvious answer is that the piracy takes place north of the Eye of Abendego, and the pirates travel to and fro between the shackles and Rahadoum/Cheliax. However this is not how the AP shows this happening People came up with some ideas about undersea civilisations around the shackles, who have trade routes the pirates raid. This is interesting but changes the politics of the region, so I do not want to pursue this. So my idea is that we know there are countries south of the Mwangi Expanse/Sargava. Makes sense that the merchants are travelling between the inner sea area to them and back. So here is the question “Do we know the names of any of these kingdoms?
I am looking to convert the Ninja as in the Rokugan book. In 3.5 terms this is similar to a rogue. D6 HD, good reflex saves, full BAB, but only 4 skill points. Normal Rogue sneak attack plus a few additions. This class is more of a dark warrior then a thief. If you keep the BAB then normally you would have a D10 does not appear right. I am thinking of having D8, Full BAB, Good Reflex saves, convert the skills but keep them at 4 per lv. What should I add to bring it up to the levels Pathfinder classes. |