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Flynn Greywalker wrote:


I would play test it with my group if you like. My email is ricmoh43@yahoo.com

Sent. If you do not receive it, message me here.


Okay, I have re-mailed the pdf to all four people who emailed me.

In addition, as per your suggestion, I have uploaded the module to: http://s000.tinyupload.com/index.php?file_id=03906312687928760952


Oh?! That explains the lack of response I've gotten. I've sent out the module to four people. I am in China, so the internet is quite unstable. I will email out another file to you SHeepish within 24hrs. Send me back a confirmation email if you get it.


Oh, by the way, to those who request the module, if you do not get it within 5 days, check your spam folder.


Thanks for your responses and emails.
I understand there's a lot of biases in this module, though I've gamed a lot, the module is still based on my experiences. So, yes, it might be too difficult.

If my "cartographer" you mean either a program or a professional who makes maps; no. All the maps are [poorly] hand drawn. If I can hammer out all the kinks and publish then I would hire someone far more suited for the job of map making than I.

I forget to mention it in the emails; but to those I have sent my PDF if you can take notes on not just criticisms, but times it takes you to prep or use stuff. I hope to make a youtube video to explain quickly all the differences.
Also, whether you read through the whole thing first or not.

Again, thanks for everyone's help so far. Maybe I can never sell this module for profit, but if there are people out there even playing this first one and having a good time then at the very least I have done something for my fellow gamer.


2 people marked this as a favorite.

Hello Everyone!
I have written a module designed to the first installment to a campaign ("Adventure Path"). I want to know if is publish-worthy, and if not, what could be improved to make it so.
It is designed for the Pathfinder rules set, but the universe is not set.
I have made what I feel are numerous changes to the layout and design of most modules. The layout designs, once known, should make subsequent runnings of modules in the same format much easier. The ultimate goal: a module you can open up and prep in 15-20mins without having read the entire module. Thus this module should read more like a script and less like a book.
The other design goal: to be able to run by DMs who have experience playing but no experience DMing, even against seasoned players who tend to make powerful characters.
This first module is combat heavy and is designed to be a hook. A reason for the players to get a bit invested and a reason for the characters to be working together. It is for 2-6 level one characters.

I do not know how many people will respond. Even if I cannot eventually publish for profit I do hope to give something back to the gaming community. I hope to have a few different types of volunteers. I hope to get experienced and inexperienced DMs. I need to get some DMs that read through the whole module first and some that do not. Most of all I need DMs who are willing to take a few notes and give me feedback. Also, I'd be tickled pink if a DM videoed the session so I could not only spot the cracks in my module but see what went over well, not to mentions just watching gamers game!
If you do not like my module- criticize; but please, non-lethal damage.

So I guess message me here, then I'll give you my email and I can send you the PDF.


I'd like to add to the praise. As a DM I find it very useful.
I'm not sure your criteria for categorization.
It seems to me that the following 4 feats should be added to the category of "Constrict."
Suffocating Strangulation
Final Embrace
Final Embrace Horror
Final Embrace Master


Wow thanks! I should of posted here before! I did a search a while back but found nothing. So I started to make my own, boy o boy was it more work than I expected.
Thanks agian, may all your rolls be 20s


I was wondering if someone had complied a list of Pathfinder feats by grouping (or category or stacking). For example, all feats that affect charge in one group, or all feats that alter movement in another.

I tried searches, but to no avial (perhaps wrong choice of key words). As a GM I need to make a lot of NPCs and also help new players make their characters. Pouring over the feat tables each time is fine a few times, but after awhile it becomes quite the chore.


I think I might need to clarify. My goal is not to create a module for beginner players, but more along the lines for beginner GMs. The beginner box is a simplified version of Pathfinder.
In my experience a player has usually had quite a few games as a player before trying his or her hand at game mastering. He or she now finds himself in a position of needing to know far more rules than he had to previously. In addition, his players are usually quite experienced, leading to easy combat encounters.
My plan is to make an event based adventure instead of a room based adventure. It should read a bit like a which-way-book (or choose your own adventure).
As minimal prep time as possible. Ideally the GM can just read the intro, begin play, and be just as surprised as the players as the story unfolds.
Events tied to players themselves giving them the more involved feel that is usually only provided by a GM writing an adventure specifically based on their back-story.
I think a module should be presented in such a fashion that nothing will need to be looked up on a secondary book.
A general ease of GM burden. Example, normally you would calculate the distance and number of barriers to determine the perception DC of a group of creatures sleeping in a barracks two rooms away from the party who are in combat. You would then see which monster wakes up, then alerts the others, then they equip weapons, then you would calculate how fast they can get to the parties room. Instead it would be; If the combat persists for 3 rounds the gnolls in the barracks wake and arrive in the room by the 8 round.


Thanks for the feedback, I appreciate it.
A) I will look into Crypts of the Everflame, Into the Haunted Forest, and the Beginner's Box.
B) Yes, my posting is of course not my writer's voice, but my speaking voice. Hence the numerous errors.
C) I'm not in the US anymore which is why I'm very curious as to the experience of those who have run Paizo's modules. If they fill the gap that I feel that 3.5 and earlier modules left then my goal would be redundant.
However I do have a passion for gaming, and would love a chance to make a contribution to the community. I figured I'd make the first one free, but as part as a lvl 1-20 campaign then hopefully charge enough to make it worth the man-hours invested.


I'm very impressed with the way Paizo has been innovated with gaming. I have not investigated the modules however. How do people feel about them? With D&D changing over the years, from 1st, 2nd, 3rd, etc, the modules have kept the same format since the 70's.
I want get some feedback. I wish to undertake writing a module but I'd like to know if there would be any interest. In addition to an entirely new layout the goal of the module would be designed for players with no GM experience to open it up and with very little pre-read preparation run a very smooth game that would be very challenging for experienced players. I've calculated it, and I've ran and played in over a 1000 sessions. Taking the GM reigns is hard and daunting, I want to make a module that takes all that stress and apprehension away. I'm sure there are a lot players who are just like me, we want a good story with some plot surprises but combat that will put our lives in danger as we've made a very powerful character.
I personally think modules should be designed to be played at the spur of the moment, so you can just bust it out when you and your friends are bored. I find modules in general require so much prep work that its faster to just make my own adventure.
I also think modules should make game mastering easier, they should be devoid of moments of the game master looking things up. I want to design a very tight and smooth module.

Is this a poor idea or a good one? If I get significant feedback, I will begin writing and hope to publish via kickstarter by February.

For those of you who agree, what is a gripe you have with regular modules, or things you wish they'd do?


drmonkeypants wrote:
Actually that would be way too many feats on the summoner, sorry. On the summoner just Extra Evox2, Imp counter spell, and skill focus UMD from the racial bonus of half elf. No Imp Intiative

oh and you can do pincher claws for 1 evo, for another +2 grapple


Actually that would be way too many feats on the summoner, sorry. On the summoner just Extra Evox2, Imp counter spell, and skill focus UMD from the racial bonus of half elf. No Imp Intiative


Oops I did do it wrong, you do need to be a quadraped.
As for light weapons, that's for two-weapon fighting. Not necessary for multi-weapon fighting.
And this was just a dps dungeon build.
As for an actual anti-caster build, well that's the same for any anti caster. Fly + see invis + grapple checks (just regular grapple is fine, take the attack of opportunity) and that will kill any caster without still spell or dimension door.

Combined with the summoner spells of see invis and invis, the eidolon should reach the caster easily.

You should be able to get the eidolon's CMB to 19 for grapples (biped, +2 str for level 6 summoner, +2 str Ability increase evoloution, spend 2 feats to get improved grab for no attack of opportunity and +2, Grab evo for +4 grapple checks, assuming Enlarge Person is active +1 size bonus and +2 str; total str 22). The caster's CMD is going to be ass.

So that's only 6 evo points spent. For survivablity to last while he's grappling then pinning the caster you can give him DR and more armor. I'd probably give him scent too for if the see invis wasn't up or dispelled. And might as well give him reach.
For cheese, give the the summoner a wand of control summoned creature and skill focus UMD. If that's vetoed then just give the summoner improved counterspell and do nothing but ready actions to counter the other summoner's spells. Also improved initiative to ensure going first.

Caster's are not the all powerful class they once were. Grapple and pin destroys them, unless you waste your entire build on surviving grapples.


My buddy and I figured out this build last night. You see I need to make up a new 4th level character for a game this Friday. And from what I can see here, my lvl 4 regular summoner with NO magical gear and no pre-battle prep could defeat the builds you guys got here.

Summoner is a Half-elf with racial option for favored summoner.
http://www.d20pfsrd.com/races/core-races/half-elf
With the Extra Evolution feat that's +2 evos at lvl 4.

Now look closely at "This indicates the maximum number of natural attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons."
the very last sentence is key.

so my eidolon would have 9 evo points. Take a biped with 1 for pounce and 8 for +4 arms for a total of 10 arms.
The eidolon has 2 feats, take multiweapon fighting and exotic weapon proficiency bastard sword.

Thus making a 10 sword wielding monstrosity with pounce. Everything is obliterated. And that's at level four.

And if truly necessary I wake up the summoner to cast his spells while his beast is rampaging. OF COURSE I take the spell that gives him 2 evos and thus 2 more arms and thus 2 more bastard swords. And if that's not enough throw in a bull's strength, mage armor, and shield spell via shared spells.

Did I win?