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I’m back in the saddle after a lengthy lay off. I'm GM'ing Slumbering Tsar. We're playing twice per month. I hadn't expected to GM a game for the foreseeable future, but one of the guys that I played with during 2017/18, requested that I run Slumbering Tsar. Tsar admittedly wasn't my first choice of campaigns to run, but the player in question specifically requested it, so Tsar it is. I’ve played in Rappan Athuk, and I own Richard Pett's the Blight, and I recognized that a similar sort of Frog Gawd product was probably going to be well written/produced and fairly brutal on the characters (like Rappan Athuk), which is a good thing. I may offer the players a side trip to Richard Pett's the Blight at some point in the campaign as well. I have four players/victims involved, and several other possible players soon to join. The campaign has already started, and I am working on the posts for the first three game sessions. I look forward to corresponding with some of you fellow Paizoans that I've chatted with from previous campaigns in years past. Regards, KGM
I am expecting to start Strange Aeons in January 2017 with my existing group. We play only monthly, so my journal may quickly fall behind those of other posters who are running the same campaign. My regrets. Currently my players' characters are all 5th level, and are at present grabbing their ankles in the old Judges Guild adventure Tegel Manor (adapted for Pathfinder rules system). The group was expecting to move on to play in Ravenloft's Hour of the Knife, and then onto Return to the Tomb of Horrors. I have not yet informed my players of my hopes of dropping them back to 1st level to begin Strange Aeons, and I expect some resistance from one or more players. I don't know exactly how it will resolve, though I don't want to start them in Chapter 2 of the AP. If we reach an impasse on starting the characters back at character level 1, I will probably have the group start chapter 1 at a higher level and just up the difficulty. This is the first adventure path I have run since Age of Worms in 2006-07. I have wanted to run another AP for a long time, but I always find things about each AP that I don't like enought to put me off of GM'ing it. Second Darkness, Serpent's Skull and Mummy's Mask each almost made the cut, but I always came up with enough reasons I didn't like the path to where I didn't follow through and run it. I was about to go with a Pathfinder version of 1st Editions's Against the Giants to Vault of the Drow, but the work load of coming up with stat blocks for all of the drow in D1 & D3 put me off of that at least for the time being. But with an AP based on Call of Cthulhu, I have no reasons not to run this gem, and been waiting for a long time in hopes of a Lovecraft-based AP. One of the players has stated that he wants to play a character all the way to level 20, and as Strange Aeons ends at 16th, I'll run a "Sequel" to Age of Worms from 17th-20th if the group hasn't fired me as DM before then... I don't know what to tell you to expect regarding a character casualty count. In years past, Turin the Mad has advised me to get in touch with my more 'benevolent' GM side, at least to outward appearances. In this AP though, I don't expect a pleasant run for the characters, as the Call of Cthulhu theme of the AP suggests character death and insanity throughout. Either way, this is Pathfinder meets Call of Cthulhu folks, so I will "benevolently" inform my players to bring reams of paper for new character sheets, because they're gonna need 'em. I look forward to corrosponding with many of you I've had the pleasure of chatting with in years past on these threads. Regards, KGM
Hello everyone. I’ve returned from a lengthy lay-off, and am attempting to resurrect something resembling my old Pathfinder game. I have one player from my last campaign and four new players I've never rolled with before. The game will be held only monthly, and we've just started in March. I hope to have the first game's post up sometime later this week. This campaign will consist of four parts. I’ve composed a very brief and rough outline below of what I’m expecting to include in the campaign. As things often change, I have no idea how much of this will come off as planned, but I'm leaning towards the following: Part 1: a homebrew adventure “the Goblin Wars,” starting at 4th level to 7th level, the characters will be wading through a war-torn landscape of goblin/dwarf confrontations, looking to find a cache of hidden gold. Part 2: 7th to 10th level, the 2nd ed Ravenloft adventure Hour of the Knife (using Pathfinder rules), followed by some adventure yet to be determined, and then conclude with a homebrew that I’ll call the “Styes 3” (nods to Richard Pett). Part 3: 11th level to 13th level: Feast of Dust, a new Pathfinder module written by Nick Logue. Part 4: And Lastly, I will either conclude with a homebrew adventure I’ll call “Legacy of Worms” which is based off of the Age of Worms adventure path, which I ran ten years ago; OR Maure Castle. All the characters are starting at 4th level. Most players (one notable exception) are already hitting me up to use every Paizo book in existence... The players and their characters for the first game session were (note the characters nick names are mine, and not what the players call their characters): Bates the Rogue #9: Is being played by the player of Bates from many past games I've done campaign threads for on these boards. The player is the same, the class (rogue) is the same, and the feeble attempts at survival are the same. He just isn't playing a skulk anymore. I'm starting him at #9 because I think his character bought the farm about eight times in the last Tomb of Horrors and 2014 campaigns I ran the character in. I didn't count to be exact though. I will confess that I did NOT waste his character in our first session, because he was beaten into unconsciousness in the first big encounter, and charmed throughout the second... I thought I'd spare him till next week. Patsy the Useless Bard: I didn't even bother attacking him during the 1st session because he was largely inconsequential to what happened, that there was no reason to go after him. In the rare moment when he did hit an opponent, he did about 3 hp of damage per hit. Before the game ended, the player of Patsy started playing another character (see Presto below) along with Patsy who actually did a few worthwhile things. Chef the Gnome Alchemist and his riding dog Fido. An interesting character, but his bark is worse than his bite... Da' Fighter the Fighter: fairly capable, but was beaten like a red-headed step child all afternoon. Doc the Cleric: he has a high AC, and is a healing machine. Presto the Wizard, came in during the final encounter when the player's other character Patsy the bard simply wasn't accomplishing anything worth while. I look forward to corresponding with you delightful gents that I’ve previously met during campaign journals past, and new posters as well. Regards, KGM
I am re-starting my group. We play Pathfinder 1 (one) Saturday per month for about 6 or 7 hours, starting at around 9:30 or 10 am. I am located in Stafford Virginia. I have 3 players at present. The game will start in February or March 2016. The players are currently deciding what genre they want (if you join us, you are welcome to offer your opinions also), but the system will be Pathfinder. I run the game at my residence, which is just off I-95 and Route 1.
I've resumed my campaign, and I'm starting a new thread for it. Here is a recap of the first game session. The campaign officially began with the 1st Edition d&d module C1 The Hidden Shrine of Tamoachan (modified for Pathfinder rules). Once the player characters reach 6th level, I'll put them through the meat grinder in the Ravenloft adventure ‘Hour of the Knife.’ At 7th level, I'll either do Savage Kings or Ghost Tower of Inverness. The line up of five player characters is as follows (note, the nicknames are mine):
I had to spend a little time covering the intro, and the surroundings, but the players got down to playing in short order last night. The group was chased by a swarm of bounty hunters through the jungle. They stumbled into the clearing that housed the Pyramid of Tamoachan. The group fell into the collapsing hole and started at area 1. Given that this happened at night, and on account of the poison gas and the steep drop in the dark, I decided that the bounty hunters would not immediately follow the PCs into the hole which leads to Area 1 on the Map. Since the bounty hunters couldn't see the PCs, shoot arrows at them in the dark, or get down safely, I had them hurl more rocks and insults down at the group and wait for sunrise before coming after the PCs.
Killer GM’s 2011 Return to the Tomb of Horrors Pathfinder Campaign I can’t believe that it has been nearly 10 whole years since I last ran ‘Return to the Tomb of Horrors’ for my players. This, the greatest adventure ever written, carries with it the express purpose of annihilating every single player character that dares set foot in it. And I plan to achieve that purpose:-). There is nothing like seeing players clutching their precious character sheets, and praying to whatever Gawd they subscribe to, that their characters will survive until the next encounter, much less the end of the adventure. And of course, they WON’T:D We will be starting on October 8 at 10:00 AM, and playing one session per month. I’ll be chronicling every twist, turn and scream for your reading delight. I will be using WoTC’s 3.5 revamp of the Tomb of Horrors by Bruce Cordell, and the 3.5 Conversion of Return to the Tomb of Horrors, available on EN World, and modifying them for the Pathfinder rules system. I would imagine that a few of the 3.5 rules will still persist during the campaign, especially regarding pit traps with poison spikes… The following is the current list of characters slated to start:
After extensive review of the 3.5 Tomb and Return to the Tomb adventures, it is clear that they are ideally designed for mid-level characters. High-level characters would easily evade most of the traps. While I could increase the DC on the traps to cater to higher level characters, that still wouldn’t prevent high level spellcasters from sidestepping much of the hazards of the place. Ultimately these adventures, (to quote from the Return to the Tomb adventure), mark a rare occurrence “where the players are actually afraid for their characters.” A mid level adventure best accomplishes that. I have myself statted up two additional groups of player characters (8th & 9th level) for player use when an existing character departs the world of the living in a heinous fashion. When previously GM’ing this campaign, I have found that characters often get greased so fast, that the players can’t produce a new character quickly enough to get back into the game, and become frustrated. I’ve also arranged with the player whose home we are playing in, to allow players to scan and photocopy their character sheets for use with new characters, with a mere name change and re-rolled ability scores. Any character who perishes in MY Tomb of Horrors (assuming they aren’t raised) becomes permanent property of this Killer GM (that is, the character sheet goes into my Return to the Tomb of Horrors Boxed Set) as a permanent memento. And I already have a collection of past character sheets :D The set up for this Return to the Tomb adventure is tied to the events of my 2001 and 2002 Return to the Tomb of Horrors campaigns (I have a thread here on Paizo’s journals on them). There were two survivors who crawled back to civilization from the failed 2001 campaign, and three who survived the 2002 campaign (which ended after the original Tomb, as the group was wiped out and did not go on to Moil). These shattered survivors brought with them tales of great wealth and wonderful magical goodies, that have lured numerous groups of adventurers to now try to make a dash to the tomb in hopes of getting rich. The atmosphere is something like that of the 1999 movie, “The Mummy”, where you have several competing groups of adventurers preparing to leave in search of the tomb. In addition to the player characters, there are 3 other rival groups of adventurers. Two of the groups are good & neutral aligned alternate Player Character adventurers (I’ll call them ‘Group A’ & ‘Group B’), that I’ve rolled up for eventual player use in the place of existing player characters, if/(when) they buy the farm, though at the present, they are competing against the current group of player characters. The 3rd group, is a group of malevolent, evil aligned PCs that the players will also get to tangle with during the course of the adventure. Lastly, it’s good to have you (fellow readers) along for the campaign. Enjoy the reading. Please feel free to comment. And Happy Halloween Everyone. The First game is in 8 days from today.
Ever since Kara-Tur arrived in the days of 1st/2nd edition, the 'Asian' campaign setting has been a combination of multiple countries, specifically China & Japan. While I am a fan of both, I tend to separate them and use one or the other when running games. Are you (fellow posters) of the opinion that the Jade Regent adventure path is predominantly to exclusively Japanese in flavor, predominantly to exclusively Chinese in flavor, or a combination of both? If it matters, I'll be purchasing all six issues of the AP no matter which culture/mythos is dominant.
This monster template was found in the 3.0 edition book for wizards called "Tome & Blood", specifically in the Alienist Prestige Class. Would any of you modify anything about this monster template for Pathfinder stats, or do those of you who have the book think that a straight conversion to Pathfinder is possible? ~KGM
Greetings ladies, gents, fellow peeps, sick freaks, and aspiring killer GM’s. It's great to be back behind the infamous GM’s Monkey Screen after a seven month layoff. Our first game session will be on January 8th of 2011. This upcoming campaign should likely last about 2 years, and hopefully will produce plenty of player character suffering and destruction for many months to come. I told the guys that I'd run a campaign that would take their characters all the way from 1st through 20th level. As we'll be playing every 2nd or 3rd Saturday, it may well take the better part of two years to run the guys all the way to 20th level. (Especially as often as these guys buy the farm...) After running an exhausting 18-month homebrewed campaign through 2009-2010, I thought I’d take a break from the rigors of home-brewed campaign design and instead string a number of my favorite TSR/WoTC published adventures from years gone by, together for the group. In the 5 Homebrewed campaigns I’ve run in the past ten years, I've noticed that my Players tend to get bored with the long-term campaigns (published or homebrew) and forget significant plot lines, characters, events, etc.). I think that the shorter-term adventure ‘modules’ offer the players a good chance to get in, kick butt (or in this campaign: get their butts kicked), and then move onto the next adventure. I’ll list the adventures I plan to run in the coming campaign below. The PCs will be on the ‘Slow’ XP Advancement track. In order to keep the characters at levels that the adventures in question are designed for, I’m going to more or less advance the characters when they’ve completed an adventure successfully. If they die once or twice, no big deal. But if they'e died so often as to make it seem like a Call of Cthulu game, I may opt to have them do another adventure of the same level to make up for the lost XP from the repeated demises. Well, anyways… Welcome back everyone. Let’s go waste some player characters:D Character Level: 1-2
Character level: 3
Character levels 4-5-6
Character level: 7
Character level 8:
Character level 9:
Character level 10:
Character level 11:
Character level 12 OR 13:
Character level 13 OR 14:
Character level 14 OR 15:
Character level 15 (only used if G3 is run at level 14 rather than level 15)
Character level 16:
Character level 17
Character level 18 & 19
Character level 20:
I look forward to chatting with many of you. Regards ~AS
A question to any who have any opinion on the matter: the 3.5 WotC Monster Manual has Krakens as a CR 12 with 20 HD and 290 HP; the Pathfinder Bestiary has Krakens as a CR 18 with 20 HD and 290 HP. My question: why the huge increase in CR given the same amount of hit dice and hit points. I get that Krakens may have been slightly tougher than their original CR 12 would indicate, but with little changes between the Pathfinder and original 3.5 versions, is a net increase of 6 CR's necessary? Can a Kraken realistically survive even 1 round against a group of 18th level player characters??? I ask you.
Ladies & Gents, I'm dealing with a group of players who are sporting high-powered characters, and looking for any loophole in the rules in an effort to trounce me. I'm interested in ideas my fellow Pathfinder GM's might have for ways to make life very difficult for my power-gaming players (who for the most part stay within the rules), in the form of clever uses/situations for spells, magic items, battle tactics, etc. In short, I'm interested in how my fellow GM's are "playing hardball" with their player's characters (within the rules, naturally) when the situation calls for it. And in my group, it calls for it big time! Regards, KGM
I for one, am planning to 86 one of my players characters in the months to come, using the opera aria "Vesti la giubba" from Leoncavallo's opera "Pagliacci", when the heroes are at the opera looking to save an important NPC from a ruthless assassin, only to find out too late, that one of them is in fact, the intended target...
I had long hoped to run these adventures for the group (a.k.a. the Red Folder Gaming Society, and more recently “Crew 2“), before 4th edition came in and swept them under the rug, unused and unsung. Fate stepped in during a strange turn of events that has made this possible. I must concede that I didn’t anticipate the timing of this campaign (which was mainly due to Turin the Mad‘s scheduling conflicts and the canceling of our Savage Tide campaign), nor the low player count that has followed the dividing of the game group in 2007, and the subsequent defection of count ‘em SIX group members + Turin the Mad, due to a myriad of obligations and other problems. Our current 4 slated players are Haru, Da Pimp, Yoda (Evil M), and The Resident Artist. I’m in the process of luring several victims… er, players from the Age of Worms campaign of 2006-2007 (who did not move into Turin the Mad’s Savage Tide Group #1 campaign), back in from their lengthy absences. Hopefully my efforts will soon bear fruit >:D
I GM'd this campaign in October 2002 under the 3.0 edition rules. I recently came across my very detailed notes that I took during this campaign which have made it possible for me to now chronicle this hilarious romp through the ultimate 1st edition dungeon crawl, for all of you humble Peeps, Sick Freaks, and Killer GM's sadistic enjoyment. I also do this to honor Don "the Dying One" the best player of d&d I've ever met. His great love for the game, combined with his inattention to important details and the staggering number of player character fatalities that resulted are the stuff of legend. This brief campaign is one of Don's crowning achievements. I hope to have the first post up within a day or two. Regards,
Mr. Jacobs, Mr. Leati, and fellow readers & posters, I'm interested in useful strategies and experiences to assist Kyuss (the Rev. Jim Jones of the D&D game) in annihiliating my player's characters. I'll periodically post a few ideas and thoughts and hope some of you will offer comment or feedback on them. For starters, can Kyuss be harmed while in his monolith? (I recognize that the Monolith itself is invulnerable). Can he retreat back into the Monolith during the fight to heal up in safety? Am I correct that although Kyuss cannot directly communicate with his minions (those on/within the spire) while in his prison, he can see what they see given that they are in a 'shrine' to him. WHY the insane limitation against Kyuss acting against the PC's on the first round following his emergence from the prison? What purpose does this serve other than getting him killed? How have other GM's dealt with this limitation, other than disregarding it entirely (which is what I'm likely to do)? When Kyuss "emerges" from his prison to combat the PC's, can he take only a 5 foot step and be partially still contained within his prison to maintain some degree of cover bonus and deny PC's attacks of opportunity if they have positioned themselves just outside of his monolith? I'll post more questions in the future. Thanks in advance for feedback. ~AS
I'm a bit suprised that no one has mentioned Cadfael for TV programs worth watching. There are 13 episodes total done for PBS Mystery series, all based on the books by Ellis Peters. Sir Derek Jacobi plays Cadfael, a former warrior of the crusades, returned to England, and has taken the cow and become a monk. Yet he is a sleuthing monk, who goes about solving all manner of nefarious activity by numerous unsavory Medieval folks. All episodes are on DVD, and I recommend them strongly to those who enjoy intelligent, well done British productions. Watching them makes you feel like you're right there in the Middle Ages.
Although the fight with the man himself is still several months away for my players' characters; I'm interested in the experiences and opinions of other players/GM's who have run/participated in the fight with Kyuss. Specifically, have any of you found anything that can potentially derail the encounter?
I kill enough PC's in my AoW campaign, that I'm a little wary of running this encounter, strange though that may sound. Something about likely TPK'ing the entire party, and then telling them, "oh, you didn't really die, it was only a dream" after pissing them all off and hearing them complain throughout the entire encounter, seems rather... pointless. Has anyone run this encounter, and have any thoughts they'd care to share on it? All opinions welcome.
I am a die-hard Greyhawker. I expect to be told how wonderful the new campaign world is by whoever writes it, but in all seriousness, what, if any, existing campaign worlds does this new campaign most resemble or what "flavor" does it most compare to? Are we talking a hardened-Conan-like world, or a slightly-real world-flavor like Greyhawk? Or are we talking about a Super-high-level NPC's/buy your latest magical gear at MageMart like the Forgetable Realms? All responses appreciated, and please excuse my parting shots at the latter campaign. I couldn't help myself...
Given that Greyhawk and the other campaign settings (which I have no interest in but I know other readers do) are WoTC owned, will Pathfinder be able to write for adventures set IN those campaigns specifically under the open-game license? Will Rob Kuntz's MAURE CASTLE be able to continue in Pathfinder?
In the most recent issue of Dungeon, #146, Assistant Editor James L. Sutter, states in the editors column, that "hack-n-slash is dead." I have noticed this regretable viewpoint held by some posters that hack & slash and "dungeon crawls" are not wanted in the magazine. I would encourage my fellow 'old school' players to make their preferences known. Please help Mr. Sutter to see the errors of his ways. "Hack & Slash" and "Dungeon Crawls" are what this game was built on, and you wouldn't have a game were it not for hack and slash. I think that we need to continue to honor the traditions of the game, (and to appeal to those who have supported it for years and still want this type of adventure/content). I'm not advocating for banning all of the "Role-playing" adventures. I would merely like a reasonably even split between the two (preferably with Greyhawk content:). Hack and Slash is clearly not dead. Goodman Games, the Knights of the Dinner Table comic, and other producers of Hack & Slash material does not appear to be shutting down. For those of you who want Shakespearean drama or role-playing "self-discovery" sessions where you 'get in touch with your character', (in your Dungeon magazines to the exclusion of Hack & Slash/Dungeon Crawls), please consider your local acting club, nearest psychologist, or go to the next Renissance festival dressed in your newest "outfit".
I have often thought that Dragons have been used in fantasy RPG's in ways that dragons were not envisioned historically over the centuries. Why would the most magnificent of fantastical creatures allow him/herself to serve as a steed for a rider? I am reminded of Tolkein's Smaug and the movie Dragonslayer, where Dragon's didn't give people rides, they burned crops unless placated by sacrifices of virgins, nor did dragons masquarade in human/alternate forms and have Half-dragon spawn with basically anything registering a pulse. Does anyone else agree with me that the ferocious beast we all imagine and love have been made something altogether different than they historically thought to be? I for one can't see a dragon serving as a glorified taxi cab.
The Wizards of the Coast web site has a September release date for a reported 160 page adventure by our wonderful author Mr. Greg Vaughan. Those of us who appreciate his excellent work will be looking forward to it (even though it is not set in Greyhawk...) and to his future offerings here in Dungeon magazine as well. It is the hope of the poster that Mr. Vaughan will drop a few tidbits about the adventure. Well, Mr. Vaughan...
A common occurrence in the group I play with, it the tendency for the players to gravitate to the more exotic flavor classes and prestige classes, while shamefully neglecting the regular ones. Although I frequently GM the group, and the absence of a cleric in the group (a fairly common occurrence) doesn't bother me, when I play as a player, I always end up playing a Wizard, or a Cleric, because no one in the group wishes to play either. Everyone wants to play Rogue/Scout or Dragon-like characters. Anyone else notice this type of trend?
A high level knight of the chalice potentially adds 4d6 extra damage per hit. Does anyone think this is a bit much, and have any of your players stumbled upon this little gem of a class that wreaks havoc on evil Outsiders (even more so with a few levels of Ranger before the prestige class, and with a bane weapon or a mace of smiting)?
Issue 135 stated that we'd have an adventure by the fabulous and often Greyhawk-heavy Greg Vaughan, titled 'The Coming Storm.' I note on the upcoming web page for the new 136, that instead, we're not getting 'The Coming Storm' but instead are getting a Forgetable Realms adventure. Can anyone elaborate. Please accept my humble plug for anything Vaughan writes in the future.
I've heard on several occasions that Kuntz is taking longer to get the next chapter in Maure Castle into Dungeon because he is working on "Castle Zagyg". I've got WGR1 Greyhawk Ruins. My question is, what exactly is castle Zagyg? Is it a re-do of Castle Greyhawk/the Tower of Zagyg? Is it 3.5 d20, or is it for another game system. Does anyone have any recommendations regarding this product?
I have a few requests for the MM4 which is due out in July. I don't have any delusions of influencing the designers to do things my way, (and I imagine that the product has long since been completed and sent to print), but I would hope for the following in the MM4:
Runney Zenobia has not participated in any online campaigns. |