Cleric of Brigh

Lord Alarik The Fool's page

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JonIsPatented wrote:


Also, the next feat, Skeptic's Defense, can make a creature stupefied for 1 round. This should include a value, i.e., stupefied 1 for 1 round.

Was there ever a ruling on this bit? Should we use "Stupefied 1"?


Freehold DM wrote:
Friend, I am glad there are still fans of earlier paizo work. I'm still turning this into Spelljammer, myself.

Nice, I hope it goes well. It sounds like a great fit!


sebastien gervillers wrote:
Sorry to bump this post but is this image still available ?
NorthernOkie wrote:
sebastien gervillers wrote:
Sorry to bump this post but is this image still available ?
<fingers crossed> That would be wonderful indeed, if it is....

Your wish is my command...

Here is a greatly improved version:
--> Crude Lotus Dragon Traitor Map <--


Davido1000 wrote:

Hello,

Im just putting this up on the odd chance anyone has made some awesome custom maps at all for this ap?

Kevin Moeller wrote:
I have maps made for the forgotten realms conversion and am happy to share if that's helpful.

In "There is no honor" they mention that a captured Lotus Thief will give a map of the hideout if persuaded sufficiently.

I made him a fairly new recruit who had only been with them for a few days and did not know the place very thoroughly. He only knew that there were allies who were saboteurs in the ixitxachiti area but no details and he had never been through the taxidermist shop entrance. (I am trying to keep as many of the cool surprises as possible.)

Since it should not detailed as the one in the book, I drew it up a crude one (like a thief would draw up) here:

--> Crude Lotus Dragon Traitor Map <--


NorthernOkie wrote:
sebastien gervillers wrote:
Sorry to bump this post but is this image still available ?
<fingers crossed> That would be wonderful indeed, if it is....

Sorry, I never check this account. LOL I found it in an ancient FLICKR account of mine: https://www.flickr.com/photos/75651634@N00/2542791599

Man this did not age well since 2007. :)

I just gave it a once over in Photoshop and also put in on some fancy paper: https://drive.google.com/file/d/1VeMYbtwTEUv2HUtrtGqI0qFSLdG7pr9L/view?usp= sharing

Share and Enjoy!


What artist did the Sump Steward picture on page 89?


Weird question. This is a t-shirt submission from a contest I have been following.

shirt.woot.com

The dragon's head looks soooo familiar but I can think of where. Is it lifted from a Paizo product or am I just crazy? (I don't think it is because this submitter is a great artist but I just got to know for sure.)


I thought I should add this one to this thread:

PAGE 94, PARAGRAPH 6

Original wrote:
Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

The Ocean subdomain power Surge 1) does not list a range, 2) does not specify where it can be used (land, water, midair, etc.) or 3 size or creature that can be Bullrushed. Checking the other threads on this board I found the following a consensus for range:

1) Range should be 30 feet, similar to the Icicle power it replaces and the wind domain Wind Blast power.
2) Not sure if this should work like the Slipstream and Tsunam (only on ground/water) or Hydraulic Push (anywhere). Since Slipstream and Tsunami are Ocean subdomain spells I tend to think the former.
3) Assuming it is a medium wave it can Bullrush a large creature.

Modified wrote:
Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single large or smaller creature within 30 feet along the ground/water. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


If I summon a creature and give him an item or it takes one, what happens to the item? Does it go with them or drop to the ground when they return?

I thought there was a rule about if they drop something it poofs back with them even if they drop it (so you can't collect the items that some creature carry) but what about the inverse?


Cameron Kellani wrote:
I have slain your pathetic demon prince and sent you back to the DM pit from whence you crawled from. Now begone before you incur my wrath for a second time! ALL HAIL THE NEW COLD CAPTAIN KELLANI OF THE CRIMSON FLEET! Yarr, I'll skin ye and leave ye for lemure bait. Lash that sail! Secure the cargo! The women will weep and the men will cower upon our return to Sasserine! Put up the colors and let them see their doom a commin'!

ARRRR... Strong words for a blowhard wee lass not man enough to lay claim to the princely crown of the mighty demon seas; not winsome enought to hold a claim unto Lavinia, cuckolded by 'er best mate.

Mehaps thinks that the woman who will weep upon returning to Sasserine will turn out to be a Kellani after all.

Ye Mateys, All hail the captain left out in the cold!

;P


Jones wrote:
That Final Speech is SOOOOO cool. How did you make that?

Heh... I said goodbye and now am done with the path but still I am lurking here... :)

Steps:
1) Download audacity and install it. (Its free) The mp3 plugin is also useful to download.

2) Get a headset with a boom mike.

3) DM #1 reads speech recording directly into Audacity.

4) DM #2, with headset on, reads speech while listening to other speech, recording a new track. Purposely used different cadence and emphasis and was carefully out of sync except for words that needed emphasis.

5) Play back both tracks. Repeat 3 and 4 if it does not sound right.

6) On both tracks adjust and fiddle with pitch and playback speed for proper demonic voice.

7) Download sound effect from Babylon 5 of a jump gate opening and closing

8) Insert empty space before and after clip.

9) Import gate sounds before and after the speech into the empty space.

10) Export to .wav or .mp3 and you are done. (Actually I think I also inserted some thunderclaps from a natural storm into it as well but I do not remember where I got that from.)

(As far as how to use the program check the web for a tutorial, it is actually really intuitive and easy to use)


Savage_ScreenMonkey wrote:
Wicked awsome Dude! Nice work. How was the final fight with big D?

Totally awesome, with two DMs (one per head) in an epic battle till the wee hours of the morning. Details here: The Prince of Demons is Finished!!!


Here is it is. I cribbed some ideas from this forum and made my own Demogorgon. Instead of cute monkey heads though, I improvised using big cats from a safari playset.

Here is the final product starting here: The Prince of Demons (oblig cheezy video)

This is a step by step writeup of how to make one yourself: DIY: Demogorgon

--------------------

I am done with this Path so I am going to stop lurking here soon.

A sincere thank you to everyone who posted here, your ideas inspired me and made our game much better. (...and thanks for tolerating a n00b DM like me in his first campaign.) Hats off to Paizo for such a cool adventure to run.

--------------------

Here are all the downloads I contributed one more time, I hope they will help people out:

There is No Honor:
Handout map from a Lotus Dragon traitor of their hideout.

Sea Wyvern's Wake:
DIY: Paper Craft Wooden Boat Dinghy Kit
DIY: Paper Craft Wooden Longboat Kit

Serpents of Scuttlecove:
DIY: The Wreck cheap and quick ('nother oblig Cheezy Video)

Prince of Demons:
Recording of Demogorgon's final speech (Painful Free Registration @ RPGGenuis required to download)
(and DIY: Demogorgon from above of course)

--------------------

Hmmm.... Speaking of The Wreck, that 3d Map/model is still hanging around our gaming room and will soon be going to the dumpster if it does not find another home. I heard that "dish pack shipping" might be an affordable way to ship it, but I have not done any research. It is 5'x3'x2'and weights ~4 pounds. If shipping is arranged I will pack it and drop it off. I live in Albuquerque New Mexico and if you want it speak up now. (email me at: alarikdafu (at) hotmail.com )

--------------------

Feel free to email me anytime with any model construction questions.

Well met and good gaming!


Curaigh wrote:

Woo Hoo! One of the few I have heard making it to the end! Congratulations! Great call on the dual DM too.

If I may ask who is the new prince of Demons?
(could not get into rpgenius)

Orcus rolled a natural twenty on his check...


Gurubabaramalamaswami wrote:
Sounds like a great game! How'd you make that Demogorgon? He's pretty cool.

All will be revealed in time... (When I have time to upload all the pics that is... :)

blargney the second wrote:
I *have* that Todd McFarlane dragon! What a great way to modify it...

Yup, it is based that dragon...


1 person marked this as a favorite.

We had the finale this weekend, an epic battle til 2:30am!

I had a rather unique opportunity for this grand finale. A friend from Colorado Springs was running his own STAP campaign but it disintegrated into chaos, crashed and burned aboyut half way through. He was so bummed out.

I had a brainstorm and I invited him down for the last fight. He would play Aamuel and I played Hethridiah (we are both total hams.) I was so awesome. We basically alternated control of the body each turn (the DM other would handle Nulonga and the Balor in the alternating rounds.)

Everytime we took our turn we would boast that the other head was a fool and this was the proper way to handle the group. As it got late we would bicker with ourselves and assure ourselves that the group did not stand a chance, it was totally awesome.

Bonus: We recorded our voices together, mixed and dubbed them with his final speech, feel free to steal it: The RPG Genius

I also made a custom Demongorgon that came out perfect (I will post pics in a DIY thread later when I have time to upload it to flickr with notes) Here is a blurry camera phone pic to tease you: The DEMOGORGON


Hierophantasm wrote:
Since the check to claim the title of Prince of Demons is modified by Charisma, I think if Malcanthet wished to have a hold on the (potential) new Prince of Demons, she would do well to bestow her Queen's Kiss not on a PC with the lowest Charisma, but on the one with the highest Charisma score.

Malcanthet is not omniscient and does not always do the most optimized response in absolute game terms. I think she does is this way to amuse herself at the cost of the ugliest party member.

Besides in overall game mechanics terms it also gives the PCs a strong fighting chance for the crown themselves against Mancanthet's proxy...

I ran it as written. The player was scrambling for bonuses to make the save DC for the domination and missed it by one. I told the group "close enough, don't worry about it," and we moved on, they forgot about it. <BWHAHAHA>

Now when we reach the end (2 or 3 more sessions now :) I am going to subtly let that player know that at the end that he is to try convince the rest of the players to support his bid for the crown (as the lesser evil) as if it is his own idea. Nice puppet...


Matthew Vincent wrote:

I plan to use some of my more unusual Dreamblade and Horrorclix miniatures in Malcanthet's Palace, particularly from the new Nightmares set.

Anyone care to evoke some scenes using such items (especially 'combat' style encounters where the miniatures could be used)? Nuns and Playboy bunny monsters seem too perfect to pass up.

Nun's? That is easy I went to catholic school... >;P

I'll leave the bunnies to someone with different nightmares...

10. As you walk into this chamber from the rear it seems innocuous enough with a large chalkboard filling the opposite wall and a Lecturn in front of it. There are a group of half dozen nuns giving grammar lessons to several young attentive Cambions in formal school gowns draped over their shoulders (but open in front) sitting in desks facing frontwards.
As soon she notices anyone peaking into the room the head mistress demands that they sit and pay attention to the lesson (as a quickened suggestion - DC 23 and then a Dominate Person - DC25.) Beneath the nun's robes are a Lilitu demons (CR12), Radiant Sisters in training. To the rest of the party's horror the desks actually do not have chairs beneath them, instead they have spiked rusty iron "marital aids" glistening with blobs of rancid grease. When the inevitable combat ensues the cambions do not join in but stay at their desks.

If really you want to have them in the same encounter place the chalkboard on a raised stage in the from of the classroom with a chorus of performing Cambion bunnies in front (who do join the combat); the students taking notes on the performance... :)

Don't let this stop somebody from doing the bunnies though...


9. Floor is a set of overlapping spinning blades making a steady breeze upwards. A dozen floating Phanatons couple in a dizzying zero-gravity mid-air orgy. When one becomes exhausted and their strength fails it sinks to be sliced apart by the blades. Underneath the blades on the sunken floor, they slowly regenerate. Once fully healed they are popped back into the tangle above.


6. This room in an enormous pit. It dominated by an enormous floating checkered board made of obsidian and marble. There are two balconies in the walls, in them sit a succubus and an incubus atop velvet black and pale thrones on opposing sides and they seem to be playing a game. Most of the squares are occupied by nude charmed drow and high elves of mixed sexes.

This game seems to involve once side "jumping" the other pieces (some times involving many pieces at once depending on the move) and the receiver(s) of the "jumping" being tossed off of the board into the pit at the end on the act of copulation. Some times one player succeeds in "kinging" their piece which involves keeping the both pieces in play, just "intertwined" with the "kinging" piece on top and in control.

Once all of one color is eliminated an obsidian and marble slide projects out from under the balconies and through these, the sides are replenished with a fresh set of pieces tumbling out.


Cameron Kellani wrote:
3. Malcanthet's head on a pike that I can look up at and wave like this ::waves:: Immediately followed by looting.......How much is The Razor Throne Worth anyway?

Signs you should have put a spoiler tag on the head of a new thread:

"Cameron Kellani"? Hmmm... This is actually one of my players... Drat!


In the vein of the "Into the Maw" Dungeon Dressing thread (Which my players loved) how about a list of rooms the PCs might stumble into wandering around lost in Malcanthet's Palace? We'll have to use our full store of clever euphemisms to keep it PG-13 on these boards, but I have faith...

I'll start:

1. A steam room paneled in blood red wood with many tiers of benches. In the midst of the benches stand a pair of flesh golems stitched together solely of naughty bits, one composed of each gender, surounded by eager succubi and incubi.

2. Her stands an enormous gilded bowl in an icy pool of white wine, in which swim an aboleth and two ilthids, their tentacles twined in unthinkable throes of ecstasy.


evilash wrote:
I've actually decided to kind of skip the whole Sea Wyvern ship wreck, since I know my players would hate the railroading aspects of it. Instead they will find the Blue Nixie wrecked there when they pass by the place, and when they approach to investigate they will discover that Lavinia and the Jade Ravens have started trecking south to get help along the same path the PCs are supposed to. The PCs will probably send the Sea Wyvern to Farshore with the survivors and go after Lavinia and the Jade Ravens, and then they will catch up with the Ravens in the Fogmire after Lavinia has been kidnapped by Olangru.

Nice idea, truly inspired.

The only tweak I would do is to have Lavinia actually reach Farshore. Then run Olangru as written. Or if there were any romantic tangles with the Jade Ravens, have it be that particular Raven gets separated from Lavinia. Then either the party finds clue about them or runs into them for a joyful but brief reunion before being kidnapped...

Otherwise you end up with the "Aquaman" syndrome and your party spends every other chapter rescuing poor helpless Lavinia. (that is so much a plot-ski it is almost as bad as the railroading. Almost... :)

She is a tough lady with the tales from her mother to teach her a bit of jungle lore and survival skills. Give her a bit of a break between beaten by bullywugs and her kidnapping by Vanthus. That way she is established as an independent resourceful heroine and there is more of an impact when she is finally nicked by her brother.

That being said I would definitely run it as you describe with the Blue Nixie being the ship they fix in the next path instead. Very sweet...


Jaatu Bronzescale wrote:
I'd say any extraneous loot is still on the Sea Wyvern, stuck offshore on the reef. That denies their access to it for the moment, which honestly isn't that big of a deal through HTBM...He let us limp it to shore but we still had to leave it there, along with our cargo of supplies and investments until we made it through HTBM and to Farshore.

Yup, that is what I did with my group. After they dived out and retrieved all the stuff (they have a Sea Kin druid, so pretty easy) they buried the treasure and made a pirate map. Fun was had by all..


Someonelse wrote:
You've convinced me, I didn't like them much to begin with. I'm still in SWW and this thread is very helpful. I'm going to switch out the Kopru with something else, any suggestions?

Crazy idea. Instead of completely rewriting it, you could do this: I saw another posting mentioning that the savage creatures really only show up once and that is a bummer. They were great foreshadowing that never panned out. So maybe you could kill two birds with one stone.

The Savage City

Keep a few select Korpus bad guys in the ziggurat as the master minds. (the priest, 4 bohemoths and 4 normal ones?) They are using the power of the ziggurat to extend the range and scope of their mind control powers. This is controlling their landbound army as well as keeping the living structures of the city pacified and healthy. The party would never meet them until they entered the pyramid. Keep each pyramid room filed with water and then there is no logic gap.

The rest of their army would be savage Olman warriors and priests. Captured warriors mutated by the shadow pearls and bred into a dark society serving Demogorgon. They could be living in Golismorga filling the city in a weird mockery of the former great city of Thanaclan that stood far above on the plateau.

The party could then take on the adventure one of two ways depending on how clever they are. 1)As written, drowning the the evil savage tide mutants in a cleansing wave from the sea or 2) By sneaking into the ziggurat, destroying the Korpus/bilewreth (and the itself pyramid even) at the center and letting the Savage Olman and the city itself sink into self destructive chaos.

Hmmm... maybe the Korpus are leaching the power of Tlaoc's Tear to sustain the pyramid (and the brain collector is its "guard", fooling the Korpus and bidding its time until he figures out how to channel the power for himself.)

Hee hee, this makes me want to run this Path again, even though I am not finished the first time yet.


As a DM in the middle of WoD looking back, the biggest change I would do is replace the Korpus.

I would make them a different non-aquatic race. In the Lightless Depths, flooding them out never seemed like a good plan and I felt a little silly pushing it as a good plan. Plus the attack by the Korpus scouts on palanquins was really lame. I had trouble building up their menace, the way they were written. There were so many kludges to have them even function in a dry environment (stashes of flying potions and decanters of endless water everywhere.)

Overall it has been an awesome path and lot of fun, with the exception of that I would not change anything else.


Just started my first chapter last weekend sans supplements (I kept hoping they would post just in time like before). Meh. Oh well, the players still had fun without all the cool color glossies... :)


Redhoof wrote:

For those of you who have already tackled this project:

What source image(s) did you use for the map itself? Just go down to Kinko's with the supplement .pdf and print out the picture from there? It seems like a pretty small image to enlarge to 3'x4' and still keep any clarity.

Is there a larger image somewhere I could use?

Thanks in advance.

I extracted the images from the pdf. Then I used Macromedia Fireworks to enlarge the images (Photoshop and the like would do just as well) and redrew the grid lines (as vector images) so they would be nice and sharp on the large scale.

Since it is a map of broken down shacks and trees the low res seems to make less difference especially since the grid lines were bold and clear.


TracerBullet42 wrote:

So I decided to start up a blog for my group. I think it's going pretty well so far. Granted, I just started working on it yesterday, so it has a long way to go.

We're currently in the middle of dealing with Kracken's Cove in the game. I'm not caught up to that point in the blog yet, but I'll get there.

Anyway, I thought that it might be of some interest to other GMs, so I'll throw you a link if you want to take a look at it.
My Savage Tide Blog

Also, I'll gladly take advice on ways to improve it.

I started on something like this but it quickly got out of hand I was spending to much time on it and I was running out of steam. If you can keep the energy level up though, a blog sounds like a cool idea.

I actually copied to content to a wiki and that has turned out really well. (I published it to Public wiki site. There are a few here: http://www.wikimatrix.org/) Every week a different player (it rotates) adds their version of what happened in character. Like they were writing to the ship's logs.

Being a wiki then the other players kibitz on the original entry and insert their own spin on what happened (scribbling in the margins of the log so to speak), it is quite amusing.

At this point it has become self sustaining, I just keep the formatting consistent, fill in the names of the NPC they meet and upload pictures. They make all the content.

I would rather not link to the wiki here to limit vandalism though... :)


me to
alarikdafu (at) hotmail.com

Thanks in advance.


Curaigh wrote:

]well...

Now I have to see pics of the Wyvern.

Your wish is my command.

-->Sea Wyvern photo set

I started with the WorldWorks Maiden. Many people had commented on the scale being wrong so I made some mods:

Instead of using the "1 inch" scale set of plans I took the "Click grid" scale ones and printed them out a 68% size (write down that number, it took a lot of testing). This made the grid on them exactly one inch and scaled down the ship perfectly. That and I added Wyvern graphics to the sails.

We constructed it with foamboard, transparencies from Kinkos, photo paper for the hull, matte paper for the sails and every kind of glue known to man.

The bottom deck/bilge was not included in the Worldworks set so I printed it out from Dungeon, kit-bashed some hull walls out of construction paper and filled it with crates. I set it beside the ocean map since it was below the level of the water.

When it was all done I was feeling spicy so I made a long boat and dingy set from scratch on my PC (using Macromedia Fireworks), printed and glued them together. Then I fitted them to custom mounts on the deck.

-->Here are the plans. Use them and enjoy just give me credit. :)

My best memory: During Sea Wyvern's Wake the party was trying to ambush Rowyn and she ends up leading them on a wild chase through out all the decks while terrorizing the colonists to sow confusion. She kept sniping and withdrawing with the PC desperately trying to draw a net around her. The real terrain as she dodged from hatch to hatch and across the rigging made it worth all the work.

BTW: My Wreck is indeed 5'x3'x2' One of my friends mentioned that it could be shipped cheaply in a "dish pack box" but I don't have time to check it out. If someone want to do the research and wants to pay shipping let me know.


As promised here is what I rolled and the player reactions.

I modified them on the fly as the muse struck me and rerolled some (some were too hard to run like the one about another dungeon level and some that did not strike me right). I rolled for random creatures inside as fancy struck me.

This is rooms #: 6, 27, 28 (with a Glabrezu), 35, 38 (with a Marut), 54 (modified - bugs in mouth only, with a Leonal Guardial trapped by a curse), 62 (which he forgot to blog), 67 (with a sucubus) 71 (modified - added nails stuck all through them), 90 (modified - skelton is animated), 97, 105, 107 (with a Leonal Guardial), 109 and 121 (my favorite room).

As for their reactions here is an excerpt from our player wiki.
It is long but amusing.

FYI: The speaker is Cameron (Helldrath's black sheep daughter) a half-elf hex blade, Veras is a Sea Kin druid, Irl is a kobold Scarlet Corsair, H'rm is an Orc ancane trickster and Kiela is a halfling Favored Soul of Rudd.

Cameron Kellani wrote:

Hah! The vaunted elite Death knight Vanthus proved to be of little concern. If this is the best Demogorgon has to offer than we should have no problem cutting off both of his heads and feeding them to Chompy. We immediately agreed upon continuing into the main complex in order to locate Lavinia. H'rm mumbled something about the fact that the poison on the door I just opened was more likely to kill innocent people I touched than it was me. Whoa! Sure enough, I had green coppery substance all over my hands which I immediately wiped off on Irl. What?!?! He's not INNOCENT and besides he's appreciates my help in building up immunity to Churtle's food. No sooner than we had entered we were immediately accosted by the apparent guards of the place. I recalled running into some of these frog like demons (Hezrou) on the ancient Olman isle. This time they proved to be of little challenge to our prepared group. Veras grew some giant demonic cross between a scorpion and a centipede out of the local fauna to attack the creatures while Irl tried to steal my kill. Hah again! You're too slow lil lizard! Keeps trying to show me up though, gonna have to put him in his place soon to reaffirm my alpha position as he seems to have forgotten over his recent solo sea voyages. One of the Hezrou managed to crash through a cell door which revealed a metal head stuck or sunk into the floor with a small ice sprite or elemental dancing around it. The lil sprite would melt and the head would moan in ecstasy at which point the sprite would reform and start the whole process over again. H'rm eventually de-animated the head releasing the sprite to flit off to who knows where. Sometimes I don't understand that orc woman.

Anyway, a Vrock came screaming out of the first cell I opened and insisted upon attacking me. Since it would not listen to the reason of words I decided to make my point with my blade. Upon dispatching the creature I noticed the walls were covered in a mosaic of an adventuring party fighting a Balor made out of semiprecious stones. Calling H'rm over to take a closer look she discovered that the eyes of the adventurers were made out of valuable gems. She proceeded to pry the stones out of the eyes of the paladin figure at which point the mosaic changed to show the figure grabbing its head with rivulets of blood streaming from its now empty eye sockets. We proceeded to have an argument about whether we were doing any actual damage or not with H'rm finally being barely convinced to hold off on prying out the rest of the eyes until we could consult Kiela's god. I don't understand how she could even entertain the idea that mere sparkly stones were important enough to possibly maim another good creature.

After this I moved on to the next cell which contained boxes with a myriad of nails hammered through the sides forming a sort of iron maiden for whatever resided within. The boxes were hopping around like a macabre version of jumping Achaierai eggs. I cracked one open to find it contained a larval form of demon which also apparently double as currency on this plane. I informed H'rm who immediately collected them in the portable hole, hope she isn't keeping anything perishable in there.

The third cell contained a man making a sand painting of the planes on his desk he also had two petrified women on his bed. After trying unsuccessfully to remove the ladies from their predicament I decided that this would have to wait until we had a chance to rest and acquire spells to break the curses found in some of these cells. Irl also messed up the guys sand painting making him rather agitated which seemed be the effect he was going for.

The forth cell contained a outsider from the plane of Elysium called a Leonal. He seemed unfettered but wandered about the room apparently agitated with something that was in his mouth. Veras entered the room only to have the same problem as unseen bugs filled her mouth too. The creature was trapped here by another curse. Damn! He would be an excellent ally. We would have to return later to free him.

The fifth cell contained two quasits playing backgammon on a board carved from rat skulls. They immediately flew away and the board was collected by Irl who said it reminded him of home. I don't care to put too much more thought into that.

The next cell contained a very dejected looking succubus that had slime dripping all over it from the ceiling. She magnanimously decided to stick around and chat for a few minutes after being freed because Irl prodded her with a knife in some lower part of her anatomy. Which brings up the question, "How high can a kobold reach"? She informed us of "Lillianth" the Marilith guarding this section of the prison, the warden named "Kululblax" or somesuch, and a Kelvezu demon named S'Sharra. I actually think H'rm was contemplating some extracurricular activities with the bat winged woman in the middle of this RESCUE! Luckily for us? her? she seems to have realistically high standards for women after Scuttlecove. The succubus took off miffed after Hr'm's disparaging comments about the perkiness of her breasts and lack of piercings. By Wee Jas's wrath, I wonder what horrible things she says about me behind my back?!

The seventh cell had a woman manacled to the wall with the skin on her back flayed and staked around her like grisly wings. I took the stakes out and freed her but she had apparently expired.

The eighth cell contained another Leonal except this one was bound by barbed and serrated chains hanging from the ceiling, H'rm proceeded to rust through the chains freeing the creature. We discovered his name was Axgraw and he was more than a little itchy to sink his claws and teeth into some demon flesh. We gladly accepted his company.

After allowing the narcotic smoke to plume from the room until it cleared I discovered the ninth cell contained about eight quasits lying on the floor surrounding a giant hookah. We all fondly recalled our friend Bop at this moment and H'rm filched the bag of drugs from under the device to give to him later.

Still feeling a little dizzy from the smoke in the last cell I opened the next one to find a room with wall made out of gooey flypaper. Several hundred flies were stuck to the walls in here and looking at them closer I noticed they all had tiny screaming human heads on them! Veras decided to try and free one of them and was luckily able to resist the call of the flypaper. She was successful and upon removing the fly from the room it shifted back into its original human form except it was hopelessly insane. We'll heal its mind later and leave it locked in the backgammon room for now.

<SNIP encounters with Lynnara (they totally bought the act), Jariaxer (the rescued Leonal tore her apart) Lillianth (Lynnara rolled two crits during the backstab, party stunned as her throat was cut) and Lavinia's rescue>

At this point we explore the remaining cells in this area. The first one contains a massive humanoid, pincer clawed demon surrounded by mirrors which immediately tries to attack us. We slam the door and wash our hands of that.

The next chamber contains a lich like creature snorting some sort of drug up it's nose that then plumes out the decomposed top of it's head. Close second door.

Next we discover a huge clockwork creature that is holding a bell rope in the center of it's room. It and us begin examining one another at which point I realize it is something called a Marut whose sole purpose is to confront those who would try to deny the grave itself. "Um, there is a cocaine snorting lich just down the hallway, if your interested". We quickly get out of the way as it thunders down the hallway, followed by cracking wood and stone, followed by a puff of narcotic dust and bone debris...
-Cameron Kellani


DMFTodd wrote:
Uh, don't the players eventually come across pits with 10s of thousands of souls in them? That's gonna be a lot of gold.

Well, while one nuetral exception they are a good party. If they start hauling these things of en masse there will be repercussions. (Especially to the good priest).


My party has begun stockpiling the slug/souls that are seeded throughout ItM and are planning on using them to purchase stuff from the mercane. (Yes, it is definitely on the dark side of the alignment spectrum trading in souls).

I have no problem with this in my campaign but I was wondering if there is an established gold piece value per damned soul slug?


donnald johnson wrote:

i live in albuquerque, i prolly have room for it, but i dont know how useful it would be. what are the dimensions?

you are quite tallented, thats for sure. it looked great. have you ever thought of doing a small town or city?

Eyeballing in my minds eye it is ~5'x3'x2' but it stores upright (map vertical) just fine. I'll get a better measurement this weekend.

A far as doing more work, my wife's patience for projects runs thin sometimes so I don't have any plans for any more projects any time soon. (It lived at our place on the dining room table for three week during the build)

Though... she did help me with my Sea Wyvern which came out killer (not a quickie job like this map) so I gotta give her some credit. :)


Saurstalk wrote:
Small world. Just got settled in ABQ.

Welcome to the 'Querque!

Saurstalk wrote:
No room for your model ... but you don't have a gaming group? Hmmmm.

I have a gaming group actually... it is still going strong (It was my friend's group in CS that fell apart not mine).

If you are looking for a game yourself try Active Imagination or Collector's Paradise, they both have active gamer communities.

I have posted on their bulletin boards in the stores for takers for my Wreck as well but still no takers.

We game at my friends house and and he is pretty charitable about the space but he is hinting that I need to get rid of it soon.

If you have any friends in ABQ email them and keep this from going to the dumpster... :'(


Hmmm... anybody know how much it costs to ship a 6'x3'x2' light-weight box? (~4 pounds) (Yes, I know the offer was for Ronin's, but I am curious...)

Unfortunately mine cannot be disassembled it is held together by glue, duct tape and the demonic forces of the abyss.


This is what I built:

Movie
Pics

It is a nice 10'=1" scale model, my players loved it and we had a blast playing on it but its time has come to de-clutter my gaming area. My friend from Colorado Springs was going to take it but his entire game fell apart during SoS.

You can have it for free but it will be pick up only. (Way too big to ship)

I live in Albuquerque New Mexico and it is available first come first serve.

If you are positive you want it please email me at: alarikdafu (at) hotmail.com and post here.


OK, I am finally to the start of Into The Maw with my group. I will let you guys know what happens in a week or two when they get there.

I have been resisting but here is mine:

128. A bare room with a simple elegant tea table with a small but violent cloud hovering one foot above the tabletop. A copper bound small casket lies in the back corner of the room. On the table an immaculate bone china tea set is set out on a tarnished copper platter. A single teacup is filled with roiling water and it the constant target of the boiling storm. Upon the surface of the water there is apparently a caravel battling the tempest. A greenish nimbus surrounds the tea cup and makes it too hard to make out the details.
If someone get with one foot of the tea cup or touches the nimbus they must make a DC 23 will save or be sucked in to join the cursed crew of githyanki struggling for eternity. (Teleporting out just makes a tiny PC but some of the crew my try to join the PC in the breakout. Break Enchantment to return PC to normal size. Does not work on crew, also they cannot leave the room.)
The chest is locked with a good quality lock and trapped to send people to the teacup (Search DC 30/ Disable DC 35) Inside is a finger from each githyanki crew member. (The key to removing the curse.)


Meh... this player is her first time playing D&D and not a power gamer looking to game the system. She had a cool idea and nice dramatic effect. I allowed the concept in my game world, I just wanted to tweak the rules to us here. I appreciate the advice everyone has had so far.

I will leave the theology/hydrology of the water elemental body composition in the official SRD20 cosmology to the experts... :)

This is what I finally came up with:

I kept these:

Lord Alarik The Fool wrote:

-She cannot summon it around her, it must be next to her, then she can use a move action to dive into it (not a 5 foot step) or it can move onto her (not a five foot step unless she is medium size).

-She cannot fit inside the elemental unless she is one size category smaller.

And I stole one from:

deClench wrote:

Perhaps, you could let her by with relatively few restrictions by requiring the summons spell to simply be cast as one level higher or have a longer casting time or something similar.

I may have to steal that idea myself! :D

-It may be summoned around yourself if cast at one level higher.

I then added:

-Anyone can attack either creature without penalty. (Because of its powerful essence in the center of the elemental she must stay on its "surface")

-Any movement needs to be shared (costs movement for both.)

-Spells effect both equally except the druid is immune to poison gas and the like (since she is underwater.)

Hmmm... I guess I should have clarified what I wanted before I asked for advice:

-Allow high level aquatic druid to assume her natural aquatic forms and remain effective in dry land combat, rewarding to the player's creativity.

-Not to set a precedent for Watery Power Armor that lets a waterbreathing spell caster blast away from a safe cocoon (a cocoon that hits back!)

-Not to set a precedent for Watery Attack platform that will whisk a character around in melee charging monsters to allow full attacks every round while soaking up damage.

-Simple, will not add a lot of rules to get in the way of the roleplaying.

I toyed with reducing fire damage or adding to reflex saves but the druid would not be using the creature as a meat shield (they are both diving for cover) and it added too much complexity.

I was not too concerned about realism and in the end my player was satisfied with my ruling.

Thanks for your advice guys!


Gaming was delayed a week so I got bored and added gibbets and the tower. (I know I will forget about those gibbets if I don't put them in)

Quick and cheap style: (Extra cost zero, 30 minutes of work including drying time.)

-Quick gibbets were a push pins glued down, a spot of black duct tape on top to hide the weird colors and a strip of left over walkway glued around it for bars. Dabbed in glue on top to give it a consistent finish.

-Tower was a few inches of left over cardboard tube, crenelated with scissors, colored with sharpie. I removed a circle of the first layer of cardboard to make a groove (so that the tower is removable for bottom floor access.) I took the plastic cap from the mail tube and cut a double semi circle, with cut on one side. Pushed down it made a groovy spiral staircase.

Pics:
MyWreck30
MyWreck31
MyWreck32
MyWreck33
MyWreck34
MyWreck35
MyWreck36
MyWreck37

Tomorrow: Showtime!


One my players plays a Sea Kin druid. Last session she summoned an enormous water elemental around her and then shape shifted into an equal size aquatic creature (a giant squid.) I was pretty stunned and it was during a minor encounter so I let it slide since it was a cool effect but let them know I would come up with a final ruling later. The squid reach was very useful.

What do you guy think?
I came up with:
-She cannot summon it around her, it must be next to her, then she can use a move action to dive into it (not a 5 foot step) or it can move onto her (not a five foot step unless she is medium size).
-She cannot fit inside the elemental unless she is one size category smaller.

Not sure about:
-Anyone making attacks on them can attack either one with no penalty (How can you miss the big tentacles sticking out. :)
-or the druid can choose use the creature for 50% cover but any attack that misses automatically hit the elemental (It is throwing itself in the way)
-Reach is halved for an aquatic creature out of water? (no buoyancy... hmm this one sounds weak)


Curaigh wrote:
Woot. And I did not find the music cheesy, in fact I have been using the same soundtrack whenever we run into pirates. O:) I almost expected the fog to roll in about 37 seconds into it. Speaking of you should add dry ice to your vid--not really--ok maybe--nah--well...

Dry ice.. hmm ...maybe for the game itself. Well, they do describe the wreck having a cloud of gnats and mosquitos around it. ..and whenever anyone fails a save against the Retriever's ice ray I dunk their mini in the vat... BWHAHAHAHA :)


Whew, I am done. Entitle it: "The Wreck cheap and fast." :)

Here are some Construction pics:
http://www.flickr.com/gp/75651634@N00/D3W8Cf

Here is a video of the finished project:
http://uk.youtube.com/watch?v=H1qwxu6OM6Q
(Excuse the cheezy music, it was better than silence :)

Cost ~$10.00
Materials: Cardboard, big bottle of Elmer's glue, (3) Mail tubes, (4) Wooden Dowels, Construction paper and large roll of duct tape.

I used a big pile of leftover cardboard from Christmas. The cardboard when glued together in a double layer was plenty stiff, a little duct tape around the edges and it looks snazzy.

A couple of color copies filched from the color copier/printer at work (Yes, that is cheating in the material cost... NYAH :) were glued onto the double layers for the map and ships. I mounted them to mail tubes as the trees and couple dowels as masts and moorings. Holes were cut in the double layer for the mail tubes to go through and I skewered the mail tubes with dowels slipped between the the card board layers to hold them in place. (That and a ton of glue and duct tape.) Then I built up the Fo'c'sles with another cardboard layer.

The holes that I had previously punched out of the ships (for the mail tubes) I re-used as Crow's nests to attach the cardboard walkways. Then I raided my son's room for brown and green construction paper which I slapped on some of the scrap cardboard for the tree canopy.

To finish it out I duct taped the crap out of everything rough looking and anything loose I drowned in glue.


What scale did you guys use?
I have printed it out and and started glueing when I noticed that the printed scale is 10'/inch. Wow, it is big enough already. Has anyone's build been at the standard 5' per inch for mini's?


How did it turn out? Who won the cookies? :)


My PCs also used windwalk to arrive at the plateau and also made a beeline for Khala so I had the exact same concern.

They were slaying the skinwalkers without much challenge so I gave it a twist. Once they conquered Khala I had them use their Knowledge (Religion) to figure out the that his area was a formerly an altar to the Olman gods and could be used for special purpose. (Rissashtak or Jakara could also give some clues about this.)

Once the altar was re-consecrated they could use it bring back the Olman who had been turned into Skinwalkers. They would need to use the Olman sunsword to cut the demon skin from the man on the altar then cast Heal to fix the flesh and the mind. (It being the sword of an Olman hero and whole idea of the blood sacrifices that the Olman gods demanded made it perfect.) If their priest succeeded at Caster Level check of 20 (Not hard with the Karma bead from the many Strings of Prayer Beads in this path) they now had a rescued and very grateful Olman villager. Failure meant a dead villager but still one less skinwalker.

This had the effect that the party wanted to explore all the ruins to find all the remaining Skinwalkers and the added difficulty of catching them alive. Then they had to spread out and catch all the other tribes roaming the thorps on the plateau. (Once they had a good method down I just told them it take s X number of days to round up all the rest rather than run repetitive encounters.)

It worked great. After a week of this they sent someone to check in on Lavinia and report their success triggering the start of the next adventure with nice timing. No railroading, major additions to the adventure or rewriting the plot needed... :)


My group had a cocky invisible rogue get caught peeking into the room while the rest of the group was strung out behind in a few other rooms. They kept coming in one at a time as they caught up to save him.

They stayed away to take care of his pets and the false Noltus; they just sniped at Khala (as per the description he stays near the altar). They kept up building masses of ineffective summoned creatures (that greater dispel at will was very useful)

In effect they just managed to keep losing levels to his spit attack. When they charged him en masse the gaze attacks decimated them (they had stayed more than 30 feet away so they had no idea about them.) In the end they won but narrowly got away with only one fatality.

In the end it was a very nasty encounter for them but it was certainly not helped by their unfortunate approach strategy.

This is a roleplay heavy group of swashbucklers and retreat is not in their vocabulary. They certainly had fun and it was quite a memorable encounter even without major tactics on their part.


I set it up to do a little foreshadowing:

I put about 20 trogs, 6 cave lizards and a shaman/leader (a leper from next adventure). They were total mooks, my players ambushed their above ground watch in the valley and slaughtered their way to back of their cavern system.

When they saw the last of the warriors and the leader making a last stand over the elderly and children, they pulled pulled back to regroup (the good aligned group realizing they were basically slaughtering an entire a village.)

After a few rounds as they were coming back to negotiate they felt a huge tremor. They rushed back only to find to the trogs had they had sacrificed all the elderly and children to Laogzed and the shaman standing in front of a new cave-in having just pulled a lever.

They dispatched the rest of trogs and found the lever seemed to be connected to a long system of now buried chains and supports. The now impassible and totally collapsed tunnel seemed to have headed under the waters to somewhere deep under the Isle of Dread...


I too will be building this over the holidays during our holiday gaming break. I was thinking canvas strapping from army surplus threaded with wire for support for the walkways. hmmm... that would mean the minis would slide down pretty easy and be hard to keep them in place.

Hmm... I wonder if Legos and superglue would be too geeky?

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