In my playtest group the players really enjoyed the racial modifier to hit points. I had two kobolds (frail), a half-elf (normal) and an elan (normal). The players were stoked at having the extra 4-6 hp, it meant that the adventuring day could last longer and I could throw encounters at them that were a little tougher than standard without worrying about 1 hit TKOs. The characters were still intimidated by the higher level monsters, but rather than running away like nancy boys, they instead stood their ground and fought.
(1st level pcs vs velociraptor = 2 characters in negative hp,
1st level pcs vs CR 4 green dragon (2nd encounter for the day = 1 character in negative hp, and 1 character with 2 hit points left)
There's still the idea of danger for the characters but sudden death is not as likely.
Peace.
So if there's a vote, I vote Racial, if thats the official option then make sure you put the bonus HP in the racial traits at the beginning of the book (that way players can weigh it as an option in character choice).
That is sort of the point. Giving the Cleric 'free heals' means the Cleric can cast his other divine spells without feeling guilty that he didn't save them all for healing his allies. Or if he does use all his spells healing his allies then that means the party can keep adventuring for longer. This helps negate the problem of the '2 hour adventuring day'. Where characters lose 90% of their resources (HP, Spells and Heals) in a few short encounters.
More heals means more encounters of same ECL or lets the characters face Tougher ECLs without regular TPK.
What I wouldn't have given for the cleric in the party during the Age of Worms Campaign to have had those extra heals after the first encounter near the wolves. We spent 2 days resting after 1 encounter. I don't want to see that happen in Pathfinder.
Half-Elf Fighter (Focusing on Bows)
* Loved the new rules for Half Elves, didn't feel like half an elf.
Quote - "This is awesome I don't have to take Half-Elf Paragon to get what I want from my character"
Elan Psion
- Hit Dice Increased to D6 (ala Wizard)
- Elan now counts as humanoid, not aberration, gave Half-Elf Adaptability (it seemed to make sense)
2 Kobolds (1 Barbarian, 1 Cleric of Saranrae)
- It took a while to convince the player that losing Domain Spells wasn't so bad if you get Newer and Niftier domain powers.
- Player often forgot about Domain Powers (took good and healing)
- Everybody loved Turn Undead healing allies, since they could adventure for longer and the Cleric got to cast other spells (like bless)
Character Creation Positives.
******************************
- Racial Starting Hit Points were very much appreciated, everyone felt like adventurers rather than pinatas.
Character Creation Negatives.
*****************************
Players felt Skill choices were too limiting, one character wanted to just take a couple of ranks in a few 'out there skills' but couldn't because of how skill choices worked. Others were confused as to what their bonuses actually were.
When characters leveled up they were unsure what their new bonuses were. Either way it seemed more limiting and more confusing than skill points.
Other Positives
****************
Players liked the idea that they "Got something every level" - Skill choice on even and feat on odd.
The fighter liked that he wouldn't need to take "Weapon Focus" since that was part of the fighter class any way.
Other House Rules and Changes
***************************
Skill List was further consolidated -
Athletics (Climb, Jump, Swim)
Acrobatics (Climb, Jump, Swim) - Characters could choose better of strength or Dex for jump checks basically
Diplomacy (Diplomacy/Gather Information)
Persuade (Bluff/Intimidate)
Perception was changed to
Perception (Passive) Wis
Perception (Active) Int
Basically whenever I called for a Perception check it was a passive skill, whenever the player's asked for one it was an active skill. Its a little change but I felt it was a necessary one.
Combat Feats - When I showed players how they worked, nobody wanted to use them. Especially when they were feats they had in a previous edition that didn't require build up (Such as the Dodge Tree). On a unanimous vote Combat Feats were changed so that you did not need to use the lower feat in a previous round.
We thought that Combat Feats might work, but as a separate idea, where the feat is literally more powerful than previously published feats. (By building up over the rounds you should get a BIG pay off, especially since you can only use ONE combat feat a round).
Magic - Since one player was really set on playing a psion (Psychokinetic), I gave him the telekinetic fist power that a transmuter gets. He was psyched (pun intended), because it meant that when he ran out of Power Points he didn't have to call a stop the adventuring.
Things accomplished -
Characters defeated a CR 4 green dragon (it was the second encounter after resting), one character was reduced to negative hit points, but a timely Turn Undead revived him. (Since it was the equivalent of a CR 5 encounter I gave them experience for a CR 5 creature.
Characters Defeated without rest -
13 normal kobolds
1 Deinonychus
1 kobold bard (1st level)
1 Half-Green Dragon Kobold Barbarian (Breath weapon removed)
During
3 CR 1 Traps
(They had access to about 3 CLW potions)
In that span one character was brought to negative hit points 3 times.
Another was reduced to negatives 1 time.
Turn Undead was the difference between life and death.
Next Session - Testing the CMB to the limit and trying to remind my cleric about his nifty new powers.
On monday I'll be testing the Alpha Skill rules as presented (seeing how easy it will be for my players to generate characters, and gauging how happy they'll be with their level of customisation).
My gut tells me that using the hybrid system where Characters get skill points as normal and NPCs get skill choices is the best option.
1) Characters always have more time with their character sheets than the DM ever has with an NPC, so they should feel free to customise as they see fit. If you want your Ranger to be a bit diplomatic, go for it.
2) NPC generation is one of the most TIME CONSUMING aspects of being a DM. I love Dungeon Mastering, but every time I create an adventure I dread making NPCs, especially considering the only time their stats are really used is when a PC is coming to murder them. By giving NPCs skill choices I cut the work out of NPC generation by a large degree.
Something that might be considered is getting rid of all the feats that give +2 skill/+2 other skill, or skill focus. Instead make max ranks Level +5. (I think this was done in M&M). It allows characters to focus more deeply on skills if they like, or spread their skills out more, plus it partially negates the problem generated by the folding of different skill types.
WotC did the best version of the Paladin with the Knight from the PHB 2.
Here's why:
1) It had a clear code of what it was and wasn't allowed to do.
2) It had clear drawbacks for breaking the code (but didn't require a magic spell to re-instate its abilities)
3) Had some really nifty abilities (Those Knightly Challenges are fun to play).
So while you can't use the Knight (because it isn't OGL), there was a lot of design space opened up by the Knight that could be used with the paladin.
Example Paladin Oaths -
Each Odd Numbered Level the paladin swears a new Oath to their god. The oath adds a new restriction on its actions and a new ability any use activated Oath can be used a number of times equal to the amount of Oaths the Paladin has, or is always active so long as he has not broken his oath(as described under the individual oath).
Oath of Courage - The paladin is immune to fear and gives his allies a +4 bonus on saves against fear effects.
In return the Paladin does not gain a +2 bonus to attacks when flanking an opponent. If the Paladin does take the +2 bonus then he loses his immunity to Fear, and his allies take a -4 penalty on Fear effects because they lose faith in their friend. If he does he loses this oath for 24 hours.
Oath of Compassion - The paladin gains the ability to heal the injured and infirm. The paladin may as a standard action make a Heal Check, allies recover an amount of HP equal to the Heal Check Result divided by 5.
In return the Paladin swears never to end the life of a helpless foe. The Paladin may not take the coup de grace action, if he does he loses this oath for 24 hours.
Oath of Protection - The paladin gains the ability to protect the weak. At any time the paladin may forgo his next action and take the damage one ally within 30 feet would take. The Paladin channels the pain of his allies into himself.
In return the Paladin swears to always offer his opponents the chance to surrender. In the first round of combat a paladin must spend a move-action offering peace terms to any intelligent opponent he faces, or lose access to this Oath for 24 hours.
Oath of Justice - The paladin gains the ability to seek retribution against his foes. As part of an attack action the paladin may activate his oath of Justice, he gains a bonus to damage equal to half the damage dealt by the opponent within the last round.
In return the Paladin swears to honour Justice with truth, and may not make a deception check even to feint in combat.
Oath of Fealty - The paladin gains a +1 bonus to any skill check related to the Portfolio of his chosen deity. This bonus increases by +1 for each Oath the Paladin has active, to a maximum of +10 at 20th level.
In return the Paladin swears to honor his God with an hour of prayer every morning. A paladin who does not take this hour of prayer loses the Oath of Fealty for 24 hours.
Oath of Honour - The paladin may challenge an opponent in the name of his God. The opponent must make a Will save against a DC of 10+Paladin's Charisma+Active Oaths, on a failed save the creature can attack only the paladin and must use its action to attempt to make at least one attack.
In return the Paladin swears to fight only with honor, and give his opponents a fair chance to ready themselves against his onslaught. If a paladin attacks a flat-footed opponent he loses this Oath for 24 hours.
(You'd need at least 5 more oaths, but this is the gist of it).
I was strongly considering this myself. RotRL seems to fit thematically with Iron Heroes as well.
There doesn't have to be too much conversion work throughout the campaign. Just give NPCs two or three Feat Paths.
Else run it like Iron Heroes, ignore any magical treasure (since the Iron Heroes characters become unbalanced with them), and instead just reward them with gold, art and the like.
Any time a non-human race crops up just describe them as a human with similar characteristics-
The adventures themselves are filled with dynamic dungeon rooms, so if you have an hour before each game pick some rooms with combat zones in there and away you go.
Dropping the Attack of Opportunity but giving a free Attack of Opportunity for a failed check seems like a nifty idea to me.
I feel it makes combat more dynamic as well.
Making combat maneuvers full-round actions doesn't seem helpful for making combat mored dynamic though.
Turned off my firewall, but still no love from the Paizo servers.
Its these kinds of gremlins that stopped me from getting into computers as a career in the first place ^_^.
I'll keep trying over the next week, but if it doesn't work, it doesn't work and I'll just have to live with using my friend's computers to download my shiny pdfs straight to flash drive.
Just a little something for characters who want to play a more cerebral warrior.
Strategic Evaluation (COMBAT)
You have learned the basics of tactics and strategy, giving you and your allies an edge in combat.
Prerequisites: Int 13+, Base Attack Bonus +1
Benefit:You may make a Perception check as a move action, vs your opponent's Maneuver DC (15+ their Combat Maneuvre Bonus). If you succeed you know their CMB score, Success by 5 or more reveals their attack bonus with their primary weapon, and their AC and success by 10 or more reveals their Flat Footed and Touch AC as well as attack bonuses with the rest of their weapons. You may share this information with your allies as a free action. If a group of opponents have the same statistics then you may use the other strategist tree feats against them as well.
Battlefield Command (COMBAT)
You have learned the art of controlling the battlefield, and its effect on combat.
Prerequisites: Int 15+, Base Attack Bonus +4, Strategic Evaluation
Benefit:You may make a Perception Check as a move action against a DC of 10. For every 5 points you beat the DC one ally may ignore 1 square of difficult terrain. (For example if you get 20, then 2 allies may ignore 1 square each, or 1 ally may ignore 2 squares of difficult terrain) as you find a safe path through that you or your allies may walk through. Furthermore you gain a further +2 bonus from any cover you may benefit from for 1 round, against the opponent type you used Strategist combat feat against in the previous round.
You must have used Strategic Evaluation in the previous round to use Battlefield Command.
Strategic Gambit (COMBAT)
You have learned to see the battlefield as a chess player sees a board, you are always thinking 2 moves ahead.
Prerequisites: Int 17+, Base Attack Bonus +6, Battlefield Command, Strategic Evaluation
Benefit: If you successfully used the Battlefield Strategist feat against an opponent in the last round, then you may use the delay action this round. Whenever the opponent takes an action this round it announces its action and you may decide to act before it actually performs the action.
You must have used Battlefield Command in the previous round to use Strategic Gambit.
Strategic Order (COMBAT)
Your strategic genius is nearly unrivaled, and you are capable of coming up with brilliant strategies in mere moments against strange opponents.
Prerequisites: Int 17+, Base Attack Bonus +10, Strategic Gambit
Benefit: If you used Strategic Gambit against an opponent in the previous round, any standard action you take against an opponent this round gives your allies a +2 bonus on all rolls if they perform a similar action on the opponent or similar opponents for each one that has performed the action before hand. Up to a maximum of +10 for 5 allies.
For example - Gogo the Wizard makes a standard attack against his ogre enemy this round. Coco the Cleric gains a +2 bonus to his standard attack and damage against an ogre. Jojo the Rogue gets a +4 bonus on his standard attack and damage against his ogre. Then Momo the Fighter gains a +6 bonus to his standard attack and damage against his ogre.
Design Notes - To get the best use out of master strategist, your allies should Delay their actions until you have taken your action so that they can get the most out of the bonus. The strategy bonus can't be applied to a full round action, only a standard action (such as a combat maneuver or standard attack, but could also apply to a skill check made as a standard action such as Intimidate).
I didn't like that Sense Motive got folded into Deception, so I've folded it into Perception.
Although I think that might make Perception just TOO big a skill (since it gets Search as well).
Just an idea for the 'people skills' -
Diplomacy - (Improve an NPC's attitude toward you, gather information)
Persuasion - Bluff/Intimidate (Convince someone do what you want, convince someone something is true, feint)
Perception - (Spot, Listen, Taste, Touch, Smell)
Intuition - (Sense Motive, gut instinct, oppose disguise, detect enchantment).
Something that I've been toying with in my games is the idea of Scoring instead of rolling.
The concept is pretty simple, a character is interacting with an NPC, and its a pretty cool interaction. Now if the character has been doing well at influencing the NPC I hate to make them roll a Diplomacy check and get a 1 on the roll, so the last few minutes of talking don't mean anything.
Instead a character's roll is based on a score I give them depending on the quality of the RP. The score is anywhere between 1-20.
An example of Play -
Hal the 1st level Half-Elf Bard has a Diplomacy and Deception modifier of +7. Hal encounters a gruff dwarf deep in the mountains, the Dwarf is a hermit and distrusts strangers (unfriendly).
Hal's player greets the Dwarf in a friendly way, and proceeds to tell the dwarf about his current plight (being lost in the mountains), he compliments the Dwarf's fine beard, and keen knowledgeable look and hopes the dwarf would be able to lead him back to civilization. The Player was very 'on' during the entire interchange, so I give him a score as follows
10 - For playing in character, and entertaining the group with his good roleplaying skills
+2 - Complimenting the Dwarf on his beard
+2 - calling the dwarf knowledgeable
For a total roll of 14, he then adds his Dipmlomacy modifier of +7 to get a total of 21. Enough to change the unpleasant Dwarf's attitude from unfriendly to indifferent. And more than enough to get the dwarf to give directions to the nearest village (DC 10).
I prefer giving 1st level characters more HP than what they have.
Take for example the first session of Age of Worms.
We entered the Whispering Cairn and were set upon by some wolves. Within 4 rounds 2 characters (a psion and a rogue) were bleeding to death. The cleric dragged our butts out and used up all his spells to heal us up. We went back to Diamond Lake for a couple of days to restore the rest of our HP.
That hardly sounds like the dramatic opening to a fantasy epic. It sounds more like the opening of a fantasy comedy.
When I mentioned to one of my players that Wizards get D6 hp, and bonus Hp based on Race, he was really happy.
"I won't die from getting a dagger thrown at me".
Sounds good to me. Anything that lets the PCs get to second level without negating challenges is good in my book.
After a quick tinkering, I came up with this possible solution, keeping in mind the backwards compatibility issue:
Iterative attacks stay as they are in the SRD. This means a +11 BAB equals to 3 possible attacks (+11, +6, +1) and is a full round attack.
Martial classes can give up any number of extra attacks (keeping 1 as a minimum) to gain extra damage bonus equal to their STR modifier. Let's just call it "Combat Adaptation" or any other useful name.
Martial classes can give up any number of extra attacks (keeping 1 as a minimum) to gain an extra move action of 10 feet per attack lost. This extra movement causes an AoO, and can be performed at any time before or after any remaining attack.
trim.....
Golem101... You are on to something here. An option would be to add feats that allowed you to take these sorts of actions (or something similar). Lets say take a look at the following possibility...
Powerful Strike (combat)
You can sacrifice additional attacks for added damage.
Prerequisites: Power Attack, base attack bonus +11
Benefits: When performing a full-attack action, you can sacrifice one of attack to add your Strength modifier on all melee damage rolls this round. You can sacrifice two attacks to add twice your Strength modifer on all melee damage rolls this round. This bonus damage stacks with the normal Strength modifier added to your damage rolls.
You could add a similar feat that allowed you extra movement or other benefits (such as added AC) for sacrificing these less than optimal attacks as well.
Thoughts?
Jason Bulmahn
Lead Designer
This is the kind of thing I'd really like to see in the game. It reminds me of Iron Heroes, where players take combat challenges to gain additional useful effects (like damage/mobility or other nifty effects).
The idea of Trapfinding as an ability is ridiculous to me. For a number of reasons:
1) As a player, if the rogue decides not to take Search (Or Perception) and Disable Device then every time we go Kobold hunting somebody is going to die painfully.
2) As a Dungeon Master, if I want to throw some traps into the dungeon, the PCs have no chance of finding the traps and bypassing them or using them to their own advantage.
So here are some things that I'm using in my Pathfinder game.
1) Any trap no matter how high the DC can be searched for with a Perception Check. A character who has spent a skill slot in Perception should be allowed to perceive of traps just as well as a rogue.
2) Disable Device is a class skill for Bards, Rangers and Wizards. A character may choose to use their Craft (Trapmaking) ranks instead of their Disable Device check to disable a trap, but they do not get the other uses of Disable Device (sabotage), and has the time taken multiplied by 10.
Example of Play -
Blurg the Kobold Barbarian with Craft (Trapmaking) +6, and Dojo the Dwarf Wizard with Disable Device +8 have found a trap. Realising it is a magical trap they decide to go slow and Dojo takes Blurg's advice regarding the disabling of the burning hands trap.
He makes his skill check roll 1d20+8, while Blurg uses aid another (1d20 +6), it takes 2d4x10 rounds (because they can only use the skill as fast as the slowest character).
Dojo rolls 16 adding his skill mod gets 24, while Blurg get 12 and successfully aids another). All together that adds up to 26 beating the Disable Device DC of the Trap (25 +1 for a first level spell). It takes 40 rounds (or a little under a minute), but together they have bypassed a deadly burning hands trap. High fives all round!
What think you all?
Does not having a rogue (or a suboptimal rogue) effect you guys negatively? Have you ever changed a dungeon to accommodate a play group without a trapfinder? Do you think the above rules will help in your game? Let the Paizonians know!
Its good that the name of the ability is going to be changed, I suggest Channel Divine Energy for a start.
Second, Channeling Negative Energy is MEANT to be a suboptimal choice. Clerics that are casting Harm spells, and controlling undead are not going to be as wanted, needed or trusted by adventuring groups.
I think though that the character should get their choice of what they Turn or Rebuke at character creation. Essentially choose a creature type, and then you either command it and heal it or turn it and damage it.
The list of Cleric Creature Turning should be something like this maybe -
Erastil - Command Animals (Heals Living Creatures)/Turn Undead (Damages Undead)
Iomedae - Command Good Outsiders (Heals Living Creatures)/ Turn Evil Outsiders (Damages Monstrous Humanoids)
Torag - Command Constructs (Heals Living Creatures)/ Turn Undead (Damages Undead)
Sarenrae - Command Fire Elementals (Heals Living Creatures)/Turn Other Elementals (Damages other Elementals)
Shelyn - Command Air Elementals (Heals Living Creatures / Turn Other Elementals (Damages other Elementals)
Desna - Command Good Outsiders (Heals Living Creatures)/ Turn Evil Outsiders (Damages Evil Outsiders)
Cayden Caielan - Command Chaotic Outsiders (Heals Living Creatures) / Turn Lawful Outsiders (Damages Lawful Outsiders)
Abadar Command Earth Elementals (Heals Living Creatures)/Turn Other Elementals (Damages Other Elementals)
Irori - Command Lawful Outsiders (Heals Living Creatures)/Turn Chaotic Outsiders (Harms Chaotic Outsiders)
Gozreh - Command Water Elementals (Heals Living Creatures)/ Turn Other Elementals (Damages Other Elementals)
Pharasma - Command/Rebuke Undead (Heals or Harms depending on situation)
Nethys - Command Magical Beasts (Heals Living Creatures)/ Turn Fey (Damages Fey Creatures)
Gorum - Command Chaotic Outsiders (Heals Living Creatures)/Turn Lawful Outsiders (Harms Lawful Outsiders)
Calistria - Command Chaotic Outsiders (Heals Living Creatures)/Turn Lawful Outsiders (Harms Lawful Outsiders)
Asmodius - Command Evil Outsiders (Harms Living Creatures)/Turn Good Outsiders (Heals Evil Outsiders)
Zon-Kuthon - Command Undead (Heals Undead)/Turn Good Outsiders (Harms Living creatures)
Urgathoa - Command Undead/Turn Living
Norgerber - Turn Good Outsiders/Command Evil Outsiders
Lamashtu - Command Monstrous Humanoids/Turn Humanoids
Rovagug - Command Undead/Turn Living
This would negate the Turn Outsider and Turn Elemental Feats as they would be chosen for you when you choose your god.
It deals with the issue of "All Gods Care about undead", now just the gods that care about undead either way deal with them, and since most gods care about their living followers most gods heal the living when they channel divine energy.
These are the rules I'll probably use on Monday for my first Pathfinder Playtest.
I think the following racial archetypes are missing -
The Gentle Giant. I'd go with the following -
Mungo
Often called Biguns by the other races, the Mungo are a race of friendly giants that live in crags and mountain ranges. Genial and Friendly by nature, the Mungo are famed for their broad appetites and mighty singing voices.
Mungo see Humans, Halflings and Elves as little siblings who they should take care of. Dwarves and Gnomes both distrust Mungo for their close tie to giantkin, as such Mungo are often intimidated by the two races. Mungos have no enmity at all to either of the half-races and Mungos and Half-Orcs often enjoy good-natured competition regarding feats of strength.
Mungo Racial Traits
+2 Str, +2 Cha, -2 Dex (Bigguns are Strong and Friendly, but somewhat clumsy).
Medium Size: Bigguns are medium sized, but their mighty build gives them bonuses as if they were one size category larger.
Lead Feet - Bigguns have a 20 foot land speed.
Mighty: Bigguns are treated as Large creatures for the purposes of their Maneuvre Bonus and when determining penalties for weapon sizes, they still only have a medium creature's reach).
Mighty Voice: Bigguns gain a +2 bonus on Diplomacy and Performance (Singing) checks.
Big Mountaineer: A Mungo gains a +2 bonus to Acrobatics Checks.
Languages: Bigguns begin play knowing Common and Giant, Bigguns with high intelligence scores can choose any of the following: Halfling, Elven, Orc or Goblin.
Favoured Class - Ranger
I have downloaded something that needed watermarking, from a computer that is networked to the one I am trying to download to now, and that seemed to work no problem.
Just a heads up, I also tried re-downloading the Hangman's Noose which I had bought and downloaded a while back, but its coming up with the same problem as the Pathfinder RPG download.
Hey, tried it again, but still no download, same issue as before. As I type this I'm downloading the Rise of the Runelords Players Guide, so I can download things from paizo.
In any case, its easter long weekend, so I can be patient, hopefully the problem will be fixed tuesdayish.
Hey, I want to start playtesting the Pathfinder RPG this week, but every time I try to download it Internet Explorer says:
"Can not download [filename] as the connection to the server has reset"
and Firefox says
"PathfinderRolePlayingGameOGLAlphaReleasePDF.zip.part could not be saved because the source file could not be read.
Try again later or contact the system administrator"
I've tried re-personalizing it a bunch of times, but it doesn't want to co-operate. Help me Paizo Wan Kenobi, your my only hope.
Please, include a minimum of psionics and include alternate rules in sidebars for people who don't use psionics in their games.
That's the plan.
At this point, it's looking like psionics will rear its head in a few monster encoutners, in which case their psionic abilities work just like spell-like abilities for the most part. It'll be a pretty minor thing, more like an easter egg for psionic fans, and not something immense. The reason I'm hesitant to include an NPC with psionic character classes, for example, is that I'd need to figure out what to do with their huge list of powers for folk who don't use psionics. I could certainly include two versions of the same character, one a psion, one a sorcerer, but that's more or less a guaranteed waste of space in the form of one stat block, no matter WHAT version you prefer.
So yeah... it'll likely be limited to encounters with a few monsters from the SRD from the psionics section. A full-on psionics adventure it won't be.
Probably a silly idea, but what about a pdf with the psionic stats of some of psionic themed creatures in some adventures. Say a Yuan-Ti Enchanter would be in the book, but if a DM had a psionic-minded party they could download the Psi-pack and then badabing badaboom you have a Yuan-Ti Telepath. You could throw other goodies in there as well (like psionic item for magic item replacement for some of the treasures), and a psionic version of one of the monsters at the end of the pathfinder books. Its a bit of extra work on your part so that is the downside, but people love extra content.
Heck you could probably charge something like a Dollar for the download, a sort of "Would you like fries with your pathfinder?"
The Whispering Cairn, its been a place of local legend around Diamond Lake for longer than I've been alive. Word was it was a haunted place, filled with the ghosts and skeletons of tomb robbers past. When most people hear of the Whispering Cairn they think of fear.
I think of money. I think of treasure. I think of my ticket out of this festering hellhole of a town. I think bloody adventure.
A week ago I hired a gnome brawler on as something akin to a body guard and adventuring partner, goes by the name of Slip, in the Feral Dog Tavern. I tell him of a Cairn filled with glorious treasure, the kind of place that could make a gnome surprisingly rich. The guy agrees with me and we head to the Cairn, meeting a human Cleric of Wee Jas goin' by the name of Valanskar (or somethin' like it, bigjob names are always so hoighty), and Trip the resident village knight. Turns out the pair of them were headed into the Cairn because bigjob cleric was having all sorts of visions about it. They seemed good enough (if slightly off kilter) company so we asked 'em to tag along.
Inside the Cairn we find that the whispering noise it was so famous for was due to a series of stone tubes running throughout the place. The wind in the cairns would travel through the pipes leading to the haunting sussurus. Well we get deeper and find some wrecked magical oddity, which seemed to me to be a wrecked portal of some kind. Then we accidentally stumble on a den of wolves.
That fight was brutal and fierce, the first time I was ever in combat. Damn near got torn apart by canine critters. Luckily I used the fear, I empathically projected it onto the wolves causing them to turn tail and run. Even so the gnome and I were in dire straights. We decided we couldn't dare explore this place without some healing potions.
We headed back to Diamond Lake and struck up a deal with the Old Wizard Allustan, that makes his Manse in the town. In exchange for some start up capital, the group and I would clear the dungeon out of nasties, and bring back all sorts of wonderments from a bygone age. Some oaths were sworn and a compact was struck. With a quick trip to the shrine of Heironious we were potion laden and ready to go.
We returned to the Cairn and made short work of the wolves, finding some treasures in their Den, including a strange indigo lantern. We then entered a circular room, with a large sarcophagus in the centre, mounted upon a dais. Beneath the dais was a large stone arrow, mounted on a circular track in the ground. With a bit of gnome and dwarf effort we pushed the arrow towards one of the lit lanterns (each of a different colour). Descending down an ancient elevator we discovered a room with welcoming statues, a huge stone block barred the hallway beyond. Mounting a great amount of my psychic strength the stone block fell forward, activating a poison gas trap. Quickly donning my gas mask, we recalled the elevator, getting the bigjobby and Trip the Dwarf back up first. Apparently the gas was some kind of strength sapping poison because the pair of them were weak as kittens (gnomes and halflings are made of tougher stuff).
After another turn of the arrow we descended down the green lantern elevator. This elevator had not survived the rigours of time so well as its predecessor, arriving with a heavy and heady rumbling noise. We descended downwards on it, and explored the dungeon beneath, but were startled by a horrible crash, as the elevator smashed itself to smithereens beneath the dungeon. That was not the last we heard of terrible noises. A strange skittering chittering noise filled the elevator shaft, and when we went to investigate we were attacked by a swarm of deadly acid beetles, and a thing that could only be described as a Mad Slashing Thing. In the fight that ensued the bigjob cleric and the gnomish brawler were laid low, bleeding to death. Summoning strength from my fear I telekinetically threw the Mad Slasher into the elevator shaft from whence it came. Using one of my healing potions I revived the disciple of Wee Jas. I knew at this point a plan was needed. Presenting myself as a target for the swarm of beetles I dropped a bottle of oil where I stood and leapt out of the way as Valeskas let roar a fan of flames from his hands. Apparently fire is the best way to get rid of a pest problem. Too many close calls for comfort we spent the next couple of days in Diamond Lake, resting and healing from the damage.
We returned to the nest of insectile monsters and using a combination of old fashioned oil, and pyrokinetic power we laid it low. This done we found a room which had become flooded. Using my telepathic ability to sense minds, I found an elemental driven mad, and a water lurking ghoul hidden in the briny depths. Taking my time to familiarise myself with the creatures I yanked them out of the water telekinetically giving my allies and I a fighting chance to defeat the creatures on dry land. Having near exhausted myself with my feats of telekinetic power I stayed above to rest while the others sought out the treasure to be plumbed within the depths. Also within was a Red Lantern, companion to the Indigo Lantern found in the wolve's den.
The blue lantern revealed only a high shaft, which then led to a dead end carved into a screaming face. The gnome volunteered to go ahead as a scout, while I relayed information from him telepathically to the rest of the group. Finding no access to anything beyond the face my companions and I decided to see what other secrets were hidden in the Cairn. We placed the lanterns on their missing hooks, but this revealed no new secrets. We returned to the first poisonous shaft we entered, since the gas would have long since become inert. Our explorations revealed a Lurking Strangler, and copious amounts of brown mould. With a bit of focus and luck I managed to reverse my natural pyrokinetic ability to freeze the mould shattering it into harmless motes. We found in the rooms an earth elemental guardian of some description and some treasures of various types.
Still we were not satisfied. There were more secrets within the Cairn, we knew it. Heading to a map room we had previously found we realised our mistake. It was not enough to hang the lanterns, all seven must be lit. We climbed the blue shaft again (when we realised the central sarcophogus was pointing it out), and found the yawning mouth was wide open.
We entered a new room, with balls of heavy stone covering the floor, and a thin beam crossing to a very heavy steel door. When the door refused to budge (despite the combined strength of dwarvish muscles, gnomish moxie and my own prodigious mental might), a giggling ghost explained that he could easily open the door should we provide him a small favour. His corpse was buried beneath the stone boulders under the beam, if we were to return the body to its resting place at his family's plot he would unlock the door from the other side. The cleric of Wee Jas took this quest quite seriously and agreed.
That's when the trouble really started, but I'll get stuck in on that next time. Right now I have to explain why a house fire is not entirely my fault to the captain of the Watch.
Soon to Come: The Diary of Billy Canary Part 2 - Barbeque Dinner of the Dead
I don't know about you guys, but I like the new incarnation of halflings. Outside of tolkien, short races are meant to be tricky, lucky, care-free etc.
Anyway, its a new edition, a fresh new start for the game (and your campaign worlds), so why all these gripes over minor cosmetic details like halfling heights, and cultures.
I'd never make a campaign setting that didn't have some change or another to the flavour of a race or class and I've never left the rules untouched when I didn't like them.
If you like your halflings short, fat and pampered then by all means, set up your halfling day spas throughout the land. Force your halflings to live in little holes, and defenseless villages. I'm sure they'll be fine. I'm sure nothing big and nasty is going to look at halflings like fun-size cattle.
I'm going to leave my halflings as carefree tricksters, the eldest are wise and funny like Yoda. The young ones are brash and cocky like Han Solo. A medium sized personality in a small sized body just has to escape somehow.
From the Case Files of the Tavick’s Landing Outer Watch
Overseeing Officer Sergeant Dolom,
Case # 203012
Investigation Day 1
The case was opened when a petrified corpse was thrown into the Outer Watch House in Tavick’s Landing. The duty officers were
Lance Constable Ylandriel Miensien, Arcane Advisor, (Elf Sorceror)
Lance Constable Wrynn Darramen, Junior Investigative Officer (Human Ranger)
Junior Constable Slade Lyrandar, Investigative Officer, (Half-Elf Rogue)
Lance Constable Dorn Plumblore, Field Medic and Divine Advisor (Dwarf Cleric of Dol Arrah)
The officers were busy finishing their filing and paperwork, when the victim fell through the door.
(note: Slade insists they were definitely not playing poker, and thus was definitely not cheating)
Inclement weather made visual tracking of any individuals involved in the moving of the petrified corpse impossible. Preliminary investigation of the corpse revealed the deceased to be one Monte ir’Vandrian. Although further investigation revealed an effeminate navel ring bearing a symbol of a known gang of criminals, pimps and prostitutes (The Tyrants). Also a receipt for the sale of a ship called the Blue Nixie was found on the deceased’s person. The method of petrification was definitely cockatrice bite, the individual was dressed after the petrification.
The investigators decided to split up, Ylandriel and Wrynn were to investigate the victim’s connections to the Dragoneyes district of Sharn, while Slade and Dorn were to visit the family of the deceased.
From Wrynn’s account of the Dragoneyes district the pair investigated a brothel that the deceased was suspected to have frequented. There the investigators determined that:
1) Monte ir’Vandrian had caused a lot of trouble for the establishment in the past, drunken revelry taken too far.
2) Monte owed a lot of money to a gambling den called the Ogre’s Tooth, owned by a goblin by the name of Rat-Bastard Good-For-Nothing Fink (hereafter referred to as Rat Fink).
3) Monte had taken a shine to a young prostitute named Kiv, he had influenced her quite a lot, so much that she had started to use the same drugs Kiv had.
4) The navel piercing was only given to Changeling prostitutes. Though it was possible Kiv may have given hers to Monte as a sign of affection.
5)Kiv had an ex-boyfriend named Mondello, a quietly frightening individual, Velvet felt that Mondello may have something to do with Monte’s death.
(Note: Ylandriel’s report was a little unclear on her method of interrogation, Wrynn did note he never witnessed her act in anything less than a professional manner).
From Dorn Plumblore’s account of the ir’Vindrian estate, the family was not the wealthiest in Upper Dura. The family had fallen on hard times, with the parents killed in a tragic boat fire a month ago. Upon arrival they encountered Victor Saint-Demain, a sometime advisor to the watch, he had been hired by Lavinia ir’Vandrian to discover the truth of her parent’s mysterious death. They then met Lavinia ir’Vindrian, who assumed the Watchmen arrived to see about some complaints she had made previously about a thug named Soller Vark who was squatting on her ship. She required a signet ring and a combination clue that were on the ship to get into her family vault and pay her taxes. She asked the watchmen to see to the situation. Slade was quick to volunteer for the job, showing remarkable enthusiasm. (Note: Dorn noted that Slade often showed remarkable enthusiasm to anyone vaguely female).
The Investigative Team decided that the best course of action was to find out what was happening on the Blue Nixie. After acquiring a dingy, the group rowed through the choppy waters to the Blue Nixie, which was sitting in the middle of the Dagger River. There they as Dorn Plumblore put it: “Aggressively Interrogated” the crew, and “Forensically Investigated” the ship. They were nearly eaten by a large insect of some type (A Rhagodessa, as was identified by the charred remains that washed up on the shore). They found a signet ring, and mysterious sheet of paper with a list of monsters. Talking to Soller Vark revealed that Monte’s debts to the Ogre’s Tooth were more sizable than first thought. Also that he had purchased the ship for a pittance and in exchange for smuggling dangerous wildlife from Xen’Drik into Sharn. After a full day of investigation the team rested and recouperated. (Note: The Forensic Investigation caused the Blue Nixie to burn to the waterline, the watchmen insist that the ship was burned down because of the actions of Soller Vark).
Investigation Day 2
The next day with fresh leads the team split up again. This time Ylandriel and Slade went to visit the ir’Vindrian woman, and help with her safe. While Wrynn and Dorn investigated the Ogre’s Tooth. Ylandriel and Slade found that the safe was a complex mechanism, and the list of monsters was the key to opening the vaults. The vaults had mostly been plundered already, leaving behind some coloured feathers and a matchbook for the Ogre’s Tooth.
In the Ogre’s Tooth, Dorn and Wrynn met with Rat Fink, and learned the depths of Monte ir’Vindrian’s debts, and crimes. It seems in his last days Monte was a desperate man, but had apparently confided in an individual by the name of Shefton Rosk. (Wrynn described the half-elf as a loser, who other losers looked down on). Shefton afraid of being accused of Monte’s murder aided the police and put himself in their custody so as to guide them to a series of smuggler’s tunnels beneath Parrot Island, an Islet in the middle of the Dagger River.
When the entire Watch Patrol did not report at the end of the shift, the Night Watchmen came to me to investigate their disappearance. Utilising the help of Victor Saint-Demain who was familiar with some aspects of the Watchmen’s case we found Parrot Island.
Investigation Day 3:
The Watchmen were shaken, and showed signs of injury but were in good health considering their ordeal. (Note: Make sure Dolom sees a counsellor about his in the smugglers tunnels beneath Parrot Island, he was most shaken up by what he witnessed down there. There may be an investigation about the death of an individual in Watch Custody. All four Watchmen claim Monte ir’Vindrian was Shefton’s killer.) The watch discovered a vital clue as to the whereabouts of the real Monte ir’Vindrian, beneath a Taxidermist’s office in the cogs.
The Watchmen were given time to rest, but were eager to close the case, thus tomorrow they shall investigate the Taxidermist and perhaps find the real Monte ir’Vindrian.
Current Theories:
Simple Theory 1: Monte ir’Vandrian was petrified by a cockatrice, and then dragged to the watch house (by persons unknown) to draw attention to his death.
Simple Theory 2: The deceased is actually Kiv, the unusual method of death would mean she would not turn back into her natural changeling form. Why she was dragged to the watch house is still unknown.
Simple Theory 3: The deceased is Kiv, her death was orchestrated by Monte so he could fake his own death, probably to clear himself of gambling debts and to allow him to complete some plan involving exotic Xen’Drik animals. A plan he discussed with Vark and Shefton.
Arrests and Accomplishments:
Perpetrator: Soller Vark
Criminal Charges: Impeding the Investigation of the Watch, Illegal Wildlife Smuggling, Assault Officers of The City Watch, Grand Theft Vessel, Destruction of Evidence Pertinent to a Watch Investigation.
Arresting Officer: Lance Constable Dorn Plumblore
Annoying the Establishment Award
Awarded to Junior Constable Slade Lyrandar, for always finding a way to undermine and annoy Victor Saint-Demain.
Playa Award
Awarded to Ylandriel for "interrogating" two gigolos at once.
Deadkiller Award
Awarded to Lance Constable Wrynn Darramen, for killing 5 zombies and one Hucueva.
Outstanding Officer Award
Awarded to Lance Constable Dorn, for always obeying the legalities of the Watch, and reporting possible corruptions in the Dockside watch, and watchmen visiting the Cogs.
Notable Quotes:
Slade to Viktor Saint-Demain:
"Hey Vicky! How's it going!"
Viktor Saint-Demain's friendly face turns to a spiteful squint for a moment. "Very good, officer."
Soller Vark to Mera below decks:
"Burn them! Burn them all!"
Mera: "Aye aye!"
Dorn uses Intimidate: "Belay that order or I'll turn your head to mush!"
*success*
Vark: "Belay that order! BELAY THE ORDER!"
Mera: "Uh... uh oh!"
Lana Lanyariel (Elf Reporter): "So apparently Viktor Saint-Demain was the one to find you beneath Parrot Island. What do you think of that?"
Wrynn: "Viktor Saint-Demain is an arrogant tool. You can write that down and tell him I said it too."
Notes: This adventure was heavily adapted from "There Is No Honor" The first adventure in the Savage Tide Adventure Path. The sewers beneath the Taxidermist's Hall will be modified, because I don't want such a complex dungeon for the big finale.
I'm noticing that there are a number of striking similarities in these proposals.
Frozen Stream/River Crossing with Arrows a flying.
Minor Artefacts which protect a village from frozen death.
Demonic influences.
Fallen heroes.
These are the stuff adventures are made of! Unless apparently you want it published ;) lol. Anyway, can't wait to read more of these. They seem very interesting.
This time I fail, but next time I shall triumph and then I'll show that accursed RICHARDS!!!
Wait... Is this the open call for super-villains, bad guys and ne'er-do-wells?
OH! The Open Call for adventure writers...
Damn, rejected in that too. Ah well. Could be worse. I could be one of those currently under the pressure to bedazzle with their outlines in the second round. Those guys are going to have it tough.
YAY! REJECTION! My only friend and constant companion! ^_^
Spoiler:
Many years ago the village of Azurestone was plagued by a series of mysterious murders. Villagers were found dead in their beds, frozen stiff. A deep mystery because Azure Stone was protected from the cold blizzards which wracked the area by the Eye of the Storm a minor artifact which doubled as a beacon warning of any danger from the orc tribes in the area.
With no clues the town began turning on its sheriff a capable Ranger named Vertram, but called “The Red Raven” for his unusually colored animal companion. When The Red Raven’s wife was witnessed murdering the last victim, she was found and hung by a mob of the angry villagers. The Red Raven turned to drinking to dull the pain. When he nearly killed one of the villagers in a drunken conflict he exiled himself from the town.
Alone in the wilderness he stewed in his hate, and an orc shaman, lieutenant to a powerful orc warlord found the Raven and hatched a plan. He convinced the ranger with a heady mix of magic and deception that the ranger could remove the pain he felt by getting even with the village. All he need do is take the Eye of the Storm from the village’s beacon tower and bring it to a plateau high up in the Fog Peak Mountains. With the village no longer capable of sending early warning to other towns the orcs will have a clear path into the fertile human controlled territories.
The PCs are in town getting to know the townsfolk, the area and its history when the artifact is stolen by the Red Raven. The new and inexperienced Sheriff begs the PCs aid while she tries to keep the townsfolk together in the Temple. She warns the PCs that they must hurry as winter rapidly approaches the Blizzards which affect the area would surely destroy homes and end lives.
The heroes are off on a grand chase that takes them across a rapidly freezing wilderness. They must cross a raging river by hopping from ice floe to ice floe and dodging arrows from orc attackers on the other side. The PCs explore Red Raven’s trap filled cabin home, which is soon engulfed in a deadly inferno by Raven’s so-called orc allies. They eventually find themselves scaling one of the Fog Peak Mountains and discover why they are named so – the constant fog is caused by internal geysers constantly spouting steam which keeps the mountain peaks shrouded in mist.
Then they encounter the real “Cold Blooded Killer”. What first appears to be a beautiful, cold and injured woman is really an Eispeinne - a fey creature that feeds on the precious body heat of the living. The Eispeinne is an ambush killer that breeds by implanting an egg in a mammalian host. The egg hatches and the Eispeinne take the appearance of their unfortunate incubator, with one important difference: Four spindly insectoid arms which sprout from their backs ending in vicious ice-pick claws. Arrogant, deadly and cunning the Eispeinne embodies a wolf in sheep’s clothing. In the frozen ice cavern the PCs are at a huge disadvantage against the Eispeinne which is capable of traversing the slippery cavern with ease and gain power by feeding on the PC’s body heat.
The climax of the adventure occurs atop a plateau on the Fog Peak Mountains. The PCs discover the Red Raven has delivered the Eye of the Storm to Saw-Maw and his savage orc lackeys. With a fierce blizzard raging around them, dangerously low temperatures and outnumbered by enemies the heroes have a chance to reason with the Red Raven and set him on the path of redemption before it’s too late. What follows is a fierce battle where the orcs play hot potato with the Eye of the Storm while they wait for the plateau’s natural hot water geysers to erupt. When they finally do the PCs must race down the mountain before they are boiled alive by hot water or pulverised by falling rocks and debris.
If this didn't make the cut then you know whatever did had to be REALLY good. :P Hehe.
In retrospect I should have hit the high octaine marks first and then introduced the mystery aspect. But still, what good are mistakes if you don't learn from them.
I'll probably share my proposal here on the off chance its unsuccessful (hides fear through bravado... poorly).
Also it looks like many people had similar ideas so I can be firm in the knowledge that even if I don't do all the work, I'm sure to see my idea in print XD
Oh and by the way Fatespinner, I think you rammed me so hard I turned into a Goblin, and since you can't see what I'm riding in the picture, I say its a giant three legged turnip (which may have been a better idea for my unique monster than the one I submitted).
I went skydiving for the first time yesterday, and decided that if I survive I'm going to get something published. Today I jump on the paizo website and spot the open call.
The Urban Druid interrogating some Hobgoblins sent to kill the party at the beginning of the adventure.
"Who sent you!?"
"I ain't tellin' you nuffin'! You adventurin' types can't do anyfing to me."
Player: I break his leg.
"What? My character sheet says Neutral not Nice!"
New Warforged NPC greets the party for the first time:
"GREETINGS FLESH BAGS!"
The players are on the way through a jungle to a temple inhabited by Kobolds.
ME (DM): You discover a series of trip wires, above you is a sheet you realise the silhouettes of many writhing snakes. It looks pretty complex and difficult to disarm.
Shifter Scout: Okay here's my plan! I'm going to stand in the middle of the trap. I want one of you to set it off.
Warforged Artificer: Or we could just go around, we still get the XP that way.
Shifter Scout: My plan is better, because we also get the XP for the snakes.
ME (DM): No they're part of the trap XP.
Scout: Fine, we'll go the BORING way.
Since I Dungeon and Dragon will be gone from my monthly budget that gives me the money to buy Pathfinder.
It helps that Wizards don't seem to be publishing anything that I really care to buy anymore. And thus my wallet finds its requisite earth moneys for a fun new adventure path, campaign setting and bestiary.
Man, you go off the boards for a couple of months and come back to find your favourite magazines are going the way of the THAC0.
I'm really sad to see Dungeon and Dragon magazines go, I hoped to get published in there someday.
Thanks for all the good games Paizo. My players loved the Challenge of Champions series, were thoroughly creeped out by "Deep Freeze" in Dungeon 82 (The first Dungeon Adventure I ran) and totally tore through "The Stink" in Dungeon 105 like it was childs play.
They are going to be playing in a new campaign with Deepwatch as their homebase, and the Abandoned Fortress as their first dungeon.
Soon they will meet their first Grippli, the stats of which I'll be finding in Dragon magazine.
I enjoyed the Darksun conversion, I'll always remember playing the last gnome on Athas. I'll remember "Within The Circle" in Dungeon 130 fondly, because my Lawful Evil Scorpion Clan halfling failed to find a buyer for goblin baby slaves.
Someday I will run a "Law and Order: Sharn Watch" game, and feature your classic Eberron adventures "Chimes at Midnight" and "Murder at Oakbridge".
Right now though I have to finish the Shackled City Adventure Path, where right now I have to resolve splitting my 8+ player pool in two and running the two groups in the city simultaneously and concurrently. Its one of those problems that you don't mind having when you're having this much fun.
I'll miss reading the comics, some issues of Dragon I bought for Nodwick and OotS alone.
While I'm sad to see the end of my favourite mags, I'm excited about Pathfinder. I can't wait to see the world you guys build, and the new adventures to be enjoyed. I've been buying less and less D&D stuff as time goes on, but I'm sure Pathfinder will find its way onto my shelf every issues.
To everyone who has worked on, contributed to or edited Dungeon and Dragon thanks for the commitment to excellence. I hope to see that level in your future endeavours.
I've run Devil Box, and the one with the bees (ACK! I CAN'TS REMEMBERS DE NAME!), anyway both are way wicked adventures.
I've run a game for my younger brother (10, now 11), and his cousin (about 8). I found that my brother wanted to show off his awesome moves (his character was an elven ranger), whil my cousin wanted to play a Gandalf-esque character of some description. When he saw Ray of Frost on his character sheet and said he wanted to freeze an orc guard how could I resist? I told him he could freeze the floor under the guard's feet, when he saw them he slipped over. Both lads laughed themselves silly as they defeated the orcish bouncers.
Kids not knowing the rules will often do stuff that veteran gamers assume they can't. If you can't say "yes", try to say "yes but"... instead.
I ran the event over at my local store. With a bit of help from another GM. We both ran the Curse of Gethin Abbey, I ran it from the provided map, and the other GM ran it from his very swish Dwarven Forge Tiles.
I learned afew things. Like 1 - I don't know the rules as well as I think I do.
2 - An elemental's vision is movement based. Which is to say when fighting the Magma Hurler while everyone was piling through the doorway I did nothing and waited until the last minute to Magic Missile the thing. Qwabam!
My plan for dealing with the Hellcat when the other PCs died? Run outside and shut the door behind me. Its lack of opposable thumbs would surely thwart it better than any sword.
I'd think removing Fast Movement and the Uncanny Dodges would be plenty if you replaced it with an Animal Companion as Druid. Because the Animal Companion improves with levels you have to lose afew things.