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I don't have any particular reason, only to be sure, and also the fact that some inns have a different purpose so I don't want the PCs inside. I just added two more "brand new" inns to the choice Sunday, and my PCs already want to rent/buy/find a vacant old ruined house.
I will use the enhancement from Dragon 334 made for AoW about PCs refurbishing an old vacant house.
Ciao
Mario


This Sunday my PCs will arrive in Cauldron from the Lucky Monkey Inn (this is ours 2° game session). They need a place where sleep.
I'm missing something or in Cauldron there are only 3 written inns? The Cusp of the Sunrise, the Drunken Morkoth Inn and Minuta's Board.
Ciao
Mario


Please can someone who had already converted the Vanishing disease to 4e help me with some ideas? I'm unhappy about my attemps.
I'm also working to make a decent Pyllrak Shyraat, the durzagon, without success.
Ciao
Mario


In a pair of weeks I will start DMing my 4e SCAP.
PCs will be:
Elf Ranger
Elf Paladin (Pelor)
Half-Elf Warlord
(they will be brothers)
Human Wizard
Halfling Rogue
Tielfing Warlock
I still feel a bit unhappy about 4e up to now, in my opinion too much incomplete with so many classes missing, no summoning spells etc; but as we actually skip from 2e to 4e seems stupid to start with 3.5e.
Over the past months I stole from this forum a lot of improvements and made some of my own, and now I quite untroubled about the storyline and the setting. This time I will also DMing with few papers and a lot of digital resources.
I'm spending a lot of time converting things to 4e, and this is the worse part of the bargain, also because the results seems a bit a mix-up, but with the campaign ready I'm not feeling to steal time from DMing.


Chapter 1 Monsters Ideas

(This is not a direct conversion from 3e format to 4e, because I also changed the whole adventure, including monsters, to my own sake)

- The city guards beating Rufus are Human Bandits with no armor, quarterstaff and dagger.
- Skulks are Gnome Skulks reduced to level 1 Lurkers and Chooker Chameleon Hide instead of Fade Away.
- Dark Creepers are reduced to level 3 Skirmishers.
- Dark Stalker is reduced to level 6 Lurker.
- Mimics are Ooze, Gelatinous Cube with Doppelganger Change Shape (only medium inanimate objects) and remember that as for today 4e errata damage is 2d6 +2.
- Small Spiders are level 2 Deathjump Spiders without Death from Above, without Prodigious Jump and instead Demonweb Spider +4 vs. Ref web.
- Dread Guard is a Homuncolus Iron Defender improved to 4 level.
- Raggamoffyn, Automations, Lemures, Kazmojen, Pyllrak and young Howler are still in progress.

Ciao
Mario


I think you can start with Cauldron taxes more or less as written up to the end of chapter 3, with rumors of future tax increases:
So tax payment is every year (income tax of 1GP or 10% each year, whichever is more). Gate tax for 1SP or 1 month pass 1GP for not-citizen.
In my game I also have:
Lax weapon and armor laws (every weapon larger than a light weapon and every ranged weapon must be registred and peacebonded by spell or the owner must pay a tax of 1 GP every month; wearing heavy armour in the streets may be inappropriate).
Moderate spell laws (the use of any damaging spell, or any spell that affects another individual against his will, is forbitten).

At the beginning of chapter 4 put your first tax increase (in my game I put a Statue of Surabar where heralds read the new laws and then post-up the text; the statue is in the marketplace square before the Cathedral of Wee Jas );
Tax increase: increase income tax and weapon tribute. Tax payment every 6 months (income tax 10%, every weapon larger than a light weapon and every ranged weapon must be peacbonded or pay a tax of 2GP every month)
PCs will begin to spot tax collectors roaming the city with half-orc guards.

At the beginning of chapter 5 there will be the last tax increase, announced with Surabar’s statue post-up.
Increasee income tax and weapon tribute. Tax payment every 6 months (income tax 15%, every weapon larger than a light weapon and every ranged weapon must be peacebonded or pay a tax of 4GP every month, 20% tax on every spell cast or magic item used).

Ciao

Mario


http://paizo.com/dungeon/messageboards/savageTide/archives/intoTheMawDungeo nDressingMinorSpoilersProbable

Some time ago I found this nice tread about decorating "Into the Maw" empty cells.
Some of the over 100 entries are really nice and fit to use in Asylum boring cell blocks.
Hope someone may enjoy it.

Ciao

Mario


My final thoughts on this subject:
I will retain the skulks, afterwards linking them and Gortio with LL guild.
I will retain the dark ones, a one-time-only race that will disappear from the path.
I will replace the hobgoblins with some duergar/derro relatives of Kazmojen (about half a dozen) and some more dark ones with soldiering skills. Later PCs will meet Kravichack Riolgh and his berserkers.
I will replace goblins with kobolds for my own sake.
I will use Drakhtar as a smoking eye crazed ogre mage druid expelled from his tribe (the same of Zarn Kyass).
That's all for now

Thanks to all

Mario


Adimarchus and Cagewrights' plot seems more devilish that demonic...
Really I'm rambling with the new 4e background as for "Wizard presents" and the manuals; but the basic idea of demons=destroyers and devils=scheming/power hungry/souls bargainers/humanoid in shape is older than the 4e.
Asmodeus may replace Grazz't as Adimarchus nemesis.
Devils may replace demons.
Any opinion is welcome.
Ciao
Mario


This his my own adventure layout

Place: Starting at Cauldron

Timing: Early summer (just after Foundation of Flame)

Weather: dark clouds

Meerthan at least discovers the Cagewrights’ headquarters under the Shatterhorn and gives up to PCs this information: but his discovery his out of date now, with most of the Thirteen actually dwelling in the Fiery Sanctum.

(During this side-treck the thee surviving Stormblades (Annah, Cora and Zachary) explore the deepest tunnels under Cauldron and are captured by the Cagewrights).

Shatterhorn (heavily modified) Chapter 11

Road travel from Cauldron to Hollowsky (30 miles), then 20 miles of jungle travel to the Ruins of Shatterhorn
- Meet a wild elf patrol of 6 rangers
- Spot Yuan-ti trophies and totems
- Spot Yuan-ti ruined statues and obelisks
- River crossing (15 feet) with piranhas and 15 yuan-ti cultis human tribesmen
- Spot a giantala with cub (a natural beast from "After man: A zoology of the Future" book I use for anumal ideas; the whole book is dowloadable but I don't have the link)
- 3 red sundew near each of Shatterhorn spire entrance
- if still lifing Dralan, Necrocant, male forest giant mohrg or 1 more forest giant ghast
- 4 forest giant ghasts
- 2 ancient will-o-wisp

- 10 medium poisonous snakes in area 1
- 20 small poisonous snakes in area 1
- 4 medusa rog10 in area 3
- 1 corrupted human yuan-ti instead of 1 farastu demodand in area 4c
- 20 medium poisonous snakes in both area 4a and 4b traps instead of whirling blades and grinding poison spike
- Ssythrar Nahazir, male yuan-ti halfblood sor10 and snake familiar (blasphemous viper weapon, serpent symbol) in area 9
- 4 mummified yuan-ti halfbloods in area 9
- 1 crystal snake in area 12
- 1 mummified yuan-ti anathema in area 13
- 3 mummified yuan-ti guardians in area 13
- if still living Mhad, Necrocant, female half-elf vampire mnk9/sha4 in area 15
- 1 dread wraith in area 15
- 1 shadow in area 15
- area 18 is only Ssythrar Nahazir sleeping quarters
- 6 yuan-ti foresaken shells in area 20
- if still living Sir Tharex, Necrocant, male swordwraith ftr6 in area 20
- 3 greater shadows in area 21
n.12 volcanic gosling in area 21: when all statuette are closer than 5’ they animate and fly to the entrance of the Fiery Sanctum

Return from the ruins to Cauldron
Lizardman tracks
Spot lizards, wide-eye lemurs, insects

Hope you like it

Ciao

Mario


I came up with an idea about the twelve Volcanic Gosling (sculpted by Tlimida, scion of Surabar eight centuries before the AP).
I will have the PCs found all the Volcanic Gosling during their explorations: when all are bring together, they will come to live and forecast the doom impending over Cauldron, as Tlimida the Seer foresaw.
As delvesdeep wrote, I also don't like very much the link between the last chapters of SCAP (from Foundation of Flame to Asylum): using DD changes, The Strike on the Shatterhorn became more or less futile if not altogheter ripetitive, but the Shatterhon and the Yuan-yi still are an intersting side-plot.
So in my game, after Foundation of Flame, the PCs will go in the wrong direction (maybe from out-of date info from the Striders), to the Shattehorn ruins and found the mostly deserted former headquarters of the Thirteen. Here they find the last Volcanic Gosling, the gooses come to life and fly back to Cauldron, circling over the entrance of the tunnel to the Fiery Sanctum.
If someone like the idea I can post my own modification to Shatterhorn, covering with DD ending to the path.
Still more a thanks to DD for his time and wonderfull imagination.

Ciao

Mario


Has anyone moved Alakast into Surabar's tomb?

Any idea about this dungeon - maps, monsters, guardians?

Ciao

Mario


Black Bard yours is a load full of nice ideas!

About Jarzidune dwellers I see the skulks and the dark ones on the contrary of you (skulks as a sort of innocent bystanders and dark ones as the real bad guys and Kazmojen cohorts) even if your rendering is the right as for the AP setting. As I post in the LL sidetrek, in my game I like to have Gortio the doppelganger as an "evolved skulk" (the doppleganger are the leaders of the skulk race, like dark creepers and dark stalkers), so Gortio is the leader of the tribe of skulks living in Jzadirune, and his need for revenge will make him a cool and foreshadowed bad guy.

I really like the idea of replacing the goblins with street rats, urchins, orphans: it sonuds really cool... but maybe it's stretching too much close to the dark side. Also I've rethinked Drakhtar
as a Smoking Eye madness infused ogre mage druid, drawn from an old post about too much related weakness between Drakhtar as a vampire and Tongueater the werebaboon.

Actually I think I will:
- remove the hobgolins and replace them with more dark ones and some duergar allies of Kazmojen: so Kazmojen "organization" will consist of him, his duergar cohorts (half a doren) and the dark ones.
- skulks are derelicts living as outcasts and were bullied by Kazmojen's band aginst their will.
- maybe replace the goblins with kobolds or more likely with your idea of street urchins (changing again Drakthar as a vampiric ogre mage) (I always saw goblins as forest dwellers and up to my last game kobolds were the nasty dog-faced little guys - now they seem dragon followers)

So I deleted only one race - goblins - from the 5 we originally have... and I have the vampire back...mumble...mumble...work in progress

Thanks

Mario


I'm still wondering about all the races living under Cauldron at adventure path time:
- Skulks
- Dark ones
- Hobgoblins
- Goblins
- Kobolds (even if PCs will never meet them)
I'm not happy about this and I will like to delete some of this races and maybe replace some other, but I'm still unsure about how managing this.
- What about replacing all goblins (chapter 1 and 2) with kobolds? Kobolds seems more fit as underground vermins (at least for me)
- And deleting hobgoblins and replacing them with more dark ones and some guards (which race?)?
- Also skulks and dark ones realy cover the same skirmisher/ambusher role: I really need them both?
Thanks in advance for any idea
Ciao
Mario


So kiznit in your game Ghelve is the only "healty" gnome still living in Cauldron? All the other gnome NPCs (Skie, etc.) became humans and halfings?

How do you fix the half-orcs? Do you replace some of them with tielfings or not?

And do you add/replcace some dragonborn NPC?

Ciao

Mario


Really a wonderfull background story, well fit to the Path and the 4e gnome role. Thanks

Mario


GNOME IDEAS NEEDED:

The gnome clans that founded Cauldron with Surabar may simply be a split subrace that avoid the Feywild (returning to the classical gnome background) but:

- anyone as some other idea about how adapt the 4e gnomes in SCAP?

- what about the monster entry gnome entry rules? Anyone has some chagne ready?

- what about gnome PCs?

Ciao
Mario


Hi Delvesdeep
Sorry for not answering last week.
The Sewer Stronghold map looks realy nice also in my opinion.
I received last friday the 4e rulebooks, so I will start my conversion soon, and I was waiting to have the rules and the PCs ready before assigning treasure (that will be mostly party-specific).

As tresures PCs will find (only a raw list for now):
- one or more of the Volcanic gosling statuette from Tygoth's Old Things (I will link some side-trek adventure and powers to these items).
- the LL journal as written by the Jester (and PCS will need to find a way to decode it).
The journal will be one of the most revealing item ever find by PCs with hooks to almost every LL operations up to now (kidnappings of 1 chapter, smuggling of 2 chapter, Alleybasher defeat of 3 chapter, Gortio acting as Splintershiel partiarch in 4 chapter). The journal will also contain a list of corrupted officers, spyes, etc; and more or less the full LL background founded as a tool for the CW.

In my game I think I will have Gortio the doppleganger be an "evolved skulk" (the doppleganger race is the evolution of the skulk race, like dark creepers and dark stalkers), so Gortio is the leader of the tribe of skulks living in Jzadirune. He will be absent during PCs raid to the gnome citadel and when returnign and finding most of his tribesmen slayed will wov revenge over PCS, and to obtain this he will join the LL guild. During the AP he will secretly replace one of PCs frined/avdisor/lover, depending on PCs relationship with SCAP NPS (Shensen Tesseril, Ruphus Laro, Skylar Krewis, Skie Aldersun, Tygot Mispas, the PC chosen taven’s inkeeper, etc.).
PCS will find the replaced NPC in the LL's jails.

I like nib links for CW, but I've not idea about this yet.

Ciao

Mario


Did you receive it DD?
Ciao
Mario


Maybe my count is wrong, but SCAP is in 576CY, 18 years before STAP and 8 years before Sassereine is free from the Sea Princes rule.
Anyone has some ideas of the general differences between Sasserine in 576CY and Sasserine in 594CY as in DM 139 backdrop? People's feelings, freedom, equipment and magic?
Cheers
Oceanstrider


Hi Blakey
I will start my 4e SCAP in september. I'm still waiting to get my 4e copy here in Italy, so my ideas are come from the two Wizard presents 4e booklets and the Wizards webpage.
Seems like we have to change a lot, not a simple conversion but a whole reassessment of the path.
I'm designing 4e:
- Deities: Raven Queen may replace Wee Jas, Bahamut may replaces St. Cuthbert, Pelor remains, unsure about Kord.
- Races: tieflings replaces half-orcs, unsure about gnome new role, dragonborn may have a more saurial-like flavor.
- Alignments: CW remain CE, quite a lot of NPC become unaligned.
And this is quite easy, then I'm reassessing:
- all the encounters using the monster "roles" (soldier, artillery, etc.).
- the whole cosmology (Carcery, Adimarchus, etc.).
- the level of the path - seems nice if PCs may finish the AP with epic/paragon paths
Seems like we have still a lot of work...

Oceanstrider


- Sorry Delvesdeep, I don't remeber the Dungeon Magazine, but the name was Sewer Stronghold.

- I really have no idea about how they will enter the stronghold.

- Some other guildmembers will be on the Safehouse, as written in Chapter 8, with some changes:
Morkaius, skulk
Xendro, female
Maple instead one of the nameless thug
Nulin 'Fish' Wiejeron and his duplicate; will flee to the Fiery Sanctum if brought to half his hit points.
Finch

I think the PCs' clash with the guild will be one of the most open-ended plot line in my game, and will depend a lot from PCs actions, dice rolls and choices. So I expext I will modify:
the CR of the encounters depending on PC level;
the presence/absence of LL named memebers depending if PCs will storm first the stronghold under the Slippery Eel or the safehouse under the Brass Trumphet.

Mario


I don't know when my PCs will storm the LL guilhouse under the Inn, so I will change the CR of the encounter depending on the PCs level.
I will use most of your implements for the AP, so only one Jester - Nulin.
The LL will be striken by a schism between two faction, one led by Nulin (following the Cagewright's objectives) and the other led by Jil, with Arthus and Maple want the LL be free from any external control.
At the beginning of Chapter 7 Jil faction will be defeated, with Arthus killed before he can contact the PCs and Jil dominated by Nulin with the help of the other Cagewrights.
At the end of this chapter a resurrected Todd will leave the Stormblades and join the Guild.
I'm still unsure about Nulin and Jil locations.
I added Gortio as a LL member and not a Lord V. follower.
Also in the guildhouse there is Velior Thazo, the second Harlequin of the Guild, and the favored one after Jil felt under suspicion.

I use the SEWER STRONGHOLD map from the Dungeon Map of Mistery as the LL guildhouse, with the following changes:
- Jil bedroom in area 4
- Olidammara shrine and Evard’s black tentacles trap in area 5
- Nulin 'Fish' Wiejeron quarters in area 6 and 7
- 2 training alarm traps in area 8
- 1 shaboath kopru guardian in area 9 pool, controlled by the guild with the help of the CW
- 3 Last Laugh thugs sleeping in area 11
- maybe Jil, apprentice of Nulin 'Fish' Wiejeron, female human rog5/ass8 in area 14
- Velior Thazo, male half-fiend human Erythnul clr7/rog6 in area 14
- 1 naga guardian in area 15
- cage trap dropping from the ceiling and spiked ceiling trap in area 15 corridor
- false treasure and imprisonment traps in area 15 vaults
Last Laugh record book with notes of corrupted officers and citizens (x Harlequins, 1 Jester, Adrik Garthun, Artus Shemwick, Beila Atcher, Echorn Aladar, Finch, Gortio, Ike Iverson, Kazmojen, Keygan Ghelve, Khyron Bonesworn and Necrotans, Kravichack Riolgh, Maple, Mergale, Morkaius, Orak Stonehaven, Patch, Pyllrak Shyraat, Skie Aldersun, Todd Vanderboren, White-Eye, Xendro)
- springing paralysing poison darts trap with floor trigger in area 17
- Gortio, male doppleganger in area 19
- Todd Vanderboren in area 19
- 2 Last Laugh thugs in area 19
- springing paralysing poison dart swarm trap with floor trigger in area 20


And another linked question: any idea of why Dugobras, the fire giant smith, is in Vaprak's Voice?
He finished his work with the Soulcages and started forging his new armour suit, but the alliance between him and the three hag sisters seems a bit strange, even if it's good for the storyline to have the PCs finding evidences of the Cagewrights plans early.


For Riley
for now seems we are the only two converting SCAP to 4e.
As for your point 2) I didn't like too much the monster choices in Life Bazaar even before getting into 4e conversion: in the specific I don't like 3 different races of monsters (hobgoblins, skulk and dark ones) appearing once forever in the AP without any foreshadowing/tale/etc. So I will bring togheter dark ones and hobgoblins in a single monstrous race of soldiers/brutes (I will wait to have in my hands the new MM before chosing), leaving only skulks as skirmishers. Also skulks will be have more important role in LL guild. And what if doppleganger are the leaders/evolved skulks? Gortio survives the PCs raid in Jzadirune and became one of PCs nemesis (but maybe they never discover this...)

There is something like "personal messages" in this forum?


Last Sunday evening we finished our last campaing (something like a 5 years long, all homemade campaing starting from the Norwold setting from the 1e D&D Test of The Warlords).

I will start the SCAP HC just after the summer and I will convert it to 4e rules.

I'm reading the "Wizards presents..." booklets, and I'm choosing which changes instert in the campaing: starting with general setting-history, classes and races-monsters.

I'm very pleased to be able to developed the whole campaing from the start, so I hope to obtain an homogeneous mix converting to 4e; if I'm not happy with the results in the next 2-3 months of thinking, I will only use 4e rules with 3.5/SCAP HC setting - races - etc.

In regards to 4e changes, I just start to develop some ideas:
dragonborn more saurial like and less dragonlike (remove some draconic feats?);
tielfing instead of half-orcs;
replace some more halfing NPC with differetn classes;
I'm waiting for gnome's news;
....


Hi Sean,
when do you expect your PC to raid Hookface's lair?
Before or after the Test of The Smoking Eye?
I'm guessing if PC need Alakast during the Test of The Smoking Eye and the Siege of Redgorge (that in my campaign I expect before the Test, Kaurophon teleports back PC to Cauldron and then they head for Redgorge). As Alakast was created expecially to defeat Nabthatoron it will be a shame if PC don't have it when they face him.


That is PCs return to Cauldron with Zenith and give him back to Celeste (still beliving in Gortio's story) and the fake Davked Splintershield acted by Gortio.
Or why Cagewrights/Valanthru don't go ahead like this?
If Celeste suspect something she may still be captured by Valanthru but Gorthio will act anyhow as Zenith's father.


As writen in SCAP, there are some datails about Kaurophon story and actions that don't really fit in.
1) Kaurophon has only a little chance of defeating the PCs in the Test of Sacrifice and become the Ruler of Occipitus, even with wounded and tired PCs against a fully ready Kaurophon.
2) Kaurophon Int of 14 means that he know his weakness in respect of the PCs, especially after spending some time fighting along them, so his attack seems really disperate (and maybe this is the answer).
3) Kaurophon goals (become the Ruler of Occipitus) contrast with Cagewrights goals (freeing Adimarchus) that he knows or suspect at least.

Points 1) and 2) may be solved by boosting K with some group-defeating spell or single-use magic items (like scrolls or a ring of spell storing with power world, unholy world or something similar).
Or maybe Kaurophon will not attack PCs at all (this is the option I like more).
Point 3): K can bargain his knowledge of Cagewright locations (maybe he only wisit the Shatterhorn and can describe it to PCs, but he don't knows the location of the Fiery Sanctum) and plans for the right to rule over Occipitus. PCs have to help him to come through the three Tests and, thanks to Saureya flaw in the Test, he become the Ruler. Or, as PCs have to spend their time saving Cauldron for another six chapters, K may rule for them. Oe K may settle for staying in Occipitus and ruling from behind the scenes as the Ruler PC right-hand.

Any ideas?


I replaced some hillfolk with gnolls, a bit despairing now with Tarkilar undead and with a low morale, crushed between an undead and untrustworthy humans; and I will replace more hillfolk, both in the inn and in the ruins with thugs, so hillfolk will be colorfull, rare and dangerous (poison using and stealty) foes.


Thank You Sean and section8
both area nice ideas,
I expect my PCs to raid Hookface's lair after his attack to Cauldron, but maybe a nice idea to have them explore the lair with the dragon sleeping. I will use a Map of Mistery from an old Dungeon Magazine, multileveled a bit more. I'm not sure I will popultate the lair with Hookface offspings and mate, I have reduced the dragon PCs encounter during SCAP to only Hookface and Vorkaire (adult howling dragon instead of black dragon) the mightier being on Occipitus.
But section8 idea also sonuds very good, and don't need an explain about how a powerful item like Alakast is lost somewhere.
Really I also wish to fleshout a bit Surabar death, his transfiguration is too much appealing to me


If a hillfolk is a native Olman tribesman from the Amedio Jungle, they will be nice in the Lucky Monkey Inn but quite out of place in the Kopru ruins.
They replace the thugs from the Dungeon AP, but maybe thugs are better as hard-hitter help to Alleybasher rogues.
Hillfolks are helping Triel/The Ebon Triad only for money, so the are simple mercenary goons?


In my opinion Alakast is a bit too important to be "found and forgotten" by the 3 hag sisters. Surely Nabthatoron hates and fears the weapon and made some attemps to obtain it after Surabar death, or at least he will be sure that Alakast cannot be found easily and be used against him again. Also Nidrama will know a lot about Alakast.
So I expect that my PC have to search for Alakast, probably still in Surabar's tomb, deep inside a mountain (I like Surabar's transfiguration idea).
Any idea about how to develop this?


These are my 2 cents ideas and options:
Nightmare Four – Invasion of Heaven (Revenge) – Defeat or at least distract Occipitus so celestial armies can fight back the demonic invasion without the need of Aloen’s self-immolation. Enemies: Occipitus
Nightmare Five – Occiptus (Pain) – Convince to Adimarchus to not becaming the ruler of Occipitus, but to reach him PC have to fight the monsters created by the plane itself. Enemies: hordes of Occipitus native creatures

I feel that may also by interesting if PC help Adimarchus as they were his friends during the other Dark Dreams:
Nightmare Seven - Test of the Smoking Eye (Pride) – Develop a battleplan to defeat Graz’zt mightier army
Nightmare Eight – Abandonment (Fear) – PC bodyguard Anthux during the battle to prevent Anthux to be captured by Graz’zt forces, so upsetting Graz'zt plan.
Nightmare Nine – Ultimate Betrayal (Madness) – Free Anthux by offering to Dark Myrakul another best-fit prisoner, Graz’zt then defeat Graz’zt in battle and imprison him. Dark Myrakul accepts the PC proposal because in thi way he can be free from Graz'zt.

Ciao
Mario


Thank you DD
My 2 cents changes will be:
I will play this part a bith more "dreamlike" and alien for PC, without any wall and door, but only as a sequence of interactive dreams. PC need to stop the nightmare to unfold completely to solve each nighmare and reach the Inner Demon, but I fear they will have too much rolepaying and too few action, expecially during nightmares 2, 3, 5, 6 and 7. Some of these nightmares can be solved by rping but five "rping only" encounters seem too much: "Now persuade Adimarchus not doing this - roll the dice". So I will change somehow the way the PC can ineract with these nightmares.
I will also add 2 interludes of utter madness between the interactive nightmares.
Ciao
Mario


(Thank you DD for your fantastic improvements over the AP)

I will use rules from Heroes of Horrors "dreams and nightmares" chapter, because I like playing Adimarchus's nightmares as dreams instead of a plane travel, but I'm not sure how to play the different Inner Demons encounters: combat? rolepalying only? Some help?
Ciao
Oceanstrider


Ooopss..
Thank You Intrepid


What kind of half-fiend is Kaurophon? I read in "Seguing from Demonskar Legacy to Test of the Smoking Eye" Sean's post bellow that he was "two-faced" - what is this meaning?
Ciao
Mario


OK, maybe nice that Nabthatoron isn't connected to "Adimarchus & the Cagewright plot", but whic Demon Prince is Nabthatoron's boss? Is this explained anywhere? Any idea? Demogorgon? Yeenoghu?
Thanks
Ciao
Mario


Hallo to all, this is my first post here. I will soon start my SCAP and I just received yesterday my SCAP hardcover (before I only have the Dungeon Magazines).

I'm asking if someone developed any idea about linking General Nabthatoron to Adimarchus or maybe to Graz'zt. In my opinion Nabthatoron is a bit too distant from the SC core theme, but may be easily linked with it: what is your opinion?

Ciao

Oceanstrider