Quzman, Half-Elf Quadiran wandering bard Story:
Abandoned as an infant, he was raised by a priest of Sarenrae in a small town. The old priest taught him the precepts of his religion and a wealth of information acquired on his years of travels, Quzman learned general knowledge, languages and even use of the scimitar and how to survive in the hostile Quadiran desert. After the old priest died of natural causes, Quzman found that knowing about distant lands wasn't enough, and set forth to experience it firsthand. Being poor but talented, he got a spot helping a troupe of itinerant entertainers, from one of them he learned to draw arcane power from his performances. Tired of touring Quadira, Quzman set forth to visit the northern Taldor. Taldorans mistrust his Kelish looks and mannerism, but his natural charm and his skill playing the Setar never fails to win at least some smiles. Slowly making his way north, he lodged in the Silver Stoat in the small town of Haldren. The community reminds him of his childhood in Quadira, and tough he’s waiting for the appropriate opportunity to move on to Taldor’s capital, he is in no hurry to leave, as the locals enjoy his performances and his tales.
crunch: Traits: Restless Wayfarer, Temple Child Feats: Skill Focus: Survival, Martial weapon proficiency (heavy blades), Spellsong STR 8
Skills: Bluff (Cha) +8
Quzman, Half-Elf Quadiran wandering bard Interview:
1. The adventure starts in the village of Heldren, a small village in Taldor just north of the Border Wood near Qadira. All characters should be residents of Heldren. Were you born there? Are you newly arrived? I have been here a few weeks, this small village reminds me of the place where I grew up. I'm planning to move on to Taldor's capital, but I'm in no hurry, the people here are warm and seem to truly enjoy my stories. 2. If you're playing as a common race, how do you view other, rarer races? If you're playing as an uncommon race, how did you come to live among the common?
Story:
Abandoned as an infant, he was raised by a priest of Sarenrae in a small town. The old priest taught him the precepts of his religion and a wealth of information acquired on his years of travels, Quzman learned general knowledge, languages and even use of the scimitar and how to survive in the hostile Quadiran desert. After the old priest died of natural causes, Quzman found that knowing about distant lands wasn’t enough, and set forth to experience it firsthand. Being poor but talented, he got a spot helping a troupe of itinerant entertainers, from one of them he learned to draw arcane power from his performances. Tired of touring Quadira, Quzman set forth to visit the northern Taldor. Taldorans mistrust his Kelish looks and mannerism, but his natural charm and his skill playing the Setar never fails to win at least some smiles. Slowly making his way north, he lodged in the Silver Stoat in the small town of Haldren. The community reminds him of his childhood in Quadira, and tough he’s waiting for the appropriate opportunity to move on to Taldor’s capital, he is in no hurry to leave, as the locals enjoy his performances and his tales.
crunch: Traits: Restless Wayfarer, Temple Child Feats: Skill Focus: Survival, Martial weapon proficiency (heavy blades), Spellsong STR 8
Skills: Bluff (Cha) +8
I can get that it's a bit railorady, but my players played it for laughs. And all the quests and trials were interesting. Also between them there was some great interaction with the various barbarian tribes. - The rivalry and respect with Krojun and his party
I agree it's the weakest link so far on this AP, but I think we made it work.
Orion, some advice for running CotCT: Foreshadow
Spoiler:
- Rolth: have wanted posters or rumours for a crazy necromancer or some corpse stealer - Abadar Priest: Make the priest of Abadar befriend the party on the 1st adventure. - Grau Soldado: Also - Rumors and news of tension with the Shoan-ti - Glorio Arkona: My players bumped into him on the market - Raktvana Dagger: Make it seem magicaly but misterious. The player that finds it keeps finding it out amongst his gear, even if thrown away. Spooked the party - Pilts Swatsel: He tried to hire one of the PCs to perform some VERY deviant and kinky acts on stage for his theater. - Salvatore Scream: Mention him amongst the nobles as an extraordinary new artist. and any other you can think about...
Read up on the city Spoiler:
You'll spend more than half of the AP on this city, it's also very well done with lot's of interesting places and people. Give your players the run of it, sandbox style. Specially between missions on the first adventure. They should get to know the Shingles, how dangerous old korvosa is, some of the nobles (the one that gets their house turned into a zombie masque ball on the second adv.). The acadamae and some of their students. The Sable company, the Palace... etc. You have great material and space between missions/adventures to make it a MEMORABLE city. The Queen
Spoiler:
Try to REALLY sell the Queen as a victim, and make the heores try to help her and become her saviours. She can easily fool the party with magic and skill (dont' let a bad die roll give her up, just change the result). Having the party get attached to the beautiful charismatic Queen, and then start doubting her intentions and finally realizing she IS the Big Bad and they are on her sh*t list was one of the high points of the first 2 Adv for me BlackJack
Spoiler:
The Blackjack subplot is GREAT. If you have any swashbuckler characters you should try to get Vencarlo close to them, maybe offer fencing lessons (they have a temporary +1 to attack on the week they take lessons, or they gain a feat with limited uses per day or any other custom, not very unbalanced perk) The party should hear rumors about Blackjack. Vencarlo is too obvious candidate for Blackjack, but there is something you can do for this: Description: Describe Blackjack as tall and long of limbs, and Vencarlo as shorter and more powerfully built, or vice-versa. In my game, part of the Blackjack gear is an enchanted cowl that works as a hat of disguise giving the owner the physical appeareance and voice of "Blackjack" The arm: In my game, vencarlo is missing half of one of his arms from wounds of his duel with Grau. He hasn't cured it yet, but he has a magic prosthesis that he uses as Blackjack. This really threw my party of his lead. Sighting: Have teh players see "a misterious dark figure jumping from roof to roof" while on the presence of Vencarlo (who smiles cryptically) or immediately after/before seeing him. You don't have to say it's Blackjack, as its not (its just a common thief escaping with loot), but it will lead the party to believe they saw the misterious Hero. This way I managed to keep them guessing about Blackjacks identity until they found the uniform at Vencarlo's on book 3. They were sure that he was one of Vencarlo's students, so flesh them up a little if they reach the academy Ah, also when at the floating casino, the players got offered to play a gambling card game, where they have to add 21, called "Batman", that cracked everyone up. The Harrow Deck
Spoiler:
You can do amazing feats with a preared reading and a little legerdemains, just pre-stack the cards and "shuffle" them in a way that some of the cards you want are sure to come up. Then give a spookily accurate reading of the players past and present and future. (practice some card tricks) HQ
The NPCs
That's it for now. Let me know if it's useful for you, and any questions about how my CotCT went are welcome.
My vote is for Curse of the Crimson Throne. This campaign has worked GREAT for my group. We've had awesome moments in all of the modules. Spoiler:
Yes, even when leaving the city the party took great to exploration and doing the whole shoan-ti scavenger hunt. Taming a giant worm dune-style and getting named honorary barbarians (and marrying one by mistake)
We've just finished scarwall and it went pretty well. The castle had them scared all the time at the beggining, until they cleared a few Anchors. It was great having them jump at noises and do ominous die-rolling, they would never know if it was a shambling lonely zombie or an unspeakable horror. A high point when they started literally hammering (earthbreaker barbarian) the barred door to the Donjon until the sound woke up the dragon.
The haunted house on RotR and the theatre play in CoT were also amazing.
I would like to submit a Half-Elf LN Monk
Character sheet: Ability Set(14, 14, 13, 12, 12, 8) Zirkal, Half-Elf Monk 1
Init +3; Perception
Ranged
Parties can get by without a cleric.. As long as they have a rogue who can use a CLW wand... so no need to force the cleric role on you, dax As for setting and deities.. Pathfinder, Golarion, Varisian coast. Action will start on Riddleport, the city of cyphers. If you are not familiar with it I can give an introduction. Most followed deities are Caiden (god of parties!!) and Calistra. Sarenrae is also somewhat worshiped.. but of course you can be from off town. Also, the players should meet at a Gambling event, so they should have no problems with gambling or they can be employed by the casino owner.
Ok, so the sword sage is in.....
Bacchreus: There are still plenty of classes to go. I see little healing so a cleric would be nice. If you want I think there is a cleric variant that forsakes domains powers in exchange for a fighter attack bonus taht would allow you to play a holy fighter type... but of course, a cleric is not a pary necessity, so you can take any role still unclaimed or that people have as second choice.
Great, so this is as much people as I think I can confortably handle. I'm saving the spot for my real life player, today we'll decide on the swordsage. The standings are: Tensility: Fighter or Arcanist
So, the debate would be:
What does the group think? I've never DM'd a sworsage but my Rise of The Runelords RL campaign has a pally and I'll tell you.... he's insanely powerful.
Great, we have a fighter then..
Anyway, I'm open to other sources of material also. I didn't allow it for any of my other 2 AP games, but a long time player asked to join playing a "Sword Sage" I'm still pondering the possibility as I've heard its a class that's VERY easy to abuse... but I thinl I'll allow it. By the way, I'm getting today the Second Darkness players guide and if you don't have it I can fill you in on any background requirements.
Hi, I've directed quite a few campaigns in real life, currently going through the second Adventure Path (CotCT) and finding it really fun. Having recently started a dissapointingly slow play by post game as a player, I tought of starting my own and trying to keep a faster pace. For this I'd need 3 to 5 volunteers who are willing to check the boards daily or at most skip a day (posting may wane on weekends). I must warn you all that I've never participated in a succesful PbP campaign, as a player or as a DM. They all seem to die for lack of interest. As soon as I get my hands on the SD players guide I'll post guidelines for character creation, but I'm thinking on making it 20pt buy and NO EVIL CHARACTERS. These AP are usually made for heroic characters and selfish destructivly evil chars usually take a lot of work to handle.
Liquidsabre is right... When one of my min/maxing players presented this option I screamed WTF! But given a second tought... it's not that unbalanced.... Would it be alright for you if he had enchanted the spikes with say.... the Frost ability and making the shield deal 1d8+1d6 shocking? A shield basher has good flavor and is not THAT unbalanced...
One feature I liked about this AP are the beautifully tought and designed castles.
It's a shame that I can't find a good rendering to give my players a perspective of such wonderful buildings. Has anyone tried making a good representation based on the detailed floorplans? I've tried, by software and by hand but my desing skills are lacking with both mediums. Isn't there any architects or 3D designers that have drawn this?
All my players beign acomplished min-maxers, and after a week without any playing, they all have their characters planned to the last feat. What filled me with dread is that this time they are planning to use EVIL characters. I mean, the good or neutral ones they used for the last campaign were already quite a menace... this time, all southern Varisia is in danger!. Let them be warned, that if they start to spread to much mayhem, an anvil will fall on their head. The lineup is> Kaze Hawkeye: Male Elf Fighter. A cold blooded assasin, specialist in archery and will dip into Transmuter before taking Arcane Archer. Will always surprise you with the ridiculous amount of damage he can deal for his level and the most game-breaking out-of-the-box strategies. Uchia, Tenchi: Male half-elf Druid - The most dangerous one. This sociopath wont stop at nothing to get what he wants and is prone to hurt any innocent he comes accross just for spite. His character is also very evil. He loves sending his tiger into a fight and dreams of the time he'll be able to morph into a huge elemental and stack his stat with ability boosting magic Ooro - Male Dwarf Monk: A drunken and smelly beardless dwarf, with an evil temper and no morals whatsoever. Arwen: - Female Drow Bard: The most reasonable character, no one in korvosa has ever seen a drow, so, even if a little conspicuous she is not beign lynched by a mob on sight.
The critical focus feat tree gives plenty of cool options, but I have a question: What happens when you hit a creature that is immune to criticals or has fortification? Do the "negate critical" effect cover more than the extra damage? What about the burst weapons? I specifically have a sword that applies to targets a petrify effect on a critical hit.... how does it work? Regards, Pablo
Reference Document wrote: Terrifying Howl (Ex): The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. A barbarian must have the intimidating glare rage power to select this rage power. A barbarian must be at least 8th level before selecting this power. What happens to enemies that are not shaken when the barbarian howls? Nothing? Do they also panic? Thanks,
hogarth wrote:
The target was a single white dragon, you-know-who and when. It was hit by an EMPOWERED drain from the sorceress (who rolled a 4)
Great idea sir, My players Keep Out: Some options I had come up with were: - A trip to the excelent City of Brass of Nec.games - A trip to Hell, where the pit fiend they released from the Skull crossing dam may play a major role - A trip to Sigil - A trip in time to the long winter after earthfall or to the thasilonic empire itself.
All be warned of the power of ENERVATION.
Foes need some protection against this.
Joey, Your upgrades proved to be very necessary for my min/maxed players. They doubted me when NOTHING could hit Mokmurian and they even argued that it was not possible until I showed them a comprehensive list of buffs that skyrocketed his AC up to 40 (I added a +2 natural armor amulet). Still the sorceress with a 17 roll on the die JUST saved against petrification and hit him with an empowered maximized enervation and an empowered one draining 10 levels. After that they managed to kill them, but it really made them sweat. An advice would be to include preparations for a ninja squad attack like the one attempted by my group. The rogue was polymorphed into a tiny mouse, so he didn't set the alarm traps, then made invisible and with mindblank inmune to detection by see invisibility. Still I said that Mokmurian was scrying on them since before, so he was still buffed.
I'm running this adventure for my group with great success. We are at the 5th module and having great fun. Of course reading in this forums helped me avoid some of the pitfalls that stalled other campaigns. The thing is... my players would LOVE to play up to level 20, maybe beyond (I've been wanting to run the uber-epic adventure Quicksilver Hourglass since I got the magazine, but levelling them up to lvl 30 is a bit of a stretch). So, has anybody thought a way of continuing the campaign, if possible to patch in another published Dungeon mag adventure? This idea has been running through my mind and I will have to prepare something..
I modified the rooftop map to have a little more room, and the silence spell didn't cover the initial part of the scaffolding (the wizard stayed there). As for dropping it, I don't remember if I did that or the cleric got out of range to cast the dispel. I remember that I dropped the effect to cast the empowered scorching ray at the sorceress.
Great notes man! Hey, I ran the Stone giant attack on sandpoint as you upgraded it, but I ALSO made Longtooth advance by one age category. * The players are of sufficient level to be able to cast Raise dead
As it happens.. the players KILLED the frickin' dragon and stopped the whole raid!!!
My group had a tough scare but no deaths.
They climb up the scaffolding and see the major image demon Xanesha casted as a diversion, the cleric opens with a targeted dispel magic that only dispels the image. Xanesha attacks the cleric with her petrifying gaze. A certain death if it hits, but the cleric makes the save, then rushes her and attacks rolling a 32, his confidence wavers when I tell him "you miss". Then the paladin strikes her and does only one hit for a decent damage but she full attacks him and drops 3/4 of his Hp. She also finds herself on a zone of silence, but the sorceress keeps a safe distance The sorcerer casts a maximized magic missile that bounces on her Shield and she gets an Empowered Scorching ray as an answer. She drops the silence spell as the main caster is staying away anyway. They are really scared by this time but they press on. The paladin presses on swift heals himself (the Pathfinder paladin can take insane amounts of damage) and recieves a very hard full attack that could have dropped him to negatives, also the sorceress gets a quickened magic missile salvo. The sorceress maximized scorching ray bounces against SR but the cleric lucks out with a targeted dispell and debuffs the poor lamia. A much-easier-to-hit Xanesha is victim of a couple of sneaks attacks by the rogue and slashes by the cleric. The paladin smites her for a lot of damage and even the sorceress gets lucky with an empowered ray of enfeeblement dropping like 10 STR points. The tide is turned so Xanesha turns to flying and exchanges a couple of ranged attacks with the party before fleeing. Neither side knew that the paladin had only 5Hp left, the Sorceress around 10Hp and Xanesha left alive only because the dispel magic didn't dispel her sihedron medallion false life. CONCLUSION> I played a wholly buffed Xanesha, I used her metamagic feats to improve the effects of her spells and even then the party surivived whole.
Dragonfire> So many attempts to kill my players.... I figured, they are a very tough crew, but I still want to score me some deaths, so not only I upped the enemies using Joey's priceless recommendations, but I also raised Longtooth one full age category (young adult red dragon). While the whole party was entretained, the rogue using fly and improved invisibility took on the dragon. That the dragon had used see invisibility was a nasty surprise, and I was booed and accused of metagaming, but one of our rules lawyers defended me, saying it's a cheap and very common buff. The rogue hit the dragon for a measly 5hp, while the dragon critted him on a bite for 45hp, leaving him 20hp from death. The cleric dispelled the see invisibility and the dragon was subject to a couple of full sneak attacks for a LOT of damage. Couple it with some hits from the sorceress and he was stripped of half his Hp on a couple of rounds. The annoying flying rogue reflexed his way out of a fire brath that would have roasted and then the sorceress got lucky on her second attempt at a hold monster and froze the dragon. The rogue closed in for the kill and latched to the beasts neck. The next round was decisive.. a roll of 7 or more meant the dragon would shake free of the spell and eat the already hurt rogue.... OF course I made an open roll, thinking of scoring me a good PC death... until it stopped showing a cursed "2" on the topmost face. My dragon could only watch helplessly as he was finished by a measly 1.2m tall rogue with a tiny sword. Magic CPR> The paladin was fending off 3 stone giants and in a round of full attacks -one of them a crit- they reduced him to canned beef. Luckily the cleric tought fast and used his recently prepared Breath of Life to snatch him from the reaper.
HOOK MOUNTAIN MASSACRE Hookmaw appears> The -now quite powerful- party wasn’t having a very hard time with this adventure... they managed to sneak past most of the Ogres (with an appallingly low perception check, they never even had a chance) and into the top floor of Fort Rannick. They started from the dungeons and their confidence was high after easily overcoming Lucrecia - This is too easy (commented the sorceress) after killing a couple of regular ogres. After that, hookmaw opens a door to her left and hits her with all his might, rolling a 20. I rolled the damage first for suspense, the hit was a 36hp hit. If the crit confirmed, that meant 108hp and bye-bye sorceress. The ogre only needed a 12 to confirm, and on an open roll it rolled.... 11!. Enter pappa Kreeg> In the middle of a tough fight with Dorella Kreeg and Hookmaw, the ogre leader bursts through the chapel door into the corridor on the back of the players. It promptly shreds to pieces the celestial dire wolf summoned by the cleric. The paladin attacks him for some respectable damage, but having a HUMAN BANE ogre hook, the brute hits him back dropping him to negatives (barely) after the usual maximized ray of enfeeblement and some coordinated attacks they manage to drop him, retaking the Fort. You rat bastard!> At hook mountains, one of the first moves of the hag coven after beign attacked is a BALEFUL polymorf on the rogue, he gets turned into a RAT, but barely makes the will save to conserve his mind and we found no rule preventing him to use the sneak attack as a rodent, so he bited to death one of the hags. Later the ghost nymph restored him. Deal with the Devil> The cleric promised the imprisoned Pit Fiend on skull Dam a swift death after winter, so he would have a couple of months to make peace with himself. The rogue used that time to go alone and deal with him.
The guy should have smelled a fish when the devil insisted to use SILVER and not gold. They both sign the pact. The rogue breaks the circle and the freed devil says: "Your silver, as promised" and then banishes as the room goes dark. After turning a light, the rogue finds that the corridor that lead to the chamber is COMPLETELY blocked with silver ingots. I thought I had him, but he REALLY had a "ring of sustenance" that kept him alive trough the arduous task of chipping his way out of a silver brick wall with a short sword. Also the cleric came 2 months later and helped him... hilarious.
SKINSAW MURDERS Foxglove Manor>
Travel to magnimar> (hilarious double-double crossing)
The bodyguard kills one robber, and the rogue shouts that he will check the Lord is safe. He opens the caravan and the lord is there, so he attacks him and hits him, but rolls two 1's and hurts it for only 5 points, then attempts again the "I'm sorry, my mistake" bluff, but the Lord rolls a 20 and shouts for his bodyguard from help. The bodyguard smashes our rogue over the head with his mace, but the remaining robber hurts the bodyguard. So the rogue turns around and uses the robber flanking to sneak attack and kill the bodyguard, but then with a very good roll, the Lord Merchant sinks a dagger on the rogues back. Raging mad, the rogue turns around and slashes the lord with his twin shortswords, rolling two d20 dice at the same time and rolls... TWO ONES. A 1 in 400 chance....
When he regain consiousness, the surviving caravan guards cure him and tell him that thanks to him killing the leader they routed the robbers, but even tough he OBIOUSLY fought almost to death to prevent it, they killed the Lord and his bodyguard before leaving. foxglove impostor>
Clocktower mayhem>
The falling bell>
The bell rafters> A fight balanced on tight wood beams against two rogue shapeless stalkers... they ate a lot of sneak attacks there, and the rogue fell unconsious onto the bell below. I gave him 50/50 chances of rolling left and falling on the stairs or right and falling 150ft to his death. Coin flip and he fell on the stairs to everyone's relief. Dreaded Xanesha>
Taking a page from some story hour I read, I left clues for her "hit" on the mayor so they ambushed her later and killed her
BURNT OFFERINGS: Catacombs of wrath> The Vargouille paralyzed the paladin and the rogue, then with an OPEN die roll I decided who it would kiss. It was the paladin, who saved succesfully, the rogue with a save 5 points lower would have been in trouble. Thistletop bridge> Sensing a trap, the heavy paladin strapped a long rope on his waist before crossing the bridge on Thisletop, as he was the third to go, the bridge promptly collapsed. I allowed him a reflex save and he grabbed onto the bridge. Beign tied to the other side, I allowed him one big STR check each round to hold the whole bridge until the rogue tied a rope to the other side and the sorceress came and tied him at the waist. After two successful DC20 str checks, he let go and ends up tied on the middle. A 50' rope strapping him to the start and a 15' rope to the end. He cut the 50' rope and only smashed his face on the cliffside. But he may have saved the rest of the guys from a nasty fall to the sea. Under thistletop> The fighter and the wizard bodyguards were ambushed on the same room. The paladin uses to "detect evil" through the door before the party smashes and enters, but in front of him was only the fighter, who was neutral. Of course the party wins initiative and the rogue runs fast to try and sneak attack him, but the ready wizard magic missiles him from the corner and he fails to hit the high AC of the READY fighter, who almost kills him with his bastard sword. Lower level> The twin Karzoug statues stand on each side of the corridor. For no reason at all, the cleric decides to jump the space between them. The rest of the party walks. The statues almost make mincemeat of the paladin and he doesn't fall to the pit because the rogue saves a reflex check to grab him Deadly Barghest> A very lucky search check from the rogue revealed the hidden door and they made it into the barghest chamber.
Joey, This stuff is great! Beign a lazy DM without much time, I picked up the A.Path and been running with the Pathfinder Beta rules. My group loves it and it's very easy to tweak and run. The problem is, that my group being formed by accomplished munchkins, they are starting to find the encounters very easy. Using your modifications I scared the hell out of them and ALMOST killed a couple of PC (great session). I've heard that you have a word version and I'd really appreciate if you could mail it to me at pab(dot)martinez(at)gmail(dot)com I know I can get the info from this excellent thread but I'd like to have the most up-to-date version. Also, very interested in continuing the campaign through level 20... Thanks, Pablo
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Female Half-Elf Eldritch Knight 10 | 45/80 HP | Init: +7 | AC: 20 (25) T: 11 (12), FF: 19 (23) | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: Shield, Haste, Inspire Courage
The campfire's embers crackled, spitting sparks into the night. She poked at a log with a stick, watching as the orange glow reflected in her eyes. The road was quiet, just a dark line stretching out in either direction. It was in these quiet moments that the world seemed to shrink to just this small patch of light. The familiar weight of her mithral armor felt different here, less a suit of protection and more a second skin she wore for comfort. She ran a hand over the hilt of her blade, a habit she'd developed long ago. The cool metal was a steadying presence. She wasn't a stranger to herself when she sat here; she was Tessaria Moondown, a half-elf with a sword and a handful of spells, watching the fire die down. A lone owl hooted from a distant tree, its call echoing through the darkness. She looked up at the stars, a blanket of silver dust against the black. She was just a small part of a larger, epic story, yet in this moment, under this vast sky, the only story that mattered was her own. She sighed, a wisp of breath in the cool night air, and soaked in the peace of the wilderness.
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New land has been found, untapped and unexplored. The grand nation of Taldor wants a return to their shining days of exploration. But Empress Eutropia has decided to take a different approach from the Armies of Exploration of old: Use adventurers.
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Please post your pertinent bits for chronicles. Player:
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The tribe arrives in Iceferry, a district of Kalsgard located on the northern banks of the Rimeflow River. Kalsgard is the de facto capital of the Lands of the Linnorm Kings located on the opposite, namely southern, bank of the Rimeflow. Iceferry is where many of the gnomes of Kalsgard live, who like to think of Iceferry as more of an independent township. The trip has been a long sea voyage, one with a starting goal of meeting with Venture Captain Bjersig Torrsen. As a group you make your way towards the Pathfinder Lodge.
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Discussion thread. Feel free to chat among yourselves OOC, but I'd also appreciate the usual details. Namely, Your Name/Handle:
Also, please fill in your details in the signup for this game. Just search for GM JChapman, and scroll to the right.
Thanks!
Signal: Map & Handouts |
Gameday VIII - Tier 10-11 of the Hao Jin Cataclysm. Feel free to add a your mark.
Based on a tweet made by John Compton that discussed/encouraged writing reviews for products, I took the liberty of examining the user experience in submitting a review. My reason for this is because, as a regular user of the website, I've noted some... well, I can only call it odd behavior. It seemed to me that this user experience might directly impact a persons desire to submit a review. If it's easy and painless, people will generally feel okay to submit reviews. But if it's even a little bit off-putting I would expect that someone would just not bother. My conclusion? I found the process clunky. Here's the step by step on my process: Step 1) Navigate to paizo.com. No problem :) Step 2) Search for a scenario using the top search bar. Since I'd recently run The Lion's Justice, I searched for it. Step 3) I get search results. Sort of. The first thing I see are all the filters I can apply to the results, and they take up a significant amount of screen real estate (my screen resolution is 1920x1080, so I know it's not that). This is odd because I very rarely even need these filters. A better approach would be to have them on the left-hand side of the screen, or have them collapsed/hidden. This way the search results show near the top of the screen, where a user expects to look. I had to actually scroll down to see the link for the scenario. Anyhow, I then click the link for The Lion's Justice. Step 4) The product page for the scenario loads, but I am again given a strange starting place. Instead of the page loading at the top, showing the scenario name and synopsis, it loads mid-way down the page at the Product Discussion section. This is probably one of the least pertinent places for a user to start at. Not only that, but I don't actually see anything at this point that tells me I'm at the right page. I need to scroll up first. Once I verify that I am at the right page though, I click on the Product Reviews tab. Step 5) Ok, time to write a review. I go looking a button. None at the top of the reviews. None at the bottom of the reviews. Maybe I need to be logged in? I login to my account and navigate back. Still no "Write a Review" button. I'm about to give up, because this shouldn't be hard but I don't. I ask a buddy of mine, and he tells me there's a "Write a Review" hyperlink embedded in a sentence. I'm at first embarrassed because I missed it, but... why isn't this a more prominent button? If you want to encourage people to submit reviews, you want this to stand out. Embedding it as a hyperlink in text is subtle. In my mind there ought to be a big button at the bottom of the page as well, especially because if someone takes the time to look at the reviews, it's possible that they'd be willing to submit one too. In any case, I click on the hyperlink. Step 6) The page for writing a review appears. This is simple and straightforward, which is nice. I quickly write up a review and give it a rating. This was my first product review, and I want to reiterate that the process to do this was just difficult enough that I felt disinclined to write it. You might feel that this is a harsh assessment. If so, I'm sorry. But I do feel that if you want to increase the number of reviews (a metric people look at when buying products) that it's incredibly important to make that process as simple as possible. The user experience for me did not reflect that. TL;DR - Search results show huge list of often unnecessary filters. Product page loads mid-way down unhelpfully. Write a Review hyperlink on product page is hard to spot. These three things make writing reviews clunky for a first time reviewer. |