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I'm going to be running a campaign that's combining Ruins of Azlant and Kingmaker--"establish settlement in uncharted land, then explore outwards", so while I'm not using the overall plot of Ruins, I'm leaning heavily on the non-Aboleth elements. That said, I enjoy the vanished settlers aspect, and am going to use a much shorter version--more of a "Pied piper monster was awoke and swept everyone away." Thing is, I want the first colonists to have been there less time than what's written in the adventure--but if I reduce the time, then the amount of building/prep they did would need to be reduced. I don't have a strong sense of how much they could have accomplished in monthly intervals. It says that they arrived on Ancorato 6 months ago, had been kidnapped 1 month ago, so that gives them 5 months of building progress. How much could they have gotten done after 4 months? 3? 2? 1? The reason I want less setup time is because I intend to have local inhabitants who are living a half-day's walk from the settlement, but I want the PCs to be the first contact with them. This is hard as the original colonists and natives would have likely bumped into one another, so to avoid that they'd need to have been too busy with setup to explore much.
While I'm running one short campaign, I'm doing research on the next. One of my favorite things is jungles; Golarion's Jungle is the Mwange Expanse, so I was wondering what all the products that deal a lot with it are? I know the Serpent's Skull adventure path, Heart of the Jungle setting book, and River into Darkness module. Is that it? Any Pathfinder Society adventures I could track down, or modules I'm missing? (In addition I have the Razor Coast stuff, but that's mostly pirate business *set* in a jungle. Also I know the Savage Tides AP has the Isle of Dread, but I don't have that material.)
Are there any PF bestiary books, revisited, modules, unleashed, adventure paths, etc that are good resources on Aberrations? Or maybe details on the Far Realms/Lovecraftian planes? Edition doesn't matter to me; I'm looking mainly for inspiration material, because I'm running an aberration-heavy campaign set in the Far Realms.
So I was looking through this at the store and thought it was really cool, but there was one thing that left me scratching my head. The Pyramid dungeon. There's a long shaft that goes down through the whole map. It even gets its own little sidebar (The Pit). This seems to be the only way to descend down the lower levels, but reading the sidebar on the Pit, it doesn't mention any way to travel down it (It's even sealed!). There didn't look to be any other connection to the other levels on the map, and the few entries of the various areas I read mentioned nothing about entryways to other levels. So, if the pit is sealed off (and doesn't mention any way of climbing down its sides), how does one descend from one level to the next?
Hi. I am buying Heart of the Jungle, for use in my own campaign. I'm also interested in the Sargava book, but I'm somewhat hesitant. I know that the Sargava book is 1) meant for players and 2) details the colonial country Sargava. But it also details adventure sites and such of the surrounding jungle. What I'm interested in knowing: is the various adventure sites and details of the surrounding jungle the same info that could be found from Heart of the Jungle? Or rather do both books cover some of the same places (with more DM appropriate detail given in HotJ)? If I'm not interested in Sargava's culture or the cities, am I just better off not picking it up, or will there still be some unique/interesting stuff in there?
I don't want to blaspheme, or speak ill of the dead. However, as someone *born* in the 80s, I've not really read much if anything that has come directly from Gygax. However, what I have put together through the way people talk about him, and the aspects of 1e I can piece together, our tastes in games, and styles, are very different. But my question is, when it comes to his ability as a writer, what's it like, and how is he? If I had never heard of Gygax, and I picked up one of the Planet Stories novels, what would my impression be based on the books themselves? Can someone give a constructive critique? I'm a little worried that I might get a lot of praise, simply due to who he was, or what he has done for the RPG hobby, and not if I'll enjoy his books or not.
I love desert adventures. So call me happy when Paizo starts an adventure path focusing on the desert. Granted, I'd care more for Qadira than Osirion, but gift horses and mouthes. I look forward to reading this adventure path. Even if I may never use it, Paizo's quality tells a cool story and has great adventure mining resources. Thanks Paizo!
So, I was glancing at the blog today and there was talk of moons and alien plants and such. Since I know jack about the Second Darkness adventure except about the drow... what the hell does the moon and stuff have to do with this adventure path? Are the drow from space or something? If that's the case... game over, man. Game over.
So, someone in another thread made a comment about Korvosa being London. And how we have such eccentric, Evil villains. Which made me think, "Then wouldn't Sweeney Todd make an excellent person to drop in as a sidetrek?" Granted, the "All The World's Meat" sort've steals Todd's thunder. So that may need to be retooled or something. And if one wanted, they could mix in a little Murders at the Rue Morgue/Jack the Ripper, for a more obvious serial killer bent. Thinking a little more about it, this Demon Barber could be a folkloric figure, and either a ghost, or something worse, which could come back periodically. Sort've like the reverse of Blackjack. And one needn't lean to the Barber trick. Other things could be a Tanner, or a painter/sculptor
I am starting a new game with a new group. My process is to come up with several campaigns I'm willing to run, present them, and see which one everyone finds the most interesting. Three campaign ideas I have are home brewed and I'd enjoy running. The Fourth is the Curse of the Crimson Throne. Problem is, I'm not sure how to really "Sell" it to the players. So how would you give a "Back of the book blurb" of the entire AP, or at least the real thrust of it? And when I say "Two to three paragraphs", I mean it; I'm going to write up a 2-3 paragraph blurb for each campaign, and hand it to all the players.
I again will say that I like the CotCT AP. It's good quality. Looking at it though, I wonder something: Do you think you could run it Solo? Let's not take system considerations into regard. But simply, do you think the number of threats and the situations inherent could be accomplished by a PC going lone wolf?
I sat down and read through Edge of Anarchy and Seven Days to the Grave. I dig SDttG; it reminds me of an adventure arc I ran back in the day. Escape from Old Karvosa has a real Escape from NY vibe, along with Shadowrun's Chicago (Bug City). They both really appeal to me. However, Edge of Anarchy and the overall feel of the AP itself isn't my thing. Don't get me wrong, I think it's very well put together and good quality. However, it feels very different from Rise of the Runelords; the PCs aren't Sandpoint's heroes, they're cogs in the machine. They don't put the clues together in EoA, they are just told where to go by their contact, and it seems more a string of dungeoncrawls (with the exception of Eel's End negotiations, sure). This might make the players feel like the DM is leading them around by the nose. While SDttG and possibly EfOK have the City Campaign feel of running through alleys, solving crimes, dealing with secret organizations, wheeling and dealing with contacts, and saving the city, EoA doesn't feel that way, and I'm looking at the other parts of the AP and I hesitate to use them. So I'm left to wonder, if I wanted to pull these two adventures out of the AP and run them together, but without the over-arcing campaign, how could I do that? And, how could I make the proper connections, significance of the situation, beyond 'you show up, and hey, there's stuff happening'. Any general suggestions/tips?
Hi there! I'm looking at "Escape from Old Karvosa" and getting Ideas. It reminds me a lot of "Escape from New York" + Shadowrun's Chicago/Bug City. However, I'm not running Galorion. I'm running Eberron, Sharn. So, I say to myself, "Old Karvosa = District(s) in Sharn." Thing is, I'm worried about how much mileage I can get out of the module if I'm not using the entire AP, if I want to use my own villains/organizations/motivations. If the Plot and encounters isn't very easy to sync up or manipulate, then there's little point in picking up the module, yes? If the disease, what's going on, is so intimately tied to other things (like "Seven Days to the Grave") and the villains themselves, I might not be able to tinker with it. Here's what I want to do: The Children of Winter, in league with a corrupt Jorasco scion, release the disease in a Sharn district. At the same time, they release a highly potent form of Ghoul Fever. The reason being they are trying to frame (and draw attention to) a secret society of ghouls who hold something important to them. Sharn's response at first is to send in clerics, then just quarantine the place. Can I do that, using "Escape from Karvosa"?
I wanted to wait til CoCT came out before I started a game, but my players were very eager to get started. They were hoping that I could just ease them into CoCT without much problem. Since we don't yet know what CoCT will entail, I have to ask this. This weekend, my players decided what kind of game they wanted, or at least, what kind of characters they were going to make, and the sort of theme. They're playing grifters, gypsies, con artists. A swashbuckler, a fortune teller, and a bellydancer. The three are just drifting through, separated from their existing caravan by some as-of-yet determined cause. Is there a means of roping these guys into Curse of the Crimson Throne? If I have to try and nab them with the second module rather than the first, that's fine.
I'm trying to put together a new gaming group with people who appear to like roleplaying more than other parts of D&D. So, Curse of the Crimson Throne sounds great for them. I just have two concerns: 1) I'm running the adventure as it comes out. So this means if the PCs move faster through the module, then I either need to fly into uncharted territory, or we sit on our hands. Or I run the adventure without proper prep because it just came out. 2) I don't know what I'm getting into. After all, the AP might take a turn that I don't care for, and now I'm committed to it for the most part. And there's also the matter of proper foreshadowing. How have those running the Rune Lords or other APs dealt with this?
I know that CotCT will have all kinds of cool intrigue, social encounters, etc etc. So, are we going to have dungeoncrawls? I ask because I ran a city campaign, and I found it hard to work in some good, solid fights, especially the 'you go into a complex where several fights will occur'. Just curious if it's all going to be Ambush/Solo Enemy in the Streets, or if we'll have the occasional 'kick in the door and sweep the place' too.
So, last night I did a solid read-through of Burnt Offerings. And while it's really impressive, one thing I did notice is that the villain is barely known to the PCs. Aside from Tsuto's diary, the PCs wouldn't even know about Nualia's existance. Is there an easy way to integrate Nualia in a more noticable fashion in the adventure, so that the PCs know who the heck this lady with the demon arm is?
I'm looking at this cool product right here. And I'm wondering, "So, when are we going to know what monsters made it into the book?" The blurb mentions goblins, orcs, hobgoblins, bugbears, trolls and ogres. But I want to know more! Will we get a Table of Contents, or a preview, or something, before March? 'Cause I'm chomping at the bits here to find out what monsters are in there, and March is a long, long away away. 64 pages is a lot, so I'm eager to find out who made the cut (and how many pages they get).
Over on the Dragon board, this was said: Vic Wertz wrote:
When will they be coming down the pike, and will the PDFs be of earlier issues, or later issues? There's several issues I'd like to get (#138, #143). Any chance those will be slapped on PDF anytime soon? Or should I just go ahead and order their print versions? Reason I ask is because I am only looking for one adventure in each, and I don't feel like paying $8 + shipping for that.
I can't find a copy of #129 in town, so I've had to settle fo rordering it off of Ebay. However, before I do so, I'd like to ask the following: What do folks think of it? I'm looking for mystery adventures, and I want to know how it stacks up. Has anyone run it? Plans to? Also, if possible, could I get a plot summary?
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