Tarrasque

Reggie's page

Goblin Squad Member. Adventure Path Charter Subscriber. 344 posts. 1 review. No lists. No wishlists.




Adventure Path Charter Subscriber

Hi All,

I've kind of lurked around the boards for a while - I started with AD&D in '82 in high school and have played that style for a while.

Whilst I've popped up here and there with comments from time to time, I've been trying to recapture that feeling that me and my party got the first time we went up against the slavers and the giants way back when.

I've got all of the AP's up until now, and I think they're great, but they're not the same. Is it simply that we're all had too much experience (real world, not gaming) and can't be moved in the same way, or have we not tripped over the right adventure?

Please let me know if you think I've missed something.

Thanks in advance,

Reggie.


Adventure Path Charter Subscriber

OK. My stalwart band of heroes...alright, near homocidal idiots, finish clearing out the Greater Halls and stand atop a flight of stairs heading down to the Family Crypts.

And we wait.

And wait some more.

And now we're had enough waiting, so they head on down, and find...what?

Any ideas? Suggestions? Half-formed thoughts that don't suck and vaguely fit in with the rest of Maure?

Feel free to help me out here!

Reggie.


Adventure Path Charter Subscriber

If I hadn't gone the route of pre-ordering from the Frog God Himself (Itself?) I would have jumped at this!

Reggie


Adventure Path Charter Subscriber

I've just cleaned up my archives, and re-located the session notes from my current campaign, which starts out a little sand boxy, but gradually becomes Shackled City.

As there is a whole section of the messageboards devoted to campaign journals, I thought 'Why not?' and so here they are. A bit at a time.

These campaign notes record the exploits of a group of adventurers as they travel around the lands of Quume. The initial group is comprised of ‘Princess’ Irulan, a priestess of Saint Wallace the Eternal; Llorth the rogue and Montpelier the swordswoman. They were joined shortly after forming by Luthor the Mighty, a mage of little renown. All four of them are human, although in the case of Llorth, there is often some debate about this.
The campaign started out with 3.0 DnD rules and migrated to 3.5 rules about 3 – 4 sessions in as it was released. Starting sometime in 2002/3, the game is still running now, with a session every couple of months. The setting is my home brew world, which started out as 1st edition a looooong time ago, and has been the location of every campaign I’ve run. I steal unashamedly from anywhere I can find good ideas, or simply entertaining ones. All of my players are in it for the social value, so there’s no uber characters, but there are some rather silly ones.

I hope it doesn't get too boring.

Reggie


Adventure Path Charter Subscriber

Hi there all, I've just started my regular gaming group on AOW, and we've finally made the jump to Pathfinder.

Although I clearly warned them that there would be undead aplenty, the players chose the following classes:

  • Wizard
  • Ranger
  • Bard
  • Inquisitor

Do they have a chance?

Any advice greatfully accepted,

Reggie.


Adventure Path Charter Subscriber

Just being old and fussy, but searching back through my memory, wasn't Hell where the Lawful Evil Devils resided?

"Players love to have their characters explore the various parts of the outer planes, and no plane is visited by adventures more than Hell. This domain of the various chaotic evil demons..."

Reggie.


Adventure Path Charter Subscriber

Hi there all,

My players have recently finished Thirteen Cages (SC, obviously!) with an average level of 14, so in order to get them ready for the big push against the remainders of the Cagewrights, as well as the Demon Lord of Madness, I'm planning on getting them to go searching through the Maure dungeons looking for ancient information to aid in their quest, and to get some more XP.

Any suggestions from those who have run the various levels in Dungeon (as well as 'Wizards' Walk') as to which sections to be wary of and how to give a 14th level party a chance at survival in there?

Ta in advance,

Reggie.


Adventure Path Charter Subscriber

I was just flipping through my order history (I don't know why, I need to get out more) when I spotted the following:

Pathfinder #1—Rise of the Runelords Chapter 1: "Burnt Offerings" (OGL) Print Edition NON-MINT

This has left me somewhat baffled - I haven't received mints with any of the other issues, and yet they don't specify non-mint; in fact I don't recall being given mints as an option at all.

I am now confused - have I missed out on a special Paizo Mint(TM) that only goes to the chosen few, or is this some darker secret that only stays within the confines of Paizo HQ? Have I in fact been misled altogether, and there are no Paizo Mints (TM), merely a deception designed to cause paranoia on my part?

In the words of a famous Australian Elder Stateswoman:

"Please explayne"

Reggie
(with tongue firmly in cheek)


Adventure Path Charter Subscriber

Well, after six years of semi-regular playing, my group of gamers have finally managed to defeat the Cagewrights under Cauldron and stop the Tree of Shackled Souls from ruining their home.

It took 4 players (with one changing about two years in) and 5 character deaths, not to mention my getting married, buying a house and (my wife) having a baby girl!

I've decided to make the Adimarchus section a sort of 'whatever happened to...' mini campaign later on, and meanwhile the group is getting ready to undertake the Age of Worms.

At this rate we should get to Rise of the Runelords before I retire...

And the three best quotes from the entire campaign:

"Guys, if we're going up against two demon princes, I'm going to need a bigger sword."

"What do you mean you don't get what the giant, fiendish preying mantis is doing here? You're the one who told me to -ing summon it!"

and (my personal favourite)

"Well, if we're talking about half-arsed plans that haven't got a chance of success, how about this one?"

Reggie


Adventure Path Charter Subscriber

Forgive me if this is silly - I suspect it may be - but I was just reading a post that referred to the fact that the Pathfinder RPG is compatible with 'the World's most popular role play game' (or words to that effect).

Whilst I'm a tad bemused that one must not mention D******* & D****** by name, and so we are forced to use oblique references, what happens if the title of 'the World's most popular role play game' moves to another game, such as, oh, I don't know, perhaps the P********* RPG?

Will it then be compatible with 'the game formerly known as the World's most popular role play game'?

Reggie.

Obviously with too much time on his hands.


Adventure Path Charter Subscriber

Is it my overworked imagination at work, or is the piece of artwork depicted on the wall behind Hrokon on page 8 very similar to a reaonably famous depiction of a certain final evening meal?

Reggie


Adventure Path Charter Subscriber

Well, even though I recieved Pathfinder 1 about three weeks back, I've only just today received Dungeon 150 (& Dragon 359, for that matter) from my local newsagent...now that I know how the replacement looks, I can finally see the last bits of what it's replacing...

Reggie.


Adventure Path Charter Subscriber

Hi there!

My party has just completed the Test of the Smoking Eye, and has returned to a Cauldron which is essentially under Martial Law in everything except name.
They heard that the Mayor has 'gone away' to a nearby city and the next thing they know they've been attacked by a rather nasty bunch of hired hitters in their own dining room.
They are absolutely certain that the church of Wee Jas is behind everything, which is fine, but they also suspect that their patron (a certain Lord Vhalantru) is the only trustworthy member of the council and want to visit the council chambers to interrigate the other members to find out what's really going on before visiting the cathedral.
Possibly stopping between the two jobs to slap around the Captain of the town guard as well.

Sooo...has anybody put together a town council so I can unashamedly pinch it to use myself?

Ta,

Reggie.


Adventure Path Charter Subscriber

I've started running the Shackled City AP with my group, and needed an adventure to slip in between LB and FS. After a quick scan, I selected Mad God's Key and with only a little tweaking to fit it into my home-grown setting, and to tie it into the AP, I have found it to be one of the neatest adventures I've ever run.
Jason's plotting is quite tight, there is action from the beginning, and the final couple of encounters have really made my players work hard together to get through.
And even better, all of my players have found it to be enjoyable as well.
So well done to Jason for putting it together, and a big Boo Yah! to the Dungeon Team to getting it out to where it can be used!

Reggie