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Hi I'm Jason Wiebe host of the Dungeon Plunger Podcast. I interviewed author Greg Vaughan for the show and we talked about his love of Pathfinder 1, all the games he's currently running and his work on the Old Dungeon Magazines, Paizo Adventure Paths and his mega tome The Slumbering Tsar for Frog God Games.

Here's the link to the Podcast: https://rss.com/podcasts/the-dungeon-plunger/2254155

Here's the link to the YouTube version: https://youtu.be/FJZnBqJg_Bw?si=Mbi4KWeWUmJYovcE

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Hi everybody, not sure if this is allowed so I apologize in advance but I host a podcast and YouTube channel called The Dungeon Plunger podcast. I talk about how to become a better GM and general roleplaying stuff. My most recent episode is an interview with Jason Bulmahn on Hellfinder. I posted the links below.

YouTube:https://youtu.be/KIn-IB4AsPo?si=hLCMx1EbQappopm8

Podcast: https://rss.com/podcasts/the-dungeon-plunger/2113041/

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I've been thinking about creating an additional house rule for grappling, and I would like to get some advice or suggestions on what the community thinks about it before I actually implement it in my PFRPG campaign, if at all.

The rule is this:

Whenever a creature is grappling a target and takes damage it must immediately roll a combat maneuver check to maintain the grapple.

I’m also considering that the grappling creature must make this roll with a penalty equal to the damage it takes, or possibly some flat penalty like a standard –4. Should I bother with a penalty at all?

In addition I was thinking that any creature immune to feeling pain is not subject to this effect.

The goal is to make grappling less of a threat to characters, as I feel grappling seems to still be a tough situation to deal with.

So how does that sound?

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So my characters are behind a level. Currently they are assaulting the Thistletop goblin fort, and I have a feeling that they will only make it to level 3 by the end of it.

The Skinsaw Murders says its for 4th level characters so I was thinking of running a short side adventure to advance them a level.I wanted to get some advice on what might be some good published adventures from either Dungeon, Pathfinder, or some other source I could adapt with little work to fit the AP.

Thanks!

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I have started blogging about my Pathfinder RPG, RotRL campaign. So far we are three sessions into Burnt Offerings, with the PC's having just entered into the Catacombs of Wrath. In addition to logging what happens in the campaign I give a little DM overview of my thoughts on the game and about the homebrew rules Im using and how they seem to be working. If your interested you can find find my blog here: http://zombiecowboy.type-100.com/

I look forward to reading and responding to any comments and suggestions anyone has about the campaign or any thing else I blog about.

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After doing a search for conversion notes for Savage Tides and coming to the conclusion that there was very little to go on, I decided to start a 4e conversion blog for STAP.

My blog was inspired by Scott Betts 4e Rise of the Runelords Tales from the Rusty Dragon Blog.

Theres not much content there yet, but I hope to fix that soon. I look forward to any comments or critisims anyone may have about my posts or conversions.

You can find my blog The Chronicles of Abysm here.

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I have been playing with the idea of using the CotCT AP as the frame work for a Shadowrun campaign. Obviously not everything as presented in the modules would work in a Shadowrun game, but I’m thinking with a little bit of massaging this could work out pretty well.

I basically envision it like this. Keep in mind this is a pretty rough outline.

Spoiler:
Korvosa (which needs a real world analog) is controlled lock, stock, and barrel, by a small mega corporation (yet to be named). Essentially the city is treated as if it was a city-state controlled by a monarchy, though maybe not as blatantly. The mega-corporation’s CEO is Eodred Arabasti II (many names may need to be changed) is much as he’s described in the AP. Enter Ileosa Arvanxi, again very much as described in the AP. Ileosa encounters the Fangs of Kazavon and begins her transformation.

When CEO Arabasti II dies the precarious balance of unrest in the city slips and rest on the edge of anarchy. Enter the runners who are united after a mysterious tarot card reader employs them to take out an old nemesis.

Eventually after dealing with this nemesis they meet the new CEO Ileosa who recruits them to aid the corporations beleaguered security force. The security force is a sub company called Citadel Security Force (or something like that). The rest of Edge of Anarchy would play out more or less like the AP with the runners going on missions for the CSF.

That what were I’m at so far. Before I go to far I was hoping to get some of your opinions on what you thought about the idea of trying to pull this off, and what I could use as a real world city for Korvosa? Also, if anyone who was more familiar with the Shadowrun universe could provide some help to make this fit better into the Shadowrun world if needed.

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Ive been messing around with some ideas for a 3.5 old school mega-dungeon for some time.

So far I have created a map for the first level that is made up of 9 sheets of graph paper (4 sqaures/inch) with every sqaure eqauling 10' and has over 400 rooms.

I did some rough calculations and figured if I used the slow xp progression from the PF:RPG it would take about 30 encounters of the characters level to advance them one level. So at minimum if every level is of the 400 room size, I would need to make the levels advance the characters about 3 levels so roughly 90 encounters per level.

In total I figured if I wanted the characters to advance from 1st-20th level I would need 7 dungeon levels:

Level 1: PC levels 1-4 (roughly 90 encounters)
Level 2: PC levels 4-7(roughly 90 encounters)
Level 3: PC levels 7-10(roughly 90 encounters)
Level 4: PC levels 10-13(roughly 90 encounters)
Level 5: PC levels 13-16(roughly 90 encounters)
Level 6: PC levels 16-19(roughly 90 encounters)
Level 7: PC levels 19-20(with roughly 60 encounters instead of 90)

does this make sense to anyone, and does anyone have some good suggestions when trying to build an old school mega dungeon?

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Im really looking forward to reading this adventure. It kind of reminds me of the novel "Riptide" by Douglas Preston & Lincoln Child.

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I just signed up for Sirius Satellite Radio on Friday. Ive been listeninf to it all weekend, on both my computer and stereo reciever and its FREAKIN AWESOME!

I cant wait to listen to it while I drive around doing my deliveries.

Ive only really listened to Octane 20 so far wich has some wicked good metal.

If anyone knows of what else is good to listen to let me know and I'll check it out.

No more freaking comercials ever again...their is a god!

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The new monsters that are introduced in Pathfinder Modules and APs are one of the things I really love.

The problem is that they are scattered at the current time in 29 diffrent sources and if your like me and want to use those creatures in your own adventures and campaigns it can become a little cumbersome to find them and use.

I just finished compiling all the monsters up LB1:Tower of the Last Baron and PF#13: Shadow in the Sky. Thats 111 creatures from 29 sources.

What Im looking for is a way to post it so it can be shared with the community and be updated as new stuff comes out. Like I mentioned above its already compiled in a rtf word file that includes the various creatures names, type, Cr and source its found in.

Anyone interested in helping me out?

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In the background info on Diamond Lake it says that many of the denizens of the town are indentured miners or working off a prison debt.

It also suggests that the PC's should be driven to get out of this shit-hole of a town, and that exploring the Whispering Cairn is their last best chance at doing so.

So my question is how much of a gold piece debt is reasonable to impose on the characters? Has anyone else done somthing similiar or used another form of debt like repaying a favor to someone?

In case it amkes any diffrence, For somthing diffrent I was planning on running the campaign in the Lands of the Diamond Throne, the default setting for Monte Cook's Arcana Evolved PH.

Diamond Lake will be a Giant controlled mining town/operation very much like the background suggests near the capital city of De-Shamod. The Wind Dukes are the same but instead of fighting the forces of Chaos they helped in the defeat of the first war with the Dramojh.

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Recently I have been reading Lovecraft's dream stories from the Del Rey anthology:The Dream Cycle of H.P.Lovecraft-Dreams of Terror and Death.

I just finished the afore mentioned dream quest story and Im a little confused...

Spoiler:
In the end does Carter actually get to his golden dream city or what? Was Nyarlathotep just messing with Carter and tried to trick him into his own Doom?

I find Lovecraft's prose a little tricky so if anyone could shed a little light on the subject that would be great!

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Just a bump to get this thread noticed a litlle bit longer.

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Im not sure how important this is to others, but I think it would be great if we could get a prototype character sheet to use for playtesting purposes.While I think that a normal character sheet would be fine my main concern is in regards to the changes to skills.An added bonus to this would be what things are needed and not needed for ease of play.

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I like the idea of rewarding the player for choosing his race's favored class.It was somthing I didnt really see the point of before and being restrictive and annoying to player's. As for the +1 hit point part, I was curious if its enough.Perhaps 2 points might be better.Or maybe the toughness feat could be removed and then players could instead gain 3 hit points/level.

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So last night I was having a discussion with a new gaming group. I was trying to pitch running the STAP for them. They seemed willing to give it a shot but didnt seem overly enthused at the idea. Mostly this lack of excitment they said extended from not really wanting to play 3.5.Then when Iron Heroes was brought up they all suddenly seemed to be rather excited at the prospect of playing this new system.

My first reaction to this idea of running the STAP with the Iron Heroes system was a little off putting. Its not that I dont like IH's just that I could see I would have my work cut out for me if I did. The nore I think about it though it seems to me that of all the APs,the STAP seems to be one of the only ones best suited to this style of play. In particular the theme of the AP, as well as several issues like treasure placement and the purchasing magic items as well as the inclusion of the wake portal for the Sea Wyvern to go to travel to the Abyss just makes me think that his might be a really good idea.

So I guess what Id like to know from you guys is what do you think?

Can this work?

If I did decide to convert it what should I look out for and what should I change?

Originally I had planned to run this set in Greyhawk, however I think that I might need to change this in favour of a world more inline with the caveats of Iron Hereos in mind. What world and why would you use?

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My first post seems to have gotten lost in the shuffle.

A few questions:

Is it possible to have new orders shipped at the same time as a Pathfinder or Gamemastery subscription? For example if I placed an order today would it be shipped with my next issue of Pathfinder?

It shows in my history that Pathfinder #1 and #2 as well as Modules D2: Seven Swords of Sin (OGL) Print Edition and U1: Gallery of Evil (OGL) (Print Edtion) are only going to be shipped with Pathfinder #3.
Is this normal?

Lastly, I ordered the modules hollows last hope and crown of the kobold king. My account says they shipped which is fine, however, I was under the impression that when these modules were shipped I would be able to download the PDF version of them. Yet the downloads section of my account says I have 0 downloads available though I was able to download the Pathfinder players guide.Did I misunderstand somthing in this regards or is there a problem somehow.

Thanks a Bundle, I know you guys are really busy!

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So any word on the Slumbering Tsar series by Greg A. Vaughan? When are we going to see it and is it going to be 3.5 or 4e?

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This guide detailing all the random encounters on the Isle of Dread is now available for download here http://therpgenius.com/modules.php?name=File_Repository&op=view&mod e=view&app_id=39.It includes write ups on new monsters based on the names James Jacobs gave various vermin and snakes including Giant Tarantula, Shrieking Spider, Quickdeath Mamba, Jungle Cobra, Treeleg Spider, Emperor Scorpion, Sawtail Scorpion, Ghostbelly Spider, Pit Scorpion, Hornback Centipede, Anaconda, and Ribbonweb Spider.
I hope this helps you over worked DMs. Enjoy!

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Long have I wanted to run this adventure updated in 3.x. I know that there is a conversion on ENworld, but I was wondering how you folks would update certain NPCs and encounters. Has anyone played in an updated version, and if so what would you do the same or diffrent?
Specifically Im trying to figure out what would be the best way to handle the following:

In addtion to being a hill giant what PrCs and/or class levels and how many would you add to the following if any:

Chief Nosra
Chiefs wife
Sub chief
Hill Giant Wolf Keeper
The Keeper

Also Im not sure how to handle the encounters in the lower dungeon level involving the rebel orcs and trogs. As written both groups seem much more interested in escaping than anything else and once the giants and bugbears have been defeated the orcs are more or less free to leave.

Im a little concerned about the the Great Hall encounter this seems ridiculously tough! The Dungeon level seems like it would be extremly easy after finishing the upper works.

Any advice or past experiances with this module would be great.I plan to run this as a one off old fashioned dungeon crawl. If it proves to work out well and the group enjoys it I may go on to do G2 and G3.

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Hi I still havent recieved Dragon #357, I dont know if its too early to say but I also havent recieved Dragon #358.

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As I looked through my collection, I also noticed Hordes of the Abyss mentions Maure Castle a few times.

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After almost finished reading Maure Castle Dungeon #112 Im curious as to whats the difference between the Citadel of Eight and the Circle of Eight?

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I just finished writing up a guide with all the encounter tables and stat blocks for all the random encounters on, around, and under the Isle of Dread.Its 59 pages including a cover page. I have no problems with sharing it once its entirely complete, but it needs to be edited and formated to look presentable. If someone would be willing to do this I would send them the file, and then share it with the community.

So is there anyone up to the challenge?

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Ive noted in Dungeon adventures its marked how much a creature will generally Power Attack for.How is this decided? As I write up stat blocks in the new format I see lots of creatures with the feat and would like to incorporate this into the write up, but I'd like to know a little more. I assume that there is a formula, though I havent discounted personal preference.

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When I first started reading Dungeon I got the impression that James Jacobs loved the World of Greyhawk as much as Erik Mona and so I assumed that when he ran a D&D game that was the default setting he used. As I read the Pathfinder blog I was surprised to learn that he used a homebrew setting for his games. I was curious to know more about this homebrew world, as well as why he chose this option as opposed to Greyhawk or whatever.

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In Dungeon issue #145 "City of Broken Idols" adventure the random encounter table for the central plateau, in the Ruins collum goes from 11-20 on the 6th line (skinwalkers) and the very next line goes from 31-35 (vrocks).What should the correct version look like? Im creating a complete encounter guide book to the Isle of Dread that includes all the tables and stat blocks from the various magazines and sourcebooks so I can redo the whole line if needs be.

As a side note I assume that the tables were made so that it included the most accesable stuff to DMs. What kind of monsters would you add/remove in your ideal version of the Isle of Dread. The source could be from were ever you wished ect.

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I was rereading the Isle of Dread backdrop and the “Torrents of Dread” adventure both from Dungeon #114 and there were a few things that I wanted to know a little more about.

In the backdrop article it mentions about how there was a war between the kopru and the ixitxachitls, and that the ixitxachitls winning said war. My question is how come we don’t see more of an ixitxachitls presence on the Isle in the AP?

One of the really cool things that I liked from the backdrop article was the mention that a bunch of kopru controlled a magical black pearl called the “Spawn of the Great One” that when used created deadly and mysterious fogs that breached the abyss and brought forth new monsters to the Isle. This operation as I remember was taking place on Taboo Island, I assume at the temple ruins yet no mention is made in “City of Broken Idols” adventure (Dungeon#145) of this at all. What happened to this artefact?

In the adventure “Torrents of Dread” at the conclusion it stats that the village of Mora needs a new Zombie Master and that the PCs could be hired to go to the Fangs of Zotzilaha where the original Zombie Master trains new protégés. Yet we see no mention of this in the AP, particularly since the PCs will need to travel to that area some time in the adventure “Tides of Dread” (Dungeon #143). Basically, a little info on what the Zombie Masters stats, (we know he’s a lich) classes, and reaction to a group of adventurers or olmans might be like. I assume that his home would be located near the southern volcano, instead of the northern one that contains the shrine of Zotzilaha.

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I was doing a search about James Jacobs and noticed that he wrote this book. It mentions Ahazu, I dont have my mags nearby but wasnt this dude refrenced in Savage Tides? Is this the same thing or what? By the way the reason I was doing the search was because in a diffrent thread it references James Jacobs as Dr., am I reading this wrong or is JJ really hold a doctorate in something?

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I was looking over my issues, and about to read up on farshore, and then I began to wonder isnt there supposed to be a poster map of the city or am I dreaming? I could have sworn that there was one of Farshore.

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Does this book have anything in it that would help out running stuff on the Isle itself.If so I may purchase this suplement. I plan on running my campaign in Greyhawk, and not Eberon. Im mainly looking for some interesting tidbits to make my players really feel like the Isle is almost another alien and savage world.

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Ive been considering the idea of placing a restriction on teleportation magic (specifically on teleport and Grt. teleport). Something similar to how faerzress works in the underdark of the FR. My reason to do this stems from the way that some of the adventures imply that the PC's should travel and explore from place to place either on foot or with the Sea Wyvern, but mainly from the fact that I really hate the idead of just grt. teleporting to Sasserine (Or where ever) so the PC's can buy and sell stuff. I was already planning on adjusting treasure but I know my player's are going to want to buy certain things and that this will eventually require them to do this. This is basiclly what happened in our SCAP and while I was just a player in that campaign it still drove me nuts! I guess long story short what do you folks think. Am I just being a sore sport or what.

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So I finally finished really reading the Lightless Depths. Maybe I missed something but whats the point of destroying the tear? If I understand correctly this floods the cavern and awkens the aboleths. I understand that the aboleths and kopru hate each other but why would the shadow pearl production stop. Whats Demogorgons relationship with the aboleths, that would preclude such a relationship?

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I was thinking about what the importance of the PC’s encountering the rhagodessa on board the Blue Nixie. This creature seems to be very deadly with it’s high grapple bonus and bite damage of 1d8+6, your looking at any where from 7-14 points of damage a shot. That’s more than enough to kill a 1st or even 2nd level PC in one attack. I was almost convinced that I would remove or make the rhagodessa easier…almost.

In the end I decided that the rhagodessa was put where it was to send a message to the players. That message is that the Isle of Dread is more than just a new place to adventure and explore. No no friends the Isle is a beautiful, but dreadful place where exotic and extremely deadly creatures not only live, but thrive. A place where even though danger is the norm for adventurers, this place shakes the most hardened adventurers who awake sweating from terrible nightmares at just the thought of exploring this material abyss.

Which brings me to my next point. I noticed that in many of the encounter tables provided in the adventures have exotic and deadly creatures listed as possible encounters while exploring on the isle. For example, on the underdark table there are listed chasm spider’s, ghostbelly spiders, and hornback centipedes. Are there alternate stats for these “Dread” creatures? There should be!

Id be interested to know if anyone has done anything to buff up these ordinary creatures or if there was some kind of dread template that could be applied to them.

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Im currently running the campaign "Shadows over Sterich" and have been slowly using some of the events that foreshadow the Malgoth's taint in the Shadows of the Abyss adventure from the Istivin trilogy. What I was wondering was if anyone had any ideas of more random encounters/ideas that I can sprinkle here and there that would help keep the mood and reinforce the concept of the cancerous taint that has stained the very fabric of the city.

The party hasnt gone out into the city at night yet,but I do plan on having encounters with undead Shadows.Maybe I'll start with the lesser shadows from Tome of Horrors and work may way up to the tougher ones.Other monster random encounters that would be drawn to the city because of the Malgoth would also be helpful.

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So this is what happened in the first session of the campaign

The party is composed of:

Kenya- female dwarven fighter 1
Caelam-male high elf scout 1
Christof-male human cleric (Kord) 1
Jharvys-male human spellthief 1

Session #1-The Forgotten Legacy
3rd of Planting 594 CY

The party came together, while on the road to Istivin, each with his and her own goals and desires for the future. None the less bonds were forged on route and the party arrives at the Javan Gates together. After three hours of waiting in line at the gates a tired watch captain greets them, and bombards them with a plethora of strange questions. The party can now understand the long line to enter the city.

Shortly after entering the city, a blind beggar named Ruga asks Jharvys to spare a copper or two. When Jharvys and Christof give the old man some spare coins. Then a strange thing happens, Ruga gets a piercing look in his eye and speaks a warning of something that is ever watching.

Christof asks about finding lodging for the night and is referred to the House of Tabard. As the party makes its way there, they discover a body laying prone half in and half out of a darkened alleyway. Kenya spots what appears to be the victim’s attacker and a fight breaks out. Soon the party finds itself embroiled in a battle with not one but three assailants. Discover that the attackers are mongrelfolk, the party slays them and the watch is summoned by a frightened passer-by. Attending to the fallen man they discover that they have arrived to late to save him, but clutched in his hand is a crumpled parchment, which seems to have an address written on it. The watch arrives and chastises the party on how they should not be taking the law into their own hands. And next time they should call the watch if anything like this happens again.

After arriving in the dingy House of Tabard they are well greeted and served a wonderful meal of venison, that contrast sharply with the Inn itself. While relaxing in the common room the door of the Inn flies open and a cloaked stranger enters. He offers the party a chance to learn of why the man they found in the alleyway was murdered, and telling them to go to the Gryphon’s Arms at dawn.

That night every member of the party is wracked with terrible nightmares of a lurking, but hidden and unknown entity hiding in the shadows of the city, waiting and watching. Something evil, and something that did not wish them well. They all awoke the next morning, but the dreams hit Caelam pretty hard, leaving him with a little less resolve than when he first entered the city.

Stay tuned for session #2 and the conclusion to the first adventure The Forgotten Legacy

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In the Bullywug Gambit the Jade Ravens that are captured have their gear listed in the treasure section of the encounter. Obviously good parties who are aligned with Lavinia will give the stuff back, but my question is this.Is this treasure actually for the PC's? Like hey thanks for saving our lives take this a a token of gratitude! Secondly are the stat blocks with the captured Jade Ravens and Lavinia altered based on the missing gear, because when I was looking at the stats It seemed as if they where strange.

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This may be a stupid and self explanatory question but what exactly does a publishers job entail? Specifcally what does this mean at Paizo? Its a question thats been bothering me for some time, I'd just figured Id ask the proffessionals.

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I was planning on retrofitting and running “Headless” from (Dungeon #89) in conjunction with “Heart of Hellfire Mountain” (Dungeon #140) in an ongoing campaign set in Sterich with Mephistopheles cult of hellfire playing an important role. My question is this: could Mephistopheles be used instead of Orcus as the influence and ultimate beneficiary of the souls harvested from the deadgate? Or would his lawful aspect as a devil prohibit this? I mean as DM I could do this if I wanted to, but dose it violate the way devils operate in the Nine Hells?

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Hi
Im a little concerned as I have not recieved Dungeon issue #141 yet. I just got Dungeon #142 on friday Dec 1st. Im not sure how long I should wait for it to come in the mail so any help would be great! Thanks in advance.

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Im going to be starting SoYS in a couple of weeks and I was looking for some advice on running the campaign.Many have said that this is a deadly campaign, however Im more concerned with some of the adventures. The first is very light on actual details and I was wondering what the best way to catapult the investigators into madness. Also in "Look to the Future" where exactly in New York would be the best place to put the Meeting place/Bunker? I have the secrets of new york book and was wondering if anything in it would help to expand that particular scenario. As far as rules go I have edition 5.6 and was wondering if getting the new 6th edition was actually worth it. It seems in my experiance of Chaosium products very little improvments or new stuff is ever added to new edtions of any source book they put out.

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I’m just curious, how will things like purchasing and selling stuff work once the characters leave Sasserine. Likewise how will this affect the characters affiliations and their scores? Once characters reach level 13 or so I’m pretty sure they can just Greater Teleport to Sasserine or wherever they want but before then that’s a lot of adventuring time. I can’t see the point in affiliations if they wont really have a use in the game, and I have one friend who likes to make a shopping/wish list of stuff to buy for his character level by level . This isn’t a rant or gripe, like I said just curious.

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I’m trying to work out the details on the Horned Society for my campaign and looking for sources that could expand on the very limited stuff I’ve found so far. So far I have read the LGG, the “brief reference on the horned society” by Erik Mona (good stuff), as well as the Adventure Begins and From the Ashes. Is there anything else that could help me work the details on what the current HS looks like? Does anybody know if the FC2: Tyrants of the Nine Hells with have any info about the Horned Society in it? Also what Archdevil(s) would the HS worship? I also have the book “Artefact of Evil” by Gary Gygax is it worth reading through this book to find out any info on the HS.

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Now that I have finally read Headless (which I thought was a pretty nifty adventure) I ponder on how I can best use it in my campaign. Currently I have it placed as adventure #9 (set at level 13 for my player's)in my home brew sterich advenutre path.Up to this point in my outline almost all of the advenutres deal with the machinations of house Eilservs and the Malgoth entity. The only exception is the #5 adventure which I was trying to build around the cannibal Pelman Drudd somehow.My problem is that I'm trying to make a campaign thats fairly woven together and not just a series of adventures that take place in Sterich. I also wanted to base an adventure aroun the Azure Prince that was mentioned in the Living Greyhawk Gazetteer. Greg Vaughan mentioned in a diffrent thread that he had considered the idea of somehow linking Headless with the Azure Prince somehow. Does anybody have any ideas about what the Azure Prince is or how I can link it with the Headless adventure from Dungeon #89? As an aside note what exactly would the climate be considered to be in the Sterich region in comparision to a real world analog? I always had this vision that it was a pretty cold place in the winter and realativly dry and hot in the summer.What about in the Crystalmist mountains and Jotens?

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Hi
Im a little concerned as I havent recieved my order (#663377) yet. It says that it was shipped on Aug 23,yet my Dragon issue 348 just got here and that was shipped on aug 29. I hope you can help me out on this as Ive tried to be really patient up till this point. Thanks alot for your help, you guys rock!

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I’ve been working on a campaign based in Sterich focused around the Istivin Trilogy for some time now. The structure is based on Dungeons adventure path style of 12 adventures that take PC’s from 1st to 20th level with some side-trek/mini adventures weaved in based on the PC’s goals and motivations. For a better Idea of what I’m planning you can check out this thread on these boards at: http://paizo.com/paizo/messageboards/dungeon/generalDiscussion/istivinTrilo gyTheHarrowingOtherQuestionsPossibleSpoilers

While I’ve been working on the campaign a few issues have come up that I would like to get a better perspective on.

1) Currently I have a rough outline of my twelve adventures, as I look over them I feel like I have a collection of relatively unconnected adventures that while it would form a campaign in its own right, my actual goal is to have something a little more connected and interlinked like how the Savage Tides adventure path outline in Dungeon issue 138 details. Any ideas on how I can go about accomplishing this task? For some reason I have it stuck in my mind that the “Azure Prince” detailed in the LGG has some major role to play in the campaign as well as the Malgoth entity from the Istivin Trilogy and perhaps even Lolth.

2) What exactly is the process used in creating an adventure path? I feel like I’m trying to shoehorn adventures into a campaign instead of there being an actual flow of adventures that leads to a cohesive story arc. Many of the seeds I’m using are culled from the Istivin Trilogy and a few other sources (mainly Dungeon, Dragon, and the LGG).

3) Since this campaign is set in the World of Greyhawk, and entirely within Sterich (with possible planar adventures) I’ve been struggling with ways of making the campaign have more of a Greyhawk feel to it. I’ve considered using the remnants of the Slave Lords, but unlike the FR or Eberron settings there doesn’t seem to be a lot of material (especially in Sterich) to work with. Any ideas on how to put the “Greyhawk” in this Greyhawk campaign?

Dark Archive

Currently I have been hard a work trying to create a campaign set in Sterich, with the Istivin trilogy from Dungeon issues #117-119. I have never played the original modules that the trilogy is based on but have read them a little. I have a few questions that I was hoping could be answered from the excellent people that post on these boards, maybe even from Mr. Greg the Man Vaughan himself.

1) In the conclusion of “Wrath of the Abyss” Dungeon #119 Mr. Vaughan states that Monte Cook’s the Harrowing from Dungeon #84 could be a great springboard to continue the drow plot in Sterich. What is the best way to incorporate this adventure as it seems after reading it that it would require a significant amount of changes to make it all make sense in the end.
2) Is there any published source that reveals who or what the “Azure Prince” is that controls the Mines at the Davish Headwaters, or has this adventure seed been left intentionally vague so that DM’s can do as they please. I have ideas to expand on this, however if something has been done on this already it could save me a lot of effort.
3) In Dungeon issue #117, In the Istivin: City of Shadows article Location #15: The Old Livery is this place an Inn as well as a stables or did adventurers just sleep in the stalls? Is that still the case today? Are there any suggestions of how I could incorporate the Livery and especially the finding of the Axe of the Keeper into an adventure?
4) I also wanted to use Location #19: the Circus in an adventure and am not exactly sure how to proceed with an adventure based on this, except that of the kidnapping of someone important and the PC’s looking into it, but that seems kinda clichéd, especially since there seems to be quite the long list of kidnappings and disappearances in the city already.

That’s all I can think of right now, I have quite a few notes and have read the message boards here on all that I could find. I look forward to your responses and will post with more as it comes to me.

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