Githyanki

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I am working on converting Chadranthar's Bane from the old Dungeon mag.

My problem is with the first encounter with the goblins. I have decided to use kobolds instead of goblins because they have already encountered goblins and I use the Paizo goblins so I do not think they will mix well.

The basis of the encounter is the party has just been shrunk and have been split up, some possibly on chairs others on benches with quite some distance between them. Now the kobolds have 4 groups of 10 kobolds each that lower themselves down to areas to get the players. There is also a reserve of 10 and the leader and his bodyguards along with the witchdoctor.

Now if these was one mass group attacking, even if in waves then it would be easy to balance against the entire party. But with this setup it becomes difficult because the party will be split up, each member alone and not much chance of help right away.

My idea is to make each group seperately but not sure what XP to use for the group. Each player is level 5, and I want the fight to be tough but not a slaughter. I am thinking 7 minions and 3 other types. I guess my question boils down to, what level should I balance the kobold group to be a challenge for a single level 5 PC.

I am still getting my feet under me with 4th Ed, and normally if I make an encounter too tough fudging is easy, but with this setup I have very little chance to tweak things on the fly.


A bit of background first.

I am working on some ideas for a campaign to be run at a monthly Meetup. Each player would have a character that they can play at each Meetup they attend. Over time, some will level faster then others depending on how many times they can attend. Now at the Meetup we would not want to limit people by saying 'Sorry this adventure is for level X and you are only X-2, better luck next time.'

I would try and group similar level characters together but this may not always be possible. So my basic plan is this.

The adventure is set for a basic level (ie 4) then characters 1 level higher or lower can join without a problem (3-5). If someone only has a level 1 or level 2 they can play with the following modificiations. The character is boosted to level 3 (lowest level for the adventure). They gain the level bonuses (+1/2 level) to all skills, stats, rolls, etc that they apply to, along with the hit points for thier level. They do not gain any powers, feats, skills, etc that a level gain would warrent.

To my thinking this allows a player with a lower level character to participate more without feeling like a wrong move will kill them right away and it means they can actually contribute to the adventure mechanically. It allows a smooth power boost when required that can be removed for the next game. It does not take away from what the other players have achieved by gaining levels for thier characters. There may be a maximum how much you can boost someone, but I doubt we would have large ranges for levels.

Is there something I am missing that may make this unworkable? And yes, I got the basic concept from Warhammer Online.


I am planning to start work on a conversion of Chadranther's Bane (Dungeon #18) to Fourth Edition. I am planning to do it up properly and not just a bunch of scribbled notes on loose paper. I would like to be able to share this with others if they want it. What is Paizo's policy on conversions of older adventures?

Of course I will not be including the adventure itself, just new stats (or pointers to the new monsters), traps, etc. And maybe suggestions on how to modify the map if needed (more room for the encounter, or making multiple rooms into one encounter).

Thanks


For my 4th edition campaign I am using a homebrew ‘Points of Light’ setting. However, I could not pass up the use of the Paizo goblin fluff, so in they went. Now during one of the first fights my players encountered a Warchanter which I based on a modified Goblin Hexer. One of his powers was a song that he sung to inspire the goblins by basically telling them what to do to the players, in very gruesome terms. I have also been portraying the goblins as very clever and cunning but not that bright, almost hyperactive ADD. This causes a problem because I want the goblins to be able to have cunning plans and such to challenge the players however I think I came up with a solution. The goblins have songs they use to focus themselves on the task at hand. The songs are basically the same song with just different words describing what they have to do.

The following song is the first one I did up for them. The premise behind it is that the goblins need a little girl kidnapped from the village so they have to get from the forest were they live, past the woodcutter who breeds dogs, to the village, get the girl (though they do not know where she is so any and all children will do), and get back out. I introduced the song to the players when they over heard a not so bright goblin singing it to himself so he would remember what he had to do next.

Goblin Training Song

We Be Goblins, We Be Sneaky
To the edge of trees We go
Sneak past the Longshank and his evil dogs
Sneak to where the Longshanks live

We Be Goblins, We Be Crafty
Into the Longshanks huts we go
Through window, through door, through holes
Sneaky still, quiet as death

We Be Goblins, We Be Killers
Kill the dogs before they wake
Slit the throats and bash the skulls
Longshanks do not get up

We Be Goblins, We Be Thieves
Bop the little Longshanks on the heads
Do not crush the skull
Put them in a sack

We Be Goblins, We Be Done
Little Longshanks in a sack
Carry them back to the Boss
Boss rewards Goblins

We Be Goblins, We Be Fed!


I need a map to use for a dungeon below an old Abbey. I dont really have the time to make one myself. Any interesting ones out there that could be of use?

The Abbey above ground is in ruins (see Whitby Abbey which was my inspiration) and all that really remains is the dungeons below. Clerics of Ioun were starting to return and worship at the abbey and explore it when Cultists of some demon or evil god (still have to decide that bit) arrived, killed the clerics and started exploring themselves. They are looking for something in the dungeons below.

Thanks for the help.


My Downloads are starting to really fill up espically with the purchase of all the DCC that I just ordered. Would it be possible to get some way to organize the PDFs? Put each product line under its own tab? I can understand if the user cannot make thier own but if it was done automatically it would make life so much simplier.

Some basic ideas could be:

Pathfinder Companions
Pathfinder Adventure Path 1
Pathfinder Adventure Path 2
And then perhaps by Company.

Thanks


Anyone have a good map for the area around Whispering Cairn? I am getting ready to run A Gathering of Winds and want a map to have the battle on. I have done some searching but nothing that looks promising. I play on Fantasy Grounds so need an electronic copy.

Perhaps its time to get CC3 and do it myself.


What sort of action should it be to use the feat to shorten the grip or to go back to reach?

I am thinking of a swift action or a move action depending on what the player wants to do.

Swift so it can only be done on the players turn, and only once, and a move action if they want to spend the extra time.

So a player could start with having reach, then at the beginning of thier turn use a swift action to shorten thier grip, attack with a standard action, and then use the move action to lengthen thier grip again.

Any thoughts?


Running AoW on FG, and I need a map for Monday. I want to run at least one random encounter while the party is headed to Blackwall Keep. I am trying to find one now but not having much luck. So I need a tactical map, with a road in some hills.

Thanks


One of my players has taken to posting a in-character Campaign diary on the public section of our website. I thought I would post a link if any were interested. He is still working on the formatting and such. It is written from his point of view and there may be mistakes, ommisions, etc.

The party make is:

Fzul - Paladin of Heironeous - author of the diary.
Tesmira - Fighter wielding a Longspear
Balinor - Dwarven Lock and Trapsmith - not known for his bravery
Stoney - Cleric/Wizard of Wee Jas
Therick Gray - Cleric of Heironeous
Maraver - Draconic Sorcerer

http://www.guildportal.com/Guild.aspx?GuildID=61885&ForumID=284627& TabID=537859&TopicID=1964100


There has been talk of avoiding sharing the wrong information when it comes to using Fantasy Grounds, which I support. I do not want to get the FG guys in trouble, espically since thier software is so nice.

So what is Paizo's stance of those of us using FG to run AoW of sharing information amongst ourselves, or even posting it if it was allowed.

All I enter into FG for the games are the stat blocks for the monsters not in the SRD, and the boxed text. So if someone had my files, they would not be able to run the adventures. I do not include any of the maps, pictures or anything else I gather from the web.

Just asking for some clarification. Thanks


Does anyone know where I could find a scan of this map? I have seen ones done for Diamond Lake map. The reason I need this is because I am running AOW using Fantasy Grounds over the internet.

Thanks


Bit of background...

Party of 6 now
Human Fighter uses Longspear as weapon of choice
Dwarven Fighter/Rogue Trapfinder going to Dungeon Delver
Human Sorcerer Strong Dragon bloodline, getting Dragon feats from CArc
Human Cleric of Heironous Borderline paladin type
Human Paladin of Heironous
Human Wizard/Cleric of Wee Jas

Okay they are currently dealing with the cults below Diamond Lake, cleared out the Hextorites without too much trouble, moved on to the Grimlocks next. To get into the mine, they bribed their way down with one of the guards. The dwarf has worked as a miner and a mine guard and knew one of the guards. Well the poor sorcerer found out what a bad critical from an arrow can do. To get him out of the mine and rezed, the dwarf bluffed his way past the cult guards that now guard the entrance of the mine. So he gets back down to the rest of the party with the sorcerer. Now with the battle with the chief two more characters (fighter and paladin) die. I think the party is just going to leave, get their people back and head back in.

For this campaign, each character gets one relatively cheap raise dead just to let things progess along for the first few deadly levels.

Now they are going to the garrison for help. What would the garrison do. They have information that there is an evil cult below the town. I am thinking they will send troops out to secure the area and not let anyone in or out. The party once rested will be sent in to clear out the area. They have experience and are 'expendable'. Smenk of course has a problem because of the supplies down there with his markings. So he will quickly report a robbery from one of his warehouses to cover his butt. However what can Dourstone do? No way to say "I had no idea". Is he out of luck and will be arrested? The other mine managers would support this I believe, one less for them to deal with. Or would he have enough power to deflect this (They threatened me and my family, miners, etc.?)

Also how will the mayor and the sheriff react to this display of power from the garrison in the town itself? Try to stand up to them or let them do thier thing hoping they don't get questioned why they didn't know about the cult.

Just looking for some ideas how this could go down.

Thanks