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![]() MadamAria wrote: Not meaning to necro a thread here, but I am running this module right now and I have a big question regarding rules and an inconsistency in this module. So, my understanding is that a ring of invisibility is activated by a command word spoken as a standard action, and lasts for 3 minutes. All of that based on the wording of both the item description itself, and the "activating magic items" rules. With that in mind, how does Waxwood, a homunculus that is stated as being unable to speak, activate the ring of invisibility that they wear? I think I replaced this with an Imp IIRC. Much easier to get information to the group. ![]()
![]() Inspectre wrote:
So... Option 2 is Jean Grey to Phoenix to Dark Phoenix?Option 3 is Jean Grey to Black Queen (Madelyne Pryor) to Phoenix to Dark Phoenix? Kazavon being the Phoenix Force of course. Zellara could stand in for Xavier (maybe trapped in Cerebro).
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![]() Alseta wrote:
Converting the opponent stats is the deal breaker unfortunately, that's a ton of work that the older me doesn't have time for. I may look at the 5e kingmaker conversion book for next campaign though. ![]()
![]() Alseta wrote:
Thanks for this. Exactly what I was looking for. :) When I read through an AP, I usually make lots of changes as I know what works and what doesn't with my group. It's always interesting to see another GM's take and ideas on an AP I'd love to run one day. This AP (or possibly Serpent Skull) was next up after my super expanded Runelords AP. Alas, after a recent local convention, a new player joining, and some cool takeaways rules-wise from Baldur's Gate 3 we've moved on from PF in my home game. Now the only PF I get to play is one long weekend a year with my other group where we finish one chapter each meetup. We start book 3 of Carrion Crown next January. ![]()
![]() Alseta wrote:
Congrats! Any chance of a more in-depth review? Pros and Cons to each volume (if it's not too much trouble). ![]()
![]() Bjørn Røyrvik wrote:
Originally before I swapped out books 3 and 4, I was going more Spielberg with the Seven Spears. Basically, drop a massive spear into the earth, rinse, repeat, and after the seventh such spear, it would open up an underground shaft (probably in the center of the city) with an elevator-like mechanism that would take some time bringing the PCs that far below. ![]()
![]() Lord Fyre wrote:
I would disagree slightly. I love the theme as well. With some effort, this is now one of my top 5. Even if I leave the middle two books in, I'm pretty sure my table would love it with some minor modifications. Ditch any conquest points btw. ![]()
![]() Lord Fyre wrote: Apparently, the Dark Elves are not an option anymore. As GMs, we can make anything options. I still play 1e anyway because of the flavor of 2e as well as the setting itself. 2e seems to be altered by RL situations too much for me. I could do a major rework of 2e Golarion but I like where the setting is at in 1e. ![]()
![]() I outlined this AP to run someday its in my top 5 with my fixes.
My Fixes (not in a order) ...
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![]() Ed Reppert wrote: Tomb of Horrors was the first adventure I DMed, way back in the mists of time. One guy stuck his +7 sword into a certain open mouth. 'You now hold a very blunt +7 dagger'. :-) We originally TPK'ed in one of the false entrances. Then we lost half the party in the tomb. I think 3 characters survived IIRC. I think my old crew liked to create new characters just as much as they liked playing. Fun times. :)![]()
![]() I started with the legendary D&D "Pink Box" (Moldvay 1981 or so). Played some B and X series modules, then jumped to AD&D beginning with the Slaver series A1-4, S4 the Lost Caverns of Tsojcanth, then S1 Tomb of Horrors.
I consider 3rd edition to be a renaissance for the hobby, especially with the 3rd party boom. Quality products from Goodman, Necromancer and Green Ronin off the top of my head. From there I fell for the Dungeon Mag APs which later transitioned into Pathfinder.
Most of my longest running campaigns were AD&D into 2E. Like ToEE/GDQ in AD&D, Ravenloft, Planescape, and the 1991 Forgotten Realms grey box kept us busy for years. We tpk'ed halfway through the Shackled City in 3E, but it was a long running campaign regardless. ![]()
![]() Areelu wrote:
Three reasons to not do this. 1) As a first-time GM, running a large encounter with multiple mobs of different types (even classes) is a lot to handle until you are more experienced. You also said only 2 players have prior experience so adding one NPC each to the other players might result in forgetting key abilities of the NPCs during this battle royal which could mean life and death. 2) Although you know your players more than I do, some might actually like their current characters. Ramping up difficulty this high for level 3-4 PCs, regardless of the allied NPCs will be deadly depending on how you handle it. If the Barghest attacks a low level PC focusing on them, Nualia's channeling or a key failed save vs Shatter on your main martial type, the Yeth Hound's fear bomb... things could go south very quickly for them. 3) Sandpoint gets raided in book 4 anyway by some iconic enemies (Giants/Dragons) and NPCs could be handled by the players. By that time they'll have half an APs worth of experience and may be able to manage better. I'd say be patient, wait for this instead. Ultimately, you know what you like as a GM. You SHOULD have an idea what the players like, if not find out. :)
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![]() Jibril wrote:
We could probably help more if you tell us what your group consists of, how they are connected to Korvosa (are they all Gaedren's orphans?), etc. Beyond that, a couple of things off the top of my head.
Pick a few NPCs to focus on as recurring characters. Introduce them early if possible for some foreshadowing in later volumes, etc. Relationships with NPCs helps bring the city alive and helps them care more about the setting overall. Even villains work here. You can have someone like Vreeg (Book 1) spotted beforehand from a PCs inn window dragging off someone dead (maybe even a former friend from the Lamms) into an ally. Later when they encounter Vreeg, they'll see his Zombie henchman as the same dead body he dragged off.
All this is built over time but can make the sessions much more memorable over just being escaped orphans going from encounter to encounter. ![]()
![]() Book 1: Best Adventure- Souls for Smuggler's Shiv (Serpent Skull): First off, this fits in any campaign as a starting point (fantastic prelude to Skulls and Shackles btw, imagine getting rescued by the Wormwood). Great low-level monsters, some cool NPCs, and a starter dungeon all in one. Second Best Adventure- Edge of Anarchy (Curse of the Crimson Throne): The start of this has been controversial semi-recently in the forums but it's easy to change for those offended GMs. Fantastic urban adventuring with very memorable NPCs like Burnt Offerings below. Noteworthy Adventure- Burnt Offerings (Rise of the Runelords): This one needs no comment. Many consider this the gold standard; I agree somewhat but also disagree. From a sourcebook/adventure perspective, omg yes! That said, in both of my playthroughs of this volume, we barely met a third of the town beyond the Rusty Dragon and supply runs at Vinder's and Savah's. Everyone important knows where to find us LOL. One of my current players is an apprentice of Quink and even he comes to see us at the Inn most of the time. No fault of the adventure mind you as the party dictates the pace, but it seems overkill to me so far. Besides for the Shayliss entanglement, there's not much reason to visit other parts of the town. My players love Sandpoint but it's because of Ameiko, Hemlock (a pc is a fellow Shoanti and town guard), Quink (a player's mentor), and Shalelu (who is not even a resident). Book 2: Best Adventure- Seven Days to the Grave (Curse of the Crimson Throne): CoCT is by far the best of the urban campaigns (when comparing to Legacy of Thieves, Hells Rebels/Vengeance, Shattered Star, etc.) IMHO. This one has great NPCs and enemies reminiscent of Burnt Offerings among other great set pieces. Second Best Adventure- The Skinsaw Murders (Rise of the Runerlords): The haunted Foxglove Manor is worth the price of admission alone. Noteworthy Adventure- Curse of the Lady's Light (Shattered Star): The first low-level killer dungeon by Mike Shel IMHO, if you're like me and thinking along the lines of ToH and Mud Sorcerer. Book 3: Best Adventure- The Varnhold Vanishing (Kingmaker): I don't think we need an explanation here. Great mystery, awesome lore to discover, etc. They tried to repeat this in Ruins of Azlant but threw a junk ball there. Second Best Adventure- The Hook Mountain Massacre (Rise of the Runelords): A very complete adventure. Raid an Ogre homestead, liberate an occupied Fort, save the region from an intentional disaster, etc. Solid from beginning to end. Noteworthy Adventure- Assault on Longshadow (Ironfang Invasion): Think new and improved Book 1 of Ironfang but with options this time! Instead of a tickets for the "Fleeing Railroad", you can now prep for the invasion and win or lose the town all in your own "What If?" comic book. Book 4: Best Adventure- Ice Tomb of the Giant Queen (Giantslayer): Frost Giants! Undead Frost Giants! This one made me feel some vibes from "Ancient Blood" by Grant Boucher in Dungeon Magazine #20 (1989). Adding most of this into my ROTR home campaign. Second Best Adventure- Endless Night (Second Darkness): The closest we got to D1-2: Descent into the Depths of the Earth, and D3: Vault of the Drow. A great Darklands/Underdark romp. I miss Schneider's stuff. Noteworthy Adventure- Valley of the Brain Collectors (Iron Gods): Mike Shel is an old favorite of mine since Mud Sorcerer's Tomb (spiritual successor to Tomb of Horrors) back in Dungeon magazine. All of his work is gold IMHO. That said, in my campaigns all Mi-Gos are replaced with Illithids which fits this particular campaign well considering the old Spelljammer stuff. Book 5: Best Adventure- Into the Nightmare Rift (Shattered Star): Great mix of enemies, powerful dragon, and some Leng on top. Great high level adventuring and it works great in almost any campaign. I'm using most of this in place of Runelords #5 in my regular Runelords game. Second Best Adventure- Skeletons of Scarwall (Curse of the Crimson Throne): I agree that it's Paizo's best mega-dungeon volume of any AP while still remaining relatively self-contained (You could end other campaigns with just this book with a little modification). Also, I could do without the Orcs in the beginning. Books 2 (Shel) and 4 (Leati) of Shattered Star are awesomesauce too in their own right but they feel more like the chapters they are. Noteworthy Adventure- Rasputin Must Die (Reign of Winter): Normally, I'm against mixing my fantasy with our earth type of stuff but this AP grew on me after reading it. Plus, it's Brandon Hodge who has become a personal favorite of mine.
Book 6: Best Adventure- Sound of a Thousand Screams (Kingmaker): Awesome Planar adventure and a fitting endcap to the campaign.
*** I want to mention all of Tim Hitchcock's stuff is gold too. But I didn't want to go too far into honorable mentions. Kingmaker 1, Reign of Winter 3, and Iron Gods 5 off the top of my head atm. ![]()
![]() About to start book 2 in two weeks. I may have her accompany the group to Lepidstadt (since there's nothing left for her in Ravengro), but I'm running a Clover's Crossing scenario to start a player's Paladin on the road to becoming an Anti-Paladin, so I have to try and keep her alive without being too overt about it.
Based on a recent post in this forum: An idea is forming about making her a Spiritualist instead. If I do, she'll inform the party that she may go visit Uncle Horry (Horace Croon book 4) for a bit. I planned on replacing the Mi-Go with Mind Flayers and maybe an Aboleth (all part of my Dark Tapestry modifications), so I'd have her captured and under the mind torture have her become a partially insane Spiritualist who begins to summon Professor Lorrimor as her Phantom. It's a few years off as my CC campaign is an annual long weekend getaway every January with wow-buddies. ![]()
![]() It's an interesting choice for this AP, but it does drop sharply after the first book and picks up again somewhat at the end during book 6, to answer your first question. That said, having the Medium's haunt channeling ability is a boon to survival in book 1. I'm not too familiar with the occult book classes beyond skimming through when I got the PDF, but I think it's a cool concept overall with an archetype that can give you some of two Occult classes.
In a similar situation, I have a player in the CC game I'm running with a Witch. It's thematically super cool when thinking about the supernatural aspects of CC. The problem is that it's been nearly useless when fighting undead.
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![]() Name of PC: Thrummond Grumblewolf (a.k.a. Thrum)
Real Story: Player wasn't all in on playing a Druid to begin with and wanted to switch to a Cleric instead. ![]()
![]() If I ever get to run Kingmaker, I'll have the PCs help found a kingdom but most of the requisite positions of power like King or Sheriff will go to the various NPCs you come across in the AP. Some of the positions like Warden could be held by a pc but not a king or something that needs to stay and/or be available to the people. ![]()
![]() PF1.
What I don't like.
That said, I see alot of people griping about min-maxxers/optimizer. That's more of a group dynamic thing. Thankfully my groups are more about concepts. After 47 years of on and off gaming I've had one or two optimizers, some even troublesome enough to try imposing limits before the group ejected them. In my experience, these optimizing players seem to pop up more with younger players though some of my former players from the old days never outgrew it. I just tell them I don't play anymore when they ask about getting a game together. I bought a few PF2 PDFs when it started but there's a few things I don't care for. The setting also seems to be based on a Tar Baphon blew up the world beginning (at least to me in a nutshell). Anything could be edited to suit my taste but the setting feels irrevocably changed and I prefer Golarion of old. It reminds me of the RSEs of the Forgotten Realms when every Tom, Dick, and Harry wrote a novel changing canon that was reflected in future sourcebooks that turned older books into paperweights.
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![]() My main game is a small group of four (myself included) that recently reconnected. Two were veterans from my old days playing AD&D/2nd edition, the third is a longtime friend that joined us in the waning days of 2E D&D. We meet twice a month at one player's house.
campaign plans:
In a nutshell, Karzoug was the most powerful runelord, even stealing the runeforge and hiding it in Guiltspur to prevent other runelords from using it against him. While his agents are working to restore him, other former agents/factions are not. Volstus wants to unite the Giants under his own banner and does not want them enslaved (as some were thousands of years ago) to an awakened Runelord.
Other highlights include... 1) Cadrilkasta from Shattered Star 5 (Karzoug's former mount) fancies herself as master of Guiltspur and does not want Karzoug returning. She also knows Volstus has a horn that can control Dragons (not just reds IMC) and fears it. 2) Arkhryst lost his lair to the frost giants many years ago but now most of the Frost Giants (that are still loyal to Karzoug from their olden days) have migrated somewhere northeast (Xin-Shalast) so he'll meet the players in book 4 after they deal with the Stone Giants and task them with cleaning out the rest of the village (Tomb of the Ice Queen, Giantslayer 4) in exchange for revealing where the Runeforge is. 3) Drow. In my world, House Rasivrein has been nearly destroyed for secretly worshipping an unknown deity (bringing Lolth to Golarion) by other houses that were allied against them. Matron Vulissakra has two large forces looking for lost cities to claim as both a place to live and hopefully to find powerful artifacts to destroy Zirnakaynin one day. Xin-Shalast is one, the other is Ilmurea (Serpent Skull AP). I plan on using a large band of these Drow as allies to the PCs. While they do the heavy lifting in Xin-Shalast, the drow will fight the Frost Giants in the background in a heavy war like set piece in exchange for the city to be theirs when the PCs are done and a vow to never plague Varisia. The PCs will need their help. Book 1 started with a mashup of "We be Goblins" and part 1 of the "Brinewall Legacy" (Jade Regent 1) as a Prelude insteasd of directly from the festival. In short Zantus was overdue from Magnimar bringing back butterflies for the festival, and Ameiko's pal Aldern Foxglove was supposed to hitch a ride with Zantus on his way back, so there were technically two to rescue, etc. My 2nd group is Carrion Crown with 6 of us meeting for an extended weekend B&B meetup we do every January (we are old guildmates from World of Warcraft that have been together since launch). One of us is my player from the regular game, the others are all from different states, except one who drives in from Canada.
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![]() A week or so late to this, sorry I missed this discussion. As for getting Thassilonian lore to the players...
Aside from that, they know nothing about the runewell below sandpoint besides how to render it inert via a great Sense Motive roll during the encounter with Erylium. Like Bellona above, my group got distracted with Tsuto and the possibility of a larger invasion coming. Belor (back from an unsuccessful plea to Magnimar for more guards) hired them as a further push to investigate Thistletop.
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![]() Just an update, Vornn. My regular group (that meets twice a month) is moving through Runelords atm with 4 characters with a 15 point buy. No one took an archetype and none of them are min-maxxers.
To summarize, my advice is... don't run an AP as written (unless you are looking to speedrun through your AP and start a new one).
Plans on top of plans, but it makes it more memorable IMHO. ![]()
![]() I started this AP again earlier this month for a regular running home game (meeting about twice a month). For the beginning I blended in the first part of Jade Regent's Brinewall Legacy as a prelude. I also wanted to give Zerren a larger role and add some foreshadowing before Skinsaw and vaguely connect and foreshadow Nualia. In a nutshell, Ameiko hires the PCs find some overdue friends coming from Magnimar. Father Zantus headed down to Magnimar to pick up the crate of Butterflies from the Desnan temple there, and Ameiko's childhood friend Aldern Foxglove was to meet up with Father Zantus and journey back together. Zantus had a cart, and Ameiko lent him her horse from the old adventuring days.
Some backstory to this was the inclusion of Zerren and Vorka using her entire encounter area from We Be Goblins! Zerren is a hireling of Nualia. He's been recruiting/sometimes forcing the various goblin tribes to "donate" goblins to Nualia's cause. Licktoad Chief Gutwad initially refused, so Zerren had struck a deal instead with Vorka. His job was to raise some undead to kill Gutwad and she would give him some goblins for Nualia once she became chief.
The group managed to help parlay with Vorka, helping her become Chief as Gutwad was headed promptly put into the stewpot for a celebratory meal for the tribe. Before the PCs left them to their chaos, Gutwad played an ace in the hole. He yelled to them that he knew that Zerren was planning something big for longshanks town (Sandpoint). The party convinced Vorka to take Gutwad as a servant instead of a meal and Gutwad revealed that the a raid was happening at that very moment by goblins assembled by Zerren for a longshanks known as just "whitehair". The player's had an Oh-shiite moment and ran for Sandpoint.
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![]() IIRC, Shattered Star is an earlier 1e AP but I think Zen Archer has been around for awhile as well, not too familiar with the Warden archetype off the top of my head but I think that came later in one of the Ultimate books.
Personally, I stick with 15 point buys. My semi-regular game has 4 players and needs very light rebalancing. My annual long weekend gamer getaway has 6 players and needs a lot of rebalancing. ![]()
![]() Some Spoilers (players beware) This AP has moved to my top 5 from being near the bottom for years, but needs some heavy lifting on the part of the GM, IMHO.
I wasn't a fan of this AP when it was released for more "mechanical" (for lack of a better term) reasons, despite the 1st book being so good. I originally planned for Shiv to be run as a "zero level" prelude to Skull and Shackles instead using an updated version of Goodman Games zero level rules in 3.5. My issues with the AP were...
Overall, jungle exploration, hidden cities, cannibal savages, dangerous environments, etc. ticks a lot of boxes for high adventure. The colonialism virtually vanishes after the second book anyway. It all becomes about the exploration of hidden cities and preventing a major catastrophic event. ![]()
![]() Just out of curiosity, what did you rate books 5 and 6 prior to your modifications? IMHO, in some of the APs book 5s always tend to be a bit weak (although Shattered Star, Ironfang Invasion, and Kingmaker come to mind as being great). Opinions vary of course, but I'm curious to get your take as I've always liked most of your modifications in other APs. ![]()
![]() Spoilers here..... You can use Book 5 of the Shattered Star AP " Into the Nightmare Rift".
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![]() Dramatis Personae
What I did...
2) Planned to run the Fiddler's Lament plug-in from Legendary Games (Necromancer staff) but decided against it at the last minute because it seemed too "busy".
3) Skipped the Burning Town Hall encounter, this would have either been too complicated tactically and taken too long, or way too quickly as beheaded are just too weak in general. 4) Omitted Father Charlatan completely (as well as his two lines in the skipping song) and ran with 4 main haunts/undead instead of 5. I put an Allip in his room instead as a party favor.
5) Replaced any ectoplasmic encounters with Lesser Shadows from the Tome of Horrors/Fiddler's Lament plug-in. 6) Major: adjusted most of the encounters (if not all) to better challenge a six-character party. 7) Adjusted the Lopper in a cinematic sense. Gave him the creepy, high-speed tic-like gait instead of his floating/flying move. What surprised me...
What I would change...
2) Reduce the amount of lesser restoration available so early. Between the wand and potions found, I would probably halve the number of charges in the wand. It's a tad overkill. 3) More Haunt Siphons (see #1 above). Haunts are mostly only susceptible to Positive energy.
4) Lock the west balcony entrance with a higher DC. My group rolled high enough to get in and that was their first foray into Harrowstone. Luckily, I removed the extra stirges from the mess hall during their encounter with the Piper of Illmarsh. 5) Have the Giant Stirge patrol the outside of the prison instead of tied to his location. My group had 6 characters, I added the fiendish template and buffed his HP. The group bypassed him completely. 6) The Splatter Man was a PITA encounter because all of the above and then some. On top of that I had to play him stupid because of his OP corruption touch (I'd have 3 dead melee folks if I played him right.
7) The Poltergeist encounter was creepy but weak AF. As they failed fear saves they ran straight for the exit. the slamming door haunt turned this into an "open door" nothing following them to the next time they opened the door to it being right there, oh s!!~e moment (I was also playing up the dark/unlit prison thing) Overall great weekend for all, and they loved the campaign. So I guess I did my job. :)
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![]() Thanks, I just wanted to break up all the above ground exploration within the first two chapters with a quick darklands excursion. To balance out the added length, I removed some of the filler hex encounters and transplanted the loot elsewhere. Zohir being fey was icing.
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![]() My version of RRR was greatly expanded as well, a few major changes.
The first change is that the Dancing Lady's tower lair is now Fort Ritsin from Fangs of War (Book 2 of Ironfang), and she has a much larger force.
The second large change was to be the dwarves that fled below into the darklands (Down the Blighted Path module) running into trouble with the earth fey Zohir that has taken over Firebrand's Redoubt which cuts off the dwarves from reaching their home city and getting reinforcements. In this case, it would be Hargulka's trolls just clearing the outpost for another fey commander's occupation (Zohir from the module). Basically the Dancing Lady is waiting on Zohir to further reinforce fey presence in the region. Furthermore, Rigg Gargadilly is the brother of Vashana the Swift (in Blighted Path module).
Once the PC's freed Firebrand's Redoubt, the dwarves can help the fledgling kingdom as allies with the route cleared to their city below. As a side note, I was using almost all of Ironfang #5 as well. I added a large, blighted forest to the map and I was using Arlantia as Nyrissa's younger sister helping the efforts but eventually turning on her by stealing Briar for herself to kill Nyrissa and rule in her stead. Also Rhoswen from the Fellnight Queen module (mixed with Varnhold as well), is a double agent pledged to Nyrissa but working for Arlantia, etc.
Hope my tweaks give you some ideas. ![]()
![]() I did but not necessarily as a motivation for Karzoug.
We haven't gotten that far in the campaign yet, but my plans will make Arkrhyst the White Dragon in Runelords book 5 a major "neutral" player imc. I'm placing the Frost Giant town of Skirgaard at the base of Rimeskull (they share Rimeskull with Arkrhyst) and it's largely abandoned. Berkvildr has awakened Skirkatla to find and destroy a witch PC and her companions (long player specific backstory connected to this).
I made Runeforge less a research library and more of an actual forge. The fire giants in the Mindspin mountains (iirc from Giantslayer 5) are the only ones who remember the ways to make Runeforged weaponry. While their ancestors were slaved to Karzoug along with other giants, the fire giants want to see how things pan out first against some of the human settlements before they commit forces. In the mean time, they have agreed to supply Karzougs forces at Xin-Shalast with arms out of fear of Volstus (BBEG of Giantslayer 6), and they were the ones that "forcibly donated" the younger dragons to the Stone Giants raid on Sandpoint to appease Volstus at the request of Mokmurian (IMC he's second in command to Volstus who truly leads the giant army). If the fire giant king sees things are going poorly for him against the PCs hew will try and negotiate with them (mostly because he also wants his red dragon companion/mount back from Volstus). He will give them a command phrase to use if they can sever Volstus' control over it. Then I'll have the red turn on Volstus and help against the army of frost giants.
My plans are always changing though as we get closer. Originally I was substituting Book 5 of shattered star and placing the runeforge in Guiltspur. Cadrilkasta the Blue used to be Karzoug's personal mount and knows his return is imminent. The blue does not want to return to servitude (as well as relinquish control of Guiltspur which he sees as his now), and is actively preparing to defy him upon his awakening by seeking alliances and aid from Leng. I'm leaning to Giantslayer 5 over Shattered Star 5 still but who knows. ![]()
![]() I clipped some of this from an old post of mine in another thread.... Book 4) Overall, I'd shorten this book by only using 3 of the Vaults (C, G, H iirc, but keeping the vampire Gbala from E8 as a recurring villain). I'd also be changing the frequency of madness checks to once every few hours unless the PCs were doing things without a care for exposure. To me this book reads like a last minute expansion (DLC) to book 3.
I have all the Uredefhan to Drow conversions in a text file, the Monster Codex was a huge help here. If you need it, I can post it here or email it. Other changes I made...
Hope any of this helps. ![]()
![]() Yoshua wrote:
OR... Keftiu could have courteously started a new thread instead of threadcrapping here.and Congrats to Jim. Always good to see folks from the TSR days. ![]()
![]() Some cool ideas you have there.
The father Black Arrow angle is great....
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![]() 1) Concerning your Elf...
What we came up with for an origin together:
Razula was born in Crying Leaf, an elven village in the southwestern tip of the Mierani Forest. Her father fell to Drow while patrolling the haunted ruins of Celwynvian when she was two. Her mother was an accomplished Alchemist and infrequently travelled to the city of Riddleport to sell minor potions. On one such trip when she was eight years old, a stranger broke into their room at the local inn. The man, known only as Ghrathis, was trying to convince her mother to use her talents to make poisons made from rare elven ingredients. When she refused, he killed her and took Razula with him over the Kodar Mountains and into the Hoarwood Forest back in the northern land of Irrisen. Razula and another stolen child, a young May (Changeling), would be a gift to his cruel and incestuous sister, the White Witch Anelisha. Anelisha was forming a Coven.
Despite years of abuse, some at the hands of her wicked "stepsister", she learned witchcraft and became adept in the usage of dark magic. Fearing this path would consume her as it did her stepsister, she rebelled and refused to follow Anelisha’s instruction any further. As punishment, she was to be sacrificed for her refusal but she had managed to escape using the very craft she was forced to learn. Razula fled south into the Kodar Mountains where she nearly succumbed to the elements. She was eventually found by a dwarven Druid and brought to the town of Sandpoint for safety. Niska Mvashti, a retired practitioner of magic in her own right, adopted her despite being able to sense the taint of the Winter Witches on her. For years, Niska mentored Razula in Sandpoint, teaching her how to deal with the Patron of Winter as well as practice her craft safely. Razula remains hesitant to reveal her skills to any commonfolk because of the negative perception she believes Withcraft receives. She strives to use her magic for Good and hopes for acceptance someday. I used the Irissen sourcebook for the lore and I planned to send out some creatures to track her down from time to time and culminating with the other abductee coming to kill her for abandoning her when she ran (sometime around book 4 to 5 as I was going to use some of Giantslayer Book 4 Ice Tomb of the Giant Queen, specifically Berkvildr the Night Hag). Maybe your elf is fleeing from her family which is why she's in Sandpoint to begin with. A Red Mantis coming for her would be kind of fun. 2) concerning your half-orc...
Your Cleric/Armiger is harder to integrate for me, but I'm sure I could out something with enough time. For now, he might just be wanting to start his own order somewhere in Varisia. The hinterlands of Varisia might be remote enough to not attract unwanted attention, etc. Not an idea I would probably end up using though. Hope some of this helps the creative juices flow for you. ![]()
![]() So in the spirit of this thread and keeping with the OP... Maybe we should petition Paizo to NOT shut down the forums, but instead petition for a new moderation team and a new Director of Community without any past experiences with former employees/subordinates.
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![]() On the state of problems Rysky and others might have and how to discuss them would have been a better title then. Technically, your thread title is misrepresenting of your intentions, like click-bait with a metric crap ton of fine print apparently. So... Apologies to you as I was mislead by the title. I will vacate the thread and run along. |