Nar'shinddah Sugimar

Thorne Tanaka's page

16 posts. No reviews. No lists. No wishlists.


RSS


Thank you kind Sir :)


I have been attempting to find the right songs, for the scenes of this awesome adventure, but you ... you ... you Sir have really outdone yourself. Take a bow :)


wraithstrike wrote:
It was a blast to play, but sadly this party was TPK'd much later on (I think it was in the module after The Champion's Games). Running an evil group was fun, but be prepared for a much more complicated campaign (depending how evil thier actions are) and altering some story/NPC elements. My players would probably be more of a neutral or lawful evil. Basically greedy and self-serving, but not killing without reason so they can avoid attention. I need a reason for them to...

Hey Wraithstrike

I am currently running the AOW campaign with a bunch of LE characters - self-serving, greedy, as you said. The campaign started when they were all marooned near Diamond Lake, and the first few adventures I had the same problem you have currently - I had pay them to do anything.

But with the AOW starting to bloom, somewhere along the lines they realized with all their self serving antics it won't matter if the world doesn't exist. Each of them is now dead set on stopping the AOW from occurring. Still a little self serving but non-the-less I don't have to pay them anymore. Actually I didn't really need to do that every since they got to the free city and agents of the Ebon Triad attempted to frame and kill them. You may have to appeal to their greed at first, or whatever gets them going - you are the DM so hopefully you know the players, then show them that they won't be able to enjoy themselves if the world ends. Hopefully they'll get the hint.

Hope that helps ...


Thank you all for the suggestions and comments. I really like the wand of death ward idea.

The player playing the Rgr/Rog has graciously volunteered to play another character. So he will be creating a Sorcerer, it's not the same as a wizard but it's something.

Again thank you.


Jimmy wrote:
I’ve Got Reach wrote:
I planned for a month (four 6-8 hour sessions) per magazine. Thats pretty much how it worked out for us. I can see how it could easily take longer, however.

When all is said & done, I'm thinking 200 hours of prep went into AoW. Started early summer of 2005 and will finish this coming Saturday hopefully. The party is approaching the base of the spire, ready for some of that sweet, sweet Kyuss action!

To add to the session, my wife is baking up a storm, we bought a bunch of toy weaponry to swing around, all 7 players can make it out, and I've picked up mini-trophies to give out at the end of the AP (ex. "Most Improved Roleplayer" & "Most Dirt Naps" awards, etc.). Throw in a liberal amount of adult beverages & a deepfrier though, and this session is just as likely to end in a fire... :-/

Really, really looking forward to this...it's been a good time and as you've all mentioned, my players are excited about Savage Tide too. It'll be fun to participate as a player this time around.

Can you tell I'm excited? Can you? CAN YOU?!?!?

J-

I trully bow to your greatness *bow* Giving out awards, now why didn't I think of that. Have fun :)


For personal reasons one of the players has just droped from AoW campaign ... thus the party is left with:

Human Paladin of Tyranny6/Zealot1 (QP)
Werewolf Bard7
Half-Fiend Druid7
Half-Drow Rgr6/Rog2
Warforged Psion6/Scout2 (nomad)

Note: I'm using slightly modified rules where the werewolf and half-fiend gain abilities as they progress through levels (1-10)(from one of the old dragon magazines), so they don't get all the abilities off the bat and it keeps them mostly balanced. I've been doing this for years (for a half-dragon, etc) and it works fine.

Also I'm using a modified bard (something out of 2nd ed.) and the bard is not limited by the number of spells he knows, he just has to find them, buy them, etc. and learn them by making a spellcraft check, but is still limited no the number of spells he can cast per day as per PHB.

Here is my question. With the party losing their Wizard (necromancer), is it possible for them to continue the campaign, they are currently traveling to the free city and are going to begin HoHR. I think they'll be ok for HoHR and TCB, but after that? Is this a TPK waiting to happen?

Any suggestions please? Thanks to all in advance.


LOL ... priceless, absolutely priceless *lol*


Crust wrote:
I tell ya, that "To the Games" article in #132 has some great stuff to use in Champion's Belt. I'm especially excited to run the archery contest with the PC elf scout. I'd like to hold a number of events like that before the actual games. Perhaps a day of pre-games, if you will.

I completely forgot about this. And I wanted to do a day of pre-game contests. This is going to make it so much easier. Thanks so much :-)

And since the party is only entering HoHR, I have plenty of time to work on this. Thanks again :-P


I'm going to re-read that again and make some notes not to forget. I'm running HOHR next. Thanks.

The last adventure was a absolute cake walk for the party, they basically snuk into the lizards lair and killed everyone before anyone knew they were there. They had one of the most amazing night of dice rolling I've ever seen. It sucked for me, but hey you can't win them all. And since they still talk about it, I consider it a win.

Thus, it only seems fair that this one shouldn't be a cake walk, so I don't want to miss anything :-P


Robert Trifts wrote:

As for way cool ideas on how to get there, I suggest WorldWorks Games Maiden of the High Seas:

http://worldworksgames.com/store/products/maiden/maidenb2.jpg

Now - come on. Is that freaking cool or what? Almost makes you want to play STAP.

Wow ... that's pretty awesome


Ouch!


At the end of the 2nd adventure we currently stand at:

Dwarf Cleric (god of luck) (going for Luckstealer)
Dwarf Wizard (Ill)
Elf Monk (going for Drunken Master)
Orc Ftr/Brb
Human Rogue
Half-Elf Ftr (archer)

Please note: I know Luckstealer is for halflings only, but the DM ruled that he was allowed to take it based on his character history.


Wayland Smith wrote:

My group was dumbfounded when they had heard about how long the spawn was locked up in the basement)...

"Your friend turned into a zombie AND YOU LOCKED HIM INTO THE BASEMENT???"

"We thought he'd get better, mi'lord!"

"FOR TWO YEARS!!!"

My Party managed to destroy the egg, but were just as dumbfounded about the friend turned zombie. The party Paladin (noble) did a very good job of keeping his temper in check.

"We didn't know what to do. We thought he would eventually get better."
"For Two Years!!!"
"Sire, we're not clerics you know."
"Clerics no. Brain dead, Yes. Get out of my sight!"
"Yes my lord"


Chris Wissel - WerePlatypus those were really good ideas. I already started on something similar, but got stuck, this will certainly get the brain juices flowing again. Good job.


Ooo the Four Horseman of Kyuss. Sweet. This was great. Thanks for sharing, I will enjoy these additions in terms of pummeling the party :-D


Group: an all evil party (they wanted to and I aim to please)
Name: Cal Rae’tel (Half-Drow Ranger/Rouge)
Adventure: Three Faces of Evil
Location: Battle Temple of Hexor
Catalyst: lucky roll, group dissention

Two members of the party ran after the fanatic running to warn his comrades, getting there just to see the side door barricaded. Regrouping (and allowing the bad guys to prepare) the party slowly trekked towards the main room. When a few members entered the party wizard (necromancer), the now commanded skeleton companion (Jack :), and bard decided to wait outside the door to make sure that they would not be attacked from the back. At this point Theldrick decided to close the door locking the paladin, psion (nomad), Cal, and druid inside the room while the wizard and bard attempted to get through the side barred door. With the skeletons, the few remaining fanatics, Garras & Kendra, and Theldrick pummeling the party from above and ground level, Cal charged a fanatic and dropped him. Another fanatic hiding behind the statue, retaliated and scored a critical hit dropping poor Cal to (-7 hp), with the entire party cut off from Cal, the Wizard and Bard (who rolled a 20 on bashing through the door) managed to get inside the room to Thaldricks surprise just to see Cal bleed to death. Somehow the party survived and the Paladin used his deep pockets (noble) to bring back Cal.

Poor Cal probably could have survived if not for a lucky roll and the Druid refusing to heal him before entering the room. Which he has done on other occasions, almost killing other party members. (He now sleeps in fear of being skinned alive by the party).