Wight

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Or more like: this ?


Alright, I took a break from cleaning the kitchen to post here and see what this is all about. Seems like I've stumbled into a conversation between Krallek and two luddites. Do I need to help, or just sit back and laugh 8)


Some call me Tim wrote:


I would suggest running some one-off modules first to get your feet until you feel comfortable. The advantage of running some one-off modules is if you screw up it will only be a short game. ;-) Start with some low-level stuff first.

I agree. I would start with Crypt of the Everflame or, better yet Hollow's Last Hope, both are low-level and straightforward and have a follow-up module or two that can stick with the story line. For the money, Master of the Fallen Fortress is a good starting point too, especially as it is free.

All of the above are Pathfinder Rules, so no monkeying around with a 3.5 conversion. They would also fit the players who know the rules well and minimal prep by the Game Master.

From these mods, you could get onto whichever AP suits your tastes as they could be easily be blended into any campaign.


Closing in on the end of this module and I would say that the easiest way to make the adjustment to three PCs without tinkering with any of the encounters would be to give the group time to rest in between tracking down the Keepers. Some extra healing potions from Heggry or a priest/healer from a local church that they can access may be an option too.

This way they could shore up somewhere, rest, heal, refresh before tracking down the next keeper. It would give you the chance to build some Lovecraftian atmosphere too,

Spoiler:
with the Spawn showing up after the party takes care of the Keeper screaming in frustration, building the tension with the locals and keeping the party's stats fresh. Barring them taking the option to track Crove down first and/or abysmal rolls during any given encounter, areas A through C should be manageable for three 5th level PCs.


Ahhh, thank you all for confirming that this sorcerer and his companion are not residing in the Astral Plane, but in the innards of a pair of Vrocks.

R. Doyle wrote:
I just want to understand this - he cast a rope trick, within a rope trick? And that second rope trick led into a bag of holding?

Yes... like I said, desperate measures and desperate for a ruling ;)


Our last session, the sorcerer and two other members of the party were resting in a rope trick. Demons found rope trick and made their way in. Sorcerer, in panic, cast a second rope trick into a bag of holding, taking one of the three that were originally there with him. Late in session, late at night, off the cuff ruling (at the badgering of the sorcerer) put the two of them in the Astral Plane.

Looking for thoughts and further explanations for a more formal ruling before I have to come up with an adventure for the two PCs floating around in the Astral Plane.


Apologies for the delay and the thanks for the advice, especially pointing out the templates to help scale the module. We have had a few things come up to interrupt the flow of the gaming sessions, so everything gaming has fallen to the wayside for a bit.

After all the work and advice, I think that I will play it more by ear while keeping all things considered. There are a ton of other things I can focus on reworking to accommodate this group's style of play. The PCs are becoming paranoid red-herring chasers. There has been a strange "breaking in" period as they wobble between taking everything as a clue to be investigated ad nauseum, or an absolute time waster

Spoiler:
the chaos elements are sucking up a lot of game time.

Before I launch into a full on rant that may require a separate post in the advice columns, let me say thanks and your advice has been very welcome to a GM who has not been behind the screen in years. I'll be looking for you name on other discussion boards, Wyrm. Feel free to continue this discussion with anything more you can think of.


They are having a good time, though frustrated. I was sort of plunged in the middle of a campaign that proved inconsistent and I am trying to rebuild it with a story line.

Since I first posted:
they have flown over the wall to gain entrance into the city, used the bridges to move from tower to tower, killed Yarak, encountered Banderak and fought the Nabasu (one PC died). They have got the flying above the mist thing down, but I've really tried to keep the layout beyond the tallest buildings a secret. I've done some 'cheating' by being purposely vague in my descriptions of the city's layouts and they've been far less savvy with this than I've thought. They have also fallen for every red herring that I've put in front of them; a good half hour talking about what to do with the floating column of water chaos element.

My troubles now lie in the area of giving them equal power for the mod. As you mentioned, Dean, their lack of proper use good or cold iron weapons is hurting (the one character who has them isn't using them.

Thanks for your response. Any further assistance would be greatly appreciated.

Furthermore:
I'm quite concerned that they think that defeating the Shoggoth in combat is the answer to healing the city and that their next encounter with Banderak will have him shadow walking in retreat again. I'm not a "killer" either, but with this kind of thinking we can expect more deaths.


While unintelligent undead respond to simple, basic commands, these

The PRD wrote:
commands are not telepathic. The undead creature must be able to hear you.

Would this be translated to mean that an intelligent undead creature would have to understand the language the caster is commanding it in for said commands to make sense and, therefore, have an effect on the undead creature?

Furthermore, the sorcerer that cast this spell doesn't speak the same language as the undead he has recently 'commanded' and relies on another party member to communicate with them. Would the creatures' attitude of friendly only apply to the sorcerer? Or the entire party?

Happy holidays!


I am gamemastering module J3 - Crucible of Chaos.

Spoiler for players:
I was wondering if anyone out there had any ideas on how to handle the getting lost in the city idea. The party has just arrived in the city and finished their first major battle. I know that the module suggests turning a map 90 or 180 degrees after a rest or battle and then giving further directions, but I was looking for a way that would make it more interesting and not so trite that an astute party member would recognize immediately that they were being given false directions and seek immediately to solve it, turning this chaotic environment into a minor inconvenience.

This has the added difficulty of GMing 6 experienced PCs so they are excitedly moving around, but never beyond sight of one another, or putting themselves in a situation that would allow them to be separated or picked off easily.

Thanks in advance.