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We've put this campaign on hold - indefinitely. Actually, on hold until I decide if I can get into it and improve it enough so that *I* am also enthusiastic about DMing it.

I will check back here periodically and see what you all have had time to put up. Sharlata was nice enough to share his work on this AP with me (Thanks!). So when I look over resources and complete my notes of the AP, I will see where we sit with this campaign.

Thanks again (not fully leaving but probably going quiet. you are welcome to PM me if I haven't been here in a while. not abandoning, just reading and making notes...).

- V

The Unhappy Reasons:
The first book, even with my adjustments and additions, has so far fallen flat on the whole group. My group says it all feels cliche and "been there" to them (except for my additions...). :-( I can see where they would feel that. I am saddened to say, this first book isn't (or hasn't been to us) anything special. I was hoping for an AP that I *wouldn't* (and say that twice for emphasis) have to modify but slightly - this one is not that AP. I was hoping for a Grand Entrance (TM) with the first module of the AP, an awesome, colourful and exciting sojourn into the Old Soul of Westcrown, but we don't feel that.

Perhaps it's not all the AP's issues: perhaps my group is too experienced or too sharp and this just isn't for an experienced set of people. Maybe it's written with more of a new group in mind. Maybe it's my DMing as I am so unimpressed by this intro module because it is rather blah and riddled with emptiness, that it shows at the table (and that further detracts from the players' already ho-hum enjoyment). For whatever reasons, I need to think on this before we go any further.

(This is not meant as a dig on the AP. The above is a real expression of what we have experienced.)


Treppa,

I can present and *ask* my players if relationships can be adjusted but most have back-stories that they may not want to tie to others. They are great role-players and have so far loved how their stories are slowly unfolding and playing out at the table. It's been fun. I've added some extra twists (not screwing them but plot additions) and Wows! for them to experience in upcoming sessions that fully tie-in to their backgrounds. I may be able to add new/unknown relationships within this context, depending upon exactly what the new connections are.

Character Info - My players stay out, please.:
We have:
Cleric/Priestess of Lamashtu, who has been able to infiltrate the first layer of the Church of Asmodeus (via only personally usable magic item {forwent Traits in exchange} and forgery - story mode mostly) send to cause/ferment anarchy within the city.

A tiefling magus who is just figuring out that tieflings are not really dung and deserve equal rights (he will find out soon that he is actually an outcast member of a minor Wiscrani noble house). Wants to raise the rights of tieflings.

A very overweight, gluttonous, greedy but tasteful, with a flair for the extravagant and better things in life druid (w/chihuahua companion - yes, carried in a bag... hahaha), who wants to gain (minor) noble status and then party (read: eat and drink) for the rest of his life. He is highly skilled in assessing valuables.

A drug addicted "human" (aasimar) "fighter" (paladin) who is a great asset to the party but makes them a bit uneasy. Used the tiefling alt ability chart and modified it for "good". He rolled 100 so got two rolls: Change/hide alignment radiated and healed by both positive/negative energy. He was once an evil cleric of Asmodeus but was turned on by his fellow clergy (or the Church as he sees it) and murdered to hide their deeds. He was reincarnated by some good priests/the gods into this new body. Doesn't actually use the drug; he dyes his eyes each day and affects a manner to make it look like he uses the drug (to hide his nonhuman eyes) - he has bluff and Profession: Actor to assist. He is bent on exposing the corruption of (HAH!) and bringing down the Church of Asmodeus. Party is getting close to figuring out something is more than not right with him... haha

A mercenary ranger. (Player is on/off with making it to sessions, so an NPC mostly.)

Magus, druid and "fighter" grew up in Westcrown. Priestess and merc live here on/off for the last six years.

All have a buy-in to making Westcrown a better place (again), for one personal reason of another.


Note: The party has been in Westcrown for some time now, and have accomplished the as-listed scenarios up to their current position - investigating a bastardized lead. I have also given them numerous, minor side-treks to look into - we've had many session, so don't let their current position mislead.


Treppa,

My group is following up on a lead about a potential lair of the group called the Bastards (and entering said lair, good or bad). We had a couple of minor side-treks to help gain XP and to better fill in the story line (went to the island to find out about a "Night Pass" and went in hunt of shadow beasts). I've been holding them back a bit and we just ended a month and a half hiatus from this campaign. Starting up again Sunday.

Thanks.

(maybe a new feather in his headdress... ?) :-)


My reply above is meant as an either/or and as "Thanks for asking - and maybe even offering. If you were able to put something together, any of the pieces above - even in just a bullet or outline format - would be appreciated. Any of it." type of response. I had to post quick and go, so I hope it read well enough on your side. I was not asking for the world but attempting to get you as much info for possibilities as I could.

Again, I appreciate your offering of help and for starting this project. I've asked several local DMs who have completed this AP for assistance or even just their own notes, digital or photocopied [I offered to pay and do the copying...)], but none have followed through.

To paraphrase Leia, "Help me, Treppa-wan (and sozin) Kenobi; you're my only hope" hahaha

Thanks

V


Hi,

Thank you both, Treppa and Sozin, for putting this together (and all who contribute).

Treppa,to answer your question, yes. I would like a foreshadowing and NPC appearance ("seen" not clothing) timeline. I have read the first three books of the AP but I already see several personalities I should have had the PCs see or hear of by now. I have been pushing names and Wiscrani noun-age but noteworthy or upcoming NPCs have not been highlighted enough. Perhaps, also add quick suggestions on how to get hidden background info into the players' hands (from whom, when, etc.).

Second, a "How to fix continuity" and/or how to make things realistic (like the NPC "waiting" for the PCs in that special section of the Mayor's house - without any real idea the PCs are going to show up there, in that special place...) type of document would be great too. Maybe part of this would be to remark upon a couple of NPCs, who if the PCs play well, are not even ever heard of or seen - they die ignobly in the background - and how to bring them forward into the viewable story so having them included in the AP is not a waste of space. :-|

Even if both/either of these docs are just in an outline format, but state what needs to be changed (whether or now exactly how or even if just an arrow: go from this X >> to this Y) would be extremely helpful. (I have two puzzle solvers in my group and continuity issues are their bane.)

I hope my reply answers your question well enough. If not, let me know and I will explain or speak to the topic again.

Thanks.

V


Hi,

I'd like to chime in here. I have just started to run the CoT AP and have been stymied by several issues or concerns (though I have continued to push forward, several of my players found a few of my replies kind of hollow...). This "Missing Manual (MisM)" you all are putting together is a welcome sight and greatly appreciated.

I have been searching for advice on running this AP from those that have completed it so I could (hopefully) utilize their additional works and learn from their experiences - and hopefully be able to give my players a much better gaming setting than I see in the modules as presented. The items the MisM will contain are, to me, essential to running the AP well and with continuity. My searches to date have not been as fruitful as hoped for. (It is very aggravating that once the AP is completed (written/published) there is no official errata put out to fix or adjust the much in need issues. No one is perfect but please step up and help your patrons get the best experience possible... THIS should be part of the product.)

So, the short of it: *I* will use the compilation you all are creating. It is wanted. It is needed. It will be utilized. All of your efforts are appreciated.

From myself and my players, Thank You.

Voo

P.S. - Don't forget to add Sean McD's new Westcrown map - it's fantastic. He did an exceptional piece.


The party nay-ed down the NPC's suggestion of "Children of Westcrown" and got a majority vote from all those present in the safe-house with "Watchmen of Westcrown".


SCM,

Great map. This map puts the AP one to shame (no insult intended Big P - personal opinion - perhaps there's a better one later in the AP modules...).

The added place markers are very helpful and the ability to increase the resolution for printing is a welcome bonus. Now it can be read.

Thank you for sharing it.

- Voo

P.S. - I hope Paizo hires you for map work. Freehand in Photoshop and this quality... Beats out the other maps.

P.S.S. - Did you take liberty and move the Pegasi Bridges and add a gate? Any other additions/changes?


Ekeebe wrote:
Is it just me, or can you guys smell toast?

The smell of toast has often been attributed as scented by those who are having or about to have a stroke (ya know, dakine, the bad in-da-brain kine).


Judas Priest (old & new), Dollyrots, Sinatra, Metallica, J. Frank Wilson, Type O Negative, Bruddah Walta (Hawaiian), Guano Apes, Sade, Whitesnake, Kelis, Beatles, Lenny Kravitz, Pink, Queen, Staind, Everly Brothers, Mr. Big (one song),Temple of the Dog, Train (Soul Sister - only song, no others by them entice me), Sortilege, Manigance, Depeche Mode, Sting. There were one or two jazz-ish and a couple of classical ones in the mix but I don't recall each author - Rachmaninov perhaps...

Those are the ones that melodically have kissed my lobes most recently.


noblejohn wrote:

What an awesome thread. More stories please!

Do you guys prefer non-standard encounters or do you prefer a hack fest?

Your question is a bit of a thread-jack but seeing how no one has been in here for a while...

I like both and I personally feel both are required to build and sustain events in the fantasy world that will feed and nourish all the areas of our role-playing psyches that prompt us to continually return to the gaming table. A Balanced Gaming Diet (TM) requires several servings of each (and several other elements) to keep the players and the campaign healthy.

HackFests (TM) are fun and if built well, allow the characters to utilize their different abilities - especially new ones or those abilities not often called to play or utilized. Let's face it, we often fall into the (or are "forced" by the situation/encounter) "What's my best attack form?" rut instead of the "What would be a cool or novel use for one of my usual abilities - or better yet, one of my seldom used ones?" The second idea often brings a much greater "Ahh!" factor to the table - usually even if unsuccessful.

Take my story above about glub-glub. We were so very unsure of our mage's rather novel approach to ridding us of Big Red Mama and her gargantuan appetite (and claws and teeth and fire and anger and...) but we all thought it was so cool we all agreed and went with it instead of defaulting to our normal approach in such a situation - either running like hell or buffing at the last moment, surrounding the opening and hitting glub-glub exactly as she began her rock-tunnel-corset-ed exit from the trap.

Our solution gained high-fives and grins around - just as I believe would have occurred had we battled and defeated the blisteringly irked gargantuan red in mortal combat. The difference was significant for the players (especially in cranial moral), and in the case of this particular encounter, much more enjoyed.


Here area some quick ideas off the top of my head (at 1:30AM):


  • golems - in snake-ish forms. maybe even fleshcrafted with "snake" parts or extra snake-oriented appendages
  • tiny undead/cloth swathed snakemen babies (think Mummy 2) as a swarm (or could be dead fey...)
  • nagas - bone, guardian (good aligned, that one - i think), etc.
  • two headed constrictors (grapple two foes at once AND still attack as normal - as snakes do naturally - looks cool)
  • "hydra" snakes
  • "hydra" snakemen - even better! even cooler if the hydra-snakes are the spellcasting (undead?) hydra-snakemen's familiars or pets. :-)
  • spiders & scorpions, both large/huge and swarms
  • skeletal "snakemen" guards
  • skeletal spiders, scorpions, snakes, etc. - large kind, though
  • and as always, "regular" snakes - venomous, of course, and many, many, many of them
  • temporal stasis-ed snakemen - as a trap/guardians

General thoughts:


  • remember to allow for food sources if you have anything living in there (underground rivers or even whole ecosystems, or at least vermin-size holes for such to get in/out of the temple)
  • use the traps intelligently: were the traps there to hold people off (while people used/lived in the temple) or there to keep them out (after the temple was deserted)?

I hope this helps. If I remember, and I think of more, I come back and add some.


Joey Virtue wrote:

So I have an Inquisitor who loves to use wands ...<snip>...

Any ideas on the cost of such a magic item

Yes, 1,800gp - just like an Efficient Quiver. Just make it only usable for wands (and similar items, if you like - rods & staves - similar to the compartments in the quiver).

There is no reason to penalize someone who desires to use wands, even a great many wands. There is no game mechanic for "drawing" wands and their ilk; it's basically a non-action, it's free. Similar to "finding" the correct spell component out of all the hundreds of ones a mage will be expected to be carrying...

You can also use the idea of a masterwork wand belt or wand wrist sheaves. One of the 3.5 Forgotten Realms books had MW potion belts (and maybe scroll organizers, too) that made it a free action to draw the held item. The MW version held a couple more the the non-MW version. You could use that as a starting point to research if you prefer an alternative to a magic version.

I hope this helps.

Voo


Is this all that's left: fallen heroes and cast-off memories...

Where are the rest of the stories, peeps?


Oops... Both the green and glub-glub... gargantuan (got to remember that size conversion from draconic to common)... not huge but GARGANTUAN.

(That's why certain adventurers [players??? Ack!] might have gained the "slightly damp" or "really wet" lower clothing temporary trait when she got a breath off at us before the wall of force trap kicked in. Not me mind you, but maybe certain others...)


VooDoo wrote:
"... and (metagame) out-of-character think, "We are getting partial XP for this encounter and our use of the trap, but glub-glub is nasty mean, so how do we get full XP for this?"

That part was table comedy; I should have commented that.

Glub-glub whooped us the first time we encountered her, even made a couple peeps run from dragon-fear, so many possessed an electrifying itch to squeeze every last iota of enjoyment out of taking her down - both in- and out-of-character. It appears players of high-level characters are far from fond of being made to run and scatter like unheroic, pea-brained barnyard fowl...


Party of four 16th level characters, one a wizard (smart he, as you will see). Faerun "Spark of Mystra"-like campaign. Well, not "like" but "is".

We are (lightly) running from a huge, red, female dragon. It.. she... IT is rather enthusiastically searching for us in this cave complex we are very excitedly trying to escape from - some misunderstanding about "Tiamat says you shall not pass!" and the death (two round slaughter) of four of her large, dual black/green children, even equipped with riders mind you <insert "YE-AAH!" and a fist-pumping like action>. Not our fault; they started it... <wink> Sticking it to da man!

Encounter, among other creatures/things, a trap set in between an expanse of natural "corridor". How? Well, we ingeniously decide to teleport past the huge (and I mean huge, like one-PC-snack-before-next-size-category type of huge - not even PC dinner but just a snack!) green dragon living in the cave/small stadium just before said corridor (scrying is your friend). We can tell by his rather impressive girth that he will never fit down that corridor.

We learn - to our chagrin - once the passageway is entered, dual walls of force are created, one at each end, and nullifying magic magics become active (we think a shaped antimagic field) as we feel/see/observe our magic items become nonfunctional. We also discover just how incredibly hard the rock here is - even vs adamantine. Oh, crappy. (A rather rude, distasteful, and down right malicious trap that really spotlights the creator's crude and obvious low moral upbringing, if you ask me, the dragonfire adept... [a class solely based on SU abilities and use magic device])

Well, time passes and we finally "get out" - via a "hall pass" from our puke green, binge eating, green dragon jailor. Deals are made, plans set, not quite evil deeds done (ouch), and then, after all that, he forces us to have to kick his ugly as... well, I'm sure you get it. With the help of a called Marut, some psionic fire, and two slow breath weapons from me, our nasty two-weapon fighting rogue/were-panther puts him down. His fault; he started it... No, really, he did. Mostly...

We search, get the goods/horde, and discover how the trap is set/reset. That is good stuff to know. While we are enjoying our new cave, we hear some disturbing ruckus from passages walked prior. Oh, shi... We forgot about Big Red. (Green might have been bigger, maybe, but Big Red Mama is meaner, stronger, faster and much, much more angry. Oh, and did I mention we two-rounded her four, brutally ugly, large children, each equipped with a spellcasting rider? heh heh...)

Seeing that we are kind of tired from putting down the last one-dragon army (read: low on resources, even hit points), we decide the better part of valor is to beat a hasty sprint out of here - but not too hasty. We teleport past the trap - about 30 feet - put up resist energy (fire), mass and wait - well, taunt, taunt, wait, taunt, taunt and wait. Strange, not even that long of a wait. Big Red Mama, or as we like to lovingly call her "glub-glub", shows up screaming pissed, fire-gouting and wet-your-pants-from-the-sight charging us.

Because of her size and speed, she gets off one scary @ss fiery breath at us (but we survive it; thanks resist energy) before she continues her rabid charge... right into a wall of force that was just triggered. Ouch! That's gunna leave a scar.

Glub-glub balefully glares at us and (muffled) screams as she tries to claw her way through the invisible barrier. Some of us make a few rude gestures - just to spur her on; we like her tenacity - while two of us cogitate on this new development (in- and out-of- character). We in-character think, "This is dangerous to leave behind us." and (metagame) out-of-character think, "We are getting partial XP for this encounter and our use of the trap, but glub-glub is nasty mean, so how do we get full XP for this?"

Mr. Wizard nails it.

We see her begin to s l o w l y try to scratch her way through the hard rock of her prison and know we have some time. Wiz boy ingeniously crafts a use of limited wish that makes everyone at the table gasp out loud, both at the inventiveness of it and at its subtle (though stark) effectiveness. Mr. Wizard devises to utilize (two?) limited wish to create a natural fissure in the rock prison's ceiling and divert a natural underground flow of water to said fissure. DM thinks on it and agrees not too much is being asked vs. the spell's level and ability, so allows it. (I told you he was smart, huh?)

SPLASH! We now have a large gash in the ceiling spewing forth tens to hundreds of gallons a second into the sealed corridor. Glub-glub is not happy (we hypothesize she was a cat in another life). She renews her assault on the rock but because she is literally wedged into the passageway (almost more than squeezing) she can't quite bring her full abilities to bear, so even her massive strength and razor sharp claws make slow headway against her prison walls - now watery prison. (I think she took damage just trying to squeeze her bulk through the corridor.)

It takes many minutes to fill, and maybe twice that long for her to succumb to drowning, but glub-glub finally does. We (with hidden excitement) watch her last choking (glub...) death throes through her aquarium walls before we turn, smile at each other and continue our search for an exit.

(Full XP gained. Bonus XP awarded to Mr. Wizard.)


CoDzilla,

You mentioned you and your group made some clarifications and fixed a few TOB maneuvers. Would you mind sharing them with me? I've been working on getting a good understanding of the TOB and could appreciate others' take on it.

If you have a write-up or can type up your group's mods, would you send them to (there are no spaces): temp it is at the G mail . com ?

Thank you.

V


One of my groups went over this too (several rules lawyers included). We found that because of the way initiative works, it is reasonable to give "anyone" one round from the initiative point they take lethal damage (=> -Con score) before they are declared legally dead.

Ex: On initiative count 10, Brock the Brash Barbarian (lv 3, CON 16 and perfect 12's each level, HP 48) rushes forward screaming and frothing at the mouth to "slay" the large black dragon sitting on the peat in a bog (120' away, 2rnds to reach). Why does he charge a large dragon, at lvl 3? Because he's brash.

Mr. Blacky (init 9) is not happy with more froth in his bog, but he does enjoy slag, so he opens his maw and spews out a torrent of acid (12d6=66 - nice roll) directly upon Brock, effectively coating him (failed save). The acid wash begins to dissolve Mr. Brash and thus begins the barbarian's trek into "slag-dom" (36+9+3=48+16=64-66=-2, effectively -18 CON[3 past "dead"].

So, from the initiative count that Mr. Blacky breathed on (init 9) until the end of that count next round (9 again), the party can try to save Mr. Brash by getting him at least 3 points of healing (-63 overall). At the initiative count 1 after that (init 8), if the barbarian is not brought up to at least -63 points of damage, he is proclaimed dead.

Because of they way the game works with Initiative and rounds, to not allow 1 round from the point of sustaining lethal "action" to a body, you work against the system as designed (whether intentional design or not).

- V

P.S. - If you don't do it this way, you have the BBEG (or PCs) who do A LOT of damage, holding their initiative until the end of the round so that the Wretched Wrecking Wad Whack of Woe (TM) they deliver, allows for no chance of saving that enemy/PC. (I've seen PCs try to use this tactic in another game. What's good for the PCs, is good for the NPCs...)

edited: for clarity


Nyarlathotep wrote:

Funny,

I was looking for a project to do with my fancy new Matrix jewellery CAD design program. Now I'll have to spend my weekend experimenting :)

Share with us what you come up with.


mearrin69 wrote:

blah blah blah <snip!> ...(with the previous poster, I think, right?) <snip!>

M

You might resemble a DM I know. Vi says "Hi." :-)

OMG! You all are such gaming geeks! I can't believe you...

(I'll take one RotRL ring and a Wayfinder PEZ dispenser...ssshhh...) ;-)

hahaha

- V


Marketing- and ascetics-wise , Number 4.

It has a good, clean(er) image, eye-catching, text to inform me of what it's about, and text to inform me of what's in the box. Text is in a good format that does not detract from the image nor get lost in the background.

The blue is better than the red, green-ish or clear; the red disappears while the blue stands out - which in this situation you want. The outline on the contestants brings them more to the forefront where it is easier to see them (which is most likely what brings us over to look at the box to begin with).

A little more color in the background would be nice, though be careful no to washout or camouflage the text.

At the moment, no opinion on price.

I hope this is helpful.

- V


Sean K Reynolds wrote:
Weird, random question: who here would be interested in a ring bearing the Runelords' symbol? Think that would be cool? Fun for cosplay?

I know a lot of people (gamers) who would buy said and similar product(s).

BUT you would have to make them accessible - i.e., very reasonably priced. ([bad] Ex. There are some RotRL dice - not made by Paizo - that are priced at average $15 US. $15 for seven plastic dice?!!! I don't think so.)

[rant]
If people would stop playing the "what the market can bear" bs games and put items out at a reasonable cost (w/reasonable profit) they would sale more.
[/rant]

I was just at a "game day" at a large game store. I asked 30+ peeps at the game store if they would buy those dice for $15, all said "no". But when I asked if they would for $9, 90% said yes. (I still don't think they are worth $9 but that's my value of them.)

(I understand this is the price put upon them by the retailer, but you are all a creator, distributor and a retailer in one, so the concept holds. - No intent at implication implied nor intended. Just concepts and ideas.) :-D

- V


joela,

Love and enjoyed the open play test (silent member). One of the very great ideas to come from Paizo.

I have to agree with Evil L here. Some more enforced structure would be beneficial and appreciated.


  • A general format for posting input.
  • A separate place to post results/observations/opinions.
  • A separate place to discuss those results/observations/opinions.
  • A separate place to comment on those results/observations/opinions or ask for clarification.

Things get lost in the "crowd" of replies that it gets hard to either follow the item (op or op responses) or to keep it on track to the op. Discussions are needed but let the data be also kept separate for easier examination, classification, quantification and locating. I'm sure you get my point.

Also, perhaps some method to contact peeps to ask for more information or a clarification other than just adding a post and hoping they see it.

Thanks.

- V


What's with the "Mini-me" behind the pomp looking fighter (Marshal?)?

That's one big-ass starknife! Wow... :-)

- V


Caedwyr,

Thanks for the effort and work on these cards. It is all appreciated.

I have sent the links to the members of two of my gaming groups for their enjoyment and utilization of the spell cards.

The above thanks is from both them and me.

- V


dmchucky69 wrote:
<snip> ...I can't switch over my Savage Tide VTT group because there are too many Savage Species-type characters in it (A Ghaele, Drow and Svirfneblin) to mess with it. <snip>

dmchucky69,

Several board members have done some conversions that you might find useful (as others might, too).

Both of these peeps mentioned below have some race conversions done and put up for the sharing - there may be others but I have just come across these two recently. The conversions may be an end point or a "halfway there" for you, but I hope they help.

Check out their files and see if they will help you change over some of your other campaigns (if desired).

Elghinn Lightbringer's conversion files (just grab the whole directory)

Dabbler's Monster Classes 2.2

(from this forum)

If you like the conversions, maybe pop on over to a forum with them in it and give them a cookie and a "thank you".

Enjoy!

- V


shalandar,

Would you mind stepping back in here to post a few times where you and I can *try* to meet and talk on this. I WANT to convert (and/or update, too) the Duskblade. I want to play a PF Duskblade.

We don't have to do it via the boards, though. We can work on it via an alternate method - Skype, messaging services like Yahoo, etc. (all are free).

Give me a few dates & times when we could use the boards (or alternate) and talk about working on this again.

I would greatly appreciate it.

Thanks.

- V

(I'd PM you but this board does not have that feature...)


(Apologizes for the minor thread-jack...)

@ kyrt-ryder:

kyrt-ryder, did you ever find the time to work on the Duskblade conversion to Pathfinder like you mentioned in another thread? Have you done any other non-core class conversions to Pathfinder (warlock, etc.)? If so, may I have a look at them?

Thanks.

- V


Capt' Marsh,

Try this website: http://games.groups.yahoo.com/group/Fields_of_Blood/

They have ideas and information on several rule sets and resources to use to help successfully run a war "encounter" or campaign within D&D - and similar.

You can make a login/join the group and post questions. They are a helpful bunch.

Good luck.

- V


Thanks.Barbarossa. That was nice of you.

A couple more helpful suggestion:

1) Next/underneath each adventure title, tell us what level the adventure is for so we don't have to open it up to find that info.

2) If it requires more than the 5 PF character party, let us know.

That's it for now. I have not downloaded them yet - my current party is past the levels stated - but later on, I probably will.

Keep them coming.

- V


A Man In Black wrote:
Stebehil wrote:
I thought so upon reading the first statement. The only solution is to buy the old books and convert them for you home game (which shouls be no big problem). I would be very careful about posting those conversions anywhere public, though.

Then:

A Man In Black wrote:
I think I'm going to make a thread on how to do this the right way.

AMiB, Have you done this? If so, would you point me to it?

I'd like to know the issues with "fans" creating/updating some non-OGL monsters to PF accountability, and then, if possible, sharing them with like friends/gamers.

I do not know the intricacies of the OGL nor all of IP, but I'm willing to listen.

Thanks.

- V


Patrick Murphy wrote:
<snip> ... One big stumbling block I noticed last time was alignments. ... <snip>

Don't worry about alignments beyond "Good and Evil" - and perhaps Neutral. Leave it at that for now - for the PCs. YOU, the DM, play the alignment of the NPCs, good ones and bad ones. Let the players slowly and at their own pace, begin to pick up on the subtleties of the various alignment spokes as they see them role-played/presented to them by the NPCs/DM (may not be the only interpretation though...).

Later, if some of the players want to incorporate an actual game alignment into their character, encourage it and help them out with suggestions.

You start the picture by supplying the "broad stroke" of alignment but let them paint the "detailed strokes" of specific alignments on their own as their "artistic" understanding of that section of the game gallery grows.

(I would even suggest, for now, pressing the issue so only Good and Neutral alignments are chosen for the first few adventures.)

- V


Key Points: Good descriptions, descriptions over mechanics, visuals/pictures to back up (sometimes instead of) descriptions, memorable enemies (visually, battle cry, combat curse - PG-13), memorable "Heroic!" combat methods (riding shield down stairs, swinging from chandelier, etc.), as the DM Ham It UP!, FUN.


  • People, especially most younger people, are heavily visual; always keep that in mind. Write up several, short but mind's eye-stimulating (and easily understood) descriptions of events that are happening/planned to happen. Make up several especially good ones for enemies, scenes and monsters that you want to stand out.

  • With all of these, use Pathfinder artwork and other fantasy artwork to back up your verbal descriptions and narratives with visual references. Keep these images up on an overhead or computer screen/monitor so the players and keep referring to them - this will help them stay in tune with the encounter and keep excited about the game. !!Visual works!!

  • Consider the possibility of rotating images as the encounter progresses and new enemies and situations evolve.

  • Also helpful is to jot down several descriptive "combat throes" blurbs to use to describe the flow of combat - i.e., "The brutish, one-tusked, foul smelling, puke-skinned orc grunts with the effort as he tries to remove your fair head from your shoulders as he swings his rusting and chipped battle axe at your neck..." ...the DM's dice roll...

  • Set the stage early for their role-playing education; always try to describe your actions instead of just "I attack." and dice roll... Act/ham it up! Use different voices, even if stolen from obvious sources - Scottish-sounding dwarf, Yoda speech pattern, etc. Build it, and they will come - and follow and mimic. :-)

  • Perhaps allow the first two encounters/combat's PC deaths to not "count" that way any deaths can be negated as they learn the rules and flow of the game (raise dead with no penalties, special, one-time, free of charge). Let them know this only applies for these two "learning sessions".

  • And what these other great people have suggested, especially session recaps, Q&A and pats on the back for ALL players in the game.

Have FUN. Let us know how it goes.


stuart haffenden wrote:
All sent! ...and... 3 X Done [still no warts in my name!]

Stuart,

Thank you. We've kept you busy, haven't we? :-)

Great work, and again, thanks for sharing it.

...and "warts" removed... :-)

- V


Stewart,

Thanks for the file. Great work. The link sent me to the SNA files, un-augmented. May I also get the Augmented Summon Monster file too? Did you do an Augmented SNA? Crikeys! Okay, I will take all you have on either type of summons. :-)

Thanks.

- V


Stewart,

Would you please send me the link address or the files, too. My address is near the bottom.

Thank you again, again. :-D

VooDoo once wrote in another thread and then he found this one too...

Quote:

SH,

Thanks for putting these together and sharing them with the community. Those of us who don't have either the resources, knowledge, ability or time (the big one), really appreciate those who do and who share their creations. This holds for you and any other among communities like this who put their works out there for all to benefit from (this includes Paizo). I am sure these sentiments are shared by most here.

- V
---------
Hah!

I shared my gratitude but forgot to include my request. :-D

SH, if you would not mind, would you send me either a link/address to where I can download your Augmented Summoning charts or email them/it to me?

Thank you again.

- V

temp it is (one word) at that big g mail spot . com

:-)

(this place really needs a PM ability. maybe next level...)


Hah!

I shared my gratitude but forgot to include my request. :-D

SH, if you would not mind, would you send me either a link/address to where I can download your Augmented Summoning charts or email them/it to me?

Thank you again.

- V

temp it is (one word) at that big g mail spot . com

:-)

(this place really needs a PM ability. maybe next level...)


SH,

Thanks for putting these together and sharing them with the community. Those of us who don't have either the resources, knowledge, ability or time (the big one), really appreciate those who do and who share their creations. This holds for you and any other among communities like this who put their works out there for all to benefit from (this includes Paizo). I am sure these sentiments are shared by most here.

- V


Nothing to really add, just a minor correction.

Quandary wrote:
<snip> "... They're very similar to Paladins in many ways, who get all good Saves (but not Evasion)..." <snip>

I believe Paladins only have 2 good saves, Fort and Will. (PFRPG, p62). 1st level paladin saves: +2/+0/+2.


To Whimsy Chris -

Yes, I have played several of these, and I am now DMing them (a second time) as a full campaign - adding several new players. This is the 3.5 series I speak of.

I have read through several of them, eight I believe, and flipped through all but one or two. In my opinion, they do require some additions, rewriting and touch-ups, but overall they are great. The work required by the DM is a 2.5 - 4 on a scale of 1-10**. The first couple though, only required energy to set them to your world setting and adjusting to the adventuring party's/players' strength/weaknesses. As to the rest, I am at this time unsure; time will tell, though I am "hopeful with a smile" and not "hopeful with a frown".

There are intrigue, war, politics, alliances, betrayal, varied combats (thank the gods), literal adventure, rarely seen elements of fantasy, several options (though still pretty linear), and a memorable story line. Even that is rather novel, especially in comparison to most of the new "adventures" written for 3.5.

The first adventure in the series is free (there may be even a free second one but don't quote me) so you have little to lose by downloading it and reading it through. Also, download the free DM and Player's guides to the series. Those will add to your opinion of the series via more information and game colour.

**(To give an example, I think the Shackled City adventure path series started out as a DM input of 3 but later went to a 5 or 6 as the later adventures required heavy mods to make consistent and power balanced, but all required adjustments to "normalize" them to your party. I loved how they were written and the varied creatures/settings, but most encounters were deadly. Yes, read that last part again: "...most encounters were deadly." This is all before the compilation into one book; they may have made adjustments. I have the book but we stopped playing and so I have not read through any new material.)

Thanks.

V


Currently in Flood Season -
They party defeated Tongueeater but after a very hard fight (though Kazmojen was harder). Action Points won the day for them (Power Attack to get past the DR). Rescued Shensen and ran off the other thugs. Now off to gather info and some role-playing ...

Finished the rp and are now at the Kopru ruins. The party, through their own actions, are now caught between the lovely red head and the studicious halfling, literally. Yes, ouch. They are in a 30' room with one possible exit, though there are still 4 thugs blocking that one (the other two exits are "blocked" by the priestess of Hextor and the mage).

I am in a bit of a dilemma as to what to do. The APL is 4.5. The cleric of Hextor and two or three bodyguards would be more than enough of a challenge for them, BUT now add in the mage and well ... You see the issue.

Shensen and the two Striders are on the way to assist (the party actually set this one half-purposely and half-accidently); they asked Shensen to help them find the opening to below (divination "speaks" of below, etc.) and she said she would get some help. The party also observered that if the "apeman" (were-baboon) was THAT difficult, his boss should be even harder. Shensen agreed and went to get help.

This NPC assistance *might* get them through the encounter, alive - mostly alive - but we will have to see. Even though they accidently caused the situation to be so bleak, I want us to have fun - not slaughter them - but some times good tactics just don't turn out to be good plans ...

Update you all later. V


Craig Shannon (or any others),

You mentioned you were compiling (much needed) DM information AND that you might be willing to share that information. Have you been able to collect things into a share-able form? Can you gives us a looks? :-)

I don't know what I can do to thank you for your hard work but a "Hurray!" and a virtual pat on the back <V pats C on the back> but if there is something any of us other DMs can do to assist, I am sure I (or they too) would be glad to help out. (I don't have all the issues in the AP yet, so take it easy on me, ok?).

Thanks.

V


My group at start consisted of four 2nd level & one 3rd level (ECL) characters (elf bard; modified drow monk, follower of Eilistraee [ECL 0 - no SR]; bugbear chain fighter [fgr + monsterous levels - great story and background for non-evil bugbear]; dwarf fgr; dwarf cleric [st. cuthbert]). I allowed this after reading the first two adventures (#97 & 98). I feel you will 90%+ of the time get a TPK if the DM follows the "start at first level" proceedure. Kazmojen & Prickles are a KILLER. Now toss in about 6 or so hobs - reasonable because they will hear the howler - and the PCs have got some real issues.

The party made it through Jzadirune with having to go to the surface for rest twice (bard and cleric) but was not too difficult because of their average level, plus one PC/NPC (cleric).

When they discovered the lift and the two hobs, the bard was able to charm one of hobs (other parished) - this was after some great role-playing ("admitting" they were wrong in attacking the hobs, actually healing the living hob, admitting the hob's boss was grossly powerful, offering to pay gold for the other hob's death and THEN secretly hitting him with the charm spell). He told what he knew of the MF (not too much as he has the cush job of "lift duty.") and gave a crude and barely decipherable map to the "bazaar" and prison.

They used magic to disguise themselves as hobs and "escorted" some new prisoners into the Malachite Fortress (MF).

They escorted around the "prisoners" and visited the bazaar where they met/saw Kazmojen, Prickles and the buyer. There the beholder encounter occurred. They saw, they wet themselves, they left to toss the "prisoners" into the prison.

Most of the fights were simple except for when Kaz & Prick showed up (The "prisoners" were armed and armored when they went into the torture room and the jailer made his Spot and Sense Motive roll. The PCs didn't take down the jailer quick enough and he bellowed out "intruders" when he was standing near the windows. This happened twice. After second time Kaz, Prick and some hobs came to investigate - word was sent to Major-Domo to come ASAP.)

That battle was rough. If I had not read and understood the (too) high EL for several of the potential encounters (depending upon how the PCs entered the MF and then acted/reacted), and with that knowledge gave out extra $$$ for them to use at a (forced) spontaneous trip to Skie's Magic Shop for a half-priced, half-charged wand of CMW, the party would be dead. No "ifs" or "buts" about it. Maybe the drow monk could have made it out (40' speed and darkvision) but I seriously doubt anyone else.

BUT Kaz retreated (ogre, Prickles and most hobs dead) to his room and then treasure chamber. He was just going to grab some pocket change and take a short trip to his grandmother's cave for some toadberry pie ;-) but the PCs showed up tracking him and then Kaz and the modified mimic (minus stickyness) got to put the whoop down on the party. That almost TPK them again. Kaz' and the mimic's reach make most of those rooms VERY DANGEROUS places to have to move around in (same with Kaz & ogre). The wand of CMW was really the saving factor (that and they have the bard and cleric who can utilize healing magic, in whatever form). Now just think of what WOULD have happened if I had kept the mimics adhesive quality. (Yes, the PCs could have retreated but Kaz was fully healed by that time, and had lost Prickles, so I think he would have seen weakness and brought down all his and the mimics might upon any PC reachable.)

The PCs finished off Kaz and the rest of the resistance, rescued all but the children (buyer left with the kids to the Underdark when Kazmojen went to investigate).

They missed a few secrets and a few creatures (who fled) but finished most encounters/areas. Returned the kidnapped victims, got paid (1000gp as only 1 child made it back), paid off some debts, made some charitable donations (cleric to church, orphanage & families of those not recovered), went to the capital city for some magic purchases, and then back to Cauldron for some rest.

We have just started "Flood Season" and the have just approached the Lucky Monkey and are just now reconing the building and environs. They have spotted the dinos out back but have not figured out what the "lizards" are feeding upon.

Question: Have any of the rest of you DMs felt or experience that certain ELs in some of the modules' different encounters are just too high for the stated desired party level? Point - look at encounter of Tarkilar, the gnoll huecuva. The adventure states it is an EL 9. WOW! The adventure states the PCs should at the beginning be 4th level and by the END have achieved 6th level or a little above (in EXP not Level). See what I mean?

Yes, I can adjust the ELs, the CRs, treasure to help strengthen the party, the combat situations, but as they are written some of them DO seem a bit harsh.

Now, understand I just LOVE Chris P's Adventure Path series. Excellent work, in many ways and in many areas. Five Gold Stars. Two Thumbs Up. Astounding work! (hehe) So let's not go there. But am I the only one feeling this EL "thangy"?

Thanks.
V


Craig Shannon (and all),

I am running the Shackled City adventure path and would be interested in any material you put together. I have been gathering and creating my own info to keep continuity going. As I have not collected all the DUN issues, I don't have all resources/areas/NPCs etc. mapped out. Any work you do, and others, would be of great help. Perhaps I may even be able to assist.