Chatterer

William Bryan's page

Goblin Squad Member. Organized Play Member. 386 posts (393 including aliases). 1 review. 1 list. 1 wishlist. 3 Organized Play characters. 2 aliases.


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Hi yall,

I'd like to cancel my AP subscription after I receive the 3rd book in the 3-part series.

Thank you!

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Can someone create a poll for this inquiry? I'd be interested to see that

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William said wrote:
In addition, the highest tier perk is converting any edition you want to 5E D&D.

And by "Edition", I meant Adventure Path

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Hey everyone! I'd like to thank everyone for their interest in my Rise of the Runelords dnd5e conversion. It's been hella popular and that alone makes me happy. I enjoyed the conversion.

It's now only going to be available on our Patreon page as one of the Tier 3 rewards.

Again, thanks for all your interest folks! And happy gaming!

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Our second episode is up on YouTube! Give it a watch!! Our goal is to build a world from scratch, then play in that world using D&D5e.

Episode 2----------> https://www.youtube.com/watch?v=B4xSvY3-fmk&t=3558s
Hope you enjoy watching as much as we enjoy making :)

Instagram @criticalmissfits
Twitter @criticalmissfit
Patreon www.patreon.com/criticalmissfits
Facebook www.facebook.com/criticalmissfits
Our website www.criticalmissfits.com

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Our first episode is up on YouTube! Give it a watch!! Our goal is to build a world from scratch, then play in that world using D&D5e.

Episode 1----------> https://www.youtube.com/watch?v=Mmcu8lzljfg
Hope you enjoy watching as much as we enjoy making :)

Instagram @criticalmissfits
Twitter @criticalmissfit
Patreon www.patreon.com/criticalmissfits
Facebook www.facebook.com/criticalmissfits
Our website www.criticalmissfits.com

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Some folks have messaged me about some conversion questions and I decided to just put it on the thread.

How long the AP takes within this 5E format depends on how RP heavy or light your group is as well as how many players you have at your table.

I have 6 players in my group and designed the encounters to challenge that power level. Our RotRL campaign is currently on book 5 in the middle of Runeforge and we've been playing this campaign for over 2 years now and RPing on a scale of 1 to 10 (10 being the heaviest) was at 8.5.

This is how I mapped out level progression.

Burnt Offerings: Levels 1-4 (should gain 4th level getting through the second lower level of Thistletop)
The Skinsaw Murders: Levels 4-8
Hook Mountain Massacre: Levels 8-11
Fortress of the Stone Giants: Levels 12-13
Sins of the Saviors: Levels 13-15 or 16 (should be 14th level after the Xalasia encounter)
Spires of Xin Shalast: Levels 16 to ?

So essentially I leveled them up quicker at lower levels and slower at higher levels. I personally wanted to experience what high level game play was like in 5E. If you don't wanna go that high, I recommend scaling it back some.

Hope this helps!

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Craig MacCormick wrote:
Hi all! I've been looking into running RotRL for 5e, and came across this. William, I would be keen to see that dropbox link if you are still offering? Apologies, I can't seem to be able to see the PM option on here (first time poster).

I would need your email, Craig. Happy to share!

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"Discover the truth about the great conflicts of the D&D multiverse...."

http://dnd.wizards.com/products/tabletop-games/rpg-products/mordenkainens-t ome-foes

I for one am excited for 5E to expand upon the fiendish part of the multiverse. And I hope it leads into a planar campaign!

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I'm knee deep in running this campaign in 5E. I have found this to be a more-or-less seamless process and has been REALLy fun!

If you need any stat blocks, I have everything except chapter 6 created. PM me and I can send it in a drop box.

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As a GM of 23 years, I've found watching live streams like Dice, Camera, Action and Matt Mercer's various things are great because I get to study masters working their craft. Chris Perkins is SO AMAZING at what he does and drops gothic horror like a BOSS.

Personal opinion: I think players SHOULD have expectations as long as they don't impose those expectations on a group with clashing expectations. At that point, it's that players responsibility to perhaps find another group where their expectations match more accurately the group they're playing with.

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bookrat wrote:

I found this great resource that converted planescape races and factions (they're backgrounds!), as well as added new archetypes. This was done last year, so before the genasi came up in PotA.

Link!

Meanwhile, I'm working on converting The Great Modron March. Just finished chapter 1.

That's exactly what I've been using as a resource and it's worked very well for me and my group so far.

We just finished the Modron March putting the PCs at 10th level. Next.....DEAD GODS. I've wanted to run this adventure for almost 2 decades!

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Hello few-and-far-between Planescape fans!

I am currently running a PS campaign (5E) that takes my players through a variety of PS adventures. The two that I'm putting the most emphasis on is The Great Modron March and Dead Gods.

My request for any GM that has run these adventures....please tell me how that experience was for you--reviewing them as much as possible. Also, did you add anything/drop anything pertaining to the story? If you were a player, please let me know your experiences as well!

Curious how many people out there actually have experienced these wonderful adventures.

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Gorum wrote:
captain yesterday wrote:
Solomani already converted Iron Gods to 5e
Glad someone did. Is his work available somewhere?

Iron Gods conversion

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(NOTE: None of these monsters/NPCs have a CR. You'll have to do the math on this one)

Eurypterid (Small Beast, unaligned)
AC 11
hp 4 (1d6)
OFFENSE
Speed 20 ft., Swim 20 ft
Melee claws. +2 to hit, reach 5 ft., one
target. (1d4) piercing damage, and
sting. +2 to hit, reach 5 ft., one
target. 1 piercing damage plus poison.
Special Attacks
Poison. If a foe is stung, they must make a
CON save DC 8 or be poisoned.
STATISTICS
Str 2 Dex 11 Con 10 Int 1 Wis 8 Cha 2

Captain Averet Kinkarian
AC 11
hp 35 (8d8)
Damage Immunities cold, necrotic, poison, all damage taken
by the holder of his locket
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
Damage Resistances acid, fire, lightning, thunder; bludgeoning,
piercing, and slashing from non magical weapons
Vulnerabilities Sea-bound
OFFENSE
Speed Fly 40 ft
Melee Withering Touch: +4 to hit, reach 5 ft.,
one target. Hit: (2d6 + 1) necrotic damage.
Special Attacks
Horrifying Visage. Each non-undead creature within 60 feet
of the ghost that can see it must succeed on a DC 13 Wisdom
saving throw or be frightened for 1 minute. If the save fails by
5 or more, the target also ages 1d4 x 10 years. A frightened
target can repeat the saving throw at the end of each of its
turns, ending the frightened condition on itself on a success.
If a target's saving throw is successful or the effect ends for it,
the target is immune to this ghost's Horrifying Visage for the
next 24 hours. The aging effect can be reversed with a greater
restoration spell, but only within 24 hours of it occurring.
STATISTICS
Str 7 Dex 13 Con 10 Int 10 Wis 12 Cha 17
Skills Intimidate +5
Languages Polyglot
SPECIAL ABILITIES
Ethereal Sight. The ghost can see 60 feet into the Ethereal
Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other
creatures and objects as if they were difficult terrain. It takes
1d10 force damage if it ends its turn in side an object.

Yellow Musk Creeper (altered shambling mound)
Senses Blindvision 60 ft, (blind beyond this radius) passive perception 10
AC 14 (natural)
hp 65 (8d8+24)
Damage Immunities lightning
Condition Immunities blinded, deafened, exhaustion
Damage Resistance cold, fire
OFFENSE
Speed 10 ft
Melee Tendril. +4 to hit, reach 5 ft., one target.
Hit: (2d6 + 2) piercing damage.
Special Attacks
Pollen Spray As an action, a yellow musk
creeper can spray a cloud of pollen in a 10 ft burst.
Anyone in the cloud must then succeed on a DC
13 WIS save or gain the incapacitated condition.
In addition to the incapacitated condition, the affected
must move at its normal speed into a space within
the yellow musk creeper’s reach. Anyone affected may
make a new save and the end of every round.
Multiattack. The shambling mound makes one tendril
attack and, if at least one foe has been affected by the
pollen spray, can begin the boring process.
STATISTICS
Str 15 Dex 10 Con 16 Int 3 Wis 10 Cha 5
Skills stealth +2 (advantage)
SPECIAL ABILITIES
Lightning Absorption. Whenever the shambling mound is
subjected to lightning damage, it takes no damage and regains
a number of hit points equal to the lightning damage dealt.
Create Yellow Musk Zombie As an initiated action, a
yellow musk creeper can bore dozens of tendrils into
the brain of a helpless creature within reach (this process
takes 1d4 rounds to complete), such as a
creature entranced by its pollen. This attack inflicts
4 points of damage per round. When a
creature is reduced to 0 hp, every round of damage thereafter
checks off a death save box. After that the creature dies and
the tendrils break off inside its brain. One hour later, the
creature animates as a yellow musk zombie.

Yellow Musk Zombies (same as regular zombies except plants instead of undead)

Lacedons (Ghouls with a 30 ft swim speed)

Pezock (male tengu, rogue 3, CN)
AC 13
hp 27 (4d8+4)
Saves DEX +5, INT +2
OFFENSE
Speed 30 ft
Melee Sawtooth Saber: +5 to hit, reach 5 ft., one
target. Hit: (1d6 + 3) slashing damage (disarm on a crit), OR
Beak: +5 to hit, reach 5 ft., one
target. Hit: (1d4 + 3) piercing damage, OR
Crab Claw: +0 to hit, reach 5 ft., one target. Hit: (2d8) piercing damage.
Special Attacks
Ambusher. The tengu has advantage on attack rolls against any
creature it has surprised.
Sneak Attack. Add +2d6 to damage against anyone surprised.
Spells Known
STATISTICS
Str 10 Dex 16 Con 12 Int 12 Wis 12 Cha 8
Skills acrobatics +5, athletics +2, deception +3, perception +3,
sleight of hand +5, stealth +7
Languages Polyglot, Tengu
Combat Gear sawtooth saber (with a successul crit, you may disarm your opponent rather than do the extra die of damage),
SPECIAL ABILITIES
Mimicry. The tengu can mimic any sounds it has heard,
including voices. A creature that hears the sounds can tell they
are imitations with a successful DC 14 Wisdom (Insight) check.

Veggie Pygmies (basing them off of twig blights)
Senses blindsight 60ft. (blind beyond this radius),
passive Perception 9
AC 13
hp 4 (1d6+1)
Damage Immunities lightning
Condition Immunities blinded, deafened
Damage Resistance nonmagical bludgeoning weapons,
OFFENSE
Speed 20 ft
Melee Claws: +3 to hit, reach 5 ft. , one target.
Hit: (1d4 + 1) piercing damage.
Special Attacks
STATISTICS
Str 6 Dex 13 Con 12 Int 4 Wis 8 Cha 3
Skills stealth +3
SPECIAL ABILITIES
False Appearance. While the blight remains motionless, it is
indistinguishable from dead plant matter.

Veggie Pygmy Boss (ftr 2)
Senses blindsight 60ft. (blind beyond this radius),
passive Perception 9
AC 14
hp 30 (6d6+6)
Saves STR +3, CON +3
Damage Immunities lightning
Condition Immunities blinded, deafened
Damage Resistance nonmagical bludgeoning weapons,
OFFENSE
Speed 30 ft
Melee Spear(two handed): +3 to hit, reach 5 ft. , one target.
Hit: (1d8 + 1 [reroll 1s and 2s]) piercing damage.
Special Attacks
Multiattack. The veggiepygmy makes two attacks with its spear.
STATISTICS
Str 13 Dex 13 Con 12 Int 5 Wis 8 Cha 5
Skills intimidation -1, stealth +3
SPECIAL ABILITIES
False Appearance. While the blight remains motionless, it is
indistinguishable from dead plant matter.

Fiendish Violet Fungus “the fungus god”
Senses blindsight 30 ft (blinded beyond this radius),
passive perception 6
AC 9 (natural plus Dex)
hp 110 (15d8+15)
Condition Immunities blinded, deafened, frightened
Damage Resistance acid, cold, poison
OFFENSE
Speed 5 ft
Melee Rotting Touch. +2 (advantage) to hit, reach 10 ft., one
creature. 1d8 poison damage.
Special Attacks
Multiattack. The fungus makes 4 Rotting Touch attacks.
Entangle Attack. The fungus can make its attacks through
the entangle spell with Disadvanage.
Spells Known
Entangle 1/rest
STATISTICS
Str 3 Dex 4 Con 12 Int 1 Wis 3 Cha 1

Thrunefang Cannibal
Senses passive perception 10
AC 12 (DEX plus CON)
hp 11 (2d8+2)
Saves CON +3
OFFENSE
Speed 40 ft
Melee Scimitar: +3 to hit, reach 5 ft ., one target.
Hit: (1d8 + 1) piercing damage. On a crit, the scimitar
breaks.
or bone dagger: +3 to hit,
reach 5 ft, one target. Hit: (1d4+1) piercing damage.
Crit. Bite attack +3 to hit. (1d4+1)
Ranged Javelin: +3 to hit, range 20/60, one target.
Hit: (1d6 + 1) piercing damage.
Special Attacks
Bite Attack Any TF cannibal who successfully rolls a crit
gets an immediate bite attack.
Fueled by Hunger Attack. When you make your first
attack on your turn, you can decide to attack recklessly.
Doing so gives you advantage on
melee weapon attack rolls using Strength during this
turn, but attack rolls against you have advantage until
your next turn.
Pack Tactics. The TF cannibal has advantage on an attack roll
against a creature if at least one of the cannibals is within 5 feet
of the creature and the ally isn’t incapacitated.
STATISTICS
Str 13 Dex 12 Con 12 Int 8 Wis 11 Cha 8
Skills athletics +3, perception +0, survival +2
Languages polyglot
Combat Gear standard equipment

Malikadna “the witch” (Warlock 5)
Senses passive perception 10
AC 12 (DEX plus mage armor)
hp 53 (10d6+10)
Saves CON +3, WIS +6, CHA +7
OFFENSE
Speed 25 ft
Melee Quarterstaff: +0 to hit, reach 5 ft ., one target.
Hit: (1d6) bludgeoning damage.
Special Attacks
Spells Known DC 15, to hit +7, 2 slots (spells cast as 3rd level)
cast mage armor and speak with animals at will
3rd—counterspell, hunger of Hadar
2nd—crown of madness, hold person, misty step, suggestion
Cantrips—chill touch, friends, mage hand
Ritual—find familiar
Invocations armor of shadows, beast speech, curse of mother
Thrunefang
STATISTICS
Str 5 Dex 9 Con 11 Int 12 Wis 16 Cha 18
Skills arcana +4, history +4, religion +4
Feats Resilient
Languages polyglot
Combat Gear wand of soul drain (4 charges, as a bonus action a
targeted foe takes 1d4 necrotic damage. The wielder of the wand
gains these as temporary HPs. If the wand reaches 0 charges, it
cannot be used except to recharge it which uses the same process
used for doing damage to another. The wand gains 1d4-1 charges.
If the wand gains 0 charges, it ceases to be magical.
a
The Curse of Mother Thrunefang. When a foe is targeted by hunger
of Hadar and fails the DC by 5 or more, said target is cursed.
If/When they die, they come back as a lacedon of the same class
and level.

Klorak “the Red”
AC 14 (Dex plus Con)
hp 67 (9d8+27)
Saves CON +5, STR has advantage when raging
Damage Resistance when raging…bludgeoning, piercing, and slashing weapons
OFFENSE
Speed 40 ft
Melee Scimitar. +5 to hit, reach 5 ft., one target. Hit: 1d8+3[+5]
slashing damage.
Crit. Bite attack +3 to hit. (1d4+3)
Ranged javelin. +5 to hit, range 30/120 ft., one target. Hit: 1d6+3[+5]
piercing damage.
Special Attacks
Bite Attack Any TF cannibal who successfully rolls a crit
gets an immediate bite attack.
Fueled by Hunger Attack. When you make your first
attack on your turn, you can decide to attack recklessly.
Doing so gives you Advantage on melee weapon attack rolls using
Strength during this turn, but attack rolls against you have A
until your next turn.
Rage. bonus action.
Reckless. At the start of Klorak’s turn, he can gain Advantage on all
melee weapon attack rolls during that turn, but attack rolls
against him have Advantage until the start of his next turn.
STATISTICS
Str 16 Dex 12 Con 17 Int 9 Wis 11 Cha 9
Skills athletics +5, intimidate +1, perception +2, survival +2
Languages polyglot

Festrog (variant ghoul)
take away the ghoul paralysis and add….
Diseased Pustules (Su) A creature that damages a festrog
with a slashing or piercing natural weapon, light weapon,
or one-handed weapon is sprayed with foul, diseased pus
from the creature’s boils. The target must make a CON save
(DEX save if a player requests it)DC 12 or be poisoned for the
rest of the encounter.
Anyone who becomes sickened from this effect is
also exposed to sewer plague (DC 11 CON save).
Feed (Su) When a festrog inflicts bite damage on a living
creature, the festrog feeds on the flesh and gains up to 5
temporary hit points.
Four-Footed Run (Ex) If a festrog doesn’t hold or carry
anything in its hands, it can run on all fours. They can use a
bonus action to Dash.

Mother Thrunefang (ghast cleric 5)
Senses Darkvision 60 ft, passive perception 12
AC 13
hp 70 (14d8) stabilizes immediately
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Damage Resistance necrotic
OFFENSE
Speed 30 ft, Swim 40 ft.
Melee Bite. +5 to hit, reach 5 ft., one creature.
(2d8 + 3) piercing damage.
Claws. +5 to hit, reach 5 ft., one target.
(2d6 + 3) slashing damage. If the target is a creature
other than an undead, it must succeed on a DC 10 CON
save or be paralyzed for 1 minute. The target can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Spells Known
2-3rd—Dispel Magic, Glyph of Warding
3-2nd—Augury, Darkness, Spiritual Weapon
4-1st—Cure Wounds, Protection from Good, Shield of Faith
Cantrips—Guidance, Resistance, Sacred Flame (necrotic),
Spare the Dying
STATISTICS
Str 16 Dex 17 Con 10 Int 14 Wis 10 Cha 16
Skills religion +4, perception +2
Languages Abyssal, Infernal, Polyglot
Combat Gear Ring of Swimming, Periapt of Wound
Closure (cursed)
SPECIAL ABILITIES
Stench. Any creature that starts its turn within 5 feet of the
ghast must succeed on a DC 10 Constitution saving throw or
be poisoned until the start of its next turn. On a successful
saving throw, the creature is immune to the ghast's Stench
for 24 hours.
Turning Defiance. The ghast and any ghouls within 30 feet
of it have advantage on saving throws against effects that
turn undead.

The Red Mountain Devil (Medium Monstrosity, CE)
Senses darkvision 60 feet, passive perception 14
AC 13
hp 150 (16d8+52)
Damage Resistance nonmagical bludgeoning, slashing, and
piercing weapons (from Chupar)
OFFENSE
Speed 30 feet, fly 60 feet
Melee Bite. +6 to hit, reach 5 ft., one target.
(2d8+3) piercing damage, and
Claw. +6 to hit, reach 5 ft., one target.
(2d6+3) slashing damage.
Special Attacks
Multiattack. The chupacabra makes one bite attack and two claw
attacks.
Pounce. If the chupacabra flys at least 15 feet straight
toward a creature and then hits it with a both claw attacks on
the same turn, that target must succeed on a DC 17 Strength
saving throw or be restrained. If the target is restrained, the
chupacabra may continue its movement with the target.
Chupar. A chupacabra can suck blood from a living victim it has
restrained as an action (requiring an attack with Advantage). If it does so,
it drains blood causing 4d8+3 damage. The target also takes that
much damage to its maximum HPs. The chupacabra then gains
resistance to nonmagical bludgeoning, slashing, and piercing weapons.
STATISTICS
Str 16 Dex 15 Con 18 Int 3 Wis 12 Cha 8
Skills perception +4, stealth +5
Languages Aklo (cannot speak)
Lair Treasure 246 sp, 234 gp, 13 pp, a mithril hook designed to be worn on an arm stump (worth 1000 gp), a fine brass sextant (worth 500 gp), +1 shield decorated with skull & crossbones, quiver of ehlonna filled with 20 arrows, 14 +1 arrows, 4 +2 arrows, an aberration slaying arrow, a javelin of lightning, and a composite longbow (reroll a “1”. If it’s a “1” again, keep it)

Soulbound Dolls
Senses Darkvision 60 feet, passive perception 10
AC 13
hp 58 (9d4+32)
Damage Immunities poison, psychic; bludgeoning, piercing,
and slashing weapons from all nonmagical weapons that aren’t
adamantine
Condition Immunities exhaustion, frightened,
paralyzed, petrified, poisoned
Vulnerabilities Disadvantage on all mind-affecting effects
OFFENSE
Speed Fly (hover) 20 feet
Melee Dagger. +5 to hit, reach 5 ft., one target.
(1d4+3) piercing damage plus poison
Special Attacks
Poison. If stabbed, the foe must make a
CON save DC 14 or be poisoned.
Spells Known
inflict wounds (bonus action) 1/day
STATISTICS
Str 3 Dex 16 Con 18 Int 11 Wis 10 Cha 11
Languages Aklo
Gear ruby gem worth 2,000 gp

Yarzoth (Serpentfolk Cleric 5)
Senses Darkvision 60ft., passive perception
AC 15
hp 86 (13d8+26)
Saves WIS +7, CHA+5, Magic (Advantage)
Damage Immunities poison
Condition Immunities poisoned
OFFENSE
Speed 30 ft
Melee Bite. +5 to hit, reach 5 ft., one target.
(1d6+3) piercing damage and STR damage
Ranged spells +7
Special Attacks
Multiattack. The serpenttfolk makes two melee attacks.
Poison Bite. The victim of a bite attack must make a CON
save (DC 13) or loose one STR point until they complete
long rest.
Innate Spellcasting
At Will: animal (snake) friendship
1/long rest: dominate person
Spells Known DC 15, +7 9 spells
(2)3rd—nondetection, speak with dead, animate dead,
protection from energy
(3)2nd—augury, suggestion, find traps, hold person, spiritual
weapon
(4)1st—command, identify, detect magic, purify food & drink,
cure wounds, inflict wounds
Cantrips—friends, guidance, resistance, sacred flame
Domain knowledge
STATISTICS
Str 15 Dex 16 Con 15 Int 14 Wis 18 Cha 14
Skills acrobatics +6 (has advantage from 'Knowledge of the Ages' ability), arcana +5, deception +5, history +7, perception +7, religion +7, stealth +6
Languages aklo, azlanti, lizardfolk, draconic, halfling,
polyglot, varisian, telepathy 30 ft
Combat Gear potion of water breathing, SCROLLS: augury(2),
comprehend languages, cure wounds(4), find traps, lesser restoration(3),
ring of mind shielding, waterproof scroll tube (holds up to 20 scrolls,
worth 250gp), 18pp
SPECIAL ABILITIES
Magic Resistance. The serpentfolk has Advantage on saves vs spells
and other magical effects.
Azlanti Mind Magic. The ancient lizard folk perfected dominating
others’ wills and continue to have limited controling powers in this
realm despite their fall from grace. Dominate Person’s duration
lasts for 24 hours.

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Once upon a time, I fell in love with the TSR Planescape campaign. And while I could go on and on gushing and praising that campaign setting, there is one book that stands out for me as stroke of RPG genius--UNCAGED: THE FACES OF SIGIL by R.A. Vallese.

Not only are their over 40 fully fleshed out multidimensional NPC's (plus many more minor NPCs) but Vallese did something (in my experience) no other NPC book has ever done. He created interconnected flowcharts in the back of the book relating said charts to the metaplot that all of the NPCs in each flow chart are apart of.

I WOULD LIKE TO SEE MORE OF THIS AND WOULD GLADLY PAY PAIZO FOR SUCH AMAZING DESIGN.

That's all I got. My request is short and sweet.

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Thank you Liz! I look forward to feeding you more delicious produce next year =D

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It's been almost 2 years and my players are knee-deep in the 6th chapter of the AP. This campaign began out of losing 3 amazing players all at once forcing our Kingmaker campaign to disband leaving myself and 2 other players with the question, "what's next?" and "Who else are we playing with?"

Enter 3 amazing ladies employed at my local coffee shop trusting in a complete stranger to provide something that they've never experienced before. And so 3 newbies--although each of them were already obsessed with the fantasy genre--set out to learn the Pathfinder system, but more importantly, they learned to role play. One had life take her to Arizona for schooling. The other two? Well, lets just say that their characters are now powerful forces within the country of Minkai as well as joining me in PaizoCon festivities for the last 2 years. It's been an absolute pleasure becoming their friends. How has that translated into our game? Amazingly well! I count them among my closest friends and love planning things with them both inside and outside our game.

Brinewall Legacy spoiler:
Not including the fact that we began the campaign with WE BE GOBLINS! YOU BE FOOD!! as the players playing the treacherous goblins as their first foray into RPing, BL was a fantastic first adventure that breathed much life into the plot, NPC interaction, and the slow but inevitable transition between a variety of cultures. All my players experienced all of those qualities to be superb.

Night of Frozen Shadows spoiler:
Given that the majority of the AP was a "railroad" AP (no negativity intended), the fact that this adventure was very much that didn't bother me in the slightest. In fact, the Noteriety Point system was a brilliant mechanic for determining key events while showing the PCs how their actions will have consequences. It also had AMAZING opportunities for dynamic NPCs (Lute Haggersly was my personal favorite following the heroes all the way to Kasai).

Hungry Storm spoiler:
HS had some amazing components, awesome battles, and cinematic gold within. It had two major failings however. The caravan rules and the diverging story from the metaplot. Otherwise, a fine concept. Who wouldn't think of a journey accross the North Pole as anything but HELLA exciting? I do commend the author for attempting to create alternate pathways in the journey as well, mixing it up as much as possible.

Forest of Spirits spoiler:
I thought this adventure to be sub par on my first read through. However, that is NOT how it was played out. The first part within the city of Ordu-Aganhai was culture shock RPing GOLD!! The PCs had so many frustrating and creepy culture shock moments, they were so relieved to be gone from that place. You can tell though that my players had a great time trying to do something other than hack their way out of a situation (although they almost tried =}

Then on to the House of Withering Blossoms. I gauge this dungeon crawl on something that my most experienced player said. "Bill, I HATE dungeon crawls. But this one is A. not annoying, and B. got a lot of historical flavor." The major villain was rather weak but I spruced her up by having her be able to multiply every time she got to half HPs as a reflection of her shattered mind combined with the magic of the underground pagoda. FUN!!

Tide of Honor and The Empty Throne spoiler:
I really considered these last two adventures the same adventure as it for the first time gave the PCs a "sandbox" to wander in. My PCs created many things that were not written in the AP that directly affected the way Minkai related to them. Invading gaijin or rightful liberators? Hmmmmmm. I am finding the 6th adventure to be choc-full of historical RPing opportunities. As we are still finishing up this AP, this is all I'll go into about #6.

All-in-all, an amazing and bold AP! I found it to be just the challenge I needed as an experienced GM. Many people expressed their overall disdain for creating the PCs as essentially NOT the main characters. I experienced just the opposite. It meant that instead of the party's "liege lord" in a fixed location, she was traveling along side her most trusted friends and bodyguards. It meant that if the party was having trouble sussing out a dilemma, you almost always had a multitude of NPCs to share their varied points of view thereby creating a richness and an aliveness to the campaign. And it meant that personal loss was never far away. I don't mean that last statement in a villainous way. I mean it from a storytelling perspective. Frodo and Sam lost so much before accomplishing their goal and that's what made the story. Not their end goal but their loss along the way.

Thank you James Jacobs and the whole JR crew. Well done!

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Last session, my players freed Lute Haggersly (the merchant). Lute was a big foreshadow on my part. I had them run into Lute back on the road near Brinestump Marsh. He agreed to travel with them north just as long as they're aware that his final destination was Kalsgard due to the fact that he had just been elected into the Rimerunner's Guild board of shareholders.

I played him up as a morbidly obese merchant of "finer taste" that had a penchant for "pretty young things"...especially boys as the parties' young ranger found out through traveling with him. He was friendly enough but had his gluttonous and lustful habits clearly rule his life.

When the PCs got to Brinewall, Lute commandeered one of the caravan wagons leaving monetary compensation in it's place. His intention was to make for Kalsgard and NOT wait around for these "glory-seeking adventurers".

Now the PCs are in Kalsgard. They try to locate Lute....he is after all a merchant contact that they have. Sadly, they cannot find him. No one can find him. Fast forward to Ravenscraeg.

They find Lute in his cell as written--a starved, strechmark-ridden shell of his former self. Even my player who plays the male ranger (victim of many sexual passes by the corpulent merchant) felt horrible for Lute.

I felt the need to share this because, well, you know. Foreshadow.....GOOOOD.

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SnowHeart wrote:


My players and I are loving the AP.

Diddo. We cut the caravan rules but that's just a preference.

SnowHeart wrote:

Are there some flaws? Sure.

Everything that I feel needed to be changed is easily done so, as I've been at running games for a LONG time now {just got the "I feel old" feeling}.

Plus, I'm a BIG fan of the Legend of the Five Rings RPG and this is leading up to that flava in the BEST way possible for me. HEhe!!

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A high magic, Sharn-esque drama set in Nex, Geb, and the Mana Wastes.

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Mr. Quick wrote:
or maybe even underwater ruins of Thassalon.

I second that. An adventure that has a fair to a lot of underwater combat. If was in the old empire of the Runelord of Wrath, I would LOVE THAT!!!!!!

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Tem wrote:
Jason Nelson wrote:
Scipion del Ferro wrote:

Regarding the Dancing Lady. Could she tie up entranced characters or force them to drink her elixir of love?

She looks like a really fun encounter up until the part where she stop dancing and everyone else not grappled kills her. Any advice here?

Her dancing is not limited in duration and she is able to do other things WHILE dancing... so why would she ever stop dancing?

Just keep it up until she's finished off everyone...

Well - she can so *some* things while dancing, but it was clarified further up the thread that she cannot grapple while dancing which means she has to subdue everyone in some other manner before draining their blood.

My party has 6 players in it and they went STRAIGHT up into the main tower. So I threw everything I had at them (Rigg, the Dancing Lady, and the other one). It just so happens that our game stopped right in the middle of combat. So I decided to "blow up" the area First World-style.

So this is what I wrote them via email to preface the next game session...

"As you fight to survive this surreal event, your knees buckle underneath a moving...floor? For a moment you can't tell what is moving. The floor, the walls, the sky (through the somehow see-through ceiling), the AIR!?!....it's all shifting and bleeding in on itself creating colors and shapes you didn't know existed.

For a good three seconds you get a glimpse through the walls (!?!) of a landscape more intense in it's vibrancy and intensity. All that is interrupted as a HUUGE beastly, black-as-night dragon seems hell-bent on flying straight at you...straight at the wall in which you can see through so clearly.

~~~~~SO CONFUSING!!~~~~~~~

When you snap back to reality, there are so many things going on at once--creatures not seen before, running around yelling and screaming; members of your community in the tower (some unharmed laying on the vine-strewn ground, some trapped halfway within the worked stone of the tower screaming in agony--familiar faces within this room. And when all is back to "normal"--when all is said and done, the Dancing Lady at the center of attention. If there still is a dragon, you can't see it. Yet.

WHAT. IS. GOING. ON.

What just happened? There was a temporary rip in the fabric of reality all across the Stolen Lands with the ruined elven tower as the epicenter. Now there's a bunch of different kind of fey running around, some bent on causing mayhem, some driven by murderous rage. The PCs won't have to KILL all of them but they'll be there as a distraction before they all run off into the wilderness.

Some of the stuff is foreshadowing future installments of KM as well (like the black dragon, Ilthuliak).

Fun stuff.

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