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!
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
Instagram @criticalmissfits
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
Instagram @criticalmissfits
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)
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!
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!
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.
bookrat wrote:
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!
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.
(NOTE: None of these monsters/NPCs have a CR. You'll have to do the math on this one) Eurypterid (Small Beast, unaligned)
Captain Averet Kinkarian
Yellow Musk Creeper (altered shambling mound)
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)
Veggie Pygmies (basing them off of twig blights)
Veggie Pygmy Boss (ftr 2)
Fiendish Violet Fungus “the fungus god”
Thrunefang Cannibal
Malikadna “the witch” (Warlock 5)
Klorak “the Red”
Festrog (variant ghoul)
Mother Thrunefang (ghast cleric 5)
The Red Mountain Devil (Medium Monstrosity, CE)
Soulbound Dolls
Yarzoth (Serpentfolk Cleric 5)
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.
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!
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.
SnowHeart wrote:
Diddo. We cut the caravan rules but that's just a preference. SnowHeart wrote:
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!!
Tem wrote:
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. Organized Play Characters
|
Shopping Cart
|