I was a fan of Dragonlance. Since I switched my subscription from Dragon to Pathfinder, I stopped playing on Krynn and I adopted Golarion. Furthermore, Golarion is still a new world. Nothing is set in stone, yet. This means no player can argue with me that town X is on the other side of the river, or that mayor Y of town Z is a well known necromancer. In short, Golarion is *my* world now. - Zorg
I'm lucky I have very smart players. No plot is beyond them, and I make sure to reward them when they successfuly uncover them. For example, in Burnt Offerings, they figured out who was the main villain way before they went to the Goblin's Lair. In Skinsaw Murder, they pieces together the story of the Foxglove Manor. The only problem with my players is that they're so smart that I have to look up for plot holes in some adventures, just to make sure I have everything covered. It happened in Feast of Goblyns (good adventure, but so much stuff doesn't make sense...) - Zorg
James Jacobs wrote:
There's a lot of monsters that are missing from 4E. I looked at the Bonus Bestiary and it looks like I'll get myself a PDF version of the Bestiary after all. Thanks for that preview. - Zorg
To buy, or not to buy... Since I decided to switch to 4E, BUT keep Golarion as my home world, I would like to know (better yet, see) if that bestiary would be a good addon for my collection. Is it all stats and tactics, or is it explicative text mostly? Could this bestiary be interesting for a 4E GM, or should I stick with the "Monster Revised" books? Can I hope for a couple of pages as preview, or just (awesome) pictures? - Zorg
Start by talking about roles. Roles defines your character in D&D 4E. If you're not too keen on roleplaying (that is, diplomacy, bluff and intimidation), at least you can play your role (Defender, Leader, Striker, Controler) well enough to be an asset to your group. So letting your players choose their role would be step 1. Step 2 is choosing your class. Limit yourself to the Players Handbook. There's plenty of classes in there for new players to choose from. Step 3, select your feats and powers. If you want your cleric to wear full plate and heavy shield, you have to meet the conditions for that (high STR and CON). Same for your powers, if you plan on taking CHA based powers, knowing it in advance helps. Step 4, choose your race. More often than not, you pick a race that will enhance the ability you need more. Step 5, NOW buy your ability scores. Once you know what you need (for powers and feats), it's time to buy those scores. Step 6, choose your skills. Step 7, buy equipment. Standard adventurer kit for everyone, the best armor, shield and weapon, plus a secondary weapon. Make sure everyone has at least one melee and one ranged weapon. Always usefull when your ennemy stays airborne and you're a melee fighter. Step 7, do the maths. That is, calculate your hit points, defenses, skills, etc. That, I believe, is the best way to teach a player how to create a character. But if you want to teach them 4E instead, better pre-generate characters first, explain them how to play, run a 8 encounter (including one skill challenge) adventure, and THEN they'll have a better idea of how to build their OWN character. Hope this will help you. - Zorg
With increased price in shipping came increased care of my books. I haven't received any broken books since my subscription switched from Dragon Magazine to Pathfinder. One thing though, I'd appreciate if Paizo could wrap it in plastic. Water slightly damaged one of my book once, but nothing serious. I was lucky. - Zorg
I'll use Eldritch Giants and other huge miniatures. No need for Gargantuan giants, the huges are impressive enough. I *might* be tempted to modify a male Barbie doll for the gargantuan size, but I'll see in due time. As for the stone giants, I got 4 of them, should be enough for 90% of the encounters in Fortress of the Stone Giants. If not, I'll get some metal mini to round it up. - Zorg
Impressive. BTW, remove the space before .jpg so we can copy-paste it more efficiently. I recognize the horse from thw DDM Warhorse, but where do the wings come from? And the tail? I'll make an effort and photograph all my Burnt Offerings and Skinsaw Murder custom made miniatures. I went so far as making a custom made tentamort (the poor creature lasted 2 rounds without inflicting any serious damage). - Zorg
Vigil wrote:
I'm seeing more and more similarities between WotC material and Paizo material. Some skills were merged together, some monsters got revamped, some races seem identical. But that's a good thing. It means I can easily convert Adventure Paths to 4E. - Zorg
In D&D 3.5, a 1 HD monster (like a goblin) had 5 hp and would normally be killed in one shot. If you were unlucky, you inflicted less than 5, and it was a headache tracking which goblin was injured and how much. The concept of minion removes that tracking issue. Your character normaly deals enough damage to kill a minion with 5-6 hp. Less time tracking their HP, better combat. Try sending swarms after swarms of kruthik hatchling at your players, you'll see what I mean :) - Zorg
According to the Treasure Parcels, adventurers can't find +1 items. So I'd suggest that you use those +1 weapons (and focus) instead of Masterwork items. Furthermore, D&D 4E encourage GMs to put magic items that the player will actualy use. So you might want to tweak the treasures a bit. Unless they are very specific to the adventure (like the Sihedron medaillon, or the Lamia Matriarch polearm). - Zorg
With the release of the new Player's Handbook II, I'm now ready to suggest switching to 4E to my players. I'm running an introduction module next week to convince them that 4E is more dynamic. I found your blog and I was amazed by the dedication and quality of conversion. You can be sure I'll use your work. So keep up the good work. If you accept contributions, I'll be happy to oblige. - Zorg
In my campaign, Shalelu joined the party at Thisletop as a backup for the characters. I like that NPC so much that I modified a miniature and painted it like her. Here's the link. [IMG]http://img374.imageshack.us/img374/808/shalelugn4.th.jpg[/IMG] - Zorg
I'm still trying to put all my ideas together, but this one is tough. I chose Skeleton Moon to work on (I can't work on two submition, not enough time) and I got nice pieces of puzzle, but no clear image yet. The location, title and main villain are three ingredient difficult to mix (but not impossible). Add to that the hook for the Pathfinder Society... Still 4 days to go, let's hope I can glue all my elements together by that time. - Zorg
Deussu wrote: I'm starting to get curious. How many of the people who sent submissions had done scenario-like adventures before? First submission for me. I wrote a lot of scenarios before, but they were for a regular campaign, never for "one-shots". Also, I'm used to run games with 8 players. - Zorg
In the deep reaches of the Echo Forest, the Black Skulls gang established a hideout and factory for a potent distilled poison that they are selling to the Daggermark Assassin's guild. In this dark place, they found and kept a huge bloated monstrous spider. The Brotherhood of the veil heard about the facility and assaulted the facility with their newest ally, the shepherd, a mutated Ettercap blessed by Lamashtu. They quickly captured the Black Skulls, fed them to spiders and had the Shepherd display their empty shelled bodies over the Sellen River near the facility to demoralize the Black Skulls and scare away anyone else. Joshua J. Frost wrote:
Spoiler:
What was I thinking? Although an elite ettercap can have up to int 11, I don't see how I could think it would ally with puny humans...
The Black Skulls turns to the Pathfinder Society to hire a team of specialized dungeon delvers to investigate and reclaim their hideout. They offer an ancient text they originally stole from a Pathfinder venture-captain as a reward, as well as enough antitoxin potions for every adventurer. The Black Skulls provide the transportation, a river keelboat manned by a crew of skeletons and introduce the adventurers to the captain, a grizzled old veteran. Joshua J. Frost wrote:
Spoiler:
:) Since food is rare in the Bandit Kingdom, I figured that tireless rowers would be a commodity on most ships. No need to eat, sleep, no complain.
On the Daggermark docks, the Pathfinders encounter a group of thugs hired by the Brotherhood. They quickly captured and locked away the helmsman. After exchanging some insults and threats, it is clear that the Brotherhood has no intention of letting Pathfinders investigate. After a quick fight, the adventurers meet the helmsman, an enigmatic cleric of Norgorber who controls the crew of the keelboat. On the river, the boat comes to a halt, entangled in a partially submerged tree. While the captain and the helmsman maneuvers to dislodge the ship, a monstrous crocodile gets up on deck to get a bite. The adventurers have to fight the beast, or tame it so they can continue their trip. Joshua J. Frost wrote:
Spoiler:
Got it. Keep it focused on the adventure. Although I would have like to see a Druid PC getting a new ally.
Later, the Pathfinders spot movements aft and see Brotherhood archers mounted on giant water spiders chasing them. They circle the keelboat, shooting arrows to soften up the adventurers. Eventually, they start throwing grappling hooks and board the ship. Once defeated, the group can continue their trip upstream. Joshua J. Frost wrote:
Spoiler:
A shame, especialy with all those rivers. I liked the idea of a fast, single man vehicule that could skim over water. The purpose was to have a party of pirates chasing and boarding the ship.
The group finally reaches the Echo Forest, where trees are forming a natural large arch over the river. They reach a gloomy area filled with overhead spider webs. Hanging from those webs are the dozen empty husks of Black Skulls victims. They dock on the small harbor and note that the area is still in use. Crates and barrels are neatly aligned on the river bank. Joshua J. Frost wrote:
Spoiler:
My bad, I should have put more meat to that bone.
The Pathfinders find a long spiral stair climbing around a large tree, leading to the entrance of the hanged hideout. Joshua J. Frost wrote:
Spoiler:
Lost in translation. I should have revised this one, I based my translation/interpretation on the Hanging Gardens. What I meant to say was that the hideout was suspended in the trees.
The place is still operational, and the sign of the Black Skulls is visible on several crates, barrels, and alchemical supplies. There are also some bunk beds, and the remains of recent meals. The rest of the complex is covered with think, rigid cobwebs. It leads to a series of rope bridges, spanning the entire river, hidden by spider webs, branches and leaves. On the bridges and platforms, they are ambushed by Brotherhood of veil thugs in front of them, and small monstrous spiders behind them. They have to cut their way to safer grounds. On the other side of the river, the Pathfinders discover the queen's lair. The queen is a huge, bloated abomination unable to move, good only to breed and produce poison. In this chamber, they meet the Shepherd, and a score of spiders, here to defend the queen and chase the adventurers away. After a tough fight, the group is brought back to Daggermark where they receive their reward. FACTION MISSIONS
Joshua J. Frost wrote:
Spoiler:
Aye aye, sir!
Jason Bulmahn wrote:
Most paladin mounts are large and have 4 legs. This poses some problemes when the adventurers go spellunking. A warhorse has a hard time climbing down a ladder. Having a portable mount is the best option in my opinion. Make it a summon monster or onyx mount, but keep the freedom of dismissing the mount and recalling it whenever necessary. - Zorg
Rockheimr wrote:
Trolls are not potential customers. They solely haunt message boards to whine. D&D 4th Edition is a new game. Either you play it, or you don't. Whining will not make WotC go back to 3.5, and excellent companies like Paizo still use 3.5 for their products. Anyway, striking back at trolls was soooo good to see :) - Zorg
My players are about to start "Grim news from Mosswood" and meet with Shalelu to learn about the increased goblin activities around Sandpoint. Since they might ask for her help, I made her stats using the new PRPG beta rules and the 5th level version of Shalelu found in Hook Mountain Massacre. Also, since I've taken a lot of player-made material from this board, I figured it would be my time to contribute :) So here it is. -------------------------------------------------------------------------- Shalelu Andosana
Since Shalelu ended up with a +2 bonus on intelligence, she got 3 more skill ranks to spend. So I gave her Knowledge (local) and Knowledge (nature) to make up for her knowledge in goblins and giants. I also spent one rank in linguistic so she could speak giant. Since she's level 3 at the start of Burnt Offerings, I removed the wand of cure light wounds and the masterwork short sword. I hope you'll find this useful. - Zorg
4E is a completely new game, just like 3E was completely different from AD&D and AD&D 2E. Still, I've been playing 4E with two different groups this summer, and both groups enjoyed the changes. The only difficulty they encountered was to "forget" 3.5E, and adapt to a complete new game. One thing they particularly noticed is that 4E is geared toward team play. Many powers work in cooperation and conjunction with other player's powers (like the ability of the fighter to allow one of its ally to shift after its attack, or the cleric's healing word that needs only a minor action.) As a DM, the only difficulty I met was to balance encounters and be able to convert some monsters from 3E to 4E. The real challenge lies in the fact that monsters no longer use the same building rules as characters. This is both a curse and a blessing. A curse because I have to "learn" a whole new set of rules just to build monsters, and a blessing, because it takes less time to build a monster than before (3.5E dragon anyone?) There's still dungeon crawling, still orcs, goblins and trolls to slay, still treasures to collect and still NPCs to deal with. That means it's still D&D. - Zorg P.S. By the way, I also run a Pathfinder game on weekends with my crew, and we really like the changes to the old 3.5E.
Hello there. I'm still unfamiliar with D&D 4E rules (I'll be running my first combats this week) and, looking at the disease entry for the dire rats, wondered how could someone who got to the final state could get rid of the disease naturaly? Example : Filth Fever
That would take a level 1-5 character out of the game, no? Is the "Cure disease" ritual the only solution?
I'll also play both, since D&D 4E is, imo, incomplete, so I'm unable to easily convert existing 3.5 material in 4E. The Pathfinder Adventure Path is good enough that I'll stick to PRPG for a while. It's not the first time that I play 2 or more different RPGs, and it won't be the last. The fact that one is another edition changes nothing. - Zorg |