Aldern Foxglove

Zorg's page

88 posts. Alias of Patrick Chaput.


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Callous Jack wrote:
$100? Geez, I would have loved to pick it up but not for that...

I'll stick to my 1st edition box set.

- Zorg


Frostflame wrote:
The kids will be creative enough and it wouldnt surprise me if a kid made the bard class work better than us adults.

I agree with that. I've seen 9 years old use Action Points and ressources in usefull ways that a teenager or an adult wouldn't even think of.

- Zorg


I recommend 4th edition for 4th graders. I doesn't need to be toned down to lite version, and the characters are tougher than 1st level prpg characters. All in all, more fun for them. That's what I use with my group of kids.

- Zorg


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


That's great news! I'm a fan of Reaper and Paizo, and (to be honest), crocodile games miniatures were difficult to buy (and rather expensive). I'll still do custom jobs, but to be able to have the exact creature will be fantastic.

- Zorg


As far as I'm concerned, if you use your minis for Pathfinder, show them here.

- Zorg


I cut off the mini from the base using a sharp knife. Then I mount the mini on a 1" metal washer using glue (elastic-kind), paint the base black and Voilà!

- Zorg


Here's my Pathfinder Gallery. The text is French, but you should be able to figure it out.

My gallery

- 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:


The majority of the monsters are on a one-page format. The Bonus Bestiary Hank mentions above is a great preview of the format (although the actual format in the book is more refined and pretty).

So, for the majority of the monsters, you'll get a page that's about 1/3 illustration, 1/3 stats, and 1/3 flavor text. The ratios are fluid; simple monsters have more flavor text, and complex ones more stats, but for the most part the Bestiary should work pretty well for a 4E GM who's looking for some more art and some more flavor text to enhance his game.

That, and there are quite a few monsters in the Bestiary that aren't in 4E yet that I'm aware of...

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 took a picture of all the minis I painted or modified for our Rise of the Runelords campaign. Here is
the link.

Share your minis, I'm always eager to see other people's work.

- Zorg


Todd Lockwood.

- Zorg


aeglos wrote:

any ideas for the faceless stalkers?

I planned on using Nothics.

- 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


The fire mephit wings are too small for a large horse.

- 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


Actually, with Maptool, it's a real charm. Even monsters can have individual initiatives.

- Zorg


Vigil wrote:


They'd never admit to it, but I'm sure WotC looks at Paizo when planning these miniature releases.

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


Since elves worship Callistria, I'd be surprised if any sexual pun could actually embarass them. So I'd go with this one :

Valeros : "Relax, I took my Imodium."

- 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


Count me out for this submission. I couldn't think of a solid plot, and, to be honest, I've been busy painting miniatures lately.

Maybe next time.

- 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


I'll try to submit something for both scenarios. Those will require more research than the last ones, but the guidelines are more precise this 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:


It's called the Echo Wood. Also, ettercaps are solitary int 6 hunters—in need a lot more detail if I'm to believe an ettercap is working with anyone.

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:


Skeleton crew is a funny pun, but it doesn't fit in Golarion outside of Geb and Nex.

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:


Random encounters are bad for 4-hour scenarios.

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:


Giant water spider mounts doesn't really fit.

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:


Echo Wood. And what, exactly, do they note is still in use?

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:


hanged hideout.???

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
Andoran Faction: Pathfinders from the Andoran faction who sabotage the poison distillery earn 1 Prestige Award.
Cheliax Faction: Getting the distilled poison recipe earns a Cheliax faction member 1 Prestige Award.
Osirion Faction: Retrieving a vial of new poison earns an Osirion faction member 1 Prestige Award.
Qadira Faction: Recovering the distillery's trade contract earns a Pathfinder of the Qadira faction 1 Prestige Award.
Taldor Faction: A Pathfinder of the Taldor faction who spoils the shipment of poison destined to the Assassin's Guild earns 1 Prestige Award.

Joshua J. Frost wrote:


My biggest complain is that this would be, maybe, a 2-hour scenario. It needs more meat. I'm also not interested in monsters going against their stat blocks unless there's a really good reason for it. For your next submission, focus more on a good, lengthy plot with five solid encounters that will take a good four hours.

Spoiler:

Aye aye, sir!


This submission was very inspiring and gave me plenty of good ideas, so whether it's selected or not, I'm going to run this adventure with my gaming crew. I'm sure we'll have a lot of fun :)

- Zorg


I'm also sending mine tomorrow. I just have to revise it, and the best time is during morning.

- Zorg


I used a modified Doomguard for Nualia, Ettercaps for the Sinspawns, and Giant rats from War of the Dragon Queen for Goblin Dogs.

- Zorg


Jason Bulmahn wrote:


more like an animal companion and be with the paladin 24/7.

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:
Zorg wrote:

I think it was priceless.

- Zorg

If they make a habit of repeating that kind of barbed humerous attacks on their potential customers I'd say 'pricey' might be more accurate.

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


I think it was priceless.

- Zorg


Any monster that has a D&D Miniature mini is fine with me. Our group plays a lot with miniatures, and I go to great length to build or modify miniatures to represent a specific monster.

- Zorg


I'd change the "once per day" to "once per encounter". This way, even when you get more, you stay 3.5 compatible. This way, Paladins will shine as much as rogue's Sneak Attack in every combat.

- Zorg


Pathfinder (or D&D 3.5) and D&D 4E are two different games. I played Mechwarrior, Gurps, and other systems before, and I don't consider myself heretic :P

And I also play both D&D 4E and PRPG, and enjoying both.

- 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
Female elf ranger 2 / fighter 1
CG Medium humanoid
Init +2; Senses low-light vision, Perception +6
--------------------------------------------------------------------------
DEFENSE
--------------------------------------------------------------------------
AC 16, touch 12, flat-footed 14
(+4 armor, +2 Dex)
CMB Defense 19
HP 26 (3d10+8)
Fort +7, Ref +5, Will +1; +2 against enchantment
Immune sleep
--------------------------------------------------------------------------
OFFENSE
--------------------------------------------------------------------------
Spd 30 ft.
Melee Short sword +4 (1d6+1/19–20)
Ranged +1 Composite longbow +8 (1d8+2/x3) or
+1 Composite longbow +9 (1d8+3/x3, Point Blank Shot)
Special Attacks favored enemy +2 (goblinoid)
--------------------------------------------------------------------------
TACTICS
--------------------------------------------------------------------------
During combat Shalelu prefers to fight with her bow, resorting to melee only when truly desperate.
Morale Shalelu is loyal to her friends, and as long as even one of them remains in danger she won't abandon them. If she feels she can escape, get help, and return in time to save anyone captured by enemies before it's too late, she might try.
--------------------------------------------------------------------------
STATISTICS
--------------------------------------------------------------------------
Str 12, Dex 15, Con 14, Int 12, Wis 13, Cha 8
Base Atk +3; CMB +4.
Feats Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Skills Climb +7, Stealth +7, Perception +6, Survival +7, Swim +7, Linguistic +2, Knowledge (local) +6, Knowledge (nature) +5.
Languages Common, Elven, Giant, Goblinoid.
Combat Gear +1 studded leather armor, +1 composite longbow (+1 Str) with 20 arrows, short sword, 25 gp
--------------------------------------------------------------------------

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.


There's an excellent article in an old Dragon Magazine, "Wise As An Ox, Strong As An Owl" by Brian Rogers (issue # 284, p. 48), that suggest how to roleplay poor characteristics. If you have access to that issue, I strongly suggest you read it.

- Zorg


roguerouge wrote:
I'd like to recommend that those of you who have come up with good NPCs or side quests that perhaps posting them on the EnWorld Wiki would get them exposure and help the 3E game. I've posted one of the CotCT encounters I made here and at the Wiki...

Link please...

- Zorg


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
Final Effect: The target takes a –2 penalty to AC, Fortitude defense, and Reflex defense. The target loses all healing surges and cannot regain hit points.

That would take a level 1-5 character out of the game, no? Is the "Cure disease" ritual the only solution?


The basic D&D Rule Cyclopedia managed to crunch all 4 or 5 boxes (basic, expert, companion, master, immortal) into one large book. I'm sure PRPG can do exactly the same.

- Zorg


I sold all my 3.5 core rulebooks last week, so this is good news and what I expected. I'll be running both PRPG and D&D4E for the next years :P

- Zorg


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


Me too!

- Zorg