Incognito wrote: Awesome podcast. My group already finished Giantslayer and it is surprisingly entertaining to listen to another group as they go through the AP. I've also run my group through Giantslayer. And i have just finished bingeing on GCP, to the detriment of all my regular TV. Congrats guys.
Adam Smith wrote:
I ran SS and have just started SA, we are 2 sessions in. I think Strange Aeons will be much harder, that might be a result of my GMing getting better. My feeling is that the AP's have been getting more challenging, but we've not played them all, or even really read the modules, untill we pick a GM. I have run CotCT, SS, RoW, GS, Emerald Spire,and SA. I've played in Savage Tide, Age of Worms, RotR, KM, S&S, WotW, and IG.
Douglas Muir 406 wrote:
Yeah WotR was a cake walk, my paladin was one-shotting nearly everything.
Adam Smith wrote:
No problem at all. My group really enjoyed Serpent's Skull, however book 3 needs a lot of work, its very hard to run as written. It is really just a sandbox framework, which might not suit your groups style of playing as written. In hindsight a campaign combining SS and Skull and Shackles could be awesome. Get rescued from the island by pirates, gain fame and fortune by finding the lost city, then take on the pirate hierarchy.
Aerick Lim wrote:
Just listened to both, great stuff. I've been following your order for RoW and Emerald Spire, having run both, your notes have been a great help and inspiration, so thanks. I started running Strange Aeons 2 sessions ago and we are loving it, I think In Search of Sanity is Paizo's best book since Souls for Smuggler's Shiv.
Well we just completed Iron Gods. Time to hang up the EMP rifle. I'll be running Strange Aeons next weekend, and the sacrifices have been submitted. Male, Human, Fighter (Cad) GMPC
No names, no gear, no memory, no hope...
Kalindlara wrote:
I was wondering about this too...
Taumata-whaka-tangihanga-koauau-o-Tamatea-turi-pukaka-pikimaunga-horonuku-p okai-whenua-kitana-tahu, is the longest place name in the world. It is in Hawkes Bay, New Zealand, and means ‘The hilltop where Tamatea with big knees, conqueror of mountains, eater of land, traveller over land and sea, played his koauau to his beloved.’
Vic Wertz wrote:
Mine too!!! ...I'm so old...
leo1925 wrote:
and... Quote: @ibayboy - if the Mummy's Mask traps can all be solved with sufficient HP then those are pretty disappointing traps. sorry guys, it was an old joke about using the barb as a trap-triggerer. I haven't even read Mummy's Mask, I would expect an AP on that theme to have some of the tricksy-est traps out there.
The smitter wrote:
Hi James, related to the above question, have you listened to any Lovecraft audio books? I like David McCallum reading Rats in the Walls. I almost crapped my pants listening to The Dunwich Horror on headphones in the middle of the night (when I was younger).
I started running this yesterday, as a filler, while we wait for the last set of paper minis for my RoW campaign. We just played it with the four pregens, and have found it quite challenging so far. Something we noticed was that there seems to be no way to identify magic items. The investigator and bloodrager have spellcraft but not detect magic, and the warpriest has read magic but no spellcraft. The investigator can do potions and poisons, but they're all scared to play with any other magic stuff they find.
DBH wrote:
I think you'll find destruction doesn't even leave ashes, just a pile of your gear. ;) What, too soon?
DBH wrote:
I called it Corporal Carrot syndrome!
Todd_Westcot wrote: Sorry for the delay. Life got in the way this summer. But I promise if it's not done before Gen Con, it'll be done after Gen Con. ...Wait, that doesn't help. It'll be done in mid-August. Yeah, that's what I meant. Erk! looks like we will have to make a start on WotR while we wait. Time to roll up a paladin. There is no question of carrying on without your minis, have fun at Gen Con.
DBH wrote:
versatile performance (Oratory/Diplomacy): 1d20 + 22 ⇒ (2) + 22 = 24 I know a certain sylph bard that won't be dying on Saturday! edit: although, that dice roll was low!
Played this all the way through as GM... 1) GM Ease of Play: 6 Needed a lot of work, especially book 3. Also, books 5 and 6 can get a bit 'samey' with extra work to liven them at times. 2) Synthesis of the Story: 8 Good clear story running right through, plenty of clues and hints to drive PC's on. Except book 2, total railroad! 3) Role-play Friendly: 10 Book 1 has built in roleplay and works well, as does book 3 with a lot of work. 4) Combat Design: 8 Encounters are well written. Shadow demon in book 2 is dangerous, and again book 3 needs work to tie areas together. Books 5 and 6 suffer from being a bit 'samey', but I used this to my advantage, running enemies as coordinated, militaristic and adaptive. 5) Fun factor: 7 Book 1 was fantastic. Books 5 and 6 dragged a little. On the whole, I think my players enjoyed the campaign.
Played this all the way through as a player... 1) GM Ease of Play: 8 It seemed to be easy to run. GM needed to be prepared for PC's going anywhere. I don't think he changed to much out of the box. Our GM also ran the kingdom in the background after a concensus from players. 2) Synthesis of the Story: 8 Great storyline running through, although the final chapter seemed a bit tacked on, the lead-up somewhat obscured in earlier chapters. 3) Role-play Friendly: 7 Lots of opportunity for role-playing, a group running the kingdom building rules would have even more. 4) Combat Design: 6 Varied encounters, some hard with the wrong roll on random encounter table, or wrong direction in the sandbox. Suffered from 10 min adventuring day in most places. Our group weren't fans of the mass combat system. 5) Fun factor: 8 Really liked the hex-ploration system.
I played a witch, with 2 bard levels early on, all the way through S&S. She became the Hurricane Queen, and was the most fun character I've played, except for my first ever character 25 odd years ago. Yes Slumber felt boring, and as a result I didn't use it much, but that was my choice. Never took Ice Tomb hex. Misfotrune/ill omen were great and didn't seem to ruin the game for us. The rest of the party/crew was more worried about her constant use of blood transcription.
Hey everybody! It looks like we have a deserving top 16! Congratulations! About things on my end:
I'm pretty relieved though. I'm still on my trip, and I would probably would not have had the time or resources to make a proper monster. So thus ends the saga of Chris as an RPGSS contestant! I'll stick around and participate in discussion, but I'm going to try taking my time and designing well thought out content on my own from now on. I have limited internet while I'm here, so I'll check back in on the 24th when I get back. I expect some good monsters! Good luck and fight on! :)
Thanks for the feedback everybody (especially Arianwen, great points!). Here's a rewrite. Wow! Holy saved wordcount!
Caber Twig Rewrite (279 words):
Caber Twig
Aura faint transmutation; CL 5th Slot none; Price 300 gp; Weight 2 lbs. Description Carved from fine dark mahogany and polished to a smooth sheen, this 4-inch stick feels surprisingly heavy for its size when hefted in the palm. Notches divide the twig into four equal segments. Snapping the twig at any notch is a swift action that creates smaller twigs of appropriate sizes. When tossed into the air with a flick of the wrist, a length of twig suddenly releases a deafening crack as it transforms into a massive log at the apex of its flight. It then lands tip-first on a creature, object, or 5-foot space within 30 feet. A creature must succeed at a DC 16 Reflex save and be forced into an adjacent space or else suffer 2d6 bludgeoning damage per twig segment used in the creation of the log. Upon striking the space of its primary target, the log tilts and crashes down in a direction of the thrower’s choosing. All creatures within a line the length of the log from the space of impact must succeed at a DC 13 Reflex save or else suffer 1d6 bludgeoning damage per twig segment used. Medium or smaller creatures receiving this secondary damage fall prone and suffer the pinned condition, and must succeed at a Strength or Escape Artist check to escape. The DC of this check equals 10 plus 2 per twig segment used. Created logs are always 2 feet in diameter, but measure 5 feet and 300 lbs. for every segment of twig used. The logs are not magical and remain indefinitely. Construction
And some notes on the item's creation:
Spoiler: I think I was casually perusing wikipedia or youtube and started a little learning session about caber tossing. My brain made the connection for me and said, "Hey! Item!" It can be thrown at people and be used for cool interactions with the environment. Like, bridges, battering rams, support beams, and carving canoes or something out of them. Okay!
So I went with it. My first idea was a 15-foot caber that counted as a throwable greatclub with reach, but otherwise had the same overall powers as the final Caber Twig. I realized that A) Creating a new throwing weapon with reach would turn some people off, and B) People would moan about having to drag the damned thing into a dungeon. (See? I learned after the Scallywag! :p) So I thought, well, what about a pocket-sized version? Solves both problems. That's where the caber twig came from. The name was easy at that point and never changed. I liked how it riffs off Caber Toss a little bit. Other considerations:
I think that for me personally this has been the most enjoyable season yet. You're all great to talk to and worry with. Folks in the culled group: Do not fret. Please stick around, enjoy the contest, and learn for next year! Those who survived: Right now we are all schrödinger's cat. At this moment, we've all both supped the sweet air of victory and eaten bitter humble pie. Both are equally likely at this point, so remember how they taste. :)
This year, I am pretty streamlined:
Point being:
Okay, I'm going to post my first snark: Designers, stop saying that your item "appears" to look like what it is. It seriously weakens the impact you are trying to create. Instead of "This blade appears to be slimy" say "A glistening ooze sloughs thickly from the surface of this blade". Furthermore, stop relying on visual description alone! We have at least four other senses to titillate that most items barely cover. A tactile or auditory description can be really powerful.
Caber Twig
When tossed into the air with a flick of the wrist, a length of twig suddenly releases a deafening crack as it transforms into a massive log at the apex of its flight. For every segment of twig used, this log measures 5 feet and weighs 300 lbs. No matter the length of the log, it is always 2 feet in diameter, and only one can be thrown at a time. The thrower may toss a twig at any creature, object, or space within 30 feet, and the resulting log always lands tip-first. The target must succeed at a DC 16 Reflex save and be forced into an adjacent space, or otherwise suffer 2d6 bludgeoning damage per twig segment used. Upon striking its primary target, the log tilts and crashes down in a direction of the thrower’s choosing. All creatures within a line the length of the log from the space of impact must succeed at a DC 13 Reflex save or else suffer 1d6 bludgeoning damage per twig segment used. Medium or smaller creatures receiving this secondary damage fall prone and suffer the pinned condition. Creatures pinned under a log must succeed at an Athletics or Escape Artist check to escape. The DC of the check equals 10 plus 2 per twig segment used. Created logs remain indefinitely. Construction
I guess I'm in an unusual place for this, and I've thought about it a lot. I have sort of been riding that wave of "good enough to get into the top 32 each year, but not quite able to reach the top 8 and be disqualified". It's fun to look forward to the competition each year, and I might be a little addicted to it. However, I am starting to feel somewhat guilty for taking up space when someone new could be up there and experiencing it for the first time. I think if top eight contestants were allowed back in each year, they would consistently make it back into the competition. It would be really discouraging to the new entrants, and things would get pretty stale with seeing the same folks each and every year.
Hi friends! I'm working on a project. Basically, wouldn't it be great to see what has been made in the competition already? To sort that list by year, author, item type, or spell level? To search for key words in descriptions? I'm sure some folks have done it before for themselves (or maybe online and I didn't notice), but here's one for everybody! Stop in, click an item link, and get fillin'! Once we're done, you'll be able to just download it as an Excel Spreadsheet and filter and sort to your heart's content. :) I've locked the ITEM, AUTHOR, and YEAR/SEASON columns because they are done. Suggestions for improvement are welcome. Note: For small, slotless, rocky/crystally/charmish/not-really-categorizeable items, I am using the item type "bauble". Current Ideas
Now that I think of it, no one here has ever seen any of my scenario or campaign ideas, since I never got that far in the competition. I pledge that, whether or not I place in the top 8 or higher this year, that I will start striking out on my own to professionally create content. This is largely because I finally settled into a career. :p
Thank you for your encouraging words and overall coolness, Ms. Firedove. I'll be sure to fix this critter up a bit for you now that I am free from my other design obligations. ;) And my other entries too. I'm pretty much done redrawing Treant's Crossing, and I have some ideas for the item I made. Also some stuff from previous years I want to fix. I'll just release a pdf here on the boards. I'm also working on... new stuff. ;)
Monica Marlowe wrote:
A 30 minute drive or 1 hour by public transportation. :3 -- Good luck to your father. Heart stuff can be scary, but at least it's something you're all aware of instead of it sneaking up on you. My dad head a heart attack (100% arterial blockage) a few years back and recovered just fine. Fingers crossed!
Wide eyes brimming with both curiosity and suspicion peek out from beneath the large, spiraling horn that protrudes from the brow of this miniature albino dragon. Wimblewyrm CR 5
Notorious liars and thieves, wimblewyrms are greedy even by dragon standards. When not burrowing through the bedrock of Nar-Voth seeking precious gems, a wimblewyrm will spend its time quietly stalking intelligent creatures through dark tunnels, hoping that it might seize valuable goods or precious secrets. If discovered, a lone wimblewyrm will usually make a single attempt to nab the object it most desires before disappearing into a nearby cavern wall. Larger groups become increasingly more daring, however, and will coordinate their jumble stone ability to distract and disable their opponents. They are also a vengeful species, and have been known to create miles-long tunnels simply to flood the homes of creatures that displease them. Unlike their larger cousins, wimblewyrms are eager traders of the gems, unusual objects, and information they have acquired, and often create extensive subterranean networks of commerce amongst themselves. An adult wimblewyrm measures roughly 2 feet long from tail to snout, and sports a single heavy horn extending another foot directly forward. The spiral grooves of the dragon’s horn drip with a powerful acid which it uses to bore holes and fend off larger predators. The creatures pale yellow eyes and scales match the appearance of their eggs.
Scott LaBarge wrote: Ah, the dread zumba! That was a fearsome horror. Dread Zumba CR 7 CN Large OozeSweaty limbs protrude at erratic intervals as this panting tangle of flesh slides along to a rhythm of grunts and funky fresh beats. It devours all in its path, leaving a slippery trail of grease in its wake.
My brother and I had a conversation that went something like: "You should make a monster that's made of the stitched up remains of other bodies." "That exists. It's a flesh golem." "Okay, how about a stalactite that's actually an ambush predator that falls on you?" "That's a piercer." "Uh, a stalagmite then?" "Roper." "Well. I'm out of ideas."
Hey everyone. I don't want to be overstepping my bounds in posting this, but time is short and I don't want folks lagging behind if there's even a slim chance of it happening. Leviathan's End maker Jason Keeley posted that he cannot continue the contest. If you think you might have been close to getting in the top 16, then be prepared for the possibility that you might get bumped up!
Hey all, has anyone heard about Chainmail co-creator Jeff Perren needing help? His daughter is trying to raise money for a stair lift so that he can live at her home. Read more by clicking on the link below. You can go to the GoFundMe page by clicking on the thread title. http://www.reddit.com/r/rpg/comments/2uf2tu/gofundme_jeff_perren_chainmail_ coauthor_in_need/ P.S. - Looks like our team lost at sportsball. :/
I haven't started making my monster yet, but I'm practicing by randomly rolling its main aspects and seeing what it inspires me to make. I made some random tables for you all to play along! The goal, try to make the monster concept work no matter what you have to work with. Remember that this is just a creative tool though, so tweak or ignore whenever it suits your tastes. Here's the Monster Creation Rules, Creature Types and Subtypes, and Universal Monster Rules to help you out. You can also find the other monster creation stuff on the left toolbar. Good luck! ;) 1 - CR:
Roll a d20. This is your monster's CR.
You may do CR 1 or 1/2 if you land on 1. 2 - Alignment:
Roll a d6.
Roll another d6.
3 - Size:
Roll a d10.
4 - Creature Type:
Roll a d20.
5 - Universal Monster Rules:
Roll d100 twice and refer to the table below. Your monster gains these abilities and automatically receives any prerequisite abilities or necessary subtypes. After this, you may also choose to add additional Spell-like Abilities, Natural Attacks, or other abilities as needed.
I rolled a CR 8 CE Small Undead with telepathy and lifesense. Ooh~ I like it. EDIT: CR 7 N Fine Dragon with blindsight and undersized weapons... This is problematic. EDIT 2: My brother rolled a CR 10 CN Gargantuan Monstrous Humanoid with poison and undead traits. EDIT 3: Okay, one more. CR 7 LE Large Aberration with web and light blindness. Hmm... Looks like I rolled a drider by mistake. EDIT 4: I changed step five to just be roll d100 twice (instead of 1d3+1 times).
Mikko Kallio wrote: Speaking of football, I'll be staying in Seattle for 2 weeks in May, and I was wondering if there will be any matches that might be worth seeing. I know little about the sport, but it looks interesting. :) Or UFC, maybe??? I'm not a diehard sports fan, so I'm not sure. There might be some baseball going on in that time frame though! --- My take on posting during this period is that chatting about the contest and life is totally okay! Real conversations are great, and if the chance to be funny comes up, I'll take it! I have a set of ground rules for myself though: 1) I read comments on my entry, but that's it. I don't post on my entry or +1 any of the comments on it. After votes are locked in, I thank people, share some insight on the design process, and maybe even post a revision if I have time. 2) I read the other entries and +1 the ones I really like, but I don't comment. If I really want to give the contestant some feedback (praise, or maybe some very light constructive commentary if we get into a conversation), I just send them a PM. 3) Besides my goofy youtube post, I don't participate in the exit polls. 4) I've been avoiding debates like the one about the top 100 list. Too easy to set off people's nerves. I do read them and +1 some posts I think made good points. 5) I think showing excitement and good will is great! But there's a very early point of diminishing returns with back-patting and general praise-giving, and it soon adds nothing to the dialogue and clutters the boards. Talking too much can come off as nervousness, or worse, showing off. --- I'd love to have chats about good resources for inspiration and advice for the technical aspects of upcoming rounds. We can talk about our general creative processes and what we think will be challenging without actually talking about the entries themselves. I think the voters would enjoy reading that sort of thing. Also, monsters were what killed me my first year, so I need all the help I can get. :p
Okay recruits! Great job getting your maps in on time, being super supportive of each other, and making this competition altogether worthwhile! Now restrain yourselves. Every year I think we get lured into a false sense of "it's okay to talk about everything!", due to the seeming immediacy of being allowed to respond to comments on our items. From this point forward, think before you post. Don't talk about why you did your map a certain way or what you would have done if you had more time. And when the entries go live and those urges to respond to comments on your entries arise, stomp on them like a pissed off elephant on a sneaky little snake. In the past few years, we've basically decided that even a "thank you, vote for me!" type of comment is pushing it. The best option is to just hunker down and work on the next round. Even so, every year there's someone who gets a little too glib and pushes the envelope. Don't be that person. I tell you this because I care. Now get out there and make some monsters! RAWR!
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