My mail person left one of my recent deliveries on the front porch. Usually this isn't an issue but unfortunately it rained the majority of the day. When I arrived at home after work I found the issue was totally soaked. Could you send me a replacement please? If it could be sent along with my next issue that would be great. The issue is Hell's Rebels #2, Turn of the Torrent. Please feel free to add the fee to my credit card on file.
Where can I find information on Call of the Frog God? At what level is that added to the Kickstarter?
Even the cavaliers damn horse was biting it. A horse biting a dragon. WTF?
I don't want to appear insensitive but when I read the quote above I was laughing about it for the rest of the day!
I'm glad you got the advice you needed though and thanks for the break in an otherwise boring work day!
Get rid of XP. Level up the PCs when it is story appropriate. Best decision I made in Kingmaker.
I did this for the last campaign I ran and it worked great! It's nice not to have to worry about how much XP you'll have to award and instead focus on the what you'd like to have happen in the campaign.
I'm glad you were able to put it back together so we could see it! When I made my version of The Wreck it didn't cost a whole lot either. I think I spent about $30 all together with $10 of that being the base map from Kinkos (I had it printed in black and white on a 36"x48" sheet of paper). The rest was me printing out the decking from the Maiden of the High Seas (which I made for STAP) to glue onto plastic sheeting (pole signs from work for free) so they would hold up to having some weight on them.
It was definitely worth the effort I put into it. I couldn't imagine running that battle without having the model to use. Once you see it the scale of the thing hits you. I didn't tell the players I was building it so they came over for the session to see it for the first time.
The following battle was one of the better moments of the campaign.
Can anyone confirm this? I don't recall seeing this anywhere on the forums.
I was playing a bard working toward fochlucan lyrist in a 3.5 game. My physical stats were average at best, somewhere around a 10 IIRC. I was frustrated with the campaign, the DM, and my character. We came to a rickety bridge we needed to cross so I knew I was in trouble.
I failed a DEX check and fell off the bridge into the water. I then failed multiple swim checks and drowned! It was pretty humiliating!
I was then raised and later in the campaign we went to the plane of water. We were trying to get information but everyone in town acted like an idiot towards us. I used a lyre of building to tear down an entire city block and as a result we were chased from town.
The very first night we were resting I was attacked by a gargantuan shark. It grabbed me in it's mouth during the surprise round, swam away, and swallowed me the next round! Since I was on watch no one even realized I was gone until the next day.
I thought I had a good character concept going into the campaign. Before it was all said and done it was quite painful to play the character because he was so ineffective.
The DM sure showed me who was in charge!
Do you know if the person would consider shipping them to someone that wanted to buy them?
Let me start by saying I have not played the game yet. I was not familiar with the setting so I read the Eisenhorn series (suggested by people on the FFG boards) and I liked it. I have owned the core book for a little over a year now, along with 3-4 of the accessory books. We have 3 DMs in our group so we usually take turns running campaigns and my next one should be a RT game. With this in mind I'll try to answer your questions.
One player plays the "rogue trader" or the guy in charge, the rest of the group are his most trusted allies. I think you could play it anyway you like (never watched Firefly) but according to the book the "ship" should be like an NPC of sorts. The ships in the setting have long histories, most of them are thousands of years old. The rules include ways to define your ship's characteristics. These ships are kilometers long so they are more similar to cities than they are ships. As such, I think you could have the opportunity to introduce some good NPCs that the party can have regular interactions with considering the "city" goes everywhere they go!
I don't think RT is very close to the WH Fantasy at all. From what I know about the fantasy game you use a dice pool while RT (DH and DW too) use a percentage system. You have ratings in your abilities from 1-100, if you roll lower than your score you succeed. When you gain XP you "spend" it to gain new abilities. Every class has about 10-15 abilities at each level to choose from. Also in RT there are rules to resolve larger scale conflicts using command checks which seem good in theory but I've never used them.
From what I've read the adventures from FFG are a mixed bag. There are really good ones, and some not so good ones. They have quite a bit of free stuff on their site, including an intro adventure for every setting (RT, DH, and DW) that includes any rules you need to run the scenario. You could check it out there for free if you wanted and decide if it's for you. There are also some pretty good campaign threads on their boards, especially the one by Marvin the Arvin titled "For Profit and Plunder- A PC's Tale".
I'll post a few links below. The first two are on the FFG website, the third is a campaign blog I stumbled across that I liked. Good reading!
But, Werthed, where do the players fit into all this misery? If they don't play eight-foot-tall sex-starved death machines, who can they play?
The one game that draws me to the 40K universe is Rogue Trader. The group starts in a place where most other campaigns end. They hold positions of power and the ability to create their own destiny. The ship they command has tens of thousands of troops and their actions can change the course of planets.
The scope of the game is well beyond any other game I've seen out there.
Russ Taylor wrote:
I looked for the guided enchanment in the CotCT AP but couldn't find it. Can someone tell me which issue it is in?
If you don't mind black and white you can get a 36"x48" (IIRC) map printed for about $10. The same size in color was over $100 I think. I decided to build a scale version of the Crimson Fleet base when I ran the Savage Tide AP. I had the ground level printed at Fed Ex Kinkos for about $10 IIRC.
I also had the interior of a church printed that was about the same size for an important battle in a D20 Modern campaign I ran recently.
I think the interactive maps are sweet! They will work great with the projector I use to display the playing surface.
Everything that I have seen in an AP has been pretty exciting and cool. I would love to be a fly on the wall when the team discusses ideas and details that result in that much awesome. I would probably learn more in a half hour then the 13 years of GMing I have under my belt.
I think it would be a great idea to have a video recorder in the room for the planning sessions. Once the AP is decided then the video can be posted as a podcast or something similar.
I think people would get all jacked up to watch the planning sessions!
I played in a campaign once where the PCs were part of a mercenary company of about 100 or so members. They were known as a "good" organization and generally took the high ground. They had been involved in a few wars in the past, always siding against the nation trying to force their will upon the other.
We got involved in a war between nations. We started out as our own force, usually spearheading minor battles with the front line troops. As we gained levels we progressed until at higher levels we were assigned to the king by our superiors. We became an elite strike force, taking out the enemies generals, lead bad gys, etc.
It was easily one of the best campaigns I've ever had the pleasure of playing in. I'd highly recommend an AP that covered this area of a game.
I was thinking about doing the same thing. Rogue Trader would be the main game with the other two supplementing it as I thought the campaign needed. I would probably use DW the least of the three unless the group really enjoyed those portions of the game.
I picked up RT last Gen Con after reading about it on another message board. I am drawn to it because it appears to pick up where most DnD campaigns end. I like the idea of the PCs being responsible for thousands of crew members, the scale and scope of the game is very appealing.
I am still a long way from running the game. We take turns with campaigns in our home games so I am about a year or so from running the game. I need to do some more reading on the 40K universe! So far I have read the Eisenhorn books along with some of the RT core book. I have no other knowledge of the world so my work is cut out for me!
I would say definitely not. The party couldn't target the PC with any spells that could benefit him so I would say the PC couldn't be hurt by any spells either.
By the rules no one has a line of sight or line of effect to the character so he cannot be targeted by spells.
I am playing in a d20 Modern campaign currently that is set in the mid 1800s. Before this I currently ran a modern campaign for about a year and a half. I thought the classes were a bit bland as well so I made a few adjustments to the game and it worked out well.
- gestalt characters
The gestalt characters allowed the players to make pretty much the exact characters they wanted to play. Vitality and wounds made the game a little deadlier (when you get shot, it should hurt!). Fractional BAB gave the party some fighting ability. Removing XP allowed me to throw whatever I wanted at the group without worrying about how fast the party would advance.
It worked pretty well from the DM standpoint and the players seemed to enjoy the game as well. I think we may be taking a break from d20 Modern after this current campaign and going back to 3.5 DnD. I think the next campaign I run will either be using Savage Worlds or Rogue Trader, neither of which I have played before.
W E Ray wrote:
I know there is a feat in the BoED that allows you to use your wisdom bonus to modify your attack roll. IIRC it is call intuitive strike.
I've been running a d20 modern game for about 8 months now and it has been alot of fun. It seems like it was designed for the characters to be somewhat weaker than their DnD counterparts. Multiclassing is encouraged (some say required) but when you do so your BAB suffers big time. Alot of the monsters seems weaker as well.
The biggest difference in the modern game seems to be how much skills are used and the fact that combat is avoided if possible. I know some of this has to do with the changes we made with hit points (we use a wound system similar to Unearthed Arcana) but we use skills ALOT which is great. I decided to have the PCs make gestalt characters and it has turned out well. They pretty much breeze through combats with normal NPCs but standard DnD monsters challenge them pretty well. Plus everyone has alot of skills so no one feels left out.
The other nice change is the absence of magic. It keeps the PCs from getting extreme in any one area so the game hasn't been a chore to run at all. Skills seem to be the most important aspect of a character which has been a welcome change. It's hard to believe we have a campaign going where there is no magic involved and no one has even noticed!
So in response to the question in the OP- count me in!
Thanks guys! Something I was thinking of doing prior to making the commitment to build the wreck was to make individual floors plans. I was planning to make each deck like I did in the model but not assemble it at all. Instead I'd write on each one how high it is off of the ground and lay them out on a table in a mock set up. You could even have them off of the ground by sitting them on a shoe box or something similar.
The ladders and bridges looked great but they didn't come into play at all during the session, you could easily go without them. So you'd really only be making about 5-6 floor plans (EASY if you have the Maiden of the High Seas) which you could do in about an hour or two. One thing you would have to worry about is stability- you wouldn't want it to fall over in the middle of a session!
I don't know if that's something you'd want to do but I thought I'd toss a couple of ideas out there. After you've been thru it the ideas seem to come easier, when I sat down to build it I was drawing a blank on how to do it for a little while before the wheels started turning.
Malachi Tarchannen wrote:
Hopefully this will help you visualize the wreck a little better.
Check out post #6.
Our group finished the campaign over a year ago so my memory may be a little rusty but I'll give it a shot. I think I'd have the place be somewhere the group could get some information on what is ahead of them. Perhaps along these lines-
1. Information about the inhabitants (I can't remember if this is available or not). Khala, Xerkamet (sp?), etc.
If I think of anything else I'll post it later.
I am already a patron for the Halls of the Mountain King. I've never used livejournal before and its very confusing. Can you provide a link please?
1. If you become a patron for _Halls_, you have access to the recently released _Tales of Zobeck_ (OGL) and _Wrath of the River King_ (4E)-- both are fantastic and gorgeous adventures. I've managed to get a review on _Wrath_ posted to Enworld and I'm working one up for _Tales_. Those are the only two Open Design projects you'll have access to purchase; Projects 1-6 are closed to the public. The OGL _Gazetteer of Zobeck_ is publicly available.
2. The deadline for signing up is usually when the errata version is released-- so, June-ish. However, if you want to pick the version you'll get, you do that with your wallet. This adventure will be 4E or OGL depending on which version reaches the sufficient amount of patronage first. If you really want this in OGL, you should go sign up now for OGL. You can always upgrade your patronage later.
So where can I purchase the two adventures above if I choose to do so?
I don't have any experience with the Age of Worms but I did run the entire Savage Tide AP and faced the same thing when the party faced Demogorgon.
The first thing I did was try to set things up so the party wasn't at full strength when they faced Demogorgon. They were at full strength when they entered the last set of encounters but used some resources against some of his minions (if you can refer to CR 20 and up creatures as minions!).
The other thing I did was start with a full strength Demogorgon and weaken him as the rounds occurred. This way the party felt the full power of Demogorgon early on but also noticed him weakening due to their efforts in the earlier adventures.
I don't recall who suggested the idea on the STAP message board but it worked out well for my campaign.
You could mix in some skill challenges instead of the combat in some of the rooms. I ran this one when it was published but never converted it to 3.5 let alone 4e. I am thinking about running a modern game, something like a Dark Matter or possibly a League of Extraordinary Gentlemen type of game, and was debating on converting it to a D20 Modern.
I always liked the moving puzzle aspect of the adventure- it's a good concept.
That is some beautiful stuff. I'd love a seat at that table! My question is: What do you do with this stuff after the game is over? Where do you store it? It seems a shame to throw it out after all that hard work!
I actually packed it up and sent it to another DM running the STAP from these boards. His name on the boards was paradox. He did send me an email letting me know that he received it and that he couldn't wait to use it. He was going to send it on to someone else once he used it so maybe it'll be coming someone else's way soon!
If you have the Maiden of the High Seas you could just print out a bunch of floor plans and make each deck separately and mark on each one how high off of the ground they are. I was able to get the ground level printed on a 36"x48" sheet at Kinkos for $10 in black and white.
I think this may be one of the earlier threads on the Wreck-
Go to The Wreck
Here is the Wreck I put together-
Go to Wreck pics
Making the floor plans was fairly simple so I'd start there. If you have time left once you get them done I'd start thinking about constructing it in 3D.
Originally I wanted to use Sea Wyvern's Wake because I built the Maiden of the High Seas and wanted to use it. HbtM was definitely more fun to run though and with it being a con game vs. a normal campaign you could be ruthless with Olangru (I think that's his name)! I think I'll even make him large so I can use the appropriate mini!
Thanks for the suggestions!
I am going to DnD Experience at the end of the month and I'm looking for an adventure to run. The last campaign I ran ended about 6 months ago and I ran STAP from beginning to end (with some stuff added in). I want to stay under level 8-9 so with those parameters which adventure would you choose to run from the STAP? I am leaning towards Sea Wyvern's Wake but wanted to get some ideas from the boards.
I figured why prep another adventure when I got the whole adventure path pratically memorized?