zahnb's page

Organized Play Member. 76 posts. No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.




Ok, scanning over the LD, I wonder if it's too easy. Maybe because my party is 6 players who know the rules and work well, but they will steamroller everything until they hit the city. I wasn't even going to run them through the encounter with the trogs, it would be a waste of time. Even then, I don't think they will "blow up" the curtain, they'll just lay waste to the temple.

Really, with the Kopru being limited to 5' base land movement, and all of the players being protected by protection from evil (no domination) the Kopru will die like dogs. The main problem will be with the dark naga's, but other than that, the Kopru's are push overs for 11th level characters.

Anyone else run this and see my dilemma?

I'm tempted to let them steamroller this to make them overconfident for their next adventure as the plateau seems to be a meatgrinder, and I'd love to see them get thier butts handed to them because they are cocky.


Ok, not to try and spoil anything, but does the rest of the AP have silly traps like the first adventure?

The worst was the iron ball trap. Did the writer have any concept of how much $$$ that many iron balls are worth? Our GM quickly made them disappear when they left the room, but silly traps like that kinda bust my "believibility" of the fantasy world alittle too much.

Also, how are first level characters supposed to survive a 50' fall from a wind tunnel after being paralyzed? I could see a TPK if one of our party members didnt make his save. There was NO WAY (at least our GM said) of knowing that the lanterns controlled that.

Am I missing something? Most of the traps in STAP seem not to be that nasty or silly, is this something that was on the first module only, or do I have to look forward to this nonsense the whole AP...


4-21-07

Ok, after working all week in town, we decided to head out. Standing out in front of the Tomb was a zombie Wyvern. After getting over the intial shock, we had our warlock dispatch it. (Zombie in the open + warlock with 250' range = non animated corpse) We found that in the place near the lanterns the tomb was reset. It seemed that maybe our cave was found out by someone. Seaching farther in we found more beetles (gross) and a large orange cheeto that contained the remains of a person. We kept on finding these remains throughout the area. they were fairly well equiped and we added their gear to ours. They were identified as some loosly based tomb raider cult.

After fighting a small water elemental and some ghouls, we decided to rest and regain spells.

Tripping some traps we found other rooms, and a small earth elemental that the earth dwarf vowed to free. I still to this day have not found the way to reverse the summoning.

There was a partially completed statue that had a rod made on seven parts. I cannot remember, but I think that is important somehow.

We went upwards toward a large face and the entire party almost died. Some strange magic prevented us from advancing until we played with all the lanterns.

Then we found a room of incredible riches!!! After dispatching some gricks (I am really starting to enjoy that warlock's company) we found an entire room full of Iron Balls. Even though they were hollow, the entire room was filled with them, and it was a large room. However, sadly we found that the balls disappeared when they were removed from the room. The earth dwarf was crushed as he thought he had enough iron to retire and be wealthy.

As we were saddened by the loos of the money, our bard was possessed by a ghost. I swore an oath to pelor that we would put the spirit to rest. In gratitude, he said that he would open the magically locked door after we put him to rest.

We then took his bones back to town with a mission to lay them to rest.


Their message boards are down. Great customer service again. Release bad news and hunker down and not take the heat.

Remember this when you see Wotc at the next con.


Ok, since we are all creatures of habit and greatly desire a monthly magazine, which of the current monthly magazines are you going to buy to get your fix? Heck, I don't even know what's out there because i was a loyal Dragon / dungeon buyer, I never even looked elsewhere...

Any suggestions?


Does anyone out there like the current comics is the dungeon? The one at the back makes me think that when it goes to the printer it misses 20 panels inbetween each panel.

The one at the front is boring and unfunny.

The middle strip is pretty good when it's there, I at least chuckle at it.

With the high quality of Webcomics that are D&D related that are out there, I'm wondering why they print the comics at all. Are the artists friends of the staff?

Am I the only one out there that thinks the comics are horrible?


Don't go see it, I almost walked out.

You were warned.

(and for those people who want more information, lets just say that is was bad. Some critic wrote that "I guess the best part of the movie was that the actors didn't talk alot." I was trying to think of something that was good in the movie, but I can't. Everything from the music, the acting, the directing, the plot, ...everything was bad.)


I am going to post my campaign journal here, feel free to read along. We play every Saturday, so I hope to keep updating every week.

The story so far.

Our group all grew up in the depressing, dreary, and damp town of Diamond Lake. Our group of friends is somewhat large. (Our group consists of a Gnome Gninja, a Dwarf Dwarlock, 1 Half Orc Barbarian, a Wood Elf Fighter, a Spellscale Bard, a human Dragon Shaman, And a Grey elf Wizard (my sister) and a grey elf cleric of Pelor (me)) Since we all knew each other (if you look at the make up of the 1000 person town, we made up the entire 1% of non humans. It's easy to stick together when you are all "freaks") we became friends and are desperately looking for a way out of the town, fame or fortune.

4/14/07
We heard of some "adventurers" talking about investigating a cairn outside of town. Little did they know, that was just the local necking place for teenagers. However, it got my bookworm sister thinking and she said she found an old map which showed the location of an abandoned mine. So, we all took a day off and headed out to the cave. Stopping at an old crumbling house, we found the entrance and headed inside.

WOLVES! BY PELOR! I thought wolves were just dogs, but I was wrong. They savaged the Barbarian, and hurt the gninja before we were able to dispatch them. I never knew wolves would attack people. I guess we had cornered them and forced them to fight.

After searching around, we found some strange lanterns and a tomb which moves. After playing around with it, we were attacked by a SWARM OF ACID BEATLES and a GIANT SPIDER SLASHY THINGY! It was only by the grace of Pelor and the Aura's of the dragon Shaman that we all survived. Since the party was ravenged by such a relentless assault, we decided to head back to the city to rest, and sell a strange armband. Since the lanterns were magical, we kept them as we felt there was more to the puzzle...


I was going to be starting as a player in this AP and was wondering, should I NOT play a character that might make the game too easy? What I mean is, should I not make a radient servant of Pelor because they work against undead so well, or is the AP so tough that you have to have one?
The other character I was thinking about that could unbalance the game is a Dragon Shamen. I think the AP was put out before he was a character option, but wouldn't his damaging Aura prevent the worms from working? I don't know, I was just thinking that maybe I should avoid these two classes.

Any thoughts on this?

Thanks for the help.