D0 -> D1 Integration / Transition


Adventures


I know that D1 has not yet arrived in our hot little hands, but I am curious if anyone can speak to how these two adventures relate to one another? Various sources have indicated that D0 is a good precursor to D1, How?

D0 is phenominal (even more so considering it was a "free" give away product) and I am excited about D1 as a result.

Any info will make me a happier and happier camper.

Sean Mahoney

Contributor

D0 is a prequel to D1. D1 starts in the same town that D0 starts in (Falcon's Hollow) and the majority of D1 takes place in the dungeon beneath the ruined dwarven monastery at the end of D0. The idea is that if you want to run D0 or D1 by themselves you can, but if you have both modules you can start the PCs out in D1, and complete D0 on the way to the adventure in D1.

Paizo Employee Director of Games

Here there be spoilers.

Spoiler:

You can also completely drop the plague plot from D0 and use all of the encounters as obstacles put in the path of PCs trying to complete the plot from D1.

That was our intent anyway. That said, you can still keep both plots at well, there are just some parts that become a bit too much of a coincidence...

Jason Bulmahn
GameMastery Brand Manager

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

I've just started reading the first Knights of Myth Dranor book. Not that far in but stealing from them...

Spoiler:
You could cut down on the coincidences by using training times/down times, especially if you have a wizard or someone else with scribe scroll in the party. The missing kids could instead of being abducted at the old orphanage, decide they want to be adventurers like the PCs and go explore the old monestary themselves. After all, the heroes did clean it out, right? How dangerous could it be?

This could really work if your party is vulnerable to guilt (something my gaming group seems to lack)


Matthew Morris wrote:

I've just started reading the first Knights of Myth Dranor book. Not that far in but stealing from them...

** spoiler omitted **

This could really work if your party is vulnerable to guilt (something my gaming group seems to lack)

Oooh... I like this idea.

If you put a couple of weeks inbetween the end of D0 and the beginning of D1, with the PCs getting some well deserved recognition around town and putting in some training time...

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Talion09 wrote:

Oooh... I like this idea.

If you put a couple of weeks inbetween the end of D0 and the beginning of D1, with the PCs getting some well deserved recognition around town and putting in some training time...

Hmm looking over the campaign seed, I can see Sorcerer/psion, Cleric/Paladin (depending on party actions) Wilderness rogue, and Abjurer. Oh and serial Killer. It would be amusing to keep them about 5 levels behind the party, or worse, pretending to be the party. "Yup, we saved that fair damsel, yes we did."

Contributor

Matthew Morris wrote:
Talion09 wrote:

Oooh... I like this idea.

If you put a couple of weeks inbetween the end of D0 and the beginning of D1, with the PCs getting some well deserved recognition around town and putting in some training time...

Hmm looking over the campaign seed, I can see Sorcerer/psion, Cleric/Paladin (depending on party actions) Wilderness rogue, and Abjurer. Oh and serial Killer. It would be amusing to keep them about 5 levels behind the party, or worse, pretending to be the party. "Yup, we saved that fair damsel, yes we did."

Heh! Those kooky kids! :-)

Some friends of mine and meself used to kick off some campaigns with us as children for the first adventure (which took place several years before the rest of the campaign). It was fun, because that first adventure was usually some formative experience that pushed us towards are class/skill/feat choices later. Fun stuff. I guess you could say CKK is that "formative experience" for Mikra, Kimi, Savram, Jurin, and Hollin.

Liberty's Edge

Nicolas Logue wrote:

I guess you could say CKK is that "formative experience" for Mikra, Kimi, Savram, Jurin, and Hollin.

Is there information available on these kids yet? I might have one or two of them related to my PCs when we play D0 on Thursday (and have one of them infected as well) as hooks.

Paizo Employee CEO

Nicolas Logue wrote:
Some friends of mine and meself used to kick off some campaigns with us as children for the first adventure (which took place several years before the rest of the campaign). It was fun, because that first adventure was usually some formative experience that pushed us towards are class/skill/feat choices later. Fun stuff. I guess you could say CKK is that "formative experience" for Mikra, Kimi, Savram, Jurin, and Hollin.

I ran something like this many years ago to start off a campaign. I used the old Thieve's World supplement from Chaosium. The players made up 0-level characters and then they just behaved like kids, playing around Sanctuary. I used the random encounter tables to have them run into interesting things and those experiences led them to their professions. My favorite was the big burly kid with the 8 Int getting mistaken by some famous, but senile, wizard as his apprentice. He kept calling him by his apprentice's name and wouldn't listen to the struggling kid's protests that he got the wrong guy! Hysterical. A wizard with an 8 Int. :) The best part is that most of the characters didn't end up in the classes that they would have picked if they had just rolled up the characters. I did allow them to add some stat scores as they "grew up", but that still didn't help the wizard character too much. :)

-Lisa

Contributor

Lisa Stevens wrote:
Nicolas Logue wrote:
Some friends of mine and meself used to kick off some campaigns with us as children for the first adventure (which took place several years before the rest of the campaign). It was fun, because that first adventure was usually some formative experience that pushed us towards are class/skill/feat choices later. Fun stuff. I guess you could say CKK is that "formative experience" for Mikra, Kimi, Savram, Jurin, and Hollin.

I ran something like this many years ago to start off a campaign. I used the old Thieve's World supplement from Chaosium. The players made up 0-level characters and then they just behaved like kids, playing around Sanctuary. I used the random encounter tables to have them run into interesting things and those experiences led them to their professions. My favorite was the big burly kid with the 8 Int getting mistaken by some famous, but senile, wizard as his apprentice. He kept calling him by his apprentice's name and wouldn't listen to the struggling kid's protests that he got the wrong guy! Hysterical. A wizard with an 8 Int. :) The best part is that most of the characters didn't end up in the classes that they would have picked if they had just rolled up the characters. I did allow them to add some stat scores as they "grew up", but that still didn't help the wizard character too much. :)

-Lisa

That's awesome Lisa! Similar stuff happened in our old campaign too! It was great! We had a really high Dex guy (who figured he be playing a theif) end up as this wizard with sticky-fingers, it was hilarious. I think this actually a fantastic way to kick off a long term campaign. Especially if the kids are of varying social classes and when their young it's more meaningless, but later as grown ups social class gets in their way a lot more (this happened in one of our campaigns and it was horribly tragic and sad). Kids are just kids when everyone is really young, but Nobles are Nobles and smallfolk are smallfolk when people get older.


Lisa Stevens wrote:
Nicolas Logue wrote:
Some friends of mine and meself used to kick off some campaigns with us as children for the first adventure (which took place several years before the rest of the campaign). It was fun, because that first adventure was usually some formative experience that pushed us towards are class/skill/feat choices later. Fun stuff. I guess you could say CKK is that "formative experience" for Mikra, Kimi, Savram, Jurin, and Hollin.

I ran something like this many years ago to start off a campaign. I used the old Thieve's World supplement from Chaosium. The players made up 0-level characters and then they just behaved like kids, playing around Sanctuary. I used the random encounter tables to have them run into interesting things and those experiences led them to their professions. My favorite was the big burly kid with the 8 Int getting mistaken by some famous, but senile, wizard as his apprentice. He kept calling him by his apprentice's name and wouldn't listen to the struggling kid's protests that he got the wrong guy! Hysterical. A wizard with an 8 Int. :) The best part is that most of the characters didn't end up in the classes that they would have picked if they had just rolled up the characters. I did allow them to add some stat scores as they "grew up", but that still didn't help the wizard character too much. :)

-Lisa

Lisa is living proof. Gamer chicks RULE!

Contributor

Coridan wrote:
Nicolas Logue wrote:

I guess you could say CKK is that "formative experience" for Mikra, Kimi, Savram, Jurin, and Hollin.

Is there information available on these kids yet? I might have one or two of them related to my PCs when we play D0 on Thursday (and have one of them infected as well) as hooks.

Spoiler:
Kimi Eavewalker: Daughter of the famed

elven ranger Idris and a beautiful seamstress
named Kitani, Kimi has not seen her
father in two years.

Hollin Hebbradan: Hollin’s parents died and now his
older sister, a beautiful young red-haired
woman named Ralla, looks after him.

Mikra Jabbs: The thirteen-year-old son
of the town butcher, Colbrin Jabbs, Mikra’s
difficult birth resulted in several mental
deficiencies.

Jurin Kreed: Son of the wealthiest, most
powerful, and evilest man in Falcon’s Hollow.

Savram Vade: Son of the mysterious wizard
Sharvaros, Savram is a quiet, withdrawn
nine-year-old boy, whose bright eyes betray
intelligence far beyond his years.

There is a ton more on these kids in D1, but this is a start. Hope this helps. Check out D1 if you get a chance Coridan! It's pretty good methinks (I'm biased though)!

Liberty's Edge

I intend to pester my FLGS for it tomorrow since I subscribed too late to get it this month, thanks though! I can see a few connections forming already.

Paizo Employee Chief Technical Officer

Coridan wrote:
I intend to pester my FLGS for it tomorrow since I subscribed too late to get it this month, thanks though! I can see a few connections forming already.

Your subscription will still start with D1!

Liberty's Edge

Vic Wertz wrote:
Coridan wrote:
I intend to pester my FLGS for it tomorrow since I subscribed too late to get it this month, thanks though! I can see a few connections forming already.
Your subscription will still start with D1!

Really? Awesome, I was surprised when I read W1 was the next to ship on the "My Subscriptions" page. Now I eagerly await D1 ^^


My group will probably finish up D0 this Friday as written, plague and all. I now have D1 and was wondering how other groups (as in the players) made the transition. As best as I can tell the stairs down into the dungeins of D1 are in Greypelts room. Did most groups decide that since they had all the ingredients for the plague cure that they had to head back to town and ignor the dungeon? Did groups figure they would only need an hour or two in the dungeon and pushed on (although I don't know how they would have leveled then)? Am I just totally missing an obsticle that keeps them from entering the dungeon before returning to town?

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Chris P wrote:
I now have D1 and was wondering how other groups (as in the players) made the transition.

I don't have D1: Crown of the Kobold King yet, but I am running D0: Hollow's Last Hope. We're about halfway through and one of my player's has subscribed to the GameMastery modules and is expecting D1 to arrive very soon. So, with that in mind, I've already starting forumulating ideas on the transition. And, from what I've gleaned by watching you guys discuss it here, I have a few things I can share.

Chris P wrote:
As best as I can tell the stairs down into the dungeons of D1 are in Greypelt's room. Did most groups decide that since they had all the ingredients for the plague cure that they had to head back to town and ignore the dungeon? Did groups figure they would only need an hour or two in the dungeon and pushed on (although I don't know how they would have leveled then)? Am I just totally missing an obsticle that keeps them from entering the dungeon before returning to town?

Yes, the stairs from Greypelt's room lead into the dungeon delve. However, I don't think the PCs would have any idea of how far those passageways go...or what further dangers might lurk there. Besides, they'll have gathered all the ingredients to cure the plague at that point. And, they're still "on the clock," so to speak...so any further delay could result in more deaths. There's even some guidance in D0 around the potential ramifications of those deaths as a result of the PCs becoming delayed. (For instance, Milon, the ranger at the lumber camp, will hold them responsible if his nephew dies...and I've actually made it so that one of the PCs is suffering from the early signs of blackscour taint, so it should be easy to say her condition worsens to the point that they must return ASAP rather the push on.)

So, because of that, I think the PC's would make haste back to Falcon's Hollow before blindly exploring the dungeon. It makes for a nice break in the action anyway. A chance to become heroes in the eyes of the town by curing the plague. An opportunity to level up, replenish a few resources, and then head back out to see what else they can find. After all, there's still a mystery as to how the blackscour taint came to Falcon's Hollow in the first place. And, my thoughts so far, are to look for a way to integrate that into D1.

So here's my idea for one part of the transition between D0 and D1:

Spoiler:
I'd like to weave in Milon's nephew as one of the abducted kids...probably Hollin. That way, shortly after curing the kid, he then gets kidnapped. And Milon might approach them for their assistance since they've already shown themselves to be capable adventurers. And, if there's any indication that kobolds were involved...and the party already encountered one at the monastery...and they know of the stairs from Greypelt's room that lead into the dungeon below...there should be at least a decent tie-in to have them go back to resolve the adventure hook presented by D1.

The only other element I'm looking to tie-in is the actual plague. I'd rather not dispense with that (as we're halfway into D0 and I've already incorporated it). So, I've got to find a reason behind why it came to Falcon's Hollow. Did the kobold king try to infect the town with it? Is someone from the lumber camps complicit in that plot? Or is something else afoot in Falcon's Hollow? More on that later, once I get D1 and finish off D0.

Hope that helps,
--Neil


It might make sense that the FEY have something to do with the plague, as I believe that would allow you further transition inot the next published adventure that runs in that area.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

The Last Rogue wrote:
It might make sense that the FEY have something to do with the plague, as I believe that would allow you further transition inot the next published adventure that runs in that area.

Hmmm. That might make sense, but I'm not sure we'll even have the next adventure in the series when we're finished. So far, I haven't signed up for the GameMastery module subscription. One of my players did order D1 on her own, though. And, since I'm running D0 for the group, she's offered to let me run D1 as well to continue with these characters (which says a lot for how much we're enjoying the pregens).

I recall that there is a random encounter in D0 that has to do with finding a patch of rainbow-colored Fey blood smeared on a tree or rock. So, clearly, they're around Falcon's Hollow. And without knowing what the Fey are up to in the other module, I'm unsure of how that small encounter might also be tied in.

Regardless, the beauty of these little components that Wes and Jason included in D0 is they all have the potential to tie into more of the GameMastery products down the line. I don't know if that was coincindence or a cleverly designed marketing ploy. Either way, it's a useful thing when a DM is looking for ways to link these adventures up into an unofficial adventure path. Maybe we should start calling Falcon's Hollow the GMAP...for GameMastery Adventure Path? :-)

--Neil


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

As fas I know, the GamesMastery modules don't usually form a continuous flow, with D0/D1 being an exception. The next module in the D series, "D2: Seven Swords of Sin", for example, is for 7th level characters.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Zaister wrote:
As fas I know, the GamesMastery modules don't usually form a continuous flow, with D0/D1 being an exception. The next module in the D series, "D2: Seven Swords of Sin", for example, is for 7th level characters.

Within the D-series for dungeon-based adventures, no. But I think the GameMastery modules could be linked up from some of the other series. For instance, E1: Carnival of Tears is in development now. And this is the adventure that uses the fey around Falcon's Hollow. Last I saw, Nick and Tim were kicking around the idea of making it for 5th level characters. But, if Paizo can hook it up with the excellent D0 and D1, I think that would just continue to build momentum around an ongoing Falcon's Hollow mini-campaign.

Just my two-cents,
--Neil


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Chris P wrote:
My group will probably finish up D0 this Friday as written, plague and all. I now have D1 and was wondering how other groups (as in the players) made the transition.

I'm afraid that I'm doing a little something different with the D0 to D1 transition. I'm running both modules, plague and all. It may not answer your question, but I thought I'd post it anyway and get some feedback.

When the players first discover the ruins, the stairs down are choked with rubble and dirt. Completely impassable without dozens of person hours of labor. The PC's are already under a time constraint anyway with the folks dropping dead back in the village, so I doubt that they will worry once the have what they came for.

D1 will take place several weeks later. The players have been the toast of the town. Everyone knows their names, and some of the kids in town have taken to following them around (guess which ones!!!). One night, the kids end up playing "adventurer" and decide to "camp out near a dungeon" just like thier heroes did. However, since the real ruins are three days away and plenty dangerous, they decide to camp out near this old, burned out building not too far from town - which is the start of D1.

The heroes find out about the kid disapearing when one or more of the parents, includinga very wealthy lumber baron show up at their inn asking "what do you brave adventurers intend to do about it?" Clearly, they won't have much of a choice.


Halidan wrote:


The heroes find out about the kid disapearing when one or more of the parents, includinga very wealthy lumber baron show up at their inn asking "what do you brave adventurers intend to do about it?" Clearly, they won't have much of a choice.

I like this. Consider it stolen. ;)

Contributor

Chris P wrote:
Halidan wrote:


The heroes find out about the kid disapearing when one or more of the parents, includinga very wealthy lumber baron show up at their inn asking "what do you brave adventurers intend to do about it?" Clearly, they won't have much of a choice.

I like this. Consider it stolen. ;)

And stolen again.

Liberty's Edge

I had the group spot the fire on the way back from D0 and actually be the first responders to it; they actually managed to rescue one of the kids (making for a second survivor next to the girl). One of them is adopting the kid who will then lead the other neighborhood kids to the site (after a bit of peer pressure).

I'm probably just gonna replace one of the kids with this new kid.

The Exchange

Just wondering how you number your GameMastery Modules, D0, D1, W1, E1, etc., etc.? I apologize if this info is elsewhere and I'm rehashing an old question, but how do they relate to one another and what is the significance of the system?

The Exchange RPG Superstar 2011 Top 32

John Karns 57 wrote:
Just wondering how you number your GameMastery Modules, D0, D1, W1, E1, etc., etc.? I apologize if this info is elsewhere and I'm rehashing an old question, but how do they relate to one another and what is the significance of the system?

Don't feel bad; I nearly asked yesterday, myself.

Sovereign Court Contributor

D = Dungeon
E = Event
J = Journey
U = Urban
W = Wilderness

Did I miss any?

The adventures are then just numbered chronologically by release date, each letter series being numbered seperately.


Coridan wrote:

I had the group spot the fire on the way back from D0 and actually be the first responders to it; they actually managed to rescue one of the kids (making for a second survivor next to the girl). One of them is adopting the kid who will then lead the other neighborhood kids to the site (after a bit of peer pressure).

I'm probably just gonna replace one of the kids with this new kid.

I really like this idea. The next time I run the modules, I may use this as the "get the party together/start acting like a team" encounter. Consider it stolen and filed.

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