How are you changing RotRL? (SPOILERS? You betchya)


Rise of the Runelords


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I doubt there are many DMs who run published adventures “as is” without modifying them in some way to suit their own play styles or incorporate elements they like into the campaign world. Because I really enjoyed reading all the ideas that came out of Savage Tide as far as how people would adapt, cut or add, I’d like to see some sharing of those ideas for the Rise of the Runelords.

Plus it’ll give the very helpful writing team an opportunity to chime in and say “Oh…I wouldn’t do that!”

For example, I’m already planning on remaking the Shoanti as orcs (‘cause I don’t need three races of humans) and making the Shriikirri-Quah and other, friendly tribes into my version of half-orcs: full-blooded orcs who, after working as mercenaries for the Chelaxians, slowly became more civilized.

As for the adventure itself, I have a great distaste for villains who leave all their clues in manuscript form for the PCs to read and be taken to the next chapter. Tsuto’s journal, fer instance, bugs me to no end. I’ll likely make it just a sketch book complete with drawings of his glass-encased father and some pre-demonized Nualia (so the shock of seeing her partial transformation is full-on rather than foreshadowed). Among his other sketches, there will be some scenes that can identify the Thistletop lair that knowledgeable PCs can identify to get them there.

Finally, as I’ve mentioned elsewhere, Sandpoint is getting a serious pruning of PC class levels amongst its NPCs.

Anyone else tailoring the setting or adventure?

Dark Archive Bella Sara Charter Superscriber

I was going to start a thread titled "RotRL on the Chopping Block" for exactly the same reason. I don't like long dungeons, so I was planning on culling the second level of Thistletop (I may save a room or two and put it on another level). I'm trying to figure out what to do with the Catacombs of Wrath. I'm probably going to shift the focus to dealing with the various goblin tribes and move the NPC leaders out of the dungeon and into the field.

My thread about kiting the Gray Render is actually a RotRL plot idea. It's going to be the Licktoad tribe and the wizard in that thread is the wizard working with Nualia (who's name escapes me).

I was going to have Brathzamus be leading raids on local farms with the Mosswood tribe or the weapons-making tribe. I was thinking about using Familiar Ground as the goblin lair and replacing the back half with the Catacombs of Wrath and the imp with the quasit. Probably it would link back to the smugglers tunnels.

The Scarnetti will play a larger role because their patron diety matches that of most of the characters.

I'm cutting the theatre.

I'm still considering whether any other changes need to be made. I'm trying to figure out if I can justify using Depths of Rage from the early 3e issues of Dungeon as yet another goblin lair or if that would be overkill. I mostly want to set it up so that if the party gets it into their head to kill the goblins en masse, they can do so.

Nualia will already be in contact with the barghest and will be working on breaking it free.


I'm trying to keep the events as described in Burnt Offerings exactly as written as much as possible, but approach them from the other direction. Since I'm running the games for goblin PCs everything looks completely different. We're also starting several days before the Swallowtail Festival, and for all I know the PCs will prevent Encounter One from being exactly as scripted.


Sebastian wrote:
I don't like long dungeons, so I was planning on culling the second level of Thistletop (I may save a room or two and put it on another level).

I agree. Just for time reasons, I try to cut any encounter that doesn't hold any interest past rolling some dice. Nualia's henchmen, fer instance, will likely get cut simply because the players won't have any idea who they are or why they're at Thistletop. I predict several "is this the bad guy?" "how 'bout this one?" if I keep all these classed humans running around the goblin lair.

I also saw the similarities between the quasit's situation and Familiar Ground althought it hadn't occurred to me to use any of Chris West's module in Runelords.

tbug wrote:
I'm trying to keep the events as described in Burnt Offerings exactly as written as much as possible, but approach them from the other direction. Since I'm running the games for goblin PCs everything looks completely different.

You GOTTA tell me how that works out. Are you doing anything to match the frenetic goblin action as described? Like multiple gobbos per player or something?


Fletch wrote:
You GOTTA tell me how that works out. Are you doing anything to match the frenetic goblin action as described? Like multiple gobbos per player or something?

I'm keeping a journal. I talked about goblin society a bunch to the players and gave them handouts, and they're taking care of preserving the cultural flavour. This became particularly apparent in their first trip to Sandpoint; it really felt like having goblins there and not just a band of PCs.


Adventure Path Charter Subscriber; Pathfinder Lost Omens Subscriber

I'm playing with my own homebrewed batch of gods. This has led to a few changes with Nualia and the quasit. The biggest difference this result has caused was replacing the Yeth Hounds with spellwarped large monstrous spiders. Kind of a holy animal for the god of corruption.


Sebastian wrote:
I don't like long dungeons, so I was planning on culling the second level of Thistletop (I may save a room or two and put it on another level). I'm trying to figure out what to do with the Catacombs of Wrath. I'm probably going to shift the focus to dealing with the various goblin tribes and move the NPC leaders out of the dungeon and into the field.

After falling in love with the adventure on first read, I'm planning some pruning as well, particularly in the long dungeons. I think that using Brathzamus as an encounter on the way to Thistletop will work well; if the characters decide to interrogate him, he's got a lot of information to provide. I wasn't planning on using the human henchmen at all.

I'm reluctant to mess too much with the Catacombs of Wrath, as it's clear they're important later on. But you've got a lot of good ideas, and I'll be stealing liberally from this thread. :)

Thanks,

Ron

Sovereign Court

I like a lot of the ideas here. Similar thoughts are in the back of my little brain, waiting for a forum.

- Journals are awkward, unless the NPC is unusually reflective, Satan's pen pal or a Victorian mastermind. A sketchbook is more appropriate for Tsuto. The trick is making sure the characters make the Thistelop connection. If they pay attention to Shelelu's information this shouldn't be an issue; failing that, a bardic lore role; failing that, I'll pull something out of my butt. The PCs will probably learn about the removal of Tobyn's body from Tsuto himself or Ameiko.

- My Shoanti are staying human. I like the human diversity in Golarion. In fact, I'm escalating the Chelaxian/Varisian ethnic tension in Sandpoint.

- I'm keeping Thistletop as is, but increasing the angle of the slant in the lower rooms. A little vertical menace in a dungeon is always good.

- The theatre stays. I imagine it as amusingly goofy, putting on shows that leave most the residents baffled.


Fletch wrote:


Anyone else tailoring the setting or adventure?

I am going to develop the boar hunt into a mini adventure. The boar has been transformed by the runewell of wrath into a fiendish dire boar. I am going to use the Exploration of its lair as a way to foreshadow of the Thistletop setting, cramped tunnels of vegetation were hide a beast ready to charge. With luck, Aldern is going to be little hurt during the event…


Anglachel wrote:
Fletch wrote:


Anyone else tailoring the setting or adventure?

I am going to develop the boar hunt into a mini adventure. The boar has been transformed by the runewell of wrath into a fiendish dire boar. I am going to use the Exploration of its lair as a way to foreshadow of the Thistletop setting, cramped tunnels of vegetation were hide a beast ready to charge. With luck, Aldern is going to be little hurt during the event…

Oddly, I have been considering much the same thing for my next tabletop game.

Liberty's Edge

I don't foresee many changes to "Burnt Offerings" (the bugbear's gonna get some spiffy gloves to go with his oversized bow, but that's about it) - however, "Skinsaw Murders" might well get some serious tweaking, since two of my PCs were either raised in Magnimar or spent a great deal of time there...


I have made several changes...

Many names...Didn't care at all for the Minkai names, so made them a little more standard. Korovus had to go, just cause it kept making me think of Korvosa.

Art...Like many others have voiced, Shalelu's pic just wasn't to my liking, so I found another one that suited her more. Korovus was a tad too silly looking, so I altered his image a bit. Sinspawn's pic was good, but just didn't seem right. I'm using an altered Saihar(Denizens of Avadnu) pic in its place.

Creatures...Goodbye quasit, hello Gadacro (MMV). The barghest is going too, but still finalizing just what its equivalent will be. Also losing the human henchmen, as they just felt glaringly out of place. Going gobbo with their replacements.


The changes I plan to make are mostly changing the motivations, rather than the details. I start Burnt Offerings this weekend, and some of the players have been sending me background for their characters, and NOTHING in their backgrounds has anything to do with Sandpoint. I have 3 Shoanti tribesmen hunting for the Varisian sorcerer who killed the son of their chief, a Varisian swordsman looking for his lost sister and wanting revenge on the Riddleport gangsters who murdered his parents, and a displaced scout who used to be in the Magnimar military.

So my first change will be that the Varisian PC will recognize Orik (Nualia's human fighter henchman) as one of the Riddleport gangsters. Orik will reveal that, in reality, the Skinsaw Men (chapter 2) are behind his parents murders and that his sister was sold into slavery to a band of ogres (chapter 3).

My second change will be to entice the Shoanti PCs. The ritual murders in chapter 2 will be disturbingly similar to the way their tribesman was killed. The sorcerer who killed their tribesman will eventually be revealed as one of the lamia priestesses from chapter 4. I plan to drop the info early on that the Skinsaw Men are looking for souls for their master, hinting strongly that their kinsman's soul has been taken and they are now honor-bound to see this through to the end, eventually destroying Karzoug's runewell and freeing the souls therein.

I'm sure when I read the second book, I'll probably be able to tie the Magnimar soldier's background in with some subplots there.

The Exchange

Well, I have 8 players in my pbp, so I have to (a) increase the number and (b) the deadliness of the encounters to give them the same xp reward each.

Also, while the adventure talks a lot about wanting them to love and feel for Sandpoint to motivate them to help out, frankly I'm not planning on going big into the Sandpoint community and all the funny little encounters - I'm in it for the action. Plus, I don't really love Sandpoint all that much myself - I know JJ does, since it is a fantasy version of his own home town to some extent, but it really doesn't call to me, so to speak. However, since one of the PCs has decided he is the cousin of the mayor, I don't have to worry too much on that front anyway.

Like Seb, I am wondering about the big dungeon at the end of part 1. This could become a bit of a grind in a pbp, taking months. Plus I will have to adjust the place so that 8 characters can actually interact with the enemies (some rooms are not very big) and be a challenge for that many PCs (and attacks). Not sure how to do that yet.


So far the only thing I changed was the Tsuto encounter.

Instead of the goblins running to Tsuto and all of them putting up a fight. I had the goblins fight the PCs in the glass works, Tsuto come to the commotion and then run away, to gather his two toughest goblins.

Lefty and Righty, two gobln rogues wearing the sewn together flesh of gnomes as their clothes. They both wear a gnomes complete left and right arm respectively sewn tightly to the shoulder patch of skin, so that it flails around wildly as they fight, which usually freaks humans out.

When Tsuto runs after seeing the PCs fighting the goblins in the glassworks he runs downstairs and the goblins hide in the basement area and waited to strike and used the narrow terrain to their advantage.

My players loved them. They want more, affectionatetly titled, Gnoblins. lol


This may not be in total keeping with your topic, but I've changed ROTRL by using Pinnacle's Savage Worlds system (with some borrowed material from Shaintar). The first session went extremely well; my players are very much enjoying the re-tooled goblins.

Liberty's Edge

Shisumo wrote:
I don't foresee many changes to "Burnt Offerings" (the bugbear's gonna get some spiffy gloves to go with his oversized bow, but that's about it) - however, "Skinsaw Murders" might well get some serious tweaking, since two of my PCs were either raised in Magnimar or spent a great deal of time there...

As we get closer to starting, this is turning out to be a little less true. One of my PCs is an evangelistic cleric of Gorum, so I'm adding Gorum to the list of deities worshipped in the new cathedral, putting his temple in the space where Desna's is currently and moving Desna back outside to the standing stones in the courtyard.

The justification I'm using for this is that Hemlock is a Gorum worshipper (it's another thing that he's turned away from his Shoanti past with), and though he's not at all inclined to proselytize, his renown in the wake of Chopper has caused a sudden boom in the local number of adherents to the faith via hero-worship, basically. Thus, as plans for the cathedral went forward, the decision was made to add Gorum to the "official" list of deities for Sandpoint, and to request a cleric for the town.

This ought to put an interesting twist on the "town heroes" bit of the story...


Although I have not flushed it out fully, my version of runelords takes place in Eberron, where my players have already adventured many times. They were not at all pleased with even considering a new world, but very curious about pathfinder, so we compromised.

Because of the tribalistic and brutal nature of runelords, I put it far outside of any normal known city, in the lands of Valenar.

This brings into play the tribal nature of the elves, makes sense for the humans to be tribal, and even allows for access directly to the halflings and dwarves.


Shisumo, I love the way you customized the town for you players. Giving their characters key roles in the town is a great way to make them feel invested in it.

I'll have to pay attention to what characters my players pick and see if I can find similar opportunities.

Liberty's Edge

Soulkeeper wrote:

Although I have not flushed it out fully, my version of runelords takes place in Eberron, where my players have already adventured many times. They were not at all pleased with even considering a new world, but very curious about pathfinder, so we compromised.

Because of the tribalistic and brutal nature of runelords, I put it far outside of any normal known city, in the lands of Valenar.

This brings into play the tribal nature of the elves, makes sense for the humans to be tribal, and even allows for access directly to the halflings and dwarves.

I spent a lot of time thinking about an Eberron conversion myself - I initially planned to do so, actually, but I became intrigued by the world as it was being presented in the material and decided to give Golarion a chance on its own.

For me, Sandpoint was going to be in Aundair, at the point on the Eldeen Bay where Whisper Rock is (the Rock taking the role of the Old Light). Fairhaven would have taken the place of Magnimar, with references to Karrn or Karrnath covering for Korvosa. The runelords were going to either be a faction of or substitute for the Lords of Dust, ancient fiends who ruled during the Age of Demons.

I wasn't sure where the giants were going, though. Maybe in the Starpeaks?

The Exchange

Shisumo wrote:
One of my PCs is an evangelistic cleric of Gorum, so I'm adding Gorum to the list of deities worshipped in the new cathedral, putting his temple in the space where Desna's is currently and moving Desna back outside to the standing stones in the courtyard.

One of my players may be going for a cleric of Pharasma, in which case I'm planning to do it in a similar way. Mestrard came to Sandpoint shortly after the Latest Unpleasantness happened and found himself to be the only priest available for a short time (Abstalar Zanthus, being a student at this time, had to finish his education first before becoming the new priest of Sandpoint). Naturally he helped rebuilding the church and in return was honored by inserting a small shrine dedicated to Pharasma into the new cathedral.

Aditionally I'll make Naffer Vosk, the boneyard's caretaker a follower of Pharasma (same background but with Mestrard being his benefactor (instead of Father Tobyn) ).

That is, if the same player doesn't decide to play Farl, a young gnome druid from Sanos Forest with contacts to Madame Mvashti. :)

P.S. So I'm not the only Eberron fan converted to the new world of Golarion ;)

Liberty's Edge

WormysQueue wrote:
P.S. So I'm not the only Eberron fan converted to the new world of Golarion ;)

Well, "converted" isn't exactly the right word. :) Eberron is still great for what it is, and I have no doubt I could (and will) run it again at any time. I just decided that I'd give Golarion its fair shake before I went all conversion-happy. (shrug) I might even run the campaign again sometime, and actually do the conversion then...

The Exchange

Shisumo wrote:
Eberron is still great for what it is...

Absolutely. I'm actually running the Age of Worms AP in Eberron and a FR campaign based on some Dungeon Magazine adventures (both online) so I see Golarion as a very nice addition to my favorite campaign settings rather than as a replacement.


You know, if you're going to put Pathfinder in Eberron, it might be easier to assume that it's an additional continent either east or west of the main one in Eberron. If you aren't doing a lot with Sarlona, you could always just drop it right there (to the east). If you don't want to mess with Sarlona, you could just drop it off the west coast.

Who cares if you just added several thousand miles to the length of the equator? You don't really believe the world is round, do you?

Liberty's Edge

Michael F wrote:

You know, if you're going to put Pathfinder in Eberron, it might be easier to assume that it's an additional continent either east or west of the main one in Eberron. If you aren't doing a lot with Sarlona, you could always just drop it right there (to the east). If you don't want to mess with Sarlona, you could just drop it off the west coast.

Who cares if you just added several thousand miles to the length of the equator? You don't really believe the world is round, do you?

If you're going to do that, though, why not just run it straight?

The point of using the established setting is to use the established setting elements... it wouldn't really be Eberron otherwise.

The Exchange

Michael F wrote:
If you aren't doing a lot with Sarlona, you could always just drop it right there (to the east).

I haven't thought too much about inserting Pathfinder into Eberron, but I had some ideas what could be possibly done:

-Q'Barra: The Storval Plateau could be inserted into the Endworld Mountains, the Runelords could be made agents of the Rakshasa (Haka'thorvak comes into mind). Varisians and Shoanti could be easily inserted

- Demon Wastes: There are barbarians, the varisians could be made into a part of the Maruk'Ghaashkala. You had to insert Giants though and it's maybe too much of a stretch making Magnimar, Korvosa (and Sandpoint) into newfounded Brelish colonies there. Given the superior transport opportunities, Sandpoint could be Desolate (in the Wastes) and Magnimar any town in Breland.

- Xen'drik: I think the Qabalrin sound quite "runelordish" and it has any number of Giants you might need. I'd make the Shoanti Drow and I have no idea what to do about the Varisians.

-Sarlona: I'm just reading through the book, so the only thing I do actually know about is is the Adar entry. I think the Runelords could be made magicians from the time before Khorvaire was settled and I think it quite interesting to see what the Inspired had to say about a new power (the Runelords) stirring in what they consider to be their territory. Giants seem to have played a role in Sarlonian history so this could possibly be done. And you have the Summit Road to replace the Pathfinder Organisation (generally this would be the Wayfinder Foundation I guess).


For my Eberron conversion, I'm entertaining one of two options:

1) Xen'drik, near the Skyraker Claws.

2) Dor Maleer, near the Frostwall Mountains.

#2 makes more sense than #1, but in #1 there's less hand-waving in terms of the racial mix.

In my homebrew conversion, I haven't gotten past the stage of renaming everything yet. Names like "Sandpoint" don't exist in that world, so devising equivalents is a large task...

Sovereign Court

I'm pretty much running the game as is.. however I'm changing a few things that may or may not mean anything during the adventure.

Casp Avertin was married to Alma Avertin (not her son). Arika and Aneka are their daughters. Casp was having an affair with Kendra Deverin.
When Wade Deverin found out about Kendra/Casp affair he went out to pursuade Casp to end it. He never made it to the Avertin home because he met up with Chopper. Casp felt responsible for Wade's death, something that Gaven wouldn't let him forget. This along with the number of Choppers murders added to Casp's drinking problem. Chopper didn't kill Casp though.. Alma poisoned him when she learned of Casp's affair. Belor covered up the murder.

One of the town guards corned Chopper, wounding the murderer. Meanwhile Belor was dealing with Alma's crime. He decided to cover it up and told Kendra that it was Chopper who had killed the Sheriff.

If the PCs go talk to Arika or Aneka they have nothing but bad things to say about Kendra Deverin. They believe the cover-up, that it was Chopper who killed their father. They also think that his alcoholism was because of the affair, that if he didn't have the affair that Chopper wouldn't have killed him.

Aliver "Pillbug" Podiker knows that Alma killed Casp because he sold her the poison that same day.

Gaven has nothing but bad things to say about Casp. "Good thing Chopper did him in. Saved me from doing it"

Trent Slabaugh
Co-Host / Design & Marketing
www.DigitalDungeonCast.com


Fletch wrote:

I doubt there are many DMs who run published adventures “as is” without modifying them in some way to suit their own play styles or incorporate elements they like into the campaign world...

Anyone else tailoring the setting or adventure?

Prior to the festival, Shalelu was seriously wounded during an encounter with B. the goblin ranger. Thanks to her elven horse she gets safely in town just in time to be saved by the group cleric. After several day of recovery, Shalelu tells the PCs that had discovered the trail to T.Top.

The Pcs enjoyed a lot the (fiendish)boar hunt and the Vinder act - lot of good ideas James - thanks!

RPG Superstar 2008 Top 16

I just started running Burnt Offerings, and the first game was quite successful. I run fairly short sessions, so I ran the first part up to the "Monster in the Closet".

In order to make that battle more dramatic, Amele found them in the middle of the night, as the PCs were returning from an evening at the Rusty Dragon (They are staying at the White Deer). I made the struggle against the goblin more of a cat-and-mouse hunt through the darkened home, with the small, stealthy creature using the crawlspace and a low-ceilinged attic as ways to strike and then retreat before the PCs could get to it. This made it a worthwhile climax to the evening's game.

I'm trying to retool these scenarios into the Judge's Guild Wilderlands setting. The Wilderlands' multiplicity of gods and pantheons makes the religious refitting easy, but trying to fit in the political setting is tougher. I'd appreciate any suggestions people have along those lines.

Aimiku Kaijitsu is unexpectedly emerging as a major character, as one of the PCs (a bard) has established a friendly rivalry with her. I'll be using her to deliver some of the "hooks" for future adventures.

Liberty's Edge

In order to tie them closer to the setting and make them feel a stronger connection to the campaign, I presuaded one of my players to be from Sandpoint, and another to settle there. This has resulted in the following changes, almost entirely background-related:

1) Belor Hemlock is a follower of Gorum, and his popularity and hero status in the wake of the Late Unpleasantness have encouraged several other converts from among the locals, particularly among the town watch.

2) As a result of 1), Gorum is being added to the "pantheon" worshipped at the cathedral. This is to Father Zantus' taste, because he would prefer to move the worship of Desna back to its traditional home, the circle of standing stones in the courtyard.

3) The staff of the Red Dog Smithy now includes Shorolyn Merlythu (NG elf magewright 2/expert 2), a recent hire who refuses to work on weapons for Das but is happy to add his apparently magical touch to more mundane items.

4) The shelves of the Sandpoint Boutique, Feathered Serpent and Vernah's Fine Clothing have started holding small, finely sculptured cloak claps, made by Shorolyn's wife Kisronva Heimalis (NG elf sorcerer 3/expert 2), who weaves small enchantments into the clasps - these allow the user to either use a particular 1st level sorcerer spell once as a swift or immediate action (depending on the spell), after which the magic is permanently expended, or to use a particular 0 level sorcerer spell 3 times per day, in addition to a permanent endure elements effect on the wearer. For reasons involving Kisronva's personal philosophy, these spells are never ones that deal damage or otherwise harm others - the most common 0th level spells are detect magic, virtue, and resistance, and the most common 1st level spells are feather fall and expeditious retreat. The single-use 1st level charms have a market price of 250 gp, and the reusable 0-level charms have a market price of 700 gp; both take up the throat magic item slot. Both have begun to grace the cloaks of the Sandpoint upper crust, as well as be snatched up by traders headed toward Magnimar or Riddleport.

I'm also planning on running the "Grim News from Mosswood" scene just a day or two after the initial attack, with the first blush of the town's respect for the heroes (in combination with Belor's own faith giving him an oddly deferential air toward the cleric PC) pushing Hemlock and Mayor Deverin to appoint the PCs as deputies in Hemlock's absence. This should make the "Monster in the Closet" setup a bit more smooth, and also justify me giving the PCs some masterwork equipment, because they're going to hit level 2 without it otherwise...


Do you have an idea to replace the Vargouille? I really don't like this creature and there is no 5th lvl priest in town, the needed remove disease is hard to find.

Liberty's Edge

FrBen wrote:

Do you have an idea to replace the Vargouille? I really don't like this creature and there is no 5th lvl priest in town, the needed remove disease is hard to find.

A scroll of remove disease is just 375 gp; I plan to say that the new cathedral's library includes a couple copies of it, which Father Zantus will cast without hesitation if need be (though he'll likely ask if the party can pay to replace them at some point).

Dark Archive

I'm not Changing anything about the world as presented, or the adventure itself, but I am making an alteration to it's ancient history, that explains the existance of the aboleths, and nurtures my love of biology.

I also made one or two changes to half elves and Half orcs, to make them better, and re-did gnolls as a +1 LA race (+2 str, +2 con, +2 intimidate&sense Motive, &+1 save dc for fear spells), and because I think hyenas are cool. I'm also adding changelings.

The following are facts about the inherent nature of the world of Golarion (the setting) that I am using, and are used only in my campaign. just like to establish how "real" a world is, and how much the normal laws of biology and physics count. I stole alot of the concepts from lovecraft and pratchett, but the idea of throwing in the Paleoproterozoic oxygen catastrophy was, I felt, rather clever. After all, it's my favorite story.

Golarion is a “created world” like most. Long ago, some powerful entity came along and set things up in a fairly rudimentary fashion- rocks, gravity, that sort of thing. He considered it a fairly good bit of work, if a bit dull, and went on his ineffable way. However, it was rather a sloppy job, and he didn’t quite finish up the final “user interface”, so conscious thought could affect reality, on the quantum level. Observation changes both the observer and the thing observed. Thus, affecting reality is merely a matter of observing it in the right way. However, since there were no sentient beings around, this didn’t matter one jot.

An infinite ammount of time later, a horrible, elder entity passed nearby to this universe’s general location, and merely by accident, it left a bit of itself behind. The entity was known among other worlds as Piscaethces, or the Blood Queen. It never bothered to come back either.

The little bit of itself that the unknowable horror left behind eventually took on the shape of cellular life. This was an early age, when slimy and horrible things took root in the dark seas of Golarion, and wormed their way beneath, into the cold waters below the surface. The ecology, if it could be called that, was strange and alien, mostly composed of predator/parasites, with a geothermal basis. It wasn’t long before something conscious arose from these things. These jawless, fishlike creatures which breathed slime and possessed three vertically stacked eyes called themselves the Aboleths. They grew in power and knowledge, and eventually began to discern the strange effects on reality that their consciousness had. Certain, particularly talented individuals become masters of this craft, and soon become the dominant bloodline among the race. They developed a powerful civilization, and a profound understanding of cellular activity, and eventually began crafting their own versions, mostly as toys. These near forms of life quickly multiplied beyond the aboleth’s control, and one particular lineage developed a very strange metabolic process. It could utilize radiant energy from the sun to “split” water, and construct more complex compounds, providing a net gain in energy. However, this came with a catch. A byproduct of this process was a highly volatile, corrosive chemical. This new life form quickly spread to the upper reaches of the oceans, and proliferated. The air of golarion was altered forever, filled with a poisonous, toxic gas, anathema to all other life...save for one type. While the old, spontaneous life was dying, some of the aboleth’s creations found a way to use the poison for their own means, taking advantage of it’s volatile nature to fuel their metabolism. A new ecology sprang up, based on this “oxygen.” The aboleths eventually built up a tolerance to oxygen, but the new sunlit world was now occupied by their erstwhile toys, which had developed on their own far beyond anything the aboleths could imagine. They stayed below, and waited, and watched, fallen from their former glory, but still mighty.

Then the deeps were invaded. Things began to descend, first microorganisms that usurped the older life’s claim to the Geothermal vents, then predators came to feast on the usurpers. And larger ones came to feed on the smaller predators. A particular variety of shelled invertebrate had gained mobility and a complex nervous system, and a physiology capable of altering it’s environment. Eventually, these beings challenged the dominance of the aboleths, and the war
continues to this day. The aboleths have retreated to subertannean seas and deep canyons, but still maintain cities in relatively shallow areas. The Cephalopods never bothered much with a civilization, and remain a race of free-roaming individuals, some intelligent, others little better than beasts. But, their dominance of the ecology means that aboleths could never reclaim their rightful place.

You all probably know the rest of the story, at least those of you who know something about evolutionary history. The following exceptions to our own world’s setup are as follows:

A few details are different. There are some odd species, such as giant geckoes and so forth. Hyenas are considerably more diverse and prolific than you would expect, and even produced a bipedal sentient species, the gnolls. Baboons also developed intelligence (some more than others, obviously) in the form of Goblinoids.


I've made a few changes/additions to the way the festival starts off and what happens before the attack.

Basically, I made the Mayor do the explanation of the Swallowtail Fesival/Desna as well as open the butterfly wagon. I provided speeches for the Mayor, Sheriff, and Cyrdak (I borrowed some of it from speeches that others are written on this messageboard and added to them). I skipped out on Father Zantus initial speech.

I then gave the PCs time to explore and experience the festival after the speeches. They're encouraged to eat, dance, and play in some of the contests/events. I made up three contests that they can take part in for prizes. Goblin Eating Contest, Mud Wrestling Tournament, and Riddles. From there, everything else is happening as normal. So far. Here's an exact copy of my notes with explanations and such.

MAYOR’S SPEECH:
“Good morning everyone.” The attractive and personable woman welcomes the crowd with her friendly attitude. Her excitement is obvious and proves contagious as she welcomes visitors and locals alike. “I see everyone’s arrived. Even Larz Rovanky has left off tanning hides to be here. I’m sure his workers are glad it’s not their hides getting tanned, at least not today.” The crowd begins to laugh a bit, finally when the chuckles die down and Larz stops glowering past his reluctant smile, Mayor Deverin continues. ”It's wonderful to see so many of you here to join us on this proud day, and I see so many new faces mixed into the crowd. As Mayor, I’d like to extend a welcome to you on behalf of the town. I hope you all are enjoying your stay here in Sandpoint and I sincerely hope that you're having a wonderful time. Our town has much to offer and I hope we can consider you as new friends. Spend some time in Sandpoint and you’ll grow to love it like we do. And even if you don’t stay long, spend your money while you’re here!”

Several of the merchants give vigorous applause, and the Mayor lets the crowd settle before continuing over the remaining chuckles. “And to all of the old faces I see, thank you for coming and thank you for everything that each of you has done to keep this town strong. Thank you especially for all the time, sweat, and love you’ve put into building this fine cathedral. Sandpoint didn’t seem complete without a church. The true heart of Sandpoint is you, her people. But now we have an expression of that heart, and we built it ourselves!”

“As most of you know, the Swallowtail Festival is honor of one of our deities, Desna. A very long time ago, before most records were ever kept. Desna fell from the skies unto Golarion. She was gravely injured by such a fall. There she lied for many months, unable to move. Finally, along came a blind misfigured child. Upon seeing the child, Desna called out to the child. The blind child approached Desna. Upon realizing the extent of Desna’s wounds, the child began to care for her. Each day the child would return and tend to Desna’s wounds. Finally, Desna regained all of her strength. As a reward for her tender care, Desna transformed the child into an immortal butterfly. So that she may spend eternity in such a beautiful form, flying around.” With the story finished, the Mayor reaches over to a covered wagon alongside the stage and pulls it’s cover off. Hundreds of swallowtail butterflies swarm into the air in a riot of spiraling colors. The butterflies disperse and children run off to chase them.

The crowd responds with a roar, and it is a while before the Mayor can continue over the applause. “Thank you, thank you all. And without further ado, let me introduce the next speaker, our own Sheriff, Belor Hemlock!” She indicates a dark-skinned, bulky man, clearly of Shoanti descent, wearing his armor along with a sword that is as much a symbol of office as a weapon, sheathed at his side.

SHERIFF'S SPEECH:
"Thank you, Ms. Mayor." A no non-sense looking man nods to the first speaker as he steps forward into the center of the recently erected stage. He’s a muscular looking dark-skinned man in a neat tabbard over well-kept studded leather armor. His eyes scan the crowd. After a moment he drops to one knee and pulls a holy symbol from beneath his tunic. Then he addresses the gathering, "A moment of silence."

He bows his head and begins to speak again, "Let us remember." He takes a calming breath and continues, "Let us remember the memories of those friends and family members who lost their lives in the tragic blaze that made our new cathedral necessary. Cherish those memories and may the blessings of the Gods see them happy and well in the Afterlife."

After standing back up, he clears his throat, "Now, I would like everyone to be aware that additional guardsmen have been added to each patrol detail over the next four nights. Members of the Sandpoint Militia have also agreed to add their support during the festival. As sheriff, I am confident that between the guards and the militia volunteers, we will be able to handle any disturbances that may occur during the festival.”

"Over the next three days all instances of wrong-doing will be dealt with swiftly and to the fullest extent of the law. No exceptions. As the sheriff of Sandpoint, I, Belor Hemlock, would also like to welcome everyone to enjoy themselves during our Swallowtail Festival." His eyes gauges the crowd's reaction to his words.

"Remember: Keep the peace. Thank you."

CYRDAK’S SPEECH:
An attractive man jumps up from his seat and walks up to the sheriff, with a broad smile across his face. He enthusiastically claps Belor on his back, before speaking out to the crowd. “Well! You’re certainly an easy act to follow my friend, Belor. This is a festival you know! I’ll see what I can do to cheer this crowd up again!”

The man’s face is boyish, one would even call him pretty. His clothes are flamboyant, various colors overlapping one another in a bright display. His melodic voice once again continues, “Most of you know me, I’m Cyrdak Drokkus. I run the Sandpoint Theater. They’ve asked me up here because I’m supposed to congratulare you all and tell you all about the laborious effort that has been put forth into making this new cathedral. But what could I possibly tell all of you that you already don’t know? It’s been most of your sweat and blood that has gone into this endeavor! Each and every one of you has made grave sacrifices throughout this development. Some of it was physical labor, some of it with the constant taxations. You’ve given generously from your own pocket to help with this cause. Why, look at old man Chask Haladan, looks like you’ve not eaten in weeks from all the donations you’ve supplied. Ameiko, make sure you set aside some of that famous salmon of yours for him, double portions.” The crowd once again begins to laugh.

Cyrdak takes a moment to sweep his eyes and smile across the crowd. He makes sure to look directly at each of the most attractive females in the crowd. His smile grows even larger when his eyes fall on a middle-aged man seated up front. The man has a strong build and a slightly weathered look to him. The man looks up at Cyrdak and smiles brightly for a moment before becoming aware of the attention from the crowd, he then looks down at the ground, his smile still there, though partially hidden. Cyrdak continues on with his speech.

“In all seriousness, none of this would be possible today were it not for all of you, the hard working people of Sandpoint. Thank you to each and everyone in the town.”

“What are you all still doing here? As I said, it’s a festival! Go on and enjoy yourselves. Food throughout the day will be provided for free by each of the town’s taverns and restaurants. Partake of as much as you can. We’ll begin the Consecration ceremony just before dusk, so make sure to attend! Have fun everyone, and be sure to stop by later this week at the Theatre to see the new production of “The Harpy’s Curse” starring none other than the Magnimarian diva herself, Allilshanda!” The crowd finally begins to disperse as everyone goes off to explore the festival.

/* The PCs now have the opportunity to explore the festival. Feel free to have them eat at the numerous tables offering free fare. Describe some of it if you wish. Maybe have them dance in the square or flirt with some of the local girls/boys. Also, have them hear about some of the local events/games that are happening, mention that prizes will be given out.*/

Riddles – Someone is asking a large crowd of people some riddles. The person who guesses correctly wins a prize.

Mud Wrestling Tournament – A large section has been covered over in mud. They’re holding some sort of wrestling tournament and offering an expensive prize to the winner.

Goblin Eating Contest – There are tables set up where a contest is being held. Supposedly people are trying to eat as many goblins as they can, surely they’re not real goblins. A pouch of gold is the prize.

Riddles
/*The PCs approach the riddler as he is spouting out riddles. If a PC guess the answer, they roll a 1d6 to determine what their prize is. Players can make as many guesses as they want.*/

You see a half-elf dressed in colorful clothing. A small crowd is gathered around him. Apparently, you've came in the middle of his games.

"I've only a few riddles left. Newcomers! Gather around for a chance to win a few prizes." The elf continues with his riddles.

Riddle 1
"Two bodies have I, though both joined in one,
The stiller I stand, the faster I run. What am I?"
Answer: An Hourglass

Riddle 2
"The beginning of eternity,
The end of time and space.
The beginning of every end, And the end of every place. Who am I?"
Answer: The letter E

Riddle 3:
"If seven people meet each other and each shaked hands only once with each of the others, how many handshakes will there have been?"
Answer: 21

Riddle 4:
"Mr. and Mrs. Carrinton have six daughters and each daughter has one brother. How many people are in the Carrinton family?"
Answer: 9

/*Prize Table
1d6
1 - an opal provided by Maver Kesk the Jeweler. appraise check = 50 gold.
2 - pouch of coins provided by the town itself, 35 gold.
3 - A colorful blue silk shirt provided by Rynshinn Povalli, the seamstress. Appraise Check = 50 gold.
4 - A free meal ticket at the Hagish.
5 - Cure Moderate Wounds potion provided by Nisk Tander 5% chance to be ineffective and cause nausea.
6 - A longbow provided by Ven Vinder of the General Store.*/

Mud Wrestling Tournament
You see a large section of land roped off. A 30 foot square of mud sits in the middle of it. A large crowd has come to watch. Several men have removed most of their clothes and are entering the ring. A large man approaches you

"You interested in taking part in the tournament? It's simple really. Enter the ring, we'll say when it starts. Push everyone else out. That's it really. We don't care if you knock them around before you get them outta there. Just no weapons, and no armor. Simple."

/*The object of the tournament is to be the last one standing inside of the square. No armor, no weapons, non lethal damage only. You're able to push your opponent out, or beat them senseless, then push their unconscious bodies out.*/

/*The winner receives a voucher good for one masterwork weapon of their choice provided by Savah Bevaniky, owner of Savah's Armory.*/

/*At the beginning of everyone's actions at every round, they need to make a DC 5 Balance check or fall prone, due to the mud.

At the end of the fight, a town healer applies a salve to everyone. This salve provides fast healing 1 (Only for nonlethal damage) for 1 minute. Which should heal up all of the party.

Human Commoners (5)
NG Medium Humanoid
Init -1 Balance -1
------------------
Defenses
------------------
AC 9 touch 9, flat 9
hp 3
Fort -1, Ref -1, Will -1
------------------
Offense
------------------
Spd 30ft
Melee
Unarmed Strike -1 (1d6-1 nonlethal)
------------------
Tactics
------------------
Roll randomly to see who they'll attack. They'll typically attack only one person until they've knocked them down, they'll then drag the body out of the ring. If they're attacked, they'll focus their efforts on their attacker. **Commoners can and will attack anyone**
------------------
Statistics
------------------
Str 8, Dex 8, Con 8, Int 8, Wis 8, Chr 8
Base Atk +0 Grp -1
Feats None

Human Warriors (2)
NG Medium Humanoid
Init -1 Balance 0
------------------
Defense
------------------
AC 9, touch 9, flat 0
hp 7
Fort 1, Ref -1, Will -1
------------------
Offense
------------------
Spd 30ft
Melee
Unarmed Strike +0 (1d6-1 nonlethal)
------------------
Tactics
------------------
Roll randomly to see who they'll attack. They'll typically attack
only one person until they've knocked them down. Warriors will
then move on to the next standing opponent, rather than attempt to
drag them out. **Warriors will attack anyone**
------------------
Statistics
------------------
Str 8, Dex 8, Con 8, Int 8, Wis 8, Chr 8
Base Atk +1 Grp +0
Feats None

Goblin Eating Contest
You see a large gathering of people around several tables. Atop the tables are dozens of pies. As you approach the tables, you notice that each of the pies are shaped like a goblin's face. A man is standing near the tables reciting the rules.

"Each contestant will see how many goblins they are able to eat in 2 minutes. If for some reason you make yourself sick during the contest and lose your goblins, you are disqualified. The winner will receive 75 gold pieces! The prize money as well as the goblin pies, are provided by Jesk Berinni from the Cracktooth's Tavern.!"

Each round during the contest (20 rounds). Everyone will make a fortitude save against a DC of 5 + the total number of pies that character has eaten. If you succeed on the save, you eat a pie. If you do not succeed, you are not able to eat a pie. If you fail by more than 5 you are unable to keep your pies down and end up tossing your goblins (get sick).

You can play it out as though multiple people are attempting this, some end up getting sick, others are only able to eat a couple pies. But you should actually roll the dice for two NPC competitors.

George the Hungry
Fort +1

Peters the Not Quite so Hungry
Fort +0

There you have it. That's some of the changes I've made. Let me know what everyone thinks.


Well I just put back on my DM hat after about two years now... I'm usually the type the brings more focus to the roleplay versus game mechanics. I like to keep races/classes relatively simple as to, again, bring that focus to the RP. With that in mind here are some things that I've had my players do:

- I took them back five years ago to the time of Jervis Stott a.k.a. the "Chopper." The party has entered sandpoint and discovered that there is a murderer lurking about. I'll go into more details about this in a bit, but basically the party will think that goblins are the cause for the murders. When the PCs go hunting for the Seven Tooth goblin tribe, they will encounter Koruvus and (hopefully they don't kill him!) although he is an up and coming goblin hero, he has no reason to kill the PCs at the moment (hopefully because they came well prepared and all that other fun stuff). Koruvus' allibi is that he's been exploring a new secret hideout (foreshadowing) and that he has been no where near town. The PCs will probably threaten his life and tell him to keep his flunkies away from Area6 and they'll had back into town to tell the Sheriff that it was not the goblins. From this point on, with minor tweaks, I'll have the "Chopper" be caught and killed/captured as written (with PC interaction) by the town/PC group. Once "Chopper" is dead the town will celebrate and the next day the church will go up in flames with the townspeople thinking that Nualia was in that fire as well.

- Right now one of my PCs is from Magnimar and her father was killed by "Chopper" to get her storyline intertwined with Sandpoints. The cleric of the group is a pyro and will probably be a suspect the burning down of the church (Father Tobyn already had to warn him once). Anyhoo, as soon as the church gets burnt to the ground the PCs will do whatever they will for the next five years and will return to Sandpoint for the festival.

Let me know what you think about this 5-yr foreshadowing event!

The Standby Hero


- Well, first and foremost, since the party dropped Tsuto like a mug of Norah's water in one hit, he's definitely coming back. After the half-orc barb got done with him, the PCs stabilized him, tied him up, and handed Tsuto over to the town guard after looting his pockets. After they get back from dealing with the Catacombs of Wrath, they'll find out he hung himself in jail, leaving a message saying how his beloved would bring him back. Close inspection of his corpse shows a missing pinky finger. Unknown to the PCs, one of Tsuto's buttons was really a panic button(Complete Scoundrel) hiddedn by a Nystul's magical aura that let him use the animal messenger spell. Tsuto cut off his finger, used the button on a rat skittering in his cell to have it bring said finger back to Thistletop, and then promptly hung himself. It turns out that Gogmurt the druid had a scroll of reincarnate, which Nualia now has, just in case. Due to the warped and evil nature of the Thistletop shrine, anything that comes back from the dead there comes back with the fiendish template. Wanting to challenge my party, I decided on Tsuto coming back as a lizardfolk, not a bad trade off for losing a monk level. So Tsuto (Male fiendish lizardfolk monk 1/rogue 1) will fight by Nualia's side in the "final" battle, to the "real" death this time.

- Since I have a party of five players, I'm adding some treasure. Mostly stuff from the Magic Item Compendium and nothing that's gonna break the game. Tsuto had boots of agile leaping (which he'll want back when he sees the PC wearing them). Ripnugget will have a least weapon crystal of energy assault (electricity), Bruthazmus will have a pair of brute gauntlets (as per the suggestion in another thread), Orik will have on boots of stomping, and Lyrie will have a talisman of the disk. I've also added Shackle Breaker, a custom legacy weapon, to Malfeshnekor's room. He won't use it, but it'll be there. I may or may not add a few more trinkets or gp.

- Once the PCs get to Thistletop, an alarm will be raised immediately, putting the entire compound on alert. I'm adding a few more goblin commandoes to fight with Bruthazmus, and Orik, Lyrie, and the sleeping goblins from the barracks will all be fighting together. Like I said, my PCs mopped the floor with Tsuto and his golbins, so I'd like a bit of a challenge.

Dark Archive Bella Sara Charter Superscriber

Trent Slabaugh wrote:

I'm pretty much running the game as is.. however I'm changing a few things that may or may not mean anything during the adventure.

Casp Avertin was married to Alma Avertin (not her son). Arika and Aneka are their daughters. Casp was having an affair with Kendra Deverin.
When Wade Deverin found out about Kendra/Casp affair he went out to pursuade Casp to end it. He never made it to the Avertin home because he met up with Chopper. Casp felt responsible for Wade's death, something that Gaven wouldn't let him forget. This along with the number of Choppers murders added to Casp's drinking problem. Chopper didn't kill Casp though.. Alma poisoned him when she learned of Casp's affair. Belor covered up the murder.

One of the town guards corned Chopper, wounding the murderer. Meanwhile Belor was dealing with Alma's crime. He decided to cover it up and told Kendra that it was Chopper who had killed the Sheriff.

If the PCs go talk to Arika or Aneka they have nothing but bad things to say about Kendra Deverin. They believe the cover-up, that it was Chopper who killed their father. They also think that his alcoholism was because of the affair, that if he didn't have the affair that Chopper wouldn't have killed him.

Aliver "Pillbug" Podiker knows that Alma killed Casp because he sold her the poison that same day.

Gaven has nothing but bad things to say about Casp. "Good thing Chopper did him in. Saved me from doing it"

Sounds interesting, but what's the pay-off? How do the PCs interact with this background story?

RPG Superstar 2011 Top 16

I liked the idea of Tsuto as a swordsage. Looks like it'll work pretty well, too. I kept his ability scores the same, and tried to train in as many of the same skills as possible. I also had to blow feats on weapon proficiencies, but all told, still seems viable. He has more HP, a better AC, more movement options, and a handy escape plan (shadow jaunt). Here's how he turned out:
Tsuto Kaijitsu
CR 3

Male half-elf swordsage 3
LE Medium humanoid (elf)
Book of Nine Swords p. 16
Init +3; Senses low-light vision; listen +3, spot +3
Languages Common, Elven, Goblin
-------------------------------------------------------------------
AC 19 (+2 dex, +2 wis, +4 armor, +1 def); touch 15; flat-footed 17
hp 15
Immune sleep
Fort +0 Ref +5 Will +5 (+2 vs. enchantment)
-------------------------------------------------------------------
Melee unarmed strike +4 (1d3+1)
Ranged shortbow +4 (1d6+1)
Space 5’; Reach 5’
Base Attack +2; Grapple +3
Attack Options martial maneuvers (clinging shadow strike, mighty throw, shadow blade technique, shadow jaunt, wind stride)
Special Actions martial stances (flame’s blessing, step of the wind)
-------------------------------------------------------------------
Special Qualities elven blood
Feats improved unarmed strike, weapon focus (shadow hand)B, weapon proficiency (shortbow)
Skills balance +8, diplomacy +4, gather information +2, hide +6, intimidate +6, jump +7, listen +3, perform (wind instruments) +5, search +2, sense motive +8, spot +3, tumble +8
Possessions potion of cure light wounds, ring of protection +1, composite shortbow (+1 Str), chain shirt, mwk thieve’s tools, mwk flute, silver earings (25 gp), journal, 6 pouches of gold dust (50 gp ea), 8 pouches silver dust (5 gp ea)
--------------------------------------------------------------------

Liberty's Edge

Vigil wrote:
I liked the idea of Tsuto as a swordsage. Looks like it'll work pretty well, too. I kept his ability scores the same, and tried to train in as many of the same skills as possible.

Unfortunately, he lacks trapfinding, which means you need to figure out why Naulia's waiting for him to get back before she keeps exploring the Thistletop underlevels. (This is the biggest reason why I haven't made him a swordsage.)

Hmm... what would it cost him to be a swordsage 2/rogue 1?

Dark Archive

I'm only about 90% sure right now that this is the route I'm going to take, but it looks like I'll be making some major adjustments....

First, I'm running RotR using the Savage Worlds game system. So, that alone means I'm making basic conversion for that. We're currently two sessions in and having a blast.

But, it appears I'll be making some HUGE changes to our game. Looks like I'll be getting a little sci-fi in my fantasy. I'll be combining RotR with the Savage Worlds plot point, Evernight.

For those unaware what Evernight is, its a typical fantasy world that ends up going through an alien invasion basically. An alien civilization which once ruled the area but was defeated is making its return.

The Thassilonians will play the part of the Aliens making a comeback. Keeping the Thassilonian name but replacing them with the Sa Karrans from Evernight.

Most of the beginning of the AP will remain basically the same. I will replace a few things though. The Sin Spawn will be replaced by Sa Karan spiders. Malfeshnekor will be replaced by a Sa Karan Master who is shriveed up and subsiting off his phsyic energy all these years. Using his mental ability to communicate with Nualia to free him and also work for Karzoug (the Sa Karan Overlord).

The Lamia in Skinsaw will likely be replaced by a Sa Karan as well.

Somewhere around the 4th or 5th installment of the AP I plan to initiate the actual invasion, a massive spaceship "spike" imbedding itself in Varisa with monstrous hordes pouring out. Then using most of what is in the Evernight book, adapted for this use though. Giving a mini campaign within the campaign to work against it. Once that is complete then back to the AP and moving towards the Overlord Kazroug to end the Thassilonian invasion once and for all.

Details will likely change as more installments come out and I need to adjust.

Yeah, genre bending for sure, but I think I'm gonna have fun. My players will never see it coming.

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