
Joey Virtue |

I was looking through Paizos adventures and found
GameMastery Module D2: Seven Swords of Sin
http://paizo.com/store/downloads/gameMasteryModules/v5748btpy7zke.
Does anyone on here think this could be a good add in because it Deals with the 7 deadly sins, I have not purchased it yet so im asking for some thoughts on the matter.
I have heard its super deadly and has a high chance to be a TPK but with my party i doubt it (they are really good players)

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It's a good adventure but they're right. One solution would be to reduce the CRs of each encounter a bit to by 2, sure it means less XP, but shouldn't effect things over much. Though this could impact the end of the adventure when the CRs become 9-11.

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I don't know if that's a very good idea, it means they'll be very ahead of the level/item curve when the Advneture Path ends. The final fight is going to be designed for a party of level 15th, meaning you'll make each Pathfinder each from here on out easier. I mean if that's what you want to do, then Seven Swords is a good way to do it then.

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I want to know who else has seen it and if they think it is to much of a meatgrinder and if the Swords of Sin would be not good in RORL
I ran my group through the whole thing and the *really* bad parts were the last two rooms and the mummy. Everything else will probably not result in tpk unless your party is underpowered or extremely underpowered. Look out for the fight in the lake, too. I could see that one ending in some pain.
As far as loot goes, my party got almost nothing out of the place of use until they fought the bbeg. If your party managed to tote all of the gold out (one of the chunks is worth 10k iirc), they would be up quite a bit.
Anyway, my main advice is to beware the next to last room. The magic levels being used there *can* get out of control. Getting hit with 8th level magic when you character is only level 8|9 is no fun. ;)
2)If Tirana managed to make off with one or more of the swords, you could very well end up working with Kerzoug's minions to stop her, or in a race with his minions to retrieve the sword(s). Hell, you could end up working with Her if she became aware of Kerzoug and was able to convince your party she wasn't out for conquest. There are a lot of things you could open up if you integrated the seven swords into the main RORL storyline. And going into Kaer Maga is just plain fun. :)
3)If the construct swarm escapes the room (it did in my game), you could very well end up with a magical plague in Kaer Maga and points beyond.

Joey Virtue |

I just Purchased the Seven Swords of Sin and so far it is great im not going to use the part about the church sending them.
Im going to have someone else uncover that these swords of rune have been colected and might help figure out what is going on and then after they get all the swords the churchs group adventuring party will come and ask for the swords, and i know my party and magic items so they will fight them tooth and nail

Joey Virtue |

So does anyone know any other good adventures to add in From Dungeon Magazine?
So how it looks for leveling right now is
Burnt Offering 1-4 (extra Xp from a dire boar malfa and other extras)
Skin Saw 4-7 (adding levels to the Ghouls and a few other things)
Seven Swords of Sin 7-8
Hook Mountain 8-10 (Adding levels to most creatures)
FORTRESS OF THE STONE GIANTS 10-12
SINS OF THE SAVIORS 12-14
SPIRES OF XIN-SHALAST 15-17
With these levels I think somthing can be added between Fortress and Sins And between Sins and Spires (i think i have not seen them)
I want each to be like a 1 level adventure so they would finish 19 20th right around there
I would like the last fight to take them to 20th level
I know im causeing my self more work but my players want to go 1 throug 20 we enjoy that

Maliki |

I'll be running this using the Castles & Crusades rules, so I will need some extra adventures so the PCs can keep pace with the suggested levels.
I plan on starting off with "Legends are Made, not Born" from Goodman Games, before getting the PCs on to Sandport.
I also found two nice, low level adventures in Dungeon #94 (The Excavation and The Last Hunt) which I will run during or after Burnt offerings, before getting started with the Skinsaw Murders.

The-Last-Rogue |

I forget who originally came up with this idea, but this is something I plan on doing --
Karzhoug knows about Tirana and the swords. He hires an EVIL 8th level party to infilitrate her stronghold and retrieve the swords/stop the enchantress.
This gives the PCs a little break, and allows your players to play the evil baddies. Also it has the cool story effect of of playing up the enemies side.
Just a thought*

Joey Virtue |

I have been looking through old Dungeons and have found 2 great adventures to add in
After Hook Mountain im going to add Shadows of the Abyss from Dungeon 118
im going to make the hill giant the blue dragon and the drow instraments of Karzoug to help create his giant army
and
After Fortress of the Stone Giants in the search for the Runeforge they will Enter the Rune Chapions Tomb (Dungeon 138 The Mud Sorcerers Tomb)This will be a tomb of one of Karzougs champions while making a few changes i think this will fit in nicely
For people who have seen these two adventures do you think they will be good add ons and fit right in

Majuba |

I have been looking through old Dungeons and have found 2 great adventures to add in
After Hook Mountain im going to add Shadows of the Abyss from Dungeon 118
im going to make the hill giant the blue dragon and the drow instraments of Karzoug to help create his giant armyand
After Fortress of the Stone Giants in the search for the Runeforge they will Enter the Rune Chapions Tomb (Dungeon 138 The Mud Sorcerers Tomb)This will be a tomb of one of Karzougs champions while making a few changes i think this will fit in nicely
For people who have seen these two adventures do you think they will be good add ons and fit right in
You might hesitate on using "normal" Drow, since they are being re-imagined a bit in the third AP "Second Darkness".
Also, given the deadliness, I'd suggest running D2 *after* Hook Mountain, which will maintain the xp levels a bit (not quite as much xp since they'll be higher level), as well as keeping them alive better.
I like that evil party idea though. I'm thinking in a dream sequence, transmitted somehow by a secret good/neutral member of that evil party - so they "experience" (i.e. play) what a member of the evil party did. At the end, assuming the evil party makes it out, they're told something like "they are heading to spot X soon, hurry to stop them" - and they'll have intimate knowledge of the baddies. Give full xp for defeating despite (hopefully) ease, to makeup for not getting the D2 xp.

Majuba |

I think you are correct about not useing the Drow.
Im going to make it into a Lamia Matriarch, and make her a real a high spell caster because the Cleric hill Giant is going to be a combat whore when im done with himA hill Giant cleric with all the cleric combat buffs i think will be very deadly
Oh quite - I had a delicious Hill Giant Priestess of Envy a year or two ago.

Joey Virtue |

Has anyone read Dungeon 138 The Mud Sorcerers Tomb?
Im trying to convert it into a Rune Champions Tomb just wondering anyones thoughts
Its seems like it will go over well just wanted some other thoughts
Like should I allow them to keep the Mudship (makes getting around alot easier after this adventure)
The Mud Sorcerers had 4 symbols i want to change them into rune that mean somthing for the Runelords anyone got any besides the one obvious one

Dishliquid |

I'm cooking up an encounter with goblin bandits (possibly involving a nerfed version of the pyro-goblin presented earlier in this thread) on the way to the boar-hunt with Foxglove. These bandits are attempting to rob a gnome named "Hobarth Stills" (expert 1, artificer 2) who's brought a large stock of his wares in hope of opening a shop in Sandpoint.
The PC's will get a wand of their choosing (from a pre-generated list) as a reward for rescuing the terrified gnome. That's not an excuse to give them goodies, it's just a way to lead toward a larger subplot:
Later on in the game Hobarth Stills will enter into a rivalry with with Brodert Quink (Sandpoint entry 8. "Sage"). Mr. Quink opened a book store (a few months after the Swallowtail Festival) and found out Hoberth has been using ammenuensis (a cantrip in the Spell Compendium that allows one to copy non-magical text) to copy Brodert's rarest books and compile them into a device of his own invention called a 'Bibliostone', which he then sells
To be fair, Hobarth told Brodert about the spell, and without the Glove of Copying (ammenuensis 3/day) he commissioned from the artificer, Brodert wouldn't have a book store in the first place. But try telling him that.
On the other hand, the Glove of Copying was the inspiration and prototype that led to the creation of the first Bibliostone.
I'm going to play with piracy and freedom of information in a big way in this whole subplot, analogizing the "death of print" and the movement towards a PDF market. I got the idea while listening to this week's "On the Media".
I'll do the stats for the Bibliostone and Glove of Copying when it's not quite so past my bedtime.