| donato Contributor |
Since 2008 when I first discovered The Skinsaw Murders and looked into the entirety of RotRL, I've had an itch to run this AP, so much so, in fact, that I began to convert it to 4E when we used to play. We started playing that but stopped about halfway through Chapter 1.
Now, the time has come where I know I will be able to run this AP without any hindrance. I've been super excited to run this for years and I plan to make it the best GMing I've ever done. I've decided to go all out with this and I am starting to prepare for this AP months in advance, albeit a little bit at a time.
I've begun the slow process of going over the entire AP and adding in what I deem appropriate. Due to the fact that my players have already experienced a significant part of chapter 1, I will be adding the most to this chapter. Nothing in this AP seems out of place or unnecessary, so nothing will be taken out, which fares for more fun for my players.
Here's the tentative plan:
Chapter 1 - I will be adding the festival games, an encounter at the play house, and a possible sidequest on Chopper's Isle.
Chapter 2 - No additions to the chapter itself. However, between 2 and 3, I will be sending the player's to Kaer Maga. There, they will go through two modules- Seven Swords of Sin and The Godsmouth Heresy.
Chapter 3 - unchanged
Chapter 4 - unchanged
Chapter 5 - There is a lot of things tied to the sins of the players in this chapter. However, I feel the majority of my players will not be the sinning type. I want to come up with things that are also tied to the seven virtues to make it a very neat chapter.
Chapter 6 - unchanged
The majority of the work I'm doing is going through and converting every enemy to PFRPG. Not only will I be able to properly scale encounters to match their old CRs, but I will also be able to break down each encounter and have an intricate knowledge of every enemy. Of course, I will be sharing these conversions as they are completed with the community. As well as these conversions and additions, I will be keeping notes as to why changes are done or my thought process for various additions or revisions.
While I haven't read the entirety of Rise in a few years, I believe this will be the plan I'm sticking to, unless I find something I don't like or feel like changing.
I do most of my conversion work during downtime at work, so as of now, expect and update ever Monday, Wednesday, and Friday. Hopefully, I can get a significant head start by the time we begin to play in August or so.
Enjoy!
| donato Contributor |
Okay, first thing I should go over is the ground rules of my campaign as well as the guidelines I'm sticking to for conversion.
Characters are built using the 20 point-buy system. Players are allowed to play any character in the Core rulebook, APG, Ultimate Magic, and Ultimate Combat. They are also allowed all the prestige classes available in official Paizo products, i.e. APs, Player Companions, etc. We are also trying to stick to a lot of the rules in place for PFS. This means all creation feats (Craft Wondrous Item, Scribe Scroll, etc.) are not allowed. Hit Points after Level 1 are an average hit die roll rounded up. A d6 gives 4 HP, d8 gives 5, D10 gives 6, and d12 gives 7 HP. Player's are allowed two traits from any Paizo source at character creation or a bonus feat from the Rise Player's Guide instead. We will be using fast progression for experience.
As for the conversions, the majority of the work is already done for me thanks to the Bestiary 1 and 2. However, there are plenty of enemies with class levels that I need to go over. The majority require just an additional class level to kick them up to the appropriate CR, while there are others that I believe will be better suited with an APG archetype or even an entirely new class. Another thing I'm doing is giving all enemies with PC class levels a maxed HD for their first level and then average HD rolls rounded down for all additional levels. My intent is not to kill my players, but I wanted a system to stick to for these conversions.
Hopefully, I'm not being too ambitious with this and it will be something that won't destroy my sanity.
| donato Contributor |
Alright, Chapter 1, Burnt Offerings.
I will be breaking things down on section per section basis. Here's what things are looking like for Festival and Fire
Key Events:
Swallowtail Festival
- Opening Ceremony
- Festival Games
- Swallowtail Release
- Lunch
- Consecration
Goblin Attack
- Aldern Foxglove's Dog
Key NPCs:
- Mayor Deverin
- Sherrif Hemlock
- Father Zantus
- Ameiko Kaijitsu
- Jodar Provodst
- Daverin Hosk
- Aesrick Battlehorn
- Gressel Tenniwar
- Aldern Foxglove
Combat Sequence:
- 1-1
- 1-2
- 1-3
| donato Contributor |
One thing to know about our group is that we love music during our sessions. If there is combat, music is a must. I've decided to have music for pretty much every bit of this AP. With the AP, I've decided to give some of the music a Spanish flavor to it. For example, before the beginning of every chapter, I will introduce it with the title and play this little song here.
Now I plan to have different music for pretty much everything and I figured I'd also list all the different music that I use for these things. For the first section of chapter 1, there a few different songs I need:
- Sandpoint Theme
- Opening Ceremony
- Festival Games
- Swallowtail Release
- Lunch
- Consecration
- Combat Sequence 1-3
As you can see, I will be getting a lot of music. Hopefully, I can make up my mind and start posting some songs for you to enjoy.
| donato Contributor |
Alright, now comes the fun part. Combat sequences 1-3 look like this:
Goblin Warriors x3
Music: Combat 1
XP: 405
Goblin Pyros x4
Goblin Warchanter x1
Music: Combat 1
XP: 940
Goblin Warriors x4
Goblin Commando x1
Goblin Dog x1
Music: Combat 1
XP: 1340
In sequence 1, the Goblin Warriors are already stated out in the Bestiary, so that is covered. the only change that happesns is that the Goblins gain 1 HP.
In sequence 2, the Goblin Pyros are the same as the warriors except they also have torches to fight with. The torches deal 1d2 and also 1 point of fire damage. Nothing too crazy. The bard is where things get fun. Let's take a look at her stats:
Goblin Warchanter (Bard 2)
NE Small Humanoid (Goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +7
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
HP 16 (2d8+2+2fcb)
Fort +1, Ref +6, Will +5; +1 vs fear/charm
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Speed 30 ft.
Melee whip +1 (1d2 Nonlethal)
doglsicer +1 (1d4 19/20 x2)
Ranged shortbow +5 (1d4 x3)
Spells Known (CL 2nd)
1st (DC 12) - Hideous Laughter, Flare Burst, Vanish
0 (DC 11) - Daze, Ghost Sound, Mage Han, Message, Spark
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 8, Dex 16, Con 13, Int 8, Wis 14, Cha 13
BAB +1; CMB +0; CMD 13
Feats Combat Reflexes
Skills Acrobatics +8, Perception +7, Perform (Song) +6, Ride +5, Stealth +16
Languages Common, Goblin
Special Abilities bardic performance 7/rounds (countersong, distraction, fascinate, inspire courage +1)
------------------------------------------------------------------------
Combat Gear - Potion of Cure Light Wounds
Other Gear - Studded Leather Armor, Whip, Dogslicer, Shortbow with 20 arrows, 20gp
Now, the first thing I should mention, I used the heroic stat array for determining the warchanter's stats. That makes the stats just a little bit different from the way they are in the adventure, mostly a +1 in Wis. Also, if you notice, the warchanter is getting 1 HP per level for a favored class bonus. I've also gone ahead and added a second level of Bard to make the warchanter CR1. Spells were taken from the original stats, but I added Spark to the level 0 spells. It made sense to me that these goblins setting things on fire would have a place where the fire came from in the first place. The original stats only featured level 0 spells, so I got to pick an original batch of level 1 spells. The three spells all made sense to me as something the warchanter's would have. However, at least in this first combat, they more than likely will only use their level 0 spells.
All that's left is sequence 3. The Goblin Warriors and Goblin Dogs are handled by the bestiary, no issues there. I get to play around with the Goblin Commando, as well, though.
Goblin Commando (Ranger 2)
NE Small Humanoid (Goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +6
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 16, touch 13, flat-footed 12 (+3 armor, +4 Dex, +1 size, -2 Rage)
HP 21 (2d10+4+2fcb)
Fort +5, Ref +7, Will +2
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Speed 30 ft.
Melee mwk horsechopper +5 (1d8+3 x3)
Ranged shortbow +6 (1d4 x3)
Special Attack +2 vs animals
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 14, Dex 19, Con 15, Int 8, Wis 12, Cha 8
BAB +2; CMB +4; CMD 18
Feats Mounted Combat
Skills Handle Animal +4, Perception +6, Ride +10, Stealth +17
Languages Common, Goblin
Special Abilities Favored Enemy: Animal, Track, Wild Empathy
------------------------------------------------------------------------
BASE STATISTICS
Once the goblin commando’s potion of rage expires, his stats change as follows:
AC 18, touch 14, flat-footed 14
hp 19 (1d10+2+2)
Fort +4, Ref +7, Will +1
Melee mwk horsechoper +4 (1d8+2/×3)
Str 12, Con 13
Combat Gear - Potion of Rage (used)
Other Gear - Studded Leather Armor, Mwk Horsechopper, Small Wooden Shield, Shortbow with 20 arrows
The Commando is not too different after the level up. The only thing that really changes is the Dex bonus of the Commando due to the reworking using Heroic Stat array. Otherwise, this guy will be run just the same.
If any of these stat blocks seem incorrect, please let me know.
Oh, and for those wondering, this is the song that plays for the battle music during the three sequences.
bigkilla
|
Pretty good stuff as I am getting ready to start my RotRL campaign next week.I might borrow the ideas of the playhouse side quest (although my group is not very into Role playing)or possibly the chopper isle quest.I am still deciding if I am going to play out the boar hunt and possibly throw some goblins at them there or just some boars.I will be using the medium XP track.
| donato Contributor |
One last thing before we're done with Part 1. The Swallowtail Festival is pretty lacking in content at this point. First and foremost, I have written flavor text for opening ceremonies to the festival.
Preparations for the festivities began as early as last night. Booths have been set up in advance, ingredients prepared for the days meals, and supplies are unpacked and ready for the morning.
Early before dawn, Sandpoint comes alive as last minute preparations are attended to. Before the rooster can crow, the town is ready to celebrate Desna and the Swallowtail Festival. The city becomes crowded with locals and travelers alike, with several merchant tents preparing food, clothes, local crafts, and souvenirs to greet them. Come sunrise, a crowd gathers at the town square just before the new church, today's main focus. The turnout is quite respectable for the four keynote speakers of opening ceremonies.
First to speak is Mayor Kendra Deverin. A woman of middle age with short brown hair and a confident stride, steps onto the platform as the sunrise drapes her in morning light.
"Citizens of Sandpoint, visitors of Varisia, travelers from accross Avistan and other reaches as well, today I welcome you to our wonderful city on this glorious day of celebration. It is indeed a time for festivities as the autumn winds are upon us. Not only that, but today we will also be ushering a new age for Sandpoint. With today's Swallowtail festival, we will christen our new church and a time of renewal for our grand city."
A cheer erupts from the crowd.
"With such a momentous occasion, I'm excited that so many are here to celebrate today. Not only our wonderful visitors, but our locals as well. I'm glad to see even Larz Rovanky managed to tear himself away from his tannery to join us today."
Laughter sweeps the crowd as Larz crosses his arms, with a grumble.
"Of course Larz, I mean no ill intent. It is truly grand to see you today. It is also grand to see everyone else in attendance. I wish you a great time. There will be plenty of merchants to visit, games to play, and, of course, food to be enjoyed. Thank you and may you enjoy this day."
The audience applauds as the stand is handed over to Belor Hemlock, the local sheriff. He is a tall Shoanti man, obviously built to handle the duties of handling local crime.
"Well spoken, Mayor. Hello, citizens. While I understand this is a day of celebration, I have a request of you. Please do not forget the reason why we christen our new church today. If you would please join me in a moment of silence to honor those lost in the horrible fire five years ago."
A pause.
"Thank you. Also, I would ask that you all take care while around this evening's bonfire. Thank you and have good day, everyone."
With scattered claps, Sheriff Hemlock quickly makes way for Cyrdak Dorrus, owner of the Sandpoint theater. Dorrus, an eccentric man with graying hair, is intent on cheering up the crowd.
"Thank you, Sheriff Hemlock for that absolutely rousing speech. Now of course we cannot forget our old blessed church, but, we also must pay mind to all the hard work put into this new church as well! If you recall, collections started almost immediately at the theater and soon the entire city followed suit. It wasn't but two years later that we had the fund necessary to start work on this new church. Well, it's about time we see the fruits of our labors, isn't it," he asks with a chuckle. The crowd is not as pleased. "Anyway, I'm glad to see everyone here to enjoy the festival. I'd just like to remind you that the Sandpoint Theater will have its premiere of "The Harpy's Curse" tomorrow starring none other than Allishandra of Magnimar as the Harpy Queen! I hope to see you all there! Thanks again!"
The crowd begins to murmur in excitement. Last to come to speak is Father Abstalar Zantus. An older man of about fifty winters, he wields a warm smile as he takes to the platform.
"Welcome all and Desna bless. It seems everyone else has said what I was hoping to say far better than I ever could, so I'll keep this short. I'd like to personally thank you all very much for joining us today. That's all. Like I said, it would be short. Without further ado, I now declare the Swallowtail Festival underway! Thank you all and may Desna bless us all." With a cheer the crowd quickly disperses to find their way to the food and festivities of the day.
I've also decided to use the fetival games as seen here.
Otherwise, the rest of the section remains unchanged.
| donato Contributor |
Alright, Part 2. Now, there are no changes I'm making to the design as written. I will be adding additional things to do during this part, though. Specifically, I'm adding Chopper's Isle and an encounter at the theater.
The battle at the theater is featured here.
Chopper's Isle is here.
Thanks to the respective creators of this content.
| cynarion |
Hey donato, looks like we're taking a similar approach to the preparation for the AP! I'm doing as you are and rebuilding every NPC from the ground up, although for the warchanters I intend to use the Savage Skald archetype, and for the commandos I am switching them to Mounted Fury barbarians (no need for rage potions then).
I really like many of your ideas and will watch with interest as I prep my own stuff--looks like I'll be running this sometime in October/November.