kevin_video
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kevin_video wrote:I don’t know about that, but I absolutely welcome the praise. XD It feels good.Fine then. You have a considerable number of levels in both expert and oracle?
I'll need to update my profile. Currently I'm down as a Commoner 1/Ex-Monk 1/Ex-Paladin 1/Expert 1/Author 1. I'm all about that multiclassing. Even took a homebrew class. Might need to take an actual 2nd level of something.
kevin_video
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Not gonna lie. I have way too much time on my hands, and have issues with letting things go. I don't know why.
Last week I said:
It's too bad that Pathfinder 1e couldn't have stuck around a little while longer. Going through the 2e bestiary on Archives of Nethys, and both the drakauthix and grikkitog would have made for excellent additions for this AP.
If anyone wants to convert them back over, or knows someone who has, be sure to share. I know of someone, but you have to be part of their Patreon's higher tier or commission them directly.
With my own words eating at me, I couldn't let the idea go. So today was me looking over the stats, going through the 1e bestiary rules for monster creation, and converting these two monsters into 1e encounters that could be used for anyone's games. Namely, an underground one because these things are terrifying, and work so well for something like "Throne of Night" or "Rise of the Drow".
I'm pretty sure I need help. And I don't mean with conversions. *sigh*
Monster Conversion - Underground Monsters (PF 2e to 1e)
The CR remains the same, and I even linked to the originals for comparisons.
(Also, already added this to the resource document, just in case.)
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Stay healthy and safe.
kevin_video
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I was texting with Endzeitgeist today, and the discussion of Gary’s adventure, “The Black Spot”, was brought up. He’s received a copy of the 5e conversion that came with the “Sea King‘s Malice”, released by Frog God Games, and will be (objectively and professionally) reviewing it soonish. It doesn’t seem that Gary had a personal hand in the conversions. Seems relatively hands-off, at first glance, which, honestly, we all kind of figured would be the case. It’s doubtful that anyone from FGG has a direct hotline to Gary.
End also said he plans to add an obituary for “Throne of Night.” Fitting. Even better if he manages to do it by May 7th for the 7th anniversary. Crazy to think it’s been that long, but it’s true.
Hopefully End adds what system the original version of the module was released for, as I wouldn’t mind reading both, and doing a side-by-side. It’s Cthulhu, so I’m assuming Call of Cthulhu, but that’s not necessarily the case.
I did find out that a podcast was released online with a group playing the 5e conversion. That seems cool. I also find it hilarious that the theme music is so loud that it almost drowns out the narrator speaking Gary’s name.
kevin_video
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Already added this to the resource page, and putting it here too.
Dyson Dodecahedron is an artist that releases regular maps for people to use in their own games. They're empty maps which GMs can add encounters and a story too. Sometimes the artist himself does this. Case in point, here are a number of system neutral or Labyrinth Lord designed maps.
The three that stuck out to me the most, after reading their backgrounds, were:
Infinite Caves of the Shroom Goblins
Into the Worm’s Gullet (very dwarf centric)
The Tomb of Durahn Oakenshield
You will never run out of useful maps.
kevin_video
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| 1 person marked this as a favorite. |
I was texting with Endzeitgeist today, and the discussion of Gary’s adventure, “The Black Spot”, was brought up. He’s received a copy of the 5e conversion that came with the “Sea King‘s Malice”, released by Frog God Games, and will be (objectively and professionally) reviewing it soonish. It doesn’t seem that Gary had a personal hand in the conversions. Seems relatively hands-off, at first glance, which, honestly, we all kind of figured would be the case. It’s doubtful that anyone from FGG has a direct hotline to Gary.
End also said he plans to add an obituary for “Throne of Night.” Fitting. Even better if he manages to do it by May 7th for the 7th anniversary. Crazy to think it’s been that long, but it’s true.
As promised, End released the review for Black Spot (5e) and the obituary for Throne of Night, just in time for the sordid anniversary. He was also kind enough to mention my posts and the resource document I made.
Overall, Endzeitgeist says that Rise of the Drow from AAW is the way to go, and definitely a set benchmark for all underground adventures. There's two versions, both are 5e and PF 1e compatible. I own the original three parter, which I funded through Kickstarter, but didn't get the special edition version, which I might eventually pick up.
| Kobolum |
| 2 people marked this as a favorite. |
In honor of the 7th anniversary of the Kickstarter for Throne of Nighe closing, I present to you the gunzarak cannon golem. I wanted to make the cannon golem picture a unique encounter and I didn't just want to add gunzarak qualities to the regular cannon golem (although that's probably what would have happened.) I didn't give this golem a CR but I was aiming for 17. Not sure if I made it too powerful or not.
Init +8; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 31, touch 17, flat-footed 23 (+8 Dex, +24 natural, -1 size)
hp 150 (24d10+30)
Fort +8, Ref +16, Will +8
Defensive Abilities DR 15/ adamantine, DR 3/—; Immune construct traits, magic, rust
OFFENSE
Speed 50 ft.
Melee 2 slams +31 (4d10+8)
Ranged cannon +31/+26 (6d6+8/19-20/x4)
Space 10 ft.; Reach 10 ft.
Special Attacks Smoke blast (30 ft. cone, Fortitude DC 22, nauseated), cannon, destructive strike
STATISTICS
Str 26, Dex 26, Con —, Int —, Wis 14, Cha 2
Base Atk +24; CMB +35; CMD 51
Feats Improved Critical (cannon)
SQ alloyed, blasting critical, gun training
SPECIAL ABILITIES
Alloyed (Ex)
A gunzarak cannon golem’s slam and cannon attacks count as adamantine, silver, and magic weapon for the purpose of overcoming damage reduction.
Blasting Critical (Ex)
When a gunzarak cannon golem confirms a critical hit with a slam attack, it can make one cannon attack against that target as a free action (as long as the cannon is loaded).
Cannon (Ex)
A gunzarak cannon golem’s cannon has a range increment of 100 feet and deals 4d8+ points of bludgeoning and piercing damage on a hit with a x4 critical modifier. The cannon’s magazine can hold up to 20 cannonballs at a time—reloading a single cannonball into this magazine is a standard action for the golem, while loading a cannonball into the cannon itself to fire it is a swift action; this allows the golem to take two shots per round with the cannon.
Destructive Strike (Ex)
A gunzarak cannon golem’s slam attacks threaten a critical hit on a 19 or 20. In addition, whenever an adamantine golem scores a critical hit, it deals 6d10+8 points of damage to the target’s armor or shield in addition to the normal damage, as if it had also made a successful sunder combat maneuver.
Gun Training (Ex)
A cannon golem adds its Dex modifier to the damage dealt by its cannon.
Immunity to Magic (Ex)
A cannon golem is immune to spells and spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
Any spell with the water descriptor that affects a gunzarak cannon golem renders its cannon unusable for 1 round (no save).
A heat metal spell causes the golem’s cannon to instantly backfire, dealing 6d6 points of damage to the golem and staggering it for 1 round (no save).
A slow spell cast on the golem causes it to lose its quickness ability for 1d6 rounds.
A haste spell heals the golem of 1d6 points of damage per level of the caster (maximum 10d6).
Quickness (Ex)
A gunzarak cannon golem is incredibly quick. It can take an extra move action during its turn each round. This means it can move up to its speed and still make a full attack.
Smoke blast (Su)
A gunzarak cannon golem can fire a 30 ft. cone of thick, black smoke. Creatures caught in the smoke must succeed on a Fortitude save or be nauseated as they choke and cough. A creature that chokes takes 1d6 points of nonlethal damage. The smoke acts as fog cloud.
Construction
Craft Construct, crushing hand, fog cloud, geas/quest, haste, wish, plane shift or secret chest; Special creator must be caster level 18th; Skill Craft (siege engine) and Knowledge (engineering) DC 30, creator must know the secret of working true mithral; Cost 200,000 gp
Gunzarak (true mithral) special material.
I also have this random encounter table for the Sunless Sea. You can at least use it as inspirational material. The water elementals could be on the boiling sea and do burn damage. The void dragon could be fighting a magma dragon... or mating with it. There's a scary thought, baby magma void dragon.
21–30% 2 advanced monadic devas CR 15
31–40% 1d4 ropers CR 15
41–50% 4 sea serpents CR 16
51–60% 1 scylla CR 16
61–70% 2 neothelids CR 17
71–80% 1 Winterwight CR 17
81–95% 1 ancient void dragon CR 18
96–100% 1 Deep Sea Serpent CR 19
kevin_video
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In honor of the 7th anniversary of the Kickstarter for Throne of Nighe closing, I present to you the gunzarak cannon golem. I wanted to make the cannon golem picture a unique encounter and I didn't just want to add gunzarak qualities to the regular cannon golem (although that's probably what would have happened.) I didn't give this golem a CR but I was aiming for 17. Not sure if I made it too powerful or not.
** spoiler omitted **...
Added it to the resource page.
At first glance, I'd estimate that the golem is likely a CR 16. That's based solely on the average damage it deals and the AC.
kevin_video
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For those who are running this in 5e and are looking for a little more side adventure stuff, until May 17th, this Underdark product is 20% off.
kevin_video
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So this was not something I expected to be doing, but I got asked, and instead of it being a simple answer that I shared in a private message, I thought I'd extend this to everyone, just in case anyone else was wondering.
Essentially, I got asked about a follow up to the sunkiller build I did, and how exactly an artifact might blot out the sun, decides "it just does." Understandably, my initial answer was vague when I brought it up, so I thought I'd make a blog post. Hopefully this helps answer the question.
Sunkilling Artifact theory build.
Black Josiah
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Good Evening Sir Video,
I was curious as to whether you might be able to recommend any resources that would be applicable regarding the taking of the drow city? Rise of the Drow has some useful content, but it seems mostly focused on the PC's assaulting the ruling clan's citadel. While I intend to use this aspect, I'd also like to play out the actual battle for the city without it simply descending into a mass combat scrum or becoming one un-ending combat encounter. I was thinking of offering a set of mini-encounters that would give bonuses/negatives to the conquest of the city, however, this just leads into a similar problem. I don't want the overall victory or defeat of the PCs to hinge on whether they accumulated enough Victory Points. Would you happen to have any other recommendations?
Thank you,
kevin_video
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Good Evening Sir Video,
I was curious as to whether you might be able to recommend any resources that would be applicable regarding the taking of the drow city? Rise of the Drow has some useful content, but it seems mostly focused on the PC's assaulting the ruling clan's citadel. While I intend to use this aspect, I'd also like to play out the actual battle for the city without it simply descending into a mass combat scrum or becoming one un-ending combat encounter. I was thinking of offering a set of mini-encounters that would give bonuses/negatives to the conquest of the city, however, this just leads into a similar problem. I don't want the overall victory or defeat of the PCs to hinge on whether they accumulated enough Victory Points. Would you happen to have any other recommendations?
Thank you,
From what I pieced together, it's less about "taking the drow city", and more about creating alliances. At least for the dwarf side. If the PCs are drow, then they already have a lineage to be the ruling family. It's all about taking down the current ruling family that no other family has a hope of challenging. Doing this requires gathering the other families together, or taking out other families that might have an alliance with the current queen, and then pitting the hundreds of drow against the "drow" and demons on the other side. Then, while they're scrapping it out, the PCs take on the leaders.
I kind of talked about it, but there were certain encounters that I saw listed in Book 4 that might give bonuses to the ruling family to destroy anyone who opposes the queen. I also had an idea that there are a couple of encounters or tricks that could take out a few of the queen's encounters. These were things like "get the magma dragon to attack the queen's side by stealing its egg" and "fight the shemhazian demon so it doesn't ally with the queen". That kind of stuff.
Other than that, I don't have any "resources" that I can recommend. Maybe "Way of the Wicked" Book 1 to set up the Victory Points and Book 6 for the mass combat and leaders? I haven't read "Rise of the Drow" to really get a read on what kind of useful content you're referring to.
I don't know how helpful that is, if at all.
| Kobolum |
Good Evening Sir Video,
I was curious as to whether you might be able to recommend any resources that would be applicable regarding the taking of the drow city? Rise of the Drow has some useful content, but it seems mostly focused on the PC's assaulting the ruling clan's citadel. While I intend to use this aspect, I'd also like to play out the actual battle for the city without it simply descending into a mass combat scrum or becoming one un-ending combat encounter. I was thinking of offering a set of mini-encounters that would give bonuses/negatives to the conquest of the city, however, this just leads into a similar problem. I don't want the overall victory or defeat of the PCs to hinge on whether they accumulated enough Victory Points. Would you happen to have any other recommendations?
Thank you,
I can make some recommendations for material on a drow city takeover. Any of the urban campaign Adventure Pass that have been released are good material Curse of the Crimson Throne, Council of Thieves, Hell's Rebels.
Book five of Carrion Crown involved working with creatures most party's normally wouldn't.
Anything involving the Worldwound would be useful. The Worldwound book, The Wrath of the Righteous adventure path in its entirety, and the Pathfinder Society Year of the Demon. Book 2 of Wrath of the Righteous is all about the party leading an army to reclaim a demon held city.
The Second Darkness adventure path is an obvious recommendation for drow material, however, you'll probably get the most use out of books four and five.
You can also probably run the mass combat rules as written, other than some changes to army movement and some new tactics for the underground environment. It's a shame that we never got the "War Below" material. It likely would have changes to movement, army sizes, and new tactics.
kevin_video
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kevin_video
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It's about a year and a half old, but there's some good lore to watch on this YouTube video that's all about sending drow after your party and some of the lore behind the drow race.
There were a few tidbits regarding raiding other drow houses that really felt key to this particular campaign, as well as the idea of drow having kobold and goblin slaves that were sent to the front lines to fend off attackers or be used as meat shields.
Black Josiah
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Good Afternoon Sir Video,
I hope that this post finds you well. I was curious as to whether you (or anyone else for that matter) has given significant thought to the ally building component of the AP, specifically on the dwarven side? As the heroes of Dammerhall will need to build an alliance to defeat the drow of Taaryssia, I began to wonder, just with whom could the PCs ally? I don't really want to re-use races from the 1st 2 books (svirfneblin, myceloids, etc.) and I did see some of your other mentions, (such as deep fey and drowblood "scorrow") but if possible (although this may be un-realistic) I'd like to stick with Paizo created races as I'm planning to use the PF system. I did find 1 race, the Trox (bestiary 4, pg 264) that looked promising. I am hoping to also find 2 or 3 other races that are actually native to underground environments so as to not have to just turn sun-dwellers into a subterranean species. What do you think? Any ideas? Or am I just setting my expectations too high?
Thank you for your time and efforts on behalf of the TON community.
kevin_video
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Afternoon Black Josiah.
The expectations aren't too high, but I would say you'd want to keep an open-mind. For instance, the elves that we meet in Book 2 would probably love nothing more than to take a shot at the drow, and might even have information on their habits and tactics.
As for other underground races, and Paizo specific, fetchlings and kobolds are something that immediately come to mind. If you wanted to do "Cradle of Night", that could give the fetchlings a reason to join the party. And if you do go with fetchlings, there might even be a few shae among them as well (as it's said that fetchlings are the product of a shae and a human).
Originally, Book 3 was supposed to bring us a myceloid race (which I designed and did a post one), as well as one of the later books was supposed to do up an entry on how to make kobolds into a playable race for this AP. You see, kobolds are one of the default slave choices for drow. This is even more so apparent in 5e given their race ability design change. So for a small group of them to suddenly break off (maybe their slave master was killed in some fashion) and fend for themselves, that'd make for an interesting adventure. If you're specifically making the kobolds be a raid party, and not miners, consider using their alternate racial abilities and make them as beefy as possible.
As for a third race, there's always the dark folk. You might have to take inspiration from Mummy's Mask Book 2 for this, but there's a dark stalker oracle and her handmaidens in there. Dark folk consist of dark stalker, dark creeper, dark empath, and dark slayer. There might be more, but that's all I saw immediately on the dark folk list.
Other suggestions would be oreads, dhampirs, ratfolk, and wayangs. While not common, all have been known to live underground.
I saw earlier someone mentioning that they were going to be adding orcs and half-orcs to their campaign, so that's another option as well.
| Kobolum |
Good Afternoon Sir Video,
I hope that this post finds you well. I was curious as to whether you (or anyone else for that matter) has given significant thought to the ally building component of the AP, specifically on the dwarven side? As the heroes of Dammerhall will need to build an alliance to defeat the drow of Taaryssia, I began to wonder, just with whom could the PCs ally? I don't really want to re-use races from the 1st 2 books (svirfneblin, myceloids, etc.) and I did see some of your other mentions, (such as deep fey and drowblood "scorrow") but if possible (although this may be un-realistic) I'd like to stick with Paizo created races as I'm planning to use the PF system. I did find 1 race, the Trox (bestiary 4, pg 264) that looked promising. I am hoping to also find 2 or 3 other races that are actually native to underground environments so as to not have to just turn sun-dwellers into a subterranean species. What do you think? Any ideas? Or am I just setting my expectations too high?
Thank you for your time and efforts on behalf of the TON community.
I can help with this. Let's go over the obvious options that you should, and a likely have, already considered, just so we're on the same page.
Kobolds are also an obvious pick that you should use. The ones from the first adventure had to come from somewhere.
Goblins have been known to go underground, and there are likely plenty of goblin slaves working for the drow.
There could also be Orcs depending on the setting. Golarion had Orcs come from underground, being pushed up by the dwarves.
Ratfolk are also an option, although if they're not slaves you will have to come up with your own reason for why they'd be there.
Clear cut choices out of the way, let's move on to the less conventional.
Dark Creepers and Dark Stalkers. I'll admit I don't know much about the dark folk off hand.
Rock Trolls exist, but they'd be more likely to stand against dwarves.
Cave Giants. Again, more likely to stand against dwarves.
Underground Girtablilus could be worked in. Having them be somewhere around Dammerhall would be best. Guardians of ancient places and whatnot.
There was also a brief mention of a Gardens of Flesh in The Earth's Wound (pg. 92). I have no idea what a Gardens of Flesh would be like, but it sounds cool. You could have it as a facility for flesh golem crafting run by the drow. Cause a riot there to gain the army of freed flesh golems sounds awesome.
kevin_video
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Other options,:
There was also a brief mention of a Gardens of Flesh in The Earth's Wound (pg. 92). I have no idea what a Gardens of Flesh would be like, but it sounds cool. You could have it as a facility for flesh golem crafting run by the drow. Cause a riot there to gain the army of freed flesh golems sounds awesome.
The idea of actually awakening a couple of flesh golems could be a neat idea too. Suddenly have a sentient Frankenstein-like monster in the mix controlling the others so that they could try gain freedom.
Having underground girtablilus is a good idea. I was just thinking of simple races, but if you bring in the old D&D lore, girtablilus were originally called scorpionfolk. While the female drow worshiped Lolth and gained her blessing with the form of spells and the transformation into a drider, male drow were slaves and something that female drow would murder on a whim without repercussions. Some men ran from this, guided by Vulkoor, who stung them with scorpions until they became the scorrow. They are the natural enemy of the spider. That same idea could be here.
I just realized that I don't recall any drider art. Or mention of any drider. I wonder if Gary specifically skipped that. Hmm. I'm genuinely interested to know that.
Black Josiah
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Thank you Sir Video & Kobolum for your suggestions. I hadn't considered some of those options. Now that you mention it Kobolum, I do recall a section on the TON "world" map labeled as the "Caves of Flesh". I too wonder what that was going to be? It does sound like a golem workshop, doesn't it. That or a place filled with ghouls and other flesh eating undead.
Black Josiah
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Good Afternoon Sir Video,
I came across an item to propose for inclusion in the "Resource Document", which I don't believe has been listed. One of the new PF AP's; Age of Ashes, Book #4: Fires of the Haunted City, has a section of the module that takes place within a ruined dwarven city. They didn't bother to map the ruined city (which was disappointing) and the encounter maps are mediocre, but it does provide some useful encounters and context for running an adventure within a ruined underground city, occupied by different factions. It is PF 2nd ed. and it's not enough to replace the entire Dammerhall section, but I found it to still be useful reference material.
kevin_video
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Good Afternoon Sir Video,
I came across an item to propose for inclusion in the "Resource Document", which I don't believe has been listed. One of the new PF AP's; Age of Ashes, Book #4: Fires of the Haunted City, has a section of the module that takes place within a ruined dwarven city. They didn't bother to map the ruined city (which was disappointing) and the encounter maps are mediocre, but it does provide some useful encounters and context for running an adventure within a ruined underground city, occupied by different factions. It is PF 2nd ed. and it's not enough to replace the entire Dammerhall section, but I found it to still be useful reference material.
Because it's PF 2e, it definitely wasn't added to the Resources. When you said "item", I was thinking magic item, but you mean encounter section. I'll be sure to check it out and add it in.
EDIT: Added. Thanks for the suggestion.
Black Josiah
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Good Evening Sir Video,
I was wondering if you might have some advice. Rather than do the work myself, I was wondering if you might know of any adventures/modules already out there in which a group of PCs assault an old dwarven fortress filled with undead? Before I go to the trouble of mapping out the king's fortress and populating it, I thought that I might check and see if anyone has already written something such as this. Would you happen to have any recommendations? System isn't so much of an issue, I can always convert. If Kobolum happens to be lurking about, I would also appreciate your input as well.
Thank you,
kevin_video
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Good Evening Sir Video,
I was wondering if you might have some advice. Rather than do the work myself, I was wondering if you might know of any adventures/modules already out there in which a group of PCs assault an old dwarven fortress filled with undead? Before I go to the trouble of mapping out the king's fortress and populating it, I thought that I might check and see if anyone has already written something such as this. Would you happen to have any recommendations? System isn't so much of an issue, I can always convert. If Kobolum happens to be lurking about, I would also appreciate your input as well.
Thank you,
Technically, that's what you gave us. Age of Ashes book 4: Fires of the Haunted City, is exactly that. Saggorak is a dwarven city that's filled with undead. If there was anything else, it would have been added to the resource document already. At least from my side of things. At best, maybe Hammerfast, a 4th edition supplement, titled "Hammerfast: A Dwarven Outpost Adventure Site", might be something that could help you. From what I could learn, it's a dwarven city that was built over top of a necropolis. It seems to have more lore text and hints for what the PCs could possibly face, than actual encounters though.
kevin_video
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Just a reminder that I've got a resource document with everything mentioned here, as well as links to my blog with all the additions, and that I keep adding to that document.
kevin_video wrote:Finally went through all 30 pages and created an official "resource document" of all the pertinent information on this forum thread regarding the AP.I keep adding and adding to this. It's currently about three pages in length. Be sure to check out the map links.
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Stay healthy and safe.
kevin_video
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The only other thing I could find was this site of old 1st and 2nd edition D&D scenarios from Dungeon Magazine. Type in “dwarven” in the summary search bar, and see if any of those tickles your fancy.
Black Josiah
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Thank you to all who responded. Sir Video, your resource document is my 1st stop whenever I have a question as I do not want to waste anyone's time. That being said, I realize that some of my questions may be somewhat redundant, however, it is also my hope to keep some discussion going here on the board. I find that some of my better ideas originate (whether it be inspiration or outright theft) from the back and forth that occurs between the inhabitants of this forum.
As I write this, it also springs to mind that for some, conversations such as this may simply be keeping old wounds green and are doing more harm than good. If so, I can understand, should you wish to let the resource document be the primary vehicle to advance the TON community and to preserve the board as more of a means to distribute updates to those concerned.
kevin_video
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I think Down the Blighted Path May be useful as well.
It is. It's a level 4-7 level module so it's a bit more difficult to put into a home version of the AP without modifying it, but I mentioned that and the 'Blood of Shadows' book for archetypes, feats, etc. Made sure it was added to the resource document.
Thank you to all who responded. Sir Video, your resource document is my 1st stop whenever I have a question as I do not want to waste anyone's time. That being said, I realize that some of my questions may be somewhat redundant, however, it is also my hope to keep some discussion going here on the board. I find that some of my better ideas originate (whether it be inspiration or outright theft) from the back and forth that occurs between the inhabitants of this forum.
As I write this, it also springs to mind that for some, conversations such as this may simply be keeping old wounds green and are doing more harm than good. If so, I can understand, should you wish to let the resource document be the primary vehicle to advance the TON community and to preserve the board as more of a means to distribute updates to those concerned.
It's less about keeping old wounds green and more than there's not really much to talk about. Discussing ideas is fine, but at this point it's almost all homebrew scenarios and almost better make separate forum posts on a Discord, Facebook pages, 3PP forums (ie. Morrus or EN World), or other such. It doesn't help that the Paizo forums are pretty dead as of late too, what with some people having left the company out right and going to 5e or some other system not written by Paizo. This thread in and of itself barely gets any traffic. No even comments on the Kickstarter comment section any more.
ToN was given its send off with a nice obituary, and what pictures were made available on the web by the artist, I've put up on my Pinterest and shared publicly. I of all people shouldn't be saying this, especially considering how hard I've been fighting to keep it going because I and the artist both naively believed the author when he kept saying that everything would be finished and our work (mainly the artist's) wouldn't be in vain, but after seven years, pretty much everything that can be said or done about it, has been. I mean, I literally made over 30 blog entries designing and stating out encounters and monsters just so that this whole nonsense could get some variation of closure, for myself, if no one else.
The resource document public so that people can access it at any time, but I won't announce every time I add something. It automatically saves changes so anyone that visits can see that it's been updated a day ago, a week ago, or even just a few minutes ago. That's the one nice thing about Google Docs, other than you can also see also what edits were made.
I'm not saying you can't talk here, just saying to not bump the thread for the sake of bumping it. You can always PM me instead.
| Kobolum |
They're really just isn't enough that's interesting left to talk about. Really, the things that can be talked about would only be speculation.
What would War Below have been? What would going to the drow city have actually been like for the explorer campaign? Why is there an underwater city Underground? All fascinating questions that you can come up with an answer for yourself.
kevin_video
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I've already added the Dungeon Magazine site to the resource page, but wanted to bring a few of the scenarios up and showcase them a litte.
Issue #2 has an adventure called "In the Dwarven King's Court", and page 24 has a very nice map of a dwarven palace. Typical 1 square = 10 feet design that you see so often these days. There's even a nearby catacomb that has a rust monster. Wouldn't that be a neat little terror to throw at the party.
Issue #16 has even more unexplored caverns with trolls and dragons, with "The Dwarves of Warka." The caverns are more of less closed off to keep people from accidentally going in. With regards to the dragons, I'd suggest this 3.5 conversion and convert it to Pathfinder 1e, although that may not even be necessary.
If you want to go off the beaten path and do an adjacent Underdark subterranean section not under the drow or part of the caravan route, #44 has a scenario called, "Train of Events" which has an entire railroad. That could be something to make trade way faster. Discover it and have tracks built to different cities. Meanwhile, the party has to deal with derro and duergar.
Issue #60 has "Shard of the Day", which is about a dwarven ruin with an elven artifact in pieces that need to be reconnected (something that could be used to barter with the surface elves for dwarven heroes, or maybe destroy them if playing drow). It even uses a hex map so it won't be all that different.
There's also the module, "Axe of the Dwarvish Lords".
If you want more mines and maps, the 4th edition scenario, "The Lost Mines of Karak", might be what you're wanting.
Likely mentioned this before, but "The Alchemist’s Eyrie" is a decent one, especially if you want rival dwarves with lycanthropy. Probably even better if you mix it with the story for Book 4 and the corrupt wishes and such.
Maybe something can be gained from reading "F4 - Hall of the Dwarf Lords"
Dungeon Crawl Classics has a level 15 module called "#13 Crypt of the Devil Lich". Don't have to do the whole thing. Could just do part 3 onwards. Could even use that as a dungeon for the half-god prince lich, or make it it's own side quest. The lich in this one is half-drow/half-fiend, which works great for Book 5.
While DCC's "#51 Castle Whiterock" is its own subterranean adventure path, which I would full recommend, you could absolutely piecemeal this and just take from levels 5 (underwater adventure), 6B (lich and library), 7 (boat travel, aboleth and skum fights), 9 and 9B, 10 and 10B, 11 and 11A, 13, 14, 15.
kevin_video
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I'm actually looking into writing a short section of underground exploration as part of a bigger adventure, very much inspired by this thread and kevin_video's fine work specifically.
It'll be in PF2e instead of PF1e.
Nothing wrong with that at all. Thankfully it's not that difficult to convert the systems over to each other or even to 5e, which is what most people kind of gravitated to anyhow.
Glad to be an inspiration too.
| Kobolum |
I have once again made things I will never use because I'm not a GM. In book 2 (page 20 to 21) there is what it is obviously the beginning of the 'assembled the powerful magic weapon' side story. Well, I've made completed stats for it.
Alignment neutral, Senses Blindsense 120 ft.
Int: 13, Wis: 18, Cha: 12
Language telepathy (Aboleth, Common, Dwarven, and Undercommon)
Ego: 13; purpose: Combat all aberration threats to svirfneblin kind.
1/day: dimensional anchor; CL 18th; cost 97,402 gp).
The only thing to add is that its purpose can be read as two things instead of one. If that's how you read it you should up the EGO to 15.
I made a stat block for Dyara Dark-Eyes, the NPC name given on page 91 of the second book for the Royal Enforcer option for drawers.
CN Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +9
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 shield, +1 dodge)
hp 38 (5 HD; 3d10+2d8+10)
Fort +5, Ref +6, Will +2; +1 vs. fear; +2 vs. enchantment
Immune sleep
Defensive Abilities bravery +1, evasion,
OFFENSE
Speed 30 ft.
Melee mithral rapier +3 (1d6+3/18–20), mithral dagger +3 (1d4+3/19–20)
Special Attacks sneak attack +1d6
STATISTICS
Str 16, Dex 15, Con 14, Int 10, Wis 12, Cha 8
Base Atk[b/] +4; [b]CMB +7; CMD +9
Feats Combat Reflexes, Dodge, Double Slice, Improved Initiative, Skill Focus (Stealth), Two-Weapon Defense, Two-Weapon Fighting
Skills Acrobatics +6, Bluff +3, Climb +7, Disable Device +6 (+2 to disable traps), Escape Artist +6, Perception +11 (+2 to find traps), Stealth +12, Survival +6
Languages Elven, Undercommon
SQ armor training +1, rogue talent (Silencing Strike), trapfinding +1
Combat Gear potion of cure moderate wounds, potion of invisibility,
Other Gear mwk Spider-Silk Bodysuit, mithral dagger, mithral rapier, silver earrings (100 gp each), 128 gp
On page eight of the first book is mention of night whiskey, and that the drow of Taaryssia sometimes lace there's with hallucinogenic extracts. I wanted to make something out of that, but it's so vague that it could be anything.
I would also recommend people check out Rite Publishing Pathways 62 for the funerary golem.
kevin_video
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I have once again made things I will never use because I'm not a GM. In book 2 (page 20 to 21) there is what it is obviously the beginning of the 'assembled the powerful magic weapon' side story. Well, I've made completed stats for it.
Barbel: ** spoiler omitted **
The only thing to add is that its purpose can be read as two things instead of one. If that's how you read it you should up the EGO to 15.
I made a stat block for Dyara Dark-Eyes, the NPC name given on page 91 of the second book for the Royal Enforcer option for drawers.
Dyara Dark-Eyes:
** spoiler omitted **On page eight of the first book is mention of night whiskey, and that the drow of Taaryssia sometimes lace there's with hallucinogenic extracts. I wanted to make something out of that, but it's so vague that it could be anything.
I would also recommend people check out Rite Publishing Pathways 62 for the funerary golem.
I would read the item as having just one purpose. It's defending the race from a specific enemy, so it's all good. I hadn't really put together that it might be such a great weapon when the jewel was added. I was thinking something akin to 3.5's Magic Item Compendium, and the jewel just added a special ability like "bypass DR of aberrations" or something to that effect. Weapon crystals were amazing back then, but were very specific in how they helped
Slight correction on Dyara. She's half-drow, so she'd lose low-light vision for darkvision 60 ft. and gain light blindness (which I hate). Drow-blooded as an alternate race trait is such trash. At least make it light sensitivity for being half. There's also the option of Drow Magic instead of Adaptability & Multitalented, but not necessary.
For hallucinogens, Pathfinder has a ridiculous number of options. Theres belladonna, bloodbrush extract, demon dust, flayleaf, grit, ice tears, Lunar naga venom, pesh, Riddleport tea, shiver, Thileu bark, and yellowcap mushrooms. Choose your poison.
Was there anything specific about the funerary golem that someone might want to check out?
| Kobolum |
I would read the item as having just one purpose. It's defending the race from a specific enemy, so it's all good. I hadn't really put together that it might be such a great weapon when the jewel was added. I was thinking something akin to 3.5's Magic Item Compendium, and the jewel just added a special ability like "bypass DR of aberrations" or something to that effect. Weapon crystals were amazing back then, but were very specific in how they helped
Slight correction on Dyara. She's half-drow, so she'd lose low-light vision for darkvision 60 ft. and gain light blindness (which I hate). Drow-blooded as an alternate race trait is such trash. At least make it light sensitivity for being half. There's also the option of Drow Magic instead of Adaptability & Multitalented, but not necessary.
For hallucinogens, Pathfinder has a ridiculous number of options. Theres belladonna, bloodbrush extract, demon dust, flayleaf, grit, ice tears, Lunar naga venom, pesh, Riddleport tea, shiver, Thileu bark, and yellowcap mushrooms. Choose your poison.
Was there anything specific about the funerary golem that someone might want to check out?
I considered the weapon being plus three or gaining bane when the jewel was added, but I figured that this should be a weapon that some should be able to take to the end of the campaign so I made it more powerful. You can easily get make a third part for powering up the dagger, get the jewel from the Demon merchants in Taaryssia and when you do it says 'feed me the blood of the outsiders' or something like that, then once you kill an aboleth it becomes the powerful version. Or the demon could have the "soul" of the dagger, when you get it back it says 'find my heart' which is the jewel. Have it in the possession of the sunless sea merchant or in one of the encounter locations.
Thanks for pointing out the mistake on Dyara. I would have used alternate racial traits, but I didn't know where to put those on a stat block, so I just went with standard traits.
As for the funerary golden, it's just a template that can be added to golems to make them tomb guardians. The flavor text is specifically Dwarven and there's a stated out one at CR 12 with a nice image to come with it. It's just an option to consider and Pathways is free to all you need is memory space.
kevin_video
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I considered the weapon being plus three or gaining bane when the jewel was added, but I figured that this should be a weapon that some should be able to take to the end of the campaign so I made it more powerful. You can easily get make a third part for powering up the dagger, get the jewel from the Demon merchants in Taaryssia and when you do it says 'feed me the blood of the outsiders' or something like that, then once you kill an aboleth it becomes the powerful version. Or the demon could have the "soul" of the dagger, when you get it back it says 'find my heart' which is the jewel. Have it in the possession of the sunless sea merchant or in one of the encounter locations.
Thanks for pointing out the mistake on Dyara. I would have used alternate racial traits, but I didn't know where to put those on a stat block, so I just went with standard traits.
The dagger's already a +2 adamantine aberration bane dagger when you first find it so the jewel wouldn't add the bane property. I can see it adding back its sense of Ego though. That it was basically in a coma, and the jewel is its soul. Definitely.
As for the half-drow, your guess is as good as mine how it's meant to be set up. Paizo never released an NPC to help with that. They always stick with "core" builds for their NPC races. It's very frustrating. If I had to one up, I'd have to ask one of the official writers how it should go.
kevin_video
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I'm here again with another adventure suggestion. It would take a little converting over, but it's more than possible to do without too much trouble.
The adventure I'm suggesting is actually from the Warcraft RPG book, Horde Player's Guide, called "Unearthing Bael Modan". This was an adventure that my own GM ran for our group, with just a little tweaking. He also merged it with another adventure, that unfortunately I don't have access to (couldn't find it anywhere on the web), but he promised to send me a copy. If, when I read it, it looks like it's a good fit, I'll add that here too.
Anyway, the adventure is about a lair in centaur territory, and the occupants are a genetically created race that are considered a grotesque parody of dwarves. Created by the original titans, they guard the lair of their masters, a massive library filled futuristic discs containing data from 100,000 years ago.
The reason I really thought it could be useful is that it's said that the titans fought the Old Gods before this particular lair became a ruin that slowly sunk underground. I thought it might be a really good opportunity to expose PCs to a new race, as well as have the discs contain stuff on Dammerhall, even if it's just legends, but most importantly, information on the Old Gods and possibly tie-ins to the aboleth and even some Cthulhu creatures. Maybe even the star spawn itself. It'd be a great way to prepare players for what happens in "Book" 5 and 6.
I was kind enough to save everyone the time of having to find a copy of the "Monster Guide" and converting the creature over by doing it already and posting it on my blog. Yeah, it's only a CR 1. This adventure was written for 2nd level characters. Some work would need to be done in that regard.
My thoughts were that this would happen around the time that the PCs met with the surface elves. Get told about the neanderthal dwarves that live in the caves within centaur territory. What confuses the elves is that before last month, they had never seen those creatures before. What they don't know is that the troggs have only recently awakened from their induced slumber.
Wounded worg = Advanced elder worg.
Centaur = Centaur forager with 2-4 more levels of ranger.
Camo Pit Trap = Camo Spiked Pit Trap
Troggs = Trogg fighter 6-8 (Markilog should have levels of expert)
--All troggs should have masterwork greatclubs and masterwork hide armor, at the very least.
Angerlok = Trogg air & fire domain cleric 10
--be sure to take augury, prayer, shield of dawn, and spiritual ally
--Feats: Elemental Channel (air, earth)
Decipher Script = Linguistics
Balance, Jump, Tumble = Acrobatics
Medium Monstrous Spider = Sloth spider
Small Monstrous Spiders = Skate Spiders spider swarm
Gloves of Ability +2 = Belt of Incredible Dexterity +2
Night elf = drow
Moon glaives = mithral glaives (don't have moonstone)
Acheras = young stone golem with the stone keeper abilities (spell-like abilities, programmed intelligence, feats, etc).
That should cover it. As for the 100,000 years, you can easily change it to it only being 10,000 years or even less than that if you feel like it. Personally I'd go 4000 years. No particular reason other than it's just a nice number.
kevin_video
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A few years ago my DM ran a dwarven introduction adventure for our group (who happened to have a half-duergar in the party). It was a free level 1-3 adventure released by Eldersygn Press, called "Cave of the Ancients". It's about a dwarf-made dungeon that houses an ancient dwarven artifact that's was supposed to go to a dwarf who was worthy. The artifact in question is called the "Maul of the Ancients" and is a +2 dwarven battlehammer with a couple of extras added to it (it's worth 14k). Not groundbreaking, but the adventure also has a few side quests that can be ran as well. There's a neat template that can be added to monsters as well. If nothing else, it could be added to other monsters for a more in-depth "Book 4" feel if you want to test the next dwarven king. The Stonekeeper is a template added to the most faithful (humanoid) guardians to protect dwarven treasures.
Unfortunately, the adventure itself is not available online any more, as it was released back in 2005 and the company has since ceased to exist. Only one of their books still exists on DriveThru. My DM was kind enough to send me a copy, and I put it on my Dropbox (and linked in the resource page). Again, it's a free adventure so no one's losing any money. On page 1 it even says "Eldersygn Press - FREE Download".
For those who want to add this to their own campaign, depending on where you add it, there might be some significant adjustments. The spiders can be swapped out with larger, beefier CR ones; the silids can be replaced with goblin NPCs or just have a bunch more of levels added to them (same with the stonekeeper); and the cube be turned into a slime or other more advanced ooze. The arrow trap could be laced with poison and shoot a bunch more arrows to target more people.
Honestly, this might go better as an introduction adventure before even heading down to find the Throne of Night. Can even have it work in tandem with "Unearthing Bael Modan" that I talked about above.
kevin_video
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Pretty sure this is as updated as it’s gonna be. Eventually I might find something, but unlikely. I’ve got a few links in there now with free content, including the Underground map. It’s definitely time to put this AP to rest though. I hope anyone that comes across this finds it helpful for their own game, and I’m sorry to anyone who got the first two books without knowing beforehand that the AP was abandoned, and now scrambling to finish the story. We’re all disappointed too.
kevin_video wrote:Finally went through all 30 pages and created an official "resource document" of all the pertinent information on this forum thread regarding the AP.I keep adding and adding to this. It's currently about three pages in length. Be sure to check out the map links.
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Stay healthy and safe.
| Artofregicide |
Pretty sure this is as updated as it’s gonna be. Eventually I might find something, but unlikely. I’ve got a few links in there now with free content, including the Underground map. It’s definitely time to put this AP to rest though. I hope anyone that comes across this finds it helpful for their own game, and I’m sorry to anyone who got the first two books without knowing beforehand that the AP was abandoned, and now scrambling to finish the story. We’re all disappointed too.
kevin_video wrote:kevin_video wrote:Finally went through all 30 pages and created an official "resource document" of all the pertinent information on this forum thread regarding the AP.I keep adding and adding to this. It's currently about three pages in length. Be sure to check out the map links.
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Stay healthy and safe.
Bless you, kevin_video. You are a saint and a scholar.
What's next on your radar?
kevin_video
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| 1 person marked this as a favorite. |
Bless you, kevin_video. You are a saint and a scholar.
What's next on your radar?
Got a few projects on the go. Waiting on two parts of one project to be edited so I can make adjustments and get it published.
Other than that, I'm currently taking a RPG writing course where by the end of it, I have to write an adventure and get it published. From how it reads, that means I might have to self-publish. No idea what system I'll be writing for yet. I'd like it to be PF1e, as I know it best, but the push is get people to write it for 5e and put it up on DM Guild. You don't have to, but it's what they're set up for. See how it goes and how well I do. I'm currently in the legality part and it's so dryyyyyyy. I didn't flunk Law in college, but I didn't take it for the good of my health either. Some courses are just mandatory for diplomas, and they almost always hurt the brain. x_x I mean, there's a reason why I write for other people. They can deal with that legal stuff way easier than I can. I just ask what I can and can't write and go from there.
kevin_video
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| 1 person marked this as a favorite. |
Happy to test it out for you if you go PF1. If you have not heard yet, Legendary Games is taking a stab at the next iteration of PF1 called Corefinder. They are in the early development stage at the time of this post.
I have. Seems a few companies are “perfecting” 1e or sticking with the original.
I actually designed a few monsters for Purple Duck Games’s Pathfinder 1.5 edition, and doing a couple of race guides now. Even helped with the playtest to finalize the wealth system and boost a couple of classes (especially the cleric domains) before its release.I’m definitely fine with both.
| Derek Blakely |
| 1 person marked this as a favorite. |
Didn't want to start my own thread, as it doesn't seem quite necessary, but would love if everyone here could fill it out. Wanting to see if there's any desire/want for pre-written adventures, especially for Pathfinder 1e.
Have a questionnaire waiting over here on Google forms. Your participation is very much appreciated.
The thought process with some publishers is that no one wants them, so they're not being made. If there's no one wanting them, that's okay. At least we'll know. Once I get enough responses for a "yes", I can discuss further what the premise would be. That would be its own thread so as to not derail this one.
Thank you in advance.
| Thedmstrikes |
Didn't want to start my own thread, as it doesn't seem quite necessary, but would love if everyone here could fill it out. Wanting to see if there's any desire/want for pre-written adventures, especially for Pathfinder 1e.
Have a questionnaire waiting over here on Google forms. Your participation is very much appreciated.
The thought process with some publishers is that no one wants them, so they're not being made. If there's no one wanting them, that's okay. At least we'll know. Once I get enough responses for a "yes", I can discuss further what the premise would be. That would be its own thread so as to not derail this one.
Thank you in advance.
Sorry pal, lost interest after about three questions. I want more PF1 adventures. If you write them, they will come...
EDIT: it is worth noting I do not so surveys, still want adventures though.