[Fire Mountain Games] Throne of Night


Product Discussion

1,501 to 1,517 of 1,517 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>
Grand Lodge

Artofregicide wrote:
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.

Grand Lodge

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:

kevin_video wrote:

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.)

--------------------------------------

Stay healthy and safe.

My Ko-Fi Shop

Grand Lodge

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.

Grand Lodge

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.

Grand Lodge

Today marks the 7th anniversary of the Kickstarter for ToN coming to a close. *sigh*

Grand Lodge

1 person marked this as a favorite.
kevin_video wrote:

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.


1 person 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.

Gunzarak Cannon Golem:
N Large construct
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.

Sunless Sea encounters:
1–20% 4 elder water elementals CR 15
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

Grand Lodge

Kobolum wrote:

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.

Grand Lodge

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.

Grand Lodge

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.

Dark Archive

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,

Grand Lodge

Black Josiah wrote:

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.


Black Josiah wrote:

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.

Grand Lodge

1 person marked this as a favorite.

@Kobolum -- Appreciate the aid. I haven't read or played any of these. This is definitely good information.

Dark Archive

1 person marked this as a favorite.

Thank you, Kobolum for your recommendations.

Grand Lodge

I can't remember if I've shared this already or not, but if you have time, and if you play 5e, this designer is looking to make the ultimate adventure ever created. There have been 1879 responses so far.

Survey

Grand Lodge

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.

1,501 to 1,517 of 1,517 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Third-Party Pathfinder RPG Products / Product Discussion / [Fire Mountain Games] Throne of Night All Messageboards

Want to post a reply? Sign in.