on Thu 10 of Feb., 2011 13:14 GMT, by Laurent
posts: 1029
Dear Players,
End of adventure.
And here we are, this is the end of Fortress of the Stone Giants, which was authored by Wolfgang Baur. The party has saved the region of Varisia. Some R&R in Sandpoint is assumed and maybe the party will start asking questions about Xin-Shalast and the Kodar Mountains in the North.
New adventure.
On shall we proceed with Sins of the Saviours by Stephen S. Greer.
This - from memory but I will read it again soon! - adventure is going to present more traditional dungeons, where Marcus should at long last resume his display of trap-finding and trap-disabling mastery. As the title announces, your PCs will need to be associated with a sin: greed, sloth, wrath, envy, lust, gluttony, or pride.
As a guide to all things Arcane, sin magic associates a sin with a school:
Envy - Abjurers (suppressing magic other than your own)
Sloth - Conjurers (summoning minions to perform your tasks)
Lust - Enchanters (controlling others to satisfy your desires)
Wrath - Evokers (destroying your enemies with sheer power)
Pride - Illusionists (perfecting your appearance and domain with trickery)
Gluttony - Necromancers (manipulating the body to provide an unending thirst for life)
Greed - Transmuters (transforming objects into items of greater use or value)
Divination was seen as inferior in old Thassilon.
The list above does not mean that spellcasters must align on a school or conversely specialist mages must get their associated sin.
Being associated with a sin will have mechanical effects in the adventure, negative effects of course but some positive ones too. In any case, you are all required to pick one or be assigned one. It would be more interesting for a party of six to have six different sins, but this is not a requirement.
Gameplay.
Mokmurian was CR18, thus had a pretty high AC, boosted by spells too. This has led to some of you not being able to do much in combat against him. This will always happen, classes by definition have areas of expertise. For instance, being a Thief, with medium BAB, means not much chance to hit in melee as a flanker on such a high level target. Paladins and Sorcerers may have issues disarming a DC30 trap, although I agree that an encounter tends to last longer than a simple disable device roll.
Try to stack-up on abjuration spells and other Arcane type utility/restorative spells, such as stone to flesh, break enchantment and the likes. True, these are unlikely to be used everyday, but as you have now realised when they are needed, they are sorely so.
Hence the advice to have them on scrolls. Scrolls are not that expensive and as the GM I will not bother you too much with carrying them around, assuming at least a couple of scrollcases.
The game page has been updated with a new picture!
Next week's event has also been posted.
Rise of the Runelords
Dear Players,
End of adventure.
And here we are, this is the end of Fortress of the Stone Giants, which was authored by Wolfgang Baur. The party has saved the region of Varisia. Some R&R in Sandpoint is assumed and maybe the party will start asking questions about Xin-Shalast and the Kodar Mountains in the North.
New adventure.
On shall we proceed with Sins of the Saviours by Stephen S. Greer.
This - from memory but I will read it again soon! - adventure is going to present more traditional dungeons, where Marcus should at long last resume his display of trap-finding and trap-disabling mastery. As the title announces, your PCs will need to be associated with a sin: greed, sloth, wrath, envy, lust, gluttony, or pride.
As a guide to all things Arcane, sin magic associates a sin with a school:
Envy - Abjurers (suppressing magic other than your own)
Sloth - Conjurers (summoning minions to perform your tasks)
Lust - Enchanters (controlling others to satisfy your desires)
Wrath - Evokers (destroying your enemies with sheer power)
Pride - Illusionists (perfecting your appearance and domain with trickery)
Gluttony - Necromancers (manipulating the body to provide an unending thirst for life)
Greed - Transmuters (transforming objects into items of greater use or value)
Divination was seen as inferior in old Thassilon.
The list above does not mean that spellcasters must align on a school or conversely specialist mages must get their associated sin.
Being associated with a sin will have mechanical effects in the adventure, negative effects of course but some positive ones too. In any case, you are all required to pick one or be assigned one. It would be more interesting for a party of six to have six different sins, but this is not a requirement.
Gameplay.
Mokmurian was CR18, thus had a pretty high AC, boosted by spells too. This has led to some of you not being able to do much in combat against him. This will always happen, classes by definition have areas of expertise. For instance, being a Thief, with medium BAB, means not much chance to hit in melee as a flanker on such a high level target. Paladins and Sorcerers may have issues disarming a DC30 trap, although I agree that an encounter tends to last longer than a simple disable device roll.
Try to stack-up on abjuration spells and other Arcane type utility/restorative spells, such as stone to flesh, break enchantment and the likes. True, these are unlikely to be used everyday, but as you have now realised when they are needed, they are sorely so.
Hence the advice to have them on scrolls. Scrolls are not that expensive and as the GM I will not bother you too much with carrying them around, assuming at least a couple of scrollcases.
The game page has been updated with a new picture!
Next week's event has also been posted.
Laurent,