Here's the working page for a kickstarter project I'm initiating, called 'Castle under the Forest'. I'll post the link to it here if I can get it to go live (first time I've started a KS)
And here is the link! : https://www.kickstarter.com/projects/1286910914/castle-beneath-the-forest
This kickstarter is about writing a module compatible with roleplay
games of dread tunnels and fire breathing dragons - particularly the
fifth edition of such things! And of course adaptable to other editions
as well! A module that can be used for group play or can also be played
in a simple choose your own adventure style!! So you can either run it
for a group as DM, or play it by yourself - or do both!
Enticed
by the promised of an old debt to be paid to the player characters, it's
a delve into a strange underground castle and the concerns and
conflicts of its denizens. Consisting of three to five main encounters
(the amount depending on writing time (with more from stretch goals!))
and five additional area outlines to explore in addition to the main
encounters, it'll be a primarily text based adventure distributed in PDF
format via e-mail. Each encounter being from 600 to 1200 words each.
I'm an improvisational DM with over two decades of experience and would
like you to please give me the opportunity to get some of it down in
module form!
Dat link again! https://www.kickstarter.com/projects/1286910914/castle-beneath-the-forest
So very much link!
Edit: Hey, it got funded! And I've bashed together the survey (I'm just pausing since KS says you only get to send it once so I don't want to stuff up!). Also it's so hot down here so most of the time I'm shaping my body back into its normal form after having melted! But I've got till April to send, so that's over a month. And the basic set of 'ties' that powers the adventure are written up!
Philosophy in life. Philosophy in life spent gaming. Table top RPGs, mmorpgs, video games, and more.
Showing posts with label module. Show all posts
Showing posts with label module. Show all posts
Friday, January 16, 2015
Sunday, February 23, 2014
[ Pathfinder ] City of Golden Death defeated us the other night
In retrospect I like the brutality of this module. I only say in retrospect because roleplay products can be so varied in where they go it's hard to know the overall direction until you've finished.
CoGD basically had either monsters with massive bonuses to hit (maybe +15 or higher) and womping damange (about 20) or a few push over monsters we devoured and utterly destroyed in a moment or two. Which actually works quite nicely!
The thing that really defeated us though is the overall supply chain of healing within a time frame - we had three days before the city floods with molten gold (probably not a good idea to be around at that point, eh?). And we had no real cleric. We had one once, but now the best we had is someone who chose their class levels at random! Yeah. So I think we had all the healing of a level 1 bard even though the character was level 5.
In the end, in a session that had two powerful enemies that nearly crush the life out of us, my fighters on 16 hp, the rogues on like 7 hp and never mind the wizard or the multi multiclassed characters hp. The last thing we'd found had said it's master had put it there to kill anyone who follows. It's MASTER! Uh yeah, when it kicked the living crap out of us and we have no heals and no HP, how much are we going to be able to take on it's master?
And yet I think some players wanted to continue!!
I guess I just didn't feel like having this character fight and likely die, so I said no, we just cannot do this - the city of golden death has defeated us!
I'm not sure what the GM will do with the module or whether another players idea of leaving some traps at the entrance and fighting the master there will be what happens next.
I think the GM could always run it again at some point, if they want to get more use out of it.
CoGD basically had either monsters with massive bonuses to hit (maybe +15 or higher) and womping damange (about 20) or a few push over monsters we devoured and utterly destroyed in a moment or two. Which actually works quite nicely!
The thing that really defeated us though is the overall supply chain of healing within a time frame - we had three days before the city floods with molten gold (probably not a good idea to be around at that point, eh?). And we had no real cleric. We had one once, but now the best we had is someone who chose their class levels at random! Yeah. So I think we had all the healing of a level 1 bard even though the character was level 5.
In the end, in a session that had two powerful enemies that nearly crush the life out of us, my fighters on 16 hp, the rogues on like 7 hp and never mind the wizard or the multi multiclassed characters hp. The last thing we'd found had said it's master had put it there to kill anyone who follows. It's MASTER! Uh yeah, when it kicked the living crap out of us and we have no heals and no HP, how much are we going to be able to take on it's master?
And yet I think some players wanted to continue!!
I guess I just didn't feel like having this character fight and likely die, so I said no, we just cannot do this - the city of golden death has defeated us!
I'm not sure what the GM will do with the module or whether another players idea of leaving some traps at the entrance and fighting the master there will be what happens next.
I think the GM could always run it again at some point, if they want to get more use out of it.
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