[Dungeon #97] The new adventure line?

Ashrem Bayle [Home] said:


Maybe I missed it in my skimming but:

Where is it located?

In its own unique setting.

I don't know much more than that - it's just not set in any existing campaign world (although I think it could be adapted).

Cheers!
 

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In its own unique setting.

I don't know much more than that - it's just not set in any existing campaign world (although I think it could be adapted).
I'm glad they're doing that. Ideally, the setting should bow to the needs of the adventure, not the other way around as is all too often the case...the cart before the horse. All IMO, of course...
 

Azure Trance said:
So adventure path is meant to be a lengthy, coherent multi-adventure instead of the usual oneshots?

Yes. Well, sort of.

The original adventure path was a set of published modules for 3E:
* The Sunless Citadel
* The Forge of Fury
* The Speaker in Dreams
* The Standing Stone
* Heart of Nightfang Spire
* Deep Horizon
* Lord of the Iron Fortress
* Bastion of Broken Souls.

You could play through each in turn and end up at 20th level. The modules could be used separately (I've run both Speaker and Deep Horizon as one-offs), or combined into a greater whole.

Not all the modules had links to the greater plotline - an important point, as a long campaign needs diversions. Otherwise it comes down to the "Dr Claw... again?" syndrome. Hopefully the Dragon adventure path will also run in this fashion.

Cheers!
 

It's always Dr. Claw — I mean, how can it not be, an evil genius of that magnitude? :) As for the rest, I agree completely. It's nice to actually take out the whole problem now and again as opposed to taking out the problem's henchproblem all the time.

Best,
tKL
 

Life's Bazaar Location

The church that is heavily involved in this is a church of St. Cuthbert......doesn't that intrinsicly imply that it is in Greyhawk somewhere.

The fact that it isn't specifically located gives one the freedom to put it anywhere in Greyhawk and have your own backstory fill in the 'lay of the land'.

Some of the early 1st edition modules were like this, Greyhawk based but not anywhere specific......nice for the DM to not have to find a way to get the characters to trek across world for the next module.

Ratenef Scrillion
Lord Paladin of Tyr (when in FR) / Heironious (when in GH)
 


I thought I'd answer a few more questions and post a correction to the adventure.

First, the Adventure Path: Shackled City isn't set in an established campaign setting. We intended DMs to be able to insert it into their own campaign settings, whether Greyhawk, Realms, another published setting, or something homebrew.

Second, the gods. We used the Greyhawk gods because (no offense to you Greyhawk fans), they're also kind of the Player's Handbook gods. Making up a new pantheon for the Adventure Path would have required a lot more explanatory text (as in the Description chapter of the PH) than we really had room for in a Dungeon adventure.

Finally, the Adventure Path: Shackled City is intended to be used much as the first Adventure Path from Wizards of the Coast--as a series of modules that can take you from 1st to 20th level. We wanted to take it a step further, though, and build continuity across the modules so they form an actual campaign. Of course, the adventures can each be used individually--that's an important design guideline I set for each of my authors--but I think playing through the modules as a campaign certainly elevates the cool factor.

Now for the corrections. I'm compiling a list of errata for "Life's Bazaar." We're committed to making this the best module series we can, so I'm going to be posting corrections and errata updates on our website as often as I can. I've already found a couple things myself (always a real slug in the gut when you're the editor, let me tell you), the biggest being Kazmojen's stat block. Some other folks have found some of the inconsistencies and pointed them out, but I'd already found most of them. I've posted the correct version below, and I'll be putting it up on www.paizo.com shortly. If you find other inconsistencies or errors in the adventure, be sure to let me know (dungeon@paizo.com). So, here you go.
Kazmojen, Male Half-dwarf/Half-troll Ftr4: CR 5; Medium-size Giant; HD 4d10+24; hp 50; Init +1; Spd 20 ft.; AC 23, touch 11, flat-footed 22; BAB +4; Grap +9; Atk +10 melee (1d8+9/x3; masterwork dwarven urgrosh axe), or +6 melee (1d8+7/x3, masterwork dwarven urgrosh axe) and +2 melee (1d6+4/x3, masterwork dwarven urgrosh spear), or +9 melee (1d6+5, bite) and +4 melee (1d4+2, 2 clawed gauntlets), or +5 ranged (1d6, throwing axe); Face/Reach 5 ft. across/10 ft.; SA rend 2d4+7, improved reach (10 ft.), +1 racial bonus on attack rolls against goblinoids and orcs; SQ see below; AL LE; SV Fort +10, Ref +2, Will +4; Str 20, Dex 12, Con 22, Int 8, Wis 13, Cha 6.
Skills: Intimidate +5. Feats: Cleave, Iron Will, Power Attack, Weapon Focus (dwarven urgrosh), Weapon Specialization (dwarven urgrosh).
Languages: Common, Dwarven, Giant.
Possessions: Full plate, great helm with visor, masterwork dwarven urgrosh, 4 throwing axes, pouch containing 180 gp and three keys (to the chests in area M11).
Special Qualities: To simplify Kazmojen’s stat block, his special qualities are summarized below:
Darkvision (60 feet)
Regeneration 2 (cannot regenerate damage from acid and fire attacks)
Scent (see the Monster Manual, page 10, for details)
Stonecunning (+2 racial bonus on Search checks to notice unusual stonework, can find stonework traps, can notice unusual stonework even when not actively searching, and can intuit depth beneath the surface)
Weapon Familiarity (treat dwarven waraxes and dwarven urgroshes as martial weapons)
+4 bonus to ability checks made to resist bull rush and trip attacks when standing on the ground
+2 racial bonus on saves against poison, spells, and spell-like effects
+4 dodge bonus to AC against giants

Oh yes, and check out the Web enhancement on our site if you haven't already. And be sure not to miss the next installment in issue #98!
 

Wait. If you are reffering to the PHB for everything, you are using Greyhawk by default.

Can I ask if you guys are planning on putting in any world specific info that would dramaticly clash with Greyhawk info? A simple "yes" or "no" is fine. I know you can't give any specifics.
 

Ashrem Bayle said:
Wait. If you are reffering to the PHB for everything, you are using Greyhawk by default.

Can I ask if you guys are planning on putting in any world specific info that would dramaticly clash with Greyhawk info? A simple "yes" or "no" is fine. I know you can't give any specifics.

Not necessarily. The default for the PH is Greyhawk. The default for the Adventure Path: Shackled City is not. We would have specifically stated the campaign takes place in Greyhawk if that was our intention. While we don't specifically state it doesn't take place in Greyhawk, we aren't using anything from Greyhawk except the pantheon. But as I said, the pantheon is the default PH pantheon, and developing a new one would have taken up too much space in an already massive (50+ page) adventure.

We aren't planning on putting anything in the Adventure Path that deliberately or dramatically clashes with Greyhawk, but I'm not promising we won't. We're aiming for a high fantasy feel, but as I mentioned in a different thread a while back, I'm all for introducing some wacky elements to the campaign. Check out the tilt-a-pit trap in the "Life's Bazaar" Web enhancement to see what I mean.
 

Chris, since you're looking at feedback Qs, could you please stop by this thread and answer my question there? I'd appreciate the clarification.
 

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