Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
[Dungeon #97] The new adventure line?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Thomasson" data-source="post: 674461" data-attributes="member: 4929"><p>I thought I'd answer a few more questions and post a correction to the adventure.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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 <a href="http://www.paizo.com" target="_blank">www.paizo.com</a> shortly. If you find other inconsistencies or errors in the adventure, be sure to let me know (dungeon@paizo.com). So, here you go. </p><p>[SPOILER]</p><p></p><p>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.</p><p> Skills: Intimidate +5. Feats: Cleave, Iron Will, Power Attack, Weapon Focus (dwarven urgrosh), Weapon Specialization (dwarven urgrosh).</p><p> Languages: Common, Dwarven, Giant.</p><p>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).</p><p>Special Qualities: To simplify Kazmojen’s stat block, his special qualities are summarized below:</p><p>Darkvision (60 feet)</p><p>Regeneration 2 (cannot regenerate damage from acid and fire attacks)</p><p>Scent (see the Monster Manual, page 10, for details)</p><p>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)</p><p>Weapon Familiarity (treat dwarven waraxes and dwarven urgroshes as martial weapons)</p><p>+4 bonus to ability checks made to resist bull rush and trip attacks when standing on the ground</p><p>+2 racial bonus on saves against poison, spells, and spell-like effects</p><p>+4 dodge bonus to AC against giants</p><p></p><p>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![/SPOILER]</p></blockquote><p></p>
[QUOTE="Thomasson, post: 674461, member: 4929"] 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 [url]www.paizo.com[/url] shortly. If you find other inconsistencies or errors in the adventure, be sure to let me know (dungeon@paizo.com). So, here you go. [SPOILER] 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![/SPOILER] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
[Dungeon #97] The new adventure line?
Top