I love hearing about how it goes! Level 8 Planes : Of course they went first into the positive zone. Still, the air zone almost killed them and rendered two of them paralyzed due to low DEX thanks to the poison burning through their system even after leaving the room. The orcs were very funny they blinded and incinerated themselves. Fire, Earth and Water are still to go. Air zone can be pretty brutal, but hopefully by this level they have some way of healing Dex damage.
Orcs are one of my favorite rooms in all of Jacob's Tower. When I play tested it they reversed gravity twice, causing everybody to fly to the ceiling, then back to the ground.
How did they deal with the positive zone? Did they kill the angel, or talk him down? The bard got in first und diplomanced him. Though they didn't converse much in the end. The boss fight was a blast! Mostly for me, but still. But because of slow movements and being low in the inittiative order, the group was almost beaten to a pulp.
The Sorc got the brilliant idea of summnig lesser elementals of the given types, attacking others and by having them kill the smaller, enraging the larger. So they managed to decrease the number of enemies one by one, while simultaneously healing themselves up again. I told you it would get harder!
Sounds like a really tough battle, and I love the Sorcerer's idea. Interesting that WBL is so far behind. How many heroes are there, are they finding most items, and do they tend to sell a lot of items? Then, of course, if they sell lots of items then that number will drop.
They normally find almost evertything but, yes, sell much of this. The players later discussed the dungeon. The swarm was hell because filling up the whole room thus forcing every character rolling saves again and again.
For a regular a GM should consider of spawning the final bosses one by one or at most in pairs. Level 9 Campfire : Nothing special so far. We ended the last session right after the peddler. The party butchered the ettins and owlbears and and managed to win every prize from the peddler. Sounds pretty straight forward so far. Yeah, Ettins and Owlbears are just an appetizer. Nice job on them winning everything from the peddler! Keep me updated. Riding the horse was hilarious for me and they almost didn't make that one.
Just picture the bard impersonating Elan "Ride, ride, ride the horsy" while everyone else gives it a try. The bard got some very lucky rolls in the second session of this level: He disguised Hazel, cured the squirrel and delivered the killing shots to all three Thriae and the troll in one round Ultra Kill!
But the boss fight was of course the real kicker: The group killed him in 11 rounds. The Sorcerer turned invisible, flew high into the sky and started to summon 1d3 Lantern Archons per round through his level 4 spell slots. Even though one was killed each round they managed to deliver massive amounts of damage over time. It paid off, that the T-Rex suffered from a horrible touch AC and sometimes got 10d6 damage per round plus an intensified 9d6 Snowball Spell.
So in the end: one dead melee and the Sorcerer saved the day. Go bard and sorcerer! He's a very limited boss, with only melee attacks and no special abilities, but boy does he pack a punch if he hits you. Sidenote: One player wants to retrain into cleric. I nudged him a bit in this direction because they still lack a divine caster.
Level Let's see: They healed Thum without a salve but failed so far with the heart. They still want to try it again, though. They killed the ghosts and the bodak with the help of massive channeling and a consecration spell I allowed the bonus to double because the cleric is in his deity's body.
It can't more holy than that. Still the fight took longer because first 2 and later one more ran away in fear for 5 and 3 rounds. The Meladaemon was hard, but eventuelly they blinded, nauseated and blasted him with 5 lantern archons and a hound archon. Legs and head still to go. Of course having now a fighter replaced with a Tier 1 full caster the group's overall performance has increased massively.
The fight against the undead gave me a good impression I know, cleric vs. And having so many disposible minions at hand really lifts of the weight of the remaining front liner. Yeah, I usually discourage summoning at my table as I find it unbalances the game.
But if the Meladaemon fight was hard, hopefully others will be too. Careful against that boss - he's a real PC killer! I'm very interested to hear your experiences with him. Well, it went better than I feared: The party finished the heart the last and hid there while seeing one brain ooze and the blob. The rolled their dungeering rolls good enough to get some pointers about those creatures especially the cold vulnerability was invaluable to know. They buffed and started summoning large ice elementals while the bard burst into his inspire courage.
Both brain oozes got curious and moved into the heart room, dazing two characters. One elemental was directly summoned before the blob and got vanquished by it during his next turn.
The other didn't last much longer. To sum it up: The sorcerer used cold based spells. The cleric tried another summon and then casts some more buffs. The bard mostly shot down the brain oozes and the swashbuckler tanked the blob thanks to his very high AC. The oozes tried some touch attacks as well as dominates, but due to Protection from Evil where unable to overtake the characters. The blob killed one elemental per round but was unable to get the Swashbuckler.
And because of cold attacks every round was not able to split or counter attack. Some additional things: The salvaged one salve because they could help the lion. They even managed to break the curse in the foot but failed with the disease. The ticks where mostly fireballed to crutons. Yum, tick crutons! Glad to hear that they were able to overcome, and it sounds like all those ice elementals did the trick sigh, summoning. Impressive that the swashbuckler was able to tank the thing.
Sounds like it would have been a very different combat without the knowledge checks and cold spells. That's great that your party planned, and, as a result, was able to overcome. Only three more levels to go! Level They got 15K from the wine task and a bit more through gaming. Also they optained the Ioun stone. The dining room transformed three of them, the unaffected swacsbuckler proceeded to incapacitate the morphed characters. The cook and his minions managed to fire off a chain lightning, but was then disposed.
Oh and instead of triggering the chandelier trap the sorcerer flew to it, because they tried to loot it! The second part wasn't a big deal either: The Piano was crushed with summoned rhinos because the party totally lacks non-piercing damage capabilities.
The other enemies were smashed to pieces in a combination of metal and magic. Sounds like they handled things pretty well. Looting the chandelier is a funny idea, of course PCs would think of that. Summoned rhinos! A piano's only weakness! Level Okay, I wrote something and it got deleted: To make it short: Fight 1: Metal und Magic killed the enemies Fight 2: A magic jar helped much here.
Fight 3: Combination of maximized fireball plus quickend fireball led to the destruction of the tree in the first round Fight 4: Well, that was adous. Scrolls of True Seeing helped against the Deeper Darkness and spotting the real ankou. Killing him then was not that hard againg with fireballs and the tanking swachbuckler.
You can see why I decided level 12 was enough. We're into rocket-tag territory where combats can be over in a single round. Especially with spells like Fireball Did you see that damaging any ankou hurts them all? So you don't actually need to seek out the real one all that much.
Excited to hear your notes on level 13! Level Fight 1: The Anti died too fast. Only nicked in the first round, he was vanquished in the second. Jacob dominated for a round or two and casted enervate on a friend. But eventually he was freed and helped killing Jacob. Fight 2: The ghosts where really obnoxious, Even when some where killed, the Angel healed them up quickly, so they finally ganged up on him.
Fight 3: The dragon started with fire breath an put two players on the brink of death one even below zero. Still, with ranged full attacks he too was brought down. More than once, a player was put painfully close to the brink of death. So, yeah, it was very rocket tag heavy, Still some good fights and overall a nice campaign. The players finally choose: 2x Immortality and 2x the Harrow Deck. And so ends your time in Jacob's Tower! Yeah, Anti pally and Pally are just there to slow the players down a bit.
The real challenge is up the stairs and on the other side of the room with Jacob. Didn't have anybody with channeling, didja? Those ghosts were a breeze when I ran an oracle of life through them. Still, good to hear adjustments were made when changing targets.
Wow, nice fire breath! Sounds like the fights were nice and close, even in this rocket tag territory. My guys chose all the boring options. Thanks so much for the notes throughout the whole thing! They've been great to read through and I really appreciate it. Have fun in your next campaign, and I'm glad you liked this one! Hey there! First of all, this is a great dungeon!
I'm coming from both running it as a GM and playing it as a player, and in both situations I've found it really fun! Quick question though, regarding the rest areas between floors: Do spell-book casters have the opportunity to buy spells in the traditional manner? Or would they have to buy a scroll from Nine, and then copy that over to their book?
I'm glad that you are enjoying it from both sides of the GM screen! The players should be able to buy anything from Nine that they would be able to buy in a bustling metropolis. They should feel free to buy spells in the traditional manner. I'd love to hear how the play through goes! Feel free to comment on the individual pages as you go through. I've been reading these over and I'm planning on running them as a single "tower" for some friends sometime before the new year, I especially love the Campfire floor, is there a current eta on floor 12?
I know, I'm taking forever on level My attention has been on a few 3PP books and modules that I'm authoring. I'll get level 12 up by the end of January at the very latest.
Sneak peak: It's called "Arena". Can't wait :D Sounds like it's gonna be great just by the title itself. Sorry, I send them out manually and it can take a few hours to get to them.
I sent out the two purchases I've received today. Did you get it? Honestly, I'm not sure. There a few more eclectic ones thrown in. Cool, thanks. I have the Bestiary 1 pawn collection so was more wondering if that would be enough to cover all my miniature needs :. I think they do a pretty good job of providing variety, so with a little imagination "It's like this guy, but with a horn and three arms" or "Imagine this spider but way bigger" you should be good! Also were is the expanded foreword which should be included in the PDF version?
I couldn't find any changes in that case. Nevertheless it's a great adventure and I'm looking foreward to play it with my group. Greetings from Germany Pascal. Howdy Pascal! There might be a few others sprinkled in there, but that's the big ones. There's also a lot of small improvements in the pdfs over the web version. Many of the fights are better balanced, more interesting enemies added, some typos have been fixed, and some clarifications have been made.
These are numerous and throughout all of the levels. Overall, the pdfs are a slightly improved version of the online version. I think that I actually grabbed the entire foreword and put in on this page a little while ago. Sorry about that, and I'll update the verbiage! I'd love to hear how everything goes.
Keep me updated! Greetings from the US, Zenith. Hi there, i was just wondering if your meant to roll for items or not, i cant seem to find it anywhere in the pdfs at the moment New Zealand said HI. Hi New Zealand! You mean like randomized loot tables? Nope, all the loot is specially built and placed to give the group a wide variety. It would seem that i was skim reading a bit to fast and passed over the like all the items, sorry about that. I had a good laugh about it tho when i saw them haha Thx for replying!
Recently bought the dungeon and its really well made congrats! I was just wondering, is it written in latex? And if so, how did you formatted so well the block stats of the monsters? I'm glad you like it! I've actually done all of the formatting in Word, believe it or not. Enjoy, and let me know how it goes. I have been using different levels of Jacob's tower to complete the first pathfinder campaign our current group has done.
We started at 15th level so I have scaled up everything to allow our group to reach 20th level if they survive. I can say that my group as a whole enjoys the ability to use many class skills that most pathfinder adventures never use, each level has ways to let every class shine in their own way, and many times the adventure is varied enough to where it does not feel like every other dungeon crawl. Great job and a big thank you from everyone in my current gaming group! Why thank you very much.
Wow, 15thth levels! I would love to hear how you scaled it up so massively. Using the "mighty" template and adjusting the number of creatures when I had to use the specific creature type due to flavor with the level, but more often than not I replaced the creatures in the level with others of the same or similar type that were of a much higher CR to keep the same flavor but still keep it challenging for the characters.
It was a lot of work between game sessions but after reading several of your levels I thought my players would enjoy it so much that it would be worth the time.
I changed some of the names and added a few things to make it work with our current campaign and it has worked great. I currently have two sessions left to finish up. Our group defeated a CR 22 vampire lord and his CR 21 witch vampire at the end of gothic, they are currently reviving the titian in Resurrection to help them battle a devil lord and his army from Cheliax that are threatening to open a portal to hell to overthrow Absalam.
I hope they enjoy the last part of the campaign and thanks again for your help in making the adventure exciting, fun, and rewarding for myself and my group. That's awesome, nice work running it at such a high level. I hope they enjoy the last part too! Have a blast. We just finished up the last session of our three year long campaign.
I used part of your planar level to get the party to an ancient temple that was located under Absalom. There they battled immolation devils, pit fiends, a lower duke and finally Xaphan and his Red Wyrm Ravener he rode through a portal from Infernus. The party lost several members but managed to defeat Xaphan and his minions, blowup the portal and save the city of Absalom from Lucifer's reign. I think I can speak for everyone when I say they really enjoyed it.
Thanks again for all the wonderful idea's and great levels you have designed for Jacob's Tower. Great job! After two years of waiting I moved back to my hometown, gathered two players from my old group as well as two PnP newbies and started Jacobs Tower. There will be some changes in the group, when we start level 2, because two players didn't have much prep time and had to create just something Fighter and Rogue.
I took every player aside and they started waking up in a Room in the inn, with Nine beside them. I told every player that Nine was the same race as the PC, hoping for some confusion, but it only lasted two minutes, because the Ratfolk players first question when the group finally came together in the inn was: "Is Nine still a Ratfolk?
After some conversation we started with Level 1. To be continued Pascal from Germany. If you want to run this in a more standard campaign setting you can try the following. Dump the players into absolom and make jacob's tower a siege tower near the city. They can be a part of the society because they train in those towers but they could just as wel fend for themselves.
All the puzzles still make sense because golarion and now you have a whole citie full of lore and encounters for when you want a change of pace. I've been having a lot of fun with my players this way. Excellent product! I intend to run it for my party next. One issue, bought the pdf from Paizo's site. I can add comments on a pc, but trying to comment or add text on a phone or tablet tells me the pdf is protected, any ideas how to fix that?
Thank you! Yes, I believe that the pdfs are protected. You may have to save it as a new document if you want to make comments. Hey Zen. I've wanted to get my chance to play this module for quite some time, however my group is currently playing 5E.
Would running the guide in a theatre of the mind style and just fudging the DCs to an appropriate level work you think? Let me know how it goes and make sure you fully explain each room. If you go to sleep after going to sleep does that mean in between floors you only have one day of rest?
Or could you take multiple days off if requested? Is the Dungeon designed with this in mind or is it simply up to GM preference. GM preference, though the characters should run it by Nine. I'm sure he would let them stay a few extra days if they need the time to recover. Anything more than a week is pushing it though. Level 1: Classic - A warm up romp featuring traps, haunts, undead, animals, and a gambit of lesser used skills. Level 2: Marble and Glass - The PC's both ambush and get ambushed in semi-traditional fights against the backdrop of riddles and a caged beast far above their pay grade.
Level 3: Corridors and Chasms - A sprawling maze of tight hallways and pits with four ghosts to test of the social skills. Level 4: Bernard's Prison - Our heroes find themselves locked in a strange prison, and must make their way throughout the level with minimal gear.
Level 5: Runewall - An obsidian maze set in a starry abyss, characters will face a number of magical maladies, such as having their minds switched with fellow adventurers and being teleported to random squares.
Level 6: Gauntlet - A relentless wall of spikes pushes the party through a gauntlet of traps, encounters, enemies, and challenges. This level is brutal, deadly, and unyielding. Either our heroes will make it - or they won't. Level 7: Gothic - A horror themed level set in the massive Hellbrooke cathedral, our heroes must gather gory ingredients for the resurrection of a vampire lord. Level 8: Planar - An exploration of the different planes and their effects on adventuring, our heroes must hop between planes to brave flame, sea, wild magic, righteous angels, negative energy, and other dangers before fighting four huge elementals.
Level 9: Campfire - A significant departure from the stereotypical dungeon crawl, our heroes must keep a fire burning over a 24 hour period in a large outdoor environment while battling the elements and monsters alike.
Level Resurrection - Stuck inside the corpse of a massive god, our heroes must follow the orders of a desperate spirit to bring his master back to life.
Ketanest April 12, at AM. Zenith April 12, at AM. Unknown April 18, at PM. Zenith April 18, at PM. Unknown April 19, at AM. Zenith April 19, at AM. Unknown April 19, at PM. Zenith April 19, at PM. Phoenix June 30, at PM. Zenith July 1, at AM. Nathan December 24, at PM. Zenith December 24, at PM. Jeremy June 15, at PM. Zenith June 16, at AM. Unknown September 2, at AM.
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