| Post/Author/DateTime | Post |
|---|---|
| Agrabar09-23-04, 01:43 PM | I live in taiwan so the Living greyhawk option is out for me and my players. Can anyone tell me where I can find something similar to a Greyhawk Campaign setting book that has the race stats, map, special rules, monsters, history yada yada of greyhawk for 3e? I know there's tons of old stuff (which I have zero access to anyways) but I really want some current history as well (is it 593cy now?) I know there's a greyhawk gazetteer out there, but it seems issue one isn't available. Any help for the forsaken? |
| kenobi6509-23-04, 02:29 PM | The book you want is the Living Greyhawk Gazetteer. Despite the name (which suggests it's a periodical), it's a complete book. It was published in 2000, coinciding with the launch of the Living Greyhawk campaign. Here's its entry in the WotC product catalog: http://www.wizards.com/default.asp?x=products/dndacc/867270000 The book is mostly information on the lands, people, and groups in the Flanaess. There's very little in the way of Greyhawk-specific stats in the book, because in 3rd Edition / 3.5, the core D&D rules and the Greyhawk rules are pretty much one and the same. Hope this helps! Mike Mistele |
| Simpi09-23-04, 04:12 PM | I live in taiwan so the Living greyhawk option is out for me and my players. On the contrary, you can still enjoy Living Greyhawk even though you don't have a home region. Core modules (around 40 available at the moment) can be played anywhere in the world, so go ahead and spread the light of LG to Taiwan as well :D Somebody must take a Herald level DM test and when he/she orders first module, RPGA will also send membership cards that can be given out to players. If you have Dungeon # 114, I suggest starting with 'Mad God's Key' for quick way to 2nd level. Afterwards you can try several modules that are suitable for low level characters or otherwise interesting: My recommendations from Year 3: When Orcs Attack Nine Lives Lerara Face value Return to the Isles (not as first module necessarily) By Cunning and Forced Cause Circle of Sin I've only played few Year 4 modules but Shedding Scales, Crystal Cavern of the Cairn Hills & Duke of Dust seem nice enough. S.H, Principality of Naerie webslave |
| SgtHulka09-23-04, 10:08 PM | My recommendations from Year 3: When Orcs Attack Nine Lives Lerara Face value Return to the Isles (not as first module necessarily) By Cunning and Forced Cause Circle of Sin I've only played few Year 4 modules but Shedding Scales, Crystal Cavern of the Cairn Hills & Duke of Dust seem nice enough. S.H, Principality of Naerie webslave A Tiger? In Alhissa and Sympathy for the Baatezu Are both good Year 4 Mods and are part of a series that begins with When Orc Attacks. I just got through playing all three of these back to back to back and they were a lot of fun. I haven't played Key to the Grave, but that's the sequel to Mad God's Key (which I also quite enjoyed), so playing: Mad God's Key (special) Key to the Grave (year 4) Circle of Sin (year 3) When Orcs Attack (year 3) A Tiger? In Alhissa? (year 4) Sympathy for the Baatezu (year 4) Would give you and your players a lot of game time and a lot of story consistency from game to game. The only thing to remember is that Mad God's Key expires fairly soon, as do all of the year 3 mods. |
| dark_poet09-25-04, 10:24 PM | I thought Mad God's Key was a year 4 Mod. How do you go about ordering it anyway (if you even have to)? |
| Greyson09-25-04, 11:15 PM | I thought Mad God's Key was a year 4 Mod. How do you go about ordering it anyway (if you even have to)? It is a Year Four Special scenario. You only "order" the Adventure Record and adaptation document for Mad God's Key from the RPGA Event Ordering system when you schedule your game. You must procure a copy of Dungeon 114 to get the actual adventure. Check out Paizo's Web site HERE (http://www.paizo.com/paizo/store/products/type/issues/dungeon/2004/v5748btpy739m) for ordering information if you cannot find a copy near you. I definitely recommend Mad God's Key. It is a great place to start and is specifically designed for entry level play in the Living Greyhawk campaign. I hope the above helps. :) |
| Agrabar09-26-04, 10:47 AM | Somebody must take a Herald level DM test and when he/she orders first module, RPGA will also send membership cards that can be given out to players. Thanks, but since you must already be an RPGA member to take the test and to do that you must apply with a form you can only pick up at a convention or gaming store I really don't have access to these things. I 'd love to do these things but there doesn't seem to to a way around this one... :weep: :mad: :weep: :mad: :weep: :mad: :weep: :mad: :weep: :mad: |
| Simpi09-26-04, 11:09 AM | Thanks, but since you must already be an RPGA member to take the test and to do that you must apply with a form you can only pick up at a convention or gaming store I really don't have access to these things. I 'd love to do these things but there doesn't seem to to a way around this one... No. See the RPGA number (optional) part in the Herald level page: http://www.wizards.com/default.asp?x=rpga/gmprogram/heraldtest35 Just enter your country/date of birth/language, leave the number blank and take the test. Once you pass, you will have a change to give your personal information and RPGA membership card will arrive by post. It will take couple of weeks though.... I was member of RPGA long before I played my first game of Living Greyhawk :D S.H, Naerie webslave |
| dark_poet09-27-04, 10:09 AM | Yeah. I am currently in Singapore and we can certainly run core mods with no probs. Of course the lack of region (meaning lack of meta-orgs, regionals and meta-regionals) are a big pain. Oh well. Oh and thanks for the info. One more question. If its not against the rules. Could someone let me know what APLs Circle of Sin can be run at. I mean when a mod say 2-6, it doesn't mean that it can be run at every APL in between (usually on 2, 4 and 6). Just wondering. Thanks. |
| Simpi09-27-04, 10:33 AM | Yeah. I am currently in Singapore and we can certainly run core mods with no probs. Of course the lack of region (meaning lack of meta-orgs, regionals and meta-regionals) are a big pain. Oh well. Oh and thanks for the info. One more question. If its not against the rules. Could someone let me know what APLs Circle of Sin can be run at. I mean when a mod say 2-6, it doesn't mean that it can be run at every APL in between (usually on 2, 4 and 6). Just wondering. Thanks. It means it can be run at APL2, APL4 & APL6 tables. Of course the blurb is wrong in that module if you looked at LG.com. Circle of Sin goes all the way up to APL12 :D "By Stuart Kerrigan. A dying cleric's words and a series of seemingly unrelated murders at every turn thrust you into a web of intrigue and conflict between two hostile religions in the Free City. You must solve them to confront an evil thought long defeated. An adventure for Average Party Level 2-12" I think it's one of the better Y3 modules. S.H, Naerie webslave |
| dark_poet09-28-04, 11:02 AM | That's not what I'm asking actually. Haha. Circle of Sin is from 1-12 actually. The example I was using (APL 2-6) was a random/general one. My question was that while it says APL 1-12 that does not mean there will be the option to play at every APL from 1 to 12 right? Just like how in an APL 2-6 mod you can often only play at 2, 4 and 6 (at least the ones I played). So what about Circle of Sin? Is it 1,2,4,6,8,10 and 12 or what? Basically I want to play Circle of Sin, but I would like to play it at exactly APL 2. Though APL 3 would be fine I guess. |
| wagnert09-28-04, 11:39 AM | All LG modules are designed with a minimum and maximum range (such as APL 2-8) and sometimes also list character levels (such as level 1-10). Add up the combined levels of the characters playing, divide by the number of characters (add 1 if there are six) to give you your table APL. Round up or down based on the fraction (e.g. 2.3 = 2 and 2.9=3). If the final level is odd, the table may play down one or up one to an even level. The module itself will have the encounters set up only for even level APLs. In other words a module with a range of 2-8 will allow play at APL 2, APL 4, APL 6, or APL 8, depending on the combined average party level (APL) of the characters actually playing. The only APL 1 modules are introductory modules, such as Mad God's Key which is a Core module, or any of the various regional introductory modules, playable only in that region. Except in very special situations, such as special core modules, or perhaps a special mission do any odd level APLs exist above 1. |
| Casebier09-28-04, 02:32 PM | Slightly incorrect formula in the previous post... Add up the combined levels of the characters playing (and certain values for the number of animals trained for combat with the party that are not class features), Divide by the number of characters, THEN add 1 if there are six players, to give you your table APL. Round up or down based on the fraction (e.g. 2.3 = 2 and 2.9=3). If the final level is odd, the table may play down one or up one to an even level. If the final level is even, the table may play that APL, 2 higher, or 2 lower. John Jr Walker Cormin - 7th lvl Druid of Ehlonna (who can usually be found in Furyondy) |
| SteveMND09-28-04, 03:03 PM | "If the final level is even, the table may play that APL, 2 higher, or 2 lower." I'm afraid that as a general rule, this is incorrect. The only time a table has a choice in whether to play up or down is when their calculated APL is an odd number, allowing them to take either the lower or the higher of the two even APLs available to them, as they prefer. While a specific module may have special instructions unique to itself on these sorts of things, it would be in reference to that module in particular, and not given as a general rule. There may be some modules out there that state the above (due to it's unusual nature, or the like), but I've yet to see any. |
| dark_poet09-29-04, 09:54 AM | Thanks guys. It all makes sense now. |