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Page history last edited by pbworks 6 years, 5 months ago

Welcome to the Scales of War Wiki

 

Scales of War is the first 4E Dungeon's and Dragons campaign published in serial format through the Digital Insider magazine, Dungeon.

 

The information in this site is intended for Dungeon Masters and will contain spoilers for players., sobre a melhor hospedagem de sites do Brazil é feita pela Weblocal hospedagem de sites!

 

 

 

Comments (Show all 59)

MClimbin said

at 2:21 pm on Nov 5, 2010

Thanks so much for all your work on the wiki. This is a great resource, and my players are loving the Adventure Path. I have a question for some of you who have gone more deeply into the Path. We are now beginning the second module, the Siege of Bordrin's Watch. I have a player whose character is looking for his sister who was abducted by giants--or at least he thinks she was. I'd like to weave this little nugget into the story line, for at least the heroic tier. I'm thinking of making the sister a bad guy, perhaps Sharshan (change his gender to her). Another possibility would be to make her a notable NPC victim that occurs later in the heroic tier. Do you have any other suggestions?

Mister Ham said

at 8:36 pm on Nov 5, 2010

The gnolls in Den of the Destroyer have been capturing random villagers to use in experiments. There are 3 prisoners the PC's can rescue in Fortress Greystone... you could have his sister be one of those NPCs.

evilotto said

at 9:24 pm on Nov 5, 2010

Myrissa (SoBW) - has the giant angle already there; Leena (SRoU) - allows for a chance of rescue/redemption as well as being evil; Iranda (SoBW); Modra (SRoU); Thorn - this one might be particularly interesting... female bounty hunter... catch a glimpse but not recognize her in SoBW... then catch a rumor later about her having lost an eye and PCs realize they saw her but missed her... then attacked by her later in DotD (and possibly end that fight with subdual/redemption).

Arbanax said

at 2:18 am on Nov 18, 2010

Hey guys would value your opinion as ever. Played the last part of Rescue at Rivenroar, but blow me if on two occasions I forgot two critical things. 1) that one player had already used his daily which he used a second time (neither of us realised until I remembered afterwards) to finish Rivenroar, and that I had a beastie attack the party with a blast, only to throw a 1 for the first target and forgot to roll for the others Argh. As a result both fights (the Rivenroar one was meant to be an exciting climax the second a sting in the tale for when they thought it was all over.

My thought was that the battles were ok, but both came to a predictable end too quickly. With hindsight there are a load of things I could do, but what do you do when you feel you've blown it after a session? How do you pick up from where you left off, or do you go back and say, "Now lets do that properly"?

Ab

evilotto said

at 5:07 am on Nov 18, 2010

I put it behind me and move on, but do my best to come away from it figuring out what it was that was wrong about it and make sure I avoid it in the future. For example, when I first read the Thorn encounter in DotD, my gut instinct was "this is really, really broken". But I went ahead and ran is as is, and it became the most anti-climatic, long, boring, drawn-out yawnfest ever. Looking back, I should have trusted my instincts on that one, and in the future if I read an encounter and my gut says "not good", I'll rewrite it before the PCs reach it.

Misroi said

at 3:21 am on Nov 19, 2010

Rule 1 of GMing: GMs never make mistakes.
Rule 2 of GMing: Always move forward.

I often forget auras - they're at the top, they're usually situational, and I often only remember after the fact that they're there. If I catch it in time (usually no more than an initiative count or two after the fact), I'll apply it retroactively. If I catch it several counts down the line, then I'll probably ignore the past effects, but start taking them into consideration there on in.

Usually, when I feel that I've blown it, I have to take off my storyteller hat and actually start talking rules stuff. That's when I feel I've failed as a GM. If I'm having to say, "You can safely take a short rest here," then I feel like I hadn't been doing my job well. Conversely, if I'm trying to get across to them that they're on a time crunch, and they decide to take an extended rest, I feel the same way.

Usually, what I do is spend some time on it and think how I can make the actions fit the story. Continuing this example, my players wanted to go right into the archway in the Crushing Walls encounter in BtMT. That would have been...problematic, so I made them realize that they could safely take a rest here. In order for this to make sense within the game world, I plan on telling them that the teleportation circle that brought them here and the archway are mystically connected, and the magical energies had not had time to power back up to send them on their way. That way, they get their short rest, and it doesn't feel like I'm yanking their chain to keep them from doing what they want.

I think the worst way to handle encounters is to rerun them, as I think it cheapens the play experience. True, the combat is part of the fun, but I always feel that there should be a reason why you're fighting these creatures, and the more that reason differs from "they're in my way and they have loot," the better.

Arbanax said

at 3:48 am on Nov 19, 2010

Thanks guys wise words of wisdom. Its such a long time since I've gm'd and 4e is still an new animal to me, sometimes the mechanics take over the play, sometimes you make a bad call or nothing seems to go right as you would hope it would. But if the players come back the following week I can learn from it and move on.

Thanks again

Ab

Spencer said

at 1:34 pm on Dec 3, 2010

I am a first time DM, wanting to run the SoW adventure path. The question I have is how much does it mess with the story if the adventures start at part 4 "The Lost Mines of Karak"? I started DMing last minute when my groups scheduled DM backed out at the last minute, so I ran the party throw H1 Keep on the Shadowfell and a custom module of my own design, but I would like to move the campaign to a more connected story that leads to a final battle with a god. Scale of War fits the bill well but I am worried about not starting at the beginning.
Thanks for your input,
~Spencer

evilotto said

at 10:38 pm on Dec 3, 2010

I don't think the backstory from Rivenroar (module 1) is terribly important. It's something an NPC could mention in passing. The story of Siege of Bordrin's Watch IS important, though again you could probably have it revealed as recent history by NPCs. Shadow Rift at Umbraforge does have an especially important element: introducing Sarshan as the players' nemesis for the next few modules, to provide the motivation to go after him and kill him in Beyond the Mottled Tower. It may be possible, however, to introduce him some other way, or even for the players to keep discovering over the next few modules that he's always the one "behind things", even without meeting him. (For example, his manufacturing symbol keeps showing up on high quality weapons of the enemy at every turn.)

evilotto said

at 10:39 pm on Dec 3, 2010

Also, if you haven't already, I'd suggest downloading the first few modules just to read the Adventure Synopsis and Background sections. I'd also recommend doing it for the next few, as it allows you to see where things are headed and provide clues/foreshadowing.

Spencer said

at 7:53 am on Dec 4, 2010

Thanks for your reply. I have downloaded all 19 parts and am starting to read through them. I am all trying adjust the groups so they won't be too high of a level to start at the part 2- Siege of Bordin's Watch, if I can wrap up their current quest and keep the party under 4th level, is where I will start (not worried if they are a little above level since the group is not very optimized).

Again thanks for your help it was very useful.
~Spencer

PinkRose said

at 6:09 am on Dec 6, 2010

Let's try that again.
I would also recommend starting with the siege.
You will return to Rivenroar when the Platinum sword calls the group. I would just throw in the backstory of Rescue at Rivenroar, the black market weapons and the attack on the city then.
And instead of your group saving the town of Brindol, make it Megan and the Freeriders. This will add an immediate competition between the two groups which sets up well for later. And maybe the Freeriders can even be in Brindol and find out the Platinum sword THEY rescued has asked for this other group (yours) by name. That's good stuff.
Finally, there are a few encounters you could skip along the way, in SoBW, SRoU, and DotD, so don't worry too much. Just up the difficulty of the ones they do fight, and at some point along the way you should come out to the correct level.
Definitely read ahead and behind to see what things need to be brought up that will come up later.
Good luck.

Master Burner said

at 12:49 am on Dec 9, 2010

Just thought to note that it says in NPC list section that Aerun (Captain) is replaced by a doppleganger, but isn't he really posessed by a githyanki?

Mister Ham said

at 1:08 am on Dec 9, 2010

Corrected it.

PinkRose said

at 9:13 am on Feb 6, 2011

Can anyone come up with a reason that the God of Time, Law, Order, Sun (any of those, they are all portfolios that a character in my game follows) would be involved in the Scales of War?
I am not going to replace Bahamut nor Tiamat. And the God doesn't even need to actually appear. I just need a reason to tie him in.
Thanks in advance for all the suggestions.

yehoshua said

at 3:20 am on Feb 10, 2011

I think Seamus has the right idea. Really it is how it plays out. Do keep in mind that the lawful good gods tend to respect and help each other. Any word that one might be in trouble and other may send worshipers to help. I have one player that wanted their character to worship the Bunny God. As she played the character and fleshed out the god I was able to tie that the Bunny God had gotten word of Tiamats plans and sent her to help stop it.

Seamus Corbett said

at 10:05 am on Feb 6, 2011

Well, Bahamut is a god of Law. A god of Time may have an affinity for a dragon's longevity, and therefore, might frequently cross paths with BOTH Bahamut AND Tiamat. Finally, As the Platinum Dragon, Bahamut would tend to have things in common with a Sun deity.

Arbanax said

at 9:45 pm on Apr 20, 2011

HI all

we're continuing to make progress in this epic campaign having just got to the cellers and dungeon beneath the Happy Begger in Shadowrift of Umbraforge. As I am still relatively new to DMing I've tried to use this path to help me, but as time goes on I begin to think some bits really need to be reworked this gives me the opportunity to try and tie in my players backgrounds and motivations to the overall plot. I don't want to abandon it, and will want to use as much of it as I can. But just trying to tailor it better to my group.

Anyway the reason for mentioning all this is that I wondered if the Overview could be updated by those in the know. Its awfully sparse, I don't need the details each module goes into but just a little bit more than a line, to get a feel for it is really all. I'd do it myself but I'm reading through the PDF's one at a time, and so far have only got to Den of the Destroyer, which I think I might try and change a bit more.

Anyway, as ever thanks everyone for the superb help.

Ab

Arbanax said

at 10:34 pm on May 13, 2011

Hi All

I mentioned above my grand plan and its beginning to take shape. What I've begun to think about is a 5x5 aspect to the campaign. But I wanted to find out if anyone else tried doing this. The thing is I'm slowly reading through the modules, but want to try and tie in some side plots which involve the characters backgrounds. To try and develop some recurring villains, besides the main ones like Sharshan, or to keep some around for longer - like Modra.

But I'm trying to get an idea as to how far I deviate from the AP, or how far I can weave in my ideas into the AP. So has anyone tried to open up the AP, and rework it to make it more 5x5 with concurrent plots lines running through or even more sandboxy. I get the impression that later adventures are pretty awesome but I think I'm trying to get away from the idea that my party has to do x-y-z and offer them some conflicting plotlines and villains, to get away from what can seem very rigid otherwise.

Has anyone else had any success?

Thanks

Ab

PinkRose said

at 12:48 am on Jun 14, 2011

I looked into the 5x5 but I can't see it working very well for this campaign.
It's pretty railroady and most of epic tier is a straight shot from beginning to the final encounter. You really can't deviate much, in my opinion.

Arbanax said

at 4:34 am on Jun 14, 2011

Thanks PinkRose, since I decided to try and let the characters have their own backgrounds play a part I've begun to deviate from the AP more and more, I still plan to run some of the adventures but weave in other stuff from their backgrounds as well. Sure its more work, but hopefully its also a lot less predictable and has a greater pay off in the long run.

So for instance I'm letting some villains escape to plague them again, had new characters play a part and really starting to cut my teeth with a great breadth of ideas and locations as they move up and along. So far its been a blast.

thanks anyway

Ab

Fizban said

at 6:34 am on Jul 14, 2011

Just wanted to say thanks for a fantastic wiki page. I'll definitely be incorporating alot of the ideas here into my campaign!

Thomwell said

at 8:47 am on Jul 26, 2011

I agree with the other posts that say how helpful this site is. I have been prepping for this campaign for about 6 weeks now and found this site 2 weeks ago. It was been invalualble! Thanks for all your hard work and comments.

Thomwell said

at 8:53 am on Aug 31, 2011

One of my players has made a backstory where his mother is a bar wench in Brindol and his father is an unknown elf. I am considering using (Gilga)Thorn from Den of the Destroyer as his father. Any thoughts?

evilotto said

at 1:16 am on Sep 1, 2011

Provided you don't mind them fighting it out in Den, it could be interesting. It would also allow you to foreshadow little bits of information about Thorn prior to their encountering him. Perhaps when they see him in SoBW he could seem "strangely familiar" to the son, but unable to place?

Thomwell said

at 2:23 am on Sep 1, 2011

Also, not sure yet if I will let him escape in DotD or, please excuse me, let him be a continuing "thorn" in their side...

Thomwell said

at 2:18 am on Sep 1, 2011

My thoughts exactly regarding SoBW... He would be in the crowd with the other adventures when introductions are made and assignments are passed out. A fleeting glimpse but then not able to see him again...

chaosorbit said

at 5:54 am on Nov 14, 2011

My group just finished up Karak. I recently got the Tomb of Horrors super adventure. I always loved the original and got such a good deal on the book I couldn't pass it up. I started reading through it and now I really want to run it. I was thinking of weaving it into my SOW campaign as the main part of the paragon tier. Then bringing things back around so that Tiamet is still the end Big Bag. I will pretty much have to totally redesign the paragon tier to do so. I'm wondering from those further along, if totally changing the paragon tier would still allow the epic tier to play out correctly.

Mister Ham said

at 8:55 pm on Nov 15, 2011

If you haven't read the Paragon Tier adventures yet, you probably should. They deal heavily with the githyanki invasion plans and the end of the Paragon adventures ends with you freeing Tu'narath from Tiamat's influence as well as rescuing Gith herself. I'm sure it can be done, but it would require heavy reading of the epic tier and changing any references to the Githyanki war of the paragon tier.

Dave Tavener said

at 11:32 pm on Nov 16, 2011

One important thing to note for any DMs starting this AP is that it was written in the early days of 4e. Go over the monsters with a fine-tooth comb and adjust attack bonuses and damage expressions to match the MM3 math. Static bonuses on monsters are usually 3-4 points too low. This is especially important for the elites and solos as my party was ripping through the likes of Sinruth and Tusk with very little problem - until I started adjusting the math. Also, look at the skill challenges and adjust them to match the design philosophy found in Mearls' articles in Dungeon and the Skill Challenge section in the DMG2. As written, most of the AP SCs are horrible.

RyanSommer said

at 7:39 am on Apr 24, 2012

All,
Is there a place on this Wiki where the adventure plot if online in the form of what the players should know in each module and/or what they will learn in each module w/r to the plot? It could be just me, but I have found that major plot discoveries are not well laid out in each adventure and it is often not until I start reading the next module that it references something from the previous module that was missed.
For example - In SoBW, they completely gloss over the discovery of the brass key and it is not until SRoU that they mention it.
I kind of feel the same way with regard to the Githyanki invasion plans. At the end of TTB, the players only know that they stopped a Githyanki invasion. Once HotBG begins, there is already talk of War Councils and such. At what point is it learned that General Zithiruun was an outcast and looking to make an name for himself with this 'smaller' mission to overtake Overlook and provide the resource of planar portals to the Githyanki army? No where in BtMT or FoM do they mention the war or how everyone has come to the conclusion that there is a much larger war starting and that the Githyanki are launching a massive offensive. How have you handled this?
For e


Mister Ham said

at 6:48 pm on Apr 24, 2012

The only thing I can add is to just do your homework and read ahead a lot. I try to add things into the 'Thoughts' section that I think other people might miss or WotC overlooked. I know that's not really that helpful, but giving the next couple of adventures ahead of your group a quick read could be all you need.

MasterZelgadis said

at 7:21 am on Jun 18, 2012

Birdman is really confusing the party. But that doesn't matter. Whatever they will do..he is an avatar of a god ;)
Part of the confusion was my fault I think, because in the description it says, the birdman only smiles and nods if someone speaks to him. I made him nod EVERY time, someone spoke at him.
Sadly the first questions of my players were "are you a criminal?", "Did you do any harm against the villagers?" and such things. Thoughts of me being DM "Yes, of course he is a criminal, why else should a gang of bandits hold him prisoner..tzzz.."
I let my cleric make an insight check later, so it seemed to her, that he nods every time, regardless what questions.
Was a funny situation then, they started asking "Are you a criminal?" - nods - "Are you not a criminal?" - nods... :D

Fizban said

at 4:41 pm on Aug 6, 2012

I've hit a massive roadblock and was hoping someone could help. Basically, the group faced down Modra, who escaped through the portal, but now they don't have any motivation to go after him as I've foreshadowed a potentially large threat on the other side. They're also confused as to the part with the key (i.e. we capture the key, they steal the key back, now we've got to go chase the key again? wtf?). Now they're considering marshaling the forces of Overlook to send an army through as backup. Ideas?

Neptune said

at 10:28 pm on Aug 6, 2012

That is a dilemma. It all depends on what motivates your players. One option is to send an group of assassins after the party. Make it obvious that they were sent by Mordra. Whatever you do, make it obvious that Mordra is a threat near and far and that he won't go away.

evilotto said

at 8:20 pm on Aug 6, 2012

Tricky. Here's one way I could see it playing out:

1. Group walks away from portal.
2. Group reports to the powers-that-be (dwarven city council) what happened, asking/expecting an army to be raised or some backup, in the least.
3. Dwarven council says "meh", doesn't raise forces, instead puts up posters around town announcing a bounty for the head of Modra.

Provides a different "carrot" (and kind of lame, but my group are all about the cash) but I can't see a way to get them in there with a "stick" either.

Drake said

at 10:51 pm on Aug 6, 2012

The Council could "ask" them to check out what on the other side of the portal?

Johan Neser said

at 1:59 pm on Jan 13, 2013

Greetings All, - Am just starting the SoW for my new group - wanted to say this site has made it a lot easier when it comes to preparation :-).

Is there a Points of Light / Nerath Calendar available?

RyanSommer said

at 7:56 am on Feb 27, 2014

I have a quick question for anyone out there who is running this game - has anyone put together a larger world map showing the game locations outside of the Elsir Vale? Places such as Sayre?

Also, what have folks done with regard to the War Efforts in the Paragon Tier to give the players a sense of magnitude with regard to the Githyanki invasion? I am just starting up the Paragon Tier and really want to hammer home the gravity of the coming invasion such as reports of Githyanki scouts in areas well outside the Vale.

Jordan said

at 11:01 am on Apr 11, 2019

Is there a way to download the pages off of here in case something happens to the site and for easier browsing?

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