Thursday, August 15, 2013

Jacob's Tower: Overview




Jacob’s Tower is the critically acclaimed mega-dungeon for the Pathfinder Roleplaying Game. Regardless of your world, plot, or players, it is easily run in any campaign or as a mega-dungeon.

Jacob's Tower is an adventure for 3 – 6 first through thirteenth level PCs. It is 152 pages long, fully illustrated, and only $9.99.  That's 13 different modules for the price of one.

The dungeon is designed to test a party’s versatility and flexibility, utilizing every skill and creature type in the book over every three Levels. It both introduces new players to the wonders of the Pathfinder Roleplaying Game and gives experienced players a non-traditional setting in which to test their skills.

Each Level of Jacob's Tower corresponds to the Average Party level designed to play it. Level 1 is designed for characters of level 1, Level 2 is designed for characters of level 2, Level 3 is designed for characters of level 3, and so on. Each Level can be easily brought into your campaign at the appropriate party level, either for a fun break or a real, plot relevant dungeon.

Alternatively, the entire Tower can be played one Level after another. Such an experience is an excellent chance to blow off some steam and test the player's gaming chops. This mega-dungeon never lags or slows down.  Each combat is unique, interesting, and carefully crafted to deliver the best possible experience for GMs and players alike.



Praise for Jacob's Tower

"I love this dungeon. It's so cleverly put together, the levels are varied enough to remain interesting whilst still tied together enough to feel cohesive, and I'm super impressed with the seamless integration of a variety of skills into each level. It's inspired me to improve my GMing. I can't say enough good things about this dungeon." - Anonymous

"Honestly, you made me look good.  Fun traps, ghouls, great imagery with the feral animals, a fantastic fight against Posy and a bluffed PC... and with all the DCs spelled out I ran the game like a pro.  Got lots of compliments" - David

"I've been running this, and my players absolutely love how varied it is and how so much comes into play! I'm wondering, do you know anyone else who has made similar things? I can't get enough!" - Anonymous

"This is truly great! Well designed and I really think my players will have a lot of fun playing these levels. Keep up the good work!" - Axe

"I finally ran this level for my players the other week!  And it was amazing. ... Overall, this level was one of the best sessions I've run.  Thanks for writing it!" - Anonymous

"This dungeon is amazing, i love how it implys so many different skill (especially underused ones like linguistics and kn enineering) in a way that does not feel forced" - DarkPhoenix

"I'm loving this Dungeon setup. I've been working on using it as an "Intro to Pathfinder" for people who've never played RPGs." - Anonymous

"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!" - Jack John

"I just wanted to drop you a line and say thanks / good job on writing up these adventures! ... It was an absolutely enjoyable experience for a DM. :)" - Anonymous

"I’m glad I bought Jacob’s Tower, and I look forward to adapting what I’ve learned from reading your blog to my own campaign." - Steve

"I absolutely love Jacob's Tower, it's been amazing to run it for my players and they've been shocked at how they've been using skill checks they didn't even know existed." - ChaosWraith

"Excellent work. Funny ideas, interesting setup, many diverse problems and tasks." - Anonymous

"My group is currently in Level 3 and is having a blast." - Eldarion

"I think your dungeon is awesome- Darryl

"it's a great adventure and I'm looking foreward to play it with my group" - Pascal (from Germany)

"Recently bought the dungeon and its really well made congrats!" - Federico D'Eredita

"Loving this adventure, please keep them coming!" - Anonymous

"This whole thing is amazing.  Great work! I cannot wait to see more" - Anonymous

"Great work.  Creative and varied challenges.  Keep 'em coming" - Logan Hesse

"I ran this level ... and it was a great time." - Nick Brady

"I really enjoyed it!" - Anonymous

"I've read all of the levels and I seriously can't wait to run them all. Keep up the great work man!" - Anonymous

"Everyone's really been enjoying the levels!" - Anonymous

"Awesome floor as always. I must say I keep getting pleasantly surprised each time a floor is finished as it still unique and fun as the last one was. I find myself revisiting this site often just to check if another floor has been added!. Well done :D" - Anonymous

"As always, entertaining, inspiring, and exciting." - Anonymous

"Hooray, another floor! Loving this tower so much. I'll be running my players through it starting next week, and I'm so glad to see another one." - Anonymous

"Excellent again! I'm amazed how you keep coming up with new ideas. ... What's next? Time travel...? Volcano lair...? On top of clouds looking down on the world...? Who knows!? I can't wait to see it. Thanks again for this excellent work" - Anonymous

"You only want 10 dollars for it all? You da real MVP :P" - Colin MacDonald

78 comments:

  1. I'm loving this Dungeon setup. I've been working on using it as an "Intro to Pathfinder" for people who've never played RPGs.

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    1. Thanks! Yeah, it works equally well as both Intro to Pathfinder and a unique dungeon for experienced players. When you run it, let me know what you think!

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  2. Can't wait to see the higher levels of this Dungeon. Any way I can get an early preview?

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    1. Sorry for the delay in response, I've been out of the country. I'm glad you are liking the dungeon so far! I pretty much post them as I finalize them, but here is a sneak of level 5: It's called Rune Wall, a magically infused labyrinth that will test our party's teamwork and ability to react to sudden, unusual situations! Should be up within a week.

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    1. Good question! I'll likely make these into pdf with pretty pictures at some point in the future. For the moment however, they print out pretty well if you simply print the page. Note that you will also need to print the monster pages, as stat blocks are not included in the text.

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  4. I love this dungeon. It's so cleverly put together, the levels are varied enough to remain interesting whilst still tied together enough to feel cohesive, and I'm super impressed with the seamless integration of a variety of skills into each level. It's inspired me to improve my GMing. I can't say enough good things about this dungeon. If you put all 20 levels into a book I will buy it, no ifs, ands or buts. Great job.

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  5. I think your dungeon is awesome and I'd like to use it in a campaign with some new players. There's a problem though, it's a 6-man group, so I'm thinking I might have to add some more room to manoeuvre and/or more mobs/traps to keep them all occupied.

    Do you have any advice for making the dungeon more large party friendly?

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    1. Certainly! First, I wouldn't add more room to maneuver. If they are a big party, maneuverability will be an important tactic to learn, and it should be more than possible in nearly every room. The only level that it might be a problem would be level 3, but adding space to this level would be extremely difficult. In any case, it will make for some interesting fights.
      There are two fairly simple ways to make combats more difficult. First, you can add the "Advanced Template" to all monsters, essentially +2 on all rolls (including damage rolls) and special ability DCs; +4 to AC and CMD; +2 hp/HD. Alternatively, if there is ever a fight with three or more enemies, you can simply add another enemy of the same type.
      If you are feeling like you want to add another kicker, you can add 2 to the DC of all skill checks and saves within the dungeon. The idea here is that, with more people, it is more likely somebody will be great in the skill.
      Depending on your party's optimization, you may want to add the advanced template more than once, and increase the DCs by more than 2 (but not much more than 2).

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    2. Thanks!
      I'll try that out with the first level and then learn as I go. I really hope my players can make it to Level 6 because I love the whole Wall of Death mechanic.

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    3. Yup, that's a fun one! After you run level 1, let me know how it goes.

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  6. This is truly great! Well designed and I really think my players will have a lot of fun playing these levels. Keep up the good work! Would love to see more of it!

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    1. Thank you! Please let me know how it goes!

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  7. I read some levels so far and I must say: Excellet work. Funny ideas, interesting setup, many diverse problems and tasks. I am already mulling in my mind playing a mini campaign by using the entire dungeon as the test for aspiring adventurers who enter the Cathedral of the Ascendant Court.

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    1. Why thank you! Jacob's Tower works as an excellent way to test adventurer skill and capability and was originally inspired by the test of the starstone. If you do wind up running it, please let me know how it goes!

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    2. Meanwhile I have purchased your adventure and run it indeed as the Star Stone Test as the backstory (though the group will soon realize, that they are on a mission to stop Jacob).
      My group is currently in Level 3 and is having a blast. Almoste got TPK'ed by the undead duo in level 1 but breezed through level 2 and 3 so far. Let's see, if they can keep the momentum, when they enter level 4 :>

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    3. Sounds good! Yeah except for the undead duo (which used to be two ghouls until too many close calls!), the first few levels are easier. But they get much more difficult starting a level 5 and 6. Love to hear what happens! Glad everyone is enjoying it.

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    4. Level 5 (The Runewall) so far: The Fire Drake almost killed two PCs (and I was nice and landed the beast after its first fireball and fly-by attack). The Body switching was tedious for me, for I used dynamic lighting in roll20 and set it so each player could only see his own field of sight (because of the random teleports). I decided after 4 or 5 switches that each character is now familiar with the other bodies, so each player can now play his own character for the remainder of the level.

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    5. Thanks for the feedback. Yup, like I said things start to get more difficult around this time. Mindswitch isn't for everyone, so if you weren't liking it good call on stopping it. Looking forward to the other levels!

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    6. Level 6 (The Gauntlet): One Charakter was critted to death from the minotaur's axe, the next died due to a Phantasmal Killer. The third casualty was because the archer didn't step far enough from the final boss. Luckily the fourth party member had found the fist traps and made good use of them. Thanks to many well placed Haste during the Dungeon the following death wall was far behind them (even though they lost some rounds in the mini jungle and many in front of the colored walls. So he was able to let his deceased companions be reincarnated(!) by Nine (turning them into 2 halflings and 1 gnome btw).

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    7. Wow! Well, your players got the difficulty they asked for! Three deaths is pretty hardcore (and boy in Phantasmal Killer a jerk). Did they have a good time, or was it a bit too much for them?

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    8. They took it with humor though the first dead character lost many bonus points in his combat style now that he is a small creature (Lore Warden Trip-build).
      I think they partially died due to an overwhelming sense of urgency because of the following wall, making them do errors time and time again (like the tripping fighter forgetting to trip the minotaur).

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    9. Glad they took it with humor! Sounds like they had a good time and learned a bit as well. Loving these updates.

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    10. Level 7 (Gothic): What's here to say? The got extremely lucky against the aboleth. They passed all necessary Fort-Saves, excepting one, resulting in a three hour wait under water. They managed to destroy all statues properly with spells of clever use of items (remember the thunder stones from an early dungeon level? They do Sonic Damage :) ). They neither fall for the the basilisk nor the Axe of Blood.
      Haste was invaluable again against the final boss, allowing the group to quickly follow the teleporting vampire, wearing his ability off and cornering him. He managed a fireball in the opening and some scorching rays. Shoulda used Web maybe. I have this feeling I have gone easy on them this time (though two players where down to 10 or less during the fight). Also I was unsure if Barbaneth would blast his own minions using more fireballs considering his tactics of using them as diversion against the group.

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    11. Sounds like everything went smoothly, and that they are back to doing well for themselves. Nice job on the statues, that's unusual! I love that boss fight, and getting two players down to 10 or less sounds exactly perfect in terms of difficulty - enough to scare them, but not actually kill them.
      Thanks for the constant updates! I love hearing about how it goes!

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    12. 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.

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    13. 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?

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    14. The bard got in first und diplomanced him. Though they didn't converse much in the end.

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    15. The boss fight was a blast! Mostly for me, but still. :) The first rounds they tried to enter the fire zone (thanks to ongoing fire resistance they tried to fry the enemies there). But because of slow movements and being low in the inittiative order, the group was almost beaten to a pulp. After 3 rounds one was dead, the rest was invisible in the positive zone, licking their wounds (all of them down to near 10% hitpoints). 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 gave them more money (40K instead of the 14K) this time, even though their WBL is still way behind.

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    16. Wow! 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? The levels are balanced so that if they are a party of 4, and if they find everything on the maps, they'll receive about 120% of WBL. Then, of course, if they sell lots of items then that number will drop.

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    17. 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.

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    18. 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.

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    19. 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.

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    20. 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. :D

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    21. 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.

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    22. Go bard and sorcerer! That T-Rex actually used be be two CR higher, until I play tested it almost got a TPK. 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.

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    23. Sidenote: One player wants to retrain into cleric. I nudged him a bit in this direction because they still lack a divine caster). Having the next dungeon level in mind I lowered the cost of retraining levels, feats and attributes, but made clear that I will chose the deity for him :->

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    24. Level 10: 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.

      Sidenote: The cleric specialises in summoning (with Augment Summoning und Good Summons). 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. undead, but still). And having so many disposible minions at hand really lifts of the weight of the remaining front liner.

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    25. 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.

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    26. 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.

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    27. 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. :)

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    28. 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!

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    29. Level 11: 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! xD
      By the way: I see maximized fireballs flying around in the near future... (and because the sorcerer bought a rod of quicken I am pretty sure in some cases he will double blast for a total of 10d6+60 damage)

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    30. 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.

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    31. 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!

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    32. Level 12: 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).

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    33. 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!

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    34. Level 13: Fight 1: The Anti died too fast. Only nicked in the first round, he was vanquished in the second. 3 players than ganged up on the pally. 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.

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    35. 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.

      2x Harrow deck? Fun! 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!

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  8. 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? I.E. paying 1.5 time the transcription cost? Or would they have to buy a scroll from Nine, and then copy that over to their book?

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    1. 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.

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  9. 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?

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    1. I know, I'm taking forever on level 12. 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"

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    2. Can't wait :D Sounds like it's gonna be great just by the title itself

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  10. I purchased the PDF on PayPal, but I haven't seen anything in my mail box or instructions for downloading the PDF. Help?

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    1. 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?

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  11. Replies
    1. Honestly, I'm not sure. There a few more eclectic ones thrown in. However, it's all on http://www.d20pfsrd.com, and if you purchase the package all of the monster stat blocks are in there.

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    2. Cool, thanks. I have the Bestiary 1 pawn collection so was more wondering if that would be enough to cover all my miniature needs :)

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    3. 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!

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  12. Can you point out which parts were changed from the free version to the PDF's due to OGL issues?
    I've noticed changes in level 1 and 3 (The paintings/the Paladin), but there might be more. Since I bought the PDF's I want to GM with them, but I don't want to miss anything that was different in the free version.

    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

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    1. Howdy Pascal! I think the big OGL changes are the paintings level 1, the paladin in level 3, the gods in level 7, and the map/riddles in level 8. 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

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  13. 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

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    1. 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.

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    2. 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! <3

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    3. No worries! Have fun with it!

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  14. 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?

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    1. 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.

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  15. 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!

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    1. Why thank you very much. Wow, 15th-20th levels! I would love to hear how you scaled it up so massively.

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    2. 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. All the skill/ability checks I increased scaling from 15th to 20th and replaced traps with much higher CR traps or haunts. 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 used Camp fire, Bernard's Prison, Marble and Glass, Runewall, Gauntlet, Gothic and finally Resurrection. 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.

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    3. That's awesome, nice work running it at such a high level. I hope they enjoy the last part too! Have a blast.

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    4. 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!

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    5. That's awesome! Glad that everyone enjoyed playing it!

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  16. Finally!
    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.

    My group started with: A Human Fighter(Greatsword), a Human Rogue(TWF), an Elven Bard (Songhealer) and a Ratfolk Ranger (Archer). 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? :-/

    The fighter didn't really like the fact that he had no choice, so he attacked Nine several times, with no effect of course. After some conversation we started with Level 1.

    To be continued...
    Pascal
    (from Germany)

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