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As you all know, most scenarios run 4-5 hours, sometimes longer. There's a guy at the lodge who wants to leave 3 hours in so he doesn't have to walk home at 11:30 at night. Now I want to accommodate him, but as far as chronicle sheets are concerned, it's going to be a real pain for any GM to stop halfway through, and fill out a chronicle sheet for one guy, calculate the gold so far earned, and so on. There's also how much prestige he earned. How much?
Any thoughts on this? I want to be fair but this and the fact he would be leaving his party would make it so no one would want him at their table.
What a great set! I'm happy to report that I had no breakages! At least until my wife snapped off the dominion invader off the base. But that's not your fault Paizo. Lol. I was kind of disappointed that I got 3 Vescavor Queens, 3 Alain on horseback, and not enough blood demons. I warn to make the Ascension moment memorable.
Can anybody give me the link to what's supposed to be in a complete set?
Magnus, you seem to have the most experience with "non-standard groups". I'm going to have 6 players, 3 relative newbies, 2 players with decent experience, and 1 with some experience. To try and make things challenging, would full hp for all monsters and an extra +2 for all d20 rolls be too much? I'm limiting the players to the core rules, but they can choose an oracle, inquisitor, or aasimar if they want. Thoughts? Anybody can jump in on this one if they wish.
How much time are the PCs expected to be underground? A day? A week? Are people using the starvation rules? It's probably not that big of a deal as they can restock in Neatholm and they're probably only in War-torn Kenabres for a maximum of 1 day. But I am curious. I read it as two-three days underground and a day before they hit Defenders inn. But when you add in random encounters, set encounters and general exploring, that's a lot to do in 1 day.
And has anybody had a group that has gotten to the Devotion Point awards yet? And if so how many did you give out?
I'm actually going to wait until the end of the AP comes out. That way ill know whether that will unbalance the game or not.
I'm moving to a new city so I can't start this AP yet. I guess it's a good thing because I can get some cool ideas of these boards, ill know the full story before I start and be able to get the minis but I REALLY want to run this. So I'm jealous.
How far into this AP is your group, Magnus? I'm curious how groups do with combat against the chimera vs the role playing aspect of discovering the traitor and redeeming.
Here's a question for everyone to give thoughts on. Obviously this adventure gives a paladin some REALLY cool stuff. I think it was an inspired idea to have Radiance grow the way it does throughout the AP. But other PCs may feel left out that the paladin gets all the goodies. What about a magic item that grows with each individual PC as the AP goes on. For example, a staff of life that becomes legendary for an oracle with the touch of divinity trait or a headband of mental superiority that can counter summon demons or get past demonic resistances for a Riftwarden Orphan sorcerer? Basically have a legendary item keyed to 1 campaign trait. Do you think if EVERY PC had an item like that it would make the AP too easy. I haven't started running this AP yet so I would like some feedback before I do that.
James Jacobs wrote:
Thanks Mr. Jacobs
LOL Back on topic...
To be clear:
So for the character with the Exposed to Awfulness trait, does the PC and Marhevok share a bloodline with Jerribeth? And all it took was an attack by a demon to bring it to the forefront? If that's the case, then I hope it's explained a little more in the fourth book. My players will want to know.
For the campaigns without a PC who has taken Child of the Crusade trait, are people ignoring that particular trait quest? I'm thinking that Irabeth just sends them out to investigate a site where some mighty champions of previous crusades fell.
And Jerribeth herself counts as a mythic trial for a PC who does NOT have any campaign traits? Is that correct?
As for the suit of the Pious vs. the +3 mithril armor, I'd say leave them where they are for the time being. The reason I say that is because I'm sure more about Yaniel will be revealed and there might be a good reason why that armor is there.
So besides the obvious succubus, are there any other NPCs in this adventure that have the potential to be redeemed? And James, was the original purpose of the redemption supposed to be just limited to the main NPCs like the bard from SoV? The reason I ask is because there a lot of people who could be redeemed and im afraid it will really slow the game if PCs try to redeem EVERYONE.
And this AP practically assumes you are starting with a group that is more knowledgable than a starting party. As has been mentioned in other threads, this is not an AP to start with a bunch of newbies because of mythic and downtime rules as well as the regular rules. Adjust the AP to your group as needed. If JJ and Paizo had to create an AP that covered every single group out there, they'd still be on RotRl: Book 3.
A question about this AP. I've run RotRl:AE and when the PCs go up a level but they're in the middle of an encounter area, I give them a "positive level: +1 to attack, +1 to all skill checks and saves and 5 hps". Then when they rest for 8 hours they receive they're actual levels, class features, feats and such. With mythic, they can get full benefits after 1 hour rest sometimes. How are people handling lvling up here? And are there any problems associated with the fact that the entire AP is not out yet?
I would let it happen. They actually spent time trying to redeem the gargoyle and since redemption is part of the overall theme of this AP I would say it might even give them some relevant information about Drezen itself. Reward creative role playing and creative problem solving is something I believe should be encouraged.
In the beginning when listing off the NPCs and their specialties, it lists Aron Kir as the cleric of Shelyn and Sosiel Vaenic as the expert on siege weapons tactics and the like. I'm assuming that's just a typo. But it also mentions that the cleric is knowledgeable about demons, yet neither Aron nor Sosiel have Knowledge (planes). Should that skill be added to one or the other?
That's an awesome idea!! I'm going to use it with my players.
If you want to increase the difficulty of the chapel encounter without adjusting the ghouls simply put a recurring negative energy trap with a will save of DC 17. If a 3d6 burst goes off every round for 6 rounds that's really going to keep the party on its toes plus healing the ghouls at the same time. When the 6 rounds are up, then, nulkineth joins the fight. Harder for the party but not unwinnable.
James Jacobs wrote:
It's ok Mr Jacobs. I'm just partial to playing sorcerers and I wanted to know what would REALLY work well. Direct damage is sketchy with all the demonic resistances, but maybe a Celestial Bloodlined caster would do well. Thanks for the clarification.
So I've read The Worldwound Incursion and the Sword of Valor cover to cover. In the player's guide, it stated that arcane casters with a talent for summoning will have moments to shine in the AP. I don't see a real place where they could really stand out as of yet. Will it be in the next volumes that these talents really come to the forefront?
Here's an interesting thought: What are some of the suggestions for running a 5 man group?
Myself I like balanced parties: 2 tanks, 2 support, and 1 healer. Especially for newbies, I think that helps them survive better. But I still want some challenge for the party as well. Recommendations? I thought giving everything a + 1 to hit and 5 extra HP / level of the party / creature.
I do recommend RotRl too. I'm GMing a party right now for the AP, and they seem to thouroughly enjoy it.
As for Wrath of the Righteous:
Since the PCs do not acheive Mythic Status until the end of Book 1, it can allow newbies, to get used to the Regular Core rules, before they go on to be mythic. In this case, I recommend using the core classes only.
See I'm debating this myself. I'm moving to a new city, and I will have to stop my RotRl game (I hate skyping). So for my new group, I don't know if I want to repeat RotRl, I'm currently at the end of book 3, or start a new AP specifically WotR. Not quite sure, so need opinions please.
Unknown Ediology wrote:
Heavily interested. Please post the link and thank you.
Thanis Kartaleon wrote:
I don't think it will be too complicated. Mythic tiers are awarded gradually enough. Really, the worry should be whether this AP is too awesome for those new to Pathfinder. I mean, damn - I think my players will have a tough time going back to a non-Mythic game after this one. It's going to be a month before I will start running this and they are already pumped.
Maybe the next Mythic Adventure Path will be associated with the green faith. The PCs have to go after Treerazer in Kyonin in the end. Please, post how your group does. I'm moving to a different city and leaving all my gaming buddies. I don't know if I will be able to run this for a while, and I'd like to know how it runs and what the players think. It reads awesome though!!
Personally, I think the traits add some interesting flavor to the PCs. Of course with Mythic Adventures or the AP not out yet, it's a little hard to see WHY those traits would be useful. But I would really like to thank Adam Daigle and the rest of Paizo for putting it up as early as they did. It's a great teaser and certainly whets the appetite for the overall story arc.
One if my most versatile pcs, for PFS anyway, is my gnome stormborn sorcerer and I'm curious how he would do in this AP. Demons are immune to electricity but I'm not sure how the mythic rules would play into it. And he has got serious maneuverability from flight and other stuff. Is there a mythic version of lightning bolt coming out?