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Matt Haddix wrote:
It's called the City of Strangers for a reason. If they have Trolls that slit their bellies and can do augeries, I don't think a man in a skull mask is really going to make much of an impression.
How are people letting their players know that there are 3 possible sources. All it says in the scenario is to make a check. If you pass, you find a contact in 1d4 hours. Should it say you found 3 possible contacts in 1d4? Or should they make 3 checks at the beginning for the 3 contacts?
I would put the DC of haunts at 10+CR. Just like an uncommon creature.
Just a suggestion when you run it: tell all your players to roll 40 Perception checks and 40 initiative checks. For each haunt, use their rolls that they write down for you at the beginning. If they make the perception check, they act in the surprise round. And then the initiative check will determine if they beat the haunt. About half way through, if they made a knowledge religion check, I would give them a +2 bonus on the save.
This way, they still get to make the rolls, but without knowing something's "up" when you ask for perception checks.
The PCs, two humans, an elf, and a dwarf, are in the middle of a 120ft radius cavern that has normal light because of a daylight spell. A shadow demon casts deeper darkness in the middle of the party. This is how I view and others can tell me if I'm right or wrong.
Cavern was dark with no natural light sources. Therefore only the dwarf can see.
With the daylight spell, the light raises by one additional level becoming dim light. But daylight automatically gives normal light conditions regardless. So everyone can see.
Shadow demon casts deeper darkness, light drops to magical darkness. Nobody in the party can see. Can the shadow demon?
So I ran this cold last night for a party of 7. Not exactly the best situation. The party consisted of a fighter, shaman, bloodrager, warpriest, barbarian, another fighter, and pregen Harsk. We were firmly in the lower tier.
First of all I love the feel of the whole scenario. The influence checks were appropriate for the tiers. Even with my party geared towards combat, they still did a marvellous job at Roleplaying it out. That combined with some lucky dice rolls in the influence stage got them a lot of influence. And they seemed to have fun at that point.
My problems came later:
All fights were ridiculously easy for my group. True they were all combat driven as PCs but I still think they could have been a little tougher. The mummy at the lower tier could have benefitted from a lower version of mummy rot. Such as a 1d4 Con dmg with a DC 11 fort save.
The chase scene was a nightmare. My players took 5 rounds just to get off the first square. It's been a while since I've read in depth the chase rules but shouldn't one check for the square have a lower DC than the other? And of course by the time they got there the assassin killed the dwarf. Was her AC listed anywhere? Don't even get me started on swimming the door. I had to start giving my players handouts just to get the scenario moving.
And as mentioned above, the party saw right through the ploy of the fake. They killed her before she even acted. All she got was a free action to call her skeletons. Now that I think of it I should have used dim light rules for the 20% miss chance and difficult terrain from the disturbed mass graves. Does anybody think this section would have benefited from a haunt? A haunt that caused blindness or slow for 1d4+1 rounds would have helped.
And finally how is the party supposed to find out about the debt of the Andoran or Rafella? It doesn't clearly mention that.
Overall good and I intend to read it very thoroughly later on so I can see if some of my questions are answered. I still think my players had fun, even with my less than stellar prep job.
Lady Ophelia wrote:
Thank you Lady Ophelia. This is what I wanted. I'm not trying to BAIT women or treat anybody differently. I'm trying to balance my group to make it better.
I have talked with the few women in my group and I think they're great. They add something great to the game. And all I'm trying to do is add more of the greatness.
One of my favourite authors posted a story on his Facebook and it struck a cord with me and so I thought I would post something similar here. In the article, it was mentioned that the gaming community is predominantly male. And that is correct. There are very few women who actually come out to sessions. The ones that do are brought out by their significant others. I have seen only 4 women come out on their own to play.
So I asked 4 women from my work, their ages range from 24-30, to see if they would be willing to come out and try PFS. Three said no and the last said she would think about it. I've asked other women, my wife, and my sister about this issue and I have summarized their comments down below:
1) Women are intimidated by the heaviness of the rules. This came from my wife. She feels that when she comes out to games that because she doesn't know the rules, she feels stupid in front of the other players
So how do we encourage women to try PFS? Because let's face it, with more women who come, more men will follow. Here are my suggestions:
Event coordinators, try and sit them at the table with other women, or barring that somebody who won't alienate them. You have the best knowledge of your players.
GMs, assign someone at your table, again preferably a woman, to help them through the scenario. Do not overwhelm them with rules. Give them Valerous, or Kyra as a pregen.
Now unfortunately, this is for women who have already made the decision to try it. I have no idea on how to get them to walk through that gaming store door. Suggestions?
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?