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when I consistently roll 19s and 20s
My guess is this is the problem. However, the question Misroi asks are needed to figure out what else could be happening. Has your group been able to reflect on the difficult encounters and come to any conclusions as to what they might have done better?
Ugh, sounds like you had a really rough time there. A couple of comments that may be spoilers for you, but it sounds like you are already familiar with the encounters so...regarding the Shadows - this is where you learn sometimes it is okay to run away. They do not pursue beyond the doorway.
You mention the final boss of this book being CR7. Correct, but you can apply the lesson learned with the Shadows here as well.
And your thought about future expectations...probably should be something you work together with your GM about. I am currently running this for my group. We just finished Book 2 and it's been fun so far.
Best of luck!
Pirate Rob wrote:
That said as a player I make sure all my encumbrance is calculated correctly and as a GM I expect a player to take care of it. Just as I would expect them to track their HP, have their correct saving throw modifiers and remember to level their character every 3 scenarios.
This sums it up nicely.
I ran this for my friends. I think it took either 3 or 4 sessions that are usually 3 hours of playing each. With that in mind you can probably get through it in one marathon session - but a lot depends on how quickly your group tends to play (if they take their time and enjoy role playing it could easily take up most of your time).
Many variables in this one to consider. Figuring out puzzles, wandering around in the dungeon, perhaps they miss a key clue so have to back track...
Good luck and just have fun with it!
Voice in the Void remains my top favorite scenario to run, ever. The story is great, and it is written well enough that even I can manage to give the players a few chills now and then.
This is the first adventure that came to mind so I'm glad you mentioned it. A great adventure that takes us back to The Blakros Museum.
The same character 3 times? I'm curious how that played out at the table. Did party stop to get character raised 2 or 3 times? The expense alone seems like too much to handle 3 times for one character.
If you are the primary fighter in your group I would hesitate to take Lunge. I think of the primary fighter as someone that is up in the face of the opponent and Lunge is counter-intuitive to that.
I view Lunge as something good for a melee character that does not want to be frontline. Also, keep in mind Lunge does not help with any Attack of Opportunity situations. It is only good on your turn.
So - given the two choices I would probably go with Iron Will.
Jason S wrote:
One thing to realize is the encounter as-written has the brown mold actually attached to the mummy.
Actually I had a question for anyone who has ran this. Needless to say Spoilers if any of you are reading this without planning to run it. In room A8 the mummies give off the 3d6 cold non lethal damage from the brown mold, the mold can only be dispersed by COLD damage? Is the scenario's creator just being tricky, or is that a mistake? How did groups anyone ran handle this?
Re: brown mold. It works as described in the adventure and it is not a trick. What makes it difficult is the combination with mummies since most will want to use fire if they have it on the mummies. Challenging set-up. For details on how Brown Mold works see pg. 416 of the Core Rulebook.
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I'll be sure to bring this topic up with my friends over the next few weeks.
My current opinion on factions in general: 10 is too many. When it was just 5 factions they felt like they meant something. Now with 10 options it is all watered-down to having very little, if any impact on play at the table.
Dragonmoon has some excellent suggestions. I like the idea of the missions all leaning towards secrecy. Too often it ends up being each player getting help from everyone else at the table just to have a shot at completing a mission.
Ryan Dancey wrote:
Free To Play means you will not have to pay a fee to log in and experience the world of Pathfinder Online. However, you will not be able to experience all the content the world offers for free, nor will you be able to develop your character beyond a certain limit for free.
I think it is very important to have the 'free to play' option. As an example: I currently play LOTRO and it was the f2p aspect of it that got me to try it. Now I subscribe and consider it money well-spent for the amount of entertainment I get out of it.
It also allows me to promote the game to my friends since anyone can try it for free.
I was wondering what happened to that thread. It just seemed to fizzle out without any definitive answer.
Bob Jonquet wrote:
GM style/experience can have a lot to do with the challenge as well. Things like effective use of tactics and environmental factors varies as much as d20 rolls.
In my opinion GM style/experience is the most significant aspect of difficulty.
I recall the discussion of one of the older adventures in the GM section of the forum - some think it was way too easy and others too difficult. The crux of the matter ended up being some GMs running an encounter knowing all the tactics and other GMs not realizing important abilities.
No need to get into specifics for fear of spoilers, but just wanted to point it out as a general point of discussion.
I just read through the free pdf that goes along with Tomb of the Iron Medusa. Correct, you do not level up your retired character if using that character to play this adventure.
If the intent of the Day Job Roll is still that it can be Trained Only it has to be clearly stated in the Guide. Currently I don't believe this is worded strongly enough for players to figure out.
As it is written in the 4.0 Guide you are setting up every Game Master to have a conflict with every new player that does not realize you have to put a skill point in your Craft or Perform skill to use (even though those skills are listed as being usable untrained in CRB).