Well, actually, if the group comes back to set fire to the house...it doesn't catch on fire. Describe to them the fire starting to lick up the walls when it slowly snuffs out. Let them figure out what to do next: require knowledge rolls if they're stuck. Oh, and don't give them any hints anymore on the difficult fights, let them figure that out on their own, too. ;-)
Getting ready to fire up another session in a few weeks after about a six month hiatus (FINALLY!).
My players, having just started chapter 2, investigated the Sandpoint sawmill as well as the jail to do the interviews. They called it a night and are going to visit the Sanitarium the next morning. The notes for the Hambly farm indicate that the Farmer runs into town the morning that the players will leave to investigate the Sanitarium.
I am debating whether or not to delay the farm hook one more day, or just have it happen as written since the players are sort of going in that direction anyways. Doing it as written would at least give them some extra bodies when visiting the Sanitarium, although imagine Habe would be acting quite agitated with the town watch there.
What say you?
Well, now that you're out of Chapter 2, you won't have to worry about Ghoul Fever as much. On the other hand, you'll be dealing with higher-level spell casters. As you read ahead, ask yourself if the tactics your players are using would be adequate given the situation. I imagine that a "kick-in-the-door" approach will not be as successful as the campaign progresses. It might be worth the trouble, from time to time, to give your players some gentle hints to help them think outside of their box that they find themselves in.
Not sure how Brothers Seven claim would disappear. They own other property as well if I remember correctly (i.e. the sawmill). That groups property rights would go somewhere and my guess is Magnimar may use this as an opportunity to sieze the groups properties to make some money for the city. The Mayor of Magnimar seemed like a greedy type to try to do this. Kind of like a drug dealers siezed property in todays world.
Yeah, I see Magnimar seizing the property. Now, whether they try to sell it for profit or allow it to transfer to Vorel's living descendants is a legal encounter that a certain dwarven cleric of Abadar in my group would LOVE to be a part of.
My players leveled from 3rd to 4th after killing Warchief Ripnugget. It was a partial level up (they didn't get access to spells, animal companions, etc until they rested, but they got everything else immediately). After clearing Thistletop, they were just shy of achieving 5th level, as per the recommendation in the book. They did skip the bunyip and ran from Malfeshnekor, but if I recall correctly, they dealt with everything else in Ch. 1.
You know what, I read the line: "the eidolon does not heal naturally" to mean that the normal line of spells and methods don't work. Huh, learn something everyday. I might keep my interpretation as a house rule though.
As far as a rejuvenate eidolon wand, that falls on the GM. If playing in Golarion and following canon, those wands won't be readily available and the summoner must have the spell in order to get one crafted. (This is even more so the case if my house rule applies).
There was a post by Jason Buhlman regarding the number of attacks an eidolon can make. From what I recall, there was a debate as to whether the eidolon could get iterative attacks with manufactured weapons. His response was something to the effect that the original intent was that the eidolon's max attacks was supposed to be for ALL attacks, but that notation was accidentally left out. He went on to say that though that was the original intent, he went on to say that if people wanted to do it, he didn't see an issue.
Unfortunately, I can't find the link.
Meh, the eidolon build isn't that big of a deal to me. An optimized eidolon is no more better than an optimized whatever.
They're Summoners. They're supposed to be good at summoning. Besides, it's just the SLA that have a shorter casting time, the summon spells cast from a spell slot have the normal 1 round casting time.
I do agree that the spell list isn't perfect, but this is tempered by the fact that the summoner HAS to get the spells to heal the eidolon. This is especially true if the GM maintains that summoners are extremely rare and there aren't wands or potions readily available for purchase but must instead be crafted.
I do understand the potential problems, but as long as they're built correctly, I see no significant issues. I do have a summoner in my campaign. So far, she's been an equitable member of the party.
Yeah, I don't know why you still like to ignore the written rules in trying to make your argument. Humanoids may TWF with unarmed strikes. I know you know where it is written, especially considering the fact that the rule has been quoted numerous times over the last few years.
Desna's Avatar wrote:
Stuff about PDFs being "cheap and easy".
Pray tell, who do you propose to write, develop, layout, make art and maps, and generally make these little PDFs considering the fact that Paizo is stretched pretty thin working on everything they're already working on.
Just because actual PDFs are prevalent and popular doesn't make the process of publishing them any easier or cheaper than their hard copy counterparts.
The point about FR being old and Golarion being new IS relevant. You want this awesome fluffy book RIGHT NOW that is similar to a product that has a foundation of thirty years of experience. I am sure there are a myriad of other factors that have allowed WotC to publish that book which are not present at Paizo.
My players captured Tsuto, Orik, and Lyrie. Tsuto was taken at the Glassworks and was handed over to the guard. The others were taken at Thistletop and, upon the realization that Orik was nothing more than a sell-sword and showed concern for Lyrie, they were released with their gear under the promise that they would never show their faces in Sandpoint again. Tsuto, on the other hand, was bound with rope when captured, and he rolled really high to escape, and figured he would get away on his trip to Magnamar for trial.
I am debating whether or not to have these NPCs interact with the players again at some point or just have them leave the current story line and head off on their own.
I imagine that Orik knows that he was bested and will do his best to stay away, as promised, just to save his skin. Though, he is smitten with Lyrie and would hope this alone time would build a bond.
Lyrie, on the other hand, would probably be vengeful, and become annoyed with Orik rather quickly, especially considering she's obsessed with Tsuto. I imagine she would slit Orik's throat in the middle of the night, and leave him to rot in a ditch.
I imagine Tsuto being a bit of a lost soul. He knows he's not welcome in Sandpoint, and by the time he starts heading for Magnimar, he's heard of Nualia's death. He's certainly an opportunist, but I wonder if everything crumbling down at once would leave him catatonic. So I don't know what to do with him.
I don't see Orik retreating to Riddleport, and I don't see Lyrie retreating to Magnamar, so I imagine they ran to the east, at least until Lyrie has had enough of him. I guess I could see Tsuto resigning himself to his fate and walking to the gallows as an empty shell of a man. At some point Lyrie would have discovered that Tsuto had been captured and sent to Magnimar, but would arrive to find him swinging from the walls as a message to other criminals. She then becomes even more enraged and blames the PCs for every wrong and works to bring them down, possibly hiring the Red Mantises, or something like that.
Huh, I think I worked through it and figured it out. Thanks everyone! :)
Well, he did say "currently", which means that this is the case at this point in time but is not an impossibility for the future.
I wouldn't say her reasoning for casting ray of enfeeblement is wrong: usually the big fighter types wear heavy armor, so I imagine she's doing it to make sure it doesn't hurt as much when they hit her.
*RWAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAR* The internets ate my post...ugh.
I received my case today and only had one breakage: a fire giant popped off the base (a quick and easy fix once I find my glue). I did have a number of minis pop out of their packaging. Generally speaking I don't think the packaging, in and of itself, is the problem. I think human error at the factory is a root issue. Either A, there is a lack of regard when packaging the minis and not placing the minis in place properly or not putting the two halves together properly, or B, there is a lack of foresight in placing bulky Large minis in the same package as bulky Medium minis (mostly the medium Earth and Water Elemental minis). There was a design flaw in the packaging for a handful of Large minis whose base could not fit into the slot of the other half of the packaging. This was mitigated by having them tied to their packaging-half. Ultimately, I feel that attention to the details when packaging the minis would take care of a majority of the issues regarding loose/broken minis.
Regarding my list of itemized bricks, I placed the case so the front of the boosters were facing me and opened the bricks starting with the rear brick, then the front, and then opened the bottom row back to front. Regarding the boosters, I opened the rear row first, left to right, then did the front row, left to right.
Booster #1: Mite, Pallid Path Cultist, Caulborn, Large Earth Elemental
Booster #2: Caedimus, Medium Fire Elemental, Cleric of Zon-Kuthon, Troll Champion
Booster #3: Xulgath, Hell Hound, Shriezyx, Hill Giant
Booster #4: Portioque, Boggard, Mite on Spider, Fire Giant
Booster #5: Xulgath, Medium Fire Elemental, Nightgaunt, Glass Golem
Booster #6: Medium Earth Elemental, Gray Maiden, Gray Maiden Commander, Wrath Demon
Booster #7: Shadow Hound, Skeletal Champion, Natalya Vancaskerkin, Gug
Booster #8: Mite, Clockwork Soldier, Caryatid Column, Large Fire Elemental
Booster #1: Medium Air Elemental, Medium Fire Elemental, Ravenous Ooze, Clockwork Reliquary
Booster #2: Caedimus, Clockwork Soldier, Caulborn, Troll Champion
Booster #3: Medium Earth Elemental, Catfolk Rogue, Koriah Azmeren, Guiltspur Naga
Booster #4: Portioque, Nightgaunt, Xin, Wyvern
Booster #5: Tower Girl, Xulgath, Shriezyx, Hill Giant
Booster #6: Grub Swarm, Night Hag, Sheila Heidmarch
Booster #7: Medium Air Elemental, Medium Water Elemental, Mummy Cleric, Alchemical Golem
Booster #8: Portioque, Pallid Path Cultist, Ravenous Ooze, Wrath Demon
Booster #1: Medium earth Elemental, Hound of Tindalos, Ardathanatus, Glass Golem
Booster #2: Boggard, Shadow Hound, Skeletal Champion, Hill Giant
Booster #3: Portioque, Medium Air Elemental, Catfolk Rogue, Fire Giant*
Booster #4: Clockwork Soldier, Pallid Path Cultist, Gray Maiden, Guiltspur Naga
Booster #5: Caedimus, Medium Water Elemental, Caryatid Column, Gug
Booster #6: Grub Swarm, Medium Fire Elemental, Night Hag, Large Water Elemental
Booster #7: Medium Water Elemental, Ravenous Ooze, Runelord Sorshen, Iron Golem
Booster #8: Grub Swarm, Tower Girl, Mite on Spider, Troll Champion
* popped off base, easy to fix by gluing.
Booster #1: Caedimus, Hell Hound, Gray Maiden, Gug
Booster #2: Grub Swarm, Caulborn, Mesmalatu, Glass Golem
Booster #3: Portioque, Medium Water Elemental, Hound of Tindalos, iron Golem
Booster #4: Tower Girl, Caulborn, Halfling Bard, Wyvern
Booster #5: Tower Girl, Medium Air Elemental, Mummy Cleric, Dullahan
Booster #6: Xulgath, Medium Water Elemental, Shriezyx, Wrath Demon
Booster #7: Hell Hound, Nightgaunt, Human Barbarian, Wyvern
Booster #8: Mite, Pallid Path Cultist, Cleric of Zon-Kuthon, Large Air Elemental
Shattered Star Case Count:
1. Caedimus: 4
2. Portioque: 5
3. Mite: 3
4. Grub Swarm: 4
5. Boggard: 2
6. Clockwork Soldier: 3
7. Tower Girl: 4
8. Shadow Hound: 2
9. Xulgath: 4
10. Medium Air Elemental: 4
11. Medium Earth Elemental: 3
12. Medium Fire Elemental: 4
13. Hell Hound: 3
14. Pallid Path Cultist: 4
15. Medium Water Elemental: 5
In all, I'm pretty happy with the distribution I got. I might still pick up an handful here or there. I didn't spend much time studying the minis, but in the brief time I looked at them, I was extremely impressed.
I'm looking forward to the next one!
I know you keep tabs on the individual AP forums, do you read any of the campaign journals?
I'm sure as a writer/developer of adventures that you have in mind a handful of ways that a party could overcome an encounter, have you been suprised by groups overcoming challenges in ways that you didn't expect?
+1 for Hero Lab, it is worth every penny. Though, if you want to do both 3.5 and Pathfinder, you would need separate lisences.
The program is not infallible, but if there are issues with things not working correctly, they fix it quickly. They also have a very active forum. Finally, you can download a trial version for free to give it a test drive.
I'd also love a clarification on mounted charges. The way I read it, all those mounted charge related feats say "while you are charging on a mount..." but SKR explicitly said you are not charging while your mount charges. So, by that ruling, you can use vital strike on a mounted charge, but not ride by attack or spirited charge. I prefer to play it the opposite way. But I haven't really played my cavalier since SKR made that ruling because I'm not comfortable doing something I think is against RAW in PFS games.
Well, considering the Ride-By Attack mentions you being mounted, I don't see why you couldn't use it while mounted and charging...unless you mean to say that you couldn't use Vital Strike while using Ride-By Attack.
Ride-By Attack mentions using the "charge action", which would imply to me that Vital Strike may not be used in conjunction with Ride-By Attack, since Vital Strike is a standard action feat.
The same with Spirited Charge. In all actuality, Spirited Charge, to me, seems to be the "Vital Strike" version for those that are charging.