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Pathfinder Society Member. 108 posts (117 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 4 aliases.


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I'm trying to design a group of encounters for a dungeon and I'm hitting a brick wall. I've drawn up an abandoned dwarven citadel that has fallen to the belief of Droskar. The leader is a warpriest10, and most of the followers are fighter3 or cleric3. I want to include a small subfaction that believes more in the toil of self perfection and are wizard/monks, or something similar. Is there any way to design a 5th level and/or 8th level wizard/monk that is not completely useless?

I was thinking of a CR 9 encounter that was a group of 5th level monk/wizards? on balance beams or some other favoring terrain.
Then a "mini-boss" that was 8th level and had 2 or 3 bodyguards or something. Maybe shadow mastiffs, hell hounds, or some other CR 4 creature.

Eh, something like that. I was super stoked to have a dwarven dungeon, especially since I have a bunch of dwarf models, but then I had a really stressful week at work and got burnt out.

The overall dungeon is for 7th level characters.


Is there a feat that allows an individual to ignore an ally when attacking with a reach weapon? Would such a feat be overpowered? I want to design an encounter in which a group of soldiers are arranged in two lines. The front soldier has a shield and the rear soldier has a polearm of some sort. But the soft cover rule kind of makes that not work well.


So, I'll go ahead and elaborate. I do really like the Mayor's speech and I will keep it on the back burner as an option.

At this point, I'm assuming if you are reading you are expecting spoilers. You have been warned.

My players never stop moving.

They entered Magnimar in the afternoon of Day 1. Within a few hours they identified the location of the Foxglove townhouse and went straight there. They killed the faceless stalkers but also summoned the watch. The watch showed up and marched them over to a watch captain. Since faceless stalkers are monsters from the swamp, the captain didn't want to deal with it, and left a report for somebody else to deal with. The PCs did mention that "they solved the star murders in Sandpoint and it was all Foxglove." The captain responded that he would leave a note for the Justice investigating the star murders, but he was thinking, "Sure these upstarts from some podunk town may have done something but that has no bearing on our problem."
The PCs did state they could be contacted at a specific inn.
They then slept.
The next morning they woke up and went straight to the Sawmill, broke in, killed everyone, and looted the place. They released all three ravens and watched them fly to the Shadow Clock. One of the ravens carried a note saying "You are going to fail." One PC animated 2 zombies and then destroyed them.
The party then spent 5 hours shopping the the Bazaar of Sails and sold most of the loot from the Sawmill.
They then all trooped over to the Shadow Clock and destroyed the Scarecrow.
And Cut.

So now we start this friday.

They have not taken the time to translate the ledger, though one of them knows he can.
I think I will have had X send out some spies and find out what happened at the Sawmill. She then has time to float a few rumors that Ironbriar was killed by cultists(PCs) at the Sawmill and they are in the Shadow Clock.
If she defeats them, she has major image to make it look like the tower killed them.
If the PCs win, then they are immediately arrested by the City Watch. Depending on how the altercation goes, they may have a chance to prove their innocence and correctly point the finger at Ironbriar.


Well, for now they haven't actually told anybody that Ironbriar was involved. His dead body is just at a sawmill without any trappings of his religious ties. I'm just wondering how long is plausible before rumors spread about justices being slaughtered. The party also has a medium size badger, so some wounds might be fairly obvious.


I'm running Rise of the Runelords and they are almost finished with Skinsaw Murders.

Spoiler:
they just finished the sawmill and killed everybody, but didn't talk along the way. They found the ledger, but haven't deciphered it yet. They were able to follow the ravens to the Shadow Clock and went straight there, leaving the sawmill running with a pile of dead bodies inside and obviously ransacked.

They also got the city watch involved when they

Spoiler:
broke into the Foxglove house and killed the faceless stalkers. The PCs made a big deal of saying they killed Aldern and solved the murders in Sandpoint.

So they've only been in Magnimar 24 hours, but it seems like they may be making waves already. I also would like to point out to them that they are in a large city and cannot just run around kicking down doors and killing people. Especially when they take all the evil magic items and immediately go sell them.

Any ideas?


Scarred witch doctor is sort of what I was thinking. Change the stats to; Str 19, Dex 10, Con 20, Int 10, Wis 12, Cha 7. I'll grab a few spells. Any suggestions on hexes?

Insofar as perception checks go, I would think some check would be called for to see when you become aware of the other. Even if they aren't hiding, the PCs won't just be staring directly at that spot on the horizon.


My players are travelling from Sandpoint to Magnimar and I would like to through a semi-random encounter at them. They are 6th level, 5 players with 25 point buy, so they end up about apl 7.5. I'm thinking a group of 4 ogres including 1 spellcaster that have taken some slaves. I also want this encounter to start with the PCs having ample time to decide how to handle it, so on a relatively open stretch of plain. This leads to 2 questions.

1) what spellcasting class is best for the ogre? The +4 for a classed npc will bring its wisdom up to a 14, while Int or Cha max at 10 and 11. This seems like cleric or druid would be best, though empyreal blood sorcerer could work. Finally, I could just use the scarred witch despite it not being an orc. I figure 4 levels of spellcaster.

2) encounter distance? According to the corebook, the Max encounter distance in a plain is 1400 feet. The best perception check, including penalties for size, allows the ranger to see them at 400, which seems a little close. I was thinking that he could possibly see a couple hundred more feet, but would only be able to identify that there was something moving. At 500 feet or so, he can identify that there are large and medium creatures in a group.

I apologize for any typos. I'm typing on a kindle fire which is pretty bad for autocorrect.


Okay, lets see if I can address these.

I guess I thought it was a bit much, but I've been shooting it too easy so far, so I'm going for more than I think they can handle. If that makes sense.

I did forget to through in that the barbarian went superstitious and invulnerable, so DR 3/- helps a lot on ignoring minor minion fire.

I'm afraid that 1st level adept/warriors will not challenge AC ~20 PCs. Though they will be intelligent and I can use aid another this time.

The ranger does have a badger, as well as the party having mounts. The downside is that the barbarian's light horse, and the rogue's riding dog are the only mounts that may get involved.

I don't want to limit ranged too much, the archer depends on it as well. It may show him how much better he is, that he can continue shooting in the storm, or it could discourage him.

If I have 6 warriors set up on each side of the road. When the PCs pass, 3 from each side move to block the road, while the other 3 open fire with crossbows. The slayer is with this group and charges as soon as the others open fire. Six adepts are 100 feet or so beyond this, around a bend and over a rise and begin advancing. They will be one round out of charge range. Round 3, the cleric and sorcerer arrive behind the adepts and begin throwing spells. Finally, round 4 the hunter begins circling the group, firing arrows at the PCs Drop all the trash to 2nd level warriors or adepts, keeps some BAB and spell options, without overwhelming the PCs.

The other thing that could happen, is that the PCs are all mounted and, other than the archer, non of the ambushers are. The PCs could attempt to run at some point.

Finally, both my players and I like xp. It gives my players an incremental satisfaction and allows them to see continual growth and achievement. I also use RP type rewards of xp.

As an aside, would anybody be willing to look at the NPCs I wrote up and see if they are correct?


I've got three problems (sort of) that I'd like to alleviate.
I am GMing a group that is running through one of the APs. I have 5 players:

Halfling Rogue6 dual wielding daggers
Half-Elf Ranger6 Archery
Dwarf Cleric6 (Crusader) the others forget he isn't a fighter
Human Barbarian6 Nodachi and combat reflexes
Gnome Sorcerer6 blaster/evoker

They all rolled stats, which I prefer, and ended up with about 25 point buy. I know that they are a lot stronger than the AP expects, as well as having more players, but I can handle that.

So far though, they have been able to overly depend on their starting stats. Their hp, saving throws, damage, etc are all a little higher, and up until 5th level, and extra +1 or +2 can make a huge difference. Because they have been able to depend on their stats, they haven't been paying much attention to loot. They are almost to 7th level, and most of them have about 6k or 7k in gear, except the dwarf who has been "in charge" of loot distribution.
I let my players handle how loot is distributed, though I have tried to bring up the disparity once. The group was not too concerned.
I'd like to get some additional gear in their hands, and I'd like to pick items that they need or can use. Many of the players are new to Pathfinder and so they don't quite know what sort of items even exist. My goal is to provide the group with these items:
belt of giant strength +2
small mithril armor
lesser bracers of archery
efficient quiver
belt of dexterity +2
I've also given the NPCs some items that they should have to do their job anyway.

The second sort of issue, is that of challenge. Due to their stats, many early parts of the AP have been fairly easy. But I haven't been able to add too much, due to xp and leveling too quickly. We have dropped down to the medium xp track, and so I think I can start adding more to each combat. Many of the combats have also been single threat, so the players are able to stack up against one foe. I'd like to use an outdoor encounter with a lot of terrain and multiple enemies of varying strengths and abilities to challenge them with.

So, early in the adventure, they sacked a temple to Lamashtu. I'd like a cult that worships Lamashtu to hunt down and ambush the PCs. I decided that the cult is led by Tzeena, a 6th level tiefling cleric that was born to pair of halfling nomads. The red skin and horns sort of scared them, and Tzeena was abandoned. She has been raised by a priestess of Lamashtu. The mentor recently passed away, and now Tzeena is trying to prove that she can lead a cult.

Spoiler:

Lamashtu Cult Leader XP 1,600
Female Tiefling (oni) cleric 6
CE Small outsider (native)
Init +2; Senses Darkvision 60 ft; Perception +4
Defense
AC 24, touch 18, flat-footed 20 (+5 armor, +1 shield, +3 Dex, +3 Deflection, +1 Dodge, +1 size)
hp 54 (6d8+6)
Fort +5, Ref +5, Will +8
Offense
Speed 20 ft.
Melee masterwork morningstar +10 (1d6+4)
Ranged light crossbow +8 (1d6/19–20)
Special Attacks channel negative energy 3/day (DC 13, 3d6)
Domain Spell-Like Abilities (CL 6th; concentration +10; +14 when casting defensively)
7/day—Vision of Madness (+3 attack rolls, skill checks, or saving throws, -3 other two)
7/day – Copycat (single mirror image for 6 rounds)
Aura of Madness – 6 rounds per day 30 ft aura Confusion DC 17
Cleric Spells Prepared (CL 6th; concentration +10; +14 when casting defensively)
3rd—bestow curse (DC 17), cure serious wounds, prayer, rage*
2nd—bull's strength, hold person (DC 16), silence (DC 16), spiritual weapon, touch of idiocy* (DC 16)
1st—bane (DC 15), disguise self*, entropic shield, obscuring mist, shield of faith
0 (at will)—guidance, resistance, virtue
* Domain spell; Domains Madness, Trickery
Statistics
Str 18, Dex 16, Con 10, Int 8, Wis 18, Cha 11
Base Atk +4; CMB +7; CMD 20
Feats Brew Potion, Combat Casting, Dodge
Skills Knowledge (religion) +5, Spellcraft +5, Stealth +16
Languages Common, Abyssal
SQ aura
Combat Gear: potion of magic weapon, potion of cure moderate wounds (2)
Other Gear: masterwork morningstar, +1 mithril chain shirt, belt of dexterity +2, silver holy symbol, 57 gp

Tzeena met Draxel, another tiefling born to halfling parents. The two have become lovers and sort of act as matriarch and patriarch to the cult, for now. Draxel's most notable features are the fine fur covering most of his body and his oddly jointed hands.

Spoiler:

Manipulative Tyrant XP 1,600
Male tiefling (Rakshasa) sorcerer 6
CE Small outsider (native)
Init +7; Senses darkvision; Perception -1
Defense
AC 20, touch 16, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 dodge, +1 size)
hp 42 (6d6+6)
Fort +4, Ref +6, Will +5
Resist Cold 5, Electricity 5, Fire 5
Offense
Speed 20 ft.
Melee dagger +3 (1d3–1/19-20)
Ranged dagger +7 (1d3–1/19-20)
Bloodline Spell-Like Abilities (CL 6th; concentration +11)
9/day—Silver Tongue; +5 Bluff to tell one lie, cannot be made to tell the truth
1/day – Mind Reader; Detect thoughts as standard action as if 3 rounds
Sorcerer Spells Known (CL 6th; concentration +11)
3rd (4/day)—Ray of Exhaustion (ranged touch +7)
2nd (7/day)—flaming sphere (DC 18), Hideous Laughter (DC 20), Invisibility
1st (8/day)—Charm Person (DC 19), Expeditious Retreat, Grease (DC 17), Mage Armor, Sleep (DC 19)
0 (at will)—acid splash, dancing lights, detect magic, light, mage hand, ray of frost, read magic
Bloodline Rakshasa
Tactics
Draxel has cast Mage Armor before combat
Statistics
Str 8, Dex 16, Con 13, Int 12, Wis 8, Cha 20
Base Atk +3; CMB +1; CMD 14
Feats Dodge, Eschew Materials, Improved Initiative, Spell Focus (enchantment)
Skills Bluff +16, Disguise +14, Spellcraft +10, Stealth +15
Languages Abyssal, Common, Halfling
SQ bloodline arcana (+3 to the spellcraft DC to identify spells being cast), Fiendish sorcerery
Combat Gear: necklace of Fireballs II
Other Gear: dagger, cloak of resistance +1, ring of protection +1; 375 gp

The third major member of the cult is a half-orc slayer by the name of Yugnark. Yugnark was raised by two relatively human looking half-orcs. His overly orcish appearance crushed any hope they had of assimilating into human culture. Therefore they banished him at an early age.

Spoiler:

Assassin of Lamashtu XP 1,200
Male Half-Orc Slayer 5
CE Medium humanoid (human, orc)
Init +1; Senses Darkvision 60 ft; Perception +9
Defense
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 65 (5d10+15)
Fort +6, Ref +5, Will +2
Defensive Abilities orc ferocity
Offense
Speed 20 ft.
Melee+1 battleaxe +10 (1d8+5/x3) and masterwork handaxe +9 (1d6+2/x3)
Ranged throwing axe +6 (1d6+5)
Special Attacks sneak attack +1d6 plus bleed, favored target (+2 2 targets)
Statistics
Str 20, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +10; CMD 21
Feats Dazzling Display, Intimidating Prowess, Power Attack, Tow-Weapon Fighting, Weapon Focus (battleaxe)
Skills Climb +13, Intimidate +14, Perception +9, Survival +9
Languages Common, Orc
SQ slayer talent (bleeding attack, ranger archery training), track
Combat Gear potions of cure moderate wounds
Other Gear +1 battleaxe, masterwork handaxe, masterwork chainmail, belt of giant strength +2, 15 gp

Finally, the group struggled to find the party, so they hired a morally depraved tracker/poacher by the name of Tik. Tik loves money and his horse, in that order. He is willing to do just about anything for coin. He prefers to stay as far away from combat as he can though.

Spoiler:

Mounted Archer XP 1,200
Male Human hunter 5
NE Medium humanoid (human)
Init +6; Senses low-light vision, Perception +10
Defense
AC 22, touch 16, flat-footed 16 (+4 armor, +6 Dex, +2 natural)
hp 50 (5d8+10)
Fort +5, Ref +10, Will +3
Resist fire 5
Offense
Speed 30 ft.
Melee masterwork falchion +4 (2d4+1/18–20)
Ranged +1 composite longbow +9 (1d8+2/×3) or +1 composite longbow +7/+7 (1d8+2/×3)
Hunter Spells Prepared (CL 5; concentration +7)
2nd – barksking, cat's grace, resist energy
1st—cure light wounds, faerie fire, magic fang, obscuring mist, speak with animals
0th (at will) – detect magic, flare (DC 12), resistance, stabilize
Statistics
Str 12, Dex 22, Con 13, Int 10, Wis 14, Cha 8
Base Atk +3; CMB +4; CMD 20
Feats Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Stealth Synergy
Skills Handle Animal +7, Perception +10, Ride +15, Stealth +17, Survival +10
Languages Common
SQ animal companion, animal focus (owl), nature training, wild empathy (+4), precise companion, track, hunter tactics, woodland stride
Combat Gear potion of cure moderate wounds
Other Gear +1 composite longbow, lesser bracers of archery, eyes of the owl, efficient quiver, masterwork chain shirt, 45 arrows, 67 gp

Charger the horse animal companion

Spoiler:

Charger
Horse animal companion
N Large animal
Init +2, Senses low-light vision, scent; Perception +6
Defense
AC 21, touch 11, flat-footed 19 (+4 armor, +2 Dex, +6 natural, -1 size)
hp 55 (5d8+15)
Fort +7, Ref +6, Will +2
Offense
Speed 50 ft
Melee bite +7 (1d4+5) and 2 hooves +7 (1d6+5)
Statistics
Str 20, Dex 14, Con 17, Int 2, Wis 12, Cha 6
Base Atk +3, CMB +9, CMD 21
Feats: Armor Proficiency (light), Power Attack, Skill Focus (stealth)
Skills: Perception +6, Stealth +8
SQ: animal focus (owl), evasion, link, share spells, woodland stride
Tricks: Attack come defend down guard heel, stealth, seek, stay
Gear: chain barding, masterwork military saddle, saddlebags

The group will be leading a cult of almost 20. The other 20 will be a mix of humans, half-elves, half-orcs, and tieflings, though the race classes though. I'm thinking I will use the skulking brute, poacher, and war priest from the npc codex.

This encounter will be the only encounter for the day, so the characters will have all of the hp, abilities, and spells. I'd like it to be a little challenging, both in tactics and individually. Have I gone over the top?

My idea is to have a couple of the low level NPCs, scouring the town for the party. When one of them finds the party, they try to surreptitiously observe them, primarily trying to figure out when they will leave town. When the party leaves town, whichever NPC was tailing them has a horse waiting at the town gate, and will attempt to ride ahead and alert the ambush. This does present an opportunity for the PCs to get a heads up, but they won't know where the ambush is taking place. Even the tail can't describe the ambush site, since he has been in town trailing the PCs while it is set up.

I'll have the rogues and those with a higher stealth check set up behind some trees. About 100 feet beyond them are the less sneaky types. The sneaky ones will try to wait until the party is mostly passed them, before beginning to fire arrows into them. The group still ahead of the party will use that as the signal to charge.

Is this just waiting for a TPK? Give me your advice. I don't really have a map drawn out yet, so I need to figure out the exact arrangement of the ambush.

Thanks.


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Yes it should be fair and consistent.

If you want her to "cast a spell" and have a hush fall over the room, then you need an answer for, "Spellcraft, what spell did she cast?" If the answer is, "one she researched," then your players might get interested in learning from the gypsy. If the players keep going back to her, then you might need more stats. If your players ask for a spell, then you need an idea of what she can cast and how often. Otherwise you are getting into a situation in which the NPCs follow a completely different set of rules from the PCs, and frequently that leads to somebody getting disappointed.


So, I've been looking over the monster manual trying to plot and plan adventures, and I had a thought.

Many of the low CRs, 0-3, can be thrown in pretty easy. Goblins, orcs, gnolls, etc all have a pretty basic place in adventures and Golarion. People aren't too surprised to see a band of orcs in the area or even a few wandering ogres.

In addition, most of the CR 10+ monsters are constructs, outsiders, dragons, or otherwise highly unique and special creatures that have a definite place. These creatures are fairly easy to work into a compelling story and aren't just wandering around.

The problem I have is with the in between. Monsters between CR 3 or 4 and 10. These creatures include bulettes, gorgons, chul, and behir. Many of these seem like creatures that should be feared and well known, and therefore easy prey for adventures. In addition, creatures like the bulette state that they drive off most other predators. This means its very hard to justify more than a 15 minute adventuring day to go kill a bulette.

I would like to start seeding some rumors of some of these creatures. But it seems like my only two choices are single encounter days, or create a herd/village/band of one type of creature with sentries and a higher CR nucleus.

It just seems like there are many CR 5-10 creatures that are supposed to be naturally (relatively) occurring in the wild, but are so territorial or solitary that they limit their use.

I'm not sure if this rambling thought made much sense, but if you can help with any ideas for adding to CR 5-10 encounters I would appreciate it.


Well, I just got to thinking, and looked at a map again. I realized that there is the Whisperwood listed in the RotRL anniversary edition on the southern edge of the hinterlands. There is also a Whisper Woods in Cheliax.hmmm. Not the same thing. So, lets change things again. The fey are keeping something Thassilonian pinned deep within the forest and don't want outsiders looking into it. Maybe one of the runewells? This also adjusts the needs of the encounter slightly. The elder fey don't have to justify holding off a demon horde, just keeping a runewell hidden.

SO the Varisian Whisperwood states that it runs much of the length of the Lost Coast Road. So The wood could be about 30 miles long and about 3 miles wide at the ends, possibly 6 miles wide at the thickest part.

A treant druid9 would be about CR 13 and make a fairly respectable guardian with a decent number of hit points and 5th level spells. The grove of dryads is led by a Fey-Blood Sorcerer14 Which would be about CR 15 and have 7th level spells. The dryad grove then consists of an additional 5 dryads. There is an extended family of two-dozen brownies, a village of 1,000 sprites, 3 separate bands of 8 atmoies each, 4 bands of 6 grigs each, and 5 satyrs. In addition, the forest boasts a cougar, 2 black bears, a herd of elk, a pack of 5 wolves, a few raccoons and boar, and countless birds, squirrels, and other rodents. There is also a mated pair of unicorns that call the forest home and may ally with the fey.

Finally, there will be a court of evil fey led by a nixie witch 10. She isn't as powerful as the treant or the dryad, so she can't directly confront them. She thinks that it would be better to use the power of the runewell to force people to stay out of the forest. Her court includes a couple of twigjacks, a half-dozen quicklings, and she can call on some of the sprites as well.

Once the PCs show up, she decides that its time to make things deadly, and has the quicklings try to kill of PCs, while the other fey are only trying to scare them off.


They don't. They will be asked to help by the loggers, but once they get involved, they can side with whoever they want. Heck, they could even just leave if they wanted. So far, the PCs have been pretty point and shoot. They see things and immediately start attacking. I'd like to set up a few encounters that aren't just combat, or at least, not just Kill Kill Kill. This will hopefully provoke them in thought a bit.

I think I'd like a grove of dryads. I'll throw in the bog nixie as well. Thinking she can do better against the demons as well.


Thanks for the help. I am thinking some more and coming up with ideas. The party is based in Sandpoint, so I'm thinking of using the northern tip of the Whisperwood. Since there is supposedly an open pit to Hell, the fey have been keeping the devils away from this direction. I may increase the distance beyond just 1/4 mile. That seemed too short for me to, but I wasn't sure how far I want the fey to respond. They fey have been here for many years, but they have been focused on the devils to the South and the humans logging to the North were such a distant problem. Only now they can't really turn too much attention, because the devils will overwhelm them. This also gives the party an incentive to make a peaceful resolution, because if they don't, Sandpoint may be overrun.

I like the Nixie or forlarran idea.

Wife is calling, I'll post more in a bit.


Yes, Ferngully. But in which the fey have a reasonable to high chance of winning against just loggers. Does an asdventure like this already exist for PF? Or even 3.x

The party is 5th level. Sorry, I forgot that.
I was lookidng through Fey Revisited, and it talks about sprite villages being 1000 individuals. I'm not sure that having 1000 sprites would necessarily make things impossible. So I may just handwave and say there are effectively infinite sprite in the forest unless the party really goes out of their way to slaughter them and track them down. I'll throw a few sprite in every encounter, just to add further targets or distractions.


So this seems like it should be a fairly basic adventure, so if it already exists and somebody could direct me towards it, that would be great. Otherwise, I may right up a few encounters of my own.

So I'd like to have a brief side-quest for my party vs the fey. A group of loggers are having trouble in an area and think it is haunted. Trails change, tools have gone missing, animals have gotten in their food, loggers keep falling asleep, sounds surround the campsite at night, they keep seeing ghostly figures in the distance, groups of trees move in the night, and fires turn into smoke. etc. and multiple suggestions to tell the loggers that trees have already been cut down, trails go different directions, orders were different, etc. So far 5 loggers have gone missing, plus one has been found dead.

A group of 6 dryads reside 1/3 mile(?) away from where the loggers are logging and along with a couple of satyrs, and a small horde of atomies, sprites, and grigs are trying to scare them away. I'd like to keep at some to most of the fey good, to really open the possibility of dialogue. It might make some of the characters really question how much violence. So far the fey have only killed one person, and everybody agrees he was a notorious bully.

I think that most fey would not want to put too many animals in danger, so they might be using a few racoons and squirrels to help destroy food. Moles and badgers might also burrow under the tents or loosen stakes. I'm thinking of having one or two combat encounters with a bear, an elk or two. I've just got to string it all together now.

My idea is to have the party start at the logging camp. They can ask around and at least find out what has happened. As soon as they enter the forest proper, the atomies and sprites try to use dancing lights to seperate the party and lead them into a bees hive or a bog. That night, a couple of atomies try to shrink item and steal some of their items. The atomie might also try to encourage the horses to revolt. Grigs will keep using pyrotechnics to make keeping a fire impossible. With invisibility and/or stealth +19, plus distance and other factors, I doubt the players will observe them. If they continue, the satyrs show up and use ghost sound or suggestion, along with dancing lights from the atomies and sprites. I don't think the grig will use entangle too much, since that sort of seems like overplaying her hand.

What other sort of suggestions could the satyr use? Go this direction, go back, (side note, does the recipient have to see the caster to be affected?)
If they need to, 1 or 2 of the dryads could suffer sickness to travel further away from their trees and use wood shape and treeshape to confuse the party as well. Go to sleep under a copse of trees and then have it move. Go to sleep in a clearing and wake up in trees. The party will be immune to the satyrs sleep spell, but the dryads have deep slumber.

If the party has been relatively peaceful so far, and they do reach the dryads' grove, they find the missing loggers charmed, but otherwise unharmed. They have room for peaceful negotiations now.
I believe my players will just slaughter them as they see them, but I'd like to make some incentive for them not to. Hopefully the lack of killing so far and the good aligned fey will help that.

Or I could give a couple of the fey class levels as well.

What would a reasonable number of fey be? They won't all be encountered at once. 6 dryads, 3 or 4 satyrs, and about 10 each sprites, grigs, atomies?
If they continue on after that, the satyrs show up


The rogue is winning initiative, so commonly gets in front of her by going first.
We are playing Rise of the Runelords, so some of the bottlenecks are written in. I do plan to add in some side-quests that are more open and see what happens.

She loves dealing damage and attacking. I think her main complaint is that everything she has taken so far is for something cooler at 10th-12th level and not really useful now. She complained that she doesn't get to use combat reflexes much and lesser beast totem is not as useful as straight attacking with a weapon.

I think some of the problem is that the cleric is a crusader and so makes a point of trying to get to melee quickly as well. Right now, since the barbarian does not have iterative attacks and goblins die quickly anyway, the cleric is making her feel extraneous.

I think her big complaint is that each time we level up, everybody else gets cool new toys, when she is picking toys that will open up other choices later, but aren't that great by themselves.


Thanks for the responses. She is aware of pounce and come and get me, which is why she took lesser beast totem and combat reflexes. She is just frustrated that her only option is still "attack" and not that creatively either. She has looked at superstitious, but she is worried about saving vs friendly spells too. In addition, it doesn't help that the cleric and rogue are both racing her to the front line. She cant really find a spot to protect or jam up.

I don't think a greatsword or nodachi is so much better than the earthbreaker that it is a must. I will continue to encourage her towards a reach weapon.

Like I said earlier I think I will encourage her to carry potions of enlarge person, since those should help out her reach and damage.


My wife is playing a barbarian and just hit level 4. Its her 3rd or 4th character, but only her first that has actually leveled up at all (multiple false starts of campaigns). She has taken combat reflexes, lesser animal totem, and knockback in addition to power attack and raging vitality. She has commented that she has not been able to use the first three at all so far. We are playing Rise of the Runelords

Spoiler:
and they just finished clearing out Thistletop, but missed the plant tunnels on the cliff.

A lot of the encounters so far have been in enclosed spaces, so 1 or 2 PCs have been able to block hallways and doors and prevent monsters from surrounding them. She also likes the higher damage of the earthbreaker over a longspear.

She really enjoys the massive hitpoints, raging, and DR (invulnerable rager), but she does become a little bored at the lack of options. I've told her that there will be a big pay-off soon. I've also tried telling her to use her animal totem to make two attacks, but she isn't fond of the lower damage.

What kind of advice should I give to her? I think the biggest might be, "use a longspear more." She is playing a Shoanti barbarian, and has so far tried to stick to the RP of tribal type weapons, so she hasn't been interested in a lot of the polearms.
I tried to suggest having the party wizard know enlarge person but then he never cast it. I could suggest or allow her to find an item that casts enlarge person a set number of times per day (or does one already exist?) or start carrying enlarge person potions.


To me, the question thing might also represent what type of information the character traditionally researches. For example, maybe a wizards really likes to know what spell-like abilities other monsters have and always asks that as his first question? I would then think of that as a roleplaying quirk of the character being interested in that type of information and seeking it out to the exclusion of other information.

I'm also afraid that my version of "most famous" might not coincide with a player's, and that leads to problems.

Now, if there is some bit of information that is vitally important or brain-dead obvious, I might include that at the base DC 10+CR.

I am finding more and more lately, that many players do not have the same background and "obvious" or "common" information is not always considered the same. While goblins and orcs are a little ubiquitous, even something like a boar can result in mental pictures from Wilbur to Okkoto.

Tangentially related RotRL spoiler:

I had a player make a decent knowledge[planes] check to identify the quasit in the Catacombs of Wrath. As part of the basic description, I stated that quasits are commonly familiars, which then led to a search through the catacombs for the real spellcaster.


I have been using a policy that a GM in PFS used a year or two ago. The basic check reveals the name and type. Every 5 after that allows 1 question, i.e special attacks, immunities, defenses, etc.


It sounds like you have two problem players and three that are pretty decent. I would suggest taking the two aside, individually, and having a frank chat with them about expectations. If they want to play "mercenaries and entrepreneurs" then ask them not to come back and run with only 3.
I would possibly also suggest that if the same two people are consistently showing up late for no good reason, then start on time and you run their characters. They get 0 xp for the part that they miss.
Finally, since it seems that some people cannot handle their alcohol; don't open alcohol. Soda, coffee, tea, etc are all perfectly acceptable beverages.

It appears that two of your players just want an excuse to hang out and get drunk. So maybe you should try to clear a night every couple of weeks where you can just go hang out and get drunk, but then leave game night for gaming and they aren't invited.


I would be worried, especially at 1st level, about the worg being an independently intelligent creature. They aren't just magical wolves. It would be more akin to having a dragon or orchid as an animal companion.


MrMagpie,
Hopefully I'm not coming across as too antagonistic, but I think you are letting this be a larger problem than it should be and then refusing to accept advice because you think any direct attack on the sniper will be turning the game into "player vs DM." I have a few thoughts so I may be a little meandering.

There has been a great deal of advice about retreating, flanking (tactically, not the rule), readied actions, etc. In addition, if the player is taunting you and the other players, that needs to be dealt with OOC.

Is he taking the -8 into account for shooting into melee and soft cover? If he is, how is he still hitting? If not, why not? Are the NPCs spreading out so much that the PCs aren't engaging them all? What is going on that allows him to shoot, from hiding, with sneak attack, against targets not in melee.

Also, I'm a bit confused, are they 3rd level or 5th? You stated that the wizard was 5th, but now the rogue is 3rd in the same campaign? Or did I just read that wrong? That might be part of his attitude right there, if he is in higher CR encounters due to the rest of the party and the part of the AP.

At about this CR it is not uncommon for various forms of DR to show up. In many ways that will completely stop his tactic as well. .

One problem with comparing the halfling sniper to real life snipers, and therefore the tactic, is that real life snipers try to go for one clean shot to kill. They don't pincushion a target to death like he is attempting. Also, 30 ft isn't really sniping and isn't that far away.

Many intelligent NPCs will base target priority off of who they think is the most dangerous. Now dangerous could mean a lot of things, but vary rarely will it mean the bee sting coming from "that direction." Bards, wizards, fighters, they all pose a direct and immediate danger on the battlefield. The sniper doesn't usually.

You keep coming back to the, "can't be found, 1 damage a round forever, and he wins" line of thinking. But why are the NPCs always letting him go at them for 1 point of damage forever?

What do the other players think?

In the end, I think the biggest thing that is allowing him to "getaway" with so much sniping is the way you construct the battlefield and play the NPCs.


The Iron Kingdoms roleplaying game does the terrain bit completely and it works out well. But then again, the new Iron Kingdoms RP is based off of Warmachine and Hordes which are miniature wargames.

The big problem with a lot of pre-produced terrain is that it is expensive and tries really hard not to be easily split into 1-inch increments. Because most wargames actively dissuade pre-measuring, they also dissuade terrain that can be easily used for measuring.

Also, most of the time, wargames don't fill up an entire table with trees, buildings, or large outdoor terrain, so that can be especially expensive/difficult.

Finally, this is a great deal of what dungeonforge is.


I guess I don't want to make crossbow too great of an option, because its not. Trying to depend solely on ranged sneak attack, especially with so few attacks a round is hard and can be extremely frustrating. But in my mind, some of D&D/Pathfinder is that way. Not everything is equally AWESOMESAUCERULEROFTHEUNIVERSEAAARGH!!!! Some things suck. I'm willing to help him make it suck less and I'm trying to show him all of the penalties and complications, but I don't want to turn it into something its not.

As an aside, intellectually, I'm having trouble wrapping my head around weapon damage increasing like a monk's fists. It just seems cheesy. Lets just do away with weapon damage and have flat charts based on level.


This might be more relevant in PFS, but if I bring a bard to the table stacked with charisma and social skills, and then have to spend half the session arguing with the fighter about who gets to Diplomacy the guards, I might be a little frustrated as well.
I think that whenever you are looking at ways to make a fighter better, whether through options or houserules, you need to make sure you aren't stepping into a role that is hard to split, only worse at it.

Traditionally, you only need one party face, a second face just means they have to split their screen time. There are times when the party gets split up or the primary face isn't available, but if every social interaction turns into, "My turn, no my turn," it gets old fast.
In addition, if the party face has a +13 and the fighter has a +10, then you run into problems as well. Either the fighter is able to make the checks, in which case the face gets frustrated, "why did I bother to focus on Diplomacy?" Or the fighter fails, in which case, "why did I even try?" and/or you have times where the face thinks, "This role isn't too hard or doesn't matter too much, I'll let the fighter have it, in which case we go back to the fighter being frustrated for even trying. Or the final option, the fighter tries and fails, in which case the face gets frustrated because they know if they had been able to roll they would have succeeded.

TLDR; sometimes think about what role you are trying to replace.


I'd like to stick primarily to Paizo products, if only because that's what I own. I don't own any third-party products and I do not have the budget to be supplementing my players. He is also pretty new and I'm not sure when he is going to pick up a PHB, let alone anything else.

I understand Sniper isn't necessary, but I'd like to give him the option. And sneak attack at 40 or 50 feet can be a lot more feasible than 30 ft.


This may be over analyzing things, but since there is the throwaway line about Shadowmist's merchant owners going to Sandpoint I was thinking of including that in my campaign. I was going to modify it slightly though.
My idea is that a day or two after the Festival, the party will hear a disheveled and dirty merchant complaining about being attacked by goblins and robbed, therefore losing all of his goods and missing the festival.. I'm deleting the "second" horse and l=having only one merchant. He will be trying to sell enough to pay for lodging and a new horse to travel to Magnimar.


We are starting at 1st level and his states are as follows after racial modifiers; Str 11, Dex 19, Con 12, Int 12, Wis 10, Cha 15. We are starting at level 1 doing the fast track through Rise of the Runelords, so a build that isn't fun until 10+ won't work.

Spoiler:

There are about 20 traps in the entire adventure. About 13 of them are mechanical and 7 are magical. Most of the magical one occur in the same adventure during chapter 5.

There aren't a lot of opportunities to use disable device, but a few of the magical traps are pretty painful if you miss them. I think I will have a chat with the player tonight and see what he says.

I will make sure to show him; vital strike, swift as shadows, chameleon, bandit, urban ranger, sniper, and crossbowman.
I still think that he doesn't care about spells from a cleric and he is much to inclined to stealing to worship Abadar.


The way I look at intimidate is a lot more like Adelei Niska's speech to Mal in Firefly about reputation. Or maybe in Person of Interest when John tells the thug he will burn a quarter million dollars to convince the thug's boss that the thug stole it. Or even in Wizards First Rule when Zed has the peasants describe all the horrible things a warlock can do and then compliments them on their bravery for confronting him. What I'm getting at is, intimidate isn't just flexing your muscles and growling. Or even just saying "I keel you." Intimidate is making the person believe that you will do horrible things to them, their family, their career, or something that they care about. That is why it is charisma based. Can you eloquently and believably state the threat.

In this instance, I probably would have told the players that "f-off or I kill you" isn't enough for any sort of intimidate.

Maybe I am reading too much, but since intimidate specifically uses friendly and unfriendly, I would also be inclined to go back to diplomacy and look at what sort of things friendly and unfriendly allow. And there is a line that states, some requests automatically fail. This might fall in that area.


I understand crossbows aren't the best weapon, especially for a feat-starved rogue that wants to focus on sneak attack. But it is what the player wants, so I just want to help him make it work as much as possible.

I don't think cleric/monk is what he wants. I'm hesitant to allow a cleric of an evil diety and I don't think he'd be interested in spells anyway.

I will show him the sniper/crossbowman build and see what he thinks. He will give up trapdinding, but that only effects magical traps. I will take a look through RotRL tonight and see how many traps there are and what the magic/mundane split is.


I am DMing Rise of the Runelords witha party of 6 and I have one player who I am trying to help. He is fairly new to roleplaying and very new to pathfinder. He says that he has played a few times before, but they were either 4E or "just messing around" and not to careful with the rules.
When we started his first words regarding a character were, "My favorite character was a thief/fighter," quickly followed by, "halfling."
We have played 1 session, so he has to keep the halfling, but I will be allowing him to move some other things around if he wants to.
When asked about what he actually wants to be able to do, he stated;
master thief and long ranged crossbow attacks. Scales buildings, sneaks into the king's treasure, kills the evil guards, and sneaks away with all the lewt.
So, what options should I show him for his character. I'm trying to steer him away from splitting too many abilities, but I haven't played this sort of rogue before. Our party already has a ranger that is also focusing on archery and wilderness skills.

I thought about showing him urban ranger, but I don't think he cares about spells. I could see if he likes skirmisher to replace spells. The party does expect him to be able to disarm traps.

I think that's the info I got. Are there any suggestions for archetypes, classes, racial abilities? I'll let anything from PRD go fine. If its on d20pfsrd, its still gotta be Paizo. No 3rd-party.


Do you use many npcs with class levels? Mix up the DR? It seems like the archer would suffer from higher DR if he is depending on volume of attacks over quality.
NPCs with class levels also canvary the combat. Warriors and adepts can stack pretty high levels Anne therefore decent BAB and spells for their CR. Also, through in environment interactions. Have archers up in rafters or lots of difficul terrain. Require climb, aceobatics, and swim checks.
A swarm of goblins flanking and using aid another can add up to high to-hit rolls pretty quick. Even not intelligent creatures frequently now how to instinctively flank and assist eachother.
Take a cue from Tucker's Kobolds and use small tunnels and areas they have to crawl through.
Have speaking NPCs taunt them or yell out commands in front of them. If the oracle and monk have high AC but low damage output, let combatants comment on it.


I would think that trapping monsters with only an exit to town and expecting them not to go after the town might be worth a fall, especially then running away at the first sign of any sort of danger. The paladin's actions pretty much directly led to the town being destroyed. I'm not familiar with this specific AP, but assuming that monsters won't do monstrous things and putting them in a situation that begs them to be monstrous is not exactly a good thing.


I would use a little card or table tent that has your AC on it, so that you can display your AC at all times. Also, if any styles are active, you can write them on the card. I think some of the annoyance or friction may also be if your DM isn't quite sure when/why you change. Not that I'm suggesting you are doing it, but I could see;

DM: Whats your AC?
You: 21
DM: Okay, 22 I hit.
You: Now its 25.
DM thinks, when did that happen, are you just telling me that?

Edit: and Ninja'd


I guess I'll go ahead and try to elaborate. We started with the Festival and tried to run a few games. The group was moderately interested and kept going to games, but also had an attitude of, "okay, what next?" I also have 6 players, and they seemed a bit uninterested in letting individuals do things. There was a lot of, "well then I'm there too." So after a few hours of the festival, we started the attack.

I'm not sure what should and shouldn't be in spoilers, so I'll do my best.

Spoiler:

The first goblin attack went fine. I described a few goblin antics. The player's got a little mad at all the wasted food. But they didn't spread out much and kept the goblins contained fairly quickly. They immediately wanted to rush off, so the goblin pyros happened with almost no break. Even that combat didn't stress them too much, and not many were injured. They didn't really want a break here either, so Die, Dog, Die started pretty quick. Again, they made decent work of the goblins. I did double a lot of the goblin groups, but I wasn't rolling well and 14's to hit are hard to come by. The party ranger with favored enemy goblin noticed that two different tribes were present and became concerned.

So they immediately went to the Rusty Dragon and Lord Foxglove tried to thank them. Only one player actually wanted to talk to the Lord and wasn't very interested in the boar hunt. Foxglove went away a little disappointed, but left the invitation open. They went to bed for the night.

In the morning, 3 of the players wandered off into the woods to chat about goblins and the other 3 ended up with Father Zantus looking into Tobyn's tomb. They made quick work of the skeletons due to channel energy, but the skeletons got some good hits in as well.

Spoiler:

At this point they really decided that something big was going on and started running around bothering everyone for information. They grilled Father Zantus and the Sheriff regarding the temple burning down and as soon as Nualia was brought up one said, "If you even say her body wasn't..." So they have kind of already guessed her involvement from a storyline idea. I probably should have run the Shopkeeper's daughter or Something int he Closet, but I let them rush around. They did encounter Lonjiko at the Rusty Dragon and confronted him pretty quick.

They asked around a bit and found out about Shelelu, so they started running everywhere looking for her. It was obvious they really wanted something to happen, so I went ahead and had Shelelu show up to talk to the Mayor and Sheriff. It is now technically only one day after the attack and we finished with them returning to their rooms to sleep. The sheriff is leaving in the morning, but I think I'll have a lot of the rest just stop. Most of the citizens will return to their lives and assume that nothing is wrong. If they go wandering off into the woods, I'll run some sidequests with other tribes, possibly let them go to Thistletop if they think of it. I figure, 2 days to Magnimar, at least 2 days in Magnimar getting help, 2 more days back to Sandpoint means 5 days on their own. I'll wait 2 or 3 days before Ameiko goes missing.


I'll go ahead and let Monster in the Closet still happen, Father Zantus will just be the one to respond after the PCs clear it out.


So, I have ran the beginning of Burnt Offerings twice and both times the players chomp at the bit to go after the goblins. I have tried to run some of the mini encounters, but the entire group is very suspicious of the goblins and just want to figure out what's going on. Do you have any suggestions, or should I just let it speed up?


I tried posting earlier, but the site went down right as I submitted it.

I am having trouble printing this out to the correct scale. Its appearing as either one page or just 3 or 4 pages of just the left side. Any suggestions?


Stonk wrote:
Stuff

Would you be willing to post all of your street notes? Or at least message or e-mail them?


Looking at the 3.5 version of the module, she was 4HD; 2 levels of rogue and 2 HD for lycanthrope. 3.x also did not have the "none" entry on the detect evil table. I haven't actually noticed that before, just assumed it was the same as before. Those little changes always rear their ugly heads. Also, another change was the targeted detect evil from normal radar style. The same paladin in 3.5 could have used detect evil on anything or at anytime and happen to catch part of the girl, now you have to target them first.

Currently, she is wandering through Darkmoon Forest alone with the werewolf, so there aren't many NPCs nearby. I figure that as long as she isn't hungry, she won't have reason to eat my wife. I'd like to give her a few clues before the girl turns on her, so it doesn't seems like a complete surprise.
So I guess I'm asking, what kind of hints or clues can be dropped that don't look like up giving it away, but can continue to lead her towards, "something's not right."?


I am running my wife through Crown of the Kobold King alone. She is playing a Dwarven Paladin who left the Five Kingdoms because her father tried to restart the cult of Droskag. She has no idea what is coming. On to the advice part. She has just started and has met Jeva.

Spoiler:
Jeva is a little girl who is a werewolf and burned down an orphanage that was taking care of her. The headmistress had tried to purge the evil from her with nightly ministrations of silver and whippings. Jeva is supposed to stalk the characters and spring on them at some opportune time. If she is detected, she cozies up to the characters and offers to help them out a bit.

Jeva doesn't want most people knowing what she is, so she will hide it in general and will not be forthcoming. My wife doesn't want to be too suspicious, but has wondered how a little girl is able to survive for 2 or 3 months alone in werewolf infested and otherwise dangerous woods. She has picked up that the girl has been mistreated and has not been telling her the entire story, but she's not sure what she is missing.
Spoiler:
In the orphanage, there was a silver dagger and some wolfsbane that would have been some clue, but my wife ran away from a spider swarm and didn't investigate too much.

Just recently, my wife encountered two bugbears dragging a dead lumberjack in the forest and was able to defeat one before the other knocked her out. She woke up with Jeva and a campfire. I think right now she assumes that I hand-waved the other bugbear wandering off. Jeva has made one reference to looting one of the bugbears. The human lumberjack's body is still around, but the two bugbear bodies are not. If she asks, Jeva will be evasive. This could lead to her finding out if she finds the other bugbear body.
If she doesn't find any clues from the bugbears, I will wait until the next time she camps and have Jeva wander off while she is sleeping. She will find remnants of a wolf's meal near the campsite. Things could get solved easily if she detect evil, but I don't know if she thinks she has a reason to and if I come out and suggest it, she will know something is up.
There is also the side that she will possibly try to redeem the little girl, which could be interesting. She is slightly starved for attention.
Any advice would be greatly appreciated. Hopefully I spoiler tagged the right things and all.


My in-laws computer is behaving oddly and it is very annoying. The mouse double clicks all the time on single click. Its extremely difficult to move windows around or use the mouse at all. I'm not sure everything they have set up, but does anybody have any suggestions for things to look at?


When I run goblins, as well as orcs, trolls, and ogres, are pretty close to vermin. I describe them as being pretty murderous, willing to eat intelligent creatures, and not that civilized. Essentially, I side with Tolkien. A not-evil goblin will usually be more likely to retreat away from goblins as well as the "good" races than anything else. It still is obsessed with fire, fears dogs, and will most likely kill and eat anybody who bothers it. He won't go raiding town and villages or stopping wagons on the road, but he's not Drizzt. That may not be for everyone, but that's the way I run things and that's how I try to present things to my players.
I think the worst thing to do, and I've learned this from experience, is switching expectations around on your players. If you expect them to treat goblins like people and go out of their way to save them, then present that in a positive light from the beginning and don't punish them for it. Give them easy ways to save the monsters and easy solutions afterward. As an example; I was running Council of Thieves a few years ago. My players fought a group of tieflings. After a few were unconscious, the cleric attempted to channel energy to heal everyone. A few of the tieflings popped up. When my players started coup-de-gracing and beheading every unconscious tiefling I got upset. In hindsight, I realize I trained them to do that.


Id love to write up a dwarf. I've been a huge fan of FR for 10 or so. I've got most of the 3.x stuff and some 2e resources. I'll look at some stuff tomorrow when I get home to narrow my choice down.


The package was shipped from your facility on the 17th which is 8 days ago, not 5. The package has been with the cusps for 6 days with no record. The other packages frequently take a day to arrive after they are delivered to the post office.


Apparently I hate the US postal service.
Tracking information shows that order #2207384 was handed off to the Post Office on the 19th, but my local Post Office has no record of the package. When I contact UPS they say its the sender or Post Office's responsibility, but when I contact USPS there is no postal id for them to find the package.
Thank you for your time and consideration.


The bigger reason I wanted to do something about it was because they are only on day 7 and I wanted them to still have things to do for the next 13 days. I may just handwave and say"you have settled into a routine of work and entertainment." They are getting pretty bored with the repetitiveness of the days. And they don't really want to steal anything else from the quartermaster out of fear of getting in trouble, despite the fact that Groom is friendly.

Somehow I missed that influence is limited to two steps, but in hindsight I may have been exaggerating for effect. The Dc for hostile is two for more than two steps and I don't think he even made it on unfriendly, once you get to indifferent and the Dc is low enough, there aren't more than two steps to go.

As a humorous side-note. They made Rosie friendly before they found out about her fiddle, so they got the fiddle and gave it to Conchabar to give to Rosie. Now they are both friends.


We started playing Skull and Shackles a few weeks ago and have so far played three sessions. We just finished up day 7 and my players have too many friends. At this point Grok, Fishguts, Owlbear, and all but 6 NPC crew members are friendly or helpful. The few NPCs that are still hostile are the 5 that started hostile and attacked the players. I am running with 6 people, but so far I've only had 4 or 5 at any one session. They haven't been doing a lot of gambling or exploring, primarily focusing on influencing so far. I also have two characters that are focused pretty strongly on charisma skills. I have a sorcerer, bard, rogue, barbarian, fighter, and oracle. The sorcerer, bard, and oracle all have high charisma and ranks in social skills and the rogue, fighter, and barbarian have ranks in intimidate as well. When they aid another, they can swing hostile to unfriendly or even indifferent, and a few times 2 or 3 steps on the chart. I'm not sure if I should have Plug try to influence them away, or just end with allowing influencing for the rest of the 20 days. How quickly have your players made friends on the ship.

And some of them did start by failing multiple checks against people that turned them hostile that the bard was able to recover from.


Once difference, and what you may need to keep in mind is that historically the captain wasn't a [spolier=]16th level rogue[/spoiler] that 30 crew men have zero chance of besting in a fight. Typically if 20 people pull guns on you (or swords) you do what they say. Captain Harrigan doesn't have to listen to anybody.

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