Thanks for the suggestions!
I thought my group had been rather brutal lately, so I wanted to see if they'd accept an offer to do something good.
They took an offer to transport 20 freed slaves to Eleder to their alleged freedom. They will likely encounter some Chelish ships on their way there for cargo inspection, though that will most likely end in violence.
I've been discussing in my group regarding poisons and while the FAQ gives an explanation, it doesn't fully make sense when reading the rulebook.
However, if there is still poison active in you when you are attacked with that type of poison again, and you fail your initial save against the new dose, the doses stack. This has two effects, which last until the poisons run their course.
The rules seem to imply that doses stack IF and after you fail the second initial save, in which case the initial DC of the second arrow with greenblood oil would not increase, but the save made during Valeros' turn (using scenarios above) would.
Reading the rules and not the FAQ shouldn't it be like this?
and not like this:
Arrow 1: DC 13 (failed save)
Hi and thanks for the response.
Yes, at the end of our last session we had a small discussion of whether there actually were any illegal items that they could smuggle.
I like your idea, and there are already some people in our campaign I could use. The group is also on its way to Port Peril to find an old friend (Grumblejack from Way of the Wicked by Fire Mountain Games). He is currently in hiding from the prison guards and could use some help to be taken away from the city. Being an ogre he's not the easiest to hide and with a fair bounty on his head other groups might intervene.
I'll try to create a few leads they can follow and see how it goes.
I'm not too worried about whether they'll stay in the Shackles or not, but it's more convenient for me of course if they are following the AP plot-line.
My Skull and Shackles group is dead set on starting a smuggling business (they've just finished Rickety Squibs) and I've set them towards Port Peril to find potential contacts for smuggling runs. They had Rickety Hake install a 5-foot hidden compartment in their ship during the squibbing,
My idea is to first give them a few leads depending on how well they act it out and/or roll. As they're fresh in the Shackles I want to have the first few tasks to test how they fare, before they can get more profitable and risky ones.
Early runs could be to transport a smaller batch of liquor to a nearby island, with later ones dealing with slavery or valuable and potentially forbidden items and people to/from Sargava, Mwangi Expanse, Mediogalti Islands, Rahadoum or even nations further north.
Have you done something similar? What did you do and how did it go?
Hi, sorry for the late reply.
My players had only one rest in Renchurch, and that was before they went down to the basement. As no one made it down alive to warn of their coming, they only had to worry about threats from the outside. With a small army of paladins at their side, they secured the place pretty good before resting.
Galdana was escorted back to Lastwall by a dispatch of paladins. When they later returned to claim their reward he pulled some strings so thay my players got their own lands in Ustalav. One of them is now the new lord of Illmarsh/Innsmouth. :-)
I once bought the Bestiary Box for online use, but unfortunately found it useless.
This is bcause the images files are not consistent in pixel size when compared to creature size (small/medium/large....). Thus it takes just as much time to make tokens from this PDF, as it does by using the Bestiary PDF. The only difference is that the latter is much cheaper to buy.
If you are going to print it, then the PDF is great.
*edit. The irregularly sized images could perhaps be fixed by making the canvas size consistent for the same creature size using a script or other batch processing utility.
I am running a party of four, a barbarian sea-reaver, a half-elf rogue, a halfling bard, and a human gunslinger. No healer per se, but Sandra Quinn is filling in at the moment for them in that sense. During the fight with the Dire rats, 3 of them failed their saves for disease. The fort saves they are failing pretty regularly and they have to save 2x to cure the dire rat disease which does con and str damage. Remove disease is a level 3 cleric, ranger, or druid spell which none of them have access to. There is no loot aboard the ship in any place that has a remove disease spell/potion/wand. They won't be allowed to lay in their hammocks to recover under the healing watch of Sandra Quinn...The first time they lose 2 con from the disease, they will be making fort saves at -1. This is a bit rough for level 1 pc's. How is this supposed to be handled?
The save DC is only 11, so it shouldn't be a problem unless they cannot roll well at all. Remember they only take damage if they fail a save, and use of the heal skill can also help:
Treat Disease: To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease.
Most of the earlier FFs are already available on Google Play or Apple's AppStore, if you're interested.
Creighton Broadhurst wrote:
You're most welcome! The products I have thus far have been great (and will hopefully be put to use in my upcoming campaign).
By the way, I did not receive a message if you sent one.
I have two players (with the occasional third PC when he shows up) use gestalt characters through Carrion Crown (just one session left).
The only issue we've had is that it is much more dangerous should one member fall, and retreat is more often used during combat. Make sure they can carry each other! :)
There are several other threads about this with ideas if you search for "gestalt".
I'm GMing this, but based on my players' success I would recommend the following: Play tactically smart, conserve resources, avoid unnecessary confrontations and run away when necessary, making sure you can carry the other should one of you fall. ^^Also use your surroundings and NPCs for what they're worth. (Assuming your GM will allow you to).
Oops, forgot about that one. They had a huge battle (15 + rounds) upstairs with Lucimar and the Cenobites (who scared the players the most with their multiple flame strikes) in the Rejuvenation Chamber, so I think this was a satisfying end to the second part of the adventure.
But reading the protection from good spell it says:
This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by good creatures or objects, subject to GM discretion.
Considering the party wizard/alchemist is NE this could probably be bypassed, depending on the GM.
One thing we note though, a "normal"* party would likely need multiple attempts at this dungeon, no? With all the spell casters casting hard hitting spells the need for healing seems huge.
*The 2 PCs in my group are gestalt, and they also have a whole bunch of paladins from Vigil with them. Still, Renchurch has been a challenge where they have expended most of their spells.
If anyone is worried about save or dies in the battle with the Gray Friar, my players completed that battle in one round with a nicely placed magic jar on the cleric by the party's wizard.
He never knew the party was there and his +18 will save was not enough against the of DC32. His body is now on the way to confront Adivion with the rest of the party. ^^;
Adivion, also being a solo encounter, might be equally susceptible to this tactic, especially with the lower will save he has.
My main group is having great fun with Carrion Crown, which we have almost completed (one session left). It works very well online.
Kingmaker was also great, but I left the full Kingdom running details outside of mapmaking to the players so I wouldn't have to think about those.
I am using Fantasy Grounds 2 which I think is a great tool for the job. (Been using it for 5 years now).
This is the first adventure where I noticed the NPC Codex as a required resource. I haven't gone back and checked, but because I don't normally read an adventure thoroughly until I'm prepping to run it I may not have noticed before now. So, if I'm wrong, when did this start, and either way is this the plan going forward?
It is not required, but is used for two random encounter entries, should you want to use those specific ones. (They are available on the PRD though).
Oh definitely, but until it's fixed that's a solution. :)
Looking at the image it seems they used a darken tool on those spots (since you can see the texture underneath) and might not have been done by the artist. If that's the case it should be simple for Paizo to fix.
The maps in the AP include the grid when extracted from the main PDF. For VTT this makes the maps more difficult to use than previous APs. If the grid could be on a different layer in the main PDF that would be great!
(The interactive map is not ideal for VTT use, as the maps have to be extracted manually through screen shots).
For the fringes you could just expand the canvas to make more room?
Re patches: You could replace the texture for the whole river, thereby removing the patches. Alternatively careful use of the clone tool combined with a blur afterwards should also be able to hide them too.
Hmm, looking at the map images again from the main PDFs. The grid is fixed to the image, whereas the interactive map versions allows them to be removed. Will make a post in the product thread about that.
Lord Snow wrote:
Please use spoiler tags when discussing other APs! Thanks :)
Regarding the Iconic preview:
It's been half a decade since I studied kanji/hanja, but they don't appear to make much coherent sense. Is it from an old saying?
My players teleported to Vigil in Lastwall*, before riding to Renchurch with about a 100 knights as support.
The battles have a bit more participants now than as written. ^^;
*Vigil is close and houses many of the knights who are supposed to be on guard preventing the Whispering Tyrant from returning. My players and I wonder why this was not even mentioned in AP. With Lastwall being so close it was rather illogical to not go there for help.
edit: I know they have one small patrol currently in Virlych, but if the threat of the Tyrant returning was real, then they would likely do what they could to prevent it from happening.
Would it make it less fun for the other players? For you?
The mechanical changes for the werewolf template aren't that big of a change and would hardly make him outshine the other players (alternatively they could get some more gear to make up for it).
As an afflicted lycanthrope he would also have to deal with constitution checks to change shape.
If he wants to play it I would bring up the topic in the group and decide from there.
In my campaign one of the PCs suggested that everyone should become vampires, but one PC didn't like the idea so they didn't follow up on it.