Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Idol

Olwen's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber. 466 posts. 4 reviews. 1 list. No wishlists.


RSS

1 to 50 of 466 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Yep, looks like you should talk to your GM instead of blaming the writers. :)


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Okay, great! I guess I really wanted to get the free pdf as a subscriber… ;)

Thanks for the quick reply and for sorting it out!


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

I see two Strategy Guides listed for my March order but I'm pretty sure I only pre-ordered one. Is this a bug in the display or a double confirmation when pre-ordering? Either way, is it possible to correct this so I only get one Strategy Guide?

Thanks!


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Yes, Kingmaker looks like a good fit for your needs. Most of the AP takes place outdoors and mounted PCs can have a real good time! There's also a few very mean dragons or dragon-like creatures towards the end.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Well done wrapping up the AP! It's one that I'd really like to GM for my group but, unfortunately, most of them already played it.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Except that WotC will never allow it. They already didn't allow Paizo to release the pdfs of these Dungeon issues. So the only option we have is to go back to the magazines. :)


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Yes, that's correct.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Got it, thanks! :)


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

I played this AP with 4 players and a 15-point buy. It was sometimes a little tough at times in the first book or two but it worked great overall, especially since this AP is set up to have a lot of one-encounter days for which the PCs can use most/all of their ressources. That de facto makes them more powerful than in a regular game when they'd likely have to manage their spells and abilities more cautiously.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

I'd be interested too, if you don't mind (nmartin at mac dot com). :)


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

You should probably contact customer service, Lisa. Dropping a message in the customer service part of the forum is usually quicker than sending them an email.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Thanks for the quick reply and replacement! :)


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Hi Paizo!

It's been almost two months, now, and I still haven't received my September subscription package (AP#86 and Undead Unleashed) so I fear it unfortunately got lost somewhere. I did receive my October subscription which was sent a month later, though. Can anything be done about this?

Thanks! :)


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Have you thought about simply keeping them on the Medium experience track instead of the planned Fast track of RotR (or the equivalent if you're not using XP)? That should keep them about one level below requirements after level 3-4 and could well compensate for you having 6 players with a 20-point buy.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

You can run Shattered Star without having ran the other three APs. It helps to flesh the background and the main NPC's motivations, but it's really not an absolute necessity. When I GM'd ShS, we had only ran half of RotR and I roughly explained the outcome of CotCT and SD, keeping it vague enough so that we could play these at some point if we want.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Well done! How did the final fight against Nyrissa go?


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Let me join the chorus and congratulate you on finishing this campaign! :)

I still hope to run it myself, one day, maybe using Mythic Adventure to convert the final NPCs to Pathfinder… One day… Maybe…


2 people marked this as FAQ candidate.
Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Is the "Strong Life" ability of the spiritualist investigator archetype supposed to be a level 2 ability? Contrary to the usual format, this ability does not have the "At x level,…" phrase.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Or closing your eyes and fighting blind. One chance in two to hit instead of one in number of images.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Well done!

How did it go in the last book and encounter? My group and I found it was a little too easy towards the end but we still had a lot of fun throughout. :)


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Well done! It's always quite an achievement to finish an AP, especially Kingmaker! :)


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

If I'm to GM this campaign, I would likely only be giving half the planned Mythic tiers so the PCs end the campaign at level 20/tier 5. I would also likely tweak a few feats, like Mythic Power Attack so it's doesn't yield additional damage on a critical hit.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

If the weapon is under the effect of a nondetection, shouldn't this be visible as an illusion aura under detect magic, which someone must have cast to identify the magic weapon? It won't thwart the spell, but it may help your character convince his or her companions that there's something fishy going on.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

It's a table that's in every Bestiary, towards the end of the book. You can also find it on the prd, here


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Well done on finishing the AP! It seems like the final fight was a lot of fun, even if the BBEGs didn't have much of a chance against your powerful PCs. It's great they were able to turn some of the enemies because of what they had learned before!


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Same for me. My subscription items are shipping and this didn't unlock the access to the PDFs.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

I could imagine the final encounter (among others) getting very cramped if you use 5-foot squares. Same thing for the tombs' mummies (E10), or the drake lair E1. Before this, the part of the abbey with the ettins (A15) may also be too tight for them.


4 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber
Orthos wrote:
I find it utterly hilarious that this thread is going on at the same time the thread in the Wrath forum is going on about how Mythic makes Wrath way too easy and people are curbstomping their way through every encounter in two or less rounds.

Yep! It just goes to show that Paizo's probably doing about right with the difficulty of their APs.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Except that you are playing with a group of 5 (or 6?) PCs and 20-point buy, magnuskn, aren't you?


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

That looks like a group my players could come up with. Thanks for the info!


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Kevin, could you give us a little more information on your group that finished the AP? Number of players, how experienced they were, point-buy, etc.

It looks like the AP is problematic for large and/or experienced groups, but the GMs of these groups are also the more vocal so it would be good to have more data points.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

All of them for all 3 APs I GM'd to the end so far. That's what raise dead, resurrection, and reincarnation are for!


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber
voska66 wrote:
I don't see a problem with the Mythic Tiers. I'm currently nearing the end of the Sword of Valor and things are going quite good.

How experienced are your players, Voska? You mention GM'ing multiple APs; is it with the same players?


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

I'm thinking of doing this if we play WotR with my group. Basically only giving half the mythic tier and maybe also limiting the mythic stat bonuses to a +1 instead of a +2.

I'm also wondering whether that would be enough to balance the AP for my group of experienced players.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber
Alexandros Satorum wrote:
CAn somebody explain how "fame" works? Not sue if I am understand it.

Here are the rules for fame.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

In the Inner Sea Bestiary, the veiled master has the following languages line:

Languages Aboleth, Aklo, Aquan, Azlanti, Undercommon; telepathy 300 ft.

It also has Int 21, so Ongonthunn should have another one. Maybe Common? Except if you'd rather she spoke Thassilonian, which, I think, would make a lot of sense.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

I have to admit to myself that the amount of work required to prepare this AP prevents me from keeping up with the journal.

That said, my players had a first stab at the big event of Act IV and that was quite a fun session.

Spoiler:
The 4 PCs got inside the castle as members of the Merry Men, sneakily explored the castle to find the access to the secret tunnel they had uncovered on their first night in town, got caught but bluffed their way out of it, went into town disguised as adventurers to stock up on area of effect scrolls, prepared the room in (now flammable) oiled decoration cloths soaked in perfume, and, as everyone was enjoying the play, they stroke. Two fireballs, one stinking cloud, two stone calls, and one confusion later, maybe half of the castle's soldiers were dead and the villains could escape unhindered, without anyone noticing they used the secret tunnel. Not bad for a first stint.

None of the major NPCs died so far (except for Varning, whom they dealt with on an ambush outside of the castle), but that was a very effective assault on the troops.

Now they'll have to deal with the castle being locked down…

We'll see how it goes from there!


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber
Kevin Mack wrote:
Impresion I got playing through and reading these threads is that deciding that 1 tier= half a lvl in power was possibly the main problem with it being closer to 1 tier = 1 lvl.

Given this, do people think WotR would be better balanced for an experienced group if the PCs only earned half of the listed mythic tiers? I.e. ending the campaign at level 20/tier 5?


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

I played it by the book so the bonuses didn't stack. Either way, it doesn't make much of a difference by this point.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber
CNB wrote:
Thomas Long 175 wrote:


A well power gamed character can take a few above that. For a well built team, CR=ACL+3 should be relatively easy encounters.
So the designed encounters for the Adventure Paths are useless, then?

No, but it strongly depends on the number of characters, the experience of your players, and the point-buy you allowed. The APs are written assuming 4 PCs, players who have maybe played through another AP, not much more, and a 15-point buy. Any deviation from these will mean more work for you, the GM, to taylor the campaign to your group.

I personally played Shattered Star as written with a group of 4 experienced players with a 15-point buy and it worked very well, if a little rough for the PCs.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

The caster level comes into play when you determine the variables of the spell, not it's DC. For instance, in the case of major image, it means that the range of the spell is 400 + 25*40 = 1400 feet.

If a Shard were to allow you to cast, say, chain lightning (not saying one Shard does this), the damage would be determined by the caster level, resulting in 20d6 of damage, with a range of 1400 feet, and hitting up to 25 secondary targets. That would hurt…


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

Yes, that was indeed from Dungeon 119. I actually did check… and then wrote down the wrong number.

MrVergee wrote:
So, you've got your PCs eating goblin now? I hope he at least had some flesh around his bones. Probably tastes like frog legs ... I don't know if you play with minis, but if you do, I can certainly see the appeal of playing this adventure. DND goblins weren't very attractive, but Pathfinder goblins absolutely ROCK! I'd be thrilled just placing the figs in the table ...

I'm French, and I can tell you that frog legs are quite good if they are well seasoned. It may well be the same for goblins! :)

To the PCs' defense, they were hungry and had nothing else to eat…

We don't play with mini, but we play online with Maptool so, yes, everyone gets to see the funky looking goblins. Paizo did a wonderful job rebranding the little buggers.

MrVergee wrote:
Still, it must have been a hell of a fight: your PCs had not found a chance to rest yet, they were ill-equipped and they were already running away from a near-lethal encounter. Again you have three PCs in their negatives, ouch! Fights on the edge are always very exciting, but I bet your players are craving an easy victory by now.

Well, I wanted to make them realize that escaping Branderscar Prison was close to impossible and only they could do it and I don't think the guards would have just let them escape, so I decided to keep the pressure on for this session. I also wanted to convey that evil PCs couldn't expect much help from anyone. It turned out well in the end, even though it was quite a difficult session for the PCs and goblins playing stupid sure helped me not kill a PC (which would have been quite bad for the second session). The players were super-happy that their PCs were able to rest at the end of this session and recover their abilities!

I'm known to GM difficult games and I guess these two sessions show that. As for easy victories, they may have to wait until the next session, because session 3, played entirely by the book, was also quite difficult (although no one fell unconscious).


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

The following contains spoilers for Unfamiliar Grounds by Christopher West and published in Dungeon 121.

Ale-marinated goblin

Rova 23, 4714 AR — The Moor

Father,

Through my scrying pool, I saw them temper the portcullis mechanism and rush down the road to the village. The guards and their dogs weren't far behind, but the blocked portcullis gave the villains a few precious minutes. Beyond a curve, they removed their prisonner's rags and forcefully convinced the hostage to wear them and carry on towards the village. Maybe that would distract the dogs. Using the veil one final time, they conjured up some more mundane clothes that they swiftly covered in mud before wearing. The scheme did worked, at least for a time, and it is with a significant headway that the prisoners escaped on the moor. Sadly for them, they had little idea of the direction they needed to follow and, with the distant barking of dogs indicating that they were hunted, the villains focused most of their efforts on crossing streams and large puddles. If they benefited from the moonless night, the slowly rising mist made it utterly impossible to use the stars for guidance. The group fumbled and tumbled on the moor for quite some time.

I wanted to see how they fared and, Father, you say they are supposed to be champions, but, really, they did not behave or look as such. So I only contacted them when the guards got a little too close to them. I was invisible, of course, and it took some convincing, but I could persuade them to strike a deal with me: I would indicate them the direction to the natural caves next to my lair, a perfect hiding place for them, if they were to get rid of the green pests (goblins, as they call them) that currently lived there. I think they realized that I was an imp, which saddened be. Why couldn't I trick them longer? It was fun when I was just a voice in the night. I might have pouted. Of course, I didn't tell them that I was bound by the stupid Neegla. I wasn't allowed to and it was more fun like this anyway!

The villains easily found the entrance to the cave, beyond a small lake they swam through to muddle their tracks. Despite sneaking close to the entrance, they were spotted by the goblin sentinel who raised the alarm inside the lair. But goblins are dumb, and only a small group of them jumped on the villains when they snuck in. They were pathetic. That said, so were the "champions." Swinging their sword to slice through thin air, stabbing at nothingness. The witch was mildly efficient with your hexes, putting the goblins to sleep. I know they were tired, had escaped Branderscar, and, yes, fine, the hunter, Mordrick, did skewer a goblin with one swift stroke of his longword, but still, Father, I wasn't impressed. On the other hand, the goblins were even worse. Gah! I hate these pests! So the villains slowly made their way through the tunnels and caves, eventually dealing with two small groups of defenders until they reached the main cave.

There, Neegla, pathetic little thing, attempted to organize the rest of the tribe, but giving strategic orders to goblins is like flying in a blizzard: it's cold and it doesn't work. In the end, she conjured a magical mist to block the advance of the villains and all the goblins scattered around. Neegla fled to my tower — or at least its basement since that's all that's left of it now — through the tunnels the goblins had opened from the caves. In my lair… Well, the former tower of my former necromantic master, but since he has been dead for more than a century, the tower belongs to me! So, in my lair, she forced me to do unsavory things: to get invisible and to wait for the villains to destroy them with my powerful magic. Oh, Father, why did you let this pitiful creature bind me?

The other goblins? Well, one of them attempted to follow Neegla, their leader, but fell to the skeletons that guarded the entrance of the tower's basement. Only myself and Neegla can go past them unharmed, stupid pest! Didn't you know that? Now you do! The other two goblins, the villains hunted down as they explored the other parts of the natural caves, including what they thought was a very nice underground lake. Eventually, as they hadn't found the goblin caster, Neegla, and because they were still bound by our deal, they came into the basement of the tower to track her down. My skeletons defended themselves valiantly, but they were soon destroyed by the villains, who entered my lair. Neegla was there, and so was I, invisible. Snapper, the skeleton of an ogre I had animated (because I'm powerful!) slowly rose from the scrying pool in the middle of the chamber. I couldn't tell it to stop! It was going to wreck my whole plan if it killed the villains!

At first, the "champions" thought I had tricked them into an ambush, but when they realized I was using my very powerful magic against them in a suboptimal way, they realized that I was bound to act against them as long as the goblin spellcaster stood. As Chrism dashed for Neegla, Chloé, Mordrick, and Æthelflæd tried to contend with Snapper. Hmmm, well, it did not go so well for them. It must have hurt, actually. Chloé was the first to fall to the one remaining claw of the ogre skeleton. Given the amount of blood, she can't have been very far from dying. Then Chrism fell to Neegla, but not before she could rip the goblin adept with her claws. And finally Mordrick fell to the goblin too, as he was charging her. But luckily for him, that put too much strain on my hateful master and she collapsed too! Only Æthelflæd was still standing, in front of the skeleton that was twice her size. Whenever I had cast my potent magic against the villains, as I was bound to do, I had made sure to get Snapper in the way (poor Snapper!), but he was still standing tall, towering over the witch and her measly little torch. And this stupid Snapper that just wouldn't listen to me!

In the end, the witch who saved the villains. She hit Snapper with the torch one last time and he collapsed, all bones and dust. Æthelflæd quickly jumped on Neegla and strangled her. I was free! Free! Father, FREE! FREEEEE! Hum… So, yes, okay Father, maybe these champions of yours are not as pathetic as they first appeared to me. Maybe there is potential in them.

The villains spent the night in the cave and, with my scrying pool, we could see the Branderscar guards missing the camouflaged entrance to the cave and aimlessly pursuing the escapees in the wrong direction. They were finally safe. The pool also revealed to them the path to the manor, maybe an hour away to the north-west. The villains found a bottle of fine elven wine among the goblins' treasures and joyfully opened it to celebrate their escape. They were hungry, too, so Chrism started to marinate Neegla in the good ale of a keg they had found next to the wine. A few herbs, a handful of potatoes, a deep pit of fire and embers, and on the barbecue went the goblin! Goblins are not as flavorful and tasty as babies, but the marinade did miracles to quench the stench. Oh, and the fact that Neegla was incredibly clean for a goblin certainly did help too! Everyone should get to eat their master marinated and barbecued. It's such a fulfilling joy…

The villains spent all of the next day sleeping, resting, bathing in the underground lake to remove the grime of the prison and, overall, revelling in their newly found freedom. When the sun set and night fell, we all five cautiously moved outside and made our way to the manor. I, Hezzrack, squire of Dis, was finally free, and so were they.

Largest amount of damage taken from an attack: 10 (the ogre skeleton skewering Chloé with his claw)
Largest amount of damage taken from an effect: 4 (Hezzrack, hitting Æthelflæd with his fire jet ability)
Largest amount of damage dealt with an attack: 21 (Mordrick, killing a sleeping goblin with a coup de grâce)
Largest amount of damage dealt with an effect: none.

Unconscious
• Chloé, falling to the ogre skeleton (–8)
• Chrism, hit by Neegla's magical pick (–1)
• Mordrick, also hit by Neegla's pick (–2)

Quote:
"Is this rosemary sauce?"


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

A DC 25 Sense Motive check should tell the PCs that she is under the influence of compulsion magic (p. 104 of the CRB).


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

When we played it, the PCs were from anywhere (Qadira, Ustalav, Varisia, and Magnimar itself), but had gone to Absalom for their training as Pathfinders before decided to live in Magnimar. When the AP starts, they have only recently made it to the City of Monument (for one of the reasons listed in the campaign traits). As prospective Pathfinders the local venture-captain can decide to assign them to a task as she sees fit. That way, they are tied to the Pathfinder Society, but Sheila hasn't necessarily called on them before.

Mind you, one of my PCs already knew Sheila and even considered her as the mother she wished she had had. That works great too, as long as the PC hasn't worked for Sheila before.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

From my experience, APs work with any group composition… as long as the GM is ready to tweak a few things here and there. The AP usually does a good job at presenting workarounds when the easiest solution forward is to cast a spell.

For instance,:
opening the portal to Leng in chapter 5.

Healing and restoration spells may be problematic for your group, so I'd make sure to sprinkle potions/scrolls/wands of cure restoration spells throughout the campaign. I'd also gently push the PCs towards taking UMD so they can use these.

It should represent little work for you and I think it's much better than forcing a player to play something else than what they intend on playing.

The lack of a full arcane caster will actually make it easier in quite a few places since there's a lot of

Spoiler:
constructs and golems
in this AP, and wizard/sorcerers tend to suck against these!


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

They are all LE, which is somewhat of a requirement in this campaign, even though NE, N, and LN is also a possibility . That said, the difference PCs tend to follow different sets of laws (the rules from their sect, the rules of Hell, etc).


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber
MrVergee wrote:

Hi Olwen

A very exciting opening session, very lethal as well. It'll be interesting to learn how this AP goes. I wish you happy gaming.

Thanks MrVergee! It was pretty lethal indeed and session 2 wasn't any better. My take on it is that it's supposed to be hard to escape the prison, otherwise they wouldn't be the first one to escape. It's a fine balance, though… Things are now somewhat easier now.

carborundum wrote:
Dramatic stuff! Great fun already :-)

Thanks! It's always great to know we have some readers. :)


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber
Moonbeam wrote:
Interesting, it's strange to find the players playing such different characters than the ones from Shattered Star. I don't have the Way of the Wicked campaign, so I'm not sure how much I'll be able to follow the adventure, though.

I'll be writing the journal in the hope that it's understandable by someone who doesn't know the AP, but I know what you mean. It's harder to get a feeling for what is happening without knowing what is supposed to happen…

That said, the way it's going, I'm adding quite a lot of external material to transpose the campaign to Golarion and to fill a few gaps here and there, especially at low levels. It's fun because it allows me to shape the campaign to my own liking, something I don't do too often nowadays with the Paizo APs that are so well crafted. This AP is good, but not up to the stellar Paizo standards, so I find it needs some tweaking.

Moonbeam wrote:
How is it going, so far, playing an evil group?

It's been quite fun so far (we just finished session 3 less than an hour ago). It's a little odd, though, because I am still somewhat taken aback when my PCs decide to do evil things to overcome a difficulty. What they did with the servant during the first session was a good example of this. She's just a tool for them. And that was fun for me too, because I'm the one who ended up with the conundrum of the LG guards: shoot the prisoners but kill the servant in the process, or not. The corrupted CN sergeant didn't have such qualms…

The funniest thing is that, maybe for the first time, the PCs don't get the loot to necessarily sell it. Some fine elven wine? Let's drink it and celebrate our success! A keg of good ale? Let's use it to marinate the goblin! (Yeah, long story from session 2…)

Overall, it's a nice change since it means we're all out of our normal comfort zone. Compared to my impression when I read the modules, I'm more optimistic that we can make it work for 1+ year in real life time without getting bored.


Pathfinder Adventure Path, Campaign Setting, Modules, Roleplaying Game Subscriber

My group and I started Way of the Wicked recently and we're keeping a journal on this forum.

The campaign is taking place in Golarion, in Lastwall to be accurate, so I'm changing a few things and adding a bit of material when necessary. But I'm staying as close to the written material as possible.

It's been very hairy for the villains but quite fun for the moment!

1 to 50 of 466 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.