Chemlak. I love the sheet, but I'm having some more problems with it, and I don't know how to manipulate excel to help fix it. We are starting play at the beginning of Blood for Blood, so we are quite a ways into kingdom building. The bonuses for the cities are not adding up correctly. There are so many buildings that I don't know which are not adding right, but I have double and triple checked the totals. The UCam Kingdom Tracking Spreadsheet shows that my players kingdom should have the following from cities:
But after multiple checks and double checks, I come up with the following for only the buildings in the cities:
Perhaps I have an older copy of UCam Spreadsheet. Also, I have looked at the other Sheet URul Spreadsheet you are making and I like a lot of the parts on it. Will it work for me, even if I am not using Ultimate Rules?
You are awesome Chemlak. Thanks to you and all of the others that have assisted you in any way. I have been playing Kingmaker, and we are about to begin Blood for Blood. My sheets have been fairly good, but tedious to use. I am now changing everything over to your sheet. I do have a small problem, however. I am using the UCam sheet, but it only has 5 cities set up on it. I have been able to copy and paste the City Map sheets to make one for each of the Kingdom's maps, but Copy and Paste does not work on the City Sheets. How do I fix this?
Until you get it, yes you can manually enter it. Pick Custom Feat, and you can write the name of the feat. Then go to Personal, and select Permanent Adjustments at the bottom. When it opens up options, select Weapon Damage Bonus. It will let you assign the bonus to your rapier for damage. Just enter the amount of damage equal to your dex modifier. I don't think you get any Strenght Bonus with it, since the Dex is used instead of Strength, so modify the adjustment as needed.
I would love to receive a copy of that as well. I have recently started playing Pathfinder, and I just transitioned the characters from my 2e Keep on the Borderlands campaing to Pathfinder, but found that because I did not know much about the Pathfinder system, I haven’t had much success making other changes. I would love to see what you have done with it. Email:
Alright, here's my post-mortem: All in all I enjoyed running this, and my players had fun. Experience:
Confusion on my side:
General feedback:
I had the same response from my party yesterday (4 lvl1 characters): They immediately wanted to split up. In the end they saw Alec move towards the library on his own and decided to pursue him as a group, because they sensed what was going to happen. After the encounter with the gremlins, they decided to stick together. Weall thought the gremlins that gave lice were a very nice touch for a school trip. I loved the titles of the romance novels in the library :D Kudos, this one was a breeze to run!
Me too, I'm impressed by the setup, so far... though I find it's a shame to have a swamp without the swamp flip-mat ;) I'm impressed by the DC's in the chase scene. I understand players get a big speed boost from the Wolf form, but still, I recently encountered DC's like this in a 10-11 subtier. Don't get me wrong, I'm all in favour of higher DC's in "group" chase scenes, as they always appear to easy.
As to the "convince the wolves" part... I'm not entirely convinced that allowing Diplomacy at the same DC as the alternate skill is a good move... For the final encounter: What are the Mist squares that are being referred to?
Many solutions for that. Remember that this is a 5-9 adventure, and making use of terrain should be normal tactics by now:
My players had the monk and conjurer wizard (suddenly remembering Kyra had one of his MM rods) defeat them, while the paladin was cowering in a corner of the circular room (and laughing his a** off IRL).
Anyway: My players had a blast when I ran it a few months ago.
I ran it this afternoon at 4-player high tier.
Party:
Rogue/Brawler 4
Rogue 3 Slayer 4 Medium 2 Monk 2 = APL 3 => 4-player High Tier After a moment of "Oh cr*p, do we have to do a heist on a massively well protected caravan where everybody can kill us on sight?!", the investigation part went on swimmingly.
The creating and printing of small hand-outs with all the possible modifiers players could receive, was a good idea.
The assault itself was nice and felt like an original heist movie because the party was prepared for what was to come. Since it was not clear (I may have skipped it, over the multiple read-throughs) while running the scenario whether the investigation part was playing in Aspenthar or in Pashow, I ruled it took place in Pashow, since that is way closer to the Citadel of the Alchemist. Since Pashow does not have over 5000 inhabitants, the players spent the 3500gp on an interesting and effective array of items, instead of 1 very expensive item: Mainly Feather Tokens (Tree), various potions of healing, Pass without a Trace, Invisibility, which were actually all used during the heist. It was fun to give players that kind of money and see them buy and use everything during the whole heist.
They knew of the location of the secret door, of the secret compartment and they ended up not fighting the Altar due to it failing a saving throw against a Tanglefoot Bag.
The Aspis encounter was fun as well. I did not know exactly what to do when the Medium started spamming Create Water on the tent. In the end I ruled the spell drenched a square, and reduced the damage to the tent by 1 during every round in which the spell was cast to delay the flames. After successfully saving against the Blue Whinnis poison, the rogue ended up storming into the tent to find out (and save) whatever was so important to have it torched as soon as strangers approached the camp. All in all, I really enjoyed running this. The scenario is fun, and does not punish failure.
-- A few further questions/remarks, that I couldn't find the answer to in the scenario:
* I immensely enjoyed the freedom that was given to each player to come up with what skill to use for his chosen method. The first inclination of some of the players was "Yeah, we're going to sneak up and snatch what information we can get". After that, they became more creative when I drew the attention to the various themes at the locations on the various days. * I was lucky to have a very skilled party, but I have to concur with James's remark above: What to do if you have a cleric? A fighter? A sorcerer? Or any other of the non-Int based 2 SP/Level classes? I agree you can be extensively lenient in the checks that are required, but without skills, you'll quickly be repeating checks (which would result in an increased difficulty).
Christopher Wasko wrote: I'm glad you enjoyed the scenario, and thanks to you and Lau for your feedback! I'm favoriting all of the reviews and breakdowns to look back on and inform my crunch work for future projects, which will hopefully maintain the flavor while moving closer to that sweet spot for challenge. As my first scenario, which was also a Tier 1–5, I definitely erred on the side of lowballing the challenge rather than clobbering beginning players. I think it's easier to forgive an overly easy scenario than an overly difficult one, especially if it has decent flavor. And a review is up. I hope others will enjoy it as much!
Lau Bannenberg wrote: They didn't ask many questions; I was a bit disappointed that nobody even asked about Tamrin's Aspis ties. This information may have gotten lost due background noise. I was sitting next to you twice while you gave the briefing and totally missed it. Quote: The player who played the infiltrator inquisitor was very happy that in this scenario, playing an infiltration build really paid off. He ruled the Bluff checks and the Sleigh of Hand to spice up the soup. It's nice to see that while the scenario is probably playable for PCs that aren't that savvy, it's not dumbed down so savvy people feel redundant. I was the inquisitor in the game, and I would like to emphasize this quote. It's nice to have a scenario where an infiltraton specialist can show off (for lack of a better word) without overshadowing the rest of the players. Quote from the party: "With that kind of Take 10 Disguise, you ARE an Aspis agent". Also, infiltrating a Chelaxian prison as a Twilight Talon to liberate people feels epic to say the least.The temptation was too great during the Parade card of the chase scene not to perform a speech condemning slavery to cause chaos (Liberty's Edge faction card). Quote: One player grumbled a bit that the +4 DC hike for high tier was harsh on ability checks; I disagreed. At high tier PCs have had more opportunities to access class skills so the balance swings towards relying on skills instead. Yes, that was also me. I understand Lau's argument, but still: I still think that, since ability modifiers do not substantially increase between levels 1 and 5, the DC should not increase from 13 (which is moderately high, usually requiring between an 11 and a 14 to succeed) to 17 (which is very high, and unlikely to succeed, usually requiring a roll between 15 and 18 to succeed).The offer should not be the primary choice for the check, but still be a decent offer for a secondary. Therefore a +2 increase should suffice for the ability checks. The +4 difficulty for the skills is in my opinion spot on though. The final combat indeed felt like a bit like push over, even though it was entertaining. What was the deal of the Elixir of Love in the care package, by the way? I can imagine a few things, but did it tie into the scenario in any way? --
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