I have to say that I really enjoyed RotRL as a player, being one of the people that Zylphryx killed on occasion. Some were the game and some were crappy rolls.
Rogue Elf - Fell down a hole. Missed 3 reflex saves. Didn't get above a 5 on any roll.
Human Sorcerer - Never ever ever let the fighter take a 5 foot step back when you approach a body of water. The Crab in Thisteltop killed that one.
Dwarf Ranger - died 4 times in combat including the fight with Xenisha, Mama. Was captured in Jorgenfist and tortured for a few days before my crew could save me. Retired to Ft Rannick, it often seen pantless around the fort and town.
Dwarf Sorcerer/Dragon Disciple - Made it the last little bit with this character. He was a an unusual build.
These were just mine. Others in the group include
Dwarf Fighter - Went all the way. He was the only one.
Elf Paladin - Bargast blew her away. Replaced by an Elf Paladin. Reincarnated as an Elf. Raised once.
Dwarf Cleric - Killed in clock tower before Xanesha. Replaced by another dwarf cleric. Killed by Wyverns approaching Jorgenfist. Replaced by Tengu Monk. Reincarnated as a halfling. Killed by Macmurian. Replaced by Dwarf Paladin.
Human Rogue - Killed by Xanesha. Raised. Killed by direbears in Sandpoint raid.
Dwarf Barbarian - Killed by Xanesha.
Human Druid - Killed by Blue Dragon in Xin Shalast. Replaced by Elf Alchemist.
Rage Prophet - Killed by Blue Dragon in Xin Shalast. Replaced by Human Cavalier.
We entered the fight against Karzoug with the Elf Paladin, Elf Alchemist, Dwarf Sorcerer, Human Cavalier, Dwarf Fighter
Everyone but the Sorcerer and Cavalier were killed or rendered ineffective.
This is a beast, and was a great time, but I knew it was a grinder.
Well if you were going in order of publication Second Darkness hasn't occured yet and the Drow are only really known to the elven kin and dwarves who've dealt with them before. If he's an elf with a skin condition, then you can get away with it probably until Magnimar where you deal directly with an elf or two.
MC Templar makes a good point though you can say they've traveled the area before. Nothing evil has befallen the land and therefore are accepted to some point.
When I have run games for folks of unusual race I tell them at times they might feel like an African American at a KKK rally, and other times it will be fine. Of course there will be times when they might be able to use the reputation to bolster threats or get info. If the player is a good role player I am sure you all will find the way that works best for you.
So we ran into a truly interesting situation in the last session with Scarwall. The teams summoner sent his Eidolon ahead to see what was waiting for the team. The Eidolon ran into the demi lich. The interesting part is that when the demi lich came to life it sucked the soul out of the Eidolon. Since the Eidolon shares a soul link with the summoner I had 2 saving throws. the first one for the Eidolon which failed and then a second for the summoner, which succeeded. I has said that if the demi lich is defeated and the soul release that the summoner can summon the Eidolon the next day since it's soul has been ripped out. I feel good about this ruling but wanted to test it against the masses here on the boards. If an Eidolon loses their soul how would you handle it?
@ nobody's home. You certainly won't have enough rune giants. Most of the others you'd have a shot at but the attack on Sandpoint had a lot of giants and dire bears so I'd say that would come up short as well. Just guessing though no one at the con mentioned it one way or the other.
Certainly wasn't shiny. he was more preacher than purple belly. We were in a pinch with the way they took the ship but that was plain barbaric. The next time you need stitching I might not be able to find any anesthetic. Wuh De Ma you all can make it hard for one to keep ones composure. Even if I did spend half the fight watching the pilot run around in next to nothing.
(I would be in for a game as well.)
That was a truly exceptional con ladies and gentlemen. If you worked/volunteered it you were a part of something really great this weekend. I really enjoyed meeting everyone. It was especially cool to be at the Runelords Panel where all the authors and artists were present. To hear the tale of the company having to change direction and then doing it so well. I got to touch on one of the best moments I ever had while playing during the roof top fight with Xanesha. The details are in the link below. It was the only timed I cheered during a role playing session. I congratulate you all on the con, the company and the product. Please keep them all rolling.
The book looks great. There was a panel dedicated to the new book here and a lot of good behind the scenes info was shared. Why somethings that were out before that got added back and the like. I believe that panel was recorded so I am sure it will be available soon. Xanesha looks like she's more hitable but I'll have to get to my old copy to be sure. There are a lot of things fleshed out and added back in. I look forward to reading it cover to cover and maybe even running it soon.
Well the barbarian died due to the negative level drain. I rolled a 14 on 3d6 for the first hit which completely sucked him dry. The only other death was the eidelon which is kind of suppose to go that way. The ninja and Magus magic mirrored themselves to engage Mandravius. Also no one has enter the room after the haunt went off. They were urging the barbarian back, the wizard was watching the armor and did have magic missle prepped.
No one in the group was lawful, and like must families run a little to the disfunctional. They weren't all focused on the new room. The player that had the barbarian created an Undead Scourge Paladin with a cleric cohort, so I feel better about their chances. I hope to see a little more team work but did warn them that a TPK is not out of the question here. They enjoy the challenge and are looking forward to hitting Scarwall on Saturday again.
Much of this group was involved in the Runelords AP wich saw everyone in our group make new characters along the way except the primary fighter.
Oh and I am a he.
I've played, as I am sure many here have, all sorts of games. The mechanics vary but I haven't found 1 system that handles everything so well that I stopped playing everything else. The things I would change I do in my game. I use optional rules, house rules, and on the fly changes if need be. What I like is having fun and so if I am, and my group is then I call it a win. Most things that are over powered are situational so I deal with the situation and move on.
I am currently running the Crimson Throne AP with an oversized group that includes a summoner. The eidolon's a beast in combat but can't make a will save for love or money. It's also been banished more than once.
Finished playing the Runelords AP and one more than one occasion our Paladin gave the DM fits, especially with Aura of Justice. Of course the same paladin had to be resurrected a few times through out the AP. She kind of glowed to all things that were truly evil.
Not quite there yet. We started Scarwall this weekend. The only surviving member of the original group has plans to take over the underworld. They already took out Glorio so the power void has started.
So my group took the unorthodox approach of killing Sial and Laori when the crossbow bolts started flying during the approach. The Eidolon bullrushed Sial off the bridge and then Laori banished the Eidolon.
Needless to say they only just made it to Mandraivus lost the barbarian and the Eidolon again.
They fell back to the tower and will decide what to do next. So 3 encounters on the first trip. We'll see what happens next time. The player with the barbarian will rejoin the group somehow I expect. Updates to follow.
Good advice guys. I'm going to convert everything straight up. I like the idea of giving the group a couple of extra hints. These guys started with 4 and have seen all but 1 wiped out against the Sea Hag, so they are used to a good fight. The game is in 2 days and I'll come back with some results.
My group made the trip to Scarwall in our last session and took the guard tower from the orcs. The group consists of
They aren't quite to level 11 yet but there are twice as many so I wasn't looking to boost them at all.
Has anyone had a similar experience? I have a minor concern that I'll have a TPK with one of the nastier things in the castle
I just finished playing in a Rise of the Runelords campaign that had a dwarf fighter and an elf paladin from start to finish. The were a terrible tandem at times, but the fighter took a pounding a lot better than the paladin.
Granted much of that is about the difference of elf to dwarf on con, but armor traning turned out to be a big difference as the dwarf got dex bonuses that the elf didn't making him harder to hit except when smite was in play.
While the big bad guys are always evil the minions weren't. Lots of neutral there that didn't let smite be a factor.
"All bonuses are retroactive when an ability score increases, be they bonuses to damage, to skill ranks, to hit points, to saves, to skill checks... all of them. Skill ranks not being retroactive are a 3.5 convention we specifically removed from the game because it was a weird exception to the rule, and since now there are no exceptions to this rule, there's no need to specifically state that skill ranks are retroactively granted if your Intelligence goes up."
I found this on another site.
Even if the driver isn't directly in combat to say he is completely not distracted would be a stretch. Start with the DC 5 and throw a distraction penalty on it as long as the driver is aware of the combat. On a big enough vehicle it is possible comabt is going on without his/her knowledge.
I think cannons should ignore armor in the first range increment as long as they are being used in a direct fire role.
Long time listener, first time caller. I really love the show.
So I am running a group that has just moved into Old Korvosa. The rogue in the group took leadership and has started a gang and actually plans to start a gang war with the Ceruelan Society for control of the gangs in the city. I've looked around but don't see that this has been talked about much. The player has said when the groups goes to leave Korvoso he'll leave the character, effectively retiring him, but I am wondering what to do with the gang war he has started.
Has anyone else run into this and if so how did you handle it?
A friend of mine introduced me to the Rise of the Runelords a couple of years ago. That gaming group fell apart and we spent the next year putting another group together. We were 3 modules in before I realized there were Iconic Characters, and while they were fun to look at, much like my grandfather's '68 Chevelle, I never even thought of taking them out of the garage. Use the pages to whatever means you and your staff see fit. While the characters might be missed, no one will cry out in desperation to not see them. The cleverness and thought put into them can most certainly be focused on the AP in general or that chapter specifically.
Currently I am running Crimson Throne and playing Runelords. Both are fantastic trips that could have filled the extra pages easily.
Thank you sir for all that you have given. It has been a pleasure to play in the world of your imagination.