Like vocaldc, I use a second monitor (although mine's just a 20") to display the maps to the players. I haven't had much need to get into the macros and framework details; although I do have a 3.5/Pathfinder framework loaded (mostly for the token overlays it provides).
I would happily pay for a scaling guide and a vision blocking layer so that I could then just take the maps from their purchased PDF and add it to the MapFinder's package. Admittedly, I also would pay for grid-free and map-key (numbers, notes, etc) free map versions of the Paizo maps; it's rather what I expected when I purchased my first Map Folio.
As a GM, I've had to do this a fair amount. The d20psfrd has a few spell books already made up. Admittedly, I don't go to this level of detail with the books. After reading about those ready-made spell books though, I'm starting to wonder if I should.
My party has been gathering a ton of books (probably several tons, actually) over the course of the campaign--lately, there've been a lot of spell books. I've been listing the spellbook with just the number of spells the wizard can cast /level + 1d4, instead of their actual spell list.
In book 5 of Rise of the Runelords, there are a lot of wizards to fight (each wizard having collected spellbooks fro the various wizards they've fount in the past only increases the number). The metric listed above is suggested in a side-bar in the adventure path.
Book 5 has some suggestions -- namely some powerful wizards have all the spells from a given level (less a couple of schools), but doesn't provide much more detail than that.
For the curious, here's the list of mundane books they've collected (as gathered by a player in my game who is also a member on these boards). I once entertained the idea of detailing *all* the books picked up by the party in the game. After about the third room with "walls full of books" that kinda went by the wayside.
Since the temple in Sandpoint is new, I offered the introduction point of having my party either be hired to help build it (an architect's assistant, and two day laborers (one local, one a traveler from very far away)), or be locals from the general region (a local ranger, and a paladin; both of whom have family in the sandpoint hinterlands). The only one who didn't fit was a wandering gnome.
When I started, I used these forums and the pathfinder wiki to help flesh-out Sandpoint. I made up a web page about the merchants, maps of locations, etc. and filled in descriptions and specific places (with back stories) as the PCs became interested, or stayed somewhere a few times.
In the beginning, I just had the table and some very rough notes about the town. Like: who ran things, and who would the party be dealing with according to the module.
Details, as shown on my site, came later.
I like Liane's answer to this.
When I ran the adventure I decided Lyrie had no intention of releasing Malfeshnekor; she was just in it for the research on Ancient Thassilonian. In an ideal world she'd be able to question Malfeshnekor about his knowledge of this ancient place; but having Nualia and so many goblins killed and with the prospect of the PCs returning, I'd have Orik & Lyrie flee together, with Lyrie intending to return once it's safe and continue her research.
If you give Lyrie a few months, she could probably return and take over Thistletop with her new hirelings/goons/etc and set it up to her liking. It could become an interesting side-quest if she's hiring bandits and the like to keep her well informed/equipped -- the bandits might get brazen and attack caravans etc. It could be a slightly higher level encounter than the goblin version.
Hi newbiegirl and welcome to the ranks of role players.
New is good.Think back to the stories of knights in shining armor out to rescue the fair damsel in distress. These chevailier are the basis for the paladin class. You're brave, you're charming, and you're heroic.
You are that knight. What do you value most? What must you protect? What tenants of faith do you follow? Why are you with these other guys? Answers to questions like these should help you figure out who your character is and what she'll do in most situations.
How can I best help the party...
I strongly suggest you ask them. Tell them that you want to help with the tactics and pick skills that you can specialize in. Ask them for advice in how better to join in the fray, kill beasties, and gain XP. If you want your DM to be neutral in this -- the other party members are therefore your best resource.
Explain to me please in my language (that would be English) what my smite evil and detect evil really does...
detect evil...Your character is sitting at an inn. The man hassling the innkeeper at the bar is getting pretty obnoxious; so you concentrate on him. Your eyes narrow and you look slightly beyond reality, to the place where the souls lie. From there comes a horrible lurching sensation. Your stomach roils and rebells at this foreign intrusion. Your eyes almost water and force you to blink. The stench rolling off this stranger should be palatable to the innkeeper; but he takes no notice of it. He is evil. You're sure. You know this as well as you know that you must rise. You must stop this man from what seems to be the most obvious conclusion -- if the innkeeper doesn't comply, he'll be killed.
Blinking you realize the ease with which your blade passed through human flesh, severing bone. You glance at the sword's edge, expecting at least a dent or a knock -- but the blade is whole and undamaged.
So - in none-prose form:
Smite evil lets you do more damage to an evil opponent. If the opponent isn't evil--it won't work. (Note that you might not always sever limbs with this, ... but you will do more damage than otherwise.)
Shouldn't I, as an LG character, be able to sense an evil person without have to use that ability?
You have to tell the GM that you're detecting evil on person X; and it takes a little bit of time to see the results.
If your GM is descriptive, you should be able to pick up subtle hints when watching or listening to an NPC. But what if the NPC is trying to hide it? Or what if they're just naturally charming (evil NPCs can have high Charisma too).
Also - it's a feature of being a paladin, and not your alignment. Lots of NPCs can be LG, but only paladins can innately tell those that are good from those that are evil.
Hope this helps.
The heroes can fire off one use of the Pit Fiends to drain the dam, but will the dam be jammed after that (open or shut)? Will the people of Turtleback Ferry have to establish a presence at the dam, including a small farm to provide sacrifices for the dam?
This one's a bit long.Short answer: Yes, but they intend to make it the Lord-Mayor of Magnimar's problem.
From my campaign:
So, my party is planning to put two trolls in the circles and then activating the dam. As for the future (I asked) they intend to make it the Lord-Mayor of Magnimar's problem.
We did spend some time talking about the dam and its use. Having the floodgates only opened once in 54 years, seemed a bit odd to me. So instead, I said they opened seasonally based on the amount of pressure behind the dam. As the rainy/winter season progresses, the dam opens and keeps the flow down the river equal. If the dam doesn't open, there'd have to be alternate flood channels elsewhere, otherwise the river would dry up. I said there were several beneath the dam that were only slightly open most of the time. The flood controls for these work the same way the others do (but aren't quite as obvious).
In my campaign we figured the flooding from a catestrophic dam failure would be bad all the way down to the lake below Skull river, but not much further - as the swamps there would flood more than the surrounding plains. With Turtleback ferry sitting so far away from the forest, I've described Turtleback ferry as being on a flood plain (with the road that leads to it being a popular ford in the dry season, but difficult to navigate now that they've had so much rain in the north). I elevated the Kreegwood, and lowered the Ashwood; which will give the road some protection (and explains why they built a bridge above the ford -- it's one of the few places where both sides of the river have an equal height).
With this logic, Claybottom lake can take a fair bit of flooding (and probably does seasonally). Turtleback ferry has a high-water mark (above which almost everything is built). Even the dock is built on a floating platform; and the ferries are flat-bottomed (to better deal with seasonally changing river depths).
But also, with this logic, the dam is expected to release fairly often; so without a power-source some other mechanism must be derived. My homework (for the next two weeks) is to try and figure out how long a troll would last in the circle. Unlike a pit fiend, trolls need to eat. But they can also consume themselves.
Edited to add spoiler.
As a GM, I tend to allow most things through if they are added to make a cool character work and not just to add power to the party/character.
I tend to prefer 3rd party productions to player-character created items; but that has more to do with the skill of the creator and the number of online reviews I can find. :D
I never detailed the Chopper's list of victims, but I did add a Gnome to the list as a link to one of the player character's. Gwydion. His remains were burried in the knot of an old silver oak outside the edge of town (to better fit with Gnomish customs). His name, however, was added to the large monument to the Chopper's victims, located in the town's boneyard.
I'm about 2/3 of the way through the second book of ROTRL with my pathfinder group (session 22). We used the same conversion that ZangRavnos points to in the previous post; slightly modified as I have 6-7 party members instead of the requisite 4.
The conversion on the wiki works well and my party is getting plenty of loot/XP with the additional modifications specified here (Changes to the ROTRL for 6 players).
Hope this helps.
I've got a similarly sized party; to make sure they'd have the levels, I've changed the number and strength of their adversaries so that the Rise of the Runelords is balanced for 7 players (based on this thread -- your GM could use it so that this does not happen again).
Otherwise, I suggest taking a look at this thread. It lists "urban" adventures found in Dungeon magazine (amongst other things).
As others have said, not all new players will buy the books before playing. A (hopefully) small percentage of players will never buy the books; relying instead on the GM or friend's copies.
The websites make it easier to perform some of the more mechanical tasks (like leveling up characters, buying equipment and identifying loot) easier. They have the advantage that the GM and players can (mostly) perform these tasks between games via email and web contact rather than face-to-face.
So far these sites have encouraged me to buy more books rather than reduce my purchasing. Items/descriptions/backgrounds covered by the websites leads me to buy the books associated with the useful/intriguing/needed information in the hopes of finding more of the same.
As an aside: one thing that will make me buy a book quicker than not is to see its full table of contents online, and a sample page or two. I love well-made indicies in third-party books (if only because it stops me from making my own for the book).
A quick look around the battlefield press website didn't provide much information regarding BPI's Cinematic Adventures. I'd love to know more about it.
There's a few venues I could join to test a new system (local meet-up groups, a local games club, etc) and I have a 1/2 dozen or so rough adventures set in my own home-brew Modern setting. The first (run last year at a local gaming convention) ended up being fairly rules light as no one at the table knew pathfinder; but it was to be the start of a long-running set of adventures set in New York circa 1930. I'd be interested to see how BPI's Cinematic Adventures changes the that adventure.
If I can help - feel free to contact me (ketherian -at- gmail dot com).
Wow. Thanks Joey.
I was kinda surprised your stuff wasn't listed in the Forum Created Stuff thread.
Hrm. Considering the amount of stuff I've taken off these forums (this, Forum Created Stuff, spell cards, Converting ROTRL to PFRG, timeline considerations, ... not to mention all the advice...) to help me with running ROTR:BO, maybe I should start a campaign log and credit all the really creative people and stuff found here.
I'm starting to run ROTR this Sunday (crosses-fingers). I'm a lady, and there are two other ladies in my group. The gentlemen are in the majority in this particular game; but I've been fortunate enough to both run and/or be part of games where the ladies were in the majority.
Adding a new player is always a bit hectic, especially with the worry of finding a good fit for the existing group. I wouldn't worry too much about it. So long as everyone like's the GM's style of play -- everything else should work itself out given some patience, understanding and time.
That said, I've got a new group (including folks who barely know each other) and people who've never been in my game before. It's making for a pretty stressful start of a campaign. :)
Alice Margatroid wrote:
I actually just finished converting all the monsters in Burnt Offerings last night after a long break, ...
Thank you Alice.I shall begin running Burnt Offerings this Sunday. Your post is therefore most timely. If I have any problems, I'll definitely let you know. But, at a glance, these look terrific. :)
I'm new to Pathfinder too - my first adventure session is this Sunday. I started with the core book, the Pathfinder Companion Campaign Background (because I love backgrounds) and the Bestiary along with the first adventure path module: Rise of the Runeloards: Burnt Offerings.
I love running my own home-made scenarios in pre-existing backgrounds, but this time I opted to go with the adventure paths provided by Paizo because:
(a) it allowed me to focus on learning the system/background rather than trying to create everything from scratch. I'm new to Pathfinder as a DM.
(b) the adventure paths provide a complete campaign arc that I could later expand (or contract) as I see fit.
(c) other people have run it, and reviewed it--giving me a wealth of data that I can mine to get extra content, maps, counters, and ideas on potential pit-falls, problems and possible solutions.
(d) the adventure paths that I have read are well written, detailed, and interesting to me. The adventure I chose has a nice mix of kill-it-and-take-its-treasure (AKA exploration of dungeons), daring-do, and intrigue.
(e) the adventure paths are sold as an all-in-one (erm... 6 issues for the campaign) solution. In my opinion, you don't really need anything beyond the core book to run them.
(f) beautiful full color maps (not my strong point).
I hope you get lots of answers Josh. :) I'm very interested in hearing other people's opinions on this topic.