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Organized Play Member. 15 posts (270 including aliases). 7 reviews. No lists. 1 wishlist. 3 aliases.




Please cancel my adventure path subscription. Thank you in advance!

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Please cancel my adventure path subscription. It was made in error.

Thanks!

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I'm absolutely in love with the new sakhil race of outsiders in Bestiary 5. I want to use a pakalchi in my game. But I have some questions about its abilities. Maybe it's just me, but I can't find info about them anywhere (checked the Bestiary, Core Rule Book, SRD website, everything ...).

The abilities in question are "easy to call," "emotional focus," and "skip between" (all listed under SQ), and "spirit touch" (listed under Special Attacks).

Anyone have any idea where to find info on these, or am I just dumb?


I want to make a trickster-type NPC for the PCs to fight in a game. The setting is Ancient-Chinese style, and the NPC should be CR 14, with a CN alignment. I'm interested in either a Sun Wukong (monkey-king) style trickster, or something similar to the Trickster from "Supernatural." I want him to be able to survive a few fights with them so he can become a recurring obstacle.

Hopefully he'll have some melee abilities, as well as spells. The most important thing is that he have flashy tricks up his sleeve that will amuse the PCs while making their lives difficult.

Any suggestions for good class combinations, or Bestiary entries to start from? Spells/special abilities I should look at giving him? He can be any race or monster type, as long as he's able to appear as a humanoid.

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Hi, guys! I'm working on the next session of my game right now. The PCs are in Algidheart in Irrisen. According to the Campaign Setting:

The Inner Sea World Guide said wrote:
The city of Algidheart is composed of buildings stacked one atop another that stretch across a confusing jumble of bridges spanning a narrow portion of the river, soaring to staggering, vertigo-inducing heights. A maze of stairs, ladders, ramps, flyway bridges, and wooden platforms connect the buildings to each other.

Obviously, this is the perfect environment for an urban chase scene. I want to use the chase mechanics from the GameMastery Guide (as seen in Curse of the Crimson Throne: Edge of Anarchy) to have the PCs chasing a couple of White Witches who have information on a few kidnap victims. The problem is coming up with skill checks. I need:

1) Ideas for cool setting-appropriate chase obstacles for a winter-witchy city.
2) Something for everyone. The PCs are rogue, paladin, fighter, cleric, and magus. None of them have mounts or wear heavy armor, so that shouldn't be an issue. I want to make sure they're all included and interested.


So I wrote myself into a corner--I promised a puzzle for next week's session, because I don't plan ahead very well. I'm absolutely terrible at coming up with puzzles. I'm sure you guys are better than me, so here's the situation:

The PCs need help from an NPC who is in prison. He knows some information about the location of their mutual friend/mentor who was kidnapped, but he's not telling, and they aren't torturing him because they're all Lawful Good. So I plan on the NPC coming up with a deal: Solve a puzzle or an investigation for him and he'll give them the information he knows. Unfortunately I don't know what kind of puzzle to make.

Optional Background Info: The NPC in question turned himself in to the prison (he's actually hiding from the big bad, whom he used to work for), so he's not going to ask them to spring him out of prison or anything.

Setting is Lands of the Linnorm Kings, PCs are level 2 (human paladin, half-elf rogue, halfling ranger, and human sorcerer). I'd love to hear any idea; I'm a bit desperate.

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Hello, lovely Paizo folks! I'm running a game starting in about a month and need a little advice. There are going to be five players, and I'm used to GMing for 2 or 3. I've been GMing for a few years but have never had a group of this size before.

I'm worried that 1) because this group is mostly new players, combat is going to take forever. Any advice on how to speed up combat with a large group?
And 2) I'm worried that in a larger group role-play will have to play second violin to roll-play. In a small group, each character gets a lot of face-time, and party splits aren't too hard because there are fewer people to get bored (and the group I usually run for, who unfortunately just graduated, are at least as interested in hearing each other's stories as they are playing their own). How can I make sure that role-play and character development is still important in a large group?

One thing I had thought of was that if the party splits, the two or three who are in a different place could role-play and talk amongst themselves. I would feel okay doing this with experienced players, but I don't know about new players. Thoughts?

If anyone needs more information, the setting is Land of the Linnorm Kings, hopefully eventually crossing over into Irrisen, and I'm only planning on going levels 1-6, medium XP track. Game should last about a year (real time).

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I've been gaming with a group of experienced players, but some of them have graduated college and moved away, and I'm currently acquiring new players for the fall. I've DMed for advanced and fairly new players before, but now I have a guy coming in who has never played an RPG or a video game before. I've never taught anyone Pathfinder from scratch, and I'm wondering if you guys have any suggestions. Do I tell him to read the rulebook? Do I try to explain the whole character sheet? Do I deal with rules one by one as they come up in game?

Where do I start, O DMs of the internet? And how do I go about teaching this guy without boring the more experienced players in the group?


I've discovered over the last few years, after DMing with both new players and experienced players, that I actually prefer DMing for noobs. They don't know the rules yet, but they are more willing to try methods other than combat. They run away from really hard encounters and regroup rather than fight to the death. They bargain with people rather than fight them. They let the villains finish their speeches.

The group of experienced players I've had over the past few years is a lot different. They're nice people, and generally good at role-playing, and they know all the rules. But they always try to kill any creature they can detect as evil, they are less likely to be creative in their approaches, and worst of all they seem to think they're entitled to win every time. When they lose a battle, they get disappointed, and even when they've been warned by numerous NPCs (and even their own Sense Motive checks) that the villain is much more powerful than them, they try to kill him anyway. I've been trying to give them some challenges that aren't just hack-and-slash challenges, because frankly those bore me if they're the only thing we do, but they still treat every challenge as if they can--and should--be able to beat it to a pulp, and if they can't they get really disappointed.

How can I get my experienced players to act more like the new players? I've asked them some questions and it seems they acted like the newbies when they first started playing. How can I get that attitude back?

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So tonight was pretty difficult for me, as a DM, and I'm wondering if I made the right judgment call in this situation:

Characters A and B have disliked each other for a long time (the players are good friends, and no hurt feelings over this rivalry). Character A is a gunslinger, quite dedicated to the goddess of trial by fire, is chaotic good, and is very superstitious. Character B is a dhampir, is chaotic neutral, and is regarded by Character A as untrustworthy.

Because Character A is so dedicated to his goddess, usually he will try to redeem the "bad guys" by putting them through a "trial by fire"--he has a consecrated revolver and he essentially plays russian roulette with them. He leaves their fates up to divine intervention (aka DM intervention). He has only ever done this to people who have done heinous acts, and so I was pretty happy adjudicating things this way.

However, tonight Character B lied to the party--not about anything life-or-death, but about something important to their current mission, and she tipped off a bad guy because she felt sorry for him. Character A freaked out, having trust issues, and put Character B through trial by fire (she agreed because she was frustrated).

Since I thought this was unreasonable of him, being willing to potentially kill someone over such an issue, I decided the goddess would not intervene and left it up to a d6 roll. I rolled a 1, and Character B died. The other party member had her resurrected, and Character A's player communed with his goddess (via an actual priest) and found out she disapproved of him; he elected to change alignment to CN and leave the party.

Because he'd been acting like a paladin before, all righteous and zealot-like, I felt like removing divine intervention from the picture was sort of like taking away his paladin powers when he freaked out and started treating another character like crap.

My question is: What would you have done in this situation? Was there a better way to handle this? No one has hard feelings, and Player A has rolled up another character who's way better for party cohesion, but I'm wondering what others think.


I'm running a homebrew game with 4 really well-thought-out PCs. They have decent backstories and personalities, and know what interests them.

Well, mostly.

One of them, the player who is usually most engaged and grabs all the plot hooks, is currently playing a fighter. His backstory: He used to be a bodyguard, but failed and his former employer died. So he hightailed it out of the country. The game is taking place a couple hundred miles away from where this happened. Now his PC is kind of an alcoholic, kind of doesn't like to discuss his past, and is kind of impossible to find a plot hook for.

He goes along with the plot hooks everyone else takes, but I get the sense the character is not that enthusiastic about them.

I like the character and think he has potential, but I don't know how to motivate him! What can I do to interest this character?

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This is my attempt at a Warlock archetype (for the Magus class), based on the Dresden Files. It hopefully captures the flavor of the series, if not the precise mechanics. And I think it has more of a 'multitalented' feel than the regular 'combat magus' feel, with more lore and investigation potential.

I think that at this point, most of Harry's and the other wizards' abilities are covered in this archetype. Is there anything else I could work in? Anything else from Magus that should be taken out?

I'd love to hear what you think.

Warlock archetype:
Diminished Spellcasting: A warlock can cast 1 fewer spell of each level than a magus (minimum 0). If this reduces the number of spells he can cast of a certain level to 0, he may only cast spells of that level if his Intelligence score grants him bonus spells.
Weapon and Armor Proficiency: A warlock never gains the ability to wear medium or heavy armor.
Arcane Pool: A warlock does not gain the ability to enhance his weapons using his arcane pool. Instead, he gains the ability to detect residual magic. When he casts detect magic, he can spend 1 point from his arcane pool as a swift action to note whether spells were cast in the area in the past 24 hours; if he makes his spellcraft check, he can tell what spells were cast.
Eldritch Blast: At 1st level, a warlock gains the ability to deliver a devastating blast of energy. He must choose one type of energy: cold, electricity, fire, or sonic. This ability functions as a cleric’s channel energy ability, except that a warlock cannot use this ability to heal—only to deal damage. A Reflex save, not a Will save, can cause a creature to take half damage. Creatures in the warlock’s square are automatically exempt from damage. A warlock can select channel feats that enhance his eldritch blast (such as Extra Channel and Intense Channel), but not feats that alter it (such as Versatile Channeler and Alignment Channel).
Occult Lore: At 2nd level, a warlock gains a bonus equal to half his level on Knowledge (arcana), Knowledge (planes), and Knowledge (religion) checks.
Warlock Arcana: A warlock may choose any of the following in place of a magus arcana:
Fey Veil: As a standard action, a warlock can spend 2 points from his arcane pool to veil himself for 10 minutes per level. This functions as invisibility, except that if the warlock calls attention to himself (by attacking, speaking loudly, or moving quickly), the veil is temporarily dispelled. Once the warlock stops calling attention to himself, the veil goes back into effect.
Hellish Blast: A warlock may only select this arcana if his eldritch blast is of the cold or fire type. This changes the blast to hellfrost or hellfire: Half of the damage from the warlock’s eldritch blast is cold or fire, as usual, but the other half is now unholy damage, which cannot be negated by cold or fire resistance. Evil creatures are not subject to unholy damage; nor are creatures using protection from evil or a similar effect. A warlock must be at least 9th level to select this arcana.
Magic Circle: As a full-round action that provokes attacks of opportunity, a warlock can spend 2 points from his arcane pool to draw a magic circle around himself. This wards him and all other creatures in his square against one type of creature, chosen at the time the circle is drawn: aberrations, extraplanar creatures (choose either the chaotic, evil, good, or lawful subtype), fey, monstrous humanoids, or undead. Creatures of the selected type cannot enter the circle or attack creatures within it. The circle’s effects last for 1 minute.
True Name: At 4th level, a warlock gains the ability to use the names of creatures in his spells. Whenever he casts a single-target spell that requires a saving throw, he can use the target’s full name (if he knows it) to increase the DC by +2. A warlock can use this ability a number of times per day equal to his Charisma modifier (minimum 1). This replaces spell recall.
Multitalented: Whenever a warlock could select a bonus combat feat, he may instead select an arcane talent from the list of those available to wizards.
Warder: At 7th level, a warlock adds the following spells to his spell list (but not automatically to his spellbook): alarm (1st), arcane lock (2nd), glyph of warding (3rd), fire trap (4th), mage’s private sanctum (5th), and greater glyph of warding (6th). This replaces knowledge pool.
Counterspell Master: At 11th level, a warlock gains Improved Counterspell as a bonus feat. Instead of countering a spell as a readied action, the warlock can do so as an immediate action; on his next turn, he can only take a move action and a swift action—not a standard action. This replaces improved spell recall.
Focused Blast: At 16th level, a warlock can spend 1 point from his arcane pool to redirect his arcane blast into a 60-ft cone instead of the usual 30-ft. spread. This replaces counterstrike.
Master Warlock: At 20th level, a warlock becomes a true master of magic. He gains detect magic as a constant spell-like ability, and Spell Resistance equal to his warlock level plus 6. In addition, he automatically knows when he is within 30 ft. of a fey, undead, or aberration—though he does not know precisely where the creature is, or what type of creature it is.

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My roommate wants me to DM a high-level fairytale campaign for her, and she's going to play a fairytale prince. She'll start as a 10th level paladin (no deity), and she's asked me to make her a cohort (a talking cat).

I've got some ideas where this is going: She's going to wander around a fairytale setting, saving various distressed damsels, and eventually fight the Big Bad Wolf, the custodian of the forest and the one who's been setting up all these traps for the distressed damsels.

The only problem is, I've never DMed for a single player before, and I really don't want to kill the PC.

How can I make it so she has a few close scrapes with death, without actually killing her? What's the highest CR she can fight? What class should her cohort be (maybe rogue or bard, for skills)? And can she handle multiple opponents/a dragon/a vampire on her own?

Any help is appreciated!

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Tessa's players stay out please...

I'm currently DMing a game in which two of the characters are related by a backstory thread they didn't previously know about. Due to the prophecy/fate-based nature of the game, I want to see if I can connect all the PCs' backstories. The weird part is, all of them come from different countries. They've known each other for a bit now, and I want to surprise them by revealing connections over the next few sessions.

Here are the basic backstories, and the threads they've left me to connect:

Player 1: abandoned by his human parents and raised by dwarves. has a bat animal companion. extremely religious, and received what he thought was a sign from a god. his dwarven parents were sold out by the tribe and killed for their "heathen ways."

Player 2: a pretty average guy, raised in a country with airships. failed to protect the last guy he bodyguarded, and left the country in shame.

Player 3: female dhampir. raised in an orphanage, with no clue who her parents were and which was a vampire. abandoned by her former employers when they found out who she was (and that she was in an illicit relationship with their daughter).

Player 4: had humble beginnings as a farmer's son, but was granted oracle powers by an unknown force. his parents are still alive and he knows them in-game.

Players 1 and 2 both stated that their characters have blue eyes, so I'm going to say that PC 1 is PC 2's illegitimate abandoned brother. Other than that, I could use suggestions!


So, I've been DMing for 3 or 4 years now, and my players are pretty happy with my style--the one thing I can't seem to do right is role-playing a conquered enemy. After they've been knocked unconscious, grappled and tied, or forced to surrender, it's difficult to tell how they would act toward the PCs. How can I keep them from giving up all their information and still make them seem intimidated? How hostile should I play them? How does it vary between different types of villain?

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According to the table on the first page of the playtest, level adjustments for RP go down as your characters get to higher and higher levels. While this works just fine for parties in which all PCs have the same level adjustments, what about a party with three humans and a drow noble (for example)? The drow noble's level adjustment is overcome at 6th level, so does that mean that the drow noble is now less powerful than the human PCs, because she is a level behind? And what about races with a higher level adjustment and thus a larger power disparity?

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I'm getting ready to go back to school for the fall, and I'm supposed to be continuing a game we started playing last year. There were 4 players to begin with, but one has gotten too busy to continue, and one is graduating. Luckily, the two that are staying are the two whose characters are most involved in the plot. But mechanics wise, the planned encounters are too difficult for them now.

My questions:
1) How do you deal with XP division with small parties? Give them full XP for the monster divided by 2? Or keep dividing the number by 4 as if you still had 4 players?
2) Is there a quick fix to reduce monster CRs by 2 so they don't TPK every time?
3) Any additional suggestions for running a small-party game? I've never done this before.

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My PCs have gotten themselves in trouble again--they made a powerful extraplanar creature angry at an entire city, and he's sending armies to take out the city. The PCs want to defend their home, raise armies, etc. I'm fine with using the mass combat rules from War of the River Kings, but neither I nor my players want to just run mass combats for a few sessions.

What are some other missions I can send them on or ways I can incorporate them into a battle? I've thought of having the rogue sabotage the enemy's resources or having them defend a breach in a wall, but I'm running out of clever ways to do this.

I'd prefer not to just throw a couple hundred lesser fiends at them and make them cut their way through. Anyone have suggestions for level 9 PCs in a war?

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I'm DMing for three 14th-level characters who have been around since level 1. As they increase in power, I'm finding it hard to challenge them realistically--I don't want the whole world to scale up with them!

They're currently on the trail of a nascent demon lord they've hated since about level 10. The first few cultists of his they encountered were pretty easy encounters for them. Should his cultists just get more powerful as they get closer to him? How do I challenge my players without making this ridiculous?

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I've been reading Ustalav: Rule of Fear in preparation for a game that takes place there. I'm really interested by the Anaphexia

Ustalav spoiler:
(the Norgorberian assassin-cultists who pretend to worship Pharasma)

and wanted to make a rogue variant to encompass abilities they might have. My question is whether this is balanced. Any thoughts?

Anaphexia (Rogue Archetype)
An anaphexia gains no rogue talents or advanced talents.
Class Skills: An anaphexia adds knowledge (religion) to his list of class skills. He removes knowledge (dungeoneering).
Blade of the Anaphexia: At 1st level, an anaphexia can create a blade from shadows. This requires a standard action, and the blade lasts for one minute. At 7th level, creating a blade takes a move action. At 13th level, this is a swift action. The blade has the statistics of a masterwork dagger, and any feats the anaphexia has that relate to daggers also relate to this blade. A Blade of the Anaphexia can be thrown; if it misses, it immediately returns to its wielder’s hand, but if it hits, the blade is destroyed. An anaphexia can only have one such blade at a time.
Sign Language: At 1st level, an anaphexia learns a secret sign language system that is known only by other anaphexia. This replaces Trapfinding.
Sneak Attack: An anaphexia can only use sneak attack in conjunction with the Blade of the Anaphexia ability.
Secret Magic: At 2nd level, an anaphexia learns to cast minor spells. He may select one 1st-level spell from the anaphexia spell list. He can cast this spell once per day as a spell-like ability. At 4th level, the anaphexia can choose an additional 1st-level spell, which can be cast once per day. At 6th and 8th levels, he can choose an additional spell, though he now gains access to 2nd-level anaphexia spells. At 10th and 12th levels, he can choose a 3rd-level spell, at 14th and 16th levels, he can choose a 4th-level spell, and at 18th level, he can choose a 5th-level spell. If he so chooses, an anaphexia may choose a spell that he already knows, in order to gain an extra use of that spell-like ability per day. Spell-like abilities gained from this class feature do not require verbal, somatic, or material components, and are not subject to arcane spell failure. The DCs for these abilities are set by the anaphexia’s Charisma modifier, and his effective caster level is equal to his anaphexia level.
Sworn to Secrecy: At 3rd level, an anaphexia allows members of his order to cut out his tongue, so that he can never tell a secret. He receives a +1 bonus to the DC of Diplomacy and Intimidate checks made to interrogate him. At 6th level and every 3 levels thereafter, this bonus increases by +1 (to a maximum of +6 at 18th level). This replaces Trap Sense.
Channel Energy: At 4th level, an anaphexia gains the ability to channel negative energy. He cannot use this ability to heal undead. The amount of energy an anaphexia can channel is equal to 1d6 at 4th level, plus 1d6 for every 4 anaphexia levels beyond 4th (to a maximum of 5d6 at 20th level). This otherwise functions as the cleric ability of the same name.
Advanced Blade: At 5th level and every 5 levels thereafter, an anaphexia’s shadow blade gains a +1 enhancement bonus (to a maximum of +4 at 20th level). At 10th level, these bonuses may be used to grant any of the following weapon properties: allying, cunning, defending, ghost touch, grayflame, keen, or unholy, though the weapon must always have at least a +1 enhancement bonus.

Anaphexia Spell List
1st-level spells: alarm, comprehend languages, detect magic, detect poison, disguise self, erase, hold portal, magic aura, obscuring mist, read magic
2nd-level spells: arcane lock, darkness, fog cloud, locate object, mirror image, misdirection, obscure object, rope trick, see invisibility, undetectable alignment
3rd-level spells: arcane sight, clairaudience/clairvoyance, dispel magic, explosive runes, secret page, shrink item, speak with dead
4th-level spells: detect scrying, dimensional anchor, discern lies, illusory wall, locate creature, shadow conjuration, solid fog
5th-level spells: break enchantment, breath of life, mage’s private sanctum, passwall, secret chestF, shadow evocation

Anaphexia Feats
The following feats are available only to members of the anaphexia archetype.
Advanced Channeling: The anaphexia can channel energy as if he were 4 levels higher (effectively gaining +1d6 to the damage done by his channel energy). This feat can only be selected once.
Extra Spell-Like Ability: The anaphexia may choose one additional spell-like ability for himself. This spell-like ability must be on the anaphexia spell list, and must be of a level he can cast. He can use this additional spell-like ability once per day.
Potent Blade: The anaphexia’s blade receives an extra +1 bonus. The anaphexia may take this feat no more than once per 6 anaphexia levels he has attained.

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When (if ever) are we likely to see a book about fey? The group I play with would love to see Fey Revisited or a book about the first world, it's one of our favorite parts of Golarion.

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This looks awesome! When does it come out, and will there be a PDF?

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I have a quick question about two-weapon fighting, which I can't find an answer to in the Core...

Is it legitimate for a character to fight with a melee weapon in one hand and a ranged weapon in the other? For example, a swashbuckler with a repeating crossbow and a rapier?

I realize he'd have to take point-blank master or get attack of opportunities every round while doing this, but do the rules allow it, and how would you best customize it?

Thanks.

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Has anyone out there tried adding outsiders from the Bestiary II or some of the supplements/adventure paths to summoning lists? If so, how do you handle this? I'm wondering because one of my players is making a CN cleric and wants to summon proteans.

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I'm starting a new campaign in a few weeks, and my players have chosen the Lands of the Linnorm Kings for their setting. Unfortunately, I have no ideas for viking plots.

So, GMs--what kind of adventures would you run in the Lands of the Linnorm Kings? What movies/books would help me think of ideas? I'm hoping to get my players into Irrisen within a few levels, but other than a general interest in the Jadwiga and the type of evil plots they could cook up, I don't really know what to do with four vikings who own their own boat.

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I've been GMing with the same group for a few years now. At first, they had a healthy fear of the things that went on behind the GM screen, they treated my high-ranking NPCs with respect, and they genuinely cared about the storyline. Lately, when their characters die, the king gets angry that they didn't deliver on their promise, or their cohort gets kidnapped, they blame me.
I don't really know what the problem is, seeing as I haven't made any major changes to my GMing style. Is it possible that I was too permissive of my players to start out, or are they simply getting bored?

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Does anyone know how to calculate the CR of an ex-paladin NPC? I don't want to make him a blackguard or an antipaladin, just a paladin who lost favor with his deity.
Thanks!

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I've been DMing for a few years on and off, and I'm going to start running a homebrew adventure in January. I've got most of the adventure written; I just don't know how to start it. My players are thrill-seekers who play mainly for the excitement, so starting them off in a tavern or in any situation that doesn't involve danger usually means they take a while to get invested in the game.
In the past I've done things like have them all roll initiative and be fighting together, not knowing how they got there; then suddenly the cleric wakes up, realizes he was having a prophetic dream, and goes to find the other PCs (whom he's never met) because he thinks his god wants him to.
I'm running out of ideas for exciting openings, though! Does anyone have any ideas?


I'm running a campaign starting in a few weeks. It's set in a home brew world, and the premise is an airship race around the world. I made a players' guide to explain the setting, and even included a bunch of campaign traits that I THOUGHT would get my players to be willing to work together from the get-go. I didn't anticipate any problems, because I've been DMing for these guys for a while and they've always been inclined to play good guys before.

This time, though, they all created their characters separately and emailed them to me at roughly the same time. When I opened my email, I found a chaotic good summoner, a total neutral rogue... And a lawful evil fighter.

These are good role-players, and I'm afraid their characters are going to take issue with each others' decisions and attack each other. Any advice?


I'm going to start running a home brew campaign in a few weeks. I'm pretty excited, because it's my first time running game in my home-brewed world (though I'm a pretty experienced DM). I also have experienced players.

The problem is in how the characters were created. I stupidly assumed these guys were going to create characters that would work decently together, because they've all been attracted to playing good guys before. Unfortunately, they all created totally different characters, and they sent the concepts to me around the same time, so I had no way to warn them of the others' alignment choices.

Now I've got a LE fighter, a TN rogue, and a CG summoner on my hands. The campaign centers around an airship race, so they're going to be living together on a tiny airship.

How do I keep them from killing each other? Especially because they're such good role-players and will actually take issue with the others' alignments.