
JanosAudrun |
So the group im leading is just escaping Zyrnakyanin so that leaves us with the gate event, and were off to the next chapter.
They are lvl10 at the moment, just gained it after Ad hoc expirience in talk with Allicavnis.
Should they be higher? The introduction for Memory of Darkness states lvl12 as the begining point. I am using medium progresion for this campain.
Suggestions? Advice? Thanks in advance. Sorry for bad spelling :(

Joana |

So the group im leading is just escaping Zyrnakyanin so that leaves us with the gate event, and were off to the next chapter.
They are lvl10 at the moment, just gained it after Ad hoc expirience in talk with Allicavnis.
Should they be higher? The introduction for Memory of Darkness states lvl12 as the begining point. I am using medium progresion for this campain.
Suggestions? Advice? Thanks in advance. Sorry for bad spelling :(
My group has just hit level 9 and they haven't gotten out of book 3, so yeah, I'd say your group is a bit behind.
While PfRPG APs are written for medium progression, Second Darkness was written for the 3.5 ruleset, and you have to use fast progression to keep up with the expected levelling points in those APs. That said, however, if your group has survived to this point, they're obviously doing all right, despite being a few levels behind. If you want to "catch them up," however, you could always throw in a mass encounter and a hefty story award, and then level them on the fast progression chart from there on out.

Joey Virtue |

What im going to do since EXP is no longer needed to craft things for this AP im just giving levels
You could sneak a dragon into the underdark tunnels as they run that could move them to 10th and then the final battle could get them closer to 11th and add somthing inbetween the end of this book and the start of the next to get them to 11th

JanosAudrun |
Well, they are handling all of Joeys conversions as they are. The party is a paladin, druid, fighter with one lvl of a barbarian, and a shadowdancer rogue.
And they are really good in combat, expirienced lot, with myself as well. Good positioning, tactics, combat manuvers they all do it very well so posing a chalenge in a fight without using higher lvl NPC is really hard. On the other hand they dont have an arcane caster.
So giving them 11th lvl so soon maybe hard to handle. Any toughts on that?

Joey Virtue |

First thing do that math to convert them to fast XP chart with the same relitaive experierence differnce to the next level so they are on the quick XP charts
So in the tunnels they make a couple wrong turns end up in a dragons lair with traps and the dragon himself (lots of XP from these two things) So they should be at 10th level as the approch the portal
After that battle and some XP bonuses for Escaping the Darklands they should be close to 11th after the attack and gate traveling they should easily be 11th level when they reach the Banshee

JanosAudrun |
Thanks for the ideas joey. They are already lvl10.
Ok I guess i'll start building up some encounters for them to hit while they travel to the gate.
Anyone have some other cool ideas for a underground baddie other than a dragon? Something neutral perhaps, dont want to see another paladin powah ownage of my baddie :)

Ice Titan |

Thanks for the ideas joey. They are already lvl10.
Ok I guess i'll start building up some encounters for them to hit while they travel to the gate.
Anyone have some other cool ideas for a underground baddie other than a dragon? Something neutral perhaps, dont want to see another paladin powah ownage of my baddie :)
Gargantuan ochre jelly.
: )

Joey Virtue |

Here is an oldie but a goody that I converted
Umber Hulk CR 7
Large Aberration
Init +1; Senses Darkvision (60 feet), Tremorsense (60 feet); Perception +13
Aura Confusing gaze (DC 16)
DEFENSE
AC 19, touch 10, flat-footed 18. . (+1 Dex, -1 size, +9 natural)
hp 110 (10d8+40)
Fort +9, Ref +4, Will +7
OFFENSE
Spd 20 ft., Burrowing (20 feet)
Melee Bite (Umber Hulk) +10 (2d8+10) and
. . Claw x2 (Umber Hulk) +10 x2 (2d4+10)
*Power attack Figured in
Space 10 ft.; Reach 10 ft.
Special Attacks Confusing gaze (DC 16)
STATISTICS
Str 23, Dex 13, Con 19, Int 11, Wis 11, Cha 13
Base Atk +6/+1; CMB +14; CMD 25
Feats Great Fortitude, Multiattack, Power Attack +4/-2, Toughness +10, Vital Strike
Skills Acrobatics +14, Climb +19, Fly -1, Perception +13, Stealth -3, Survival +8, Swim +14
Languages Terran
SPECIAL ABILITIES
Burrowing (20 feet) You have a Burrow speed.
Confusing Gaze (DC 16) (Su) Confusion as the spell, 30ft Gaze, caster level 8th. Will save to negate. The save DC is Charisma based.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Power Attack +4/-2 You can subtract from your attack roll to add to your damage.
Tremorsense (60 feet) Sense things and creatures without seeing them.
Vital Strike Standard action: x2 weapon damage dice.
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silverhair2008 |

If you have Drow of the Underdark you could add an encounter with Quaggoths' and adapt some of the NPC's from the Chapter on Adventures and Campaigns. If not any Darklands creatures will work. Also adding a few more Drow to the final encounter also works. My group started A Memory of Darkness at 11th and are close to the end at 12th. I'll add a few encounters to get them ready for Descent into Midnight. It is set to start at 14th.
I agree that even though 2D is written in 3.5 criteria one could run Pathfinder PC's through it at one level below suggested.
Just my 2 cp.

JanosAudrun |
Thanks for the Hulk Joey! Was one of my favorite monsters since Neverwinter Nights :D
So since they have 2 days to treck in darklands to the portal, I was thinking some Umberhulks as a random encounter like 4-5 to make them bleed. Maybe something for the end of day 1, then as a strawberry on top a purple worm to make them cry and perhaps eat the paladin.
For the gate encounter I'm gonna add 1 lvl of rogue to First son, cause the Joeys conversion is awesome but is missing 1lvl. Gonna add more guards any idea on additional ways to make that encounter harder?

JanosAudrun |
Ohh what a nice idea, were you thinking about a bard or cleric for the gate encounter or something sooner?
If you could cook up a bard and a cleric lets say maybe 8thlvl for addition to the gate encounter I think that would be a good chalenge and some good xp for the boost we were talking about.
For the wilderness encounters i'm quite satisfied with the purple worm, he is big bad, and it will make them s*it bricks.

Joey Virtue |

VONNARC BARD CR 8
Male Drow, Noble Bard 8
CE Medium Humanoid (Elf)
Init +4; Senses Darkvision (120 feet), Low-Light Vision; Perception +14
DEFENSE
AC 22, touch 15, flat-footed 18. . (+5 armor, +2 shield, +4 Dex, +1 deflection)
hp 60 (8d8+10)
Fort +4, Ref +11, Will +8
Immune sleep; SR 19
Weakness Light Blindness
OFFENSE
Spd 30 ft.
Melee +1 Rapier +11/+6 (1d6+3)
*Arcane Strike Added in
Spell-Like Abilities Dancing Lights, Deeper Darkness, Detect Magic, Dispel Magic, Divine Favor, Faerie Fire, Featherfall, Levitate, Suggestion
Bard Spells Known (CL 8, +6 melee touch, +10 ranged touch):
3 (3/day) Haste (DC 18), Displacement (DC 18), Good Hope
2 (5/day) Invisibility, Cure Moderate Wounds (DC 17), Heroism, Mirror Image (DC 17)
1 (6/day) Silent Image (DC 16), Hideous Laughter (DC 16), Feather Fall (DC 16), Grease (DC 16), Expeditious Retreat
0 (at will) Mage Hand, Read Magic, Message, Ghost Sound (DC 15), Detect Magic, Summon Instrument
STATISTICS
Str 10, Dex 18, Con 12, Int 12, Wis 12, Cha 18/20
Base Atk +6/+1; CMB +6; CMD 21
Feats Arcane Strike, Bard Weapon Proficiencies, Extra Performance, Harmonic Spell, Weapon Finesse
Skills Acrobatics +16, Bluff +16, Diplomacy +16, Escape Artist +15, Fly +16, Perception +14, Perform: Dance +16, Perform: Oratory +16, Sense Motive +16, Sleight of Hand +8, Spellcraft +10, Stealth +14, Use Magic Device +16
Languages Abyssal, Elven, Undercommon
SQ Bardic Knowledge +4 (Ex), Bardic Performance (move action) (29 rounds/day), Bardic Performance: Countersong (Su), Bardic Performance: Dirge of Doom (Su), Bardic Performance: Distraction (Su), Bardic Performance: Fascinate (DC 19) (Su), Bardic Performance: Inspire Competence +3 (Su), Bardic Performance: Inspire Courage +2 (Su), Bardic Performance: Suggestion (DC 19) (Sp), Elven Immunities, Elven Magic, Lore Master (1/day) (Ex), Poison Use (Ex), Versatile Dance +16 (Ex), Versatile Oratory +16 (Ex), Well Versed (Ex)
Combat Gear +1 Rapier, +1 Mithral Chain Shirt, +1 Mithral Buckler; Other Gear Cloak of Resistance, +1, Headband of Alluring Charisma, +2, Ring of Protection, +1, Wand of Fireball (CL 8)(5 Charge), Wand of Fly (8 Charges)
SPECIAL ABILITIES
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +4 (Ex) Add + 4 to all knowledge skill checks.
Bardic Performance (move action) (29 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 19) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Suggestion (DC 19) (Sp) Make a Suggestion to one Fascinated creature.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Spell Resistance (19) You have Spell Resistance.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Versatile Dance +16 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Oratory +16 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependant effects.
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