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Authoritative Flinn's page
Pathfinder Society GM. 37 posts. No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.
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I was looking for some ideas how to make this part of chapter 4 shine, so thanks for that.
So, let's say my particular party has pooled their money and made an Enlarge Person spell on the party's barbarian permanent for some nice combat bonuses. So he's large now. In these tunnels.
Oh dear...
OMG that cover is the most impressive one yet! 10/10
Amazing! Thanks for your hard work Raynulf! This will really lift my CoT game back up to the great story it is intended to be!
"With martial skill, magical might, and a little but of luck,.."
I think it should say a little "bit" of luck. :)
Same goes for playing the standard WotR campaign from the box instead of the Season of the Righteous scenarios, I guess?
Fall of Kenabres (1-1), for instance, lists a skill feat as a reward. Would I homebrew-play it using society rules, it would give characters TWO skill feats then?
I have a question that is in line with this thread.
When a scenario reward is "Every character gets a skill feat" and it is the first one in the adventure (which entitles you a skill feat according to card society rules), do I get TWO skill feats for that first scenario?
So my newest group of 4 veteran players has proved to conquer all my combat encounters I threw at them. They're level 1, almost 2, and we're playing through the first chapter of Council of Thieves.
While scheming how to make this adventure path more of a challenge to them, I noticed all 4 of them have chosen charisma as their dump stat, with some low (7-9) wisdom values here and there.
My question to you creative GMs out there: how would you make this walk in the (Westcrown) park that is "The Bastards of Erebus" more challenging for this group?
(The classes are human witch, halforc cleric of War, elf magus and human Zen Archer monk)
Emerald Spire probably comes close to an enormous multi-leveled dungeon designed to test experienced players from levels 1 all the way up to 14.
Downloading now... Can't have MyFly be the only European guy playing this on release-night ;-)
Okay, so how about they invest downtime in training them? Would it be too overpowered for them to let those dogs get the advanced template or somesuch?
Hi there,
One of my groups consists of all gnomes/halflings and they use riding dogs to charge into adventure. A question has popped up: do those "ordinary" riding dogs (from UE pg.82) level up with the characters like animal companions do?
My players are playing a rogue, a fighter and a shaman, so I know the dogs do not count as animal companions, Eidolons, cohorts or followers, but the players have grown really fond of them.
Have any of you encountered a similar situation? Or do you have any ideas how to rule this?
Thanks!
Awesome! This is going on our wall in the Netherlands as well!
It's a perfect handout for new players too, who like to know the options but become swamped with the huge number of books just to get an idea what kind of classes they can choose from. Well done!
Hi Lathelus,
As you more or less pointed out yourself: you never know what exactly your players will do or ask during a session.
THe question you should ask yourself is "Is it absolutely necessary for the plot that they discover this information?"
If not, go with the flow.
If so, ask your players suggestive questionslike "So what do you do? Move on, check the camp for tracks, what?"
But even so, letting them go with their own choices and finding out later they might have had an easier encounter if they knew something more about their foes beforehand is all about the freedom RPGs grant their players.
Don't force your players, but reward their ingenuity with info (and maybe some stray material rewards).
Have fun!
298.) Always follow the correct numerical order of things. Like a list of strange house rules.
All are great ideas, thanks! I knew the adventure path needed some work to make it work, but I did not like to change the chapter order or leave chapter 6 out. Time to do some overdue GM prepping! :)
Seeing this post while my own CoT group is about to start, I will grasp all straws that will make it a more coherent adventure path than it is written as is.
Anonymous Visitor 163 576: can you explain your choices of sidequests and give some general guidelines how you weaved Greyhawk en Ravenloft stuff into Cheliax as per your own campaign?
A quote from Disney's Aladdin, right? :)
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Goblins' Very Own Class Deck? Squeeeee!! :))
I'm very curious to see what kind of promo card Zadim will get... as he himself isn't even in the Adventure Card Game yet!
Anyway, finding this Community Card Creator just now on the DriveThru website nearly a year later, I still have to ask:
- Can I recreate official Adventure Paths into homebrew full-fledged card sets with this Card Creator?
I have the same situation on my hands. I think I'm going to let Tsuto help out at the Seven's Sawmill, that should surprise my group at least a bit at the end of book 2 ;-)
About to run Misgivings tonight and I must say, this thread: awesome!
Meh.
I get Phantom Menace vibes from this and earlier trailers. Hope it delivers, though.
Good one, thanks!
I was thinking about putting in 5-08 The Confirmation. Would that be an okay choice after those three intro scenarios?
Thanks for the feedback!
@Paz: it's going to be a homebrewed short-sessioned story-driven campaign-thingy experiment. So I'm not restricted to restricted scenarios :)
@UndeadMitch: squeezing in 4-18 after 4-13 results in:
03-I1 In Service to Lore
03-I2 To Delve the Dungeon Deep
03-I3 A Vision of Betrayal
04-01 Rise of the Goblin Guild
< snip >
04-19 The Nightmarch of Kalkamedes
04-15 The Cyphermage Dilemma
04-07 Severing Ties
04-09 The Blakros Matrimony
04-14 My Enemy's Enemy
04-11 The Disappeared
04-02 In Wrath's Shadow
04-13 Fortress of the Nail
04-23 Rivalry's End
04-18 Veteran's Vault
04-03 The Golemworks Incident
04-05 The Sanos Abduction
04-17 Tower of the Ironwood Watch
04-06 The Green Market
04-22 Glories of the Past part 1
04-24 Glories of the Past part 2
04-25 Glories of the Past part 3
04-00 Race for the Runecarved Key
04-08 The Cultist's Kiss
04-10 Feast of Sigils
04-12 Refuge of Time
04-20 Words of the Ancients
04-26 The Waking Rune
This still keeps the level requirements, but needs an extra Tier 1-5 scenario in there to get them back on track. Any suggestions what would fit after Rise of the Goblin Guild but before The Nightmarch of Kalkamedes?
Cool, thanks.
With that flowchart and thread, I came up with the following order:
03-I1 In Service to Lore
03-I2 To Delve the Dungeon Deep
03-I3 A Vision of Betrayal
04-01 Rise of the Goblin Guild
04-18 The Veteran's Vault
04-19 The Nightmarch of Kalkamedes
04-15 The Cyphermage Dilemma
04-07 Severing Ties
04-09 The Blakros Matrimony
04-14 My Enemy's Enemy
04-11 The Disappeared
04-02 In Wrath's Shadow
04-23 Rivalry's End
04-03 The Golemworks Incident
04-13 Fortress of the Nail
04-05 The Sanos Abduction
04-17 Tower of the Ironwood Watch
04-06 The Green Market
04-22 Glories of the Past part 1
04-24 Glories of the Past part 2
04-25 Glories of the Past part 3
04-00 Race for the Runecarved Key
04-08 The Cultist's Kiss
04-10 Feast of Sigils
04-12 Refuge of Time
04-20 Words of the Ancients
04-26 The Waking Rune
That will make for a semi-continuing campaign story with a decesnt intro, build-up and finale, and even the APL falling just about in the required levels.
I cut out the two Tian scenarios and the (too hard) Storval Stairs scenario to make the story work.
Opinions, anyone?
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Hi all,
I've been googling my eyes out for a chronological order in which to play the season 4 scenarios in which to enjoy the metaplot of that season to its fullest.
I know the core metaplot as it were is centered around scenarios 04-8, 04-10, 04-12, 04-20 and 04-26, but where do 04-00 and 04-02 fit in? And what about the subplots?
Anyone out there having a shortlist lying around maybe?
Alas, we already have a summoner in our group, and the player wants to do some life drain, fire damage, curses etc. Any thoughts on that?
Hey nice Pathfinder-people,
A player in my new Pathfinder Campaign wants to play a (WoW-inspired) Warlocky-type class. Any of you have some class/race/archetype advice on that?
Please?
Part of the fun is also not knowing what promo it will be. Consider your surprise and glee opening your subscription AD and finding a neat little gem in cardform in there!
I for one wouldn't want to know in advance what promos are lurking in the hearts of Mike and his retinue.
You guys, which one had the Goblin Bomb promo? AD3 of WotR?
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Thanks for all your replies!
This will be fun! The alchemist concerned is the group's skill-monkey and tank. Well, the goat familiar of the Witch of the group is actually the tank, but that's another story. So naturally, when in "tank-form" due to his mutagen, he can't effectively use his skills as usual, but without his mutagen he's not the buff warrior the group needs him to be.
Decisions, decisions... ;-)
Quick rules question: can an alchemist, who has just imbibed a Strength mutagen, voluntarily dismiss it when he needs the INT bonus for a Knowledge skill check? Or does he have to wait out the entire duration of the mutagen?
And what if my group finishes Brigandoom, gets a random item draw from the box and my Ezren draws a Sihedron Ring, as I have all decks in my box? Can or can't he make a new deck for the next scenario, Poison Pill, with said Sihedron Ring in it as a substitute for another item in his starting deck?
Okay, here's one to wrap your brains about:
The group of heroes is traipsing down a familiar dungeon in a familiar classic adventure path and gets attacked by a vargouille. You know, the flying, tentacled creepy CR1 monster. The eidolon of a player's summoner is kissed by a vargouille and fails its save. While said vargouille is bested, the summoner dismisses his eidolon before "bad schtuff happens to mein beastie".
What next? What happens when the eidolon is resummoned the next day? Does dissmissal of the eidolon causes all diseases and poisons (magical or otherwise) be removed? Or maybe time flows faster in the eidolon's plane of existence and the summoner summons a vargouille with a familiar face next time? Oooh the possibilities! :)
Stealing this thread away from the OP, my "clever" group didn't have the patience to piece together the puzzle that leads to the Glassworks situation. Reading through the entire AP, the Glassworks looks to me as if it's the starting station of this railroad that is "Burnt Offerings". After finding the evidence in the boneyards and going on a boar hunt with Aldern, they decided to go to Magnimar, their motivation being "maybe there's more adventure to be had there instead of this dull backwater"...
Now what? Suggestions anyone?
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