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Organized Play Member. 5 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.


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the Lorax wrote:

Oh sure, talk about leading a coup to take over an army of giants, with the intent of leading them to war, killing thousands and putting many more under their size Large (and larger) jackbooted heals, and calling Lamashtu worshiping Lamia to your side as allies and you're all good.

But mention performing turnabout (which as we all know IS fairplay) on Sorshen and you're offended?

I mean, it could have been worse, like taking Zutha as a sex slave...

Oh and Bennett5394, sounds awesome, that leads right in to ultra high level play, conflict with the other (real) Runelords and involvement in the building conflict in Varisia between Pazuzu and Lamashtu.

What will make this even more interesting is that one of my players hates Lamashtu. So he will have to learn to coexist, or throw in some monkey-wrenches. I think one of the reasons he is going along with the plan is to convert/stop the follow of Lamashtu, without just killing all of them (Not an easy task).

I do not know about the Sorshen idea, but the playboy bard might like it.

My current ideas is that after they kill Karzoug, some of the Rune Giants will bend a knee, but not all. This will create a conflict that group could either talk their way out of or have a very large battle with those who refuse to bend a knee.

I also agree it will create an ultra high level of play, but that is okay with me. We have completed must combats in under 30 minutes, and that is with 6 player and upgraded bad guys. We have a lot of buffing characters (2 Bards, 1 Oracle, and the Outflank feat), which leads to fast turns and a high hitting percentage. I am getting off topic, so I am going to end here. I will keep everyone updated on the results.


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I have been running Rise of the Runelords for about a half of a year now (so if you are playing it stop reading now) and my group has just entered Xin-Shalast. The twist is that they have decided that after they kill Karzoug, they want to take his place and take control of Xin-Shalast and use it armies to take control of Varisia.

One of my players had the idea, and has convinced the rest the group to follow him. As a whole, the character are not "good", and the only reason they were going to defeat Karzoug was to save themselves, not really caring about the rest of the world.

So far, they have talked to everyone they have met in Xin-Shalast, and tried to convince them to follow them after they defeat Karzoug. They have saved the skulks, and convinced them to follow after they defeat Karzoug. The Bard seduced Svevenka, with his great diplomacy. They also met Gamigin, and they convinced him to help them by bribing him with large amounts of wealth, and a high ranking spot in their new empire.

I would like to state, this is not a problem, and I do NOT want to stop them. I was just wondering if anyone else's group has done this, and if anyone has any good ideas for the DM on how to run this.

My ideas so far:
-The key to controlling Xin-Shalast is the Rune Giants, so if they defeat Karzoug, take his stuff, and start calling themselves the new Runelords. Then, maybe they will be able to convince the Rune Giants to follow them. Once they control the Rune Giants, they should be able to control all the giants, and some of the Lamia will probably follow.
-I might use the Kingdom rules in Ultimate Campaign once they have control of Xin-Shalast, and start taking over other Varisian cities. This should be easy for me, because I played in a Kingmaker campaign, and did most of the paper work for it.
-Another option I thought of is to run another campaign set in the future, where they have successfully taken over Varisia, but the group plays as rebels fighting against the new rulers. I would probably not run this right away, just because a couple of my player have games they are preparing to run after mine, so would probably let them run theirs, then come back to this. That would give me time to prepare.

So, what is your opinion?


Thanks for all the good information for where to look for more ideas. Sense Rise of the Runelords takes place in 4707, it would be fine to change the cannon in my home game, because none of it has taken place yet. I might do something to with the Runelord of Wrath or go straight to Xin. I have a setting lawyer in my group and he might not like it but it might help him stop metagaming to go off the rails alittle.


Ian Bell wrote:

Page 58 of http://paizo.com/products/btpy8sa5?Pathfinder-Campaign-Setting-Lost-Kingdom s

Also, there are some PFS Scenarios from Season 4 that relate to the Runelord of Sloth IIRC. They'll be too low level to use as-is with a post-RotR party but storylines could be adapted.

Thank you. That was exactly what I was looking for. That was a extremely fast reply. I was expecting to wait days, but I have never posted here before. Thanks again.


I am currently running Rise of the Runelords, and my group is almost done with The Fortress of the Stone Giants. Recently, I was searching for a map of Ancient Thassilon, particularly a map that showed the borders of each domain of Thassilon. After reading the History of Thassilon article, I got a basic idea where each domain was, but I was still not clear.

Maybe, I just missed the map somewhere. If someone knows of a map that shows the borders of each Domain would you please lead me to it.

I think the map would be a great resource for players to get a better idea of the geography of ancient Thassilon. The map would be something players would easily find in the library below Jorgenfist.

I was also thinking of continuing the campaign after book 6, because my player seem to be having a great time. The map would be a great resource to expand on the campaign and stay with the ancient Thassilon theme.