Two Headed Snake wrote:
How did you run Citadel Dinyar? We've got 2 2'x'2 battle mats and one 3'x'4 and even double sided I don't think that will be enough space. just looks like suuch a headache
I tend to draw out the maps on graph paper and my players stick the different bits down using blu-tac. Then if there's a room they have an encounter in they draw it out on a battle mat.
Midnight Anarch wrote:
You rock, thank you!
1) I really liked the Irrisen book and found it useful to give me some context around the country's culture and history.
2) It was alright, as much as any of them are. In my opinion there's no point playing anything icy as so many monsters have resistance to cold. It makes the Winter Witch a little pointless, but there is good loot for witches so playing a vanilla or other type could work.
As a separate point I'd suggest your party decides what the overall alignment is going to be. This AP really can lend itself to a good, neutral or evil party so they just need to decide what approach they want to take. The group I had were mostly good, so the tone was set in that direction and I made changes to some of the RP elements to reflect that.
1) They stayed longer than I intended as they walked round the whole village asking questions of people (in the "we must be missing something" way that players do sometimes). But there isn't really much reason to be there long.
2) It was my first ever experience GMing so I messed quite a lot up, so the players got an easier ride. I've heard it can be quite deadly though, so you may need to make adjustments as you go. It really depends how your group is made up (both players and PCs) I think.
I killed one PC in this encounter and the other 3 nearly died too... I wasn't expecting it to go that way!
I'm running this at the moment and one of my players is an Alchemist who likes to summon things. He's modelled the character on a lawyer and he's been talking about summoning devils at some point, which is fine.
Then he was talking about binding a devil and started to turn dead bodies into soul gems to use as a form of currency. He's been working behind the scenes on getting this set up and now I'm trying to work out how this can actually work for him.
It's making my head hurt a bit, so was wondering if anyone had any ideas?
I changed Nadya slightly and had them be the boys' aunt instead of their mother (both parents having been killed by Elvanna's forces and Nadya being the father's sister). Then when they were travelling to Whitethrone I had the party stop off at another aunt's (the mother's sister) and the boys were left there.
I expanded it slightly by almost having Nadya wanting to go out and fight/help but being "trapped" by having to look after the boys. The group showing up was a way for her to join in. It worked pretty well!
What sorts of things do you think she'd say...? This particular player is so good at thinking on his feet, so I get outmatched sometimes when the characters wouldn't. I'm trying to get prepared for another good-natured run-in ;)
So things were going ok, they were keeping their heads down and doing a little digging... One of them has got into Jara's "good books", they'd found the smithy, they debated disrupting the market (and decided not to) and generally did some investigating. It was good.
Then the Cleric of Asmodeus said he wanted to visit the new temple to Torag.
Then he made me think on my feet (a lot) as he challenged their decisions and rights around repurposing the site from Asmodeus to Torag. Then he demanded to serve the religious rights of the prisoners in Hardship's Hearth. It was quite brilliant as he's scoped out the area and I couldn't think of a reason why they wouldn't let him.
Anyway, now I'm wondering how much he (and they) are going to be under suspicion. It's very early days so I don't want to hamper them and spoil the story too much. I also worked in someone else's idea of having another group running interference, so that group could do something drastic to distract Oppian...
Anyway - anyone got any ideas how I can move this forward? I'm relatively new to GMing still so these sorts of things take a while for me to work through still!
I've just started to run the second book and so far intimidate has been used very little in a combat setting. One of my players started to use it a little more towards the end of the last session though and it got me thinking about how the fluff of the book combines with the crunch of the mechanics.
By that I mean that a lot of the encounters are made up of NPCs who have very strong beliefs. I don't feel that the more static DCs are a fair reflection of these peoples' resolve, especially as the PCs can pump all sorts of traits, feats and items into the intimidate skill. I know that would make them more terrifying, so intimidate should work, but it does make me concerned that encounters could be prematurely stopped through the constant use of intimidate.
Am I barking up the wrong tree? Am I completely alone with this? What do you think?
I've read it that this is Fex's decision, he doesn't care about the GR or the rebellion as he's on the cusp of power. When the PCs are freed up from him they get summoned right away, so don't have time to go to Senara again. Also the previous two books have been about fighting to free a town from the GR so it seems like a nice change.
Having said all that I haven't got to that book yet so my players may well disagree!
I didn't really like this encounter as the concept felt a bit forced to me. I decided to remove the Esoboks and have them attack Ajin Ra Baqa until he was satisfied that they'd proved themselves to him. Made it less about pure damage and a bit more about tactics, which seemed to work out quite well.
I really really liked her, so decided to expand her a bit. I made her part of the network of rebels helping Nadya's father smuggle goods in, and people out, of the city. The group met her in a tavern outside of the city the night before they went in. She asked them for a favour in exchange for the risk of getting them all into the city at once (when they did she put on a pretence for asking for a bribe because her commanding officer was there, she later returned the portion of the bribe that he'd given to her). I used that favour as a side-quest: one half of it introduced a PC to his mount he earned at the next level, the other set something up later down the line.
She took a shine to the PC wearing the pelt and in the end I used that as a little side-quest while they were in the city to allow her to wear the pelt to permanently make her human. I didn't worry too much about the cost, as no PC was going to benefit, and she ended up staying with them all the way to the end. She and that particular PC stayed together after the game finished and he's actually considering playing as one of their children in a future game.
Ran the first session yesterday and they managed to get through the whole first part of the first book. It was very RP heavy, but the Fighter seemed to enjoy it anyway! I have a faith that they won't be too heavy-handed, but it's still something in the back of my mind.
One of the characters has decided to semi-befriend the Doctor though, so that will bee interesting to see how it develops!
I'm going to start running this AP this weekend and I'm really looking forward to it. I'm still waiting for a few of my players to decide what they'd like to do, but one of them has given me a decent backstory and character build to get on with. I was wondering whether any of you had any ideas about how I could litter the AP with bits for him...?
His backstory (in brief) is:
He was brought up as an orphan in an orphanage/on the streets in a town in Cheliax. He was raised alongside his best friend who was mercilessly tormented about their relationship, as she was a girl and easier to target. At the age of 15 she took her life as a result of the torment and he has vowed to take revenge on those responsible.
I was thinking of either using existing NPCs or adding in an NPC across books 2-6 for him to take vengeance on. I was also considering making his friend a tiefling, to justify (a little more) why "good" children would be tormenting someone.
Do any of you fine people have any ideas?
I can't wait to run this AP and I'm trying to be as organised as possible!
I'm just a little unclear about how the PCs can keep their activities as covert as possilbe, especially as the events progress in town (like event 7 with the dwarf). If they don't/can't - what should the result be? I think I have a tired brain, but I'm trying to figure out what's stopping the authorities from just showing up in force and arresting them?
I ran her more as a captive to her promise to protect the place. Until they proved they weren't there to attack I ran her as being unable to help them, rather than unwilling. Once they showed that they were supporters of Baba Yaga and not there to "invade" I suggested she was holding back some of the monsters, as well as answering their questions. It was only after Vsezolod was killed that she was released from her promise a little, as the threat had reduced down, so she could help them a bit more with what was left over for them to find out.
They never trusted her, but some of the PCs ended up talking more to her and built an interesting relationship. The paladin left her be, but did say he'd be back to deal with her...
Thank you very much for that! That's how I read it the first time and now I've come to do the preparation I was starting to doubt myself.
It is very flexible now I look again, it's just a little confusing. I suspect my players would rather *do* something though so I suspect I'll go with your idea. Thank you!
I need to ask something that might be a really stupid question...
Should I (as the GM) and the players be trying to increase or decrease rebellion points? The book says it's something that the PCs don't want the town to have, but everything seems to be geared to increasing the points and it even says at one point that it could be useful to insight a rebellion that's then crushed.
Help, I'm confused!
To be honest it doesn't really do much for the story as a whole. Only other thing that came to me that's worth keeping in mind is the concept that the whole of Golarion is being hit by this, so it's not just an Irrisen thing. When they get to the Pale Tower you may have to do a bit of a reveal, or possibly have the Black Rider explain what's going on so that they realise it goes beyond their home.
I managed to find a sketch of the whole tower just using Google, but now can't find it (it was a while ago!) - but if you give it a go it should come up. If you then use that alongside these awesome printable maps: http://paizo.com/threads/rzs2pred?Printable-battlemaps-and-VT-maps-for-Reig n-of then you should be able to present it right.
I agree though, it wasn't clear to me at first.
That is a very good recommendation, I'd suggest you go with Misroi's ideas. Skipping to Waldsby doesn't make a huge amount of difference to the story, but have a look at Nadya and the way she's introduced to the party. She ended up joining my group all the way to the end of the adventure, so making sure she's tied in might give you some good RP opportunities later.
I ran the first session this evening and threw the Scorched Hand into the mix with the other groups waiting for the lottery to begin. Velriana sneered at the Gnome Sorcerer who went to say hello, as he was far beneath her station and she really didn't want to talk to someone at the very start of the lottery. Azaz came over to apologise and chat a little, but Khelru was sent to fetch Azaz after not long.
They seem to now be hung up on the group (the rogue even followed them to their first location, despite Idorii spotting her twice). I'm a little worried that I've somehow set this up to fail now... Anyone got any ideas for how I could get the group to stand down, or even use it to my advantage? There are a lot of opportunities here, but I'm interested to hear if anyone has any ideas too.
I'm gathering notes together at the moment to start to run this AP on Friday. There's one experienced Pathfinder player and four others who are pretty new. They're planning:
First off, this thread has been really helpful so thank you.
But my main reason to post is to ask after the Scorched Hand. I debating the idea of trying to have a talky final battle, rather than one concentrated on fighting. Has anyone else done that and what did you do? I know Velriana needs to die, but I was wondering if anyone had managed to turn the others?