![]() ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Dear Paizo, Please stop making such awesome adventure paths. It is making it really hard to justify making my next campaign a homebrew adventure. Kindled Magic looks crazy fun and I love the idea of classwork as a downtime activity. Also, the maps in this volume are GORGEOUS! ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() I'm hoping for more ranged weapon innovations as well. One of my players was going to try one in our testing today. He was going for a "Green Arrow" or "Hawkeye" type inventor with multiple damage type arrows, ranged trips, etc. But most of the abilities that really would apply were melee only. He felt especially cheated when an orc in the scenario we played had a tethered arrow attack! ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Our construct companions innovator had a long day. We played through 2 PFS scenarios: one at level 3 and one at level 6. The companion missed every strike in both scenarios, only doing damage with Unstable abilities...which could be used at most once per encounter safely. The dice were not kind to the companion, but it was disheartening for the player to consistently see her companion miss on the same rolls that the monk and barbarian were hitting with. The companion did provide flanking bonuses, which made the difference on a few attacks made by other players. And luckily the inventor herself got a few lucky musket crits in to make up for the "shoddy robot" she had created. (Shoddy has been changed from the term used at the virtual table to preserve the innocence of the boards.) We debated whether it would have been better to swap the proficiencies between the companion and the inventor. Giving the companion better attacks than the inventor. Or buffing the companions attack somehow with the inventors intelligence. I saw a suggestion earlier of half Int to companion attacks that seems a nice compromise. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() I just kicked off Age of Ashes: Hellknight Hill today with our group. We didnt make it terribly far, just getting to the citadel with the party opting to enter through the holes in the north wing. Ended on a cliffhanger with the wizard having moved forward to investigate the corpse atop the Graveshell and being knocked to the ground (Used Graveshell athletics versus wizard Reflex) as it arose from the muddy pool. The real hit of the evening was a homage to the Wizard's Grace. For lunch I made Pork "Boar" & Lentil Stew served in homemade bread bowls. Was fun serving the players and the characters the same meal! This was also the first time I've ever had lentils...thanks Paizo for new life experience! ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() If it is mentioned in the adventure somewhere, I am missing it. What is the assumed fate of the Bumblebrasher goblins once the heroes take control of the citadel and start fixing it up? Goblin allies are great, but Im not sure I would want them as housemates. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() cap708 wrote:
That is awesome and I will be making use of this! ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Option 2 would be my choice of the available solutions. If would personally like to see a progressive rage that got better round over round until ending and leaving the barbarian fatigued. But that might get too bookeepish as well. I also second the comment about the rage bonus not stacking with enough effects. In our play through we had a bard and a barb whose individual schticks were effectively incompatible. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() JDawg75, I'm running Hell's Rebels currently and a bard is a great character for that adventure path. I would suggest being able to sing and dance. I can't say why (spoilers), and its not strictly necessary, but it is a suggestion. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() The proclamations have become a bit of a red herring in my running of Hell's Rebels. There is mention that the Order of the Torrent, in addition to finding missing people, were concerned with river and coastal protection. This along with the ban on Captains leaving their ships has led my party to believe that Barzillai's ultimate plan involves water travel. The penalties for spilled grain had them extremely concerned about food shortages in the city. I'm thinking of trying to place some tidbits in the campaign to feed into the party's conspiracy theories to give them some sort of payoff for being invested in trying to figure out some meaning to the proclamations beyond their use in breaking Kintargo's spirit. I bought into that reasoning completely myself, but my party has really latched onto trying to tie the proclamations to something more concrete. We have loved this adventure path so far and are just starting Song of Silver. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Longhorn wrote: ... I'm not familiar with the adventure path you are running, but I have run for groups of larger than usual size before. One thing I've found is that some maps are better suited to a smaller party. Narrow corridors for example tend to hinder a party with more characters. The party tends to get stuck in a conga line down the hall limiting their mobility in a fight, making it hard to get a clean shot with ranged attacks/magic. It might be worth drawing maps to a bit bigger scale, widening some corridor, etc. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() I am getting ready to start the Palace of Fallen Stars in a couple of sessions. The initial portion of the adventure seems straight forward enough, but I am having difficulty in envisioning the unfolding of the palace portion of the adventure. The palace is quite palacial and I am looking for advice on how to run the exploration of it. A room by room "and then where do you go" seems overly tedious. So...any tips on making the finding of all the interesting tidbits interesting? ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() What you are describing sounds very much like the lair assault in the movie 13th Warrior. You can set up obstacles in which other skills, climb, swim, etc can be used to bypass areas where stealth would otherwise be needed. Have a few stealth checks just to make them sweat and if someone really botches the roll an encounter with a small group of goblins could break out. Then it will be interesting to see if the party relies on relatively quiet combat with blades, or go loud with bullets...which would certainly be noticed. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Keep in mind also that a larger party size can work against the group in combat depending on the encounter layout. In small rooms and narrow corridors the party could find themselves in each other's way. Action economy advantage goes away if half the party can't get into the room. I don't expect you will have that problem with 5 people, but I'm not familiar with that adventure either. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Don't know about everyday use, but it can be fun situationally. I was in a group where the party cleric found himself surrounded by nightwalkers. He threw out a quickened mass heal before his whirlwind attack finished off each of their last hit points. We stopped teasing the cleric for having whirlwind attack after that. |