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Phntm888 wrote:
I think it's up to you. If one of your PCs takes Leadership, she becomes a pretty good choice for a cohort, I think. Otherwise, if you think your group needs the clerical help, she could travel with them, or she could remain in Magnimar and serve as a point of contact for them, being a full time worshiper of Ashava.

Thanks for the input.

I had planned to have her remain in Magnimar for now, as a new Cleric of Ashava. She could be called on for help if necessary.
I had read through the remaining chapters of the AP, and couldn't find any other mention of her (beyond the campaign trait that ties a PC to her), and I was afraid I was missing something.


After the PCs help Audrahni complete her prayer/ritual in Magnimar, the AP mentions that she should be back to a full Cleric by book 3.

Is there any mention of her after that? Is she assumed to be traveling with and helping the PCs? Or that she remains in Magnimar and becomes a full time worshiper of Ashava again?


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Absolutely.
I ran KM when it was first released. My group completed it then, and now I plan to run it again. One of the players in my original group is in my current group, and I want it to be different for her (and me).
I've taken a LOT of ideas from these forums (thank you, all) to help change the plot to something very different.
While looking for a new land, I stumbled upon The Forbidden Lands from Fria Ligan (google it - really cool world and history).
So... I'm going to use their map and some of their world history in my new game.


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Gorbacz wrote:


There there good boi, here's your XP. Works much better than the "yeah you'll level at some point when I tell you" reward system.

...at YOUR table.


If a PC is killed, how does that affect the timeline considering the time travel aspect of the AP?


Im also drafting a 5e Kingmaker campaign, which I intend to run after Return of the Runelords.
Please, share away!


Paizo Order #7468196

I ordered the Forest Kingdom Campaign Compendium (5E) Hardcover

I received the same book, for for the Pathfinder system.

What do I need to do to resolve this and get the correct book?


My party for this AP looks like this:

Human Sister in Arms Cavalier
Ratfolk Vexing Dodger Rogue
Changeling Invoker Witch

For the fourth spot, my player wants to run a Druid.
She's interested in focusing on Wildshape, because she loves Druids, but has always been more of a caster focused player in the past.

Any advice on something that would be thematically appropriate for this AP?

Thank you.


The lack of character portraits is disappointing. With the amount of race/class combos available, there should be a LOT more choices for character pictures.


Val'bryn2 wrote:
Yeah, been told my order is pending for 12 days now. Kind of sorry I didn't wait to just get the PDF when it came out.

Yeah... pending since 8/14...


CrimsonVixen wrote:
James Jacobs wrote:
magnuskn wrote:
Eh, kinda strange seeing Xanderghul being more of a libertine than Sorshen, but otherwise very nice images!

That is, in fact...

** spoiler omitted **

Wait, does this mean that ** spoiler omitted **

The "Heroes of Sandpoint" killed Karzoug, so I'm not sure how she would have gotten it.


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Darth Krzysztof wrote:
Salbade wrote:
David knott 242 wrote:

Those of us with subscriptions (in my case, to product lines other than this one) could very well be waiting for spoilers from non-subscribers -- note that PDFs are available for direct sale now.

Sorry, should have been more clear. I have the subscription, but haven't gotten any message for about 2 weeks about it. Wasn't sure if the website crash pushed me having access to the pdf back this far.
It seems that way; my subscription copy hasn't shipped yet, either.

Same here.


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Darth Krzysztof wrote:
Please please PLEASE confirm subscriptions before the site goes down again! : S

If the site goes down again, we can't DL our pdfs - so...


Marco Massoudi wrote:


Subscribers will begin to get access to their pdfs starting tomorrow, friday 17th of august and all of them should have received them by friday 24th.
Street date is august 29th.
The players guide will be available sometimes in between tomorrow and 29th.

Personally i expect it either by the middle of next week or by monday the 27th.

Oh, ok.


Catharsis wrote:
I bet the server downtime is just due to people relentlessly checking whether the Player’s Guide is finally out...

I'd just be excited to get my Shipping Notice email so I can download the first book and start reading.

My Order Confirmation email was 10 days ago.


The Beardinator wrote:
Cat Whisperer wrote:
The Beardinator wrote:
Any idea when the Player's Guide will drop?

Per Mr. Jacobs in another thread:

In more positive news, and as a peep from the Behind-the-Scenes department:

Just had a chat about how to do the Player's Guide's Table of Contents, so it's VERY close to being out of edit and still 100% on schedule to release when we planned, so folks don't need to worry about it being late. It'll come out, as have the vast majority of these supplements, just before the street date of the first volume in the Adventure Path.

As far as Players' Guides go, it's one of the smaller ones. Not really any new rules subsystems needed for this campaign. We are, however, reprinting the maps of Varisia and the four major cities of the region in here—the adventures go all over the place and assume the players and GMs are familiar enough with those locations that we don't reprint the maps in the adventures themselves in order to save space, but wanted to have them out there for folks to reference easy as needed.

And thanks for the continued patience, all!

So the first book drops this weekend and the player's guide drops this weekend?

JJ stated: It'll come out, as have the vast majority of these supplements, just before the street date of the first volume in the Adventure Path.

I'm pretty sure the "street date" is in early September (thats when Amazon, Barnes n Noble, etc have it listed for) - so we will most likely see the pdf and subscriber delivery of book 1 before the Players Guide goes up.


Catharsis wrote:
Oh, one more thing: How much time has passed since the previous two adventure paths in the series? Not enough to be a descendent of one of the original crews, I suppose?

I thought the Pathfinder timeline was the same as ours IRL?

The first book of Rise of the Runelords was published in 2007 (4707 AR in the Pathfinder calendar).

So... if Return of the Runelords starts in 2018 - only 11 years have passed. Not enough time for a son/daughter to be involved.

Unless they were able to get the Delorean up to 88 miles per hour? Then you'd see some serious s&%*!


4 people marked this as a favorite.
The Beardinator wrote:
Any idea when the Player's Guide will drop?

Per Mr. Jacobs in another thread:

In more positive news, and as a peep from the Behind-the-Scenes department:

Just had a chat about how to do the Player's Guide's Table of Contents, so it's VERY close to being out of edit and still 100% on schedule to release when we planned, so folks don't need to worry about it being late. It'll come out, as have the vast majority of these supplements, just before the street date of the first volume in the Adventure Path.

As far as Players' Guides go, it's one of the smaller ones. Not really any new rules subsystems needed for this campaign. We are, however, reprinting the maps of Varisia and the four major cities of the region in here—the adventures go all over the place and assume the players and GMs are familiar enough with those locations that we don't reprint the maps in the adventures themselves in order to save space, but wanted to have them out there for folks to reference easy as needed.

And thanks for the continued patience, all!


3 people marked this as a favorite.
Gorbacz wrote:

Howdy, how come it's one week until this AP starts shipping and there isn't yet a thread full of people losing their minds about how there's no Players' Guide out yet and how will this situation destroy their campaign which they plan to start soon?

Asking for a friend.

Lies.

Gorbacz has no friends. ;)


1 person marked this as a favorite.
Berselius wrote:
James Jacobs wrote:
Dragon78 wrote:
Will every runelord get stats(not including ones that already have been done) during the course of this AP?
Sort of.
I think (but could be wrong) that Alaznist might be the final foe in this adventure path but I do definately hope we get stats for Sorshen, Xanderghul, and Zutha at the very least. :D

You are correct about Alazinst. That was stated at the GenCon panel.


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Jodokai wrote:
Oh look Runelords, golly it's been a whole day and a half since Paizo printed something about them.

Whatever.


Yes, please.
Can't wait to see the Players Guide and start brainstorming character concepts!


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Lanathar wrote:


Does anyone have experience of running an AP for a smaller group and how it works out?

(When I say AP in this context it could also apply to modules or the multi level extended modules such as dragons demand)

I have run Rise of the Runelords, Kingmaker, Skull & Shackles, Reign of Winter, Shattered Star, and Dragons Demand, for 2 players.

In some cases, they each had one character and I had 2 NPCs to round out a 4 person party. In other cases, they ran 2 characters each - often a "primary" and a "secondary" - but it worked.

In my early days of RPG games, I often ran for 1 person. We learned how to make that work, which is the situation I find myself in now, as I prepare to run Return of the Runelords for a single player. It will most likely be her running 2 characters and me providing 2 NPCs to make the standard 4 person party.

My point is: it is totally possible to run for one or two players. Don't let the lack of a big group prevent you all from having fun.
My suggestions for small groups are:
If you have to control NPCs, try to handle the easy ones, like Fighters. Leave the complex casters to the players, if possible.
Remove/avoid the save or lose spells and effects. There are plenty of other nasty spells and tactics the enemies can use.
And always remember, if everyone is having fun, you're doing it right.


Is there any estimate/guess as to when we will see the Players Guide?
My group is super excited about this AP, and we can't wait to sit down and get character creation started.


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Nick O'Connell wrote:
James Jacobs wrote:
Bunch of Grapes wrote:
Just wondering which iconics will be showing up in this adventure path. The inquisitor showed up on the cover of #3, any idea which others will be used??

The primary heroes of this Adventure Path are the Swashbuckler, the Witch, the Oracle, and the Medium. Some of the following will have cameos: Rogue, Cleric, Fighter, Sorcerer.

(We haven't yet revealed any of the actual final covers for this Adventure Path yet.)

Is this the first time that more than four iconics have appeared in an adventure path?

Pretty sure, yes - this is the first time additional iconics have been used.

They said there would be explanations as to what happened to the original PCs from RotRL (and why they are unable to tackle this task) - and seeing as how the Rogue, Cleric, Fighter, and Sorcerer were the iconics from Rise, it makes sense they would appear in the AP.


Cuup wrote:
I'd love to see some Elf love in this book. Elves are always depicted as in tune with nature to a degree not really touchable by the other core races, and yet with their racial ability mods (+2 Dex, +2 Int, -2 Con), nearly any of the other Core races make for better nature-based classes (the Witch being the sole exception), as there aren't any Int-based nature-based caster classes. A racial archetype for Witch or Wizard that uses Druid spells would be awesome, or a racial archetype of Druid that uses Int as its casting stat.

I have always believed that Elves should have their +1 in WIS, and Dwarves should have their +1 in INT.

In my games, that has been a house rule for a long time now.


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Sub-Creator wrote:
Elegos wrote:
Sorshen can't come back as a clone cause one of my players walked off with her clone body. Best bit of shattered star.
Is she allowed to have only one?

Came here to say that. Thank you.


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I'm very curious to see how the PCs from Rise o/t Runelords and Shattered Star are explained.
Before I ran Shattered Star, I was running Skull & Shackles. In the S&S campaign, I dropped hints to things going on in other places of the world as a vague explanation of why the RotRL PCs would be missing/occupied when the events of Shattered Star happened.
My players didn't trust the PCs from RotRL with the knowledge and power they discovered in SS, so they never thought to seek out "The Heroes of Sandpoint" for help/advice.


This is a difficult question to answer.
My best suggestion is to lay out an outline of how you want your campaign to run.
For example, you may be running it as written, with no modifications, changes, etc. - in that case, the outline is done for you and you can see what needs to be foreshadowed.
I am getting ready to run KM for the second time. The first time I ran it completely "by the book" as I was running it as the books were being released.
Now, I have all these amazing resources from the messageboards and I want to make this run completely different than my first. I am currently outlining what I want to do with the campaign, picking the ideas from the boards that I feel my players will enjoy the most.
Once I have that done, I will be able to see where I need to drop hints, clues, etc. for my players.
So, the first question is: are you running it as written, or will you be using modifications and ideas from other sources?
I would STRONGLY suggest making changes to the game, based on what types of players you have, and what you think they would enjoy.


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I love Kingmaker. It is, by far, my favorite AP.
That said, my best advice to you is to NOT run Kingmaker as written.

The beauty of this "sandbox" is that each DM/GM can make it their own.
Tailor it to meet the desires of your kids.
Give them something memorable.
If they like dragons, giants, faerie creatures, etc. - you can insert them as you see fit.
Making Kingmaker a custom experience for my players is what I enjoyed the most.


The Mad Comrade wrote:


A druid that worships Abadar - patron deity of cities and civilization - seems utterly antithetical to druid-ism.

Uh... yeah. My thoughts exactly.


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DM_aka_Dudemeister wrote:

I've been quietly working on a sequel to Kingmaker. Kingmaker 2: The March of Progress, using what I've learned from running/modding Kingmaker the first time around.

There's a part of me that's tempted to file off the serial numbers in order to make it publishable. But it's still early days yet so I've not made a decision regarding that yet.

DM Dudemeister, your stuff is amazing. I have used so many of your ideas, some directly, and some for inspiration, in my second running of KM.

Thank you for all your contributions.
Regarding your ideas for a continuation to KM, couldn't you publish it the same way Legendary Games does? Their "plug ins" are made for APs indirectly, and they just had a successful Kickstarter for their Forest Kingdom hardcover.
I'd love to see you get paid for your amazing ideas.


I agree with those of you that prefer to have a physical copy in front of you when running a game. I have a PC in my game room, but I only use it to show my players a picture or a map. When it comes to running the game, I print the pdf and put it in a 3 hole binder.
I love being able to hand write my own notes into the AP. I read the book before running it and I can make notes, highlight stuff, etc. - things I would never do to an original copy.


Ditto on the poor cover image.
Came here to see if anyone else had the same problem. I'm disappointed - she's an amazing villian and her interior pic is "ok".


I used to run from the actual books, but now I actually prefer running from the printed pdf. It allows me to mark all over it with my own notes, modifications, etc.

If you never ran Kingmaker before, I strongly suggest using the materials that have been shared on these messageboards. I ran it when it was first released and my group and I loved it. Now I am preparing to run it again, using a ton of modifications - so much so that it will feel like a completely new experience.

Unfortunately, I don't have an answer to your original question. I don't know if Kingmaker was too hot/cold for the Pathfinder community to warrant Paizo releasing a hardcover compilation. I just wanted to say that running it was one of my best tabletop RPG experiences (and I've been doing this for over 30 years). Please don't let the lack of physical copies cause you to miss the experience.


I GM'd Shattered Star, and while it wasn't my favorite of all APs, I did really enjoy part 2.

Why? ... without spoiling anything, it's a game changer. Nothing like that had ever been done before. It was cool, thematic to the AP, and my players loved it.

I ran Shattered Star for the same group that I ran Rise of the Runelords for, so that added to the fun.


I have GM'd the following APs to completion:
Rise of the Runelords
Kingmaker
Skull & Shackles
Reign of Winter
Shattered Star
Way of the Wicked

I am currently preparing to run Kingmaker again (heavily modified)


Yes.
I am preparing to run Kingmaker again and have recently purchased both Legacy of the First World and The First World, Realm of the Fey.

I am currently waiting for the Legendary Games Forest Kingdom book to ship to me before I begin.

I would say that if you would like a "fey heavy" influence in your game, both Legacy and Realm would be useful. I am planning on making many changes to my second run of KM, including a lot of suggestions from the boards here. I plan to ditch book 6 entirely, but also plan to have a heavy fey presence in my campaign.

If you want info on the fey to introduce and use on your players, go with Realm of the Fey.
If you want your players to have ties to the fey (through blood, loyalty, worship, etc) - then Legacy of the First World will help with that.


My players felt a sense of urgency during the attack. They grabbed stuff as they were running from place to place, but they weren't stopping to strip armor off fallen soldiers.


huntsfromshadow wrote:

Has anyone gotten a good feel for how to integrate the milita system

into the book?

It looks like the militia system gets introduced in later books. Without owning Lands of Conflict, I haven't had a chance to explore it in detail.


Good point on the 10 vs 20.
Some of the tasks say they take an hour or more, so 20 times as long is not acceptable. The point about ruined material is also important.
Thanks.


Regarding the refugees and the skill checks to be made to hunt, build shelter, herd animals, etc. - can the NPCs or the PCs take 10 or 20 on these checks?

I didn't see anything directly allowing or disallowing it in the Survival section of the AP.


The group I am running for:

Human Feyspeaker Druid
Human Gendarme Cavalier, Order of the Beast - Chernasardo Riding Elk
Half-elf Spell-less Ranger (Kobold Press)
Sylph Wizard, Air Elemental school - bat familiar


Thanks for the input.
I don't want to put my players through Reign of Winter like conditions, but at least I know it's cold (February weather in the woods) - I can work with that.


Yeah, I know they may become free to access, eventually.
I was just surprised that they were not included. Kingmaker included both kingdom building and mass combat rules, S&S had ship combat rules, JR had caravan rules, etc.
None of the prior APs required another book for a "complete experience".


You are correct about the date (the Pathfinder calendar mirrors our real year) - but the AP mentions surviving winter weather, etc. - so I was wondering if this was supposed to start in late spring, early fall, etc?
Also - I don't know what the Nirmathas climate is like. I'm fishing for suggestions/ideas/insight.


We are given the Militia Tracking Sheet and some notes regarding its use, but we have to buy another book to use it?
Or, will the rules for militias be added to one of the AP books?


While reading the Survival rules (food, shelter, etc) I have a few questions. What time of year does this AP start in? (What season is it)
Also, what kind of weather should the PCs be dealing with?


KingOfAnything wrote:
I was really curious what the guy on the right was doing to that squirrel. It is a new spell called spectral scout. Yes, rangers can summon ghost bunnies to spy on the forest for them.

Where does that spell appear?

I couldn't find it in the Player's Guide or Book 1 of the AP.


Are any of the new animals able to be Animal Companions for a druid or a cavalier?

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