# 6 Black Waters is my favorite to run. Great setting and lots of chances to Role Play. You need to flesh out some details but it has some of my favorite NPC's to run in some very creepy settings. # 1 Silent Tide is tied as my number 2. Fun NPC that shows up later in the seasons and a tour of Absalom. Nifty story and a few cool environments to have combats in. # 5 Mists of Mwangi my other number 2. First Blackrose adventure and has led to some of the most memorable/funniest role play in PFS for our group. A big issue with many of the season 0 (and season 1 for that matter) adventures is that they do not play out as well if you are not using the faction missions. I suggest you ask the PC's to attempt using them to get the full effect.
We just moved from an area with a large established group that had been playing since season 0 to an area that had no PFS play. Core is a great way for the three of us who have played all but the new stuff to sit at a table with new players and help show them the ropes. We also get to dust off some of our favorites from the past and run them again. Core has been good for a few of the new players who were interested in trying to GM, but were intimidated by all the books they had to digest. We have some younger players who were overwhelmed by all the options. Core has been great for them.
The Fourth Horseman wrote: On this front, Mike, you might consider making a regional language list or table in the PFSGtOP. You might have to errata the guide midseason, but that makes more sense than a Varisian who can't speak Varisian. Just a suggestion. I was just thinking this. It may have to wait for the new guide later this year, but it would be better then hunting for boons so you can speak your native tongue.
July 17th 2010 at my first PFS event (PaizoConUK) they were short on GM's for the Special: "Year of the Shadow Lodge" so I raised my hand and moved to the other side of the screen. A good 10 minutes of prep later and I was off! Weekly games at the house and running at conventions for the next few years. 5 star game was on Feb 1st 2014 at Conception UK "The Flesh Collector" I am an American and all but one of my games were run in the UK. Next month I am off to Canada for three years with my VL Wife. Expect to see some spikes in reporting from North Bay!
My favorite Threads for Kingmaker Orthos hit a lot of the high points. I will second Dudemister's stuff I used lots of bits from it when running this AP. It took us 18 months to finish it. We ended up cutting out much of the 5th book and rushign the 6th. A player was moving and we wanted to finish the story, rather then letting it fall by the wayside. I found that forshadowing and playing up the NPC's got me the biggest bang for my efforts. Book three is hard to get players to care about. Spoiler: Every group is different and this AP thrives when the DM has a good grasp on the overall story and is able to improve things into the storyline.
Lot's of people solve that with creating close ties to Varn at a early stage. I had the PC's and Varns group leave Brevoy togther and the first adventure was them traveling. Lot's or RP. By the time they seperated one of the PC's was enamored wtih Varn and the relationship continued. This was a huge hook for book three. I would also suggest taking a session to have the players make their characters. This lets them know each other and lets you plan sideline stories for each of them. Get Ultimate Campaign! The chages to kingdom buildign and armies are a must use. NPC's are vital Spoiler: A lot of this story uses the NPC's and the soon to be kingdom as motivation to do things. If the PC's do not care for the NPC's you will loose their attention. Find ways to involve the PC's with the people. The more they care about them the less you will need to push when it comes time to investage a plot point. Make sure they care a book or three before they need to. Get them married, build a shop. You could mix downtime and kingdom building. Using downtime for things the PC's build and kingdom building for things the kingdom builds. I used mind mapping for a while to keep track of the NPC's but it got a too cumbursome to maintain after a while
I do not like this idea. It could be abused with ease. I have not put GM credit on a character for around a year. I found that by taking all the GM credit. My characters were leveling too fast. I would rather enjoy playing them up. I am the other side of the coin I guess. I enjoy running as much, or more, then I do playing.
Yes, it is all there under Sneak Attack in the PRD. I think I hit up all the high points with Bold. You can not flank with a ranged weapon so it would only be when the target is denied a Dex bonus. Most often when you go before the target in the first round of combat. Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Neriandal Freit wrote: Could you (or anyone) tell me what good first level adventures / modules are? This is where the group is wanting to start and I plan on having them begin to look things over today / tomorrow :) •5: Mists of Mwangi and 2-11: Penumbral Accords (set in the same museum) •35: Voice in the void (in the basement of the museum of 5 and 2-11)•37: Beggar's Pearl •39: Citadel of Flame The First Steps mods are also good to start with. |
