Mutasafen

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Ever since picking up the card game I thought a spinning playboard to hold the cards would be nice, since there can be a lot of locations and it can be hard to read/reach them all from a single point around a table.

So this weekend, I made my Pathfinder Adventure Card Game Playboard

It has spots for all location and their decks, and the blessings deck/discard pile. The tray holding the blessings deck can be removed, in the event you want to place it near a single person that handles advancing the blessings (which is how my group plays). The foamcore is thick enough that it can hold 12-13 sleeved cards before you have to worry about them sliding around (and even then you have to be pretty careless with how you turn the board). Since location decks start with 11 cards...you got room for the villain to run a few times before a location is overflowing.

There are no locations for the current adventure path/scenario cards, but we tend to have those laying off to the side anyway. There also aren't any locations for the character cards, but my group plays with either minis or pawns of their respective characters that we stand on the location card.

The whole thing is 23.5" in diameter, and is made from two layers of foamcore with a printed poster on top for the design. The first layer of foamcore has the inserts cut out so that the cards can be placed in and not move around when the board spins. The board itself is attached to a turntable meant for being placed under a TV, so it's not as free spinning as your typical tabletop "lazy susan" which is perfect because it doesn't drift when you turn it...you spin it to your desired location, and it stops. All slots are designed to fit sleeved cards.

Sorry I don't have any shots of it in play...haven't had a chance to actually do a game with it.

Turntable (via Amazon) - 9.99
Black Foam Core 20x30 (x4) (Walmart) - 2.97/each (Couldn't find anywhere local that had 24x? to fit the whole board...had to create each layer as two pieces)
24x36 Poster printed at Office Depot - 19.99+tax

Board is attached to turntable via 3M Command Strips (the kind for hanging picture frames) so that it can be detached from the turntable and then the turntable can be used for playboards of other games.

Lessons learned:
- Cutting foamcore with an exacto knife sucks because you have to make multiple cuts over the same location due to it's construction
- Cutting 1 inch circles (or half-circles in this case) in foamcore sucks even more because it's tedious and difficult (if I were to make another, my half-circle notches would become squares)
- The location card is a single card and lays flat in a full depth slot. A remake would probably have the card laying at an angle (with the top of the card higher than the base of the board) which could shave a few inches around the overall diameter of the board (maybe even getting it within the 20" size of the foamcore I used)
- Cutting foamcore sucks
- The poster print was the most expensive part and is cosmetic only, next time I think I'd plan better and find a cheaper place online than Office Depot (or not print one at all)...but I got it printed the day I wanted to make it, so there's that.
- Cutting foamcore sucks


Inspired by this post

bookrat wrote:

One thing that I guess is kind of a house rule but really shouldn't be:

I actively encourage my players to change the flavor of classes in order to make the mechanics work for the type of character they want to role play. For example, one of my players once converted the ninja class into a gypsy. The ninja's ki pool was flavored as gypsy magic, shurikens became small throwing knives. All the mechanics were identical, just the flavor was different.

I really like this idea, and it fits with a campaign that I'm going to be putting together. Ninja, Samurai and Gunslinger are things that won't really fit the theme...but if I can retheme them instead of outright denying my players from playing them, it'd be great.

So...Ninja to Gypsy...

How to go about doing the same with Samurai and Gunslinger?


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Source

After looking over the Improved Targeting of the Dev Blog I have some questions/concerns/etc.

Quote:
Increase tab and click targeting range to 80 meters. You should be able to target anything you can see.

Is this needed? Right now the target box on models seems to be very small, making click targeting problematic. When fighting a group, it is hard to click-target the next mob that you want to kill, making it so you have to tab through the cycle of targets. Sometimes you have to tab through the targets of a nearby group before you get back to the target you really want to attack...adding range to the tab system is going to make this worse. Also, I can't see what I have targeted at the current maximum range because there is either no text identifying the target or it is so small it is unreadable, I assume this would be the same with additional range.

Targeting box needs to be increased, as well as the size of text floating above a target's name. A target hud would also be nice.

Quote:
Tab targeting will include hostile player characters.

Great. Have the various bugs with accidentally targeting players been fixed (like the click-thru hud bug?) If not, I see this tab targeting change coupled with bugs/misclicks simply leading to more misclicks and more lost reputation.

Quote:
The system will autotarget anything that attacks you if you have no current target.

I see both positives and negatives with this. On one hand, I've encountered the problem of clearing groups (or thinking I had cleared a group) and there is still an archer targeting me that I have to track down...this will help in that. It will also help if players ambush other players, the victim(s) will have a chance to see where the attackers are and react. The question is should this be how it works?

Quote:
Shift+Tab will let you tab through player characters but not NPCs, monsters or resource nodes.

This is great. Can we maybe add to and adjust this some? Might I recommend the following (or some variation of):

* Tab cycles mobs
* Shift+Tab cycles friendly players
* Ctrl+Tab cycles hostile players
* Alt+Tab cycles resource nodes

In addition, a hotkey or two could be added as per a suggestion I seen in another thread that targets "nearest", it could use the secondary keys as well. So, if we were to use say "Q" for this key it would like:
* Q targets nearest mob
* Shift+Q targets nearest friendly player
* Ctrl+Q targets nearest hostile player
* Alt+Q targets nearest resource node


Caldeathe Baequiannia wrote:
Note that you will be able to belong to multiple companies (up to three)

Quote from thread here.

Has anyone heard how being in more than one company will work with WoT? Is there a mechanic for flagging which company you are in will get the capture credit when you are in the capture location?


Does anyone know how harvesting resources is going to be handled when doing so on territory that is claimed?

As an example, Company/Settlement A controls a hex, and someone from Company X comes in and begins to harvest resources off the land. If someone from Company A attacks them, will they be given the "attacked an innocent" flag and potentially suffer from a reputation hit?

It seems that if territory is controlled by a settlement, harvesting on that territory when you are not part of that settlement (or allied, etc) should flag you for being attackable by those people only (i.e. not free for all for everyone).


It seems that a bulk of the conversation on these boards is directed at Settlement/Company recruitment, general speculation as to what might or might not make it into the game, and other general stuff...with very little information coming out of the Alpha testers as to how things actually work. Don't get me wrong...there are spreadsheets upon spreadsheets of data, which is nice, but without an understanding of how all of that data links together it's really just data. This may be a result of their being more comprehensive data on the Alpha boards...I don't know, but it still seems to leave a gaping hole (unless I'm missing it) in certain things.

Let's take for example the Quick Start guide that GW was kind enough to put. For purposes of this post, I'll look at the fighter.

Quote:

Fortitude Bonus 1, Heavy Melee Attack Bonus 1, Hit Points 1, Power 1, Trophy Charm

Implement Proficiency 1, Heavy Blade Specialization 1, Unbreakable 1

This is what is listed as the requirements to attain Fighter 1. All fine and well, and I get that for the most part. But what if you want to play a fighter and go the archer route. Does the "Heavy Melee Attack Bonus 1" represent a categorical requirement (i.e. any attack bonus qualifies) or is it specifically "heavy melee attack" and if you go the archer route you would have to train your archer skills in addition to whatever skills grant the heavy melee attack bonus? (Cleric has a similar issue with domains, and rogues with swashbuckler/cutthroat requirements.)

Also, since you can pick and choose what skills you train and the roles really exist as soft-coded groupings...how do multi-roles work? If I attain Cleric 1 and Wizard 1...am I then able to cast spells from both without issue, or do I have to swap out a bunch of stuff to do so, thus eliminating/reducing the effectiveness of a character blasting in combat but tossing the occasional heal if needed?


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I've had a projector sitting in my closet for over a year now...waiting to be hooked up for use in my Pathfinder games. This week I finally got around to building the framework for the display as well as the contraption (there really is no better word for it) for hanging the projector and mirror from the ceiling....

Game Table Surface

What's that? You lost your map of Sandpoint again? Fine...

It gets tested in an actual game next weekend...should be fun!

Info on the setup:
Using Roll20 as the VTT software with the following hardware:
InFocus LP120 Projector - picked up for $50 from my ex-employer's going out of business sale, projects at 1024x768 resolution (nothing fancy...but cheap!)
32'x48' Markerboard from the local big name lumber store for display surface...ran $10.51 and the surface is dry erasable (bonus!)
Wood for frame from same local big named lumber store...ran about $10...

The surface is mounted to the frame using 3M command strips for mounting frames...that way I didn't have to nail through the display and it makes it easy to remove the surface from the frame if it gets damaged, or if I want to swap it out with a different topper.

The mirror is mounted to a piece of plywood (same 3M strips) that is screwed into the ceiling...from that I have four eye-hooks for hanging the projector cradle. The cradle is just a wooden box so the projector points up at the mirror...hung using a bit of small-link chain so that I an adjust the height a bit if needed and also put it up/take it down with ease and repeatability. (Sorry no pictures of the cradle...didn't think of it at the time.)


My group is currently in the act of committing goblin genocide in my Rise of the Runelords campaign.

Spoiler tag because details of the campaign are revealed...you've been warned.

Spoiler:

I am running an Anniversary Edition campaign using GoB's idea of having the Licktoad and Brinestump goblins be the mites and kobolds from Kingmaker.

After the raid, the party proceeded to Brinestump marsh and killed off the Licktoad goblins. They did lose a party member in the process, but after a second trip into Brinestump managed to get rid of the Licktoad. Afterward, they befriended the Birdcruncher goblins (one PC has plans to make them into his personal mercenary group, or at least the Fodder Company).

Flash forward...and the group is on their way to Thistletop, but after looking at the map and where they need to go come to the conclusion that since they're passing by the woods that are home to the Seven Tooth Goblins they "may as well stop in and say hi". End result is the entire village of Seven Tooth is now a pile of ashes as they burned it to the ground.

Obviously, the outcome at Thistletop is going to be similar considering the focus of that goblin tribe within the campaign...but I know they discussed whether they would hit up Mosswood and get rid of them before they headed to Thistletop or wait till later (it wasn't a matter of *if* but *when*).

Now...I'm perfectly ok with all of this...the players can go where they choose and do what they want. But...knowing the player's mentalities I used Shalelu's meeting with them to foreshadow that the idea of "keeping the goblins in check and controlled is better than wiping them out...their presence here is more of a nuisance and if they were to disappear a power void would happen and who knows what might try and fill it".

Now I'm at a point where I need to figure out what I'm going to do to fill the void that the players are creating by destroying the goblin tribes. Only the Birdcruncher are going to remain after all is said and done...the rest will be dead/scattered. Any ideas on what I could use to fill the void and provide an interesting and entertaining challenge to the players who (by the time this happens) will have completed Chapter 1 of the adventure path? I haven't read far enough into Chapter 2 and beyond to know what might apply to the AP...but I'm open to anything even if it doesn't tie in if it makes for an interesting side quest. It doesn't even have to be one thing...it could be regional replacements for each clan.

TLDR Version: Players have killed off all goblins in Sandpoint area, looking for something to fill the void left to challenge the players after completing Chapter 1 of AP.


I recently bought a set of three of these from EBay:
Special Edition TSR Dice

The seller has had them for a few years and had purchased them originally from Ebay as well, so wasn't sure of their origins. I can't seem to find anything on Google...

They are about 2" D6 dice with the TSR logo in the location of the 1. Has anyone seen these before or know where they originated (I'm assuming a con of some sort). I purchased only the dice, the treasure-chest like box this one is in was something I picked up to display them.


I've been using an online treasure generator to generate treasure for my group when they come across a large group of treasure at once. This generator says that it uses the Core Rulebook and Gamemastery Guide to generate the treasure...but i've noticed that specific items will have something like [90%, Low Quality] which adjusts the price of an item down to 90% of base. I can't find the tables for this in CRB or GMG....anyone seen these tables before (or have some that I can use)?

I'm wanting to generate qualities for specific items...while I can see from the generator what adjustment qualifies as "Low" or "Fine" I'm not sure what percentage of items I should make "Low" vs "Fine". If someone can point me to a rulebook that gives such a table...or has a table they use...I'd appreciate it.


So, I have a player that is playing a rogue and plans to use the Minor Magic rogue talent to gain the use of a cantrip. When casting the cantrip, he doesn't want the rest of the party (and to a certain extent those around him) to know that he is casting a spell.

This idea is also of interest to me, as I intend to play a bard in his campaign and would like to do something similar.

I've seen this idea discussed in a couple of different threads with various proposals...but would like a little feedback on two options that I am currently debating.

Note that in neither case are we trying to be completely silent or motionless, the intent is to mask the spell casting by making it look like something it's not.

Options that I've seen elsewhere are:
Ultimate Magic's Spellsong Feat - It works, but it burns a feat as well as other resources for the bard, and is unusable by other casters. It doesn't really work for our situation because he can't take it.

Hidden Spell Skill Trick from D20 PFSRD - I really like this idea...but auto denying the attack of opportunity on a success seems a bit much.

My solutions then...please provide feedback on whether you think these options seem balanced, viable, etc. and which you think is better than the other.
Subtle Spellcraft (Skill Use)
Prerequisite: +5 bonus (not ranks) in Sleight of Hand, Bluff, or Performance, +1 bonus in spellcraft
You are skilled at masking your spellcasting in other actions (everyday gestures and speech, performance, etc). Your chance to mask the spellcasting is opposed by the observer's Perception (or Sense Motive) check. The observer is still entitled to an attack of opportunity if they would normally receive one since the actions you are using to mask the spellcasting still make you vulnerable to attack.

Coerced Caster (Basic Trait - Magic Category)
You grew up in a household or society were the use of magic was frowned upon and learned to hide its use through the art of of misdirection and subterfuge. You may mask your spellcasting using a Sleight of Hand, Bluff, or Performance check versus an opposed Perception or Sense Motive check. A success masks your spellcasting, if you succeed by 5 or more you deny your opponent an attack of opportunity if they would normally have received one.


First...I don't know if this is the proper forum or not for this type of thing.

I'm currently running a Rise of the Runelords campaign and I have a couple of players that have taken points in Craft (Alchemy). I spent a few days doing some research and decided on a few things:

1) I don't like the Core rules for crafting so I've decided to houserule it using a variation of Making Craft Work

2) I found a website with a ton of additional alchemy items. It appears to be dated from 3.5 because of the way some of the checks work (Move Silenty as opposed to Stealth, etc). So I modified them for use with Pathfinder.

3) I made a book! (I used a modified version of some directions found on Instructables)

Picture 1
Picture 2
Picture 3
Picture 4

This is my first attempt at such an undertaking. For those familiar with RotRL I had considered making a copy of the journal that is found during the first part of the AP but figured something like this alchemy book would have more long term use. You can see in one of the pics that I got a bit sloppy with the glue and there are things I would change if I did it again...but I'm happy with how it turned out.

I tried to match up symbols with actual alchemy symbols...and on several things I did ok but in the end quite a few of the ingredients were just symbols that I thought looked decent for the item. I made a chart of the alchemy items and assigned the following to each item:
1) Primary Element
2) Secondary Element
3) Tertiary Element
4) Form
5) Ingredient

Secondary and Tertiary Elements as long as Ingredient was optional...the only thing a formula had to have was a Primary Element and a Form.

Layout of the pages has the item name at the top, the complexity of the formula and the (base) cost immediately after, and then flavor text followed by rules text (standard font). The actual formula is at the bottom of the page. Everything but the rules text is in a special font.


I was transferring Shalelu's stats from p.26 of the RotRL Anniversary Edition to a character sheet for PC use during a rescue mission and I'm having trouble with a couple of things.

The book lists her as having Stealth +15, but I can't figure out how to get her there. If she drops the maximum 6 ranks into stealth, it gets her to +12 (6 ranks, 3 Dex mod, 3 Class Skill)...where are the extra 3 coming from?

Also, I'm having trouble calculating her saving throws.

Fortitude says +10...+4 for class and +2 con mod gets her +6, I assume the other +4 is being factored in from Endurance (even though it only affects certain saves)

Reflex says +8...+4 for class, +3 for dex and +1 from ??? (Dodge doesn't say it gives a +1 for saves but I'm guessing this might be it?)

Will says +3...+1 for class, +1 for wis, +1 from ??? (Similar to Reflex...the closest I can see is the +1 from Bravery, but that should only affect fear)

Help..?


I ran the second session of my RotRL campaign yesterday (a nice 12 hour long session...) and encountered a situation that I can't decide how I want to handle. The details are enclosed in spoilers because some minor details of the first book are revealed...

The group consists of:
Taiev - Male Human Fighter (1st)
Gypo - Male Dwarven Ranger (1st)
Leilani - Female Elven Wizard (1st)
Gilgaros - Male Half-Elf Fighter (1st)

We are playing with core rulebook only (we're all new to Pathfinder though several of us have played 2E for years) with the exception that I allowed the use of Hero Points...Taiev opted to go anti-hero for the extra feat. Everyone else had 2 hero points, one for first level and one for having written a character backstory.

Spoiler tag includes a background section (detailing a quick overview of the session) and my issue, which is the question I have. If your'e not concerned with the background...feel free to skip to the "My Issue" section.

Spoiler:

The background
I am running a campaign using some of the modifications that Greycloak of Bowness did as part of his RotRL/Kingmaker combination. Not to the extent that he has done...but I used the idea of the Mites and Kobolds from KM1 being the Licktoad and Birdcruncher tribes (respectively). Tuskgutter became the Tickwood boar, and I had some of his posters printed out as the postings in the Rusty Dragon (Troll's Blood and Wedding Ring). For specific details on the Kingmaker conversions, check out GoBs thread.

The PCs completed the festival during a shorter first session, so the second session began with the desecrated vault on the morning after, with that afternoon progressing rather quickly in game time (no developments). The second day had the group completing the boar hunt where Gilgaros was gored pretty badly (Using GoBs conversions I used Tuskgutter as the boar) so the potion of Cure Moderate Wounds that they got from the goblin commando was used to bring him back up.

After returning to town with the boar and parting ways with Foxglove, they decided they wanted to go troll hunting for the reward involved with the posting (something I was shocked at considering that three of the four players are long time roleplayers that knew better than to go troll hunting at level 1) as well as try and find the Licktoad goblins for Solsta's wedding ring.

They managed to find out that the Licktoad were located in the northern reaches of Brinestump Marsh and set out looking for them. This was a little earlier than I expected...I was expecting the players to resolve most of the in-town encounters and meet with Shalelu before they went goblin hunting, but the players (as they often do) had other plans.

They managed to find the scene of the fight between Licktoad and Birdcruncher and tracked the Licktoad back to their layer. They took out the first room with ease (combat was like 1 round and a turn with no one taking damage), and then headed into the Hatchery where the goblin there ran and left the centipede's to fight. They took the creatures out in a round, again taking no damage. The Common Room proved to be slightly tougher as the goblins were prepared for the fight and reacted a little more tactically (though all but two still closed to melee immediately)... a few points of damage were dealt out but all in all the fight went really well (if not a bit longer than they expected).

The problem came from the War Room. The goblins there had heard the commotion from the common room and were prepared to fight. The goblin leader was riding his tick behind the other goblins, who choose to use their bows. All but Taiev stayed at range to either trade arrows or magic with these goblins, and the goblin leader was content to stand behind his troops barking orders (I didn't have him/the tick attack or move for the first few rounds). It wasn't until they had downed two goblins that the leader actually chose to dismount and attack from ranged while he ordered the tick to attack...that's when things hit the fan.

The tick hit Taiev and took him to negative with a single blow (first time all night I rolled really well). Shortly after, Gypo was knocked unconscious as the three tried to make a tactical retreat since their health pools were diminishing (they thought they might be able to kite the tick and kill the goblins to come back and help Taiev). With two of their party down and the tick and a goblin still chasing them...Gilgaros and Leilani ran, pelting arrows at the tick until they reached the entrance. At this point, the goblins let them leave...

During Gilgaros and Leilani's retreat, Gypo regained consciousness and burned hero points to stabilize Taiev who had failed every CON check as he bled out...Gypo burned both of his hero points (they all started with 2) in the process (his first roll was a 1) to get this accomplished. After he had stabilized Taiev he found a hiding place and stealthed until the goblin leader and his cohort passed him by, and then proceeded to make an escape...he was successful, albeit barely.

My Issue
The problem I've come to is that Taiev has not escaped...and at the end of the session was laying unconscious but stable on the floor in the War Room with the goblin leader making a decision of what to do with this invader.

I can't decide if the leader will slay the intruder outright for having violated their lair...or if he would take him as bargaining power should the intruder's friends return to rescue him (they do have a goblin from another tribe prisoner)...or what other possibilities might exist. What would goblins do?


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Ok...so I know this has come up in a couple different threads, but I haven't seen this exact thing and I'm a little confused.

Can an arcane caster (say, Sorcerer) use a scroll that has a divine spell that is not on his spell list? (Say, Cure Light Wounds) If so, what would be the necessary UMD checks(s)?

Scrolls wrote:

To have any chance of activating a scroll spell, the scroll user must meet the following requirements.


  • The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his class.)
  • The user must have the spell on her class list.
  • The user must have the requisite ability score.

This states three criteria...for the sake of simplicity, let's assume that the third bullet point (ability score) is covered by the natural ability of the sorcerer. This leaves the first two bullet points, I'll cover my understanding/confusion in reverse order.

The user must have the spell on her class list.
Ok. This is pretty black and white. The sorcerer does not. So a UMD check is required.

Use Magic Device wrote:
Use a Scroll: Normally, to cast a spell from a scroll, you must have the scroll's spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don't have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check.

So a DC in this case (assuming all Lvl-1) would be 21. Ok, so if my understanding is clear on that...this part would be covered.

The spell must be of the correct type...
This is the part that I'm not clear on. I get the difference between arcane/divine, but does this mean it is outright banned and that not even a UMD check can accomplish the casting? If a UMD check is allowed, would it be the base "Use Scroll" check (above) or would the sorcerer need to make a check to emulate a class feature? If they have to emulate a class feature, does this mean that two checks are made (1 for the class feature, and 1 for the scroll usage)?


I apologize if this is a little long, and hope that this is the correct place. The first session was a little impromptu, and I was somewhat unprepared. The night’s gaming session was scheduled to be a wrap up of the last mission in the D&D Adventure Systems’s Ravenloft board game. The plan was to start the night playing a little bit of Munchkin, and then finish up Ravenloft. We had a player who ended up not being able to attend, and choosing to wait for them to finish Ravenloft we opted to play some Pathfinder (the missing player does not roleplay).

The group consists of five players, two of which are new to roleplaying. The remainder have played roleplaying games for years. In addition to the five players, I would be GMing. I have played RPGs for years (beginning with 2E) but haven’t had the opportunity to GM for a decade. The whole group is new to Pathfinder in general, I GMed three of them through the Beginner Box recently. We would be playing Crypt of the Everflame using the beginner box ruleset to help introduce the new players.

Group Makeup:
Cleric - Beginner Box pregen ran by one of the veteran players. He had played this character during the Blackfang adventure.
Barbarian - The Amiri beginner box pregen available from the Beginner Box forums, also ran by one of the veteran players. He had played a fighter during the Blackfang adventure.
Druid - I pregenerated a druid using the additional classes available for download from the beginner box forums. This would be ran by the third veteran player. He had played the rogue during the Blackfang adventure. The druid plays with a panther animal companion.
Rogue - The beginner box pregen rogue was played by a player completely new to roleplaying.
Paladin - I created a version of Seelah, played by a new player (had only played a session or two of 2E prior to this).

For the safety of other players and GMs, I’ve put the remainder of this post under a spoiler tag. I would ask that anyone responding to this post, who would give details that the players may not know about, do the same. Casien...if you’re reading this thread, do so with caution (though my post gives no information you haven’t already discovered).

Spoiler:

Play begins in town, with the mayor providing his speech. Given two new players, and the whole group’s newness to Pathfinder, I explain that while the Mayor is playing up the dangers of the Crypt, they know from past reports that the adventure is relatively mundane and that people from the town tend to mess with the coming of age heroes (something usually only found out through skill checks/roleplay). They set out of town right away. Due to the short notice of playing this module (I had read it, but not prepared) I didn’t have a hand out of the map. I showed the group the map and the Barbarian and Druid made Knowledge (nature) checks as play progressed to determine their ability to follow it (no Survival skill in BB).

Play continued without incident up to the fight with the illusory orcs. They managed to overcome the orcs without much problem, and figured out during play that they were likely part of the townsfolk testing the group. The barbarian took a good hit from one of the orcs, but beyond that they overcame the challenge handily. Thinking they might be able to find who cast the illusion, they scouted around but didn’t catch the culprit...though they did smell the traces of pipe smoke.

They chose to continue on, and play proceeded to the first night encounter. As they setup camp, they all heard the wolves howling. They choose to set watch rotations, though the rogue decided that she was tired and didn’t want to participate in watch...the group decided that letting the rogue sleep as opposed to rifle through their belongings while they slept was fine with them. I prolonged the time frame of the wolves arrival here...which unintentionally worked out in the groups favor. The barbarian got first watch, and as time slipped by I played out the howling getting closer and louder. He was constantly moving, scouting the edges of the fire. I let his watch pass without incident. He woke the druid. As his watch progressed, the howling stopped abruptly and I had the lone wolf make an appearance. This was the part I unintentionally setup...he managed a successful wild empathy check to make the wolf leave the area. Encounter resolved, the rest of the night passed without incident.

Finding the body by the lake proved to be an unexpected experience. The group spotted it from a distance, and a few of them chose to investigate. The rogue searched the body and discovered the sword and gold. She was happy to provide the sword to the group, but decided that she would try and hide the pouch of gold. Not having Sleight of Hand, I improvised with a Bluff check. As she stated her intent, the group said “Seriously? With all of us standing around you?” So it happens that she blew her roll, and every other party member was able to use Perception to notice her attempt. The cleric’s statement, “Go ahead and keep the sword, but I think the paladin should carry the gold.”

Upon realization that it was a body, the cleric, paladin, and druid decided that they needed to provide a proper “rest” for the body. Beyond the religious aspects of burial, the cleric’s reasoning for doing so is that “This might be a test by the elders, just like the orcs.” There was a bit of debate on whether they should bury the body, or create a pyre and burn it. A successful Knowledge (religion) check by the Cleric noted that while the area traditionally buried their dead, those who perished in the wilderness would sometimes have a funeral pyre built if there was no viable means to creating a grave. The three decided that they should bury the body, the rogue reluctantly helped and the barbarian was just ready to move on.

They then proceeded on, and found their way to the “valley” or gorge, or whatever it is supposed to be. Here I will say that, much like the handout, my unpreparedness showed. I read the information describing the valley, and showed them the map from the module. The artwork on the map doesn't’ really match the description (or follow up text) in my opinion. It looks like the group has to go down into the gorge and then climb up out of it. The text (which I overlooked during play) explains the Crypt is located at the bottom. So the group proceeds to take it very slowly down into the gorge. The barbarian botches a roll and slides down into the valley, taking some damage and eliminating his second roll. The paladin and the rogue go their first roll without incident. The druid fails miserably and falls down into the gorge, suffering heavy damage and the dexterity penalty. The cleric follows, with no issue...and stops to heal the druid along the way. The rest of the group proceeds up out of the gorge (again my confusion) without issue while the druid fails again...the cleric ends up helping him get to the top.

Upon arriving at the Crypt, they locate the slain horses and ponies and cautiously search the area. They locate the bags with pillows as well as the skeleton under the horse. The cleric, upon first seeing the sight, tries to “disbelieve” thinking that this may be an illusion by the elders. Resolved to the fact that this was real, the group choose to continue on their mission...albeit a little uneasy. They manage to get the doors to the crypt open, the rogue steps in at first, using stealth after entering. She doesn’t go too far in, and instead goes back out to describe the scene within. The cleric and the paladin take the forefront and the group slowly files in...at which point the cleric states loudly, “Hello?” Arise the skeletons.

During the ensuing combat, the skeletons managed to knock the cleric unconscious (who was at the front of the party) before the barbarian drags him back and takes his place at the front, allowing the druid to heal him. They get through this encounter otherwise unscathed, though the damage reduction of the skeletons definitely challenged the group who was all using slashing weapons. The now conscious cleric’s channel energy managed to end the last three.

The group choose to enter the maze room, and proceeded to wander aimlessly around this room for the remainder of the play session. The barbarian was the first to trip a pit trap, and for a good long time the group was comfortable leaving him in the pit to find his own way out while they explored (much to his displeasure). The rogue began to slowly move around looking for the remaining traps, but it was proceeding slowly. They did find the first switch, and after activating it and hearing it click into place, and a grating sound coming from the door determined that this would be needed to unlock the door which was firmly shut. By this time, they got the barbarian out of the pit (but the druid was in another). The paladin was assisting in the efforts to get the druid out of the pit, the cleric was hanging out at the first switch, the rogue was looking for traps, and the barbarian decided he would do what barbarians do best...bash stuff. Catching me completely off-guard, he decided he was going to try and destroy the door. Asking what it was made of, I decided upon stone. I used the PRD’s “Additional Rules” section to find the hardness and hp value of stone...and went with a three inch door (I’ve now found the section on doors that say stone doors are usually four inches thick”. The barbarian went to town and after quite some time did manage to break the door down.

The session ended at this point, and since then the barbarian, cleric, and paladin have expressed a bit of unease as to whether breaking the door down was really the best approach. They are a bit concerned that they’ll need the door as a barrier later...or that, being a crypt and all, destroying part of it was a bad idea.

A few of the things that I was surprised about over the course of play was how well the player who using the rogue took to playing the character. She at first asked what the “CN” meant for alignment. A brief explanation and she took to playing the rogue rather well (the attempt at hiding the gold from the dead body by the lake a good, if not failed, example). She was also pushing to get on with it at times, like the whole process was costing her precious time that could be better spent doing things that would make her more money. The cleric, however, took a big turn of opinions as the game progressed. He went from thinking “Oh, the elders are messing us...” to “That Mayor set us up! His statement that ‘Some of us might not return’ is true. He must send people here every year in hopes that some of them get turned into undead to further his evil schemes.” He is determined to complete the mission, and return to town to find the mayor brought to justice. It should be interesting to see how this all plays out...