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Organized Play Member. 16 posts. 1 review. No lists. No wishlists. 1 Organized Play character.


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An excellent analysis of which I agree. I’m a DM with over 30 years running d20 games, mostly D&D (pathfinder starting in 2009). A new DM would be a mess trying to run this AP. I was committed to the AP before its entire release (my mistake) thinking that the tone may need to be shaped a bit for my table. I didn’t expect the entire plot and narrative path to be such a jumble. If the maps and encounters were top notch, no problem! That wasn’t the case though. As a result, I’m using 20-30% of the content. Really bad taste in my mouth as this is not a tone or settling issue but one relating to final output quality.

Please do better. I’ve ran 8 other Paizo APs and played in 5 others. This isn’t what we know you’re capable of Paizo.


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Man…. This is a mess as a DM to improve. The premise is simple, encounters boring (enemies and battle maps), and a lack of engagement. I’m cutting 80% . Thought the first book was good and last was self contained enough to allow easy adjustments.


I think it'll work fine. Those early levels can be rough and honestly sometimes I do the same thing to allow some of the cool class abilities to really shine.

The absolute most important thing for you to impress on your group though is how small and weak they and their rebellion is from the get go. Don't make those initial encounters easier. If they aren't smart and don't tread wisely, they'll get throttled by the overwhelming power of the enemy. You absolutely don't want them kicking down some doors thinking they can take on the powers that be straight on.


What an AP! I'd enjoyed this one as a player through to book 3. As a DM running it several years later, my group is having a great time. Its taken 19 sessions (yes..19) to reach the end of book 1 but we've really made the city come alive with details of NPCs and side adventures to make Kintargo feel real.

I took several of the other DM's advice in modifying the Many Steps Monastery, specifically to its gate-keeper Yilliv. In a DM 'fudge', I allowed the lessor planar binding to be subject to a dispel magic. Keeping his telepathy and other motivations intact, it allowed the players at least a chance to overcome a challenge which should've allowed a different 'out' rather than just combat.

The party identified the spell being used on Yilliv, then used the dispel magic scroll found on Raul to successfully dispel the magic binding (Nat 20 roll which led to cheers at the table).

The group is now sneaking about the Monastery with the plans of taking out the monks one at a time before dealing with Nox. Knowing players...this plan will last about 5 mins into the next session. But, I have high hopes they will encounter the finale on their terms.

The group almost got crushed upstairs by Raul and his monks and consists of two new players, one veteran, and a NPC PC. One player commissioned artwork of the group already. I'm hoping Nox doesn't ruin the plans of a party portrait this coming session.


Oh, anything but giving them an excuse to go after the Queen of Cheliax! They are already showing signs that they are feeling "bigger than their britches". I hate forcing narrative on my players so I'd vote on the 'safe place' for them to land.


Hello!

I know I’m unlikely to get a quick response here but thought I’d try. I’m an experienced DM in my late 30’s with three players (mid 20’s) starting the adventure path Rise of the Drow. We are looking for 1-2 other players who enjoy a balance of RP and combat. Tuesday nights we game from 5-10 in Englewood. Pathfinder with very few house rules. Fun group but I think 1 or 2 more will make it even better.

Private message me even if you see this post years from now. I know local players and always looking for more good people who enjoy this crazy fun hobby. Cheers!


Hello!

I know I’m unlikely to get a quick response here but thought I’d try. I’m an experienced DM in my late 30’s with three players (mid 20’s) starting the adventure path Rise of the Drow. We are looking for 1-2 other players who enjoy a balance of RP and combat. Tuesday nights we game from 5-10 in Englewood. Pathfinder with very few house rules. Fun group but I think 1 or 2 more will make it even better.

Private message me even if you see this post years from now. I know local players and always looking for more good people who enjoy this crazy fun hobby. Cheers!


I kinda rewrote this. Prisoners were in the last chamber and that poisonous gas which was mentioned in the description of the mine became a trap that started to spread from the back of the mine towards the entrance every round. Getting the slaves to safety while fighting and avoiding the gas made for a fun session with the desired effect.


Book 3 was a blast! It rolls along really well in an open sandbox feel throughout the first 2/3s of the book. With my group, they were back and forth from Longshadow to the Fangwood forest during book 2 and 3. The need to resupply, purchase items, and cure conditions meant that they got involved with the diplomatic efforts involving the town defense long before they were supposed to.

After a long discussion with the players, we decided to switch out the siege with something that didn't involve the wonky way that the book wanted us to run it. I gave my players three options of handling combats while I also made several pages of city events which would correspond with the timing of the siege.

Option 1: Full Immersion- Players would operate all ally forces during each combat throughout the siege. This would take much longer than the other choices but would allow the players to feel as if nothing was left to chance in their defense of the city.

Option 2: Party Only- Players would only control combats where they assigned their characters. Multiple battles may be raging, but all conflict offscreen would be handled based on CR differences to enemy forces they faced. Players would still assign forces based on intel and their judgement but combats at the table would be limited to those their PCs were at.

Option 3: Cinematic- Players would respond to threats and assign forces where needed. Tactical decisions would quickly be made. Combats results would depend on CR differences with enemy. Combats involving PCs would consume a portion of their resources based on this CR difference when assigning their characters to a conflict. Only epic, crucial combats involving the PCs would be played out at the table.

The players were swinging between option 2 and 3. Nobody wanted to be bogged down with 8 sessions of combats (which is about what option 1 would amount to). I'd prepared for each scenario (10 battle maps, ally troops, enemy troops and monster groups) but was mostly relieved when they locked in option 3. The great thing is that the party still made important tactical decisions when allocating defenders to each conflict throughout the nights.

By the end of the second night when enemy reinforcements starting pouring through the gate outside of Longshadow the faces I got from around the table.... Wow. Silence and solemn despair. That day they made an assault on both the enemy catapults and gate. One PC died and another nearly fell. At the end though, mission accomplished!

The remaining hobgoblins pushed against the city from all sides but intelligence gathered from the command tent gave the city defenders the edge they needed to repel the final advance. By the next morning, the city looked out upon a field of dead enemies. The PCs truly deserved to be called heroes that day as they'd saved Longshadow from total defeat.


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Great suggestions and advice guys. I really do appreciate it!


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I'm preparing to start Ironfang Invasion and really enjoy the plot progression through books 1-4 of the AP. Book 6 looks very creative and is well packaged as the finale of the AP also. My problem (not only with this AP but many of Paizo's) is that the focus of the campaign shifts too far from the goals of the players as the story progresses. Book 5 is a great example of this.

Why would the party spend the time and risk so much when diving into the Fangwood? I just don't think that the history of this scarey fey-filled land would lead many to believe the denizens would get involved in the war. The side quest of gaining the aid of anything within this forest is lending more to the production of the necessary number of volumes for the AP and the publisher's requirements rather than fortifying the great classic story of the Ironfang Invasion.

What would you recommend changing to make the story work when slicing out book 5 (other than CR modifications in book 6)?

Am I missing something and making a big mistake in the narrative by shortening the AP?

If anyone else has done this or is considering it, what have you done to make dropping book 5 work for your group?

Thanks for your feedback!


Are you still looking for a DM. My schedule has changed recently and I'd like to start a new campaign. Located at i25 and South Colorado Blvd.


Not only is the site slow, but I've been kicked out several times and shopping cart full of his goodies has been deleted each time... Seems like some serious issues when trying to buy that Golem's great sale items. After 4 times of it, I'm giving up and going to try again another day


Or.. I have a copy I'll sell for a mere... $500.


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Thank you James for your hard work. Wish there were another million people buying Paizo's products. Such an awesome diversion from the real world for me and many more. Your continued postings in this thread is awesome (and it has brought some around to agreeing that climbing is ABSOLUTELY worth a reward). Great game. Great product!


The game is a lot more challenging than one would expect and requires tactical decisions to survive. Although it has a great story, the game is tough. I had fun both times playing it but I would not advise you get it for younger players.