Hello fellow posters, could you please take care, not to use SPOILER info in the header of the post. The recent headers can be seen in the message board overview and I know that some players read that. So anybody playing in Shackled City and having encountered Orbius in Chapter one, will immediately see the connection between him and Valanthru if he sees this header. This kills one of the biggest plot surprises. If it is possible, maybe this entire thread should be renamed. Greetings
Sean Mahoney wrote:
Hi Sean, you are right the romance angle is not easy to handle. First of all I think you need the right group for it. My players are between 30-40 and therefore adult enough to handle this. I would never play that out with a teenage group. Secondly I use the same approach as Lisa. Basically opening opportunities and let the players decide if they want to go along. In the SCAP I started out with Shensen taking the initiative on the monk in my group by giving the magic boots to him as a present for her rescue. He went along and they met again at the Demonscar Ball. The player seemed to like the idea and invited her to his home afterwards :-)) For the other players I opened up opportunities during the Ball too, but time will tell if the go along or not. But I think they probably will. I will keep you informed as we continue. At the moment we are pausing and my brother is taking over the DM reign in the AoW campaign, where I am a player. Good luck
Hello Delvesdeep, hello Lisa, despite my concerns with the Detect Evil spell we had a blast during our session. I basically went with Delvesdeep advice to cloak Valanthru and to let the Paladin detect the others freely. Actually that gave them a couple of headaches and question marks for the next weeks. The fun thing was, that a lot of romantic involvements started between the characters and the PCs. Our paladin started to court Jenya. Shensen Tesseril who got an invitation in order to be the eyes and ears for the Striders fell in love with the 1/2 elf monk in our group. And the female character of the party attended in a succubus outfit attracting a lot of attention from Maavu. So this was excellent to foreshadow things and to get the group involved on a more personal level. The competitions were incredible fun. Unfortunately nobody could challenge Annah Taskerhill in the Song of Heaven contest, but in all other competitions the Stormblades got their asses handed to them. One member of my group is a Basirian Dancer (from the Kalamar setting) and he ruled in every dancing contest. This was his first adventure to really shine and he left my house with a big grin on his face. Thanks again Delvesdeep for this great side trek
Hi delvesdeep, I am set to run the demonscar ball tomorrow night with my group. But I am wondering how you would solve the following situation: We got a paladin in our group. How would you handle his Detect Evil ability? There are a lot of evil NPCs there and I do not want to give away too much. Thx in advance for any input
Well, well I think it was in 1981, when I first heard about a truly original game idea in a German board game magazine. They described the basics of a roleplaying game without getting into details. A guy with a funny name (Gary Gygax) was mentioned as one of the developers. I was intrigued. Having been a gaming geek, inventor and collector, I tried to get hold of it here in Germany, but I could not get it anywhere. So I just made up the rules myself, drew my first dungeon a maze inhabited by a mean Minotaur and send my brothers in to explore it. We had a blast. A couple of month later, I had the opportunity to go to Oklahoma as an exchange student. I was thrilled. The number one on my agenda was to play that game and get all the books. At the local high school we had a games club and I started playing AD&D as a druid. It was fantastic. I had the opportunity to get to know a bunch of very interesting people, learn a new language and play one of the best games ever developed. When I came home one year later, I was infected with a very contagious virus. In no time I had a big gaming group set-up and we started to play on an almost daily basis with me as the DM. My parents still talk about it as the "locust" years, because during our marathon sessions we would drink and eat up everything in the house. During that time we played only two campaigns. The first one ended after a couple of weeks with the "magic-item-power-gamer-munchkin-death". That was the point when we realised, that we should have reasonable limits on available magic items and establish some semblance of an economy. So we made a fresh start and I DMed the entire against the giants, drow, Lolth campaign. We finished with a climactic battle against Lolth and Tiamat shattering the structure of the universe and imprison one of the characters a powerful wizard in an intelligent two-handed sword known as the "SAW". Today I still play ones a week currently DMing the SCAP and playing a gnome mystic theurge in AoW. Thanks for your stories and Greetings from good old Germany
DrWaites wrote:
I am not too familiar with Shadow Caster, Shugenja and Favored Soul, but I can clearly see, that the group is lacking fighting power. One paladin as a front runner is not enough. A paladin is only a support fighter. Given his need for high scores in CHA, WIS, CON, DEX and STR, he will never match up to a specialised Fighter or Barbarian killing machine. In my group I have: 1. Barbarian (deals massive amounts of damage and can even overcome damage reduction in some cases). 2. Paladin (He does not deal enough damage, but can hold the line thanks to Combat Expertise). 3. Fighter/Basirian Dancer (Basically a fighter mage. He also has Combat Expertise and some good support spells). 4. Monk (Another good 2nd rank support fighter). 5. Brigand/Infiltrator (Which is like a fighter/thief. Makes good use of flanking and sneak attacks). 6. Sorcerer (with good fire power). 7. Cleric (Healing, Turning and good second rank fighter). So as others already pointed out, as a DM you have to take care beforehand, that the party is balanced. That is not the case in your group. I suggest to drop some of the weaker characters and probably the Necro (it will not work with a properly played Paladin) and replace them with at least one Fighter or Barbarian and other Core class characters.
I do some rotating with my brother. I am running the Shackled City Adventure Path. He is DMing the Age Of Worms campaign. We alternate chapter by chapter. So at the time being, we have played chapter one in both campaigns and I currently torment them in Drakthars way (SCAP). As a twist we both use the same campaign world (Kalamar). But his adventure plays at a later time. There are some references between our campaigns though. For example in the AoW I play a gnome, who originally comes from Cauldron. Another thing I did a couple of years ago, was running alternate short adventures in the City of Thieves setting. That worked well too. Especially if you have players who cannot dedicate time on a regular basis. In a City Setting it is easy to drop out and integrate players on a session by session basis. And if the GMs share the same world and environment it might be fun to flesh out that setting from different point of views. The only tricky things are big political changes, which might rearrange the complete setting.
We played the 2nd session in Drakthars Way yesterday and it was a blast. In the first session the players killed a whole bunch of goblins in the first area and retreated, when Drakthar send bat swarms after them. Some of them retreated into the sleeping rooms of the Goblins and the Paladin in the group went into the Bathhouse, where a bunch of town guards were waiting to prevent any goblins from fleeing that way. So Drakthar went gaseous and harrassed the Paladin and the guards. Since the Paladin had a magical silver weapon and the town guards opened the doors to let the sun in, Drakthar retreated and decided to check our the other part of the group. He took some damage from them and decided to get reinforcements and set-up an ambush in area 19. So the group rested and went down again the next day. Quickly they arrived in area 19, but succeeded in hearing some of the goblins up on the ledge. They wanted to climb up there and all hell broke loose. We played the fight for three hours, before we had to quit. And I pulled no punches. Drakthar got all mercenaries for the fight, plus additional goblins as reinforcements. I used all kinds of nifty maneuvering to unsettle the group. Drakthar turned gaseous, dropped behind them. When he got damaged he retreated running up along the wall and ceiling, just to heal and come back. The mercs used missile fire and the goblin adepts fired scorching rays. When we stopped a handful of goblin sneaks and an adept had fled. The half-orcs are down, Xoden is dead and the sorcerer badly wounded. Kallev is still up together with two goblins a wolf and of course Drakthar. I am considering using darkness from Kallev and summoning bat swarms again to cover another retreat. The group also wants to get out, because one of them is down and they are running out of heal spells and potions. So I am wondering, what Drakthar should do then. His hideout is no longer safe. He should be able to figure out, that the PCs will most likely keep coming back. Would it make sense to relocate to another place in Cauldron? Any suggestions from you guys?
Tough situation for you, but frankly from what you describe there is only one solution. Kick that player out or stop playing yourself with that group. I am a player and game master for 25 years now and I have seen it all. In the end it all comes down to the point, that we all invest hours over hours in our beloved hobby. But if that time is not enjoyable do something else. If you think about it, there are probably a lot of better things for you to do instead of putting up with that jerk. And another thing is group composition. Never allow opposing alignments and never play in an evil group unless the players are experienced and mature to handle it. I have only mastered one game with evil characters. That was a one time special scenario, where everybody was out to kill the others or at least foil their plans. We played that as a long weekend birthday special. Otherwise I strongly believe an evil group is simple not going to work.
Padan Slade wrote:
What you describe is not entirely correct. First of all the Gaseous Form Speed for a Vampire is 20 feet. That means with two Move actions he can cover 40 feet per round (hustle speed). Than if you consider him in light armour he would get a running speed (x4) giving him 80 feet travel distance per combat round. But a much better option to get away would be to turn gaseous first, get out of weapon reach, turn into a bat and fly away. I will have this encounter tomorrow and let you know how it went.
DMLost wrote:
I had the exact same experience. But it did not matter so much, because they started the adventure being 2nd Level already. So they solved everything concerning the kids, headed back up and were celebrated by the people in Cauldron. Then some time later, they wondered that they must have missed something in Jzadirune and they also realized that they must have missed Kazmojens treasury (they did not find the room with the second mimic). So they decided to head back and explore everything. But I foiled that, because I feared a pretty lame and boring dungeon crawl. So I let Todd Vanderboren buy Keygan Ghelves house. So now the Stormblades are in control of Jzadirune and the Malachite Fortress. I figured that the access to the Underdark might be pretty valuable to the noble power houses in town. So my players now have already a certain attitude towards the Stormblades, which makes it easier for the conflicts in Flood Season.
Dee wrote:
So far you have reacted well. Do not let your game be destroyed by Power Gamers. The best way to handle the situation is to restrict the options, which you already did wisely and finally to talk to the player in question about his playing style. Just tell him that you like to focus more on good role-playing and less on Min/Maxing characters and power gaming. In my campaigns I award extra XP for good roleplaying. This is even suggested in the DMG. I usually give away 50-100 XP per session. And tell your players about it, so that they see that you award good playing style.
Sleeper wrote:
You are right. That bothered me too. I kept reading the book again and again trying to find out, why Valanthru should do this. So the only reason I could come up with is, that he wanted to be sure, that Terrem is not accidentally killed in that battle with Kazmojen. In fact the book kind of states that attitude: "Get Terrem and do not care what happens to the group or Kazmojen." My players are also very puzzled, what that all was about. They plan to interrogate Terrem again, in order to find some clues.
Henning Kristensen wrote:
Wow, since the adventure is designed for 6 players, you will raise difficulty to the "insane" level. :-)) Well if your players can handle that, then they are pretty cool. My group of seven players had problems already without upgrading anything.
Lenarior wrote:
I am not sure what the "main" character means, but the adventure path gives every character the opportunity to shine at some point. If your players just want to kill the most creatures in combat, then it seems that they are missing the point of creative teamwork. Lenarior wrote:
Frankly with that group composition, you will run into the next TPK soon. Get a balanced group or do not start on the next adventure. It will be no fun for you and the PCs. Having read a lot of threads dealing with difficulties and TPKs, I realised quickly that most of the time the group composition was unbalanced or the players were making major mistakes (bad planning, ignoring clues, power gaming play style).
I have visited the board for some time and the question of level and party size comes back all the time. From what I have gathered in the various posts, the adventure is designed for 6 players. Therefore if only four characters run the adventures, they will get more XP and be at a slightly higher level. But honestly I think they really need that. The problem with small groups (four players or less) is that there is usually no back-up character for certain skills. So if a crucial character is taken out early (e.g. the fighter gets charmed, the cleric knocked unconsious) it will easily end in a TPK. So my advice is, take it easy. I think the challenges will be appropriate, even if they are at a higher level. A good balancing device is, to give the monsters higher HP (in the framework of their current Hit Dice). This will not change the CR, but nonetheless beef them up enough. Or use clever tactics.
Dextro Highland wrote:
I would not be depressed. It was a clever tactic by your group. If you read through the thread of PC kills here: http://paizo.com/paizo/messageboards/dungeon/shackledCity/howManyCharacterD eathsInYourAdventurePath you have to shake your head at the stupidity of some of the players. I get a higher degree of enjoyment from a clever playing group, than from killing off dumb characters. So again congrats to your group. By the way my PCs so far never went to the Grell. They captured one Skulk and immediately went down the elevator. They killed the Stone Spike and the polymorphed Oytugh without problem and are now ready to take on Kazmojen.
DMFTodd wrote:
They know that someone went down, because the two Hobgoblin guards are dead and the elevator is down. Seems pretty obvious to me :-)) I think you are right concerning their tactics. the Skulks and Dark Creepers seem rather cowardly. So they will probably first checkout what's going on and deciding then how to proceed.
My players started the first adventure in Jzadirune and were lucky so far. They could quickly overcome the initial two Skulks without raising a general alarm and even succeeded in capturing the one Skulk with the silver key for the rat cage. That one pleaded for his life and told them of the elevator to the Malachite Fortress. So the group immediately went there, killing the Hobgoblin guards and taking the elevator down. In the fortress they just killed the Stone Guardian and the polymorphed Ogre/Oythug. Everything went smooth so far. Now my question to you veteran GMs out there. 1. Do you think, that the fight with the Stone Guardian is loud enough to alert the Hobgoblins in the Main Entrance Hall ? And how would you conduct retaliation on the PCs during a general alarm ? 2. Eventually the Dark Creepers and remaining Skulks will find there dead comrades and know that something went wrong. How would you play that out ? Would you let them descend through the elevator ? Setup a trap, when the group comes back ? Or maybe disabling the elevator, to prevent the group from coming back that way ? Although this last option would force the PCs to take the Underdark passage. And I am not so sure, that I want to get into this. If you have any thoughts on this or run into some similar situations let me know. By the way, the group is already 3rd level with 7 PCs, so I think I can give them a hard time anyway. they are a little overpowered, if I play it tame.
Dextro Highland wrote:
Here some thoughts on the whole "short of XP" levelling issue: Provoking a fight to "Orc" the last 30something XP for the next level is about the worst kind of roleplaying that can happen to a GM. It is incredibly bad metagaming. I as GM would never give XP in the first place for such stupid out of character actions. But I think, if you observe the XP totals carefully, you should in general be able to avoid things like that, by just adding enough XP, that a situation like that does not happen.On a side note. In order to save time during a game session. I ask my players to prepare a character sheet with the level advancement prior to the game session. And should it be neccessary to level during a game night, they just need to roll HP and are ready to go with the new character sheet.
I think that Skie will probably refuse to take the items, if she knows their origin. I believe that she probably has heard about the curse and will be wary to touch or get near anything from Jzaridune. Remember that probably nobody really knows how the curse works exactly. Maybe it is already enough to get near the item, maybe it spreads via touch ? In Skies place I would stay away as far as possible. The PCs of course could hide all items until they find a cure for the problem, which could be a nice side trek adventure hook.
We are playing in the Kalamar game world and will be starting the adventure path in the next two sessions: Sorcerer Gray Elf 2nd Level
I know the group is possibly a little strong at the beginning, but looking at the adventurers, it seems easy to adapt the challenges accordingly and eventually it will converge to the correct level requirements.
I got the SCAP hardcover a couple of days ago. The material looks great and I am planning to bring my group into this campaign. What concerns me is the apparently high magic setting. I try to keep magic items rare in my world. Being a veteran player and GM I had a lot of bad experiences with high magic campaigns (overpowerful items and PCs and the item inflation in general). So seeing a "Magic Shop" (Skie's Treasury) in town immediately made me cringe. Is that store necessary for the campaign setting to work. I would rather drop it or at least tone it done considerably, than risking a magic item inflation. |