I now have a second level witch playing in Rappan Athuk, I am finding apart from the undead issue which has been discussed above and I can't do much about at 2nd level, the witch doesn't have many spells to affect multiple enemies. I can shut down an enemy or 2 with slumber (if they are susceptible to mind effects) but feel quite redundant unless there is a main enemy or boss to focus on. Any suggestions as to tactics?
Caius wrote: Half-Orcs are relatively common in the river kingdoms so passing him off as a mercenary should be fine. Elves are actually more unusual in the region but I'm not sure what the book says about his crew's views. It doesn't mention their views apart from being mean nasty bandits for the most part, although there are no non-humans mentioned anywhere in the book as being bandits and I pictured their being prejudiced and they would have heard that there were 'dirty demihuman scum' working for the stag lord. Otherwise they would already be non-humans in the group.
: I am about to run the Stag lord's fort tomorrow and I am not sure how the party of mostly new players are going to play it out but with the party being a 2 humans, an elf and a half orc I am unsure how to play out the possible discrimination the minions will show.
There are only Humans in the bandit's group as far as I can tell and if the players want to infiltrate the fort I am not sure how play this out. how do they pull off being bandits without encountering prejudice and suspicion from the fact that there are no other non human bandits? Or would you ignore this and let them ignore this to let the new players. I know this is a gm call just wanted other's ideas on it please
Well after a few days of trying to infiltrate the cult.....
: With my party I ran the outside incident where the party are expected to support the Razmirians with their nefarious activities such as pick pocketing, the parties bard cottoned on to what was going on and incited the biggest riot the cit had ever seen which let onto a full frontal assault as I had nowhere else to take it.
As we have just finished City of Golden Death that is probably one of the most memorable moments of the whole campaign!
The player in question is not looking from an optimisation perspective, purely creating an interesting character. I have looked and I think the scout makes sense as we are playing Kingmaker. He wants to fill the role of the trapfinding skill monkey, but still being able to stand toe to toe for an encounter or two. Just lost a ninja/monk at level 2 so is making a replacement. Also he has fallen in love with the magus flavour.
I have this pre-ordered and I am quite excited about it, however this may seem silly but I am concerned about organisation. I have the beginners box and there aren't that many minis but sometimes it can take a long time to find the mini I need at any given time. Is there any system for organisation the minis in the box? Or suggestions from folk as to how to organise them myself?
I was planning a lion shaman monk and either 1st or 2nd level taking martial artist monk. I had originally planned taking 1st level druid and 2nd level monk but when I wrote up the pc, I started at 1st lvl monk. What are the benefits of either. I would prefer 1st lvl to be druid due to the Legacy of Fire campaign trait I was going to take but what am I losing out on from monk if I do this? I was not thinking long term, just how the earlier levels would pan out.
Not going to comment on your first point except saying that running a game for people is just that, for people. I have run COtE a few times, one of which was at a family Christmas session with my sisters, my Dad, my wife and my in-laws. The other was the beginning of a very successful campaign which is still going and about to get to part 3 of the trilogy, City of Golden Death. Crypt is an excellent way to re-introduce yourself to GMing and certainly gave me the bug (I now have 3 APs I am running at the moment!) Just make sure you read it through thoroughly and don't be scared to change bits on the fly as needed, After all, it's all about the story! It's very atmospheric too and I found it fairly easy to add in descriptions which cover all the senses and create an absorbing adventure. Above all, enjoy yourself!
Not so much how to survive but how to handle the survival skill. I am not entirely sure how to handle surviving in the wild, tracking and generally what the survival skill from the core rules can cover. Perception makes sense for tracking but what about foraging for food and such. What are other people doing to cover this in a game?
I am planning on running this
I have to start by saying how much I love the Beginners Box. The presentation is fantastic and I am finding it absolutely spot on for introducing the next generation of gamers. Despite having played Pathfinder since it came out and 3.5 before it, the simplicity of the BB is truly beautiful. I have run Black Fang halfway through twice (with two separate groups although my 7 year old was in both and I am going to have to work on teaching him not to metagame!) both times there were the standard 4 characters. I have been GMing for a few years but apart from the 1 on 1 compendium, have not got my head around running for smaller groups in standard adventures. My son is really into the idea of games with just me and him but I am not sure what to do, he had rolled up a pretty decent fighter and I thought I could back him up with a GMPC cleric but where to go with it? I would really like to start a campaign with him but how do I go about it?
baron arem heshvaun wrote:
Well as far as how much work I can put in..... not much, although we aren't playing again until after New Year. I checked this out and I like it, sounds like I should be able to fit it right in but how difficult is conversion or creating stat blocks etc? I am not too hot on that and don't have much time for prep work. If you could give me more info it would be cool, thanks.
I have mixed feelings in that, although the game is going very well, several sessions in and 10 1/2 in-game days (and by far the best adventure I have ever run). The research went well, we have had several diversions thanks to additional ideas on these boards (which are awesome btw folks!) but I was planning to hold the town's festival with a wedding later on in the current day.
It was a fairly heated battle and they used up most of their resources (especially as it had followed the rat swarm and the scythe) But I am not sure if it makes sense to still have the stirge encounter once the Piper has been defeated? Any ideas? I had a rough concept that there could be some encounter at the wedding itself (half the guests turning out to be the groom's late in-laws or something) but I have run several zombie and skeleton encounters so would like a bit of variety - which the stirges would have provided - whatever happens, as it is in the presence of so many townsfolk it would be the trigger for the town hall incident. The party have made the trust mechanic seem like a tally chart, gaining trust left right and center so they are sure to be minor celebrities at the festival.... and also the first people to hide behind when danger is about. Do you think there is a logical way to leave the stirges in, or does anyone have any alternative ideas I could pinch which would freak the town out properly?
So I am running MOTLG as a part of the path to immortality series and it's gone seriously wrong. Spoiler:
They were all drugged and put in the cells, although the bard woke up early and got very paranoid, they then all woke up and decided to break out. With some broken bowls and natural 20's they managed to break out.
I had Egarthis put an alarm spell on the door as they weren't buying the whole 'guards not talking to them and throwing the water away' thing or actually buying the whole playing along thing. Once they got their equipment back, which was straight away, all hell has broken loose. No-one has died yet on either side although they just threw a water elemental at the acolytes and heralds attacking them. I can't see how they are going to follow the general plot of the story and I can see it becoming a hack and slash through the temple instead of the roleplay scene it should be. Now I know they like to RP but can understand how they felt being treated like that, particularly having their equipment taken away. Can anyone suggest how the adventure can get back on track or shall I just play it by ear and hope for the best..... hoping I don't swamp the players and I'm able to balance the ELs? This campaign was going so well until now......
I think a game like Mount & Blade would be similar to how a Kingmaker game could work just with more than just battles but actual instances, encounters etc. As far as how it would work with the OF rule set I am not sure and I cannot imagine Joe magic could work but it would be a great game if it could work!
I know it's your games and all but surely the point of a bonded MOUNT is that it's ridden, if you are riding a horse and have a lion or any other creature and you aren't riding it then it counts as an animal companion and not a mount? I have a riding lizard which is pretty rock hard and enables me to carry out cool manouvres.
DjinnJah wrote:
And I get to ride up walls and ceilings and charge from weird angles!
karkon wrote:
I thought long and hard about the weapon option but in the end as I am Svirfneblin lizard rider, I liked the idea of the super hard mount. He puts out more damage than me unless I am charging an evil enemy with my holy lance. I know it's not exactly optimised but he's fun to roleplay.
DjinnJah wrote:
Please?
I am starting up a 12th level svirfneblin paladin as my old character bit the finger of death, the party is currently in the Underdark and I have an idea that the paladin comes from a larger svirfneblin community from the elemental plane of earth, however I don't really know much about the society of the elemental planes. I was thinking he could have become a hero of his kind fighting in a war on the elemental plane and has come to the material plane (based in Ebberon) to help his brethren in their struggle against the Drow, Duergar and Beholders in the Underdark. The party is taking on a beholder settlement and he would be a captive slave who can be saved by the party. The main area I am not too sure about is his time before coming to this plane as I cannot find much written about this. Any pointers to sourcebooks or ideas, no matter how outlandish, would be greatly appreciated. Thanks in advance!
So.... My 12th level Cleric of Dol Dorn, Archbishop Saltharyn Denieth, Dragonslayer bit the bullet in last night's game. the world is mostly Ebberon based but we are currently traversing the underdark and he was hit by the Finger of Death ray from an eye tyrant (Beholder). This wouldn't usually be a problem but what a time to roll a 1 on my save! My GM may call in divine intervention (I am particularly favoured by my God having had at least 6, maybe 7 visitations in the past) but otherwise there isn't much hope of coming back from this one. Anyway I was thinking of rolling up a setting appropriate character and it seems that a Svirfneblin is my best choice, however with a -4 to Charisma, unless I make another Cleric, playing either a Paladin or an Oracle is going to be something of a challenge (the party REALLY needs a healer). We play with 4d6 drop lowest instead of point buy so max Charisma at 1st is 14, using magic items and level raises could just about reach maybe 18 or 19 if I am lucky by the time I get to 12th which isn't exactly superpowered and the party are infiltrating a city of eye tyrants so they need all the advantages they can get! Also if I took a Paladin, what would be an appropriate mount for a Svirfneblin Paladin, I can't think of any!
I just ran this section last session and TBH I didn't notice this, I just used the same key which led into room 10 which, retrospectively I don't think would have been a very good security measure but I suppose the townsfolk weren't too worried about security just making a challenge for the characters!
Shawn Hall wrote: Run all three Masks of Immortality modules and then a modified version of Red Hand of Doom, changing hobgoblins into orcs. I am in a similar situation, about to descend into the second level of Crypt of the Everflame, I like the trilogy and would like it to lead into an AP. My question is what is Red Hand of Doom, I can't find any reference to it anywhere. Alternatively I'll start afresh with Kingmaker as I quite like the sandbox aspect of it.
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