I have just recently started the AP with my group. We are just starting Cult of Cinders now. I have read through the whole adventure path and I don't really see much in the way of building up the main "villain".
Spoiler: I really like Menkare as a villain and I would like to give my characters some foreshadowing. I am afraid that if he is only a character they are aware of in the final book, he won't get the treatment he deserves.
My problem is that some of my players are familiar enough with Golarion that anything too explicit will be picked up immediately (not too many named gold dragons in the setting). I think one already suspects after reading Voz's notes. I guess my ultimate question is: Is there any good foreshadowing I missed while reading through? Are the players only supposed to be aware of Mengkare in the final book? How I envisioned it playing out is that they would be aware of a villain and slowly becoming disgusted with what his "lackeys" are doing until they meet him and find him to be much more complex. Any advice or notes would be appreciated.
Most of the time I GM. However, I decided recently to take a break and let one of my friends GM Legacy of Fire. I made a character knowing that my friends like power gaming. I looked online on all the guides and made a power channeling build. Then I show up and I feel kind of useless. For example, we go through an encounter with some spiders. The GM replaced the spiders with 4 CR 8 spiders for level 4 characters! I feel useless and the party powers through the encounter: no problem. I am the only person who gets hurt, I am the only person who sweats.
FrodoOf9Fingers wrote:
OK, I guess that makes sense.
Gunsmith Paladin wrote: I think it has to with the idea that conjuration spells also open gates to other planes of existence. Essentially you're opening a small portal to a positive energy plane and letting a little bit of that positive energy flow through to heal the target. Or at least that's how I figure it because I've always wondered the same thing. But why are inflict spells necromancy if, as you say, they should be opening a portal to the negative energy plane?
So I was reading the core rulebook and I came to the section on magic. The section on necromancy said Pathfinder Core Rulebook wrote: Necromancy spells manipulate the power of death, unlife, and the life force. So I was wondering: Why are healing spells conjuration? Is it to make them seem less evil even though not all necromancy spells are evil? Can someone enlighten me please?
I do agree that Mokmurian may not enjoy sharing the secrets of his power with another stone giant but the campaign is centered around wizards coming from the past and thus it is very thematic.
My Characters smashed the raiders... almost.
Spoiler: The ranger and wizard got up really early, botched their perception checks to notice the giants, and then went about their lives. When the raid started, the ranger went to the north gate while the wizard went to wake up the others. The ranger took out the giants at the north gate rapidly with the conveniently placed giant-bane arrows from the last adventure. The rest of the party got out of the inn just as the giants were crossing the bridge. The rogue went to climb the cathedral, while the wizard and druid demolished most of the giants with the barbarian on cleanup duty. The monk, though, ran up to the north gate to help the ranger and saw Longtooth on the way. He went to the top of the guardhouse and started insulting the dragon, who decided that the monk was conveniently placed on his first target. The monk lived (barely, he rolled a 2 on his reflex save) and taunted the dragon to come down. The dragon landed and the monk hit him with a critical that caused him to lose his memory for the last 1d3 hours (I love critical cards). The dragon flew around until he found Teraktinus who ordered Longtooth to attack the annoying wizard and barbarian who had been following him. The barbarian could do nothing and continued following the giant leader while the wizard (hyperventilating a bit at this point at being the main target of the dragon) summoned a giant wasp that got demolished with a single bite. The dragon fried him down to 1 hit point where the wizard hit him with a empowered lightning bolt and ran. The dragon flew off after being mostly killed outright while the giant leader got taken down by the others. Unfortunately, the giants made off with half the Scarnetti family and the brewer.
Name of Character:Rogna
Spoiler: It turns out that Barl is a far better smasher than wizard. He outmaneuvered the Barbarian and Monk with fly to land next to the Wizard and Ranger in the back who were taking potshots. The Wizard screamed, did a withdraw action to run down the tunnel, and disappeared. Barl demolished the ranger in one round of full attack.
I am starting Rise of the Runelords campaign and one of my players wants to play a Osirani half-giant tetori. I am familiar with the very basics of grappling but I don't understand some of the other concepts like strangling and how holding you breath relates. I know that you can hold your breath for a number of rounds equal to twice your constitution score, but is that when you are ready and can take a deep breath before? I know that if it takes 30 rounds to start strangling that 15 constitution guy then strangling is highly useless in combat. Where does the strangling damage come into this? Can anyone enlighten me?
I have been game mastering a variety of different RPGs for three years for a fairly steady group of friends. I have run mostly adventures of my own making. Some have been really bad but others amazing.
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