DarkArt wrote:
As much as I would like to run the whole AP, PF 5, just is too much of a dungeon crawl for myself and the party. They hated running through "House of the Beast" in the LoF AP, since it was just a dungeon crawl. While they liked the story, they were just like "lets go right or left, since it is a dungeon". I was thinking about giving an intelligent item in a treasure hoard to that was wizard-bane and give hints to the party. Too much? I like your idea for PF 6, and I think I will use that idea. It always sucks to have the campaign end, but after years of DMing, sometimes you just get burnt out. Any advice to the big bad guy at the end? I will be updating him to PFRPG, as I have with the rest of the baddies! Thanks for the advice guys! It has been handy!
I was looking to cut out most of the dungeon-delving. After being in Jorgenfist, they players and myself don't really want to do another HUGE dungeon. I know they are not the dungeon kind to begin with. I have been toying with thoughts of using those encounters (Scribbler, Statue, and White Dragon) in PF 6, and giving the PC's a bit of a bump with a small sidequest or something. There was always that damn Quasit that eluded them... I don't really like the feel of PF 5, as it is just one slog through a dungeon. I will just tie in elements from it and PF 6, and make the encounters in PF 6 a bit easier. Some are brutal enough as it is, so they could be lowered anyways.
Cesare, The PC's are lacking in levels a tiny bit. Any adventures you would suggest in place of PF 5? I have access to pretty much ever 3.x adventure, a ton of Dungeon magazines, and every Paizo product. I am looking to tie it into the rest of the overall plot of Karzoug's return. Any suggestions would be lovely!
I am coming to the end of this AP, and I am starting to feel that ol' DM burnout...might be having to do with DMing for the past 3 years straight with only maybe a dozen sessions of playing. Needless to say, I want to finish this AP, but I am getting exhausted between work, family issues, the girlfriend, and prepping. Not to mention sports once spring comes up! I owe it to my group to finish this AP, but I would like to cut out some chunks, which sounds bad I know, but the last two modules, specifically number 5, have a huge dungeon crawl aspect which I am not looking forward to. So I come to the wise Paizo community, to ask, which parts of these two modules should I run and keep? I am thinking most of number 6, but not too sure about number 5. Any advice would be helpful!
I have a player like you describe having, but he didn't want to play such a concept this time around...he wanted to play the "meatshield" who is just a "tank". I have one new player, and the rest have all been playing for at least 2 years. For some reason the new guy and one of the older players are so afraid of dying, the second they drop below half, they bolt for it. I was thinking that having them go back to Magnimar, and have Quink help them out with what is going on in the mountains, and all of Varisia, for that matter. I will see what I can come up with.
The players skipped past the lamias in the Jorgenfist fort, but they did beat Lucrecia, and Xanesha, so if those are the lamias you are referring to, I planned on using another one. I think it might help drive home the point. They have used Brodert as an information source thus far, and I have been fairly open with the history of Thassilon, since I will agree the writers have been a little too secretive. I am guessing the party will make it's way back to Fort Rannick, because Sandpoint was pretty much demolished. I like the idea of Thassilon being remembered like Rome, and will have to use some hooks like you suggested. The AP has run smoothly, right up until Fortress of the Stone Giants and that assault on Sandpoint. The group knows, through Quink that the giants played a role in Thassilon, and Karzoug. They just don't seem to be picking up subtle clues, so maybe I should be more open? Thanks guys!
So we just finished the Fortress of the Stone Giants, and after a brutal battle with Mokmurian, resulting in a PC death, one being Baleful Polymorphed, and one now being a Stone Statue (thanks Flesh to Stone), the remaining two characters ignored Karzoug's monologue and the clockwork librarian. They have little to no info about Karzoug, or about Xin Shalast now. They have some feeling that Karzoug is behind it, but they just left without doing any sort of research or asking questions in the Jorgenfist Library. The survivors are a Ranger/Rogue/Fighter, and a Druid. They have no skills in history or anything so their research possibilites are kind of limited for the DC's to learn about Xin Shalast or Karzoug. I have a feeling, based on the party's complete blunder in the attack on Sandpoint and not being able to track the giants, or having no idea about where Jorgenfist was, they will be completely lost now in the overall storyline. Because they never questioned any Stone Giant attackers after the raid on Sandpoint, and had no idea where to go or do anything, I am asking other DM's, or even the author's, how would I go about nudging them a bit to learn about Xin Shalast, or heading in that direction? To make matters worse, none of the players will even consider playing an arcane caster...not too sure why. Thanks in advance!
For what has worked for me and what I have been reading lately, I have picked up "The Ship of Ishtar" by A. Merritt, it is also in the Paizo Planet Stories line. I have been reading ALOT of Lovecraft, almost read all of his works lately, only a few more to go. I picked up the Lankmhar books recently, but have yet to dig into any other ones than "Swords and Devilry". Other than those, I read Howard's "Conan" books, and the typical Tolkien books. For my games, I prefer the sword and sorcery feel, and a little bit of horror tossed in. Hope that helps.
Gavgoyle wrote:
Thanks, it means alot. I have had a few lucid days with her over the last six months. I would not wish the disease on anyone in the world. No one, anywhere deserves to have that affect them. Taig, I hope things work out for you too. Thanks alot Gavgoyle. It means alot to me.
Well, let me chime in: -my grandmother, who raised me when I was younger, and is probably my most influential person has Alzheimers. She doesn't know who I am, and sometimes ignores my visits completely. To make matters worse, she won't eat and is refusing medication. She is someone I would do anything for and to see her waste away is the most painful thing I have ever experienced. -my mothers boyfriend just found out he has lung, liver and brain cancer. The doctors gave him 1-4 months to live. He goes to a specialist in the city on Tuesday and I can't even be there for my mom to help drive her back because my work situation is like this: me=manager. My boss=vacation. Assistant Manager=surgery that day. Other staff is already working their alotted hours that day or in case of one, in court. This is on top of work being slow, the industry in this area dying down, winter coming up, bills, and an apparent 1031$ I owe the government that just randomly showed up. Not a good Friday-Sunday.
Damn Post Monster ate my first posting...on to re-typing it. These are all in my opinion, so you may not share my views or thoughts on the APs. RotRL (currently running)- This was the first since the Dungeon to Pathfinder transition. I don't feel it lacked any because of this. It has the best generic fantasy feel, but in a varied well thought out area. The PC's start as hometown heroes, and move their way up to solving mysteries, exploring the vast country side and the unknown beyond it learning about the country and a bit of the worlds history. I love this AP, and think it is one of the best Paizo have done. CoCT (haven't played or run yet)- read numerous times, and when I get around to running it, I think it will be fantastic. There are lots of opportunities for roleplaying and a detailed book on the city. Second Darkness (ran AP)- I will just say this is my favourite. My players loved the drow being sick, twisted, creatures they deserve to be. They all hated the drow as depicted with a passion I have not seen the PC's hate since Vanthus in Savage Tide. The group loved learning about the Azlanti, and the Aboleth magic, the secret of the drow, and infiltrating a drow city. This AP was awesome, but did take some tinkering to hammer out some of its flaws. The only weak moment was the 5th chapter, which while fun, wasn't written the best. Legacy of Fire (ran up to part 5)- The first level module, Howl of the Carrion King is brilliant. That needed to be said. The whole AP had great environments, fun locales, and great NPCs. The weak point I felt was House of the Beast, which wasn't terrible, but the weakest part of the AP. Perhaps because it was just one long dungeon crawl, although with great history lessons. The PC's and myself loved part 4, but when it came to them escaping and being in another prison, they got fed up. CoT AP- Haven't read or run this. HOPEFULLY going to get to play in this one eventually....damn GMing for the last oh, 5 years lol. Kingmaker (not out yet)- When this comes out, we will all enjoy this. This seems to be our groups favourite idea yet. We will run this, and enjoy the whole thing I am sure. So that is my opinion on them, but from my experience, I would say Second Darkness, just for the involving mysteries, and history they learn. Then Rise of the Runelords, because of its great fantasy feel.
Well we are playing RotRL, and we currently have: Illidan Half Elf Ranger 2, local to Sandpoint
Where can I go to download Hallo's Last Hope? I tried searching here and could not find it. I am also new to Pathfinder. I have played in D8D Campaigns before but this is going to be my first go as Game Master and I am looking for something exciting, but good for new players, and a new GM alike! Hollows Last Hope leads into a little adventure arc consisting of: Hollows Last Hope, Crown of the Kobold King, Revenge of the Kobold King (another free download), Hungry Are the Dead, and the optional, but great Carnival of Tears. I have run this little arc 3 times, and everytime the players loved every adventure and there is a little bit of everything is in there to make it fun for all!
Hammith wrote: The Skinsaw Murders is a particular favorite of mine, though I find all of the first adventure path to be quite excellent. Many have said that Hook Mountain Massacre is a bit too grim for them, though. HMM made me smile with glee :) In fact, I found it not disturbing enough. Although, I am a huge gore/shock/torture movie fan :P So I will kick it up a notch and make it as disturbing as I can :) Skinsaw is just amazing though.
ElyasRavenwood wrote:
LB1 was great from what I got to play of it. Unfortuneatly, that group split up. It was one of those rare times I got to play too lol. Reading it after was quite impressive.
For my Rise of the Runelords campaign, I am allowing the PFRPG Core Rulebook, the Pathfinder Campaign Setting and that is all. I want to keep the game as CORE as possible. I have found in past campaigns, the more options you give your players, then more they try and powergame and break the game. That is just me though.
Since they started publishing Pathfinder, I would say my favourite adventures would be:
If you include the Dungeon days, then I would add:
I have run Legacy of Fire, half of Second Darkness (damn TPKs) and starting up RotRL. I have read CoCT. I would highly suggest looking at Legacy of Fire, or Rise of the Runelords. They are by far my favourite to run and have lots of excellent roleplaying. Second Darkness is awesome, but has some snags along the way. Coming from running the Age of Worms, and almost all of the Savage Tide, I would say go for with RotRL or Legacy of Fire. They have a great story, and overall are a great read and fun to run and play.
Matt Gwinn wrote:
I would suggest picking up Osirion, all 3 Guides, Second Darkness (although not the best AP, I thought it kicked ass). The other books I do not own, so I can't give you my opinion. Pick up the LoF Players Guide if you are going to run the LoF AP.
So we had a argument tonight at the game table about Short Rests. In combat, myself and another player were the only people standing with 3 others in the negatives. We finished off the rest of the baddies and we said we were going to rest. One player who was at -13 said he was going to Healing Surge because we were out of combat and taking a short rest. I said you couldn't do that as you can't use a healing surge if you are in the negatives. He said there was nothing like that because we were in a short rest. So the question I ask is if you are in the negatives and stable can you use a healing surge if the people who are conscious are taking a short rest? It makes no sense to me since you are dying and you are just like 'oh I am going to heal now since there is no combat'. Thanks for the help!
I was wondering when you get a second utility power if you can prepare a lower level one instead? This came up at the table the other day and the DM was unsure. The Druid in our party has Barkskin, and when he reaches another level to get his next utility power if he can not take the new one, and take a second Barkskin instead. Thanks!
Nameless wrote:
LOL 2 of my players have that. The House of the Beast was far too easy when the second PC got the feat.
Vigil wrote:
I agree, Xulthos was a pushover, if you can get lucky right away. Kardswann was nothing in this encounter either. We also use the Crit Decks from the GameMastery line. The Carrion King in my game unfortuneatly met an all too quick death...stupid 1 on saves...
Sadly my LGS (would say friendly if it was, and the owner is my roommate!) did not participate in Free RPG Day. I have tried numerous times to get him to order Paizo products, and spread word about it but he refuses to do so despite me running two Pathfinder games (Legacy of Fire and Rise of the Runelords) at his shop. He believes 3.5 to be dead and WotC can do no wrong with 4e. Despite him not having sold a 4e book in over 4 months. It makes me sad that people have asked me to use Paizo or Amazon to get Pathfinder products for them because he wont be bothered with it.
Ugrosh: I am normally not for taking NPC's with the group either, but because there was a reason (Haleen being the clerics sister, and Felliped being an idol to the Rogue because of the Pathfinder connection). The group did not go in at level 5 like they are supposed to in the module, but everyone was so into it and wanted to figure out what had happened to Kelmerane and the church they begged Almah, who they party had become close with. She did warn them of the dangers and they knew the risk. I must say it was a good encounter, but far from the most difficult they have fought in the AP so far (beginning The Jackel's Price tomorrow) and it has been one of the most memorable fights though. The Beta characters are more resistant and have more options so it probably did account for a bit of an edge. The encounter with the undead and the elementals in the undercrypt were a cakewalk for my group. The encounters in the Battle Market and with Bonegrinder proved 4x more difficult where there were nearly 2 TPKs. Do be wary of the Will save though, because I do agree if they fail it they will be in a world of hurt.
I ran that fight about 3 weeks ago and I must say that Xulthos proved much too easy. I had a group of 4th level characters using the Beta rules. The group was:
Felliped and Haleen fell. The rogue was in Flanking 80% of the time, and the party had Xulthos down in maybe 5 rounds. It wasn't terribly tough...could also be that a I had rolled a few 1's. The party rolled 2 crits, one with a Great Sword and one with a spell. So it wasnt too hard. I imagine without the NPC's the group would have died terribly because by the end, only the full cleric and the rogue were standing with more than 9hp. I would say lucky saves by the fighters really helped their cause. Good luck in this fight, and hope it ends well!
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