Villamar Koth

Harold O'henry's page

Goblin Squad Member. Organized Play Member. 10 posts (33 including aliases). No reviews. No lists. No wishlists. 2 aliases.


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intersted I'll have a character up soon


I'm very interested


good point. i will be changing the wizard into a ranger


the trainers aren't for the kobolds they're for the guards who will be protecting the Kobolds. at least at first


thanks guys I along with my PC's are in the Navy so as soon as i saw the drill instructor or RDC as we say idea It was like an epiphany. I now have 3 NPCs that will be waiting for them at Olags trading post so they can choose which one they want. I made a fighter a wizard and a monk each lvl 4 with lots of charisma i was thinking that i could make the guards adopt the class of the trainer but my worry now is that that would make the standard guard too powerful.


I'm a fairly new GM but I'm running my PC's through Kingmaker: stolen lands and they just allied with the Kobolds ( I took the liberty of making this a bit more complex than the book suggested) but part of the terms of agreement were that the PC's provide guards to help defend the Kobolds. this seems simple enough but they had the idea that not only would they provide guards but that they wanted a trainer to make the basic guards and i'm assuming future army better. I see this as an opportunity to try and build my first fully fleshed out NPC but what i'm really curious about is how the training should work. my current idea is to just up the guards stats or something to that effect but that just seems to simple. any suggestions?


The Block Knight wrote:

It definitely takes experience. So your group has done some war-gaming in the past? If that's the case then I can see the disconnect. As a fellow war-gamer as well I know that most story is in the background and is there mostly to provide a framework for the battles (and to connect them in the case of a war-game campaign).

With Pathfinder and most tabletop RPGs it's the other way around. The battles are usually the part that drives the plot with the story being the main focus instead. Not to say that combat isn't a huge part (it's a major part) but it more so plays co-pilot with the roleplaying part. Getting used to that takes work, a lot of work, and practice. For anyone who may be shy or more comfortable with numbers rather than words, getting used to roleplaying through the story can feel awkward at times and it may take them a little longer.

So my next round of questions would be:

1) How are your players adjusting to the game? Have the voiced any concerns or difficulties?

2) Are you running a module or Adventure Path (sounds like you may be trying your hand at Carrion Crown)? If so, which one(s)?

3) Do you even want a roleplay- or story-heavy experience? Or would you be fine with a lighter fare?

1) they seem to be adjusting well and they haven't voiced any concerns thus far

2) right now i'm running them through kingmaker stolen lands there were some other people that wanted to try the game out so i picked up the only adventure path book they had and it comes in somewhere in the middle of the actual story and I didn't understand much of it (i do now) and tried to get them through at least a bit of it.... didn't get very far.
3) I am more interested in story and i think the PC's like the change of pace from war gaming but like you said it may take a bit before they get used to role playing because of it


thanks for the advice so far it has really helped. other parts of the adventure paths and our games in general is the story line seems sort of halting and like i'm forcing it, of course that may just be an experience thing (this is more of a worry for me since most of my PCs are quite happy so long as they get to chop). to Block Knight the closest thing we've done to this is warhammer 40k.


hey I picked this game up about a month ago after running across it on the internet. Me and my friends really like it. i'm the GM and I have the rules down pretty well but my games seem to be missing something, when i read adventure paths they often just don't make sense to me. (such as a stat block for a town?[carrion crow: trial of the beast]). any help would be appreciated


hey I GM'd a begginer box game and bought the full rule book and would be interested in playing. am i right in assuming that this is on base?