Grigori

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So I have an interesting conundrum.
I ordered the Playtest Rulebook, Flip-Mat and Doomsday Dawn.
Amazon tracking says that they sent me 3 items, package weight 4lbs.

When my box arrived last week (Saturday) it had the Rulebook and Flip-Mat with a packing list that listed those 2 items.

Now that I went into my account to see if my Adventure has shipped yet I found the notice that Amazon sent all 3.

I've recycled the box and the packing slip- my garbage day is Tuesday and have no clue how to yell at Amazon for screwing me out of my book.


For a PLAYER it really it depends on style. Advanced players guide is something I would suggest for anyone who wants to play. If you want to thump heads with clubs (or swords or axes, even arrows) than move to Ultimate Combat next. Magics user should get Ultimate magic. Then pick up Ultimate Equipment. Pick up the opposite Ultimate book, Advanced Class Guide and Advanced Race guide as you can/need new options.

GM ADVICE- Bestiary 1 then Ultimate Equipment or Gamemastery Guide.
Pick up tje rest of the Beastiarys and the 2 codexes as you have cash or need the speciality of tje book.
Ultimate Campaign is great if you want to run long campaigns, also has good tools for character generation.

Ultimate Intrigue, Occult Adventures and the upcoming Ultimare Horror are things that you should pick up if A) You really love the theme. Or B) You've gotten the other books you want and are looking for something new. Don't mistake my advice to wait for dislike. Both Intrigue and Occult are awesome, bit they are also very heavy on new rules and Horror is promising to be as well. Give them aome time.


So I run WotR for a 5-7 player group (depending on who got slammed with the Mandatory OT curse at work) with the added curveball having a 3 to 4 split of players focus on minmaxing and pure RP characters.

For the most part I have dealt with this via a combination of encounter redistribution, adding templates and adding reinforcements from the NPC and Monster Codex.
You might also want to consider giving the occassional group of enemies some alchemical weapons- easily explained away by adding a few as loot to the teifling alchemist in the Grey Garrison. Though if you go this route try to avoid letting your party loot anything too powerful.
Also, one way to make your players a bit lower on the power scale is to add some enemies without loot to encounters. Trained fiendish hounds- common dogs with 5 Resist Fire/Cold and SR 5 and later reskinned wolves with SR upped to 8-9 add a bit of good theming to an "enemy patrol" if you explain it right.
I had my group come across a group of 5 cultists and 3 dretches with 3 of the 'fiendish hounds' trying to break into a house with refugees inside begging for mercy. The party began trying to hunt down groups with hounds to protect the survivors.

Once your group has actually played a few sessions then you might want to watch for areas that they are somewhat weak and find a way to exploit it, without pulling too much GM bs. I had a cultist from a random encounter escape to one of the hideouts and give descriptions of part of the group, after he saw 2 of his allies get one shot by crits in the first round. Since my party had almost no ranged combat I used that as an excuse to give most enemies crossbows with 2-4 bolts to open any ambush style fights.

Hope that some of this is useful!


I find the "People of" series to be a mirror version of the "Blood of" series with simply more flavor devoted to the specific loacation. Though that can easily be changed as necessary to match any locations in your Homebrew setting.