players stay ou, you have been warned: In the part of the Stolen Lands, the hex with the trap filed glade. How much xp do players recive if they mark all traps? There isnt a precice number of traps, nor an indicaton of xp for it. Also, do players recive xp for steping into traps?
My players steped into 6 traps and then spent a day marking all others. I told them I will ask and then decide. Advice and how did you as a gm cover this?
J.S. wrote: Well, a trait's more than just the bennies, and *a* horse isn't the same as *your* horse. This. Mechanical benefits are the same yes from the point you stated. But a character might have like J said *his* horse, a long life companion with a great RP hook. People get atached to animals, and this is not only for the classes with animal companions! If RP like this is not your players cup of tea, or you just want a mechanical balance, both solutions sound good and balanced. Give them extra gold, that has to be spent on exploring equipment, theres plenty of interesting stuff in Adventurers Armory. Or make it a heavy warhorse to make it stand out.
Stalwart wrote:
I aprove of this resurrection. I'm sorry I dont have any ideas right now, but I will use these for sure! I dont like the idea of rulling with ability scores either. Skill check seem so right. We never see a good use of profession() anyway. And if players cry about having to take these... I dont care, they have a KINGDOM! At least they can do I learn some skills to run it.
DigMarx wrote:
Downloaded it, its awesome, snatched :)
I have luck that me and my players have time to play once every or maybe once every other week.
I think your players will enjoy the last two chapters, I know my group did.
Well its been a while but we did it. The group I ran for a year and a half yesterday finished the path with a success! The story and the ending were amazing to me as a GM and simply awesome and full of thrill for my players. Thank you paizo and the people behind this story for this great AP, we had so much fun playing it, and when I look back not one chapter was bad or uninteresting! Thank you Joey Virtue for your thread on changes made to the path, it made my life easier and combats better and more challenging for my players. To each GM that thinks of running this path I can say go for it. Cause its so much fun and the story is great, builds up from the first chapter in a great way, and unveils into an amazing piece that your players will be glad to be a part of in the end.
pming wrote:
Im GMing a group thats on the last chapter right now, and to be honest SD has alot of darklands as it is, whole chapter 4 is and 6, as well se some parts in 3. If you want even more Darklands, i supose you can alter chapter 5 to be completely underground (the part where PC travel alot). Also in part 3 the Celwynian can be altered to have more drow holdings below it, so you can have some darkland parts there as well. Other then that good choice on the AP, I have never regreted that I started this one, it is tons of fun. When you get the books read em and youll see the parts I mentioned hopefully youll make it work. Be sure to post what you did about it here :)
Frist of all, WOW. These are amazing.. right now I cant find anymore words as I am still looking at the details in these maps. My group is at the last chapter in SD and I must say I am very sad I wont be using these. And also very nice of you to share these to other SD GMs. You sir are a gentleman and a scholar! :)
Gorbacz wrote: Considering that the AP is written for 3.5 characters (weaker than PF chars), starting at 2nd level with 3200 gp and 6+2d6 method ... bit over the top ? Well to be honest PF characters are weaker then 3.5 characters using all the books other then core. That aside, i guess its ok if you like to pump up your players. I used the regural 4d6 drop lowest, you reroll 1 lowest score, and then you can decide to keep the score or roll one more line of scores. But to be honest that is the alst time im using that kind of system, I got some lucky players and they have scores that are too powerful, so for the next game i decided its gonna be 15point buy. But i guess it's just a personal preference.
Ohh what a nice idea, were you thinking about a bard or cleric for the gate encounter or something sooner? If you could cook up a bard and a cleric lets say maybe 8thlvl for addition to the gate encounter I think that would be a good chalenge and some good xp for the boost we were talking about. For the wilderness encounters i'm quite satisfied with the purple worm, he is big bad, and it will make them s*it bricks.
Thanks for the Hulk Joey! Was one of my favorite monsters since Neverwinter Nights :D So since they have 2 days to treck in darklands to the portal, I was thinking some Umberhulks as a random encounter like 4-5 to make them bleed. Maybe something for the end of day 1, then as a strawberry on top a purple worm to make them cry and perhaps eat the paladin. For the gate encounter I'm gonna add 1 lvl of rogue to First son, cause the Joeys conversion is awesome but is missing 1lvl. Gonna add more guards any idea on additional ways to make that encounter harder?
Thanks for the ideas joey. They are already lvl10. Ok I guess i'll start building up some encounters for them to hit while they travel to the gate. Anyone have some other cool ideas for a underground baddie other than a dragon? Something neutral perhaps, dont want to see another paladin powah ownage of my baddie :)
Well, they are handling all of Joeys conversions as they are. The party is a paladin, druid, fighter with one lvl of a barbarian, and a shadowdancer rogue. And they are really good in combat, expirienced lot, with myself as well. Good positioning, tactics, combat manuvers they all do it very well so posing a chalenge in a fight without using higher lvl NPC is really hard. On the other hand they dont have an arcane caster. So giving them 11th lvl so soon maybe hard to handle. Any toughts on that?
So the group im leading is just escaping Zyrnakyanin so that leaves us with the gate event, and were off to the next chapter. They are lvl10 at the moment, just gained it after Ad hoc expirience in talk with Allicavnis. Should they be higher? The introduction for Memory of Darkness states lvl12 as the begining point. I am using medium progresion for this campain. Suggestions? Advice? Thanks in advance. Sorry for bad spelling :(
Joey Virtue wrote:
Hmm not sure, red perhaps? Lair near a magma flowing river or something. But I dont have a good knowledge about dragons so perhaps not. In any case get it posted asap :D my party is just finishing Venoms KIss and I would love to throw some more nasty stuff you can construct after that :)
PathfinderEspañol wrote:
I know for spellcasting purposes, but I'm wondering for others. As in the situation i described above :)
I cant seem to find rules for what happens when you dont sleep. I recon it means fatigued for the next day, I think i remeber something like that from the ol' 3.0. But where is it in Pathfinder anyone know? Constitution checks not to be fatigued? Does endurance help? I came up on this cause i had my ranger stay up all night watching a enemy camp for movement and such. :)
Joey Virtue wrote:
Hey, just one question about this guy you made :) I'm not sure he can be a fighter 4 rogue 2 since the requirement for a duelist is +6BAB. Should I just ignore this or is there something I missed?Love all your work by the way, it made my SD an amazing expirience :)
*Vital Strike You make a single attack that deals significantly more damage than normal.
My question: Is it a standard action to use this feat, or 1 attack per round for example when you make a full attack does the first attack deal aditional damage?
I'm curently in Endless Night with my group. The group has one elf, a druid that is true neutral.
But we know the truth right :) Elfs can morph into drow if they become too evil. Now I ask you is it possible to morph him into drow later in the campain? How long does the proces last? What are your opinions on the whole thing?
Are wrote:
But the event number 3 in the part 4 'To serve evil' has a trigger stating 'when the PCs achieve the title of 'noble servitor'. Its not a big deal, just would like to know if there were some aditional tiers and ways to flog my PCs :)
I personally when I heard about that +2 on attack from being invisible allowed it to work with stealth. Anyway thanks for the responses I apriciate it. From what I read from you I'm gonna house it a bit like this:
Give me your 0.02 on this way to deal with it :)
The problem in question is this. What action does a stealth check use?
Action: Usually none. Normally, you make a Stealth
Now the problem is my player is claiming he can roll a stealth check in every round (shadowdancer, hide in plain sight) and attack away. But I am claiming he must move in order to do a stealth check. Any official clarification to this? I searched whole day but coudnt find response to this specific question. Thanks in advance |