Campaign Death #4
spoiler: Sigh. Not much to add here. Another failed ritual. Another animate dream. Another couple bad dice rolls against phantasmal killer results in dead character. This just reminds me of why I hate "save or die" spells so much. Anyway, this book is great except for all the animate dreams from failed ritual attempts.
Hey all!
Quick question for anyone that's read both these APs!
Campaign Death #3
Gory Details: The group had recovered the Green Idol and the Viscount's Ring. They were casting the Dreamlands Excursion ritual to continue collecting gifts for the Mad Poet when a string of bad rolls cursed the ritual casters. An animate dream appeared and turned to the last one to flub the ritual roll, Ugratz. The animate dream opened with a phantasmal killer and the bad rolls just kept on coming. Ugratz failed the WIL save and then failed the FORT save. The dream was destroyed and fortunately the Sellen Starling was only a day out from their supply stop in Xer. They were able to get a Razmiran priest to raise Ugratz for a heft donation to the church and continue their missions.
Campaign Death #2
Gory Details: After healing in Thronestep, the group returned to the Dreamlands. They navigated the caravanserai and were surprised by the formless spawn that lunged from the dried bathes. The group's main damage dealers were an archer and a spiked chain wielder... against a creature immune to piercing damage. The group yelled something about "discretion and valor" before fleeing back through the doors. Nayeli was a bit too slow and she was snatched up by the formless spawn's tentacles and devoured. Fortunately, she gave the others a chance to get away, and Nayeli woke with a start back on the Sellen Starling. She was a bit more paranoid of the shadows now but was ready to rejoin her companions.
Campaign Death #1
Gory Details: Pretty self-explanatory. The group learned the Dreamlands ritual and performed it. I dug out my Chaosium "Dreamlands" books and added some extra details about the Cavern of Flame and the guardian priests, but the group eventually arrived at the desert and caravanserai. They met the shopkeeper and I was genuinely shocked at the bluff skill of an animate dream. So were my PCs as they were in a bad position crammed into the shop as the shopkeeper started attacking them. He used his negative energy touch to spread his nightmare curse through the group and Marko stepped up striking several blows with his magic shortsword. He received a negative energy touch with nearly max damage... and then it happened again on the next turn. The poor ranger was blasted out of the Dreamlands to wake up back on the Sellen Starling. The others finished off the shopkeeper and fled back to the waking world. Several of them were cursed and they made an unscheduled stop in Thronestep to get some scrolls so they could return to the caravanserai.
So far a fantastic adventure. The river journey overlapped with the Dreamlands has been a lot of fun.
Got to finish up Book 2 of Strange Aeons this weekend. Melisenn proved to be pretty tough and almost scored my first campaign kill. Quick healing turned it into just the loss of an animal companion instead.
Arkat wrote: That also sounds like that one human guy who was some sort of maintenance worker who was exposed to some weird machine energies and was granted instant deityhood of some sort. His weapon is a big wrench of some kind. I can't think of his name at the moment, but you get the idea. That would be Benekander, one of the immortals from the spaceship the Beagle that landed in Blackmoor in the Mystara setting. I loved me some Mystara. Cheers!
I own it but honestly have never sat down to read through and implement the Mass Combat side of their rules. What I've flipped through looks good! Units get an index card as a "character sheet" and can be moved around to simulate unit v unit engagement on the battlefield. I will say, I've used the "Casualty Roll" in Kingmaker to determine the fate of NPCs that are in units destroyed. We also used the Casualty Rules to determine how many crew were killed/injured in engagements during Skull & Shackles. Helps to determine minimum manning and how many recruitment rolls will be required in the next port. Sorry it's not more of a solid review. It's sitting on my shelf taunting me with the rest of my RPG books I just haven't gotten around to fully reading.
Azothath wrote:
It sure is! We finally got to play this weekend though and -as suspected- finished up book 1 of Strange Aeons. Almost got a death for the Strange Aeons obituaries thread but close doesn't count. But suffice it to say, the "strangler" feat is more dangerous than I thought...Anyway! Off to Thrushmoor in book 2 to finally get a chance to go shopping and find out what Count Lowls has been up to. A fantastic adventure path so far. Book 1 was a very solid location-based survival horror game. Would work great as a standalone Halloween adventure a well!
Normally I agree on sticking with Medium size for the speed, but for a flanking melee rogue I'll add ratfolk as a possible race suggestion. Their swarming ability is devastating and if you can't find another player to play a ratfolk, see if your DM will allow "scurrying swarmer" from the Dirty Tactics Toolbox.
randomtone wrote: Maybe someone with an opinion may see this before our spring 26 Pathfinder cabin trip comes up where we play in-person and this will likely come up. In M11. the Nazhena fight, she will almost definitely be the target of a fireball and the Dancing hit will also be the blast area. So if the hut caught on fire how much damage would it take compared to how much it heals. Or what would be a fun way to scare my wizard into thinking he made a huge mistake hitting the hut with fireball? Well, the Dancing Hut has an SR 28, REF of +21 and evasion. In reality, a fireball at the level your wizard probably is won't do anything to the hut at all... even before its fast healing kicks in. BUT! if you wanted to have some fun just the same, you could have the hut be pacing around and just take the fireball saying it chooses to fail its reflex save just because it's in a ticked off mood and shackled in the clearing. Maybe the hut wants to prove to Nazhena how much better it can take a fireball that she can? The hut technically has an INT of -, but I always loved roleplaying it like it was an angry chicken. Anyway, burn damage is usually d6 ("catching on fire" from the CRB pg 444) so you could have some fun with flames licking across the wooden roof or railing on the porch until the Hut's turn when its Fast Heal 20 kicks in and restores it to perfect condition. Have fun! Cheers!
Bjørn Røyrvik wrote: Um, yup it's a death effect, even in its nerfed PF form. Huh! Well looks like I've been doing that wrong for years. Good to know. Thanks!
Bjørn Røyrvik wrote: That shouldn't work, since a banshee's wail is a death effect and Breath of Life doesn't fix those. Wail of the Banshee does 10 pts of damage per caster level that "... possibly kills creatures that hear it." Breath of Life restores HP damage even beyond death (aka. neg CON). I believe Breath works. It's not spelled out in the Wail spell description that "this is a death effect".You might be thinking of the 3.5 version of Wail that was a straight "save or die." Anyway, just my 2 cp. Cheers!!!
Dragon78 wrote: Both our last game(weather) and our next game(DM and some players will be out of town) are cancelled. I feel the pain. Our regular Sunday game has taken over a month off. We have four players, so if two are out we generally cancel. 25 Jan: Ice storm cancelled game. Wasn't safe for any of us to travel.
22 Feb: Next game? Maybe...? The weather and tax season have hit us hard.
Anyway, thanks for letting me vent! LOL
James Jacobs wrote:
This suddenly got me super excited. Made me immediately think of the old school World of Warcraft dungeons where you'd have the bosses to kill (and eventually farm) but you also would often have quests to accomplish in the dungeons. That is such a fantastic idea! Nice!
I gotta agree with Pizza Lord. The hex says it's gotta be "hair" (or eyebrows, moustache, beard etc). Just because an elemental looks like it has something comparable to hair... it's still only water or fire. Water and fire obviously aren't hair. If the witch got hit with a "polymorph any object" and turned into the Mona Lisa, they couldn't use the hex even though the painting has hair... the "hair" is still just paint. But! That did get me thinking!
Could a witch beast shape into a lion and use prehensile hair hex on the lion's mane? What about if they beast shape into a wolf? Could they use the wolf's fur?
Hey I forgot to add one from my wife's campaign. She doesn't prowl the message boards, but I figured I'd add to the collection just the same. Name: Korlath
Spoiler: The Silver Ravens had been cutting through the skum in the lowest level of the Lucky Bones dungeons without too much difficulty. Then they ran into the globster like a buzzsaw. Most of the group used blunt weapons or had switched to piercing weapons due to the underwater fighting so were having serious difficulty hurting the ooze. Also, that advanced globster hit like a truck. It knocked several people down including Korlath and all the other melee fighters. Korlath was healed up right next to the globster and -instead of turtling until the melee went passed him- he tried to stand up. Despite repeated warnings from the DM (and his fellow players), Korlath was determined to resume his place as tank. Of course he was grabbed and constricted taking him from barely conscious to quite dead. Fortunately they had the scroll of Raise Dead and Korlath was soon back to the land of the living, hopefully wiser than before.
One slightly less stressful idea you might try is giving each player their own settlement. That's how our group did it. There was one kingdom ruler, who obviously ruled the capital, and then as the kingdom expanded to encompass more settlements, each PC was given a settlement to run as they saw fit. When conflict came up between the settlements (over where to spend gold for new buildings and what not), the ruler would arbitrate fairly.
Hadn't seen this thread get updated for a bit, so I thought I'd bring it back. We just finished Book 2 of Hell's Rebels. Man, this is a really great AP! I think Paizo hit a sweet spot of having the Rebellion rules matter enough in the background, but also have them NOT matter so much that you could ignore them if you wanted. FYI, we're really enjoying the Rebellion rules. Also if I can take a quick moment to brag, wife did a great job as her first stab as a DM. Book 2 was her first solo outing (she co-DM'd Book 1) and she's enjoying it so far. Taking a week off from the game for Christmas prep (gotta get the baking done and those cards out!) then I'll be back to run Strange Aeons.
Jenner2057 wrote: Also, co-DMing is a possibility to consider if one of your DMs is getting overloaded. Weeeelll... I have to walk back my previous comment a bit. Or add a caveat "... unless one of the DMs is a control freak... like my wife." LOL. Things went well for a couple weeks but one DM was still really overworked and not putting in as much effort towards the game and the other DM (my wife) was working overtime to make sure everything was perfect. So, she started to get frustrated when she'd set up an encounter to run in a certain manner and the other DM would run the tactical encounter completely differently. So before last week she sat down with her co-DM and said she'd be taking over DMing duties 100% and told him to make a replacement character. He was perfectly happy doing that and the group agreed we'd just walk through the combats a little slower. Everyone is happy except my wife who still complains that her first attempt at DMing really shouldn't be with a full adventure path and one of the more complicated adventure paths at that. I only half kid. She's doing a great job so far and she loves rising to the challenge. Finished up Mission 1 in Book 2 of Hells Rebels and this AP continues to be amazing!
Well, we began Hell's Rebels and immediately started having an issue. We started playing in Sept and our DM is a schoolteacher. And even from the player side of the screen, I could tell Hells Rebels was going to be a complex campaign with the rebellion turns, mixed in with predetermined events and NPC encounters on top of the standard location-based encounters. Nothing too horrible, but it was a bit much for our schoolteacher at the beginning of a brand new school year. So, my wife volunteered to step in to try her hand at DMing for the very first time. She agreed to take all the event/RP encounters and the original DM would continue to handle the combat encounters, since she's not quite as familiar with that side part of the game. So far, it's worked pretty well. They've co-DM'd for three sessions now and it's gone quite smoothly. We reached the end of book 1 this weekend and she even flexed a bit to take over the combats on the first floor of the Fantasmagorium. Verdict: Book 1 of Hell's Rebels has been excellent!
Moving on to Book 2...
I'll agree with all of Ironbar's great suggestions. I like a whip myself with the nice long 15-ft reach and aiding from there. You can also go the trip or disarm route if you want ... though you don't have the STR or BAB to make it anything more than a "hope I roll well..." Sometimes you get lucky or you might get a wizard target that you can disarm his staff.
Warped Savant wrote: Hell's Rebels = hands-down my favourite AP that I've run. Fantastic! Glad to hear that! It seems to be quite high on most folks' lists so I'm anxious to get to play in it! Warped Savant wrote: Strange Aeons = I wish I could've run this one, and the first book is one of the best I've read. I've prep'ed all six books and it has its highs and lows. I'm working on tightening some of the connections and coming up with extra motivations. Really what it comes down to is my wife (one of our players) finished "The Complete Works of Lovecraft" and wanted to play this AP next. So I was on the hook no matter what! :)But I'm convinced any campaign can be a fun one with good players! I look forward to running it. Warped Savant wrote: Best of luck for both of those campaigns! I hope you enjoy them. Thank you sir! I love this thread and will continue to try to report back semi regularly. Cheers!! <salute!>
Warped Savant wrote: That's really impressive! Thank you very much! Warped Savant wrote:
Here's what we've done... spoiler for length:
APs Played: DNF (2006): Path of Ashardalon (D&D 3.5) – Player to end of book 3 (of 8). Ended due to DM military deployment DNF (2007): Age of Worms (D&D 3.5) – DM to end of book 9 (of 12). Ended due to players’ military deployment. DNF (2008): Rise of the Runelords (D&D 3.5) - Player to mid book 2. Ended due to DM military deployment #1 (2009). Curse of the Crimson Throne (using PF Beta) (Player) DNF (2009): Second Darkness (using PF Beta) - Player to book 5. Horrible "Memory of Darkness" ended campaign DNF (2010): Council of Thieves - Player to end of book 5. Campaign ended due to TPK #2 (2013): Serpent's Skull (DM) #3 (2014): Kingmaker (Player) #4 (2014): Skull & Shackles (Player) #5 (2015): Shattered Star* (Player) #6 (2016): Reign of Winter** (DM) #7 (2017): Giantslayer*** (Player) #8 (2018): Iron Gods (Player) #9 (2019): Carrion Crown (DM) #10 (2022): Ruins of Azlant (Player) #11 (2023): Wrath of the Righteous (non-mythic conversion) (DM) #12 (2023): Ironfang Invasion (Player) #13 (2025): Return of the Runelords (Player) #14 (2025): Age of Worms (PF conversion) (DM) DNF: did not finish
And as for what's next, this weekend we start Hell's Rebels where I get a break back to the player side and then I have Strange Aeons ready to go after. As evident from the years completed above, we usually try to have two APs running at once. That way we can do 2 books from one and then give the DM a break by switching to another AP where we'll do 2 books. If your group can, I highly recommend taking turns like that. It really helps to keep any one person from getting burnt out. But we're blessed to have 3 DMs that can round-robin like that.
After 44 sessions, finished up my Age of Worms, Pathfinder conversion campaign this weekend. It ended with a whimper not a bang with Kyuss going down like a chump. Oh well.
And the final death of the campaign... Death #15
Spoiler: The group had previously fought into the first level of the Spire's ziggurat. As per the adventure, Lashonna opens another 6 broodfiend eggs after the initial assault. So, there were three flying around outside the Spire and I replaced the guards on the first floor with three more broodfiends. Made sense since only two floors up is the broodfiend aerie with another three broodfiends anyway. So, the group lured off the three guards flying around outside and headed back in to clear out the new guardians on the first floor. Oh boy. These monsters just blow. I'm sorry, but two attacks with +32 to hit and causing d8 INT drain is a bit much. One of these guys had been challenging on a couple encounters, but three? That was nearly a bloodbath. The party managed to bottleneck the fiends in one of the entrance tunnels, but the INT drain still was too much. A couple of bad rolls on d8 left the paladin with negative INT. And, as per special rules for the broodfiend, negative INT results in death from their drain. Needless to say, after winning this battle, when the party wanted to use the scroll of wish to just seal up the third level aerie to take those three broodfiends out of the fight, I was only too happy. Other DMs may want to seriously consider toning these guys down a bit in the future. Seriously this was my last death. Kyuss and Lashonna were both pushovers compared to three broodfiends at once.
The Hero Points awarded from "Spire of Long Shadow" are running low, so we actually got another real death yesterday. Death #13
Spoiler:
My group had conquered despair through the city of Alhaster and shut down the Unlife Vortex under the Boneyard. They were now ready to move against the Spire of Alhaster and defeat Kyuss. I didn’t like the idea of Lashonna being on the ground floor of the ziggurat and Maralee being up at the base of the Spire, so I switched the defenders of B2 and B8.
The group fought their way into the base of the ziggurat. They met with Maralee and her Kyuss Knights in the central chamber and recognized the power coming off Dragotha’s favored creation. The paladin kept moving and channeling, keeping Maralee from getting off a deadly hasted full attack. Meanwhile, Ruso near the entrance kept hitting her with arrow fire from his undead bane bow. Maralee finally got sick of it, sent her knights to tie up the paladin and charged down the hall at Ruso. Ruso stood up to the attack, but foolishly stepped back to continue full attacking, greatly underestimating how injured the Kyuss Knight Commander was. She stepped forward and hit Ruso with every swing, two-handed power attacking and the zen archer was smashed across the walls in a horrific mess. This caused Maralee to get a bit too confident as she then charged back up the hall, getting toe to toe with the paladin. She wasn’t prepared for the smiting full-attack she took in return that cleaved through her helmet and finally put Balakarde’s sister to rest. For his part, Ruso was quickly “battle rez’d” by Dax’s “life giver” hex unfortunately causing… And Death #14 (this one was Hero Point saved)
Spoiler: Dax had hurried down the hall to get Ruso back in the fight but by now the defenders of the other three entrances into the Spire had joined the fight with Maralee’s surviving knight guards. More vampire shadowdancers and Kyuss knights spilled into the central chamber causing a wild melee. Kyuss Knights went down the entrance corridor, cutting Dax off from escape. The bard teleported him and Dax into the central chamber, but there was no safe place to take the healer and allow him to continue providing mass cures against the horde of attacking undead. The Knights were able to close in, getting off several vital strikes that took Dax to just passed his CON. The bard had a single hero point left so acted out of turn to get off a cure just as Dax took the last hit. The witch was saved, merely unconscious instead of dead.
The group was able to rally, defeating the waves of undead and securing the first floor of the ziggurat. Unfortunately, the massive running fight had tapped nearly all their resources. They fell back to rest and tackle the upper levels and the Spire next.
Name: Ruso
Gory Details...
Spoiler: The group had done well cutting through the Tabernacle of Worms after several bad rolls against Wail of the Banshee in the Wormcrawl Fissure above. They had made good preps against the undead dracolich and launched into the attack. They managed to cut through the minions summoned and the melee rogue and paladin engaged the dracolich on the ziggurat. Their displacement spells were the saving grace, protecting them from about half the dragon's attacks. The witch healer, bard and summoned planatar were able to keep up with the healing. The melee still weren't able to consistently land blows against the undead. The same couldn't be said about Ruso across the cavern. The archer was inflicting devastating damage with his undead bane bow and the whopping +20 to hit from Balakarde's slayer spirit. Dragotha healed himself up with a wish and decided the archer needed to go. He launched himself off the zigguarat, ignoring the AoOs from the rogue and paladin, and landed next to Ruso. A massive greater vital strike power attack from the dragon one-shotted the monk from about 3/4 straight to dead. Fortunately, Ruso was able to use a hero point and heroically dive aside to only be knocked unconscious. A heal from the witch and a blade barrier cover from the planetar allowed Ruso to get up and get back in the fight. This was where the fight took a bad turn for the dracolich. The melee and Ruso were now all close enough to share the slayer spirit as an immediate action. Dragotha realized his mistake too late as Balakarde's spirit jumped from the archer to the smiting paladin and to the two-weapon, flanking rogue. With a shriek at being defeated by the spirit of Balakarde, Dragotha crashed to the ground. A great fight overall, but Ruso turned out to be the only death (despite some close calls!)
Tin Foil Yamakah wrote: Isn't there something in there about him spending six rounds to buff, yeah right, like all those minions would last that long. Absolutely! Though he has "quickened spell", so I think it only took him 3 rounds to buff up. All for two "greater dispel magics" to make all that prep time worthless. Sigh. The action economy struggle for solo bosses is real. LOL. But! I was at least able to make the minions last for a bit. The earthcancer centipedes were spring attacking from the walls and ground using their tremorsense. It took the PCs a turn or two for everyone to get up in the air and force the centipedes to the surface. So there was that at least.Tin Foil Yamakah wrote: WotB is nasty(I used the 3.5 version) but sadly never got it to stick. I celebrate vicariously through you Thank you! I've still got a book and a half to rack up some more kills (hero point saves or not...)
glass wrote: Yeah, if I do ever end up doing WotR, I would definitely look at tweaking the mythic rules. Whether I would go with exactly Legendary's tweaks or not I would decide nearer the time. I'll agree both that it's a great AP story wise and that the mythic rules don't work. I used a rechargeable pool of Hero Points and that worked great 99% of the time. I documented the changes I made over on the Wrath thread.
Deaths #9, #10 and #11 (all Hero Point saved) Names/Classes: Daxum (Hedge Witch Healer 18), Ruso (Zen Archer 18), Archie (Bard 18)
Spoiler: Well "wail of the banshee" strikes again. The group had followed the statue with Balakarde's soul into the Apostle Caves looking for the next portion of his soul. They cut through the spring-attacking earthcancer centipedes and mindkiller scorpions all while the Apostle was buffing up. Then N'vesh-N'kar flew out invisible and let loose with a wail. Over half the party was caught by the terrible shriek and would have died if not for heroically throwing off the effects. The Apostle's victory was short lived as he was immediately pelted by arrows from Ruso and took a full attack from a smiting paladin that finished him off before he even got off his necromantic breath weapon.
We finished our "Return of the Runelords" campaign after 44 sessions played over 21 months (Aug 23 to May 25) and alternating between our other current campaign, "Age of Worms".
Spoiler:
I might be tempted to try and set up the last book more like the final dungeon of Final Fantasy VI. Where the players have to send groups of characters after paradoxes two at a time where you get to switch back and forth between characters. But that's a minor complaint. Overall it's a "recommend."
kadance wrote:
Perfect! Thank you so much for the detailed description. That was 100% exactly what I needed! Cheers!
Death #8 (another Hero Point save but still a death)... Name: Archie
Gory Details:
Spoiler: The group made contact with Thessalar and decided they didn't want to work with a crazed evil lich. They went back and found Zulshyn and found working with the lillend more to their liking. They agreed to assassinate the lich and the next morning headed back. They went up to his fortress and quickly cleared out the thesselhydras before Thessalar arrived. The lich opened up with his wail of the banshee and everyone saved... except poor Archie. The bard was in danger of being killed by the spell but heroically shook it off. That was nearly all Thessalar was able to do as he was soon pinned between a smiting paladin and two-weapon rogue. End of the lich before he could run and heal. Oh well. Dragotha still awaits below!
Hey all!
This weekend we continued racing towards the completion of "Return of the Runelords". Continued working through Book 6 and started fixing paradoxes (I'll keep it vague to avoid spoilers). I will say I'm a bit surprised by the lethality of this campaign. We've had 8 character deaths so far... and that's not counting "save from death" boons. That's second only to our non-mythic "Wrath of the Righteous" campaign which had a whopping 14 deaths... though those deaths were all avoided by Hero Points. Just something to consider for others considering this AP. Otherwise, it's a fantastic adventure and story! Absolutely loving it!
Jenner2057 wrote:
This weekend finished up the 3rd (of 4) arcs to my Pathfinder Age of Worms game. Despite several more VERY close calls in "Book 10: King of the Rifts" (Brazz is one tough red dragon! And that was AFTER the Mother of Worms almost got them!) there were no further deaths. As previously requested (back in... July?? Where does the time go...) I started a lessons learned thread for my Age of Worms in Golarion campaign. Feel free to take a look and ask any questions there if you'd like! Now I get to enjoy a return to the player's seat for a while and finish up Book 5 & 6 of our "Return of the Runelords" game. I gotta say, ReotRL has been really good! I never heard much about it when it came out. Kinda just slipped by I think. But it's really good! I highly recommend it. Then it'll be back to finish up Age of Worms in a couple months.
Book 10: King of the Rifts
On to book 11
Book 9: Library of Last Resort
Book 8: Prince of Redhand
As for each guest, I made a lotta changes there.
- Most of the rest of the book I ran as is. I changed the Lively Baiting event a bit. I have players who work with a rescue for feral cats, so these obviously became dire rats instead. I also didn’t want the other players to get bored, so there were 6 cockatrice rings that would be used, not just Zeech and one other.
Book 7: Spire of Long Shadows
Golarion History of Kyuss
- The next step was figuring out where the Rift Canyon was going to be. I liked the idea of the Wormcrawl Fissure still being off of this so I decided to place it far in the east at the northern edge of the Windswept Wastes.
Anyway, back to Book 7!
Anyway, on to Book 8!
Book 6: A Gathering of Winds
Book 5: Champion’s Games
Book 4: Halls of Harsh Reflections
Book 3: Blackwall Keep
Link! . - If they’re willing to negotiate with Hishka, have her tell them how the farmers from Magnimar are starting to expand into traditional lizardfolk hunting grounds along the Yondabakari River and Mushfens. They can help her by taking out the tribe chief and negotiating a peace for the lizardfolk tribes.
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