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Shadow Lodge

Seems like shortening the time before they see Man's Promise might be a good idea. AS I sayd we are on day 6, so I will probably do reefclaws on day 7 and build up to the storm at night and do the storm on day 8.

Maybe I will lett them see some headbashing from Capt. Harrigan or one of the other officers to let them know they have no chance of mutany onboard the Wormwood.
Maybe spread some rumors among the crew of where they are heading or something to keep them interested in staying onboard for a while.

Shadow Lodge

We came to the 6th day at our first session.
The PCs starded talking about mutany after 2 days and already have all theyr gear (wich I made them lock up in theyr lockers even though they got it "legaly" after making Grok helpful.

My worrie is that they are making friends WAY to fast, and that they will win over almost all of the crew before Man's Promise and try to mutany or leave the ship in some way.
I don't know it is intended but I let them influence one NPC each during the day and one each during night. So I will now limit the access they get to unfriendly and hostile pirates so they can only influence one at day and one at night (not one NPC each).

Shadow Lodge

I am about to run this AP myself and was wondering what other GMs have done with introducing the influencing of NPCs on the Wormwood..
Did you break it down to the PCs before starting that they will need/or can change the attitude of the other pirates on board and what benefits it could give them or did you let them find out by themself?
And did you keep them updated at all times with how the NPCs felt about the players?

I am a fairly fresh GM and have only run the small "We Be Goblins.." adventure before throwing myself out in the deep water with this one, so I would appriciate all the help I could get ;)

Shadow Lodge

I am about to run this AP myself and was wondering what other GMs have done with the persuasion of NPC on the Wormwood..
Did you break it down to the PCs before starting that they will need/or can change the attitude of the other pirates on board and what benefits it could give them or did you let them find out by themself.
And did you keep them updated at all times with how the NPCs felt about the players?

sorry for hijacking this post..

I am a fairly fresh GM and have only run the small "We Be Goblins.." adventure before throwing myself out in the deep water with this one, so I would appriciate all the help I could get ;)

Shadow Lodge

+1 on sharable maps and making notes, putting misc markers/token on your map. Say you are exploring and you almost get your ass kicked by a powerfull monster and you had to retreat untill you can get your buds to join or get better equipment, then you should be able to mark your map and add a note that says. "Nasty monster. Be prepared and go back for revenge!"

I do not want another game that I have to spend hours after hours gathering and harvesting resources to build houses, craft items etc. I would like it if I could pay someone to do that for me, let it be other PCs or NPCs.

It would also be cool to be able to hire NPC shopkeepers if you build a shop, marketstand or a small lumbermill, so that other players can pay for your services without you having to be there or it to look like an abandoned shop

Shadow Lodge

1. I wish that Pathfinder Online stays true to the artistic style that Pathfinder has. I want to recognise monsters, races and classes from the illustrations in PF books.

2. I would also like to see different languages. So that if I or my group gets a quest that leads us to a orc settlement we would be better of if someone in the group spoke orc. And if we get someone with us that know the language there is also a change to get more quests from the settlement or negotiate with them.

3. +1 on WE BE GOBLINS! my group loved playing goblins. I would like to see goblins as a playable race (and maybe some other monster races). If not please make a game dedicated to the beloved fanatic pyromaniacs when PO is done :D