Malitia Invictus wrote: My party just went up against Gotrrod on Saturday. The dragon went second in the initiative order and got one good blast of fire off on about half the party before the warblade pulled his bow and rolled three twenties in a row. Ouch. It was quite the opposite for my players. Gotrrod got one other fiery blast in before finally going down, taking the party's bard (and Jared) with him.
Congrats. At the rate I'm going, I should be finished with my campaign by the end of this summer. I've already started a monthly Rise of the Runelords game with a brand new group (including my SCAP players), which I devote all my time to once I'm done with this Adventure Path. Enjoy your break from GMing. I love the thrill of reading up on a new campaign. It gives me an opportunity to try out new things in a new setting and to not make the same mistakes I made from all the other campaigns I've run.
Skyknight wrote:
Agreed. With my group of 5 PCs, three of them have cohorts and they easily tore through Lords of Oblivion. My group killed Vhalantru in the first round. Somewhere along the way, I should have hampered them in some fashion to make the last fight of that chapter a million times more epic.
What I did was have Titus Scarnetti recruit the group's rogue to dig up Ethram Valdemar's past as a side quest. In my game, the elder Valdemar covered up an accidental drowning of an employee in the fishing industry years ago (Ethram gave the guy a battered and unsafe fishing boat), which the rogue will use as leverage in convincing Valdemar to accept the Scarnetti family's "protection services" - for the monthly price of "X" amount of gold and their discretion of the cover-up.
agarrett wrote:
My way around the map situation for my group of ten was increasing the size of the rooms when I doubled the number of foes. It's worked for my group so far.
Cesare wrote:
Among the other advice given in this thread, I'm gonna incorporate everything you've written in your spoiler section for my players. Thanks you guys. I can't wait for my group to discover the sad story behind Nualia.
<bump!> Now that more of us have our hands on a copy of Pathfinder #1, I'm interested in hearing your opinions now about including options for player's classes. I've got one guy in my group that wants to run a warlock from the Complete Arcane book and I'm wondering if that'll throw off the balance of my game in later installments of the Pathfinder series. Otherwise, I'm willing to purchase the book to give my players options for running new classes!
erian_7 wrote: See the discussion Varisian Calendar? I put together something for use based on all current publicly known info (look toward the bottom of the thread). Looks great - thanks!
Will any of the future installments of RotR have a calendar system that we can use for our group's campaign journals and such? It would be a nice treat to know the world's dating system, when the major festivals/annual events are, and even when the phases of the moon occur, just for role-playing purposes.
Thanis Kartaleon wrote: The gauntlets of ogre power are a pair of gauntlets normally. When both of them are worn, the wearer gets a +2 enhancement bonus to Strength. If only one gauntlet is worn, no bonus is gained. That part I understood, but Zenith has a pair of Gauntlets of Ogre Power +2, so does the wearer gain another +2 enchantment bonus (in addition to the +2 that already exists)?
The rogue in my group robbed Zenith at the end of Chapter 4, taking his Gauntlets of Ogre Power +2. I'm a little confused after looking up the item in the DMG. The item they list in the DMG states that it grants the wearer a +2 Strength bonus. Since the item Zenith had in possession were a set of +2 Gauntlets, does this mean the wearer gets a +4 strength bonus? Any insight would be greatly appreciated.
Situation: The 5 PCs that are participating in the Shackled City campaign (hc edition) just finished Life's Bazaar at level 4. I skimmed ahead and saw that chapter 2 (Drakthar's Way) revolves mostly around fighting goblins. What I'd like to know: Should I just have my group skip ahead to chapter 3 (Flood Season), since it is recommended for 4th-level characters? Will my players miss anything important if I have them skip chapter 2 and move on to something that's more in line with their current level, or should it be run in the order that it was written? I really don't feel like they should be clobbering their way through goblins; any adventure whose battles come off as underpowered (and I don't feel like giving those goblins extra hit points) will make the evening a dull one for my group. Those of you who ran this campaign from both the magazine and/or hardcover format, your input is greatly appreciated! By the way, I understand that Chapter 2 did not appear in Dungeon Magazine when this Adventure Path was originally published. |