Laveral's page

Pathfinder Adventure Path, Rulebook Subscriber. 78 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 78 << first < prev | 1 | 2 | next > last >>

Pathfinder Adventure Path, Rulebook Subscriber

I began running this adventure for my regular group when it first came out. They went through book one to the last fight and then there was a tpk. I wasn’t sure where to go from there after that and couldn’t think of good ways of bringing in new characters so I scrapped the game at that time. They really enjoyed the story of the AP up to that point, so I have decided to go back to it now. Instead of making them go through the first part of book 1 again I a having them start off at 4th level but making it to where they were 1st level when the attack on Phaendar happened and they were captured. The story will make it where they eventually escape and make their way into the Fangwood. So, I basically having them showing up to the right point in the story a week after the tpk happened. My question is what do any of you think would have happened with the refugees since then?


Pathfinder Adventure Path, Rulebook Subscriber

How many people do you think are in town during the festival? I am preparing to run this again and this time I want to start during the first day of the festival. I want the PCs to interact with people during the day and try their hands at some of the festivities and such. With that I am going to try to give names and jobs/occupations to much of the town folk and the visitors.


Pathfinder Adventure Path, Rulebook Subscriber

What type of normal wildlife, besides boars would be on Ancorato? I’m mainly looking for types of birds, amphibians, lizards, and mammals. I can figure a large portion of salt water sea life, and maybe some fresh water on the island, will be there. I have couple of people looking for animal companions at 4th level.
Thanks.


Pathfinder Adventure Path, Rulebook Subscriber

I am looking for info or idea to bring characters in while in the boneyard and Roslar’s Coffer. I started The Dead Roads last night and brought the group directly into the tomb to start. I tried my best to make it a surprise, and the group is definitely wondering what happened and what is going on. I have 7 players right now, but one of them was not able to make the game last night. I’m wondering how t bring his character in. The group got to A10 last night, and the Bloodrager actually put the wig on and could not make a will save. It was funny.
My idea is to basically make it to where the boneyard is still in the process of sorting through all the people that died, and they will have the ones that have the obols land in any empty tomb. So, the incoming character could wake up in a sarcophagus that was previously occupied by another PC. My other idea is that they could appear in any empty sarcophagus or tomb that was in Roslar’s Coffer. This later idea could possibly help if characters die at some point in this adventure, but if they die later I’m not sure how I will bring them in and make the situation important to them.
Any ideas are welcome for this, thanks.


Pathfinder Adventure Path, Rulebook Subscriber

I looked for them and Amazon says October.


1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

Well, I started using Discord and some of them seem to get involved in it a little bit more with that. The main guy is doing the kingdom building ideas for the most part, but others got on and discussed how to do each month also.
I have thought about going to another AP. I even started reading Tyrants Grasp the last couple of weeks just in case.


Pathfinder Adventure Path, Rulebook Subscriber

I agree about the BBEG in this campaign. I have been trying to leave subtle hints in the way of a symbol for her that the PCs will run across from time to time. I even had her reincarnate one of the PCs that died earlier in the campaign, because the Player preferred that character for this campaign, after the group killed the Stag Lord.
I have definitely been using Ultimate Campaign instead of the rules in the Kingmaker book.

Thanks for the advise everyone.

If it falls apart I’m going to scrap it and go to a way more adventure oriented/dungeon crawly type of AP.


1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

That’s just the thing. I have been trying to do it through a Google doc and email and still only one guy mainly participates. I get very little replies from anyone else, and when they do reply it is just to agree with the guy that has already done the work.
To me, the kingdom building in Kingmaker is a featured part of the game. If you take away the kingdom building element there is no Kingmaker.


Pathfinder Adventure Path, Rulebook Subscriber

My group is just getting into Rivers Run Red and are into the first month of Kingdom building. The problem I’m having is that only one player wants to actually participate in the kingdom building process. A couple of the others will put their two cents in, but it’s only that and really even they only give minimum effort and just let the one guy do the work. Most of the group seem. Ore interested in killing monsters and getting loot than the actual story line and the kingdom building part. This makes the whole thing difficult and frustrating because we have been gaming together for years. They did fine going through other APs that I’ve ran. They are a more action oriented group, but when I mentioned doing this AP they seemed excited at the prospect of building there own kingdom. I now think they were just excited about having there own kingdom and ruling over others.
This may be more of just a rant, but I do need some good GM advise on handling things for the game or maybe I should put the game on hiatus and move to another AP that is less work for them.

Thanks in advance for ay advise you can give on handling my players.


Pathfinder Adventure Path, Rulebook Subscriber

Well, I made Happs insistent on going into the fort, so they eventually went in. When they entered a few of the PCs did not attempt to hide at all. Chaos ensued and most of the bandits died, Happs got trampled by a spooked horse after he was tripped by the Monk. The Rogue then tried an intimidate and the rest of them started to run. One almost got away but eventually ran out of steam and the monk caught up with him. In the end the one the Monk caught up with was convinced to leave the forest and try to start a new life somewhere else. The one they caught alive in the fort spent a good deal of time being interrogated by the Rogue and Sorcerer of the group and eventually caved. The rest were hung. Because of the size of my group there were six bandits that showed up, including Happs.


Pathfinder Adventure Path, Rulebook Subscriber

I had my first game last night of Kingmaker. I have seven players so I have to do some changes to certain things. One of the characters is a rogue “diplomat/spy” his diplomacy at 1st level against bandits is +16. So, when Oleg asked them to help him with his bandit problem he wanted to go out and negotiate with them and get them to either leave or make negotiation of what they were allowed to take. My first thought was that Happs would just ignore him and have his men shoot him and move on, because he insisted that he meet them outside the walls before they got all the way to the Trading post. But I didn’t want to take away from his effort to do diplomacy and use his skills that he built the character for. So, I had a dialogue start up when they got to him. His diplomacy checks were constantly 25 or higher toward the bandits. So I allowed a dialogue knowing that Happs was going to be insistent of going and taking what they came for. I don’t mind him wanting to use diplomacy, and I did allow it to keep the other bandits from shooting him before they got into the fort, but I’m not sure how to proceed every time he attempts this. He spent thirty minutes role playing trying to convince a captured bandit to turn his life around. With constant high diplomacy rolls he could turn all of the bandits to at least indifferent with lifting a finger if I went just by the diplomacy rules. How should proceed with this character? I don’t want to make it to where he can’t use his main skill well, but if he keeps trying to convince bandits turn from their ways then I’m not sure how to handle each individual situation. I’m just looking for advice for this.

Thanks.


Pathfinder Adventure Path, Rulebook Subscriber

Is there a good replacement for the mites? I have looked and can’t really find anything in the books I have and I don’t really want to use a form of gremlin either. Just looking for suggestions. Thanks.


Pathfinder Adventure Path, Rulebook Subscriber

So, some of my players are over thinkers and anything that sounds strange to them as not right in real life will cause them to question the game mechanic. So, I had to change the provision point system when it came to getting meat from animals.
Small animal is 1+1 for every 5 over 10 on their survival check
Medium animal is 2+1 for every 5 over 10
Large animal is 4+1 for every 5 over 10
They seemed satisfied with that.
Also they saved the people of Gristledown before it could be overrun. They wanted to save another community they couldn’t get to,, so since they were thinking that way I had a knowledge local check rolled and they remembered Gristledown was on the edge of the forest about a day from them.
Now that they have all these people and tools and such from Gristledown they believe they can build some cabins in the woods. Should I discourage this?
The group is now 42 plus 6 PCs. I have named all of the NPCs and fleshed them out with appropriate skills and such.

Thanks.


Pathfinder Adventure Path, Rulebook Subscriber

Our group has lost a few players recently. We play in the city of Highland Village, TX every Friday night from 7 to 11 or 12. We play Pathfinder mainly with a little dabbling into other game systems on occasion.
We just start the Ironfang Invasion AP last week.
If interested post on here or DM me and we can meet up and see if it could be a fit.

Thanks.


Pathfinder Adventure Path, Rulebook Subscriber

Knowing my players their thoughts will be that since it is a shop that sells stuff there should be fully stocked shelves. The description indicates that if you get there after the initial start of the attack then a lot of the shelves items have been destroyed and the list of what is found is what is left. I sometimes have to over think in order to figure out what my players are going to be difficult about regarding details. I guess I could say that a couple of shelves were knocked over in the ballista attack.


Pathfinder Adventure Path, Rulebook Subscriber

I have a week before I start this game and I pretty much have everything mapped out, with the exception of the players going off cuff. I asked them last week what place they would want to start in and gave them the options and they choose Oreld’s. Now knowing that this store is stocked at the initial attack what sort of extra things might they find on the shelf when trying to gather supplies after the attack besides what is listed


Pathfinder Adventure Path, Rulebook Subscriber

I've ran other APs for around 7 to 8 players. With 5 players it really depends on your players and how well they work together as a group. 5 players should be just right with you only needing to add to an encounter every once in a while to cover experience needed. Pathfinder APs can be deadly to some groups and others I have read walk through them easily.
I am probably going to be running this AP for 4-5 players.


Pathfinder Adventure Path, Rulebook Subscriber
Psyonis wrote:
Laveral wrote:

The Scarlet Scavengers

Allannon Bech Half-Orc Fighter Armor Master
Tormentil Nightshade Halfling Shadowwalker Rogue
Jara Ifrit Fire Elemental Sorcerer
Flowella Premont Aasimar Cleric of Sarenrae
Gregor Human Invetigator Gravedigger
Nook Half-Orc Cave Druid
Selenay Half-Elf Free Hand Fighter
Stenvolf Duskflame Human Bloodrager Undead bloodline

We just started last week and they had a difficult time with the traps. No one died, but the Sorcerer came close. They almost completely split up the party at the first T in the tomb. Fun times. I really like the traps.

8 person party, I think they HAVE to split up in some of those small rooms :)

how did you beef up the encounters/traps?

I usually just add a creature or two where needed. For some things, like the Aghash Div, they had so much trouble with it there was no need to beef it up. If a creature has good tactics I can hold off an 8 person party pretty easily. That and they have been on a horrible rolling binge. They have split up and caused themselves some trouble a few time. Dividing the party is always fun for me. I rarely have all 8 there at the same time though.


Pathfinder Adventure Path, Rulebook Subscriber

The Scarlet Scavengers
Allannon Bech Half-Orc Fighter Armor Master
Tormentil Nightshade Halfling Shadowwalker Rogue
Jara Ifrit Fire Elemental Sorcerer
Flowella Premont Aasimar Cleric of Sarenrae
Gregor Human Invetigator Gravedigger
Nook Half-Orc Cave Druid
Selenay Half-Elf Free Hand Fighter
Stenvolf Duskflame Human Bloodrager Undead bloodline

We just started last week and they had a difficult time with the traps. No one died, but the Sorcerer came close. They almost completely split up the party at the first T in the tomb. Fun times. I really like the traps.


Pathfinder Adventure Path, Rulebook Subscriber

Our GM is having us build multiple characters, at least two, and sending them to him. He will then choose which character that we will play from those characters. I built five characters. That was carved down from the eight I created total.

half-elf cleric eclesiatheurge of sarenrae
Half-elf sorcerer accursed bloodline
Human inquisitor of pharasma spellbreaker
Human bloodrager celestial bloodline spelleater
Versatile human brawler shield champion

This is the first game I will actually be playing a character in after two years of running Shattered Star and the beginning of Jade Regent. Really looking forward to it.


Pathfinder Adventure Path, Rulebook Subscriber

The Alloyed claws of the Clockwork Reliquary states that they have a 19-20/x4 threat range. It also says it has Improved Critical (claws). That stats still have it as 19-20/x4 threat range. Wouldn't that change to 17-20/x4 for a critical with the Improved critical feat?


Pathfinder Adventure Path, Rulebook Subscriber

One of the optional encounters in Beyond the Doomsday Door is a couple of warrior buddies that both got possessed by Shadow Demons and going through the countryside on a killing spree. I was going to have them run into the group or have them having joined up with Ardanthantus' destruction of the Abbey.
Either way I have not found very good material on how to handle possession and what the two men have gained by being possessed by the demons, besides murderous intent. I'm sure that the Shadow Demons give them some sort of powers to help them in there killing spree, but I have not found anything on this and the list I did find didn't have shadow demons on it. Can anyone help me with this?
Also, if the host body is killed what happens to the possessing creature?

Thanks in advance.


Pathfinder Adventure Path, Rulebook Subscriber

Is Berkanin Ardoc a Universal caster?


Pathfinder Adventure Path, Rulebook Subscriber

Name: Gorvek
Race: Half-orc
Class/Level: Sorcerer 7
Adventure: The Asylum Stone
Location: The Halflight Pass
Catalyst: Madness Aura, bad rolls and being unconscious in a fireball blast

The Seugathi fight in the halflight pass has proven very tuugh even for my group of 6-8 characters on most nights. I scale up most encounters in my games because of my number of players, and all of my players are veteran players and even in scaled up encounters that I think they will have a lot of trouble with they sometimes just walk through it fairly easily. This time was not the case. I had four seugathi instead of the normal three for the encounter, that meant quadruple the fun for these really nasty monsters. only a couple of people went one round without being effected by at least one creatures Aura of Madness. If it wasn't for the Half-elf Slayer in the party being completely out of the Aura and having a necklace of fireballs IV then they would have all been toast.
The Half-orc Sorcerer however was right in the middle of the group and was hit by every Aura and failed his save every time. He never acted normally and got knocked down in a couple of rounds by the Seugathi's attacks. Once fallen he got caught in a fireball from the necklace and there he went. Four other people in the group went unconscious in this fight also including Abra, who almost died, and one of the merchants, that did die from the confused Zen Archer in the group. The Zen Archer and Oracle in the group would have died if they didn't use Hero points to save themselves from bleeding out.


Pathfinder Adventure Path, Rulebook Subscriber

I have 8 PCs and I struggle to find appropriate additions to the main encounters in each book. I am about to start The Asylum Stone and I am looking for compliments to the Dullahan, and then looking for compliments to the other main encounters in the other three books. Any suggestions would be helpful. Thanks.


Pathfinder Adventure Path, Rulebook Subscriber

My group completely by passed going into the caves where the Sea Hag Daefu was and headed to the secret door, that they found easily. I have 8 PCs, so I have to up every encounter. I added 2 extra Gray Maidens and a Quenelle "clone" to make it a bit of a challenge. The group came in and a fight between them and the Gray Maidens began, and 5 or 6 rounds later it ended. Then the group decided to loot and look into the other doors and move the dead bodies out which took 30 minutes or more. They talked about resting, and in all this time I had doubled the amount of Gray Maidens in the nest room and had one inform Quenelle of the PCs. They then stacked on the door and waited for someone to open it to attack them. The Slayer of the group decides to open it and a new fight happens and is done in a few rounds. So, the Party rests and I have "Sorshen" watching them. I have made her a little stronger because of my groups size and make up. She sees the only female of the group and decides to charm her, and it succeeds. She then appears and offers for her to come with her and before anyone can do anything they dimension door out of there.
So I have stolen one of the PCs, and now the rest of the group is looking for her.
Also, I have decided that she will charm Oriana again and have her waiting for them.
I don't see why they would just sit by and let the PCs walk in without a real challenge.


Pathfinder Adventure Path, Rulebook Subscriber

They have killed everything and set off everything so far. They will make it to the Gray Maidens this coming Friday. They just killed the giantess this last week. They have rested a few times already.


Pathfinder Adventure Path, Rulebook Subscriber

How should I play the PCs staying in the Lady's Light multiple nights. Eventually "Sorshen" is going to check on things and people. I figure if they attempt to stay there another night she may find them and try to charm one of them.


Pathfinder Adventure Path, Rulebook Subscriber

If Terisha, the Tower Girl spying on and looking for Natalya, saw 8 characters go into Natalya's hideout. Do you think she would still try to confront the PCs for Natalya, or do you think she would try to go get back up?


Pathfinder Adventure Path, Rulebook Subscriber

The Shattered Star AP.

Because our group is so large there are a couple of people that will look up rules if there is a question. We have one guy in our group that basically can memorize the rule books too.
Splitting the group is not an option at this time.
All of my group are experienced players, but it does get bogged down at times because of players having outside conversations.
I have the full version of Herolab. I use my computer and my iPad for game play as well.
I banned any animal companions that are combat oriented. Most of the people in my group don't like using summon spells anyway because it is too much work.
I like the idea for the timer.


Pathfinder Adventure Path, Rulebook Subscriber

Any suggestions on making it a challenge and fun for a large group. I have read all the books, and I am going over book one again preparing for Friday. I am looking at using all of the side quests that I can. Some of them I'm not quite sure how I will set them up for the group to find.
Any advise as I am starting?


Pathfinder Adventure Path, Rulebook Subscriber

I am about to start running this AP and will have 7 PCs. Knowing how my players work I already know I will have to add to a lot of the encounters. Since my group is 7 I was thinking of adding at least two other members to the first group that went down into the underground area. Any suggestions on a couple other adventurers to join this group and where to add them?


Pathfinder Adventure Path, Rulebook Subscriber

Can a spell like flaming sphere or ball lightning have the empowered or maximized feats applied to them?


Pathfinder Adventure Path, Rulebook Subscriber

Why would the Rocket Bomb be a goblin only discovery? Now personally I don't see its appeal other than the name sounding cool. It is really kinda weak. What I am trying to figure out is why would only goblins be able to figure out how to do this?


Pathfinder Adventure Path, Rulebook Subscriber

How about having him lead the assault on the Safe House? I have a group of 7 players and adding Sandor to the mix would definitely make that encounter more interesting.


Pathfinder Adventure Path, Rulebook Subscriber

I was thinking that with his prying eyes and scrying and basic spying capabilities he would know what happened to Ilnerik. I'm sure he wouldn't just wait for the PCs to come back to clear the place out.


Pathfinder Adventure Path, Rulebook Subscriber

My group completely avoided Sandor's room and went straight to Ilnerik. Ilnerik is now dead, and the PCs have left Walcort. Ideas on what should be done with Sandor now? Should I leave him in Walcourt just in case the group decides to go back and look around? I'm thinking of holding him until close to the end now.


Pathfinder Adventure Path, Rulebook Subscriber

I am gearing up to run this AP pretty soon. After reading about this trap I could see some of my players not being happy changing forms. Some of them would just want to make a new character.


Pathfinder Adventure Path, Rulebook Subscriber

I am looking for some ideas to replace the Pale Stranger I this part of the adventure. I am not keen on using guns in m campaigns and I don't want to bring something against the party that uses them either.
Any suggestions?


Pathfinder Adventure Path, Rulebook Subscriber

I vote #2. An Apocalyptic broken planet in the distant future sounds fun.


Pathfinder Adventure Path, Rulebook Subscriber

After reading the rules for firing a catapult I am not sure if I am understanding how a target is being hit. Is only one square, the person/target in the square being hit? There is no attack bonus just a DC to make in order to fire the catapult correctly and hit the intended square and if you do not hit that square you hit one of the squares around it? I would think a stone thrown from a catapult would or could hit multiple targets along its line after the first initial square is hit. Can anyone give me some insight and put the rules for this in some easy terms?


Pathfinder Adventure Path, Rulebook Subscriber

What are the rules on switching a bonded weapon for the paladin? I have checked the boards and read the book but I have not found a definitive answer.


Pathfinder Adventure Path, Rulebook Subscriber

I stand corrected about the creatures immune to sneak damage. My apologies. Don't blow a gasket over it.


Pathfinder Adventure Path, Rulebook Subscriber

In my opinion the rogue class can be one of the best classes to play with. There are a lot of options to it and I think the actual role playing capabilities are easier to come by. Yes if you are worried about being affective in every combat then being a rogue may not be for you, but if you are worried about that you might as well play a fighter or paladin with high ac and massive to hit bonuses.
First thing you want to do is come up with a character concept that you really want to play and then build your character. Wanting to try something new is all good, but if you get three weeks down the road and don't like the rogue at all then you have to scrap all your work on that and build a new character.
I say if you make a rogue build it with a certain skill set that he is the best at. Optimize his skills, acrobatics, stealth, disable devise, bluff, perception, use magic devise. Make your rogue good at certain things in order position himself for sneak attacks during combat.
If you face a creature that a rogue can't hurt very well, like constructs or undead, then use your stealth, acrobatics, and use magic devise to be an extra party healer with wands and potions. se bluff and diplomacy in towns as a front for the group to get good prices on selling stuff or getting information for the next job the party will do.
I think if you are going to play a rogue you have to make it a character build and make the combat build secondary.
I have a high level rogue in one campaign and he uses feint very affectively in combat. Buff the bluff skill up using skill focus and deceitful if you want to go this route.
That's my advise.


Pathfinder Adventure Path, Rulebook Subscriber

I put this in rules questions and someone suggested to put it here to see what others here might think.

My group had an interesting encounter happen last week and there wasn't a clear answer to it. The Dwarf Ranger in the party fell into a pit and the group was ambushed. The Dwarf spent ost of the combat trying to get out of the pit. When he finally got to the top there were two bad guys left. One was an elf cleric, elves are one of the dwarves favored enemies. The cleric ran over and attacked the dwarf to knock him back down into the pit. The dwarf then went to grapple the clerics feet and succeeded. The dwarf then wanted to try to push off into the pit with the cleric grappled. We determined that this would have been another maneuver check and would have to wait until the next round to do the extra maneuver. He didn't get that long becasue the cleric decided, since he was the last bad guy standing, that he would jump into the pit and try to take the dwarf who had him grappled with him. I gave the dwarf a reflex check to try to grab the rope he climbed up with and he failed and fell back into the pit. The cleric died the dwarf survived.
Were the right checks made or how could the scenario been treated differently?

In another question about falling. I have a scenario set up where the group is being chased and they have to run across a long bridge that spans a chasm. The bridge will break and will fall with them on it. What would be the right checks to make in that scenario for falling and trying to catch the bridge or stay on the bridge? would it be reflex, acrobatics, climb, or something else?


Pathfinder Adventure Path, Rulebook Subscriber

I have a couple questions.

My group had an interesting encounter happen last week and there wasn't a clear answer to it. The Dwarf Ranger in the party fell into a pit and the group was ambushed. The Dwarf spent ost of the combat trying to get out of the pit. When he finally got to the top there were two bad guys left. One was an elf cleric, elves are one of the dwarves favored enemies. The cleric ran over and attacked the dwarf to knock him back down into the pit. The dwarf then went to grapple the clerics feet and succeeded. The dwarf then wanted to try to push off into the pit with the cleric grappled. We determined that this would have been another maneuver check and would have to wait until the next round to do the extra maneuver. He didn't get that long becasue the cleric decided, since he was the last bad guy standing, that he would jump into the pit and try to take the dwarf who had him grappled with him. I gave the dwarf a reflex check to try to grab the rope he climbed up with and he failed and fell back into the pit. The cleric died the dwarf survived.
Were the right checks made or how could the scenario been treated differently?

In another question about falling. I have a scenario set up where the group is being chased and they have to run across a long bridge that spans a chasm. The bridge will break and will fall with them on it. What would be the right checks to make in that scenario for falling and trying to catch the bridge or stay on the bridge? would it be reflex, acrobatics, climb, or something else?


Pathfinder Adventure Path, Rulebook Subscriber

What I mean is they are heading in a certain direction to obtain an item for someone. They have never been where they are going before. Not many people have been to where they are going to and come back. They are doing this task because one of the characters was resurected and they agreed to the task in exchange for the resurrection. Where they are going to is the main city of these slavers. So they have on the side where the PCs are coming from bandits and such looking for talent. Now I have had the encounter with the bandits set up. And a village where some of the bandits hide out, and basically run, is on the way to this city. So, by saying they are headed in that direction it is literal.


Pathfinder Adventure Path, Rulebook Subscriber

I do know my players pretty well and they will step up to almost any challeges that doesn't seem completely overwhelming. If people start falling Expeditious Retreat will be cast by the ones that have it and they will try to get away. The Bard in the group starts out combat by going invisible and then starting his bard song, or what he calls "story time". So they will try to get away in some sort of way. I'm am mulling over options for this. There have been a lot of good ideas in here that I am thinking about. For me its not about them going against character its about them getting into the situation with the slavers head on or being pulled into the area as slaves. Either way they are heading in that direction.


Pathfinder Adventure Path, Rulebook Subscriber

Will dosing a drink with more than one dose of poison make the DC go up on it?


Pathfinder Adventure Path, Rulebook Subscriber

I have thought of that idea, another idea I have mulled over is a caravan was hit and they find a survivor and begin to track the slavers/bandits.

1 to 50 of 78 << first < prev | 1 | 2 | next > last >>