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Group of mostly 40s+ looking for 1 to 2 players.
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Coming close to the confrontation with the Scorched hand the rogue stealth Ed ahead to see what was up there. He rolled a high perception check and heard something. Investigating he sees the Scorched hand trying to get into through the final gate. He is seen and then hruns back to the group. The group had a rough fight with the construct guardian. Really bad rolls. They were a little beaten up and we’re mostly out of spells. So, they left and said they didn’t really care if the Scorched Hand was in there or that they tried to have them killed. Now I am figuring I will take out most of the treasure left in the lower area for when they return. Not sure if I will do a confrontation with Valriana or not.
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So, my group got up the the top of Spindlelock last night. They handled the skim on the previous floors pretty easily. They conversed with Eliza for a bit and tried to press Rayland. He gave them some info but I mainly made him not knowing much. Figuring out he was dominated was easy once someone actually asked for a sense motive check, though sense motive is no ones strong suit in this group. The fighter kept moving closer to Rayland and was going to try to look under the sheet when the rogue just Ali’s up and tries to go for it. Rayland then attacks and the group gets into the fight. They hit good for the first round, but after that the dice went flat. Rayland was getting some good hits in each round, hitting at least once every round with the Longsword. Eliza goes invisible when Rayland starts attacking and then does some buffs for a couple of rounds. The group thinks she might have fled, and I contemplated having her do so but thought she would want to protect as much of what was going on as possible until her life was actually in danger. My group though was getting their butts handed to them and fled the tower. There are five 3rd level characters and they became overwhelmed, especially by the Psychic powers. Not sure how I a, going to play this now. Trying to figure out what Eliza and Rayland are going to be commanded to do. Will Ochymua want them to say at the tower still, or should they flee to fight another day? I have thought of maybe them leaving the tower but Rayland having a hard time keeping up and keeping the condition they are in from overcoming him.
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So, my players last night thought that they would wait to do the Menador Gap after the Ruby Masquerade. I used Octavio to convince the, to go ahead and take out the Keep first, but Iwas sitting there when they were discussing it trying to think through what would be the consequences of not taking out the Gap first. The book really doesn’t give a timeline for when the Ruby Masquerade occurs. I have been letting them take their time and build the rebellion a little more. They have done everything else in book 3 except the Gap and the Ruby Masquerade.what would any of you have done if they decided to not do the Gap before going to the Masquerade?
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All good ideas. They also kept the kukri. I am not sure what they are going to do with it yet. They want to remain super secretive about the group, but that seems a little counter intuitive to the plot of the story. I can adjust. It’s like Nox getting away in book 1. I have yet to bring her back in. Definitely need to do that soon. I think the revenant idea for Wex feels the most right.
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My group caught and interrogated Varl Wex, before searching his apartment, and then the NG Cleric of Desna slit his throat while he was tied up and unarmed, thinking that was perfectly fine because he was a cold blooded killer. They then looted the apartment and left the body there to rot. I am deciding what to do from there. I already decided that Tayacet Tiora to find him and turn the body in. The Elf Magus of the group works/worked for the Bellflower Network and told Laria Longroad about what really happened. What would other GMs do in this situation? They get no day in the sun and force Barzillai to thank them for what they did. Obviously they still need to be invited to the Ruby Masquerade or the finale of book three can’t happen.
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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?
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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.
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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.
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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.
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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.
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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.
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.
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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.
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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.
Thanks in advance for ay advise you can give on handling my players.
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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.
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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.
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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.
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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.
Thanks.
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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.
Thanks.
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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.
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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
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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.
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Psyonis wrote:
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.
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The Scarlet Scavengers
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.
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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
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.
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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?
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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.
Thanks in advance.
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Name: Gorvek
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.
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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.
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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.
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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.
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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.
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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?
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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.
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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.
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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?
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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?
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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.
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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.
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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.
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