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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. 88 posts. No reviews. No lists. No wishlists.




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I just got home from vacation and opened my package from Paizo. My hard copy of this starts at page 17. Wondering if this is wide spread?


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Group of mostly 40s+ looking for 1 to 2 players.
How: In person - sometimes on Roll20
When: Friday nights
Time: 7PM
Where: Highland Village, TX, just north of Fort Worth
What: pathfinder 1e mostly, getting into 2e. On occasion try other game systems.
Current game is a homebrew.
Message me if interested.


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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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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.
Thanks.


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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.
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.


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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.
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.


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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.
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.


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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.
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.


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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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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.


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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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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?


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


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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?


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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.


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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?


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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?


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I am planning on shanghaing my own campaign and adventure. While I have a full expectation of the PCs eventually getting loose and completing the adventure currently asigned to them I am going to send them through the ringer to get there and have them come out better in the end. Next session I am plannig on attacking them with an overwhelming group in order to capture and enslave them. From there they are going to be taken to a place that has a large population of slaves. I will be taking everything from them that they have earn to this point.
Do you think this is over the top and taking things too far? The party is mainly 6th and 7th level.


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I have 8 PCs in my group. Six of them are 4th level and two of them are 3rd level. this is the way the group looks:
Half-elf Paladin 4
Human Cleric 3/Wizard 1
Dwarf Ranger 4
Human Fighter 2/Sorcerer 2
Gnome Alchemist 4
Aasimar Inquisitor 4
Dwarf Rogue 3
Human Druid 3

I have an encounter set up for them that is a young Brine dragon that is CR 7. Im just wondering if this is too tough of a challenge for them?

Thanks.


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Interesting development with Bisby's remains. The party sorcerer decided that instead of trying to figure out how to talk to him he was going to put hm inside of the Chelish Crux, because I let them keep it. They had left the Erinyes head inside of it, he took that out and threw it into the bug room and closed the door. They could still hear the thing screaming from down the hall as the sorcerer places the bones into the crux and closes it up. Seeing that Bisby was already defeated for the day I saw no reason not to let them do this.

On the note of the vampire,the Mazeflesh Man came up and found out they were up there he send rat swarms after them and then waits for them to come. The rat swarms are destroyed by one fireball. Then the Half-Orc fighter/barbarian comes down the hall and is the first person to turn the corner when he is hit with a dominate person. The vampire has him flee, and as the melee begins he knocks them around for a bit until they knock him down to 0 and he flees back down to the vault.

I am counting the Half-orc as a casualty and I am thinking of having him turned into a thrall of Ilnerik. There is little chance he can escape Ilnerik if the other vampire tells him to go to him. Is that me just being mean. dominate person is a good ability, but it is also a little weak in that you can't make the dominated people turn on their friends and attack them without another saving throw. So I did something nastier.

I also almost killed the party ranger with one pounce attack from the hellcat. It was a nasty night.


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Now I changed Thrax to a summoner last night. He will probably come into play tonight. The eidolon I chose for him is serpentine. I made it large with poison, con damage, and a trip attack. I boosted its natural armor up. I can't remeber the rest right now. The encounter is definitely a litle harder now but there are 7 PCs.

There are no conjurers in the group so they will more than likely go with the champion option. We will see how the summoner option works out.