Guy getting beaten by undead

Leonal's page

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If you create them (from scratch) yourself and follow this you should be able to share: Community Use Policy


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I've been discussing in my group regarding poisons and while the FAQ gives an explanation, it doesn't fully make sense when reading the rulebook.

Quote:
However, if there is still poison active in you when you are attacked with that type of poison again, and you fail your initial save against the new dose, the doses stack. This has two effects, which last until the poisons run their course.

Link

The rules seem to imply that doses stack IF and after you fail the second initial save, in which case the initial DC of the second arrow with greenblood oil would not increase, but the save made during Valeros' turn (using scenarios above) would.

Reading the rules and not the FAQ shouldn't it be like this?
Arrow 1: DC 13 (failed save)
Arrow 2: DC 13 (failed save)
Valeros turn: DC 15.

and not like this:

Arrow 1: DC 13 (failed save)
Arrow 2: DC 15 (failed save)
Valeros turn: DC 15.


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For the fringes you could just expand the canvas to make more room?

Re patches: You could replace the texture for the whole river, thereby removing the patches. Alternatively careful use of the clone tool combined with a blur afterwards should also be able to hide them too.

Hmm, looking at the map images again from the main PDFs. The grid is fixed to the image, whereas the interactive map versions allows them to be removed. Will make a post in the product thread about that.


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I cleared out a lot of the encounters at Rencurch because every single room does not need one. Look at which ones you think are fun and keep those (including haunts).

If you play with XP, be sure to add bonus story xp. :)


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An interesting thread.

A few thoughts on Carrion Crown from my group:

Spoiler:

My players have questioned why so much of what they do have apparently little effect on the Whispering Way's success. (just started part 6, skipping the majority of 5 for later).

*Stopping, or failing to stop the werewolf "war" did not give any signs that the werewolves would (not) be an asset against the WW further down the line.
*The players' interruption in Feldgrau has no apparent impact on the Carrion Crown ritual.
*The retrieval of the Raven's Head in part four made my players assume they disrupted the ritual based on the poem and the listed ingredients.

When encountering the vampires in part five the reaction was: "Vampire killer on the loose? This is probably a good thing for the people of Caliphas, but we're short on time hunting the Whispering Way so we will have to deal with the vampires later." Thus we have switched the order of part 5 and 6, should they still be interested in the Vampires after taking care of WW.

Now, we're having a great time and the players are having loads of fun, but plot wise it seems that the Whispering Way should have had a stronger connection the individual parts, and that the players would feel their actions meant something. If they had clear hints that what they did throughout the AP, then the Whispering Way's plan would weaken, then I believe they would be more interested in dealing with what has seemed like a series of side-quests.

Consider that (ignoring the aspect of levels and power level) had the players left Ravengro and went south to Caliphas or Renchurch, the other events concerning the Whispering Way would have been largely the same, except that Auren Vrood would also be alive, if it played out as written.

To repeat: Despite of the above we are having loads of fun and this AP has been a blast so far.

For my group it is more about seeing results of what they do, and less about recurring NPCs (although not having a surprise BBEG in part 6 would be good).

Cohesion for us would mean that what they did or did not do (for major events) should have an impact on later adventures. Of course one cannot account for all the what-ifs, but it would be good seeing more results of past actions, or at least knowing that those actions did something to the overarching plot.


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The benefit of having them in the Player's Guide, is that they won't be as unaccessible as e.g. the kingdom building rules in Kingmaker.

I'd rather have my players read and understand the rules themselves instead of me telling how it works, or having to provide copies.


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I'm looking to make a few changes to the overall villainy in the AP.

Background: I have two gestalt PCs in my group. A NE Conjurer/Mindchemist and a LN Gunslinger/Cleric. A party that can handle most things (though maybe due to my player's good tactics and course of action).

They've just left Ascanor Lodge in pursuit of the Stairs of the Moon together with Duristan and a few guards, including one or two they hired among Ivanja's body guards (good pay is good pay ^^), while looking for Auren Vrood and his followers.

After seeing this video and also due to one of my players who said something roughly along the lines of "Now we'll take down Auren, who is most likely just a minor piece in the story. There might be a very small chance he's something more, but not likely. It would be cool though" I was inspired to have more continuity in our campaign. Also it was probably his intention by saying just that to put me on this track. ^^;

The idea: We like Auren, and I don't want him to perish with a melted jaw halfway in the AP. However, we don't like plot armor either, and especially not NPCs who dimension doors/teleports away to return later (regrettably a frequent tactic in NPC stat blocks)..

Instead I thought of using another method not often used in the adventures I've read and have Auren use a double (either through magic, a very well made disguise or have Auren never having shown his real face to anyone still alive) to do the dirty work. This can either be a devout free willed follower or a mind controlled soon to die man or something else that fits. Auren will then replace Advion's role throughout the adventure to make it less of a rewrite.

On top of this the real Adivion is most likely the Gunslinger/Cleric's father (or some other close figure…currently in development), who had the fate of a certain character in the last season of Dexter.

Dexter last season:
I.e. very dead and hidden from magical searching (disintegrate?), while Auren has taken his place and looks.

This should hopefully create a bit bigger connection between Auren and the players, and also a stronger incentive to keep following. There was little to no reason for my players to go to castle Caromarc, or even the Stairs of the Moon beyond getting paid certain amounts of gold.

Any thoughts or additional/different ideas?


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Sean K Reynolds wrote:
I'm looking into this. It probably is something like "if they fail a Will save" or "if they fail to save against the bomb...."

Digging up an old post, but the issue is still there. Any updates on this?


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Louis Agresta wrote:

Hey Leonal,

Great question but a tricky one, right? It depends on so many factors. Take these four for example:

1. How far into 7th are your players? Just arrived? Almost at 8th?
2. What track are you on: slow, medium, or fast?
3. What play style do your players tend toward: hack-n-slash, narrative, or investigative?
4. How many players do you have?

But I want to give you an answer, so here it is:

If you have 4 players, they just reached 7th, they prefer a balanced play style (ie are neither mad kill-bots nor talk-and-never-fight types), and are on the slow or medium track, then very likely this adventure will bump them 1 level to 8th. If they are on the fast track Citadel of Pain will still likely bump them only 1 level to 8th, but 9th would not be inconceivable.

Just so you know I came to this conclusion by
1) going through the manuscript and calculating the total CR available in the adventure
2) making a SWAG as to how much of all that lives within Rogthandor a party is likely to meet and kill
3) assuming no story or bonus xp (not my favored play style)
4) dividing the resultant xp by four players
5) assuming the players start at exactly 7th level and not 1 xp more, and
6) seeing how far into what level (8th as it happens) the resultant xp takes each player on the slow, medium and fast track. On the fast track with these assumptions the number gets within striking distance of 9th, by about 2 or 3 sessions of slaughter I'd say.

Hope that helps!

Thanks for the incredibly detailed answer. :)

My players have 3-4 characters in total depending on whether all of us can make it. They're about 10k xp shy of lvl 8 on a medium track.
They tend to hack most things when it needs hacking and drink booze and put things on fire in-between (or while hacking).

Either way I'll pick it up later today. :)


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I mostly use maps provided in the adventures and reveal as they advance.*
Sometimes I make them myself in CC3.
If you need a dungeon map quickly then I recommend this.

* Using the VTT Fantasy Grounds, now fully working with PF.**
** Currently in Test Mode.


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In case you didn't read the title, spoilers for Kingmaker: War of the River Kings below.
*****************

So my players were rather clever in our last session and took out Villamor Koth, Irovetti and General Jurrg within minutes after they heard their capital was attacked. Irovetti was caught by the new icy teleport spell from UM and met a tragic fate when his Dimension Door activated and sent him straight vest except he was 600 feet up in the air at the time, Villamor was hacked to death and the General was feebleminded (now becoming a potential Magic Jar 'pet' like Drelev). The attacking army was neatly taken care of with the once per year ability of the Oculus of Abaddon. :D

I'd say it was the best session we've had so far, with a great performance from our king during stage 3 of the tournament where he both held a great speech, managed to get Pitax' contender disqualified (she ended up with a score of 117), and spent about 1500 platina to sway the audience' opinion of who had the best performance.

However now I have to figure out how the remaining events in Pitax will unfold without Irovetti's presence. A few Pitaxians saw Irovetti disappear, but nobody knows he's actually dead.
The party has stated interest in taking Pitax city and making it part of their empire, while letting the other cities and the land between them rule themselves.

Currently lvl 13 closing on 14, and I think it would be safe to unleash the events in the final chapter before they're lvl 15, but maybe let them hit 14 first.

I'm thinking of playing up the involvement of the noblehouses in Pitax, but until they learn that Irovetti is dead then I suspect they'll be doing about their business as normal. Perhaps later they can arrange for an agreement with the party and stay as vassals or similar.


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Why doesn't SomePDF work?

I usually go with the following settings
"selected pages"
"begin page: 1"
"end page: number higher than pdf tota pages"
"Open results: Yes"
"Output directory: blank"
"Output mode: jpg"
"Quality: 100%"
"Gray scale: False"

Only problems I've encountered are when extracting multiple PDFs at once and also trying a new PDF after having finished extracting a previous one without restarting the program.

It will extract all images, but by sorting the folder by size you'll find the images you need faster.


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There's an adventurer's sash in Seekers of Secrets which might be the equivalent of the potion belt.

You can see the item description in the links below.

d20pfsrd.com
Archives of Nethys


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Use an excel sheet to handle most of it?

I run two KM games (currently on hiatus), but only one group has come to the building part.
One of my players (who's also my GM in SS) came up with the idea to have a city grow more naturally, instead of PCs having to decide every single district. And perhaps only intervene in certain processes.

I'm not sure if we'll ever come down to it, but we played with the idea of rewriting the whole kingdom building and ruling rules to be more similar to how it's handled in Paradox games like the Europa Universalis, Victoria or Hearts of Iron series.

Then you can have (depending on your type of rule) capitalists fund and decide what should be built (kinda like kingdom in the background), ruling PCs give guidelines, or whatnot.

Either way I think it's a process that should be discussed between players and GM on how they want to handle it.

edit: as for the boring part... I'm sure it can be acted out, have NPCs become more involved. Bring in factions or similar to influence various decisions etc.