I got an email today stating that Pathfinder Adventure Path 144 and 145 are going to be sent roughly at the same time. However, is it still possible to cancel my subscription after having received Pathfinder 144? So I still would like to receive Pathfinder Adventure Path 144 and do not want to receive Pathfinder Adventure Path 145.
I agree that the players have to be really convincing in order to pull it off. They have already made some attempts, but Nualia has rejected them all so far. After all, she has practically sold her soul to Lamashtu. But I know my players: they will not give up without a fight.
Thanks for all the ideas and input. It gave me a lot to think about. The players left Tsuto alive as well, so if they can kindle real love between Tsuto and Nualia, this could actually redeem them both. I also like the idea of a side quest, and the idea of sending Nualia to Habe's sanatorium. It is also a good idea to let my PCs talk to various people in Sandpoint to make them see the error of their ways and apologize to Nualia.
Two of my players have antagonized Jubrayl right from the start. He has been sending thugs after them and will be sending some more, as he thinks them nosy and meddling with his affairs. He wants to get rid of them. I still have to see where this goes, but I am planning on adding an extra location in The skinsaw murders (a safe house) where they can hunt him down.
My group has captured Nualia and wants to try to redeem her. One of the characters is also an aasimar, and one of the other characters has had a very lonely childhood, just like Nualia, and though he has become lawful good because of it, he sympathizes with her story. They tried talking to her, but this cannot be that easy, if it is at all possible. Nualia has sold her soul to Lamashtu after all. However, I would like to give my players a chance of getting through to her, but it should be difficult, so that redeeming her will be a real achievement. What would be good ideas to make this work?
Name: Pamina Hemelrijk
I would like a conversion guide, too. I also own a lot of PF/3.5/3.0 material, which I still use a lot. So I would appreciate a conversion guide from PF2 to PF.
We have finished the 6 adventures of the campaign. I am continuing the campaign with an adapted version of Witch war legacy.
(which the group is now playing - they had a lot of trouble with the shoggoth and defeated the linnorm, not killing him because of its death curse, but pushing the unconscious and regenerating linnorm off the waterfall into the giant camp at the foot of the waterfall)
I am going to finish the campaign with a second visit to earth: this time the PCs will have to climb to the top of Mount Everest. They will be attacked by yetis (and among them a sort of paragon yeti which the yeti tribe worships as a deity), but also by an undead version of the Red Baron in his red airplane. I am so looking forward to that encounter.
I used the Irrisen book a lot for providing extra flavor and context in Whitethrone. I also used Cities of Golarion. I added some extra plotlines with the stilyagi and the theatre, because one of the players is a bard. It provided some memorable encounters.
Perhaps you could spread some rumor that Logrivich isn't a real dragon but someone who pretends to be a dragon (with one of the many polymorph spells). The rumor should be convincing enough to make the kobold player believe it. The kobold should see it as sacrilege.
I played up the parts having to do with Kostchtchie, since I will be running The Witch War Legacy at the end of the campaign. I played this up as a conflict between male and female forces and reinforced all the elements related to this conflict. In this way disconnected combat encounters suddenly did not seem so very disconnected, and Marislova got even more interesting. (For a while my players even feared their (male) characters would also become female.)
I will thoroughly rewrite WWL. I have put this under a spoiler button just in case.
First of all I am going to add an extra faction (which they will meet later in an adventure I am going to write myself). Further, it is now Elvanna's granddaughter and not Elvanna who has sent the patrols, and joined them, because she fears what Baba Yaga might do to her now Elvanna has been defeated and hopes to find something that she can use as a bargaining chip, such as Kostchtchie's torc. The PCs are going to receive a warning from Princess Cassisoche, with whom they are more or less friendly and who wants to flee south with her friend Ilya in order to avoid Baba Yaga's wrath.
Nazhena not only occurs in the encounter with Thora Petska, but Radosek Pavril also works for her. The players hear about her several times in the first adventure. I also had the villagers of Waldsby tell about hear and fearing her (including Nadya, who is married to one of the PCs in my campaign). I also made it very clear (via NPCs) that Nazhena was spying on the group via the mirrors. So when they met her at last, they really wanted to kill her.
We are playing this campaign with 5 players and I run most of the encounters as written. Sometimes I add some monsters. The campaign has been dangerous enough so far, with a number of near-deaths and 2 deaths. We are in the 6th book now and we have had a blast so far. Rasputin must die was a great success. It was one of the reasons I chose to DM this campaign.
We have recently started on The witch queen's revenge. However, our campaign does not end with this adventure, since I am going to add The witch war legacy to it (and some home-made stuff tailored to the PCs).
I have put this under a spoiler button, since this is basically not a DM thread, so players might read this.
The abilities for the hag's coven you can find in the bestiary. I guess you can use the same or similar abilities.
I do not really understand what you mean by the second question. Do you mean that the monastery in the first world is returned to the material plane? Then yes, that is the case. When the PCs calibrate the world anchors, the monastery from the first world basically replaces the ruins on the material plane. I hope this answers your question.
Since these are magic items, I think they would be difficult to destroy with an arrow. Magical fire, however, might do the trick.
My players have just arrived in Akuvskaya. The hut was a rollercoaster ride: one PC locked in the mirror of life trapping, and later, when the window had been broken, was feebleminded by the derghodaemon. In the candy room 3 PCs failed their saving throws and started to eat candy. Two of them fell asleep and one suffered from nightmares from the bogeymen. Later, when they were finally fighting the bogeymen, he was stil shaken when he finally killed one of them with the words: "I ... am ... not ... afraid ... of ... you!" (This in a scared voice).
Perhaps replace the human legs with shoes? You can make it magical shoes. Or boots.