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![]() Doug Doug wrote: Wow Winteraven, that was brutal! Nice job though. It sounds like they would have been lucky to make it through the scenario no matter what, with only four first level PCs (and one a bard, no less). At least you gave them something to talk about. Black Waters was once my least favorite to run, but a skilled GM (like yourself) can certainly make it come alive and burn it into the players' memories. I have to know, did they try to finish without the wizard or did they return to their nice, safe day jobs? Weeelllll, actually we were second level and we pressed on. As a Mwangi Pathfinder Paladin creeping about a necropolis, destroying undead, and searching for lost things is my day job. The Bugbear zombie wasn't that much trouble (though he hit really hard) and the final fight wasn't much due to a well timed turn (a cleric with Improved Turning is your friend). ![]()
![]() The only solution I can think of is to have the rest of the party pitch in to get him/her raised and have that PC pay them back over the next few scenarios. The Player's Guide says that you can have Raise Dead cast at any time when in a town, so there should be no level restrictions. No one in the party can cast it, but NPCs can. So if the players don't have the 6100ish gold on hand you're out of luck? Would playing a character in the higher rating of a scenario (a 1st level character but 4th-5th level encounters) and having it be worth 2 adventures be a solution? The average party level would still need to be high enough but it would allow a character to catch up, at lest somewhat. ![]()
![]() What happens when a group playing Society adventures gets to 4th level but below a level where raise dead is available, and one of the characters dies? Normally you'd just make up a new character the same level (or a little lower) and continue playing. But you can't do that with Society games. So how does that person continue to be a part of the group? ![]()
![]() So, no hide shirt in the Campaign book. BOO! I had a buddy who talked to people at GenCon who said it was because they felt the hide shirt was good for specific regions but not for general availability (or something like that). But what is my MGwani tribesman paladin to wear? Leather armour? Tpo processed and, honestly, too weak. Metal armour? Ugh, no thanks. Hide Armour? Too heavy, reduces mobility and speed too much. Hide shirt? Just the right combination of flavour and usefulness. We have chainmail and chain shirt, so why no hide armour and hide shirt? So, I suppose what I'm trying to say is maybe allowing hide armour would be a good thing. ![]()
![]() I have to say the biggest trouble my group and I had was making straight 3.5 characters. My GM had to keep reminding us that we couldn't use the Paizo rules stuff. After Pathfinder 3.5 actually felt, a little mundane. The other players also kept commenting that you could tell this adventure wasn't part of an adventure path because everything didn't have a 20 AC. ![]()
![]() Last night I played most of the way through my first society adventure (ran out of time), and I have a few non-spoiler impressions: 1) Crits suck.
Seriously, we had a blast. There was talking, fighting, and puzzle solving, the whole shebang. |