Moochiepoochies's page

Goblin Squad Member. Organized Play Member. 38 posts. No reviews. No lists. 1 wishlist.




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Hi There,

My group are running the 5E version of Kingmaker 2E.

From reports on this forum and elsewhere, there appears to definitely be issues with Kingdom Management, however I haven't seen too much commentary on the Mass Combat / Warfare rules.

For those that have used these rules before, would I be better to run the Legendary Games Ultimate Kingdom rules (5E) instead of those that come with Kingmaker 2E? Do they also suffer from similar issues?

Additionally, are the Legendary Games Stronghold rules solid as well?

I hope this is the appropriate forum to post this - I couldn't see a Kingmaker 2E 5E forum.

Thanks in advance.


1 person marked this as a favorite.

Hi There,

My group are running the 5E version of Kingmaker 2E.

From reports on this forum and elsewhere, there appears to definitely be issues with Kingdom Management, however I haven't seen too much commentary on the Mass Combat / Warfare rules.

For those that have used these rules before, would I be better to run the Legendary Games Ultimate Kingdom rules (5E) instead of those that come with Kingmaker 2E? Do they also suffer from similar issues?

Additionally, are the Legendary Games Stronghold rules solid as well?

I hope this is the appropriate forum to post this - I couldn't see a Kingmaker 2E 5E forum.

Thanks in advance.


1 person marked this as a favorite.

Hi There,

The Hex map for Kingmaker has the area broken into distinct regions, such as the Greenbelt for example, and is labelled with the region name.

Is this something the characters should already know?

In fact, when playing this how do you handle the Hex map? Completely reveal to the party or reveal only the hexes they have explored? I don't mean the specific encounters (e.g. GB16) but just the whole map and the regional divisions?

Thanks for your advice.

Bryan


Hi there,

I am playing in a WotW campaign and have started as a cleric with levels of the "agent of the graves" prestige class. The idea is to head down the path of lichdom which has been ok'ed by my GM.

Given the above I wanted some advice around the "secrets of death" ability...which necromantic wizard spells would be the best to chose? Looking for both versatility and effectiveness.

Currently I am playing the role of second line fighter as well as support/troop creation...about of a mixed bag I know.

All advice is appreciated!

Thanks


Hi There,

Just wanted to get clarification around the Negative Energy Conduit power of the Agent of the Grave PrC...currently it reads:

As a standard action, an Agent of the Grave manifests an aura identical to the desecrate spell, except this foul aura has a duration of 10 minutes per level. An Agent of the Grave can use this ability once per day. In addition, any undead the Agent of the Grave creates is treated as having been created within the area of a desecrate spell.

The question I have is regarding the last sentence and the creating of undead as if in a desecrate spell - is this only while the power is active or does it apply all the time?

The wording just confuses me a little as it has already established that the aura acts as a desecrate spell...

Appreciate everyone's time in clarifying this.


Hi There,

I got a little over enthusiastic and clicked the submit button...would I be able to add the item below to the order please?

Pathfinder Roleplaying Game GM Screen—Alternate Cover (OGL) Print Edition - ISBN 13: 978-1-60125-518-1

(the blue one)

Thanks
Bryan!!!


Hi There,

I understand that there is a delay in orders as a result of the sale.

The status of the order above has an item on back order - looking through I believe it is the module "Crypt of the Everflame".

I just wanted to know if there is a chance that this module will be available for the order to be back filled? If so - great. If not (as in it is highly unlikely that a copy will be available) is it possible to remove this item, as well as the related products (Masks of the Living God and City of Golden Death) from the order so it can be processed?

Also wondering how this may have happened as I thought the Paizo.com store kept track of stock?

Thanks for your time and effort.

Moochiepoochies


Hi Everyone,

I am trying to build up a bit of a reoccurring villain party to go against my players throughout the course of the AP (RotRL).

However I have a bit of an issue - one of the players in particular almost refuses to let a villain (any villain) get away. He gets the rest of the characters onboard and they hunt them down regardless what I do.

Now, keeping in mind I am not an expert GM by any means, what ideas do you use/have for letting your villains escape to fight another day? I know dimension door and fly (not so much now - the characters have this now) are good catalysts for an escape but what other means can a NPC use? How about martial characters?

You help with the above is greatly appreciated!


Hi There,

Characters are going to investigate a natural cavern flooded by four feet of water. Inside the cavern are a collection of creatures including some that can swim.

The adventure I am using mentions nothing about penalising the characters for having to wade through the water...does anyone have any ideas?

I was thinking a failed Athletics or Swim roll (DC10 for slow flowing water) would mean the characters suffer a portion of the off balance condition - loss of half their Dex bonus to AC and an additional +1 to monsters attacking them...thoughts? Is this too harsh? It seems to be a lot of water...

Thanks in advance for your advice.


Hey Everyone,

Just wondered if anyone would be able to assist by letting me know how much information regarding Thassilon/Runelords they passed on in each module?

My players are up to Hook Mountain Massacre and they have employed the efforts of the Sandpoint Sage Brodert Quink as a permanent researcher. So what can I tell them, at the end of each module, about the Thassilonian empire and the Runelords themselves? I also don't want them to get frustrated either...

All input appreciated!


If I have one of the situations below when do the characters get a check to see if the figment is real or not?

1. A creature (major image) is conjured by an invisible, silenced caster (using silent spell) - do they get to check when they first see the creature or only after they have attacked it?

2. A wall has been created using major image before the characters enter the room - do they get to make a check to see something's wrong when they walk into the room or when they touch the wall?

3. Something (anything) is conjured via major image in fromt of the characters during combat - again do they check when it "appears" or after they have attacked/interacted with the item?

Your help is appreciated.

Thanks
Moochie


Hi There!

Just wanted to ask a few of questions regarding the web spell:

1. If I am caught in the web spell and I then get hit by a flaming sphere do I take the flaming sphere damage as well as the burning web damage?

2. Is the flaming sphere impeded by the web spell at all?

3. If I have been hit by the flaming sphere (it has "stopped" on me) and another web spell is cast will the flaming sphere burn the webs before they hit me? If so do I take damage? Am I entangled in the webs at any stage?

Apologies if these have been asked before - I did check but couldn't find any appropriate answers.

Thanks in advance for your comments.

Moochie


Hi There,

Just wondering if anyone has seen a sequel (official or not) to the adventure Salvage Operation in Dungeon Mag #123?

I know they find a map in the module to the original shipwrecked island...has anyone continued this so the characters can investigate?

Thanks


Hi There,

Just a quick question - if Elysium(sp?) is prepared for the characters when they enter the cathedral she is invisible and has cast "Shield of Faith".

As per the invisibility spell light is always visible - so would the aura from the aforementioned spell be visible for the characters to see? Or is the aura hidden (and if so why)?

Thanks
Moochiepoochies


Hi There,

Just wanted to clarify - if a creature is invisible (via the spell or spell-like ability) and they cast a spell on themselves which has a visible effect (such as Shield of Faith) is that aura visible?

I know the rules state:

"Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible ource)."

But I am not sure that this applies to spell effects which produce light or just the ligt spell?

Thanks in advance for your advice/help...