Graypelt

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I'm planning on running Kingmaker for 5 players, but I am new to gm-ing pf2e and am not sure I am adjusting encounters correctly. I'm trying to follow the rules on p. 489 of the core rulebook, but I feel I often end up in between two xp budget "levels" and it doesn't seem like it's always possible to add monsters rather than avoid using elite and weak adjustments. I tried converting the first few random encounter tables as practice and would like feedback:

Zone 1: Rostland Hinterlands
1-5 4 bandits (p170) Low 1
6-8. 2 weak brush thylacines. Low 1
9-11 Hunter (noncombat encounter)
12-13 2 Elk and 1 weak Elk Moderate 1
14-15 2 wolves and 1 weak wolf Moderate 1
16-17 1 boar and 1 weak boar Moderate 1
18-19 3 thylacines
20. Grizzly bear and weak grizzly bear Severe 1

Zone 2: Greenbelt
1-5. Roll on zone 1 table
6-8. 5 mitflit gremlins Low 2
9-11. Owlbear low 2
12-13. 5 stag lord bandits moderate 2
14-15. 2 Brush Thylacines and 1 thylacine Moderate 2
16-17. 2 Kobold scouts and 3 kobold warriors Moderate 2
18-19. 3 Hunting Spiders Moderate 2
20. 4 Ruffians severe 2

Zone 3: Tuskwater
1-5. Roll on zone 2 table
6-8. 2 brush thylacines and 1 thylacine Low 3
9-11. Elite Owlbear Low 3
12-13. 7 stag lord bandits Moderate 3
14-15. 3 Ruffians Moderate 3
16-17. 4 Wargs Moderate 3
18-19. 1 troll. Moderate 3
20. 1 elite shambler. Severe 3

Zone 4: Kamelands
1-5. Roll on zone 3 table
6-8 4 Goblin commandos and 3 goblin pyros low 4
9-11. Elite Troll low 4
12-13. 3 twigjacks Moderate 4
14-15. 1 blodeuwedd and 1 elite grig moderate 4
16-17 1 will-o-wisp and 1 flickerwisp Moderate 4
18-19. 2 weak wyverns moderate 4
20. 5 Dire wolves severe 4


Was wondering if I could have my backordered products shipped separately so I can get ahold of the rulebook, etc.

Thanks


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Captain Yesterday:
As to why,the first part of the module where the chapel survivors question whether the PCs are doppelgangers or not reminded me of "John Carpenter's The Thing", and I sort of wanted to evoke that feeling of paranoia, although I understand that's not the entire point of the adventure. I agree that my players will probably end up spilling the secret to each other, though.

J4RH34D:
I would normally be in total agreement about player autonomy, but this AP seemed like it may be okay considering the fugue state will already divorce players from characters' past choices slightly. I don't know, you may be right, maybe its too much.

Maybe it would be better to just play up the distrust NPCs have for the players and each other, so that the players are reminded their characters have a strong reason to distrust everyone. And if a doppelganger escapes one of the fights, be sure that it will be replacing one of the chapel survivors.

I like the idea about giving notes to foment distrust. Its a lot simpler, to be sure.

Thank you both for your replies!


Planning on running this AP soon and had an idea I wanted some feedback on from other GMs.

I was thinking before or after the cold-open dream scene, I would show my players two index cards: one would say, "You are not a doppelganger", the other would say "You are secretly a doppelganger." I would tell them that I have a card for each player, but only one doppelganger card. Then I would shuffle them behind the screen and pass them out, then take them back from the players one at a time and make a show of 'noting' their status. I tell the players not to share what their card said out of game, and that the doppelganger will receive instructions after the first session.

The trick is, while shuffling I remove the doppelganger card and replace it with one of the others, so ALL the players' cards say "You are not a doppelganger." But the effect should lead them questioning their allies in-game and out. I'd reveal the deception after the first module.

Thoughts?