Hello, I got the Pathfinder Chronicles Campaign Setting from a friend, and really enjoyed the book a lot. It's 3.5, but that don't bother me much. What would be the difference between the campaign setting and the Inner Sea World Guide? Is there any reason, content wise, that I should pick up the World Guide as well?
LazarX wrote:
Actually no, I don't really see the problem. Those natural 20's are still quite rare, and even Pippin (or was it Merry) managed to mutilate that badass nazgul. In a heroic fantasy world, I'd say it's quite appropriate that even the lowliest "to be-hero" can pull off a lucky shot every once in a while.
We count diagonal moves the same way as we do normal move. Basically the same as in 4E. We also use the critical hit deck, lot's of fun. And we also scrapped the fifty hit points instant death fort save. No one in our group really cares for that one. And yeah, like most folks I don't keep track of material components or encumberence, unless there's a very good reason for it, or if it comes too obvious that the characters are overloaded.
My players are soon to face the evil fey in the ruins, you know; the quickling Rigg Gargadilly. As I understand it, I should really try to make use of his sneak attack ability, but if I understand it correctly he will not be able to use it unless he gets a suprise attack. If he moves away, and becomes invisible, that invisibility will fade if he runs in and makes another attack, since it's only active when he is standing still. So, in round one I will probably be able to pull off a sneak attack, but for the rest of the fight he will only be able to make hits on the run, with his normal damage (which isn't that impressive). How did you guys play this encounter?
ChrisO wrote:
Thank you very much! I just found the section about quest rewards and feel somewhat silly :)
I have a short, and perhaps silly question. I remember reading somewhere that completing quests should award the players with XP. So far it kind of slipped my mind, so the PC:s are actually a bit low in level at the moment. We just started Rivers Run Red and they're around level 3 (some are level 4). Anyway, do completing quests in Rivers Run Red award XP? and if so - how many? (I did a search on the messagaeboards but couldn't find the answer to my question. My apologies if it has been up before)
Name: Kyrill Lebeda
Hey guys Sorry if this has been brought up before, I tried to do a search in the messageboards, but couldn't find what I was looking for. I'm in need of a form fillable PDF kingdom sheet. I'm not looking for an excel sheet, since the ones I tried were kind of hard to understand, and had some of the calculations mixed up, locked cells and stuff like that. All I really need is a digital Kingdom sheet where I can fill in the different values, without it doing any calculation for me. Prefferably a nice looking one, like the one in Rivers Run Red :) Thanks in advance!
Propane wrote:
Oh yes, I have the GM screen, it's awesome. To be more specific; I would love to have a two-sided a4 with for example; * conditions
Robert Hawkshaw wrote:
It does indeed. I would have hoped for a thicker paper, but this will have to do.
Oh, a couple of more things. Garuum, the outcast boggard only knows the words "boggard, bug, slurk, snake truce, hungry, me, you, die and go" in common. In the description it says that he is willing to tell his story and even what he knows about the nearby woods. Is it an error, or should the PC's manage to establish another way of communication than common (by spell or if one of the PC's speak whatever language Boggards do (quite unlikely)). I'll probably expand Garuums knowledge of common, because I think he's a really cool NPC, and it would be great fun if the PC's manage to befriend him. I'll probably change the Owlbear in the Stag Lords fort for some other monster, mainly because an owlbear will show up in the upcoming adventure, and I want that one to feel unique (not just "oh, another owlbear"). Any suggestions for a good substitute? I was thinking of an ogre, but it might be better with a more feral monster.
James Jacobs wrote: I've run this exploration system several times before, giving out XP for each hex the PCs explore and simply drawing in the details of the hexes they explore on a big hex battlemat. It worked out VERY well, and the satisfaction of seeing your map slowly fill in not only gives the players constant physical proof that they're actually exploring and expanding and doing stuff, but also makes it blatantly obvious where the PCs have and haven't gone yet. It's really fun. I think I'll do it this way. You inspired me.
Hi guys! I'm trying to figure out wether I should provide the players with an extracted map from the adventure, or just a blank hex-paper (I've ordered a roll from Paizo). The map from the adventure looks nice, granted, but I kind of like the idea of the players mapping out the game world themselves. That is in fact one of their tasks given by the Swordlords, so why not have them actually do it? Any thoughts? (Also, an errata with a corrected map would be very, very nice. Just to make sure the map in the first adventure will be coherent with the upcoming ones) Oh by the way, for those of you who is thinking about moving Oleg's or adjusting the north arrow or whatever; I just printed an extracted map and outlined the hexes where the PC's need to go, and I'll just say "This is the area you're tasked to explore. That should work. |