J. A. wrote:
You can purchase the Faerie Bargains pdf on its own. It's the same information from the Forest Campaign Compendium which is the larger collection.
I'm oK with more generic dungeons. As long as they match up with previous releases, it gives me more options.
If I want to make something from an Adventure Path, I usually have to draw it, as they're just too specific and unique to match any of the preprinted maps directly. If I want to recreate it somehow, then I usually have to combine flip mats combined with pieces of map packs and colored paper used as fog of war to cover the unused sections.
For the most part, I use generic maps for everything that's not covered by a module or adventure path. If there's a random encounter, then I plop down the proper ambush sites map. I recently used the new and improved flip mat version of the "Ambsuh Sites" series for the first time. The players noted how there was fog in the streets making it extra creepy.
Does anyone know if or when they're planning to release a hardcover version of this?
I believe it's only available via Print on Demand services such as drive-thru and whatever. I was a Kickstarter backer, so I have my copy - which was a print on demand version. It's big and solid. The paper is dull and doesn't have that nice sheen of an offset printed book, but it's still nice.
Hi James, I really enjoyed your Kingmaker twitch stream the other day. That was my first time seeing the turn-based mod for the game.
I asked a question very late, but it was missed because it was near the end of the stream, so I'll ask again here.
I'm playing book four of Return of the Runelords. My PC is a varisian bard from Korvosa who has taken on a bit of a people's revolutionary stance against the Runelords (for the most part, no spoilers).
My question is what do the general Varisians think of the Return of the Runelods. I know book three spells out Korvosa's response, but I was curious as to the attitudes of other factions or groups that may feel differently.
Since we're running the adventure path using Mythic Adventures, my PC has become a herald of Shelyn and I'd like to start thinking more about where he sees his place in the bigger picture.
Thanks for your time. Wishing you all the best with Paizocon Online and beyond!
Use an Unknown and set it up properly to make it spooky. I ran an encounter with one in a haunted fey woods last Halloween. First, the party was beset by killer primal rabbits to get them to let down their guard. Then the Unknown appeared and attacked the youngest and most vulnerable party member. It worked pretty well. Once they got the upper hand, I had it teleport away and ended the encounter, leaving the PCs nervous about when it might reappear.
I don't agree with your assessment at all, having run several PFS adventures. If you want short adventures, these are the shortest and they are made for conventions. Usually, there are optional encounters that may be run or skipped. Each season of PFS has connecting storyline arcs for longer campaigns.
I've made my suggestion, so best of luck to you! I won't waste any more time on your threads.
Pathfinder Society Scenarios. Modules and Adventure Paths are designed for long term campaigns. You might find a section here and there that might work for a good one-shot, such as adventures that have been approved for PFS play.
Otherwise, your best bet is to just find some PFS scenarios that you like. They're designed to be run in one day over a few hours.
When I played and then ran Iron Gods, I felt that it dropped plenty of loot and had several characters that wound up with more tech gear than their wealth by level. If you feel like your players are below the WBL guidelines, you can drop loot wherever you feel the need.
One thing to remember is that Sanvill Trett is an informant for the Technic League. If they trust him, then that is great. You can continue to leave him as a confidant, but once they gather a significant amount of technology or after they shut off the power converter/projector whatever it is called, you may want to have Trett try to steal it from them or confront them.
If your players have rescued Khonnir, then they should be ready to hunt down the power transmitter. Start playing up the headaches in town if you haven't already. Trett wants the players to find good technology, so if they aren't picking up on the clues to find the transmitter in town, you can use Trett to encourage them to track down Garmen's warehouse.
My advice through all of this is to keep Sanvill Trett in the background as an ally, doing as little as possible, if he ever accompanies the PCs. Once the PCs find the warehouse (follow the information on page 42 of the adventure), Trett can continue to encourage them to find the "purple-haired woman/android".
I had Trett offer to help the PCs during the end of the module to get them to go back into the ship beneath the city. Keep in mind, he is a full encounter on his own, so I had to have him ambush the players once they got beneath the town again and before they had an encounter with anything too dangerous below to avoid a potential party wipeout.
They should fight Trett and then want to push on to discover the "purple-haired woman/android". If they don't know about her, then you need to start dropping hints about people having seen her at the warehouse or by the lake or something to that effect.
If your party decides for whatever reason that they have no motivation or reason to go back beneath the city, then you can have Mayanda and her remaining thugs emerge from the ship and seek them out to recover the power transmitter.
Here is a piece of dialogue I used in her final encounter, "My master Hellion is one of the Lords of Rust. They are what you fleshlings might call deities or demigods. Think of them as. . . Iron Gods. . . for a new age."
If you've made it this far, keep pushing! You're almost there.
In those situations, I allow players to respec their character if they like. If not, I try to help the player with the less optimized PC find a way to be involved. Not all PCs are combat specialists though, which is fine.
Fort Inevitable also has the 30% tax from the Hellknights. Don't give your players an easy way around it or apologize for it. They need to figure out what to do, such as basing themselves out of Thornkeep instead, which then opens them up to the bandits, etc.
The designers did NOT take the 30% tax into account, so feel free to add new magic items and cool gear that you want into the campaign to help keep your players at or near WBL (wealth by level).
Going into my second year running Emerald Spire/Thornkeep.
Rh, I wouldn't try to run this. Game balance will be all over the place. Game are supposed to add APL+5 for a tier ten game. That means level one characters would need to fight does around CR 6 to CR 9 starting out. I imagine they'd have quite a bit of difficulty - even with the Mythic tiers.
Still, it's your game, so go for it. If it works, post back and let us know how it worked out.
I'd suggest that rather than giving your players outright hints at skills, you could try to meet them halfway if they come up with suggestions that aren't in the book. Ideas such as digging a moat or something like that would help their defense points. Whatever they come up with, just compare it to the options in the book and come up with something comparable.
Rcoket tag is a problem for some GMs, regardless of Mythic rules. It's good to learn how to adjust your encounters if you think it will be a problem, that is unless you're in a situation where you can't adjust anything.
The "Math" doesn't break down. It's the same all the way through, You just don't like the way it adds up for a particular style of play. That's just high-level play unless you're playing a game with tighter math that thinks wizards should be able to hit things with pointy sticks while standing shoulder to shoulder with the best fighters in the land.
These outright proclamations of "broken" this or "rocket" that amount to problems in any game that an experienced GM learns to deal with. I don't agree with it as one of the Ten Commandments of RPGs. Sometimes you get the rocket and sometimes the rocket gets you.
Don't take my word for it. Here's a mouthy bag that will back up everything I say.
Just grab a published mega-dungeon and change the names to match your campaign. All-Stars Take on the Mega-dungeon, Castle of the Mad Archmage, Rappan Athuk, and the World's Largest Dungeon are a few non-Golarion dungeons that could easily be converted.
If you just want the Paizo material for Gallowspire, then buy all of the existing material and make your own. That's how you flesh it out. You just do it.
There was a lot of misreading of the rules in Mythic Adventures unfortunately that continues to this day. I recently had to explain to a new player that there was no swift action spell casting every round as many thought. They were trying to swift cast and then cast again with their standard action. Misreadings like this are more responsible for adventures falling apart than anything else.
A Paizo FAQ would have been nice. As it stands, Mythic Adventures is a nice gem for Pathfinder First Edition and so it shall remain for the time being.
Always start with an adventure that makes you excited as a DM to run or find one that everyone in your group wants to play. Modules can hit slow spots and dull patches, so it helps to run something that everyone wants to play.
Adventure Paths are written one module at a time and can be run just the same. It is usually quite simple to run any part of an adventure Path as a stand-alone adventure. You don't have to run all six parts - and most likely never will as it takes a year or two (or more) of committed playing.
Ah, OK. The great thing about Mythic Adventures is that you can slowly introduce it to your campaign. You can give your players one mythic tier for every two levels they gain, or you can let them use the first mythic tier only for an entire campaign. Tier one is pretty unobtrusive for the GM and gives the players some more fun toys to play with. Paizo used Mythic rules for their Sands under Sandpoint or whatever it was called and they used tier one all the way until the end and then added the second tier.