Every year for Halloween, we work in a horror-themed one-shot in every campaign. I used a Freddy Krueger analogue for a few years in a row, as he kept surviving/escaping, naturally. What I did was add a few templates to give him a boost to take on Pathfinder adventurers. I gave him the Nightmare Lord template as well as the Mythic Savage or Mythic Agile template. I forget which one it was but both work well depending on your party. The party finally killed our Krueger by following the steps from ANOES III to lay him to rest. And then they encountered his creator, Dream of the Endless, who revealed the Nightmare Lord was one of his escaped Nightmares.
BossPaeGan wrote:
With Third-Party Products, its best to ask your GM.
OmniMage wrote:
I agree. I've never been in a campaign where this was the rule. We've always been able to use Take 10 on the crafting check. This might be a case of RAW vs RAI. As always, tables may vary.
Mark Hoover 330 wrote:
Mainly because there's always that ONE player that tries to push it too far. I haven't yet disallowed crafting, I just try to not let in players that give me too many red flags. For example, if we're gathering players for a Session Zero, and one player starts talking about how they're going to specialize in crafting and then take leadership so they have minions that can constantly craft while the PC is off adventuring, then you're heading for a whole heap of trouble. These players often have their own game that they are trying to impose on the Gm and the rest of the players and it's usually best that they find a game conducive to their long term schemes, rather than one with an ongoing story and long term group-oriented goals. I can see why GMs disallow it, and I try to not follow the same, but like I said, it is best to pay attention to warning signs when building your group.
You should have this conversation with your players. Sounds like you're burned out and could use some time away from the DM screen. Have you asked one of them to GM a one-shot for a couple months to give you a break? Play some Kingmaker or Wrath of the Righteous Crpg to get in your gaming without the headaches of live play for a while?
DeathlessOne wrote:
Iron Gods is probably my favorite AP so far!
Not many. It's hard to keep a campaign going from level one all the way to the higher levels. Life often interferes. Work schedules change. Players or the GM moves to a new city. Or simple attrition sets in and people lose interest. Most of the games I play or run seem to top out around eleventh level. I've been lucky enough to make it all the way through Return of the Runelords to the end and the game I'm currently GMing just hit level 12 for Rise of the Drow. I'm also in book five of Iron Gods, so that one is currently level thirteen.
Aaron Shanks wrote:
Bummer. Thanks for the update, at least.
dracomancer wrote: In the process of prepping this to give my group another shot and running through it. Is there a specific place to look for an FAQ or Errata? I have run into a couple questions that I am having a hard time trying to figure out. Legendary Games maintains a Discord channel. You can ask the creators questions directly there. I'm not sure if it's cool to link it here, but it's relatively easy to find.
DeathlessOne wrote: I'm fairly certain that a stealth check is made once and you keep the result until you break stealth (which could be as simple as leaving cover and not ending your turn behind cover. Once you are out in the open, it doesnt matter how good your stealth is, they will see you if you are visible and the DC is 10 or under, factoring distance). That initial roll sets the DC needed for a creature to perceive you. A creature attempting to spot you again rolls against the same DC until you do something that requires a new stealth check to be made. This is how we've always run it. Nice and simple. There is no need to add more and more rolls to Pathfinder, there are enough already.
Tosscobobble wrote:
Yes, the Thornkeep Sourcebook has more information on the area. Mind you, they are short blurbs or a page worth of information on the surrounding areas, but it is enough for creative GMs to fill in the blanks. Tunnel to the Darklands? Ok. Grab that issue 82 of Dungeon magazine with that underworld adventure that you've always wanted to run and place it at the end of said tunnel. It gives GMs the freedom to be creative.
PFRPGrognard wrote:
Nevermind.
Hi Luis! Do you mind offering a few suggestions for deities that might be interested in the peoples there, both with the best of intentions and those with the worst? If that's too vague, then I'll rephrase slightly by asking which deities might want to see the Arcadians flourish and which might wish to seem them fall or be subjugated? Thanks in advance.
The players have to have the rune for the appropriate level in order to transport there. They identify it in the same way that one identifies any magic item using Spellcraft or Knowledge Arcana. They find the runes or symbols as they move throughout the tower. I'm not sure how to answer your first question without it becoming one of those overly analyzed forum answers. It's just a rune that represents the level. One = 1. Six = 6. etc. They activate it by touching the token to the spire and visualizing the rune representing the level they wish to transport to. If you have a player that knows Azlanti, knowing a Rune is not the same as writing a number, so the answer is no. Good luck!
I picked up the RPG Party Backstory Generator a year or so ago and have started using it during Session Zero to help build backstory links between the party, their settlements and each other. It has helped give us a few recurring characters. For example, in my Rise of the Drow campaign, we have a running gag about a love triangle involving two party members and a local barmaid. She tends to pop up whenever they are back in town and causes hijinks for everyone. Ultimately, it just depends on the player, how they like to play and whether or not the campaign gives them any sort of opportunity to return to their hometowns/homebase and interact.
If you've never run Mythic Adventures before, I'd recommend staying at Mythic Tier one for as long as possible. Once you add in Second Tier, the action economy becomes more disjointed with the addition of Amazing Initiative. It can take a lot of getting used to if you're unfamiliar with it. I'd recommend using one mythic tier through level ten and then adding second tier abilities. I'd hold off on adding the third mythic tier until you reach the final adventure and a proper power up feels needed. The book recommends one mythic tier for every two PC levels, but this adds up very quickly. Third tier and above becomes pretty disruptive and unless you're committed to constantly balancing it out.
The byproduct of making everything "middle of the road" appealing means it loses its appeal for those that are interested in something more. It feels like Paizo went from making adventures they wanted to make and were never allowed to, to now making adventures that they think some imaginary audience won't be offended to play rather than finding an audience that desires to play these adventures. My one attempt at playing a second edition AP went down in flames because the younger players got bored and wanted to move on to something different - which is what these adventures feel like. Something that sounds different from the last, but feels familiar to the point of being completely uninteresting. At the risk of generalizing, it seems that modern players seem more interested in their latest character build, leaving the "story" in which they are building their PC as secondary to whatever they have in their head. When the two don't meet, it's time to move on to the next one.
Feel free to follow our long term campaign for AAW's Rise of the Drow using the glorious PFRPG. There's nothing fancy about it. No costumes, no overacting, no shenanigans, just good old fashioned role playing and dungeon crawling! The Rise of the Drow playlist picks up during a sidequest into the lands of Arcadia using the Tehuatl setting from FGG. Our next session picks up with the beginning of Book Two: Descent into the Underworld! Dun dun dunnnnnnnn!!! But wait, there's more! If you need more Pathfinder actual play in your life, check out our bizarro post-apocalyptic homebrew of a game that I'm not naming so I can avoid google searches, but I'll share it with you below. Fans of Iron Gods should enjoy!
It was a confluence of zeitgeists. I kept hearing about Critical Role from the younger players in my game at the FLGS for years, but never watched it. Stranger Things all but made D&D a part of their narrative and it sparked interest in a lot of people that had never really thought about the game before. Now, the pandemic has forced people indoors and the availability of virtual table tops has made it easier to find a game and more accessible than ever before.
Since I'm here, I do need a little direction in one of my Pathfinder games. I'm running a campaign based in Arcadia which has very little lore offered about it so far. Do you mind offering a few suggestions for deities that might be interested in the peoples there, both with the best of intentions and those with the worst? If that's too vague, then I'll rephrase slightly by asking which deities might want to see the Arcadians flourish and which might wish to seem them fall or be subjugated? Thank you.
Hi, James! Just stopping in to offer support and thanks for all that you've done over the years for players and GMs that visit your thread looking for help. I just started playing Wrath of the Righteous and since Mythic Adventures seemed to be poorly received on this forum, it will most likely be my only chance to play the adventure. It's great so far! I always love hearing recommendations from writers whose work that I admire and one of my favorite issues of Dungeon was when you all released your list of the greatest adventures of all time. My question is would you be so kind as to throw out a few of your favorite adventures that you've played in or run over the years? Thanks in advance.
Halfway through book six of Return of the Runelords. I'm converting classic adventures to Pathfinder to run in the RIFTS setting for one of my games. My standard fantasy game is currently Rise of the Drow with other adventures mixed in such as the Re-education of Coyotl from FGG. I'll keep running and playing PF1 for as long as I can find decent players to play with. I'm becoming concerned that more and more players are more interested in goofy antics and rifftracking everything in a game rather than playing an actual adventure. It's making finding good players harder and harder.
|