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A question of exploration.

Spoiler:
My players have just finished the mongrel lair. Next session will begin with the group climbing up to the surface, witnessing the Kenabres devastation.

I'm looking for advice on how to arrange the exploration of the city. Something between the close-up of a dungeon crawl and the bird's eye view of a peaceful town-exploration, where the players indicate where they want to go, and they arrive. Also, I would like to avoid moving minis on a map.

This might be GM-ing 101. Does anyone have a tried and true mechanic for this kind of exploring? Do you use a hexagon map? Is it all in the mind?

A side note: I would like to create an atmosphere where you have to move quietly, and you feel hunted. A Walking Dead sensation, if you will. It would be nice to reverse the chase mechanic, making the enemy the hunter and the PCs the hunted. But that is a thread for another time.

Any and all thoughts are appreciated.


I am getting ready to GM Wrath of the Righteous for six players. Do you have any quick-and-dirty techniques for adapting combat for the extra players? Do you use +50% monsters? More HP? What works best for you?

When I have the time, I will of course calculate XP and CR, adapt tactics and use the environment in my preparations, but sometimes there just isn't enough of it (time, that is). So I am looking for a tried-out quick fix. Is there such a thing?

The first two parts of WotR are looking really really good, by the way. My thanks to the authors.


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Some time ago I started DMing again. And, filled with the fervor of the newly converted, would like to share some suggestions and insights. Taking the risk of stating the unbelievably obvious to most of you ... Also, taking the risk of sounding like a selfimportant preacher.

These suggestions are not unique - they draw inspiration from other posts on the Paizo messageboards. And from the excellent "Gamemastering" by Brian Jamison:

A long post. Fair warning.

Here's the thing. Most players want to feel that they are part of something epic. A movie. Where their actions influence the world, and where they are in the center of the story. Easy to say, sometimes hard to create.

I try to do it in two ways:

1.
Every single impulse, suggestion and thought from the players is valuable. Everything should be considered, even the outrageous. Everything should have consequences. I try to never ever say no, just present the possible results. And never scoff at any suggestions. That leads to zero creativity in no time at all. If the players feel that their every idea is taken seriously - the quiet players as much as the loud players - they will keep bringing those ideas to the table.

And, connected to this: everyone should listen to everyone else. One speaker at a time. Enforce it.

Example A: You have planned for an encounter in the woods. A company of bandits, say. And the party druid summons a giant octopus in the center of the clearing. Don't say "An octopus? Really? Well ok ... it falls down and dies. Next." Run with the suggestion. This is an opportunity to create a cinematic, glorious scene. Don't raise an eyebrow, just describe the result. Let it be awesome, if at all possible. I guarantee that the players will remember it. And I really don't think they will abuse your leniency, by summoning a giant octopus every time. They want to keep being creative. It's a drug.

Example B: A player decides she/he wants to "jump into the room, over the top of the goblins and land behind the barrels at the back". This should probably not be possible (unless we're talking about a lvl 20 ninja, perhaps). But it is a player impulse, and therefore gold. Let the person try, and don’t punish her/him with instant dismemberment. Let them fail like in a movie. By, for example, crashing into the barrels, thereby pouring wine out over the fire. Filling the room with smoke and alcohol mist. And then roll initiative.

2.
Every single roll of the dice should have consequences. Even the misses. Especially the misses. Things should always play out. I try to avoid the short "you fail" result, if at all possible. Let every roll be important. This keeps the game from getting technical, or moving too far into an ordinary board game. If you want a board game feeling - absolutely nothing wrong with that. But if you want a cinematic feeling - avoid the empty dice. Don't let the roll be the result. Let the roll suggest the result.

Example A: The PC leans into a room, tries a perception check and rolls a 3. Make up an explanation for it. Smoke in the eyes, afterglow from the recent spell casting. A ringing in the ears from the fighting. Let them see a giant spider, where there is none.

Example B: The PC tries to influence an innkeeper with a diplomacy check. Trying to find some facts about the ruins outside of town. She/he rolls a 1. This doesn’t lead to "the innkeeper doesn’t seem to know anything". It leads to an innkeeper annoyed at the all-too-obvious attempt at sweet talking. And an appropriate consequence that lingers long after the end of the encounter.

Example C: The PC makes a Knowledge: religion check to remember the details about an obscure ritual to please the local river god. She/he rolls a 1. You deliver a made-up, totally wrong answer. The PC seems to remember that the ritual involves the burning of seven different flowers above a waterfall. If the players know about the bad roll (and I think they should), they will know the answer is false. But the PCs will not. And it will lead to interesting things above a waterfall of your choice.

So there it is. It's a mindset if anything. And I can almost guarantee that it will lead to a flood of suggestions, ideas and movie scenes around the table.


I would like to use the Ravengro Posting Poles in the Haunting of Harrowstone. To help create the small town atmosphere, and maybe to foreshadow events. Here are three suggestions, misspelled words and all. My plan is to make each posting a lot of short notices, of large and small subjects. Something for the PCs so sift through, ignore or explore. Kind of like a message board. Did anybody else use the Posting Poles for info or handouts? Ideas for text or events?

No 1: Wedding
Hear ye, hear ye
This coming oathday will see the marriage binding in LIFE AND DEATH
of Shanan Pena and Cailynn Graen
under Pharasma and the TOWNE of RAVENGRO

Council Woman Mirta Straelock oficiator

No 2: Market
Hear ye, hear ye
Fireday market of autumn greens
Come one, come all

Events and special wonders:
* Selling of a Droverson cow. Sure to produse milk of fine Quality
* GRAB-THE-PIG and win money and old treasure

And: The BEST PUMPKIN CONTEST, with judges Hearthmount and Muricar
of the Towne Council presiding

No 3: Death of livestock
Hear ye, hear ye
The Good family of the Weaver farm
has lost one (1) horse to gruesome death
in the north pasture

Neighbours be adviced
Details to be found at the sheriff’s
Donations to be left at temple
and blessings of Pharasma upon the kindness of your heart


I am planning to GM Carrion Crown in a couple of weeks. I really like the AP, and think the authors have done a brilliant job.

That said, I'm thinking on making some changes to Broken Moon, to make it more claustrophobic. And closer to the horror theme, in my eyes.

Spoiler:
I would like to make the Ascanor Lodge/Shudderwood section more of an old-fashioned werewolf story. Where there are not packs of wolves, but only two individual werewolves instead. And one of them now dead, missing a heart. Horrible and powerful. More of the animal and the fury, so to speak. No weapon-wielding.

I'm trying for an isolated-in-a-cabin-in-the-woods-feel to the Ascanor storyline. We will then skip the Stairs of the Moon and move straight to Feldgrau.

Story- and XP-matters aside, here's my question: how would I create a single werewolf powerful enough to challenge a party of six level 7 PCs? What would be its immunities? Attacks? Strategy? It of course depends a lot on the individual PCs abilities, but if you were to paint a general picture? Truly grateful for all help.


I hope for your expertise with my cleric build. I want to focus on the roleplaying, not min-maxing. Still, I hope to be of use. And be able to survive. I don’t mind buffing and healing, but will also get up close with the trusted rapier. My background fits with leather armor. The group has two fighters, another cleric (!), a mage and a rogue.

So. I’m thinking a dexterity build, with the following stats, feats and spells on level 2 (I’m human, and we only use the core rulebook):

Stats: Str 12, Dex 16, Con 12, Int 9, Wis 16, Cha 12

Feats: Weapon Finesse, Dodge (to be followed by Mobility at level 3 – I hope to dash in-dash out with buffs, healing and pinpricks)

Domains: Travel and Strength (the last one for RP-purposes: Cayden Cailean will push me towards strength for whatever strange divine reason)

0-level spells: Guidance, Light, Stabilize, Detect Magic
1-level spells: Shield of Faith (2), Command, Enlarge Person (from Strength Domain)

Is this at all viable? And where should I go from here? Thankful for all advice.