Jamus Hainard

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Hi!

I'm prepping the Hargulka encounter for next session and I noticed his weapon is a level 11 weapon due to the darkwood precious material it's crafted with. Rules as written that weapon is worth like 2000 gold, and can be sold for around 1,000. Assuming the players could actually sell it. (Restov is probably a high enough level settlement and has enough high level large creatures in the area to have at least a chance of being able to sell it) that's a huge amount of wealth for a 5th level party.

I assume the intent is that the players would not be able to sell it for it's value and would use it for the runes / materials? How are other GMs handling this? Just not allowing players to find a buyer for it?


How many times is this leadership action allowed to be used per Kingdom turn? It’s in the Companion’s guide. It seems really powerful to let every leader use it once per Kingdom turn. Was it intended to only be used once per Kingdom turn total? Or intended for every leader to be able to use it once (so 5 times per Kingdom turn for a party of 5).


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Hi everyone! I ran the Grigory encounter for my PCs and it turned into a very unfun session so I wanted to share my experience in hopes that it helps future GMs modify the encounter.

So the initial role play was great. PCs instantly hated him, but couldn't deny that he had made some good points in his critique of their decisions. Then when they saw the unrest go up, they knew they had to do something. I introduced the fight propaganda downtime activity, and they all agreed to do that.

The problem is, his DCs are really high for a 4th level party. Most of my players have a range of +8 - +10 in their social skills and his DC is 24. Which means anywhere from 14-16 on the D20. Not very good odds at all. Furthermore, every failure looses them a support point, so when they got a good roll and got a support point, the odds were almost always in their favor they were going to loose it soon.

They did 4 downtime days of fighting propaganda and they had a net 0 support points, plus additional unrest and corruption for a crit fail one of them got. Everyone at the table was really frustrated because they said it felt like there was literally nothing they could do besides be evil and arrest him for not breaking any laws or let him single handedly destroy their kingdom. I have some players who were very uncomfortable with the idea of arresting someone for free speech.

At the end of the day, I quickly realized my players were getting frustrated, disengaged, and not having fun. Which stinks for me because I was really looking forward to playing him and having him be a reoccurring thorn in the player's side.
At the end of the day, we all agreed to just have him run out of town by the citizens so we could get back to doing fun adventuring.

So I do think this encounter needs to have a way to beat it that doesn't involve arresting or attacking a man for free speech, or passing 15 very hard DCs in a row. So words of advice for GMs getting ready to run this encounter. If it looks like the players aren't having fun and they can't win, have Grigory do something that's clearly evil or illegal to give the PCs a Casus Belli to attack or arrest Grigory and turn the adventure back to something fun, or just be ready to cut him if your players aren't into this.

Thanks for coming to my Ted Talk.


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Are the players really supposed to stand a chance against this thing at level 4? They have no way of knowing it’s a wil-o-wisp to prepare for the encounter and as written a success on diplomacy has the king lizard folk bring them to the wil-o-wisp who then orders the king to attack them. It’s a party level +2 king and party level +3 wil-o-wisp.

The Wil-o-wisp can easily frighten them, has 28 AC and can go invisible. I think the best a non fighter level 4 character has is like +11 to hit. That seems crazy! How is my party going to survive this as written unless a majorly pull punches? Was this encounter tested?


I can't find any warfare encounters in the early levels. Maybe I'm missing it, but the troll chapter doesn't have any warfare encounters against troll armies and I don't see anything in season of bloom. Looks like the first time to actually go to war is Trouble in Tatzlford. Am I missing any war encounters earlier in the AP? My players are interested in forming a small militia, so I don't want their choice and cost to mean nothing, but I don't really want to invent war encounters outside the scope of the AP either. Thoughts?


In the Kingmaker book it says that establish settlement is a region activity, But on page 542 under Establish your Village it says it's a leadership activity. Which is it?


Question: My party rescued Lasada from being the anchor of the light house, but they never found Otari's ghost. They went down the stairs in Belcorra's office and went straight to the Voluk fight and rescuing Lasada. I don't really want to just have someone else kidnapped by a random minion to send them back into the dungeon on the same quest... but I'm not sure how else to keep the story going as they think the mission is over. Any recommendations.


So it looks like a larger party just gets free additional leadership activities since more PCs in leadership roles = more leadership activies. Is this by design? Seems like a larger party would have access to more leadership activities then they know what to do with where as a smaller party may struggle. It also doesn't seem like there is a desgined way to increase the difficulty (like adding monsters to encounters with extra party members). Can someone clarify how to handle a large group? Or should I just not worry about it and let them do tons of leadership activities. Since different PCs can generally do the same leadership activities, it seems like it would be broken the larger the party is.


I've ran the graveyard encounter, but let's just say my PCs luck has turned against them. One died to the Cult of the Canker, and another turned into a ghoul. The three others ran for their lives. They've now decided to take some downtime to recruit new heroes, retrain a bit, and intergrade themselves into Otari.

Sounds like a good plan to me, but I don't want them to feel like the threat of the Gauntlight will wait for them, so I've been describing how each night the blue glow gets a little brighter.

My question is, if they take over a month to go back I want to launch another attack on the town, what sort of encounter would you recommend? I don't just want to redo the Graveyard encounter, I'd like to do something different that maybe focuses on another part of the town.

Thoughts?


Hi, I'm preparing the Violet Fungus encounter on the 3rd level. The stat block says no vision but tremor sense 60 feet. It does not specify if tremor sense is precise or imprecise. I know the default rule for tremor sense is that it is imprecise, but normally when a monster has no vision, the stat block will normally tell you whether their other senses are imprecise or not. (See giant fly Bestiary 2 pg. 120). The Violet Fungus does not seem to have anything else in their stat block to make up for it being at such a disadvantage if it's considered to be blinded (-2 AC from flat footed (off guard) and DC11 flat check to even hit).

Was this an oversight in the editing / production of the book? Is the violet fungus' tremor sense supposed to be precise?


Anyone have stat blocks for these NPCS. I want to introduce them in a "random encounter" tonight, but I don't really have the time to make them myself. My party is 3rd level.

Thanks!


Is there a document for the players for the camping system? I noticed it's not in the official kingmaker player's guide. I'd like to be able to hand them a document with all the camping activities.


Question. The Companion guide says that if certain companions go into certain roles that role gets invested in addition to the 4 roles you choose to invest. So it looks like if you have more than 4 PCs it's more beneficial to exclude one of the PCs from a leadership role and put the companions in the Leadership Roles. Since no matter the amount of PCs, you are limited to 4 invested from PCs, but the NPCs can invest in their particular role in addition to the invested roles from the PCs.

Am I reading this right? Is it optimal to fill your leadership roles with NPCs so you can invest in all the leadership roles?


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Just finished reading the Kingdom rules. Anyone else concerned that the kingdom level up is pretty slow. 30xp per event, 10 xp per hex, 1xp per unspent RP, and the one time milestone bonuses that are normally less than 100xp.

Considering players will be around 4th level when the kingdom is founded it seems like it would take a lot of kingdom turns to even get to third level. Considering there’s only one event per turn.

Or am I missing something? What do y’all think?


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Hi!

New to Paizo products. The AP mentions a spoiler free Kingdom Rules document. Anyone know where I can get that?


Can you use before you act powers to close / guard locations? Hypo: I'm playing the Paladin character who has the power that says "When you attempt a check before acting, you may use Divine instead of any listed skill."

An ally reveals the villain at a distant location. We go to the Villan Step to guard locations. my location says something like make a wisdom check to close / guard. Can I use her above power to change that from a wisdom to divine check? Or can I only use her above power when encountering a card, since the before you act step is only listed as a step when encountering a card.

Thanks in advanced. I'm new to the game and trying to make sure I understand the nuances of the rules.