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![]() First death in our AP happened last night. Our half-orc monk/cleric charged Triel and her guards (my party is not subtle, and the Kopru Ruins are on high alert), and they all had readied actions. They pulped him down to about 3 hit points. The wizard webbed the room trying to slow everyone down, and caught everyone except Triel. She power attacked the half-orc with two hits, and pretty much cut him in half. RIP, Caliban. ![]()
![]() nib wrote:
The player who gets the Smoking Eye could also be shifted to an NPC, I suppose. ![]()
![]() Two questions. -----
Scenario 1: PC A stands between PC B and opponent X. They are in a 5' wide hallway. Can PC B move through PC A's square to grapple opponent X? If he is successful, he would move into the opponent's square. But if unsuccessful, he would be displaced into PC A's square, which doesn't work. My player's argue he could do it. I say no. What do YOU guys think. Scenario 2: Same people. Same position. Can PC B move through PC A's square to perform a Bull Rush on X? Again, I argue no,they say yes. Thoughts? ![]()
![]() Solomani wrote:
In my game, the players are searching for their mentors, some of whom are adventurers that Vhalantru turned to stone. I also had each player (for 300 xp) give me the name, class, race, physical description, and basic personality of an additional character. I've been using those characters as other adventurers they encounter in Cauldron (not ALL rival adventurers are jerks like the Stormbaldes), and I imagine a few of those characters will end up statues in Vhalantru's lair. ![]()
![]() Sect wrote: Describe it. That'll help some. That's kind of the problem. There's nothing super distinctive about it, it's just where I have set the games I have run for the past several years. Now, my players are starting to ask more questions about the world at large. The whole world is cobbled together from other fantasy sources. I have robbed liberally from Forgotten Realms and Greyhawk, and now I'm gleefully ripping off Pathfinder. There's a LOT of Tolkein in there, and most everything is named either from Tolkein or from Magic the Gathering flavor text - as I mentioned, I have problems coming up with good names. ![]()
![]() My campaign has a house rule. If you role a 20 to make a critical hit, and then roll a 20 on your confirmation roll, you can then roll a third time. If you make a 20 on that third roll (Making that three natural 20s in a row), it's an instant kill, no questions asked. Our elven mage "instant killed" Kazmojen. With a ray of frost. ![]()
![]() Jason Grubiak wrote: Its funny....Im more concerned about the fate of Pathfinder possibly converting (please dont) than I am WotC books converting. I'm right there with you. I'm not converting to 4th Edition. Just not doing it. I've already invested too much money in 4 (or 3 and a half, but let's be honest) editions of D&D. I like 3.5. It works, and it makes sense to me. I'll continue to buy up old 3.5 material. And I'll continue to support Paizo and Pathfinder as long as they produce 3.5 material. But when they convert, I'm pretty much out the door. ![]()
![]() Rambling Scribe wrote:
I want you to understand how excited I just got reading this post, followed by how sad I became. You are toying with my emotions! ![]()
![]() Forgive what is probably a very dumb question, and perhaps one that is well documented elsewhere, but how adaptable will the material in Pathfinder be to other campaign worlds? As awesome as Golarion looks, I have been running all of the other adventure paths in my own homebrew world, and have a bit of a desire to maintain that continuity. The ammount of supporting detail Paizo is releasing for Golarion makes me a bit intimidated to try to make the jump with these new APs as well. ![]()
![]() The characters in my campaign are children/proteges of an adventuring group that operated in Cauldron 10 years prior to the campaign starting. Two of the members of that original party were a cleric of Pelor, and her husband, a paladin of Pelor. The party's cleric is their daughter. When she eventually finds out that Embril had her parents killed, it will be extra motivation for our cleric to oppose her. ![]()
![]() Is the cauldron in room #14 a portable item? And is it's power to boil water, or to make potions? The way it reads to me, the cauldron boils 10 gallons of water,and after an hour, evaporates, leaving only a potion of cure moderate wounds. Since my players have a tendency to take everything that isn't bolted down, I need to know what I am getting myself into. b ![]()
![]() My players are starting their 4th or 5th session in Jzadirune. The rogue is frustrated because she can't manage to pick any of the locks on the gear doors, but the group has a nice rhythm going where she disarms the traps, and then the dwarven paladin and the half-orc monk bash the door down. No party fatalities, not even when they fought the Grell. The warlock has been using a wand of burning hands he found, but has managed to makes his saves EVERY TIME to avoid contracting The Vanishing. I haven't even been able to hit them with any surprise attacks, as the paladin scans every room for evil before the party enters. So the only time they were taken by surprise was the Dread Guard. They're being so thorough, I'm convinced they will be 4th level before they meet Kazmojen. ![]()
![]() Chef's Slaad wrote: Your group sounds like a lot of fun to run. Taking initiative and exploring like that. I'm sure this will be a huge boon near the end of the campaign. For now, though, perhaps some slight pushing towards Ghelve's locks? Maybe one of the leads they are following to inflitrate the last laugh could take them there? Perhaps an emesary from cauldron's best known thieves guild could be heading for Kazmojen to deliver a message or a warning of some sort? My group gives me an ice cream headache, but they are incredibly fun. They finally got into Jzadirune last night. Although when the dwarven paladin found out that they were going to have to break into Ghelve's locks, he tried to go to the city guard and request they open the door for the party. Stupid Lawful Good characters. ![]()
![]() I WISH I had TPKS at this point. I wish I had combat at all! I'm three sessions into the AP, and my characters haven't managed to figure out where the kidnapped kids have gone yet. They're too busy meeting every NPC in the city, bothering the nobles, and trying to infiltrate the Last Laugh. I think after running them through Red Hand of Doom the last six months, they are going crazy with all of the freedom a city campaign affords them. ![]()
![]() Robert Brambley wrote:
This is the way I intend to go with it. I am nervous about having TOO much attention focused on Terrem. Especially because I intend to take another suggestion from these boards,and have the beholder in his human guise adopt Terrem later on. ![]()
![]() After some shifting around, My group will be starting SC in about three weeks. We have: Human Rogue
The party is made up of the children or proteges of an adventuring group from Cauldron that dissapeared nine years ago. The party has now reached adventuring age and is headed to Cauldron to find their fortunes and investigate their mentors/parents' whereabouts. I have recast Triel and Zenith Splintershield as former members of the adventuring group, to give the players more connection to some of the campaign events. ![]()
![]() Hello, all. I will be starting SC in about two months. Right now, the projected party is:
For the most part, I'm confident that this party configuration will do well, but the lack of a real arcane spellcaster causes me some worry (I don't count the bard). In the opinion of those of you who have begun the campaign,how does this lineup look? Should I try to push to include a wizard or sorcerer? |