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Xexyz wrote:
Xexyz, I like everything I've heard mentioned about this so far. I hope to hear back as to how things go with the party and the IC attempt to explain to them how the local society works. Since Pathfinder(and D&D in general) is a game of exploring things both the GM and PCs want to explore, I say "bad-ass" to the idea of trying to throw in societies that are going to be different from each other. One lawful good society, as described, and other non-lawful good societies. More power to you. However, Understand that it's possible that the players might think differently than you do and think you are trying to punish them. Be ready to step in with an OOC chat if needed. But it sounds like it probably won't be. Once again, keep doing what works for you and your party. I think some people around these boards need to have their ideas shaken up a bit more often. Although, there have been some good points as well. I do like the idea that the thief wasn't trying to kill them since that would add murder to something that he, otherwise, could just pay restitution to get "away" with. :) Nicely done. ![]()
Leonal wrote: Here's the latest expansion of on of my groups. The reason for the very thin expansion is that they disliked only being able to "claim" lands they had settled and given some infrastructure. As such the thicker purple line is what they have announced is theirs to the neighboring nations. Ok, so why do they have city names like beta, charlie, delta and echo and no Alpha. Was Alpha renamed? ![]()
KCWM wrote:
You guys are correct. It's a -2 to a DC 19 Will save. Yeesh. My party is doomed. :) Wisdom has been the dump stat for everyone but the cleric. ![]()
KCWM wrote: The entire party failed their rolls. Huh, I've been thinking about how to make it "fair" for my party to not keel over all dead... but then I started thinking about it. While bad rolls may play a part, I think my group should be fine. We've got 2 women and three guys. The two women(well, at least one of them) will get the bonus to their saves. Two of the men are a gay couple. So, I'm hoping that with four of the five of the group not attracted to her might help keep the party alive. ![]()
PJ wrote:
Hehe... well, they have so far survived the wet just fine... Durn decent fort checks. Nobody has failed one yet. But I'm hoping they do since they have been wandering around in 30-40 degree weather without cold weather clothes and in the rain. I've been using Rochester NY from 1991. :) The last encounter that was dramatically affected... ended in a character death. owlbear in a thunderstorm... Not pretty. It ended in the obit forum. :) ![]()
Name: Calgon... "hehehehehehe"
After the last obit last session, the dead paladin is replaced with an alchemist and the ranger decides to retire to be replaced with a Magus.
Spoiler: Previous to exploring Bokken's Hex, the party, with the two new characters joined up at Oleg's, explored the trap door spider hex and had one person go from str 9 to str 2 and another(Calgon) go from 13 down to 8. During the combat there are quite a few "Calgon, take it away." Or "Calgon, take me away" jokes. Much fun is had by all. They beat the spider finish exploring the hex and head to sleep. Then they go explore Bokken's Hex. They have a nice chat with Bokken. Two of the characters Bokken declares "special." Both characters are not pleased and Calgon, (he's special), mutters about burning the hut down about Bokken's ears. But they finish exploring the hex. That night while sleeping. I roll a random encounter... Owlbear... Oh dear... Perivash and Tyg notice the owlbear and set of pyrotechnics in their fire to wake them up. The two people on guard duty shout out and wake up the rest of the group. They hear a very loud hooting and roar off to the south. It's a very loud creature but they could probably still get away. (and at this point they've already forgotten the fireworks show in the firepit) My lovely, smart fiance says "we should stay and face the danger!" *sigh* I've got my face in my hands at this point. The rest of the group wants to leave. They compromise at having the rogue, my fiance, go scout. They have learned since they blundered blindly into the bandit camp in the last obit. So the rogue heads off to scout out the loud scary creature. She heads out in the dark, with no light and in the rain... an occasional flash of lightening off to the edge of the Greenbelt. She's a gnome so at least she's got low light. The gnome heads off and sneaks off and finds that it's huge and covered in feathers but looks like a bear and has a huge beat and it's hooting and it's HUGE!!! The gnome looks at it and thinks it's easily 12 ft tall when it's illuminated by a random bolt of lightening. HUGE! Yee gods it'll eat us all. So she tries to stealth back to the group but she's moving at half gnome speed and it's moving at normal owlbear speed. It'll get to the camp long before her. So back at the camp, they are hearing the suddenly louder beast hooting it's way towards camp. This encourages the rest of the group to skedadle. BUT Calgon says "I'm stealthy. I'll go see if I can find the rogue and tell her where we are going." At night... in a light rain...
So Calgon apparently thinks having a +2 stealth is "stealthy" "sneaks" off after the rogue and ends up meeting the owlbear. +12 perception vs 2 stealth rarely ends well. Calgon quickly runs through his options. He's got flare memorized... the GM helpfully mentions that the Owlbear has a +10 fort save and would VERY likely ignore the spell and simply eat him. Instead Calgon "notices" it and RUNS in time. The owlbear immediately gives chase but I'm nice and after about a five minute balls to the wall run the owlbear say "F$%& it" and gives up. Calgon gets away and catches his breath and calms down... but still thinks about the Rogue character and if she'll know that they plan to head back to Oleg's or not. (Note that this is still really the closest place to go in the area) Soooo... Calgon decides to DO IT AGAIN!!! "The rogue has to know where we are going!" I'm holding my head at this point. So he goes back, rolls even worse on stealth and the owlbear spots him and waits until Calgon is within 20 ft. I have Calgon roll initiative. I'm hoping Calgon can beat the bear and maybe run again. Success, he beats the initiative and legs it again. The owlbear chases. But I run it like a real chase this time. Fort saves for fatigue etc. Sadly, eventually the owlbear starts to catch up. It's RIGHT behind Calgon. He's so going to die! AGH!!!! I have an idea. Calgon rolls perception and in the dark sees a big tree that he can maybe climb up. He changes course to the tree. Keep in mind, at this point he's -4 str from the spider's poison from earlier. So he's at 9 str total. so he goes to climb the tree... and I'm rolling EVERYTHING out in the open at this point... calling numbers before I roll... "this has to be a blah to succeed etc" so it's all above board. "Ok, you need to roll a 12 to climb the tree... easiest tree in the world to climb..." He rolls a 12... -1 for str... fails... The owlbear catches him on the ground. I have them roll initiative. Calgon has flare. MAYBE it'll dazzle the owlbear. However, to fail the owlbear has to roll a 1,2 or 3 on a d20. Not good odds. Calgon loses initiative. The owlbear moves up to him and takes a swipe and injures him. Calgon takes a 5 ft step back on his turn and casts flare. All eyes around the table are riveted to this one roll. Can Calgon pull it out? The owlbear rolls a 17. The owlbear strike him down... Darkness falls for Calgon. The rogue's player shouts "Owlbear, take him away!"
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Arcmagik wrote:
I'm putting the Dungeon A Day campaign into Kingmaker. I put Brindenford to the east of Oleg's Trading Post and the dungeon near Brindenford. The beastial host is now also an issue in the surrounding country side along with Bandits. ![]()
Name: Angelfire
The group(3PCs and 2 Full PC NPCs) is out searching for bandits... They passed their perception check to notice a clearing up ahead... They pass the check to notice a "guardpost" in the trees but don't notice the guy looking out at them. They think it's a DEER STAND since it's near a game trail. So thinking nothing of this watchpost in the woods the entire party just walk... the entire group mind you... into the ambush... The bandit in the "deer stand" throws down a thunderstone which alerts the rest of the crew and they come running over to attack. Angelfire heads past the tree to look at the river(where the other "deer stand" is as well as the other 7 bandits including Kressle. This is a week after they saved Oleg's so the bandit camp is fully stocked) So Angelfire goes down first. Followed closely by 4 out of the five of the party... it's a complete slaughter. The baddie in the other "deer stand" shoots at Angelfire while over near the wagon so Angelfire KNOWS where that location is... Shortly the 5th character is knocked unconscious... So I say... Well, since you guys are newbies(None of them have ever played an RPG before), I'll give you another chance and point out some foolish things you did this time.
So we start over("DO OVER!") with the baddies in all the same spots. But I inform the party that whatever happens this time is what happens. I've been plenty nice. This time every thing goes over "much" better... The rogue and the ranger sneak forward... and the paladin with -7 stealth due to dex and armor check penalties "sneaks" straight down the middle of the path RIGHT to were he was noticed and shot last time.
This is where the plan starts to go off kilter. As GM I had dice luck like nobodies business to hit the PCs but the party manages to pull it out with only managing to have two people fall unconscious.
BUT after everyone is healed to consciousness... Angelfire(at 1hp) goes to "loot the wagon" which is easily within range of the arrow from the other tree stand. Angelfire notices the bandit and therefor gets to go. The first arrow misses... BADLY... And Angelfire uses her action to use a full round perception check to see where the arrow is coming from. (Not alert the rest of the group to the near soundless arrow or that she's under attack) Next round... thwack... 20 to hit... 19 to confirm crit... goes from 1 hp... to -7 in one hit... not bad... I rolled MEH for damage. Angelfire falls over and I think "This bandit can't possibly hit her now with the +4 to AC for being prone". Next round... SAME ROLLS... 20 to hit... 19 to confirm... with 13 points of damage... Angelfire is now -20 HP and dead. WHA WHA WHAAAAA! So now the players wants to roll up a new character and the range created party will now have an Alchemist added to the group. Huzzah! ![]()
Robert Little wrote: So I'm planning out the first session for my Kingmaker game and decided I wanted to open the game with the PCs invited to a "social mixer", basically a chance for the Lord Mayor to show off the chartered groups to a mix of Swordlords, merchants, and local nobles. Any other thoughts about social events for the kings of the Stolen Lands? My players aren't very used to the ideas of fantasy society so I'm having to lead by example and I'm hoping to get ideas. ![]()
Ramarren wrote: using a suggestion from an earlier thread, I use weather reports for Dresden, Germany from about 10 years ago. I've got a year's worth of weather pre-built, and I know enough about what is coming up that I can integrate it into the game (and into Kingdom building). That is a brilliant idea. Based on this idea I just pulled a years weather data and will be using that in my game. It allows me to have weather patterns that make sense and are valid... Since they actually happened. :) This should make things in my campaign just that much better. :) I, also, like the idea of inflicting a cold on the PCs if they stir during a heavy rain day. :) ![]()
James Martin wrote:
That is awesome! :) I was so totally thinking something similar. Somewhere there is a knitting club that is getting the stats for Metterak. Months from now there will be a large number of red dragon knit blankets floating around the world. :) |