As a woman who started playing with the red box, I know there are plenty of women who do enjoy gaming. High school was the hardest time for me as a gamer. I could not get an invite to a game. I'd float by the table in the library where the boys were playing, and try to start a game related conversation. They'd answer, but never took a hint. Luckily I met my husband in college as he was DMing a long home brew 2nd edition campaign. There were as many women as men in our ten-player party. We honeymooned at GenCon. I'm running Mummy's Mask right now for a group with my husband, two sons, and two new players--both adult women. They mentioned WoW in conversation one day, so I told them about Pathfinder. Sometimes all it takes is an invite to the table.
My party just finished the Tomb of Akhentepi. After the bard ran straight into the first trap (poison darts down the hall) they became extremely cautious and managed to avoid most of the worst traps. They made some good combat choices (fire on the dolls, water on the sandling) but still struggled with the sarcophagus. Lots of fun! Characters are:
We haven't role played through the Tooth and Hookah encounter yet. I'm really looking forward to it, but I wanted the newbies to get a feel for exploration and combat before starting with a long talking bit.
What do you want to be the outcome? Continuity of gameplay, or continuing repercussions for the players? If Deka was assassinated, it could either make it very difficult to obtain permission to enter the Vault of Hidden Wisdom (because with no mayor, the city is in an uproar and no administrative decisions are being made), or easier because a quickly appointed replacement may not have the same motive she does to prevent access. You could play it either way. The same with an aide--they could be pro or con the PCs at your whim. It just depends on what your chosen path is.
Pulling this thread up from obscurity because there is good stuff here... I'm just starting a Mummy's Mask campaign tomorrow. I feel pretty prepared, but there were still lots of helpful ideas above. This will be the first time I'm using the GM D20 Pathfinder app. I liked that it was easy to import monsters from the Bestiaries, and that I could enter the PCs and track combat all in one place. We'll see how it works tomorrow. I generally use the PFR on my iPad instead of dragging all the books out. I do save a list of bookmarks for all the monsters/spells etc. in the section of the AP I'm running. I keep all my face cards/pawns/loot cards etc in order in card holders in a notebook. I've printed out maps, have them cut into rooms on foam core to go up as the party moves along. They are all labeled on the back in order. I use Map Packs for some other venues, and draw a few. I also have a playlist on my iPad with music for each section, and notes in the AP so I don't forget to change the music.
captain yesterday wrote: could someone recap what was said, its rather long and with two kids i dont have the time (i did try to listen to it, but had to give up rather quickly because of the kids) On the Chronicles podcast, they suggested leaving a scroll of Remove Curse (or several) in the office area (B23) of the House of Pentheru, amidst the decaying books and scrolls. Provides the characters with the ability to recover after the Div without having to leave for healing they can't yet provide or afford. I'm going to plant a wand with five charges at the same location.
There's a good thread down below on this subject. I don't know how to do a link, but it's
I'm just starting my campaign as well, and feel like I'm some months behind the conversation. I like to have the entire AP in hand--and I wish the pawns and face cards were out--before I start. But it seems like so much conversation happens when the first volume comes out. Glad a few others are just starting too!
bwatford wrote:
Thank you so much! I mounted all the rooms on foamcore, and it looks amazing. It only took a couple of hours, and I used less than one full piece of foamcore, so it wasn't too expensive. This Sunday is my first session, and I can't wait for the big reveal. I hope you are still planning on producing maps for the rest of the AP? I'm happy to donate again for the next batch!
Matt Thomason wrote:
I would love a fixed and revised edition of the Core Rule books that didn't make major changes, but made the bloat easier to manage. All the feats and traits in one place! All the possible classes together, maybe tweaked a bit. Again with spells, etc. Sort of an advanced version of the beginner's box. I know that I'm probably not the perfect Paizo customer... I tend to like simplicity, but I played 3.5 for so long (and 2.0 before it) that Pathfinder was a natural progression for me. I stay for the APs and I LOVE all the support materials--pawns and maps and minis and cards. It's all so pretty! Must have all the shiny things! But I really am just bogged down in too many new rules. I voted yes, but for a new encyclopedic and well organized core book with updates, not a rules overhaul.
Steel_Wind wrote:
First time listener to your podcast, and enjoyed it a lot. I'm getting ready to run Half-Dead City this coming weekend. The fix for the Aghash Div you come up with is great... I'm planning on using the planted wand. Thanks for pointing out the pitfalls before I walk into them with my campaign.
Jan Schattling wrote:
Thanks for the heads up on Erdenstern! I'm getting ready to run Mummy's Mask, and this music is perfect. Plus their other albums are great as well. Into the Red for battle music, Into the White for Reign of Winter., and so many more. Wonderful!
I've thought about buying the Desert Ruins flip map for my upcoming campaign, but It seems to have limited replay ability. I already have a collection of map packs and I'm planning on using the taverns, shops, market, etc for the smaller city encounters. For the big set-pieces, I use Tact-Tiles, which have seen a lot of use in our home in the last ten years or so. I pre-draw the maps and reveal them a tile or two at a time. They were out of production forever, but there is a Kickstarter right now for a new run.
I've been following this thread interestedly for a while, so I guess it is my chance to jump in. Yes, GMs make all the difference. One who is flexible and role-playing oriented would make or break an attempt to role-play a redemptive scenario. No matter what is "written", it is your game, so play it like you want. I'm planning on running Skull & Shackles, despite my misgivings with walking the "evil" line, but I sure want someone to try to save Isabella. However, I have to chime in with the OP that I would love to see more included redemptive themes as well. One of the things I have loved about Pathfinder adventures is that there have been many scripted ways to succeed without kill-kill-killing everything in sight. I haven't read or run all the APs (my husband calls some, I call others), but I like the alternative game mechanics that pop up in many adventures. A good romantic subplot or two would be fun as well... very traditional narrative trope, to turn to good because you find true love. Or would it just be too uncomfortable for most men (and I'm assuming most players are men) to role-play? I don't think my friends would have a problem with it at all. Speaking of which, this thread seemed to have more female input than most I read, going by names and comments at least.
I just picked up two boxes of the Hero's Hoard and Relics of War on sale, so I'm looking to fill out missing cards. Anyone still trading? HH wants: 107, 104, 96, 82, 67, 57, 46, 39, 38, 37, 31, 30, 12, 11, 7, 4, 1 HH trades: 3, 5, 20, 22, 25, 28, 33, 41, 42, 44, 47, 49, 51, 53, 56, 58, 64, 66, 69, 83, 84, 88, 89, 97, 101, 105, 106 HH foils to trade: 110, 108, 107, 106, 101, 69, 64, 39, 28, 24, 10, 4 RoW wants: 93, 76, 38, 18, 13, 10, 6, 2, 1 RoW trades: 98, 91, 87, 86, 75, 70, 62, 59, 56, 54, 52, 47, 45, 41, 37, 33, 11, 9, 4 RoW foils to trade: 97, 89, 78, 58, 55, 53, 46, 38, 34, 30, 16, 2 You can reach me at PastrKay at aol dot com.
About FornitadoCharacter Sheet
Spoiler:
Fornitado Male Half-Elf Sorcerer 5 Medium humanoid, Neutral -------------------- Armor Class 12 Hit Points 22 (5d6) Speed 30 ft. -------------------- STR 9 (-1), DEX 14 (+2), CON 10 (+0), INT 14 (+2), WIS 11 (+0), CHA 16 (+3) -------------------- Saving Throws Con +3, Cha +6 Skills Arcana +5, History +5, Investigation +5, Nature +5, Persuasion +6, Religion +5 Senses darkvision 60 ft., passive Perception 10 Languages Common, Draconic, Elvish, Infernal, Orc Actions
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80 ft./320 ft., one target.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Personality Traits
Ideals
Bonds
Flaws
Equipment Dagger, Dagger, Light Crossbow, arcane focus (staff), backpack, crossbow bolts (20), crowbar, hammer, piton (2), rations (2), rope, Silk (50 feet), tinderbox, torch (2), waterskin, Bandoleer for bottles, Acid (x2), Alchemist Fire (x2), Holy Water (x2), Potion of Healing (x3), Arcane Scrolls Comprehend Languages, Detect Magic 15 gp Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Spell Descriptions
Spoiler:
(1) First CHAOS BOLT
d8 Damage Type
A creature can be targeted only once by each casting of this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st. Cantrip CHILL TOUCH
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. (3) Third FIRE BALL
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. * - (a tiny ball of bat guano and sulfur) Cantrip FIRE BOLT
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Cantrip GUST
One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. (2) Second KNOCK
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. (1) First MAGE ARMOR
Cantrip MAGE HAND
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. (1) First MAGIC MISSILE
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. Cantrip PRESTIDIGITATION
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. (2) Second WEB
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
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