Malk_Content wrote: The good thing about unintelligent undead is they don't need direct control. They operate on instinctual and predictable behaviours. All you need to deliver a horde of zombies to your opponents flank is a relay of meat wagons for them to hungrily follow. That's what I was thinking. Lol Doktor Weasel wrote:
That's what they were planning on, I think he's just disappointed with the 4 minion limit regardless of level.
Blave wrote:
Oh lol didn't realise I had another year. We do however only play every other week but hopefully they'll be damn close to done by then.And hopefully by a years time we'll get an advanced players guide for more options.
I am currently dming a campaign of kingmaker, we are on the second book and all my players have backup characters ready for when things go sour. (And with their luck things will go sour lol) One of the players thought of the great idea of everybody being undead themed and creating an army in the ashes of the kingdom. We were also planning on switching to second edition when the kingmaker Pathfinder 2 book dropped, in December if I recall. But having meandered through the core rulebook I've noticed that when you create an undead it is either not going to kill you, or become a minion. However you can only control 4 minions at a time. I personally am okay with this, as in my head canon most necromancers with legions of undead don't actually control them they just let them loose on cities. But the player in question is very dissatisfied with the system. So I was wondering if, with the current rulebook, there was any way to make a legion of zombies without a really really long daisy chain of intelligent undead minions having intelligent undead minions having intelligent undead minions with a chain of command 10 subjects long?
FallofCamelot wrote:
It's a spoiler for RotRL because the goblin attacks on sand point have already occurred in the module, but yeah, now that Iv'e ready it it's for Jade Regent, but i think i can make it work anyways.
Never mind, my people have spoken, they want to try out the madness of goblins. So I have gotten the free pdf of We Be Goblins, (yay! no money out of my pocket) and have started to read it. We play as the Licktoads not the Birdcrunchers, but they are mentioned in an early conversation. It seems fun and short so it'll give me time to show the basics to the 2 new girls while the 2 veteran guys don't have to suffer too long. (though Mike ,our soon cleric, almost liked the thought of a goblin party too much. lol) Once again thanks.
Thanks, I can't decide between Goblin Guild And Godsmout, so I'm going to see if a friend of mine has one or the other, so i can look to get a better understanding of them for myself. We be Goblins seems really fun but I think my group wants to try out their classes. (except for the monk, he just remade his gnome monk from some other game he played) Thanks for the advice!
Hi I'm new to GMing and have only GMed for a short D&D 4th ed game and Pokemon Table Top United, don't judge it was by request, I have also played all the way through King Maker as a PC with a rather large group and played a couple other RPGs for a short while each. With my background in role play out of the way, I need your help. I'm about to GM for a group of 4 pc's, a cleric, a monk, a ranger, and an alchemist. I have been looking around and thought I wanted to play the anniversary edition of RotRL but my group says the want to start with a short module or one-off before getting into a full fledged campaign. So my question is, What is a good module that can tie into RotRL easily? Sorry for the wordy question and if I placed this in the wrong area of the form please tell me how to move it before getting to angry at me. Thank you. |