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The Worldwound Incursion

Home campaign rules: PCs built on 25 point buy, with a special Session 1 Only option to try to roll up even better characters. New races allowed are half-dragon, half-drow, half-dwarf (mul), and half-ogre. Mongrelmen were added once the party met and befriended these creatures. The classes allowed are all Core Rulebook classes plus gunslinger, magus, and witch. Characters begin with 200 gp to buy equipment. Characters have two traits, one of which may be from any Paizo rulebook, the other of which must be a campaign trait from Worldwound Incursion. Experience points awarded based on expected level progression as shown in the front of each module, not encounters. The year in 4718 (to match the Real World year), so it is a little different than the default for the adventure path.

Mythic adventures home campaign rules: Non-mythic PCs begin with 3 pre-mythic power uses which they can use to surge, stabilize, and save themselves and their allies from death. These points replenish every session for pre-mythic characters (and once per day for mythic characters, or faster, depending on tier abilities). Surge is a free action that may be taken at any time, even if it's not your turn, even if you are incapacitated or otherwise unable to act, though not if you are dead. Surge adds 1d6 plus half your mythic tier to any d20 roll by yourself or an ally. Once you surge, no one can use mythic power or other abilities to influence the roll further. For one mythic power, as a free action, stabilize yourself or an ally (once you are mythic, you no longer need to stabilize yourself). For two uses of mythic powers, convert death of yourself or an ally to brink of death (one hit point away from death, stable and unconscious). There are other changes that will come up in future modules as the party gains power, but for Worldwound Incursion these are the only ones that matter.

The party consists of:

half-dwarf (mul) ranger
half-elf cleric of Iomedae
halfling rogue, later rogue/wizard (universalist)
human wizard (universalist) (joined second session)
mongrelman barbarian (joined later)
half-ogre fighter (joined later)
half-dragon (gold) paladin of Sarenrae (joined later)

The first session had only the first three PC, with the wizard joining in the second session. The setup in Kenabres worked great. The players enjoyed working with the NPCs. The cleric played diplomat, quickly winning the friendship of all three, though the ranger and rogue kept taunting Horgus Gwerm. Anevia Tirabade became their favorite quickly, as she had a helpful disposition and, once the cleric gave her some talk-therapy to mitigate her depression and worry about Irabeth, she was almost a full party member. Aravashniel continually declared himself the wise leader of the party and called the cleric and wizard his apprentices. He quickly connected with the wizard over that character's Riftwarden mark (from his campaign trait) but didn't reveal the significance of this connection until much later. His wand of false life won him the friendship of both the wizard and the rogue (who could Use Magic Device). Horgus Gwerm was the most fun, though. At every opportunity, he made snide remarks, both about the other NPCs and the party members. His insults were paid back many times, and the cleric had to step in over and over to calm him down and prevent Horgus from running off. The other PCs seemed to think this would be just fine, but the cleric wanted to keep the aristocrat safe.

The underground portion of the module played very well. I threw in random encounters at great frequency, since the PCs are high powered compared to the default assumptions of the module. I ran every random encounter at least once before they were through. The bat swarm challenged the party the most, just because at the time they had no good way of fighting a swarm. Once the party made it to Neatholm, they were even with most of the remaining encounters in the underground. A cave fisher gave them some trouble because they only had the scale of Terendelev for levitation and most PCs though they could Climb better than turned out to be the case. Fights with cultists exposed them to fear and Will saves for the first time, which was fun. The final underground fight with some dretches also threw them some trouble, since the stinking clouds affect both visibility and sickness, though luckily the clouds only last a couple rounds.

Initial explorations of ruined Kenabres worked out well. By this time I had a poster map of Kenabres, which helped the party visualize their travels. I plugged in random encounters every chance I could, but the party got to Defender's Heart before I could throw everything at them. They had the hardest time with the invisibility-using, monster-summoning half-orc in the Tirabade residence. As has been noted elsewhere on the forums, this guy's picture is not supported by his statblock, making me think there was a change between what the artist was told and what the final opponent turned into. Also as part of this exploration, the party captured the cowardly Chaotic Evil fighter and tried to redeem him, but he managed to escape when a group of cultists hit the party during transport. They gleefully cut him down, making me wonder about the future of this band of heroes when more chances for redemption crop up.

After reaching Defender's Heart, the party traded Anevia for Irabeth, who welcomed the chance to get back into action (though the couple spent one day together before adventuring). The party mopped up the final cultist bases, eventually tracking the trail of destruction back to the Gray Garrison. At about this time, the mongrelman barbarian and half-ogre fighter showed up and joined the party, followed a session later by the half-dragon paladin. The party did very well in the Gray Garrison, taking two and a half sessions to clear it out, without any escalation of enemy forces (however I did double the number of cultist and tiefling opponents on the second floor, just to make it interesting for this powerful party). I decided the other mongrelmen (rangers) were not needed as part of the exploration party, but joined the defenders in patrolling outside the Gray Garrison so as to keep out reinforcements.

For the final session, the party had reached 5th level. They finished up the second floor with little trouble. I maxed and doubled hit points for encounters with single opponents, just to slow things down. The half-ogre could make quick work of anyone in melee range, so the trick was to keep him shuffling behind the others and squeezing here and there. When he got in range, it was game over for the bad guys. The party ascended to the third and final floor and had a tussle with the fiendish minotaur before the oracle came out. Based on another suggestion from the forums, I wanted her to cast animate dead on the minotaur, but the cleric got a lucky silence spell off on her, and she fell soon after.

The mul ranger struck the wardstone with the rod of cancellation and the final encounter ensued. The party enjoyed the scenes that flickered before them. I used Real Word years to remind them of how long ago various events occurred ("late in the thirties" means the same thing to the characters as it does to the players, for instance). At last, the party received the wash of mythic power as the wardstone net collapsed, transferring its energy to them. They saw the gate into the Abyss and all the armies of demons waiting to storm in, just for a moment before the gate collapsed and only the babaus remained. I didn't increase the number of these demons or add a vrock (as others have suggested). It turns out that these demons had virtually little hope of getting through the party's temporary DR for more than a scratch here and there, except when they used teleport to position themselves and then four of them flanked and sneak attacked the half-ogre, bringing him to unconsciousness. Still, the cleric revived him, and the party proved victorious.

The module lasted ten sessions and ended with the party just reaching 6th level/1st mythic tier. This is the third time I've run an Adventure Path starting module, and all three times it's been a great experience (the others were Rise of the Runelords and Second Darkness). The previous Adventure Paths eventually petered out (module 6 for RotRL and module 5 for SD). This time I think I can keep the campaign going through all six modules. I have some experience with Mythic Adventures and, with some easy modifications, I think the "new" options in that book can keep the players interested in this path clear to the end.


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The Lost Star, Part 1

Party:


  • Elf wizard
  • Goblin alchemist
  • Goblin rogue
  • Halfling druid
  • Human fighter

The two goblins PCs escaped from Drakus the Taker along with Talga, so they had a full rundown of the area. The goblin rogue claimed Talga as his sister "in a House Lannister way," for what that's worth.

The initial encounter with the ooze ran smoothly after we resolved a simple question about whether its wave of filth imposed a multiple attack penalty on its subsequent attacks.

The rogue sneaked up on the goblins building the statue of Drakus out of filth. The initiative system seemed fairly intuitive. The party easily killed the mind-fogged goblins, with the rogue taking one captive briefly before the fighter killed the prisoner.

The party avoided the centipedes altogether. The alchemist, deducing the mind fog fungus as the source of the dumbing-down of his fellow goblins, threw fire at it, even knowing it would explode. Luckily, he won initiative and ran out of the room before the explosion of spores filled the chamber.

In the room of the defiled fountain, the druid recognized the visage of Pharasma and the fighter found the idol in the pool. She immediately pulled the idol out, causing it to crack open and unleash the quasits. An interesting fight ensued, as the combination of fear, invisibility, and abyssal healing make these formidable foes. We tested the sensing and concealment rules and found them more detailed but not substantially different in terms of odds than earlier editions. Invisibility remains a powerful tactic if used cleverly. In the end, one of the quasits could have escaped, but I ruled they were summoned for a single purpose -- to cause pain and suffering to the PCs in the moment -- and had no fear of dying on this plane. So it attacked the rogue, the only one who could reliably find it, and the party finished it.

The locked door in that room showed a major step back from previous game rules. The "three successful DC 20 rolls" idea is rendered irrelevant by the odds of breaking lockpicks before succeeding. Rather, the mechanic needed here is probably "recognize you can't pick this lock." This was easy to handle in 3.5/Pathfinder thanks to rules for taking 20 and no penalty for failure on picking locks.

The party went through the other door, opening it slowly to avoid alerting the goblins in the nearby chamber. They were going to sneak by the entrance to that cavern, but the players had a prolonged discussion about tactics as their characters moved down the corridor, so I had the goblins roll Perception, and they heard the party. Calling out taunts to the goblin PCs, they lured the party into the room.

The wizard had a good day with grim tendrils, killing a warrior and wounding the commando, but it placed her in front of the party. Unfortunately, she got critical hit by an arrow, started dying 2, got hit by the rockfall to dying 3, and then got collateral from a burning hands aimed at the fighter for dying 4. Saved by a Hero Point, the character returned to 1 hp (unconscious) and lost the dying condition. The party made quick work of the goblins, thanks largely to a critical failure of the commando when he tried to trip the human fighter.


My group of players will start playtesting 2nd Edition today. I am the GM and running Doomsday Dawn. The party consists of an elf wizard, human fighter, goblin alchemist, human druid, and one other as yet unspecified character.

The observations I've heard during character creation are:

  • Need a list or index of all actions
  • Putting some costs in gp and some in sp was a bit confusing and misled the alchemist into thinking he could pre-craft more items than he really could

The playtest rulebook has some obvious errors, typos, and inconsistencies that are well-documented elsewhere. I noticed the dwarf ancestry languages are not consistent with other language listings (for example, giant vs. jotun).

I suggest that Paizo include a rating system that the GM can use to describe the "safe space" gaming table ground rules to players. This will get the GM to think about what might be offensive to some people and then work with the players to make transparent decisions about the kind of game play to expect.