Alain

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My group will soon start the last part of the adventure. Half the group might not be able to play until the end for family/work reasons.

Do you have any idea on how to make the last part shorter ?
Things that can be skipped ?

Thanks for the help.


Ian Bell wrote:
Wall Of Terror wrote:

Can the party use a magical weapon into the pool to make it runeforged ?

Will it lose it's original magical properties or it will enhanced it ?

It will just add on to whatever was there before. It's a +2 equivalent modifier, so note that it will change the value of the item, and the cost to add additional properties later.

Thanks. I tought so but I wanted to be sure.

My players are afraid to use their magical weapons in the pool because they don't want to lose their magical properties. Seeing their face wondering that and analysing the situation is worth it. haha !


Can the party use a magical weapon into the pool to make it runeforged ?

Will it lose it's original magical properties or it will enhanced it ?


In my game, Kevan had the chance to flee and go to Lucretia, as the party did not found her immediately. In the book, it says that they flee to the Clanhold at Barl's side.

Is this fight not gonna be hard for them once they are there ? I mean Barl, Lucretia and Kevan also a stone giant ?

Any toughts ?


What are your suggestions for running Rise of the runelords for 3 players ?

What can I do to make it work for 3 players ? They are experienced players, although 2 of them not familiar with pathfinder yet.

I am planning on using core stuff only.

I was thinking of adding a fighter NPC with them (or wait until they find Orik and make him a part of their group) or give them one more level than what they are supposed to be. I was also thinking of giving them full hit points when they level.

What you guys think I should do ?


My group is about to enter the Sawmill in Magnimar at midnight on an oathday.

I noticed in the book that it is suggested that the players are level 7 soon after reaching Magnimar. I had forgot that.

However, my players (group of 5 players) are still level 6 (two of them near 7) with one of them level 5.

Do you think that I need to adjust their level before they enter the sawmill or if they gonna be ok as a group of 5 players ?

Magus 5/Fighter 1
Sorceress 6
Cleric of Saranrae 6
Inquisitor of Abadar 6
Sorcerer 3/Fighter 2

What you guys think ?


My group is in Magnimar right now having just encountered the faceless stalkers into Foxglove Townhouse.

It was tedious at first as they didn't want to break the law by entering into the house, even though they had the key. They wanted a meeting with the mayor... had to improvise and grant them access and showing them in the meantime that he is nervous about the murders, having high placed friends being muredered. They even suspect him to be part of it...

After finding the deed and notes in the secret cache, they decided to wait to go to the sawmill on an Oathday at midnight as they want to go give the 200 gp as said in the notes... I guess they will have a surprise finding the cult all in the same room with Ironbriar...

While waiting to this day, one of my player, a cleric of Saranrae, decided that he wants to renovate the shrine in Underbridge, even prioritizing doing that before the mission... This is clearly slowing things down. Although I find the idea as a roleplaying point of view very good, it is kind of not the time to do it, as I know they won't even stay in Magnimar that long. So I decided, not that I want to discourage him but... , to triple the fee for labour, as Underbridge is a dangerous district, and add some encounter when he goes back to the shrine, such as rat swarms and szarni thugs asking for money. Also, more murders during the night for ''wasted time'' on trying to build the shrine.

I hope that the fight with Xanesha won't be hard for them. Already had a player (he was an elf) killed by Bruthazmus earlier.

The group is:

Human Magus 5/Fighter 1
Human Sorceress 6
Human Inquisitor 6
Half-Elf Cleric of Saranrae 6


The group is currently composed of:

two level 4 (sorcerer, magus/fighter) around 6100 xp each
one level 4 (rogue) who just leveled up (missed one session)
one level 3 (fighter) near leveling to 4 (missed two sessions)
one level 3 (inquisitor) midway to level 4 (his other character died)

We just finished chapter one. (Mafelnikor, Bunyip and Giant crab not done because they have not found it yet, or don't want to go yet)

In the book, it is stating that players should be near level 5 when chapter 2 starts.

Any ideas how I can make up for all those needed XP ?
Or should they be fine as a group of 5 if I don't modify monsters in chapter 2 ?


You guys make some very good points. I rechecked and indeed it is jot that OP. I just tought at first that adding bane+flames of faithful seemed very strong. Adding to that other spells.


I feel like the Inquisitor is kind of very strong with the Bane ability and especially the spell Flame of the fairhful. Don't you think it is kinda overpowered ?


How do you guys handle magic items when players have "downtime" ?

What I mean is what do you do with magic items they can buy ?

Are you following the minor/medium/major stat from the Sandpoint stat block ?

I was thinking of randomly roll, in advance, magic items that can be found in the different vendors using Sandpoint stat block.

As in the description: < Base Value and Purchase Limit: This section lists the community's base value for available magic items in gp. There is a 75% chance that any item of this value or lower can be found for sale in the community with little effort. If an item is not available, a new check to determine if the item has become available can be made in 1 week. A settlement's purchase limit is the most money a shop in the settlement can spend to purchase any single item from the PCs. If the PCs wish to sell an item worth more than a settlement's purchase limit, they'll either need to settle for a lower price, travel to a larger city, or (with the GM's permission) search for a specific buyer in the city with deeper pockets. A settlement's type sets its purchase limit. >

If I understand correctly, they can find any items worth 1200gp or less in the village of Sandpoint ?


I will start this campaign soon.

The party will be 6 players. I don't know their classes yet, as I did not determined which classes allowed.

Medium or slow xp advancement ? Was thinking of adding modules. Not sure yet.

Should I go with a 15pt buy or 20pt buy ? I was thinking maybe go with 18.

Which races fit better for player characters to make in the campaign ?
For cavalier orders, which ones would fit in the campaign ?