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Pathfinder Adventure Path Subscriber
![]() This order arrived badly damaged. I requested a replacement via email to customer service on October 15th but have yet to hear a response. Zach Pathfinder Adventure Path #87: The Choking Tower (Iron Gods 3 of 6) (PFRPG) Order 3319724 --------------------------------------------------------------------------- ----- Submitted Mon, Oct 6, 2014
Destination Madison, WI S Pathfinder Adventure Path #87: The Choking Tower (Iron Gods 3 of 6) (PFRPG) ![]()
Pathfinder Adventure Path Subscriber
![]() Request for ideas: My group's cleric just met with the Tsar Crossroad's demon at midnight and "Wants to vanquish all evil." He is obviously going to die. However, I want to use his death to foreshadow some of the middle and end game (the party is still outside Tsar but getting close to taking their shot against Malerix). The player realizes he made a big mistake so I want to make it memorable for him at use him to get some meta-plot information to his party. So where do you send him? ![]()
Pathfinder Adventure Path Subscriber
![]() Skeeter Green wrote:
The point is to have the most fun possible. For some it is the tactical component or the constant meat grinder. Not us, the relationship between player and GM should not be adversarial. As written I don't think are group would ever get to the plot that Greg built, instead we would endlessly tool in the random encounter tables, rebuild characters, etc. For me it is not about winning, we aren't keeping score against anyone but ourselves. ![]()
Pathfinder Adventure Path Subscriber
![]() Like everything in pathfinder it is about understanding your group at the table. After reading this I knew that my group and I would not enjoy the random encounters as written (1 every three hours and after 3 rounds of combat). Also having to discover the entire map in this fashion would not be fun for them. My solution was one random per day. Furthermore the party came up with a role playing solution with the reclaimers to get a basic map of the desolation and its keyed encounter areas. We are level 8 and having fun! Soon the party is going to attempt to tame the desolation via the kingdom building rules. The role playing opportunities from this decision will be endless. ![]()
Pathfinder Adventure Path Subscriber
![]() I agree with the size needing to be increased. I am treating the desolation as a land grant to the PC's and using the exploration and kingdom building rules ( 1 hex=12 miles). my only concern is how to avoid the one encounter a day syndrome and weaving the larger story through the exploration. Random encounters are a huge part of the desolation along with the harsh environment, I worry my players will bore of this quickly but don't really want to hand waive it either. Ideas? ![]()
Pathfinder Adventure Path Subscriber
![]() I need some help, wondering how people handled this. My PC's made it into the Vivified Labyrinth last night and on the first rotation ran into Sivit's Symbol of Insanity. One of the five PC's made the save but now had 4 allies under a permenant confusion spell. They do not know how the dungeon works and seem stuck. I rule zeroed the Symbol of Insanity and reviewed the remaining symbols in the module. They do not seem as bad. My PC's now seem at loss how to proceed. The were reduced to trying to summon fodder via Pilt's Rod of Wonder to clear a path for them. This was fun for awhile but after the second flesh to stone/stone to flesh combo I could see this was not working. Should I simply remove the remaining symbols per the modules sidebar? Did others find these fun? Thanks in advance! |