My group has just started Book 3 and up through that point, there were a few scenes where having a social character or a party face would have been helpful, but not necessarily detrimental. We had a player who changed characters around early Book 2 to one that has the capabilities, but just doesn't want to do the talking. We fixed this by my character taking the prestige class, Horizon Walker, and took Urban for Terrain Mastery (which gives a +4 to Diplomacy). Even with a Charisma of 10, I took a level to buff up ranks in the social skills to make up for it. Since you asked not to put in spoilers, I will just say that just like any adventure path, there are some encounters where it will help, but a creative group (and GM) can certainly work around it.
Not sure about that one, but I can ask my GM who has the book to find out for you. He did tell me around pg. 9 or 10 that there is a second on the Book 3 boost to campaign traits (use twice per book instead of one and ability score bumps), but I think that passage that you are referencing hinted at more.
Nylarthotep wrote:
Wow, those were some grisly deaths. Were both of them your characters or are you running the game?
Zethorn wrote:
Before our next session, the GM decided that the ability used by the NPC was not used correctly so he wants to reply the scene. So, we have a reprieve till this upcoming Friday. I'll keep you posted.
Update: My GM was kind enough to raise both myself and a few other players. In the spirit of the same post from other threads, opening up a new thread for those that have passed on during Return of the Runelords. Character name: Valentina Luisana
Agathos wrote:
You can thank the player (now, our GM) for the original idea.
Clegg didn't make it either in the campaign that I ran for Second Darkness. We have one of the players running Return for us this round and we took a simpler method. We had Clegg have a brother who impersonated him on occasion and he was the one that was killed. We did an introduction to Book 1 and Clegg had a bust of his brother in his place that was on display next to a plague that stated how he was killed by criminals (which was actually the party's heroes). I thought it played homage to the original characters and players.
Dracovar wrote:
I will wholeheartedly agree with Dracovar. I was impressed with the number of choices and overall selection.
Popupjoe wrote: My players are so very eager to start this adventure path as they are just finishing up Hells Rebels and they want to jump right into Hell's Vengeance. My question is what would you folks who've played and GMed this campaign recommend I do in order to make the game run smoothly and keep interest going. In other words what would you do differently and what worked for you? I understand the importance of imparting a philosophy of cooperation and a wiliness to accept orders as a group to be very vital for this path do you folks have anything else to add for me? It does require work for both the players and GM alike. I was lucky that we had a core group of players who played together for years. For the most part, we created characters that still had their own agendas but cooperated toward each other. After all, where's the fun with being evil if you don't have an audience who fully appreciates just how evil you can be? For the GM, I would recommend reading the adventure ahead of time. There were some parts that were hard to justify just why the players would want to take on a task from the adventure unless you give them a good reason to. I won't put a spoiler here but there was an earlier post that I responded to for book 1 that will give you a fine example. One last thing -- if you're used to playing heroic campaigns, it may be hard for some of the players to really embrace being evil. It's not necessarily a bad thing but there may be some actions from either within the story or by another player that may be over the top for them. Don't be afraid to talk it out or at times, gloss over the evil action if it becomes too much. Hope your group enjoys the adventure path as much as mine.
Zethorn wrote: Both my fellow players and I have written summaries of the adventures, brief histories about themselves and some out-of-session information to fill in the backstory. Alas, most of it is shared on a private group. I'll show your post to my GM to see if he's willing to help. Adding an update -- after talking with my GM, he admitted that he made a lot of changes to the original books and added some home-brewed content to make it more challenging for our group (six players total). With that said, he had some hesitation about adding logs publically. My apologies.
It makes sense for the Order of the Rack to be featured as one of the evil iconic characters for this campaign, Linxia Benzerki, is featured. Alas, I haven't purchased the books as I am a player in the campaign but if you haven't looked into it, I would highly recommend the Pathfinder supplement, Path of the Hellknight. It provided a lot of good information about the orders and background information that might inspire some good ideas. Good luck!
Two Headed Snake wrote:
I appreciate the feedback. So far, the party has been enjoying the alliance with the Archcountess and making Sethic's life miserable. With that said, the group is still making contingency plans should the current alliance sour.
Hi all. Going to attempt to hide the following as it might be a possible spoiler for those that haven't played this far and would like to not know more. La La La, I don't see this: Without attempting to read any previous threads, I was curious as to those that played in this book (or input from the GMs) on which patron that your group sided with -- Archcountess Levisia Vasvion, Paraduke Thalgano Sethic or possibly neither? My group is currently at this part in the book and the group was somewhat divided. Of course, our group kind of made enemies of Sethic so the decision has been made for us but would like to see what others chose. Thanks!
Mangenorn wrote: Out of curiosity, which deity? I wasn't sure if you meant what I currently play or what I would consider for a backup character. Currently, I am playing a cleric (Asmodean Advocate) as the group needed a party face. Playing an evil barrister/lawyer is just a bonus! Of course, serving Asmodeus is a requirement for the archetype to answer your question. The group that I play in spreads healing after combat out (wands, scrolls, etc.) which has helped. I memorize a few cure spells but been relying on Infernal Healing (both by spell and wand). Two other players have 'procured' additional healing but that's another topic. As for the backup, that's a really good question. I haven't thought it out that far but we just hit level 9 in the current campaign so there's still time to plan it out.
Sorry to necro an older thread but if there was ever a campaign path to do so, this is certainly it! The information listed by some of the posters is valuable to those who have never played in an evil campaign before. I actually gave a lot of thought about the Fiendish Vessel archetype but had to give it up as our group of players had too many tieflings or other races with no humans in the party. Our wizard and myself (cleric) chose to stick as humans which does make some of the encounters in this campaign slightly easier. With that said, when death comes (and sure it will at some point), I do have the archetype above as a backup character.
Alni wrote: Just popping to say the first session went very nicely. Quite impressed with my group! They killed the tanner and his dogs, and the old couple that came in right after cause they saw their faces. The fighter didn't buy too much into "collecting taxes at midnight" so he was a bit negative when they got called a second time but he loved the second job with the Cheliax sashes, and hopped right back in. At the gathering they just challenged the Knight. They spoke up saying she had no proof that the tanner was killed by agents of the regime and the necro started a discussion on the authenticity of the mask. The rest of the session went on without any killing either. They used non lethal on the deputies and threw them into a jail cell after accusing them of assault and treason. I'm glad to hear that it went well. Ah the sashes -- we had fun at that meeting near the church. The group of players that I played with actually had some decent social skills and we caused a lot of disruptions. One of the funnier parts was that my character kept mispronouncing the name of the Glorious Reclamation and at one point, called it the "Glorious Flatulation" when speaking up from the crowd. Good times!
Asurie wrote:
Aren't they all railroads? ;) Just kidding and Asurie is correct. I can definitely vouch for the first three books.
Alni wrote:
You're welcome! If they're all from Longacre, may I suggest the Sheriff as a possible foil? It would also be a good tie in for Cimri.
Hi, just came across your post. It's a shame that the players won't read the guide as it actually included some good information but what you listed in your original post should cover what the players need. If you don't mind a few suggestions: 1) Like with a group of good guys, give them a common theme or a good guy foe that may have been involved in their separate histories. Nothing brings a group of villains together like plotting to knock off a hated enemy. 2) I played in the first book as a player and our GM didn't spin it like a common robbery but for us to recover 'back taxes' that was owed to the Archbaron and the local government. Once we recovered, we were offered a percentage -- a pretty hefty one -- when this was turned in. This seemed to satisfy the LE players in the group. In OOC, sure -- we saw it as a robbery, but it satisfied keeping the plot train rolling.
Armenius wrote:
My group just started playing the campaign and we're in the middle of the third book. Although we have no halflings, a majority of the party are playing non-human characters including tieflings. So far, it has not been a hindrance to them and will concur with Armenius' insights so far. With that said, the two human characters normally take the lead when speaking on behalf of the party and quickly remind anyone who does give them grief that they are Thrune agents and demand respect. Both took the campaign trait, Chelish Noble, which has been working out well. Of course, this is with dealing with those loyal to Thrune or when appropriate (not trying to infiltrate, use disguise, etc.).
Just started playing in the APs as a player but currently working on: Curse of the Crimson Throne -- on Book 5.
In two gaming groups that attempt to play bi-weekly that can meet 3-4 hours a session. Short answer -- none but hope to change that shortly.
Most of the groups that I have played in have had a healer or taken advantage of other healing options available (potions, etc.). In the current Runelords campaign that we are running, we have two (a fighter/cleric and bard) which seem to work out well. This keeps the cleric from having to worry about healing -- as they share responsibilities -- all the time. This opens up a lot of options for him and he seems to be having fun.
Mark Moreland wrote: Just a reminder to anyone running this for Pathfinder Society credit, fan generated content is not considered official for determining whether a player receives full prestige or experience. That said, if it makes the event more fun for your players, have at it (as long as they know you invented those parts). To Mark: Duly noted and thanks for the clarification. To Casiel: Thank you for putting this together. I plan on using it for the next event to, as Mark put it, "make the event more fun for my players."
sozin wrote:
Thank you, Sozin!
mdt wrote:
Thanks for the quick response and the advice. I will talk to the other DM and the player directly.
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