Howdy fellow MM GMs,
I really like the 'Adventure Backgrounds', (page 7 in this one), but wonder if the PCs might ever know portions of that info. If they did, it might give more flavor to the encounters, something which I have found lacking at times during the first three installments.
Have any other GMs used portions of these backgrounds to help fill in storyline info for the PCs? If yes, did you doing so require specific action/study on their part, or did you simply allow appropriate Knowledge checks, or was some other impetus/mechanic at play?
Thanks in advance for any shared thoughts.
@draxar - Mine are almost there too, and Slayer seems like a good idea! Although with little extra time to prep I will probably run it as "They just get ranged death attacks' method.
Question for all GMs of this AP: my group just finished Dark Depository research, although on the morning of the 4th day, thereby exceeding their 3-day permission slip. My first thought is to have Tephu militia waiting to arrest them when they climb out, a ploy by Deka to slow them down.
Maybe a day in the slammer, and Muminofrah demands their release so they can amuse her; or maybe they have to pay some pricey bail fee. I see some good stuff in the book, too, but I don't want the marks of justice to entice them to head to Sothis - one PC already wants to - and them feel like I have to railroad them to say in Tephu.
Any thoughts on this?
Fellow GMs of this ap, hello!
I am thinking of designing an encounter for Part 2 of this book, possibly to replace something in a another hex location. Wondering if the community has any ideas to flesh these out.
1, basic idea is a ruined caravan which at one time was a dune giant’s slaver caravan, so the critters would be a sunbaked zombie dune giant, plus a couple sunbaked zombie ogres (former slaves, because medium humanoids like gnolls would be worthless to add). But that would be just a bunch of beef and a quick melee fracas. I thought perhaps the vehicles could be half buried so maybe an opportunity for a collapsing or sand trap during the search after.
Any ideas to make it flavorful or a “cooler” encounter? Or maybe a quick fracas with treasure is fine.
2. My other idea is a draconian themed mausoleum or tomb, mostly buried in the dunes, but contains (at the end?) a mummified desert dragon (already statted at CR8). Looking for help with the ‘why is that there?’ idea.
Thanks for any thoughts;
No, sorry - I just meant that he is a prepared player out of game, not specific to the AP. He is 1st-time Pathfinder and so reads a lot about the rules, his class choices, etc.
We are about to start Book 3 (I am GM), and at least one of the players takes good notes and (in- and out-of-game) does good research. He has several note already for me, even before they get to Tephu.
For those who have run this (or even played), what say you to the DC for History check regarding "what is the Slave Trenches of Hakotep"? I mean, they are noted on most maps found on The Google, upon which we accidentally stumbled so they have seen the reference there; AND they are referenced somewhere in Books 1-2 because he has notes; AND book 5 literally has the title. All frustrating for keeping stuff secret.
Anyway, do you feel that is a high-DC (40?) check perhaps, something that is lost to the sands of time for all but the most knowledgeable scholars? Maybe even higher for non-Osirion persons? Would anyone in Wati know anything of the Slave Trenches?
They can probably learn something in the Library of Tephu (I've not read that far ahead yet.) Or, I guess I could say "your research yields nothing" until it actually does (per the AP).
thanks in advance for any advice.
Someone posted early in this thread re: the Panic Level:
End of adventure automatically decreases 1d4 daily
Is "end of adventure" defined as end of Part 1? OR end of Book 2? My players ended Part 1 at PL 15, then rested 1 day before heading into the Dead City, so I added +1d4 (result 1) for resting a day. I see nothing obvious in Part 2 encounters about reducing the PL, so perhaps I should reverse that and instead reduce by 1d4?
Thanks in advance.
Played this AP through Book 5 Part 1, now running it and having a blast (as are my players, one of whom is 1st-time PF). Anyhoo, to anyone else who ran or is running this, in The Sanctum of the Erudite Eye, area D11 (last room on ground level and the stairs heading down to the crypt), the text states:
Characters who search for tracks in this room can find a single set of bloody boot prints going south with a successful DC 15 Survival check. A result of 19 or more also turns up the tracks of multiple people heading north through this area. The DCs of these Survival checks are reduced by 5 on the staircase behind the north door that descends to the lower level, because of the thickness of the dust on the steps.
Do you take this to mean the PCs must be searching, or does just being there allow Survival checks?
I am running this AP; here is my players' group:
Legacy of the Dead
Hello, I am looking for Catfolk, and for it I will trade ALL of the following boons:
1. 2017 GM Boon #1 - Rodent Heritage (allows ratfolk)
Please PM me here, or even better on Discord (gamerdork #4602).
TITLE SAYS SPOILER, DO NOT READ IF YOU ARE PLAYING THIS MODULE
Hello, fellow gamers. Well, the players/PCs have done it again, going quite off the rails. To anyone who has GMd this module, I could use some advice on how to handle this...
The situation: the group has cleared Tula's crypt, and is now interested in exploring The Monastery of Saint Kyerixus. However, they could not just use the front gate, like any logical visitor would. Oh no - they sent in their rogue, buffed to the nines with the likes of invisibility, alchemical silence and expeditious retreat, etc. (Nothing illegal, so don't get caught up in that aspect.) With the +20 for invisibility and his stealth bonus, he is nearly undetectable, and in this case no Perception rolls noticed him.
First night: he scouted basically the western half of the complex. This lead to him noticing Azmur Kell in the grove area (F4). He made the Perception roll to connect Azmur's red hat as the same hat worn by Clausyre at the auction. (As a side, he also opened - just a bit - the door to the abattoir; then promptly closed it after seeing the corpses and being overwhelmed by the smell.)
Making it back to the party safely, he reported his findings. And this is where they derail and/or disembark the train, so to speak. The group now assumes that Azmur is either the lead bad guy, or in major cahoots with the major bad guy.
Second night: they devised a plan to get the entire party to the grove, and have managed to knock unconscious and abduct Azmur Kell. At least they intend to question him, and not outright slay him!
I don't necessarily want to railroad the PCs, but kind of need to a little. I'll have to play it by ear, based on where the questioning leads. I have to read the section of the module again, but intend to at least use the angle of, "Oh Gods get me back before Aeteperax finds me gone and slays my wife! Your blood will be on her hands! Etc.!"
Does anyone out there have any other suggestions that might make it fun getting them "back on track"?
Thank you kindly for your time, and happy gaming!
If you are not playing CORE mode, also check out the scabbard of vigor. I often invest in these after I have a +1 weapon with a property, something permanent that I like (keen in your case, vicious for some PCs perhaps).
The scabbard of vigor is a great buy for 1800 gp. Get a few and fill them with silvered (cost +90 gp) or cold iron (cost x2 gp) scimitars. When needed, draw your and declare the weapon to be +3 for 3 rounds. When it runs out, draw your next (cold iron or silver) weapon from your next scabbard of vigor. Rinse and repeat as needed. A much cheaper investment for the few rounds you need it. Combats don't seem to often go beyond 5-10 rounds anyway. It's not a perfect solution, but is workable.
Another tally for the greater shadows!
B is a brute of a woman, healthy as an ox but not as strong as some barbarians from her lands. Two greater shadows weakened her from 17 to 9 before she could act. This made B very angry, but after we dispatched 3 of the 4 the remaining greater shadow critical hit and hit for... you guessed it... 17 total strength!
Our group had to look up the rules to figure out that breath of life would bring her to life, but we also had to ready an action to use our wand of restoration, otherwise the 0 strength would just immediately kill her again.
Good times! We can hardly wait for the fight with Andabapalous (yes I know it's spelled wrong), because that little be-atch bogey man got away and will also be waiting for us.
Thank you for advising which source they are from!
However, in order to buy the item(s) -- even though they are on the chronicle -- I need to own the book? Yuck. Not a book I'd ever buy (no interest), so I guess I'm out of luck there.
I actually considered the GM thread, but I'm not really a GM (only a few modules at home) so I wasn't sure I'm allowed :)
Hmmm... it lists the item names and the cost of each, and says they function "as normal, except..."
But I do not see the descriptions (functions) anywhere on the sheet.
I am having some trouble reading the 2-character superscripts next to the names; if I could read those I suspect I could figure out the source.
Tineke Bolleman wrote:
sorry to sidetrack (if I am): Does this also apply to modules? I am currently running The Dragon's Demand for a group. Only two of them have PFS ID numbers, and neither of those cares for credit. But I would surely like to report for table and GM credit.
I am proud to join this list!
Name: Daenir Luranthallus
The Result: The qlippoth hit with all its full attacks, including two critical scimitar strikes... wasted Daenir from full 54 hp + 19 temp hp, all the way down to -18. Luckily our group has a very competent oracle who had breath of life and some type f quickened cure spell prepared, and got me close to full. On the bad side of coming back to life, our party wizard decided to end the battle by casting cold ice strike, and I rolled a 1 on the save which destroyed my cloak of resistance +2!
From a player perspective, hope that's okay... Having the "which scenarios muster under which banner" easels in the hallway is great. But each time I figured out under which banner to muster, I had to wander almost halfway into the ballroom in order to see the names on the banners. I suggested to an orange shirt that the banners ALSO have the iconic name on the bottom of the back side. That would be visible, in most cases, immediately when walking through the doors. Voila!- no more bumping into and/or interrupting tables while trying to find my banner!
Mark Stratton wrote:
For those of you used to the Marsh Supermarket a few blocks north of the hotel/convention center: it is now out of business. It was bought by another company, but they are going to remodel it and that's expected to take months. I highly doubt it will be re-opened in time for Gen Con.
Mark, was that the store on NY or NJ St/Rd/Ave, a few blocks east of Illinois? Thanks!
[EDIT] - That will teach me to initially read only PART of a thread! Mark answered the question in the post directly above mine, but somehow I failed to see it.
I'm not one to suggest specific builds -- half the fun of RPGs for me is building a PC (specs AND story!) -- but will suggest checking out the Paladin and especially some of the archetypes (Ghost Hunter, Oath against Undeath, Undead Scourge):
For archetypes scroll near bottom of page. You can even combine archetypes, as long as they don't replace/change the same class feature.
Think of it this way:
Wealth by level for a 5th level PC is suggested at 10,500 gp. The sword cost is ~8,350 gp. So no worries there.
The +d6 fire damage is an average of +3.5 damage, per hit. Pretty good bonus, BUT he's not always going to hit. And fire is the most-resisted energy in Pathfinder (long haul) so the fire damage will eventually barely matter, especially as they level even higher.
Don't sweat it. If you think your other players might be jealous, try to find similar item(s) in the near future for them.
Not exactly what you asked for, but have you considered any fantasy board games? There are several out there (some good) that are very dungeon-crawly: Descent is a big old dungeon crawl format (one player is the Overlord who is actually trying to destroy the players); Warhammer Quest I recall being combat after combat; there are likely many others similar.
Sorry again not exactly what you asked for, but there are a lot that are light or nil on the role-playing.
Or as suggested above, Emerald Spire. Alternately, many years ago AEG (I think) published The World's Largest Dungeon, like 1000 pages of Dungeon crawling.
I agree with BretI. SFB was a great game, true, but VERY bogged down with specific rules.
Silent Death (long out of print) is a fast-paced and very easy space fighter combat game. A group from Canada called Ottawa Red Shirts ran/runs an even easier space fighter combat game at Gen Con for many years. An there are many more such games out there.
On a side note, at the very least I am hopeful that Paizo words these rules well, and avoids ambiguity and confusion due to lack of proper grammar and context.
I ran RHoD many years ago, and used some Dungeon Crawl Classics stuff to get them started a few levels.
As for Pathfinder stuff, it's too bad Fangwood Keep (also involving Hobgoblins) is level 4-6 - perhaps it could be scaled down to lower levels? I am not familiar (on a GM level) with most PFS scenarios, but maybe Rise of the Goblin Guild might work for a portion of what you need.
Or perhaps Master of the Fallen Fortresss and then a couple levels of Emerald Spire might do?
Good luck, have fun - RHoD is a great campaign!
OP specified a PFS (Society) build: Rich Parents is not a legal trait for PFS.
For my PFS twf dwarf ranger, I found having quick draw early, and a ton of weapons from which to choose (hail Gorum!!) was a benefit.
Sounds like you are on the right track with 2 light weapons, and 2nd post has some good feat suggestions.
I play a phalanx fighter in Society play, and not even once has my ready pike ability been used in 8 levels <sad face>. Hopefully in a home game or AP, you will fare better with enemies charging, even once per day.
More to the point, I took 1 cleric level (separatist archetype), with the travel and growth domains. Wearing mithral full plate and with longstrider active, he moves 40'! But I don't deal a ton of damage, using my shield for defense and wielding a bardiche.
I hope you find the balance you seek; happy gaming!
I've played many wizards (and similar spell casters) in may systems over the many years of role-playing (and roll-playing!), and there have been too many times to count that I've not taken a single point of damage in a combat situation.
The best advice I can give relates to tonyz "Get some friends..." - try to cast spells that help control the combat, or help your allies do so. Agree with one other post as well: "NOT by building to take attacks... can't really win that race".
Most important - have fun!
At home (not quite the same, I know), we often use gaming paper (http://www.gamingpaper.com/). If you are into drawing your own maps, and with Gen Con many weeks off, it is feasible to order some and pre-draw your maps, then fold them flat for easy portability. Cheaper than flip mats, but not usable as many times.