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Hey all, I'm currently running an Outlaws of Alkenstar campaign and was considering possibly doing Stolen Fate as a follow up. Mostly due to one my PCs has fortune teller as a background and really likes the harrow deck.

My main concern is that my group is pretty low magic -Alchemist, Investigator, Barbarian, Gunslinger (medic), and Gunslinger (spellshot/Bard, also the fortune teller).

What do you all think? Will the lack of spellcasting be too challenging for the group?
Also, will the setting change from steam punk wild west to magical tarot cards be too jarring? Can I thread the pcs from the end of this campaign to the start of Stolen Fate?

Thanks in advance!


My group is nearing the end of book 4 and it looks like they are on track to probably earn a seat on the council for each PC. My group has 6 PCs and I'm concerned that that many votes will make the "mini-game" at the start of book 5 rather silly.

Any suggestions to make that part still challenging without robbing my group of their reward?


I'm picking some new spells from UM for my cleric and two that I liked are "Archons Aura" and "Aura of Menace". My friend says I can't have have both up at the same time because "they are two different auras".

Is there any official rule that's keeping me from having both up?


So my group will be starting a new campaign here soon and I had the idea of playing an engineer type character from Alkenstar. I've decided I will probably make him a dwarf gunslinger (especially if the final version ups his skill points).

Being from Alkenstar (a dead magic/high technology area) I wanted to play up his love of science and his distrust and/or dislike of magic.

So does anyone have advice on how I can play my character without disrupting party cohesion (everyone else has decided to play casters of one type or another) or having my character getting gimped (ex. no buffs or magic items)?

Thanks in advance!