Droogami

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Organized Play Member. 110 posts. 2 reviews. No lists. No wishlists. 1 Organized Play character.




A few details, my boys are 9 & 12 and have been playing RPGs for about 4 years, and Pathfinder specifically for at least 2 years (the full game actually with me running it). We are attending GenCon this year for the 3rd time and I thought it might be fun to test the waters of organized play with them. I realize there is a Kid's Track with the Beginner's Box (which they actually have no experience with), but they would probably enjoy it more if Dad was playing too.

So, is this allowed? How to proceed? Thanks in advance for your opinions and posts.


Do you force you players to use these or do you allow them to simply pick any 2? I can see where some APs they are mostly required. You'd be a pretty sad puppy in Reign of Winter for instance or say, Jade Regent if none of the PCs had any connection at all to the NPCs. OTOH, I find it kind of dumb to bring in new characters to that one and force them to be connected to Amieko, Shalelu, etc.. I can see now how originally, it would have been fine if a few characters simply lacked any past association with them.

Your thoughts?


So, my group is probably 3 weeks away from starting The Hungry Storm. Compared to Books 1 & 2, this looks to be a colossal FAIL as we have completely hand-waved the caravan (I'm pretty sure I'm not alone in thinking that they are terri-bad). I'd like to hear from others who incorporated one or both of these and what you left out, changed, etc. I realize that there is already a similar thread, but this is specific to using one or both of those modules and putting a serious edit on THS.

Your posts and suggestions are greatly appreciated.


I've always been curious about these, but I've really never known anyone who has used them. Would be good to hear from the community. I suspect I'm not in the minority here as a DM who uses a tablet (or laptop as the case may be). I would be much more inclined to buy this as a 54 page pdf to be honest.


Alright, so, my kids group have been "tooling around" in Rappan Athuk for a while now, so they've got PF down pretty well (over a year of play at this point) and aren't afraid of a challenge. We've decided that starting over at 1st level would be fun (they started RA at 4th level) and they like the immersive story elements present in the various APs. I'm currently running RotR with my regular group (2X per month) and running Jade Regent with an online group (weekly) so I'd rather avoid those.

Given that the kids are happy to mow down Bad Guys in a combat heavy story and aren't as strong in investigation and nuance, which AP do you think will suit them best? Don't get me wrong, a couple of them have been RPGing for 5 or more years and played all sorts of stuff (White Box, 1E, Champions, etc.) so they're pretty clever, but a railroad game won't bother them in the least. A good story, good fights, and straightforward order of events will keep 'em happy?

So, your thoughts?


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So, after my 3 players plus Batman Ninja NPC complete Rick-Rolled the Sawmill I was feeling a bit badly that I'd not used the Evil Justice's killer magic item. I poured over his combat script again and realized, it's not even mentioned really (I had mistakenly thought his mask was identical to the rather goofy & pointless masks of the other cultists). So as it happened, I simply followed the advice of the module. Now, don't get me wrong, much hilarity ensued due to the saws & machinery (a grappling Eidolon chucking hapless cultists into the now, renamed "cultist splitter", the paladin flinging her greatsword across the room on a fumble and barely missing the aforementioned saw, etc.), I'm wondering if I missed out here. Did anyone else use the scripted combat routine, or did you use the 2X Confusions of his mask? Did it make any difference? How would you advise future DMs?


Apologies if discussion of this has already taken place and my Search Fu is weak. I run a couple of different PF games, each campaign features a somewhat optimized Summoners. One of my players, insists that the following is perfectly legal in, say the 2nd round of combat. Note that the Eidolon is not present:

Summoner delays initiative until after his earth elementals.

3 small earth elementals summoned the previous round attack the Bad Guys.

Summoner now goes, using SLA to throw out a NEW batch of small earth elements, he gets 2 this time let's say. This immediately ends the previous Summon spells and these new dudes now get their action.

2 NEW small earth elementals now lay into the Bad Guys.

From what I can gather per the RAW, this looks perfectly fine, though my DM sense is that it is abusive and I can see that it annoys my other players (who are waiting patiently for their chance to "swing at a bad guy"). Your thoughts on the legality, any FAQ that I may have missed, etc.?

And my second question regarding Summon Monsters, this one could also apply to Summon Nature's Ally. Is it possible, when summoning more than one creature, to have them appear in different areas/squares as long as the locations are all otherwise legal and within range? I have always thought that it should work in the same fashion as summoning a singleton and that the additional creatures would be beside the first creature in in the group, but I can't find evidence to the contrary.

Perhaps it's just me but there's very little that is elegant about the Summoner rules, but I suppose that's my opinion and probably one not shared by many others. Thanks in advance for the replies.