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Ok, My group is considering this for our next campaign. (I will be the GM if we do it.) There have been a few concerns raised based on comments heard/read.
Superdungeon! Kool for the retro feel. But most of my players have become used to a certain amount of mystery/investigation/social/etc... aspects of the game. They certainly like good combat scenes. But they aren't too interested if it is just combat. They really aren't too into the murderhobo scene. (Well, one guy is. But he's trying to get over it.) Is there enough story to satisfy a fairly average group?
Bad Guys? One of the players heard that the PC's almost have to be the bad guys in this one. I've got a couple of players that tend to have a problem with that. They want to be the shining heroes coming to the rescue. Not the ones that people need to be rescued from. Are the PC's really the bad guys in this?
1. Absolutely, provided your group (Or at least the wizard, most likely) has a taste for Azlanti shenanigans. Most of the overarching story is Azlanti in nature, until you get to one of the lowest floors. There are a lot of subquests in between then that might satisfy your group's want of investigations/mysteries, but more or less all real social stuff is going to be in town and made up by the GM, as there are several minor hooks around town that the GM can use if they're feeling creative. (Most of them are fighting high-level monsters that can easily gank an entire party if they find them at too low a level, old-school superdungeon style...)
2. The PCs don't have to be the bad guys, but being good (Especially chaotic good) is going to be incredibly tough in a staunchly Lawful Evil town. Knights in shining armor (And indeed, adventurers in general) aren't held in very high regard by the Hellknight militia. Also, to adventure in the area without the Hellknights persecuting them your PCs will need a warrant from the town leader, which has a VERY steep tax of 30% of ALL the PCs wealth found in the Emerald Spire dungeon.
Then again if they are Chaotic Good, they could break the law.
And risk getting the long, ironshod boot of the law up their butts, considering there's nothing to go on if the PCs want to, say, start in Thornkeep instead. A Chaotic Stupid character going around breaking laws is just going to piss the Hellknights off and make things hard for the rest of the group.
Joseph Wilson wrote:bignate013 wrote:How many players is it for?All of Paizo's adventures, with the exception of PFS scenarios, are written for the standard 4 players.
Is the 4 player number correct? Looking to start it for PFS this week, but with 5-6 players.
The first level has a gameplay mechanic that can make for tough going if the party is not prepared for a campaign taking place primarily underground. Are you planning to play with the same group for multiple sessions?
Please see this post to find out why we don't do full-size battle mats for our AP volumes.
Plus, you can now see that 16 maps that each cover a space of 120x150 comes with a cost of $80—and some of the individual maps in our APs would need to be 4 times the size of one of those.
Would it be possible to print the maps onto battle mats the same size as the flip mats?
|GM Tyrant Princess|
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All Tier 1 and Tier 1-2 adventures can be replayed an unlimited number of times with a 1st level character for credit.
Adventure: Adventures collectively refer to scenarios, sanctioned modules, and sanctioned Adventure Paths.
Since the first level is a 1-2 adventure, it can be replayed for credit, either as a player or GM.
Pathfinder Society Roleplaying Guild Guide pg18 wrote:All Tier 1 and Tier 1-2 adventures can be replayed an unlimited number of times with a 1st level character for credit.Pathfinder Society Roleplaying Guild Guide pg38 wrote:Adventure: Adventures collectively refer to scenarios, sanctioned modules, and sanctioned Adventure Paths.Since the first level is a 1-2 adventure, it can be replayed for credit, either as a player or GM.
That second part is what I was missing. Thanks a million!
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Pg. 145 - Alien vivisectionists
These creatures are using a unique new weapon called a dart gun, which is to be "treated like hand crossbows". This combined with the fact that they've been made keen means that a crit range should be listed in their ranged attack line. Not to mention mentioning the poison on their darts. Therefore, ranged attack line should read as follows:
Ranged +1 keen dart gun +14/+14/+9 (1d4+1/17-20 plus shadow essence poison)
Also, this weapon can fire an extra dart per round as if the wielder had Rapid Shot. Based on the stat block, it also means they suffer the attack penalty of using Rapid Shot, so it may have been intended that the Rapid Shot feat can't stack with this feature, and should have mentioned that. Lastly, the "darts" these guns fire don't seem to have any stats, and that we're presumably to treat them like crossbow bolts in terms of pricing.