
Neil Spicer RPG Superstar 2009, Contributor |

You can also go HERE and look at the lower right for a link to the PreGens.
Oh. I guess that's also true, if Warren just wants to use the iconic pregens from Pathfinder Society play. The pregens I referenced earlier are part of the Righteous Heroes set which Legendary Games designed specifically to work with the adventure path itself, including use of the various campaign traits from the Player's Guide and backstories which all dovetail nicely with that part of the setting.

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Either way. In all honesty, because Paizo uses the ridiculous character sheet format, for players not familiar with the system are probably going to have to do a lot of checking for skills that they don't have ranks in every time it comes up, and the PF PreGens do use a 20 PB, which is higher than the base assumption for APs, (though shouldn't matter at all for this one).
Taking a look at Legendary Games, I picked up their Gothic Heroes and a few other products and really liked it, so a WotR/Crusader version should be really cool. I particularly liked how, in Gothic Heroes they went out of their way to not use Golarion specific material, but rather things like "the goddess of Dreams", but because it had so much better flavor than Desna and because it would really help in cases like this, with new players coming not only to the setting, but also the system.

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Thanks... I assume you could power up the PC with higher ability scores and add some of the cool templates Paizo has that we never get to play with and maybe a little above avergae wealth per level for starters...
I am really interested in running this but with my schedule learning a new Mythic rules would not fit in.

NewJeffCT |
I like the adventure quite a bit and hope I can do justice to the excellent NPCs as a DM, but am a bit concerned about the beginning.
Basically, it's a flashback to a point where the PCs were bystanders watching the action of the silver dragon dueling the balor. One of my cardinal rules as a DM is to always have the PCs be the center of the action. However, since it's the opening of an epic campaign, it could work with the PCs playing what amounts to a cameo in the opening and it's kind of told via flashback. The PCs are the hobbits running away, while Gandalf faces the balrog in the background.
But, overall, it seems like a cool re-hash of that, "you wake up in the cell aboard a pirate ship..." and then get a flashback of how you got there, or "you wake up in a jail cell recalling the tavern brawl from the night before..." opening, and it could work. I'd have to see how it sounds if I read it out loud.
Overall, very good.

j b 200 |

Sidney Kuhn wrote:The three hard copies at our local Books a Million were misprinted. Each had different pages missing.That happened with my order from amazon as well - an entire section of the book was missing, but it had two copies of another section.
You should email customer service so that they know about it and can fix the issue.

Liz Courts Webstore Gninja Minion |

NewJeffCT wrote:You should email customer service so that they know about it and can fix the issue.Sidney Kuhn wrote:The three hard copies at our local Books a Million were misprinted. Each had different pages missing.That happened with my order from amazon as well - an entire section of the book was missing, but it had two copies of another section.
We do ask that you try and get a replacement from where you ordered it from, but I'm plinking CS to make sure they know about the problem.

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For misprinted copies bought through a retailer, the first step is to go through the retailer you purchased the book from to refund or exchange your misprinted copy. This is generally the fastest way for you to get a new copy. If they are unable or unwilling to help, please send us an email letting us know: customer.service@paizo.com
Retailers, in-turn, return misprinted copies to their distributor in a similar fashion. If a retailer has issue with their distributor, they are free to email us as well.
Misprints, while rare, do slip through the cracks occasionally and are not unheard of. We are more than happy to assist with making sure you get a correct copy, but we do ask that you go through the original retailer first.
~Justin Riddler
Customer Service

Unruly |
I like the adventure quite a bit and hope I can do justice to the excellent NPCs as a DM, but am a bit concerned about the beginning.
Basically, it's a flashback to a point where the PCs were bystanders watching the action of the silver dragon dueling the balor. One of my cardinal rules as a DM is to always have the PCs be the center of the action. However, since it's the opening of an epic campaign, it could work with the PCs playing what amounts to a cameo in the opening and it's kind of told via flashback. The PCs are the hobbits running away, while Gandalf faces the balrog in the background.
I didn't quite care for the way that it starts so I changed it to have the players in a crowd scene on the plaza and they have been playing out the events of the flashback rather than just being passive observers. Of course, the fall down into the pit becomes even more of a deus ex machina moment this way, but it also allows some involvement on the part of the players. When the combat starts the demons that I'm going to actually have the party go up against are going to be quasits and dretches so that they can actually do something. They're also going to be having NPC support as well because of the makeup of the crowd and the city itself. NPCs will be taking most of the hits from the demons though.

vgmaster831 |
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I see one can not say anything negative against the LBGT material found in this adventure path otherwise you will be removed. Consider this my subscription cancellation.
I would like to state for the record that it is the kind of inclusiveness that is shown in this AP that makes me want to continue to be a subscriber to the APs, a subscriber to the core books, and a frequent buyer of many Pathfinder products, even though I don't make a lot of money. Also, it is one very big reason I am a loyal customer to Paizo and would not seriously consider going to Wizards for my RPG needs.

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I just wrote a review of this book. Overall easily 5 stars. I think the scripted beginning was the best way to go content wise, every GM will have a different approach. I may actually run a mini adventure in the city first before even going through that scene to make sure the party knows what they lost.
And I didn’t hold this against the story or author and I haven’t seen it anywhere else but there seemed to be more editorial word mishaps in this AP than I think I’ve ever seen. They don’t ruin the story but in reading I got tripped up nearly every other page by a sentence needing deciphering. I think between necessary rewording and the end editorial result something got missed and needs to have more attention, a book this good deserves that.
Regardless, what a great read!

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The baseline assumption is 15 point buy. Anything more will make the player characters increasingly powerful—combine that with experienced players and you can turn the AP into a cakewalk. If you DON'T have experienced players, doing a 20 point buy is a good plan. If your players are very experienced, consider having them play on "hard mode" and do 10 point buy.

Arneroc |

The baseline assumption is 15 point buy. Anything more will make the player characters increasingly powerful—combine that with experienced players and you can turn the AP into a cakewalk. If you DON'T have experienced players, doing a 20 point buy is a good plan. If your players are very experienced, consider having them play on "hard mode" and do 10 point buy.
Thanks for the response! I'll keep that in mind. I'm thinking about asking my players if they're up for demons and devil on "hard mode" lol.

magnuskn |

I'm still of a mind that allowing 20 point buy is by far not as disruptive as having more than four players. 20 point buy mostly allows the players to round off the edges and gets them into a mindframe where they will consider going for the MAD classes. Unless you allow rampant optimizing, of course, which I strongly discourage with them.

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I have a question about the wording at the end of this AP
**Spoiler Warning**
second domain granted by his affiliated deity. He can use
the 1st-level spells of both domains as spell-like abilities
a number of times per day each equal to his mythic tier.
By expending one use of mythic power, he may use any
of these two domains’ spells as a spell-like ability, but
may only use spells of a level equal to or less than his
mythic tier."
Does this grant Cleric PC's a third domain? Or are they just able to use the spell-like abilities from that 3rd domain? The words "second domain" threw me off because a cleric already starts with 2 domains and the Hierophant Path is geared towards healing characters, most likely clerics.

Evil Midnight Lurker |

James Jacobs wrote:The baseline assumption is 15 point buy. Anything more will make the player characters increasingly powerful—combine that with experienced players and you can turn the AP into a cakewalk. If you DON'T have experienced players, doing a 20 point buy is a good plan. If your players are very experienced, consider having them play on "hard mode" and do 10 point buy.Thanks for the response! I'll keep that in mind. I'm thinking about asking my players if they're up for demons and devil on "hard mode" lol.
Keep in mind that with mythic rules in place, the characters will be getting more ability increases over the course of play than they normally would.
EDIT: It's not just the mythic path benefits either. I'm pretty sure there are rather more opportunities to increase ability scores through quest rewards and so forth than usual.

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I have a question about the wording at the end of this AP
Spoiler:"Touched by Divinity (Hierophant): The PC can select a
second domain granted by his affiliated deity. He can use
the 1st-level spells of both domains as spell-like abilities
a number of times per day each equal to his mythic tier.
By expending one use of mythic power, he may use any
of these two domains’ spells as a spell-like ability, but
may only use spells of a level equal to or less than his
mythic tier."
Does this grant Cleric PC's a third domain? Or are they just able to use the spell-like abilities from that 3rd domain? The words "second domain" threw me off because a cleric already starts with 2 domains and the Hierophant Path is geared towards healing characters, most likely clerics.
This ability enhances the Touched by Divinity trait, not the cleric (or druid or whatever) ability to have domains.
When this cleric gains the trait, he picks one domain granted by his deity, then gains the ability to use that domain's 1st level spell once per day as a spell-like ability. This domain may be one that the cleric has chosen for his cleric level, but it doesn't have to be.
When the cleric then boosts the trait at the end of the first adventure, he picks a 2nd domain and does the same; gains the use of that 2nd domain's 1st level spell as a spell-like ability. He also can expend mythic power to use higher level spells from those 2 domains as spell-like abilities, subject to the limitation of his actual tier.
These abilities sit side by side with actual Domain abilities granted by class features, but do not augment each other.

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I'm still of a mind that allowing 20 point buy is by far not as disruptive as having more than four players. 20 point buy mostly allows the players to round off the edges and gets them into a mindframe where they will consider going for the MAD classes. Unless you allow rampant optimizing, of course, which I strongly discourage with them.
I actually agree.
More players is a much larger boost to group power than raising point buy from 15 to 20.
Also... more EXPERIENCED players is a much larger boost to group power than raising a point buy 5 points. By which I mean, a player who knows how to numbercrunch his character and is allowed to utilize a wide range of books to hyperspecialize in one role is going to get a lot more out of his character than the less experienced player, or the player who doesn't get to use numerous sources to build the character.
But when you combine all of these things, the sum is greater than the total of its parts.
(My personal preference for point buy is 20, my personal preference for table size is 5 players, and my personal preference for experience is to play with experienced gamers... so really, kinda the same environment that you play with, magnuskn—and that does mean that I need to be not only on top of the rules and know them better or as well as the players, but more importantly that I'm able and willing to adjust encounters on the fly as needed to keep things fun.)

magnuskn |

I actually agree.
More players is a much larger boost to group power than raising point buy from 15 to 20.
Also... more EXPERIENCED players is a much larger boost to group power than raising a point buy 5 points. By which I mean, a player who knows how to numbercrunch his character and is allowed to utilize a wide range of books to hyperspecialize in one role is going to get a lot more out of his character than the less experienced player, or the player who doesn't get to use numerous sources to build the character.
But when you combine all of these things, the sum is greater than the total of its parts.
(My personal preference for point buy is 20, my personal preference for table size is 5 players, and my personal preference for experience is to play with experienced gamers... so really, kinda the same environment that you play with, magnuskn—and that does mean that I need to be not only on top of the rules and know them better or as well as the players, but more importantly that I'm able and willing to adjust encounters on the fly as needed to keep things fun.)
I'd really like to know if you are also experiencing the same kind of high-level problems I have to deal with every campaign. The low and middle level stuff (i.e. 1-10) are manageable with slight adjustments, but after that combats last only very shortly in-game (1-3 rounds) and there is just as much higher discrepancy in player damage output and monster HP (not even to mention things as to-hit chances and AC's) than before, so that I have to combine sometimes four or five written encounters with substantial monster buffs to make one exciting combat.

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I'd really like to know if you are also experiencing the same kind of high-level problems I have to deal with every campaign. The low and middle level stuff (i.e. 1-10) are manageable with slight adjustments, but after that combats last only very shortly in-game (1-3 rounds) and there is just as much higher discrepancy in player damage output and monster HP (not even to mention things as to-hit chances and AC's) than before, so that I have to combine sometimes four or five written encounters with substantial monster buffs to make one exciting combat.
From what I've read about your high-level problems... no. I'm not experiencing those problems. I've run a LOT of high-level games though, and I know my players pretty well, so that lets me build encounters appropriately. Currently the two high-level games I'm running are older 3.5 modules I'm more or less converting on the fly (since it turns out it's hard to find folks at Paizo who've not read the books WE publish) or that I'm improvising, but combats generally last for 3 to 6 rounds for me. Sometimes less, sometimes more. There are close calls and dangers in most of the fights, and the players don't feel like they're cakewalking the adventures. I rarely if ever come out of a game session frustrated or angry in the ways your posts seem to be... but then I'm also not overly concerned with sticking 100% to every single rule or whatever was written down before the game started. Adjusting encounters on the fly is an important trick for ALL levels of play, as is taking what you learn from one encounter and applying it to how you run the next one.

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magnuskn wrote:I'd really like to know if you are also experiencing the same kind of high-level problems I have to deal with every campaign. The low and middle level stuff (i.e. 1-10) are manageable with slight adjustments, but after that combats last only very shortly in-game (1-3 rounds) and there is just as much higher discrepancy in player damage output and monster HP (not even to mention things as to-hit chances and AC's) than before, so that I have to combine sometimes four or five written encounters with substantial monster buffs to make one exciting combat.From what I've read about your high-level problems... no. I'm not experiencing those problems. I've run a LOT of high-level games though, and I know my players pretty well, so that lets me build encounters appropriately. Currently the two high-level games I'm running are older 3.5 modules I'm more or less converting on the fly (since it turns out it's hard to find folks at Paizo who've not read the books WE publish) or that I'm improvising, but combats generally last for 3 to 6 rounds for me. Sometimes less, sometimes more. There are close calls and dangers in most of the fights, and the players don't feel like they're cakewalking the adventures. I rarely if ever come out of a game session frustrated or angry in the ways your posts seem to be... but then I'm also not overly concerned with sticking 100% to every single rule or whatever was written down before the game started. Adjusting encounters on the fly is an important trick for ALL levels of play, as is taking what you learn from one encounter and applying it to how you run the next one.
My experiences match James'. I have 6 players and high-level fights usually last 3-6 rounds, but occasionally longer. Most of my players are experienced (2e players that moved to 3e, then 3.5, now PF) and dabble with min-maxing, but don't overly optimize. Also, I have them use 15 points at character creation.
-Skeld

magnuskn |

Ah, but then the difference here seems to be that I still run from the baseline "and those are the opposing forces present in the area" which Paizo put into their AP's and rebuild from that premise. I generally don't build entirely new encounters into the pre-written AP, but rather combine and enhance existing ones.
I do wonder however how you guys make those combats last so long. As I've said, in general player character damage output is so high that in combats which don't involve environmental effects which heavily restrict movement, enemies don't survive as long as they should to get to those longer combats. Or do you introduce additional enemies every one or two rounds?