| jetwolfprime |
I have recently started a Rise of the Runelords campaign as a lead in to the 'we be goblins' module and 'Jade Reagent' that are coming out and have a few questions for anyone that has run this module before.
1. There is a wealth of information in the module that doesn't seem to be italicized and I am wondering how to impart this history and story to my players who are, like myself, new to Pathfinder and Golarion?
2. Is there a conversion for the encounters and npc's that has been done and if so where might I find them?
3. With Sandpoint being so large, having something like 57 different visitable locations each with it's own npcs, how do you manage all of that information without bogging the game down? I don't have access to a Sanpoint map big enough for my party to see as I use the pdf on my laptop, so it is hard for them to really see the options available.
4. Are the background feats in the players guide free at level one? Also, are players allowed 2 traits in the new pathfinder system and do the traits presented in the players guide still work for the conversion?
*minor spoiler alert below*
The story is unfolding rather well so far. The sorceress in the party used her knowledge of goblins and their fear of horses to use her first level illusion spell to cast a figment of a goblin on her horse and swatted the animal on the behind so that it rode through town. This was a startling sight to the little trouble makers who are dreadfully fearful of the animals, which allowed the party assassin to catch many of them unaware due to the distraction. She also used ghost sound to imitate the sound of hoof beats rapidly approaching from behind the goblins while they were in combat...very tricky! She had read the 10 fun facts about goblins and really used that to her advantage.
(I allowed the party to read the goblin info as it didn't seem to reveal anything that they wouldn't be learning quickly about the little devils and I loved what pathfinder did with the race. I also asked that she spend one point to learn the goblin language as I wasn't sure what skill check she would need to know about the little creatures ways. This skill point represented her characters interest in them as well as knowledge)
Later in the game, the parties charismatic characters couldn't be bothered with killing rats...so the charisma deficient dwarf ranger wound up in the general store cellar with the local girl and that made for a wonderful bit of role playing so I would hate to have the party miss out on the really great content and writing in this module.
Any help from experienced dam's or players that have used this material would be greatly appreciated.
| Nullpunkt |
First of all, the PF Traits basically are 1/2 feats and have replaced the background feats that were introduced in the RotRL Player's Guide, but those feats are actually free and additional to the feat a 1st lvl character gets. You just shouldn't allow traits as well.
I am a player in a RotRL game and I think that it depends strongly on the inquisitiveness of the players and characters how much information will come out. As a group we always turn every stone and ask everyone everything we can think of and that's where the beauty of Paizo's writing reveals itself. Being a GM in Serpent's Skull I found that it is not my job to force the background stories on the players. Even if some evil sorcerer has a nice elaborate story and motivation to be where ever he is, if my players waltz in, kill him rightaway, and leave only scorched earth they are obviously not that interested. But if they charm him, look through his journals or capture him alive and interrogate him, it is simply wonderful that all the information and background is right there to be delivered.
redcelt32
|
I had the players be children in town that experienced the Late Unpleasantness and knew about the various events as 0 level characters. This way they participated minimally and got to know the info on the backgorund firsthand. They were in 2nd grade in school and Nualia and her brother were almost finished with school. This may not work well for every group but it was a good setup for us since it had them absorb the history organically as part of their characters rather than me telling them what happened.
| KaeYoss |
| 1 person marked this as a favorite. |
4. Are the background feats in the players guide free at level one? Also, are players allowed 2 traits in the new pathfinder system and do the traits presented in the players guide still work for the conversion?
Some people have come up with character traits for RotRL. I'll just paste my stuff here. Formatting isn't perfect, since it comes from a word doc.
BASIC TRAITS
SOCIAL TRAITS
• Slaver: Your family has long been into slavery, and you are accustomed to treating sentient beings as a commodity. You take a -1 penalty to diplomacy, but gain a +1 trait bonus on appraise and intimidate, and those skills are class skills for you.
RACIAL TRAITS
• Curious Soul (Gnome): Your race's drive to ever seek out new experiences is especially strong in you. You gain a +5 trait bonus to your base speed.
• Dabbler (Elf): Like many of your kind, you used your decades-long youth to dabble in many skills. You gain the +3 bonus on skill checks using class skills even if you have not invested any ranks into that skill.
• Inconspicious (Halfling): You have learned to exploit the fact that larger races take you for granted. You gain a +2 trait bonus on Bluff checks against humanoids that are larger than you.
• Mage hater (Dwarf): Your race's mistrust and hatred towards arcane magic is especially strong in you. You gain a +1 trait bonus on attacks of opportunity against a target that attempts to cast an arcane spell and attack rolls made as part of a prepared action against an arcane spell being cast.
• Mediator (Half-Elf): After being caught between two worlds all your life, you have learned to mediate between the two. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you. When dealing with elves and humans, this bonus increases to +2.
• Tribal Leader (Half-Orc): You were bred of half-human stock to produce a more cunning leader for your tribe. When you use an aid another action or gain the benefit of an aid another action, the bonus is 1 higher than usual.
• Versatile (Human): Humans seem to be able to master any skill they set their mind to learning. Choose a skill. You gain a +1 trait bonus checks with this skill, and the skill is a class skill for you.
CAMPAIGN TRAITS
RISE OF THE RUNELORDS CAMPAIGN TRAITS
The following traits are tailored to the Curse Rise of the Runelords Adventure Path. They have in common that they give you cause to visit the Swallowtail Festival in Sandpoint.
• Hunter of Legends: You have a passion for fighting the gigantic creatures that stalk Varisia’s landscape. You heard stories about the Sandpoint Devil, a legendary creature that stalks the Sandpoint area, and decided to learn more. You figured that going to the Swallowtail Festival, with most locals busy getting their tongues loosened by alcohol, is your best chance to find out if the creature’s real. Your experience in fighting big creatures grants you a +2 trait bonus to damage rolls against creatures of size large or larger.
• Country born: You come from the rural region around Sandpoint, where you were raised in an environment of rustic tradition, honest, hard work. The Swallowtail Festival is about the only thing even remotely interesting (and not at the same time life-threatening), so there is no force in the world that would keep you from getting there. Your toil-filled childhood has granted you reserves of endurance. Once per day, when an effect would normally leave you fatigued or exhausted, you may ignore the fatigue or exhaustion effect. This ability activates the first time you are affected by fatigue or exhaustion in a day—you cannot “save” it to apply it to a specific effect.
• Lone Wolf: You let a lonely childhood and were forced to fend for yourself. You were found and rescued by a Desnan pilgrim on his way to the Swallowtail Festival. Ever since, you visit the festival every year to show your respect. Your past has made you resilient. Whenever you are dying, you do not take a penalty equal to your negative hit point total to your DC 10 Constitution check to become stable.
• Totem Spirit: Your tribal totem spirit favours you. Your tribal shaman has decided that because of this favour, you are best suited to serve as an observer for the interlopers in lower Varisia, and sent you to the Swallowtail Festival in Sandpoint to learn about their traditions. The totemic favour grants you a benefit depending on your clan:
o Lyrune-Quah (Moon Clan): You gain a +1 trait bonus to Perception and Perception is a class skill for you.
o Shadde-Quah (Axe Clan): If you have the rage ability, it lasts for one additional round.
o Shriikirri-Quah (Hawk Clan): You gain a +2 trait bonus on Initiative checks.
o Shundar-Quah (Spire Clan): You gain a +1 bonus on Fortitude saves.
o Sklar-Quah (Sun Clan): You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
o Skoan-Quah (Skull Clan): You gain a +2 trait bonus on weapon damage against undead.
o Tamiir-Quah (Wind Clan): Your base land speed increases by 5 feet. This counts as a trait bonus.
• Magical Legacy: The magic of your homeland is in your blood. You were told by a Varisian soothsayer that this magic is linked to the ancient monuments that dot the landscape, and that if you want to learn more, you should visit the Swallowtail Festival in Sandpoint. Select a school of magic except divination. If you take the Spell Focus feat for that school, you cast spells of this school at +1 caster level. In addition, you can cast a single cantrip as a spell-like ability a number of times per day equal to your Charisma modifier (minimum 1/day, caster level equals Hit Dice, save DC is Charisma- based).
o Abjuration: Resistance.
o Conjuration: Acid splash.
o Enchantment: Daze.
o Evocation: Dancing lights.
o Illusion: Ghost sound.
o Necromancy: Touch of fatigue.
o Transmutation: Mage hand.
• Magnimaran Diplomat: You hail from Magnimar, City of Monuments, which is known for its open-mindedness and acceptance of a variety of races and cultures. You decided to visit Sandpoint during the Swallowtail Festival to see some more of these cultures, or maybe just in order to celebrate. Because of your tolerant upbringing, you gain a +1 trait bonus on Diplomacy, and Diplomacy is a class skill for you.
• Korvosan Imperialist: You grew up in Korvosa, former colony to the empire of Cheliax. You’ve been brought up to believe that it is Korvosa’s mandate to rule Varisia, and do not tolerate anyone to question that right. You decided to see for yourself the backwards cultures of western Varisia by visiting the Swallowtail Festival in Sandpoint. Your breeding has prepared you for giving orders and having them obeyed. You gain a +1 trait bonus on Intimidate, and Intimidate is always a class skill for you.
• Riddleport Fast Talker: You spent your early life in Riddleport, City of Cyphers, a former pirate port and still home to more than its fair share of dangerous criminals. You learned that in order to survive, you need a quick tongue, but found other uses for it. You decided to visit the Swallowtail Festival in Sandpoint, whether because you want to celebrate without watching your back all the time for once, or because those hillbillies are easy pickings. You gain a +1 trait bonus on Bluff and Bluff is always a class skill for you.
CURSE OF THE CRIMSON THRONE CAMPAIGN TRAITS
The following traits are tailored to the Curse of the Crimson Throne Adventure Path. They have in common that they give you cause to want to deal with crime lord Gaedren Lamm, a despicable low-life crime lord operating in Korvosa
• Drug Addiction: You were addicted to shiver, a drug distilled from the venom of dream spiders, because of Lamm. You survived an overdose and survived, coming clean after this harrowing experience. You know you’re not the only one who Lamm got addicted to the vile stuff, and others aren’t as lucky as you were. Fortunately, your body recovers quickly from toxins, and you have a +1 trait bonus on Fortitude saving throws
• Addicted Friend: A person close to you – a friend or lover – overdosed on shiver. When you investigated the matter, you found out that Gaedren is responsible for your friend’s addiction. The guards seem to be forcused on bigger dealers, having no time to devote many resources to what they’ve called “a bit player in a beggar’s problem”, so it falls to you to sets things right. Your research into the drug scene and local politics has given you a respectable education in street knowledge. Pick one of the following skills: Knowledge (local) or Diplomacy. You gain a +1 trait bonus in that skill, and that skill is a class skill for you.
• Sullied Family Honor: A family member of yours, perhaps a father or brother, was framed for murder by Gaedren Lamm, using false testimony by a local fisherman. The accused had enough of alibis that sentencing wasn’t immediate, and you managed to get the fishermen to reveal the truth. Pick one of the following skills: Bluff or Intimidate. You gain a +1 trait bonus in that skill, and that skill is a class skill for you.
• Framed: Gaedren framed you for murder. Friends or family eventually proved your innocence, but the damage had been done. You were forced to leave your school (perhaps the Academae) or church. As a result, you were forced to self-train and promised yourself you would become better at your chosen profession despite the spurning of your peers. Pick one of the following skills: Knowledge (arcana), Knowledge (religion) or Spellcraft. You gain a +1 trait bonus in that skill, and that skill is a class skill for you.
• Orphaned: Your parents (or last surviving parent) were murdered, and when you identified the body, you noticed a ring was missing from the body. You’re convinced that the murderer stole the ring, and traced it to a merchant. Although, to your great frustration, you can’t afford yet to buy it back, the merchant did tell you that he purchased the ring from Gaedren Lamm. You’re convinced that he murdered your parent or knows who did it. As an orphan, you were forced from an early age to support yourself. Pick one of the following skills: Craft (any), Perform (any), or Profession (any). You gain a +1 trait bonus in that skill, and that skill is a class skill for you.
• Widowed: You and your lover were assaulted in a dark alley one night. You survived the knifing, your partner didn’t. You managed to trace the deed back to Gaedren Lamm, but cannot find him to avenge your lover’s death. While you survived, a part of you died with your lover, leaving you haunted, grim, and prone to dark musings. You gain a +1 trait bonus to Intimidate, and it is a class skill for you.
• Missing Sibling: One of your siblings has been abducted by Gaedren. You’ve heard rumours about Gaedren’s “Little Lamms”, and of how the old man uses children as pickpockets and agents of his crimes. You’ve even heard rumors that the child you’re looking for has been spotted in the marketplaces in the company of other known to be cutpurses and pickpockets. Although the Guard has been understanding of your plight, it has its hands full with “more important” matters these days. It falls to you to bring down Gaedren, if you only could find him. Your constant search has developed into great skill at rumour mongering. You gain a +1 trait bonus on Sense Motive, and it is a class skill for you.
• Abducted Child: Gaedren abducted your son, daughter, niece or nephew, or the child of your superior or employer, which you have been charged with protecting. Even though ransom has been paid, the child has not been returned, but further ransom has been demanded. You don’t think that Lamm will return the child, but you have refused to give up and have started searching for him and the child. You gain a +1 trait bonus on Will saves.
• Tortured: You were one of “Lamm’s Lambs”, children enslaved by Gaedren and forced to work and steal for him. After you made one too many errors for his liking, he tortured you and left you for dead on a garbage heap. You survived, and have nursed a grudge for the old man ever since. Your scars and memory have made you jumpy, granting you a +1 trait bonus on reflex saves.
• Saved by Faith: As one of “Lamm’s Lambs” you found a holy symbol of the god you worship today while on the job and, intrigued by it, you snuck off to attend services. When Gaedren found out, he beat you within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 trait bonus on concentration checks to cast defensively.
LEGACY OF FIRE CAMPAIGN TRAITS
The following traits supersede the respective versions found in the Legacy of Fire Player's Guide
• Finding Haleen: The benefit of this trait changes as follows: Select one class. Whenever you take levels in this class, you gain one extra skill point.
| Ksorkrax |
3. With Sandpoint being so large, having something like 57 different visitable locations each with it's own npcs, how do you manage all of that information without bogging the game down? I don't have access to a Sanpoint map big enough for my party to see as I use the pdf on my laptop, so it is hard for them to really see the options available.
As for the visual map, get yourself A3 sheets and remember that you don't need to be that precise in drawing as long as there are no fights.
But maybe you won't even need that, I mean, there are some important locations like the barracks or the temple or the glass factory, but all these small houses inhabited by commoners are not relevant to the story - and if one becomes (relatives to a character perhaps) well it's one location more, not 57 more.Think of sets on a stage. Important places. That's were the characters go to, even their relatives could be outside these places, just mentioned shortly.
(if a thief character really wants to steal from poor commoners, just describe it as using a profession skill to get income)
As far as my experience with Rise of the Runelords go, expect the PCs to use uncommon ways, like
ignoring the forest of Thistletop and the fort on the isle by just entering the caves from sea
or
sealing up the entrance of the dungeon beneath Sandpoint instead of exploring it - try to encourage the characters to enter by having it change commoners from beyond and the chars get to notice that something is not right somehow