they found and returned Lockerbie's brooch and completed the side quest and gained his aid against the derro.
They decided to go after the tower girls. they are thinking this area is not connected to the crow. tried to request lockerbie's aid, he denied saying the deal was for him to aid against the derro and to come to him when they are ready. they just defeated ayala last session and went into dungeon level 1 against the mites.
They just finished book 1!
The clockwork servant(from area C5) they named 'cranky' and they went to golemworks to get it to aid in craft alchemy checks for wizard. (+23 bonus at level 5
(5 ranks, 3 class skill, 4 int, 5 crafter's fortune spell, 2 shard of pride, 2 master alchemist feat, 2 aid another) craft alchemy in no time.
Rogue, a worshiper of pharasma, carefully destroyed lockerbie when the time was right. The effects of the timeglass artifact(in book 6) allows the PCs to use acquired points throughout the story to have spells cast. They had enough points for their future selves to cast resurrection on Lockerbie to return him to human form. reunited with his wife.
The party spent too much down time crafting things (nearly 3 weeks), the cleric retrained into crusader archetype. so while fenster was the first victim of the derro atlatia made him an amnesiac(a form of madness) and returned him to magnimar, and captured Natalya who cleric had been courting. Sheila told PCs that she is late for update on her spy work for Sczarni. They didn't find out that the sewers were connected to the crow until after they defeated all the derro except Khrysm. cleric is lucky on diplomacy checks to lay with certain women so far. (to date a random librarian, Natalya, and the captain of the Wanton Ways herself) Natalya being saved twice is completely infatuated with anyone who wants her attention, the cleric. (he also has ranks in perform wind instruments (an accordion) that makes him all that much more romantic)
Cleric went to docks to secure the voyage on Wanton ways and saw Fenster working the docks moving cargo. He was found and put to work by the docks to earn a decent living. also having memory failure noticed that he himself was a nasty fellow so he got himself clean. Cleric subtly tried to get his attention but being an amnesiac didn't recognize him. cleric dropped the issue thinking he was better off.
Sheila sent them on a week long team building training exercise. each PC would gain a free teamwork bonus feat. This is my own thing to hammer down the team thing that sheila really wants.
They had just met with Maroux from book 2. cleric of course courts her and she wants nothing to do with that!
Wizard (the diviner) will soon receive the vision of Vargun making her own divinations. (if you've been following my posts...)
|Alric the Slain|
Not sure if anyone still remembers this AP, but I am finally getting around to running it. My party is well into the crow and just got to room B20, the Dormitory. The text states, "It also serves as their storage for artifacts they have looted from the piling and intend to sell, all packed in bags and crates."
However, there is no indication of what that loot might actually be. Anyone have any recommendations for approximately how much treasure to dole out here or specifically what that treasure might be?
I'm running it now. I ignored the reference to loot there; I assumed it was an error since it didn't list anything under treasure. There's plenty of stuff in the Crow and below for them.
I am in planning stages to run this AP for my group after we finish the last chapter of Rise of the Runelords (we're running the Spiritual Trilogy in order now). I like to read folks' commentary on how the book is laid out and how different groups react to the story.
I saw (somewhere) that maybe one or two people were commenting on the initial story hook being a bit boring - i.e. a note from Sheila and then she leaves them in a room to open a puzzle box with a monster trap. Based on other intros I've seen, I can kinda agree it's not fabulous, so I'm looking at other ways to spice it up for the team.
I'm keeping in mind that I won't know what's best for them until I have a better idea of what characters they come up with, but I'm leaning toward integrating Rise of the Goblin Guild as their intro spice instead of the puzzle box. It can be run for 1st level characters and it's literally started right out of the same place (Heidmarch Manor).
Has anyone else modified the story intro? Has anyone here run Rise of the Goblin Guild and have thoughts?
My group said the puzzle box was the most fun they’d ever had. Remember that every time the party misses they shatter objects or otherwise destroy the room. They loved the gremlins, and found the havoc they wreaked on the many priceless objects on display in the room hilarious. I came up with a good-sized list of things they destroyed due to the bad luck powers; it was a mini-tour of Golarion and the Society’s adventures.