| Mage Evolving |
I was wondering what advice anyone could give on running this AP in pathfinder with only 2-3 players. At the moment the party consists of:
a Rogue
a Barbarian
a Magus
Should I allow them to build superheroes (30 pt buy)?
Should I introduce an NPC Ban Dade the Cleric who will help them along?
All I read on the message boards is how this campaign is a "Meat grinder" I just want to make sure that players are able to rise to the occasion and have the opportunity to succeed with out me changing the story all that much.
| Reggie |
I ran it for a party of three regular players - Cleric, Thief & Fighter - originally in 3.5, then converted to PF about halfway through. Characters were rolled up with 4d6 per stat, re-roll ones and drop the lowest die, arrange scores as desired.
Given that we play more for story than strict adherance to the rules, the biggest thing I had to do was just make sure that challenges were shaved down to match the party's ability - knock off the odd hp here and there, skip the odd attack, but keep things at the level where the party was threatened.
There were two casualties along the way, but everyone had fun and we ended up with a good story.
Reggie.
| Mage Evolving |
We just finished up the first AP.
It was a true miracle that they survived. Luck got them through the gnome city in about 45 minutes. But it was a well timed color spray that allowed them to turn the tide of the boss fight in the malachite fortress and even then it was close.
I brought in a NPC cleric to aid them and I am positive that was the right choice. Now it's 3-4 months of PC down time. They've all expressed interest in capitalizing on their newly found fame and perhaps setting up a shop or buying a bar. In the words of the barbarian "I've had my fill of warring now it's time for the whoring." I think that a bit of political intrigue might be a fun side quest.
Ideas I am working on for the PC:
- The trial of Keygan Ghelve
- Clearing out and perhaps opening up the Gnome City
- Opening up a bar
- Training at the local fighting academy
- Becoming "Pathfinders"
- Exploring the characters back stories
| Mage Evolving |
We just finished up the first AP.
It was a true miracle that they survived. Luck got them through the gnome city in about 45 minutes. But it was a well timed colorspray that allowed them to turn the tide of the boss fight in the malachite fortress and even then it was close.
I brought in a NPC cleric to aid them and I am positive that was the right choice. Now it's 3-4 months of PC down time. They've all expressed interest in capitalizing on their newly found fame and perhaps setting up a shop or buying a bar. In the words of the barbarian "I've had my fill of warring now it's time for the whoring." I think that a bit of political intrigue might be a fun side quest.
Ideas I am working on for the PC:
- The trial of Keygan Ghelve
- Clearing out and perhaps opening up the Gnome City
- Opening up a bar
- Training at the local fighting academy
- Becoming "Pathfinders"
- Exploring the characters back stories
| Mage Evolving |
So my PC's are currently playing though the underground ruins in Flood season. However, they are all convinced for whatever reason that they should retreat.
They were able to defeat the cleric of hextor but now feel that they need to leave with out any wands and then return in a day or two. I'm looking for some ideas on what the ramifications could be for leaving mid dungeon crawl or any way the PC could lessen the impact of killing the BBEG then bugging out. Any ideas?
| Reggie |
Well, the rains would keep coming, with flooding accelerating in the city, which should force the party to return quicker.
The remaining villains might decide to leave their base, given that it's just been overrun by heroes, so they grab essential stuff (leaving the wands scattered around wherever they were) and prepare to leave...
... just in time to run into the heroes coming the other way.
Reggie.