A New GM planning for Adventure


Advice

Wayfinders

Hello, I am a sixteen year old wanna-be GM with nearly 5 years of Pathfinder under my belt. I know the rules quite well and am planning on doing the Legacy of Fire Adventure Path. I know that it was primarily based off of the 3.5v ruleset and have been making the conversions from the two systems if nothing is present in the Bestiaries for the monsters.

My group has all the same experience as me and I have two 30yr. DM's going to be playing in my game. I have both a players Binder which I hold the Players Companion and Maps of the region and Golarion. I have my binder which holds the adventure path and certain details.

My question is, what other tips, tricks, and advice can you give me for preparing for his first Pathfinder campaign.

Thanks in advance!


Write down 20 names for NPCs and put it on a post-it note for whenever your players run into unplanned NPCs. Write them down in a notebook for later then cross them off the note.


You should probably give some thought to whether, for purposes of your table, the unluck aura of Pugwampis stacks. There is some difference of opinion on the matter.

It wouldn't hurt to give some serious thought to how you want to handle wishes, since as I understand it there's a real chance of them coming up in the later chapters.

Apparently there is a general consensus that the fifth chapter lags and can be omitted if the game is dragging a bit. Along these same lines, the author has apparently expressed a willingness to share his 'directors cut' version of the adventure path with those who ask, which is supposed to be pretty good at filling in the gaps.

The last time I perused the subforum specifically dedicated to Legacy of Fire (probably worth a read in its own right), there were indications that conversions of much of the 3.5 material have already been undertaken. If you can find them it will save you a lot of work.

Silver Crusade

The problem with the fifth chapter is that it's pretty much the same concept as the fourth chapter, only less interesting.

That said, LoF is a cracking AP. My advice would be to really get your players interested and invested in the fate of Kelmarane.

Also there are a few scary encounters in this AP which could easily lead to TPK's. Check the obituary thread in the LoF forum for details, the same names come up over and over again...


Hey that's awesome Mr. N. Welcome to the GM world.
And honestly this is the AP that really got me into the world of Golarion. Everyone loves Runelords, but Legacy is just a good solid AP that I loved every minute of.

As Peasant said, check out the LoF subforum. Wealth of knowledge in there.

If this is your first AP you are running, make sure to read ahead of time. That way you are all set and for the unexpected.

Your players might like to have the LoF Players guide which is isn't free but nice to have. Found here.

Wayfinders

Thanks for the advice guys, I have worked up two binders for which I am creating the Player's Binder and the GM's Binder (I already have the Players Guide and printed it all up.) I am using Sheet Protectors to thumb through it like a book, as well as the Major factions and the Map of Golarion. I've printed it up at my school which means all of it is grey-scaled (kinda sucks but, you've gotta deal with what you have).

I'll go ahead and check out the sub-forum and see if I can snag a few things. I also have ethnicities that the PCs pick up and can therefore express themselves with their ethinicity (mainly because I thought it'd be pretty cool).

I have made my own race before that has come out GREAT, it was the Scorpionfolk which would make sense in Savannah's, Deserts, and Mountains and I've decided to have those guys only be NPC's if I am going to add them.

Should I have a third binder for ideas, I find that it might come in handy during the game (when I do it) and act on it in the game sessions to come.

Thank you, please, if you can give me any more, I'd be very happy to see if I can incorperate it into my game. :D


Another thing you might want to consider are any house rules that you may or may not want to use. And don't be afraid to change things up a bit. Who cares if its not in the book(within reason course) You're the GM its your world and don't let players strongarm you into getting what they want. and for your BBEG that you have to come up with give them a backstory. Why do they have these abilities, how did they get them, do they like long walks on the beach? With questions like that you can come up with a good encouter that works and maybe give your BBEG some extra powers to make him a little tougher.

For example there was a fire cult that worshiped an Efreet. The head cultist was granted the ability to turn a certain amount of stone per day into lava by the efreet via wish. I don't know for sure if there is a spell or not that does that but it worked and made an interesting encounter that the PCs unfortunatly made short work of.

And remember, you're the GM(and to quote Bob Ross) its your little world, have fun with it and learn from your mistakes, as you will make them. Cause i did. I did a lot.

Wayfinders

Indeed, I do have houserules at the ready (like 4) and I am going to be incorperating them. Mainly, they're for flavor, that said, let me give you the run down of what they are :D

- CMB vs. CMD checks don't provoke attacks of opportunity unless you fail.
- +10 HP at 1st level, being that the conversions are slightly worse in some cases.
- You gain a +1 to whatever you are doing as long as you describe it.

The ethnicities which I described are all also houserules, depending on the ethnicity you choose, you gain your stats by it, for example.

The Keleshite has these stats that you start off with (when you pick the ethnicity)

STR 13
DEX 12
CON 15
INT 12
WIS 9
CHA 12

Now, say you wanted to play a Halfling Keleshite Fighter. You'd still take the penalities, such as the -2 to STR, but the +2 to DEX and CHA. So, now the stats will look like this:

STR 11
DEX 14
CON 15
INT 12
WIS 9
CHA 14

I've made it to where most of the stats are in the odds, because when you hit 4th level, you can increase the state by one modifier. So, a 11 STR could turn to a 12. Basically, representing that whatever you've done, it shows experiance and you have gained something from it.

The point total I tried to steer around the 73 - 78 range (adding them altogether to get a number between 18 and 108.) I like the idea, but, I'll have to find out what happens when I do it :D

Thanks Dwarfakin,

Lantern Lodge

It might also help to pre-draw the maps, just verify if each sq is 5' or 10' beforehand.


not a problem! Just passing on the advice that was given to me when i started.

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