
![]() |

I'm planning to run this AP in the near future, and I was hoping to get some words of advice from those of you who have already run it (or are currently running it).
How many points would you recommend I allow to players to build their characters? The standard 15?
Are there any classes or abilities that the group needs to have to be successful in the AP?
Are there any classes that wouldn't be useful or fun to play in the AP?
Any general words of advice as I begin preparation to run this adventure?
Thanks!

_Cobalt_ |
1 person marked this as a favorite. |

I'd go 20 points, personally. There's some lethal stuff in there, and even a 20 point build (possibly a 25 point build) might succumb to in one or two hits, especially if rolling badly.
Nothing too specific. An Exarch Dwarf Inquisitor would be kinda powerful, or anything useful against chaotic creatures. There's more chaotic or chaotic evil enemies than straight up evil enemies. Not needed, but useful.
Nothing to shy away from, really.
Read Lovecraft. Seriously. For the fourth and fifth books, it's basically "Lovecraft - The Adventure." I'd recommend Nyarlathotep, At the Mountains of Madness, Pickman's Model, and Call of Cthulhu. They are all short stories (except AtMoM, which is a short novel), and if you just sit down to read them, you should be able to read them all in a night.

RoninUsagi |

I agree with both previous statements, as well as to add one more piece of advice.
Make your own graph paper maps of the dungeons, if you don't already, and do it in sections. There's been a lot of multi-floor, up,down, and around so far from what I've seen. Making my own graph paper maps has been, so far, made it much easier to keep track of both PC and Encounters - especially if players get separated because of traps or other circumstances. (Like GM evilness...)
Also, there are several companions the players may or may not "recruit." Be sure to familiarize yourself with them and their many facets. Maybe even replace them if you feel the need. (I wouldn't, they've all been so full of possibilities so far!)

RoninUsagi |

Read Lovecraft. Seriously. For the fourth and fifth books, it's basically "Lovecraft - The Adventure." I'd recommend Nyarlathotep, At the Mountains of Madness, Pickman's Model, and Call of Cthulhu. They are all short stories (except AtMoM, which is a short novel), and if you just sit down to read them, you should be able to read them all in a night.
This last part should be easy, as you will be unable to sleep due to sheer cosmic horror.(That may or may not be just in you head...)
But seriously, do this.

![]() |

I'll definitely look into those Lovecraft stories. I've read quite a few Lovecraft stories, but not those particular ones.
Are rogues absolutely necessary? I'm just asking because I'm anticipating the possibility that no one will want to play a rogue, since they're so well loved in Pathfinder.
What about non-core classes? Any that would be particularly good for this AP or that I should steer away from?

Blue_Hill |

Are rogues absolutely necessary? I'm just asking because I'm anticipating the possibility that no one will want to play a rogue, since they're so well loved in Pathfinder.
Rogues (or any other class) is hardly necessary for this AP. I haven't run this but even though there are some traps, there are ways to deal with them. Some archetypes can replace rogues easily (detective or archaeologist bard and urban ranger came to mind) and there is always magic to help adventurers (detect traps, knock etc.)
EDIT: But this AP is excellent chance for rogues to shine, thanks to regular amount of traps. Also scouting ahead is pretty useful in dungeon and rogue can do that. Skillmonkeys are always needed in dungeon and in social encounters.

captain yesterday |

I just said rogue because i'm a big fan of rogues, and rogue-ish characters:)
and also this being more of an old school dungeon AP (and me being an old school gamer) my first inclination is to make a rogue.
however i firmly believe any adventure path can be done without the standard battler, arcane, divine, skill array to it.
Alchemists, Bards, and Rangers all work great to fill the void of roguishness
also fighters, cavaliers and barbarians make great trap finding poles;)
Alain: "i don't see anything down here?"
Lini: "well keep looking, did you check that corner?
Alain: "i'll check" "no nothing down here except..... AHHHHHH!!!!..... MY EYES!!!!!....AHHHHH!!!"
Lini: " DROP AND ROLL, DROP AND ROLL!!!"

Sub-Creator |

however i firmly believe any adventure path can be done without the standard battler, arcane, divine, skill array to it.
You ain't kidding! My Runelords party consists of two sorcerers (Undead and Infernal bloodlines), a gnome druid, and a gnome monk. Not an optimized group in the least, but they're holding their own pretty well!
And archaeologists are the perfect archetype for this AP. One of my players has planned to go that route.

leo1925 |
1 person marked this as a favorite. |

Lex Starwalker wrote:
Are rogues absolutely necessary? I'm just asking because I'm anticipating the possibility that no one will want to play a rogue, since they're so well loved in Pathfinder.
Rogues (or any other class) is hardly necessary for this AP. I haven't run this but even though there are some traps, there are ways to deal with them. Some archetypes can replace rogues easily (detective or archaeologist bard and urban ranger came to mind) and there is always magic to help adventurers (detect traps, knock etc.)
EDIT: But this AP is excellent chance for rogues to shine, thanks to regular amount of traps. Also scouting ahead is pretty useful in dungeon and rogue can do that. Skillmonkeys are always needed in dungeon and in social encounters.
Just make sure that there is someone with a good perception and someone with a quite good disable device (traits can help here), if you worry about not having the trapfinding ability (the ability to disarm magical traps) you should see that:
1) 1st level rogue (a bunch of archetypes give that up)
2) 3rd level urban ranger
3) 1st level trapper ranger
4) 1st level seeker oracle*
5) 1st level seeker sorcerer*
6) 1st level crypt breaker alchemist
7) 2nd level detective bard*
8) The 2nd level bard/alchemist/wizard spell Aram Zey's focus (too bad the duration is only 1 minute per level)
9) 2nd level archevist bard*
10) 6th level archeologist bard*
11) 1st level sandman bard*
*those 6 get trapfinding in everything but the name

ANebulousMistress |

Thus far... make sure everyone has a ranged weapon but they don't have to be good at it. It's a lot of dungeon but it's not all close-quarters dungeon.
Also, do not be afraid to use the twists and turns in the dungeons in your favor.
And, since this has been my biggest problem thus far, make your PCs rest from time to time. I swear, my 2 PC party decided to take out a floor and a half of one dungeon after they were out of spells. I had to throw one down to negs to get them to take a rest, dammit.
Finding secret doors is a Thing. Make sure someone has ranks in perception.
But the biggest thing...
Make sure you're playing a character you can stand to spend days and days with in a dungeon without having to go back for provisions or selling loot.