The Worldwound Incursion (GM Reference)


Wrath of the Righteous

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Scarab Sages

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Finished Book 1 over the weekend with my group.

Final thoughts on how the Gray Garrison went.

Spoiler:

As usual, first the players.

25 point buy, 5 people. The Garrison ended up split between two sessions and I had a player bail on me for session two.

The players had the run of the place pretty much, with lots of choke points that kept the enemies from overwhelming them. I'd replaced the six tieflings with 2 of (tiefling, dretches, and quasits). This worked out well with one of the tieflings running off to warn the rest of the Garrison while the dretchs hit stinking cloud.

They caused a stop of the northern alter room by throwing up a web while they finished up with the south area, then the alchemist burned down the web. Color spray stunned him into dropping his dagger, then they grapple beat him down because he didn't have a weapon.

I added a third of the mirror hating demons, but they handled it fairly well. I ruled that the paladin's shiny new MW full plate looked like a mirror (the party runs with a shared treasury and I let him buy it at the Defender's Heart). So two of them spent a round trying to sunder the armor instead of the player's faces.

Staircase room, I kept with the three dretches. Only one got off a summon, so the players just held the line at the door. Irabeth had her sword by this point, so even with a hard corner she was beating them down laughably.

Up the stairs I'd swapped two tieflings with dretches again and brought in the Schir. (I have to have something to slow down the players. Tieflings with 10 HP are just a swing and dead). The players, under a stinking cloud, retreated back down the staircase while the enemy chased. Ended up with two lines as tieflings, cultists, and various enemies on the second floor charging down the stairs. Nearly dropped a player at this point.

After the battle we broke for the evening. The PCs remember the warning of Irabeth that retreat will likely bring in reinforcements, so they don't want to retreat even though they're almost out of resources.

Next session a player doesn't show, but all that's left are the flies, the peryton, and the third floor. (Zombies don't count).

They easily finish cleaning up the second floor. At this point I offer them level 5 if they retreat and rest for a day. If not, they can have their new max HP (but not added to current), BAB, and save bonuses but nothing else.

As expected, they chose to push forward.

The minotaur rolled a 1 on Init. I had him blow the horn anyways, to warn Jesyln. He only lasted three rounds even with max HP. Players got a scare as party favorite Irabeth had a natural 20 rolled against her, but I didn't confirm. They were really, really thankful for that when the 3d6+12 wasn't tripled against her.

Breaking down the next door, Jeslyn was almost a pushover. Probably because my dice hated her, and rolled Irabeth a crit and then max damage. The party was laughing as Irabeth almost soloed the encounter.

After the wardstone was shattered, I did away with the Babaus. Instead, I threw two Vrock at the players. Even though I gave the party the list of powers the wardstone energy gave them, they were going 'oh s#+*' for a moment as Irabeth didn't wake up even with a channel. Especially when I crit one of them with a claw.

But the party prevailed and mythic granted. Afterwards I went over with them what they should have fought and the suggested tactics and they were glad I did the Vrocks instead, as the Babau as supposed to be run wouldn't have been an epic moment of ascension.

With that, we spent the next hour or so doing two levels and the mythic tier. We game again this weekend starting Book 2. I had the players roll K: Religion and Planes about Deskari and Baphomet to give them hints about the Lord of the Locust Host (swarms ahoy!), because otherwise no one's going to have anything to get through the swarm caves.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Just Completed Book one in our group. It went great. The party is a Paladin, Inquisitor, Barbarian and Ranger (archer) (20 point buy, but no dumps). Because my group is so focused on physical damage, I upped the Teiflings to level 2 Rogues and Fighters, and bumped cultists to Cleric 2/Figther 1. It really helped to add some additional difficulty to the Gray Garrison. Without those extra levels, I'm afraid that 1) none of the bad guys were going to hit and 2) the fights would be over much too quick b/c of the mongrelmen. Really worked out well, and they got all of the Devotion points as well.


Pathfinder Adventure Path Subscriber

My group of PCs got 8 of 10 Devotion points without me having to prompt them into doing it. I was so proud of them :)

I was disappointed in the Grey Garrison, it was way too easy for my players. By the time I could have changed it I was just as eager to wrap up and stop wasting their time.


Would anyone consider Iomedae a good deity to convince the mongrelmen in the traitor camp to believe in over Baphomet? I decided to give my PC's a chance to redeem some of them as lead up to the other redemption points in the later books.

Specifically, Wenduag. I am playing her as being very disillusioned with what Hosilla did to the former chief and lovers.

I have an Asmodeus worshipper and a paladin of Iomedae in my group and could honestly see both being good fallbacks since they ARE the remnants of the First Crusaders.


I saw the traitorous mongrelmen as being more politically driven, then actual religious converts. The traitors and the Neathholm mongrels seem to be more in a tribal war and the cultists arrived recently, basically taking over the camp. I know there was some interaction prior between Hossila and the traitors, but I played that as most being a relationship of convenience.

I would say if you're looking to change the traitor mongrelmen, really good diplomacy rolls would be better. That could be augmented with promises of deity favor. That tactic is definitely not uncommon and would make sense.

That could be accomplished with good bluff rolls from anyone depending on what was promised, I suppose.

Silver Crusade

DM Pendin Fust wrote:
James, just curious...do you have any expanded backstory on Millorn floating around?

I ended up keeping Millorn as well. The PCs subdued him so why not reward that rare behavior.

I kind of recreated him as a Dwarf alchemist that was exploring the caverns underneath Kenabres looking for rare alchemical ingredients - he stumbled across a patch of toxic mushrooms deep in the caves and began to hallucinate and could not find his way out. As he ate more and more of the mushrooms and other cave plants to survive he developed into a mad hermit that continued to have vivid hallucinations causing him to be paranoid and attack the PCs. Once my PCs subdued him, they took him to Neathholm and there Millorn was cured of his affliction by Seer Opoli. The mongrelmen were well aware of that particular fungus toxin and have treated many of their kind in the past. After Millorn recovered I kept him as a slightly odd almost mute character (a permanent effect from the mushroom toxin) that would tag along with the players. He would pretty much keep out of combat but could make potions using his alchemy skills to help the PCs when they were a little beaten up.


Grayn, the diplomacy rolls are what prompted this question :) I have a feeling that the mongrelmen would need SOMETHING to replace their faith though and I wanted a nice tie-in to the campaign. I figured the Iomedaean paladin could get a nice scene where the traitors realize again their heritage and pledge back to the goddess.

Blackcloud, cool backstory! I ended up having Millorn working with demon eggs and condemned criminals, killing the criminals and infusing their DNA and life into the egg to try to breed a controllable demon-tinged raced. He wanted to lead them against the demons. Being exposed to the energies from the rituals and the eggs themselves drove him insane though and when the crusaders learned of his experiments and went to stop him...that pushed him over the edge.

Scarab Sages

Mine had Millorn trying to subvert the method of creating a Quasit familiar (a portion of your soul carved out of the Abyss) into a neutral plane instead of an evil one.

He failed, and got a Quasit familiar that drove him quite insane. The players liked this idea as I had the several times 'killed' Quasit show back up. I was going to the point of the players finding out it was slowing shattering Millorn's soul, but then they gave him over to the crusader's for the rest of his 'redemption' and dropped the line.

Liberty's Edge

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Maps Subscriber

Millorn conversation was going well until the two paladins decided to subdue him for the greater good and nearly TPK the party with a well placed Color Spray...Thankfully the injured NPC's stepped in...

Second Seekers (Luwazi Elsbo)

Starfinder Superscriber

IMC Millorn got banished by the crusaders for "fraternal relations" [sic] with dretches. He's mostly harmless, but goes on constantly about how great demons are and how he's discovered the right spot to tickle a dretch to make its stinking cloud go off.

Since he's too low-level to set off detect evil, they just figured he was misguided and took him with. I think I like the idea of the hallucinogenic fungus though. He'll settle down when they finally get him upstairs, I think.


My guys took ol' Millorn with them and handed him over to the Crusaders at Defender's Heart. I'm wrapping in a nasty demon blood addiction (the primary reason for his forced exile) and resulting insanity (caused by his dependency and withdraw). Depending on what the players want to do, we may see him again in the future.


Pathfinder Adventure Path Subscriber

One of my groups had Millorn on the ropes, bleeding out, then the LN inquisitor of Erastil decided to stabilize Millorn against his better judgement. They haven't really interacted with him yet, but in my backstory I've made him a distant cousin of Staunton Vhane. Staunton managed to play off of Millorn's insecurities and convert him to worship of Sifkesh. I also think that Vhane found Milorn annoying, so he secretly hoped that his cousin would commit suicide or go totally insane. He then stuck Milorn with Hosilla's crew to keep him out of the way, followed by Hosilla sending the dwarf out on "guard duty." I like the mushroom idea too, and I've made my Milorn an arcanist, so between his addiction and the different style of magic he uses, I'm certain he'd have a fairly large grudge against the city's witch hunters.


I'm having a bit of an issue with the NPCs as presented (just started running this last night). Especially balking at the notion of talking to myself in three voices for prolonged periods of time at the waning interest of five persons arrayed with me around the table. That, coupled with an impression that they are less living breathing people and more along the lines of walking Puzzles/Skill Checks waiting to be solved.

Any one have a similar experience that would be willing to weigh in? At the moment, I'm more tempted to just handwave the social encounter checks and the like and set to tweaking the NPCs in a way that makes it easier for me to get behind in terms of roleplaying them. I want them to retain their relevance to the story at large, but running it directly as it reads out of the book isn't looking to be a very tenable arrangement for the long haul.


Pathfinder Adventure Path, Rulebook Subscriber

Create notecards for each NPC which includes information on how they speak and behave. Have a couple quirks for each NPC to have them stand out more. I will say that the three NPCs is one reason I'm strongly tempted to, for once, not run a GMPC when I eventually run this campaign.


It's not so much I'm having trouble keeping the facts straight with them, or keeping them separate entities; most of it stems from it being a one way interaction for some of the scenes—GM on GM dialogue is just awkward and unwieldy to me when it's happening this often.


Pathfinder Adventure Path, Rulebook Subscriber

Then maybe you could recruit a helper GM. Or a skilled player who you trust to roleplay these scenes.

After all, while it helps to be crazy to be a GM, it's not a prerequisite! ;)

Second Seekers (Luwazi Elsbo)

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Starfinder Superscriber

I have a helper GM! He's learning how to GM and characters are his strong suit anyway, so he's playing some/all of whichever NPCs are gonna be hanging around at any given time. Helper GMs are great, I recommend them whenever your game needs it.

Liberty's Edge

I have a meta-AP question (not about the stuff in the AP itself.) The AP dropped at, or around Gen Con. Some of the support items don't come out until later: face cards and Pathfinder pawns for the AP don't come out until next spring. By that point, those of us running the AP will be well into it or done.

What is the rationale for waiting so long to release supporting game materials? It would sure be nice to have them them when I run, not after I have concluded my campaign.

Scarab Sages

I'd assume it's because the last of the books are still in the tweaking stage. It wouldn't be good to release a set of cards and pawns for items and creatures that get changed and/or axed by the time of final publishing of Book 6.

Paizo Employee Creative Director

Mark Stratton wrote:

I have a meta-AP question (not about the stuff in the AP itself.) The AP dropped at, or around Gen Con. Some of the support items don't come out until later: face cards and Pathfinder pawns for the AP don't come out until next spring. By that point, those of us running the AP will be well into it or done.

What is the rationale for waiting so long to release supporting game materials? It would sure be nice to have them them when I run, not after I have concluded my campaign.

The rationale is that we simply do not have all the resources (as in, we don't have all the art and illustrations) to do map folios or pawn sets or face cards when the first AP launches. In order to have them all come out at the same time, we'd have to delay the first 5 parts of the AP to come out all at once at the same time as part 6. Which isn't an option for a thousand and one reasons.


Pathfinder Adventure Path, Rulebook Subscriber

Some GMs can't just start doing an AP when it first comes out. Or there are delays. Or any of a number of things. The products end up being of use to people. :)

I mean, I started with the RoW campaign with the second book's release. I'm now able to use the cardboard "minis" because my group just doesn't meet often. ^^;; No doubt others out there are in similar straits.

Liberty's Edge

Tangent101 wrote:

Some GMs can't just start doing an AP when it first comes out. Or there are delays. Or any of a number of things. The products end up being of use to people. :)

They are of use to people who, for whatever reason, can wait. For those who have no reason to wait, those items are useless (and, frankly, a lost sale - I won't buy those items because they will be of no use to me after the fact.)

What do you say to my gaming group, who wants to run the AP when it comes out? I mean, I have sufficient minis, pawns, etc. from other materials, so it's not a question of having something to use. "What you see here isn't really a fly swarm - just imagine it's such and such demon."

It's an annoyance, really, more than anything else.

I was just curious why this release schedule was the case because I didn't know.


Mark Stratton wrote:
Tangent101 wrote:

Some GMs can't just start doing an AP when it first comes out. Or there are delays. Or any of a number of things. The products end up being of use to people. :)

They are of use to people who, for whatever reason, can wait. For those who have no reason to wait, those items are useless (and, frankly, a lost sale - I won't buy those items because they will be of no use to me after the fact.)

What do you say to my gaming group, who wants to run the AP when it comes out? I mean, I have sufficient minis, pawns, etc. from other materials, so it's not a question of having something to use. "What you see here isn't really a fly swarm - just imagine it's such and such demon."

It's an annoyance, really, more than anything else.

I was just curious why this release schedule was the case because I didn't know.

AP's are almost always released well ahead of their utility materials. This is nothing new. Seems like you are just looking for something to be upset over.

My group uses the plethora of miniatures we have collected over the years to run our games, but there are thousands of papercraft miniatures online free for download and printing that could work just as well if you absolutely CANNOT wait. Many of them are actually pretty good, and you might even be able to find someone willing to make custom miniatures for your game.

In short, Paizo can't do everything all at once to satisfy every person. If you can't wait for the official stuff, you'll have to fend for yourself if you want to use miniatures in your game.


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I am planning to run this adventure path starting probably in February. This will be my first time as GM for a Pathfinder game, so I'm kind of nervous about how things will go. I have run many, many tabletop RGPs in my life, but mostly World of Darkness games.

I made some test characters to run though some of the combats to practice, and I've found out that I just don't know the rules as well as I thought I did. I'm still learning the underground areas and already I have come up with a couple problems.

The fight with the Darkmantles nearly wiped out the party: 1 paladin, 1 cleric, 1 wizard, 1 rogue, plus the 3 NPCs. I must have been playing them wrong, but their darkness power is rough. The only light sources so far have been from Anevia's light cantrips and makeshift torches from the debris in the first encounter room. If I understand it right, these Darkmantles could cast darkness on themselves to take full advantage of their blindsight. Even with 2 characters that have darkvision, it was hard for them to kill or drive off these creatures that can fly. Maybe I didn't understand their flying ability well enough. I had them fly/charge from the darkened ceiling on intruders, so most of the party was effectively blind and had low AC and were easily hit and then grabbed/constricted for enough damage to render them unconscious. On their next round, they would fly back up to the ceiling as their move action and then charge/dive down again. Is that not possible with 'poor' flying manueverability? Or would they be able to stay near the ground and fly/charge at new enemies without having to fly up to the ceiling? Hitting these guys in the dark with ranged attacks is nearly impossible.

My second problem was I rolled 1 random encounter between the set encounters, a bat swarm. No party members had attacks that could damage the swarm except the rogue had 2 flasks of acid and one of the NPCs has Alchemist Fire flasks. They can fly faster than the party can run with injured NPCs, so what options would a group have to survive if they miss with those few alchemist fires?

Finally, I agree that having 3 NPCs with conflicting backstories can lead to too much time talking to myself as a GM. I'm considering throwing out all of the conflict and just make them all friendly to start with.

Thanks for any advice! I expect I'll be back with more questions another day.


@Zenori - Light and Darkness counter each other so the total light level should have remained unchanged where the two spell areas overlap. With torches or other light sources in the room there should have been enough light to see, if not perfectly.

For the bat swarms, they are tough. Without any real AOE magic like Burning Hands or something to deal extra damage to them, a party of low level adventurers will find themselves hard pressed to deal with something like that effectively.

Finally, I would say the NPC's should still present a challenge. You don't need to talk to yourself. You could simply describe what the two say to each other, or that one NPC is offended by the statement of another and is showing visible signs of irritation. Something like that. I didn't have any issues running them as unfriendly together at first.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Err, no, Darkness is a second level spell and easily overwrites the level zero Light. ^^


Pathfinder Adventure Path, Rulebook Subscriber

Yeah. The Darkness spell is pretty much a nasty method of screwing over your players in that environment unless they have Darkvision. There's no natural light so it's basically a region of absolute darkness. And hey, the lights are now out! So the Darkmantles effectively have complete concealment and can't be targeted at range. Meanwhile they can see perfectly fine.


Ahh my bad, you're right. I misread that.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

My guys avoided that problem mostly through having three Aasimar's in the group. ^^


Yeah, Daylight works well enough to combat Darkness.

Liberty's Edge

Aldarionn wrote:


AP's are almost always released well ahead of their utility materials. This is nothing new. Seems like you are just looking for something to be upset over.

My group uses the plethora of miniatures we have collected over the years to run our games, but there are thousands of papercraft miniatures online free for download and printing that could work just as well if you absolutely CANNOT wait. Many of them are actually pretty good, and you might even be able to find someone willing to make custom miniatures for your game.

In short, Paizo can't do everything all at once to satisfy every person. If you can't wait for the official stuff, you'll have to fend for yourself if you want to use miniatures in your game.

This is the first AP I have run. I have no experience with the APs or their release schedule, so before castigating me or ascribing to me a motive as why I posted, you might consider that it was a genuine question. My question was answered by others far more civil than you.

Thanks for nothing.


I figured I'd share my end-of-book notes for posterity. Hopefully, someone looking to run this AP will find it helpful.

Book 1 Hotwash:

Started: 10 Oct 2013
Completed: 5 Dec 2013

Medium of Play: Roll20/Google Hangouts with a private Google Community

# of Players: 4 (picked up 5th player second session)

Character Creation: 15 pt buy-in/only Core & APG classes

Total Playtime: 33.25 Hours/8 sessions (this doesn't include the out-of-session RP on the Google Community page).

GM Notes:

- NPCs:
o Horgus was delivered to his home at Indifferent.
o Anevia is delivered to Defender’s Heart at Friendly. Her story continues to be revealed.
o Aravashniel was delivered to Blackwing at Helpful. He is intergrated into the PCs stories and will continue throughout the next book.
o Irabeth helped during the Garrison attacks, but didn’t follow the PCs inside. She is Friendly. Her story continues to be revealed.
o Millorn was brought back to Crusader’s custody and attempts were made to redeem, but ineffective. He may be back in future books.
o Fenna is a GM created NPC (librarian from Blackwing). She is being used to help further along and integrate the Riftwarden storyline. She is Helpful.

- Most encounters seem relatively easy; beefed up encounters approx. 50% towards the end of the book.

- Using the dynamic lighting feature on Roll20 was extremely effective, particularly for the first part of the adventure.

- Used the Google Community page to do out of combat RP-ing. This was successful and made the multiple NPC voices easier to develop and keep organized.

- Total in-game world time: 7 days

- Total Devotion Points earned: 8

- Deaths: 0

- I had to restructure some of the NPC backstories to make them flow better with the adventure.

- I didn't have Irabeth accompany the PCs during the Garrison event. She and Aravashniel did lead the diversion attacks. The mongrelmen did go with the PCs which was plenty. In retrospect, I would probably just let the PCs go themselves. They didn’t have too hard of time and went through without retreating.

- The wardstone finale is a monologue, even though it’s broken into rounds. During prep, it wouldn’t hurt to write out the narrative. Just reading it, as written, doesn’t work.

Overall impression: This was a good time and everyone at my table had fun. The NPCs are challenging, but spending time out of session to do the RP and doing it in a play-by-post style really helped. This also allowed the PCs a chance to find their voice. The NPCs needed a little tweaking to make them feel a little more natural, but nothing too major. The battles were a bit under-powered, but the PCs did occasionally find themselves in tight situations.

Looking forward to move on to Sword of Valor after the holidays!


Another option us to expand the "they don't attack parties with a dwarf" to "they don't attack parties with a short squat person who might be a dwarf in disguise" or after theyce softened the party up a bit have them retreat in fear when Millorn comes home.

As for the devotion points I'm spreading them out. You don't get one for restoring the temple when your on a time limit but you do get one for restoring the underground temple. Similarly I'd give one to a party without a paladin who handed Radiance over to Imradae as she's a paladin and leader/representative of the body of Suvivors.

On that note I'm taking the idea of her also becoming mythical so it can power up as the path gies along.


Do you divide story award listed amount XP among the players?


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

yes, all xp awards are divided amongst the party


Thank You!


Anevia has a broken leg, and can only move at half-speed in addition to a bunch of other nasty penalties. Yeah, she can be semi-healed but it seems like it would be painful in any case.

How would she react if one of the PCs offered to carry her? Would she be okay with that, or would she get pissed off?


Axial wrote:

Anevia has a broken leg, and can only move at half-speed in addition to a bunch of other nasty penalties. Yeah, she can be semi-healed but it seems like it would be painful in any case.

How would she react if one of the PCs offered to carry her? Would she be okay with that, or would she get pissed off?

She does not seem the kind of personality to trust that right away, however if a PC took a real interest in helping her and made her friendly or even helpful with good diplomacy checks she might see the practicality of it eventually. Of course the PC in question would need to have enough strength to carry a woman of presumably average size (130-160lbs sounds about right, maybe less if she is shorter but we don't have height info for her) for a relatively long distance over several days.

Also I don't know how much speed it would really lend to the party's travels because Aravashinal is still blind and cannot travel quickly either.


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Hey guys

I’m currently mastering Wrath of the Rigtheous for a group of 3 players and we have finished the 1st Module of the AP. It was great: my players really enjoyed it and felt really implicated in an impressive and epic adventure (and this is just the beginning :))

My players’ team (all experienced players):

Spoiler:
- A LG Aasimar female Paladin of Iomedae (Oath against fiends, Oath of vengeance). She is really pious, charismatic, with an intense hate for demons. She is the one with the most rigid morale in the group (“a good demon is a dead demon”). She is willing to let a second chance to evil people but, do not break the trust she puts in you (you won’t have another chance). Her Mythic Path is Champion/Marshall.

- A NG Aasimar male Oracle with the Lore Mystery and Dual Cursed (Legalistic and Tongues). He worships Abadar and he is the easy-going, open-minded, nice guy. He is really good at handling people and supporting the team. His Mythic path is Hierophant.

- A CG Elf male Spellslinger Wizard worshipping Nethys (and he loves to talk about his goddess). He is the smart and the funny one in the group. He also believes that everyone (and everything!) has some good hidden inside them; it’s just harder to find in some people/creatures (!). His mythic path is Archmage.

As the GM, I had some restrictions for my players for this AP: no crafting feats and everyone has to be good aligned. I’ve also strongly suggested to my players to have at least one worshipper of Iomedae as it feels really flavorful for the campaign.

Even if my team is only a 3 players’ group, I didn’t change any encounter and even boosted the Bosses’ HP. Several encounters were challenging, they had to use their resources (potions, spells, abilities) and my players felt challenged but not overwhelmed by the difficulty.

Some thoughts below as I feel like sharing my experience:

AP's Introduction :

Spoiler:
First, I took my time to describe the city of Kenabres to my players. I wished to make them care for the city, feel comfortable inside it and made them believe they would evolve in the city for a long time. I wanted to catch them by surprise with the demons’ attack, breaking their certitudes. Of course, they were aware that something would happen (as a good adventure starts with an extraordinary event!) but, as I was describing the explosion of the Kite, the arrival of Khorramzadeh, the fight with Terendelev, they were stunned as they didn’t imagine they would see such powerful demons so soon in the adventure! The intro of the AP is great for that as you feel that you are thrown in a truly epic adventure. I’ve read some really good ideas about making players do some quests inside the city before the events, I would have loved to do that but I’ve missed time to think about it as my players wanted to start this AP as soon as possible :)

Allies:

Spoiler:
Anevia and Aravashnial were easily handled by the players. Our Wizard was really happy to talk to a fellow arcane caster and he easily won Aravashnial’s trust and friendship by making him feel important and his opinion respected. I was surprised to see that Aravashnial was the 1st ally to become helpful. The players also took care of Anevia and her broken leg without making her feel like a burden for the group.

Horgus was harder to handle and, at start, I was pretty sure my group wouldn’t be able to secure his friendship. Our paladin took an instant dislike of him as he was bossing everyone around and was really insulting. The argument at the Chapel between Anevia and Horgus was really intense and ended with Horgus screaming that he wouldn’t stay any longer with the group and left the party.

But our Oracle saved the day: he went after him, talked to him (did an awesome RP speech and rolled awesome diplomacy checks). It also helped a lot that our Oracle worships Abadar (as Horgus also secretly worships Abadar, I’ve determined that Horgus would be more friendly with this player because of their common faith). Horgus finally stayed with the group and, even if he continued to make unwanted remarks, he started to appreciate the players’ company. When they reached Horgus’ manor in Part 2, the players were surprised to see that Horgus offered them to share one of his finest bottles!

They were surprised when they first met Irabeth as she is a paladin half-orc but they quickly got along with her. They even brought her with them in the Gray Garrison and gave her back her sword when they found it.

Story/Encounters:

Spoiler:
I’ve read several posts stating that the Darkmantles were a possibly tough encounter but, with 2 aasimars in the group, my players didn’t have a hard time. Part 1’s encounters were easily handled by my group (I kind of liked having an easy start as it allowed the players to learn to play together and learn to play their character)

Millorn was a great moment of roleplay. They managed to capture him in order to try to get informations from him. I played Millorn like a crazy paranoid guy, cursing and insulting the “crusaders” (everyone but him is a crusader), saying he was persecuted by them. Our Wizard was convinced he could be redeemed and tried to talk about Nethys to him. I already secretly determined that Millorn couldn’t be redeemed as he would never accept to repent himself but it was fun to see the Wizard trying to convince the group (especially our Paladin) that there was some good left inside Millorn, even after Millorn tried to escape during one night.

The 1st Mongrelmen encounter in part 2 gave them a tough time, one of the Mongrelmen was “on fire” and downed the Paladin in the negatives with really good die rolls. After defeating this encounter, my players were really cautious around Mongrelmen because “they seem like weak creatures but they hit damn hard!” But, following that, they didn’t have too much difficulty with the others encounters (even Hosilla) until they reached…. the Gars (dramatic music).

Damn, don’t know what happened but my players were horribly unlucky with their rolls, so much it was hilarious. I’m pretty sure the Gars never did as much damage before in their entire life :D They finally defeated this really terrifying encounter but they are now traumatized by fishes and are still talking about this encounter with a scared expression.

In the Part 3, I didn’t roll on the random encounter table but placed the unique street encounters where I wanted. I only had one custom-made encounter where my players had to save 2 kids from a Howler. I’m not a fan of random encounters and it feels more involving for the players to have these mini-stories instead of just some random monsters attacking them.

In the Gray Garrison, the Tiefling Alchemist gave them a hard time as he did a lot of damage with his bombs. The Half-fiend Minotaur was also a great fight. My players were impressed and they were lucky to kill the Minotaur fast enough before he did too much damage (but I understand now why this encounter is marked as a tough one by others GM).

I was a bit disappointed with Jeslyn. After playing this fight, I felt I should have added minions with her. She was prepared, buffed and used her spells but she didn’t feel as much impressive as the Minotaur was. Guess I should have done a better job with her :/

They loved the part after the wardstone’s destruction and Areelu Vorlesh’s intervention. They’ve really appreciated to see/learn about the future bosses during the module (Staunton Vhane, Vang, Minagho…). Guess my players like to have a bit of teasing  Also, seeing their faces as I was describing the 6 babaus was priceless, they didn’t imagine there would be another encounter after Jeslyn! But, with the wardstone’s buffs, they had a great time destroying the demons.

I was really happy that they enjoyed this 1st module and I can’t wait to see their reactions to the next modules. We have started the Module 2 (we stopped in the middle of Part 1) and so far, they still enjoy it :)


Am I missing something, or does Othirubo have too many Discoveries? At fifth level, I can see that he should have 2, but as written he has 3 (enhance potion, explosive bomb and smoke bomb). Am I overlooking some way for him to be getting an extra one from somewhere?

If I'm right, I'll just ditch the enhance potion discovery, so it's no big deal - I'm just curious.

Liberty's Edge

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Maps Subscriber

So six mythic babau cr7/mr3 too much for the final fight?


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Anorak wrote:
So six mythic babau cr7/mr3 too much for the final fight?

Only one way to find out:)


Pathfinder Adventure Path Subscriber

@Daronil- There are mistakes on most major NPCs, so look over all of them.
@Anorak- The purpose of that fight is to scare and then impress your PCs with their sudden mythicness. That much of an upgrade could slaughter a lot of groups. I forgot to give my PCs holy attacks for the first half of the fight and nearly killed all of them.


Pathfinder Adventure Path, Rulebook Subscriber

Mythic Babau would be too much as I suspect they'd be able to overcome the damage resistance. However, one Vrock and a couple normal babau wouldn't be overkill.

Silver Crusade

Axial wrote:

Anevia has a broken leg, and can only move at half-speed in addition to a bunch of other nasty penalties. Yeah, she can be semi-healed but it seems like it would be painful in any case.

How would she react if one of the PCs offered to carry her? Would she be okay with that, or would she get pissed off?

I suspect, that with a splint and a walking stick she should be able to keep up with the group if at least one member wears heavy armor. And while I suspect, that she would accept to be carried to escape imminent danger, she would very much prefer to walk (mostly so the player characters can fight properly).

Silver Crusade

Anorak wrote:
So six mythic babau cr7/mr3 too much for the final fight?

I would advise against it, the "final fight" is supposed to be a walk in the park.

Scarab Sages

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After the fact that most of the garrison was pretty easy, my party enjoyed the fact that they had two fairly dangerous Vrock to deal with.


On the topics of Millorn and the Mongrel traitors, my game has handled them somewhat differently than what the book says.

Millorn stayed crazy, but I gave the reason for his banishment as him experimenting with grafting demon and animal parts onto wounded crusaders in a misguided attempt to "improve" them. His spellbook became a diary that detailed some of his experiments in the earlier entries, but then became more and more crazed and unreadable after his banishment. By the time the players found him, he'd been underground for at least a few years and was continuing his work by experimenting with the darkmantles and various vermin from the caves. It never really got mentioned, but he was supposed to have idolized the mongrelmen for being everything that he was working towards. My party didn't kill him outright in combat, and actually healed him after knocking him out and tying him up, but he proved too crazy, unrepentant, and irredeemable to them so one of them killed him. I did give them the chance to "save" him, but they decided as a party that he was mentally too far gone to be saved.

For the traitors, I've set them up as having been aligned with the cultists for some time, as well as being a known force of evil in the underground. They've got a reputation for being warlike and launching raids against the other settlements, have been mentioned as kidnappers, and once my party reaches the kitchen I'm going to play up their cannibalism angle a little bit. However, the party did capture one of the mongrels who was guarding the front door, pumped him for information, and then sent him running for his life to Neattholm in order to repent. Lann did not like that part at all, preferring more of a "no quarter" assault on the traitors, and I'm debating on how to handle it later on down the line.


I know this was lightly touch on but I did not see a direct answer to my question that I now have. I saw that Areelu Vorlesh is supose to come to the city to corrupt the fragment, but the module says that there is no official timetable on this. My question here being, what is a good timetable to use that poses some threat to the group without forcing them to rush through everything? Do I have it so that she is attacking the city and fighting her way to where they are as the group makes their way to the wardstone fragment? Or just say if they spend more than hour in the chapel then the bad guys win?


Pathfinder Adventure Path, Rulebook Subscriber

The adventure assumes that she is in the Abyss when they assault the Wardstone Fragment. They believe they have won and are doing their best to lure as many Crusaders to the borders to hit them with the corruption of the Wardstones at once. So the demons are in no hurry.

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