Sebastian Hirsch
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This will contain quite a lot of spoilers, so be warned this is pretty much for GMs only.
I am starting this thread, after my group has just started the second adventure, with the intention to benefit others. While some of the changes and reactions are quite unique to my own players, their abilities easy to replicate, so their success should be informative.
Before I start writing about the adventure, let´s look at specific changes for this campaign and the player characters.
My players are quite experienced with other RPGs, particularly “The Dark Eye” (a rather popular german RPG) but their knowledge of the Pathfinder RPG is a bit limited.
They expressed some wishes after the last Pathfinder campaign, the following “houserules” are my attempt to rectify some of those grievances:
- 20 pts. point buy, but before racial adjustments, no ability can be below 10 (I think, this is pretty close to the standard 15 points )
- 1 campaign trait and one other trait for each player character
- no crafting feats ( unchecked use of these feats, has seriously unbalanced the last campaign, and while the suggestions from ultimate campaign are good, I decided against them)
- I will change the loot and other adventure rewards to give my players specific rewards/upgrades that fit their character mechanics and style. (My players voiced some dissatisfaction about finding a lot of magical items, that were sold pretty much immediately)
- At level 1 the player characters were equipped for about 2000 gold, no magic items, except some healing potions. This resulted in a number of very well armored player characters, but I compensated for that in the first encounters. (This was intended to allow the characters to describe and equip their characters to their satisfaction)
I think, that the changes to loot will have the greatest impact on the campaign, but since I have control over that ( and they still find a limited amount of monetary rewards) it should not unbalance things overly much.
Sebastian Hirsch
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My group consists of 5 players, but evenings with the complete group are pretty rare. Usually about 3-4 players are present.
The player characters have pretty clearly defined tasks, I didn’t plan for this my players just happened to want something like these characters:
Dorn ( the German word for thorn ) human Barbarian/Champion (Dual Path Trickster is expected). With mythic power attack and his dwarven waraxe, he is able to deal impressive amounts of damage and achieve the highest to hit bonus in the group. His defensive abilities aren’t that impressive, but the other party members compensate this.
Arcon aasimar (Angelkin) Paladin of Iomedae (Sacred Shield) /Guardian(Dual Path Marshal)
The self appointed leader and “tank” of the party, usually spends most his actions in combat on protection others and drawing the attention of enemies on himself. Due to his chosen archetype his offensive abilities are quite limited.
Icarium human Cleric of Sarenrae/Hierophant
A very experienced player, but I really have no idea what will come from this character, other than the fact that he will play very well.
Skorn Drachenklaue human Sorcerer (Dragon Bloodline)/Archmage
Absolute beginner, when it comes to Pathfinder and RPGs in general. I expect the character to focus mostly on fire based attack spells.
Lambdas human Inquisitor of Ragathiel
Damage dealer and skill monkey, the player is pretty silent, and has missed quite a number of sessions already.
Setup and introductions:
I took each player aside and talked with them about their character backgrounds and why they decided to join the crusade. I told them that there would be a grand ceremony in the cathedral to welcome all new crusaders into crusade. In the middle of a speech the demons attacked, destroyed the wardstone and the players saw how huge demon attacked the silver dragon guardian of the city. At this point my players wanted to attack the demons and help the wounded, but could not advance due to the mass of advancing and fleeing people. Mere seconds later, the full force of the demon army becomes apparent, as towering ulkreth demons appear in the city.
Reveling in the destruction and ignoring their allies on the ground, most ulkreths use their earthquake abilities at once.
After that, I pretty much paraphrased the text on page 8 of the Worldwound Incursion, but when they were falling I asked for a number of saving throws to simulate damage from falling stones and similar things. This resulted in a bit of damage to the characters armor and health, just to give them the right starting mood for the part that follows the fall (and to reduce the impact of all those full plates ^^ ).
Sebastian Hirsch
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The Worldwound Incursion part 2
The first couple of encounters against the various underground creatures, weren’t particularly interesting for my players, and aside from being splashed by maggoth and fly juices not very challenging.
After they cleared the shrine of its inhabitant, I mentioned, that they could clean and maybe consecrate the temple. Once I told them that this would take several hours, the idea was discarded, after all, they were quite desperate to return to the surface and join the war effort.
The road to Neatholm went quite well, my players were intrigued by templar bodies and the fact that they could solve a mystery. Meeting the mongrels went pretty well, they players were a bit shocked by their appearance, but I played them very sophisticated, that shocked my players a bit.
I hope that this works as a first step to drive home, the “ugly people aren’t always evil, and beautiful people aren’t necessary good” message. I really liked this part of the adventure, when I first read it, it felt out of place in an adventure about a demon invasion. But I think it sets the right tone.
Since my players have quite the distaste for “dungeons” I changed the encounters and layout in the “Lair of the vile and vicious”, but most changes happened in play:
The players approached the lair, spotted the guards and asked Anevia to snipe one of the guards with her bow. And while that worked, the other guard ran to the door trying to alarm the others. He did not make it, as the barbarian charged to him and cut him down. And while the alarm wasn’t raised, the noise spooked the mongrels inside.
Hearing noise from inside the room, my players decided to go in swat style, the barbarian started his rage and kicked the door into the room. The guards inside died pretty quick, but I gave Wenduag a potion of spider climbing, so she could crouch on the wall (like spiderman, to make her just a little bit more creepy). Once she was dead, I described to room in more detail to my players: one barred door to the west, covered in spiderwebs and filth, one ladder that leads up to the next level to the south, and one ladder that leads down to the lower level in the north.
The players heard heavy footsteps from behind the barred door and rushed to keep it shut, the unknown creature tried to use brute strength to bash the door in, but my players managed to block the door permanently (they managed to pull down the wooden beam to seal it). Even while they were doing this, they heard activity from above and below.
Splitting up, one part of the group prepared to greet the newcomers from above, while the others tried to shift an upturned table on the access shaft to the lower levels. Once the access was blocked something very strong attacked the barrier from below (I asked for strength checks at this point, I ruled that the ceiling was low enough for the players to use it as leverage), meanwhile the two cultists from the higher level jumped dropped a couple flasks of alchemists fire to clear the area of the waiting player characters.
While they jumped down to engage the players in combat, the other group were trying their best to keep the unknown dangers from the lower level from entering the room.
I added the advanced template to the cultist, to make them a potent threat for the group (this resulted in pretty much nothing, they died within two rounds), I appreciate, that with protection from evil active, their AC against good players, is 15, but they don’t last very long at these levels.
Once the cultists were dealt with the barrier (table) to the lower levels was broken, and a eidolon shaped like a metal minotaur burst through (I changed Hosilla to a level 4 summoner and removed the bodyguard).
The fight took a couple of rounds, and the players were quite worried at this point (the eidolon wasn’t hitting the players, but since it always used power attack it smashed parts of the wall and the floor), but my players liked this mixed encounter. Hosilla died a round after the PC took care of her eidolon.
Since my PCs don’t treasure “dungeons” I removed all the other encounters on their way to the surface, Hosillas notes, the sword and the information about the safe houses were more than enough, to motivate and intrigue them.
When my players finally reached the surface, I delighted in telling them about the current state of the city. We ended the sessions with the NPCs stating their wishes (to return to their homes/check on their loved ones/look after their books), I gave them the map of the ruined to city to plan and ended it there.
Advice for other GMs: Take your time with the first adventure, while the article Kenabres isn’t that vital for the adventure, it contains good descriptions of the city and various NPCs. If you have the time introduce your player characters to the city, single or in groups, and show them some of the sights.
My paladin player got a tour through the Gray Garrison, and was informed that a the sword of Yaniel had been stolen several days ago.
My cleric player wanted to see several of the cities shrines ( I hadn’t thought of it at the time, but this could be a perfect opportunity to introduce Sosiel Vaenic. )
The other players were mostly shopping, trying to get into bar fights and having a good time. All the players wanted to attend a service on the cathedral, to welcome new crusaders into the crusade.
Of course these are just examples, but finding some way for the players to feel invested for the city of Kenabres seems like the way to go. Soon enough they will have to risk their lives to protect all the cities with wardstones, so saving one city is just the start.
Sebastian Hirsch
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Always nice to help.
And since these writeups take quite some time, here are some of my players:
Acon
Male Angel-Blooded Aasimar (Angelkin) Paladin (Sacred Shield) 6/Guardian 1
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 25, touch 11, flat-footed 24 (+10 armor, +4 shield, +1 Dex)
hp 87 (6d10+47)
Fort +13, Ref +7, Will +9; +2 sacred bonus vs. death effects
Defensive Abilities hard to kill; Immune disease, fear; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee heavy shield bash +11/+6 (1d4+5/×2) and
. . +1 cold iron longsword +12/+7 (1d8+6/19-20/×2) and
. . gauntlet (from armor) +11/+6 (1d3+5/×2) and
. . radiance +12/+7 (1d8+6/19-20/×2) and
. . unarmed strike +11/+6 (1d3+5/×2)
Special Attacks mythic power (6/day, surge +1d6)
Spell-Like Abilities
. . At will—detect evil
Paladin (Sacred Shield) Spells Prepared (CL 3rd; concentration +6):
1st (2/day)—, divine favor, challenge evil (DC 14)
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Statistics
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Str 20, Dex 13, Con 16, Int 14, Wis 10, Cha 16
Base Atk +6; CMB +11; CMD 24
Feats Combat Expertise, Dual Path [M], Saving Shield, Shield Focus
Traits exposed to awfulness, natural-born leader
Skills Acrobatics -2 (-6 jump), Appraise +3, Bluff +4, Diplomacy +10, Handle Animal +7, Heal +7, Knowledge (nobility) +6, Knowledge (religion) +7, Perception +2, Ride +2, Sense Motive +6, Spellcraft +7, Stealth -2, Use Magic Device +4; Racial Modifiers +2 Heal
Languages Celestial, Common, Draconic, Sylvan
SQ aura of courage, aura of good, bastion of good, divine bond, holy shield, lay on hands, mercies (mercy [fatigued], mercy [staggered])
Other Gear Armor of the pious (1/day), +1 Heavy steel shield, +1 Cold Iron Longsword, Radiance, Pauldrons of unflinching fortitude +1/+2, Righteous medal of valor, Righteous medal of vigor, Gear maintenance kit, Grooming kit, Paladin's kit, 248 GP
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Special Abilities
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Absorb Blow (5 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Armor of the pious (1/day) Swift action to increase ehancement bonus to +2, +2 to saves.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Bastion of Good (10 ft) (2/day) (Su) One foe does ½ dam to allies in aura, full to self, +4 deflect to AC.
Clarion Call (1 rds) (Ex) As a swift action, use 1 power temporarily grant allies in 30 ft your active smite/challenge.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Decisive Strike (Su) As a swift action, use 1 power to grant an ally in 30 ft an att with a +1 bonus that bypasses all DR.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond +1 (6 minutes) (Su) Add bonus or properties to shield.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Holy Shield (Adjacent) (Su) Allies in range gain shield bonus to AC equal to the sacred shield's own.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6) (7/day) (Su) You can heal 3d6 damage, 7/day
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Mythic Power (6/day, Surge +1d6) Use this power to perform your mythic abilities.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Pauldrons of unflinching fortitude +1/+2 Spend 1 power as immediate action to reroll failed Fortitude save.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC.
Shield Focus +1 Shield AC
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
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The character is pretty effective, even if his damage output is a bit lacking at the moment.
I made this “worst case scenario” quite some time ago, but I think he will end up as something like this:
Acon
Male Angel-Blooded Aasimar (Angelkin) Paladin (Sacred Shield) 20/Guardian 10
LG Medium outsider (native)
Init +19; Senses darkvision 60 ft.; Perception +19
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Defense
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AC 52, touch 27, flat-footed 48 (+20 armor, +8 shield, +3 Dex, +5 natural, +5 deflection, +1 dodge)
hp 402 (20d10+278)
Fort +32, Ref +24, Will +24; +2 sacred bonus vs. insanity or confusion effects, +2 sacred bonus vs. emotion-based effects (including fear effects), +2 sacred bonus vs. charm and possession effects (including dominate effects), +2 sacred bonus vs. death effects, +12 bonus vs. mind-affecting effects
Defensive Abilities fortification 50%, hard to kill, mythic saving throws, unstoppable; DR 5/evil; Immune aura of righteousness, charm, compulsion, disease, fear; Resist acid 5, cold 5, electricity 5; SR 35
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Offense
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Speed 20 ft.
Melee heavy shield bash +30/+25/+20/+15 (1d4+10/×2) and
. . gauntlet (from armor) +30/+25/+20/+15 (1d3+10/×2) and
. . radiance +31/+26/+21/+16 (1d8+11/17-20/×2) and
. . sacred avenger +35/+30/+25/+20 (1d8+15/17-20/×2+2d6 vs. Evil) and
. . unarmed strike +30/+25/+20/+15 (1d3+10/×2)
Special Attacks aura of faith, mythic power (24/day, surge +1d12)
Spell-Like Abilities
. . At will—detect evil
Paladin (Sacred Shield) Spells Prepared (CL 17th; concentration +24):
4th (4/day)— death ward, bestow grace of the champion (2), ,eaglesoul,
3rd (5/day)— angelic aspect, burst of speed, daybreak arrow, deadly juggernaut (2)
2nd (6/day)—shield other, litany of righteousness (2), inheritor's smite (3)
1st (6/day)— blessing of the watch, challenge evil (DC 18) keep watchserren's swift girding, shield companion,
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Statistics
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Str 31, Dex 22, Con 25, Int 14, Wis 10, Cha 25
Base Atk +20; CMB +30; CMD 51
Feats Combat Expertise, Combat Expertise [M], Dazing Assault, Dodge, Dual Path [M], Greater Called Shot, Improved Called Shot, Improved Critical (longsword), Missile Shield, Mythic Paragon [M], Power Attack, Power Attack [M], Shield Focus, Shield Focus [M], Swift Aid
Traits exposed to awfulness, natural-born leader
Skills Acrobatics +8 (+4 jump), Appraise +5, Bluff +8, Diplomacy +19, Disguise +8, Fly +4, Handle Animal +11, Heal +8, Intimidate +9, Knowledge (nobility) +12, Knowledge (religion) +12, Perception +19, Ride +8, Sense Motive +9, Spellcraft +11, Stealth +4, Survival +2, Use Magic Device +9; Racial Modifiers +2 Heal
Languages Celestial, Common, Draconic, Sylvan
SQ amazing initiative, animated, aura of courage, aura of good, aura of resolve, brilliant energy, defiant, divine bond, force of will, holy shield, immortal, lay on hands, legendary hero, bastion of good, mercies (mercy [exhausted], mercy [fatigued], mercy [paralyzed], mercy [poisoned], mercy [staggered], mercy [stunned]), recuperation, true defender
Combat Gear Bracers of sworn vengeance (1/day), Ring of friend shield; Other Gear +5 Fortification (moderate) Mithral Full plate, +5 Animated Adamantine Heavy steel shield, Radiance, Sacred avenger, Amulet of natural armor +5, Belt of physical perfection +6, Headband of aerial agility (Cha +6), Pauldrons of unflinching fortitude +5/+6, Righteous medal of agility, Righteous medal of clarity, Righteous medal of command, Righteous medal of spirit, Righteous medal of valor, Righteous medal of vigor, Ring of protection +5, Gear maintenance kit, Grooming kit, Paladin's kit, 248 GP
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Special Abilities
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Absorb Blow (60 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Adamantine Mind (Ex) +12 to save vs. mind-affecting, and if you succeed the attacker is stunned 1 rd (Will neg).
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Animated As move action, release shield to defend wielder on its own for 4 rounds.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Faith (10' radius) (Su) Your weapons, and attacks against enemies in aura are considered good-aligned for overcoming DR.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Aura of Righteousness +4 (10' radius) (Su) You are immune to compulsion. Allies within aura gain a morale bonus to saves vs compulsion.
Bracers of sworn vengeance (1/day) +1 to attack and +2d6 damage vs. sworn target, -2 versus other enemies.
Brilliant Energy Ignores armor and shield bonuses to AC but can't harm undead, construct, or nonliving matter.
Clarion Call (12 rds) (Ex) As a swift action, use 1 power temporarily grant allies in 30 ft your active smite/challenge.
Combat Expertise -6/+8 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Mythic] Use 1 power to eliminate attack penalties of Combat expertise for 1 min.
Concentrated Barrage (4 allies) (Ex) Spend 1 power to direct attention towards location or general direction you choose.
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing Assault (DC 30) -5 to all attacks and maneuvers but struck foes are dazed 1 rd (Fort neg).
Decisive Strike (Su) As a swift action, use 1 power to grant an ally in 30 ft an att with a +12 bonus that bypasses all DR.
Defiant +5 to stabilize & saves to end ongoing effects. Extra uses of some feats.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond +6 (20 minutes) (Su) Add bonus or properties to shield.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Fortification 50% You have a chance to negate critical hits on attacks.
Greater Called Shot Multiple called shots per rd (-5 to hit after 1st), 40 Hp for debilitating blow.
Guardian's Shout +12 (Ex) Spend 1 power to grant allies within 100 ft. bonus to Ref saves vs same effect as you.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Headband of aerial agility (Cha +6) +1 CL for spells/extracts that grant flight.
Holy Shield (20 ft) (Su) Allies in range gain shield bonus to AC equal to the sacred shield's own.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Immunity to Charm You are immune to charm effects.
Immunity to Compulsion You are immune to compulsion.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Called Shot Replace one attack per rd with a called shot, +2 to hit with called shots.
Lay on Hands (10d6) (17/day) (Su) You can heal 10d6 damage, 17/day
Legendary Hero (Su) One use of mythic power is regained each hr.
Lesson Learned (12 minutes) (Ex) After failing a save vs. supernatural or spell-like ability, +5 to saves vs. same effect.
Mercy (Exhausted) (Su) When you use your lay on hands ability, it also removes the exhausted condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Mercy (Stunned) (Su) When you use your lay on hands ability, it also removes the stunned condition.
Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.
Mortal Herald (Iomedae, War) (1/day) (Sp) Spend 1 power to cast spell from domain lower than your tier as spell-like ability.
Mythic Power (24/day, Surge +1d12) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Parry Spell (Su) You can parry a ray or single-target spell of level lower than your tier.
Pauldrons of unflinching fortitude +5/+6 Spend 1 power as immediate action to reroll failed Fortitude save.
Perfect Aid (Ex) When aiding another, aided ally adds tier to aid anothe bonus, plus surge result if used.
Perfect Bastion of Good (20 ft) (7/day) (Su) One foe does ½ dam to allies in aura, full to self, +12 deflect to AC. Regen 10.
Power Attack -6/+18 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Ring of friend shield These curious rings always come in pairs. A friend shield ring without its mate is useless. Either wearer of one of a pair of the rings can, at any time, command his or her ring to cast a shield other spell with the wearer of the mated ring as the recipient. This effect has no range limitation.
Construction
Requirements: Forge Ring, shield other; Cost 25,000 gp
Sacred avenger Perform mythic greater dispel magic as standard action at your paladin level or double tier.
Sacrificial Shield (Ex) Divert damage from attack to your shield once per round.
Shield Focus +1 Shield AC
Shield Focus [Mythic] As an immediate action, use 1 power to add shield bonus to Ref or Fort save.
Spell Resistance (35) You have Spell Resistance.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swift Aid Can Aid Another as a swift action, but only grants a +1 bonus.
True Defender (Su) Weapon damage from non-mythic foes is halved before applying resistance. Activate when you suffer a critical hit to regain 1 power.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.