Being a gm in reign of winter


Reign of Winter


Im starting a campaign of RoW soon my party consist of
An eldritch scoundrel
A cleric of sarenrae
A witch
And a fighter (viking)

Half of them are inexperienced players and ive read the first and the Last book only for now. I think that first book is really harsh for low level characters. What are your Experiences on gming RoW. Should i tweak the creatures that they will be facing or is it at okay level of difficulty? And any other advices for gming RoW?


you are the DM and have a DM Screen, its ok to fudge rolls in favor of the PC's if you think things are going badly for them. but keep in mind, fights have consequences, characters die. tell the players to make back up characters.
and don't underestimate your players, they may do better than you think. a couple of cold iron weapons floating around the village and suited for your front line fighter/rogue couldn't hurt.


Reign of Winter was our groups first AP, with two being inexperienced and one being completely new. We didn't have any major problems in the first book.


Looks like a pretty well balanced party. Generally speaking I would expect them to do just fine, but a fudged roll here or there won't hurt anything.


The biggest issue is the ranged penalties, plus likely a lack of being able to shoot into melee would result in a massive -8 penalty.

As you mostly lack ranged you'll be fine. This group seems solid.

The important thing is to play up the bitter cold and how utterly unprepared they are for it. It'll make getting out of the storm that much sweeter.


Dave Justus wrote:
Looks like a pretty well balanced party. Generally speaking I would expect them to do just fine, but a fudged roll here or there won't hurt anything.

I agree. That is a VERY well balanced party. Watch out for the ravens that can permanently blind the characters.


There are no such ravens.

The ravens temporarily blind characters.


Eldritch scoundrel changed his character into a oath of vengeance paladin of kurgess tho our cleric has really good rolls with dex she can take disable Device for party which is good. Thanks for advices. I guess i wont tweak the creatures they will be facing


So for any gms out there in reign of winter. How did your players managed in pale tower isnt it hard for a Group of 3 levels without long rest


Kladius wrote:
So for any gms out there in reign of winter. How did your players managed in pale tower isnt it hard for a Group of 3 levels without long rest

it might be if everyone is built for 15 min. adventuring days. When I ran it my group plowed straight through it without a problem, since they weren't in the habit of blowing all their resources every fight.


Yes agreed it should beceae rot hem that they are climbing a tower. That it gets harder not easier. They should realize it may mean picking battles and playing smart rather than hoping for the best.

Blockades on the teleporters are smart too. If they arent going to be smart about defenses the enemy shouldn't let up.

Remind them that there are patrols and waiting and resting often will only increase the chance at death not decrease it.

Shadow Lodge

My group got through the tower in one adventuring day. That day also included Events 6 and 7.

Details:
They talked down and didn't fight Jairess, and Gardhek didn't attack them until they went to bed after fighting Radosek. They left the spriggan to his cooking. During the fight against Radosek, one of them ran back to Jairess and convinced her to help after Radosek animated the dragon statue.

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Dark Archive

Pathfinder Adventure Path, Rulebook Subscriber

In my case the reason that I have had trouble with killing groups of characters in Reign of Winter's first book is my focus on the details of the extreme cold and the difficult terrain of moving through heavy snow.

Other factors that could be pretty serious are wind and snows ability to thwart ranged attacks and provide concealment (maybe).

I would echo someone from up above that said that maybe throwing a few cold iron weapons at them wouldn't be a bad idea. Also if the cleric in the party takes the fire domain... wait is that druids?

Anyway, if someone has the ability to do consistent fire damage then things will go better for them.


Okay. First... read and use the tactics provided for the enemies even when the tactics are stupid. For instance, the Lodge is a lethal encounter for 1st level adventurers. I made sure my group was level 2 before going through it... but it seems most groups got wiped because the GM had Rokhar use Channel Negative Energy for an AoE attack that did 2d6 damage to 1st level characters... while the tactics said "he only uses this to heal his undead." It's a stupid tactic. But it lessens how lethal Rokhar is.

Another thing is, use Hero Points. Further, allow the Hero Point ability to avoid dying to ONLY cost 1 Hero Point instead of 2 as is in the rules... as the players otherwise don't use Hero Points for things like boosting saving throws or rerolling natural 1s. In fact, I give my players one Temporary Hero Point every new game as well as the permanent Hero Points - this encourages their use and has kept me from fudging rolls (which two of the players hate).

Good luck, and remember - the game is suppose to be fun! :) That goes for you as the GM as well as the players.

Shadow Lodge

Tangent101 wrote:
Another thing is, use Hero Points. Further, allow the Hero Point ability to avoid dying to ONLY cost 1 Hero Point instead of 2 as is in the rules... as the players otherwise don't use Hero Points for things like boosting saving throws or rerolling natural 1s. In fact, I give my players one Temporary Hero Point every new game as well as the permanent Hero Points - this encourages their use and has kept me from fudging rolls (which two of the players hate).

I a considering just making "avoid dying" cost all of your current hero points (minimum 1). This encourages the players to spend hero points instead of stockpiling them for a rainy day, while still keeping the threshold low.


Pathfinder Adventure Path Subscriber
rkotitan wrote:

In my case the reason that I have had trouble with killing groups of characters in Reign of Winter's first book is my focus on the details of the extreme cold and the difficult terrain of moving through heavy snow.

Other factors that could be pretty serious are wind and snows ability to thwart ranged attacks and provide concealment (maybe).

I would echo someone from up above that said that maybe throwing a few cold iron weapons at them wouldn't be a bad idea. Also if the cleric in the party takes the fire domain... wait is that druids?

Anyway, if someone has the ability to do consistent fire damage then things will go better for them.

The Ulfen guy the party meets in the beginning offers to lend them his cold iron longsword.

Also, there was some discussion in the first book GM thread here about how the cold rules presented in Snows of Summer are actually a lot harsher than ones presented elsewhere, so you might want to use the more lenient rules to avoid killing your PCs with cold (and avoid having to roll Fortitude saves over and over).

I just ran the first session of this last night, and the party acquired cold weather gear (which, per the APG and Core, means they don't need to make Fort saves at those temps since they have protective clothing). I also said that the Ulfen guy could help them make snowshoes if they wanted, so they did. Once they get to the winter portal and Irrisen, I'll have them make Fort saves every hour, with a +5 bonus from the cold weather gear, until they meet Nadya, who provides them with even warmer winter clothing. I'll probably have a few super-cold periods along the journeys in Irrisen also requiring Fort saves, to get across the feel of being in severe winter without bogging the game down with too many saves.

AFAIK, the snow only provides concealment near the winter portal, not elsewhere in the forest (just the -4 to ranged attacks and Perception). This post talks about an alternate way of dealing with the portal as well.

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