| Darksol the Painbringer |
So this is going to be our first foray into the official PF2 rules (we have played the playtest before), and I'll be running this module so we can gauge how much has changed and if we like the changes or not, among other things.
Been reading through it, and while I like parts of it, I have several questions as to how to run it. **SPOILERS for those who are going to play this**
1. What sort of adjustments should I make for this? We'll have a fairly well-rounded group, relegating the GMPC to gruntwork (and assisted suicide by enemies if necessary) so the players can get a better gauge of playing. I can probably take the easier enemies and just increase the amount required to fight, but I worry about the stronger enemies being too weak as they are, but too strong if I buff them up to compensate.
2. Where is the map for the Feedmill? I can't seem to find it anywhere in the module book other than the giant map for Etran's Folly. There's maps for other smaller areas, but not this (which is probably the centerpoint of the whole AP), Is there one? If not, how would I construct it for the plot points to take place there? (AKA, if any of you guys have had to make one, how did you do it?)
3. Do the PCs ever level up from 1st level in this module? A cursory reading of several points in the book do not ever reference leveling up from what I've seen, outside of experience points, though I'd rather not have to add on another fiddly thing to track and just use the "PCs should be X level by this point in the story" gig previous APs have had. The back of the book only says 1st level, whereas the other module (Hellknight Hill, part of a much larger AP series) gives a level range of 1st-4th level, indicating that it goes up to higher levels. If not, would it be bad if I at least let them level up to 2nd at some point in the campaign so they can get a feel for how leveling up works?
| TheGoofyGE3K |
So i spent waaaay too much time trying to figure this out the other day.
3) Honestly, I would just use Milestone leveling, as it lines up so that each chapter is its own level, which is why it says Moderate 1 in the first section, then upgrades to severe 2 in the second chapter, and so on (Chapter 3 being level 3, with them being level 4 by the end if you have them level for the future)
2) Didnt check yet. Dont have it on me either.
1) Instead of buffing enemies, the Core rulebook seems to suggest adding more enemies over increasing the power of individuals. So like the first fight having an extra two mook wolves instead of another acidic wolf, even though both would be the same within the XP budget. the page in the core book that goes on about XP gives the recommendations I'm referring to (yet for some reason doesnt say how much XP to actually give a party upon success)
| Darksol the Painbringer |
So i spent waaaay too much time trying to figure this out the other day.
3) Honestly, I would just use Milestone leveling, as it lines up so that each chapter is its own level, which is why it says Moderate 1 in the first section, then upgrades to severe 2 in the second chapter, and so on (Chapter 3 being level 3, with them being level 4 by the end if you have them level for the future)
2) Didnt check yet. Dont have it on me either.
1) Instead of buffing enemies, the Core rulebook seems to suggest adding more enemies over increasing the power of individuals. So like the first fight having an extra two mook wolves instead of another acidic wolf, even though both would be the same within the XP budget. the page in the core book that goes on about XP gives the recommendations I'm referring to (yet for some reason doesnt say how much XP to actually give a party upon success)
I can work with that. I just thought that the book would tell you this information like it did in previous APs, especially here since a lot of this content is optional, but I suppose doing it myself won't be the end of the world.
I have maps for the following places after going through the booklet from start to finish (put into spoilers):
Mangy Pack, the first encounter
Old Shrine, for the Bloodseeker encounter
Rosemary Bushes, for the plant encounter
Trin's House, for the Boar encounter
Dead Willow, Hallod's Hideout
The Blighted Den for Part 2
Large Map of Etran's Folly
Out of all of those, I didn't see a single map for the Feedmill in it. I mean, I could adhoc it with what's (poorly) shown in the large map, but I'm more worried about NPC placement and organization so that I can make the mystery more interesting for the PCs (though they are more of a hack'n'slash group, they don't mind the occasional "puzzle"), as well as explain some of what is supposed to happen during the encounter. The book does help out a bit with providing a list of "rooms" in there, so I can compartmentalize the structure, but that's about all it does. No listed dimensions or anything.
That's what I was going to do, though my advice is more for what I should do with some of the powerful solo encounters (there are at least 2-3 from what I could tell). I could just leave them as-is, but I worry that the added PCs and action economy will slaughter them and provide less of a challenge in comparison. I could always add an additional "weak" creature, and assuming the PCs don't read the adventure (I have the only physical copy, so unless they buy it themselves or steal it from me, they aren't able to), it won't appear to change much.
| NielsenE |
For boss fights, I'd probably apply the elite template to the boss and throw in 2 minions of the approriate amount for the exp budget. And airing on slightly over budget if its a choice between over/under. The action economy in the players favor is a real thing. If the PCs have been struggling before the boss fight, I might say only apply 2x template's HP, don't apply the other modifiers.
I've been running a lot of PFS2 and when there's a level+2 monster or more, its been extremely deadly (haven't killed PCs, but lots of dying 2's during combats and wounded 1s afterwards.) So I think a level+2/+3 boss with the HP to last through a round where it rolls low in initiative is still enough to challenge the increased number of PCs, especially if there's a weak assistant to soak a few actions. The fight might still end a bit early due to action economy once the minion is neutralized, but you might already be down one PC, which takes another PC out of the fight to stabilize/care for them.
| Nicolas Paradise |
I too am running it with 6. The first wolf encounter was too easy they killed the mooks in the first round with just 2 players so I had the caustic wolf come in at the top of round two. So I would definitely suggest adding extra mooks to fights that have them.
I was also disappointed with no map for the feedbag but the bar fight is mostly just a stall players for 1 minute for the sherif arrive encounter. Only the Half-Orc barbarian and goblin ranger in my group were willing to start slugging farmers. The rest of the party just gtfo or stood their ground so I didn't see the need to take out a battle map.
As for levels if you want milestones go by a level per book part but since this is a standalone adventure not an AP they don't lis5 milestones. XP is much simpler in 2E so I am gonna try it for this mosdule and see how it works out.
| Darksol the Painbringer |
How's the GMPC working out for you?
I'm wanting to run something like on discord. Any tips?
Haven't ran the game yet, but I will say that I'm actually fairly excited to see how it works out.
The GMPC is a Dwarven Monk with the Martial Disciple Background (Athletics chosen). He has 18 Strength, 16 Constitution, 14 Wisdom, and 12 Intelligence (can't benefit from Dexterity, so more skills and languages), with 10 Dexterity and 8 Charisma. He'll be taking Mountain Stance along with Dwarven Lore for Religion and Craft (haven't decided on the choice for this one), so he'll have 19 AC in-combat and have +7 to hit with D8+4 damage. Solid for an unarmed and unarmored character. Since he's frontline, if he dies no harm to the PCs other than maybe in future encounters where there's no longer a speed bump.
He's got training in Athletics (duh), Acrobatics, Medicine, Nature, Religion, Survival, Arcana, Society, and Crafting (Couldn't find a better use here, plus it's granted by the Dwarven Lore ancestry feat. As an aside, I'm surprised I can be trained in this many skills!) He has Common, Dwarven, and Jotun (AKA Giant) for languages. Poor choice for this AP, but fitting for the character.
At 2nd level, I'll be giving him Battle Medicine, as well as probably Cleric Dedication for the Shield and Divine Lance cantrips (giving him some ranged capability, as straying from the ground will deny him his stance). He'll also get training in Occultism and Stealth as a result. (Basically, he can aid in most checks, serving as support for the party, but really only excelling at Athletics and maybe some knowledge skills the party doesn't cover.)
At 3rd level, Athletics becomes Expert, he'll have the Fleet feat plus Incredible Movement (so he's not so damn slow!), plus have his attacks count as magical for damage reduction purposes. Nothing support-y here other than getting to party members (or enemies) much quicker.
If the players decide to proceed past this adventure, he'll have access to Powerful Leap and Basic Cleric Spellcasting.