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<blockquote data-quote="!DWolf" data-source="post: 8608003" data-attributes="member: 7026314"><p>Due to my new job and losing the last of my original players of Serpent's Skull to real life, I decided to end the AP and switch to a new adventure/AP with the remaining players (and people interested in PF2e but not at starting at LV8). After a vote our next AP was determined to be <strong>Abomination Vaults</strong> (spoilers ahead). We have currently played two sessions (about 8 hours) and it has been really fun: <ul> <li data-xf-list-type="ul"> For the ground level I printed out the map at scale and laid it out, justifying it in that the ruins have been explored and the layout is known. For the lower levels though, I am planning on running mostly old school theater of the mind/graph paper. Currently the players have only ventured briefly into the second level (where they found the bloodsiphon and ran for it after it one shot the 13 hp elf wizard) but my previous attempts at running games in this manner (for which I used a specifically modified version of N1 Cult of the Reptile God) was a big success so I hope this will be too.</li> <li data-xf-list-type="ul"> During the first session the PCs returned to Otari after every fight (though I increased the walk to an hour), so I made a rumor table and prepped some side quests/Troubles in Otari. Naturally, the PCs didn't return to town once during the second session, instead plowing their way through the entire rest of the first floor.</li> <li data-xf-list-type="ul"> The last time I ran mites was at the start of Kingmaker (pf1e) which was really fun but it took me forever to prep as I had to basically make custom creatures and then test the combats to get a dynamic, tactical combat that worked. This time I just copied the monsters stat blocks, shoved them in a binder with a few combat trackers, and was able to get an engaging combat almost right out of the box (for the second session I invested a bit more in setting up my binder with what amounts to a partial delve layout and some rumor tables, but it only took me a couple hours to do a full floor so still much faster than PF1e).</li> <li data-xf-list-type="ul"> I ran the mites dynamically (that is they leave their rooms and respond to the players) and it worked wonderfully with the mites ranging all over the place, attacking from walls and roofs, sending giant vermin to attack the PCs, and setting up sentries and ambushes. The only “problem” was that they killed Boss Scrawg as he was trying to surrender with a critical hit from a produce flame that knocked him across the room and then a magic missile spell to finish the job while he unconscious and on fire (they HATED him). I did make the vermin slightly better trained though, to increase the difficulty level slightly and help with the dynamic flow of combat.</li> <li data-xf-list-type="ul"> Both types of wisps ran really well, though I wish there were more bodies in the chapel so the PCs could act on the information they get after the first wisp claims the thief’s body and they realize what they are dealing with.</li> </ul><p></p><p>I am also continuing to run Legacy of Fire. I set up the House of the Beast with my raid system with the addition of hidden camps that they could rest at and three hour (one watch) movement from one location to another and it worked great. They just killed the Carrion King in an epic boss fight and are heading down to retrieve the scroll. The problem I am having with this game right now is that after the thrilling, three-stage nail-biter boss fight with the Carrion King; the rasts and ghosts in the dungeon, though interesting, just didn’t get the adrenaline pumping the same way.</p><p>Finally, I continue to have the same problem with both games of PF2e I am running: I sit down to play and five minutes later the session is getting good and everything is gelling then I look up and realize that four hours have passed and it’s time to go.</p></blockquote><p></p>
[QUOTE="!DWolf, post: 8608003, member: 7026314"] Due to my new job and losing the last of my original players of Serpent's Skull to real life, I decided to end the AP and switch to a new adventure/AP with the remaining players (and people interested in PF2e but not at starting at LV8). After a vote our next AP was determined to be [b]Abomination Vaults[/b] (spoilers ahead). We have currently played two sessions (about 8 hours) and it has been really fun:[list] [*] For the ground level I printed out the map at scale and laid it out, justifying it in that the ruins have been explored and the layout is known. For the lower levels though, I am planning on running mostly old school theater of the mind/graph paper. Currently the players have only ventured briefly into the second level (where they found the bloodsiphon and ran for it after it one shot the 13 hp elf wizard) but my previous attempts at running games in this manner (for which I used a specifically modified version of N1 Cult of the Reptile God) was a big success so I hope this will be too. [*] During the first session the PCs returned to Otari after every fight (though I increased the walk to an hour), so I made a rumor table and prepped some side quests/Troubles in Otari. Naturally, the PCs didn't return to town once during the second session, instead plowing their way through the entire rest of the first floor. [*] The last time I ran mites was at the start of Kingmaker (pf1e) which was really fun but it took me forever to prep as I had to basically make custom creatures and then test the combats to get a dynamic, tactical combat that worked. This time I just copied the monsters stat blocks, shoved them in a binder with a few combat trackers, and was able to get an engaging combat almost right out of the box (for the second session I invested a bit more in setting up my binder with what amounts to a partial delve layout and some rumor tables, but it only took me a couple hours to do a full floor so still much faster than PF1e). [*] I ran the mites dynamically (that is they leave their rooms and respond to the players) and it worked wonderfully with the mites ranging all over the place, attacking from walls and roofs, sending giant vermin to attack the PCs, and setting up sentries and ambushes. The only “problem” was that they killed Boss Scrawg as he was trying to surrender with a critical hit from a produce flame that knocked him across the room and then a magic missile spell to finish the job while he unconscious and on fire (they HATED him). I did make the vermin slightly better trained though, to increase the difficulty level slightly and help with the dynamic flow of combat. [*] Both types of wisps ran really well, though I wish there were more bodies in the chapel so the PCs could act on the information they get after the first wisp claims the thief’s body and they realize what they are dealing with. [/list] I am also continuing to run Legacy of Fire. I set up the House of the Beast with my raid system with the addition of hidden camps that they could rest at and three hour (one watch) movement from one location to another and it worked great. They just killed the Carrion King in an epic boss fight and are heading down to retrieve the scroll. The problem I am having with this game right now is that after the thrilling, three-stage nail-biter boss fight with the Carrion King; the rasts and ghosts in the dungeon, though interesting, just didn’t get the adrenaline pumping the same way. Finally, I continue to have the same problem with both games of PF2e I am running: I sit down to play and five minutes later the session is getting good and everything is gelling then I look up and realize that four hours have passed and it’s time to go. [/QUOTE]
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