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[PF] My Experience Running for Two Groups
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<blockquote data-quote="Root7OneOne" data-source="post: 7552548" data-attributes="member: 6813171"><p>I come Bering another update to our little story. Spoilers follow for books 7-9.</p><p></p><p>My constables enjoyed their time at the Convocation, especially experimenting with the mini-dimensions. The explosive finale was suitably chaotic, and they managed to escape on their ship, equipped with the device that allows it to do a bit of plane-hopping. With a Kineticist and Mad Shootist, fights frequently feel easy to me. They basically never miss with their touch attacks, and put out incredible amounts of damage every round.</p><p></p><p>At long last we jumped into book 8. I'd been looking forward to this book for a very long time. I was excited to finally get to show the players a ton of the backstory for the campaign.</p><p></p><p>The naval engagement early on was honestly pretty funny. The party decided their best bet would be to teleport onto one of the enemy ships, only to find themselves severely out manned facing several troops on the deck of the enemy ship. They had to nope out of there quite quickly. They had equipped their ship with some powerful stealth magic/tech and slipped away. They sailed their ship up a river into Elfaivar then went over land to find Sentosa.</p><p></p><p>With a very divination-focused Occultist in my party, the ruins were scouted quickly from afar, and the party skipped most of the ruins in favor of just assaulting the illusionary Ob camp. It was a fairly fun fight with the artillery from afar. The 10-headed Lion was a fight I was looking forward to, but the party's insane damage output ended the encounter in about two rounds.</p><p></p><p>While in Sentosa, I made sure to give the party some downtime to get them to explore the ruins, which they finally did. Lots of fun stuff out there. One of my players did manage to win the fight that earned her the Arsenal, which is great. She's a ranger that does both melee and ranged combat, so it's perfect for her.</p><p></p><p>After heading out to find the Lost Arc of Reida, the players met with both parties to take stalk of the situation. During the meeting with the Clergy at Vigil Longis, my hotheaded Kineticist Skyseer got a little carried away with his moral grandstanding, and they ended up in a fight with the entire fort. They took down the paladin fairly quickly, and the remainder of the soldiers provided little challenge, and they quickly surrendered. The party sent the entire garrison packing back to Crisillyir. Minister Lee was not happy when he got the news, and chastised the party heavily for their lack of diplomatic tact. But, the party was granted entrance to the Arc of Reida's temple hiding spot. The flashback/flashforward encounters were fun.</p><p></p><p>As the party lead Kasvarina around the world, mostly with teleportation, we had a great time with the Arc and learning about the history of the Ob and the Great Malice. The realization that Kasvarina inadvertently caused the Great Malice caused quite the shock. I did feel that it was generally quite easy for Kasvarina to keep control of her mind. The final fight atop the Lance of Triegenes was pretty solid, but again, the sheer damage output ended it faster than I'd have liked. For future fights with singular powerful foes, I'm going to have to make them more dangerous by adding secondary enemies that take more than a sharp glance to take down. I'm just hesitant because I don't want add too much and kill the PCs. We'll see. I think book 9's combats will perhaps be more challenging.</p><p></p><p>Speaking of book 9, we're one session in so far. The one session I've run of the book I think may be my favorite session of Pathfinder I've ever run. I don't typically do much in the way of crazy voices, but I was resolved to change that while the players were in the Dreaming. The first interesting character they meet, the big ol caterpillar dude, was a lot of fun. I didn't really go in with a plan, but ended up with some kind of bizarre Taika Waititi-esque New Zealand accent. It was hilarious and I wish I'd recorded it. The walk-and-talk through the Unseen Court was fun as well, and then came the thing I've been looking forward to the most about this campaign for about a year.</p><p></p><p>I've been telling my players that book 9 contains a pun that will blow them away. I've been hyping this pun up for ages, knowing full well that no pun could possibly stand up to the hype. And finally, a week and a half ago, the party makes their way to the mortuary to examine Rock's body. It took them a little while to piece together what was happening, but at long last I got to lay it on them.</p><p></p><p>"You're absolutely right. What we have here... is a SHAM-ROCK!"</p><p></p><p>I couldn't stop laughing. I genuinely had to end the session because I couldn't focus anymore.</p><p></p><p>So that's about where we're at. I'm looking forward to the chaos of Torfeld Palace in act 2 of the book. I may be adding extra monsters to many of the fights just so they don't all end in 1-2 rounds. Kineticist energy blasts and Mad Shootist force bullets don't miss much, so the best solution may just be numbers. We'll see. I'm very excited to reveal Minster Harkover Lee's secret.</p></blockquote><p></p>
[QUOTE="Root7OneOne, post: 7552548, member: 6813171"] I come Bering another update to our little story. Spoilers follow for books 7-9. My constables enjoyed their time at the Convocation, especially experimenting with the mini-dimensions. The explosive finale was suitably chaotic, and they managed to escape on their ship, equipped with the device that allows it to do a bit of plane-hopping. With a Kineticist and Mad Shootist, fights frequently feel easy to me. They basically never miss with their touch attacks, and put out incredible amounts of damage every round. At long last we jumped into book 8. I'd been looking forward to this book for a very long time. I was excited to finally get to show the players a ton of the backstory for the campaign. The naval engagement early on was honestly pretty funny. The party decided their best bet would be to teleport onto one of the enemy ships, only to find themselves severely out manned facing several troops on the deck of the enemy ship. They had to nope out of there quite quickly. They had equipped their ship with some powerful stealth magic/tech and slipped away. They sailed their ship up a river into Elfaivar then went over land to find Sentosa. With a very divination-focused Occultist in my party, the ruins were scouted quickly from afar, and the party skipped most of the ruins in favor of just assaulting the illusionary Ob camp. It was a fairly fun fight with the artillery from afar. The 10-headed Lion was a fight I was looking forward to, but the party's insane damage output ended the encounter in about two rounds. While in Sentosa, I made sure to give the party some downtime to get them to explore the ruins, which they finally did. Lots of fun stuff out there. One of my players did manage to win the fight that earned her the Arsenal, which is great. She's a ranger that does both melee and ranged combat, so it's perfect for her. After heading out to find the Lost Arc of Reida, the players met with both parties to take stalk of the situation. During the meeting with the Clergy at Vigil Longis, my hotheaded Kineticist Skyseer got a little carried away with his moral grandstanding, and they ended up in a fight with the entire fort. They took down the paladin fairly quickly, and the remainder of the soldiers provided little challenge, and they quickly surrendered. The party sent the entire garrison packing back to Crisillyir. Minister Lee was not happy when he got the news, and chastised the party heavily for their lack of diplomatic tact. But, the party was granted entrance to the Arc of Reida's temple hiding spot. The flashback/flashforward encounters were fun. As the party lead Kasvarina around the world, mostly with teleportation, we had a great time with the Arc and learning about the history of the Ob and the Great Malice. The realization that Kasvarina inadvertently caused the Great Malice caused quite the shock. I did feel that it was generally quite easy for Kasvarina to keep control of her mind. The final fight atop the Lance of Triegenes was pretty solid, but again, the sheer damage output ended it faster than I'd have liked. For future fights with singular powerful foes, I'm going to have to make them more dangerous by adding secondary enemies that take more than a sharp glance to take down. I'm just hesitant because I don't want add too much and kill the PCs. We'll see. I think book 9's combats will perhaps be more challenging. Speaking of book 9, we're one session in so far. The one session I've run of the book I think may be my favorite session of Pathfinder I've ever run. I don't typically do much in the way of crazy voices, but I was resolved to change that while the players were in the Dreaming. The first interesting character they meet, the big ol caterpillar dude, was a lot of fun. I didn't really go in with a plan, but ended up with some kind of bizarre Taika Waititi-esque New Zealand accent. It was hilarious and I wish I'd recorded it. The walk-and-talk through the Unseen Court was fun as well, and then came the thing I've been looking forward to the most about this campaign for about a year. I've been telling my players that book 9 contains a pun that will blow them away. I've been hyping this pun up for ages, knowing full well that no pun could possibly stand up to the hype. And finally, a week and a half ago, the party makes their way to the mortuary to examine Rock's body. It took them a little while to piece together what was happening, but at long last I got to lay it on them. "You're absolutely right. What we have here... is a SHAM-ROCK!" I couldn't stop laughing. I genuinely had to end the session because I couldn't focus anymore. So that's about where we're at. I'm looking forward to the chaos of Torfeld Palace in act 2 of the book. I may be adding extra monsters to many of the fights just so they don't all end in 1-2 rounds. Kineticist energy blasts and Mad Shootist force bullets don't miss much, so the best solution may just be numbers. We'll see. I'm very excited to reveal Minster Harkover Lee's secret. [/QUOTE]
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