Wish me luck! After a 3 year hiatus, I'm jumping back into Zeitgeist. Or, I'm at least going to play the Bonds of Forced Faith oneshot tonight. (Or, twoshot, as my group can be kinda slow, and we only have 3 hours, so I figure it'll take two weeks.)
Anyway, my group is a mix of folks who had played in my campaign (which flamed out at the end of book 4), and some new blood who really don't know anything about the setting/plot (other than it's "steampunk and magic with lots of investigation"; and BoFF isn't really any of that).
I'm still trying to figure out if I should censor the spoilery bits in Stanfield's backstory, or hand it out as-is.
Besides that, any tips for tonight?
We're running Pathfinder, and I've printed out all the NPC stat blocks separately, and printed out the rules for the more obscure Witch spells.
Still haven't figured out music yet. Been thinking maybe Night on Bald Mountain, Hall of the Mountain King, and maybe some tracks from FFVIII that don't sound too techno.
My handicapping so far is this:
- every fight seems pretty easy or weaksauce, until you get to the last fight
- the last fight looks to be ridiculously difficult if you approach it heads-on (and then still fairly difficult if you figure out the tricks)
- Amielle's character looks quite a bit weaker than the rest, and worried her player might not have fun (context: the guy playing her has already declared that she's the great-grandmother to his campaign-PC, should we start the campaign back up again; so he's invested in her being awesome) I'm considering giving her the Deadly Aim feat, as a crutch
- rationing the break curse spells seems to be an essential metagame strategy in the Pathfinder version (that's oddly not an issue in the 4e version)
- I'm assuming the Green Knight's mount can scramble up steep mountainsides, or else get dismissed/resummoned, so that it's usable in the final encounter
- there doesn't seem to be many opportunities for the Godhand to use his unique "possess the evil" ability ... I'm thinking of letting him apply that to the serpent-maned-lion at least
- the mod is quite bloody, the horror/squick factor is a lot higher than in the campaign ... if the MPAA were involved, I'd expect it to get an R rating. I might have to tone down some parts for one of my players
Anyway, any other handicaps or tips from folks that have run this adventure before? Would love to hear them! I'm banking on having a good night, and using this to get my group back into the main campaign.
Wish me luck!
Anyway, my group is a mix of folks who had played in my campaign (which flamed out at the end of book 4), and some new blood who really don't know anything about the setting/plot (other than it's "steampunk and magic with lots of investigation"; and BoFF isn't really any of that).
I'm still trying to figure out if I should censor the spoilery bits in Stanfield's backstory, or hand it out as-is.
Besides that, any tips for tonight?
We're running Pathfinder, and I've printed out all the NPC stat blocks separately, and printed out the rules for the more obscure Witch spells.
Still haven't figured out music yet. Been thinking maybe Night on Bald Mountain, Hall of the Mountain King, and maybe some tracks from FFVIII that don't sound too techno.
My handicapping so far is this:
- every fight seems pretty easy or weaksauce, until you get to the last fight
- the last fight looks to be ridiculously difficult if you approach it heads-on (and then still fairly difficult if you figure out the tricks)
- Amielle's character looks quite a bit weaker than the rest, and worried her player might not have fun (context: the guy playing her has already declared that she's the great-grandmother to his campaign-PC, should we start the campaign back up again; so he's invested in her being awesome) I'm considering giving her the Deadly Aim feat, as a crutch
- rationing the break curse spells seems to be an essential metagame strategy in the Pathfinder version (that's oddly not an issue in the 4e version)
- I'm assuming the Green Knight's mount can scramble up steep mountainsides, or else get dismissed/resummoned, so that it's usable in the final encounter
- there doesn't seem to be many opportunities for the Godhand to use his unique "possess the evil" ability ... I'm thinking of letting him apply that to the serpent-maned-lion at least
- the mod is quite bloody, the horror/squick factor is a lot higher than in the campaign ... if the MPAA were involved, I'd expect it to get an R rating. I might have to tone down some parts for one of my players
Anyway, any other handicaps or tips from folks that have run this adventure before? Would love to hear them! I'm banking on having a good night, and using this to get my group back into the main campaign.
Wish me luck!
The party stealth-ambushed the fey when Pernicity was in her hut. Between judicious use of the King's silent shortbow, and the Stanfields' ability to stealth & sneak attack, they took out most of them before an alarm could be raised, or any prisoners burned. (Feedback: those CR 3 fey are way too weak for this level 10 party.) Once Pernicity did come out, first thing she did was raise the horde of zombies. One well-placed grenade from Amielle took out all but 4 of them. BANG. As Pernicity zipped around (with the veteran players calling foul that flying should be impossible in this setting), she managed to land a couple of solid spells: ill omen on the Green Knight, and bestow curse on the King. (The King did a great job RPing the giggles thereafter.) However, loremaster-Stanfield starting making targeted dispels at her flight (which, in my game, I modified to be a broomstick that she was riding; I couldn't help but use the classic imagery), and on the second try he got her, and she tumbled the ground. Then the already-somewhat-unexciting combat ground into monotony. The Green Knight and the pack of Stanfields worked together to golden-net-and-grapple her, to varying levels of success (and she got in a few scythe-hits in the meantime). While she was surrounded by that, Amielle and the King worked to help get prisoners free (I said few stragglers were injured enough that they couldn't run away on their own, so the PCs were encouraging/berating other prisoners to come back and help their fellow POWs). But that was in the background of a Pathfinder-grapple-slogfest. Pernicity has a STR of 24, and a CMD of 24. Which makes her pretty tough to pin down (literally). However, unlike normal combat, where a declining HP track gives you a sense of progress, the continuous grapple-ungrapple sequence is just like a soccer ball moving back and forth in the midfield with no strikes on goal ... and I'm no soccer fan. And neither are my players.