Hi highly recommend this campaign and encourage folks to do Menace > Troubles > Abom > Stolen Fate In early parts due to level/balance use milestone achievements for progression and I’ve enjoyed using PF2E subsystems like Long Term Goals(connect with a SoT progression boon), Reputation/Attitude Otari system and Victory Point for Beach House upgrades (instead of XP when players haven’t reached milestone but want a boon from earlier quests)
New DM here looking to run this same cocktail, my players are completely new to playing TTRPG's entirely. I have a bit of experience with playing pf2e myself. Should I use the level 0 variant rule to ease them into play? Perhaps having them level up to 1st partially into menace? I'm aware of the solo adventure in the beginner's box and I think I'll have them run that as well.
@@unix6457 I think having them do the solo adventure on their own is always fun. I don’t think doing level 0 variant will have an impact on learning curve, it is more for players who may want more back history for an RPG element (not game introduction), the BBox actually is perfect for your needs both for GM and players. It has a steady ramp up with a very good mix of challenges and does a great job of introducing you all into the mechanics and the world. I hope that helps and feel free to hit me up in discord under PF2E or FVTT ( Wise5638) Enjoy!
Thank you for this I'm starting as a GM for the first time this weekend with this campaign. The party is already in the ruins of gaunt light (I was the party Bard) my husband and I switched roles because running the campaign was too much for him right now (he's really good about not metagaming so that won't be a problem) anyway thank you I'm a little nervous to be GMing for the first time.😅
Is the damage from the Blood of Belcorra as deadly as it seems? 1d10, 1d10+6, or 2d10+ bleed damage seems like a lot to be taking as persistent damage.
Almost through book 1 with my group, and the thing a struggle with the most as a GM is when I have to run haunts. The solutions on the player's end seem so specific, and when my players try to brute force them after not being able to figure it out - it often doesn't work. I've tried to be a bit more heavy handed with my hints the last few haunts, but it still hasn't quite worked. They often escape the haunt long enough for it to disable, and come back confused as to why it has deactivated. To keep my players on track and motivated (and to prevent them from taking several weeks of downtime at a time) I wanted to utilize deadtide as a recurring event - and while I found rules that state the frequency of such a thing, there weren't any on specifically how to do so. I have a pretty good idea on how I would do so, but I'd appreciate your opinions on the event and this idea.
We just completed beginner box and first adventure from troubles in ottari, I have been dropping hints about menacing lighthouse and next session my players want to investigate it) Timing is perfect
I'm excited to hear your takes on Blood Lords and Strength of Thousands. On an unrelated note, I'd love it if there was a video on the nitty gritty of the Drained condition and its interactions! It often confuses me and my friends.
Been running this AP and I love it! I have 2 questions for video 2. One is your opinion on splicing in the beginner box and the troubles in otari adventures. From my experience with it if you edit their narratives or play them straight they're good add ins, but also if you're playing by XP the things can feel slightly off balance? My party using XP is almost done floor 2 and level 4! (Though they've been dealing with a lot of the threats too). Two what are your favorite homebrew decisions for this game? For me, I like loosening the loyalty of monster's to the Ghost Queen so that diplomacy is more possible. So many interesting creatures you can talk to in there and they add in the line 'then they try to kill you'. With just the removal of that line makes the dungeon way more friendly for a more RP/Diplomacy oriented group from my experience.
I've started this AP twice. The first ended with a tpk during the 2nd book and one of the players leaving the qroup (work related). With that player leaving, the other didn't want to continue. The 2nd run was for my main group. We finished to 1st book when the Kingmaker AP was released. Well, I just love a hex crawl, so AV is on hold for the next few years. But it is still a fun AP that I want to finish.
Question for video 2 - A lot of encounters have some nice backstory. How do you incorporate that into the adventure before the PCs attack the (to them) anonymous stat block? Things like the Worm that Walks. How to build it up as a thing to be anticipated, vs just another monster?
Poop leftovers, skin on the walls, green goo that with Nature DC turns out to be blood, a note on a corpse, you check what the PCs can do and you do secret rolls for them
Hi! Do you have any suggestions on how AV should be run in conjunction with the BB and TiO? My main concern is that PCs will be overlevelled by the time they reach AV. Thanks!
I heard that after BB you could present both TiO and AV and let the players decide how they wanna tackle it as TiO could be run as a side adventure that the PC’s can do at leisure and AV could be the main hook of course if they do TiO first AV will seem like a breeze at first but you could make the monsters elite for a bit more of a challenge or replace them with higher level monsters or let the PC’s feel like badasses for the first couple of chapters of AV