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Medical Drone

DM_aka_Dudemeister's page

Goblin Squad Member. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter, 8 Season Star Voter, 9 Season Dedicated Voter. Pathfinder Adventure Path Subscriber, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber. Pathfinder Society Member. 6,621 posts (6,819 including aliases). 11 reviews. 1 list. 4 wishlists. 2 Pathfinder Society characters. 19 aliases.


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Silver Crusade

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That's tragic Ivan. I hope your family recovers mentally and physically from this sad event.

Silver Crusade

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You don't lose Healing Touch, it just does not advance at that level. So you'll be considered an 8th level Mystic for determining how many hit poinys you can heal, when you hit 10th level you'll be considered a 9th level Mystic for effects related to healing touch etc.

Silver Crusade

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James Jacobs wrote:
DM_aka_Dudemeister wrote:
I wonder if there is a way to combine Rise, Return and Shattered Star as a single Mega AP.
There kind of will be, but you'll need to wait a year to see what exactly we've got planned for Return of the Runelords to know how!

James Jacobs you clever dinosaur! I'll be very interested to see what that's about.

Silver Crusade

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The Thrice-Damned House of Thrune, Cheliax was once the most devout nation of Arodenites, and when he didn't return Thrune and Asmodeus usurped the nation.
There's an argument to be made that the heir of Aroden may also be the true heir of the Chelish Crown.

Silver Crusade

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The Mad Comrade wrote:
DM_aka_Dudemeister wrote:
I wonder if there is a way to combine Rise, Return and Shattered Star as a single Mega AP.

Sure can, all it takes a bit of elbow grease.

At the end of RotRL I'm presuming 20th level is attained and the PCs are all fat and happy.

A few years later, they go into Shattered Star. Leave it as-written for the most part. No XP for everything CR 9 and under.

Then you go "E-20" (1 million XP per goodie/feat/whatever you're comfortable with them picking up as extras). If you're comfortable with level advancement past 20th, then charge oh, 2mxp or so after 20th or whatever you're comfortable with. The loot is largely scrap for 20th level characters, so encourage them to donate proceeds except as necessary to pay for costly M components for restoration and so on.

Once they reach the end of Shattered Star they have a few more years of relative peace and quiet before Return of the Runelords fires up. Same thing - no XP until they start accomplishing CR 10+ stuff, yadda yadda etc et al.

Sound good? :)

I was thinking something more along the lines of:

Rise of the Runelords Book 1
Shattered Star Book 1
Return of the Runelords Book 1

Rise of the Runelords Book 2
Shattered Star Book 2
Return of the Runelords Book 2

Rise of the Runelords Book 3
Shattered Star Book 3
Return of the Runelords Book 3

Rise of the Runelords Book 4
Shattered Star Book 4
Return of the Runelords Book 4

Rise of the Runelords Book 5
Shattered Star Book 5
Return of the Runelords Book 5

Rise of the Runelords Book 6
Shattered Star Book 6
Return of the Runelords Book 6

Silver Crusade

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I wonder if there is a way to combine Rise, Return and Shattered Star as a single Mega AP.

Silver Crusade

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A little bit off-topic, but as a long-time GM. I give NPCs abilities players will never have access to all the time. I do not want to track dozens of possible abilities for NPCs, I prefer to focus on a few abilities that will definitely get used.

By building NPCs in this way, it can make the encounters they appear in easier to run and if something unexpected happens I can just pick and choose the abilities the NPC needs from the class based on context.

It takes me roughly 20 minutes to an hour to put together a player character. If I'm building an adventure from scratch and need 7 NPCs, I do not want to spend 7 hours of my time making those NPCs when I could pull up a quick stat-block, choose 3 useful abilities and call it a day.

Silver Crusade

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Hi all, I just wanted to start a thread for folks to post home-made character sheets for Starfinder.

Here's a character sheet I made, color coded for easy player reference.

DM_aka_Dudemeister's Word Character Sheet

Silver Crusade

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They speak Bocce, but if you don't know that Moisture Vaporator is functionally identical with only some mild regional variations.

Silver Crusade

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Holy smokes you guys, 14 Str, 14 Dex, 14 Cha and mostly 10's across the board are pretty good stats for a 1st level Solarian. Heck depending on your race choice bump up one or two of those 14s to a 16.

I built a Solarian (Oni-Blooded Tiefling, Priest Theme) the other day (they get penalty to Charisma). Sacrificing Constitution by keeping it at 10 isn't really too bad at level 1, your stamina and hp will still keep you up even in melee.

But the idea of completely ignoring the class features in favor of making a worse soldier?

It's like taking a Monk, throwing it in heavy armor and then being annoyed that it's not competing with the Paladin.

Silver Crusade

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Dang now you got me thinking about how to stat up the Teen Titans/Young Justice.

Robin - Human Stalker Vigilante
Beast Boy - Skinwalker Feral Hunter (or Shapeshifter when UW gets released)
Cyborg - Android Nanite Bloodline Bloodrager
Starfire - Female Lashunta Overwhelming Soul Pyrokineticist
Raven - Female Human Arcanist (she studied magic in Azerath, but her power is due to being the daughter of Trigon).

Bonus

Aqualad - Gillman Slayer
Wonder Girl (Azlanti) Human Paladin
Kid Flash Human Monk
Speedy Human Ranger (Archery style)
Superboy Kryptonian Brawler
Blue Beetle Human Synthesist Summoner
Ms Martain Female Lashunta Psychic

Silver Crusade

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H.P. Makelovecraft wrote:
So uhhh anyone else's hard cover have chapters mixed and switched in it?

I highly recommend contacting Paizo customer service if that's the case.

Silver Crusade

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Yeah, I had the same reaction as the OP at first, but then I saw that Lesser/Greater spells didn't fit smoothly into Level 1-X

I guess they didn't want to have variable level spell say something like:

Restoration (2,4)

I'm not sure I agree with that design decision, especially considering how precious spells known are (and they'll only get more valuable as later books are released).

But again, I don't houserule until I've played for a while as written to see what value is provided.

Silver Crusade

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Milo v3 wrote:
Is starship combat possible to do in the "theatre of the mind" or does positioning matter too much.

Positioning is a bit too important, especially when you have guns on different faces, and different guns have different ranges, and torpedoes have to travel through space to hit.

I could see a couple of ways to simplify it using keywords (Short Range, Medium Range, Long Range. Fore Facing, Aft Facing, Port Facing, Starboard facing), but I think it's easier just to use battlemats and minis to keep everything straight.

Silver Crusade

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I actually had a similar thought, and until I playtest it a few times as written I'll hold off on houseruling.

But I think Movement Lowest to Highest, Shooting Highest to Lowest makes a bit more sense and might even let you take out a ship before they get a chance to pull the trigger (which is very in genre).

Silver Crusade

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Vexies wrote:
Aratrok wrote:
Vexies wrote:

I have a question that has come up about Star Ship combat. Just how long is a turn of Starship combat? It doesnt seem to be listed unless I missed it. its important to know because of drift drives. it states those take a minute to spin up. So if I want my party to be nail-bitting while avoiding laser blasts until that drive comes online just how many turns of ship combat is that minute?

It says the amount of time is vague, but it's specifically long enough to let you take 1 crew action or 1 normal character action. So it's actually about 6 seconds, like a normal round.

its just odd that they would leave it vague then immediately give something very important a definite time value. How are you supposed to adjudicate that? I get that it can be house ruled but I dislike having to make a call on something so integral and likely to come up so often. I dont see any benefit rules wise at all to not defining the amount of time in the turn when they have very clearly done so with PC combat. it just strikes me as a omission and odd.

If we go with a standard 6 second round then we are talking 10 rounds of helpless which would make firing up a drift to escape suicide. If thats what was intended fine but that reinforces my point. It seems like the unit of time for a ship combat turn is very important as it has many in game consequences on various situations and should have been defined regardless.

I think that's intentional. You're not supposed to escape by jumping into the drift, you're supposed to escape by defeating the opposing force or going into a chase sequence, and losing your tail that way.

Once you've lost a tail then you have 1 minute to spool up your drift drive and vamoose.

Silver Crusade

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I think its more of a tactic for spells with a casting time of 1 round or longer.

Silver Crusade

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Anything that targets touch AC instead targets Energy AC.

Bam! You just got a whole new sourcebook of items for Starfinder.

Silver Crusade

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Shain Edge wrote:
DM_aka_Dudemeister wrote:
Also even a 1 point forcefield makes you effectively immune to attacks from incorporeal sources.
I don't think that is true, considering the effect is not a force effect, but a Bonus HP effect. On the other hand, I have yet to see incorporeal monsters stated up in Starfinder, along with their rules.

Check out Book 1 of the Dead Suns AP.

Silver Crusade

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So there's an easy way to explain as to why Undead are not always evil anymore.

You're the GM and you decide why.

All that is known, is that in the assumed setting of Starfinder undead are not always evil, and Eox and its citizens have the same rights as any other free people in the Pact Worlds.

So if your player has a prejudice against the undead, take a page from Terry Pratchett's book: "Undead yes! Un-people no!"

There's plenty of people that assume Androids are going to rise-up and overthrow their non-synthetic oppressors.

There's undead who believe that Pharasmins are zealots who would see all undead destroyed simply for existing. Even though said Eoxian is a humble asteroid miner, who's undead necrology allows him to mine asteroids without so much expensive life-support.

By moving alignment to a descriptor based on the individual attitude of any free-thinking being is good. Because Science Fantasy should allow for a wider scope of philosophical difference.

Silver Crusade

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Like you I once hated the random encounter. As a fledgling GM I accidentally TPK'd a party with a randomly rolled Tiger. For years I refused to use random encounters.

Then came Kingmaker, and Kingmaker taught me the value of random encounter because Kingmaker unlike any campaign before it really centered the story on the players. Our heroes are adventurers by definition anything they do is an adventure. And Random Encounters are the heart of Kingmaker.

I really learned to exercise those improv muscles, based on the player's survival checks random encounters could be combat, mystery, roleplay or ambient.

Suddenly random encounters could propel a whole new direction for the players to go in, whether it was rescuing a man who woke up in the middle of a rushing river (and was secretly a werewolf and he didn't even know it, that character married one of the PCs later).

Sure sometimes a random encounter is just an obstacle to keep the players from resting too soon. But there is value in random encounters, it just takes a little improvisation to make it more interesting.

Silver Crusade

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Hi Luca, that sounds like a fun idea but maybe you might want to make that post somewhere in the messageboards rather than in a blog post about the Elemental Master's Handbook.

Silver Crusade

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Also even a 1 point forcefield makes you effectively immune to attacks from incorporeal sources.

Silver Crusade

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As far as I can tell you can't put multiple models on the same stat. The only way to improve a single stat is to upgrade from either +2 to +4, or +4 to +6. You can't improve via personal upgrades beyond +6.

Silver Crusade

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A civilization where humans and awakened dinosaurs work together against the magma-men who wish to turn their cave to so much molten magma.

Grab your 3.5 Monster Manual and throw in a cave of illithid, these once hyper-intelligent creatures have been forced to subsist on brains in order to keep up their vast intelligence now they've been abandoned by the creator.

A group of clockwork live around an incredible clocktower, however every time the clocktower rings everyone in the cavern goes back in time one hour. The clockworks have no idea that this is happening, trapped in an endless time-loop. Can your heroes Groundhog Day the solution to this temporal trouble? Is this a glitch in the clock, or is it working as designed?

A cave with tribes animal-themed humanoids (catfolk, ratfolk, rougarou, tengu, kitsune etc), warring over the Crown of Nightwode, a strange underground forest with a recently deposed king. But the Crown itself may be a key deeper still into the center of the world, should our heroes choose a side? Or can they steal the crown for themselves?

The mummified Ettercap Queen of Deep Web knows when intruders have entered her domain, but perhaps if the heroes follow the hollow spiders to her lair they might gain a quest. For a Purple Worm has crawled its way into her domain, and is destroying her prophetic web patterns, patterns she needs to divine the heroes' fates.

Silver Crusade

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At level 1 is this ability usable once a day per character you wish to use it on, or once per day total?

Silver Crusade

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This would probably be really handy for any Starfinder GM Distant Frontiers Poster Maps

Silver Crusade

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Lemartes wrote:
Can anyone give me some idea what dwarves get besides the above?

Slow but steady, stonecunning, traditional enemies, weapon familiarity.

What those exactly mean might have to wait until the book is released on the 17th.

Silver Crusade

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Colette Brunel wrote:

Let me see if I have this right. Take a 1st-level human technomancer with Dexterity 18 and Intelligence 14. Give them Longarm Proficiency and Weapon Focus (longarms) for feats. Buy them an azimuth laser rifle.

Four times per day, they can cast Supercharge Weapon as a standard action. They can then make a ranged attack with an attack bonus of +5 vs. EAC, dealing 1d8+4d6 (average 18.5) fire damage.

By 2nd-level, they gain another 1st-level slot from their spell progression and yet another 1st-level slot from Energize Spell. In other words, they can now cast Supercharge Weapon six times per day, with an attack bonus of +6 vs. EAC, still dealing 1d8+4d6 (average 18.5) fire damage.

Is this the case? If so, does that not make a technomancer terribly powerful at taking out enemies, considering that a soldier with an azimuth artillery laser deals only 1d10 damage with each shot? Does this not obsolete the technomancer's Empowered Weapon magic hack as well?

Or you could save two feats and cast it on the soldier's weapon.

Silver Crusade

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sunderedhero wrote:
DM_aka_Dudemeister wrote:
If using a sniper rifles in short combat range is sub-optimal, that sounds like design functioning as intended to me. You're always able to switch to better suited long-arms or short arms if needed.
Thing is how often are you gonna be at super far range to justify carrying a sniper rifle. Weapons are expensive, and looking at the WBL table each weapon of equal level is about 20% of your wealth for that level. Keeping multiple high-level weapons around is just as bad of an idea as it was in PF.

Selling items only nets you a 10% return, which means you're better off keeping the random sniper rifle you find on an enemy body than selling it off. Which means that in reality cheap sniper rifles are only as expensive as what it cost you to kill the guy you take it off.

Sniping is an incredibly potent strategy when it's used. Being able to fire off shots from a long-distance mostly keep your stealth and do so multiple times before the enemy can close range is just very powerful.

Sniping should be situationally powerful, but not a day-to-day strategy.

Silver Crusade

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If using a sniper rifles in short combat range is sub-optimal, that sounds like design functioning as intended to me. You're always able to switch to better suited long-arms or short arms if needed.

Silver Crusade

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Third Darkness: A Sequel to Second Darkness, now that the Gap happened, maybe the origin of Drow is once again shrouded. An AP that can bring elves kicking and screaming out of Sovyrian into galactic culture, and deal with a particular pernicous plan put together by a rogue faction of drow of Apostae.

Silver Crusade

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Oh, also I'll just have badguys "Take 10" for initiative, by making it static, it makes it easier for me to make groups of like, and it means lumbering or slower enemies are less likely to get lucky and jump the players, while really fast things are more likely to go first.

Silver Crusade

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Oh, also I'll just have badguys "Take 10" for initiative, because who can be bothered with all the fiddliness?

Silver Crusade

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The same tricks you use to mod PF for six players should work for Starfinder. Encounters are still built on xp totals. So multiplying an encounter's xp total by 1.5, and adding minions or advanced templates should still do roughly the same work.

Silver Crusade

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Mashallah wrote:
Ysoki cheek pouches seem to be of comically disproportionate size. They are big enough to hold a tactical doshko, the functional equivalent of a greataxe, in them now that I noticed a tactical doshko is 1 bulk.

That sounds right. And rad as hell.

Silver Crusade

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Your players should probably have an interest in joining the Starfinder society. Also they do not start play with a spaceship, but they'll earn one.

Just give players that heads up before you start the campaign.

Silver Crusade

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I read the PDF over approximately 13 hours. My mind has expanded beyond your mortal understanding of reality.

Silver Crusade

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Sure!

So this is something I wish I thought of in book 1 instead of part way through book 3.

But the system goes like this.

Each NPC in the Caravan gets a card with two sides what I call a "Day Side" and a "Night Side". Each side has a Story Title, The Character it relates to, a choice of two or three skill checks and a minor boon and a minor penalty.

I also have "Travel Cards", which represents 7 days worth of travel, the travel cards read as follows:

"No Event" (x3)
"Random Encounter" (x1)
"Ally Events" (x2)
"Caravan Checks" (x1)

And then cards for each keyed encounter on the road (which are fixed points). Using my Event calendar I put 7 squares on the battlemat, representing each day, putting down keyed encounters. I then shuffle the Travel Cards together and draw for each empty space in the week. As players travel through the week they flip cards. On "No Event" days it's just uneventful travelogue. On Random Encounter days, I roll a random encounter based on the module. On Caravan Check days, the players need to roll for Resource, and any weekly environmental effects.

On Ally Event days I draw one card + 1 card per player.
Players then choose which ally to interact with (players can split between multiple characters or all focus on one character, using Aid Another if they like). Characters not interacted with get shuffled back in the deck. If players attempt a check they automatically gain the boon, they only take the penalty if the skill check fails. Once a character is interacted with the card flips to "Night Side", further continuing that NPCs story and operating in the same way as Day Side. Once complete that NPC is taken out of the deck until it refreshes (usually after a significant bit of plot).

During the second leg of the trek over the Crown the checks got a little more difficult and required at least one success to proceed to "Night Side" or to move the NPC from the deck. The penalty would occur on each attempt that didn't flip or remove the card. The boon could only be obtained once.

Example

Day: Hunting With Shalelu/Night: Cooking with Shalelu:

Day Skill: Survival DC 20
Day Prompt: You help Shalelu hunt some arctic rabbits to supplement the caravan's supplies.
Day Boon: Add +1 to Caravan's next resource check.
Day Penalty: Shalelu is injured in a hunting accident. She provides no bonus to the caravan for 1d12 days, -1 for each healer in the caravan.

Night Skill: Profession Cook DC 15
Night Prompt: You help Shalelu cook some arctic rabbits.
Night Boon: Add +1 to Caravan's next resolve check.
Night Penalty: You fail to prepare the meal properly, the caravan gains 1 point of unrest.

Silver Crusade

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If I'm using the excellent Combat Manager program, then I go individual initiative, because it does it that way for me.

If I'm not using a program, then I'll create groups of creatures, because I'm lazy. However, each individual creature needs to take its full compliment of actions even if they are acting on the same number in initiative. It means that if there's six orcs, the first one might charge up. A second might try and go in for a flank (provoking for doing so), a third won't be able to get the flank because he doesn't have a flank buddy yet, the 4th will get the flank etc.

If there are so many creatures as to make that unmanageable, then I turn that group of creatures into a Troop, and use those rules for adjudicating their actions.

Silver Crusade

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Take a real name, change one letter:

Examples:
John: Kohn, Jahn,Jogn,Johm

Or take two esoteric words or onomatopoeias:

Hollow Graves (Necromancer)
Wink Wonk (Gnome Prankster Bard)
Ash Q'Asheem (Human Summoner)
Fwash Kakoom (Alchemist)
Sching Bastardsword (Fighter)

Silver Crusade

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I'm excited to try and hybridise Starfinder and Pathfinder to make Pulpfinder, two-fisted adventures in a quasi-20th Century Earth setting.

Silver Crusade

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How I rule it in my game:

You get two rerolls per weeek if you have both a Fortune Teller and Lucky Caravan.

1) In my game Casters still count towards max limit to a particular job. So you could for example have 3 cooks and 2 spellcasters for your max +5 bonus.

2) In my game having more than the maxmimum is insurance in case something happens to a guard (they might quit due to low morale, get injured in a battle and need rest, or you might need them to change jobs).

3) Yes they stack.

Silver Crusade

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Matthew Downie wrote:
Are you still using the caravan system?

I am using a version of it!

The Caravan system is at it's best when it's a secondary resource management system. It added very real elements of difficulty and danger while travelling over the Crown of the World with what I can only describe as too damn many NPCs (33 to be more precise).

I added a "Wealth" score to the Caravan which is which is used to determine a Resource score with Wagons and Travellers adding to a consumption score. Once per week our heroes have to make a Resource check vs Consumption, failure increases unrest. Each check uses up 1 unit of stores, but each unit beyond the first provides a +4 bonus on the check. If they do not have one unit of stores to make the check unrest increases by a dramatic amount.

I also added a system which is a deck of cards representing skill challenges that provide minor boons to the PCs for succeeding at them, but also provide Roleplay fodder for the long journey.

I also use Caravan combat, essentially when the PCs go on "away missions", the Caravan combat is used to determine how the caravan fares against random encounters.

Or if a large group of foes attack I'll have a featured group of foes for the players to fight, and at initiative 0 the Caravan combat plays out.

Also I did a more detailed caravan combat, where players assign a leader, a striker, a defender and a driver to a wagon each wagon gets its own stats so that I could have the party defend Dead Man's Dome from a veritable army of white walkers, I mean Sithhud's undead.

Silver Crusade

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Congratulations! A mighty accomplishment indeed!

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Fun Fact. It's 2017, we are still crossing the Crown of the World. My players have explored the Nameless Spires, a character cloned himself and a memory chip of a martial arts sensei that he sometimes asks for advice.

Zaiobe became an integral part of the Caravan, but sadly died rescuing the party from Katiyana by saying Pazuzu's name for a third time (The only word she's allowed to say due to her curse). She died because the PC Paladin prayed to Sarenrae and kissed her and it was a beautiful moment dammit.

A player was revealed to be the child of Shalelu, met her father (a snowcaster elf), visited the hidden nation of the Snowcasters who are still at war with the Drow.

A player has learned that his father's soul is being tortured in the Abyss in Pazuzu's realm. A possible post AP quest.

Two players left the group due to time constraints, they were quietly retconned out.

Another player joined just before fighting the White Dragon and she has become an integral part of the caravan.

My caravan has TOO MANY NPCS YOU GUYS!

I love this campaign a lot, I added some mythic elements to it, and they are a lot of fun.

Two of my players got married, and have since had two children.
A third player has also gotten married, and also had a child.

So in conclusion, we're on the slow road to Minkai. But we're enjoying the road trip.

Silver Crusade

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber
Naoki00 wrote:

Honestly, I think it all might just be a 'me' thing based on how everyone is talking about it. When I make my own campaigns I guess it's just easier to sort the information as a 'first come first serve' basis. I can make up detailed things far faster than I can recall information I wrote down previously. When I read the Adventure Path my brain is just having difficulty parsing the information because I want it to be as detailed as I can come up with, but also simple enough to just read and note down a page or two.

Some of this difficulty is probably just coming from the fact that I have never prepared much of anything but maybe grabbing an enemy I think would be cool to hammer into a plot line, opting instead just to invent. Like when I read the simple line about the goblins and Hemlock, my brain wants to go into writing out a much more detailed entry giving a more elaborate scene about Hemlock arguing with someone about the goblin situation as the PCs enter town, drawing them into the conflict as he impromptu "deputizes" the party to figure things out. But this is a lot more work than it actually is saying I need to do, and so then I just try to reel it back and imagine having to do that for every bit of text in the book which becomes overwhelming.

This is just working a skill set I've never built up over years like other people. These sort of things have always given me a lot of trouble for no particularly easy to understand reason, but I am very grateful to everyone for giving suggestions. Maybe knowing more about the setting will help, and I'll try to grab the Runelords information for that much.

On a side note, is Carrion Crown easier to handle or will I have similar issues with understanding what it's asking me to do?

Let me tell you a secret: Modules and adventure paths are best used in the hands of homebrewers like yourself.

You're worried that you're going to "run it wrong", and let me tell you, that's not really how it works.

Here's what my preparation of an Adventure Path looks like:

Step 1) Read the Player's Guide

The Player's Guide is the player's point of view of the game, it's critical to know what kind of game the players are expecting, and the Player's Guide has that info. So for Jade Regent it's: Epic Journey, NPC Relationship, Medieval Fantasy Japan Themed Adventures.

Step 2) Read the first adventure

Read the first adventure. Don't worry about running it. Read it for fun first, I like to go to a nice coffee shop, drink a hot chocolate and just enjoy the writing. I like to look at the map, and jump back and forth between map key and location.
I just read for enjoyment. Takes maybe a half-hour to an hour.

Step 3) Make Notes For your first session

Don't worry too much about background, you already nailed what you need to know:

- Goblins are making problems.
- The Players need to deal with the goblins.

As great as Jade Regent is, the opening is good for some GMs who just want to start right away (You can just say: You were hired by Sherrif Hemlock to go to the Brinestump Marsh, person that [your campaign trait relates to] recommended you to him.)

Or if you are a madman like I am, you can begin the adventure with an opening prologue. Fortunately this is the Paizo boards, here's one Clark Peterson publisher of Necromancer games prepared earlier.

Take notes of any unusual rules (fire-works, difficult terrain, ride skill).

Take note of any NPC character beats you want to happen.
Ex:
- Sandru loses control of his wagon during combat,
- Koya offers the PCs a harrow reading,
- Ameiko becomes reserved on seeing Tian-Min artifacts,
- Shalelu sets out into the swamp on her own [possibly needing rescue in future session, or coming to the rescue if PC's have trouble later.

Jot down notes/expansions about 5-10 encounters (Whatever you have time for/feel comfortable with).

Step 4) Run the game

And you'll forget stuff, miss notes, get details wrong and have to incorporate your mistake into future games. Your players won't notice a damn thing, and you'll have a great time.

The players haven't read the adventure, their definitive version of it, is the version you run.
If they HAVE somehow read the adventure, then they are hoping to be surprised, they want to know what it is YOU bring to the adventure, because the Adventure Path does not run the game at your table. Paizo Pathfinder canon does not exist at your table. Only your canon exists. These adventures are yours, own them. Add what you like, throw away what you don't.

Silver Crusade

Pathfinder Adventure Path Subscriber, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber

Don't make me choose between my babies.

Probably Halfling Swashbuckler, because he was built around being an excellent liar and he was damn good with a rapier and was the captain of a pirate ship.

Silver Crusade

Pathfinder Adventure Path Subscriber, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber

An adventure set in Brevoy?

I hope a PDF gets released.

Silver Crusade

Pathfinder Adventure Path Subscriber, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber
Belgerod wrote:

I am about halfway through the first book with my group. Some of the players were skeptical of using the Mutants & Masterminds system, but everyone seems to be getting on board.

We are using the Warriors & Warlocks book as our main sourcebook. Started at PL5 and going up one PL with each Kingmaker book. I am also giving the players 20 power points per level.

Differences so far: much faster battles; the heroes feel a lot stronger than low level PCs, but probably will never feel as invulnerable as high level characters, and the players have lots of design flexibility from the beginning.

The main challenge is responsibly restricting the powers from reaching typical Mutants & Mastermind levels, and maintaining proper setting tone.

Considering by Book 6 the Kingdom is

Spoiler:
Being invaded by First World Blooms which bring incredible troubles, they have to fight a Jabberwock, go into a literal Fairy Tale land, and deal with a Fey creature with the power to bottle a kingdom like the city of Kandor in the DCU
, I wouldn't worry about reigning in their power levels.

In my War of the River Kings: Clockwork Kingdom, using Pathfinder rules my players were using teleport, Magnificent Mansion (modified to contain the demiplane of Fellnight) to move armies around as their kingdom was invaded in the East by combined Pitaxian/Issian forces on airships, and clockborg wyverns to the West. They were using high level Druidic magic to just WRECK entire traditional armies, and they Castle of Knives involved talking their way around a powerful Inevitable, and fighting the automated defenses of the castle inhabited by the evil-cloned consciousness of one of the PCs.

High Level Pathfinder is indistinguishable from Superhero shenanigans.

I love the idea of using M&M to run Kingmaker.

I really want to run a superheroic version of Curse of the Crimson Throne someday.

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