Thousand Bones

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Ok, just got my download and this looks like a pretty good set! What do we think is what here, obviously the first temple is for the Prismatic Ray and the last one is for Asmodeus. I figure the second one (seaside shrine) is Gozreh, but what's the third one (fiery skull shaped)? I feel like I should easily have this but it's not coming to me.


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Thanks James, I really appreciate the hearing your perspective on the change, and won’t derail the thread any further. And ironically, as a big fan of Galt, I now kind of wish you had done that one as a 128 pager.


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The return of pawns is welcome indeed!


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James Jacobs wrote:
It is. We'll have more to say about the stand-alone adventure line later, once we have a better place to talk about it that's not just a store page, but starting with "Prey For Death" all standalone adventures for Pathfinder will be hardcovers and a minimum of 128 pages long. We're hoping to standardize this to 2 hardcover adventures a year.

I look forward to hearing more about that when the time is right, as I have to admit that I’m less than excited to hear that the standalone line will be going to longer format adventures. More isn’t always better, I was actually just thinking (before I read this), that I wish you guys went back to publishing 32 page adventures. What I’m looking for in standalone is something reasonably short that I can slip into my own campaign, whereas a 128 page adventure feels more like a campaign of its own, which is what I thought the AP line already covered; especially with the recent move to 3 book APs, it seems like the two adventure lines are moving closer together instead of each filling their own different niche.

That said, I trust you guys to put out great product, and regardless of my personal preferences for the line in general, Prey for Death does sound like a very cool adventure!


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Laclale♪ wrote:
How about balancing?

Product description states "Fully integrated errata from the first 4 years of Pathfinder Second Edition, including new balance adjustments to ensure that every creature presents a thrilling level-appropriate challenge!"

That said, based on Aaron's response above, I would assume those are fairly minor/scattered tweaks (which is fine with me).


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Don't mind me, just a quick post because this thread is damn cool and want it to show up in my profile so I can check back in on it in the future.


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SatiricalBard wrote:
There is an errata out now for these maps. See this post on the product page.

Thanks, SatiricalBard, I just noticed this now. Awesome that the put out errata, that is very helpful.

Now the question is, why not update the map on the PDF files? Seems like an easy fix, but what do I know?


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This AP is off to a great start, it looks very promising indeed. @Sen H.H.S., way to storm onto the AP scene! and @James, we're psyched to have you back in the saddle as developer!


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Arazni is a fascinating character (goddess) for sure but I feel like this topic would be better as it’s own thread so people can chat about all of the Tian Xia preview goodness here.


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I would just like to say that it is super cool that the third chapter of this adventure is named after the latest Elvis Costello record. Vanessa Hoskins, take a hero point!


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This was a really great interview, super informative and fun, definitely worth the time. Thanks!


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I’m reading through the Guldrege section in Chapter 2 of Mantle of Gold, and I am having a lot of trouble making sense out of the maps. I feel like the location numbers are all wrong. Is it just me? I feel like it makes a little more sense if you assume that the F & G tags are reversed (such that the map labeled “Lower Guldrege” with all of the G#s is actually the workshop areas labeled F#s in the text, and vice versa), but even so things still seem to be off so that it’s not a one to one correspondence. For example, the silos are described in the text as F2 & F3, but the buildings that look like silos on the map are labeled G3 & G4. Has anyone else been able to make sense of things? If any of the developers see this post, any chance that we could get some clarity please?


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I’m going to disagree, I think it is a very solid starter adventure. Good home base starter town in Falcon’s Hollow, plenty of hooks, a solid wilderness to explore, and a dungeon that is large but split up into multiple separate quests so it doesn’t feel like a big megadungeon grind. I think it’s a great place to start that can easily be expanded into a larger campaign but doesn’t lock you into a full AP from the git-go.


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I agree that this is a the biggest frustration with what would otherwise be a very cool AP.

The quickest fix is probably to kill off Sakuachi fairly early on and have the the god-spirit transfer to one of the PCs.

A more satisfying fix would probably be to have the PCs learn about how to do some god-calling and have them quest to Sarkoris themselves for it, but that would pretty much mean a full rewrite of book two.


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Any chance we can get those sample images now that the product has been released?


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Thirding the request for images; it's pretty hard to decide whether the map will be useful for my game without actually seeing it.


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Dark_Mistress wrote:
I would honestly rather seem one delayed a month to spread it out some.

I’m sure having them out in time for people to buy before Christmas is a factor towards them both dropping in November.


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I'm very interested in these products, but I agree with Revien999 that the name Monster Core could be improved (and I'd argue the same for the other three too).


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The sidebar on page 33 refers to the Brimgate Walker character background in the Gatewalkers Player's Guide, but said player's guide contains no such background. I'm guessing that it got cut for space, but perhaps Jason or someone else at Paizo might care to enlighten us?


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theviolator36 wrote:
I was having the same issue. in Foundry, go to the Add-on Modules and select Install Module. If you type Abomination Vaults into the Filter Packages bar it should pop up and you can install it. After that the instructions in the video should make more sense. Except it being the Pathfinder Beginner Box it will show up as the Abomination Vaults.
Adding onto the explanation above, since you said you have the module already. On the startup page go to the game systems tab and make sure you have the Pathfinder 2nd edition system installed and selected when creating the game world on the separate tab. Get a cool background, start the game as GM. go to the "game setting" tab and open the "manage modules" then check the pathfinder 2e: Abomination vaults module and hit save module settings. The game page should refresh itself then you may see the spalsh screen for Abomination Vaults. Dont panic if you dont. Double check on the "compendium packs" tab and find the section thats labled "Adventure" and under should be a folder titled Abomination vaults. open it. and open the pop up screens file too. This should open the intended splash screen. Below the window is a button to import the Adenture FINALLY!!! Hope this helps!

Thanks guys, so I've tried all this and the problem I am encountering is that when I am in the same world (which yes, is PF2) and go into Game Settings/Manage Modules in the app, I can not locate Abomination Vaults there. However, I do however see it as activated when logged into my account on the browser, and when I go into Compendium Packs on the app, I see Abomination Vaults folder under Actors, and it seems like I can go ahead and import individual monsters/NPCs from the adventure, but otherwise I don't see anything else, the splash page, maps, etc.


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If I was running this, I would definitely allow my players to comment up with their own backgrounds if desired, and would work with them to make sure a deviant power and link to the gate backstory were both part of the equation. I see the player’s guides as a great blueprint, but not a straight jacket.


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James Jacobs wrote:
If folks want us to do more 6-part Adventure Paths... PLEASE let us know! The 3 part ones seem to be engaging people more and allow for more stories to be told in a year, and I'm hoping that we'll be able to settle into a rhythm that allows for more frequent higher level 3 part arcs, but if people do still want 6 part ones... we need to know. (And that includes seeing evidence in sales and reviews and the like for parts 4–6 of those Adventure Paths, not just requests at the front end.)

Yeah, I can feel how this is a catch-22. The idea of a 6 part/20 level adventure definitely appeals to me in theory, but at the speed my group runs (playing monthly) it's a huge multi-year commitment, and there is so much good stuff out there grabbing my interest.

As for the three-parters, I can easily imagine that the level 1-10 APs sell better than the 11-20s, but I would love to see more of the latter as options and I feel like the more that are out there the more likely people would be to use/buy 'em. I fear that Ruby Phoenix, cool as it is, may have not been the best upper level one to throw out first as it's one of the hardest to bridge thematically & geographically with the 1-10s available. I am eager to learn more about Stolen Fate for this very reason.


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Sasha Laranoa Harving wrote:
I don't think Compton's name has graced an AP volume before. Let's see how this goes.

Besides the two urban PFAP volumes John wrote that will from america mentioned, he also wrote Starfinder AP Temple of the Twelve (a.k.a. Dead Suns book 2), which I just finished running, and was an absolute blast!


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I concur that preview images of flip-mats are pretty essential if you're trying to make a purchase description, I sure hope you guys start doing them again.


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Question for the Paizo guys:

Spoiler:
In Chapter 3, Part 1, (the cemetery), the text talks about how to handle a character moving through “a square containing an open grave”, however, on the map, none of the graves look any more open than any others (at least as far as I can see). Are they all considered open, or is there a way to tell that I am somehow missing?


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The maps are great.

As for old vs new, I have to admit that overall the originals are more to my taste, but then my group enjoyed the early Paizo grittiness, and wouldn’t be bothered by any of the stuff that got (reasonably) toned down (which was probably the right call for the more modern market sensibilities).

However, I am definitely glad to have both versions, and am finding it very interesting to compare and contrast. If I was to run it now (which is definitely tempting), I would mostly likely mix elements from both.


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I’m very pleased with this analysis and overall very optimistic that things are proceeding in the right direction with the appropriate care. That said, I would like to add my voice to the chorus advocating for different elements to do different types of damage.


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I don't have time to get into these detailed analyses (though they are cool to read, thanks), but just wanted to pop in to voice my support for a more details on Casmaron. It's the area of Golarion that I would be most interested in seeing more info on.


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Not to derail the 6 vs 12 part AP campaign argument, but on the original topic, this sounds like a pretty promising AP. I'm definitely interested in checking out (and the tie in also makes me much more likely to pick up Dark Archive too).


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I was just wondering if anyone has any experience using the Stamina variant from the Gamemastery Guide (p. 200-201) in their Pathfinder 2e games? I've used in Starfinder (where it is the default assumption), and I like it, but I am always a little wary of using major variant systems in rulesets that aren't specifically designed for them. Has anyone seen it in (PF2) play? Are there any notable pitfalls or anything I should think about before adoptiong, other than whatever is already discussed in the spread in the GMG?


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This is super cool, John. I can’t believe that no one has had anything to say about it in the year and a half since you posted. Perhaps, like me, they just don’t look at this homebrew forum with any regularity.


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Awesome news! What a great start, congrats to UPW, and nicely done, Paizo!