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Pathfinder Adventure Path #69: Maiden, Mother, Crone (Reign of Winter 3 of 6)
***( )( ) by Lord Snow

Pathfinder Society Scenario #53: Echoes of the Everwar—Part IV: The Faithless Dead (PFRPG) PDF
**( )( )( ) by KestlerGunner

Pathfinder Battles—Heroes & Monsters: Half-Orc Barbarian
***** by FabulousJeremy

Pathfinder Society Scenario #2-19: Shades of Ice—Part III: Keep of the Huscarl King (PFRPG) PDF
*( )( )( )( ) by FabulousJeremy

Pathfinder Tales: Death's Heretic
***** by Dazrin Nightstrider

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Black Dragon

Drogon's page

Pathfinder Adventure Path, GameMastery Maps Subscriber. FullStarFullStarFullStarFullStar Pathfinder Society GM. 1,305 posts. 5 reviews. 1 list. No wishlists. 9 Pathfinder Society characters.

Owner of Enchanted Grounds



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Cheliax **** Owner - Enchanted Grounds

I've read through it, and have plans to run it next week. I've spotted a couple things I want to point out/discuss, mostly minor. I'm sure others will come along with more important things than I, but I figured I'd at least start the process:
.
.
.

1 - The title, once again, is an unnecessary spoiler. Why do you guys keep doing this?

Venture Captain Valsin: "There's likely devils in the mansion."

Research and books: "Ostergarde Manor was known to harbor diabolic ritualists."

Historical knowledge checks: "The Kastners allied with House Thrune and came out of the shadows to worship devils openly after the civil war was won by Thrune. Oh, and Abrogail I availed herself of the diabolic chambers in Ostergarde before going to sign her pact with Asmodeus."

Pathfinders during briefing: "Do you think there might be demons present?"

Valsin: "Why do you ask that? We keep telling you about the likelihood of devils."

Pathfinders, looking knowingly at each other: "No reason..."

Call it anything other than this spoilerific title, please. Of course, it's too late for this one, but can we please avoid this mistake in the future?

2 - Torrential rains from a storm lasting several days, and you find tracks around the broken down cart? The location of these tracks, and perhaps the cart, needs to be changed to the stables. I'd actually rather the tracks weren't present, at all. It's a much better surprise, that way.

3 - I'm always dismayed when intelligent, important people do silly things like leave personal journals behind while taking entire armies with them when they leave their headquarters "in a hurry." I will be reworking a few of these set pieces to include burned notes or supplies left behind under the assumption that Vaga would follow with them.

4 - So, if the PCs don't use or know the pass phrase for the gargoyle, and drive it off instead of killing it, then they fail? It won't return until the geas forces it back (which, I'm assuming, would be after 24 hours, when things start to go badly for it), well after the PCs have likely left. Do we really not give them their prestige point because the gargoyle escaped? I don't think I'm going to do this, as the gargoyle will fight to the death to instead escape the geas.

That's all I have, for now. If I don't come up with anything else, I will at least post a write-up of the adventure after I run it next week.

PS - Vaga is one of my new favorite bad guys. Awesome job on her, Larry. You're rapidly becoming a favorite, when it comes to giving bad guys a personality I get to play with.

Cheliax Owner - Enchanted Grounds

I decided to take you up on your offer and buy a few things. I read the email about this, and paid attention to the exclusions, loading my cart up with Paizo publications, only.

However, during checkout, after putting in the "ksthanks" code I was told that discount was not valid on the order. What happened?

Cheliax **** Owner - Enchanted Grounds

I was doing my reporting for yesterday's game day and noticed a new button underneath the "Scenario" field:

Scenario Mission Accomplished [little check box]

So, this is new. Do I need to check that for all my scenarios, now? Or is this something that is there for special reasons? What's up? Did I miss an announcement?

Cheliax Owner - Enchanted Grounds

Tomorrow I am running a scenario with clockwork golems in an encounter. While reading their stat block, a question occurred to me.

The attack is 2 slams +23 (2d10 + 8 plus grab). The golem has a special attack called grind:

PRD wrote:
Grind (Ex) A clockwork golem deals an additional 2d10+12 points of slashing damage when it makes a successful grapple check as razor-sharp gears and blades emerge from its body to grind and slice its foe.

So, each slam attack can grab. Then, assuming each grab is successful, it can grind twice?

I suppose the sequence of events, rules-wise, would be this:

1 - Attack with the first slam
2 - Assuming a hit, do damage
3 - Again assuming a hit, roll for grab
4 - If the grab is successful, do grind damage
5 - Free action, drop the grabbed opponent
6 - Start second slam attack

Do I have this wrong? I hope not. The possibility of 8d10 + 40 damage is a wee bit exciting, I cannot lie. Especially considering the group I'm playing with...

Cheliax Owner - Enchanted Grounds

I have searched for multiple things recently that I KNOW exist. And yet, I cannot find them, no matter how I adjust my search.

For example, go to the GM Discussion section for Pathfinder Society. Type "Goblinblood Dead" into the search field, and see what turns up. Interestingly, what DOESN'T turn up is the thread that was started yesterday discussing the scenario, which is #2 on the list, today. Also what doesn't turn up is the thread discussing this same topic that covered about 45 posts, many of which would address the original poster's questions in the second thread. I was trying to find that thread to point him toward his answers, but had no luck at all. Before you ask if it's actually out there: I'm 100%. I can provide links to everything I'm mentioning here.

Current thread.

Old thread.

Now, here are the search results when you search for goblinblood dead. Notice how neither of those two threads are there?

Recently, I have seen tons of duplicate threads being created. I was, at first, thinking this was due to short-sighted and/or lazy posters. Now I think it's due to this search function not working. Obviously, this has a pretty serious impact on efficiency (both for gamers looking for answers and PFS GMs looking for advice on issues with scenarios).

So, what's wrong with the "search" function, Paizo?

Edit: The only reason I can find the old thread is because I linked to it for a GM to do his research about six months ago. I still had that email, so was able to copy/paste the url. Back then, of course, I found it by typing "Goblinblood Dead" into the search field...

Cheliax Owner - Enchanted Grounds

I am running a Pathfinder Society Scenario today in which I think a Barbarian was seriously misbuilt. I am asking this question in the hopes that he is not, but suspect I'm doomed.

The barbarian rage power Come and Get Me:

PRD wrote:
While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack. A barbarian must be at least 12th level to select this rage power.

I am assuming this means that, if the barbarian does not have Combat Reflexes, he can only make a single AoO per round. He is NOT given permission to break that rule and attack back every time he is attacked. Thus, this 15th level NPC would be a fool to use that rage power against a group of 12th level PCs with two fighters. Yes?

Cheliax **** Owner - Enchanted Grounds

So, a month was skipped this past season so that scenarios could start being released on the first Wednesday of each month. Then August's releases got pushed back to the third Thursday. Now September's releases (and October's and November's for that matter) are now listed as coming out on the LAST Wednesday of their respective months, essentially delaying them all three or four weeks.

What happened?

I do not ask this idly. I checked Guide 4.2; it says scenarios are released on the First Wednesday each month. This will have an impact on what I offer each month, so I am genuinely curious what is up. I don't want to get blindsided by scenarios being moved back ANOTHER week to comply with the Guide's language, again.

Cheliax **** Owner - Enchanted Grounds

More Shadow Lodge stuff? O.o

Count me as very excited, especially when you factor in the Cult of Lissala and Aspis Contortium. I have high expectations, Paizo. I believe you will deliver.

Cheliax **** Owner - Enchanted Grounds

Hello, Pathfinders!

The largest Pathfinder Society event to come to Colorado since Pathfinder began is happening just two months from now. August 30th through September 2nd is Tacticon, and Pathfinder Society will likely be the highest attended RPG offering at the convention. This past February at Genghis Con we had 74 tables. During Tacticon 2011 we had 58. Our expectations for this Tacticon are to approach 80 tables. To do that we’re going to need GMs, and lots of them.

Tacticon is four days long; a total of nine 4-hour “slots.” Each of those slots will be offering 7-8 tables of PFS play. Additionally, two PFRPG Modules will be run as all day events on Friday, Saturday and Sunday. Finally, NeoExodus (an organized play system using PFRPG rules) will be running tables throughout the con, as well.

Below this announcement will be a list of slots to be filled, with scenario numbers, names and tiers. Some slots will have GMs named, already; most will not. We have already received several volunteers (thank you) and a few of us have even been foolish enough to offer to run all nine slots. But we still have 40 tables currently without a GM. Every table you volunteer for gets us closer to our number.

What’s in it for you, you ask? Well, let me enlighten you.

1. Each slot you GM will earn you a free ticket to play during another slot.
2. If you GM 3 slots you will instead get your weekend Con badge for free.
3. Each slot more than 3 gets a free ticket to play during another slot (so, GM 5 slots and your weekend badge is free plus you earn two tickets to play).
4. Every GM gets the fear and admiration of tables filled with PFS players.
5. An award ceremony is held Sunday evening after the Con, where all GMs will be presented a bit of free swag (or more, depending on number of tables and “GM Scores”). This award event hands out a lot of awesome goodies and is not to be missed.

We have two months to drum up volunteers. Reply to this post or private message me to claim your spot, and tell us how many slots you want to GM. I will be in touch separately to discuss details.

The GM list for Tacticon (for those of you who are astute observers, this is also the game list for Tacticon in Denver, Colorado. To sign up register at the Denver Gamer's Association website - linked here ):

Slot 1 – Thursday, August 30th, 7:00 PM
“Fiesta!” – This is a free-form event. Choose what scenario you want to run, prep it, and be ready to run it. Scenarios will be announced on-site after GMs inform coordinators what they are running.
GM 1: Bill Woods
GM 2: Jacque Woods
GM 3: Jeff Kokx (DotSS)
GM 4: Todd Lower
GM 5: David Geissinger (Black Waters)
GM 6: Kerney Williams (God’s Market Gamble)
GM 7: Everett Morrow
GM 8: Christian Dragos

Slot 2 – Friday, August 31st, 9:00 AM
#3-23, The Goblinblood Dead (tier 1-5)
GM 1: Sean Clark
GM 2: Troy Latta
GM 3: Kerney Williams
GM 4: Eric Ives

#3-25, Storming the Diamond Gate (tier 3-7)
GM 1: Jeff Kokx
GM 2:

#3-24, The Golden Serpent (tier 5-9)
GM 1: Bard Lower

Slot 3 – Friday, August 31st, 2:00 PM
#4-01 Rise of the Goblin Guild (tier 1-5)
GM 1: Kerney Williams
GM 2: Matt Converse
GM 3:
GM 4:

#4-02, In Wrath’s Shadow (tier 3-7)
GM 1: Jacque Woods
GM 2: Jeff Kokx

#4-03, The Golemworks Incident (tier 5-9)
GM 1:

All Day Friday Modules
Crypt of the Everflame (tier 1-2)
GM: Todd Lower

City of the Masked God (tier 2-4)
GM Table 1: Bill Woods
GM Table 2: Bruce Powell

Slot 4 – Friday, August 31st, 7:00 PM
The GenCon Special, Race for the Runecarved Key – This is one of the few chances to be able to play this special, multi-table event. There will be 8 tables of varying levels, from 1st to 12th (yes, 12th level).
Overseer GM: JP Chapleau
GM 1: Jeff Kokx
GM 2: Derek Johnson
GM 3: Matt Converse
GM 4: Everett Morrow
GM 5: Christian Dragos
GM 6: Scott Crosson
GM 7: Ted Webster
GM 8: Michelle Lutz
GM 9: Todd Lower

Slot 5 – Saturday, September 1st, 9:00 AM
#3-23, The Goblinblood Dead (tier 1-5)
GM 1: Troy Latta
GM 2: Kerney Williams
GM 3: Matt Converse
GM 4: D’Anne Nelson

#3-25, Storming the Diamond Gate (tier 3-7)
GM 1: Jeff Kokx
GM 2:

#3-24, The Golden Serpent (tier 5-9)
GM 1: Sean Clark

Slot 6 – Saturday, September 1st, 2:00 PM
#4-01 Rise of the Goblin Guild (tier 1-5)
GM 1: Christian Dragos
GM 2: Kerney Williams
GM 3: D’Anne Nelson
GM 4: Everett Morrow

#4-02, In Wrath’s Shadow (tier 3-7)
GM 1: Jacque Woods
GM 2: Jeff Kokx

#4-03, The Golemworks Incident (tier 5-9)
GM 1:

All Day Saturday Modules
Crypt of the Everflame (tier 1-2)
GM: Todd Lower

City of the Masked God (tier 2-4)
GM: Bill Woods

Slot 7 – Saturday, September 1st, 7:00 PM
“Fiesta!” – This is a free-form event. Choose what scenario you want to run, prep it, and be ready to run it. Scenarios will be announced on-site after GMs inform coordinators what they are running.
GM 1: Jeff Kokx (DotSS)
GM 2: Kerney Williams (God’s Market Gamble)
GM 3: D’Anne Nelson
GM 4: Everett Morrow
GM 5: Brad Woodcock (Red Harvest)
GM 6: Todd Lower
GM 7:
GM 8:

Slot 8 – Sunday, September 2nd, 9:00 AM
#3-23, The Goblinblood Dead (tier 1-5)
GM 1: Troy Latta
GM 2: D’Anne Nelson
GM 3: Everett Morrow
GM 4:

#3-25, Storming the Diamond Gate (tier 3-7)
GM 1: Jeff Kokx
GM 2: Sean Clark

#3-24, The Golden Serpent (tier 5-9)
GM 1: Michelle Lutz

NeoExodus #C1 – Undying Legacy of the 1st Ones
GM 1:

Slot 9 – Sunday, September 2nd, 2:00 PM
#4-01 Rise of the Goblin Guild (tier 1-5)
GM 1: D’Anne Nelson
GM 2: Everett Morrow
GM 3:
GM 4:

#4-02, In Wrath’s Shadow (tier 3-7)
GM 1: Jacque Woods
GM 2: Jeff Kokx

#4-03, The Golemworks Incident (tier 5-9)
GM 1: Matt Converse

NeoExodus #C1 – Undying Legacy of the 1st Ones
GM 1:

All Day Sunday Modules
Crypt of the Everflame (tier 1-2)
GM: Todd Lower

City of the Masked God (tier 2-4)
GM: Bill Woods

Thanks for reading and hope to see you there.

Jeff Kokx
Enchanted Grounds

Cheliax **** Owner - Enchanted Grounds

In the fall of 2009 Dave Dostaler GMed the first PFS game played in the Denver area of Colorado (that I am aware of). A group of fresh faced Pathfinders played through scenario #1, Silent Tide that evening, fending off an invasion from the past. I am proud to note that I was part of that game. He did this deed at my store, Enchanted Grounds in Denver, Colorado, launching an organized play system that has grown the store’s community and brought it closer together at the same time.

Last night, nearly three years later, he GMed his 100th game, earning his fourth star. I am thrilled to let you all know about this accomplishment. Thank you, Dave, for all you’ve done. This store wouldn’t have the presence it has without what you started that night three years ago.

Congratulations, Dave, on an awesome accomplishment!

Cheliax Owner - Enchanted Grounds

I've been wanting to do the cliche thing with the alchemist since the APG came out (the cliche thing being the Doctor Jekyll/Mr. Hyde idea). I have toyed with it ever since, reading advice threads and comments to glean information. I have finally settled on a build using three different archetypes - Chirurgeon, Internal Alchemist and Vivisectionist.

To be clear: I have zero desire to use bombs, as that is what every alchemist I've played with in PFS does; I just find it repetitive. I understand I'm giving up a lot of flexibility and damage by doing this. I also realize there are some severe non-bos between these archetypes - vivisectionist using Kn(nature) for healing while the chirurgeon gets skill focus(healing), for instance.

But I do not mind, as my goals are to play someone fun who can contribute in a lot of different ways and, ultimately, be kind of scary (but not completely ridiculous) when he goes into Master Chymist at 8th level - which I'm pretty sure will only be a one level dip before going back to the alchemist progression (I really like the dual personality idea, and wanted a couple more "changes" per day, and this seems to be the only way to accomplish this).

Now that I think I've come up with something I think would be amusing to play, I have a couple questions for those of you who have delved into this stuff more than I.

1 - Why does the Accelerated Drinker trait not apply to extracts? This seems to be the consensus on the boards, but when I read the extract ability in the alchemist section it says "An extract is cast by drinking it, as if imbibing a potion." It seems, to me, that this line makes the action the same as drinking a potion, so the trait should apply.

2 - I pondered going with the beastmorph archetype instead, as that one seemed to lend itself nicely to the concept. But I'm underwhelmed due to it not granting anything beyond one or two of the abilities listed in the spells that are noted at various levels. Also, it still doesn't grant extra mutagens (which is a real hindrance to the Jekyll/Hyde thing, I realize). I understand the payoff with Pounce is huge, but is that the only reason that people see this archetype as so good? It comes so late that I don't see suffering through the levels just for that purpose. What am I missing?

Like I said, I'm just curious about those two questions. And, again, this is for Pathfinder Society, so I'm starting at 1st and ending at 11th level. Consider that when rendering advice and opinions.

Thanks

Cheliax **** Owner - Enchanted Grounds

1 person marked this as a favorite.

Yay!

Thank all the powers that be.

Now, for the inevitable: how do we apply this to Season 0-3 scenarios? 'cuz, you know, give a mouse a cookie...

Cheliax Owner - Enchanted Grounds

Hi,

Nothing drastic, just a minor problem: the Palace Map Pack card stock is curling up on me. The tiles will not lay flat on the table. Is this a common problem? I have never had this happen with any of my other map packs, and certainly wouldn't be the fan of them that I am if I had.

Let me know.

Thanks

Cheliax Owner - Enchanted Grounds

My distributor has said that the street date for this is the 28th. But you are listing it as available on the 21st. Usually your availability and the street date coincide, and I have been telling all my customers that their book would be available next week. Now I have a lot of unhappy phone calls to make.

What happened?

Cheliax **** Owner - Enchanted Grounds

5 people marked this as a favorite.

I love the fact that you're doing this. Thanks for the hard work.

No good deed goes unpunished, however: Get crackin' on those conversions for Season 0, would you?!

Cheliax **** Owner - Enchanted Grounds

2 people marked this as a favorite.

I am planning to do a full Pathfinder Society campaign for my home group after my Rise of the Runelords campaign is finished this winter. Projected start date is sometime in February, so there is time to refine this thought and implement changes. Thus, I turn to all of you in an effort to get the most out of this.

The plan is to run a complete story arc, focusing on the Year of the Shadow Lodge. Obviously, there is one module I cannot do (the Year of the Shadow Lodge Special), as that requires more tables than the one I will have. Also, I cannot run the City of Strangers pair of modules, as one of the players (my wife) has already played those modules in her PFS career, and I want all five players to be able to run through these together. So, those three modules are deliberately left off the list.

Considerations for this campaign arc:

• I want to play as many Shadow Lodge story lines as I can, in an order that makes as much possible sense. I will tweak the fluff of any module a little to make it fit, if necessary.
• Because saving Grandmaster Torch is the culmination of the story, I want to introduce him to the group and make sure he is a character they are aware of (using the only two modules I know for sure he’s in – Many Fortunes of Grandmaster Torch and Delirium’s Tangle).
• I’m trying to take the characters around the world in a way that makes sense. I.E., running regional modules near each other, time-wise. Thus, things like Darkest Vengeance and Midnight Mauler will be run consecutively.
• I’m trying to place things in the story as near to sensibly as I can. The Dalsine Affair will be the last module played before leaving 7th level for a reason: Baron Jaquo’s death. Likewise, Shadows Fall on Absalom is one of the first 7th level modules played for a reason: the penalty the characters can receive vs. the Shadow Lodge for the remainder of the story if the BBEG escapes.

Things I know I will be doing:

• Rewriting faction missions to include the signatures of all the new factions.
• …except the Shadow Lodge faction. I’m going to do my best to keep my players from picking this faction. If someone insists on it, I’m unsure what I will do, yet. Ideas are welcome, as I like being proactive.
• Rewriting any Taldor missions to have the new signature on them after The Dalsine Affair.
• Introducing a heavy dose of role playing by getting the players to really know the various personalities in the Pathfinder Society.
• Trying to "pace" the Shadow Lodge story. I don’t want too many in a row. Likewise, I don’t want too much time between tie-ins.
• Interspersing a lot of *not* Shadow Lodge stories, which is fine. I’m planning a slew of my personal favorites. Other suggestions are welcome as there are a couple that I’m less than thrilled by, in terms of their fit to this idea (looking right at you, Fury of the Fiend)
• Placing some modules where they are because the "power level" of the bad guys goes up. Shades of Ice Part 3 is where it is because then it gets played at Tier 4-5, which ramps up the threat level nicely to cap off the story arc. Likewise with Heresy Pt 3.

Things I’m curious about:

• I have not played some of the modules (marked with an "x" in the list). I intend to play them before running them, so please don’t spoil them too much for me. But I’m still curious if they "fit" where I put them.
• Is there anything I’m missing? Did Torch appear in any other mods besides the two I listed?
• Am I keeping the challenges varied? For instance, I chose to not run Below the Silver Tarn because one of the creatures is the same as one of the challenges in Forbidden Furnace. Repeating creatures is dull, unless it’s demons :-D. Did I inadvertently do it elsewhere?

Here is the list. Shadow Lodge tie-ins, direct or not, are marked with an "s." Modules I have not played are marked with an "x" and are the ones I'm most interested in getting feedback on, assuming you can do so without completely spoiling them for me:

The Campaign:

Level 1
Intro to Pathfinder Society #1
Intro to Pathfinder Society #2
Intro to Pathfinder Society #3
Level 2
#5 Mists of Mwangi
#2-15 Shades of Ice Part 1 (s)
#2-17 Shades of Ice Part 2 (s)
Level 3
#2-19 Shades of Ice Part 3 (s) (x)
#2-13 Murder on the Throaty Mermaid (x)
#14 The Many Fortunes of Grandmaster Torch
Level 4
#39 Citadel of Flame
#2-23 Shadow’s Last Stand Pt 1 – At Shadow’s Door (s) (x)
#47 The Darkest Vengeance
Level 5
#2-EX The Midnight Mauler
#2-24 Shadow’s Last Stand Pt 2 – Web of Corruption (s) (x)
#45 Delirium’s Tangle
Level 6
#27 Our Lady of Silver
#2-06 Heresy of Man Part 1 (s)
#2-07 Heresy of Man Part 2 (s)
Level 7
#2-08 Heresy of Man Part 3 (s)
#2-04 Shadows Fall on Absalom (s)
#2-21 The Dalsine Affair (s) (x)
Level 8
#36 Echoes of the Everwar Part 1 (x)
#42 Echoes of the Everwar Part 2 (x)
#2-03 The Rebel’s Ransom
Level 9
#2-20 Wrath of the Accursed (s)
#44 Echoes of the Everwar Part 3 (s) (x)
#45 Echoes of the Everwar Part 4 (s) (x)
Level 10
#2-18 The Forbidden Furnace of Forgotten Koor
#40 Hall of Drunken Heroes
#2-10 Fury of the Fiend
Level 11
#2-14 The Chasm of Screams
#2-08 The Sarkorian Prophecy (s) (x)
#2-26 The Mantis’s Prey (s)
Level 12
#46 Eyes of the Ten Part 1 (s) (x)
#54 Eyes of the Ten Part 2 (s) (x)
#2-05 Eyes of the Ten Part 3 (s) (x)
#2-22 Eyes of the Ten Part 4 (s) (x)

Let me know what you think. And thanks in advance for the help.

Cheliax **** Owner - Enchanted Grounds

I didn't find another thread for this when I searched, so I guess I'll start one for it.

I played in this one this past Monday and just finished reading it (I'm prepping to run it this Saturday). What an awesome module! Kudos to you, Dennis Baker. Excellent story, fun characters, and lots of different choices for a group to make, along with a final combat that is incredibly enjoyable. I hope Paizo gives you more to write.

I don't really have the time to go into depth on the game we played (or that I plan to run) as I have to get to my store, but I just wanted to drop in and say awesome job. I'll put more thoughts down later this weekend after running it.

Cheliax Owner - Enchanted Grounds

I started this thread yesterday in the Kingmaker forum. After getting no responses, I started this thread in the general forums.

I think the questions are pretty general, and speak to peoples' memories. I also toned each thread specifically for the forums they appeared in (noting "Kingmaker spoilers" in the general thread).

So, my question: why move the second thread? I was after a different group of peoples' opinions. Now there are two threads in the Kingmaker forums with the same title, and both will get attention from the same people, without any of the more general users seeing it (what I was after with the second thread). I'm a little put out and feel this was handled a little callously.

Cheliax Owner - Enchanted Grounds

I originally posted this in the Kingmaker threads, but I haven't gotten any responses yet. It's only been half a day, but I'm impatient.

I have put together all the maps from all six adventures in the Kingmaker AP, and a lot of the hexes "in between" modules are missing encounters. Actually, a lot of the hexes, in general, are missing encounters. While I don't want to fill every single one, I do want to put more stuff in for my group.

They are a good mix of old and new players from all eras of the game, and a couple of them have been playing since the late 70s. After reading in another thread about an Easter egg encounter in Rivers Run Red against the mad hermit and his pet cougar (a tribute to B1 Keep on the Borderlands), I decided that I wanted to pursue this idea a little more and give those old school guys something to be nostalgic about.

So, I dug out some of the adventures I ran during my AD&D days, and went looking through them for ideas. The problem: everything that resonates with me has no real application to Kingmaker. I fondly remember the Against the Slave Lord modules, Descent into the Depths of the Earth, and The Vault of the Drow. There are some things in Against the Giants that may be able to be imported, but it's kind of hard coming up with stuff that wouldn't be either out of place or overly high in level at this point (they're only just about to take on the Stag Lord, so 3rd level). I guess I just don't have any strong memories of the lower level stuff from back then (Ghost Tower of Inverness, Keep on the Borderlands, Village of Hommlet, etc). While I do want some higher level stuff (I plan on hiding these tributes throughout the entire path), I still want some to come up sooner than later. Baba Yaga's Hut would be a little extreme, right now...

At any rate, I thought I would ask all of you about your own memories. What encounters really resonated with you from those old 1E modules? More to the point, which ones do you think would fit into a hex in Kingmaker? For those who don't know, Kingmaker is an exploration based AP that takes place in a sandbox. I.E. "You're home base is this fort. The wilderness spreads away all around you. Where do you want to go?" So, small scale encounters work really well. Dropping Expedition to the Barrier Peaks into the middle of it isn't what I'm looking for.

Alternatively, if you know of other easter eggs in the AP, point them out for this old school player who only seems to remember levels 10+ from his junior high days.

Thanks for the help. Hopefully, I'm not spinning my wheels...

Cheliax Owner - Enchanted Grounds

I have put together all the maps from all the adventures, and a lot of the hexes "in between" modules are missing encounters. Hell, a lot of the hexes, in general, are missing encounters. While I don't want to fill every single one, I do want to put more stuff in for my group. I think the few hexes they came across in Stolen Land that had nothing in them were actually a let down for the group.

They are a good mix of old and new players from all eras of the game, and a couple of them have been playing since the late 70s. After reading in another thread about an Easter egg encounter in Rivers Run Red against the mad hermit and his pet cougar, I decided that I wanted to pursue this idea a little more and give those old school guys something to be nostalgic about.

So, I dug out some of my (super) old adventures, and went looking through them for ideas. The problem: everything that resonates with me has no real application to Kingmaker. I fondly remember the Against the Slave Lord modules, Descent into the Depths of the Earth, and The Vault of the Drow. There are some things in Against the Giants that may be able to be imported, but it's kind of hard coming up with stuff that wouldn't be either out of place or overly high in level at this point (they're only just about to take on the Stag Lord). I guess I just don't have any strong memories of the lower level stuff from back then (Ghost Tower of Inverness, Keep on the Borderlands, Village of Homlet, etc.) While I do want some higher level stuff (I plan on hiding these eggs throughout the entire path), I still want some to come up sooner than later. Baba Yaga's Hut would be a little extreme, right now...

At any rate, I thought I would ask all of you about your own memories. What encounters really resonated with you from those old 1E modules? More to the point, which ones do you think would fit into a hex in Kingmaker?

Alternatively, if you know of other easter eggs in the AP, point them out for this old school player who only seems to remember levels 10+ from his junior high days.

Cheliax Owner - Enchanted Grounds

I'm doing some testing of the kingdom and city building rules from the AP, and I'm checking what I come up with versus the listed city stats for various cities in the campaign. As the title of the thread indicates, I've honed in on Tatzlford. Its Kingmaker Kingdom rules relevant stats are under the spoiler tag.

Tatzlford:

NG Village
Population 186
Base Value 2,200 gp
Purchase Limit 2,500 gp
Minor Items boots of the winterlands, ring of counterspells
Medium Items -
Major Items -
Kingdom Increases Economy +8; Loyalty +9; Stability +6
Buildings Brewery, Brothel, Houses (4), Inn, Library, Shop, Smith, Tavern, Temple, Town Hall, Tradesman

My questions stem from what would these numbers and terms would look like if I had built this city using the Kingmaker rules and had all the stuff the stat block lists.

1 - The "village" designation I think comes from the chart on page 205 of the GM Guide. This influences its Purchase Limit, making it 2,500 gp. But, if it's base value is 2,200 gp, it should be a "large town," at which point its purchase limit would be 10,000 gp. What is correct?

2 - Base Value: If I have the buildings in my city that Tatzlford lists, it's base value should be 2,000 gp. Where does the extra 200 gp come from?

3 - Items With the listed buildings, this selection of only two minor items is correct. Looking through various Kingmaker Kingdom Construction threads, however, I'm under the impression that more should be listed, due to it's designation as "village" or due to its purchase limit and/or base value. It could even have multiple medium items. What's correct?

Kingdom Increases Again, correct with the buildings listed. However:

4 - Buildings Five buildings require houses to be adjacent. In the Kingdom Building thread, James Jacobs said that a single house can only fill that requirement once. I.E., no building a house then surrounding it with 8 "house required" buildings. Did this change?

5 - Population 186? With that many buildings on my city grid, they take up 16 blocks. According to the city rules on page 58 of Rivers Run Red, that translates to a population of 4000. I understand that population has no impact on any of the stats, but that's a pretty big difference. If we're tracking population "for curiosity's sake" then, if Tatzlford gets annexed and we start a grid, what do we do with the population numbers? Leave the population listed, even with that many blocks filled in? Suddenly 3800 people move in to Tatzlford? Either option is a little weird...

I ask all these questions because, like I said, I'm testing the kingdom building rules so I know what I'm doing. When I sit down with my players to do this for the first time, I want to be able to go through things quickly so they don't get frustrated, like I am.

Any help understanding this is appreciated.

Cheliax Owner - Enchanted Grounds

I'm curious about your policies on stores and distributors breaking your street dates on products. I own a store, myself, and I and my distributor are respectful of what we percieve your wishes to be. However, with a release as big as the Advanced Players Guide, I am getting constant requests from people who don't understand the process by which you distribute. They see people posting on these boards (all of whom are subscribers and merely are looking at the PDF of their book), and think that they should be able to find the book somewhere.

Now, today, I had a customer come in with a copy of the book who says he bought it yesterday from another local store. That has created an exodus of my customers to that store to buy the book. I know which distributor that store uses, and will start getting your products through them if I, too, will be allowed to get hotly anticipated product such as this early.

So, what is your policy? Are you okay with stores selling your product early, so long as they get it from a distributor who, nominally, you're allowing to distribute early? Or are you like WotC, and will shut down any future instances of these kinds of occurances?

This incident has cost me a great deal of money in lost sales, both on the APG and on future product as I anticipate customers to simply check with that store first, from now on. So, I am honestly curious what to do.

Edit: He didn't buy it yesterday. He bought it last Friday (the 23rd).

Cheliax Owner - Enchanted Grounds

I'm Not sure where to post this, and I can't find anywhere that someone has already asked, so I'm going to do so here:

Are there any plans to convert older Pathfinder stuff to the PFRPG rules? I know it's not supposed to be a difficult conversion, and you just need to do CMB and CMD, and blah, blah, blah...but I'm sure there are balance issues and experience point progression issues and other things that people who do this for a living (yes, I'm looking at you, Paizo) would be able to do faster than I. So, anyone know anything about this?



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