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Gremlin, Pugwampi

John Mangrum's page

Pathfinder Adventure Path, Companion, Modules, Roleplaying Game Subscriber. 362 posts. No reviews. No lists. 1 wishlist.


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Various professionals have touched on this topic over the years, and the general answer is that, yes, nationwide television advertising is astoundingly expensive to the point of being an economic bad bet for companies at the RPG industry scale.

Personally, the only time I can vaguely recall there being TV ads for an RPG were during the initial D&D fad in very early 1980s.

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Undead Kobolds? But why? wrote:
Does anyone here still have the audio files made by Skyler Brungardt?

I have copies, but I'm not in a position to send out large files right now (on board a ship with fairly tight bandwidth rationing). Remind me again after the 19th and I'll get them to you.

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My group effectively TPKed themselves right away, so my advice is just a caution that the adventure path has a very different style than those Paizo puts out. Paizo's APs, being fairly heroic in nature, tend to also be reactive in nature. "Here's your PCs; something bad's going to happen, you need to stop it." If the PCs get stuck, sooner or later, the GM can always just have a bad guy kick in the door to get things rolling again.

WotK, being villainous, is designed for PCs (and players) who need to be far more proactive. "Here's a seemingly stable scenario; your PCs must figure out a way to ruin it." Particularly early on, if the PCs wander around aimlessly, the world just keeps on keepin' on, and if they flub something, there's no help coming.

My players tend to handle the former scenario well; the latter, not so well.

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Woo! Front cover! :)

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When using Adobe Acrobat (not just AA Reader), extracting all of the artwork in a given PDF to .png format is, essentially, a 2-click process. (Sorting it out is another matter, and takes a few minutes.) Between that and Photoshop, prepping adventures for the virtual tabletop I use (D20Pro) is usually quick and painless.

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Sharaya wrote:

It looks like it needed some extra poking and prodding. I have fixed things, and you should be good to to go now.

If you have any further question, please let us know.

Fantastic! Thanks!

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I'm informed that my payment method was declined, but I'm not certain whether this is a glitch or related to the fact that I did recently change payment methods (though I have used this method successfully before). Since being informed of the problem, I was given access to the PDF of Adventure Path #85, but not the other two books in this month's subscriptions. Could I get a clarification on why the payment method was declined, and on whether I'm clear to pick up my subs at Gen Con?

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I enjoy running prelude adventures, and was planning on running The Demon Within for my group (as a one-shot, set five years before The Worldwound Incursion). My players declined in favor of jumping right into the AP, but it's out there. It does have some issues--not only do you need to convert it from D20 to Pathfinder, but it was also early days for Golarion and Mendev, the Worldwound, and even demons themselves have evolved slightly away from what's presented here.

At the very least, however, it provides complete maps from two notable (though offstage) locations in the AP: The Cathedral of Saint Clydwell and Clydwell Keep.

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Oh yeah, Madfang--that reminds me. When my group went through House of the Beast, the PCs never laid eyes on the Whispering Stalker, though one PC did have an uncomfortably close encounter with it (hearing only a squeaky voice and feeling a tiny hand on his leg) while sitting motionless in the dark, hoping the mob of gnolls just past the nearby open door weren't overhearing anything.

Anyway, the PCs left the House of the Beast having never solved the "mystery" of who or what the rumored Whispering Stalker had been. Another loose thread: After the PCs killed Madfang, one of them decided to keep his head as a trophy. After the heavy fighting died down, the PCs left the head in a pile of loot while they mopped up what little resistance remained. When they came back, they discovered the head (but none of their other treasures) missing.

Six months later and well over 200 miles away, just after they'd wiped out most of the Demon's Womb (losing a PC in the fight against the Midwife in the process), someone or something unseen rolled a leathery object down the hall into the room with them. Initially thinking it was a stingchuck or some sort of trap, they approached cautiously and were disturbed to discover that it was Madfang's badly preserved head...

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Tanstaafl48 wrote:
Thanks you for the reply. I really love the Broken Chains idea -- I've had that module for a while and always wanted to use it, but for some reason didn't make the obvious setting/level connection with LoF.

There are numerous potential connections in Broken Chain just begging to hook into The Jackal's Price. BC is 1 level low for where the PCs are expected to be as they reach that point in the AP, so I bumped up the opposition a bit. I also used the "quest giver" to resolve the loose thread of Haleen's bad debts in the city (since she had now become a cohort). The PCs took Amwyr home, only to discover that he'd been taken for dead months earlier and had lost control of his business and home. Insisting he still had savings to pay off the heroes, Amwyr took them to the Violet Fire, where the PCs immediately found themselves up to their necks in trouble with Guildmistress Blacktongue, who'd purchased Haleen's debts some months back. (In my campaign, Zayifid survived HotB, and thanks to his whisper campaign and Felliped's account of the fall and rise of Kelmarane in a Pathfinder Chronicle, the PCs reputation had preceded them to the city.)

While two of the PCs were "relaxing" at the Violet Fire shortly thereafter, one of them discovered that one of the tiefling courtesans was an undercover Gray Talon, who nudged the PCs in the direction of Whispershade. The deal was simple: Haleen is in deep to the Duskwalkers, and Blacktongue intends to make an example of her. Find our agent, and A) we can pay you a reward to help with Haleen's debts, and B) if you confirm that this slave ring--dues payers to the Duskwalkers--are breaking the law, you can use that proof to negotiate with the highly legalistic Blacktongue, trading her vendetta against Haleen for a bigger fish.

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Tanstaafl48 wrote:
I already have a list of changes in mind, but was curious if anyone else had any ideas about ways to modify or add stuff to any part of LoF. I don't need finished content or even fully thought out ideas: idle thoughts about stuff you think would be cool would be greatly appreciated.

Howl of the Carrion King

Dig deep enough into this forum and you'll find "Fortress of the Ghouls" (I hope I'm remembering that correctly), which expands a peripheral element of the adventure into a little side-trek. I also posted a map and some adventure ideas for the other border fort overlooking the Pale Cascade waterfall.

Between Howl of the Carrion King and House of the Beast, I also used the Kingdom rules (from the Kingmaker AP at the time, since updated and expanded in Ultimate Campaign), which allowed my players to create a "personalized" version of Kelmarane going forward. I soundly recommend this--really helped get my players invested in the community.

House of the Beast
I introduced Amwyr Yuseifah to the campaign a year (of game-time) before starting HotB. While most of the PCs were out hexploring, they visited Bronze Hook for the first time and there encountered Yuseifah and his entourage on the way to Pale Mountain, completely open and boastful about his plan to sell the dozen concubine slaves with him to the Carrion King. I gave the players the opportunity to buy some of the concubines (but not all of them). Two of the players surprised me by basically turning out their pockets to buy as many of the concubines as they could possibly afford from Yuseifah on the spot. I'd assumed they buy one or two, and that those NPCs would then filter out into the world (and out of the campaign). Instead, they managed to buy nine out of twelve, and many of those nine went on to become major fixtures in my campaign--two are now cohorts, another two are followers, and another became a sidekick in a PBEM I'm running for one of the players (and I may have more to say about her in a few more months).

The Jackal's Price
I inserted Broken Chains into the middle of this adventure and established some loose connections between Father Jackal, the Midwife, and their respective compatriots and clientele.

The End of Eternity
I'm running a version of this adventure that blends the published version with the author's expanded "director's cut."

That's as far as my game has progressed so far, but I'm not looking to add much into parts five or six; my PCs are about a level ahead of the curve for the moment (thanks to adding Broken Chains while running on the medium XP advancement track), so in those two adventures I'll mainly be looking to barrel toward the conclusion.

ETA: Oh, and in yet another thread on these boards, I posted some scratch-notes on a potentially mythic sequel/extension to the AP that would take PCs to 20th level.

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Just occurred to me--for Legacy of Fire, Osirion, Legacy of Pharaohs has some minor use as well. The focal town in the AP is a waypoint on the trade route between Solku (Towns of the Inner Sea) and Ipeq, which is detailed here. The book also offers a look at what's on the far side of the Brazen Peaks (previously "just off the edge of the map," so to speak).

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I've sorta stymied myself with a fairly simple question here: Can Medium characters wield Small crossbows? I've gone looking and found a fair amount of discussion on the reverse (characters wielding crossbows sized for larger users), but nothing on this. The issue I'm getting stuck on is that crossbows are generally two-handed weapons, but can be wielded one-handed, so I can work my way to either a "yes" or "no" answer with equal parts certainty and hesitation.

Here's the answers I've tentatively settled on for now; tell me your thoughts.

Hand & Light Crossbow: When wielded one-handed, both of these weapons are treated as light weapons, so my inclination is that these weapons are too small to be used by a larger wielder.

Heavy Crossbow: When wielded one-handed, this weapon is treated as a one-handed weapon, so perhaps it's possible, treating it as a light weapon?

Either way, regardless of size, I'm confident that you always need to use two hands to load a crossbow regardless of how small it might be.

If anyone's curious, I'm running a variant version of Sewer Dragons of Absalom as a home game, and the question arose when it came to looting some height-challenged baddies.

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Matthew Boehland wrote:

Having just bought most of the Adventure Paths, player's companions, and campaign settings in a short time, I researched to see which supplements were relevant to each adventure path.

Just looking for feedback and addendum for the lists I came up with. These list are not made with any expertise, I mostly just know Rise of the Runelords. I've come up with this information mainly by looking at PLayer's Guide for each AP, and at the descriptions of each supplement.

I did not list the obvious things that have the name of the adventure path in the product title (item cards, face cards, map folios, pawns).

Legacy of Fire:
Dark Markets, A Guide to Katapesh

Tangential, but 4 of the 10 creatures covered in Mythical Monsters Revisited turn up in Legacy of Fire, and one of the example creatures is a potentially significant NPC from the AP.

Matthew Boehland wrote:
Serpent's Skull:

Also Heart of the Jungle.

Matthew Boehland wrote:

Supplements that seem like they might be useful for a particular Adventure Path, but I'm not sure:

Cities of Golarion

Handy for Reign of Winter, and much more tangentially for Serpent's Skull, as background material for potential PCs and a major faction in that AP.

Matthew Boehland wrote:
City of Strangers (Kaer Maga)

Shattered Star.

Matthew Boehland wrote:
Lands of the Linnorm Kings (for Reign of Winter?)

Handy for Jade Regent, actually.

Matthew Boehland wrote:
Towns of the Inner Sea

Solku is handy to have if players in Legacy of Fire stretch their legs (it's also the home town of a handful of NPCs).

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Halfway through Legacy of Fire, I've had three fatalities, but the only one that was permanent was a semi-planned event.

Name: Erryou
Race: Gnoll
Class: Rogue 3/Barbarian 3 (no racial HD)
Adventure: House of the Beast
Where: The Carrion King's harem
Catalyst: The Carrion King

Erryou the gnoll had been on a dark path since the days of the Kelmarane Expedition, a gnoll-hating gnoll recruited to act as a sword arm or an envoy between the Expedition and the Kulldis, whichever turned out to be more prudent. Since that time, particularly since likely siring a litter of whelps with a Lamashtu priestess (half-mad wife of the Kulldis' slain chief) he'd developed a brooding temper, his alignment had shifted from LE to NE, and it was well known in Kelmarane that he was the muscle backing up Undrella's black market. When Erryou pieced together that the Carrion King was the same giant gnoll who'd slaughtered his pack and sold him into slavery as a whelp, Erryou took Zayifid's warning of coming war as a personal mission to slay the Carrion King, seize the Carrion Tribes, and drive them into a mutually destructive war against the Sandstalkers.

But in truth, what really sealed Erryou's fate was that in between wrapping up Howl of the Carrion King and starting House of the Beast, Erryou's player changed jobs and could no longer participate in the game. Everyone knew Erryou's time was limited; the question was whether he'd go out in a blaze of glory or "go native" and turn on the other PCs.

When the PCs infiltrated the House of the Beast via the Mountain's Maw, they wore themselves down through a serious of encounters, most recently having battled a massive spider whose venom had left the party ranger weak as a kitten. Looking for somewhere to hide before the gnolls noticed their incursion and raised the alarm, they slipped down a web-choked, seemingly abandoned staircase. At the bottom, they found a sealed stone door, and the party cleric, Jaali, used stone shape. This popped the tired party out directly into the Carrion King's harem, where he was busy enjoying himself with his wives.

Suffice to say, neither party was terribly happy about this chance meeting, and both sides leaped to the offense. With the ranger in bad shape, sidelined to taking on the king's wives, Erryou found himself the only frontliner, holding the Carrion King back for round after round as the party alchemist and sorcerer hung back and pelted the warlord with bombs and magical cold, while Jaali kept pouring positive energy into Erryou to keep him going. Had the Carrion King managed to drop Erryou any sooner, he likely would have torn through the humans in the party like tissue paper, but alas, even giant gnoll warlords can last only so long when they spend an entire combat engulfed in flame. In his final round, the Carrion King (who had been rolling just awfully, I have to say), finally tore into Erryou with tooth and claw, ripping him open just before burning to death in turn.

With reinforcements already fighting their way in, the surviving heroes had only moments to grab whatever loot was in reach and flee. They left Erryou and the Carrion King's burning corpse lying together on the stone floor, their pools of blood merging into one.

Name: Jaali (but he got better)
Race: Human (Garundi)
Class: Cleric (evangelist) 8
Adventure: Broken Chains (being played in conjunction with The Jackal's Price)
Catalyst: The Midwife

I added Broken Chains into the AP, so this is a bit of a cheat, but: Jaali specializes in three things: Exceptional social skills, healing his allies, and summoning monsters to fight for him. Things he does not specialize in: Wearing armor, wielding weapons, or taking damage. Yet, sadly, as the heroes were hacking their way through a hidden temple of Lamashtu, the chaos of the fight briefly left Jaali wide open, with nothing standing between him and a monstrous spellcaster with a smite good burning a hole in her pocket. The Midwife charged Jaali and her kukris sliced him to ribbons. The priest was dead before he hit the ground, and without his healing to bolster the party, the remaining PCs found themselves hard-pressed to defeat the Midwife.

Fortunately, however, Jaali and the PCs happened to be exceptionally flush with cash at a time, and this took place on the far side of town from one of the largest temples to Abadar in northern Garund. After the heroes wrapped up the immediate issues facing them, they left a PC, Hollistan, and a cohort, Hollistan's sister Haleen, to guard the temple while the others wrapped up the priest's corpse and carted him off to get raised. (This in turn nearly resulted in Hollistan and Haleen's deaths at the hands of a vengeful goblin, but that's another story.)

Name: Hollistan Tropp (but he got better)
Race: Human (Keleshite)
Class: Alchemist 9
Adventure: The Jackal's Price
Where: The Jackal's Lair
Catalyst: A one-two-three punch

Hollistan Tropp, a teenage alchemist who had joined the Kelmarane Expedition, was pretty sure he was done with the adventuring life around the time he tried fleeing back to Kelmarane alone from the House of the Beast, but he stuck it out until the PCs' trip to the city of Katapesh about six months later. There, the PCs found themselves drawing all kinds of unwanted attention and running afoul of one evil cult after another.

The 24-hour deadline to assault Father Jackal's lair took the PCs by surprise; that's why Hollistan's chain shirt was off for alterations when the PCs breached the thieves' den. After tearing through the Demon's Womb, the heroes were feeling confident. Despite this, when Father Jackal's minions split up to surround the PCs, the cocky PC allowed themselves to be scattered. Hollistan's grisly demise came as a three-part blow. First, the high priest, Khair al Din, lived just long enough to successfully target Hollistan with a spiritual weapon, which continued to harass Hollistan for several rounds. With the opposition's back broken, Hollistan chose to chase after a lone cultist who went fleeing down an unexplored hallway. Sadly for Hollistan, no one else in the party followed him, and that cultist wasn't fleeing--he was leading Hollistan into a trap in a room filled with illegal contraband--and a trio of gargoyles that Hollistan failed to notice. While the cultist distracted Hollistan, the gargoyles tore into him, dropping him. Yet it was the final strike from Khair al Din's spiritual weapon that posthumously slew the young alchemist, depriving the thugs of their potential hostage.

Fortunately, the party was still cash-heavy, and being so close to the temple of Abadar, even managed to get Hollistan raised that same day. Still, a violent death was the final straw for Hollistan Tropp, and he chose to retire from the adventuring life in favor of settling down in the city of Katapesh (to pursue a petty vendetta against the ruk league; that too is another story).

(The PC left, the player remains with a new character.)

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Gordo the Generous wrote:
The rules for staves state that only one charge can be refilled per day. A riftwarden orphan rolls 1d10 + his mythic tier to recharge a chargeable magic item. I was just curious if the mythic rule overrides the staff rule.

In my game (my PCs just became mythic last night), I'm house-ruling that the staff takes precedence (1 staff charge per use of mythic power).

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Ravenloft--all of it--for obvious reasons.

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They do appear to be political borders. Looks like a bit of a discrepancy between the maps and the text in the Guide to the River Kingdoms, which focuses on Tymon as an individual city-state rather than a capital.

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Joe M. wrote:
* Present Day: ???

The real official answer is "whenever you set the campaign," with all of the other "X years ago" dates keying off that. (This is doubly so for later adventures in an AP, since timelines for individual groups can be highly fluid and completely unpredictable.)

A slightly less real "official" answer would be "at some point circa 4707-4714 AR," the "present" day for Golarion since the line began.

Unofficially, however, if you want a specific date to key off of, you might go with 4714 AR. Golarion sourcebooks advance the timeline in step with their year of publication*, so the simple formula to work out the "present" in the Inner Sea is (real-world year +2700 = Absalom Reckoning).

* (keeping in mind that specific adventures don't happen until you as the GM say they do)

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No. Sarenrae merely happens to be particularly relevant to the AP on a thematic and cultural basis.

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chavamana wrote:
When I went through them, I think there was 3 pieces of artwork that were unique to the pawns (ie not in the Wrath books).

Ah, thank you; that's very useful.

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I have a persnickety, technical question for anyone who has this. I run my games using a virtual tabletop, and I've been thinking about picking up the PDF for use as additional art resources. However, before I do, I need to ask: How much of this artwork is new to the pawns? (I know at least some pawns have new art, but not how many.) And unfortunately I don't have any way of checking the contents of the box short of buying it.

I'm sure coming up with an answer to this would be a bit tedious, but I thought I'd ask in case anyone happened to have the numbers handy.

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James Jacobs wrote:

1) Yes, they can have children. Unless we have said otherwise in some book somewhere, of course... I'm not 100% up to speed on what we've published for them yet. And assuming so, then...

2) Yes.
3) Yes.

That lines up with what I was thinking as well.

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Having recently gained a changeling PC in my WotR campaign, I've gotten to thinking about the race. What's your take on these questions?

1. Are changelings capable of having children? (Or can they not become mothers unless they "mature" into hags?)
2. If a changeling *can* have children, are those children also changelings?
3. Assuming a changeling can have children, and that such a child is a changeling herself, could that child be targeted by "the call" from Grandma Hag?

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Closest I can think of is a spell I wrote for the 3E Ravenloft line, cuckoo's egg, which wouldn't work well in this situation for multiple reasons. Based on nothing more than my own arbitrary take on fantasy metaphysics, though, if the pregnancy's still in the first trimester (sound like this one was on the cusp), I'd have raise dead restore the the fetus to life along with the mother. Double the impetus to get that head back in time! I agree with others, though: if Mom and child are restored to life, that kid's definitely looking at potential as an undead-bloodline sorcerer,

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When dealing with kitchen sink RPG settings, when I've encountered something that didn't seem to fit, rather than insist "This can't be!" I've generally found it more creatively satisfying to instead ask "How come?"

Quick example: Way back in the protean days of Usenet, WotC listservs, and 2nd edition AD&D, there was a Ravenloft module, set in an isolated quasi-Victorian London demiplane, where one of the NPCs (a wizardy Sherlock Holmes stand-in) had Silver Dragon listed as a language. This fact was meaningless to the adventure (where there were no dragons and no one else spoke the language), but the inclusion these two words of flavor text actually led to some pretty heated debate. Most folks making their voices heard insisted that there was no possible explanation for *that* NPC learning *that* language.

Personally, I played the Devil's advocate and suggested that perhaps, in that setting, "Silver Dragon" was actually a language of magic and eldritch lore. And to be brutally honest, my argument didn't hold any ground. Not in that flame war, at any rate...

So long story short, my suggestion is that rather than drawing a line in the sand to cut off the larger warships, to instead dig in and imagine reasons why those kinds of ships could exist.

Disclaimer One: My entry in this book is about a ship which, historically, was edged out of use by certain other sailing vessels... for reasons about as weighty as a kobold's eyelash in a world with arcane fireballs and adventuring barbarians. So I had the advantage of, rather than swatting away history, simply scratching it behind the ear before gently setting it aside.

Disclaimer Two: I'm typing this right now from my bunk in the great cabin of a replica 17th-century Dutch jaght. There's a cannon roughly seven feet directly below me, and I know how to use it. :)

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CKorfmann wrote:
Perhaps this is discussed elsewhere, but what is the consensus on what happens to your gear when you are in animal form?

From the Bestiary: "All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form."

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Azazyll wrote:
*The Ravenloft Gazetteers did this perfectly - a small selection of key words of phrases likely to be used in each domain based on the kinds of adventures you were likely to play there. Each was also based on a real world language, so if you really wanted more it was pretty easy to figure out which real-world language was being used as a base and work from there. As additional domains using the same language came up, more terms were added that were thematically appropriate to that domain.

Although let me say, as one of the Gazetteer designers, that our choice to utilize real-world languages, while useful in many contexts, also led us down the occasional blind alley(1) and caused the even more occasional, entirely unintentional, offense(2). If I were to do it again, I dunno, I might back away from the use of real-world languages structures entirely, with the unfortunate side effect of severely limiting the utility of those introductory glossaries. (Or not; I've noticed that Kelish terms that turn up in Golarion tend to be modified Arabic or Turkish, and so to be honest I glom those vocabularies together willy-nilly when I need to come up with Kelish terms on the fly in my home games.)

1. Taking the Ravenloft domain of Tepest for an example, we were essentially the third-generation design team to tackle that domain. From the original design team we inherited the domain's entirely fantastical place names. From the second design team we inherited a heavy Celtic feel, including many fey with Gaelic-inspired names. As a result, I found myself kinda constrained into using a Gaelic tongue as the domain's native language, and then having to rationalize why the town names sound really absolutely nothing like what that language would produce.

2. Utilizing foreign words for basic terms (such as, say, "Black Forest") can be a minefield for an English-speaking designer with extremely limited time and resources to thoroughly research the alternative contexts of words most likely just pulled out of a dictionary. If you don't already have a strong grasp of the language you're pulling from, it... well, it can be tricky, let's just say.

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40 rounds against the Sons of Carrion in a slightly modified version of "The Jackal's Price."

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To what category do the cosmic caravan traits belong? Or do they slot into a mix of categories on an individual basis? (If the former, I'm guessing Magic; if the latter, it looks to me like Magic and Social could encompass them all.) Or, indeed, do they fall into their own category?

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I got to thinking about this topic quite a bit a while back in a Ravenloft context, and decided to go with the folk tradition of the "quickening," which refers to the moment the mother first feels her unborn child kick in the womb (around the end of the first trimester), and was held to be the moment the soul enters the unborn.

To extend that real-world folk belief into more of a basic fantasy/horror context, prior to the quickening, the unborn is alive but soulless, essentially sustained by the mother's life force. As an empty vessel, a pre-quickening unborn is vulnerable to spiritual possession and eldritch influences (including any present from the moment of conception). If the unborn's mother is afflicted with lycanthropy prior to the quickening, the child will be born as a natural lycanthrope, for example. Exposure to other curses, planar energies, and so on may result in children born with sorcerer bloodlines or as aasimars, tieflings, fetchlings, dhampirs, geniekin, calibans if we're talking Ravenloft, etc., etc.

After the quickening, the unborn has its own soul and is for all intents and purposes a living, individual person (though still physically dependent on its mother, naturally), with all the spiritual protections that entails.

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Barring the unforeseen, I should start running the Director's Cut (actually a freewheeling mix of the Director's Cut and published versions) this week!

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My master file of traits runs to over 100 pages. Remove the formatting and we're still looking at around 60 pages or so. It's too much to put between two covers.

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James Jacobs weighed in on this topic back in 2011:

Worldwound terrains

Timesaver: cold, forest, mountains, plains, and swamp. The region's most notable feature, the rifts spreading out from the heart of the Worldwound, is considered mountain terrain.

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I wouldn't sweat it. The pugwampis primarily rely on their unluck triggering environmental hazards to damage the PCs as it is.

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Voyd211 wrote:
Red foxes sound like the cries of the howling damned.

This is completely true, for the record. Imagine the sound of a feral housecat attempting to imitate a lost and frightened child.

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It was written for 3.5, so the Fast progression track is the closest to the mark. However, the 3E and PF XP tracks aren't identical, so conversion can produce some unintended results. It's entirely possible for thorough PCs to end House of the Beast a full level ahead of the curve, and if that happens, they'll probably remain a level ahead throughout The Jackal's Price. By the end of The End of Eternity, however, XP progression normalizes again and PCs should remain on target through the end of the campaign.

Personally, I'm running LoF on the Medium XP track. This smooths out the House of the Beast bump, at the cost of having to add a few side missions to Howl of the Carrion King and a widening XP gap that starts to kick in during The End of Eternity. (I'm filling that gap with side adventures; I inserted Broken Chains into the middle of The Jackal's Price, which has put my PCs a level ahead of the curve for the moment.) If you run LoF on the Medium track, I also recommend seeking out the "Designer's Cut" of The End of Eternity; it adds a lot of XP opportunities to the sandbox, which makes it fit the Medium track rather well.

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The immunity to fire certainly would have helped Sammadar in a battle, but fire elementals don't just deal fire damage with their slam attacks. If we assume for the sake of argument that Sammadar was a by-the-Bestiary efreeti (AC 25, 95 hp) and compare stats, that elder elemental would have needed natural 1s to miss with its slams. If Sammadar got himself blindsided, that one elemental could have put him down in as little as 3 rounds, even without its burn special attack.

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My group just recently concluded this adventure. Here's a sad statistic about the difference between live and virtual gaming: We got together for Origins 2013 and blasted through about half the module in a weekend. Playing online via D20Pro and Skype, it took us another 8 sessions to complete. With some exceptionally long and unplanned breaks in there, that means we started in May and finished in December!

Anyway, I'll post a recap shortly.

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I did not make this map, but I use it regularly to determine day/night cycles.

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Zaister wrote:
Well, except for the first two APs , where the covers featured the iconics, hasn't the "BBEG" (I hate that term) always been on the cover of AP part six (exception: Jade Regent)?

Technically, the genie on part 6 of Legacy of Fire is intended to simply be generic, but it seems that most people treat it as an illustration of the BBEG (as do I). The genie on part 5's cover was likewise initially generic, but has since been retconned into a specific NPC--for the purposes of naming a Reaper mini, at any rate.

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The ease with which I could use Paizo's PDF maps in D20Pro is one of the things that weaned me back into gaming. I do have to spend a few minutes in Photoshop to convert the map squares' pixel width into whole numbers, but I only ever recall one map that gave me memorable issues with attaining the correct proportions.

(To note, I do appreciate that they quickly ended the practice of slicing large images into numerous smaller ones--using maps from the early days requires assembling them like a jigsaw puzzle.)

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Generally speaking, since serpentfolk are CR 4, a DC 14 Knowledge (nature) check is enough to see one and go "Yep, that's a serpentfolk, and they're monstrous humanoids." At each +5 DC beyond that, (DC 19, DC 24, DC 29), you gain additional information, which various folks handle various ways. As written, at each tier of knowledge, the character learns one new fact (a special attack, or a defensive ability, etc.) I'm more generous myself and tend to offer an offensive quality, a defensive (or otherwise notable) quality, and a bit of "ecology fluff," such as languages, habits and so on.

I sometimes also ponder adding a +5 modifier to the DC if a creature is particularly obscure (such as a creature only found in the arctic in a tropical campaign, or one thought long extinct), or possibly even a +10 if it's incredibly obscure (native to another world, or vanishingly rare), but I haven't actually ever put those house rules in place. If I did, I'd go with the +5 modifier for the mostly forgotten serpentfolk.

I also write up lore tables in advance*, going from "most essential" to "most obscure" in order of revelation, but other GMs use entirely different means of determining what the PCs learn. I think James Jacobs asks his players if they want to know something offensive, defensive, or otherwise about the creature, and then selects something from that category.

* Despite being in the early stages of running Serpent's Skull, I haven't actually typed up a lore table for serpentfolk yet (and don't have time at the moment to do so on the spot), or I'd include it here.

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Within the Inner Sea region, how common are wayfinders outside the hands of the Pathfinder Society? Do they attempt to maintain a monopoly on them, or are they fairly widespread? (Well, as widespread as any magic item.)

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WillowX wrote:

User junglefowl26 posts the following:

junglefowl26 wrote:

Not Africa also includes -

The most technologically advanced nation in the world, and the sole maker of guns.
The world's greatest magic academy - and the most ethically sound
A utopic civilization with direct ties to celestial beings
A mighty matriarchal militaristic empire
And a few other undetailed civilizations and cultures.
These are all really cool. Why weren't any of these on the poster? They're much more interesting than what was presented.

Some of them are off the map. The first one is mentioned on the poster.

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I have notes and conversions for Legacy of Fire here on the forum as well.

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Here's another option to try as well.

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My thoughts lean toward People of Mana for Nex, Geb, and the Mana Wastes, and People of the Lamp for Qadira, Jalmeray, and Katapesh. Those groupings, at least; titles are not my strong suit.

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With vampires in the game, there is at least a long-standing (and suitably vague) mystical connection between a private residence and its owner to help justify this spell's quirks.

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Evil Lincoln wrote:

I'm thinking about doing this.

Right now the party is 6th and they're about to enter Kakishon (after a totally rewritten book 3).

Anyone have ideas on how to fit LOF and COB together? Where Mythic might come in?

Are you referring to the boxed set?

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