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Joshua Goudreau's page

989 posts. Alias of EATERoftheDEAD.


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Liberty's Edge

Indeed, soon I will be all ripped. My spine will be broken, but my muscle tone will be great. Also, when they arrived a friend suggested attaching a piece of rebar to Slumbering Tsar and using it as a cudgel, Fallout style.

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1 person marked this as a favorite.

I like to lug around Rappan Athuk and Slumbering Tsar in a messenger bag so I can show them off and impress chicks.

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Kthulhu wrote:
Sword of Air (PFRPG) is 520 pages.

Given the price tag I assumed it was something like that.

Shem wrote:

I know this is not helping either but also there is an Rappan Athuk expansion book out there that has some low level sites in it. That book is about $35.00.

Also, there is a lot of wilderness material in RA. The whole area around the main dungeon has stuff going on.

It also has a bunch of rumors that you can seed around.

I think Tsar has a bunch of rumors too. '

I know a lot of folks like to add things and do a bunch of prep but I am running things mostly as they are written. The only additions for me are places that the group has cleaned out and then left for weeks or months at a time. I have been restocking them.

I considered getting the RA expansion because at cost the price is pretty reasonable and from what I hear Castle Calelen (or however it's spelled) is pretty great. For the purposes of my campaign though I'm leery about adding too much stuff.

RA has a ton of rumors and I just leafed through ST and there are a few sections of rumors as well. Rumor tables are very handy for giving reason to go explore either the extensive wilderness areas or extensive dungeons.

I usually do heavy conversion so I end up with about half custom material. This time I'm going with what's written, with a few exceptions such as new wilderness maps to fit the geography of my homebrew world.

eyelessgame wrote:

I did a ton of work on my own fan version "update" of the Tomb of Abysthor for 3.5, back before the PFRPG release. The document turned more into a rewrite than an update, suggesting some backstory and enriching the adventure with a bunch of suggestions - I don't know how well the result fits with Bard's Gate, Rappan Athuk, or the rest of the FGG pantheon, but folks seemed to like it. If interested, message me your email address and I'll send you the Word doc.

(There's a writeup of a Stirge Swarm...)

I don't know how much use I will get out of it either but I will gladly take a look at it and see what I can pillage.

Matthew Morris wrote:
I know it's too late, but Stoneheart Valley/Crucible of Freya/Tomb of Abysthor are updated to PFS, and were recently in the bundle of holding.

I have Stoneheart Valley, the update and it's really great. The bundle of holding deals are fantastic too.

MichaelSandar wrote:

If the party gets to Bards Gate or the twin shrines they can hear through various means (via the magic armor under the temple of Muir or a temple in BG) about the Stone of Tircople. This is a good starter quest in the old burial halls (Tomb of Abysthor). They could find that and the Chalice and return them for safekeeping.

The exploration of the dungeon alone is likely to lead to a couple of points where the PC's seriously start to question where these bad guys are from and why they're there. You can then incorporate things like the connection to Rappan Athuk, the Earthblood, and other hooks.

Basically, get them in the dungeon and reward them with more information when they go looking for it.

I like those ideas. Good hooks to get them out there to the shrines are hard to find. Then there is nothing to tie the wilderness locations together either.

The best example is a section in the Freya section that has some little adventures that tie locations together or give a little plot or such outside the main plot of orcs in the keep. The hooks for these adventures are mostly pulled from the rumors table so it's not difficult to put together things from the rumor table, or the hooks laid out in various places within the dungeons or such in the other books, it's just so much more convenient to have the information put together in one place and have a little more flesh to them such as NPC reactions to events and so on. A good example is the missing adventurers adventure.

So RA and presumably also ST have the rumors to build these things from but the Abysthor section is strangely lacking even a rumors table. It has about a paragraph essentially telling me to do it myself. lol

BG is almost exclusively setting and NPCs. There's not really any plot outside the abbey and the gnolls.

For example, there could be a great little adventure dealing with the gibbering orb (originally a beholder). However, as far as I can tell, he just kind of lives there waiting for the party to go hex crawling.

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The third party material I am the most familiar with is the stuff from Frog God Games.

Rappan Athuk is fantastic and gives more than enough material to run a campaign from level 1-20. It is almost exclusively a megadungeon so if you don't like that it's not the product for you. However if you do, it's an outstanding example, The price tag for the Pathfinder version is less than buying any Paizo AP and the page count of adventure material is more at around 650 as opposed to around 350.

The Slumbering Tsar Saga is a beast of a book at close to 950 pages and the price is a bit steep for a single book but you get content worth every penny. It is about the same cost as buying a full Paizo AP but there is about half again as much material so it's worth it. The AP runs levels 7-20 and looks to have a good mix of wilderness, urban, and dungeon. I just got my copy last week so I haven't been able to give it a detailed read through yet.

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It's not specifically what I asked but it still is in line with the idea behind the thread so suggest away! :D

I started the campaign because I mentioned in passing that Stoneheart Valley, Rappan Athuk, and Slumbering Tsar would make a neat mega campaign to a couple of my sandbox loving, old school friends and they had a squee fit. I plugged Bard's Gate into the mix to give a central location the party could return to. My central theme is the Orcus/Tsathoqqua conflict and the story of the fall of Tsar and the final battle at Rappan Athuk. So, no big plot, just an reoccurring theme.

If I add Sword of Air I think I may break my back attempting to transport the books. Seriously, Slumbering Tsar alone is like an unabridged dictionary. I fear also my players may collapse under the weight of all the adventure material. lol All in all, it's a lot more material to add to an already large game, also, I'm kind of broke and SoA would be another $50-$60 (I just now priced it) I just don't have at my disposal. I run a game store so I get books at cost, which is how I was able to afford the books I just received (all three books plus a copy of Shadowrun Fifth Edition cost me about $160, which is super badass if you're a big game nerd and collector like I am).

For others though, SoA could be a good fit for a Frog God mega campaign. I'm not familiar with the book so I'm interested to hear more about it.

Rise of the Runelords is a fantastic campaign and it deserves the place it has earned as a classic people will be playing and talking about for years to come. My only issue is it's linear nature. I have nothing against linear games it's just I have played almost exclusively that for a VERY long time and I've been itching for a sandbox for a little while now.

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EDIT:

I just checked out the description of Sword of Air and it looks like it could be a great addition to this style of game. I'm not sure how many pages it boasts but with a retail price tag of $99 I imagine it's pretty robust.

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I have waded into the GM startup threads for Rappan Athuk and Slumbering Tsar but not much in this area came of it. I'll give them more attention when I have the time next week.

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1 person marked this as a favorite.

So let me first give a bit of context and explanation to what I mean in my topic.

Also, this thread will have spoilers so consider yourself warned.

I have now in my grubby, little nerd mits hard copies of Stoneheart Valley, Rappan Athuk, and Slumbering Tsar. (Parenthetical Aside: Holy eff are those books massive. I mean seriously, RA and ST are beasts.) I decided to add these to a borrowed copy of Bard's Gate for an epic campaign and, just because the I am a sadist, I added Glades of Death at the last minute (PF updates of these books, especially BG would be fantastic).

I adapted this mega campaign to my homebrew world, mostly so I could ignore the geography explained in the books and give my players something familiar. The changes mostly just boil down to a couple of name changes and new overland maps rearranging where things are located to fit my new geography. I then went with a slow XP progression and cut my player's loose.

If anyone else is considering a mega campaign such as this I'm happy to discuss the details of such a game. Also, I would love to pick the brains of anyone else who has tied these products together. That's the point here. :D

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So, first question/advice request. My party has cruised through Wizard's Amulet and are nearly done dealing with the orc threat in Crucible of Freya. I don't know if they are going to head for the shrines next or explore Bard's Gate for a bit. They may get a wild fancy and head down to Rappan Athuk for some swift death, er, I mean adventure... yeah, adventure...

I'm curious what folks have done for plot hooks or delve quests etc. SVs Crucible section has a great part with tons of little adventures to incorporate the presented material and I have been making good use of it. The Abysthor section however, only has a couple paragraphs saying GMs should whip some stuff like that up and then just kind of moves on. RA is kind of the same from what I remember when I read it for a campaign a few years ago (I haven't had the opportunity yet to dive into the tome in earnest). I can go through and come up with things but I decided to tap the collective and see what trickles out.

So what have folks used as plot hooks and quests in these books?

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The Dragon's Demand is a nice campaign kickoff. It's pretty classic in its tropes at first but deviates into some unique stuff. It's placed in Taldor so you have a fair amount of opportunity for adventure afterward. The town of Belhaim is a great base of operations for an adventuring party and when I ran it my party ended up with a manor house of their own. It piles on a bit more magic than most but not dramatically so and if you find is a concern it is easy enough to balance out over a few levels.

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Joshua Goudreau wrote:
The map I made for my homebrew world is 1,178 hexes large with each hex representing miles. How many square miles is my map?

Gotta love my old, crappy keyboard, that is supposed to say each hex is 20 miles. Neither my 2 nor my 0 work very well.

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1 person marked this as a favorite.

I did my map the way (I assume) most hex maps are measured. The distance is from one side of the hex to the opposite side of the hex, or the center of one hex tot he center of an adjacent hex, which is the same thing. So that would be the height according to the linked site.

Thank you very much for the link, it calculates exactly what I am looking to calculate. :D

To use my above example, I have 1,178 hexes, each 20 miles across, my map is Just over 408,071.1 square miles, or about three Californias. So, bigger than I intended it to be, but since it's a coastal region there is a fair amount of ocean and islands.

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So I am trying to figure out the square miles of my homebrew game world map but I drew it on hex paper and now I'm not sure how many square miles it is. I did a search online to find a conversion but all I could really find was an old forum thread that offered up a bunch of mathematical formulae for determining the area of a hex and debate to their accuracy for game purposes with no real answer.

Can anyone here help a brother out? If I can get an answer than hopefully other folks wandering about the interwebs with just such a problem will be able to find an answer as well.

What I am looking for is a simple means of calculating hex miles to square miles. If I have x number of hexes, each y number of miles across, my map is z number of square miles. That sort of thing, but a formulae that isn't too complicated and involving figuring the area based on the length of the sides and so on and so on geometry. Something the non mathies will be able to do. If a website with a calculator or such exists that would be great too.

The map I made for my homebrew world is 1,178 hexes large with each hex representing miles. How many square miles is my map?

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Shadowrun. Seriously.

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Sweet, thanks guys, I'll check those out.

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Hello all, I am prepping a massive sandbox set to start next month and so I seeded it with a ton of different bits of adventure material I had in my kind of absurdly large collection. Don't judge, I've been collecting the damn things for over 20 years. :P

Anyway, the game will be run in 5e, which is obviously, a completely different system to previous editions. It might look similar, but it really is quite different. So I have adventure material not just from 5e but also from AD&D and 2E, 3E/3.5, Pathfinder, and 4E. I have drawn from some other games such as Warhammer FRP and Call of Cthulhu but those require a completely different attitude toward conversion.

So what I am looking to do is be able to make some quick and dirty conversions at the table. It doesn't need to be pretty, it just needs to work. When I can I am just going to pull the same monster from the Monster Manual but that's not always an option. Have any of you done this? I did some searching online and found a few things that talked about 3.5/PF conversions on the fly, but nothing else really. I just need to know quick ways to adjust HP, attacks, abilities, stats, and save DCs for different editions. Saving Throws and Skills/Proficiencies are pretty straightforward. I've run enough 5e at this point to understand the system pretty well, of course, it's a pretty light system.

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I meant this thread specifically. The messageboards here at Paizo.com remain vibrant and active. Thank you for the sympathies guys, I really want to get to this because it seems like it will be a lot of fun, but I just don't have the time or concentration to contribute right now.

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Sorry this fell by the wayside guys, I separated and became estranged from my fiance of three and a half years. Predictably, I haven't had the time or focus to do this.

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I really need to get back to this. I've had some major life issues, so don't think I just forgot about it. lol

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*bump*

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I started my group out at level 3 but they never really dove into the dungeon. They flitted around the surface world for a bit before we disbanded. I told them a bunch of the rumors and they got all skittish and intimidated and avoided going there, They were really funny when they went into the bee hive and found a back entrance. Little did they know that the surface areas are just as dangerous as inside.

I am starting a game this afternoon that is a big sandbox and Rappan Athuk is part of it, if they feel like exploring. I really hope they do some delving.

Liberty's Edge

Great suggestions, thanks. :D

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I am preparing to run Carrion Hill for a Halloween party. I need to be able to complete it in about 8 hours. Is this possible or will it need to be shortened? If so, what are the best ways to shorten it?

A couple of years ago I ran Feast of Ravenmoor for the same people and a Halloween gaming party was so much fun and I really want to do it again. Feast plays really quick and every time I've run it's come in somewhere around 7 hours. I really hope Hill can be made to match. We don't use minis so our play is considerably faster because of that, but I'd like to hear your thoughts and suggestions.

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This looks pretty good. My only concern is he doesn't quite seem like CR 29. I compared him to Cthulhu, who is CR 30.

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A couple years ago I ran Feast of Ravenmoor as a Halloween party with my friends and it was pretty awesome.

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I'm guessing magic items will be distributed in a similar fashion to the number of items in your average 2E product. I have the Stater Set but I haven't looked closely at the contained adventure aside from the intro area.

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There is a discrepancy between the number of assumed encounters per level between Pathfinder at medium XP and 5e. I did a mathematical breakdown of the 5e progression chart to see how many CR equivalent encounters are needed to advance in level. The medium XP track for Pathfinder assumes around 20, while the 5e track varies with a very quick progression from level 1-3 and then slows down some until around level 12 or so where it speeds back up.

I don't still have the breakdown I did but I can give the formula I use: (level XP requirement)x4 divided by (CR equivalent XP)

For example:
Pathfinder medium XP track requires 2000xp to advance to 2nd level and a CR 1 monster grants 400xp, so: (2000x4)/400 = 20
D&D 5e requires 300xp to advance to 2nd level and a CR 1 monster grants 200xp, so: (300x4)/200 = 6

D&D 5e isn't designed to be a steady advancement like PF is. It's designed to have a quick intro bit where you get a handle on your characters then settle into them in the mid levels where the bulk of play will take place. Converting an AP will require adjusting assumed levels and a number of other considerations that may make it more complicated than it needs to be, especially if you do Rise of the Runelords which uses the fast XP track (which tries to match 3.5 with 13 encounters per level). It may be easier to just level up the party as you see fit when they reach certain points in the adventures; a method 5e refers to as milestone advancement if I remember correctly.

As an interesting aside because I did the breakdowns recently, D&D 4E had a progression table that matched about 10 encounters per day, so characters advanced faster but the same level of power that is otherwise in 20 levels was spread out over 30 levels. AD&D 2E, if the class XP tables are averaged out (which I did because I'm a nerd), it has a similar curve in the progression with a slightly faster early levels and then slower through mid levels before picking back up for high level play though it ends up averaging around 25 encounters per level for the low levels and 15 for the high levels, which ends up being a little faster than Pathfinder's slow progression, which aims for 30.

dariusu wrote:
My biggest concern would be adding treasure. It seems difficult to know what magic items should be given to the PCs since they are not assumed in 5e, and the normal amount of 3.5/PF magic items would probably be too much for a 5e game.

Also this.

I assume advice for this will appear in the DMG but until that comes out we could take a look at the treasure awards in Hoard of the Dragon Queen and get a general idea.

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Erik Mona wrote:

My dream is to do a huge Absalom hardcover with tons and tons of interconnected NPCs. I absolutely love Uncaged and would really love to do something like it for Pathfinder.

If only you were one of the leaders of a gaming publisher, you could make this happen...

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Auxmaulous wrote:
Oh yes, the Lord of Darkness (before ravenloft was even a campaign) is a collection of short undead tiered adventures.

I'll have to see if I can find a copy of that one.

It seems that the Book of Lairs, including it's follow ups, II, Forgotten Realms, and Dragonlance, all seem to not include any maps of the lairs. That is next to useless for me. I guess it's Dungeon Delve and a delve into Dungeon Magazine for me.

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I think I found my solution, Book of Lairs. I found a copy of of Ravenloft's Book of Crypts, which is the same thing only made more Ravenlofty, tucked not in with my Ravenloft books so I forgot I had it. It got me thinking that the Lair books for the other game lines might be the perfect solution. They are little locations that can be plugged in anywhere without issue. I considered doing this with the 4E Dungeon Delve but the locations in that book are really not very interesting or modular. I'm really not a 4E fan but oh well, the books were free.

Now I just need to do some digging on eBay and see what I can find.

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Owly wrote:
I'll second the motion for Lost Caverns of Tsjocanth.

I've always wanted to run this and Forgotten Shrine of Tharidzun, since I have a copies I found homes for both.

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Auxmaulous wrote:
I wish Paizo would just put out books that compile a series of smaller set piece adventures but I think they already have enough on their plate with other stuff.

As a quick aside, it looks like they are trying something akin to this with the upcoming Plunder & Peril module.

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Oh man, DCC, I completely forgot I had one of those kicking around; #1, Idylls of the Rat King apparently. I have a friend who has a bunch of them so that would be a great resource. Thanks for all the help you've given me so far on this.

I just leafed through the old AP volumes I picked up and it doesn't look like I got any of the ones that include the set-pieces so it started after Curse of the Crimson Throne and stopped before Kingmaker. I have a friend running Second Darkness and I recall him saying something about those. If I can find a copy of an old AP installment through my distributor I can get them for around $10, which is great if I'm using all of the material in it, but a bit much for just an encounter or two. Unfortunately, my friend who is running SD bought all of that and Legacy of Fire through my store and the golem sale back in December and he is one of my players. Too bad, it sounds like I could have mined his AP issues for material.

I'll see what I can find on eBay for those Necromancer products. eBay is always where I go for out of print material I can't get through my distributors.

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Hm, yeah that's not as helpful. I can populate a river valley with monsters without spending money on a module. Your description of "highly detailed/mapped, drop and play small sandbox encounters" is exactly what I am looking for.

The hexes on my world map are 20 miles and I would like to have something interesting in most of them. The populated regions were pretty easy with towns and waystations and such being easy to find and plug in. The wilderness, while it should have more open space, has still been harder to populate, especially the deep wilderness. I could create my own locations but that makes WAY more work for me and the party may never encounter those things.

I'm going to start a detailed scouring of my Dungeon collection and see what I can turn up.

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What I could really use also are interesting sites that can e plugged in randomly. Things like a giant ant hive or an evil tree that has dark fae living in it or something. Basically, something that is small and self contained and doesn't necessarily have a plot or story related to it. The kind of thing that players may dive into and completely forget that they were on some kind of errand. Just cool things for them to discover while they are exploring. I mined some of Kingmaker for ideas but most of those random locations are pretty small or simple.

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Okay, so my world has been stocked with an ass-ton* of adventure potential but I have lots of blank hexes. I have scoured adventures both old-school and new as well as a handful of AP installments and even some Dungeon Magazine gems.

Still there are blank hexes.

So what is out there that is really great fun for adventures? Are the Hex Crawl Chronicles from FGG any good? What about other 3PP material? What about material from other games entirely?

I could also use some temperate forest bits and some rocky badlands bits. Preferably in the level 7+ range. Urban and political intrigue suggestions are always welcome but they don't fill blank hexes.

*An ass-ton is slightly more than a butt-load but moderately less than a crap-lot.

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Chuck Wright wrote:
Louis Agresta wrote:
GeraintElberion wrote:
I would put Logue at the top for Razor Coast alone.

To be fair, while RC is Logue's brainchild/heartchild/creative c-section, and he wrote about a third of the core book, Hitchcock wrote the other third.

There's a third missing. ;)

I'm glad I'm not the only one who noticed that terrible math.

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Yeah, Bill Webb would sit at the top of a list of 3PP writers in my opinion.

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Something to keep in mind with Pathfinder is, despite the steep power curve between levels, it isn't so steep that you need to hit levels exactly. Think of modules as having a level range so if something says its for level 5, such as Tears at Bitter Manor, you are safe to start characters levels 4-6 without issue.

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Owen K. C. Stephens wrote:
Lord Fyre wrote:
Does this tie-into Giantslayer?

That depends a lot on what you mean by "tie-in."

The two adventures are fully independent of each other. Neither assumes or requires that the other does or does not happen. There are no intentional call-outs or hidden connections that makes them two parts of the same story.

They do take place in adjacent parts of the world and, as you might expect, each is influenced by that. The developers of each are aware of what the other group is doing. We had a conversation about keeping them consistent, to ensure they don't contradict each other in any major details.

So from my point of view the answer is no, they don't tie-in, but we were aware of the need for heightened communication between the teams involved.

I can see them probably tying together easily if a GM were so inclined.

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It's a little bit of time investment (20-30 hours of play time) but The Dragon's Demand by Mike Shel has a great 2E feel. As a big fan of AD&D 2E I was really happy to play an adventure that had the old style design ascetic.

If you want a 1E feel with a firm grasp on the PFRPG rules there is just about anything from Frog God Games, as mentioned above. I can't really recommend any one product because I am really only familiar with their longer material. If look for the bylines Bill Webb, Greg A. Vaughan, or Clark Peterson, you can be guaranteed a good adventure.

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With the extra page count and XP padding The Dragon's Demand fills the gap of about two AP volumes. You should be good to dive into any of the APs with book 3 for the most part. Take a look at the product descriptions for the AP volumes and you will see where each installment starts for intended level.

Alternatively you could take a look at the Pathfinder Adventure Finder for suggestions. A quick search shows a bunch that start at level 6 or 7, which is where my party was when they finished DD.

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I was thinking of loading it into an image editor and blanking it out, but I was hoping there was an alternative because I'm kind of lazy sometimes.

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I'm looking for a hex sheet like the one provided in the Kingmaker Player's Guide without all the KM graphics on it. I looked through all the community use and PRD stuff but I can't seem to find a generic sheet anywhere. I could have sworn I saw one once upon a time, but I'll be damned if I can find it. Is there a generic sheet available or am I just going to have to use the KM hex sheet?

I am building a homebrew sandbox and drew my original map using the graph generator on incompetech.com, which is where I usually get all my graph paper, but the way it generates hexes makes it so I'm having a really hard time lining up sheets of big hexes to make a different scale version of my large map without it looking clunky and awkward.

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2 people marked this as a favorite.
Richard Pett wrote:
if you think Beast was very Styes (and you are of course correct), then Levee, which is a 9-part urban horror AP set in a city called the Blight should be your sort of thing. It's due out next year from Frog God Games and has been giving me sleepless nights for about the last 18 months writing all 400K or so of it - city and AP together.

This is some of the most amazing news I have heard in a very long time. I have grown to have tons of respect for the folks at FGG and an urban AP penned entirely by you Mr. Pett is something I will gladly throw my money at.

EDIT: Apparently I enjoy throwing my money in a manner that involves ending sentences with prepositions.

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This is the thread about favorite authors:

Name the four best adventure writers for Pathfinder

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2 people marked this as a favorite.
Gingerbreadman wrote:
I hope not. Wrath of the righteous was the AP about redemption. Now it's bud-kicking for goodness time.

Oh, is this the all plant subtype AP?

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Heart of Hellfire Mountain didn't really grab me when i read it. It reads like a simple dungeon crawl, albeit, a high-level one. Speaking of high-level adventures, I really enjoyed The Razing of Redshore. Ultra high-level design is not an easy thing but the pages of Dungeon always seemed to nail it. It's too bad that so few of the same designers and writers make attempts at it with Pathfinder these days.

There is a thread going on right now about the best authors for Pathfinder and plenty of familiar names are cropping up. It's interesting to see some of the folks that wrote the best Dungeon adventures are still in the game.

W E Ray wrote:

"Horror's Harvest"

Okay here goes (Looks like the blurb I wrote in that "Chris Perkins" post from a year ago is kinda lame -- blame it on my getting tired of writing that post): A falling rock from space lands out in the woods next to some peasant's farm and the PCs go investigate. Turns out the rock is a great incubator for an ineffably evil Plant Creature with psionic mind-control powers that immediately starts taking control of the nearby peasants.

Well I certainly need to check this one out in that case. Perkins did some great adventures.

W E Ray wrote:
"Spirits of the Tempest" is great. I don't think it quite deserves to be on a top 50 list but it's really close! Unfortunately, "Dark Thane MacBeth," the other of Selinker's ode-to-Shakespeare adventures is average at best.

My unimpressed memories may be coming from the rather crap GM who ran it. He seemed to enjoy the fact that he got to strip our friend's mage character away from his staff of the magi more than anything else.

W E Ray wrote:
How 'bout a Golarion redo "Beast of Burden" with a Spawn of Rovagug!

I figure if part of a city can be built in the husk of one someone could build a dungeon on one. Hmmmmmm, I smell an AP hook....

W E Ray wrote:
How bout this, we make three: A top 10, ranked 1-10; an 11-25 in any order; a 26-50 in any order.

I'm down for this. It might be a couple days before I really get to scour my back issues, but I will give it a shot.

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W E Ray wrote:
Joshua Goudreau wrote:
Pett didn't do one of the Carrion Crown installments.

.

Pathfinder vol. 44, "Trial of the Beast" is part two of the Carrion Crown Adventure Path and was, indeed, written by Richard Pett. And really IS just a rewritten copy of his masterpiece, "The Styes" (IMO)

(Who, oddly enough, favorited a couple of my earlier posts in this Thread -- wow, Thanks, Pett; now participate in the Thread. Tell us your favorite Nic Logue adventure, at least. ;)

Wow, how the hell did I miss that? I guess I failed my perception test on that one. I guess I'll have to look closer and give my opinion.

I'm from the part of Maine no one likes to talk about; Lewiston, aka The Dirty Lew. It's in Cental Maine, which interestingly enough is no where near the actual, geographical center of Maine.

Also, yes Mr. Pett, chime in please. I would love to hear a contributor's opinion.

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Pan wrote:
Joshua Goudreau wrote:
So what I'm gathering from this conversations is, pretty much all of them can stand alone pretty easily, it's just a matter of taste as to which ones folks prefer.
I wouldn't necessarily agree with this. I only posted the ones I feel would be just fine plucking from the AP and running independently. I would say most can be worked just fine as individual adventures but many I wouldn't recommend due to them being too linked to an AP or not strong enough on their own to be worth running. YMMV.

I was exaggerating a tad, but I was kind of surprised to have suggestions come from all over. I expected one or two installments to jump out but I've got marks all over my spreadsheet.

Originally what I was looking for were some suggestions of things I could plug into a sandbox. The conversation has evolved a bit since then, but it's still really helpful for me. I've decided I am definitely using Skeletons of Scarwall and Stolen Land. I'm still not sure about others yet.

Liberty's Edge

Greg Vaughan
James Jacobs
Crystal Fraiser
Brandon Hodge
And dozens more....

Also, I recently started a thread about the best Dungeon Magazine adventures and there are a lot of familiar names cropping up here.

Liberty's Edge

It looked... like this!

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