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The Oliphaunt of Jandelay

Lord Gadigan's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 471 posts. No reviews. No lists. 1 wishlist. 1 Pathfinder Society character.


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Hah, awesome! I mentioned wanting something along these lines recently.

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I ended up giving my opinions on all the Part 6 adventures in addition to my top few. I did this mostly based on my memory of the adventures since I figured what did/didn't stick with me without re-referencing things would be a helpful gauge of things on some level. There aren't any that I actively disliked; I think even the weakest Part 6 AP modules were decent, but I think some were certainly stronger than others. Here are my opinions, grouped by general preference-level:

My top favorites, excellent:

1. The Divinity Drive
Pros: Fantastic main villain and end-fight location in Unity and the Godmind. Excellent setting and themes. Loved how well the sci-fi stuff was handled. The ship sections were each interesting but fit well into a greater whole, creating a large, but connected and compelling, dungeon. Interesting encounters and treasure. Presented an appropriately large starship (with a support article touching on the rest) rather than downsizing the Silver Mount to fit it all in one module (I'd like to see the rest of it, but I'm by-far a fan of it remaining huge rather than it getting chopped up to all be crammed in one AP module). The ability to create a deity. Part of an overall-excellent AP.
Cons: Didn't include info on helping Casandalee sort out her mental issues that it was implied would appear at some point.

2. Sound of a Thousand Screams
Pros: Excellent, out-there setting with lots of creativity and active weirdness. Evocative planar elements. Interesting, unique enemies. Good enemy variety / selection.
Cons: Disconnected some from the adventure path before it; normally this would be a larger hit, but the setting's evocative nature is strong enough to offset this.

3. Crown of Fangs
Pros: Excellent NPCs (particularly villains); I'm a fan of Sabina, Togomor, the Belier Devil, Ileosa, and Kazivon. Presented an appropriately-large castle instead of a downsized-to-fit-a-module one. PCs had a lot of latitude in how they approached the castle. Interesting final area in the Sunken Queen. Ties up my favorite AP plot well. Part of an overall-excellent AP.
Cons: Overshadowed some by Gallowspire, which is another, even-better huge castle right before it; the undead-versus-not-undead natures of the places keep this from being a big issue, though. Similar to The Divinity Drive and Silver Mount, I want to see the rest of the Grand Mastaba sometime. Didn't include the the info on what happened if the necromancer from earlier in the Path lived that it was implied to include.

Second grouping, very good:

The Dead Heart of Xin
Pros: A solid dungeon to cap an adventure path of solid dungeons; doesn't break theme. Good environment with the risen island and ruins therein. The Clockwork Reliquary has excellent visuals and is generally cool. I like the clockworks. Good use of a devastating event without ruining a wide range of places.
Cons: NPCs not really memorable beyond Xin (who is more of a monster/plot-device than an active NPC at this point).

Pyramid of the Sky Pharaoh
Pros: Had by far the best old-school vibe of any AP end-segment; I seriously felt on some level like it was an Egyptian-themed successor to the Temple of Elemental Evil on some level. Very good dungeon crawl. Good use of the elemental segments in the dungeon. Stayed strong with being on-theme for the AP.
Cons: Compared to some of the ones I ranked higher, this is pretty much *just* a dungeon crawl, and it's one in an AP that doesn't have that as as-much-as a central theme as Shattered Star. It's still very good at being what it is, though.

The Witch Queen's Revenge
Pros: I like the overall themes / setting. Baba Yaga is a huge plus. The whole room of thrones with the former witch queens. The potential to rule Irrisen or shape its fate. The plot hooks in the Continuing the Campaign bit.
Cons: Overshadowed by the two modules prior to it. Despite having positive overall impressions of the adventure, I don't remember many of the side-encounters/events in it beyond the main parts.
Note: I think on some level I'm biased to like this module since I like some of the other parts of its AP so much and like Baba Yaga and Irrisen in general.

Descent into Midnight
Pros: Very cool setting; I liked the Land of Black Blood as a whole. Proper epic tension and stakes on the final fight. Good use of the main villain. Good enemy diversity.
Cons: The taunting marilith, while not something I inherently object to, was weirdly timed. Some of the encounters seem less connected to the Adventure than others; I don't fault the variety, though. Has lots of flavor but lacks some of the 'polish' of some of the other AP finales.

Shadows of Gallowspire
Pros: Very atmospheric. Renchurch does well as a necromantic cult base. Gallowspire is an epic setting for a final fight.
Cons: The entire AP suffers from lacking a strong main villain who is connected to it throughout. Adrissant is just kind of there to be a final villain to fight at Gallowspire. Having said that, if looked at as an individual adventure instead of an AP cap or as the cap of a string of adventures against The Whispering Way (where Adrissant is just the final member to take down), it regains a lot of strength. (I'm aware that there are expansions online that increase his role, they fix a lot of the problem here; I'm noting this stuff since the print version is what most people will see, though).

Third grouping, good:

The Final Wish
Pros: A good adventure against an established final villain; revists stuff from earlier parts of the AP well. Manages to perform solidly without any big hiccups. Cool design for Xotani. The romance angle is a new and interesting one for the main villain.
Cons: Doesn't really shine in any aspects beyond being generally solid. NPCs beyond the final boss and Xotani aren't too notable.

Spires of Xin-Shalast
Pros: Memorable endboss. Mhar Massif and Xin's face carved into it. Capstones the AP well and remains on-theme with it. Generally a solid adventure. Presence of Leng.
Cons: The city gets skipped through rather quickly and is somewhat low detail compared to what's there. Some of the encounter choices as to what was or wasn't fought seem kind of weird. NPCs beyond the final boss aren't too notable.

The Empty Throne
Pros: A solid adventure with a solid set of villains with interesting relationships between them. Good at staying on-theme with the later parts of the AP. The NPCs down in the place with the former emperors were cool.
Cons: Minkai and its capital don't get enough screentime earlier in the AP for this module to have the impact and success that it could have.

City of Locusts
Pros: The giant demon war engine. The ability to close the Worldwound. The setting, scope, and opposition. I love what the AP shot for even if I think it missed the mark in some of its actual execution.
Cons: The two adventures before it that take place in the Abyss manage to eclipse this one in setting quality/scope/epicness. The adventure feels weirdly restrained about throwing the PCs against the Demon Lord; Deskari is presented as essentially-optional compared to Areelu Vorlesh and closing the Worldwound. This is the mythic AP and I think it should revel in it; it stays a bit more timid than I'd like in what it throws the PCs up against. Mechanical balance is kind of wonked and treats the Mythic PCs as weaker than they are.

Fourth grouping, mediocre:

The Twice-Damned Prince
Pros: I like the devil-related portions of the themes. I also really like the Mammon support article and the new Kyton.
Cons: It has, in my opinion, the weakest presence-wise final boss of any AP. The Drovenges never managed to impress me throughout the AP, and I felt Ilnerik made a better villain overall. The AP-titular Council was toothless, and the stakes of the adventure felt weirdly low for an adventure saving a city from devils. The environments in the module never really impressed or took things to an appropriate end-point grade of location; they remained general Westcrown city environments like seen throughout the AP. None of the major NPCs stood out to me as extremely memorable. Suffers some from being the ending to one of the weaker APs overall.

Sanctum of the Serpent God
Pros: Serpentfolk are cool, as is the overall 'stop the ancient evil deity's resurrection' plotline.
Cons: Ydersius never felt appropriately divine or menacing; he really suffers from having arrived earlier than Mythic. All demigods, and frankly, most of the quasideities, who have appeared so far seem more notable than his resurrected self here. The module was suffering from bad momentum; the AP derailed from the 'good' zone a lot earlier, and the later parts were never epic enough to make up for it. There were some decisions that, if handled in a different context, could have been cool: For example, the swarms of lower-power enemies that PCs could just hack through. In the right context, those could have been a fun way to show how PCs were powerful. With the weaker earlier parts, it just came off as iffy scaling. All-in-all, the module never seemed to deliver enough on the cool themes it could have had, though I don't think that's specifically this module's fault; the bar for it just got raised to make up for earlier issues.

Fifth grouping, not reviewed:

Shadow of the Storm Tyrant
I haven't spent enough time with this yet to feel comfortable ranking/reviewing its high/low points.

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1. Distant Worlds Hardcover
- Distant Worlds was fantastic and remains one of the best Campaign Setting books (if not the best). I'd love to get more sword-and-planet material. Softcover books on any of the specific planets would also be awesome.

2. Planar Handbook Hardcover
- I love planar stuff and would like to see a lot more of it. At this point, it seems like a whole Planar Handbook-type hardcover would be the best re-entry point. Softcover books on any of the specific planes would also be awesome.

3. Book of the Damned: Kytons
- I love the BotD line, and Kytons are my current favorite Outsider-type. Other outsider-group-focused books are also cool.

4. Nation Guide for Shenmen
- I'd like to see more Tian Xia. Shenmen is my favorite nation from over there, so I'm specifically picking it, but I'd like to see more of the continent in general.

5. Nation Guide for Taldor
- Taldor is one of the major nations in the core of the campaign setting, and it doesn't have a guide yet. I'd like to see nation guides for it and Qadira for completeness's sake.

6. Nation Guide for Qadira
- Qadira is one of the major nations in the core of the campaign setting, and it doesn't have a guide yet. I'd like to see nation guides for it and Taldor for completeness's sake.

7. Libraries of Golarion
- Veering off slightly odder things, I'd like to see a book covering several of the world's most interesting/notable libraries. I'd like to see the library statblocks make a return (I was pleased to see one of them in Hell Unleashed).

8. Distant Worlds Bestiary
- More monsters are fun! I'd particularly like to see alien creatures from the various worlds of the solar system, since I think there's a lot of potential there.

9. Casmaron Continent Guide
- I really enjoy seeing more of the world as a whole and would like to see all of the remaining continents get guides. At this point I want Casmaron (with Vudra and Kelesh) the most out of the bunch, but frankly, I'd be really happy to see a guide to any of the other continents.

10. Another Darklands Book
- It's been a while since we had a Darklands-focused book. I think the region could use some more attention. I'm particularly interested in Orv and what's under other parts of the world like the Crown and Tian Xia, but I'm open to a lot of books here.

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Thank you for the response. Not quite what I was hoping for, but it's still nice to get an official reply.

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D20pfsrd is a site that I enjoy using to look up rules text quickly, rather than combing through my PDFs or physical sourcebooks.

As time progresses, I find myself using more pre-errata content. I think it would be actively helpful to have both pre-errata versions of rules and all errata'd versions of them on the site (with notes showing the version-order), so that the text for the old versions of things can be easily found.

Crane Wing is the obvious one that leaps to my mind, but with the recent rounds of errata, I'm getting concerned that the old versions of other stuff I use are going to start becoming similarly hard to find.

Would it be possible to add these old text-versions to the site and just generally keep the various iterations around?

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As a player, not a feat I'd be likely to take for most characters.

As a GM, I like it a lot and am glad it's included. It's a no-save death-triggered damage-source, and it'd be a good upgrade for a horde of kineticist mooks working alongside some stronger villain.

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Thank you for the update and the fix!

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Hello,

I wanted to check on the general status of Order 3577002. I made it at the beginning of June and it was scheduled to ship out with one of my upcoming subscription shipments, but I've gotten subscription stuff since then and haven't seen the items from it yet. I'm not in a particular rush on them; I just wanted to make sure nothing had gone wrong with it.

Thank you.

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We now have a spammer named 'whahaha hehehe'. I feel like it's trolling us.

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Haven't spotted anything too notable on other dukes or their realms. There's a generic Manifestation called Hell's Grip that any infernal duke can manifest, and a few of them get mentioned in a sentence here or there.

Manifestation strength versus haunt strength really depends on the individual ones you're comparing. Mostly, no, they're around the same power level, just thematically different.

The other new creature in here is the Voice of the Damned, a unique CR 25 entity associated with the Book of the Damned. There's also several Variant versions of existing creatures that have some changed-up powers.

The Baphomet-looking fellow is an awakened goat in service to Barbatos. Barbatos has a manifestation called The Shepherd; his clerics make a throne of bones (including the bones of one of his clerics mixed with the bones of at least 10 good individuals), and it starts awakening (for a duration of a day) an animal per day (with a preference for goats, roosters, and boars), giving them some bardic abilities, making them wholly devoted to Barbatos, and having them advise and lead the cults.

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Axial wrote:
Is there anything written for an encounter with Furcas; like there normally is in an Unleashed book? What kind of bodyguards does he have?

Not quite. There's a zoomed-out map of his fortress and a page-long description of its major parts with a general overview of its defenses. No specific encounters or detailed stats on any entities there but him (though there are stats for a Manifestation of him and for a Major Artifact he has).

Furcas Bodyguards:
His fortress has barbazus, cornugons, and levalochs as the main forces. There's also a presumably-CR-24+ Hellmouth named Voulgaz too. The commander of his guard is a Pit Fiend named Zhurook who formerly disappointed him, got forged into a still-living gate to his fortress, and eventually gave into his fate and took up a role of serving Furcas. He has a giant statue of Typhon in the place; it contains one of the dead Archdevil's claws inside, and the claw contains some of his divine power, allowing it to animate the statue. Sealed in his fortress is a Fomorian Titan named Legionnaire; if Furcas is in trouble, he can release it, but it would destroy his fortress in the process, so it's a last-ditch measure.

==================================================================

As an aside, I think it's awesome that the various Haunt-alternatives are starting to pour in. I love Haunts (and think their presence adds a fair bit of flavor to the game), so the Manifestations here (and from Wes's KQ articles on Barbatos/Dispater) and the Loci Spirits in Occult Adventures are an addition that pleases me.

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I like high-Level play better with wuxia-type stuff around, but I feel obligated to try to beat this as a general creative thought exercise.

Here's my attempt:

We'll start with the party's prep.

The Rogue is immune to divinations. He runs his criminal enterprise as a network of preprogrammed sleeper-agents, which he makes through a combination of hypnosis, specifically-applied toxins, and minor brain surgery. He has a network of spies, combined with his own Sherlock-Holmesian pattern-analysis skills, to determine where the wizard stores his clones. He then creates teams of sleeper-agent assassins (with combat abilities boosted by his hypnotic mind-programming) and schedules their programming to trigger en-masse in conjunction with the attack on the tower, having them attack the wizard's clone facilities. The rogue isn't scannable during this process, and the mind-programming similarly isn't detectable until activated.

The rogue performs a behavioral analysis of the wizard using information that his spy network collected and determines what time of day the wizard prepares his spells (alternatively, if he prepares his spells while rope trick'd out or something, a time when he's in a particular room of the tower).

The fighter is a dragonrider. I've seen plenty of classic fantasy art of knight-types riding dragons, so I think this is a valid extension of the class under the restrictions given here. The dragon can't cast magic (as per challenge rules), but it has a few breath weapons that it can switch between (because I'm not stuck using Pathfinder dragon rules).

The rogue, a master of disguise, disguises the whole party as servants of the wizard. If confronted on their approach to the tower, uses the Rogue's extreme bluff skill to get past whatever questioning is going on. If others get questioned, the rogue has them mind-programmed to think they're actually servants to the wizard during this duration of the trip, so the lie uses the Rogue's bluff skill regardless of who is being asked things.

When the group reaches the wizard's place, it ignores the main-tower and flies up to the side of the target-chamber atop the fighter's dragon. The fighter sunders the room's wall with an adamantine great-hammer. Battle starts!

The fighter, a master tactician who has practice coordinating armies, snychs up the party's initiative onto the count of their fastest member. The rogue applies his earlier behavioral analysis of the wizard to boost initiative in fights specifically against him. The brawler led the party in exercise drills in the morning to further boost this. The Gunslinger is The Fastest Gun in the West, and said ability gives him an initiative bonus comparable to the bonus a diviner would get. The party uses this bonus-stack and beats the wizard, despite his diviner bonus, using the Gunslinger's initiative.

Since the initiatives are synchronized, the party gets to determine what order they act in.

The rogue goes first. He deploys a wide-area cluster-bomb of chemical dust he cooked up that operates as glitterdust-plus against invisibility and makes illusions obvious by including substances that react to the presence of illusion magic and change color upon doing so.

He then quick-action fires his hand-crossbow at the wizard (wherever the wizard actually is located) and hits, because he's a crack-shot against individuals who haven't acted yet in combat. He hits for sneak-attack damage due to his acting first, and the bolt is covered in a custom-synthesized poison-mixture that weakens the target's mind significantly and incorporates ethereal spider-venom that dimension-locks those poisoned with it.

The gunslinger is a furious preemptive-counter machine, wielding two pistols and delivering throat-shots to anyone who tries casting spells, dealing damage and forcing checks against spell-disruption each time. For his actual action, he's going to be opening fire on anything not protected by anti-missile wind-walls or the like, shooting body parts to add crippling-effects, disarming metamagic rods by shooting hands, sniping ioun stones out of the air, etc. His priority targets will likely be the inevitable simulacra of the wizard.

At this point, the dragon breathes whichever of his breath weapons is most useful to the situation. We'll go with an action-stopping ice effect. The wizard is probably immune, but presumably some of the henchmen aren't (if they are, just pick a different breath). The fighter is then going to make a supreme-cleave-pounce-charge at the wizard, attacking whatever is in the way and trying to get into his face with whatever hammer-swings remain.

At some point, potentially in the gun-blitz, potentially in the melee-rush fighter's attempt to force melee on the wizard, the wizard is going to pop an emergency force-field up. The dragon will have hypnotic programming implanted to respond at contingency-speed to breathe a force blast to shatter the wizard's emergency-globe.

The brawler then makes the final charge on the wizard. He similarly has a pounce-charge, and his AC is sky-high against AOEs against him as he goes in. He delivers a full attack on the wizard, presumably killing him.

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Have you considered running a Synthesist? Good casting (not 9 levels, but still good) plus good melee.

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Levels and classes are indeed shown.

Ungarato is the strongest.

Xin-Undoros and Seldeg Bhedus clock in tied for second with 17 levels each and no Mythic stuff.

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Lictor Shokneir, of the Hellknight Order of the Crux, Ruler of Citadel Gheisteno
Xin-Undoros, Warpriest of Lissala, Guardian of the Emerald Chambers
Gallus Galonnica, Former Chelish Opera Singer
Holgona, Dwarven Graveknight Lurking Beneath the Capital of Belkzin
Nahljari Halkiri, Native to the Island that became Jalmeray, Fought against the Arclords in Life
Riderless Wraith, Horse Graveknight, Former Steed to the Harcatha Line in Irrisen
Sebastius Wright, Gray Gardener Who Got Turned On and Thrown to the Mob
Seldeg Bhedus, Former Knight of Ozem, Now Servant to Arazni and Geb

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Thematics and flavorful abilities are the main reason. Compared to Clerics and their Domains, I find the Oracle's Revelations much more interesting and evocative, and I like the options offered by the range of mysteries. I want to cloak myself in starlight, summon the cold of the void, see patterns in the stars, channel death's energies into life, write prophecies in moonlight while I slumber, erase people from the fabric of time, rewind time to gain a second chance of performing my actions, enter a trance to gain flashes of knowledge, etc.

There's also a lot of good, strong builds with it. Even if it doesn't have the spell selection range of a Cleric, it's still a full-caster, and it's still powerful enough to fit with pretty much any party as long as I don't make a completely wonky build.

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I second Riddleport (featured in the first two parts of Second Darkness, but not heavily impacted by its higher-level later parts). The place is made for thieves/gangs and has lots of interesting stuff in and around it.

If you're looking for a bigger city, Absalom also works (and has its own sourcebook). It's got room for plenty of guilds and lots of intrigue, and its the place the god of thievery/murder/poison ascended.

If you're looking for exotic and weird, there's also Kaer Maga (which also has its own sourcebook), which is filled with non-humans, odd and shady groups, and plenty of ruins.

Those three are probably the best bets for it, imo.

Daggermark gets my a fourth quasi-sub-vote in that it'd be a cool place to run that sort of game, but it lacks a published map so far as I remember.

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Aha, didn't realize that on Goparlis. Thank you all for the added info!

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Runelord Info!

Graveknight Article:
A new Runelord gets mentioned in the Graveknight article! Goparlis was the Runelord of Gluttony before Zutha; he wasn't a Graveknight, but he's involved in the backstory of one.

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I'd go with the revised/compiled edition of Rise of the Runelords as being generally-easiest for newcomers. It's updated to Pathfinder and has a mostly-traditional plot (and avoids complex subsystems).

If you like fantasy blended with sci-fi, I'd also suggest Iron Gods. It's fairly fantastic (currently standing as what I think is the second-best adventure path behind Crimson Throne, which is for 3.5). It does require learning the Technology rules, but compared to some of the other subsystems and stuff, they're pretty easy to learn and slot in nicely next to the Magic Item rules. I think it could be run by someone with only mildly more work than Runelords.

Shattered Star also works. It's more of an artifact-hunt than something with a defined main villain, but it avoids complex subsystems and has several solid dungeon crawls.

The main ones to avoid would be Wrath of the Righteous (uses Mythic rules and requires an experienced GM/party to run well; more likely to require GM-modification / power-scaling of the enemies than pretty much any other AP due to a wonky inherent power-balance between the PCs and opposition), Kingmaker (great AP, but relies heavily on learning multiple new subsystems for hex-exploration, kingdom-building, and army combat), and Skull and Shackles (lots of ship combat, uses aquatic combat rules at points, has other things that can be tricky).

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I took the posture as being 'floating' and from extension that his lower body and non-sword-arm were slightly atrophied from non-use. Sort of like the giant-equivalent to an accomplished mage, imperious and powerful, but focused more on non-physical attributes.

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Ooh, Gigases. I've been hoping to get more info on those.

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Agreed. Very nice cover (and a book I'm looking forward to a lot also).

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Laori Vaus. Curse had a bunch of good NPCs (with Vencarlo being another well-liked one), but Laori was a standout.

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Completed as a GM:
Second Darkness
Curse of the Crimson Throne
Legacy of Fire
Rise of the Runelords

in that order.

Ran as a GM, Didn't Complete:
Kingmaker (Made it to the final book, but the group fell apart and everyone moved as college ended.)
Skull and Shackles (Tried running it as my first online-only AP with remnants of the same group. Circumstances (mostly my schedule at the time, but also other stuff) caused the weekly sessions to be cancelled for various reasons for a few months in a row, and my interest in running it just kind of died out during the lapse. Ended just a tiny bit into book 2.)

I've had some success with some other online campaigns since then (about to conclude a rather successful campaign of The Strange), so I'm likely going to get back into the swing of actively running things again soon. No specific plan yet, though, as I don't want to mentally move on from my The Strange campaign before that's actually done.

Edit: Just noticed the 'which of the ones you ran did you like the most?' bit. Curse of the Crimson Throne was by far the best of the bunch, but the group enjoyed all four of 'em. I'd place Kingmaker itself in the same quality bracket as Throne (though lower, and in the top bracket for different reasons); it was group-dynamic issues and college ending that ended it early, though, not the AP itself.

The best factors of Crimson Throne were the overall solidness of the adventures, the strong presence of the main villain, and the excellent NPCs (Laori Vaus being a particular favorite). Seven Days to the Grave remains my favorite overall adventure, and Skeletons of Scarwall stands as my favorite dungeon crawl (though some bits of Iron Gods look to potentially come close there from my readthrough of it).

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Thank you to Zaister and Brinebeast for the lists!

Dragon78 wrote:
What about the Deep Crow, didn't that have some kind of copyright issue as well?

Yes, it belongs to the Penny Arcade guys and likely isn't getting a reprint.

I think some of the Cthulhu creatures from Carrion Crown had a similar issue, but they're already PF-statted.

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* What Obediences would you give Yrsinius, The Speakers in the Depths, and the Godmind?

* Kytons: Are you a good person to ask things about them?

* I noticed you mentioned that you worked on some stuff for Tian Xia. What regions of Tian Xia did you work on?

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Dragon78 wrote:
I have a list somewhere of creatures in APs that haven't been put in a hardcover bestiary excluding heralds of course;)

Do you by any chance have a list of what 3.5 ones from Pathfinder products never got updated to PF rules officially (mostly from APs, but also modules and sourcebooks)? I was considering going through my old books and trying to put one of those together, but it sounds like there's a chance you might already have one.

Currently the ones I'd most like to see brought back are the Danse Macabre and the Havero.

=================================================

Having said that, I'm also looking forward to the new monsters. The aliens and fallen Psychopomps excite me. I echo the request for more Inevitables / Proteans.

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I spotted that in another thread it looks like there's going to be a 0HD Darkfolk and a 0HD Sasquatch-type.

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Yes! I am extremely pleased to see this on the lineup. When I saw Hell's Rebels, my general reaction was that I was pleased to be getting more info on Cheliax and by extension Devils, but that I would have rather have had a Cheliax AP where the players worked *for* the Thrune regime. And that's exactly what this appears to be. I very much look forward to this coming out.

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Kajehase wrote:
The thing I wonder the most about so far is: Why is the Candlestone Courtier dressed as if he were a member of Adam and the Ants?

Haha, yeah, that's a rather distinctive outfit and hairstyle on him.

Samy wrote:
Any cool illustrations of female eagle knights?

Aside from the one on the cover (which is the most dynamic of the bunch), General Andira Marusek of the Steel Falcons is on page 30 and there's one accompanying the generic Eagle Knight entry in the bestiary section on page 54.

==========================================

On a separate note: This has stats for Talmandor, which I think is nifty.

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I haven't had the chance to actually read much of this yet, but I'm going to extend a request to re-add the 'Master' line to the initial infoblocks for adventure sites. Having the general infoline of the main major enemy in each site was a helpful quick reference-point for areas.

Marco Massoudi wrote:
What settlements are included with maps and how many pages is the section?

Almas, Augustana, Carpenden, Oregent, and Bellis get maps. They are, for the most part, only labelling districts and not sites.

There isn't really a 'settlements' section. They're in the Gazetteer section, which goes from page 2 through page 25. The first few pages are national info / history; the location info starts on page 6.

Almas has the most info on the map and has its own four-page subsection.

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The loss of the PDFs of the books is a deal-breaker here. I don't mind the price increase (given the book size increase), but the loss of the digital version is leading me to drop it. Thank you.

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Herb Witch -
Gets the ability to use Profession (Herbalist) instead of Craft (Alchemy), gets a bonus to Profession (Herbalist), and can make and carry around (3 + INT bonus) remedies, which can be used to make Profession (Herbalist) checks to cure Diseases, Poisons, Blindness, Deafness, Fatigue, Nausea, and Sickness. They lose their first Hex and have to take Cauldron as their second; they also have to have a Patron connected to the natural world.

Wood Spirit-
* Hex that briefly turns targets into twisted, treelike beings that gain Hardness but are staggered (once per day per target)
* Hex that commands plants to yield magic Goodberry-like berries
* Hex to conjure spiny shrubs that act as Light Undergrowth that the Shaman can pass through
* Hex that mimics Woodland Stride, with plants moving out of the shaman's path. This one upgrades to Air-Walk-near-trees as the trees move their branches to let the Shaman ascend.
* Remote communication from one plant to the area around another plant, with the shaman's voice manifesting as a rustling noise from the leaves. This one upgrades to also be able to listen to areas around plants while near different plants.
* Spirit Animal is a wooden figurine or animal-shaped tree. It gains Freeze.
* Can turn an army into a tree limb for slam attacks (reach increases later, and transform-both-arms is also an upgrade).
* Roots that act like semi-selective Black Tentacles. Possibly ominously-blood-covered flavor-wise.
* 1/day tree-transformation as Plant Shape III
* Capstone makes the shaman a being of living wood. It gives the Plant subtype, +4 Natural Armor, DR against Wood, some of the Plant Immunities (Paralysis, Poison, Polymorph, Sleep, Stun), and meld-with-wood at will.

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This book ended up being the surprise winner for me in this month's purchase; I was very pleasantly surprised by the amount of interesting content in it. Given how much I'm liking it, I feel like I should give a list of highlights in the hope that more Companions end up being this good.

* There was content for a lot of different things. Overall, the companion felt more 'dense' in terms of content than some other ones have, and it felt like a lot of different classes / character-types got attention.
* The Wild Caller is awesome. Plant-Eidolons are a big win, and I like the expansion of the summoner into new areas.
* The Horticulturalist is also cool. Alchemists continue to be my favorite class, and I like the new, flavorful direction that the archetype provides. Thumbs-up on it.
* New alchemical items and poisons are always a plus. I reiterate my request that they get Dynamic Alchemy entries, but even just having them for the overall alchemical toolbox is a good thing.
* I applaud the inclusion of more Ultimate Campaign / Stronghold content. Thank you for not abandoning this system; having this sort of addition adds to the value of books for me. My favorite is the Mystic Greenhouse for flavor purposes (and the fact that I've wanted basically exactly that for Irriseni characters ever since the inclusion of the one in the Irrisen Campaign Setting book).
* The Herbs are cool. I like having them as a new system (At least I think it's new? I don't remember seeing them before but may have missed them). Similarly, the Herb Witch is cool.
* The Wood Spirit for Shamans, style for nature-themed monks, and plant-summoning Feat were all also neat.
* The Developed Poison Immunity Rogue Talent gets a weird half-thumbs-up. It's mechanically kind of awful, but it's something I've seen in enough stories that I've wanted something like it to stick onto NPCs for flavor purposes.

Basically, please keep doing what you did with this book. I like seeing all this content, I like the new options being presented, and I like it when the game's better side-subsystems get attention.

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I went with Down the Blighted Path with the Court of Ether connection, non-evil undead, dwarven elements, orphenes, stalactite tower, and overall solid construction.

Journey Into Midnight appealed to me too (with the Midnight Jungle, flail-snail integration, Court of Ether involvement, vegepygmies, root dragon, and neat overall thematics), but Down the Blighted Path seemed like the stronger overall adventure to me.

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Seven Days to the Grave retains the top spot for me. Excellent characters / villains. Excellent urban adventure. Just really well-done overall.

Rasputin Must Die is also notable, but doesn't manage to eclipse it.

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What W E Ray says is correct. As far as I can tell, though, Paizo is trying to cut down on the multiple-names stuff some to eliminate possible out-of-character confusion.

I'll also add that:
(a) Razmir has managed to fool a decent number of people into thinking he is a deity when he's actually just a reasonably-high-Level arcane caster.
(b) Various tribes in old Sarkoris worshiped some local summoner Eidolons as deities or aspects of deities.
(c) Some people / places recognize the existence of the deities as powerful Outsiders, but don't believe them to truly be gods or deserving of worship.
(d) In addition to the 'gods can have different names in different places', there's also places where the same god is worshiped under the same name but with different appearances / general representations (for example, see Abadar in the Inner Sea Region vs. Tian Xia).

Taking all of these things together, I think it'd be possible for some disconnected area to invent a fictional deity out of nowhere. I think it'd be much more likely for that fake deity to be a caster or outsider of some sort rather than just an idea, but I think it'd be possible. That having been said, it'd be somewhat tricky for the fictional god's presence to continue having a notable impact once the location got into contact with actual users of divine magic from somewhere / outsider divine servants from somewhere.

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There's a Craft Robot Feat. It requires Craft Technological Arms and Armor, Craft Technological Item, Technologist, 9 Ranks in Craft (Mechanical), and 9 Ranks in Knowledge (Engineering). You use Craft (Mechanical) when building them; it is the only skill check required to make them.

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Troodos wrote:


Does the weredeinonychus have feathers?

Yes. Not a ton, but there's a ridge going down the back of his head and some along the end of his tail.

Troodos wrote:


In what form do the PCs fight Unity?

Iron Gods:

The PCs fight unity twice. The first fight is fairly early on and against him in Aggregate form with the Overlord Robot on the cover.

The second fight is at the end, within his virtual realm, The Godmind. There he takes an angelic form based on a Solar.

Troodos wrote:


What are the NPCs in the NPC chapter?

Unity's high priestess, a gargoyle named Ophelia, and Unity himself.

Troodos wrote:


Are there many heavy weapons in Silver Mount?

Iron Gods Treasure:

There's a Timeworn X-Laser, 6 Rocket Launchers, a Nuclear Resonator, and a Railgun.

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Curse of the Crimson Throne. It remains, in my opinion, the best of the APs, and it'd be fantastic to have a Pathfinder version of it.

Second Darkness would be my second pick. I liked it, though I admit that some parts were rough around the edges, and I'd like to see what they'd do in a remake of it / how they'd smooth bits out. It could probably *use* a remake more than Curse, but my desire to see more people playing/enjoying the general excellence of Curse wins out over my desire to see a remake of Second Darkness.

Legacy of Fire comes in a moderately distant third for the simple desire of wanting everything Golarion-related eventually updated to a PF version.

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I suggest the Pathfinder Wiki's history section as a good general starting point.

The humans of Azlant were slaves to the Aboleth during part of the Age of Legends. They raised the humans from barbarism and taught them the fundamentals of magic.

Amaznen, an ancient Azlanti god of magic, assisted Acavna, the moon goddess, in stopping the Starstone.

Not all of the elves that stayed behind became drow. That happened to the ones that went deep under the Earth, closer to Rovagug's prison, and then turned to the service of Demon Lords to save them from the perils of the Darklands.

Aroden, the Last Azlanti, had his name before he brought the Starstone up from under the ocean, and when he raised it and the Isle of Kortos, he ascended to become the god of Human Culture, Innovation, and History. He founded Absalom, and the current calendar that the Inner Sea uses is in AR (Absalom Reckoning), which is based on when he founded Absalom. He did not found Taldor (it was around over 1,000 years before he raised the Starstone), but he did become its patron deity after ascending from the world after creating Absalom.

He is confirmed as dead, though you are correct that no one (except perhaps Pharasma, goddess of death) knows why.

Osirion was a major ancient empire down in Northern Garund. The aliens of the Dominion of the Black played a role in helping it achieve its ancient heights, as did the god Nethys. The ancient empire eventually collapsed, and Qadira (and by extension the Padishah Empire of Kelesh) had it as a puppet-state for a while. A new pharonic line, of whom the current ruler is a notable priest of Abadar, took Osirion back from Qadira, though, and has opened its treasures to foreign exploration while attempting to restore it (through recovery of these ancient treasures) to its former glory.

Thassilon was an empire that split off from Azlant. It was originally ruled by a wizard-king named Xin. His top disciples betrayed and assassinated him, taking over parts of the empire as the Runelords, each of whom was responsible for a specific school of magic and associated with a specific sin (each of the sins was a corruption of one of Xin's ancient virtues of rule). They used large numbers of giants as servants, and some of the Runelord positions cycled through a few different title-holders during Thassilon's time (Sorshen and Xanderghul managed to survive the whole time with their titles intact, and Alderpash managed to survive, though he lost his kingdom and was stuck in the Abyss for ages). The Runelords all put plans into place to seal themselves safely away from Earthfall (when the Aboleths dropped the Starstone / meteor onto Golarion), and they're only-now beginning to return from their various forms of stasis / seclusion.

Tian-Xia is a continent on the other side of the world. It dealt with generally-different major events, such as the fall of the massive empire of Lung-Wa. There's currently less info on it than on the Inner Sea region, but trade routes exist across the Crown of the World between the two.

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What could the dragons do to it, though? I considered them, but the Behemoth is immune to fire and regenerates from any physical damage they could inflict on it, whereas they wouldn't be able to regenerate from its counterattacks.

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Suffocation wouldn't stop it. It returns from death 18 seconds later if slain by something that'd insta-kill it. Similarly, siege weapons and couldn't keep it down (again, thanks to its regen). Wildfire would do nothing thanks to its fire immunity. I doubt solid stone could do much to contain it either since its Ruinous ability lets it ignore 20 points of hardness (and it can hit for heavy damage on top of that). Basically, it'd take one of the (possibly-not-real) gods showing up to personally deal with it / facilitating a miracle to shut down the regen.

That said, the world is large enough and the behemoth slow enough that I don't think it could actually wipe out all of humanity. It could go around wrecking major cities, but horses can outpace it, boats can go where it has trouble going (and outpace it while doing so), and it doesn't have any massive AOE-type means of destroying whole city-populations. So Westeros doesn't really have anything that can kill it, but I'm unconvinced that it could kill all of Westeros/Essos either.

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Graeme Lewis wrote:
Any word on the new Memory Facets?

Memory Facets:

There's three this time. We have:

Discipline- Promotes disciplined, orderly behavior and thought. It gives +2 INT and lets the AI bolster nearby robots, boosting attack, damage, and Will saves.

Entropy- Gives the AI heightened understanding of chaos theory and probability. It gives +2 CHA and gives it a 3/day roll-twice-and-take-either.

Guile- It makes the AI better at being deceptive. It gives +3 Bluff, lets it roll twice on Sense Motive, and gives it Improved and Greater Improved Feint.

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The Dominion of the Black article strongly hints that the Dominion is attempting to serve up all mortal life as a sacrifice to the Void.

The Qlippoth seek the annihilation of mortal life to stop the birth of new Demons and retake the Abyss. The Daemons seek the annihilation of mortal life due to general nihilism and in some cases prophecy about what comes after all mortals are gone. The Qlippoth and Daemons don't get along with each other, though, given the whole Daemons-are-responsible-for-Demons-replacing-Qlippoth thing.

Would the Dominion of the Black be likely to work with one or both of the Qlippoth or Daemons (though obviously not both at the same time/place) on some wide-scale life-annihilating plot, or would there be issues between those groups?

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That's an interesting question. I lean a bit towards Curse of the Crimson Throne, but I'll give a more-general review of all the APs and let you draw a conclusion as to which one you're looking for, since there's a few that approach it from different directions, and none of them have deities as the full-centerpiece. Bear in mind that this is running off of my memory and may be missing something.

Minor spoilers about every AP:

Rise of the Runelords includes one adventure where the PCs are up against a divinely-transformed worshiper of Lamashtu, one where a notable opponent (but not the main opponent) is the leader of a cult of Norgorber, and one where another worshiper of Lamashtu is a notable opponent (but again not the main one).

Curse of the Crimson Throne has the major plot-artifact connected to a draconic champion of Zon-Kuthon. It also has the PCs working both with and somewhat-against Kuthites with various objectives, visits one of the pillars Zon-Kuthon drove into the world to weaken Rovagug, and it has a Cult of Urgathoa as the main opponents in one of the adventures (featuring a brief moment of divine intervention from Urgathoa herself). There's also some involvement of Desna. It's also a *fantastic* AP; the only downside is that it's in 3.5 rules.

Second Darkness does not have any notable divine involvement that I recall, though the main opponent is a servant of the Demon Lord Abraxas if you're counting Demon Lords.

Legacy of Fire has a cult of Rovagug as a major early adversary and also involves one of the Spawn of Rovagug. I sort of also remember some Nethys-related side-adventure bit.

Council of Thieves includes a play that heavily involves Asmodeus. Mammon also features strongly if you are counting Archdevils.

Kingmaker includes a bit of early involvement revolving around Erastil. Cultists of Gyronna make an opposition-appearance. Late on there's some involvement by The Eldest if you are counting them.

Serpent's Skull revolves around Ydersius and is the only AP to have a non-demigod divine being / its servants in the major-opposition role. Serpent's Skull, while not *bad*, is one of the APs that I'd put a bit lower down the quality ladder than the rest, though.

Carrion Crown has some Urgathoans in the opposition, but their presence is more tangential to the larger presence of the Whispering Way philosophy. Shub-Niggurath plays a strong role in one of the adventures (which also includes stuff relating to the Demon Lord Dagon). There's minor appearances by Hell-Duke-worshiping vampires.

Jade Regent doesn't involve any deities heavily that I can recall. One of the PCs' allies is devoted to Desna, though, opening up some opportunities there.

Skull & Shackles involves a priestess of Besmara as a potential notable PC ally. Beyond that, Geryon features some with the opposition if you're counting Archdevils.

Shattered Star involves a multifaith abbey, but I don't recall any particularly strong divine involvement in the actual main plot. I sort of remember a heretical branch-off Kuthite priest being a potential PC ally.

Reign of Winter does not have any notable divine involvement that I recall. Szuriel-related stuff makes an appearance in one module if you're counting Horsemen, but it isn't main-plot-centric.

Wrath of the Righteous has strong divine involvement from Iomedae (including an actual direct appearance by her), and most of the PC allies are crusade-related. Desna also has some involvement. The main opposition is the Demon Lord Deskari. The Demon Lords Nocticula and Baphomet also play very large roles. The AP uses the mythic rules. It's of epic scope and I like the overall plot, but I issue a bit of warning that it gets mechanically-wonky if the PCs optimize their mythic bits at all.

Mummy's Mask has some notable appearances by the church of Nethys. This includes the exploration of a ruined church devoted to him.

Iron Gods includes some involvement of Zyphus and minor involvement of Desna. It also notably has some divinely-empowered AIs, though they aren't full gods.

So the APs that I think include full-deities (as opposed to demigods and quasi-deities) in the most-central roles are Curse of the Crimson Throne, Wrath of the Righteous, and Serpent's Skull. Of those, I think Curse is the best quality-wise, followed by Wrath, then Skull.

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Whitethrone.

Kaer Maga has lots of great writing / interesting things going on, Korvosa has the best AP-support, and there's others like Starfall, Caliphas, Pangolais, Quantinum, and Mechitar that I like some of the themes of, but I just love Whitethrone's overall atmosphere and styling the most.

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As far as I know, no, there hasn't. The campaign setting is called The Lost Lands and covers the majority of the Necromancer/FGG products; I'm pretty sure there's a couple lines that are in different settings (The Maze of Zayne being one, and the modules that specifically talk about the mooonspawn (? something like that, I can't recall what they were exactly) being another), but the majority are together in The Lost Lands. 'The Lost Lands: Stoneheart Valley' is currently the closest to a setting book that they have, and it's more of a local-area book with adventures compiled in it along with some area-info. I think there's probably going to be a Lost Lands campaign setting book at some point, but I'm reasonably sure that none is out yet.

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My top pick would be a large, hardcover technology book.
* I'd like to see tech items from a variety of eras / genres. I'd like to see modern tech, cyberpunk, biotech, steampunk, magitech, and more.
* I'd like to see an artificer-type archetype (or, if need be, a base class; I think it could be handled by reskinning the Alchemist, though). I'd like to see a construct-building summoner variant that has golems and/or robots.
* I want to see this book take advantage of the base-building / business-building / kingdom-building rules; I'd like to see non-fantasy-genre-appropriate options for these. I want server rooms, reactor cores, command centers with data displays, and all sorts of sci-fi-appropriate rooms and structures. (I like seeing successful subsystems like these get more content.)

My second pick would be a planar-adventures hardcover. No specific requests on it at the moment since it's setting-neutral, but it's play-space I'd like to see more support / resources for.

Third would be something that provides Spontaneous Alchemy rules for *all* the alchemical items, all of the drugs, and all of the reasonably-producible poisons (i.e. the ones that only only made by a specific type of monster). I'd like more components, alchemical items, poisons, and drugs while the book is at it. Spontaneous Alchemy was a *great* subsystem, and every time I see a new book come out with alchemical items (or poisons and/or drugs) with no Spontaneous Alchemy rules to go along with them, I get mildly disappointed; I'd like to see lots more support for it.

Fourth would probably be an alternate genres/setting-types/eras guide. It could have additional tech items, setting-appropriate buildings/rooms, setting-appropriate archetypes, etc. This is the one I'm haziest on; I expect something else to perhaps supplant its place over time on my list, but it'd still be a cool book to have.

I'd like to see the Library Stat Block rules make it into some rules-line book. Those were good. Not nearly enough to make a book on their own, but something I'd like to see included.

I also want more Bestiaries, and, to a lesser degree, another Monster Guide. Bestiaries take the pick there, though, and I think this thread was geared at other requests for the line.

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