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Tarquin

Mosaic's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber. FullStarFullStar Pathfinder Society GM. 2,121 posts (2,122 including aliases). 12 reviews. 2 lists. 1 wishlist. 5 Pathfinder Society characters.


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Sovereign Court

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More ideas for flip maps and map packs:

• Dwarven Halls - Flip Map, Side One: a large gate to an underground realm, barracks and battlements, a nice, wide area out front with a road and maybe some trees on the edge. Side Two: a large interior "hall," almost like an underground plaza, columns, maybe a royal platform overlooking it all, along the edges are several worked tunnel openings, maybe some shop fronts. Map Pack One, "Dwarven Chambers": these would be add-ons that would allow the shop interiors to be added on to the edges of the hall/plaza, extending the flip map. Could also include under and over chambers for various stairways in the main hall, or around the gateway, maybe a closed-gate that could be laid over the flip map's open gate. Map Pack Two, "Dwarven Passages": worked hallways, 10' and 20' wide, alcoves, built-in stalls, checkpoints, transitions to existing cave passages and mines map packs.

• Elven Roosts - Flip Map, Side One: An on-the-ground elven village, mostly a clearing/plaza, a few buildings styled like the old elven village map map pack, paths at the edge leading off the edges sized/styled like the old elven village map pack, a creek running through it, ponds, waterfalls, fountains. Side Two: A tree-top village, Ewok-style, big round trees with wide decks, platforms with thatched huts, good spacing between the trees. Map Pack, "Elven Passages": wooden bridges that can connect the platforms on the Flip Map, add-ons like stairs down, a crane basket, small bridges to watch tower trees, a couple of walkable tree branches, and some more pathways with things like bridges over creeks for the ground-level elven village. Map Pack Two, "Elven Chambers": several levels of hollow tree interiors (could be two levels to a card so the owner could cut them if he/she wants), some more buildings for the ground-level village, including several larger multi-card structures.

• Flip Map of a village made up of huts. One side could be a rustic village, mostly green background, a couple of stone structures like a well, maybe some low walls, some animal pens. The other side could be another village in another environment like a desert village with mud huts and tents, or a barbarian village in a snowy environment with lots of animal skin huts.

• Savage humanoid village flip maps - A hobgoblin camp with tents and log fence, guard towers, pen for mounts and slave cages. Something less orderly on the other side - an orc village with crappy tents, maybe some crude rock structures or cave entrances, felled trees, wrecked wagons, maybe even the ruins of a building, lots of mud. Maybe later, I'd love a larger goblin village with a chief's hut and some of the locales from We Be Goblins, maybe a gnoll camp or lizardfolk village on the back. Either/both of those could have a companion Map Pack showing tent/hut/building/cave interiors, damaged versions of the hobgoblin wall, maybe a lookout spot or ambush site that could be placed off the flip map as PCs approach, some cards that show sprung traps over scenes from the base flip maps.

• I'd still like a map pack of various city wall pieces, towers and wall interiors, a breached wall section, could join with the gate house from the old Town Map Pack.

• A map pack with various residences - a two-story country house, a hermit's shack, an urban tall-skinny townhouse (or a block of three right next to each other), a two-story villa with attic and basement, an underhill home, a cheap tenement building/flop house, a house boat.

• A sea bottom flip map with open areas and a coral reef on one side, maybe a kelp forest, and a sunken ship on the other.

• A battle field with ruined structures on one side and two sets of trenches separated by a mud field with broken fences and a few dead trees in the middle.

• A map pack ("City Streets"?) with more town structures that we haven't had yet - a construction site, a burned out building, several wide street cards with sidewalks (we have lots of buildings, but no streets yet), a street with a sink hole, a flooded street, a street with a make-shift barricade, an intersection, an urban park, some carts (either a street card with carts, or one card with carts that could be cut out).

Just some ideas. ;)

Sovereign Court

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When I ran Kingmaker I used weather a lot too. I also had "roles" that needed to be fulfilled in order for players to get full XP and little bonuses. I tried to make them very Lewis-and-Clark, expedition feeling.

Party Roles in Kingmaker

Sovereign Court

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I've found all the other Kobold guides very useful. Any chance of a print version of this one coming out any time soon?

Sovereign Court

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Question: I love your products and really like the print/pdf option. So far, I've been trying to show my support by buying many of the individual pdf's as they come out, but then when the full book/pdf option comes out, I want the pdf part too because it usually has a little bit more info and some minor editing. I'd love some way to get a little credit for already having all/most of the individual pdf's that go into the full book pdf, but maybe that's just not feasible. Should I just cool my jets and start waiting for the full books?

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Louis Agresta wrote:
For original worlds and big maps, you might want to check out this kickstarter.

I backed Worldspinner on Day 1. :) Thanks for the tip, though, and I hope more people do. Looks like a great map-making/world-building tool.

Sovereign Court

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Anybody have any recommendations for a Kingmaker style hex map, but of a coastal and/or jungle area? I've been think of something g similar to the OP but want a nice big map.

Sovereign Court **

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I'd say congratulations, too, but I don't think I have enough stars!

Sovereign Court

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I've used "Titanic" for Colossal+1, more for the size of armies using the Kingmaker battle rules than for monsters, but the two systems parallel each other.

I also use Huge = 15' base, Gargantuan = 20' base, Colossal = 30' base, and Titanic = 50' base, which makes Titanic the size of city block using a 50' grid (I can't remember if 50' is standard city-grid in Kingmaker or if that was a house rule).

Sovereign Court

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SKR just did a Kickstarter called "Goody White's Book of Folk Magic," filled with exactly this kind of stuff - spells that might not be fit for adventurers, but are what 90% of the world would want.

Goody White

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Very nice. Not sure about the game they actually belong to, but great detail on the figure. I assume they come painted? How tall?

Sovereign Court

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Wow, those are great!

Sovereign Court

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Please, please include some one-sided river banks and rivers that heroes can't just jump across. I know that cover image is just a sample, but it'd only e a DC 5 to jump that stream.

Sovereign Court

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Anyone know how Tiamat and Bahamut will eventually be sold?

Sovereign Court

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Congratulations Monte!

Sovereign Court

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Yay! How many years in a row is this?

Sovereign Court

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Othniel Edden wrote:

Interestingly I found the Iobarian map has a scale as well, one that wasn't included in the book.

Map Here

The thing that gets me about the Iobaria map is that it shows the Castrovian Sea as being maybe 200 miles from the Dunsward and the Noman Highlands. When I look at the Kingmaker map, I think of the east side of the Tors of Levenies as being steppes or high plains, but with the Castrovian Sea so close, it's almost a coastal plain. The bottom of the Hills of Noman might break up the plain just before it gets to the coast, but not much. That makes the Dunsward a MUCH more desirable location as a trade route between Brevoy and the whole Castrovian Sea. I looked at Varnhold as isolated, but given it's location between Restov and the Castrovian Sea, it's got to be one of Restov's priorities and it's potential link to the sea.

In general, the Castrovian Sea is really close to the left side of the Inner Sea map and I'd love to know what that sliver on the far side of the World's Edge Mountains and just south of the Hills of Noman - basically, the Castrovian Sea's west shore - looks like. It seems like it ought to be much more linked to Inner Sea goings on than it has been presented.

Sovereign Court

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Caedwyr wrote:
I've sent several emails about this, but have not received a response to date. What are the odds that the non-electronic rewards from the Kickstarter will be sent out to the contributors?

A year later and I seem to be having the same problem as Caedwyr. I emailed Alluria several times using the only email address I could find (support@alluriapublishing.com) and had it kicked back as undeliverable.

So anyway, a few years ago I backed the "Cerulean Seas" Kickstarter to get a pdf and a hard cover copy of the "Cerulean Sea" book. I got my pdf (and like it a lot) and the other 3 pdfs I was supposed to get... but I never got my book. I had just kind of written it off, assuming Alluria had gone under or something - it's a risk I accept when backing innovative small publishers - but I see you all are up and plugging and putting out plenty of new material. Good for you! (seriously, I'm pleased you're still in business and producing good material.) But what do I need to do to get the hard copy of the "Cerulean Seas" book I pledged for back in the Kickstarter?

Sovereign Court

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I'd be super happy to see a coherent evolution of the Perception/Invisibility/Stealth/ darkness rules finally see print.

Sovereign Court

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Would love to see an optional set of unified Perception/Stealth/Invisibility/darkness rules in Unchained.

Sovereign Court

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Almost positive it's print. They're trying to make space in the warehouse. And PDFs are usually pretty clearly labeled.

PS - the Nyambe stuff is great. Can't beat $2!

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Assassin's Knot was a murder investigation, not committing an assassination.

Sovereign Court

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Baby Treant? Leshy? She looks like one of the ones from the NPC Guide.

Sovereign Court

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For anyone who just can't wait for October, or who want to supplement their starship/tech dungeon maps, Christopher West has done some great tech-themed stuff as well. In addition to the maps and card sets you see, the back of his Numenera maps include 1"-scale lab complexes.

Maps of Mastery

Sovereign Court

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For anyone who just can't wait for September, or who want to supplement their starship/tech dungeon maps, Christopher West has done some great tech-themed stuff as well. In addition to the maps and card sets you see, the back of his Numenera maps include 1"-scale lab complexes.

Maps of Mastery

Sovereign Court

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For anyone who just can't wait for August, or who want to supplement their starship/tech dungeon maps, Christopher West has done some great tech-themed stuff as well. In addition to the maps and card sets you see, the back of his Numenera maps include 1"-scale lab complexes.

Maps of Mastery

Sovereign Court

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In the game I ran, I left it kind of vague. Mivon was okay with an undefined border as long as there wasn't a country up there, but once the PC's kingdom started growing, Mivon got more territorial. By about book 3, the PC's had to negotiate an official border with Mivon. Mivon started off claiming all the way to the Little Sellen River, but the final deal (after a series of modified Diplomacy rolls) ended up in about the sam eplace as Jedric's (i.e., at the bottom of the last line of complete hexes).

Sovereign Court

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Love the idea.

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DeathQuaker wrote:
What I really want is something like Colorforms that you can stick to flip mats. Monsters, NPCs, and terrain alike--oh, and area of effect shapes. I.e., something easy to use, easy to store, and doesn't slide/fall off the mat.

Check these out. This is the sample pack, but they have tree packs, boulder packs, water packs, etc.

Sovereign Court

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However, even by RAW, the obstacles might provide Cover against a reach weapon:

PRD/Combat/Cover
"When making a melee attack against an adjacent target, your target has cover if any line from any corner of your square to the target's square goes through a wall (including a low wall). When making a melee attack against a target that isn't adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks."

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Oh wow. Good for you Chris. You're a great GM and I've loved every game I've played with you.

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Oceanshieldwolf wrote:
just bought Nyambe, though unsure why the hardcover is cheaper than the PDF...

Old book (3.5), takes up space in the warehouse. It was on sale at one point for $5 and I bought several just to give away. But I particularly like Nyambe and Svimohzia because they describe big, functioning black African-like empires on par with anything in the Europe-equivalent continent. Mwangi is fine, but whenever Paizo gets around to describing southern Garund, THAT is what I hope to see.

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Have you seen any of the African inspired RPG stuff? I assume most if it is Europe's-view-of-Africa, not Africa's view of itself, but still.

Nyambe

Svimohzia or on Amazon Svimohzia

Ars Magica South of the Sun

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Or make cloaks, rings, etc, work like weapons and armor. Start with a +1 to make it magic. Then add on the other abilities to give them flavor. Cloak of the Manta Ray becomes +1 or +2 Cloak of the Manta Ray. Some people carry around +1 swords, but a lot have +1 holy keen shock-burst swords too. It's a different slippery slope, but at least people would have stuff that's more flavorful than plain old +1 cloaks.

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In order to control the blah-factor, you could say that every magic item I the game is unique. There is only one +1 cloak, only one +2 ring, etc. After that player would have to turn to flavorful-but-less-optimized items. Obviously only works in a low magic setting where PCs can't craft. Or they could craft, but every item requires a special unique component.

Sovereign Court

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I see a PfRPG version of this over at RPG Now. Any chance of an updated version being available here?

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BAB = level for martials. You could just say that for bards, monks and rogues, they get to use Level instead of BAB for Dirty Trick and Steal.

You're idea makes sense, but it means re-writing a section of the rules for everybody. I agree that I Steal isn't totally barbarian-like, but i can see an angry barbarian kicking dirt at an enemy. But, while, intuitive, if you're not actually seeing the problem in play, I wouldn't bother excluding, focus more on what you want to allow than disallow. IMHO.

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I am unworthy of the grace [god] has bestowed upon me. Someday I hope to be.

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Jedric wrote:
Wow. These last two submissions (Silkenray and Dudemeister) have been amazing! Now the hard part is figuring out which one I want to steal for my group!

A few pages from each. If I had Kingmaker to do over again, I'd start dropping pages from Zuddiger here and there starting as far back as The Stolen Lands. It was too just-in-the-nick-of-time to have it show up just as all hell breaks loose in A Thousand Screams. Instead, have it introduced bit by bit all along. Random pages found tucked here and there in the house of a madman. The only readable page left of a burned book in a forbidden library. Kids could be singing bits of it as the jump rope. A reference in Irovetti's palace. And if you are planting multiple multiple pages, who says they have to all come from the same edition? It'd be REALLY cool to have a couple of false pages or pages that were miss copied from the original show up and players have to figure out what the real one is. Zuddiger could almost be the glue that holds the AP together.

Sovereign Court

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I came up with this little chart a few years a go that I use for things like Sense Motive checks.

Degree of Certainty
d6 + Wis modifier
1 = no idea
2 = not very certain
3 = somewhat certain
4 = fairly certain
5 = very certain
6 = absolutely certain

Then "translate" the player's d20 skill check roll suing the chart below, where the first column is the actual d20 roll, and the next columns are the player's Degree of Certainty. Add the player's skill check modifier the translated number.

d20. 1... 2... 3... 4... 5... 6
1..... 10. 1... 1... 1... 1... 1
2..... 3... 7... 7... 2... 2... 2
3..... 1... 15. 5... 9... 4... 3
4..... 13. 10. 8... 3... 3... 4
5..... 18. 5... 4... 8... 7... 5
6..... 17. 8... 10. 7... 5... 6
7..... 20. 13. 9... 15. 6... 7
8..... 14. 17. 12. 11. 10. 8
9..... 5... 18. 18. 4... 12. 9
10... 16. 16. 3... 5... 8... 10
11... 19. 3... 6... 6... 9... 11
12... 9... 19. 19. 13. 13. 12
13... 15. 4... 2... 17. 11. 13
14... 7... 11. 15. 12. 16. 14
15... 2... 14. 16. 14. 14. 15
16... 8... 6... 13. 10. 15. 16
17... 6... 9... 15. 18. 18. 17
18... 11. 12. 14. 16. 17. 18
19... 4... 2... 11. 19. 19. 19
20... 12. 20. 20. 20. 20. 20

The chart doesn't actually change the odds of making a given skill check, it just masks to a greater or lesser degree what the roll was, so a player who rolls a 19 can't automatically feel like her Sense Motive check is right on, just 'cause she rolled high (or wrong just 'cause she rolled low). Players with higher Wis are going to be better able to judge the accuracy of their attempts.

For example, player w/ Sense Motive +6 and a Wis mod +2. Rolls d6 and d20. Gets a 2 and a 9. 2 +2 = 4, fairly certain. On the "fairly certain" list, a 9 translates to a 4 +6 = 10. "He seems to be telling the truth, and you feel fairly confident about your assessment."

I know, it's an extra step, and not worth it if it rarely happens in your games, but if players are all the time trying to meta-game by saying "9 +6 = 15, good roll, if there's anything there I woulda' seen it," and you want to toss some uncertainty into it, this is an easy way to do it.

Note: This also works for when a player rolls a 2 on Perception, "You don't see any traps." Followed by, "Okay guys, I rolled bad, there's a trap."

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There's always so much discussion about if X should be a paladin or not because one time he did a bad thing. But I think we often overlook the fact that constant introspection and self-doubt are what separate the paladins we love and root for from the self-righteous jerks. People used the examples of Lancelot and David above. Part of what makes them great is that they did fall. They're standards were so high that even they couldn't live up to them. But they also Atoned.

In my mind, a real paladin is going to worry more about holding himself (or herself) to the ideal of perfection than judging others (or the classic seeing his own faults in others). And most paladins should have their own atonement rituals built in, things they do regularly to make up for their perceived flaws. I see players argue that they didn't do anything wrong while playing a paladin and that seems to me backwards; a paladin should see error where there is none, not make excuses. If he comes within 10' of violating his code, he ought to be atoning... just in case. So whether it's seeking atonement or seeking Atonement (the actual spell), in my mind, a good paladin always has that doubt at the back of his mind.

Likewise, I can see most paladins falling at some point in their career. Hell, I can almost see that as a pre-req for achieving true enlightenment. How can you truly appreciate that which you've never lost? But it shouldn't be a one-way ticket to ex-paladinhood. What greater quest than to make amends? Lancelot's greatest moment wasn't as a shining knight, it was as a crazy hermit who dies to save his friend. I've never played a paladin before, but that strikes me as fun - playing an ex-paladin working to recover his grace. (Although, mechanically, an ex-paladin is pretty much a fighter w/o feats.)

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Got it, thanks. So physical armor - armor, shield, natural - but not Dex, or supernatural or magical effects. That makes sense.

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Is there a mechanical difference between "ignores 4 points of AC" and just making it a +4 to hit weapon?

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Not as much a change to the class, but a rules change that would mostly benefit rogues.

If moving past an enemy w/o provoking an AO: Acrobatics vs CMD,
And moving through an enemy w/o provoking: Acrobatic vs CMD + 5,
Then...

Solo Flank
If a character begins his or her turn adjacent to an enemy and uses Acrobatics to move through the enemy's square, and if he/she can beat the regular DC by 5 (so CMD + 10), the enemy is considered flat-footed to the character's next attack.

Kind of an Acrobatics-based companion to Feinting. (Oh, and Feinting should start as a move action and become a swift action with Improved Feint)

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I've always thought clerics should be spontaneous casters. It would make them much more versatile yet let the have access to all those boring spells like Bless that would be most clerics' bread and butter. But with their infinite spell list, that might be too much flexibility. So give them a 'prayer book' that they can discover new prayers and add too, and they can spontaneously cast any prayer in their book.

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Lot's of great suggestions, thank yo all so much. First spring break game tomorrow... I'm going to go with the Blakros Museum cycle - Mists of Mwangi, then Voices in the Void, then The Penumbral Accords. Maybe Blakros Matrimony at some point for those who can handle a lot of role playing. I like the idea of the adventures being tied together by some meta-plot. It also means we only need multiple versions of the Balkros Museum map :) . I'll let you know how it goes.

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Appreciate the suggestions everyone, thanks.

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How would you get art onto the blank pawns? Would you draw right onto them, or maybe print pictures on stickers sheets and stick the pictures to the pawns?

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TheFlyingPhoton wrote:
This is an actual class? For middle school? What kind of school is this?

Regular ol' public middle school. We reconfigured the schedule and class offerings a lot between last year and this year, and ended up needing a bunch of electives fast. I pounced with my offer of "I have suggestion that will teach reading and writing skills, math, and critical problem solving..."

Thanks for hte suggestions, and keep 'em comin'. @ULfen Death Squad, Master of the Fallen Fortress should be okay. Only the kids who went to the first Con have level 2 characters, and they make up the majority of my GMs this time; the masses are all brand new level 1's. (They all have level 4-5 characters that they build with the Beginners Box, but I was intentionally pretty loose with those, so they're a bit off from the RAW. We-re rebooting for PFS.]

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I'm lucky enough to be teaching a Pathfinder class as an elective this year in middle school. So far, we've played a lot of Basic Box, but the kids are ready to move on to the full CRB and PFS. I took 6 kids to a Con in February and they loved it. What I'd like to do for the rest of the year is emulate the PFS structure in my class. I've got 10 kids who have volunteered to come in during spring break and play a PFS scenario (two actually, 5 kids one day and 5 kids another day). I'll GM, they'll play, get PFS credit, everyone is happy. Then when school comes back from spring break, those kids who have played will GM for the rest of the kids in class. GMs get more PFS credit, other kids get their PFS numbers and first XP, and when the next Con comes around in May, lots of kids will have PFS legal characters and a bit of PFS experience (both XP and RL experience) to go actually go to a COn and play with the wider community.

BUT, after the last Con I had my kids who went GM the mods they'd played for everyone else, and it only went so-so. Main problems was they had played more role-play intensive investigation type mods at the Con. With an adult GM, the more advanced kids loved it. But to then have those kids try to GM it for less sophisticated kids... not so much. The kids back in class just wanted to fight. Which is fine - they're 12-14. But I'd like to pick the next mods that I run for the GMs and that they then run for the rest of the kids in class with that in mind.

I'm looking for:
• Relatively simple plots, linear is fine
• Combat heavy
• Traps are okay but avoid tricky mechanics like haunts or things they have to keep track of like "plague points" or "corruption points"

Suggestions? (Thanks)

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Knowing that all RW/Golarion comparisons are imperfect, if Taldan = Byzantine, Ulfen = Scandinavian, and Kellid = Slavic, you've got a nice RW parallel. Long, LONG ago, it was Kellid territory, lots of feuding tribes, little organization. Then came a group of Ulfen conquerors who formed a ruling class, but pretty soon just intermarried and blended in, leading to Kellid/Ulfen hybrid population. Then the Taldan Army of Exploration shows up, tries to establish a foothold for the Taldan Empire, fails, but does bring many of the "benefits of civilization" - trade, government structures, organized religion, etc. When the Army crumbled or returned home or whatever, many of the Taldan soldiers probably stayed behind, married local women and went native.

So in modern Brevoy, your average peasant is probably mostly Kellid, but the middle class is more Kellid/Ulfen with distant links to the old Ulfen ruling class, and the ruling classes are probably more Ulfen and Kellid/Ulfen. Pure Ulfen would be rare, but like the England after the Norman Conquest, Ulfen language and culture would be quite stronger in the court. Taldans would be mixed into the peasant and middle classes, but largely absent from the ruling class except in Restov, and you'd be more likely to find relatively pure Taldan enclaves that are less assimilated than other groups.

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