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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. 2,215 posts (2,216 including aliases). 14 reviews. 3 lists. 1 wishlist. 5 Pathfinder Society characters.


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Sovereign Court

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Trying to think of some useful city spots we haven't seen yet...

* a bank
* a courtroom
* a small jail
* a fancy restaurant
* a cafe
* a small urban park
* a construction site
* a burned down building
* an urban stable and/or carriage house
* a laundry fountain
* small shrines
* a small brewery
* a blacksmith
* an office, either a single office or a small cluster of offices with a reception room (good for private investigators as well as small government offices)
* a portmaster's office or something related to shipping
* a crane

Maybe take advantage of the smaller-card format and do some two-story buildings, like a store with an upstairs, or I'd really love to see a two- to three-story townhouse. We have a lot of inns and a few small homes, but I don't think we have any examples of mid-level housing. Something with a nice walk-up first floor, maybe a walk-down apartment or cellar below, and a family sized upstairs. What would be really cool is to have one entry floor card, but several different upstairs - a normal one, one with a secret room, maybe even one with a murder scene. That way players would never know exactly what they were walking into. Great for investigations, or just PCs' city homes.

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Nice maps. I especially like the big regional map of the Mindspin Mountains. Which gave me an idea...

What if each of these AP poster map sets came with a regional map at the same scale? Someone at Paizo could grid out Avistan (I wouldn't even mind if the adventure areas were a little off center and not 100% the focus of the map), and little by little we start getting close up maps of the continent that would eventually fit together to form a massive, high-detail map of Avistan and the Inner Sea!

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Desna?

From an old thread somewhere, this tid bit of conjecture:

Tacticslion wrote:
Adam Daigle wrote:
Desna is an alien.

Aaaaaaaaaaaaaand suddenly, I have that actually good "great old one" that I've always wanted. Nice.

Also, it suddenly makes way, way more sense why Curchanus would be a "mentor" to something like Desna - he was a god, she was not, but he was teaching her how to interact with mortal races without breaking them. Wow. I love where this line of thought has led.

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Fixed your link. I agree, I think that's the way it's supposed to go. Way I'll use it. A grand stairway has to go from the 1st floor to the 2nd, not the 2nd to the 3rd.

Austan Gavynus wrote:

Forgive me if this is explained already, or assumed, but I think the first floor sample map is upside down as posted (and labeled with the Pathfinder logo) here. If flipped 180`, the first floor short staircase (5'x20') and raised platform line up directly under the visible roof on the second floor map. I'd assume the double stairs "double back" over the first floor. So, to get from the first to the second floor, walk up the 5' flight of stairs, take a left or right, and another left or right and step up to the second floor. It would be nice if they were "drawn in" on the first floor, though.

Does that make sense? I tried to draw it here: http://imgur.com/eVCbGkC

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Awesome. Do you have locales picked already? Or are you all still open for suggestions?

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Help me understand why the new layout being different is bad for the old mods? can a GM just at move the old encounters to new the new rooms? (Remember that players don't see the maps in the mods, so they don't have to know they don't match.). Or are there missing rooms or spaces that are too small for the old encounters?

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No option to pre-order a case?

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I love the idea more different types of creatures based on more and more obscure, non-Western legends. But dwarves/gnomes/elves/halflings, etc. are much more wide spread. They really are planet-wide races. Hell, elves are even from another planet! So why would they only settle in the Golarion equivalent of Northern Europe? (Maybe they sought out areas when the humans had the same skin tones as theirs? Just kidding. Bad tautology.) The main core PC races, while based mostly on European mythology, are so wide spread that there has to be some sort of diversity in their population. Some of it might parallel human diversity due to similar circumstances or shared culture, but some of it might also be unique. Do Golarion-born elves look like Castrovel-born elves? How about dwarves who breeched the surface on different sides of the planet as a result of the Quest for the Sky? I think there's a lot of potential for more diverse core non-human races as well as more niche local races.

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Good question, and I agree that I'd like more diversity in the art for humans and non-humans alike. The only caveat is that I'd like to see non-human types of diversity for non-humans. Meaning, I don't just want to see black-skinned dwarves and elves from Mwangi. With humans, it's a little more natural to have them look like Earth-humans, plus we like to see people who look like us, so mirroring Earth-diversity for humans is fine. But find some other dimensions other than skin color and eye shape to vary the non humans. Heck, maybe Mwangi dwarves are really tall! Or maybe they have spots. Or clear irises. But absolutely more diversity. Not fair that all non-humans belong to the same globe-spanning phenotype.

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Chess Pwn wrote:
In one scenario recently we're going in and the people there are like "The aspis came and warned us the Pathfinders were coming, and that they are going to come kill us all and take our prized treasure." The party was all like "No, Pathfinders are the good guys and the Aspis are liars." And then they proceed to kill all the people on sight, one party member attacked a guy as he was introducing himself. Then they went and stole the sacred treasure after killing the chieftain since he wouldn't give it to us. And I'm like, "Yeah, those Aspis agents didn't lie at all"

Totally know which scenario you're talking about. Yeah, that irony wasn't lost on us either. Classic murderhobo.

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Burden of proof lies with the player. The PC cannot until the player can show you the text that says he/she can.

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A pure skill monkey?

Looking from NPC > PC classes, Warrior > Fighter, Adept > Cleric/Wizard. How about Expert > ??? There was an old 3.0 3PP book that had a "Professional," basically the Expert tuned up so he/she could be a full adventuring PC class. Focused on skill mastery. Now with skill unlocks, you might be able to do some cool stuff. Or a nice dip for someone willing to miss a few levels of whatever their main class was to get REALLY good a skill or two.

Speaking of NPC classes, if they're worth considering, we could use an NPC "Thief" class, a low-grade cutpurse related to Rogues as Warrior > Fighter and Adept > Cleric/Wizard. Not much actual need, but my sense of symmetry would like to see the current Adept split into Acolyte > Cleric and Adept > Wizard.

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Me too. I backed the Kraken and have been very happy with both product and communication through the project. Also backed the first campaign that didn't reach its minimum funding goal, and I'd love to see those sculpts get a second chance.

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Your weather patterns look good to me. I remember someone a while back comparing the weather in the River Kingdoms to Ukraine, if that helps.

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Dietrich von Sachsen wrote:
If you wish, nogoodscallywag, I would be happy to post the system I used.

Please do.

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I let my players hire folks like generals to run their armies and other qualified folks to round out the leadership positions. These folks "cost" the kingdom 1BP/month per +1 stat bonus on the stat that mattered. Using this same logic, PCs would be entitled to about 2,000gp/month per +1 on the relevant stat for their position, BUT they'd have to add that cost to cost of running the kingdom, too. In good times, it wouldn't be a problem, but in lean times, PCs might want to forgo their salary for the good of the kingdom. (A party of 6 with +4s on their stats could cost up to +24BP/month - could be a real drain on the kingdom's treasury if players maxed it out.)

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Love the walls and gates. Perfect for closing the neighborhood up at night.

Any insights into how some of the urban maps could fit together (if they do at all)?

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Scythia wrote:
There used to be a stained glass golem that was, but I can't recall if that made it into pathfinder.

That's what I thought, but they're listed as DR 5/adamantine

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Rock Trolls

Glass Golems?

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There is an opportunity for a "sad" ending in every AP - they always have a page or two devoted to What if the PCs Fail? and Further Adventures. A lot of folks are responding like it's got to be either/or. Maybe this AP just has a slightly more extensive What if they Fail? section.

And I'm one of those who would prefer a more-Call-of-Cthulhu low-power experience, but I've modified APs before, I can do it again with this one. All I'd like is a wee bit of developer support and maybe some side-bars with suggestions on how to run this in a lower-power campaign, how to amp up the unbeatable horror vibe, how to defeat big-bads without actually killing them (like banishing them or trapping them). Just an awareness on their part that some folks will want to go in this direction... and then they can write it for the majority audience who want a more traditional fantasy experience. Just leave me a few non-Euclidean angles that I can latch onto.

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Maybe just "Dungeoneering" or "Adventuring," without the Knowledge tag. I was going to say Survival, but that's already a skill. Dungeoneering as a stand alone makes a nice compliment to Survival = wilderness, Dungeoneering = underground, monsters, etc., and Streetwise = urban.

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Rycaut wrote:
to help me keep track of which enemy has acted, taken damage etc.

I use these little fitted bases from Dapper Devil. Picked up a bunch at a con. Very nice.

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I'd vote for Absalom, too, as THE metropolis of the setting. Ambiguity is fine for cities further from the center, but I think having a canonical Absalom would be great.

For anyone looking for other non-Paizo fully-detailed cities to draw from, Five-Fingers by Privateer Press is amazing. Highly recommended. EDIT: If you can find it; it's apparently out of print.

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I know d20/Pathfinder is built to be heroic fantasy role playing, and I'm fine if that's the norm for Strange Aeons, but I'd love to seem some support - either official or 3PP - for playing "normal" people. An article at the back of the first installment, or some designer notes once in a while, on playing a low-magic campaign or for playing characters that start off with NPC classes before they start taking heroic PC classes. Almost the opposite of a mythic AP.

And if that doesn't fit into Paizo's plans... 3rd Party Publishers, I'll tell you right now that I'll pay good money for a supplemental handbook that really delves into how to run a successful low-magic and reluctant heroes.

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• Proteans - we haven't had any yet, and they're unique to Pathfinder.

• a huge Wicker Man - or even a colossal with a space for a medium mini in it's interior.

• a cow - we have goats and pigs, how about a cow?

• a small dog and a tiny cat - familiars, pets, strays i the city... they come up.

• a colossal Purple Worm - bursting out of the ground, or maybe coiled on the surface showing his tail.

• a huge Froghemoth - they've been coming up a lot lately in Paizo and 3PP.

• a large Giant Frog - again, it happens

• spell effects, like Wall of Fire and Wall of Ice - could be used as props too, especially the fire. A nive "fire" mini would also be helpful for playing out burning buildings and forest fires.

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Nice maps. Very useful. But nothing very "sea" about them; they actually look more like an underground river to me, which is still useful. The other thing is that, following the recent map pack terminology, they are more like "corridors" than than "caves." A lot of the recent sets have been two-parters, with a "corridors" set made up of hallways and crosses, and a "chambers" or "caverns" set with bigger rooms. This set is all narrow. I'd love to see a companion set call "Sea Cave Chambers" or something with larger caves filling a card or two, and at least one with a wide mouth leading to a beach or open water. A nice tidal cave would be fun to trap PCs in (ooo, how about a high tide and low tide version of the same cave!), or an underground jetty for smugglers to tie up their boats.

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Drowning is correct. One of the adventure paths features a bunch of ogres who drown their troll enemies.

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Will there ever be a hard cover?

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Maybe this?

The Aundairian Job
Craig Shackleton
A powerful artifact lies deep in the vaults of a House Kundarak bank. Can the PCs steal it without getting captured in the process? An Eberron adventure for 5th-level characters.

From Dungeon Magazine #147

link

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One of the alien races exhibits sexual dimorphism, if I recall correctly. I believe the males and females have different stat blocks.

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Spatula wrote:

One thing I meant to add (but forgot to when the time came) was a journal of the Stag Lord's where he writes about dreams of the Green Lady and a sword, of her wanting him (the SL) to find the sword, that sort of thing. But he had no luck finding it and his despair in failing her was part of his slide into the bottle.

One bit that I did manage to add is that the SL considered himself the favored of the Green Lady, and told the players that in battle.

This is exactly the kind of foreshadowing the AP needs more of. PCs ought to meet several champions of the Green Lady before they get to the final chapters. Maybe even give him a couple pages from Zuddiger's Picnic.

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Sound great. Super fun AP to run and play in. Enjoy!

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I haven't laminated this one yet, but I normally laminate all my Paizo maps (folded), and I've never had a problem.

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Thomas Seitz wrote:
it feels like to me they're pretty...untested when it comes to building anything.

That's why I'd have my PCs start as hirelings next time. Doesn't take much to been the cook on a minor noble's expedition. Or a herald. Or just a guard. Or a petty thief who's ducking the law and hires on as a valet. But when the main guys (the NPC nobles and his retainers) get wiped out in a bandit attack or something, it falls to the non-heroic PCs to become heroes and save the expedition. After a few successes, a reluctant Brevoy might recognize them as the legitimate mission just to save face.

Totally up to you and there are a million ways to start Kingmaker - like maybe they are a rag-tag bunch of crusade veterans who are part of a more general landrush into the Stolen Lands, or outcasts who have banded together to build a homeland for other outcasts in the wilds of the River Kingdoms, or a band of thieves sent by a criminal organization to establish a chokepoint on the Sellen River - but they still probably need some kind of sponsor, no matter what.

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If I were to run Kingmaker again, I'd have 1st level PCs start as employees of higher level nobles from Brevoy. It's the nobles who are starting the new colony. Why would the ante if gov trust a bunch of newbs to do it?

This would give you and excuse to ha e PCs be from all over, and give them some help... At first. I had to do major revision to keep it challenging g for my group of 6. With noble bosses, they'd have some help at first, and more resources than they ought to, but then the bosses get killed and the low-level misfit PCs have to save the day and keep the colony going.

PCs-as-employees also allows players to chose roles for their characters like 'medic' or 'cool' or 'cartographer.' I used a whole system of roles and small bonuses for my players. They liked it and it helped prep them for kingdom leadership roles later.

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I'd love an anthology at some point, with all the iconics' backstories, a nice full page illustration of each, and maybe a couple of different stat blocks for each. "Inner Sea Iconics."

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Like the idea, and like how high level casters would pretty much HAVE TO use metamagic and build their own spells.

You could still hand out occasional 7-9 spells, almost like treasure. Make them scrolls with hella' high DCs to scribe, and then make then rituals with casting times in hours or even days. Effectively removes them from any combat or even adventure situation, but allows them to exist in the world.

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If you really want to learn to be a better GM, start GMing a pre-written campaign at 1st level. The rules are much simpler at 1st level and players start off with one or two tricks each. Screw XP. Just level them at the midpoint and end of each module, or whenever you feel like you've gotten the hang of the level they're on and are ready to move on. And by sticking to pre-written adventures/APs, you've got some outside perspective on what are fair challenges and what fair rewards are. Good luck.

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Awesome pieces all.

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Liz Courts wrote:
Mosaic wrote:
PDF is up (thanks!), any thoughts on when the print version will be available for purchase?
Does now work? :D

Bing! Thanks.

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Cool. If this could dovetail off the edges of the old swamp flip-map, it would triple the utility for me.

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PDF is up (thanks!), any thoughts on when the print version will be available for purchase?

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Great sculpts, across the board.

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I love the dungeon decor, but I did put them all on bases. Drop of super glue, little black circle, easy-peasy.

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Melkiador wrote:
There's nothing saying you can't use the Ready action outside of combat. So, you can ready an action for when combat starts, so your readied action will occur at the top of the initiative. The tradeoff is that a readied action is pretty limited. If you hadn't readied an action, you could have taken a full round action on your initiative.

PRD: "The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action."

You can only ready an action in rounds.

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Aware-but-flat-footed just means the other guy was more ready than you were. You being able to act in the surprise round, or there not being a surprise round, is how being aware of imminent combat is represented in the game. But if someone goes before you in the first round and you're flat-footed to his attack, it means he was quicker than you and attacks before you're able to get your guard up (or, if out-of-rounds, you said "I put my guard up," it means that you either dropped you guard for a split second or the attack came from a direction you weren't expecting. Think o scary movies - I know something is going to jump out of the bushes, but I still jump when it does; I was "ready" for the attack, but the baddie still beat my initiative and got a cheap shot before I was really READY.

And with total respect for BandW2, I wouldn't count opening a door as a combat action because combat doesn't begin until after the door is open. I would have the character 1) open door, 2) determine surprise - PC's may all be aware, or not, depending on if they knew there were baddies on the other side; likewise, baddies may or may not be aware of PC's depending on how noisy they were, 3) everyone rolls initiative and those who are aware get to attack in initiative order. If there is no surprise, initiative just represents who was more ready, and starting off flat-footed represents the penalty for being less ready.

As for ambushes, it's totally possible, and I've seen it happen plenty of times, where a high-initiative, high-Perception PC get a surprise attack and then has high initiative, so immediately gets the first regular attack.

But if you think of two opponents running across a field at each other, neither will be flat footed by the time they hit because combat began when they started running at each other and they spend their first couple of combat actions running toward each other. Same with a pike wall waiting to receive a charge. They had time to take an action before the enemy got to them and set pikes. But if the other side somehow got to the pikemen before they had a chance to act and set pikes, the enemy would justifiable be able to attack them flat-footed because they were still getting ready - think of a slow motion action scenes, bad guys on horses closing in pikemen, pikemen captain screaming orders, soldiers stiffening and swinging pikes into position... but the bad guys get there first and hit the pikemen while their weapons still aren't ready = flat-footed.

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Are Gloom 2nd edition sets (like this one) compatible with Gloom 1st edition cards?

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Every time you roll a secret check, roll a d6 and have players add their Wis mod. This represents their confidence in the accuracy of their secret roll. If they end up with a 1, they have no idea if they did well or poorly, if they get a 3-4, give them a sense, "mighta' worked, but maybe not," and if they get a 6, "you feel really good about your guess," or "you feel pretty uneasy about it." You could either roll the d6 openly or roll that one in secret too.

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Serpent's Skull
Council of Thieves

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I keep reading that title as "Inner Sea-Monster" when I first see it.

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