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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. 2,192 posts (2,193 including aliases). 13 reviews. 3 lists. 1 wishlist. 5 Pathfinder Society characters.


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Sovereign Court

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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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I'm my imaginary re-write of the rules, all races (including humans) would start with a racial HD, and THEN you'd add your level of Commoner on top of that... effectively starting most people at level 2 in HP... and giving them a fighting chance vs. killer cats and squirrels.

(Also means that children and other pre-adults critters are effectively 0-level commoners for their race, should one ever need to stat them up.)

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An underwater themed AP (at least partially underwater) would be an interesting way to explore existing rules/themes in a new way while bringing in some new rules/monsters/magic at the same time. Sunken ships, explore sunken Aztlani ruins, aboleth/hidden masters. There's also some great 3rd party stuff (like Cerulean Seas) they could tap, the way they've tapped other publishers monster books in the past. Underwater would also be cool because it would mix well with a lot of the existing pirate themed stuff.

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I like Haunted Jester and BPorter's ideas.

• A good list of the most active black markets in the Inner Sea, what's illegal in different places (and why it's illegal), and the penalties for possession of illegal goods, smuggling, etc. Could include a good black market in an evil country (selling hope on the sly).
• Something on how these black markets stay in business and keep from getting shut down (frequent movement, bribes to corrupt officials, magical misdirection, divination blockers, both mundane and magical, clever use of extra dimensional spaces) and how folks "in the know" contact them anyway.
• DCs for locating markets and some type of "rarity" (i.e., higher and higher DCs) for different illegal/black market items.
• Risks for frequenting black markets, almost like a corruption score or reputation loss (think "sanity loss") or a penalty when dealing with lawful individuals.
• Notes for having/using "contacts."
• Black markets already exist in terms of kingdom/city building rules, but notes on how to run one like a PC business would be cool.
• Some black market organizations, both those who run them and those who try to shut them down. Maybe stats on a famous smuggler or two who could be PC allies or opponents, depending on the situation.
• More rules for using skills to hide things, mask spell casting, speak in code (remember Innuendo from 3.0 anyone?), Thieves Cant.
• Maybe a sidebar on scarcity and economics in general. Supply and demand. Adjusting regular market prices in extreme situations like war or natural disasters.

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I know it says 6 regions, but I'd be fine with both Valenhall and a native city in Acadia.

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Love the Flip-Mat/Map Pack combos.

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Sounds more like a Distant Shores Primer or a Cities of the Distant Shore that a Distant Shores Gazetteer. I'm okay with that, as a teaser for a future expansion, but I'd like to see the name a little more consistent with other titles and what the cover.

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Also, when you get to book 2 and the troll fort, there's a great thread out there building it into Harkgulka's Kingdom, but even if you don't go that far, beef it up some. I added a troll druid with potion making and ring crafting who had brewed up potions of Fire Resistance for all the trolls and made Rings of Fire Resistance for the boss and lieutenants. If you're a troll, how is this not your first go-to magic item?!

EDIT: Harkgulka's Kingdom link

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Seerow wrote:
Personally I am planning to roll out my random encounters in advance, and group several together into clusters and figure out a way to tie them all together.

Anything you can do to make "random" encounters part of something larger is good. But a couple of dead-ends and red herrings can be good to. Not EVERYTHING has to be part of a larger plot. Think "X Files" ... there were mythology episodes, smaller arcs, and a few random ones. And for the players, the trick in the beginning is trying to figure out which are which.

Same with false rumors...

Spoiler:
After hearing the rumor that Irovetti's girlfriend was a succubus, my players totally preped for her to be a demon. Only it turned out she was a polymorphed fey forest dragon. (Can't remember, but I think I added that part) Boy were they surprised!

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Any chance of getting the print version vis Paizo?

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Another vote for running the Rushlight Tournament MUCH earlier. Why would established monarchs (i.e., high-level PCs) compete themselves instead of sending champions? But at lower level, as minor lordlings, it makes a lot more sense for them to compete - there is actually something for them to gain. But just make it a tournament and maybe even let them get to know Irovetti as a rival but not necessarily as an enemy.

You might also have the Iron Wraiths make an appearance, otherwise by the time you get to Ch 6, it's like who the heck are they?

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Agree that a nice big purple worm would be nice. It'd be fun to have its tail as a separate mini (putting them in different locations would create the illusion of length). People could repaint it brown/beige (or there could be an official repaint) to use it as a sand worm.

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Another vote for it being misdirection rather than hiding it. I'd allow it.

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I ran Kingmaker a few years back, had a great time. I'm going to give you two links. The first one is to a party-role system I worked up. We went slow at first and played up the exploration aspect, so everyone needed some way to contribute, some reason for being part of the exploration party. It worked nicely because it foreshadowed the kingdom roles that PC would later take on.

party roles

The second was a general reflection/advice thread we worked on a couple of yers ago. Lots of great ideas. My big suggestion would be to read all 6 books and start foreshadowing as soon as possible. Drop in a few references to Zuddiger's Picnic early, like PCs finding a page here or there. Won't meaning anything now... but someday! Have a couple of chance meetings with Meager Varn, Drelev, and the Iron Wraiths, even Irrovetti, before they come up as plot points so that they are more meaningful when they do. You want to avoid "oh, how sad, a guy I never met died" reactions. And think about a way to start dropping hints about the Big Bad and her involvement as soon as you can. I had a number of the sub-villains tied together by possessing magic rings of one sort or another made of green hair. PCs figured out they were related, but they still wore them, which made scrying on them much easier for the Big Bad at the end. Other than that, I also emphasized more than the written adventures that fey creatures, even the "friendly" ones were uneasy and that something was building.

reflection thread

Good luck and have fun with it.

EDIT: One more - Here's a thread with some amazing art for Zuddiger's Picnic. Use it.

Zuddiger's Picnic

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Was this ever officially announced somewhere, are are we just now finding this out in response to derpkhan's question?

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What about Chain Lightning? Could a swallowed person be a secondary target?

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I would just email customer service. They'll probably mail you the one you're missing. Look at the sample pictures above and send them a picture of the one you're missing.

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The "Trailblazer" model was:

• At 6th level, you get a 2nd attack, but both attacks suffer a -2 penalty (-2/-2 instead of 0/-5).
• At 11th level, the penalty drops to -1/-1 (instead of 0/-5/-10).
• At 16th level, the penalty drops to -0/-0 (instead of 0/-5/-10/-20).

Supposedly it actually ups the average DPR and it speeds things up a lot.

I would also consider uncoupling Iterative Attacks from just a +6 BAB. I think I'd make it a class feature of Fighters at 6th level, and maybe other martials, monks and rogues a few levels later. Clerics and Wizards just don't really need it.

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I'd say they make as much noise as anyone else ... unless they are stealthing. Maybe a bonus for being unseen (-20, like invisibility), but burrowing is going to cause perceivable vibrations. Earthglide might be different, but burrowing doesn't necessarily sneaky.

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Great map. Reminds me that the Castrovin Sea should have played a much bigger part in regional politics.

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WithoutHisFoot wrote:
If you're willing to take a more comprehensive approach to reworking the death rules, an excellent option can be found at the Alexandrian. It eliminates resurrection magic entirely, but adds a mechanic that ensures that the game doesn't actually become more lethal.

Just read the article - very interesting mechanic. I may have to try this next time I GM a campaign.

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TEO Lone_Wolf wrote:
Thing 4: A nifty “nice to have” would be somehow the Dungeon node graphic changes when a character enters it so other characters coming across the node could tell if someone has been (or is in) it already.

I like most of your dungeon ideas, but not this one. Seems like a way for bandits to just camp outside and attack when the explorers leave. If someone wants to jack what I've just gathered in a dungeon, let them come inside to see if I'm in there. I mean, if we had camps and horses, etc., outside, it'd be one thing, but to just flag a dungeon as "occupied" seems too easy. If that happens, folks are going to have to post sentries outside dungeons while others go in to explore. Seems like a lot of trouble.

Besides, it'd be kinda fun to delve into a dungeon, just to (surprise!) find someone else already in there.

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Pigraven wrote:
2. Before you sign off on the next set with a dinosaur, consider tagging it (or them) as potential repaints for Con shows.

Great idea. Fantastic way to get some variation on the same mini, and they usually aren't too hard for those who don't go to the cons to acquire.

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You can do all kinds of stuff. Someone suggested that your time traveler show up, deliver the message, then die. That's fine... and then he can show up again later. Because maybe the appearance when he died was the last one for him, but who says he was visiting the PCs in chronological order? He can have visited them later first.

Or handle it a-la Prince of Darkness, where he's not physically back, he's just projecting. So he can fade in and out, parts of his message can be garbled.

Or maybe the longer he's back - either physically or as just a projection - the more temporal disturbances are caused, motivating quick visits.

I also love 12 Monkeys where the time traveler doesn't have all the information so he can only reveal partial or flawed info about the future.

Fun idea!

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