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MythicFox's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Card Game, Class Deck, Companion, Roleplaying Game Subscriber. 263 posts. No reviews. No lists. 1 wishlist.


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The Raven Black wrote:
It is even more difficult to find a Celtic analog in Golarion :-(

I couldn't tell you, off the top of my head, where I read this but I believe that most of that was in pre-Worldwound Sarkoris and can still be found among its surviving people.


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If a drow turned up on the surface in a populated area at a time when they're not widely known (in other words, before Second Darkness takes place), and some of the local humans saw one before the elves turned up to sort that out, what would they assume they're looking at? Some really weird variety of elf? Some manner of tiefling or shadow creature? Something else? What would the random human's assumption be?


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I'm more than a little intrigued to see how Fantomah is going to get statted up.


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The Raven Black wrote:
Spoiler tags please. GMs are not the only ones reading this thread :-(

Apologies, I was trying to be vague enough that it wouldn't give anything away, I'll edit tags into mine for good measure.

Edit: Ah, too late to go back and do that one, it won't let me edit, sorry.


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Spoiler:
If I get the chance to run this, for the sake of giving my players a little bit of input on their missing backstories I plan to ask ahead of time for 'volunteers' for forgotten events using vague, Mad Libs-style descriptions. "Okay, I need someone to volunteer for a negative, mildly violent interaction." And then have that character in mind for when it comes up.

Thoughts?


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Goofus takes over the campaign, continuing it without the GM's notes or even permission, making things up as he goes along whether they make sense or not and casually retconnnig backstory details in and out on a whim.

After a financial windfall, Gallant invests in one of those fancy GeekChic tables to spruce up the gaming room.


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If someone used the Scepter of Ages (or something like it) to travel back in time and warn Aroden of his eventual demise, what's more likely? That the warning does nothing to prevent it (for any one of a number of reasons), or that it seems to save him at first but the warning winds up being indirectly responsible for his death?


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Say a wizard shows up, offering a portal to Golarion as it exists in 4716. You get to hang out for up to a month, go wherever you'd like (within reason -- getting a tour of the Grand Lodge in Absolom would be fine, the Gallowspire would be trickier), and afterwards they return you to the exact time and place you left perfectly unharmed. Because this is a convenient hypothetical wizard, assume they can help you with language barriers and overland travel once you arrive on the planet. Assuming you take them up on the offer...

1. Is there anyone or anything you'd absolutely go out of your way to make sure you see or experience during that time?

2. Is there anything from Earth you'd make sure to bring with you, either to share with the locals or just keep on-hand in case you need it? (If need be, the Convenient Hypothetical Wizard can make electronic devices functional)

3. You're allowed to bring back three things that would fit in a backpack or could be carried. Assuming books could be translated, you could be taught to use any magic items, etc., would you bring anything back with you?


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The brighter palette and such reminds me a little of the cover of The Harrowing, as a random aside. Maybe it's just me, I dunno.


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Given the couple of different ways the cover art could have gone, I particularly like this style.


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Goofus keeps his daggers lodged in his friends.

Gallant has a variety of board and card games so the night isn't a total wash if a player has to cancel at the last minute.


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"So, you grow your own food, right? Like on farms? What's that like?"

"Hey, do you guys ride around on these things called... what is it? 'Harses?'"

I didn't go full comedy with it, but I drew a little bit of inspiration from the sewer mutants from Futurama.


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Moediggian sounds like a character from this series.


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Goofus just shoots the guy under the table the moment it looks bad for him.

Gallant goes out of his way to maintain a pretty extensive library of gaming supplements in case they're useful to the people he plays with.


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Well, I'll admit I'm also a little concerned about annoyance factor a little more than sheer danger. Throwing off the pacing of the tomb and such.

Also, while I'm not exactly worried about Nebta's safety, I'm not looking forward to redoing the math on his stats in case one or more characters get dumped into his room before he's finished buffing himself.

That said, if people who've actually played/run the scenario say it's fine as written, I'll trust their judgement.


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I'm currently running this module for my group and looking ahead as they've just reached the Sepulcher. I'm wondering if anyone had an issue with the crypt thing, because I'm looking over the stats and unless I'm missing something, as written it can basically just dump the characters wherever, including potentially in the room with Nebta-Khufre which seems... I dunno, unintuitive for something that's supposed to be a guardian. Then there's the fact that the range on the ability is hundreds of feet.

Aside from the fact that underground, you could just handwave that into 'the first or last room in that direction,' is there something I'm missing? Am I overestimating the PITA factor for the encounter?


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Goofus gets so caught up in online trolling he argues with his own posts from a week ago.

When Gallant runs a game he keeps regular backups of everyone's sheets in case a sheet gets damaged or lost.


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Sorry if I missed an obvious print source, but how accessible is Hermea? How often do people come and go? Can strangers come and visit, or is it invitation only? Under what circumstances do residents leave for good?


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Samy wrote:
I could swear I've seen the Lowls image before. Has it been used in some preview blog article somewhere, or is it recycled art from somewhere?

As Rysky said, he appears in Rule of Fear. He also appears on the cover of the 4th installment of this AP so that might be where you've most recently seen him.


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Venziir wrote:
So... Some people now have the first part of the AP before the Players Guide? That doesn't seem right.

Street date for the AP volume is still a couple weeks or so away. Subscribers getting the PDF first is just an unintentional perk.


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Axial wrote:
So if Cthulhu doesn't feature heavily in Strange Aeons, where is that art piece actually from?

That's probably the art piece that kicks off the chapter on the Elder Mythos deities.


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djones wrote:

Ah, sounds good but the important think I guess is...can I make people more scared than just shaken with the same skill, or with an extra feat or something?

Scratch that, can I get a general, bare bones description of the fear system, please? :)

It takes the trio of existing fear-based conditions and expands them into a spectrum of seven different conditions. And there are guidelines for multiple fear effects overlapping and at times stacking to increase the overall severity against a given PC. There's also a sidebar about house-ruling fear immunity into a fear resistance (using that spectrum) for games where it'd be appropriate.


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Goofus just wants to play a cleric of whichever goddess he thinks is the hottest.

When the GM's home is being fumigated, Gallant goes out of his way to reserve a room at a library or university student center so the game can continue in comfort.


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If someone was making their own fantasy setting purely from scratch and you could only give them three pieces of basic world-building advice, what would they be? (If you'd absolutely have to give more than three, go ahead, three just seems like a good number for keeping it simple)


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GM Lamplighter wrote:
I buy everything Crystal has a hand in, just on spec.

She needs her own subscription option.


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MannyGoblin wrote:
I forget if it was brought up, would updated pdfs be doable? perhaps with just creature stats and stuff like gambling rules?

Given the effort that would go into redoing the writing and layout, almost certainly having to change the artwork to fix the text, etc., at that point they may as well do a full reprint. It's not like you could just update stat blocks, do a find/replace on skills, and be done with it.


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Goofus' superhero character's dialogue consists of him just repeating "Why so serious" and "Do you bleed" over and over again regardless of context.

Gallant works with his group to figure out a compromise when someone's character would be rendered nigh-unplayable by errata.


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Adam Daigle wrote:


Something else that I've been concerned with is giving too much away about how and why the PCs end up like they do. Part of me wants to give the reason so that people can work their characters into it, but the bigger part of me thinks that that spoils the reveal and weakens the campaign. This AP ranks up there with Skull & Shackles (actually surpasses) as far as unconventional beginnings go.

For some reason, I have this mental image of you putting together a companion piece for the Player's Guide to help the GM shape character creation without giving too much away.


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Do you think it would be cool to see an AP where the overall plot involved investigating the Golarion equivalent of Fringe events?

Can you think of any places where it might be set aside from the obvious (Numeria, Ustalav)?


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So something I've wondered about inquisitors. They're described as hunting down 'enemies of the faith.' My group has generally interpreted this as things like specialized Pharasmin undead hunters, Asmodean enforcers preventing people from wiggling out of contracts, Caydenites hunting slavers, aberration-fighting Sarenites, and so forth.

But how does that sort of thing apply to deities like Desna, Shelyn, or Nethys, who don't have clear, specific enemies to face?

Has my group completely misinterpreted inquisitors and they actually have more of a defensive role?

Is it a mix of both; Pharasmin inquisitors hunt undead while Desnan inquisitors watch for active threats to their temples? Or is it just not in the nature of some deities to support inquisitors?


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KahnyaGnorc wrote:
Thomas Seitz wrote:
Eliandra Giltessan wrote:
thecursor wrote:
Thomas Seitz wrote:
*needs more Technopaladins*
Soooo Jedi?
I dunno. I see Jedi as more technodruids. Technopaladins are more crusader-y to me. I want to smite evil with a plasma rifle. Though light saber is also acceptable.
I always thought of Jedi as more Magi myself.
Soulknives with Telekinetic and Telepathic abilities.

Nope, they're monks.


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MythicFox wrote:
Is there any circumstance where someone will hire the Red Mantis, only to have the Red Mantis look over the target profile and say "No, no, this one's on us" or would they always insist on payment out of professionalism or some such?

Maybe this is technically two questions, but do you mind if someone bumps a question that asked that seems to have been missed in the shuffle? (Judging from the timing, I think it literally went up while you were posting a reply to something else.)


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I can't help but wonder if there's going to be anything in this that makes things a little easier/more optimal for a magus wanting to become a signifer. Maybe an archetype or something.


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Is there any circumstance where someone will hire the Red Mantis, only to have the Red Mantis look over the target profile and say "No, no, this one's on us" or would they always insist on payment out of professionalism or some such?


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It's a card I hate to have to play myself, but you might have to have a talk with the group as Bob^3 suggested but flat out tell them "Guys, this sort of thing makes me not want to run this game. And if it keeps up, I'll stop." I don't recommend this lightly, but being honest with the group about your feelings should help them realize that this isn't just a problem but something that may end the game.

That said, it seems as if one specific player is a major share of the problem. If you've answered this and I missed it, forgive me, but do the other ostensibly-serious players have a problem with this? Are they going along with it, and if so is it because they don't want to be a killjoy? Maybe have a talk with the other players (either separately or together) and see if they'll help you talk to him. But some players just don't get it, just aren't attuned to the game, and you might have to make a hard choice here as to whether he goes or the game does.

But if it helps you feel any better, this is a problem that's existed in some form for as long as tabletop gaming has been a thing. Not to name-drop, but many years ago on another message board Gygax himself gave me the advice I'm sharing now. So remember you're not alone and that just about everyone who's ever run a game has been in the predicament you are.


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When you sign up for a subscription, you have the option of going with the current entry or the next one. So the earliest you could do it would be after Hell's Vengeance 6 hits stores, at which point you'd subscribe and have it start you with the next installment.


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In broad terms, what happened to Dou-Bral to make him into Zon-Kuthon? Was he possessed, driven insane, perhaps forcibly mutated? Or is it one of those mysteries of the setting like "What happened to Aroden" and nobody really knows for sure?

(And if the question is answered in a book somewhere and I've missed it, which one was it?)


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Dotting.


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So my roommate and I were having a conversation about Inner Sea Faiths and an interesting conundrum came up that I'd like your take on:

According to the book, Red Mantis assassins sometimes work with traditional mercenary or adventuring parties for a variety of reasons. But knowingly betraying those parties is considered one of the highest sins, on top with killing a rightfully sitting monarch.

But imagine that Alice the Red Mantis is working with a group. A member of that group -- we'll call him Chris -- becomes the subject of a contract. The obvious solution is easy: have Bill the Red Mantis do it without letting on to Alice what's going on until the deed is done.

But what if Alice figures out what's going on -- Bill makes an attempt and fails, or Alice spots Bill's recon or something to that effect. Either way, she realizes that the Red Mantis is after Chris. What is her obligation? Make a sincere, good faith effort to defend him? Accept the church's will over more mundane loyalty and separate herself from the party or otherwise let it happen?

Or might her superiors within the church acknowledge the difficulty of the situation and politely decline the contract against Chris at this time?


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James Jacobs wrote:
Rysky wrote:
What's your opinion on a Skum vs Deep One Hybrid scenario?

Meh.

Those are more interesting to me the less they overlap in game. They're so similar that I kind of prefer having only one in any one setting, and these days? I prefer deep ones over skum, if only because the deep ones have several decades of seniority.

Does this mean that going forward we're more likely to see deep ones than skum in modules and APs? Or is it going to come down to location? (Skum in/around Illmarsh, deep ones located on another coast elsewhere)

And speaking of deep ones, would a deep one hybrid character (with a 'traditional' origin involving a fishing village where the people have a shuffling gait) be a suitable PC for Strange Aeons? Feel free to ignore the 'sea longing' trait for the purposes of your answer if it would give anything away.


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137ben wrote:
Kalindlara wrote:
Just out of curiosity... what's wrong with Paizo's watermarking system? I've never found it to get in the way at all.

Nothing about the watermarks themselves bother me. However, for large PDFs, I like being able to add bookmarks, incorporate the simpler of my house rules, and make other minor edits to the PDF. Paizo's DRM prevents many forms of editing, including . IIRC, Vic or someone else from Paizo said that they couldn't allow removal or addition of bookmarks without also making it possible to alter, add, or remove other text, watermarks, and they aren't willing to give up control over our PDFs like that. And of course I can't alter the text to include my house rules in the book itself for convenience without also being able to edit the watermarks.

Depending on what you're using to view the PDFs (tablets, and whatnot), there are viewers that will let you add notes and annotations on the reader-side of things without necessarily altering the file. (And I'm pretty sure there are some that will let you add such annotations to the file itself without running into the security software, because it's just attaching things to the PDF rather than directly changing the text.)


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James Jacobs wrote:

There IS an alchemist working for the group though...

** spoiler omitted **

Spoiler:
Just out of curiosity, are there any assumptions as to which AP came first for good old Ramoska, between CotCT and Carrion Crown? When I ran Carrion Crown, I made a couple of tweaks to him because one of the PCs had a backstory that would benefit from them being linked. Would it screw anything up with him if I ran this and keeps such tweaks for consistency?

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James Jacobs wrote:
Thomas Seitz wrote:

James,

Will Herbert West show up in this AP at all?

Nope.

How about Randolph Carter?


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Kalindlara wrote:
MythicFox wrote:
Kalindlara wrote:


The two deity articles for this AP (Hastur the Unspeakable and Xhamen-Dor) aren't really in the same category as the CNs. Since the AP is telegraphing the King in Yellow as the big threat, having his worshipers in the party would be... a challenge. ^_^
Is this from the original announcement at Paizo-Con, or is it from somewhere else. I'm just curious, because I'm relaying a lot of this to a friend and he's probably going to ask at some point.

It was posted somewhere on the boards, in answer to a question. I believe James Jacobs is the source. Let me see if I can find the post...

EDIT: Right here. ^_^

Thanks!


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Kalindlara wrote:


The two deity articles for this AP (Hastur the Unspeakable and Xhamen-Dor) aren't really in the same category as the CNs. Since the AP is telegraphing the King in Yellow as the big threat, having his worshipers in the party would be... a challenge. ^_^

Is this from the original announcement at Paizo-Con, or is it from somewhere else. I'm just curious, because I'm relaying a lot of this to a friend and he's probably going to ask at some point.


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Have we seen Briarstone Asylum before? It sounds familiar but I can't find it.


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Yeah, I'd also recommend clearing this with them outside the game. And also have a backup plan ready for if they really have a problem with it and you have to retcon it out (which shouldn't be hard, given that it hasn't come up 'on camera' yet).


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If you're making a ruling for your game, make your ruling. At your table, your justification is the only one that matters (assuming you're not running PFS). I'm not sure how it benefits your game whether or not people on the forum agree with you. If you feel better having an official source for that ruling, cool. I get that. But not every case can be definitively answered with a page number, and even many that can are still considered up for debate by someone out there. Sometimes you gotta tell players "It works like this because that's my decision. It's a gray area, I've considered the options, this is my ruling. And now we move on."


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Curious about your take on a hypothetical scenario:

A good friend of yours wants to run a Pathfinder game and invites you to the group. They insist on having a GMPC in the group (not a non-player character, but their own personal player character as a party member), even though the group doesn't really have any gaps that need to be compensated for (like healing) nor is the group hurting for players. Their insistence is such that if they have to make a choice between having the GMPC or having you, they'd rather have the GMPC.

What is your response?


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Wait... Half-orc blacksmith's son with high Charisma... Glon?

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