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Ron Lundeen's page

Contributor. Pathfinder Adventure Path, Card Game, Class Deck Subscriber. FullStarFullStar Pathfinder Society GM. 507 posts (1,084 including aliases). 2 reviews. No lists. No wishlists. 18 Pathfinder Society characters. 2 aliases.


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This looks quite promising, and I'm looking forward to seeing more.

I think a rewrite of the characters to be evil is an interesting take, and the mythic demoniac for all characters seems powerful. It's a lot more active than the current mythic paths, which I like. Whereas the current mythic paths trivialize many checks, your mechanics trivialize many easy combats, which is also a change I like.

I wouldn't worry overmuch about the lore; you're making your own lore here and few readers are lore-expert enough to cry "but that's not how X is!" I've certainly taken a lot of liberties with my variant APs. That said, though, the Worldwound is a great resource for you here. I was recently re-reading the Sarkoris section of Lost Kingdoms, and that had some insinuations about cult activity prior to the advent of the Worldwound that you might find relevant.

I agree that you can just use many of the existing WotR cards, locations in particular. Deciding on locations is pretty straightforward. You can just throw together your own location lists based on what makes sense (this is in the mountains, so I'll take Canyon, and Cavern, etc.), then lay them next to each other and look them over to confirm there isn't too much overlap of location powers, not too much homogeneity in close conditions, and a mix of "hard" vs. "easy" locations (e.g., the Marketplace is merely a shopping mall later in an AP). I also keep a spreadsheet of the APs I design to ensure the same locations don't appear for the same number of players too often.

I think you'll want to examine how to revise the scenario rules to make this "feel" like an evil AP, and you might even want to create a few unique villains or henchmen--angels in particular, probably--for this AP's theme. But even some scenario rules can transmit this flavor, such as:

When you would acquire an ally, set it aside in a sacrifice pile next to the scenario. When a villain or henchman would deal damage to you, you may banish a card from the sacrifice pile to reduce that damage to 0. At the end of the adventure, you may either gain all allies in the sacrifice pile as loot, or return all allies in the sacrifice pile to the box to allow each character to gain a skill feat.

Just the wording of that scenario power makes you seem like pretty evil folks.

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God Callers
After completing Adventure 0, the characters receive powerful fragments of a benevolent deity to help them in times of need. At the beginning of each game, each character gains a cohort to represent the godcalled eidolon bound to that character. Use the Unfettered Eidolon henchman card for this cohort (although they have no powers on that card, are cohorts instead of monsters, and have none of the powers Padraig or other eidolon cohorts do). Each character receives only one of these godcalled eidolon cohorts. They are returned to the box after each scenario (or if banished) and then added to the character’s starting hand at the beginning of each scenario.

Unlike normal cohorts, godcalled eidolons don’t have any predetermined powers; they instead use the powers that the character has chosen for them. Print out a Godcalled Eidolon Powers Sheet for each character. When the character gains his godcalled eidolon at the end of Adventure 0, he immediately checks off two boxes to reflect his godcalled eidolon’s basic powers. These initial powers must be on two different lines; they can’t be a power and an upgrade to that power. At the end of each adventure, the characters gain a “god caller feat.” This allows the character to check off another box on the Godcalled Eidolon Powers Sheet, which can be a basic power or the upgraded version of an existing power, just as with a normal power feat selection.

A godcalled eidolon provides only those powers selected by the character when it is played. For example, even if Seelah gives her Unfettered Eidolon card to Alain, when Alain uses it, it functions based on Alain’s choices, not Seelah’s.

[ ] You may display this card to reduce all damage dealt to you before you act or after you act to zero ([ ] or all damage dealt to you) to zero. While this card is displayed, reduce damage dealt to you before you act by 1; if you have a role card, reduce damage dealt to you before you act by 2 instead.

[ ] You may display this card to succeed at your check to defeat a non-villain, non-henchman barrier ([ ] or to banish a non-villain, non-henchmen barrier displayed in front of any character or any location). While this card is displayed, add 1 to your checks to defeat barriers; if you have a role card, add 2 instead.

[ ] You may display this card to succeed at your check to defeat a non-villain, non-henchman monster ([ ] or a non-villain monster). While this card is displayed, add 1 to your checks to defeat monsters; if you have a role card, add 2 instead.

[ ] You may display this card to evade a monster ([ ]and you may put it on the top or bottom of its location deck, if it came from one). While this card is displayed, when you would evade a monster or barrier, you may also move; if you have a role card, you automatically succeed on any checks required to move.

[ ] You may display this card to choose a character at your location and shuffle 1d4 cards from that character’s discard pile into his deck ([ ] and shuffle 2 cards from your discard pile into your deck). While this card is displayed, when you would shuffle one or more random cards from your discard pile into your deck, you may choose 1 of those cards; if you have a role card, you may instead choose up to 2 of those cards.

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The Imperator wrote:

The AP says that the NPC that Bindlay is hunting got to the Dimension of Dreams with the Plane Shift spell, but Occult Adventures says that that is not possible:

Occult Adventures wrote:
Regular methods of planar travel like plane shift do not offer transit to the dream world—only specialized means such as the dream travel spell do the trick.
How did these two people, Bindlay and Brix, get to the Dreamlands? Or are the Dreamlands special, and you can use Plane Shift to get there, but nowhere else in the Dimension of Dreams?

The Dreamlands is sprawling with inconstant geography, and it has connections to all sorts of other places. One of the key elements of Dreamlands story is travel, often travel over very long distances or over a very long period of time. I imagined that Brix has been hunting across several planes (which *are* accessible with plane shift), and lucked out in finding one of the rare entrances to the Dreamlands; Bindlay followed her.

From a story perspective, I'd inform PCs interested in returning to the Dreamlands in the same way Brix and Bindlay did, "it took them quite a bit of wandering, across several strange worlds, with a bit of luck thrown in--while that sounds like an awesome adventure path, that's not the adventure path I'm running right now."

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PannicAtack wrote:

I have a question:

** spoiler omitted **

I intended it to persist, and be a permanent reward for all their troubles!

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I know, I know. I *said* I wouldn't make a variant adventure path for Wrath of the Righteous, but I'm now doing so. My bad.

I thought long and hard about what I didn't like about WotR, and it came down to (i) overly difficult early scenarios, and (ii) mythic stuff trivializing everything in the later scenarios. So in my variant WotR AP, I'm removing mythic altogether and being careful to smooth the difficulty a bit.

That doesn't change the fact that WotR is *hard*, and the characters need boosts to help them overcome challenges. I'm doing this in two ways. First, I'm being more generous with feats. Second, I'm providing powerful once-per-adventure benefits that hinge a bit on the story I'm telling.

The AP will be called "Godcallers of Sarkoris," and it takes place in Sarkoris before the Worldwound opened (or, alternatively, in a Sarkoris where the Worldwound never opened at all). There's plenty of demon cults and such running around, so there's no end of adventure there using WotR cards.

The characters all get a special cohort throughout most of the AP that is their own fragment of divinity. (Sarkorians call summoners "godcallers," and consider their eidolons to be "mini-gods" at their sides--I'm running with this awesome idea.) Everybody gets one, not just Balazar.

Here are my rules for this, as currently drafted. Comments, suggestions, etc. welcome:

Godcallers
After completing Adventure 0, the characters receive powerful fragments of a benevolent deity to help them in times of need. At the beginning of each game, each character gains a cohort to represent the godcalled eidolon bound to that character. Use the Unfettered Eidolon henchman card for this cohort (although they have no powers on that card, are cohorts instead of monsters, and have none of the powers Padraig or other eidolon cohorts do). As with all cohorts, each character receives only one of these, and they are returned to the box after each scenario and added to the character’s starting hand at the beginning of each scenario.

Unlike normal cohorts, godcalled eidolons don’t have any predetermined powers; they instead use the powers that the character has chosen for them. Print out a Godcalled Eidolon Powers Sheet for each character. When the character gains his godcalled eidolon at the end of Adventure 0, he immediately checks off two boxes to reflect his godcalled eidolon’s basic powers. These initial powers must be on two different lines; they can’t be a power and an upgrade to that power. At the end of each adventure, the characters gain a “Godcaller Feat.” This allows the character to check off another box on the Godcalled Eidolon Powers Sheet, which can be a basic power or the upgraded version of an existing power, just as with a normal power feat selection.

A godcalled eidolon provides only those powers selected by the character when it is played. For example, even if Seelah gives her Unfettered Eidolon card to Alain, when Alain uses it, it functions based on Alain’s choices, not Seelah’s.

Godcalled Eidolon Powers Sheet
[ ] Bury this card to reduce all damage dealt to you before you act or after you act to zero ([ ] or all damage dealt to you) to zero.
[ ] Bury this card to succeed at your check to defeat a non-villain, non-henchman barrier ([ ] or to banish a non-villain, non-henchmen barrier displayed next to any character or any location).
[ ] Bury this card to succeed at your check to defeat a non-villain, non-henchman monster ([ ] or a non-villain monster).
[ ] Bury this card to evade a monster ([ ] or, if you fail a check to defeat a monster, bury this card to reduce damage dealt by that monster to 0 and evade that monster).
[ ] Bury this card to choose a character at your location and shuffle 1d4+1 cards from that character’s discard pile into his deck ([ ] and shuffle 2 cards from your discard pile into your deck).

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Virtually all of our organized play is unreported. I keep all our play in a journal with scenario played, upgrades, and so on, but I rarely found the time to input those into the system.

It's particularly frustrating when I just keep getting the "character ineligible" over and over, when we play through with different characters. That was sensible for the RPG but not the card game. Being told I my entries were invalid when I took the time to input the information really killed my incentive to input the information again.

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Theryon Stormrune wrote:
elcoderdude wrote:
Frencois suggested a nice technique for not gaining knowledge you shouldn't have. Pull the blessings from the blessings deck, check them to make sure they aren't sandstorms, then put them with the blessings in the box and draw the same number randomly from that deck.
That is a good technique.

Agreed, but it's a technique necessitated by an assumption in the rules that I'm still not convinced is correct. (Vic being in that other thread, by itself, does not give it the authority of a resolution.)

I suspect that the phrase "retrieve the blessings from the blessings deck" was written before there was ever an option for anything else to be in the blessing deck except for blessings; it's a carry-over from the Rise of the Runelords rules text. I think it's too much to read into it "retrieve blessings only, ignoring all other cards that aren't blessings in some unspecified way you devise from the blessings deck." Other places in the rules go out of their way to explain what to do with cards you might get at in ways that aren't expected; they don't leave it open what to do in those cases. Frencois' technique is a reasonable solve to mask knowledge, but I'm not yet convinced it's right to seek a technique for this.

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Adam Daigle wrote:
Misroi wrote:
Were flying polyps responsible for the disappearance of the Kellid tribes that originally settled in what is now Iadenveigh? Because there seems to be a Star Stelae there.
You know, I'm not quite sure what the intention is with that. It never calls out Starcaller Rock as being a Star Stela, but the big invisible worms seem like it could be referring to flying polyps. James or Ron would be able to more accurately answer this.

I know threads like this are for Adam to answer questions, but I can say I wasn't contemplating flying polyps when I wrote this. Children seeing horrors adults can't see was the creepy vibe I was going for, not any particular creature. Maybe this came from the fact I'd recently seen the movie "Branded" at the time?

For Adam, since it's his thread: are you playing in or running any non-Pathfinder RPGs now?

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Marco Massoudi wrote:
Mr. Lundeen likely has finished writing this long ago.

(* looks around for my father *)

Oh, you mean me! :-)

Yes, and I've written two other AP chapters since!

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I just want to say I'm particularly delighted by all the speculation on the Great Old One the PCs face in this adventure!

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djones wrote:
Isabelle Lee wrote:
I can't tell you all how excited I am for this book. ^_^
Boy those contributor NDAs are *strict*

I can neither confirm nor deny the strictness of the contributor NDAs.

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Joana wrote:
If the choice is a full-price CRB at the LGS or ordering one from Amazon where it's 40% off, that's a no-brainer.

It's a brainer (?) to me. For each game purchase I make, I weigh whether I want to spend extra to support my vibrant local gaming store, or save money (and wait a couple of days) to get it from Amazon.

I used to do more latter than the former; then game store less than a quarter-mile from my house closed. Now I do more of the former than the latter. I recently bought another CRB, and I bought it from a game store.

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That I love being part of them!

#3 in Strange Aeons
#2 in Ironfang Invasion
#5 in Ruins of Azlant

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Thomas Seitz wrote:

*sings* Monday, Monday...

Still can't wait to see what all comes up in the adventures and stuff.

And I can't wait for y'all to see it!

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I'm here at Paizocon, and I picked up a copy of Wayfinder #15 releasing here. To my surprise and delight, page 30 has two ACG scenarios from James "Iammars" McTeague!

They are a pair of River Kingdoms-inspired scenarios designed for use with the Skull & Shackles base set. I'm excited to get home and give them a try!

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Woot! My friend Rhett and I are in! I've been looking forward to this since I Kickstarted it, so it will be great to get to play it!

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James McKendrew wrote:
So is it just me, or did traffic on the card forums take a sudden slowdown when the video game was released? (Video-game-related topics not withstanding...)

Quiet, we're playing our new app! :-)

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Hey, I just unlocked the Song of Hawkmoon in a treasure chest! In case you're curious:

Spoiler Tag:
Song of Hawkmoon

Spell 6 (so it'll be hanging around in the vault until the Chapter 6 cards unlock)

Magic
Arcane
Divine
Attack

Check to Acquire: Wisdom/Divine 11 or Intelligence/Arcane 13

Discard this card to decrease the difficulty of a check against a card with the Human trait by 4. If you are attempting the check, you may use your Arcane or Divine skill + 1d8 for the check.

After playing this card, if you do not have either the Arcane or Divine skill, banish it. Otherwise, you may succeed at an Arcane 15 or Divine 13 check to recharge this card instead of discarding it.

...So first I thought, "man, what sort of misanthrope must Hawkmoon be to hate Humans so much?" But then I realized it's against *any* card with the Human trait, and that means allies as well as enemies. So, for example, a tough to acquire card like the Mountaineer (if I'm remembering right) is something that you can make *anyone* do easier, and you can even use your sweet Arcane or Divine yourself. Hawkmoon doesn't hate Humans, he gets along with them very well!

Also, a word about the art:

Spoiler Tag:
I love the nod to the "classic" Three Wolf Moon image.

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I know the answer to that. :-)

I'm very glad to be back at the PFS writing, and hope y'all like what I'm crafting!

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Tyquaius wrote:
Thanks for the variant for RotR, it was a lot of fun. My group and I are looking forward to bloodsail corsairs but really like rolling d20s. Do you know when you are planning to release a variant to wotr by chance?

That's a good question! The short answer is that I'm not.

I just finished WotR with my primary group this weekend. We crushed Deskari, which was a lot of fun and felt like a good capstone, but I haven't really liked WotR as a whole. The difficulty is much too swingy in adventure design, and the ability to super-charge rolls feels gimmicky and not ultra-heroic to me. It's definitely my least favorite of the 3 APs released so far. The others I game with disagree (disliking RotRL most for being too easy, and S&S most for being too difficult-barrier-heavy, respectively), so I'm aware I don't share a common belief here. But it's hard for me to get motivated to revisit an AP I didn't love.

On a personal level, most of my writing and design time has been working on adventure path chapters for the RPG line (#108 Hell Comes to Westcrown, #111 Dreams of the Yellow King, and another that hasn't been announced yet), so by the time I'll be able to turn to designing another full alternate AP, I'll probably do so for Mummy's Mask, or for some combination of the previously released APs (which would include, but not focus on, WotR).

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Kalindlara wrote:
Arachnofiend wrote:

Is there any good background fluff on Fetchlings? I think they're very cool and would like to find an opportunity to play one but it's kind of difficult to fit them in the world with just what we get in the ARG.

I would, of course, also be interested in any new mechanical benefits to playing the race.

This book doesn't add much to their two-page spread in Inner Sea Races - that's the book I'd recommend for you.

** spoiler omitted **

I agree with Kalindlara. I wrote both fetchling entry in Inner Sea Races as well as the fetchling spread here in Blood of Shadows. The former is more flavorful background and setting but light on rules; this book has lots more rules-wise for them, but does give some of their background at a high level.

Of course, I encourage you to get both! :-)

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Keith Richmond wrote:
Well, if there are any points of feedback learned from SotR that would apply to SotRu (so, less to do with mythic charges and big rolls for bosses), please get them in ASAP. Like really really ASAP.

The upshot of a lot of the posts in this thread is that the random banes, and particularly the barriers, make for uneven play in SotR. In SotRu, you'll have less of a problem like this because there seems to be less of a swing in difficulty across the random banes, particularly in the first couple of adventures (I don't recall, but is there only one Falling Bell and only one Monster in the Closet? Those are the barriers that always caused us the greatest headaches.)

My only suggestion is to proxy less. I just don't like doing it. I've put my two home games of SotR on hold until the DriveThru cards are out, because they're just so darned much proxying going on.

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Evelyn Jones wrote:
It's entertaining to see how an "Evil" campaign will be done, and hopefully it will be well-written (I have high hopes, considering most of the writers are not the "big-name" ones and will therefore have new views and opinions).

I'm trying to embiggen my name! :-)

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Iammars wrote:
Wayfinder 14 was published, and it contains 2 new scenarios written by Ron Lundeen, including a really hilarious doppleganger scenario. And it's free!

Hey, neat! I didn't see this was out until now. We had an awful lot of fun playtesting the Doppleganger Dreams scenario a couple of times.

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Andrew L Klein wrote:
I wouldn't say it's not, only that I wish it wasn't. Don't get me wrong, I'm still buying this for the right price!

Heck, I'm buying it at any price. I'm quite excited for this!

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KennedyHawk wrote:
jduteau wrote:
Quote:
With two locations closed we finally ran into the Villain at the broken bridge, he was defeated and escaped to our final location. While Lini worked to close the bridge

Just a note that if you defeated the Villain at the bridge, then it automatically closes. Lini wouldn't need to work at closing the bridge because defeating the Villain closes it.

Oh excellent we thought this was a temporary close for one round, but defeating a villain is a permanent one eh? So encountering the villain allows allies to temporary close, defeating a villain gives you a "free" closed location. Neat!

Yes, and it's sometimes the best way to close a location with a really difficult or unpleasant closing check (like banishing a blessing).

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This is an exciting look behind the curtain of scenario design. I love the drive toward the theme right from the beginning of design to the actual play. One of my WotR groups is about to start Adventure 2, and we'll be running through this scenario when we do.

Thanks for sharing this with us!

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I really want to play a beast-master Commoner; but should I choose the role card for "Pig Farmer" or "Goat Herder"?

Ah, trick question: Commoners can't survive long enough to get role cards.

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Myfly wrote:
Vic Wertz wrote:
Season of a Runelord?

Ron Lundeen is a nice guy providing extra material for PACG Players for free.

So how about honouring him with

- Season of the Ronlord?
Or
- Season of the Ronlund? (Switching just "o" and "u" based on Vics proposal)

What do you think?

Check
http://www.welbybumpus.com
Is awesome PREMIUM :-D

PS: thats how my idea generation works ...

This really made my day! :-)

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Vic Wertz wrote:
I've noticed several suggestions for additional products in this thread. Please note that the solution to the problem "you're producing things too quickly" is *not* "produce more things to fill the gap you just created!"

Although the solution might be for us, in the community, to produce more things to fill a perceived gap. I think the idea of using existing cards to align with an existing module--like "Feast of Ravenmoor" or PFS scenarios--seems like a neat idea. I've heard others are converting their own entire APs (like Carrion Crown).

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If only Savith hadn't lost her badass poison-resistant shield, Savith's Iron! Well, at least you can pick it up--it's in Lost Treasures.

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Great to see this listing! I'll add my own: if you're a fan of the Pathfinder Adventure Card Game, I have free materials--including two free alternate adventure paths--at welbybumpus.com. Everything there is published under the Community Use Policy, like Wayfinder.

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Rebel Song wrote:
I learned last night that I need to read cards better and stop assuming I know what they say. Imrijka's power to reveal a card with the Divine or Ranged skill to add 1d4 and the Magic trait isn't only to a combat check, it's to "a check against a monster." So I could have been adding d4s to my Wisdom or Knowledge or Perception checks. Agh. *headdesk*

Holy crow, I didn't realize this, and I'm almost halfway through WotR with my Imrijka!!

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Dragon78 wrote:
So what section(s) are you guys going to read first?

The parts I wrote! :-)

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I have a trick we've started doing: When someone examines a card, we turn it over so it sits face-up on its location deck. That way it's not a memory game; we know just what it is, and each of us can tell by looking. (If we have to shuffle that deck, of course, we flip it back over before shuffling.)

I don't remember which group I played with had picked that up, but it's helped speed play.

Also, I've never seen the need for one of the big play mats, but we used those in the OP at GenCon, and my wife insists they lay everything out more intuitively. So we bought one, and have used it regularly since GenCon.

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zeroth_hour wrote:
So if a character plays a Tier 3 pregen starting Adventure 4, she'll never be able to get a role card.

It's to save them from the Umbral Dragon.

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This was so much fun to do! Thanks for letting me kick off the guest blog series!

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Like many criminals, they got caught because they were greedy. Meanwhile, over here, I'll just keep buying 10 quarterstaves at a time (for 0 gold) and selling them as 2 days of firewood (for 1 cp).

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I found everyone involved to be exceedingly flexible, especially when I brought a group of players that were all Tier 1, with Adventure 3 tickets, and each with unique lists of scenarios they'd already played. I can't imagine the logistics to pull that off, but it was well and skillfully done all three times we came by to play.

Thanks!

Ron

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What do you do when you've gone through the entire Skull and Shackles adventure path for the PACG? Rearrange the cards and do it again!

The Bloodlust Corsairs adventure path is an entirely new 35-scenario adventure path with an independent story. It uses only the cards from the Pathfinder Adventure Card Game: Skull and Shackles base set and its six adventure decks--no need to print your own cards (but you will need all six adventure decks to play it). It includes two new rules: one for using your ship as a location, and another for playing any character as a wereshark!

You can download it from WelbyBumpus.com for free.

Get it, play it, and let me know what you think (and how I can improve it!).

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First World Bard wrote:
Alternatively, I might give the Shield of Rannick a try. If I try to solo it, I'd probably use Meliski; I've been itching to see how he'd do going Brawler with access to Amulets of Mighty / Fiery fists.

Well, Shield of Rannick is pretty awesome, I'll admit. :-) If you can wait a few days, you can try Bloodlust Corsairs--my adventure path with the Skull and Shackles set--and see what you think. I've honestly playtested very little of that with just a solo character (my usual group is 3 players), and I'll be interested to see what a solo run of that is like.

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Myfly wrote:

Could you here provide the links to your

Drivethru cards which are available for your pdfs.

Sure! You'll need one High Priest Y'Ganok villain available here.

You'll need one Bhole Jaws villain available here.

You'll need players + 1 (that is, up to seven) Titanic Bulk henchmen available here.

You'll need players + 2 (that is, up to eight) Denizen of Leng henchmen available here.

Please give it a try and let me know what you think!

Ron

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Micronian wrote:

The ability to create a custom campaign with all available PACG cards is a huge plus to extending the life of the product beyond just playing the base sets. Having a product that’s professionally designed and balanced for adventures beyond level 6 would be something I believe would sell very well.

What do you guys think?

Well, I'm a professional game designer, and I wrote Shield of Rannick, a full adventure path with 30 all new scenarios for your Rise of the Runelords game. I also wrote Mhar of Leng, a five-scenario "Adventure 7" for Rise of the Runelords. Both are absolutely free at welbybumpus.com, and I suppose that sells very well! :-)

I'm working on a new adventure path for the Skull and Shackles set called Bloodlust Corsairs. I haven't yet decided whether my project after that will be an adventure path for the Wrath of the Righteous set, or a large cross-over requiring all three base sets. Probably the latter, I think.

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Troymk1 wrote:
To most players, such abject failure to progress would be highly discouraging.

This is quite true. Let me give two data points from my own experience:

1) A year ago, I bought the LotR card game to play with my wife. We chose starting decks as recommended in the rules, and enjoyed the first scenario. We lost the second scenario in a quite demoralizing way, tried it again, and lost it again. I looked up online the next day, and found that a specific deck build--one not clearly presented in the rules--is necessary to win that particular scenario. We planned to try that deck trick someday, but that was a year ago-- we've shelved the game and haven't opened it since. I was telling someone the other day that I'm just not a fan of this game because it's crippling second-scenario difficulty lost me as a casual player.

2) My wife and friend and I are huge fans of the PACG. Despite the suggestion to play Adventure 1 before Adventure B, we've decided to go in the "normal" order. We loved scenario B-1 (The Godless Ones) and beat it on our first try. But we've lost scenario B-2 (The Elven Entanglement) four times and it's killed Kyra once. We will try it again for sure; but if we weren't already a fan of PACG, it would have been shelved just like the LotR card game for us.

I conclude that the uneven and harsh difficulty will cause people to shelve this game, unfortunately.

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Hey, all. I'm writing my next full adventure path, which uses the Skull and Shackles base set. It's called Bloodlust Corsairs, and it uses two new sets of rules. The first of these is presented below, and I'd like to get some feedback on it. These are rules for playing lycanthropes; they are powerful, but can be very dangerous if your lycanthropy is reckless or ill-timed. In Bloodlust Corsairs, the PCs become were-sharks--hammerhead sharks and tiger sharks initially, but dire sharks and such later on--but I want rules that work equally well if you want to be were-crocodiles or were-stirges or were-bandits or whatever.

Please give me any comments, criticisms, or edits you have!

Lycanthropy
If a scenario uses the Lycanthropy rules, assemble the lycanthropy cards indicated in the scenario instructions. These are the lycanthropy cards for the scenario. Shuffle them together. After drawing starting hands, each character chooses one of the lycanthropy cards at random without looking at it and shuffles it into his deck. Set any unused lycanthrope cards aside without looking at them.
Hybrid Form
When you draw a lycanthropy card, display it next to your deck; your character is now in animal-humanoid hybrid form. Your character remains in hybrid form as long as the lycanthrope card is displayed.
While your lycanthrope card is displayed, you may use the “Check to Defeat” number on your lycanthrope card in place of your Strength die result instead of rolling your Strength die. If the top card of the blessings deck is a Blessing of the Gods, increase this number by 3. You cannot play weapons on a check if you choose to use this number as your result. Blessings or other abilities that would add dice to your check add your normal Strength die.
Example 1: Lini is playing scenario 2-B and has her lycanthrope card—a Hammerhead Shark henchman—displayed. When she encounters a Zombie monster, she chooses to use the “Check to Defeat” number on her lycanthrope card, which is 9 + 2 (for the adventure deck number) of 11 in place of her Strength die result for the combat check, defeating the Zombie.
Example 2: Valeros is playing scenario 3-B and has his lycanthrope card—a Tiger Shark—displayed. He encounters a Giant Anaconda and chooses to use the Tiger Shark’s “Check to Defeat” of 11 in place of his Strength die result. He has the skill Melee +3 and notes that the Blessing of the Gods is atop the blessing discard pile, for another +3. He plays a Blessing of Pharasma from his hand, which adds 1d10 (his normal Strength die). His result is 11 + 3 + 3 + 1d10, for a 21, which defeats the Giant Anaconda.
The Lure of Blood
At the beginning of your move step, put a marker on your lycanthrope card. You may then attempt a Wisdom check to remove all markers from your lycanthrope card and discard it (your character returns to humanoid form). The difficulty of this Wisdom check is 5, plus the number of markers on your lycanthrope card. If the top card of the blessings deck is a Blessing of the Gods, increase the difficulty of this Wisdom check by 3.
Although your lycanthrope card is discarded, it could end up back in your deck (if you use a Potion of Healing, for example). If you draw it again, your character again assumes a hybrid form.
The Red Rage
If the game ends while your lycanthrope card is displayed, you go into a frenzied rage and come to your senses much later with equipment missing and erstwhile allies slain. Shuffle together your deck, discard pile, displayed cards (other than your lycanthrope card) and buried cards; then banish 1 random card, plus 1 additional random card per marker on your lycanthrope card. Then rebuild your deck as normal.
End of the Game
Banish your lycanthrope card at the end of a scenario.

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I'm really excited they let me contribute those scenarios, and I was very happy to see them at PaizoCon as well!

You can get it for FREE, linked here. The article is called "Playing Cards in Ustalav." You don't need any cards to play them other than the Rise of the Runelords set.

Please let me know what you think of the scenarios!

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Man oh man oh man oh man. I'm *SO* excited to see this. Because these:

Item - Lymirin Discourses (2)
Item - Pauper's Thighbone (3)
Loot - Barding of Pleated Light (2)
Loot - Fiendsplitter (3)

...are items I wrote for this adventure path!

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