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Ron Lundeen's page

Contributor. Pathfinder Adventure Path, Card Game Subscriber. FullStarFullStar Pathfinder Society GM. 214 posts (791 including aliases). 2 reviews. No lists. No wishlists. 7 Pathfinder Society characters. 2 aliases.


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Hawkmoon269 wrote:
Shade325 wrote:
Ron - How would you seize Deathknell? Am I missing something obvious. Neither Whalebone nor the Deathknell say it can be seized and I believe you need a card to say a ship can be seized to seize it... like the Enemy Ship (henchmen) for instance. I can't remember what cards allow seizing outside of Enemy Ship. Maybe there is a barrier??? However... that is a damn cool ability on that ship if you can get it.
I haven't this one yet, so I don't know what exactly is in it. And I'm clearly not Ron. But you can only seize a ship if a card tells you that you can seize a ship. I don't see anything telling you that you can seize the Deathknell.

I'm Ron! And I thought you could seize any ol' ship you encounter, unless it specifically says you can't seize it--but now I know better. (And in response to the question "What happens when you encounter the Deathknell when you're on the Deathknell"--the rules cover that; you just pretend to have a duplicate card.)


Yes, sounds like a legitimate way to trigger the loss and avoid death.

Of course, if the group had already encountered Whalebone Pilk and seized the Deathknell, she could avoid being dead in an entirely different way...


1 person marked this as a favorite.
Mike Mistele wrote:
Congratulations, Ron, on the publication of this one! It's the big time! :D

I agree! I'm very honored, and looking forward to seeing what people think!

** Contributor

9 people marked this as a favorite.

I wanted to reiterate that this is a great opportunity to show Paizo what you've got. Be professional and serious about it, and you can go far. I submitted to a PFS open call in early 2011...and my first AP adventure is coming out this month.


Thanks for the great words, Mark!

Robot clockwork mage, indeed! Also, the red on Redfang's mouth isn't blood--it's just due to bad life choices. :-)

I love seeing the art that brings everything to life!


I'm going to be a month behind, because I'm playing at home and not at a store. I'm assuming the process for this will be like the Pathfinder Society, but I don't actually know for sure. I'm wondering how, mechanically, I will get the scenarios.

Will there be a .pdf I can purchase just like a Pathfinder Society Scenario?

How much will those cost?

Will there be a subscription model so I can get them all?

Will the first set of scenarios one be available on or about November 1st, a month after the store release on October 1st?


I play very regularly with my wife and our housemate. We play two to three evenings a week for three hours or so, and we get through one or two scenarios each time (rarely, three scenarios).

About a third of the time, we incorporate a fourth person--usually a houseguest and not someone that's specifically come up to play the game with us. This tends to increase our play time to three and a half hours or so.

** Contributor

I just caught this list; thanks for compiling it!

Is there a meta-meta-list? Do I get an award for having a scenario in top 20, in bottom 10, and in most polarizing (and for being a most polarizing author?). Yay, I'm...famous?


His insights and talents will be greatly missed. I'm very sorry to hear this, and wish the best to his friends and family in this difficult time.


Thanks for the positive feedback!


3 people marked this as a favorite.

I was lucky enough to be one of the playtesters of this game back in 2012. I made up my own scenario and shared it on the playtest forums on December 27, 2012 (and Mike liked it!). To my knowledge, this is the very first fan-made scenario for the game. I had to wait a bit to post it publicly, since it uses cards from Set 6, which wasn't out until recently. So here it is--the first fan-made PACG scenario ever!

Otherworldly Incursion
(appropriate for characters in the Chapter 3 - Chapter 4 range)

Lovecraftian horrors press in upon reality! Only by careful research and slowly collecting staunch allies and supernatural favor can the PCs hope to shut down the Leng Device and stop The Thing From Beyond Time before all hope is lost!

Players Locations
1 The Leng Device
1 Apothecary
1 Temple
2 Habe's Sanatorium
3 Village House
4 Waterfront
5 City Gate
6 Town Square

Villain: The Thing From Beyond Time
Henchmen: Leng Spiders

Replace the rule text on The Leng Device with "You may not permanently close this location until all other locations have been permanently closed."

Every time you gain a blessing, put a marker on this card. Add the number of markers on this card to your checks to defeat Leng Spiders or The Thing From Beyond Time.

You may discard an ally to add 1d4 to any check against a Leng Spider or The Thing From Beyond Time, instead of that ally's usual effect.


Dragon78 wrote:
Aberrations make sense to me. Though I would also like to see magical beast, fey, other evil outsiders(oni, azura, qlippoths), plant creatures, and proteans.

It's worth pointing out, for the purposes of this product thread, that many oni have the giant subtype.


We played this with our post-level 5 characters, and found it a little awkward, and not particularly hard.

I see what you're doing with the design: by seeding everything with henchmen that don't allow you to close the location, you make people run down decks. This doesn't work in practice, though, because you have so many villains, and defeating a villain allows you to close a location automatically (and without the difficult checks that some of these have!) while the villain runs off. The exception is if there is another villain in that stack, of course, but then you know just where a villain is, and whether he's the only villain left, and can pick the best character to go beat him.

So ultimately you'll end up having all the villains run to the Runeforge Hub, which you must visit last, and defeat all the villains there one at a time.

It seems you could just start by seeding all those villains in the Runeforge Hub, and put normal (if tough) henchmen in the locations as normal. Or you could use the henchmen you've picked, instead, and that makes everyone have to drill through all the locations all the way to the bottom of each--which might run you out of time more often than not.

Anyway, we had a reasonably good time--my Seelah must have faced Mammy Graul about four times, leading the other players to comment that Seelah and Mammy might have something going on on the side--but it just seemed like you could more easily arrive at what you're going for here.

Thanks for setting this out!


Isn't it much more usual for the GM to make those rolls for the player in secret? I've done that plenty of times:

Player: "Do I think he's lying?"
Me: "What's your Sense Motive bonus?"
Player: "+14, with the buffs I have up right now."
Me (rolling in secret): "You think he's being honest, and you know you're a pretty good judge of character."


I haven't actually done the template application, and I acknowledge that my response would be more complete if I had, but regardless:

Apply both templates, then compare the final stats to the "Monster Creation" table in the Bestiary. Whatever it's closest to is the CR it ought to be.

The strict math of templates creates wonky situations (e.g., young spectres) and a reasonable check against the Monster Creation chart allows for a more accurate assessment of final CR.


The NPC wrote:
Is it just me or were they putting a little extra effort in trying to sell Rahadoum as a neutral nation?

They have to be presented as neutral. It's one of the Laws of Man. :)


1 person marked this as a favorite.
thunderspirit wrote:
Mike Mistele wrote:
All kidding aside, Ron is a fabulous writer, and a great guy. Congrats to him, and very much looking forward to seeing this AP!

And this.

Thanks much for the votes of confidence!

I'm ridiculously excited to be crashing onto the adventure path scene with this, and in such august company!


BornofHate wrote:

Anyway, my question is really about the replay ability of the game.

Can you simply play the game over and over and have it be different and fun each time?

Resounding yes. We have played PACG more than 100 games and it's still our "go to" board game.

We played the entire AP from beginning to end during the playtest. We've played up through adventure 3 in the current set, and since we had a fairly spectacular death, we've started over (Lem's former player with a new character, the others of us making "backup" characters), and we're in the middle of adventure 2 as of tonight's game.

On top of this, we've played the Perils of the Lost Coast three-scenario adventure about a bjillion times to show off the game to other people.


3 people marked this as a favorite.
Adam Daigle wrote:

So, sound off, freelancers! Who's with me!?

I'm coming for my first PaizoCon ever!


Hello! I had a 3-day ticket and a banquet ticket in my cart, and when I went to check out, the banquet ticket dropped out as "unavailable." Is the banquet already sold out, or is this somehow related to the e-ticket issue?


Captain Bulldozer wrote:
h4ppy wrote:
@CaptainBulldozer - you haven't seen the artwork for all the character cards yet...
True, but I have seen the races of all the characters in S&S (so far). Parrot was (sadly?) not among them.

I'll note that the parrot art on the playtest card was the first "hey, this is just placeholder artwork" moment I had...because it was the most terrifying parrot I've ever seen.


Hayato Ken wrote:
The anvil trick is interesting, considering that an anvil weight was 200lbs so far. Looks like a dwarven mainly option.

It's a dwarf in Highhelm that teaches it, so that's not unexpected.


1 person marked this as a favorite.
James Martin wrote:
Lithovore wrote:
Gorbacz wrote:

I guess that the first thing they do is to dump any unsolicited material in the trash bin, likely without reading it. Sounds harsh, but the very last thing a publishing company wants is to have someone sue them over a manuscript/idea which was sent to them over 10 years ago and now by chance or by parallel design made its way into print.

I also have a devious plan in play. If for instance I got the ear (or eye as it were) of one of the staff, they might just ask about the alluded to idea and thus any info I divulged would, per definition, become solicited. "best evil laugh"

Enter RPG Superstar. Write for third party publishers. Write for Wayfinder.

If you want to be noticed or solicited, show you're worth being noticed or solicited.

To echo Liz--hey, it worked for me! :D

** Contributor

Veltzeh wrote:

The scenario doesn't say how big a bonus the evidence gives the characters to convince the aasimars, which is why I thought that any piece of evidence would simply convince them (which seemed more likely than the very literal interpretation that was that they could retry the DC 32 check). Maybe I'll assign some values to the bonuses then.

Jayson MF Kip's solution sounds doable, though in this case it would probably result in the aasimars being in the front line. Oh well, maybe the players deserve it; the game has been going on for over seven months already. And it has been glorious.

Glad it's been going great! I think the missing piece is that each item of proof adds +4 to the Diplomacy check. I'd run with that.

** Contributor

Veltzeh wrote:
Now I'm wondering what I should do when the characters inevitably ask the aasimars to fight Dakang. It feels obvious to me that the aasimars should help the characters. Or at least I can't come up with any excuse why they wouldn't. Any suggestions?

Dakang is their leader--why would they help the PCs fight him, even if the PCs uncovered some undead? If anything, that might make the aasimars trust Dakang even more: "gosh, our leader was wise enough to keep everyone out of the crypt because it was full of undead! He's really looking out for us!"

If you really think the aasimar have become very trusting of the PCs, I'd probably reflect that in the Diplomacy check to convince them (they also should get bonuses for any items of "proof" they find in the temple).


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I ran Rise of the Runelords with gestalt characters, and I'm deep into Shattered Star with gestalt characters as well.

I let my PCs play gestalt characters for two reasons: Primarily, it's to ensure that they have stamina to go longer in each adventuring day without a rest. I like that they can power through most dungeons with very few (or even zero) rests, without having to continually retreat in order to recover daily uses of rages/spells/channels, etc. Secondarily, it lets people play with combinations that wouldn't multi-class well, so we see fresh new things at the table. Sure, there are some power-munchkins that will play a fighter/monk for all the great feats, but I've currently got a witch/ranger (does witchy things but is a good hand in melee when necessary), a fighter/alchemist (a sword-and-board fighter with mutagens and more flexibility), and an oracle/bard that serves as a stellar party-buffer and knowledge guy.

My reasons don't include to fill gaps in the party (in both campaigns, I've had six players) or to jack up the power level (it's easy to just keep the PCs one or even two levels behind the suggested adventure level and it keeps the challenge appropriate for them).


Dieben wrote:

Temple of Empyreal Enlightenment Spoiler Joke:

Ha! Funny to see that showing up elsewhere!


Creighton Broadhurst wrote:

Thanks also for mentioning Village Backdrop: Vulgruph's Hollow.

Also, I think Ron's adventure looks really cool. When does the print version become available?

Two to three weeks, I'd wager. So, soon! And thanks for the vote of confidence!


1 person marked this as a favorite.

Thanks much for highlighting my newest adventure! I'll keep the great adventures coming!

Ron Lundeen
Run Amok Games


Cheapy wrote:
Unrelated to the Timebender mostly, but Ron, were you at the GameHoleCon a few weeks ago?

I sure was! I played nothing Pathfinder-related, though, because the trip was recommended by my superhero-RPG-loving friend Jake. We played Savaged Lady Blackbird, the old TSR Marvel game, and a superhero RPG called Icons. I had an absolute blast, and I blogged a little about it here.

Were you there? Did we run into each other?


Endzeitgeist wrote:
Yeah, that's why I tried it in-game and had my players test it

Thanks very much for taking the time to give it a spin!


Endzeitgeist wrote:
Reviewed first on, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and's shop.

Sorry to hear you found the balance so off it deserved a one-star review; most of my readers also thought initially that temporal flurry seemed like a broken feature. In play, we've found it's much more limiting than it appears on paper and making it work well is part of the trick of playing the class.

Thanks for the review!


A free pdf, to show you a particularly challenging section of this high-level adventure, is now available!


Once you've played The Poison Pill, you can give my sequel, Pillbug's Revenge a try. It's right here.

I'd love to hear what you think.


Thanks for letting me know you liked it!


Dropping a comment about the game generally, rather than this scenario specifically:

Fromper wrote:
We also got lucky in fighting Pillbug early to send him running, then killing a henchman at the Waterfront to find that's where Pillbug had run to. Having a location with just the villain makes planning easy.

This setup can happen as early as turn 2 (and we've had it happen a couple of times in turn 3 or 4), and it puts the scenario pretty much on a win condition immediately. This makes it pretty much the opposite of being in the last couple of cards and still frantically searching for the villain for the first time. Part of the randomness of the game, I suppose.


Fromper wrote:
I'll probably try Cult of the Moon Sisters soon, but I've got one question. That +2 to all bane difficulties when Blessing of the Gods is on top: Does that stack with the normal Werewolf power boost?

Yes, it does--be careful fighting werewolves when the moon is full!


Skeeter Green wrote:
Any word on a preview?

Whoops! The preview is up at RPGNow and the d20pfsrd store, but I'll get it here as well.


Fromper wrote:
We're starting a new group of characters from the beginning, so we'll probably insert this after The Poisoned Pill this time around, to face it when the characters are much less advanced. I expect it will be more of a challenge without all those extra feats and good equipment.

You'll probably find this to be a more appropriate difficulty then. This scenario shoots for a middle ground: it's perhaps not great for starting-deck characters, because many of the damage-dealing potions are in their decks and not in the items pile; the potions in the items pile ramps up once the players have banished theirs in place of better items.

Because this scenario is a bit more difficult than The Poisoned Pill, very advanced characters will have less of a problem unless you apply some of the difficulty increases floating around out there (the simplest of which, I think, is to add one more location than the number of players requires).


Just dropping a note to say that Paizo's now stocked with print versions of Kingdom of Toads--it was a bit long in coming, but you can now get Kingdom of Toads in print here!

** Contributor

Mark Stratton wrote:

I just ran this at the game store on Saturday, and there were at LEAST a 6 or 7 times that a monster's attack roll missed by 1, which was courtesy of the +1 Natural armor bonus given by the template.

The cleric said, "well, you take the bad with the good!"

And though I didn't use the little role-play things here, the players did a great job of role-playing their bestial side.

I really enjoyed running this.

I'm glad to see that benefit helping out, and I'm glad you enjoyed it!


I first thought it was way too easy (most Cache barriers have a DC of 10 to 12 so far), but then I realized the "fight-a-monster" effect is part of its "cost". Still, allies are powerful cards to suddenly get 1d4 of, since you'll likely be able to use them for 1d4 more explorations right away. So I might make it a 10 instead.

I agree that the Traitor is the best thematic monster, but it's hard to summon a particular monster (which is why the existing summon effects summon a specific henchman or a random monster). E.g., what if it's stuck in a deck somewhere? Perhaps make it a random monster, but with the traitor effect:

If undefeated, each character at this location discards a random ally from his hand, then summons and encounters a random monster from the box; banish this card.


HolmesandWatson wrote:

Ron: I would most assuredly buy an expansion pack based on Teeth of the Storm! Or The Six Griffons Haunt, with different rooms being the different locations.

Oooh, what a neat idea! Thanks for the vote of support!


Vic Wertz wrote:
We try not to divide up forums until we see clear divisions that are all going to generate regular ongoing traffic. I suspect that we will indeed want such a subforum, but we're not quite there yet.

Is that a challenge to create substantially more fan material? Because I can do that.


Goodness gracious, I love this scenario. It demands cooperation, but is deceptively difficult.

"What can possibly be deceptive about it, Ron?" is the natural response "The villain is a ludicrously difficult Combat 20 then Combat 20!"

Here's the rub: the Sandpoint Devil is a hand-killer that you must prepare yourself to defeat. This means that you must hunt for the minions (to reduce the combat difficulty of the Sandpoint Devil) and you must enlist allies (to further reduce the combat difficulty). You'll be saving Blessings much more so than usual to ensure the Diplomacy 8 checks to gain allies, so you're not exploring as much; further, since you aren't acquiring those allies, you can't use them to explore, either. So the timer is very likely to run down on you with this one.

I also note that the Glassworks, a mandatory location here, is one of the harder locations: you have to discard on every failed check, which is not only checks to acquire or defeat cards, but on everything: failed checks to recharge a spell, for example. So that adds to the difficulty here as well.

Defeating the Sandpoint Devil really requires teamwork; you likely need two people at the location when it's found, in order to share the load of the double Combat checks. Valeros or Amiri might be able to make both checks, but the requirement to have the Magic trait as well means even those combat monsters likely need some arcane or divine assistance. Fight the Sandpoint Devil alone, and you're quite likely to lose, running down the timer further.

We played this scenario twice: the first time was with Kyra and Amiri, and we noted that the setup of the game was against us: neither of us had stellar Charisma, so the Diplomacy checks to enlist allies was hard. Furthermore, neither of us had high Dexterity (Kyra's is abysmal), so the checks on half of the locations was quite difficult for us. We'd encountered the Sandpoint Devil only once (which was enough to wipe Amiri's hand), then lost by running out of time.

The second time, I swapped Seoni in for Amiri. We got lucky in that we didn't encounter the Sandpoint Devil the first time until we had an ally and a henchmen to help out and we could share the Combat checks: we only barely beat the Combat 18 checks, and fortunately Seoni's attack had the Magic trait. By the time we ran into the Sandpoint Devil again, we'd collected all 3 henchmen and a total of two allies. The Sandpoint Devil was alone at the Glassworks, the last open location, and we ganged up on him and took him out on the second-to-last card.

I'm definitely including this in our future games, particularly whenever someone comments that the game seems a bit easy or doesn't seem to require much teamwork.

Great design, cartmanbeck!


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Reposting cartmanbeck's scenario in order to add my analysis:

The Devil Hunt
The Devil Hunt scenario is intended for characters who have finished the first chapter of the Rise of the Runelords campaign, Burnt Offerings. The Sandpoint Devil is an extremely difficult villain to defeat, but the players will get the chance to reduce his power if they hunt down the henchmen in the other locations first.

The citizens of Sandpoint have been disappearing at an alarming rate, and the mayor thinks that the Sandpoint Devil is behind the disappearances. She has asked you to hunt down the devil and destroy it if at all possible. Several townsfolk have offered to help, and some of them even have valuable clues as to the best places to ambush the devil. Take out the Sandpoint Devil before it kills again!

Setup: Remove Ilosari Gandethus from the Allies deck. If that card is in one of the players’ decks, simply ignore the sentence about rolling to randomly summon the Sandpoint Devil.

Players Location
1 Junk Beach
1 Wooden Bridge
1 Glassworks
2 Waterfront
3 Goblin Fortress
4 The Old Light
5 Warrens
6 Town Square

Villain: The Sandpoint Devil
Henchmen: Ancient Skeletons

During the Scenario:
When any player defeats one of the Henchmen, place that Ancient Skeleton card in a pile next to the scenario card. For each card in this pile, the difficulty of checks to defeat the Sandpoint Devil is reduced by 1.

When you encounter an Ally card, instead of attempting to acquire it, you may attempt a Charisma/Diplomacy 8 check. If you succeed, place that Ally card in the pile of Henchmen next to the scenario card, and add a random blessing from the box to the top of the Blessings deck.

When you encounter the Sandpoint Devil, if either of your combat checks to defeat it do not have the Magic trait, the Sandpoint Devil is undefeated.

Ignore the first power listed on the Sandpoint Devil card (instead treat it as any other villain).

Award: Each character chooses a type of boon. That character gains one random card of that type from the box. In addition, each character may choose to banish any one card from their deck when rebuilding it at the end of this scenario.


I'm reposting cartmanbeck's "The Devil Hunt" scenario in a separate thread, in order to comment on it.


Fromper wrote:
Ron Lundeen wrote:
paganeagle2001 wrote:
Eventually the game will outgrow the box anyway
Not true; the box is designed so that all of the cards from the Base Set and the entirety of the Rise of the Runelords adventure path will fit within.

That may be the intent, but it's a poor design that doesn't stand up to the real world.

It stands up to my real world, as I'm not sleeving my cards. :)

Cognitive bias tangent: I'd be interested to know whether more purchasers do or don't sleeve cards for this game. I'm fairly certain there is a false-consensus bias in this forum on this issue: I assume that only a few people actually sleeve cards, because I *don't* sleeve my cards. I've seen posters here insist that *most* people sleeve cards when they themselves do. I guess I'd be interested to hear actual figures on this, to the extent there are any.


paganeagle2001 wrote:
Eventually the game will outgrow the box anyway

Not true; the box is designed so that all of the cards from the Base Set and the entirety of the Rise of the Runelords adventure path will fit within.


I don't know how Paizo does things, but if their current "print run" of this game completely sells out, and they have to produce another, would the second printing have corrected cards? Don't they include fixes in re-printings of their books?

If that's the case, I'd like to know when that happens, as I'll happily buy another base set (mine will be worn down by then, anyway!).

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