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Ron Lundeen's page

Contributor. Pathfinder Adventure Path, Card Game, Class Deck Subscriber. FullStarFullStar Pathfinder Society GM. 442 posts (1,019 including aliases). 2 reviews. No lists. No wishlists. 17 Pathfinder Society characters. 2 aliases.


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Myfly wrote:

Hand size is 5, got 6 cards including a blessing of torag.

I would like to explore with this blessing. No opportunity.
Instead i have to discard one card. :-(((

If it won't let you discard a blessing to explore (or otherwise use it), check to see if it's the top card of the discard pile--you might need to recharge it instead!


Johnico wrote:
I want to get my hands on this game, but I don't have a tablet, only a phone. Will this game work fine on my Android phone or will I need to borrow a family member's tablet to play?

I playtested it extensively on my Samsung Galaxy Note 5 and had no problems.


3 people marked this as a favorite.

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!


Gambit001 wrote:

Planar Crossbow WotR AD5 says "If the bane has the Outsider trait, ignore the bane's immunities."

I find this power to be basically useless as once you beat 5-1, all locations have the abyssal trait, which means there are no bane's for the remainder of AD5 that have the outsider trait...

Being planar I was hoping that it would ignore the abyssal trait and actually make that power work, but it seems rather weak compared to the other ranged weapons from even earlier decks.


Our Imrijka and Arueshalae both passed this up, for just the reason you mention. Other weapons from lower-numbered sets are better.


1 person marked this as a favorite.
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).


I'm playing Imrijka. Although I'm playing in a group and not solo, she seems like a good solo candidate. Her role power to evade barriers and send them to the bottom of the deck has been worth its weight in angel feathers, and would be particularly helpful in a solo run.


I'll be interested to hear how Paizo presents this publicly. They've had some trepidation on the hardcover AP front because they don't want people to think "Oh, I'm not going so subscribe now, I'll just wait for the hardcover" and subscriptions are their lifeblood. I wonder if they'll respond to that.


Saeko Mickelini wrote:

I am a novice in being a game master and I am going to allow gestalt characters to be used.

I honestly don't know how I should handle their boosted stats using the regular bestiaries for monsters. I thought of making my own but is there an easier way to provide great challenge?
I don't think higher CR mobs would be the solution either since some of their natural abilities would wipe the party if used.
Penny for a thought?

The gestalt rules don't modify whether their stats are boosted--you can have gestalt characters with only a 15-point buy if you'd like.

If you're asking how to handle the fact that their abilities are more powerful (best base save of each class, for example), the answer is to run them 1 or 2 levels lower than the adventure you have planned. If you're running an adventure for 5th level characters that takes players up to 8th level, start them at 4th level and take them up to 6th or 7th.

The problem with allowing gestalt when you're a new GM is that you might not have as good a sense of player difficulty vs. monster difficulty and know how much is the right amount to keep them "behind."

But 1-2 levels has seemed about right for me in both gestalt campaigns I've run (both were adventure paths, from start to end). Gestalt doesn't allow characters to get more actions out of a round, or use spells or abilities above their level. Gestalt generally makes PCs that can last longer in an adventuring day. Monsters hurt them just a bit less, they make their saves a bit more often, and they have a broader pool of powers to use. So you don't need to hold them back too much.


DaveFrahm wrote:
This just gave me the idea of doing a Dragon's Demand esque adventure. Ooooh....

Do it! Save Belhaim!


First World Bard wrote:
BartonOliver wrote:
Get yourself some of these d4s Much better to roll, and they don't kill your foot if they get stepped on. (Also, I don't know anything about that site, just the first one I found with a picture on a quick search)
Yeah, I've seen them before. Maybe I'll pick some up from the Chessex booth at PAX East this year. Although now that I'm done with S&S and won't be using them for Jirelle's rapier damage, they likely won't see as much play. Balthazar, quite mercifully, doesn't have any d4s skills, although I might sack the occasional monster for a d4. Perhaps I'll play a mage-type character in the RPG that casts a bunch of high-level Magic Missiles.

I think a Chessex booth is where I bought my 8-sided d4s (numbered 1 through 4 twice). I haven't picked up one of those awful pyramid things since.


elcoderdude wrote:

You're playing it right. This is a very hard scenario for spellcasters in particular.

One thing you can do is group everyone together at a location. You risk the banes that affect everyone at a location, but the upside is, when you close a location, everyone gets a break from the start of turn encounter.

Do you get a break? It's been so long since I played it that I don't recall the specifics, but I remember thinking that "do not flip the Guardpost card over" means you still have to fight a Corrupted Soldier even at a closed location.


*Nods solemnly* Okay, counsel, I'm convinced. I'll allow it.

Seriously, though, I don't know why we've just sort of passed on Alahazra before now; maybe because my friend played her twice in Skull & Shackles, got her killed, and we never took her out of the box again. But now I'll give her another try.


cartmanbeck wrote:

Aww man, I was starting to plan out what I was gonna submit, and then I saw this part:

rules wrote:

Anyone who has a design credit in 3 or more of Paizo's Pathfinder products is ineligible.

Yeah, I had some great ideas about tying an entry to Hell Comes to Westcrown, then I got to this part, too...


CBDunkerson wrote:
Ron Lundeen wrote:
I wrote both fetchling entry in Inner Sea Races as well as the fetchling spread here in Blood of Shadows.
So... any hints on who/what "the Widow" is? :]

I ain't talkin'. :-)


Brendthomas wrote:

Planning on making dragon raid scenario packs. 100 ish cards, legendary equipment and everything will all be in a nice simple deck. I am thinking of using some of the iconic dragons from pathfinder lore. Also thinking of scaling them so that I have a full 5 scenario adventure. I'm just looking for some advice as to how this may work or not work. Everything will be taken only from these decks, weapons, spells, items, armor, allies, henchmen, vilians and some special blessings if I think they may be of use. The only thing you will need is a base game for the blessings deck.

Let me know what you think. One is already in the works.

Will these be only for single characters, or for a party of up to 6? If the latter, 100 cards might not be enough to populate every location for 5 different scenarios.


1 person marked this as a favorite.
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! :-)


Longshot11 wrote:
Joshua Birk 898 wrote:
Can we stop pretending that WotR is hard? Yes, it is hard initially, but the difficulty drops dramatically by the time you hit AP3. If you look at the whole of the AP, S&S is just as hard, if not harder.
Can we stop pretending that one man's experience is indicative of all player's experience?

Here's my personal experience, then, as a veteran of the game playing in two groups (one with 3 players and one with 4): WotR scenarios were consistently much too hard in B and 1 sets, and now that we're in the middle of adventure 5, we're finding it pretty easy. Many times, we don't even spend our mythic charges. So our experience is also that WotR's difficulty drops dramatically right near the start of adventure 3. That doesn't salvage the set; I consider it the worst of the three primarily because of the terrible balancing across the adventure path. We're finishing one of the WotR games out of dogged determination; the other WotR game is more casual and it's looking like we might drop it.

Sergio, given the additional information you've provided here, I recommend you do all these:

* keep up with RotR, but always add extra location, as though you had one more player. We found that increased the difficulty a bit.

* get S&S and play it. It's the hardest of the three, when viewed consistently across the entire adventure path.

* go to and get Shield of Rannick and Bloodlust Corsairs. Then play those, too!


Vic Wertz wrote:
Unless something on the card tells you otherwise, that fact that a card is "undefeated" in an encounter doesn't normally have any meaning until you get to the "Resolve the Encounter" step, which is when you have to shuffle the undefeated card back into the location deck it came from. (When the card becomes undefeated isn't particularly meaningful.) Technically, you still have to do all of the other steps, but if neither harm nor good can come from doing them, you needn't bother.

I suppose this is good news for when you *can* engineer some good to come from doing the steps; recharging cards from your hand when you make the check, for example, so the 1d10 Force damage hurts you less.


Frencois wrote:

Anyone tried to play the full WotR without ever aquiring a corrupted card?

We will try that when we are done with our current S&S replay.

Probably impossible; there are monsters, locations, and such that require you draw a corrupted blessing.


zeroth_hour2 wrote:

People who are regulars on this forum know all the tricks to optimize their characters/paths.

[SNIP] though most of the time we are able to scout them away/evade them.

I think these two points are related. We veteran players understand the critical importance of scouting and evading; I've seen plenty of newer players (or even not-quite-so-new-but-not-pacg-fanatic players) forget to scout with Adowyn or forget to evade with Merisiel.

Your point about making it approachable for new players, particularly because this season kicks off with the very first set, is a very good one.


1 person marked this as a favorite.
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.


Set wrote:
And the word 'aver' was used in a sentence. I don't think I've ever seen that word outside of a dictionary. Kudos!

That was from me; I have a friend who says he knows which book section is mine, because it sends him to a dictionary. :)

"Aver" probably crept in from my day job as a lawyer.


ferris.valyn wrote:
Ekkie would shuffle a summoned monster into a location?

Not a summoned monster, no.


Eliandra Giltessan wrote:
Strategy-wise, when I play we try to start someone at those locations to avoid the burial.

..and in fact, we start only ONE person there--I recall that's because everyone there has to fight the servitor demon to close it, but I don't have the card in front of me.


aries04 wrote:
At first glance, those scenarios look cool. Thanks for posting those.

They'll look cool at second and subsequent glances, too, I hope! :-)


1 person marked this as a favorite.
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! :-)


2 people marked this as a favorite.
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.


Scott Romanowski wrote:
Thanks Ron! You wouldn't be able to help with my /secret coffer/ question above too? :-)

Hmm, no. It seems the HS version is just better. I can see how both would exist in game--like in real-life spell design, it's parallel design that comes to similar (but not identical) things from two directions--but the HS version would probably quickly eclipse the BM version where both are available.


Hawkmoon269 wrote:
Ron does not need to be corrected.

Hawkmoon saying this is the best Christmas gift I can imagine. Happy Holidays to all! :-)


I think Jirelle's power works anywhere, so she didn't need to be at Lirianne's location to reduce the Structural Damage by 1. (Someone please correct me if I'm wrong about that.)

I'm confident, however, that you can't later reduce the Structural Damage once it's been taken. You're right about that.

Even a 1d4 can be used to make a Craft check of 5--you just need to use a blessing. If each of you plays a blessing, that's 3d4, and 5 is quite likely on that. There are also allies and items that help with Craft checks (like the Carver).

However, you may have been better off to just discard the card to prevent the damage--even discarding a blessing means you've guaranteed to stop the wreckage; by spending that blessing later, you're hoping that you get a 5 or more on 2d4. We virtually never had our ship wreck, even if it meant discarding a bunch of cards.

Also, I don't recall the "losing plunder" mechanics (because it didn't happen to us often)--doesn't it happen during the next turn, or end of the turn, rather than right away?


2 people marked this as a favorite.
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!


Scott Romanowski wrote:
The duration of evaluator's lens include "or until discharged". There's no way to discharge the spell (e.g., ablative barrier or dimensional bounce).

That spell got a bit better in development--I think I'd intended that it discharge the spell to detect a magic item's properties. Now, it's another function of the spell. I'd ignore the "or until discharged" part.

** Contributor

BigNorseWolf wrote:
Wei Ji the Learner wrote:

If I remember some of the writing on these, you take a photocopy of the chronicle sheet with the box marked off for the recipient character in question, but I could be mistaken?

Thats the book boon.

If you know you're going to play Grogthack the Decapitator and he has the Axe of the Dandilion from Femur the necromancer's chronicle, in theory you only need to bring grogthack, grogthacks chronicles, and the one piece of paper from Femur.

In practice, you might lose that piece of paper, so you bring all of Femur. I think I've been at one convention where I've hit every planned event without a hitch. usually you wind up playing a game/character you didn't plan on, so you would wind up having to bring them all to do this. (Not that thats a horrible idea anyway mind you... for the same reason)

In plastic sheets my character accordion folder weighs at least as much as a hard cover book, and i just recently switched out of the three ring binder system to cut down on weight.

Can't you just bring a copy of Femur's chronicle along with Grogthack's chronicles?

I think that's how I handled the reward for Eyes of the Ten--put it in the binder of the character that played it, with a copy in my binder for the character it applied to.


1 person marked this as a favorite.
KennedyHawk wrote:
jduteau wrote:
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).


You want it to be a noticeably disadvantage, but not so disadvantageous that it makes adventuring straight up un-fun. And keep in mind that quite a few characters will fail a DC 15 Charisma check, so it's an effect quite a few people (half my tables usually, at least) will have.

Some additional ideas:

Stricken: A serious penalty to a single class of saving throws (like -4 to Fort, Ref, or Will saves).

Tongue-Tied: For all Charisma-based skills, roll twice and take the worst result each time.

Thick-fingered: Drawing any item or weapon (other than ammunition, perhaps) requires at least a full-round action.


2 people marked this as a favorite.

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!


Theryon Stormrune wrote:
It's a good price on sleeves!

Yes; and, oddly, cheaper to buy 12 50-packs than buy the display case.


ferris.valyn wrote:
Im wondering - is there a way to utilize characters who made it through S&S, and have them run through Bloodlust without it seeming like a cakewalk?

No more so than having characters who've run through S&S, then having them run through S&S again without it seeming like a cakewalk. It's intended for starting characters. Perhaps you could switch out to other characters, and start over with them?

If you're looking for post-AP play, my Mhar of Leng is designed to slot in after Rise of the Runelords; there was also a blog post about dropping post-AP characters into the last couple chapters of Wrath of the Righteous.


Do you know that you can order a packet of all the cards for the set with errata? It's available here, and at a much lower price than a reprinted set.

I'm getting it to have all the updated cards for Season of the Runelords.


1 person marked this as a favorite.

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.


Mike Selinker wrote:
Parody wrote:
We used to play On The Edge, the trading card game version of the RPG Over The Edge.

One of the top 10 TCGs ever.

I was pulled into some informal, nationwide "league" where you bought a 60-card deck and had to mark the face of each of your cards in some identifiable, but not render-them-unplayable way. Then you played for ante of a card. When you won a card from someone else, you'd add your mark. (Decks below a certain number of cards or above a certain number of cards had to be retired.)

Some of the most sought-after cards weren't the most powerful, but the ones with ten or twelve or more different marks on them. Mighty fun.


This came up for me last night: I gained the ghoul hide, but already had 2 armors in my 4-card hand, so I definitely didn't want it. I thought to just recharge it, as I'm proficient with light armors, but I then thought that the Corrupted restriction would kick in--does that restriction apply even when recharging the card when you reset your hand?

I think yes, as it's a power of the armor, but I wanted to check it.


This is quite impressive work, and I'm excited to give it a try. The break before Mummy's Mask will give my group some time to dig in here, and I'll be sure to note my thoughts. Since we played almost all of the Carrion Crown RPG, I think we'll all get the adventure gist in the way we did with RotR (which we played as the RPG) but didn't with S&S or WotR (which we haven't played as the RPG).

Since I don't sleeve, though, I'd like to get the cards through DriveThruCards--do you have them available there? (At least, for the ones supported by DriveThruCards at the moment?) If not, do you have plans to do so? If so, we'll wait for those to go up.


3 people marked this as a favorite.
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?
- Season of the Ronlund? (Switching just "o" and "u" based on Vics proposal)

What do you think?

Is awesome PREMIUM :-D

PS: thats how my idea generation works ...

This really made my day! :-)


Myfly wrote:

Thus my idea:

Add on the bottom side of the base set game box how many/what size/ what type of sleeves are required.

222 crystal clear sleeves (locations etc.)
1333 semi clear sleeves (boons, banes, etc) could be clear or only front side clear.

Fantasy Flight does this for their games, right on the back of the box as you suggest. I don't sleeve, but even I acknowledge that this is useful information to have on the box.


1 person marked this as a favorite.
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).


2 people marked this as a favorite.

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.


3 people marked this as a favorite.

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 Everything there is published under the Community Use Policy, like Wayfinder.


MAJBrown22 wrote:
Will locations FINALLY represent something other than a random collection of cards?

Do you really think this is the case now? I think most locations are finely tuned to display a feel based on the types of cards it includes, and how many of each; this is in addition to the "At This Location" power, the check to close, and the effects of closing. All those tell a story before you even flip the card over to read the flavor text on the back.

Cannibal Isle, as an example, has lots of dangerous critters (many monsters) and your allies might get eaten (bury an ally at the end of your turn). But you can fight your way into the cannibal camp (Str/Melee to close) and learn--oh, hey, my allies haven't been eaten yet, and I can save them! (on closing, add your buried allies to your hand) That, to me, tells a story and is much more than a random collection of cards.

I'd love to continue to see very thematic locations like this, in Mummy's Mask and beyond.


jones314 wrote:
Ron did create a deck 7 for Rise of the Runelords. It uses just a few new cards. It's also on his website, I believe.

Yes, here at Thanks!

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