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PaleMask wrote:

They are splash weapons and I am not really trying to throw them at any one in particular I'm literally dropping bombs in a crowd of hundreds. No I cannot hit the one square I want but I can hit a large crowd of hundreds. Second, tell me what they can do then? They have no abilities that can reach me they can run and try to take cover in this totally open grassy meadow they are camped in (which we have accounted for) but considering its perpetually night in the demi-plane they don't even know anything is happening until the first bomb hits. Nor can they see where the rest of the bombs are falling so its not like they know which way to run to avoid them. I guess I should have mentioned I have fast bombs so it takes 8 rounds for me to drop all of them.

As far as me doing it repeatedly, the only thing I can come up with is they can attempt to build some shelter. But that requires wood or stone, meaning they have to clear cut or quarry their demi-plane. Don't be a pretentious ass and say Well, I think the comment "know of something to stop me besides just GM says no" pretty much tells me all I need to know about this" when you don't even have a real way to answer my question. If you need more background on something we are doing you can ask me. It would just take a a long time to type it and it was 3 a.m. when I first posted this.

I quoted the comment because that pretty much tells me that if anything happens to dissuade you from doing it, then you'll simply blame the GM. That's not being pompous, friend, just identify the significance of a statement. You are allowed to take that as you will, however.

So, first off, at 1,000 feet high, the only possible thing you could be aiming for would be the campfires. The demi-plane has the "dim light" trait, meaning that it's perpetual night with only star- and moonlight. You wouldn't be able to see anything on the ground except for the fires with a -100 to your Perception check in addition to the nighttime penalties. Secondly, the very text description records "hundreds of campfires," so the allotment of campfires you're throwing at is quite significant, and you haven't any idea how many spriggans are actually huddled around any given campfire at one time. Thirdly, even the spriggans that camp on the open plain are a few miles away from forest or mountain. After a single night of bombarding, they could move camp, set more decoy fires (it certain they have stored wood on hand, else they couldn't keep the fires going to begin with), or even use the additional wood to do the other thing you mentioned and build shelters. Using the mountains to the north as cover against you would be a viable option after the first night. Spriggans have low-light vision, so unless you've got dark vision, you're not seeing better than they are (and that wouldn't serve you any at all from 1,000 feet anyhow), and they have crossbows if you come down far enough to come close to pinpointing them. They've also got worg riders for speedy communication with other camps (and outriders that are always on patrol, so peppering the large area of a camp wouldn't get to these outriders you wouldn't be able to see). That makes them capable of getting help (and yes, there is help that could be gotten to defend your 1,000-foot theory, but I don't know how much your GM wants you to know about this).

And that's just a few of the options and problems. Naturally, you can simply hand wave all this, say you've bombarded the heck out of the camp, expect that all the spriggans are huddled up in a nice little quivering mass of flesh for you, get your XP, and call it a day. And that's cool! Like I said in my last post, if that's your game, I hope you have a blast with it! In the end, if you're having fun and your GM is having fun, then all this is moot anyhow. Collect your XP and go about your business. It's all good!

I wish you all the best, PM. Just have fun, man. =)

PaleMask wrote:

For a little background info my friend and I are just gming campaigns for one another. We decided to do a solo module with him as GM and me running an alchemist at lvl 8 with double gold allowance. I made it to level 10 doing encounters the regular way until this.

So we progress through the module until we get to the part where I am supposed to sneak past these armies of 300 spriggans. I've already fought the spriggans and generally know their abilities and their weakness of fire. My Alchemist has explosive bomb discovery and fly, so instead of sneaking past I'm just going to fly above the army out of range, bomb them, fly away and rest for a day, rinse, repeat.

Lots of math involved, including some made up but suffice to say I can kill roughly 150 spriggans so far with splash damage. Also, nothing says I can't do this repeatedly though he did say hes going to finish reading module entirely to be sure. So it may be there is someone in the Queen's retinue who can do something about it but I doubt it since they would have to find me a thousand feet in the air.

At 1200exp a spriggan that means I get 180,000 experience and I was already lvl 10 on fast track 71,000 so that puts me at 251,000exp, about halfway through lvl 13.

So, I'm curious if anyone else has done similar or know of something to stop me besides just GM says no. If you want the exact math my int modifier is +7 and I've given you relevant discoveries and levels. Spriggan Hp is 34. I'm pretty sure I've done it right though.

Well, I think the comment "know of something to stop me besides just GM says no" pretty much tells me all I need to know about this, but there's a ton to stop you from doing it that has absolutely nothing to do with your GM deciding he just doesn't want it to happen. The first would be the monumental penalties that should be involved in being able to hit a tiny location with a bomb from 1,000 feet up. The second is that spriggans have an Intelligence score of 10. If they just stand around looking dumbly up at the sky as fire reigns down upon them from above, your GM isn't playing them properly. By the numbers, I'm sure you've got it worked out beautifully. Math is the easy part! Playing the monsters as if they are legitimate, thinking beings should factor into all this too, however.

I wish you all the best in your gaming though! So long as the both of you are having a blast, that's really what matters in the end. =)

Odraude wrote:
Sub-Creator wrote:
Juda de Kerioth wrote:

oh with the new comic series comming up with Red Sonja, i would love to see a propper adventure (at least a module) in the hyborean setting, or a new barbarian unchained (more like conan, you know, con bonus to AC when unarmored and those kind of things), also, a new fighter class aproach to fit Sonja and such.

Also, with the new suplement coming from Message from Mars a Vampire hunter AP entirely, in that world (vampire hunter D´s)

I'd really hate to break the news to you, friend, but I'd wager that your chances of seeing an AP outside the Golarion setting is zero. I'd keep expectations firmly rooted to the Paizo home world. You'll find the possibilities of something you'd like to see exponentially increase. ;)
Well, with Strange Aeons, they are going to Carcosa, which is pretty far off from Golarion.

And I know that you're being particular here, which is cool. But, when that equates to them building APs in worlds other than Paizo's own homegrown setting I'll be impressed. Somehow, I just don't believe their deciding to go to other setting specific worlds will correlate into APs based on R.E. Howard's Conan stories or whoever the heck created Vampire Hunter D.

I suppose I could be wrong though . . .

After all, they are going to Carcosa. =)

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CBDunkerson wrote:
Haladir wrote:
The whole "dwarven women have beards" thing is from one line from J.R.R. Tolkein's The Two Towers, where Gimli is talking/boasting about dwarven works to Eowyn, and Legolas makes a snide side-comment. It's not fully clear from the text, but I always took the line to be a joke they are trying to pull on Eowyn. (I don't have a copy of The Two Towers with me, so I can't cite the reference.)
There is no such line in the book. The discussion of the issue in the movies was invented by the script writers.

But was, indeed, based on the very quotation you've provided from Tolkien's Appendices in Return of the King. So, while the script writers did create the scene, the material was written by the good doctor.

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Juda de Kerioth wrote:

oh with the new comic series comming up with Red Sonja, i would love to see a propper adventure (at least a module) in the hyborean setting, or a new barbarian unchained (more like conan, you know, con bonus to AC when unarmored and those kind of things), also, a new fighter class aproach to fit Sonja and such.

Also, with the new suplement coming from Message from Mars a Vampire hunter AP entirely, in that world (vampire hunter D´s)

I'd really hate to break the news to you, friend, but I'd wager that your chances of seeing an AP outside the Golarion setting is zero. I'd keep expectations firmly rooted to the Paizo home world. You'll find the possibilities of something you'd like to see exponentially increase. ;)

One of the key aspects of the game is that you get to play with these ancient artifacts throughout the campaign. That's half the fun of it. The AP is designed for you to keep the shards, yes.

Perhaps your GM has other ideas about how he/she wishes to run it, however. I don't know why he/she wouldn't allow you to use them though.

Tangent101 wrote:

You have groups who ignore that sort of thing, rush in headlong, and get upset when they die off. You have GMs who don't have many groups and will let their players get away with BS like this and thus... meh. The way Runelords handled encountering Karzoug prior to the final fight worked quite well actually. And Queen Elvanna in Skyrim: Golarion Edition had a decent reason as to why she wasn't seeking out the group to wipe them out (if she even knew they were around).

But when you get down to it... a truly smart Big Bad would be preparing for the PCs once they had foiled a couple of their plans and would go after the PCs with considerable force. So you would need some sort of reason as to why the PCs aren't targeted.

If you have groups that do everything in an AP exactly as it's drawn up, then you have groups completely unlike mine. I make sure my crew knows the expectation of the AP/campaign going in . . . that goes for the ones I wrote myself back in the day, as well as the pregens I run for them now. If they choose to "ignore that sort of thing," that's their choice. The consequences belong to them. That's called accountability, and I enthusiastically support holding my players, students, friends, etc. to it. ;)

If a GM with his group has a play style that differs and lets the group get away with things, I suppose he or she knows his or her group well enough to know what's fun to them. That's the best part of gaming with groups you know! The enjoyment level differs from crew to crew.

I also loved Runelords! How they covered Karzoug was fantastic, and I enjoyed playing that up too. Don't mind if they change up things a bit.

As to what a "truly smart Big Bad" would do can be dependent on the Big Bad, and whether said Big Bad is having fun . . . or not seeing a threat. You speak of foiling plans, but if the PCs aren't foiling plans, but merely being nuisances because the Big Bad is actually the victor in those plans (to a point), the Big Bad may find itself enjoying their interference. And that's just one possible reason; others are certainly feasible. Forcing them to do what they can in a series of no-win situations, which they can score minor victories in, would be something fun and different, however. It's forcing them to cope on a whole other level than they're used to, and it makes the consequences real.

Now, I'll concede that there are a number of people that couldn't--or wouldn't--handle this sort of AP well, which is probably why something like it will never make it to print. I know my players would eat it up though, because they love challenge and suspense, and the thought of going up against high CR cities killers at level 3 or 4 would be a rush of adrenaline they'd be all about! I think there's many that would enjoy it. That's personal preference though. To each his/her own. =)

Happy gaming!

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Tangent101 wrote:
Eliandra Giltessan wrote:
Cole Deschain wrote:
Actually, that could be a relatively new narrative structure... instead of the PCs moving from victory to victory on their road to kicking the wyrm's face in,maybe they move from defeat to defeat- sure, they get more powerful, and they learn the ways of their foe- heck,maybe hey inflict some lasting scars along the way- but if the dragon has them on the run the whole time, it'd be something interesting to try out...
I feel like this would be really hard to pull off, given the power level characters can reach vs. the assumed power level of an AP. People would end up killing the dragon way too early, or would be stymied by the plot not letting them.
Given an Red Elder Wyrm is a CR 23 encounter (if I am remembering correctly), having the PCs encounter it early would mean it kills them unless they are given some form of plot armor.

Albeit, one of the things you could do with this is make it plain that if they choose to square off against the dragon itself, they will die. Heroic, in this case, means doing the best you can to mitigate the damage/destruction without having the ability to kill the thing. I think this could lead to some amazing adventure potential, because it would mean that the PCs have to play this stuff smart. Honestly, I kind of like the idea that the dragon actually wins some of the battles. That helps to build up the legend of the dragon in question, and it gives them the opportunity to meet said enemy numerous times throughout the AP before they're able to actually destroy it.

Another thing this does is enable you to play with the dragons themselves. Give us a dragon that doesn't abide by conventions. That way, knowing that you're going up against a red dragon doesn't mean you have the ability to prep for it. Throw some monkey wrenches in there to really screw with the PCs and make them far less comfortable about their tactics because the dragon's tactics are ever changing. Almost the Napoleon of dragons!

Also, there was talk of a hard mode AP. I think you could really get away with making a dragon AP hard mode, so that the power potential of PCs would also be mitigated by a dragon/dragons that are built unique and incredibly powerful. Make it life and death stuff unlike we've seen in any AP.

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Gorbacz wrote:

I'd say the same thing about your ROBOTZ WITH LAZORS!!!!!!

But I choose to play nice with you there. Least you can do is return the favor. ;)

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No interest in Starfinder.

Strange Aeons has Lovecraft, and while I am a fan of Lovecraft, I ran a Lovecraft campaign expansion in my Kingmaker game, which pretty much put an end to our need for this one. My players aren't interested in doing another one based on the Lovecraft mythos. I'd be up for playing in it, but otherwise this one won't happen for us. I'm not getting it.

Ironfang Keep I'm somewhat ambivalent about. I love the idea of learning more about Nirmathas and Molthune, but haven't enough interest to purchase it. However, if our other GM decides to purchase this AP for us to play, I would be willing to play in it.

Ruins of Azlant I'm all over! This one has me exceptionally excited, and I can't wait to get my hands on it. I love the ancient history stuff for Golarion. Thassilon has been an incredible amount of fun for my players, as they all love it the history too, and Azlant is something I've desired to learn more about for a long time. Also very excited to do some underwater exploration! Everything about this AP is win where I'm concerned! I wish it was next!

And for those disliking the fact that they're doing new underwater rules for this AP, I think they're overreacting a lot. My expectation is that they'll put these new rules in the free Player's Guide, as Valantrix1 stated, and so it won't be hard for anyone to get their hands on them for absolutely no cost to them at all.

Vic Wertz wrote:
Every rulebook since the second printing of Rise of the Runelords has had a page in the back called "Things to Keep In Mind," which includes a section headed "Cards Don't Do What They Don't Say." It's very germane to your question.

The Rise of the Runelords box that we have was bought something like 2 years ago, so I'm not sure it has that page . . . but I've personally not read the rulebook anyhow, so I can't say for sure. Two of the gents that I play with were looking through the rulebook the first couple times we played, and the person in question (who was doing this) came into the game on our third session, so I don't think he's seen the rulebook either.

Regardless, your point is taken, and all the help has been appreciated very much!

Many thanks to the both of you! I shall pass this knowledge on tonight when we get together to play.

This may be a unique question, but we're new to this adventure card game, and a friend of mine did this last session. I wasn't sure about it then, but didn't want to say anything until I got some input.

Basically, he's playing Valeros. When he would explore and draw a weapon to acquire, because the "Check to Acquire" says Strength Melee he was using a weapon card from his hand to give him an additional die (or two, if he recharged it) to acquire the weapon.

As an example, let's say he drew the "Horsechopper +1" weapon card while exploring. The Check to Acquire for the weapon is Strength Melee 9. Valeros has a d10 in Strength, with a Melee +3 bonus. He would then reveal a longsword to give himself an additional d8 to the roll, and discard (or recharge it, because he's Valeros) for another d6. Thus, he would end up rolling 1d10+1d8+1d6+3 to acquire the "Horsechopper +1" with a score of 9.

Is that legal according to the game rules? Or, must he only use his d10 Strength +3 Melee roll to acquire the weapon?

I'm all in for this. Let's get a serious dragon AP going, Paizo. You could do something great here!

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My only disappointment here is that I didn't see Brandon Hodge on the list of authors for Ruins of Azlant, and he has been involved in so much of the Azlanti stuff thus far . . .

This, of course, does nothing to diminish my excitement for this AP! Honestly, I don't think I've been as ready for an AP to hit the stores than I have for this one. I love it when Paizo explores their history because they do it incredibly well.

And, for the record, Serpent's Skull was the first AP I ever ran/finished in Golarion, and my players absolutely loved it. Granted, it required more prep time from me than any other I've done since, but it was worth it. I expect Ruins of Azlant to be better because they've had plenty of time to grow from that one.

I'm geeked people, and I'm not frightened to share that fact! Thank you, Paizo, for doing this one!

zimmerwald1915 wrote:
Mine all mine...don't touch wrote:
Didnt i read somewhere once that chthulu wont appear on golarion?

What you probably read is probably that in Pathfinder canon Cthulhu lies in R'lyeh, which is where Lovecraft and his followers put it: in the south Pacific, on Earth.

Whether that means he won't appear on Golarion (or that your players won't encounter him on Golarion or elsewhere) at some point is an entirely separate question.

Truth! My players already met him . . . in the conclusion of our Kingmaker AP.

Man, that was fun.

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Ruins of Azlant?!? I could not have asked for a better AP! Should I be alive and able next summer, I will certainly resubscribe for that one! Have been waiting for this one for quite some time . . . Very exciting!

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Dragon78 wrote:
If it is set in Varisia I will skip it.

Well, I'll make sure to sign back up so as to offset your skipping it. ;)

Hayato Ken wrote:
Sub-Creator wrote:
Those looking for high level adventure in the Silver Mount should look to AP #90.
Not exhaustive.

Never claimed it was. But, if you're looking for high level adventure in the Silver Mount, you can look to AP #90. From pages 8-55, it's all adventure in Silver Mount.

Those looking for high level adventure in the Silver Mount should look to AP #90.

- My vote would be the broken Azlanti Islands. Bring in Mr. Hodge and let him work his magic on that Azlanti culture!

We just started playing this card game a couple weeks ago and have only done so once. I actually played Ezren in the opening scenario of the RotR box set, although it wasn't part of that AP (it was some sort of beginning trio of scenarios, of which we played the first).

I'm seeing you all talk about different Ezrens, and especially this "CD" Ezren, and I'm curious as to what your meaning is by that?

Thanks in advance to any info provided!

Garde Manger Guy wrote:

However an underwater themed AP is a much more viable product line. For starters, you have an entirely open underdeveloped area to work with. It's still on Golarion, but an area of the sandbox that is almost completely untouched. Almost anything you can think of can be placed here at the moment and the opportunity for follow up adventures and supporting paraphernalia is absolutely immense.

If done right, the AP sets the stage for exploration of this "undiscovered world". Then the guides, bestiaries, and pawns associated with it contribute to the revenue stream and heartily encourage continued exploration of its cold mysterious depths.

Just please don't use "Under the sea" as the title or place any pineapples on the sea floor.

Plus, they could work out a way to provide maps that somehow work on every axis! I mean, if you're going to be fighting under water, you'll not have to worry about that silly x-axis only, but the y-axis too! Need to figure out a better way of doing that on these maps other than clear dice containers flipped upside down! =D

Well, this might not help you with naming conventions, but the following thread has a ton of info on Azlanti stuff, if you're interested! he-Azlanti

Also, I remember Eric Mona stating in a thread I was involved in years ago that Absalom had definitive connections with Jerusalem (historically) as far inspiration. As Aroden was Azlanti, I also decided to use Hebrew as the root for the Azlanti language. I think it works well in the end.

Dale McCoy Jr wrote:
Nutcase Entertainment wrote:
Dale McCoy Jr wrote:
MidknightDiamond wrote:

Apologies if this has already been suggested, but given the popularity of it - why not an all goblin focused AP?

Just because.

IIRC, we're getting a hobgoblin themed AP next year.
All PCs are Hobgoblins? If not, you misunderstood something...
I don't see any reason why all PCs can't be hobgoblins. But then again, I never see a reason why that can't be the case. Humans, elves, and dwarves are overrated.

Humans are what they are. They're relatively plain, but I think that's because we are humans, and so know them best and find them least mysterious.

Elves are pathetic. Not a fan of Golarion elves at all. They're simple hedonists, which apparently one has the right to be because they live long lives. I'm actually playing an elf in the upcoming Giantslayer campaign, but he's forlorn, and has had all that conceit and hedonism beaten out of him. He's a simple protector now. I am looking forward to that. However, a typical elf in Golarion? Pretty much want nothing to do with them.

Now, dwarves? A dwarf is never overrated. Battle-hardened war machines that are loyal and dutiful and love to create. I'd probably take a dwarf over any of the races in Paizo's world.

I'm not really a fan of any evil races, at least not playing them (outside the GM role, of course). The one exception to this might be goblins, but even then I couldn't do it for an entire AP. Honestly, I don't know how one could expect a goblin to live through the first book of an AP anyway. They're so chaotic and self-destructive that playing a goblin correctly would mean death no further than two-to-three books in at the most!

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DM_aka_Dudemeister wrote:

I will holler for this until the end of time.

Journey to the Centre of Golarion.

An expedition that begins on the surface and then never sees the light of day again. A tour of the Darklands, the Vaults and all the wonders therein. With sweet nods to Jules Verne along the way.

I can kinda get behind this, too. I've had to go 5E just to get a Darklands AP that I didn't have to write. I'm not converting it, just transplanting it to Golarion.

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Vikings vs Witches. Because Norse culture is the bomb, and so is the Land of the Linnorm Kings. Plus, there's witches right next store! It's the AP that has needed to be made, has not been made, and that's a true crime.

I mean, while Tian Xia got almost three whole books in Jade Regent, the Vikings got one. That's roughly three times more coverage! Definitely time for a Vikings vs Witches AP. The Linnorm Kings have been slighted, and they are ready for war!

Myrryr wrote:
Simeon wrote:
I'm not sure what the actal date is, but I believe that outside of Golarion, Aroden's death had little to no impact. The gods of humans on Golarion shouldn't affect humans on Earth or Androffa. I doubt it even affected Akiton or Castrovel.
It didn't. In the relative scheme of things, Aroden is pretty unimportant. Honestly the most important thing about Aroden at all is that his death possibly screwed up Rovagug's prison with the Worldwound on Golarion. But beyond that, Golarion itself is only a single planet in the infinite material plane, and unlike many gods, Aroden was only important on that planet. Hell, he was only important on one or two continents even.

Honestly, on principle alone, I think Aroden was more significant than people often wish to admit. There's a reason they refuse to ever shed light on the mystery surrounding his "death." I can't believe they'd desire to keep it such a mystery if his fall meant nothing.

Steve Geddes wrote:
rknop wrote:
I disagree about Wizard's Mask -- one of my (many) complaints about the novel was that it turned both Molthune and Nirmathas into caricatures that would have fit better in a Gilbert & Sullivan musical, or even a Benny Hill routine, than in Golarion. You can do humor in Golarion without turning the setting into a cardboard-cutout joke fodder. (Cf: the Lair's series.) (And I'm not even sure Wizard's Mask was trying to do it for comedic purposes; the comedy didn't work on me, if it was.) (Wizard's Mask is the only Pathfinder Tales novel that I found outright bad.)
I didn't mean to express a view on the quality (it was one of my least favorite PF Tales books too), but I think that novel is a good source if Samy is looking for more canonical information about that region. I can't think of many other places.

I don't mean to beat a dead horse here, but I would be careful about recommending Wizard's Mask as well. I loved the idea of Nirmathas and Molthune until I read that book, which completely turned me off to the regions and their conflict. It pretty much made both regions--and the people in them--out to be pathetic. I saw no redeemable qualities in the book. I remember being quite sad that it was considered canon for the conflict.

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Duiker wrote:
Rub-Eta wrote:

Don't know what kind of campaign you're playing in but I don't think your character can have access to or know the ancient language of Thassilonian. As it's a dead, forgotten language since about 10.000 years ago and not even the highest, most knowledgeable scholars know the meaning of many or even any of its' runes (most scholars have a grave misinterpretation of the 'Sin' runes and their meaning).

I'm not saying that you're playing the wrong game if you are allowed to learn it and use it to fluff your character. Just ask your DM before touching it, as it may not be meant for you.

That's not accurate. Here's the Inner Sea World Guide entry for Thassalonian:


The following languages are not commonly known in the

Inner Sea region, save by scholars and historians ... Thassilonian: One of the ancestor tongues of modern Varisian, Thassilonian is mostly remembered for its nowunused alphabet, consisting of three sets of runes.

It's on page 251, and the Additional Resources page says "Languages: all languages on page 251 may be learned via the Linguistics skill", so it's even explicitly allowed for PFS, which tends to be more restrictive.

All it takes to learn Thassalonian is putting a rank in Linguistics. Very few people in the world bother to because the language is dead, but it's not a lost language.

Although his point is still valid. I know that in my Shattered Star campaign, I've made it far more restrictive when it comes to knowing the language. It's actually to the point where a character that does have it will still be required to make Linguistics checks in order to read it properly.

Still, it sounds like the OP and his GM have a pretty good understanding of where the line is at, so no biggie!

Thank you, Mr. Finch!

My apologies if I sounded cross earlier. It tends to make me nervous when I hear a report that says one thing, then don't hear anything else for a month after, if only because of the issues with other kickstarters I've seen reported on these forums alone (The Razor Coast by Logue and Underdark Kingmaker AP by the group I can't recall the name of now come to mind). Nothing but exemplary reports have come out about FGG, but for a first-timer like me all this is new, so silence becomes a concern.

The update and explanation is greatly appreciated.

Any ideas as to what's going on with this? On January 30th, it was expressed by FGG that a backer kit would be out to the supporters within the week. It's now a month later, and there's been no backer kit or additional word by anyone official as to what's going on . . . I've posted on the kickstarter page, as well as on the FGG Forums kickstarer thread for this, and all has been ignored.

This was my first kickstarter backing, so I'm not as up-to-snuff on how these things usually go. Is this normal? Thus far, I'll admit to not being impressed at all with the process if it is, especially since it was stated repeatedly that FGG had a proven record when it came to handling kickstarters.

I got involved in this one because I'm a massive fan of Richard Pett's stuff. However, this is giving me serious doubts as to whether I wish to get involved with another one in the future. A month without word at all just doesn't strike me as decent customer service, especially when the money has already been deducted from my account.

But, I digress . . . or something . . .

Johnny...Panic wrote:

In a game now where one or more of the PCs may try the test.


Them getting ready for the test would be great fun, seeking to become mythic so they could have a chance to pass it.

That's kind of the issue though, isn't it? They shouldn't need to be mythic to pass the Test of the Starstone. It should be just as feasible for a player who is level 20/tier 10 to pass or fail as it is for a character who is level 1 with no mythic tiers. This Test should blow all other tests out of the water in scale and scope, yet be different for every person who takes it.

Oh, and the chances of passing it should probably be exceptionally low, too!

Thanks a million, Haladir! That will come in handy!

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Kalindlara wrote:
Xanderghul and Sorshen are going to have disappointing story-arcs, unless we wait long enough for Mr. Jacobs to like the idea of another Mythic path.

I'm not so sure. Granted, you might need a couple mythic levels for it, but you don't need to get all carried away like WotR. I've got a group of players that are now level 19/tier 5 going up against Cthulhu and a small host of Starspawn Tuesday, and based on what I've seen them able to do with the mythic rules, I'm pretty sure they'll handle it without a lot of problems. I'm hoping it'll be something of a challenge, but we'll see . . .

I think you could get away with an awesome AP involving either of those characters with the granting of maybe 2-3 tiers only. Oh, and I've outlawed a great deal of the different mythic feats and whatnot that provide for stacking criticals, so I still gimped my players, and they're still way powerful! Anything built by Paizo will be weak by comparison due to their policy--not that I have a problem with their policy, it's just the way it works.

Admittedly, I'd be very interested in any info pertaining to this, as well. I'm not planning to switch up completely, but I do have a desire to alternate systems occasionally. My group loves Golarion, as well!

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First Kickstarter I've ever backed. Love Pett's work. He's one of my favorite adventure authors. Had to give this one a shot!

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captain yesterday wrote:

You guys are kind of being a$~%*@%s about it.

What, you don't read ahead? Just run it as you read it do ya? "Hold on guys, I'm almost done reading this part"


Not to mention that the continuous string of items found throughout the adventures that are made of nymph's hair is a pretty good tipping point that perhaps there's a nymph behind the scenes doing things to drive the plot forward.

My players were already debating that very thing at the end of the first adventure, after recovering Nyrissa's boon found on the Stag Lord. Subsequent findings of nymph's hair boons in later books helped to reinforce that point. Granted, they were not expecting what hit them in Book 6, but I very much appreciated that fine twist into the campaign.

Pedantic Pundit, The wrote:
Another thing about themes ran into the ground, by now, demons/devils/other evil outsiders have been run into the ground just as much or more than dragons have.

You can keep on preachin' on, my friend. Especially succubi and other such lust demons/devils. That stuff hasn't just been run into the ground . . . it's dug a deep tunnel through the crust and mantle and exploded in the planet's core. If I never saw another lust-related fiend in a roleplaying game ever it would not bother me one iota. And demons are so much more boring than dragons!

Steel_Wind wrote:
Cole Deschain wrote:

The best use I could think of to keep Dragons both awe-inspiring and relevant would be to give almost no hints at all of Draconic involvement until they party confronts the BBEG... who grins and goes, "oh, you thought I was a human/elf/dwarf/whatever? I have some bad news for you."

But that's also highly cliched at this point.

I'm frankly bored to tears of the Dragon as BBEG or just before BBEG "special" encounter. We've had that in what is now narrowing in on nearly two dozen volumes of the AP and modules. It might even be MORE than that at this point.

I understand that to some people this is what they want. Well, if so, you have it. Countless times over, too.

Why can't we have something else now, for those who are interested?

I want a whole bunch of Draconian foes and themes and variations thereof. I want it turned up to 11.

Gimme a new and improved and better Dragonlance. There; I said it.

It was the first real AP, after all. I've played in WotC's 5E Tiamat homage and it's not recapturing that magic for me.

Bring that magic back, sans too much Choo-choo.

I'm right there with you SW. I'm tired of hearing all this "cliched" this and "cliched" that crap. Everything that's written these days has call-outs to what's been done in the past because every genre is saturated. Even the authors that write these adventures are constantly making comments about how they're paying homage to this adventure or that author's story . . . . To say that Paizo shouldn't do something because it's been done before is akin to saying that Paizo should just stop doing anything.

Dragons are as iconic as it gets in the fantasy genre, and they have a rich history in real world mythology, as well. They've been beloved by many for a very, very long time! Even a few years ago, there were some seriously awesome authors chomping at the bit to make a go of a draconic AP, but the Paizo developers were afraid they couldn't do anything creative enough to make it worth while. I'd love to see them take a stab at it now, especially with the phenomenal writers that they've got now capable of creating wonderful roleplay experiences. Authors like Jim Groves and Crystal Frasier, who are masters at writing adventures that are roleplay intensive and not just combat fests, alongside older favorites like Neil Spicer, Richard Pett, and Brandon Hodge could put together a draconic AP that would be amazing.

So, enough with the excuses; they've become cliched themselves by this point. I think the time has come to give this some serious thought again!

A couple possibilities that I plan to use for my game are from the PFS scenarios:

1) Echoes of the Everwar, Part III: Terror at Whistledown (either season 1 or 2); it's honestly not the greatest written scenario, but it gives you some decent detail on Whistledown and a vampiric problem happening there that you can easily manipulate into something more interesting. The mystery is easy to hook players passing through into without any Society stuff necessary.

2) The Night March of Kalkamedes (Season 4 I believe); this one is designed for lower level play, but can be easily adjusted. I think the story to this one is stronger than Terror at Whistledown, and it takes place in the region just east of the Fens, within the Fenwall Mountains. Again, it would be simply to adjust this adventure to PCs just passing through (such as having them come across this dude sleepwalking in the middle of the wild). Also, it might be an interesting mystery for them to solve in a quick fashion so as not to interrupt their progress toward Korvosa too much.

Not sure if these are examples of what you're looking for, but there you go!

I do love me some pirates . . .

But I think I'd be more down for an island-hopping adventure involving Azlant for sure.

captain yesterday wrote:

I think with all this time travel nonsense we're losing focus on what's important.


I think calling it nonsense is a little harsh. Granted that Mr. Jacobs has said it's not going to happen for a couple different reasons, but it's still a viable wish. I, for one, think that Thassilon is one of the best parts of the entirety of Golarion. It's been the main focus of a couple different APs, and been included in a host of other modules and such (at least in bit pieces), yet I still don't think we've been given enough. The history there is so rich and incredible, I can't get enough of it. Jacobs once said he'd like to do an entire hardcover campaign setting book akin to Inner Sea Gods but about Varisia . . . I'd love to see that come to life, and when it does, I'd hope it would have 100 pages on Thassilon (I know it wouldn't, but still). Stated simply, I love that history, and I want to know much more about it than they've given me, and they've given out quite a bit!

What's more, I know that I'm not the only one who loves Thassilon, and would love to know more about it. Frankly, when something gets AP status, Paizo does a fantastic job supporting it. If we got an AP, then, involving going back to Thassilon (time travel or just historical), that means we'd get a ton more Thassilon history than we have now. I'd gobble all that up, and I know a great many others would too.

So, it's not nonsense, as far as I'm concerned. It's one more vehicle to get a whole lot more of something I absolutely love about Golarion. So, I'd back anything that gives me a possibility of more Thassilon . . . even an unlikely historical or time travel AP.

Thus, I'm keeping focus on what's important to me in all this.


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I would pay good money for a dragon AP! But then, I've been calling for one of these for years . . . If only Paizo would grow as confident in themselves as I am confident in them!

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We should be done with our Rise of the Runelords campaign before December is done (okay, maybe first week of January, but close enough). My players have already got their characters ready for Shattered Star to come next. Their defeat by or defeating of Karzoug will determine whether Shattered Star is a nice, leisurely campaign or becomes a race against time to forge an artifact that can defeat Karzoug, who has started his conquest to reforge the Thassilonian Empire in northern Varisia.

Either way will be fun. =)

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logic_poet wrote:
An Apsu vs. Dahak themed campaign. Maybe with each character riding a dragon.

. . . Or being one . . .

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For the record, I'm GM for my group about 90% of the time (though one of my friends has picked up on the idea, done really well as GM of a campaign, and will probably continue, giving me the opportunity to play a little more . . . Yeah!).

I think Tangent is dead on. In the end, every game is your game, so feel free to make it yours. Just because I'm sitting here with a six-book series in front of me doesn't mean I can't let my players go their own way. My job as GM is to facilitate their fun by letting them do what they do and figure out ways to get them back on track later.

There was a great moment in our Kingmaker campaign that took place in the second book. A bunch of loggers from Mivon (realm to the south) that were cutting down trees around a pond and got involved into an altercation with a nixie. The players took the side of the nixie and convinced the loggers this was their territory now through some good diplomacy rolls. However, one of the characters was a bit more vindictive, and she sneaked down to the loggers camp and firebombed the whole place, destroying all their equipment and goods.

That heinous act led to a great deal of trouble with Mivon that required some serious diplomatic RP to avoid war, as the Mivonians also didn't like how the PCs kingdom apparently elevated fey above their own kind! With the PCs kingdom being so young yet, they didn't have money for building significant armies, so a war would have been very bad for them. As it turned out, they were able to make amends for their mistake by helping with the elves in northern Mivon, eventually convincing those elves to leave Mivon's territory to the loggers and settle in the Narlmarches, where the PCs gave them their own land for a small elven kingdom.

It was one small encounter within the book that led to a ton of political encounters not scripted at all. We're just finishing that AP after about a 3-1/4-year run, and it's been filled with unscripted situations where the PCs actions and desires determined things that happened.

Running APs doesn't have to be by the book ad nauseam! They can very much be your own . . . add to them, take away from them; make the story what you and your players are looking for! It provides a beautiful outline of a wonderful story with little work required (most of the time) though, which makes them perfect for me. And, like I said, there hasn't been an AP we've started that we haven't gone all the way through. I love them, but don't let yourself get lost in the text!

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Throughout my younger years, when I had the time to create the vast majority of my own campaigns, their lengths would be between 2-4 years. That's about the period of time I felt comfortable telling a genuine, epic story, while still giving my players enough time to truly delve into their characters. It meant I didn't need to level them too quickly that they felt the whole thing a race to the finish, yet they weren't waiting forever to attain that next level of progression. I've probably run nearly a dozen campaigns in my time, but there are only two that I haven't brought to completion (one because I simply grew bored with the setting; another that after 2 years of gameplay, I realized we had only scratched the surface of my story, and that it would be another 8-10 years before we could finish . . . far too long, even for my own tastes!).

So, are the Paizo APs too long? I would say definitely not! If we just run through them, my group can usually complete an AP in about 18 months. The Kingmaker AP (which we've loved from book one through book six) is one we've been at over 3 years now and should be finishing soon (we're done with the books, and are completing the finale of my own Dark Tapestry storyline interwoven through the campaign).

If anything, I'd say the APs--as they currently are--would be too short! That's not to say that I expect or want them to lengthen them, as that's something I can do on my own if I so desire. Up to this point, my players and I have never yet found an AP (we've completed only one, but are near completion of three others--Runelords, Jade Regent, and Kingmaker) we haven't thoroughly enjoyed! Don't mess with a good thing, I say.

Count me in on this one! I'd love a hard mode AP!

Readerbreeder wrote:
Vic Wertz wrote:
Print isn't going anywhere soon, and isn't likely to become anything less than a majority of our business in the foreseeable future.
And thank goodness for that! Nothing against trees (or PDFs, I own many), but I prefer mine dead and bound between covers!

I agree whole-heartedly! I want the physical book in my hand! I'm old-fashioned that way, I guess.

Arcwin wrote:
As for players walking away from something, I've heard several references, where a GM described how they had spent a lot of time preparing a whole big story arc for their campaign based on things the players asked for... and then when he was ready to start it they all suddenly decided to go for something different. If it were me, I'd just work the new idea they wanted into the rest of the plans, let them start with the new thing and have it feed into the planned events.

This is exactly how I created an entire campaign in my last real campaign in the Realms. I built the story, but let the players go and do whatever they would, installing story elements wherever they went. Eventually, they got hooked into the story and decided to follow where it led. Worked incredibly well, and all of them felt very much as though they drove the story forward, not me.

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