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Beltias Kreun

Thanael's page

Goblin Squad Member. 674 posts. No reviews. 1 list. 1 wishlist.



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Search for "size = metropolis" on the wiki


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You can always let him bash things and let the RP creep in slowly...

The Kobold Press/Open Design solo adventure line is called Party of One btw. and the modules are for true solo i.e. GM-less play.

But you should be able to adapt many standard adventures to solo play if you choose the one for about 2-3 levels less than he is.

Another nice thing for GM-less play or GMing assistance is the Mythic GM Emulator a product that has received high praises. It is a system-neutral campaign/adventure/plottwist generator. There's a free website version available (see the product discussion thread) but you'll probably need the PDF for explanation.


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Nice. Someone should photoshop the Razor Coast map over this pathfinder society map of Golarion from the blog....

Check out my first try here...


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From the Ask Sutter thread: 6. What is Mengkare's age category? The circa 2008 Campaign Setting says he's an "Old" dragon.

Sutter: 6. I don't think we've updated that in print since the Pathfinder RPG update, so I won't say, but I believe he's *quite* old and powerful...

So no great wyrm. But may possibly have advanced to Very Old now, which is CR 19. Access to True Seeing and Geas/Quest. 6th level casting if very old, else only 5th-level. So by no means artifact-level awesomeness. He's a nice capstone for a high level adventure/AP, but can be overshadowed by mortal NPCs in a specialized area. Especially spellcasting.

I started worldbuilding Hermea's capitol and the island and there could (and imho should) easily be some NPC players on his level (I.e. CL 13-17+). So it's not so easy and clear cut as many think, even with this small a nation. Maybe Mengkare is LG, the state is N as listed in the 3.5 CS, and the city is LN. Chaotic elements are hidden in the Jungle but also present in all of the society. (And not only societies ejects. What natives were there on the isle before M settled there?)

Also after reading the old Dragons Revisited I wonder if Mengkare acts as mentor to any silver dragons as gold dragons are said to and if yes who they are. Also what do the other Golds think of his experiment? The humble Great Gold Wyrm from the capital of Nidal lives not too far away.


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Cyrano de Bergerac : bard/duelist
Hudson Hawk: bard /rogue

You can also have a bard's bard, wearing tights and strumming his lute, but it takes some player skill. In fact I'd very much like to see a well done novel with a true bardic bard protagonist. KAM could do it.


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You could open a thread here or on ENWolrd like Storn, Glad, ATOM did, posting a few pieces... I'm sure they did get some employment out of these.


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Have you thought about doing some small ads on the site?


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donjon.bin.sh d20 encounter generator (also check out the rest of the site)

d20pfsrd random encounter generator

Alexandrian blog post: Breathing life into the wandering monster

Necromancer Games 3.5 Wilderlands of High Fantasy boxed set has lots of encounter tables.

The Penumbra D20 En Route books line...


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PF Rogues are gimped by the removal of their 3e niche protection for being skill monkey/trap guy. The opening of class skills in PF means everybody can take almost any skills and be reasonably good at them. No more cross class skills, no more exusive skills. (UMD was rogue and bard only for example)

Trailblazer offers an analysis why the 3.5 rogue is already subpar. I believe one suggested fix was giving the rogue an attack bonus to sneak attacks. 2e did this by a flat +4 but I would suggest giving them full BAB for this similar to the monk bonus on combat maneuvers.

Rogue Glory already got mentioned and it goes some way to make them viable again by giving them back a niche. Glory gives all rogues a guile pool, an ambush ability and proficiency in sword cane, switchblade and bladeboot (it always bugged me that these were exotic weapons and no one is proficient in them from the get to. I applaud giving them to rogues). It also fixes the Stealth skill and provides a few new archetypes.
In short check this product out and read the reviews.

101 Skill Uses by Rite Publishing gives more detail/use to the skill system and rogues can only benefit from that.

This excellent blog post (by the author of Rogue Glory) posits that the skills a PC picks should be treated as Chekhovs Gun, I.e. DMs should strive to incorporate and make relevant to gameplay the skills the players choose. Excellent advice imho and not only for the so-called useless skills that the blog emphasizes.


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Very much looking forward to when Erik has more time!

How about a Nex novel first? As Vic said they were easiest...


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Oh. Boy.


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Use a random chart, there should be lots online. For example:

Ill gotten goods

"What Have I Got in My Pocket?" from Footprints #2

Pick pocket result chart from this blog

Dragon 164 has article called "What Has He Gots In His Pocketses?" by Ed Greenwood -- but the 'table' is only 20, very detailed, 'adventure hook' items.

The awesome donjon.bin.sh site has a nice d20 pickpocket loot generator among tons of other generators

Here's a nifty little program


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Interesting how tribal nature worshiping/fey influenced culture, and antagonism to aberrations crop up, a bit similar to Eberrons orcs.

I like how the history of enslavement resonates with the now chaotic and fiercely free and wild orcs.

Looking at the ARG Orc race's optional traits, maybe they would develop to having mostly Dayrunner and perhaps Smeller replacing light sensitivity , ferocity and weapon familiarity. Or maybe they substitute half Orc alternate racial traits like beast master, city dweller, or even forestwalker or rock climber.

I would definitely give orcs access to many of the half Orc alternate racial traits. Interestingly the half Orc deepkin variant has acute darkvision and cavewight replacing ferocity and intimidating. (Meaning these two traits were picked up later when fleeing/being driven to the surface) The deepkin are noted to be descended from deep dwelling orcs who are also a bit smaller. So there should probably also be a true orc deep kin variant.

Many (alt) racial traits make orcs even more bestial/primitive which could lend to the theory that the original orc race has somehow been tempered with resulting in archaic genetic features resurfacing. It reminds me of a story by P.K. Dick where genetic uplifting of cognitive features is a process which can be bought it sometimes it fails and a regression into more bestial features results. For orcs this could also have been an admixture or boar genes (or maybe they are descended from boars?) taking a page from old editions pigfaced orcs.

This could also work well with the more scifi Akiton origin story.


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brvheart wrote:
Sort of a narrow range. Will need something to take them to 5th then.

Lets make a list of usable module!

I'll start with:
The Horn of Geryon (level 1)


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Dragons Revisited is a great book imho. It does have a CR 26 build for Daralathyxl, and additionally a few more wyrms. It's OGL though so 3.5 and not PF yet.

Also d20pfsrd.com has a build for every age category of every kind of dragon, plus a few draconic unique monster NPCs from paizo sources among them this advanced great wyrm red dragon (Choral the conqueror) from Pathfinder 36: Sound of a Thousand Screams.


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If you want to build the book Conan start with this excellent 3.5 Conan build by level on the Inzeladun site. It's well worth checking out and closely follows the stories in his progression. He's a Brb/Ftr/Rog there.

But what additional feats, rogue talents, rage powers and archetypes to use?

Unarmed fighter ? Really?

I'll have to read those books sometime...


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Also: archetypes! No need to make a new class if it is close enough to a existing class to be made an archetype! And please make use of existing archetypes! D20pfsrd has lots of piratey ogl material.


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Jadeite wrote:

In my opinion it would be best to ignore the Pathfinder Companion and begin from scratch. While the book was fine when it was released, Pathfinder has evolved since then and unlike D&D, most new Pathfinder material is Open Content. I'd expect to see alchemists and magi, inquisitors and witches, orcales, cavaliers and gunslingers. As NPCs as well as classes supported by new options.

Pathfinder has rules for firearms. They are far from perfect, but usable. So use them.
Pathfinder has Serpent Folk. They aren't that different from the Freeport ones (not very surprising, considering both are based on REH).
There is no need to create a new base class if an archetype would be sufficient.
Are the Azhar necessary if there are already Ifrits? Just give them a few alternate racial traits. They already have the same ability modifiers.
Support for other ARG races would be nice, too.
If you include new feats or spells, check if there are already similar effects. If necessary (i.e. they weren't published in the RPG line), you could reprint them.
And what else would be great? A chapter on placing Freeport in other campaign settings like Golarion or Midgard.

+1. This is excellent advice. I severely dislike PF-lite conversions that are quasi 3.5 only you get more feats. Use more of the current depth of PFRPG. Use existant Paizo material or Tome Of Horrors monsters if they fit. Give some love to the new PF clases that fit.


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Add me to the want more details crew.

How much new content vs how much conversion/recycling? Where is the overlap to existing products? What is the new content?
Who will do the PF conversion?
PF credentials? Inclusion of APG, UC,UM etc.?

Maybe GR should pay Endzeitgeist to consult them on this project...;-)

I'm in for $1. Hope more details will be forthcoming soon...


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Bickering Partisans wrote:
Evil Midnight Lurker wrote:
Can you put staff enchants on polearms? Could there be a bohemian ear-spoon of the magi? :D
I say, old bean! Good show!

Indeed.


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Love this thread.
BTW here's the Veiled Master entry on d20pfsrd
Some excerpts:

Quote:


Azlant's nations had veiled masters walking among them, whispering into their leaders' ears. The people knew the veiled masters as powerful wizards, and there were murmurs that the mysterious cabal was more than human, but few suspected the truth for very long.
The veiled masters handled such suspicions by doing violence to the bodies and minds of those who proved too curious.

...
Today, the veiled masters live on. They walk among the humanoid races again, watching and waiting. The time to teach a new lesson draws ever closer.

So there are Several!

And probably we're looking for wizard or sorcerer typ covers, behind the throne types not leaders and for mysterious disappearances of people who came to near...


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As with the Halls of the mountain King stretch goal, the content will only be made available via the software platform. So no PDFs! I felt that this needs a bit if clarification...


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bookrat wrote:


Well, if the bartender is also the barkeep, he'd have levels in expert and warrior.

Why? Just because paizo's example barkeep has levels in expert and warrior?

Also expert vs commoner is a matter of breadth of knowledge not competence at a single profession or craft. (As explained in the comparioson between old ENWolrd xxx over a lifetime threads from my rant port)


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So End, about that stretch goal: You're writing now?!?


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Check out these great Verces creature illustrations by Nickolas Russell on his blog. He also has some nice backstory for them:

Quote:

The Wandering Horror of Verces.

Over a thousand years ago when the nations of planet Verces were still prone to warfare and their resources were devoted more heavily to military might there was one individual who's existence still leaves an aftertaste in the lives of all Vercites today. Chief Augmentor and Warlord, Grellig Senaeth developed a new class of military weapons based on the grafting techniques that the Augmented get their name from. Grellig was augmenting military weapons with flesh, adding biological capabilities like self repair and healing or production of biotoxins. However Grellig's time as a prolific weapons developer was cut short, he lived to see the establishment of the Grand Assembly of the Ring of Nations and a return to world wide peace as well as a ban on what the Grand Assembly deemed 'grotesque weaponry'. A category that including everything that Grellig held any interest in. He became increasingly frustrated with the beuracracy and slow political dealings that undermined his research and continued to sell weapons to various rebel groups in an effort to instigate more war. But it wasn't long until the Stewards caught wind of this and came after him. When the Stewards went to confront Grellig at his Biotech Compound they were attacked by hideous elephant sized monstrosity composed of equal amounts of organic matter and mechanic. After crippling the intruders the creature disappeared into the Ice Fields of Verces. The Stewards demolished the Compund and Grellig was never found. Rumors began to spread of Grellig augmenting himself into the creature that took on the Stewards so easily. To this day it still roams the Ice Fields and tales tell that it's most recent victims can be seen as grafts on its ever changing body.


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Dungeon Denizens Revisited has Shambling Mounds probably originating on Castrovel in a/the Green Valley where they supposedly live in "primal communion".

Quote:
These shamblers instinctively feel that to be at peace, they must build a community of plant-creatures on Golarion, awakening nature’s heart and soul. To do this, balance must be restored, quelling all disruptions to the natural world and excising the tumors of civilization that wrack the health of the living planet.

The wiki article on Castrovel has some more creatures native to Castrovel with sources among them the Coeurl. Plus

cerebric fungi
elves, the second most predominant race after the lashunta
formians
isopods (?)
megafauna
mobats
moonflowers (very appropriate)
ratfolk (who have also spread to the Green Planet)
selkies
shota (?)
sky fishers (?)

(The article has more details on some of these.)

It also mentions a connection to Golarions Darklands and even to the same realm -Sekamina- that the drow who created vegepygmies are from. So maye the vegepygmies are from Castrovel after all. Caphorite which is rumored to impart sentience to molds and fungi, such as with vegepygmies, violet and phantom fungi, and fungal crawlers could have it's origin on Castrovel too..


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So what about deities on Castrovel?

Calistria seems a given. (... and thus giant wasps and insects)

Desna was already mentioned.

Which deities are intertwined with these in canon?

The 3.5 PF CS book mentions a myth for the founding of the Green Faith where 4 sects war at first and then unite. I wonder if perhaps the Green Faith did not originate on Golarion at all?


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Hehe. They sure fit for Castrovel.

I reread the 3.5 PF Campaign setting. In the chapter on Psionics, Catrovel is mentioned as having:

...pernicious Brain Moles, crystal-eating insectoid Folugubs, and the carnivorous plants known as Udoroot.
...
... psionic variants of normally mindless predators like gray oozes of even dangerous flora like yellow mold...

Folugubs seem to imply crystal being somehow prevalent on Castrovel.

It is probably save to assume Castrovel has some of the other psionic creatures from Psionic Unleashed.

In the passage about Vudra the Stone Egg of Jayalakshmi - a massive cracked ovoid its petrifies surface graven with incomprehensible curves, whorls and mazelike patterns - is described as a source for psionic enlightnement in the Vudrani culture. Anyone else think spaceship or alien artifact ?

Also +1 for including Alluria Publishing's great and strange underwater races if not their whole Cerulean Seas campaign setting. They even have a psionic underwater book: Cerulean Seas: Waves of Thought which contains six new races and a score of psionic sea monsters. Heck they have a Fey book too and another bestiary in which many fitting monsters should be found... (Endzeitgeists reviews describe most of the races/monsters)

BTW Tricky Owlbear has converted the 3E Formians to PFRPG in Forgotten Foes.


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Yes, Michael's Kaidan stuff is well researched. Way of the Samurai is a must read if you want to delve into Samurai culture.

Many of the rules are available on d20pfsrd.com (Samurai archetypes,Creating a Samurai Clan), but the 11 pages fluff is not. You might find some stuff in Honor as a Mechanic. But then again if your GM doesn't want read it, bad luck.

The scene you described fit very well for a Samurai on a Japan analogue. But the Dragon Empires are much larger and also encompass China anaolgues iirc. I don't know if a Japanese Samurai would/should behave like that if travelling through China. Or if he would be entitled to killing chinese commoners. In 2E the Oriental Adventures book had a Samurai class too. This was adapted for the China analogue states with a different fluff/background with probably different customs and rights.


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Quote:


MMCJawa wrote:
Also something that occurred to me is that, in canon, Vegepygmies were created by the Drow IIRC, so it seems likely that they might be endemic to Golarion.
That would make me sad, if true. If drow are native to Golarion and not to Castrovel, this would most likely be the case.

Me too. But sadly it is canon: wiki link

I'll have to put my savage vegepygmy tribes at war with yellow mold zombies somewhere else now.


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Check out Open Design/Kobold Press. Also some kickstarters do offer participation.


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But but the 225 level is the the 250 level sans minis. Pretty please include the Heart of the Razor there. It makes sense and I don't need no mini or increased tax.


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Not quite but similar: City Generator website, and Town generator(incl NPCs!)

Unfortunately it doesn't use the settlement stats from PF (You could probably create a settlement creator with http://dxcontent.com/)

Also: A Magical Medieval City Guide - For Any Game System and OGL/d20 free pdf.


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Thanael wrote:
Headless Hydra Games has a few PF modules, one of them for free...

... and one of them an acclaimed investigative adventure.

HHG also has a nice Mor Aldenn: City of Mages [BUNDLE] available on rpgnow (sadly not on paizo). The idea of their Mor Aldenn mini setting is axplained on their site here.


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Helaman wrote:
Thanael wrote:

Know it, but can't find it either...

Might be this: Heist clock

Not that one.

Finally found it: Telecanter's Receding Rules: The Heist, The Con, The Special Mission

It was originally mentioned in this thread: Potential game mechanic for those inspired by The Worldwound Gambit


3 people marked this as a favorite.
Helaman wrote:
Buggered if I can find it online atm but there was a blog/gaming site that had Heist mechanics...

Know it, but can't find it either...

Might be this: Heist clock

Similar/more:
Heists and Haunted Houses
Plotting made easy: The Complication worksheet
ars ludi: Bad Trap Syndrome
Things You Might Want To Know When Planning a Heist
Intelligent Design, Evolution, and The Heist
Pull a heist in 4 easy steps


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Check out the following threads on enworld:
Looking for fleshed out Mansion
Solo adventures

Quote:

Thievery 101: Joining the Watchers and Thievery 101: The Periapt of Famidon are linked solo modules for a beginning Rogue that require him rob a mansion iirc.

The free pdf A thief among us is included in the second adventure above.

One on One Adventures Compendium (PFRPG) is already out. It includes serveral different solo adventures, but built for different character types (i.e. for a rogue 5-7 or a paladin 3-5). Not sure if you could string together a campaign for a single player from all of it though some of the adventures could sure be strung together.

Oh and don't forget to throw in a curveball sometimes. Maybe another Burglar has chosen the same target, or the local thieves guild has been alerted to the freelancer and tries to trick/catch/betray him to the watch.

If the PCs are not always on the move definately flesh out the local thieves guild(s) and think about their reactions. Also of course the Local Law enforcement and/or previous targets might want a piece of the PC too. Think about what a robbed one that is or goes to a wizard could do to the rogue...


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bookdepository.com (free shipping world wide) has the Beginner Box.


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Thanael wrote:
Word Mill Publishing's Mythic Game Master Emulator and Mythic Variations

Forgot/corrected the link.


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Check out How to Host a Dungeon a solo game of dungeon creation where you build a dungeon through its history from the dawn of time. It's a handy tool for underdark world building. Also the site hosts lots of resources and links for a dungeon campaign. (Here's the free limited content version without pictures or formatting and fewer civilizations and villains)

In a similar vein, if you do not quite know where to go with this, check out Word Mill Publishing's Mythic Game Master Emulator and Mythic Variations, two pdfs that can help any DM very much. (Here's a review on RPGnet.)

For online use check out the Flash-Based-GM-Emulator, you'll need the GMulator pdf (and from what I've read the Variations pdf too) to get the hang of the system though.


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For those who missed it in the olden days: CONVERSION DEATH MATCH!

An awesome show/thread pitting the ToH converted monsters against official WoTc conversions...


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Also consider using the Simple Template: Young (CR –1) until she becomes an adolescent. As it it CR -1 you should be able to play a young Posessed Oracle[Ancestor] 1 / Wild Rager Urban Barbarian 1 as a 1st level character.

Interestingly the templates attribute modifiers are exactly offset by rage. But the change to small size will hurt.

Another nice trait: Vagabond Child
Another recommended Revelation: Blood of Heroes.
Another reocmmended Rage Power: Quick Reflexes.

The dual cursed oracle archetype would allow you to take both tongues and haunted as a curse, so you gain access to the additional cantrips. Or you could take haunted and lame. The speed loss is mitigated by Barbarian and becoming immune to fatigue later is awesome. Plus you gain more revelations and faster. You can't combine it with the possessed archetype though.

Not that you can't take the Extra Rage feat until Barb2, so maybe take Extra Revelation instead.


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How about combining the possessed oracle with the barbarian and going for the Rage Prophet prestige class at level 6 or higher...

Posessed Oracle[Ancestor] 1 / Wild Rager Urban Barbarian 1+

Barbarian archetype: Wild Rager plus Superstitious or Breaker or Urban Barbarian*)

*)Normally Urban and Wild Rager normally can't be stacked as they both modify the Rage ability, but in fact these two seem best suited to your idea, so i would just combine them. She can rage or choose controlled rage but whenever an opponent goes down it becomes uncontrolled rage automatically. Urban is most appropriate because it get's rid of some of the armor proficiencies and well she's an urban girl not a true barbarian

Rage Powers: brawler, strength surge, intimidating glare, powerful blow.
(Revan's suggestion sound excellent too, also check out the suggestions in each of the archetypes above.)

Oracle mystery: Ancestor
Oracle curse: I'd go for tongues here for the awesome flavour, though haunted would probably be more optimal.
Oracle revelations: Phantom Touch, Voice of the Grave.
Oracle 0-lvl spells: Guidance, Resistance, Virtue, ???.
Oracle 1-lvl spells: Cause Fear (the evil eye!), Divine Favor (combat boost), Comprehend Languages(the inverse of the tongues curse), Command (nice interplay with tongues curse), Inflict Light Wounds.

Or go for haunted curse and pick mage hand & ghost sound orisons. Definately treat all spellcasting and rage abilities as inherent und subconcious in the beginnning.

Suggested traits: Child of the Streets, Bullied, Infernal Influence, Birthmark (no divine focus needed, though which god to pick?), or Magical Talent (pick a fitting 0-lvl spell, for example Haunted fey aspect), Carefully Hidden.
Pick any two.

Suggested feats: Urban Forager(street kid?), Extra Rage Power.

Definately check out the alternate racial and favored class features for humans here....

Who exactly the girl's ancestors are is a great plot point and the build makes for great character growth exploring and mastering the strange powers. With this build the girl probably is a heir of a great Ulfen Warrior or something like that.

For a more diabolical theme maybe switch race to tiefling, pick the Flame Mystery and revelations, more fire spells, the Infernal Influece trait, Fiendish heritage feat and add the Elemental Kin archetype(yes it is stackable to Urban/Wild) and some elemental rage powers...

Another nice PrC to consider is Holy Vindicator with it's stigmata, though channel energy would be required.


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Some Links to other threads and resources:
Brainstorming Aquatic Adventure Ideas
Sources for Absalom and Azlant structures (with lots of links to extras for Sunken Empires...)
The 3.X Aquatic Database Enworld thread
Aeolius Heirs of Turucambi campaign
Aeolius excellent Undersea Adventures: Comments, Concerns, & Concepts thread
Undersea Campaign at giantitp forums
Resources for the Pirate AP
Good modules for a pirates campaign?

2E's Sea of Fallen Stars sourcebook described an underwater campaign in the Forgotten Realms. Just google "sea of fallen stars" with the double quotes...

There's also a D20 book named The Deep by Mystic Eye Games.

And there should be at least one underwater adventure in Dungeon magazine. And perhaps in the Al Qadim setting somewhere...


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Rite Publishing has the Ruins perilous line and Evocative City Sites most of which got good reviews. They also publish two free ezines: Pathways and the Rite Review


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Headless Hydra Games has a few PF modules, one of them for free.


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Check out Spes Magna Games' 5 Adventures, 25 Rooms (PFRPG) PDF for $ 1.11

Apparently Avalon Games Company has a very affordavly ($1.50) adventures line, alas no reviews yet.

Tricky Owlbear Publishing has 2 locale based adventure products.

Super Genius Games publishes short adventures in their one night stands line

Expeditous Retreat Press has a few PF compatible 1 on 1 modules.


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Well check out Raging Swans other products: here on paizo or on their own homepage. They sure have modules among their products, which are set in their very generic Lonely Coast setting.

Other publishers to look at are Frog God Games who is a spin off company of the now defunct Necromancer Games, and Legendary Games(the new company of Clark Peterson of Necromancer Games, alas no products yet). They both publish old-school adventures which are very pluggable.

Open Design's Tales of the Old Margraeve is also quite generic ans pluggable.

In general keep an eye on the PF compatible products subforum....


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Mindflayers where fan-converted. check out the following threads:
non OGL Monsters
Mindflayer conversion?


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Lilith wrote:
Xabulba wrote:
I'm gonna create a plushy Flumph and see if sells.
Can I use it as a pillow? :D

Excellent idea. Stranger things have been made. Someone got to get thinkgeek to produce these...

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