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Actually, now that I think about it, I think all the clues line up for what the next AP is. Based on the James Jacobs topic, I'm pretty sure the next AP is Spoiler:
EXPLOSIVE RUNES!!
Liz Courts wrote:
AAARGH! CURSES!
KestlerGunner wrote: Awesome character, but I can't help but feel it was a wasted opportunity to have the art of him fighting unarmed Succubi. He'd be taking on a Pit Fiend with Antipaladin levels and nothing else. He's not fighting them. This is what divine bachelor parties look like.
I've had a brief read of the book. There are quite a few things of note. The book starts with reason why one would want to play a good character. Next, is a detailed view of the three good alignments including examples of different kinds of characters for each alignment. For example, a neutral good character might be a healer, mediator, or a redeemer. It also explains what personality triats characters of each alignment might have. Afterwards, it also reviews races, organizations and homelands more inclined to good. Then, there is a section about how one would handle various situations if playing good: goblin babies, evil party members, etc. Redemption is another thing looked at in the book. It features basic guidelines on penances for an evil character seeking redemption. Next up, it features different good aligned gods along with some new subdomains for a character. Also, new rage powers, inquisitions, discoveries, masterpieces, rogue talents, eidolon evolutions, patrons, and hexes. Of course, there's new spells, magic items, mundane items, feats, and traits. The feats of note are ones that are tied to various virtues. You can take the feat multiple times and adhere to a new virtue similar to how a monk takes a vow. It's really neat and can make for a flavorful character. There is also a trait that would stack very nicely with fey foundling to give lots of healing for paladins and the like. And, for you nonlethal types, there are a large amount of options for capturing, redeeming, and subduing. All in all, there is a lot of information and lots of aspects looked at. The breakdown of the individual alignments is especially welcome as it gives lots of examples for someone who has some difficulty understanding how to play within an alignment. Some aspects, such as the redemption, feel a bit lacking, but what they do provide is good. There's a surprising amount of options, a good amount of them do feel similar to each other. (Lots of smites or good-aligned attacks.) There is still plenty of variety though. The alchemist discovery that changes a character's alignment to good is especially interesting, if only from a story perspective. I recommend everyone checking this out. I'm just kind of sad that there's no announced equivalent for neutral and evil alignments. Hopefully, there's enough praise for Paizo to give it a go. Either way, check it out! I'm willing to give a few more spoilers, but you really should read it yourself. ;P Also, maybe I should've just written a review... Oh, well.
I've toyed with the idea of dragons as a focus for a campaign before. It's, as the Paizo team has gathered, difficult to do without growing stale. However, I also think a dragon theme rather than a laser-guided focus on them is the way to go. My propsal? Start killing the dragons before the AP even begins. Why are dragons so rare? Well, unbeknownst to the majority of the world, they have been murdered systematically for ages now. Some unknown force has been killing dragons left and right for years under everyone's noses. For the AP, it, of course, would be some kind of evil super dragon that's been doing this. Ideally, it's some kind of new breed or alien dragon, making the reveal of the villain a bit more crazy and overwhelming. The AP would begin with the death of the villain's latest victim, a brass dragon. Normally, the death of a dragon would go unnoticed. However, the brass dragon put up a fight and escapes its attacker, but not before being mortally wounded. The brass dragon crashes in the nearby countryside, leaving the PCs to investigate. The AP would go down something like this: Blood of Legends
The Fall of Glory (Level 1-4): The death of a brass dragon in the immediate area has the PCs tasked with an investigation. Along they way, they find that the local wildlife has become corrupted by some strange force, causing it to become twisted and hostile. They make their way through the forest and through and abandoned mountain tunnel. The denizens in the pass have been reawakened by the same forces. After a treacherous trek, the PCs arrive to find the dying brass dragon. The dragon warns of a threat to to life on Golarion. It requests the PCs speak with Mengkare in Hermea about the circumstances. The Price of Paradise (Level 4-7): The PCs must secure voyage to Hermea to fulfill the dragon's dying wishes. Once there, they must aid the people of Hermea in defeating attackers sent to destroy the nation. The attackers are led by a bitter Hermean-born woman who was banished from Hermea when she did not pass the initial citizenship test. There would be massive combats through the streets of Hermea as the PC's help fight off an invasion. Once the threat has been nullified, they are allowed to speak with Mengkare as a reward for their actions. On Wings of War (Level 7-10): Having just earned a court with Mengkare, the PCs present the plea of the dying brass dragon. Mengkare is hesitant to aid the PCs in their quest. However, at this time, a dragon appears in Hermea, also looking for Mengkare's aid. This silver dragon also escaped an attack from our villain, but is relatively unhurt. The silver dragon explains what went down in the attack on his life and reveals the face of the villain. After hearing this, Mengkare agrees to work towards defeating their common enemy. The adventure would be mostly composed of the PCs travelling the Inner Sea region recruiting the aid of the others in the land for their cause. Along the way, they would discover that some of the other dragons are not so compliant and are actually agents of the villain. Rescue Beneath the Steaming Sea (Level 10-12): With the help of a newly recruited copper dragon, the PCs learn of a dragon who may know the exact nature of the villain slaying the dragons. However, this dragon has been under captivity for centuries by the Aboleth down below the Steaming Sea. The PCs head underwater on a rescue mission to a lost Aboleth city. After fighting through various gillmen and underwater menaces, the PCs slay the necessary Aboleth and liberate the dragon. Battle for the Sky (Level 12-15): Their latest ally comes in the form of a bronze dragon. This bronze dragon has been hot on the tail of the villain behind the attacks and has learned much about it in the past centuries. With newfound knowledge of their enemy, the PCs are chosen to lead the armies of the Hermeans and dragons against the remaining agents of the villian, including those dragons that have allied with the villian. The majority of of the AP is composed of large pockets of combat and includes segments of reconnaissance and sabotage with Avistan serving as the battlefield. From the Shadow(Level 15-17): With the villian's armies defeated, it falls on the PCs to enter the realm of the villian and put an end to the looming threat. They are not without help, though, as any remaining dragon allies would join them in the fight. The make their way through a chaotic realm of shadow and alien landscapes. This AP concludes with a final push towards the villain and climactic battle against a dragon twisted by the energies of the Dark Tapestry.
Humanity didn't need him anymore. He returned to his true form, a mace, and found the next person that would need him. He hoped that maybe this leap would be the leap home...
None of you are safe from the doom, from the Age of Worms. The end is in sight and none of you shall be spared. Hello, everyone! This is but my second attempt at being a PbP GM. My other PbP is homebrew Golarion spacefaring adventure. As much as I love that one, I've also had the itch to run Age of Worms for some time now. I figured I'd share it with my favorite RPG messageboard. For those not in the know, Age of Worms is the second of Paizo's adventure paths, originally published in Dungeon Magazine. It is filled with memorable allies, great villains, and dangerous locales. Also, it is tough as adamantine! Be prepared for dangerous traps and even more dangerous enemies. There is a large amount of dunegon crawling, but there will also be a good amount of urban adventure, outdoor exploration, and even some social intrigue. There's something here for everyone. The only catch is that you have to survive to see it! Age of Worms was originally set in the Greyhawk campaign setting, but I'm transplanting it over to Golarion for this run, specifically in Varisia. This means some names will change and some locations will be added or revised to fit the needs of the campaign. In order to accomadate this, I will be starting the campaign in 4735 A.R. which is about 20 years from modern day. The campaign has some assumption as to how time has progressed which you'll learn and experience first-hand. What I'm expecting is an experience leaning a bit more in favor of role-play. It's hopefully three parts roll-play to five parts role-play. Combat and exploration will have to be very matter-of-fact from my end, due to the dangerous nature of the adventure. I will be doing my best to post at least once a day and would expect the same of you. Now, the part that you're most wondering about, the character creation guidelines. Character Requirements
The recruitment starts now! Recruitment is open until Wednesday, February 6th at 7 PM US Central Time, with players decided on Friday, February 4th at 7PM. I will be taken in five players of my chossing based on arbritary qualifications. However, I will do my best to complete a well-rounded adventuring party. Best of luck to all! Hop to it!
Fall of the New World You have been sentenced to exile. After a lengthy trip, you arrive in the mysterious continent Arcadia. After some help from local natives, the you are taken in and given new lives. Soon enough, a great evil rises. It's not prophecy or an ancient evil, but civilization which threatens their new lives! You soon find themselves torn between two sides- the natives of this new home and the conquerors from the old world. This exciting Adventure Path takes players from level 1 to level 12 in the boldest campaign yet! The future of Arcadia is now in your hands. Will you join with the natives and defend the free lands? Will you take the offer of riches and power from your old masters and take over this promised land? Or, will you forge your own path and pit the factions against each other and rise above the ashes as new rulers of the land? The choice is yours in the new Fall of the New World Adventure Path! Or, you know, something like that.
I had no issues with a medium cavalier and dungeon crawls. Early on I was wary about taking my mount in, but later wasn't too worried about it. Squeezing penalties are not a major deal, especially if you buy barding for your mount. Usually, if you're a chargin cavalier using a lance, your mount won't be making attacks anyway, so the penalty to hit is no problem. The penalty to AC is dealt with by Mounted Combat. One trick I ended up using was giving my mount the Bodyguard and In Harm's Way feats. If someone ever attacked me, my mount would intercept the attack. If it was hit, I would then use Mounted Combat to negate the attack to my mount. It made hits a lot harder to land on either of us.
True Tarrasque CR 25/MR 10
----- Defense -----
----- Offense -----
----- Statistics -----
----- Ecology -----
----- Special Abilities -----
Powerful Leaper (Ex) The tarrasque uses its Strength to modify Acrobatics checks made to jump, and has a +24 racial bonus on Acrobatics checks made to jump. Regeneration (Ex) No form of attack can suppress the tarrasque's
Rush (Ex) Once per minute for 1 round, the tarrasque can move at a speed of 150 feet. This increases its Acrobatics bonus on checks made to jump to +87. Spines (Ex) The tarrasque can loose a volley of six spear-like spines from its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine—all targets must be within 30 feet of each other. The spines have a range increment of 120 ft. While the legend of the tarrasque has lived for longer than the creature has slumbered, few know that the tales of the beast only recount it in its partially woken state. Within the heart of the beast lies the untapped seed of chaos and unmaking. If ever the tarrasque were to fully wake and unleash its full potential, the resulting destruction would dwarf even the might of the gods. Once the true power of undoing flows through its veins, the tarrasque sprouts insect-like wings that allow it to reach any domain it desires. It may swim through oceans, mountains, and even the molten core of the world. With this true form achieved, the pending armageddon will be impossible to prevent. Save for the possible intervention of something beyond mortality, the world is doomed.
I've added these abilities to the tarrasque: all-around vision, amphibious, compression, earth glide (burrow), fast swallow, flight, immunity (ability drain), lifesense, pounce, rend, trample. A lot of the combat choices, such as rend and pounce, I feel are very fitting to the tarrasque's existing abilities. While technically it did not have a burrow speed, I felt it wasn't too much of a stretch to add it along with the earth glide ability as one package. The compression, flight, and amphibious make the tarrasque the master of any terrain. With all-around vision and lifesense, nothing will ever catch the tarrasque off guard. Lastly, the immunity to ability drain will do well to fend off any pesky allips. Also, I changed the DR/epic to DR/— to better fit its new difficulty. The ability score bonuses all went to strength. For feats, the tarrasque has taken cleave (mythic), dodge, dodge (mythic), toughness, and toughness (mythic). The mythic cleave is really scary if the tarrasque uses its mythic power to improve. Dodge is available for extra scary AC. Toughness is always nice for more HP, but technically, the bonus DR it gains while "dying" does nothing. For the Golarion angle, the tarrasque has been deemed as the herald of Rovagug. The True Tarrasque is awakend when the bindings that contain the Rough Beast begin to fail and Rovagug's destructive essence seeps into the world. This essence reaches the tarrasque and infuses it with the true power of destruction, transforming the tarrasque into this terrifying form. The repercussions for the world will be dire if it is not stopped! There you go! With the addition of mythic power, 11 abilities, 5 feats, 10 strength, some natural armor, and some HP, the tarrasque has become scarier than I imagined he could. Normally, our friends would joke that flight made the tarrasque a pointless encounter, hopefully I have rounded it out enough that the typical tactics are thrown out the window. For a fun time, run the encounter inside a volcano! Good luck!
Do'Gat Xarget wrote: Dwarfs don't get any new rules, feats, or archetypes. It's just 2-4 pages full of ale recipes. And a sidebar with different types of stone and their dwarven nicknames.
Diego Rossi wrote:
When you do things right, people won't be sure you've done anything at all.
It was strange. It was just another day for you, a relative nobody. Sure, you had some skill, but no more than anyone else you knew. You weren't a mighty warrior, a grand mage, a great thief, or anything else that was very spectacular. However, it seemed the heavens called upon you. You watched as the sky opened up. The clouds parted and the stars themselves aligned themselves, almost as they were calling you. This was two weeks ago. No one else could see it, but yourself. Every night passed with the same event happening, each time the stars seemd slightly brighter, slighlty closer. Then today, instead of the stars lining up, the sky became bright. It filled with light, brighter and brighter, until it was nothing but white. The last thing you remember is your vision filled with the light and a sense of weightlessness. Welcome, folks, to my first attempt at a PBB and it is a doozy! I've run a multitude of adventures, campaigns, and adventure paths, before, so I'm not worried about being up to the challenge. In fact, it will be easier, I have time on my side when it comes to the PBB format. Enough about me, though, let's get to the meat of things. Expect planet hopping, quite a bit of it in fact. No Golarion this time around. I am very interested in intriguing characters and backgrounds. Your character can be whoever from wherever you like on Golarion, but know you won't be home anytime during this game. Details about where you end up, why you're there, and what is expected of you will be revealed once the game starts. I'm looking for fun characters, be they fun from a combat or roleplay standpoint. No worries about party makeup here! Character Requirements:
The recruitment starts now! Recruitment is open until Friday, March 2nd at 7 PM US Central Time, with players decided on Sunday, March 4th at 5PM. I will be taken in five players of my chossing based on arbritary qualifications. Expect to post daily, save for weekends. Best of luck to all! Hop to it!
Has Paizo ever considered getting a second-party developer? Basically, a company that would be dedicated to creating content only for Golarion but would have to run all content past you at Paizo to maintain consistency and quality. It would allow for quite a bit more APs and adventures to be made every year.
Melashara the Crone wrote: I get excited every time Muscle Wizard posts IC, hehe. Today I had the Captain Planet theme song in my head, but instead of Captain Planet it was "Muscle Wizard". No joke. "I do performance that last for lifetime! I shall bring competition down to zero!"
I've toyed with the idea of dragons as a focus for a campaign before. It's, as the Paizo team has gathered, difficult to do without growing stale. However, I also think a dragon theme rather than a laser-guided focus on them is the way to go. My propsal? Start killing the dragons before the AP even begins. Why are dragons so rare? Well, unbeknownst to the majority of the world, they have been murdered systematically for ages now. Some unknown force has been killing dragons left and right for years under everyone's noses. For the AP, it, of course, would be a dragon that's been doing this. Ideally, it's some kind of new breed or alien dragon, making the reveal of the villain a bit more crazy and overwhelming. The AP would begin with the death of the villain's latest victim, a brass dragon. Normally, the death of a dragon would go unnoticed. However, the brass dragon put up a fight and escape its attacker, but not before being mortally wounded. The brass dragon crashes in the nearby countryside, leaving the PCs to investigate. The AP would go down something like this: Spoiler:
Adventure #1: The death of a brass dragon in the immediate area has the PCs tasked with an investigation. After a treacherous trek through the nearby woods and mountains, the PCs arrive to find the dying brass dragon. The dragon warns of a threat to to life on Golarion. It requests the PCs speak with Mengkare in Hermea about the circumstances. Adventure #2: The PCs must secure voyage to Hermea to fulfill the dragon's dying wishes. Once there, they must aid the people of Hermea in defeating attackers sent to destroy the nation. The attackers are led by a bitter Hermean-born woman who was banished from Hermea when she did not pass the initial citizenship test. Once the threat has been nullified, they are allowed to speak with Mengkare as a reward for their actions. Adventure #3: Having just earned a court with Mengkare, the PCs present the plea of the dying brass dragon. Mengkare is hesitant to aid the PCs in their quest. However, at this time, a dragon appears in Hermea, also looking for Mengkare's aid. This silver dragon also escaped an attack from our villain, but is relatively unhurt. The silver dragon explains what went down in the attack on his life and reveals the face of the villain. After hearing this, Mengkare agrees to work towards defeating their common enemy. The adventure would be mostly composed of the PCs travelling the Inner Sea region recruiting the aid of the others in the land for their cause. Along the way, they would discover that some of the other dragons are not so compliant and are actually agents of the villain. Adventure #4: With the help of a newly recruited copper dragon, the PCs learn of a dragon who may know the exact nature of the villain slaying the dragons. However, this dragon has been under captivity for centuries by the Aboleth down below the Steaming Sea. The PCs head underwater on a rescue mission to a lost Aboleth city. After fighting through various gillmen and underwater menaces, the PCs slay the necessary Aboleth and liberate the dragon. Adventure #5: Their latest ally comes in the form of a bronze dragon. This bronze dragon has been hot on the tail of the villain behind the attacks and has learned much about them in the past centuries. With newfound knowledge of their enemy, the PCs are chosen to lead the armies of the Hermeans and dragons against the remaining agents of the villian, including those dragons that have allied with the villian. Adventure #6: With the villian's armies defeated, it falls on the PCs to enter the realm of the villian and put an end to the looming threat. They are not without help, though, as any remaining dragon allies would join them in the fight. This would conclude the AP with a final push towards the villain and climactic battle against a villian the likes of Golarion has never seen. Just an idea that doesn't depend on dragons to work. Replace dragon with humans, unicorns, or whatever, and the basic premise remains the same. I just feel it would be more threatening knowing something out there is killing dragons willy nilly, which makes for a scarier villian. At least, in the eyes of PCs. However, I rather fancy Neil's proposal as well.
I really like this and I plan to use it myself. However, knowing my player's they might be interest in just watching the play, so I figured I'd have to have a play written up for them in case they would like to watch the actual play sometime. So, I present to you, my telling of "The Harpy's Curse" : Spoiler:
Jormund Lomus is a young adventurer who is madly in love with the woman of his dreams, Kiera Ristov. The first act follows Jormund as he meets the Harpy Queen and is tied to her servitude. One day while on an expedition in the mountains, Jormund is very badly injured. He wakes up in a hellish cave being cared for by a flock of harpies. Their queen introduces herself as Vamira. She offers him a deal- she will spare his life if he vows eternal servitude to Vamira. He reluctantly agrees knowing he could not fight his way out in his current state. The next few days he is spent resting while Vamira sings her harpy songs to dominate Jormund's mind. After he has recovered, Vamira demands Jormund return to Keira and break off their love. This will sever any ties Jormund has left in the world and make him Vamira's slave forever. Jormund returns to Kiera and tells her they can no longer be together as he has found another. Keira is only partially deceived by his words but is heartbroken nonetheless. At the sight of her tears, Vamira's hold over Jormund breaks but he panics and flees to the woods. At the start of the second act, Kiera, intent on discovering what caused Jormund's actions heads to the mountains to see if she can find an answer. Meanwhile, Jormund begins preparing to slay Vamira so he can be free of her contract. Kiera finds the harpy nest and confronts Vamira. Vamira, full of pride, quickly admits the truth about Jormund and their pact. Kiera begs for Jormund's freedom, even offering her life in return. Vamira takes the opportunity and offers Kiera a deal. She will spare her life, but instead will curse her to be a harpy in exchange for Jormund's freedom. Kiera's love for Jormund is so great and accepts the harpy's curse. Vamira then casts a curse on her and declares she will be a harpy by the sunrise. That night, Jormund slips into the the harpy's den under cover of darkness. He makes his way to Vamira and plunges his dagger deep into her heart. As the first rays of the rising sun pour into the cave, Jormund realizes the horror of his actions. The face on the slain harpy is not Vamira's but that of his love Kiera instead! Vamira shrieks with delight at the transpired events. She states that now Jormund is truly free to serve only her. In a rage, Jormund kills Vamira and all of the harpies in the cave. As he weeps over Kiera's body, Jormund takes his own life. He no longer has any ties or a reason to live.
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