Allyx's page

Organized Play Member. 35 posts (36 including aliases). No reviews. No lists. No wishlists. 5 Organized Play characters.




I've been running Kingmaker for about a year now, and we're finally at the point where we can establish our Kingdom. After a disastrous dry run of a first Kingdom turn, my players have decided they don't want to participate in the Kingdom turns at all.

There are mentions of "Automatic" and "Milestone levelling" for Kingdoms in the book, and it states that if players don't want to manage the Kingdom they don't have to, yet I can't find any details of what actually happens in this instance for the GM. I can't find details of what these Kingdoms look like, or how that affects the adventure going forward.

Am I reading this incorrectly? Misunderstanding? Or am I clinging to a false hope that I don't have to manage the Kingdom on my own in the background while the players move on blissfully unaware that I'm doing all the Kingdom turns behind the scenes?


Starfinder has an abundance of playable races, and monsters that don't yet exist in a purchaseable tabletop miniature form, not just monsters from the many Alien Archives, but also the 100+ playable races.

Would it therefor be a worthwhile effort for Paizo to create and sell packs of 3D printable miniatures for people to download and print at home on FDM and/or resin printers?

If anyone knows of any online repositories of Starfinder creature stl files, please share below if you like.


I ordered all 6 parts of the Second Darkness Adventure Path during Paizocon Online this year, but they were not added to be shipped with my regular subscription orders. When clicking on the “Ship with my Subscriptions” button on the order the website reports it as unable to ship, and to contact customer services, so I am writing to inquire how I might be able to continue with this order, or if some other means of resolving this issue can be found.

Thanks.


Well my party died in Runeforge, and all the players now have new 14th level characters, one of which is now playing a Gnome Paladin of Erastil who gains a Holy Mount. All good so far, except she wants it to be a Celestial Dire Chicken that she can ride, and I'm not sure that I'm building it correctly.

My understanding is that I take the base stats of a Chicken animal Companion for a 14th level Druid, add the Dire Template and add Celestial template.

Is that right? Or am I doing it wrong? Does adding the Dire template mean I should be lowering it's HD to compensate for the increase in CR from adding Dire?

Help please?


My players are about to enter Runeforge, they opened the door at the end of our last session. One of my players is planning to retire his 14th level Brass Dragon Bloodline Sorcerer and is planning to instead play an Eldritch Knight from the Wrath wing of Runeforge.

Instead of just having my players encounter him in the Iron Cages of Lust, or in the Goldfish pond in the Vaults of Greed, I am planning to play out the battle against the Abjurers 5 years earlier that resulted in the demise of their faction.

My other players will be provided character sheets and play as some of the other Eldritch Knights in the assault and accompanied by Sinspawn and yet more of their order including Athroxis and lead by the player who is introducing the new character.

My plan is to play as the Abjurers, and attempt to defend the Runeforge room against their assault, wait until they suffer some casualties, then bring in reinforcements from the Crypts of Gluttony, and Vault of Greed to finish the Abjurers off.

With any luck, the PC's temporary characters will be dead, and the other player's new character will be knocked unconscious.

Then we begin our regular session with the PC's entering Runeforge... and eventually find the player's new PC in one of the Iron Cages of Lust, alive but badly beaten.

I'm thinking of adapting the Dwarven Abjurer from the NPC codex to use as the Abjurers for this flashback one shot equipped with Rods of Cancellation as per the description, there will probably be 4 of them with slightly differing spell lists (traps and wards are the Abjurer's bread and butter afterall), I expect it to be a hard battle, but the involvement of the other 2 factions will turn the tide of battle.

How would you plan the defence of the Runeforge from the Abjurer's perspective to make the fight challenging (assuming all Abjuration spells are known)?


My group have just seen off the Stone Giants and the Red Dragon at the start of book 4, and visited Magnamar to sell off the loot Sandpoint couldn't afford to purchase from them, this is their second trip to Magnamar so far, and I've been dropping hints about an increase in the use of Midnight Milk among the populace, and some of the citizens are going missing.

The party investigated the Warehouse used by the Midnight Dawn as a Milk house, but lost interest on their first trip into the city. Now they have returned and investigated more thoroughly, intimidated rhe dealer in charge for info, then stuffed him into a safe and confiscated a good supply of the drugs, then the decided to go poking around in the sewers to see if they could find thee missing citizens.

After strolling through a few tunnels they found a secret door that opens into a Sewer Goblin nest, and that is where our last game ended.

Has anyone else run a scenario along these lines and have some encounter stat blocks they can share for a group of 4 11th level players to take on?

I'm thinking of a group of 12 Goblins led by an alchemist, the goblins will have some consumable magic items on each of them, Staunton Vhane "The Forever Man" and at least one of his cults of murderous followers, the lost rooms beneath the Golem works, and of course the Midnight Dawn's goons themselves.

Ang help would be appreciated.


Hi all, I've been having a blast GM'ing my first Pathfinder game with my family playing the PC's, the party are currently at the Graul farm, and rescued the Black Arrows before attempting the farmhouse interior.

My question is how to actually run the Fort Rannick seige, we use figures, so I have been preparing the maps on 1 inch squared paper, and drawing the map with pencil as close as I can, but it is truely huge, even splitting the outdoor map into 4 peices, each peice is larger than our table.

So how did you go about running this part of the adventure?


I'm running Rise of the Runelords for the first time for my players, we just finished the first chapter Burnt Offerings and are looking forward to the rest of the adventure path.

Two of my players lost their younger sibling in a housefire when they were young in real life, so I'm having misgivings about running the Misgivings chapter in it's entirety.

I plan instead to run the two sidetrek adventures in Wayfinder fanzine's #7 (The Lure of Greed) and #9 (The Gateway to Nar-Voth) both involving Brodart Quink and other local Thassilonian ruins and possibly the sidetrek exploring Chopper's Isle too, to keep the party levels up, and truncate the Misgivings chapter to offer the required info without the potentially damaging reminders of real life trauma.

Does anyone have some suggestions on how to go about this?


I'm running Rise of the Runelords for the first time for my players, we just finished the first chapter Burnt Offerings and are looking forward to the rest of the adventure path.

Two of my players lost their younger sibling in a housefire when they were young in real life, so I'm having misgivings about running the Misgivings chapter in it's entirety.

I plan instead to run the two sidetrek adventures in Wayfinder fanzine's #7 and #9 to keep the party levels up, and truncate the Misgivings chapter to offer the required info without the potentially damaging reminders of real life trauma.

Does anyone have some suggestions on how to go about this?