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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber. Organized Play Member. 235 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Alternately, turn the grid off and break out a tape measure. 1" = 5' move your characters around freely. 5' reach, anything within an inch is a fair target.

Welcome (back) to wargaming, which in many ways is the grandparent of modern roleplaying games. This also allows for actual circles, lines and cones rather than the corner cuts you deal with on a square grid.

Provides for an equal level of tactical simulation to account for abilities that would require a grid.


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Can anyone provide context as to what this is supposed to be? I got an email that there is a new download available but it appears to be a separate product that is not an update to the Dark Archive file.


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With the Jistka Imperium, my understanding was that the transfer was a single time and then they stayed within the automaton. Many of them then left Golarion entirely. (Please jump in here if I'm misremembering)

I'm curious about the ability to switch between organic sleeves based on purpose and activities. Especially since the Androffans have shown the ability to create sleeves built for specific purposes -- having neural pathways pre-laid down for combat abilities, language, art, etc, so that the consciousness who joined in would have those basic functions. Similarly, the reincarnate ritual rewrites the ancestry abilities and modifiers.


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While reading about the Androffan foundries, I thought about "sufficiently advanced technology" and the Reincarnate spell.

Reincarnate places an existing soul into a brand new body -- the ritual doesn't really delve into some of the psychosocial changes that could cause for an individual, their self-image vs the reflected image in a mirror, familial relationships, etc.

If the Androffans have the technology to create wholly sentient beings, then the technology likely also exists to create organic shells without a soul. These would be similar to clones or simulacra and serve as a vessel to receive a reincarnated soul or the use of magic jars. We've had spells which could mirror much of this in previous editions, so the Androffan technology feels sufficiently advanced to function as the magic. Having a premade vessel feels like it would be easier to stitch the soul back into, rather than needing the magic to create one fully within the ritual.

Obviously if this was being done to create immortality and prevent the soul from being judged, Pharasma and other powers would likely get involved. But for swapping one organic sleeve for another, how would the lore get impacted? My premise is from empty shells specifically designed for the purpose, not stealing another person's body.


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Or it can viewed as the system reinforces the idea of teamwork--there will be some things you cannot handle all by yourself and no one person should be the BDH every encounter.


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Gortle wrote:
But what about Androids? Nothing. Do they need to eat? Maybe, maybe not.
Lost Omens Ancestry Guide wrote:
Androids breathe, eat, and sleep like a human, although they're incapable of biological procreation.

That part was clear. I agree that a lot of the rest of this can get murky.


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The Game Mechanics and LPJ Design had some for PF1. I haven't seen any for PF2 yet, but it should be a pretty quick adjustment.


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Summoner/Wizard was a combination that one of my players had a lot of fun with. He went Conjuration specialist, and it was an Eidolon and some Summon Monsters from the Wizard side or if the eidolon was gone, long lasting summons from the Summoner ability.


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I have a set of 12 sided D4s. They roll better.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Thomas Keller wrote:
I don't think a lot of 5e players care about rule design!

Some people like Cookies and Cream, others like Rocky Road, some hate ice cream all together and eat pie. There's plenty of options for the gamers of the world to eat their dessert of choice.


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From the thread for the Product Discussion, it sounds like they were custom maps, not an existing map pack. One of the GMs who ran it previously offered to link a copy of custom minis they made (cardstock print outs) early on release date for other GMs who might want them.


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Can we move the subforums for closed Playtest to the bottom of the list? Maybe do this 2-4 weeks after the Playtest finishes if there is still significant traffic into those threads in the immediate debrief period.

Another thought would be to keep the Advice and Rules forums up closer to the top.

Right now, if I come into the PF2 forums there's General Discussion, then Dark Archive Playtest, Dark Archive Playtest General, Psychic, Thaumaturge, then 4 more subforums for Guns and Gear, 4 more for Secrets of Magic, then finally Advice, Rules Discussions, and the products, 3pp, etc.


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Depending on the type of bridge, you may be able to target a smaller component like removing a keystone. Some bridges have multiple keystones.

Using Engineering knowledge, mauls and wedges to make a gap, then placing acid or alchemical items.

If the players are defending the sappers, maybe the sappers started beforehand and the heroes just need to hold out for 5 rounds. Then there can be Dex saves to clear out before the rubble takes them or risking being caught on the wrong side of the bridge.

If they are trying to stop them, give a similar timeframe. The guard comes running to tell the heroes that people are going to destroy the bridge, and the heroes have 10 rounds to get over there and stop it. Do they stay and fight the current bad guys or retreat to save the bridge?


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You could also take all the guns out, then call them to you later on in case you are going somewhere they won't let you carry weapons.

Most people make you hand over the gun, not take off the entire belt.


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I like it for the ability to pull a gun, do the fire/reload etc as necessary. If I need to drop the gun, that's fine. I pull the next one out when my hands are available. When all is said and done, I can bring the guns back to me and not have to worry about retracing my steps or if I dropped it overboard etc.

Niche use, definitely. Full of flavor, sure. Optimized to help maximize DPR, not at all.


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Next book has a dragon, giants, mayhem and adventure. (There are technically a few dragons, but one they can break from its Plan A and then possibly be able to do some of the negotiations etc.)

Book 5 also has a dragon which gave my party nightmares about walls closing in. This I think would be the better one to use in the negotiations and bargaining.


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Unless you are fighting enemies that are significantly lower level, that third action is almost always better spent doing something other than attacking. Raise a shield, Step away, or even just switching your grip on a weapon.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

As a GM, I also find that by mixing up the levels of enemies it can make the team feel more or less heroic at the same encounter difficulty.

A moderate encounter for level 4 PCs could be one level 6 monster, two level 4 monsters, or four level 2 monsters. The level 6 monster is one that will be hard to hit but will likely be swinging crits on the PCs -- it can feel hard but overcoming it can feel like a fierce win. A handful of low level monsters, the heroes are more likely to be laying out the crits and less likely to get hit.

Go for an extreme encounter and that gets even more swingy at the boss level.


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Order vs Chaos has been a frequent struggle in story telling. Babylon 5 did a good job of showing how those two approaches can lead to Good and Evil actions, as well as, the redemption arcs of those who ally with one side then realize what the cost of that philosophy will mean for the rest of the world.

While immortal, inscrutable forces of the universe may follow them, I think mortals are going to end up with a messy gray all over the place. That gets even more complex when you consider the intent behind the choice, the unknown consequences of that choice, etc.


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I really like the way a few spells have different effects based on the number of actions spent to cast them. I just wish more spells leaned into that action economy rather than most being a flat 2-actions.


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Thanks all!


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

From a lore perspective, was the discovered/stolen technology in Castle Urion that was discussed in the Numeria book ever followed up on or was that a hook for home GMs to run with? I haven't seen any follow up, but wasn't sure if I missed something.

If it has Spoilers for Iron Gods, please let me know and I will dig into that AP.


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Historic enemies can become allies. Gods can change or at least the mortal interpretations of their words can change and new covenants formed. The world grows and adjusts.

Enemies are not constant. The enemy soldier swinging a sword at my comrade in arms will not be shown mercy in the middle of a fight. The enemy soldier who surrenders is not an enemy, they are a prisoner of war.

Should I kill them out of hand? No, that's being evil.

Should I let them return to their homeland and believe that they'll never raise a sword against my kin? That's a big murky gray spot full of situational context.

Pointing at a quote from a decade ago, from an individual who doesn't work for the company any further (to my knowledge), doesn't say where the lore is today. It tells us where the lore and belief was at that moment. Ask yourself where will the world be in another decade?


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Sounds like the Red Warlock in Oglaf (Realistic Goals).

That specific comic is safe, but other comics on the same site are NSFW, so no link.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

As a GM, if I'm using ABP, why does it have to be linked to the level of the characters? Yes, it makes it easier when everyone levels to 5 add Defense Potency +1. On the other hand, if my characters are 4th level and they overcome a major obstacle in their path, I can give them that bump now and know that they will make 5th level in the next session or two. They get the feeling of advancement outside of just leveling up, and maybe get some cool flavorful items at the same time. This mirrors some of the progression that naturally happens with adventuring and finding magic items.

Some challenges might provide the XP and boons where the characters level up and get their ABP at the same time. Other challenges may raise one but not the other.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I've noticed that the AP maps tend to be internally consistent, but if you compare one AP to another, there is usually some variation. Probably because the cartographers are different.

If you are using CC3+, the Dungeons of Schley style matches some APs. You should also check out the CC3 forums for community resources. There are some packs with thousands of assets especially the Vintyri Project. CC3 has a bit of a learning curve to it in getting the right image sets into the map you want. They tend to self-isolate between City, Overland, and Dungeon. I'm personally not great at staying in the right setup -- especially when making a City and doing maps of the buildings as linked assets.

The 13th Age overland style matches some of the player handout sepia toned map styles. I have the Varisia and Numeria overland maps framed in my office, and have been working on making some in the same style for other realms.

Profantasy Software also has their own YouTube channel with videos. I also found the tutorial videos by Josh Plunkett to be helpful. There are guides on how to convert assets, so any PNG file can be added into CC3+.

Good luck!


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Well, I've played PF since launch, and earlier editions of D&D before that. Roleplaying in general for pushing 30 years. All that said, I have only around 200 posts on this forum. There are plenty of people like me, I'm sure who read but don't post frequently. Plenty more who play with their friends and don't contribute to these forums at all.

I think it would be easier to shift the conversation to an IC perspective. To be seen as a veteran of the Pathfinders, how many expeditions do you need to have gone on? I could see them grading within their chapterhouses, much the way that military units have done for centuries. Survived the battle of XXX, explored the caverns of YYY, and you're a veteran. Done 10 of these great deeds, you're seen as an ace of aces, or similar.

The pathfinders also have a history of grading your participation by what you did. Council of Thieves included venturing into a cursed and forgotten Pathfinder lodge, where the heroes learn all about some of the inner politics of venture-companies and what happens when people feel they've been dealt with unfairly.


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I noticed that the files for just Book 1 (Adventure and Interactive Maps) are the same size as all of the files for the Abomination Vaults (Adventures and Maps).

Age of Ashes - 133 mb
Extinction Curse - 184 mb
Agents of Edgewatch - 293 mb
Abomination Vaults - 155 mb (for half as many books as previous APs)
Fists of the Ruby Phoenix - 546 mb

That brings in Fist of the Ruby Phoenix as nearly the same size as the first 3 APs combined. What's changing?


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Castilliano wrote:
Temperans wrote:
Making it so it gives the full +2 always means that characters would be incentivized to get their primary and secondary to 22. Which is impossible in the current system without a gracious GM.

And tertiary... and whatever fourth is.

Quaternary


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Loreguard wrote:
I was going to say that I thought there was cannon information in Agents of Edgewatch with regards to having an option to make all weapons attacks be able to be nonlethal without taking a penalty, which is the typical thing required to convert a normal lethal strike to nonlethal. However, looking at the book again, it merely suggests it as a viable, or even recommended house-rule, but it does call it a house rule, as opposed to official option.

The Player's Guide makes it hard and fast

Player's Guide - Agents of Edgewatch wrote:
This means that, during combat encounters, your character is always dealing nonlethal damage; you are never allowed to deal lethal damage. You take no penalty to attack rolls for dealing nonlethal damage, and all types of damage you deal (whether from weapon attacks, spells, or even poisons) are nonlethal. You gain no bonuses or added benefits for making attacks using weapons with the nonlethal weapon trait. As usual for nonlethal damage, when you reduce a creature to 0 Hit Points using nonlethal damage, the creature falls unconscious instead of dying.

Though the adventure on the GM side calls it a houserule.


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I would imagine that Shelyn and her followers would be fine with polyamory and polygamy as she supports love in its varied forms.


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Light hammers bring that up to 20 feet though I'd picture that as more of a dwarf approach. And my GM would probably throw dice at me when I yelled "Stop, Hammer time" with the first attack.


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What do you think about using Twinning as a baseline to create ammunition that matches the base weapon? The ammunition only exists for 1 round, so you can throw shuriken a plenty but they go away a round later. It would be similar to Abundant Ammunition in 1E.

If you lose the base weapon, you're in trouble. I realize that doesn't work for PFS, but it may be something to use as a seed for the discussion with your GM.


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The Staff trait doesn't seem to preclude the form of a staff other than the name. I would think that you could make Staff of Abjuration in the form of a ranseur. The rules about attacking with a staff and adding Runes would then be the same.


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Non-standard die cuts would likely have to be made. Depending on the exact shape these could be rather expensive and single use. (How often are you going to need 3 square edges and a cut out around a halfling bartender with tray?) Last I checked, custom cutout stickers are not cost effective in mass production if the cuts need to change frequently.

This could possibly be overcome by printing squared off stickers on clear, with an opaque background to cover text. Then you are just changing the print area of opacity vs clear to see artwork.

The other problem with stickers is that they thicken the book. One or two stickers you may not notice, but to test it out take an old spiral notebook and a few sheets of mailing labels. Place the labels throughout the spiral as if covering over text. You will notice that the repeated thickness will begin to make the book thicker. This places additional stress on the binding and make it so the book does not fit on the shelf as well.

Solutions:
Spiral bound books - depending on the extent of the errata, remove the spiral, print and replace the errant sheets, rebind. Problems here - most consumers don't have a spiral punch so the pages would have to be pre-punched to match the others. Spirals will shorten with each clip/removal/rebind and so spirals will need to be sold separately to allow for replacement as they age. Pages also tear free of spirals so consumers will need the ability to replace damaged pages over time.

Digital Files - Similar to the PDFs that we have now, include a markup layer to notate when text was changed between printings to allow for clarification. Problems here - technology problems between different readers may prevent layers from working properly. Some cost involved in layout effort though it should be minimal as all information currently exists.

Errata book - print full pages and bind as separate reference book. Include CIA approved redaction device, for redacting original text to clue readers in that they need to reference the errata. Problems here - Consumers may not wish to pay for separate product, so reference should be available digitally. Thematic fit between government espionage and a high fantasy RPG is questionable.


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I've used initiative cards since PF1. They contain a brief rundown of saves and skills for each character. Then I print out a page of random d20 rolls for players from Excel. Add the number on the card to the number on the sheet. Line through so that I know it's been used. It takes some prep work, but it goes fast in the moment.

Similarly I pre-print a list of NPC names with a few blank lines next to each one. That way if they suddenly want to get cozy with NPCs that I had expected to be window dressing, they can be incorporated straight in to the story.

With Roll 20 and COVID, I find it easier to do the secret rolls because I just click on their sheet.


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Founder of Wolfburg wrote:

The Post from "Rocnaw" is mine, the default is messing up. But, to prove my point a little bit further here are two very logical things you can do with climbing kits:

1.) don't buy the solitary rope. Buy climbing kits (the same price as a single 50 ft rope) and leave everything but the rope home.

2.) buy climbing kits. Keep the rope, sell every thing else. Free money.

There is no point to the single rope and the climbing kit to be the same price.

An earlier edition of Shadowrun had the same problem where a survival knife included a free trauma patch. The trauma patch was more expensive than the knife when bought on its own. Mistakes get made. Maybe it will get fixed in the next round of errata, or maybe it will be considered minor enough to not worry about.

I've had plenty of players/characters buy the kit for their class and then throw out the iron pot when they realized the party had 5 of them, and lived almost exclusively in Inns and Taverns. Same with the torches after the Light spell and Everburning torches become common. No one has ever asked about how many copper they could get for selling the pot.


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So could a pair of fighters (or more) go Strike, Stride away from monster, Interact to toss the sword to the next one?

Not a scene that I could see coming up with any frequency, but the party that is caught unaware and unarmed. Monk beats down a brigand, tosses a sword to the fighter. The fighter and paladin take turns attacking in a steady retreat.


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If you are looking for an RPG system that includes immortality without house rules, there are several that have it as a base expectation of the game. Eclipse Phase is a great transhumanist system, easy to get into, with enough choices and options to run decades of campaigns. (And the designers are a cool group of people.)

I'm told though I haven't verified, that many of the White Wolf line include immortality options.

There are options for everyone. It appears that the PF design team did not feel that immortality as you seek it, was an option that the main player base was looking for in Pathfinder and so they've steered away from it. The options are still there, they just have strings attached to them to keep it balanced within their Golarion setting. In a neutral setting or 3PP world, other options may get added in to meet the PF1 availability but only if the other publishers see an economic niche that needs to be filled.


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Filthy Lucre wrote:
But it doesn't entail the survival of the experience-ER. No one cares about object immortality, just subject immortality.

You continue to make bold statements "no one," "never", "always."

There are many people that faith in their legacy, their family, or some other purpose continuing on after their individual death is worth their own personal life, or that their life is complete and the struggle of survival is no longer necessary. The struggle for personal survival and continuity at great cost, especially damage to the community is the difference between a healthy psyche and a damaged one.

Would you personally make the choices that you are espousing as something that must be done to fight against the scourge of mortality?

Also, where in any of these books does it discuss what the common townsperson or even a parish cleric knows about the travel of the soul and their outcome after shaking off this mortal coil? I don't see anywhere in the River of Souls that says any of that is common knowledge or even known amongst mortals.


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Depending on the area that you are from, there can also be a variety of tribes creating differences within a small geographical footprint.

Near Sandpoint in Varisia, prior to the events of Rise of the Runelords, there were 6 tribes with some leadership and cultural differences based on where they lived (swamp vs forest vs island fort) all within a day's walk of each other.

If you don't find the perfect fit for your geographical area in one of the books, it seems reasonable based on precedent that there are other tribes nearby that might have the little change you want.


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Moppy wrote:
In which lore book is this explained?

Planar Adventures, the River of Souls section has a great explanation of cosmology and the soul in Golarion. It's PF1, but there are no mechanics purely the lore behind the cycle as it relates to Pharasma and the rest.


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My take on it is "That's odd" tells the players they need to spend time in the area and nudges them in a direction. Sometimes they will be in the middle of something else and have to remember to come back, other times they will be able to look into the matter immediately. If there are multiple things to find in an area, it gives them one of them.

There's also the fact that by choosing to be an investigator to be good at finding clues, they are making the choice to not be a different class or if they multiclassed into Investigator not having other dedications.

Some of the more advanced feats are also labeled as Uncommon, meaning that before "Who Dunnit" gets added to the game, the GM has to decide it's something they want.


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In the murder investigation scenario, there are the physical factors of where the murder happened, who did it, and how. There is also the motive behind it.

When the party comes into the study, they could find:
a- A painting is askew (there's a secret passage behind the portrait showing how the killer moves around the house unseen)
b- the ashes in the fireplace (Contains bits of burnt paperwork -part of the motive of killings)
c- a ribbon discarded under a chair (hinting that all of the guests were given presents)

Across the hall, the lounge is where the murder happened:
a - the door locks from the inside and the murder victim still has the key (suggests the murderer was already in the room)
b - body shows signs of blunt trauma to the head (rule out edged weapons)
c - a candle has fallen from the mantle (fireplace here is also a secret passage - candle fell when moving)

So now, the party has two secret passages to explore; a lead on motive something that was in those papers, but they don't know what yet; knowledge that the killer either was stealthy enough to open a secret passage without causing alarm or was able to hide/be invisible in the lounge; gifts were given to all the party guests - everyone had a weapon; killer used a blunt weapon - either was given it or able to get it away from the original owner unnoticed.

Plenty of clues in 2 rooms to lead toward the investigation without giving away that it was Colonel Mustard with the Lead Pipe and that he was being blackmailed for war profiteering.


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Are you familiar with the later books?

Spoiler:
During the Giant raid on Sandpoint, Scarnetti manor gets attacked and giant's loot a bunch of stuff, including a desk with enough evidence to lock away Scarnetti.


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It's possible that one of Titus' siblings had children before their death and the Armsman serves one of the missing cousins. Gives an outside viewpoint of the town and can open chances for intrigue within the family if you are interested in that as cousins disagree about the nature of business etc.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

[code]
Ancestors
|
______|______
Alamon Enid
| |
(Delarah) - Titus Adimar
|
__________________________
| | |
Elise Charn Lianel

[/code]
Enid is Alamon's sister. Alamon had multiple sons, now deceased. Titus is the sole survivor of his siblings.

Delarah married into the family and is the mother to Titus' children. As the order of the children is Elise, Charn, Lianel is the Sandpoint book, I assume that it the order of their birth.

Spoiler:
Titu's cousin Adimar is afflicted with lycanthropy were-rat


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I appreciate it. Thank you.


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GMing this campaign right now for different groups I'd say

Book 1

Spoiler:
Delete most of Part 2. Keep the Boar Hunt if you want the players to have a reason to remember Foxglove in Book2. Shalelu can provide depth now but it is mostly to introduce her so they know who she is later. Missing Bartender leads straight to the Glassworks. I'd do Korovus and Erylium in the catacombs, skip the rest.

Thistletop, play up the heavy casualties taken. Cut down to the throne room, and downstairs just be Nuallia and her people. Thin out the goblins substantially. Have Malfeshnekor plane shift when they open the door and release his prison.

Book 2

Spoiler:
Lumbermill to Sanatorium, if you used Shalelu for goblin intel, bring her back to report that farms are being attacked. If the PCs want to get involved, skip the ghoul scarecrows and go straight to the farm house.

Foxglove manor - some haunts are real, others are set dressing to tell the story. Skip the townhouse, bring all the papers to the manor.

Sawmill, reduce the number of cultists unless your party cleaves through them. Then the Clock Tower.

Book 3

Spoiler:
Thin out the Graul, play up the banjo music . I'd skip the traitor angle entirely. Take the Fort, skip Black Magga and go straight to the dam to prevent the flooding. Skip the fens and that who subplot. Thin out Hook Mountain, or possibly have the info come with Ft Rannick, suggesting the giants are on the march back to Jorgenfist.

Book 4

Spoiler:
Raid the town, keep the party moving, don't let them get tangled into killing a whole encounter. Just weaken enough that the overwhelming number of townsfolk can mop up. Maybe 2 giant encounters and the dragon. Encounters from Round 1, 8, & 12?

Jorgenfist - lead them to the back door so no one tries to fight an army. Skip all of A except the spiders blocking the door, thin out B level and go to C with the hounds and Mokmurian then the Library. This provides plenty of background info.

Book 5

Spoiler:
You could almost skip over the Scribbler if the library takes them to Runeforge. 3-4 wings is plenty. Dominant weapons will help, but they can face Karzoug without them.

Book 6

Spoiler:
Skip the Cabin in the woods, give some time to explore Xin Shalast, enter the Eye.


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From a story standpoint, separating the eidolon from the summoner feels a lot like the story from the His Dark Materials trilogy.

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