The_Mothman wrote: Most of them have already been listed here, but my girlfriend and I made sure to play through Wrath of the Righteous before playing Return of the Runelords because ** spoiler omitted ** But that was our personal preference rather than any actual canon connection. Oh, nice. It's little details like this that I'm looking for. Thanks. Does he play a part in Return by default, or was that something you wanted to base on previous decisions? TomParker wrote:
Ah, I see. I didn't know about that little detail in Return, so that's good to know, thanks.
The Raven Black wrote:
I know officially that that's the case, but I'm trying to find out what APs, and modules have direct references to past adventures, so I know how free I am in ignoring the official timeline and creating my own with my friends. Side note: I am curious how the "it takes place when it released" thing works with Kingmaker and Strength of Thousands though, as those APs make more sense happening over the course of years. SoT has a sidebar explicitly suggesting as much.
I'd love it if they had a yearly book that updates a bunch of Adventure modules. Not just to 2e, but brought them more in line with current lore, if there's been any major revisions since. Specifically though, I'd like Conquest of Bloodsworn Vale to get updated. Take the opportunity to flesh out the fort, and the men and women guarding it.
I know it got the bulk of attention in 1e, but I'd like a big book cover the Saga Lands. Info on Varisia feels sporadic and incomplete at the moment.
Reverse wrote:
Yeah, I mostly just want to know what connections are there, so I know what I'm getting into. Partly to minimize playing them in an awkward order, but also so I know if I need to make changes, like if my player kill Greypelt in Hollow's Last Hope, I'd like that to have an impact on Carrion Crown, even if minor.
Hey all I'm looking to GM some APs, but I'm not quite ready to hop on 2e's status quo just yet, as I'd like to run a lot of the 1e APs, so I need a World State where they haven't happened yet. I basically wondering what APs have direct connections, big or small, that makes the best played in that order. For example, you've got the Runelord Trilogy, but Shattered Star also acknowledges Crimson Thrown and Second Darkness from what I understand. And Age of Ashes covers the fallout of Hell's Rebel's, which is adjacent to Hell's Vengeance which at the very least visits a post-Council of Thieves Westcrown. Are there any others like this? Same for modules, now that I think about it, like how Greypelt appears in Hollow's Last Hope before he turns up in (I think) Carrion Crown. Thanks
Rysky wrote:
Ah, I see. I thought the AP introduced them, and the Mythic sourcebook refined them. Like with Kingmaker and it's Kingdom Building/Management and Army rules. My mistake.
PossibleCabbage wrote:
Wasn't the 1e Mythic ruleset introduced in an AP? The Treerazer AP could very well be the AP that introduces the 2e Mythic Ruleset, couldn't it? Maybe keep it simple with some preset "Mythic Roles", and flesh out the fully customizable system in it's own sourcebook.
If I had to pick and choose, I'd rather they focused on PF1 APs, but converted them to 2e rules. The Runelords Trilogy if I had to choose, but my ideal scernero would be them starting at Rise of the Runelords and just going through them in order. They could even get creative with some of the weaker APs when they get to them.
I had plans for Treerazer for campaign built on the Falcon's Hollow modules once. He wasn't a major player though, just the instigator. It was going to start with Treerazer invading the rest of Kyonin, and the players needing to flee as part of a refugee caravan which would settle near Falcon's Hollow. I figured helping their people would good motivation for the all Elven party (the reason I came up with this idea), alongside dealing with the multiple factions in Falcon's Hollow and Darkmoon Vale. It never took off unfortunately. But yeah, Treerazer is an odd one that they're one of the big threats of the setting, but due to being isolated to his little domain for all of Pathfinder so far, his villain credibility has taken a bit of a hit. An AP would serve him well. I really like the outline you've thought up. Volume 2 especially.
DomHeroEllis wrote:
Just looked it up, and yeah she looks good. This is what I was thinking when I said a mix of the old and new designs. She has a certain warriors dignity that the other 2e Hobgoblins lack.
I like the general idea behind the Hobgoblin changes, but as is, they seem a bit gangly which clashes with their large heads to give us something comical looking. I feel like a mix of both styles would work quite well. That's just my opinion though. I would very much like to see Azaersi (From Ironfang Invasion) in the new style though. From what I can tell, she's the most important Hobgoblin on Golarion, so it sucks that we don't have a current version of her.
Hey all I’m currently running Hollow’s Last Hope, with the intention of going through all the Darkmoon Vale modules. I’m looking at one of the potential villains, Payden “Payday” Teedum, the Top Thug for the local lumber barren. As written, he’s a 3.5 Monk 2/Fighter 4, so I’d need to update him to PF anyway, and probably Unchained Monk. I’m wondering if it’d be better to just make him a straight Brawler. Are these kinds of changes worth making? Also, what would be the differences between a Monk 2/Fighter 4 and a Brawler 6? Thanks x
The Sideromancer wrote: Strictly speaking, a default Medium does not have a specific representative for each spirit. The archetypes that do impose that the decisions made when channelling a spirit are permanent. If a single spirit is attempting to take control, you could conceivably have it doing its work when the same feats are selected repeatedly. Yeah, I noticed that when I double checked the class description. He’s decided it’s the same guy, and I couldn’t see a reason to say no, so decided to make it more than just a class feature. Perhaps I’ll have it work for him as written if the “main” Spirit gets what he wants.
Hey all My player has told me he’s cool with me doing whatever with his Champion Spirit, so I want to do something interesting with it. I’m leaning toward an ancient, blood thirsty elf who is manipulating the player in order to regain their body, possibly succeeding and becoming the Big Bad. Until then , he’d push towards the quickest, most violent solution every time. It’d actually play out similarly to the Talion/Celibrimbor from Shadow of Mordor/War. I’m hoping I could get some feedback on this or even alternative ways to approach it to make it the most interesting. Thanks
Lausth wrote: No one is saying you shouldnt play the way you want but it is obvious classes alginment and its Code of conduct causes problems for almost for a decade now.Saying paladins are fine is like turning a blind eye to that.Sure you have a better understanding that you think it can enhance people's experience with them?Then share it but dont act like class has no problems with its code of conduct.İt needs to be better understood or changed. Fair point. I was more responding to your generalising. But yeah, the Paladin could do with a look over. I feel the issue is the generic code imported over from 3.5. I’ve found it so much easier to play even a traditional Paladin when you have their specific code in front of you. That said, dedicating a archetype or two to nongood Paladins can only be a good thing. I just feel the base Paladin being a beacon of heroic goodness who at every opportunity tries to do the right thing, the right way is an important part of the Paladin’s flavour and identity.
Lausth wrote:
i believe they’re referring to the fact that you said everyone hates the Paladin. OP doesn’t represent everyone. As everyone else said, the major issue with Paladins tends to be a Player/GM problem, not a problem with th class itself. Whenever someone comes up with a solution to the Paladin, it’s usually to remove it or replace the Paladin with something else not really caring about the fact that a lot of us like the Paladin just fine, and that we’d lose that. Then act like we’re telling you you’re playing wrong when we just want to continue playing the class we like. A neutral agnostic class would probably function differently too, otherwise why not just homebrew a Paladin’s alignment restriction away.
If 2e comes out and I prefer it over 1e, then it’ll depend on whether it’s easy to convert some of APs and modules I want to run. If not, I’ll just go back to 1e when I want to play/Run 1e content. Or if they screw up the Paladin. My main reason for not bringing 5e to my group is because the Paladin looks boring to play.
I would hate that. Paladin is my favourite class.
Brother Fen wrote:
I’m referring to having Lore intergraged into the rules. Why is THAT such an issue?
Dragonborn3 wrote:
Agreed. I felt they made things a lot less hassle to play a Paladin while still giving the feeling of following a strict code. They also gave flavour.
Bruunwald wrote:
i keep seeing this said. What does it mean and why would it be bad? Isn’t it just the fluff that’s affected by that?
Thanks for responding everyone. I decided to make it sea based like most have suggested. Starting at Kintargo, then following the Varisian Run north and back until they can branch off into a different trade route. Now I just need to get as much info on pre Hell's Rebels Kintargo and figure out how to get th m on a boat in 4 days. Thanks again x
Hey all I'm planning to run a trade caravan game set in Golarion.
Do any of you know what are the more interesting capital cities and other trade hubs I. Golarion I could use to make my own trade route? Thanks
Skeld wrote:
A few things went wrong. I was expecting it to go a lot quicker than it ended up going, which killed my enthusiasm for it as I wanted to get onto RotRL soon. This is because a friend was back from China/Australia for a few months and I wanted to get him in for a least Burnt Offerings. My players then refused to talk to the Bloodsprites in the dining room for clues because earlier encounters had been hostile, then when there finally did I failed to read the room and had one attempt suggestion, as the book, on one of them which resulted in my players deciding that every Sprite had to die. The book also didn't explain WHY they the Sprites repopulate the dining, if killed, whenever the PCs re entered the dining room. I also lost access to a laptop, so found it harder to put things together and I was struggling to get every there for a session.
Urath DM wrote:
What about Lustspawn, if I avoid explaining what they are? Do you think that'd be too big too soon?
Hey all I tried running this module a few months ago and it didn't go great. I'll be running RotRL soon and this is to get my feet we and get any newb mistakes out of the way before I start the "main" campain. I'd like to take another wack at it though but I want to switch out the Bloodrose Sprites, the Bugbear Mercs, and the final boss. Here's what I have so far. Any advice, pointers or critique would be welcomed. The True Final Boss will be a Coven of Hags. I want the encounter with them to be "unlockable" through RP and Investigation. They have two Changling daughters who they're secretly luring into the swamp via The Call. They're currently minstrals in the Fort Thorn tavern. My players cleared the Sprites last time I ran this and they refused to talk to the ones into dining room because the module as written ensures the PCs don't trust them. I'm thinking of replacing them with a group of cannibalistic, xenophobic group of Elves who revere the "Ladies of the Wood" aka The Hags. I'm changing out the Bugbears because they don't fit with Pathfinder lore as Silen Killers. Usually I'd play them as a freak anomoly worth investigating but this is my players first steps in Golarian so any deviations from the norm would be meaningless to them. Not sure what to replace them with though. I'm replacing Vardak for two reasons. One, he's not very interesting and two, I'd like some with some lose Thassilon/Runelord connection so when it starts coming up in my RotRL game, it feels more global. I'm torn between having them be some poor sap driven mad by an artefact of lust or or have it be a bonafide Thassilon and former disciple of Sorshen herself who has decided to make a play for power in place of their missing mistress. I went with Sorshen/Lust as this area was in her turf back in the day. Fort Thorn. I've decided lay some groundwork in case I get round to running CotCT by changing the soldiers and workers (now engineers) into the King of Korvosa's elite strikeforce made up of mostly former crooks that have gone straight. They crossed the queen and she had them reassigned to Fort Thorn to either die or become politically obsolete. That ended up being longer than I hoped.
Thanks x
Wheldrake wrote:
I don't suppose you'd be able to name a few of these traps, would you?
Hey all
Hey all One of my players has a family who he's recently discovered uses slaves. I'm unsure how to implement it though. I was hoping I could get some opinions on what I've got. So far, assuming he's ok with tying his character to an establish NPC, I thought of having Titus Scarnetti, as his father perhaps, have some involvement in slavery. Either by: 1) Owning some silver mines out west where slavery is legal, or
What would you say would work better? Edit: Would any of the clash with established information/lore Thanks x
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