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I think the most I want out of it is a write up on the local ancestries and ethnicities with the same respect put into the recent Mwangi Expanse book. I don't know about the cultures that Varisians and Shoanti are based on to know if the older books are at all problematic, so I'd rather have modern Paizo's write up on them, who have shown they're willing to put in the effort represent those cultures as best as they can.


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:

Here are the one's I've dealt with:

** spoiler omitted **

Ah, I see. I didn't know about that little detail in Return, so that's good to know, thanks.


The Raven Black wrote:

IIRC JJ stated recently that PF2 APs and adventures do happen in the setting when they are published.

For example, Galt is now post Night of the Gray Death.

And PCs are supposed to have won in all of them.

Latter adventures and APs then do not go back to the same places for years so that most people who played the first ones do not feel too upset about the official take on the events they played.

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.
But honestly, those big books like the recent Mwangi Expanse and the upcoming Impossible Lands are what I'm looking forward to the most. It's a shame we only seem to be getting one a year.


Reverse wrote:
Inspectre wrote:
Jade Reagent also features several characters from Sandpoint who are initially introduced in Rise of the Runelords, although this can be fixed easily enough by just using alternate NPCs if necessary.

To clarify this, if you run Rise of the Runelords second, you'll need to replace these NPCs (a minor job only) since they'll have left to go drive to Minkai in the Jade Regent path. You can run Jade Regent first without needing RotR to introduce these NPCs, since Jade Regent covers who they are perfectly adequately.

Broadly, the APs are assumed to "happened" and been successfully resolved in the order that they were published - it just often doesn't matter. But I think you've hit most of the major examples already.

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


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Rysky wrote:

No, the Mythic Adventures Hardcover introduced Mythic, and it… didn’t really do a good job.

Shoving them into the backmatter of an AP issue or the player’s guide would be a disaster.

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:

I feel like one of the problems with a "let's go beat up Treerazer" AP is that the tools to make PCs stand a chance in that fight (something like Mythic) don't exist yet.

Treerazer, as a level 25 monster, is a very hard fight for 20th level characters (24 is "an extreme challenge solo boss" for a party of 4 level 20 adventurers), one that most parties will not survive. In the AP you're kind of supposed to win. I think the highest level enemy we've seen in an AP was level 24, and that was in Ruby Phoenix which had a high level of optimization since you didn't need to have a playable character for the first ten levels.

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.


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How did this end up going?


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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.


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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.


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Just wanted to thanks for putting something like this together. Still going through growing pains a GM myself, and this is going to be pretty damn useful.

I'm curious though. Has anyone gone through a similar reviewing process for the smaller adventure modules, and the PFS modules?


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DomHeroEllis wrote:
Deadmanwalking wrote:
Black Jimmy wrote:
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.
There's a new to PF2 version of her art in Lost Omens Legends. It's closer to the PF2 image of hobgoblins than the PF1 image, IMO. It definitely makes her look a lot more distinctly inhuman.
I think she looks great!

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.


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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.


https://www.reddit.com/r/Pathfinder2e/comments/ctln5z/2e_conversion_for_hal lows_last_hope/

This may help. It’s what I was planning to use if I decide to run this module.


I'm curious, is the inclusion of Jaethal, Kaessi, and Regongar even possible? If so, would they be given a different class or would Inquisitor, Kineticist and Magus be remade to include them?


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


RotRLs has two Players Guides. One for Anniversary, one for old. You’ll want to read both, as they don’t have overlapping info too much.


Oracle. A non prepared divine caster would be lovely. Not sure it’s relevant in 2E though.


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


I’d like something starting in Falcon’s Hollow, Darkmoon Vale.


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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:
Bloodrealm wrote:
Lausth wrote:
Reason why everyone want to fix the paladin is not because we hate the class.We love the class the way it is.Problem is it interferes with any kind of fun.Which in time it makes you want to kill or avoid the character instead of enjoying your 15 min adventure day with him/her.Then there are people who thinks lawfull good is not lawfull nice which is another kind of a pain.
Speak for yourself. Paladins are fine; it's the players and the GMs with dumb ideas that are the issue.
Speak for myself?Paladins are fine?Did you read the title?People want to remove the class from PF.Are you sure they are fine?

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.


They probably can’t tell us at this point. Hell, they may not even know.


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.


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I would hate that. Paladin is my favourite class.
I don’t get why you everyone feels they need to “fix” the class. Especially when they all seem get hung up on the alignment, when it’s the code restricts the Paladin. Take away alignments and most Paladins will still be played the same way. Which for me, and I’m assuming other Paladin fans, is the appeal of th class.


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Goblins as a core race is weird. Especially, considering they’re not separating Lore from core rules.
Tieflings, Aasimar and Changling turn up quite a bit in APs and Modules, so they probably should have gone with those. Not the most interesting choices admittedly.


Brother Fen wrote:
Black Jimmy wrote:
Why is this so bad? Can someone explain the issue?

If you have to look at your bookshelf filled with thousands of dollars of Paizo books, 3.5 magazines and third party supplements, then perhaps the notion of why buying it all over again is bad will become crystal clear.|

Then there's the hundreds of dollars dropped into Hero Lab. Will that be supported? What will be its fate?

If I never bought books or PDFs, I wouldn't care either. New edition for me to illegally download or read the PRD online. Yay. But I buy products that I want to see supported.

I’m referring to having Lore intergraged into the rules. Why is THAT such an issue?


Why is this so bad? Can someone explain the issue?


Dragonborn3 wrote:
Gorbacz wrote:

I hope the book has a 100-page chapter detailing each and every instance of the question "if X happens, does Paladin fall?" that has ever appeared on this forum.

That is going to be some tiny print.

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.


Got any archetypes you want to see carry over? Why those ones?

What about Prestige Classes?


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I’m hoping the Paladin remains similar to what we currently have.
It’s my favourite class. If they can improve it though, then I’d like them to go for it. Staying the same for traditions sake is a bad thing.


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Bruunwald wrote:

Obligatory Topic Derail Post:

Infusing Golarion into the core rules is the worst idea imaginable.

If they don't do that, I will buy all the new books.
If they DO do that, I will buy none of the new books.

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?


Oracle and Hunter.
No one in my group likes playing prepared casters, so we would would like spontaneous counterparts to the Cleric and Druid.
Throw in Kineticist too.


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I’d like a hard cover “Best of” book with some of the 3.5 modules converted to Pathfinder.
Specifically the Falcon’s Hollow Saga and Conquest of Bloodsworn Vale.


Hey all

I’m going to be running the Falcon’s Hollow modules, and I was wondering if using this AP to build upon those would be a good idea. Would this be doable?

Has anyone done this before who could let me know how it went?

Thanks


zimmerwald1915 wrote:
Black Jimmy wrote:
Thanks for responding everyone. I decided to make it sea based like most have suggested.
Darn, and I was just about to suggest Kalsgard and the Path of Aganhei.

Suggest away. I'm not locked in just yet. Why those two exactly?


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.
I'm not sure where in Golarian they should be coming and going from though.
All I know is that I want it going through Magnimar and probably Korvosa at some point.

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:

Specifically, what went wrong with Conquest the first time you tried to run it?

BTW, running a module first before tackling and AP is a good idea for a new-ish GM. It's something i always recommend for exactly the reason you stated.

-Skeld

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:

I would not make a replacement Boss all that tightly linked to the Runelords. The big thrust of RotRL is that there's an [i[actual Runelord[/i] from 10,000 years ago becoming active. Having an almost-Runelord as the boss in a single middle-level module kind of deflates the impact of it.

A Cyphermage who has become obsessed with his research into Thassilon still has that tie without weakening the impact of the actual Runelord later. Add a few of the newer symbol spells from Ultimate Magic to give his magic a Glyph or Rune theme, and that may be a good tease.

The Rune Guardian from The Godsmouth Heresy might be a good thing to pop into a ruin here or there.

The big thing to remember, I think, is that 10,000 years is a long time. Clear memories of the Runelords have faded into vague legends and bits and pieces of lore (such as Varisian Tattoos, and Varisian Idols, or Shoanti lore about "the old masters"). A few minor bits here and there in Conquest of Bloodsworn Vale should help set the stage, but it is easy to add too much. Start small, and add more if you think you need to... but if you start with something big, it will be hard to undo that if you give away too much.

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.
Any tips or suggestions would be well appreciated.

Thanks x


CorvusMask wrote:
Just Tup from Song of Silver bonus npc section and Blackfang & Thelsikar among other comic bonus stuff related to Sandpoint area.

How did you implement Black Fang and Thelsikar? I'm thinking of using them as well.


Wheldrake wrote:

I think it's possible to add Mythic very slowly to this sort of campaign. The rarer it is, the more special it seems. About once per book might work out.

For example, Xanesha might be an appropriate mythic challenge for book 2. Certainly Black Magga would qualify in book 3.

I did a lot of foreshadowing for the mythic aspects of the battle. Each one was a TPK-risk as well, and in fact Xanesha killed all the players but one - only one of them got his first mythic rank from that book. The others got rezzed instead.

Once you introduce mythic ranks to your PCs, though, you have to keep buffing the adversaries for the rest of the campaign. One good way is to keep the PCs one or more levels below the target.

The mythic rules look so cool that I wanted to try them out, but IMHO there are a number of overpowered traps that you need to be wary of. Tread carefully.

I don't suppose you'd be able to name a few of these traps, would you?


Hey all
I'm thinking of adding a few Mythic rlements to my upcoming Runelords game.
I don't want to go to much into Mythic though. Enough tiers to be worth it, but not so much that the rewrites of encounters becomes a bother. I'm think between 1-4 by the time they face off with Karzoug.
I'm just gonna list these for easier consumption.
1) Which enemies should have Mythic Tiers/Ranks? I want them to come from story related thinks ie, Nualia is Lamashtu's champion, Black Magga is a legendary monster etc
2) For those that don't, is there a general rule of thumb for how to increase the staying power of regular enemies? Advance Template, Gestalt, additional enemies etc
3) At what points in the story make sense for the PCs to acheive a tier? I'll probably have tier 1 happen at the Runewell of Wrath
4) I'm fairly inexperianced as a DM. How much of a struggle is this going to be to pull?
5) For Burnt Offerings I'm thinking of giving a tier or two to Nualia while gestalting her cronies (undecided on the last part). I like the idea of Erylium having a single tier or rank to give my players a taste of whats to come. Would that be to overwhelming?
Thanks x


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
2) Has a hand in smuggling Sczarni captured slaves to Cheliax

What would you say would work better?

Edit: Would any of the clash with established information/lore

Thanks x


Thanks.


Hey all

What point buy is the anniversary edition built on? 20 or 25?

Thanks x

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