Olvan

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Curse of the Crimson Throne, Jade Regent, and Reign of Winter all have pretty cohesive stories that drive the campaign.


I don't know for sure what exactly his race will be. He doesn't usually play small races though, so I'll probably have to account for a large mount. The feats in the Advanced Players Guide sound like they might help that problem though.

Thank you all for the responses. You've all been very helpful! :)


Jade Regent is unfortunately out until the group plays through Runelords.

I'll definitely check Giantslayer out. It seems cool in a classic sort of way.

Out of curiosity, what about Wrath of the Righteous and cavaliers? I've toyed with the idea of running a non-mythic version of it and I was wondering if it was cavalier friendly?


Hello, I have a friend who is interested in playing a cavalier whenever I get around to running another Pathfinder game. However, many adventure paths tend to have large sections that are either dungeons or other indoor areas that aren't really suited to horses. I've heard Kingmaker is great for mounted combat and I am considering running it as my next PF campaign, but I was curious if there were any other APs that allow cavaliers the opportunity to make use of their mounts?


There was a 3.5 module put out by Goodman Games for levels 6-8 set in an asylum called "Cages of Delirium." http://www.goodman-games.com/5033preview.html

It should only take minor tweaks to convert it to Pathfinder and it's got good reviews.


Looks like a cool sequel to either a Carrion Crown or Kingmaker campaign.


Dustin Ashe wrote:
Cryptic wrote:
3. Arcadia - Players establish a colony on Arcadia and build it up. Kingmaker-esque campaign but with a colonial feel.

cringes

How about Arcadians establishing a colony in the Inner Sea region instead?

Since I seem to have given the wrong impression, let me explain that when I said colonial I meant the whole exploration, discovery, and general aesthetic feel. I was NOT trying to imply subjecting natives.

You can take inspiration from a historical period for your game without putting any of the horrible things that happened in real history. I mean, most fantasy roleplay games including Pathfinder are inspired by the Middle Ages, where countless innocents were routinely killed in wars, plagues, or religious persecution and discrimination by class or sex was accepted as perfectly normal.

Pathfinder, D&D, and other games prove you can take inspiration from a historical setting without showing the atrocities that took place. I agree with you there should be nothing that harkens back to oppression of Native Americans or anything racist.


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1. Galt - Finding themselves targets in the newest wave of terror, the players attempt to lead another revolution against the Gary Gardeners themselves.

2. Nirmathas/Molthune War - Molthune launches a new offensive to reclaim Nirmathas. Players are drawn into the war and play a pivotal role.

3. Arcadia - Players establish a colony on Arcadia and build it up. Kingmaker-esque campaign but with a colonial feel.

4. Tian Xia - Campaign set entirely in this area with the players from here.


Thank you all so much for the advice. Thanks for the warnings about the first 21 days and the ship combat. I've purchased the Fire as She Bears book and plan on incorporating that system. I'm currently reading through the modules and seeing ways to tie them together better and maybe change the ending a bit so it is more than just a dungeon crawl.


I'm looking for an AP to run with my friends in the near future and Skull & Shackles has really caught my eye. Before I commit to it, I am curious to hear from those who've either run it or are in the process of running it about their experiences.

Are there any parts of the campaign that come off as weak or in need of work? Are there any changes you'd recommend to any characters or story elements? Is the naval combat system good? Also, how does Skull & Shackles stand up against the other APs?