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Goblin Squad Member. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter, 8 Season Star Voter, 9 Season Dedicated Voter. Pathfinder Adventure Path, Starfinder Adventure Path Subscriber. Organized Play Member. 8,381 posts (8,643 including aliases). 11 reviews. 1 list. 4 wishlists. 2 Organized Play characters. 24 aliases.


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Silver Crusade

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DM_aka_Dudemeister wrote:

So far my players in the Patchlands have:

Rescued a grippli merchant prince from Boggard cultists.
Cured a great tree in Ghostlight Marsh of a Cyth V'Sug spore infestation.
Liberated an old Harchist Line fort from a Whispering Way necromancer and his undead minions. They want to build this fort up as a base of operations.
Recovered the Nargrymkin map from Orc and Ogre bandits.
Defeated some Tatzlwyrms in order to collect their eggs for delivery to Trunau.
Found the entrance to the Emerald Spire Superdungeon. (In my Golarion campaign there's more than 1 emerald spire!)
Found the entrance to Thornkeep (I've never run it before so I just moved it).

Negotiated with the local troll population to help build a road between Trunau and Redlake Fort, in exchange for reasonable bridge tolls over the rivers.

Began negotiations for Troll Tollkeepers Union, in order to ensure fair treatment and wages for Trolls in the Patchlands.

Discovered a troublemaking hag by the false name Thorn has been stirring up trouble in the region.

Pinpointed the location of Steelhand's Tomb.

Freed a great Tortoise Spirit from being corrupted by a boggard cult in the Ghostlight Marsh.

Worked with local tribes of Orc Amazons and Orc Bears to start a spa/relaxation business.

Negotiated with some of the Ghostlight Marsh elemental wisps (the spirits of the Druids) so they can go to the Vault of Thorns to collect their rewards from some of their previous adventures.

Silver Crusade

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I had the same thought.

Silver Crusade

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crovaxpso wrote:
With the understanding that the "choose your own adventure" section takes a lot of work, I still have to say that I would love to see something like this for other adventures that don't start at level 1. Such a cool idea!

I'd bet this would make a fantastic Pathfinder Infinite product for other APs that start at higher level.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I was inspired by the Player's Guide to expand one of the prologue adventures into a full adventure.

So here's A Night At Valdemar Manor a prologue adventure for Seven Dooms for Sandpoint.

Silver Crusade

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Liliyashanina wrote:

Strange aeons...

I missed a certain roll by 1! One! In case you wonder what role, crit confirm with a dream vorpal scimitar on something you should be running away from.

** spoiler omitted ** Did not get turned into a laughing stock by getting boinked by a level 9 character.

From the inevitable drastic dreamland murdering that happened after he failed, my character picked up the custom psychosis of thinking he is actually a Balor who was somehow polymorphed into a human. I mean, he nearly vopal decapaciated a SPOILER REDACTED in the dreamlands, clearly, he must be more then human? Right? Right?

Spoiler:

Better than the psychosis my poor wizard got for failing to escape the Dreamlands in time to escape BOKRUG before getting Dreamlands whomped.
My wizard is catatonic!

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Backed!

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If you want to add a little warfare in Rivers Run Red, you can use my modifications here: Dudemeister's Hargulka's Monster Kingdom. The rules are 1e, but the plot shifts are easily adaptable.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

6th level Adventures

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Here are some 7th level modules that might help

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Who is Shroud, and where can I find references to this character?

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Warped Savant wrote:
DM_aka_Dudemeister wrote:
My party just mutinied in Skull & Shackles, taking out Plugg and Scourge. Just as a storm is about to hit, next stop Bonewrack Island.
Fantastic!

Party sailed through a storm, fought some Grindylows on the deck of their ship, a stray lightning bolt broke a spar on their mainmast and it'll need replacing and a rogue wave sent some sailors overboard.

Our heroes managed to catch a Grindylow alive and with the Shackles of Compliance learned the overboard sailors may have been kidnapped, they intimidated the beast to lead them to Riptide Cove.

They landed on the beach and fought some giant coconut crabs then headed inland. They found a note:
"STOP STEALIN ME COCONUTS. A. Ivy"
Scrawled beneath it: "This sign can't stop me. I can't read! - Ranzack"

They headed to the corn plantation, cleverly defeated the botfly traps, but the tethered Grindylow wandered into the cornfield and was promptly eaten by an Ankheg. Another passive aggressive note was found.

"Stay outta me corn!" - A. Ivy
"NO!" - Ranzack
"Wouldn't you rather join the feast of flesh?" - The Whores

With no guide Our heroes explored the Southern shore with no sign of the Grindylow den. They decided to trek up the cliffs to see if a higher vantage point could help.

A pair of crossed logs had another note.
"STAY OUT! This means YOU!" - A. IVY
Just past the threshold, a spiked pit trap with a starving ghoul pinned to the bottom. Aubrey the ghoul cursed oracle pitied the creature, but was uncomfortable when the rest of the party casually destroyed it.

Further up the cliff face the remains of a small stone and wood cabin, made from the planks of a cherish ship. In the nearby trees a pair of Vine Chokers sat in ambush. Flynn the Sylph 2nd Mate was almost choked but pistols and cantrips solved the threat quickly.

They then found a palisade, wary of traps the pirates approached carefully but were still almost caught by a hangman's wire.
Deciding knocking might be safer their unexpected approach caused the occupant of the shack to accidentally almost hang themselves! Thinking quickly the party worked together to save the occupant. Struggling to breathe the old salt choked out:
"YOU AIN'T NO ZERMBIES!"

The occupant of the palisade was none other than Aaron Ivy, shipwreck survivor. Sceptical the pirates weren't hallucinations with some careful Diplomacy the pirates learned the location of Riptide cove. With only a few hours until dawn, the heroes took a short rest to regather their energy then headed to the Grindylow den.

The alternative approach offered by Ivy was risky, a stirge nest offered a spot where the pirates could dive directly into the churning waters of Riptide Cove at high tide.

Luckily between Pilot Julian's touch of the sea spells, Captain Aselia's air bubble spells, and the two undines in the party much of the Grindylow's home-ground advantage was lost.

What ensued was a running/swimming battle through the twisting tidal caves, the high tide worked to the heroes advantage pulling them closer to the centre of the map. Splitting the party to cover more ground Captain Aselia and Julian wound North, while Boatswain Marina, 1st Mate Aubrey and 2nd Mate Flynn looped south. 17 Grindylows and a devilfish later, our heroes found themselves face to face with the Brinebrood Queen, her enormous son the Whale, an octopus, and a cheeky grindylow wearing Sandara's hat. Above the cavern hung Sandara and the other sailors lost to a rogue wave, weighted down by silver ingots. At the bottom of that churning pool a quartet of lacedons in tattered Chelish officers uniforms.

The battle that followed was complex and dangerous. While Flynn held the whale's attention, and Captain Aselia chased down the Brinebrood Queen. Julian held off reinforcements at the door, Marina worked on getting the prisoners free of their weights and Aubrey tried to get the hat.

Flynn ended up swallowed three times, the Queen managed to sink Sandara and our heroes were fast running out of spells and time on their aquatic advantage.
Fortunately the heroes managed a clutch round with Aubrey rescuing Sandara, the Brinebrood Queen killed by Captain Aselia and Marina, Julian taking out the hat thief. Sadly Flynn's injuries resulted in his first wicked Scar when he was defeated in the mouth of the whale.

That's where we left it.

Next time! Repairing the ship and more secrets of Bonewrack Island!

Silver Crusade

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Backed

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

My party just mutinied in Skull & Shackles, taking out Plugg and Scourge. Just as a storm is about to hit, next stop Bonewrack Island.

Silver Crusade

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I think it's kinda cool, they would still need to spend downtime growing the trees, and replenishing the food. I'd put a cap on how much fruit can contribute to the food just because the village will need a variety of foods to fulfil their nutrition.

Silver Crusade

Male Half-Gnome Badass 20
Caliban Tre'Athkar wrote:

Sorry forgot to update my tagline with all buffs running, AC is 26 with haste and shield up, 27 with Prot Evil.

[dice=Ref 1]1d20+12
[dice=Ref 2]1d20+12
[dice=Ref 3]1d20+12

Caliban, being severely wounded by the bombs and minotaur sees Benedic get his strike in, and immediately pulls back from the combat for a moment to gather himself....

Withdraw

Withdraw only prevents AoO for the first square moved. Since you were surrounded and the minotaurs have 10 foot reach, there's not really any position you can move without provoking from at least one Minotaur. You can revise your action if you like or potentially take some lumps. It still might be worth it to avoid potential bomb attacks.

Silver Crusade

Male Half-Gnome Badass 20

Selann casts Haste on the party, then moves forward.

Tristan places his hands on each of the group prior to chaos erupting on the bridge. Protection from Evil, communal and Tactical Acumen on everyone.

The Inquisitor also casts Expeditious Retreat, Shield of Faith, Heroism, and Divine Favor just prior to joining them! Tristan looks hard at the minotaur. He shrugs. They really hate Good

Smiling at the tiefling’s ahead, the Inquisitor begins striding forward 60'. Never heard of them, so most likely just illusions.

Caliban takes a larger form of himself, and listening to Benedic's instructions on the Minotaurs, he takes flight, looping to the right over the bridge, and coming to settle in front of the second minotaur in line. The elf alights, swinging his blade with a massive cut at the monster. His black blade not digging as deep into giant-bovine flesh as he hoped. Haste attack only on Full-Attack Sorry
The minotaur returns with a pair of strikes and an attempted gore. Only one of the axes swings through.

Benedic squints into the distance as he prepares and casts spells on the party. "Those look like fiendish minotaurs," he says. "They cannot be surprised, and they love to charge. They are evil and can smite those of us with celestial powers opposed to theirs."

He casts mythic heroism on Caliban, and mythic encouraging heroism, shield of faith, and divine favor on himself. He also activates his scale and his touch of glory power.

"We must bring the fight to them, or their tiefling forces can hold back and throw their splash weapons at us while the minotaurs charge." He glares in the creatures' direction. "Let's take that bridge, my friends!" he suggests. He rushes at the closest minotaur in a sudden flash of movement, swinging his sword in an arc as he reaches it.
His blade flashes with unrivalled speed, cutting the minotaur into little more than steaks.

With its ally slain another Minotaur races forward with a powerful charge at Benedic, and slams headlong into the champion's shield with a resounding clang, and Benedic stands firm.

The other minotaurs move into flanking positions.

From the nearby towers bombs begin to rain down on Benedic and Caliban.

GM Screen:

Grey Minotaur Smite Good: greataxe +9/+4 (3d6+6/x3) and gore +4 (1d6+2)
Grey Minotaur vs Caliban AC 23: 1d20 + 9 ⇒ (15) + 9 = 24, 3d6 + 12 ⇒ (1, 2, 2) + 12 = 17
Grey Minotaur vs Caliban AC 23: 1d20 + 4 ⇒ (12) + 4 = 16, 3d6 + 12 ⇒ (1, 2, 4) + 12 = 19
Grey Minotaur vs Caliban AC 23: 1d20 + 4 ⇒ (18) + 4 = 22, 1d6 + 8 ⇒ (5) + 8 = 13

Blue Minotaur, Smite, Powerful Charge
Blue Minotaur vs Benedic AC 28: 1d20 + 13 ⇒ (3) + 13 = 16, 2d6 + 12 ⇒ (5, 1) + 12 = 18

Tieflings: Launching Crossbow +8 (2d6+1 fire) (+1 Higher Ground)
Tieflings vs Caliban Touch AC 16: 1d20 + 9 ⇒ (15) + 9 = 24, 2d6 + 1 ⇒ (2, 4) + 1 = 7
Tieflings vs Caliban Touch AC 16: 1d20 + 9 ⇒ (10) + 9 = 19, 2d6 + 1 ⇒ (3, 2) + 1 = 6
Tieflings vs Caliban Touch AC 16: 1d20 + 9 ⇒ (5) + 9 = 14, 2d6 + 1 ⇒ (1, 3) + 1 = 5
Tieflings vs Caliban Touch AC 16: 1d20 + 9 ⇒ (9) + 9 = 18, 2d6 + 1 ⇒ (2, 3) + 1 = 6
Tieflings vs Benedic Touch AC 14: 1d20 + 9 ⇒ (17) + 9 = 26, 2d6 + 1 ⇒ (5, 5) + 1 = 11
Tieflings vs Benedic Touch AC 14: 1d20 + 9 ⇒ (3) + 9 = 12, 2d6 + 1 ⇒ (5, 1) + 1 = 7
Tieflings vs Benedic Touch AC 14: 1d20 + 9 ⇒ (11) + 9 = 20, 2d6 + 1 ⇒ (2, 4) + 1 = 7
Tieflings vs Benedic Touch AC 14: 1d20 + 9 ⇒ (10) + 9 = 19, 2d6 + 1 ⇒ (1, 3) + 1 = 5

Status
Grey Minotaur = 31/45
Caliban = Take 17 Slashing Damage, Fire Damage (7+6+6=19), please roll 3 x DC 12 Reflex Saves or Catch Fire.
Benedic = Take Fire Damage (11+7+5=22), please roll 3 x DC 12 Reflex Saves or Catch Fire.

Initiative
07 - Junior and Amelia
Round 2
27 - Selann
25 - Tristan
16 - Caliban
15 - Benedic
14 - Fiendish Minotaurs (x4)
08 - Tiefling Bombers (x8)

Silver Crusade

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Male Half-Gnome Badass 20

Thanks for your patience folks. We're BACK!

Silver Crusade

Male Half-Gnome Badass 20

Your party approaches Paradise Hill bridge. From a distance you keep a watch over the bridge. You notice that the bridge is manned by a group of fiendish Minotaurs. While they do not appear particularly disciplined, the skulls they wear as trophies around their necks speak to their deadly efficacy.
You're also lucky enough to see a change of shift, as a group of tieflings exit the bridge, walking the walls on either side of the bridge. They carry crossbows, and unusual ammunition, glass bolts, filled with multicoloured fluids. Hard to identify from a distance.

It's clear that before Paradise Hill can be taken, the bridge must be secured. The choke point would render the numbers in the army useless against the minotaur defenders, but the challenge should be within the power of the Heroes of Kenabres.

Feel free to Pre-Buff.

Fiendish Minotaurs (Kn. Planes DC 15):

Fiendish Minotaur
CR 5
Fiendish Minotaur
XP: 1,600
CE Large monstrous humanoid
Init +0; Senses darkvision 60 ft.; Perception +10

DEFENSE

AC 14, touch 9, flat-footed 14 (+5 natural, -1 size)
HP 45 (6d10+12)
Fort +6, Ref +5, Will +5
Defensive Abilities natural cunning; DR 5/good; SR 10; Resist fire 10, cold 10

OFFENSE

Speed 30 ft.
Melee greataxe +9/+4 (3d6+6/x3) and gore +4 (1d6+2)
Space 10 ft., Reach 10 ft.
Special Attacks powerful charge (gore +11, 2d6+6), smite good (1/day)

STATISTICS

Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Base Atk +6; CMB +11; CMD 21
Feats Great Fortitude, Improved Bull Rush, Power Attack
Skills Intimidate +5, Perception +10, Stealth +2, Survival +10
Racial Modifiers +4 Perception, +4 Survival
Languages Giant

ECOLOGY

Environment temperate ruins or underground
Organization solitary, pair, or gang (3-4)
Treasure standard (greataxe, other treasure)

SPECIAL ABILITIES

Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

Smite good (Su) Once per day, as a swift action, the fiendish can smite good as the smite evil ability of a paladin of the same level as the fiendish's Hit Dice, except affecting a good target. The smite persists until target is dead or the fiendish rests.

With the body of a powerfully built man and the head of a snarling bull, this creature stomps its hooves as if preparing to charge.
Nothing holds a grudge like a minotaur. Scorned by the civilized races centuries ago and born from a deif ic curse, minotaurs have hunted, slain, and devoured lesser humanoids in retribution for real or imagined slights for as long as anyone can remember. Many cultures have legends of how the first minotaurs were created by vengeful or slighted gods who punished humans by twisting their forms, robbing them of their intellects and beauty, and giving them the heads of bulls. Yet most modern minotaurs hold these legends in contempt and believe that they are not divine mockeries but divine paragons created by a potent and cruel demon lord named Baphomet.

Tiefling Bombers (Kn. (Local) DC 14:

Tiefling Bomber
XP: 600
Tiefling alchemist 3
NE Medium humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +0

DEFENSE

AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
HP 32 (3d8+15)
Fort +7, Ref +6, Will +1; +2 vs. poison
Resist Cold 5, Electricity 5, Fire 5

OFFENSE[/b]

Speed 30 ft.
Melee short sword +2 (1d6/19-20)
Ranged Launching Crossbow +8 (2d6+1 fire)
Space 5 ft., Reach 5 ft.
Special Attacks bomb 4/day (2d6+1 fire and catch fire, DC 12, 10-ft. radius)

TACTICS

Before Combat Once the bombers see the PCs, they drink their Constitution mutagens.
During Combat The bombers stay behind their arrow slits and fire their bomb launchers at the PCs, trusting the fiendish resistances of the minotaurs to protect them from their alchemical attacks.
Morale The tiefling bombers fight to the death, but if there is only 2 remaining they will flee to Paradise Hill.
Base Statistics: When not under the effects of its mutagen, a goblin bombers stats are: AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size); hp 26 each; Fort +5; Con 14, Cha 6

STATISTICS

Str 10, Dex 17, Con 18, Int 13, Wis 10, Cha 8
Base Atk +2; CMB +2; CMD 15
Feats Brew Potion, Improved Initiative, Throw Anything, Exotic Weapon Proficiency (Launching Crossbow)
Skills Climb +3, Craft (alchemy) +7, Ride +10, Stealth +10, Swim +3
Racial Modifiers +2 Bluff, +2 Stealth
Languages Common, Abyssal
SQ alchemy (alchemy crafting +3, identify potions), mutagen (+4/-2, +2 natural, 30 minutes), discoveries (explosive bomb*), poison use, swift alchemy
Gear potions of cure light wounds (2), alchemist fire (3), tanglefoot bag (2), thunderstone (3)
Other Gear +1 studded leather, short sword

SPECIAL ABILITIES

Shatter (Sp) Standard action cast Shatter (DC 13)

GM Screen:

Selann Initiative: 1d20 + 9 ⇒ (18) + 9 = 27
Tristan Initiative: 1d20 + 6 ⇒ (19) + 6 = 25 Tristan Initiative Adv.: 1d20 + 6 ⇒ (18) + 6 = 24
Benedic Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Caliban Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Junior Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Fiendish Minotaurs: 1d20 + 0 ⇒ (5) + 0 = 5
Tiefling Bombers: 1d20 + 7 ⇒ (14) + 7 = 21

Initiative
27 - Selann
25 - Tristan
16 - Caliban
15 - Benedic
14 - Fiendish Minotaurs
08 - Tiefling Bombers
07 - Junior

MAP

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

My friend you left "what is technically allowed by the rules" behind before your first post here.

At this point you're just playing Calvin ball. You just do what the vibes tell you here, and godspeed to you and your party.

Silver Crusade

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Legendary Planet Adventure Path for PF1e by Legendary games.

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Male Half-Gnome Badass 20

Merry Christmas all. It's been an intense season. Rather than leave you in suspense, we'll pick up the game in the 2nd week of 2024.

Happy holidays and happy new year.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

In my Skull & Shackles game the PCs have taken the Man's Promise.

There's a good chance the mutiny is going to pop off before the storm. Exciting times ahead!

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Matthew Downie wrote:

My players are more into role-playing than combat challenges. Plus, I already changed book 3 enough to add in some multiple-encounter days. For example, having removed the caravan combat mechanics, my Dead Man's Dome final battle against the undead hordes involved wights, skeleton archers, an undead mammoth, zombie wolves, ice elementals, the shaman from the village returning as a wraith, a Cold Rider, and a storm ghost smiting them with lightning. The alchemist actually had to worry about running out of fire bombs for the first time.

(Also, IIRC, in Forest of Spirits as written, there really isn't a need to do the big dungeon without resting whenever you feel like it. Just leave the dungeon and go back to the caravan.)

In my game the final boss of that dungeon wasn't just sitting back and waiting for the PCs to come and clean their clock. If the PCs retreated she was sending reinforcements into areas the PCs had taken from her near limitless stock of hobgoblins and oni.

So the PCs had to besiege the dungeon in shifts (my players have a PC and a back-up PC active in the caravan), while the NPCs held the taken territory against reinforcement.

It was quite a tense dungeon that never let up, with active opposition and some incredible set pieces and more than one character death as players tried ot push as far as possible so they wouldn't lose ground later.

Silver Crusade

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Damaging the statues drew the attention of the yetis, and he ended up 1 v 6. The yeti's managed to pin him, get him helpless and one coup de grace later it was done.

He was a tiefling, so technically a native outsider could pass unmolested through the barrier.

Silver Crusade

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For my group, I believe the Anti-Life shell presented a block in progression for the Caravan. I had removed Koya from the party not long after the party dealt with Katiyana. I also made it so that the antilife could only be removed by destroying all the statues that it was centered on, or by reconsecrating a subterranean tree on the other side.

One of my player characters died trying to brute force the anti-life shell, the other PCs decided to use stealth to get around the Yeti caves and avoid a majority of encounters.

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Seconding Skull and Shackles, the entire first book is about learning the desires of the NPCs they share a ship with so they can earn their trust and help them mutiny against cruel masters.

Jade Regent was an incredibly role-play heavy game for my party, because I made the NPCs in the caravan a roaming village, and gave some minor mechanical boons based on if players could maximise their friendship/rivalry scores. It made the game hella rewarding.

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The Grandfather wrote:
R3st8 wrote:
By the way did you remember to make sure with the paizo team that this is legal with the ORC License and everything?

This would fall under the purview of the OGL 1.1 :)

And as I understand it not even Paizo are going to use the ORC license.

Paizo use the ORC licence for PF2E Remastered.

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So far my players in the Patchlands have:
Rescued a grippli merchant prince from Boggard cultists.
Cured a great tree in Ghostlight Marsh of a Cyth V'Sug spore infestation.
Liberated an old Harchist Line fort from a Whispering Way necromancer and his undead minions. They want to build this fort up as a base of operations.
Recovered the Nargrymkin map from Orc and Ogre bandits.
Defeated some Tatzlwyrms in order to collect their eggs for delivery to Trunau.
Found the entrance to the Emerald Spire Superdungeon. (In my Golarion campaign there's more than 1 emerald spire!)
Found the entrance to Thornkeep (I've never run it before so I just moved it).

Silver Crusade

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That's really neat!

Silver Crusade

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This is incredible, untanglinging this made me realise why nobody would want to be kin to a Vancasker :D

Silver Crusade

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Iron Gods had some incredible dungeons, but that first dungeon under Torch is just incredible.

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Wow! I'd love to know what level 1-3 adventure GMs would run as a lead in?

Silver Crusade

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If you want some useful expansions and story hooks for your campaign just click my profile. I have a bunch people have enjoyed.

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I think the transition between encounter and exploration mode (and back again) is probably one of the trickiest thing to get a handle of in 2e, because it's more defined.

Especially if all the enemies are defeated and the party still has ongoing persistent damage or conditions.

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Beautiful. Thank you for sharing these stories, and incredible items. I'm sure many will find a place in my home game :)

Silver Crusade

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Linked

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Quote:
Check out the Errata Updates On The Pathdinder FAQ

Whoops

Silver Crusade

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What about:
1d20 + Proficiency Dice + Ability Mod.

Untrained - 1d4
Trained - 1d6
Expert - 1d8
Master - 1d10
Legendary - 1d12

Silver Crusade

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I'm running mixed level party in a West Marches game at the moment, but using Proficiency Without Level. So far I've had zero character deaths, some PCs have reached 3rd level, some are still at 1st.

So far it's been pretty fun.

Silver Crusade

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If you do drop this into Golarion, I think the Mindspins is a good place to drop a Dragon Graveyard

Silver Crusade

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Linked

Silver Crusade

Male Half-Gnome Badass 20

Might be a bit late with response this week. It's a busy time, a bunch of family birthdays.

Silver Crusade

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ERutins wrote:

I'm wondering if anyone who has been running with some variant of PWL or reduced proficiency has settled on the best combination of proficiency progression (or no proficiency increase) and DCs and rewards for a fun experience that works well for more hexploration oriented campaigns.

I've read through the thread and see a lot of pre-release feedback and a little post-release feedback but I'm curious to hear more from those who have been playing with this since release.

I'm running a PWL West Marches sandbox. I have characters between 1st - 3rd.

I leave numbers for PL 0 and PL -1 the same just so I can have multiple low-level critters for the low level characters.

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I will clamor for a PF2e NPC Guide. Probably the most invaluable sourcebook from 1st edition was the NPC Guide.

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Male Half-Gnome Badass 20

Selann steps up behind Benedic and lays a hand on him. "Empower our Champion to take the fight to the enemy before he can flee!" Benedic finds his feet floating off the floor as he's able to fly!

Caliban blinks his eyes, and quickly closes the gap between himself and the demonic entity hovering in space and chanting. Caliban's hair ripples as the elf takes flight himself, closing the gap between the two.
A surge of energy pours through the elf, infusing his hand and then his blade with cold energy, and the sword snaps out cleaving into the Brimorak's hide.

Benedic moves past the fallen giant to stand at the edge of the tower. He studies the brimorak through slitted eyes, confirming that it is a demon.
Nodding with satisfaction, he deliberately raises his reliquary shield and releases a burst of holy energy in a circle around himself.

Brimarak Will Save: 1d20 + 3 ⇒ (19) + 3 = 22
Brimorak Falling Damage: 4d6 ⇒ (3, 3, 6, 3) = 15

Brimorak 43+20+10 73/57 - SPLAT!

With the Brimorak defeated, our heroes have a moment to heal before returning to the army to lead the mass combat.

You have a moment to heal if you need to, I'm quite sick at the moment but I'll try and post the Mass Combat soon.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Any chance of putting it in a Google sheet or doc with a link?

Silver Crusade

Male Half-Gnome Badass 20

If it's not clear from the slide, the Brimorak is 10 feet past the edge of the tower. So unless you're using ranged attacks, are flying or your weapon has reach you'll be unable to hit the creature with melee attacks. Feel free to revise your actions accordingly.

Silver Crusade

Male Half-Gnome Badass 20

Selann crosses the room to attack the remaining giant, flanking with Benedic. The giant, noticing the halfling, flicks out with his club instinctually, clobbering the halfling. Selann shakes it off and releases another of the Fiery Shurikens at it, then stabs at it with his little dagger....

Caliban focuses his will, and a magical force springs into life around him, shielding him from the attacks of others, before he closes with the Brimorak, cold iron blade threatening the demonic being...

Benedic grunts as he endures the giant's massive swing, and quickly murmurs a prayer to Iomedae. His shield hand glows with heavenly light and some of the damage instantly heals, even as he presses his attack. His first strike only finding tough hide armour and failing to damage the giant. He strikes again and his blade manages to strike deep through the armour into the giant's flesh.

Tristan stalks Benedic. The Inquisitor Strides about provoking any enemy Reactions prior to slapping the Cleric on his arse! However, the Giants attention was already divided between Selann and Benedic, allowing Tristan to pass unmolested.

Junior grins in delight at the giant’s clumsy attacks. He glances at Caliban confident the magus has the demon in hand. He focuses back on the giant before him and attempts to cut it down. His Ranseur finds its home in the spine of the Giant, causing it give one last grunt of pain as its legs lose their strength, and the giant begins bleeding out on the tower roof.

The Brimorak's hooves step lightly backwards, landing on magical abyssal sigils that generate in the air, as if they were solid ground. It begins bleating words in abyssal, and a small rift appears between its horns.

Spellcraft DC 14 on the runes in the air:
This is the effect of an Air Walk spell.

Spellcraft DC 13, the Abyssal chanting and bleating:
The Brimorak has started a Summoning Ritual (Similar to Summon Monster III), it will likely call another Brimorak to its aid if allowed to finish the incantation at the beginning of its next turn.

Hill Giant AoO (Shaken): 1d20 + 12 ⇒ (5) + 12 = 17,Damage: 2d8 + 10 ⇒ (4, 1) + 10 = 15

Hill Giant A: (37-(16+13+16) = -8/85 - Unconscious!
Selann: Takes 15 damage from the AoO


16 - Selann
11 - Caliban
08 - Benedic
Initiative - Round 4
18 - Tristan
18 - Junior
18 - Brimorak

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Andostre wrote:
DM_aka_Dudemeister wrote:

For those clamouring for more VMC support:

Here

Nice. Is this one of your creations? How much has it been playtested?

It's collected from a few sources. Genius Guide to Variant Multiclassing Rules being one of them.

I'm using it in my current, heavily houseruled Pathfinder Skull & Shackles campaign.

But I'm of the opinion that Variant Multiclassing should be roughly like taking roughly 1/2 to 2/3rds of another class.

A) Because you're taking precious feat slots.
B) So the abilities you gain are relevant.

I allow free VMC for my players, because it doesn't give the raw numerical boosts of Gestalt, and lets players express their character a little more uniquely.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Incredible tool for live table play. Just bought it for when I run PF2e games at the table again.