Thousand Bones

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ThermalCat wrote:

Thanks for sharing your chart. It inspired me to customize and create my own version. It's "Wilderness Trek Sheet share" in this Google drive folder

http://bit.ly/StarfinderShare

It incorporates a few of my house rules, like Lashunta Tempweave being free of the -4 penalty to heat dangers (CRB pg.402).

ThermalCat, if you happen to see this today, is that spreadsheet still handy by any chance?

I couldn't find it on the link and my group is starting the Ukulam trek tonight.


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Toothy wrote:
I'm not sure how the players are supposed to get into the Plinth room (C7) if the locks are on the plinths inside the room and the doors are 2ft thick stone walls until unlocked. Is there a teleporter to this room somewhere?
“Hands of the Devil” wrote:

Two angled plinths stand here, one in the alcove to the east and another in the alcove to the west. A single door leads north; the south wall opposite it bears the outline of a door but no handle or latch.

The eastern plinth features a lock with a round keyhole; turning the proper key in this lock opens or closes the northernmost door in the passage to the south (the outline visible in this room) with a grinding noise. The western plinth has four holes clustered together in a metal plate; turning the proper key in this lock opens or closes the southern of the two doors, also with a loud grinding noise.

Emphasis added. The stone wall doors controlled by the plinth locks are the two on either end of the passage to the south (the short hall connecting C7 to C8). The door in the northern side of C7 (leading from C1 & C4) is just a regular door, and would most likely be how the heroes get here.

Note: For anyone using the hardcover, this is room F7 (with references to rooms F8, F1, & F4).


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Not to derail the 6 vs 12 part AP campaign argument, but on the original topic, this sounds like a pretty promising AP. I'm definitely interested in checking out (and the tie in also makes me much more likely to pick up Dark Archive too).


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Great ideas, thanks Megistone!


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Thanks everyone, this is just the kind of feedback I was looking for…much appreciated!


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Cool, thanks Adam!


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Sort of, we have a varying number of players in any given session because it’s my older son for sure, my younger son depending on his mood and attention level, and my nephew or my older sons’ friends if they happen to be around. The sessions are usually no more than a couple hours (1-2 encounters), and Dot goes back to the surface after most sessions and just comes back next time with whatever other heroes are available.

For example, this session one was pretty much just the mermaid fountain (room 16) into the two adjacent chambers described above (17 & 18). I think I went a little easy on them with the fountain trap in some fashion, and I definitely reduced the number of kobolds in room 17 (the kobold warren) from 6 to 3.

But at any rate, I’m not sweating what I could have done differently, just trying to come up with a way to go from here. At this point, I am leaning towards waiting until some of his friends are available to show up as well-timed reinforcements.


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I’m curious as to which of the three authors wrote which of the three adventures in this book? Is it the same order they are listed in on the cover?


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This thread is about the penultimate encounter in "Menace Under Otari", the starter adventure in the Beginner Box Game Master's Guide (2e)...if you're planning on playing that adventure, consider yourselves warned that there are spoilers ahead and don't read on.
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I am running this adventure for my son and my nephew. In our session this weekend, they got to to Boss Zolgran (the kobold leader) and engaged in a battle with her and her two guards (kobold scouts), plus one surviving kobold warrior that fled there from the prior room.

My son is playing a fighter (named Dot) and bravely fought them to the best of his ability, shoving one of the kobold scouts into the pit, but eventually getting knocked out by the other. My nephew, playing Merisiel (pregen rogue) was more timid and stayed back most of the battle. At the end of the session, Dot was unconscious and was hanging on death's door but was eventually stabilized by some first aid from Merisiel. The boys grandparents showed up at this dramatic moment to pick up my nephew, so we paused as a cliffhanger.

I'm thinking ahead to next session, and have confirmed with my nephew that he plans to have Merisiel attempt to drag Dot to safety when we pick up next time. That said, it will be very difficult for him to pull this off without assistance. Depending on availability of my other son and/or a couple of their friends, there is the possibility of timely reinforcements showing up to save the day.

Barring that though, I am debating ideas on how to handle. Dot is my son's first character that he actually put effort of his own into creating, and this is our first PF2 game (and the first RPG of any sort for my nephew), so I am hoping to avoid a TPK, so I was thinking about the kobolds capturing them instead of fighting to the death. I am looking for any suggestions on why Zolgran might want captives, and what she might do with them, and how I can leave enough bread crumbs for them to reasonably pull off a breakout, and was just curious if anyone had any good ideas to throw at me?

If it matters, the boys are both 11 in real life, Merisiel, Zolgran, and one of the kobold scouts are uninjured, the other two kobolds are at half health. Zolgran is up on the ledge by her throne, the injured scout is in the pit, the other scout is near the unconscious hero, and the surviving kobold warrior is at the foot of the stairs. Zolgran has used one of her Magic Missiles but has two remaining, and has used Ghost Sound to create a roar from the next room in the hopes of making them think that the dragon is coming (though it's not...yet).

Thanks!


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I was just wondering if anyone has any experience using the Stamina variant from the Gamemastery Guide (p. 200-201) in their Pathfinder 2e games? I've used in Starfinder (where it is the default assumption), and I like it, but I am always a little wary of using major variant systems in rulesets that aren't specifically designed for them. Has anyone seen it in (PF2) play? Are there any notable pitfalls or anything I should think about before adoptiong, other than whatever is already discussed in the spread in the GMG?


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Doh! I told the each tonight. Oops!
Anyhow, thanks for the answer.


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I know I am behind the times here, but I am running this Qabarat portion of this adventure tomorrow and I am wondering if anyone knows whether the 2,500 credit stipend that Professor Muhali offers the PCs to track down Solstarni in Ukulaum is supposed to be 2,500 per hero, or just a lump sum for the whole party?


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This is super cool, John. I can’t believe that no one has had anything to say about it in the year and a half since you posted. Perhaps, like me, they just don’t look at this homebrew forum with any regularity.


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I have heard that they vary a bit, but from the few I have extracted, I have looked at, they are pretty low res. For anything that is pictured in the AP books, taking the images from those PDFs is a better plan, but for characters that only appear in the pawns, I ripped out pics of a couple of NPCs from the first combat of Dead Suns for my game and they are serviceable, but definitely grainy; they look ok on a phone screen but not very good on a laptop or on paper.


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Lavabeing wrote:
The digital version is a download with JPGs of all of the cards, though.

Do they appear one page per card or are several cards per page? I have the print version and the type is way too small for any of us to read, but I can see them being useful if I printed them out full-sized on 8.5’ x 11’ paper or card stock.


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Awesome news! What a great start, congrats to UPW, and nicely done, Paizo!


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Thanks for the feedback everyone, much appreciated!


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Hi all,
I am about to start my first Starfinder campaign (as GM), and I’m very excited about it, however I was wondering what people’s experiences have been with tracking ammo, battery charges, etc.? In D&D/PF, I’ve usually operated on the policy that as long as the PCs acquire a week to ten days of rations and a couple quivers of arrow/bolts, we can just forego the hassle of tracking unless I am running an adventure that is specifically about limited resources and survival. However, reading the SF CRB, tracking resources seems like a bigger part of the game. Do you all generally track this stuff or handwave it? Is it important for game balance? Thanks!


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I am about to start a new Starfinder (Dead Suns) campaign and already have several sets of pawns (CRB, AA1, DSAP, Beginner Box) but at the moment I've yet to poke them out of the cardboard so they are all still neatly stacked in their original packages. I'm curious what folks have found to be a good way to organize their pawns that are actually in use to allow you to find what you need when you need it? Also, hopefully something reasonably portable in case we play at different locations.


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I am gearing up to run Dead Suns for my group, and I just wanted to say that Paris Crenshaw, ThermalCat, and Myles C., you guys (gals?) all rule! Thanks so much for all the resources you have shared. Shoutouts to all the other thread contributors as well (including/especially the authors and other Paizo staff). Cheers!


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Zaister wrote:
As a long time subscriber, I can tell you that I got JPGs for all of the Starfinder Flip-Tiles, and for all Flip-Mats since "Undercity" (PZO7316).

Great, thanks Zaister!


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Katina, do all of the Flip-Tiles and Flip-Mats include JPGs, or is it just this one?


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I'm glad for the push-back, my wallet is was really feeling the strain of a big summer/fall from Paizo. This readjusted schedule gives me some breathing room. And even though I am looking forward to the book, I have the existing PCCS in the meantime so no rush.


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Montalve wrote:

my frist thought would be Ustalav, yes...

but there are 2 reasons why i would chose other place...

a) Wes mentioned the region is more like preindustrial england...

Wow, I find this surprising, I did not get that vibe from Ustalav at all.


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Jess Door wrote:
It might be interesting to to track down where the books in question were sold - was there some humidity problem in transit, for example.

In response to Jess's comment and to Lisa's above, I live in Greater Boston, which can be humid during the summer (when the core book shipped). The books shipped direct from Paizo, by UPS if I remember correctly.

That said, it's worth reiterating that my bindings have not come apart yet, I've just been following the thread with interest because my bindings feel pretty weak already for books that are less than a year old. I doubt they will last as long as most of my RPG hardcovers, a lot of which are in fine shape even after as much as 25 years.


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Frostflame wrote:
Anti-paladin sounds too contrived and cheesy for an evil paladin. I would say go with a name like Dread Knight.

I don't love the name "anti-paladin" but it doesn't particularly bother me either. "Dread Knight", on the other hand, sounds considerably more contrived and cheesy to me.

Note, I'm not picking on you Frostflame, just pointing out that taste is subjective so no matter what name they picked, someone was bound to be unhappy with it.


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Yes, Ustalav definitely seems like the obvious (and probably best) choice.


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I share the concerns about the bindings on the large hardcovers, which was discussed in a similar thread a few weeks back. I'm happy to see the Paizo folks responding and asking questions in these threads.

As for the softcover books, I have not had a problem with any I've received from Paizo yet. That said, I take pretty good care of my books, and wouldn't leave a prefect bound book open flat on the table (a 32 page stapled module, sure). I'm currently running Rise of the Runelords and I've printed the PDFs of PF# 1-6 so I could put them in a binder where they can be laid flat, have notes written in them, handouts added, etc. Certainly I wouldn't want to have to print all the books I buy, but for me it is worth doing so these kind of items that that will be seeing constant use at my game table for several months each.


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gigglestick wrote:


( http://s816.photobucket.com/albums/zz85/gigglestick42/ )

When I click this link, photobucket comes up but there is no photo.


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Schmoe wrote:
There's definitely room in my campaign for an ungainly, flying behemoth that fires bolts of sonic destruction strong enough to pulverize the stone beneath your feet.

I am happy to see the yrthrak fade away myself, as I don't think I would ever use one in my games, though I do remember them being an interesting creature to battle in one of the D&D based arcade games that was out at some point during the third edition era.


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Mostly I think that there really doesn't need to be many more (races) of Golarion books, the ones that have already been announced or release pretty much cover the creatures that deserve this kind of treatment.

That said, of those discussed here, I do find the idea of a centaurs book kind of intriguing...I'm just not sure that they have a strong enough presence in the world to make it worthwhile.

Also, once an Oriental Adventures style book (or a similar cultural expansion) finally gets released, a companion on whatever new PC races get introduced might be interesting...but would it be profitable?


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hida_jiremi wrote:
As a librarian in training, I hate to point out that burning is considered the appropriate way to dispose of books that are too damaged to repair or salvage.

In this day and age, why wouldn't you recycle them?


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F33b wrote:
It largely replicates Seoni's spell list and contains few Conjuration spells.

Yeah, I thought that was curious myself.


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James Jacobs wrote:
I can't think of any exceptions off the top of my head

Lyncanthrope is the exception.

Bestiary wrote:
A slain lycanthrope reverts to its humanoid form, although it remains dead.

I remember being surprised when I read it as I would have picture it turning into its hybrid form, thereby exposing the beast that was hidden in the midst of society.


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BenS wrote:
I prefer square to round tokens for the 1" but beggars can't be choosers.

For me, I'd prefer square if I had to cut them out myself, but if they come pre-punched I'd rather round.


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Aberzombie wrote:

Something I was just thinking of this morning:

How about an AP along the lines of the old Slave Lords

I like it...and wouldn't be surprised one bit if the Paizo guys already have it on their wish list.


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Draznar wrote:
One thing that confuses me about this guide is I thought it was going to be the equivalent of what "Pathfinder Companion: Cheliax, Empire of Devils" was for the Council of Thieves AP. But this is a Chronicles and that was a companion, so I'm unsure.

It's more analogous to the relationship between Guide to Korvosa (also a Chronicles product) and the Curse of the Crimson Throne AP. The difference being that, in theory at least, the Chronicles products are aimed at GMs and the Companions at players. That said, sometimes the line gets a little blurry.

I've not read the Guide to the River Kingdoms cover to cover yet so I can't comment specifically on what player-unfriendly info may be contained, though I do recall that there is a sidebar in the section on the Stolen Lands talking about the connections to the AP.


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Doug OBrien wrote:
Now, maybe I missed it in my initial flip-through, but I would have liked a bit more ecology and a note on where these creatures fit into Golarion. Again, I may find more to adders this upon a closer look.

Are we still talking about the derro specifically, or are you talking in general about the rest of the creatures in the book? If you're talking about derro, they live in warrens under several of Golarion's cities. Specifically...

Spoiler:
they are know to have dwellings beneath Korvosa in Varisia(see PF#7 Edge of Anarchy) and Corentyn in Taldor (see Cities of Golarion). I think there is also a reference to a derro enclave beneath one of the major Chelaxian cities, possibly Egorian, but I am not sure off hand about the details or where I saw them.

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FireHawk wrote:
Did some quick searches, what should the _average_ travel time or length be for a common seafaring ship. IE how far can a ship get in one day.

48 miles per day for a common sailing ship, according to the rules. Check the Additional Rules chapter of the Core Rulebook, under Overland Movement there is a chart listing hourly and daily speeds for various vehicles.

Or online, go to this page on the PRD and scroll most of the way down.


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GentleGiant wrote:
Mairkurion {tm} wrote:
This is going for 128.99 over on Amazon. Hah!
It's now at $242.61 minimum... that's just crazy.

That's the craziest thing I've ever heard, what the hell would cause someone to charge that much?


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hence the thread title


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Yes, I understand the part about Scourge starting at Rivad and relocating but that doesn't change the fact that previous sources claimed the Rack was the first order established. Just something that could be cleaned up in the new campaign book.


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Brinebeast wrote:
Gorbacz wrote:

9. Marsh Giant

10. Taiga Giant
11. Rune Giant
Agreed! The Marsh Giant and Taiga Giant may not have a long history in the game but they are "classic" for Golarion. These two would round out the Giants Rivisted book nicely.

Thirded! Not being able to fill the # 9 and #10 spots would be no reason to skip a great book like this. Giants are a natural fit. And if you thought that the new ones weren't worthy of the full 6-page write up, you could use those last two slots to do all three of the above with 4-page spreads, thereby covering all your bases.


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Yes, it is hard to tell. I wish that instead of using the now-abandoned numbering system based on dungeon/urban/etc, they had gone with a system based on the series (as they did with LB "Last Baron" and as TSR used to do with many of the classic adventures like the GDQ series).


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Cool, thanks for the tips.


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First printing.


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Thanks Sean, I ordered it up and received it today, and you are right, it is three pieces:
* body
* head
* right hand with staff
(left hand is part of the main figure).

I finally did get the pieces assembled (crossing my fingers that they hold) but it was definitely very difficult for me to get the glue to hold everything together on this figure, Hookmaw Kreeg, and the other two Pathfinder ogres. Has anyone else had difficulty in getting things to stick for these Crocodile minis? I don't recall having near this difficulty with most other metal minis that I have assembled over the years...and I mostly buy Reaper, so I am glad that you guys have switched over to using them.


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Regarding the requirements for the prestige class in PF#27, one if that the character must be proficient with all martial weapons. Yet, in the listings of the various orders, some of the NPCs are listed that would not seem to fit the requirement.

Examples:

Spoiler:

Order of the Gate, Vicarius Giordano Torchia (LE male human wizard 11, hellknight 2)
Order of the Nail, Paravicar Acillmar (LN male human sorcerer 7, Hellknight 1)
Order of the Scourge, Paravicar Orlayn Khorelos (LG female cleric of Abadar 7, hellknight 2)

Is there some ways these three could qualify for the class that I am missing or is this just an oversight?

Since our Cheliax fix is done now, I'm sure we won't see it anytime soon, but it would be cool if there was another variant PrC or two, namely Hellknight Signifier, which could replace the Hellknight levels for these NPCs.

The other issue is minor...in the article in PF#28, the history laid out make it clear that the Order of the Scourge is the first Hellknight order established, though previous products (the Pathfinder Chronicles Campaign Setting & the Council of Thieves Players' Guide) attribute this honor to the Order of the Rack. I assume that PF#28, bring the newer and more detailed treatment of the subject is correct. If any Paizo folks are reading, it might be something worth noting down to be corrected for the revised campaign setting when it comes out later this year (the reference appears in the timeline under the year 4576, on page 203).

Otherwise, great articles...excellent flavor.

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