Thousand Bones

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Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber. 365 posts. No reviews. No lists. No wishlists. 1 alias.


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This was a really great interview, super informative and fun, definitely worth the time. Thanks!


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Thanks, Sasha, that is helpful!


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Another question regarding the Guldrege section in Chapter 2 of Mantle of Gold

Spoiler:
F5 has an encounter with two soulbound dolls, and then F7 has Thenur as a soulbound mauler. The stats for both of these constructs vary according to the soul’s alignments as they were written pre-remaster, but then (perhaps because of last minute remaster adjustments) neither encounter description indicates the alignment of the soulbound constructs in question. Which abilities are they intended to have?


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I’m reading through the Guldrege section in Chapter 2 of Mantle of Gold, and I am having a lot of trouble making sense out of the maps. I feel like the location numbers are all wrong. Is it just me? I feel like it makes a little more sense if you assume that the F & G tags are reversed (such that the map labeled “Lower Guldrege” with all of the G#s is actually the workshop areas labeled F#s in the text, and vice versa), but even so things still seem to be off so that it’s not a one to one correspondence. For example, the silos are described in the text as F2 & F3, but the buildings that look like silos on the map are labeled G3 & G4. Has anyone else been able to make sense of things? If any of the developers see this post, any chance that we could get some clarity please?


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James Jacobs wrote:
Infernal is not; that's a D&D-invented language from 3rd edition, so we'll be renaming it, but I'm not sure we've revealed that one publicly yet so that'll have to wait a bit. (Even though "infernal" is a real word, part of the remaster is distancing ourselves from OGL associations, and this is a prime example of that sort of thing.)

I thought I read Avernal somewhere but not sure where and it is possible I just went there in my head after seeing the

Sky King's Tomb spoiler:
Avernal Worm in Mantle of Gold and looking up the word and seeing it defined as a synonym for Infernal.

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Will any of these match battlefields from Sky King's Tomb?


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In Starfinder 1e, Engineering is the skill that you use to identify tech items. So far, I don’t think that we have any reason to assume that is changing in 2e, but who knows?


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I see from the field test that the playtest version of the core rulebook is expected in summer 2024. Was there any indication of when the final version is supposed to release? I'm guessing GenCon 2025, but was there any official word when they made the announcement?


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I’m going to disagree, I think it is a very solid starter adventure. Good home base starter town in Falcon’s Hollow, plenty of hooks, a solid wilderness to explore, and a dungeon that is large but split up into multiple separate quests so it doesn’t feel like a big megadungeon grind. I think it’s a great place to start that can easily be expanded into a larger campaign but doesn’t lock you into a full AP from the git-go.


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There are a lot of mentions of Torag’s Shield, but I’m having trouble figuring out where exactly it is being built? Looking at the map, is it the wall around the surface portions of King’s Crown? Or is it being built on one of the lower levels to protect against invaders from the Darklands?

For such a major project, details seem pretty scarce, at least from what I have been able to find, though I admit I haven’t made it through the entire book yet, so perhaps I missed it. Does anybody know?


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I agree that this is a the biggest frustration with what would otherwise be a very cool AP.

The quickest fix is probably to kill off Sakuachi fairly early on and have the the god-spirit transfer to one of the PCs.

A more satisfying fix would probably be to have the PCs learn about how to do some god-calling and have them quest to Sarkoris themselves for it, but that would pretty much mean a full rewrite of book two.


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32mmDeathPunch wrote:
So we are doing in person. So there is no flip map of Map Pack for the AP?

Nope. They’ve been shying away from flip mats for the APs because it’s cost prohibitive to do a full set, plus it limits the map sizes more then they want to.


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TritonOne wrote:
Has anyone continued a "Crown of the Kobold King" mini-campaign past 6th level? Any recommendations for Paizo, d20 Systems, OSR, or Dungeons & Dragons scenarios and adventures that are a good fit thematically to continue the campaign in Falcon's Hollow, Darkmoon Vale, Arthfell Forest, and/or the Five Kings Mountains? Thoughts?

There are a number of PF1e modules set in the area that can be used for inspiration.


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I like these, very cool and flavorful. I think this shift away from OGL legacy stuff will be a good thing for Pathfinder.


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BigNorseWolf wrote:

At one point its faster to pop back to absolom station, then improve the drift drive on your ship, and then head out into the vast rather than trying to go from vast to vast.

An armor upgrade is roughly valued at a feat or class ability (operatives can add an extra one)

Excellent, thank you.


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Yeah, I realize that’s technically an option, but the stakes are so high, it seems hard to justify story-wise.


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Yeah, I realize that’s an option, but the stakes are so high, it seems hard to justify story-wise.


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Any chance we can get those sample images now that the product has been released?


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Thanks, but I was looking for something that permanently affects the item itself, trying to cover for the lack of shopping access in the later half of this AP. Maybe I will just have to wing it.


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Thirding the request for images; it's pretty hard to decide whether the map will be useful for my game without actually seeing it.


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Are there any rules for adding upgrade slots to armor? Or if not, does anyone know if there is a guideline to the value of an upgrade slot when designing new armor types?

A few more specifics, with some Dead Suns spoilers...

Spoiler:
In the current adventure (book 4, The Ruined Clouds), they have access to archaic armors. A sidebar indicates that they can add environmental protections to these archaic armors for 10% of the purchase price in UPBs, but gives no mention about adding upgrade slots, and none of the available armor include any slots at all. The second half of the campaign largely takes place away from civilized space, so shopping opportunities will be virtually non-existent from here out so...

I'd love let them supplement by using crafting to upgrade the gear they find, but wasn't sure if there were pitfalls that I might not forsee to letting them add upgrade slots to these armors, or how to balance the value of said slots against other published armors of similar item levels.


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YuriP wrote:
  • On new tables, without the old CRB and without access to AoN, spellcasters other than Bard will be forced to play prepared classes.
  • On new tables, without the old CRB, but with access to AoN, players who want to play with some classes like the sorcerer, in addition to having to do the build built only with AoN (which is not so intuitive to do a build of 0, especially if your queries are made from a reduced screen like a cell phone).
  • On new tables with both PC1 and CRB the process of consulting and using different classes can easily turn into a tremendous mess and mix of different mechanics.
  • If someone wants to play a class that hasn’t been reissued yet, is it really that unreasonable to expect them to pick up the book that the existing version is in? No one is being forced to play anything, there are plenty of options out there to choose from.

    As for the third scenario, I am not so sure it will be a tremendous mess, it sounds pretty manageable from what we know, but I guess time will tell.


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    Dark_Mistress wrote:
    I would honestly rather seem one delayed a month to spread it out some.

    I’m sure having them out in time for people to buy before Christmas is a factor towards them both dropping in November.


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    Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

    I'm very interested in these products, but I agree with Revien999 that the name Monster Core could be improved (and I'd argue the same for the other three too).


    Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

    Just adding my voice to the chorus of those wishing a PDF version of this product was available. I've had it in hard copy for a while and just purchased the digital, was disappointed to see it was JPG only. A PDF I could scroll through would be so much more useful than 926 individual files that are not named in a user friendly fashion.


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    There is a settlement stat block on page 7 of Book 3. It’s level 7 settlement, but treats as level 10 in regards to availability of occult items.

    As someone else mentioned, there is a spread on it in Rule of Fear. Even though the book is 1e, it’s mostly setting material so still totally useable, and readily available as a PDF download. The spread is a couple pages and includes a map of the city with 4-5 locations of note. There’s another couple page’s elsewhere in the book on the county that Lepidstsdt is located in.


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    Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

    The sidebar on page 33 refers to the Brimgate Walker character background in the Gatewalkers Player's Guide, but said player's guide contains no such background. I'm guessing that it got cut for space, but perhaps Jason or someone else at Paizo might care to enlighten us?


    Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

    So I just redownloaded the Alien Archive and I’m still getting the first printing. How can I get the latest print?


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    Oops, looks like I botched the quote tags on the above, sorry for any confusion


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    theviolator36 wrote:
    I was having the same issue. in Foundry, go to the Add-on Modules and select Install Module. If you type Abomination Vaults into the Filter Packages bar it should pop up and you can install it. After that the instructions in the video should make more sense. Except it being the Pathfinder Beginner Box it will show up as the Abomination Vaults.
    Adding onto the explanation above, since you said you have the module already. On the startup page go to the game systems tab and make sure you have the Pathfinder 2nd edition system installed and selected when creating the game world on the separate tab. Get a cool background, start the game as GM. go to the "game setting" tab and open the "manage modules" then check the pathfinder 2e: Abomination vaults module and hit save module settings. The game page should refresh itself then you may see the spalsh screen for Abomination Vaults. Dont panic if you dont. Double check on the "compendium packs" tab and find the section thats labled "Adventure" and under should be a folder titled Abomination vaults. open it. and open the pop up screens file too. This should open the intended splash screen. Below the window is a button to import the Adenture FINALLY!!! Hope this helps!

    Thanks guys, so I've tried all this and the problem I am encountering is that when I am in the same world (which yes, is PF2) and go into Game Settings/Manage Modules in the app, I can not locate Abomination Vaults there. However, I do however see it as activated when logged into my account on the browser, and when I go into Compendium Packs on the app, I see Abomination Vaults folder under Actors, and it seems like I can go ahead and import individual monsters/NPCs from the adventure, but otherwise I don't see anything else, the splash page, maps, etc.


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    So I just bought the Humble Bundle that includes this (even though I already had all but one of the other products included), but I am having trouble doing anything with it. I’ve registered, bought, and installed Foundry, and have redeemed my code and downloaded the Abomination Vaults Foundry module. It shows as me having it when I am logged into Foundry on my browser, but when I am in the app and go into my world and try to add/apply the module, nothing comes up. I followed the directions on Foundry’s site/tutorial video but no luck. Anyone with more Foundry experience encounter this and/or have any tips on how to solve? If it matters, I am running Foundry on a MacBook.


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    TCopes wrote:
    If you have a flip-mat PDF, can you take it to a local Staples (etc.?) to have it printed off, or will they believe that's a copyright violation?

    I print maps for my games at Staples all the time and never have a problem. Paizo watermarks the PDF with your name, so unless you’re printing a bunch of copies, it’s pretty clear that it is for personal use.


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    Reebo Kesh wrote:
    Interesting because there are monsters that appear in the AP that don't have images in it nor in the Bestiary where they appear, so I'm curious to see what they do in this case.

    Some creatures that don’t have art in the Bestiaries because they are part of a multi-creature entry have art from the pawn sets or battle cards.

    Example from The Seventh Arch:

    Spoiler:
    Melixie

    Presumably they will get used for tokens, though I don’t use a VTT myself, so I am just guessing.


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    Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

    If I was running this, I would definitely allow my players to comment up with their own backgrounds if desired, and would work with them to make sure a deviant power and link to the gate backstory were both part of the equation. I see the player’s guides as a great blueprint, but not a straight jacket.


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    As someone who has never played Starfinder Society, I am curious to hear from folks who have (and who are familiar with these scenarios) how well they feel like they will work as a cohesive campaign rather than a bunch of one-shots?


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    James Jacobs wrote:
    If folks want us to do more 6-part Adventure Paths... PLEASE let us know! The 3 part ones seem to be engaging people more and allow for more stories to be told in a year, and I'm hoping that we'll be able to settle into a rhythm that allows for more frequent higher level 3 part arcs, but if people do still want 6 part ones... we need to know. (And that includes seeing evidence in sales and reviews and the like for parts 4–6 of those Adventure Paths, not just requests at the front end.)

    Yeah, I can feel how this is a catch-22. The idea of a 6 part/20 level adventure definitely appeals to me in theory, but at the speed my group runs (playing monthly) it's a huge multi-year commitment, and there is so much good stuff out there grabbing my interest.

    As for the three-parters, I can easily imagine that the level 1-10 APs sell better than the 11-20s, but I would love to see more of the latter as options and I feel like the more that are out there the more likely people would be to use/buy 'em. I fear that Ruby Phoenix, cool as it is, may have not been the best upper level one to throw out first as it's one of the hardest to bridge thematically & geographically with the 1-10s available. I am eager to learn more about Stolen Fate for this very reason.


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    Sasha Laranoa Harving wrote:
    I don't think Compton's name has graced an AP volume before. Let's see how this goes.

    Besides the two urban PFAP volumes John wrote that will from america mentioned, he also wrote Starfinder AP Temple of the Twelve (a.k.a. Dead Suns book 2), which I just finished running, and was an absolute blast!


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    Ooh, this looks great, I am very interested!


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    I concur that preview images of flip-mats are pretty essential if you're trying to make a purchase description, I sure hope you guys start doing them again.


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    Dragonchess Player wrote:
    Was this errata'd from the first printing of the Core Rulebook? I was going off my hardcopy and PDF, which only list the Consumable, Healing, Magical, Necromancy, and Potion traits.

    I don’t have the first printing so not sure about what it said, but if your PDF doesn’t show the healing tag, you can always redownload the file to get the current printing.


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    Will there be any image previews of this mat forthcoming? I’d love to know what I’m getting.


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    Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

    Question for the Paizo guys:

    Spoiler:
    In Chapter 3, Part 1, (the cemetery), the text talks about how to handle a character moving through “a square containing an open grave”, however, on the map, none of the graves look any more open than any others (at least as far as I can see). Are they all considered open, or is there a way to tell that I am somehow missing?


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    Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

    The maps are great.

    As for old vs new, I have to admit that overall the originals are more to my taste, but then my group enjoyed the early Paizo grittiness, and wouldn’t be bothered by any of the stuff that got (reasonably) toned down (which was probably the right call for the more modern market sensibilities).

    However, I am definitely glad to have both versions, and am finding it very interesting to compare and contrast. If I was to run it now (which is definitely tempting), I would mostly likely mix elements from both.


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    TRDG wrote:

    So hows it looking everyone? I'll be getting this but maybe later when I find some time to run this.

    And is still kind of a beginner friendly AP would you say or has all the bells and whistles for the vets to play, and GM?

    More beginner friendly in terms of subject matter, as indicated in several of James’ earlier posts about the plot changes, but maybe a smidge less beginner friendly only in the sense that it’s a more complete, longer story, so doesn’t lend itself quite as obviously/easily to breaking at whatever point is most convenient if you’ve got a group that may or may not be committed.

    However, these are very minor differences, and are mostly just in presentation. It would still lend itself super easily to either green recruits or veterans with only the slightest GM tweaks.


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    Good stuff!


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    I’m very pleased with this analysis and overall very optimistic that things are proceeding in the right direction with the appropriate care. That said, I would like to add my voice to the chorus advocating for different elements to do different types of damage.


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    I don't have time to get into these detailed analyses (though they are cool to read, thanks), but just wanted to pop in to voice my support for a more details on Casmaron. It's the area of Golarion that I would be most interested in seeing more info on.


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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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