Hellknight

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Organized Play Member. 548 posts. No reviews. 1 list. 1 wishlist. 1 Organized Play character.


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Arcaian wrote:
There is a 6-page section in an old volume of War for the Crown from pf1 that details psychopomps further!

Thank you for the link! I bought the PDF just now and am excited to check it out this weekend.

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Does this volume (or another) have some information on psychopomps in general - whether in the Toolbox or the adventure itself?

If not in an AP, is there another extensive source for them, aside from the core Pathfinder 2e books?

I own all three Bestiaries (and the 'pomps they include) and all Lost Omens books save Impossible Lands (waiting to get a physical copy from my FLGS when it arrives).

One of my friends has a Psychopomp Summoner in our Abomination Vaults game, and I am thirsty for more lore.

Thanks!

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I know there might be logistical issues in doing so, but suggest that an email be sent to all recent subscribers with a notification when availability/shipping for this book is imminent.

I had kind help from customer service when cancelling my sub with Quest for the Frozen Flame releasing before 174 comes out, but the suggestion with all that to just keep watching the site for release date information and then to resub then is... archaic.

Managing subscriptions through forums posts and through email communication is something I haven't done with any other product or service. An overhaul is overdue.

Thanks, though, for an excellent game and products that spark our imaginations and bring people together.

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It was so exciting to find the download links for both volumes in my inbox tonight! Wish I could cast Simulacrum and send one to bed and then to teach tomorrow so the original could stay up digging deeper.

I am absolutely loving what I have read of the first two volumes! Thanks for the obvious love that has been poured into this Adventure Path.

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Oh, I found it here on Page 3 when your initial post was on Page 2.

Apologies!

These sound excellent and I will cross-reference with Book 2 later.

If you ran it this way, how did it go?

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BoscoDM wrote:

After sitting down with this book last weekend, I like most of what's here, but I think I'll be redoing all of chapter 4.

This just doesn't evoke anything I wanted from the Celestial Menagerie. It feels very dungeon-y in the Heavenly Gallery Gauntlet, and I'm confident my players will just want to crash through the wall at the far side when they find out Dusklight is waiting at the end. But even if they don't, I don't think a variety hour funhouse dungeon crawl does the CM and Dusklight justice. My PC's are in Book 1 Chap 2, and she's already been built up as a big bad that imo needs a more cinematic fight.

The encounter with Evora and Gigi sets up to potentially deliver what I've been imagining, a showdown in the three rings. That's the battle I want for Dusklight. And I want an audience.

First two assumptions I'm throwing out:
1. The heroes arrive in the off hours - This should go down during the circus show. It's time to repay the favor.
2. The heroes are sent off alone - They're either working with the law or they aren't. I'm gonna have the professor advise them to get Paldreen, and then she will say something to the effect of "We should take care of this immediately, but all my men are occupied. Heroes, if you would be willing, I deputize you to assist me in this arrest. Bear in mind, Dusklight is not the only rotten apple in this bushel, be prepared for a fight from any number of her clowns."

After that I'll be making a new map that puts the Heavenly Gallery as a lead-in to the bigtop. Of course, it will be arranged for operating hours, not as a defensive murder maze. In the bigtop they fight Evora as normal. Paldreen splits off to keep Dusklight from escaping, but she has no desire to do so, she wants to stick around and taunt her foes. Off screen, Darricus and a bruiser get the better of Paldreen. The tent will have to be larger, and lighting will play a key roll. The spots will illuminate only Evora and the heroes in center ring until they defeat her. Then two spotlights peel off to...

I busted through dozens of walls of text earlier in the thread looking just for this!

Heartily agree, and since this book (starting soon after a new group replacing those TPKed by Cavnakash finish Book 1) will now be our campaign finale - the promise of "circus AP did not play out as hoped, for us - I need this final throwdown with Dusklight to be suitably epic and worth the Moonstone slog.

Did you end up making and playing through these adjustments, Bosco? What mechanics did you use during the circus encounter, if any? I am wanting to bring in some mechanics for swaying Menagerie members to their side, and maybe have them tussling with Wayward Wonders members in the background.

Thanks for anything you can share.

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With "Guns & Gears" and "Book of the Dead" coming, it seems a lock that either a Mana Wastes/Nex/Geb AP or an Impossible Lands Lost Omens book is on the way.

I concur that another playtest is likely. Occult caster (lots of speculation on Medium) and Cleric doctrine (Inquisior?) Could use some love. Those might fit well with "Book of the Dead" in ways, too.

It's fun to speculate, and also fun to be surprised.

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Ron Lundeen wrote:
No, we've presented nothing further about them in this AP. That's not to say we won't do so someday, but not here!

Thank you, Ron!

Another related question: are the branches studied by the Ten Magic Warriors ever discussed in the AP? I noticed the symmetry of 10 Warriors, 5 Branches.

Wow, an article on the Warriors would be outstanding, too. I believe they are sidebarred in Legends?

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First, IcedMilk, thank you for your past work on expanding the stories of The Circus of Wayward Wonders personalities. My players really took to many of the characters, and I feel that's largely due to the "extra spice" each was given.

After a TPK in Book 1's final encounter, they have created new characters (at 5th level), will return there to do the dirty work, then we will move on to Book 2. That is where we will stop our campaign, and shift to SoT. I find it much more interesting; they never really took a shine to the circus rules, but know they will love the academic focus of this AP.

Two things that feel missing:

1. Symbols for each of the different branches.

2. Colors associated with them.

Has anyone done work in this area, or Ron, are these things going to be established in later books? I would love to see an article further detailing each branch, but know everything has been set for some time, so may need to be homebrewed by the collective now.

Thanks!

Pathfinder forever.

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Hello, all!

I have been a fan of Pathfinder and especially Golarion from the time my Dungeon/Dragon subscriptions carried over to the Adventure Paths.

My friends and I are currently loving Extinction Curse; we're nearing the end of the first book. Like many, we have played online for the past year. Our first 10 or so sessions were all played using a combination of different Google tools (Meet, Slides, Sheets) but they nudged me gently into trying Roll20.

I am an absolute R20 rookie, but enjoying learning the tool as I go, with some support from my patient players.

During our first real session on it, we tinkered with the built-in icons to represent conditions.

Since that game, I have been working on the attached tool. It's a Google Slides presentation with each P2e condition matched to a stock R20 icon, then linked to the Archives of Nethys text describing the condition. I kept it all in one set of Slides to minimize tab-jumping or having to wait for the site's search results to load. The "home" icon in the upper right corner of each slide jumps back to the first.

For conditions with durations or levels, I plan to use the color tool built into R20; green for a "1" (such as Sickened 1), yellow for 2, orange for 3, red for 4.

I know that tracking multiple conditions that way could be tough, so on those cases, we'll note it elsewhere.

If you're a Pathfinder 2e GM or player, feel free to Make A Copy and swap around the icons as you see fit; only the text is linked. In the last two slides, I marked all icons I used with red borders, so it's easy to track which ones are available and note any changes you make to what's what.

While I have participated here much less often than I did years ago, I always enjoy the time I do spend at the Paizo forums, and hope this tool is helpful to some of you swell people.

Happy gaming!

Pathfinder 2e Conditions and Roll20 Icons

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Yep. That's the kind of stories we enjoy, ones with some intrigue, twists, and moral dilemmas.

Some enjoy narrative work from the frame of as-written APs, tailored to players and their characters.

It's clear you have put in a "pile of (good) work" on the crunch, Zapp, with how much you have tinkered with the circus show mechanics.

Hope your campaign is progressing well!

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Jon Yamato 705 wrote:

I have to wonder how you get the PCs to go after orb #6, and not the one the druids took. I mean, other than saying "Players, you gotta. You figure out why." It seems as though the druids' argument to you can be summed up as, "A faction we disagreed with took the orb, dooming this area. But you can't have it. So go to the Vaults for the other one, okay?"

This module is really flavorful and was fun to read for me up until the pyramid, but then "we have to make sure you hate the xulgaths so you won't be tempted to pity them" kicked in, and right now...that's not a theme I really wanted to see. Bad timing, I guess.

I've been troubled by the vast injustice of Aroden's actions all through, and if I were to run it I'd have to find the PCs some way to make things right. Maybe #6 plans to do that, but if so, the relentless Aztec-ritual-sacrifice motif in #5 is not going to help.

Regarding the druids, perhaps the ones with whom they interact can say that they hope to mend things with them and do good in the world together again. That, coupled with their offer to transport them near another active orb, which they sense is in peril, should do it.

My books are downstairs and I am still lounging in bed, but there is a disenfranchised xulgath in Book 6, still with Sarvel. I plan to introduce her in name if not in body much earlier (both of them, really) and have her serve as a sort of reconciliation option. Will also be changing her scent to be along the lines of the emanation described in the Xulgath write-up (Book 2?), a throwback to their imperial days.

They are conduits of incredible terraforming power at the campaign's conclusion. I may give them the option to each use their essences to restore some of the xulgaths, some of Vask, or both, in addition to the restoration of the Starstone Isles. That moment should be dramatic, and feature a montage of past personalities from Books 1, 2, 3, and 4 witnessing miraculous natural rebirth.

Of course, working with xulgath on a micro- rather than magical macro-level might be just as satisfying, so I plan to include a fee more who, given an opportunity, might break away from being consumed by vengeance and corrupted by demonic influence.

Whether a bug or a feature, Sympathy for the Xulgath is inevitable among both my players and their current (Book 1) characters, so I am proactively layering in options for how they might address the injustice.

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You don't get nearly enough thanks for the wonderful tool you provide and continue to update.

THANKS!

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I will admit to not having read all posts in the thread, so apologies if this has been covered.

As far as the difficulty of hitting 15 Anticipation for the first show, I think that is due to an enormous discrepancy and a possible (thankfully rare for 2e with a data-head like Mark and possibly others on the design team) conflict of terminology.

The adventure itself states that the clowns can be sent in once per SHOW.

The circus rules state more than once it can be done once per ACT (four acts in a show).

With the non-performer clown-related roles written as they are, I believe the latter was intended, but most play it as written in the adventure.

Each time my group sent in the clowns, I had them describe how they enhances and/or salvaged the trick. My favorite was them getting birdseed tossed in their hair and "atracked" by Axel's birds.

Our first session today had Anticipation of 17 in the end (Flambonis and Throwers had crits early on), and the final roll was to determine overall-fail-or-critical-success.

They now have Prestige 5 and a 36 gp payout.

Happy to hear from the Ron or Jason on the intended frequency of the clowns.

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Plaguestone and TSMGO spoilers:
Also... a mystery surrounding the murder of an authority figure of a traveling group; Gozreh worshippers ("No studying!"); combat in an orchard; boar on the rampage; as well as the ecological spoilage and unusual leopards already mentioned.

I am apprehensive enough to want to tweak some of these things. Maybe Myron succumbs to rat bites, the Hermitage is devoted to Erastil instead, orchard replaced with another site.

Hm.

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We are currently playing The Fall of Plaguestone as an introduction to 2nd Edition.

My intention from the start has been to run an Adventure Path after that, so long as we have fun with the new system and can keep on a schedule.

I am seeing MANY similar themes and even encounters between it and, on a first reading, The Show Must Go On.

Have others noticed the same? What are your feelings on those?

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Thanks, Phillip, I will do some more digging. My Search-Fu has alwasy been especially weak at the Paizo Messageboards. :)

I'll also have a look at the River Kingdoms maps ("Guide to the R.K." along with s "Inner Sea World Guide") to get an idea of where Pitax's holdings start and end. I guess in the end I'll just try to factor in that they'll only maintain control over lands closest to the capital while other outliers (off the four-panel map) are contested with other nearby River Kingdoms off-screen/campaign.

You are totally correct that they'll really need to be done with exploration by the time we reach later April or early May and they shift into murderhobo mode. So, I'll have to look at how they might explore most of the lands in 150 rather than 180 school days.

In our game, it's really the "Guilds" who stand in for individual party roles. Students choose their Character Classes, and to be successful, will need to diversify, since I'm doing a super-simplified RPG system where each class is specialized in fighting one of eight Monster types or facing certain Dangers. Took some cues from Dungeon Roll (companions vs. monster types) and Sentinels of the Multiverse (Villain and Environment being the main foils). So, only one hero from a 6- or 7-member Guild will be active in a given encounter/lesson depending on what's being faced, and they'll do so on a rotating basis, with each Guild having a shot at an encounter a minimum of once a day.

That's for the 25 kids in my class. The 25 from each of the other two classes will mostly be doing kingdom-building.

Should be a blast!

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As described here, I'll be using Kingmaker as the core of our gamified classroom this coming school year.

I have my 25 5th graders for Reading and Math instruction, while they go to my two partner teachers for Science and Process Writing. I'll have all three groups of 5th graders for Social Studies.

My homeroom class will be the main "players" and will be the ones exploring the Greenbelt, etc. One of the other 5th grade classes will be developing Varnhold and the surrounding lands, and the other will be doing the same for Fort Drelev. I only have each of those groups for just over 2 hours a week, so, that was the best way I felt I could incorporate them into the main storyline. They'll eventually be taking on the roles of some of the leaders within the larger kingdom. 75 heroes all teaming up to tame The Stolen Lands!

The four-panel map will be a huge part of our game, essentially our "game board" since my homeroom class won't move through all the encounter areas in the traditional way.

Volume 3 is very specific on which hexes are annexed as part of saving Varnhold (2 hexes in every direction, along with some of the road leading northeast). However, Volume 4 is less specific about which lands encompass and can be annexed after liberating Fort Drelev, and Volume 5 says "refer to Volume 6 for information on annexing Pitax"... but I wasn't able to find specifics there, either.

Special considerations: my class will be able to generally explore one new hex each of our 180 school days, starting on the second week of school (Day 5) after they've created characters and formed into four guilds. There are 319 total hexes (some on the borders partial, about 20 of those technically part of Brevoy) on the four-panel map. I am pacing the game to play out over the three trimesters, so two volumes per trimester, which each end in late November and then in early April before finally wrapping in mid-June. On that schedule, Varnhold will likely be annexed around half-way through the school year, in mid-January, with Fort Drelev joining the kingdom near the end of the second trimester, in mid-March. Those events (along with Pitax's annexation) will add a lot of territory to their kingdom.

What are your suggestions for how large an area to include in each annexation? I don't mind if they explore the whole map; in fact, I think they'll be driven to do so once they start discovering the adventure sites and the cool things that are there.

Thanks for any and all input, ideas, and inspiration!

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Thanks for the kind words; yes, just "look at the awesome", hahah! All credit to Paizo for the specific structure for our game, especially the story, and for lots of inspiration over the years.

I made a post earlier today to the Facebook page linked above that details more about how I'll be using the maps, and how I'll involve the two other sections of 5th grade Social Studies I'll be teaching. It'll be interesting to see how they develop Varnhold and Fort Drelev, and really cool to see the work of all the 5th graders come together later in the year.

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I've been a fan of Golarion from its very first breaths. However, with a 7-year old and 3-year old, and a teaching job that's become my hobby as well as my professional work, there's unfortunately been no time for regular tabletop gaming.

When I recently started researching gamification and thinking about how I'd bring those concepts and procedures into our 5th grade classroom, I decided to include some maps in our class game. That turned my thoughts to the four-panel poster map of The Stolen Lands. In short order, I was digging out my old Adventure Paths.

Wow... I had not really forgotten how richly detailed and inspiring these adventures were, but it was sure fun to be reminded.

I am in the process of creating pared-down mechanics for our class game, and things are moving along well! That journey will be posted at a Facebook page if you care to check it out. Your feedback there or here is welcome, too. I'm also blogging about the process at talkED.tv under my name, Kyle Anderson. In the weeks ahead before school starts in September, our class website will be rebooted and include the game rules and information about the game's story, which will very closely follow the AP, minus the gods, demons, and sorts of things that tend to get conservative folk in our community all frothy at the mouth.

Here are some pictures of what I did with my maps of The Stolen Lands several years ago. I'll be using them again as the students' characters explore, discover, and settle.

Laminated and posted

Laminated hexes with sticky tack, which this time will be numbered for easier reference as students have potential to explore one (more with special abilities and items) hex each day

Just for fun before covering the maps

The finished product, with the yellow areas being off-limits-for-settling land of Brevoy... until the game's story might lead to a revolution when we study the same in U.S. history later in the year

Thank you, Paizo, for providing the beating heart to what's going to be an incredibly fun experience for this year's students and those in the years to come! Thanks also to the community here who helped bring the world to life before it took on its own as one of the premiere tabletop role-playing worlds and game systems.

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I got my copy of the game on March 30th and have been through it a few times since. Very different from my usual RPG fare but somewhat of a kindred spirit to last year's favorite discovery, Fiasco. Can't wait until summer and a chance to play this with friends!

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deinol wrote:
Rules Cyclopedia is still the best version ever created. ;)

Steven Schend would be happy to hear that!

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So glad to hear of your successes at GenCon. Be especially proud of Best Publisher Gold! You had my votes.

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Thanks for sharing this! I was considering doing a conversion of this and the other Heroes of Battle classes since I am also converting Red Hand of Doom for later. Will post those and link here later!

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I've been playing Rift since the second week or so of release. I love it. The class system is what hooked me. There's a multiclassing-esqe vibe to it, with a character getting more "class features" the more he takes "feats" and focuses on elements specific to a class.

Now, like most MMOs probably, I'm invested due to the fun and friendly people I've connected with through the game and am enjoying exploring the nooks and crannies of the game world and learning the lore.

I play as Kielrik on the Faeblight PvE-RPG server and am part of the guild Telaran Artistry. Other characters include Rusilka, Benrae, Gurdaggin, and Ensilee. Look me up if you're ever playing a character there.

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Ah, yeah, neglected to note that the PDF image was formatted by Andrew, too.

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All credit to Xarls Taunzund for this one... he works at a print company and created this fantastic vinyl map for us using his PDF copy of The Big Map:

Here it is from the front...

...and from another angle, standing near the shelf o' gaming goodness...

...and a third angle, this time with the shelves visible. (Yes, we rawk the fugly carpet remnant in our gaming room.)

To give you an idea of the size, here's Xarls standing on a chair next to it.

Top-to-bottom measure.

Width, wide shot and zoomed.

Andrew Betts and his wife have one, too, though no place to hang it yet.

Stop drooling.

Thanks, Paizo, for your fantastic world and always-incredible cartography!

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sabedoriaclark wrote:
Sounds like a fun diversion. Book 4 is my second favorite in this path (#1 being the incredible Seven Days To the Grave...

Me, too, though the path has many of my favorite adventures, period. So much good stuff.

Thanks, Doug, for elaborating. I really dig the idea of bringing in someone from the Academae for the teleport. If a player picks and arcanist, I'm going to try to steer him or her towards being affiliated with them, so I could even use a familiar but generally grating (maybe even an arrogant, more experienced rival) NPC.

Please keep us posted on how it works out.

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Yeah, I'm dreading this hand-mapping job. DREADING it. This is after building rotating copies of a certain dungeon below Korvosa (copied original, cut our circular sections, glued remaining stuff on cardstock, then fastened circular pieces with brads) to make four separate maps for said dungeon. And after mapping much of Castle Ravenloft.

Scarwall scares me.

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I like the idea but am not sold on the setup. Is Thousand Bones sticking it to them--"Your city killed my son, now you must do me this one task"--or are they trying to court his favor by offering to put Ghaeken to rest? Something else?

When the Shoanti save them, will they be escorting them back to the "border" of the Steps leading off the Plateau?

Just having a hard time picturing/processing things. The teleport scroll is throwing me, maybe. Wouldn't the patron know the heroes are heading into near-certain death?

I ask these questions because I'm genuinely interested in your set-up and how it might play out; "History of Ashes" is my second-favorite adventure in the Path (from reading, not from playing) and I, too, would like to give players a taste of it before the mid-point of the campaign.

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I'm playing on Faeblight. Our laptop isn't geared for gaming and so it's a rude awakening after enjoying XBox 360 games in HD for the past couple years. The death rifts I came across tonight while starting my Defiant character (Kielrik, a rogue) really made things crawl along. We'll see if I'm able to continue playing!

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Even when I was tinkering with 4th Edition D&D and ran several sessions of "Edge of Anarchy" using that ruleset, I was toying with firearms in Korvosa. When I eventually get around to GMing "Crimson Throne" again, I'd like to give them another go.

The idea was/is to draw some firmer lines between the Chelaxian-Varisian Korvosans who have embraced firearms and the full-blooded Varisians and Shoanti who hold to more traditional tools of combat.

I'm sure this was influenced in no small part by cribbing ideas from Ptolus, which I think I'll always consider the benchmark for urban campaigning.

So, now with the Gunslinger on the horizon, I'm wondering how to best retrofit firearms into "Curse of the Crimson Throne."

One thought is to tweak Janderhoff as the source of firearms, rather than having them imported from Cheliax or elsewhere. I don't really want to have Korvosa itself be a hub of firearm production, since I'm not interested in majorly tweaking region-wide economics and trade as they're already established.

Another need would be a shop/shops--maybe a larger one along with a booth in Gold Market--that specializes in selling and servicing firearms. I'll need to go back to the "Guide to Korvosa" on that one.

Finally, there's the question of who exactly uses them. I guess I like the image of the Sable Company being the major group to use firearms, but am also tinkering with the idea of the Grey Maidens with them and cannons and other similar tools being installed under Ileosa's rule.

Other thoughts and ideas?

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I'm doing some conversion work, too--mostly now just matching NPCs to new feats and classes that seem more thematically appropriate, but I'm willing to share final copies once they're, well, final.

In the meantime, if you have conversions you're willing to share, Tangible Delusions, I'd welcome them, too. [kranderson57] [at] [yahoo] [dot] [com]. Thanks!

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I like the idea of the Cinderlander being first mentioned in the meeting with Cressida and Thousand Bones!

I'm willing to take on the conversion chore; I'd previously done a lot of conversion to 4E for the second go-'round (with a lot of support/guidance from Scott Betts' work) for the first two adventures, so I'm no stranger to the material, that's for sure. One of the people in our gaming group was at one time going to run "Council of Thieves" so I think that's a no-go.

Biggest thing is that I already have fully half the maps for the AP hand-drawn to scale, notes on minis and music to use, and every piece of art made into a cardstock handout... so most of the "work" is done!

Second biggest thing is that I think "Crimson Throne" is the most solid AP from start to finish. It tickles all of my GM bones--urban campaigning, some wilderness survival/exploration (I would do a whole lot more with the Cinderlands), a big gothic castle (Ravenloft was my favorite 2E stuff). Just really dig the story and supporting cast.

Thanks for the ideas so far!

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Hello, walter. If you're willing to send your things again, I'd be grateful for them. kranderson57 [at] yahoo [dot] com

Thanks!

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Sounds cool. If/when I get around to converting, I'm looking at including each of the APG classes at least once. Shadowcount Sial was looking to be my go at an Oracle. We'll see.

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Long time, no stop by these parts!

After being overwhelmed by all the prep work I felt I'd had to do to GM a successful "Pathfinder" campaign, I'm thinking of giving a third try to "Crimson Throne" sometime down the road. My previous two games lost their steam due to player exit through a variety of circumstances, especially a few moving out of the area or moving on from gaming--hoping the campaign itself isn't cursed!

In reading through the editorials and introductions in the books again, I've been thinking a lot about what James said about the Cinderlander in the "History of Ashes" intro--how he wished they'd known of him earlier so they could better foreshadow him.

I love that sort of thing.

I'm wondering if and how others have done this. Only thing that's come to mind is to do so through conversations in Thieves' Camp while helping the Soldados or with random Shoanti in taverns and such. Maybe have one of Lamm's Lambs be an orphan from one of the Cinderlander's attacks.

Any other foreshadowing you might've used for other characters? Pilts, etc.?

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Erik, really cool to hear how your players (and their characters) reasoned through the situation and are taking things in fun directions. I think there's some good source material for "noble's houses" that can be reflavored from both 'Curse of the Crimson Throne' and 'Council of Thieves' if you have access to them.

Please keep us posted!

Disciple of Sakura wrote:

I haven't gotten the chance to look through too much of that one, but I love that it has a Random Bureaucracy Encounter Table. It's a brilliant piece of game design. And terribly cruel to your players.

"What do you mean we have to file a form at the housing office? We were there three steps ago, and they never mentioned it. And this still has nothing to do with housing anyway. We just want to buy a +2 Flaming Sword."

That table is my single favorite one in ALL the RPG materials I own, as I've told/warned my friends many times. They've never had to deal with it. Until this campaign. :)

The prestige classes didn't age well even in 3.5 and especially not in PFRPG, but some of the spells and magic items are still ultra-cool. I also like the material on debates.

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Give it another read; I believe that disguises or not, they'll have to deal with the zombies on the path to the fort. That'll likely draw the attention of the bandits, who are armed with bows.

Do they know the "password"? It's unlikely they'll be able to keep up the ruse if they don't.

We don't start our campaign for a couple weeks yet, but that's what I can remember of the encounter without going back to it.

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On the same lines, I am going to spend a bit more time on the launch of the expedition. I am still finalizing details of their main "contact" in Brevoy, but my current plan is to have him be an aged swordlord, and use Brinian from the NPC Guide as his ward/champion. Further, I am toying with Brinian's older brother being Hannis Drelev.

But, the question then is... have ALL swordlords adopted the Aldori surname? I think my older NPC will have done so, but not the brothers Drelev. Would the older NPC go by "Lord _________ Aldori, Swordlord of Restov" or for brevity's sake, simply "__________ Aldori, Swordlord of Restov"?

Just looking for thoughts and ideas.

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There's a book from Atlas Games available at the Paizo store that would be a fine resource for Kingmaker GMs interested in this sort of stuff (and I am--thanks for the ideas and inspiration!):

Dynasties and Demagogues

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How I spent my last Friday night before the school year gets rollin':

The Stolen Lands (laminated posters from the Map Folio)

319 of these suckers (traced from the poster maps, 10 to a page, laminated the page, then carefully cut out each one, sticky tack on back)

Some love for the guys and gals who've provided years of fun already and more to come

Aaaaaand... DONE (with campaign set to start in late September or early October, 2010)

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Many thanks!

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This is also my sticky area as our game start approaches. Specifically, I'm having trouble with encounter maps. I've prepared maps in advance of games for the past few years and it has been the single greatest thing that's helped our sessions keep momentum.

I've been hand-drawing them from reference maps. Trouble is, I found very few generic wilderness-style maps in my Dungeon mag collection (going back to 2001 or so).

I don't have the budget to invest hundreds in WotC map tiles or Paizo Flip-Mats.

Any ideas?

Dark Archive

It looks like all's good; I got my confirmation email for #36 just now, and #37 is not included in the message (Order #1476435). I'll be out of town at a cottage for seven days starting Saturday the 24th, so hopefully, there's not a second message coming with a ship confirmation for the next volume.

Dark Archive

Or, shouldn't you be able to just start your subscription with the new AP, order the GMG with the discount applied after your AP subscription is active, and then activate your RPG subscription?

Dark Archive

Jess Door wrote:
I have a friend that is deathly afraid of spiders - as in, if she hears the word she freezes or runs from the room. We cater to this by removing occasional spider encounters from the games she participates in. She also has bowed out of drow games because she doesn't want to deny us our fun, and realizes repurposing so many spider based themes and encounters would detract from the experience of a drow game. We're friends - we talk about issues and what we find fun in games, and work to make it as enjoyable as possible for everyone.

I'm just a bastard! I listen carefully to what players say creeps them out, and am sure to INCLUDE that in games.

Like... plants.

Heh.

And did you see the critter in the newest volume of Pathfinder AP that likes fingernails and eyes? He's the one I think I mentioned from one of the WotC Monster Manuals.

Watch out!

Dark Archive

Will do, and thanks for your understanding. I know that August will be a tricky shipping month, given so many having a similar request, and appreciate that you're doing the big shipments to honor the subscribers.

Even though I'll be out of the subscription loop, I know I'll still be getting Golarion products direct from here and from my local bookstore and hobby shop.

Dark Archive

I am loving reading "Kingmaker" but got some unfortunate news today that some of the friends with whom I was going to play are now unavailable. I will need to once again cancel my AP subscription; as good as the reading is, I can't manage $120 for the next Path when my gaming prospects have dimmed for the time being. I'd like #36 to be shipped by itself and be my last AP book for the time being.

Thanks for the awesome product, guys.

Dark Archive

Wish you luck; my copy of Ptolus came with a mangled binding a few years back, and Malhavoc wouldn't replace it without me paying for return shipping and then shipping the replacement. Not a light product....