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Joey Virtue's page

Organized Play Member. 3,318 posts (3,978 including aliases). No reviews. 4 lists. 1 wishlist. 4 aliases.


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After a prolonged absence, I found myself revisiting my collection of 1st edition adventure paths and reminiscing about the memorable experiences they offered. Admittedly, I didn't run as many as I had hoped, but there were true gems like "Burnt Offering" that left a lasting impression.

I'm curious to hear your thoughts on the best 2 or 3 adventures at each book number. For instance:

Book 1:

Best Adventure
Second Best Adventure
Another Noteworthy Adventure
Book 2:

Top Pick
Runner-Up
Another Standout

And so on, covering all six books.

If you have an overall favorite book, feel free to share that as well.


After a prolonged absence, I found myself revisiting my collection of 1st edition adventure paths and reminiscing about the memorable experiences they offered. Admittedly, I didn't run as many as I had hoped, but there were true gems like "Burnt Offering" that left a lasting impression.

I'm curious to hear your thoughts on the best 2 or 3 adventures at each book number. For instance:

Book 1:

Best Adventure
Second Best Adventure
Another Noteworthy Adventure
Book 2:

Top Pick
Runner-Up
Another Standout

And so on, covering all six books.

If you have an overall favorite book, feel free to share that as well.


Kishmo wrote:
...and don't forget Against the Aeon Throne #2! (Ok it's half seedy urban underbelly and half prison break, but, the seedy urben underbelly bit is pretty great.)

Prison Break sounds like fun as well


Paizo writes the best adventures in the business so I want to use the best out there.

Im looking for great urban adventures from starfinder to convert to Star Wars. (Or other adventures you think would be great to convert to Star Wars)

It doesnt matter the length or anything else they will be mined and converted for information and encounters

Thanks in advance.


Dancing Wind wrote:
Joey Virtue wrote:
I have a campaign idea looking for some filler adventures.

Starfinder Society has four-years worth of scenarios and a similar amount of stand-alone adventures.

You might ask in the Starfinder Society forums which of those are most easily adapted to your campaign theme.

Thanks


Perpdepog wrote:

If you're looking for adventures to convert to Star Wars, have you considered going for some Starfinder Adventure Paths?

Sadly those adventures all seem to stop around level 12, so if this is meant to be a 1-2-20 campaign then your only option for direct cribbing is Devastation Arc, though "stopping giant space station from destroying everything" is about as quintessentially Star Wars as it's possible to get.

I have a campaign idea looking for some filler adventures.


Paizo writes the best adventures in the business so I want to use the best out there.

Im looking for great urban adventures from adventure paths to convert to Star Wars. (Or other adventures you think would be great to convert to Star Wars)

Im already stealing parts of Shadow in the Sky and Children of the Void.

It doesn't matter 1st of 2nd Edition I have all the 1st edition and would be happy to buy 2nd ed individual issues.

Thanks in advance.


Well with things getting semi back to normal we are at least going to start playing pathfinder again. I figured out how I want to run Pathfinder on Roll20 so we are going to start next week. Anyone else have any changes they made to the AP?


Man how did I miss this all those years ago.


Hello all haven’t been around for some time was hoping to see if there was a collection post that had everything all listed in one place.


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This is really cool you guys took over this project sorry I dropped out of it I will have to go and read what you guys have added to it.


Sorry I was advertising on multiple locations.


Sorry the recruiting is full at this time


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I’m recruiting players for a Pathfinder 1E Play by Post Game.

I will be running the Cradle of Night module, testing out my pathfinder play by post GM skills (I have ran a few in other systems) if this ends up being enjoyable I plan on starting a Play by Post adventure path through Iron Gods. So if you join and mesh with myself and two of my usual play by post players then you will have first dibs into for a spot in Iron Gods.

The game will be played on discord with maps on Roll20. Daily post expectations will be 2 to 3 plus. With more posts coming on weekdays than weekends. I’m on West Coast time so that comes into play as well with most of my posts coming between 7 and 5.

My style of GMing is High Risk, High Reward all while being High Powered, so if you are a player who prefers a 10 point buy kind of game this one is likely not for you.

There is a link for my house rules along with character creation.

House Rules and Character Creation

I have also linked the Forge of Combat which I think is important for every player to have a roll and to do it well.

Forge of Combat

This recruitment is more about the player joining the game then the character you are trying to bring to the table.

If this sounds interesting to please Message me. Either here or on discord Virtuegm55#9872


Cool I will for sure post about recruiting here as well as on Facebook and some discord groups


Thinking about running the Cradle of Night module as a play by post on discord. To see if I enjoy it enough to run an entire AP and hopefully recruit a couple good players for future play by post games.
So if this peaks your interest just comment
Thanks


When did APs move to 3 adventures? I knew they had done it in Starfinder had not heard for Pathfinder.


He is a Demigod it should be able to effect him.


So I am making some changes to allow Timeworn Item to be recharged and ways to remove the Timeworn condition let me know your thoughts

Timeworn Technology
Technology found in the hands of Numeria’s denizens is not usually in pristine repair. Between languishing in forgotten ruins open to the elements, being used by those ignorant of the nature of this technology, and having no one skilled at building, maintaining, or repairing such devices, most technological items are “timeworn”—damaged and malfunctioning
Timeworn technology does not always work as intended. There is a 50% chance that timeworn items glitch under the following conditions.

  • When an item is first used after a month or more of inactivity.

  • Anytime a single-use consumable is used.

  • Any Pharmaceutical

  • When using an item in a way that would drain its last charge.

  • When an item requires a d20 roll (such as a skill check or an attack roll) to activate or use, and that roll results in a natural 1.

  • When a critical hit is confirmed against the wearer of an active defensive item, such as armor or a force field.

Not all glitches are catastrophic. When an item glitch, its effect is hampered or enhanced, as determined by a d20 roll. For items that can consume a variable number of charges, these additional charges do not affect the item’s performance; if such an item must consume twice as many charges, the amount is based on how many charges the user intended to use. When a glitch would cause an item to consume more charges than it currently holds, the item is drained of all charges and fails to function, but any negative effects still occur. Items that fail to function simply shut down if activated and cannot be activated again for 1 round.

Recharging Timeworn Technology:


  • Timeworn technological items are difficult to recharge. Every time a Timeworn item is recharged there is a 50% chance that timeworn item glitches.

  • When a Timeworn item uses it final charge it ceases to function and can no longer be recharged.
  • Timeworn Technology Value:

  • A timeworn technological item that is still somewhat functioning is worth half of its normal listed price

  • A timeworn item completely drained of its charges is worth 1% of its normal value, as a curiosity to collectors.
  • Repairing Timeworn Technology:

  • A timeworn technological item can be returned to full functioning condition by a two-step process. The damages to the item must be diagnosed with a Knowledge Engineering Check equal to the items craft check. Then a casting of greater make whole with additional spell components with the value of twenty-five percent the full items value. Will remove the timeworn condition for any piece of technology.

Timeworn Armor Glitches
Glitching armor that loses its ability to function still provides the normal armor bonus to AC, but any charged abilities are suppressed.

D20 Glitch
1 The armor abilities do not function. All remaining charges are drained.
2 The armor seizes up and abilities do not function. The wearer is paralyzed for 1 round.
3-4 The armor does not function, but still consumes the normal number of charges.
5-6 The armor does not function, but no charges are consumed.
7-9 The armor uses twice as many charges as normal (or expends an extra activation’s worth of charges if already active).
10-13 The armor functions normally.
14-15 The armor functions better than anticipated. Its armor bonus improves by 1 for the duration of this charge.
16-17 The armor functions much better than anticipated. Its armor bonus improves by 2 and it provides the moderate fortification enhancement for the duration of this charge.
18-19 The armor functions normally and this use does not consume any charges.
20 The armor functions normally and a power surge restores 1d6 charges to the armor (up to but not exceeding its capacity).
*For a shield, the shield’s wielder is not impeded by the glitch. *

Timeworn Armor Recharging Glitches
When Recharging Armor consult this chart.

D20 Glitch
1 The battery and the armors remaining charges are drained.
2 The armor seizes up and the battery is drained. The wearer is paralyzed for 1 round.
3-4 The battery is drained of charges.
5-6 The armor gains no charges, and the battery expends no charges
7-12 The battery only provides one charges to the armor for every 2 charges in the battery
13-16 The battery functions normally
17-18 The battery functions better than anticipated. Until next recharge each charge used increases the armor bonus by 1 for the duration of each charge.
19 The battery functions better than anticipated. Until next recharge each charge used increases the armor bonus by 2 for the duration of each charge.
20 The armor gains 15 charges even if this exceeds the normal charge capacity of the armor.

Timeworn General Item Glitches
Items other than armor, pharmaceuticals, or weapons use this general glitch table.

D20 Glitch
1 The Item does not function. All remaining charges are drained.
2 The item does not function, but still consumes the normal number of charges.
3-4 The item does not function, but no charges are consumed.
5-6 The item uses twice as many charges as normal and jolts the user for 1d6 points of electricity damage, per charge consumed but otherwise functions normally.
7-9 The item uses twice as many charges as normal but otherwise functions normally
10-13 The item functions normally.
14-15 The Item functions better than anticipated and grants a +1 bonus on any skill check attempted with the use.
16-17 The Item functions far better than anticipated and grants a +2 bonus on any skill check attempted with the use.
18-19 The item functions normally and this use does not consume any charges.
20 The Item functions normally and a power surge restores 1d6 charges to the item. (up to but not exceeding its capacity).

Timeworn General Item Recharging Glitches
When Recharging Items consult this chart.

D20 Glitch
1 The battery and the items remaining charges are drained.
2-4 The battery is drained of charges.
5-6 The item gains no charges, and the battery expends no charges
7-12 The battery only provides one charges to the item for every 2 charges in the battery
13-16 The battery functions normally
17-18 The battery functions better than anticipated. Until next recharge each charge used grants a +1 bonus on any skill check using the item for the duration of the charge.
19 The battery functions better than anticipated. Until next recharge each charge used grants a +2 bonus on any skill check using the item for the duration of the charge.
20 The armor gains 15 charges even if this exceeds the normal charge capacity of the item.

Timeworn Weapon Glitches
Weapons used to make more than one attack in a turn might glitch multiple times during that turn.

D20 Glitch
1 The weapon does not function. All remaining charges are drained.
2 The weapon does not function, but still consumes the normal number of charges.
3-4 The weapon does not function, but no charges are consumed.
5-6 The weapon uses twice as many charges as normal and jolts the user for 1d6 points of electricity damage, per charge consumed but otherwise functions normally.
7-9 The weapon uses twice as many charges as normal but otherwise functions normally
10-13 The weapon functions normally.
14-15 The weapon functions better than anticipated and grants a +2 bonus on attack rolls made with that weapon for 1 round.
16-17 The weapon functions far better than anticipated and grants a +2 bonus on attack and damage rolls made with the weapon for 1 round.
18-19 The weapon functions normally and this use does not consume any charges.
20 The weapon functions normally and a power surge restores 1d6 charges to the weapon. (up to but not exceeding its capacity).

Timeworn General Item Recharging Glitches
When Recharging Armor consult this chart.

D20 Glitch
1 The battery and the weapons remaining charges are drained.
2-4 The battery is drained of charges.
5-6 The weapon gains no charges, and the battery expends no charges
7-12 The battery only provides one charges to the item for every 2 charges in the battery
13-16 The battery functions normally
17-18 The battery functions better than anticipated. Until next recharge each charge used grants a +1 bonus on attack rolls made with that weapon for 1 round.
19 The battery functions better than anticipated. Until next recharge each charge used grants a +1 bonus on attack and damage rolls made with the weapon for 1 round.
20 The armor gains 15 charges even if this exceeds the normal charge capacity of the item.

Timeworn Pharmaceutical Glitches
Timeworn pharmaceuticals have a chance of glitching when the dose is administered, even if another dose was recently used effectively.

D20 Glitch
1 Spoiled. Patient is poisoned by black lotus extract.
2 Spoiled. Patient is exposed to bubonic plague
3 Spoiled. Patient is nauseated for 1d6 rounds.
4-5 Spoiled. Patient is sickened for 1d6 × 10 minutes.
6-7 Spoiled. No effect.
8-9 Less potent. Decrease all save DCs by 2*. Use minimum values for all random results (such as healing). Decrease durations by 50%.
10-11 Normal effect but causes 1d4 points of Constitution damage (Fortitude DC 15 half) to the patient.
11-13 Normal effect, but the patent is exposed to hallucinogenic (–5 penalty on Perception checks and confused for 2d4 rounds, Fortitude DC 15 negates).
14-17 Normal effect.
18-19 More potent. Increase any save DCs by 2*. Reroll any result of 1. Increase durations by 100%.
20 Far more potent. As above but treat as 2 doses.

* For a cardioamp, decrease the save DCs on a more potent result, and increase the save DCs on a less potent result. *


Bumping this back up cause I need to create the recharge charts and building on the house rules from what you guys used.


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The first 17 pages were the ones I was thinking actually.


So what parts of the tech guide would be good to share with the players before they make their characters? I know not the tech equipment it’s self but what about the rest of the information?


That is a very good point by you.

I’m just thinking of having this back story comeback at them again so it actually means something besides a tech item and some Exp.


I was wondering your thoughts on it because you have experience with the AP


I love that Unity projects good outsiders for for the PCs to fight for both the story and mechanical reasons already discussed.


Oh I like that to introduce them to Sanvil,

Does it need to be with a shuttle not the crash pod?

I’m thinking the Kellid Barbs were actually put up to it by a low level technic league member that they fought and got away. He could become a foil and maybe attack again after scrap wall and continue to cause problems for them.


The idea of this is to give them back story and move them to 3rd level I hate GMing first and second level.


I think I could expand this a little bit as a low level mission from Khonnin I wonder if there are any more low level numerian society adventures.


I am hoping to give them more character depth and help with direction.

A minor tech item or two would be a cool benefit.

I would also want to give them a standard campaign trait so they have more back story options.

I’ll check it out thanks for the suggestion.


So I’m trying to think of ways to get everyone invested in torch and in the story, so I was considering giving a bonus trait of the local ties campaign trait.

My reasoning everyone building their back story would have a little more focus, everyone would have some idea how tech works on a basic level so they can use things, an extra class skill in the scheme of things is not that much of a power boost.

Thoughts?

Second part of this my players all start out at 3rd level and I modify the AP acourdingly. What if the players for the free levels were doing a mission for Khonnin? What could that mission be? This mission would be pure back story we will not be playing through it.


Here is my list of current House Rules


    Character Creation Guide Lines
  • Ability Scores:
    Arrange these stats 18, 16 14, 13, 12, 10 before any modifiers.
  • Races:
    See Page on Races
  • Classes:
    All Paizo Classes are Available
  • Archetypes:
    All Paizo Archetypes are available
  • Hit Points:
    Characters start first level with max hit points and gain max hit point for every level up till 5th level after 5th level they begin rolling for hit points using this chart. Any follower or companion also use this chart for hit dice without the first five hit dice being maximum.
    Hit Dice D6 D8 D10 D12
    Hit Points 3+1d3 4+1d4 5+1d5 6+1d6

  • Background Skills:
    The background skill rules from Pathfinder Unchained will be in use.
  • Character Traits:
    Characters get to select three traits (one Campaign trait and two other) from any Paizo product.
  • Drawbacks: Characters may select one drawback and gain an additional trait
  • Character Bonus Feats:
    Characters gain, Power Attack, Combat Expertise, Deadly Aim, Weapon Finesse and Agile Maneuvers as bonus feats.
  • Bonus Skill Feats:
    Character gain a bonus skill focus feat at 1st level and an additional bonus skill focus feat every 4 levels after 1st
  • Level:
    Characters will start at 3rd Level
  • Fate and Luck Points:
    Characters begin with 1 Fate Point and 1 Luck Point
  • Bonus Signature Skill:
    Characters gain a bonus Signature Skill Feat in a skill they have skill focus in at 5th level and again every 5 levels after that.
  • Starting Gold:
    Characters have 4000 Gp to spend on Mundane Items and Consumable Magic Items. After they are done purchasing all remaining gold is lost. The Character starts the game with 200-500 Gold (1d4+1) x100)
    House Rules
  • Removed Feats:
    Point Blank Shot and any requirement for it have been removed
  • Replaced Bonus Feats:
    If your class grants you Weapon Finesse you gain Weapon Focus in its place. Any other class bonus feats that duplicate character bonus feats grant you an additional combat feat
  • Deities Weapon:
    If your class grants you Weapon Proficiency with your deity’s favored weapon and you are already proficient with it, then you instead gain Weapon Focus for that weapon.
  • Improved Unarmed Strike:
    If your class grants you Martial Weapon Proficiency than you gain Improved Unarmed Strike as a bonus feat.
  • Raging:
    For all rage abilities the bonus hit points granted are temporary hit points that are lost first when a character takes damage, they disappear when the rage ends, and are not replenished if the character enters a rage again within 1 minute of her previous rage.
  • Versatile Performance:
    When your class grants you the Versatile Performance you may reallocate the skill points in the corresponding skill immediately.
  • Castling Defensively:
    If you fail the concentration check while casting defensively, you can choose to lose the spell or provoke an attack of opportunity. (Being hit while casting requires another concentration check as normal).
  • Fumbled Concentration Checks:
    Anytime a spell caster rolls a natural 1 and fails their concentration check they provoke an attack of opportunity.
  • Recovery during Resting:
    Eight hours of normal rest allows a character to recover 1+Con modifier (min 1) HP per character level.
  • Drawing an Item:
    Any character who can draw a weapon as a part of a move can draw anything reasonable (a wand, potion, etc.) as a part of move. This is also true for the quick draw feat.
  • Healing:
    When using a healing effect if the total results are below half the maximum then they may take a standard result equal to half of each dice.
  • Critical Successes and Failures:
    For skill and ability checks, a 20 is not an automatic success and a roll of a 1 is not an automatic failure. If you roll a natural 20 it counts as if you rolled a 25 on the d20, if you roll a natural 1, it counts as if you had rolled a -5.
  • Membership Feature Requirements:
    For features that require membership in an organization or a group, this requirement may be removed or altered on a case by case basis.
  • Experience Points:
    Characters will not receive Experience points but will be given levels when the GM and the story provides for it.
  • Luck Points:
    Luck Shines on you, a luck point allows you to reroll any one d20 roll you just made, and take the better of the two rolls. On a result of 1 through 10 on the second roll, add 10 to the result, an 11 or higher remains as-is (so the second roll is always a result of 11-20). You must spend the luck point to improve a roll before the GM announces the result of your roll. You may use your Luck points in this manner once per game session.
  • Fate Points:
    You are touched by Fate, a Fate point allows you to reroll any one d20 roll you just made, and take the better of the two rolls. On a result of 1 through 10 on the second roll, add 10 to the result, an 11 or higher remains as-is (so the second roll is always a result of 11-20). You must spend the fate point to improve a roll before the GM announces the result of your roll. You may use your Fate point in this manner once per game session. You may permanently burn one of your Fate points to escape death.
  • Last Chance:
    When a Named character is reduced to a hit point total equal to or lower than their negative constitution score or their constitution score is reduced to zero, note the initiative count on which the potentially fatal effect took place.
    If the creature's hit point total is greater than their negative constitution score and their constitution score is greater than zero by the same intuitive count on the following round, the creature in question does not die, and may be further healed or restored as normal.
    If the creature's hit points are equal to or less than their negative constitution score or their constitution score is zero on that initiative count in the following round, the creature dies. Their spirit leaves their body for the afterlife, and can only be restored by spells such as Raise Dead, Reincarnate, or other similar spells and effects
  • Spell/Ability Failure:
    Any Ability or Spell cast will automatically fail if the player does not know how the ability/spell works when performing/casting. This includes all Summoning and Wildshape spells that require you have the stat block ready on a phone/computer/index card at time of casting.
  • Critical Hits (Critical Hits Deck):
    † On confirmed critical hits the player will draw from the critical hit deck.
    † When resolving a critical hit the weapon will do its standard critical damage plus any effect on the card. (So an X2 Weapon will do double damage plus card effect)
    † Any multiplication of damage on the card will be ignored.
    † If a triple damage card is drawn the player can redraw the card.
    † If the character scoring the critical hit also possesses Weapon Focus in the weapon used, the player may draw an additional card and chooses which result to apply. A Character with Greater Weapon Focus may draw two additional cards.
    † The DC of the critical is equal to 10+ the attackers base attack bonus
    † Named Characters draw from the Critical Hits Deck, all other NPC/Monster follow standard critical rules.
  • Critical Fumbles (Critical Fumble Deck):
    † Whenever the attacker rolls a natural 1 on the dice the attack misses and there is the threat of a fumble. The attacker must immediately make a confirmation roll, using their full B/A with all modifiers. If the attack roll would miss the target the character fumbles and must draw a card from the deck.
    † All PCs, NPCs and Monsters draw from the Critical Fumble Deck.
    † The DC of the fumble is equal to 10+ the defenders base attack bonus
    † If the character scoring the critical miss also possesses Weapon Focus in the weapon used, the player may draw an additional card and chooses which result to apply. A Character with Greater Weapon Focus may draw two additional cards.


I’m rebuilding my house rules document.

I want to see what other people are doing with 1E.

I already use Elephant in the Room Feat Tax rules.

Please share.


Remember the Ebon Triad are doomed to fail from start so not sure how much of the back story you want to add or change on them.


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Necroed

Another gold mine of ideas marking this for further reading


Necroing this thread, there is a gold mine of ideas in here. I’m totally using the Elf Prince as a worshiper of Kyuss and the secret architect of the three faces of evil and the one who is pulling FOs strings. He will be killing the loose ends of Smenk and Dourstone while the players are sacrificing the three faces of evil for the rising of the overgod.

So when the players get back into town the town will be on fire as all three of the mine managers estates will be on fire and empty.

The prince will take Smenk and Dourstone to make them Spawns.

I like the idea of Smenks right hand man being killed by a slow worm and that’s how fillge gets the worm


Alright if you guys will list your emails I’ll shoot you all a couple emails of the maps.
Maybe I should make it a google docs file cause my drop box is full


I can email them


Plane of Slaughter wrote:
Joey you are my savior. I am running this AP in 5e and could really use some of those delicious high quality maps. I have 5e conversions for the age of worms if you want.

I’m working on the same thing with my own twists to all the combats.


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I spend the time on photo shop and was able to get all the maps removed from the bonus PDF of maps and they are all in one piece and available if anyone wants them (I’m using them on Roll20) let me know.


Well I would love to see them cause I’ll be starting this campaign online because of the plague.


Yeah I plan on doing it different. I have 7 players and according to most 5E sources that each player should have 25 magic items by the time they reach 20th level so I have created a budget of about 200 magic items for the entire campaign (players will miss some of them over time) I’m going to have to check out that pdf you suggested.


Blackwindbears wrote:
Joey Virtue wrote:
Thanks I was wondering the same thing why they were not working.
I can't get these to work by deleting "archive".

I was able to find them but cutting and pasting the link into google


How did you handle the treasure and magic items for the AP?


Yeah I like the conversion but they need to be done much more in-depth for my personal preference.

Is there any large issues that you have run into that is really large because of 5E?


This looks really cool I am going to steal some of this and modify it. I want to create this as an interesting first session. Why would they be taking over the old mine office now?


Thanks I was wondering the same thing why they were not working.


I was thinking about having a session 0 Adventure where the players go to the old mine office and it’s currently occupied by some lizard folk spies watching Diamond Lake. Any thoughts?


Im really considering converting this great AP to 5E does anyone on here have any experience with it? I played through it during 3.5 and loved it


Is there any conversions of Age of Worm for 5E already done?


So I’m thinking about converting Age of Worms to 5E are their any resources out there player guides or anything that anyone has done? I know Paizo released the Web Enhancements and Age of Worms Unleashed is there anything I’m missing?

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