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
Top Pick
And so on, covering all six books. If you have an overall favorite book, feel free to share that 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:
Thanks
Perpdepog wrote:
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.
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. 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
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
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 Armor Glitches
D20 Glitch
Timeworn Armor Recharging Glitches
D20 Glitch
Timeworn General Item Glitches
D20 Glitch
Timeworn General Item Recharging Glitches
D20 Glitch
Timeworn Weapon Glitches
D20 Glitch
Timeworn General Item Recharging Glitches
D20 Glitch
Timeworn Pharmaceutical Glitches
D20 Glitch
* For a cardioamp, decrease the save DCs on a more potent result, and increase the save DCs on a less potent result. *
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.
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
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
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.
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