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Hello James, huge fan of yours and the teams work!

Just curious, I was setting up to run Tyrants Grasp as a send off for V1, question has some spoilers in regards to TG -

Tyrants Grasp Spoiler:
I was thinking of having animal companions appear in ghostly forms, giving the PCs more to say goodbye to when they go to leave the boneyard-- However I can't find anything regarding how animals are judged in the setting. Was wondering about your thoughts on this?


Awesome, thought so thanks for the info guys :)


Hey guys, my players are coming up to the mystery box and they don't trust the ambassador at all. I'm hoping that the credits they got offered will be enough to keep their curiosity at bay because I really can't find anything about her. And if they turn him in and want to follow up what happens, I'll be too unsure what to do about it. Unless I've missed something major?


I'm looking forward to starting this AP up- however, I'm confused by the team management. On Pg.23 of the Players guide, it reads.

'Max. Teams: The rebellion can support a limited number
of teams, as set by its rank (see Table 1) and modified by
officer roles. Record your maximum number of teams
here. Note that bonus teams you earn through play in the
campaign do not generally count against this maximum.'

However, looking at the officer section there doesn't seem to be anything that indicates a role that adds more teams. The only thing I can think is either Leadership or 'an officer can
manage a number of teams equal to his or her Charisma
bonus (minimum of 1).'

I'd love if someone could clear this one up for me, thanks!


Just curious, what will the dimensions of the map be exactly?


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stringbeanbuddy wrote:
His son battered and scarred, Alec used up nearly all of his kinetic healing trying to heal his son but soon found out that he and his son would be participating in the first public excruciations in Kintargo. On the day of the excruciation, Alec knew that he and his son had few other options and proposed they escape. Managing to free himself from the shackles that bound him and his father Aiden escaped, allowing his father one last shot at saving them, crumbling a statue of Asmodeus on the very doghouse that tried to contain them. The strength required to lift the stone caused Alec to pass out, succumbing slowly to the wounds he had suffered and Groetus died on the dog house platform.

That's fantastic, such a great transition to a new character. Kudos!


My current character has aspirations to retire and live out his life as the overseer of a trade company, employing a small number of trading vessels... Dice rolls permitting he lives that long of course.

As for skills and professions, he's focused in Profession: Captain (Functions as Sailor and Local in regards to talk of the sea.) and Appraise- not to mention his diplomacy of course.


Thanks for the input, I was one of those under the assumption that they were designed for 15 point buy. I think I will roll with 20 point buy, they've been enjoying it so far and it just means I need to step up to the challenge. Thanks for the input again ^-^


Hey, as the title says, I'm wondering how players and GMs felt with a 15 point AP? The AP I'm planning to run is Hells Rebels. I'm currently running Runelords with 20 point buy and 5 players and they've been having a decently smooth run. Some rolls have been rough and caused damage, however overall my players are good at what they do, so I feel the challenge would be good for them.

The players are happy enough to give it a shot- I just want to see how others have found it.


DM_Blake wrote:

I'm pretty lax.

I roughly follow the settlement wealth guide (it's much easier to find a vorpal sword in a city with over 100,000 population than it is in a village with 40 people).

When the PC wants a common basic item (ring of protection, magic sword, etc.), I assume those are probably available in a settlement of sufficient size. But when they want something rare or even unique, then I assume those are hard to find, maybe unavailable, even in the largest city. The rarer the item, the lower the chance. The more costly the item, the lower the chance. The larger the settlement, the higher the chance.

I have no formula for this. I just make a quick decision and pick a number from 0 to 100. Well, I assume that nothing is 100 percent available, not even a +1 Ring of Protection or a Handy Haversack or even a wand of Cure Light Wounds, so maybe about 99% but very few items are more probable than 90%.

It's all gut feeling, and practice.

For this, I always have them make a luck roll on d%. Low is bad, high is good. If I determine that a +2 longsword is 80% likely to be available for sale in this city, then they find it on a 21-00 or they fail to find it on a 01-20. In the same city, a +3 dancing giantbane khopesh might only have a 1% chance. Heck, maybe 0.

If I'm feeling generous, I might let them add Diplomacy to their roll, but usually only in really huge cities where the ability to ask around and get directions might make a difference (it wouldn't matter in a small village with only one person selling magic items).

Also, if they fail to find the item but came close, say, within 10%, then they might find somebody to make the item. Sometimes, if I'm feeling a bit contrary*, I might reverse that and have them only find a willing craftsman if the beat the roll but only by 10% or less.

Sounds complicated, but it's really much easier than it sounds.

* by "contrary" I generally mean that I'm very willing to let players find whatever they want for average characters or fun characters, but I'm...

Thanks Blake, that seems to be a good middle ground to keep it enjoyable and manageable at the same time.

I have players that have gone for more of the numbers side of the game, it is how they enjoy to play and most of them still offer up excellent roleplay, so I'm not too terribly fussed about that... In saying that however, it is the reason I have opted to do some more research on item acquisition- In changing it up, my hope is to bring them back down to the roleplay side of the game.


Righto, so my party has been becoming stronger and stronger (As expected in a game wherein you level up.) and after a particularly long string of combat related sessions, they have come into quite a large pile of loot. I've always been rather lenient on the buying items, to a fault really... Everything was made available to them, as long as they were in the large enough town for me to justify it. This, as you could imagine, has lead to my players being able to get their 'Dream build' without taking any crafting feats. With the amount of spending gold they now have, I decided to review the rules for purchasing items. It feels rather brutal and I was just curious on how other GMs handle this? Do the rules work for you? And has anyone else taken my approach and found their party becomes absolute powerhouses?


kyrt-ryder wrote:
What made that array so crazy wasn't the rolling but the 'add 3' part

I agree, but I should mention, I took the add three away from him, those were natural rolls- It was our own house rule to stop a 3 for any stat, because thats just cruel :p


kyrt-ryder wrote:
It made you sad that there was a monk who actually had the stats to support his class abilities for once? (Now that I think about it though... 78 points does seem pretty crazy... just for curiosity sake would you happen to remember the array he rolled up?)

Roughly

Str = 18
Dex = 17
Int = 15
Wis = 18
Cha = 15

it was four D6 keep the highest three add 3, I also have to admit he has been incredibly unlucky with rolls in past games so it was good to see him strong, but he had 20+ points of the other players making him the go to option..

with human bonus of +2 for his wis bringing it to 20, it was pool so he could put the scores wherever he liked and dont get me wrong I was happy for him as a player, but who could be happy that a boss needed to roll a 19 - 20 to escape from a grapple, he went the tetori archtype so he could be the grapple master.

The character was alot of fun in game but it just ruined the creatures and made the other players lesser because they didnt get the rolls they needed. :(

Edited: it was four D6 keep the highest three add 3


Vamptastic wrote:
I roll for stats. Like a man.

Last AP I did that, my players ended up with a monk that was worth around 78 points to a point buy. It made me so sad.


Hi Guy! So I'm gonna run Wrath of the righteous -in fact I've already began

Plot spoiler:
So I never cared for how kenabres gets destroyed at the start of the adventure, so I did a prologue letting them explore the town and have some actual ties there before armasse (which was their birthdays by sheer coincidence)but I digress

Any GMs run or running this I'm curious about afew questions

1. What is your party comprised of? Mine is a Paladin, cleric and a magus

2. what system did you use to generate points? We went with 20 point buy

3. How did you groups handle the encounters? As this is looking to be the deadliest game we've played using the lowest point buy and with only three players, I wonder how it will handle.

cheers guys!


Hi hi again guys, I'm having a hard time wrapping my head around the rules to building a ship in fire as she bears, so I was wondering if anyone had an example they could upload for me to view? If it was an example of the mans promise that would be amazing, thanks


DM Pendin Fust wrote:


I am torn. I haven't played, only GMed this AP so far. It is a blast to GM. I really want to play it as well.

That's what I'm worried about, its so much fun to GM and I barely play in anything anymore but this one peaked my interest abit but I was worried if it was run average if it would effect me


Hi Guys, I normally GM but I must admit this AP strikes me as one I'd love to play in, so I've refrained myself from buying the AP and reading through it, however not to sound pompous I fancy myself a pretty decent GM and I worry I'd be wanting to GM it more then play in it.

So some questions are below.

Q: Would this be a book for a first time pathfinder GM to run? He has done other games but never pathfinder and I'm certain he could paint the scenes and be an amazing GM just wonder how heavy it is.

Q: Do the players eventually get a position of command within the crusade?

Q: I've heard this is one of the better APs out there at the moment and in your personal experience would you prefer to play or GM? Please let me know what side of the table you were on when you took part

Cheers guys


Also some other information because there a few people saying it would be impossible- I agree, normally I wouldn't allow it but because Rune came up with such a fantastic idea that I feel really does suit to Gorum, I'm tempted to keep the same idea but its just his herald he replaces, but if I didn't main idea would be he wouldn't be able to change the religion he would simply take on the mantle, all the canon would be the same in any future adventures but the player could just have a small smile thinking back to it, that's the main goal here right?


Losobal wrote:
I'm curious, are there other players in the group? what do THEY want to do?

There are two other players that have opened an adventures guild within Sandpoint, ones playing a tiefling rogue who had a large amount of resentment for the town after hearing Nualias story feeling she got a very similar experience growing up but the other side of the coin and the other player is a half elf druid who wishes to change the way people think upon how they treat the world around them, the Dwarf does have a stake in the Guild (The golden guard of sandpoint) but he's more focused on proving himself-

Long story short (I will have to put up a journal of this one because they are giving some fantastic RP moments) The rogues goal is to take down her tyrannical father who had her locked away for years and the druid only wishes to have a place to raise his family, it should be a good story by the end but


Rune wrote:
Of course it's alright, but please let us know how it's working (this forum has a really cool Campaign Journals feature), even if it's only by a few snippets. Same goes for all the other folk that liked that plot seed.

Will do, might have to get one going, its early days yet but we're running through Rise of the Runelords at the moment


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Rune wrote:

The group has to defend the kingdom from an an army of Gorum-worshipping barbarians (a very high-level adventure). At the climax of the conflict, the barbarian warpriests summon Gorum's herald, the First Blade.

They embark on mighty quests to find the location of the summoner, Gorum's mightiest mortal servant (a Warpriest 20 of Gorum, probably with 10 mythic tiers). Using his steel will, he has etched a realm into the Maelstrom, a terrible fortress where he's amassing a veritable army of outsiders to invade the Material Plane and subjugate the kingdom (and possible many others). The PCs might seek help among many sources; celestial would want to overthrow the tyrant, and even the proteans would like to see its realm dissolved into the formless glory of the Maelstrom.

An epic battle follows (feel free to throw gated/enslaved/mind-controlled solars, balors and other bad-asses) but the enemy is defeated. The world is saved, the campaign is pretty much over at this point.

The archpriest, on his last breath, recognizes the dwarf's skill and says Gorum awaits him on the Blade Mountain, the place where the first battle was fought on Golarion and Gorum's holiest place. When he finally dies, his will falters and his entire realm begins to collapse (cue a hastily retreat).

In the campaign's epilogue, while the PCs are all settling down, running the kingdom or starting a family, the dwarf arrives alone at the Blade Mountain. There, he finds Gorum. The two fight. The PC could really be 20th-level with 10 mythic tiers, but he doesn't have to.

Because when the two of them fight, they fight as equals. Gorum almost seems like a mortal (at the very least level 20). When the dwarf defeats him, his helm falls off and a half-orc face looks out. He reveals he's the 125th Gorum; as even the mightiest warrior eventually dies out (to be replaced by someone better) so should the god of war. By the ancient laws established by the...

This. This Gave me chills, I'm going to use this if that is alright, because that's amazing.


Zhayne wrote:


3. Impressed by dwarf's gumption, offers to make dwarf one of his right-hand men (if player wants to retire character).

See I really like this idea, gives him a pretty respectful position and a good cameo character for other sessions, thanks guys some really awesome ideas have been brought up here


Cheers guys, these are good points and mostly what I was thinking, I was part way tempted to inform him of the strength, if he still pushes I was going to have a trial, climbing a mounting fighting an army of his followers and if he somehow made it past that, bang whatever armor he would be wearing would become Gorum and all that would be left would be a mushy paste.

Mind you he would get some kind of reward for the effort just to have a fight,


So one of my players has let slip that he's end goal for his dwarf barbarian is to challenge Gorum to a fight and take his place... I'm conflicted as to should I allow this? I mean I highly doubt he could succeed but I mean if he did.. But yea, what would other GM's do in this situation?