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632 posts. Alias of Brother Fen.


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Don't overthink it. You can let someone ruin every aspect of the game for you, if you like. I recommend just playing with people that enjoy the game.

James Jacobs wrote:
I could and have even argued that there's Lovecraftian influences in the movie/novel "2001."

I've had similar thoughts about that film as well. Do you mind throwing out a few quick examples?


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Seems like a smart way to print money. I liked what I played of the Abomination Vaults. I'd like to dig deeper at some point.

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I picked up the RPG Party Backstory Generator a year or so ago and have started using it during Session Zero to help build backstory links between the party, their settlements and each other. It has helped give us a few recurring characters.

For example, in my Rise of the Drow campaign, we have a running gag about a love triangle involving two party members and a local barmaid. She tends to pop up whenever they are back in town and causes hijinks for everyone.

Ultimately, it just depends on the player, how they like to play and whether or not the campaign gives them any sort of opportunity to return to their hometowns/homebase and interact.

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If you've never run Mythic Adventures before, I'd recommend staying at Mythic Tier one for as long as possible. Once you add in Second Tier, the action economy becomes more disjointed with the addition of Amazing Initiative. It can take a lot of getting used to if you're unfamiliar with it.

I'd recommend using one mythic tier through level ten and then adding second tier abilities. I'd hold off on adding the third mythic tier until you reach the final adventure and a proper power up feels needed.

The book recommends one mythic tier for every two PC levels, but this adds up very quickly. Third tier and above becomes pretty disruptive and unless you're committed to constantly balancing it out.

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The byproduct of making everything "middle of the road" appealing means it loses its appeal for those that are interested in something more. It feels like Paizo went from making adventures they wanted to make and were never allowed to, to now making adventures that they think some imaginary audience won't be offended to play rather than finding an audience that desires to play these adventures.

My one attempt at playing a second edition AP went down in flames because the younger players got bored and wanted to move on to something different - which is what these adventures feel like. Something that sounds different from the last, but feels familiar to the point of being completely uninteresting.

At the risk of generalizing, it seems that modern players seem more interested in their latest character build, leaving the "story" in which they are building their PC as secondary to whatever they have in their head. When the two don't meet, it's time to move on to the next one.

Feel free to follow our long term campaign for AAW's Rise of the Drow using the glorious PFRPG. There's nothing fancy about it. No costumes, no overacting, no shenanigans, just good old fashioned role playing and dungeon crawling!

The Rise of the Drow playlist picks up during a sidequest into the lands of Arcadia using the Tehuatl setting from FGG.

Check out the playlist here.

Our next session picks up with the beginning of Book Two: Descent into the Underworld! Dun dun dunnnnnnnn!!!

But wait, there's more!

If you need more Pathfinder actual play in your life, check out our bizarro post-apocalyptic homebrew of a game that I'm not naming so I can avoid google searches, but I'll share it with you below. Fans of Iron Gods should enjoy!

Post-apocalyptic Sci-Fi.Fantasy PF Actual Play.

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It was a confluence of zeitgeists. I kept hearing about Critical Role from the younger players in my game at the FLGS for years, but never watched it. Stranger Things all but made D&D a part of their narrative and it sparked interest in a lot of people that had never really thought about the game before. Now, the pandemic has forced people indoors and the availability of virtual table tops has made it easier to find a game and more accessible than ever before.

Three to four hour sessions with two to four combat encounters on average. Your mileage may vary as Players may roleplay some segments more than expected and draw out a sequence longer than anticipated. As long as everyone enjoys the session, that is all that matters.

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Since I'm here, I do need a little direction in one of my Pathfinder games. I'm running a campaign based in Arcadia which has very little lore offered about it so far. Do you mind offering a few suggestions for deities that might be interested in the peoples there, both with the best of intentions and those with the worst?

If that's too vague, then I'll rephrase slightly by asking which deities might want to see the Arcadians flourish and which might wish to seem them fall or be subjugated?

Thank you.

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My follow up question is do you mind offering your choices for a few of the adventures that you've written or developed that you are most proud of, in terms of how they turned out, or the audience response to said adventure?

Thanks again.

Sending positive thoughts your way.

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Hi, James! Just stopping in to offer support and thanks for all that you've done over the years for players and GMs that visit your thread looking for help.

I just started playing Wrath of the Righteous and since Mythic Adventures seemed to be poorly received on this forum, it will most likely be my only chance to play the adventure. It's great so far!

I always love hearing recommendations from writers whose work that I admire and one of my favorite issues of Dungeon was when you all released your list of the greatest adventures of all time.

My question is would you be so kind as to throw out a few of your favorite adventures that you've played in or run over the years?

Thanks in advance.

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Halfway through book six of Return of the Runelords.

I'm converting classic adventures to Pathfinder to run in the RIFTS setting for one of my games. My standard fantasy game is currently Rise of the Drow with other adventures mixed in such as the Re-education of Coyotl from FGG.

I'll keep running and playing PF1 for as long as I can find decent players to play with. I'm becoming concerned that more and more players are more interested in goofy antics and rifftracking everything in a game rather than playing an actual adventure. It's making finding good players harder and harder.

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Dragon78 wrote:
Is Savage Worlds a different setting, different rules, or both? Same or different classes as Pathfinder?

Savage Worlds is the anti-D20 system as it doesn't use the d20. It basically just moves all of the same stats and abilities around in different ways, such as making dice your actual stats. Target numbers to hit are always four and you get penalties as needed. Dice coming up at max, such as 6 on a d6 or 4 on a d4 is considered exploding and gains another roll to add to the total.

It's elegant in some ways such as above and bizarrely complicated in others, such as using cards for initiative which is basically where it loses me.

It's been clarified. It is a swift action to activate Wild Arcana, but the caster still has to use the standard action to cast the actual spell. This is not a shortcut to swift action spellcasting and is something that people got confused over very early on.

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The Kickstarter just launched for Icebound, a continuation of the Perilous Vistas series for Pathfinder 1st edition. Written by Tom Knauss and includes two adventures. Checkacheckacheckitout!

Icebound Kickstarter

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Wu Xia swordsman.

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Ya'll feeding the trolls again.

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Thedmstrikes wrote:
Argh, why could this content not also be in the Ultimate Spheres of Power book? It is a PITA to look things up in two different formats...

That's exactly what I said. The "Ultimate" book is anything but. Last Ks I ever back from DDS.

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If you like Tian Xia have you seen the Jade Regent adventure path? It deals with the journey to Tian Xia. You might be able to mine some ideas from it.

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Based on your OP, I'll answer my own question as "homebrewed" and "what's a Golarion?"

I recommend the excellent third installment of the Ironfang Invasion "Assault on Longshadow" wherein the PCs try to warn the nearby town of Longshadow of impending invasion. The entire adventure is very sandboxy in how it can be run and offers a variety of challenges and ways to approach them.

Here is the book.

Here is the GM thread where you can read and ask for advice.

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LightSide wrote:
Sysryke wrote:
You could probably modify several adventures to be "kid friendly" depending on how you define the term.
So would anyone be able to name some specific adventures that might be easy(ish) to modify? The party is currently 8th level.

What adventures have they played so far? Which part of Golarion are they based in? Or is this homebrewed?

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The Runelords adventures are for long time players that like good gritty games. I wouldn't recommend them for kids. There are plenty of other starting points.

Conversely, nothing stops you from taking ideas from anywhere and tailoring it to suit your daughter's specific needs.

Sounds like a great ending!

Sounds intriguing.

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Erik Mona wrote:

The book is probably 93% lore, 7% rules. It should be very useable by folks playing in either Pathfinder edition, or even any fantasy RPG for that matter.

It's currently in editing, and we're tagging up the maps because all of the locations are locked in and won't be changing.

We're still shooting for a November release, and will update everyone if that changes for any reason.

Glad to hear! Makes it easy to use for first edition folks! we've been hoping for expanded Absalom lore for quite some time.

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GeraintElberion wrote:
If anyone can add to that some kid-friendly one-on-one adventures (one kid PC; one adult GM) then that would be great.

You can run almost any adventure one on one, but you have to decrease the CR by -2. Give your player an NPC (such as a healer Kira) to keep them company and you're all set.

Any of the We Be Goblins are very light-hearted in tone.

The perfect starting point for any players is The Crypt of the Everflame about a group of young adventurers setting out from Kassen to complete a yearly rite of passage only for things to take an unexpected turn.

Running this one on one would definitely require a healer NPC. As above, throw in a Kira and your ready!

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Dragon78 wrote:
I have heard of "spheres of power", but what are "spheres of might"?

Spheres of Might contains the classes for the martial oriented classes. Then there is a third smaller supplement that meets in the middle combining magic and melee called "Champions of the Spheres."

It's all pretty good stuff. Power-wise, I always say it's on the barbarian end of the power scale. Mixes best with other spheres-based characters because they chop up Action Economy in many ways and regular classes might feel underpowered in comparison.

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PFRPGrognard wrote:

I grew up playing classic D&D modules that became rites of passage for groups. It was fun comparing stories on how each group made it through the Temple of Elemental Evil or died horribly in the Tomb of Horrors.

There are several Paizo adventures and modules that I think are worthy of classic status such as the Crypt of the Everflame and its sequels. For adventure paths, I'd put the three Runelords paths up there along with Iron Gods, Wrath of the Righteous, Kingmaker and Ironfang Invasion.

Of course, I haven't played or run everything yet, so there are plenty more I'll most likely want to add before it is all said and done and long before I move on to Second Edition.

Yeah, that "move" to Second Edition didn't quite happen. I tried to play Abomination Vaults, but I honestly hate the way second edition plays. Different strokes and all.

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Favorite APs:

1. Iron Gods: I love the mix of Super-science and sorcery.
2. Strange Aeons: Has probably the best first installment of the entirety of the Pathfinder Adventure Paths, IMHO.
3. Any of the Runelords APs. I love the way they play into the lore of the Inner Sea. I'm in book six of "Return" at the moment and it has been a lot of fun - and a lot of heartache!
4. The Ironfang Invasion offers an alternative to the mass combat rules by making it more in the background. The war with the hobgoblins brings great urgency and the modules all felt fairly sandboxy in how the players could approach them.

Favorite Modules:

The Price of Immortality trilogy is the perfect starting point for a Nirmathas based campaign. POI= Crypt of the Everflame and its two sequels.

Kingmaker, I didn't care for too much. It was just too loose and sandboxy, to the extent that the driving narrative felt missing to me. Kingdom Building is a huge slog and is best handled away from the table and between sessions. That said, I do want to see the changes in the updated Kingmaker hardback.

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The Spheres of Power/Might guys keep releasing supplements. There's been continued Akashic support. Legendary Games still releases PF1 pdfs from time to time and their recent AP collaboration with FGG was also for first edition. The Savage Company guys are still making everything for Pathfinder 1e and plan to release their own 1-20 AP in the coming year. So, if you know where to look, there is still plenty of new content coming out for PF1, just not from Paizo.

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Purple Duck also released their own expansion to Pathfinder. A 3.85 edition perhaps? I haven't picked it up because the price of the book is pretty hefty, but I want to check it out some time.

( -_-)旦~!

I recommend In the Company of Dragons Expanded from Rite Publishing.

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Has anyone suggested Armiger from Spheres of Might yet? Much more dynamic version of a shield slinging build.

Thanks for sharing.

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The print version is worth picking up as well. The monster designs are great.

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Die, Pugwumpi!

I too am interested in this conversion.

Zagig wrote:

So I am trying to figure out how the intersection traps work in Xin-Grafar, the city on the Isle of Terror in the module The City of Golden Death . If you don't know the module I will explain how the traps are set up.

The avenues of the city, each 40 feet wide, are clear of debris making them the logical route to use to go through the city. There are 8 intersections in the city where 4 avenues meet in a cross formation. The area off of the avenues and intersections is the ruined city itself made up of collapsed buildings and destroyed furniture and the like.

The trap itself consists of a small canal, I'm thinking maybe an inch wide by an inch deep with runes carved into it. The canal runs across each avenue about 5 feet before entering the intersection. Due to that location, the canal also runs 5 feet into the ruins on either side of the avenue so that it can make a 90 degree turn and cross the next avenue that leads into the intersection. Once a party member crosses the canal, a summoning trap is activated with the creature appearing and attacking the person who set off the trap.

Could someone please explain to me why anybody would build a trap like this? Is there any party in existence that, even if they don't know for sure it's a trap, goes around it?
The trap only goes 5 ft into the ruins of the city. It costs the party 15 to 30 feet of extra movement to go around the intersection.

Now, my party is level 9 and I've been adapting the encounters as we've gone through this module. My plan is to make this a Summon Monster VIII spell so the Perception DC is 33. However, I've got one character who's got a +21 Perception check at this point. Even on the off chance that he doesn't make the Perception check to realize that this is a trap, the party would choose the safe option and just go around.

Wouldn't it be easy to cover the canals with an illusion? Maybe even add a Nondetection spell so that the trap is harder to find. This way no one knows the canals are there unless they actively...

I believe I just ran the adventure as it is written and didn't fret too much about anything the party might bypass along the way. There are always times when the party's abilities will make them breeze through a trap, environment, or encounter and other times when they might struggle for a lack of the proper tools. Just let it fall where it may. The way the streets are aligned, the party pretty much has to cross it once or twice, but if they are smart, they can avoid extra encounters when necessary. I think when I ran the City of Golden Death, I tried to play up the dangers of wandering through the ruins rather than staying on the road, and then when the countdown is activated, it is fun to play up the urgency behind it.

Voadam wrote:

My PCs just beat the repair drone and I had it self destruct because it had been an easy first fight. The kobold bard now wants to gather the scrap and take it to the techno fence Sanvill Trett to sell.

How much would the very destroyed remains of a droid be worth?

How would you take advantage of the party interacting with Trett for the first time?

Nothing. In pathfinder, bots and constructs are slagged unless it says something different in the creature entry.

An alchemical golem scored a crit with one of those bombs and blew our party's Kira to bits.

Matthew Downie wrote:

Just give troops regular attacks. Take the attack of the base type:

Zombie Slam +4 (1d6+4)
Give the troop four times as many attacks, with +4 to hit, each doing double damage. (This is roughly as dangerous as 16 regular attacks.)
Troop of Zombies: Slam +8/+8/+8/+8 (2d6+8)
Uncoordinated: Can't attack any one target more than twice per round; will always divide their attacks between all available targets rather than focusing on an individual.

Yeah, this is a horrible idea. Just use regular zombies.

There's no such thing as +5 mithral plate in the real world, Matthew Downie. If you don't like the mechanics - you don't have to use it.

Yes, it's automatic damage within range because you're getting poked at by ten guys at once and your shield won't stop that. The alternative is don't use troops.

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GeraintElberion wrote:

Super/Rogue Genius games have a book called ‘anachronistic adventures’ which lets turn-of-the-century-Earth characters play in PF.

That should be worth a look.

That's exactly what is needed, but it's currently off the market as RGG sold the property. The Modern Path 2.0 works as well.

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Hi James, I hope the day finds you well!

I'm sure the answer is self-evident, but whatever happened to El Raja key? Wasn't it marked in Golarion at one point?

That's my suggestion and it's a good one!

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I am here for you, my friend. First of all, I love the setting, but I'll need specific questions. Those ideas are all fine, what you do is what makes the difference.

My suggestion is find a Western-based RPG adventure and just convert it to Pathfinder. For example, Bigfoot is in the third Bestiary. You just use those stats instead of the other system.

Use Automatic Bonus Progression (Pathfinder Unchained) to replace the need for +1 enhancement items and will drastically reduce the need for magic in the campaign.

I am currently running S-T-F-I-R (spelled backward to avoid google search) converted to Pathfinder using this method.

Grab a copy of Horrors of the Wierd West from the Deadlands 3.5 version. Also, you might find an adventure that you can convert from Deadlands 3.5.

Why do I say convert an existing adventure? Because it is a ton of work to build a setting and then build an entire adventure. It is much easier to take something pre-written and just change what you don't like and add the stuff like Bigfoot that you want to see.

For campaign books, I would recommend grabbing Pure Steam for Pathfinder 1e. It is probably the closest thing to a western type setting for the Pathfinder game.

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