For ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as civilization intrudes upon this enigmatic splinter, a strange life once again stirs in the depths—one with ties to undying evils and a might beyond time itself. The promise of wealth and power calls to glory-seekers from across the Inner Sea region, tempting them into a labyrinth of monster-haunted vaults, defiled tombs, arcane laboratories, and worse, as they seek to unveil the secrets locked below the legendary Emerald Spire.
Looking for players to start a bi-weekly, Wednesday night campaign for The Emerald Spire Superdungeon. Games will run online from 7 pm EST (or 7:30 pm, if a later start is needed for that day) until 10 or 11 pm EST (depending on how late everyone feels like going that night). The current plan involves using Roll20 to host along with Discord for voice chat.
Session Zero: February 27th at 7 pm EST.
This campaign will involve material from The Emerald Spire Superdungeon, Thornkeep, and The Forest Campaign Compendium to flesh out a long-ranging campaign involving Mythic Adventures and running from 1st to 15th level.
Sources allowed: All Paizo material is allowed (with the exception of the feats listed in the Banned list). Mythic Adventures will be used. Third-party material will be allowed on a case by case basis, but the player's guidelines list below contains suggestions.
Banned List: Crafting. Leadership. Beyond Morality. No One of Consequence.
Suggested Reading Material: Jester David’s The Emerald Spire Player’s Guide, People of the River, The Guide to the River Kingdoms, Dungeoneer’s Handbook, and Mythic Origins.
Any alignment (with the caveat that PCs have to work together and No PvP)
15 point build
2 traits or 3 traits with one drawback
Standard wealth by level
Max hit points at first level, then take the average or choose to roll thereafter.
All Paizo material allowed (excluding the Banned list)
Mythic Adventures (PCs will gain at least one mythic tier in-game)
Mythic Heroes Handbook
Mythic Spell Compendium
Path of War
Path of War Expanded
New Paths Compendium
Deep Magic (Will be unlocked in-game)
Your characters will be based in Fort Inevitable, a small town near the Emerald Spire. Fort Inevitable is under martial law, ruled by the Hell Knights. They maintain order, but also punish crimes harshly and allow for slavery.
The adventures will focus on exploring the eponymous Emerald Spire for various reasons. The Emerald Spire is a glass-green tower, now in ruins. It is rumored to be of Azlanti origin, but the truth remains obfuscated by time.
The campaign begins at the first level and will continue to fifteenth level or more. We shall strive for a mix of roleplay and heavy tactical combat.
Post your interest in the forums below to find a spot in the game. We already have a few players, so we can add up to four more. Several of us have played together before, so we are familiar with how we play and would like to find more people that would enjoy becoming part of the group.
"Wealth by Level, m***** f*****, do you use it!" or How to Account for Artifacts vs WBL in High Fantasy games?
I've told my players to stop crafting if they are over WBL+2. This has become a point of contention among the group as several of them have powerful artifacts.
How do other GMs reconcile WBL vs crafting and WBL vs having major artifacts in the campaign?
I've basically told them that they cannot have both.
I just finished running Between the Stacks from the excellent Midgard Tales collection. Unfortunately, there is a magic item in the loot that has defied definition. I am unable to locate it anywhere in the stack of Midgard books and PDFs at my disposal.
Does anyone know what this is and where I can find the write up?
I'm running an Iron Gods campaign and would like to combine it with the Legendary Planet AP from Legendary Games. My plan is to run the first two books of Iron Gods, then the third and fourth books for Legendary Planet before coming back to Iron Gods for the fifth and sixth books to finish it out. Legendary Planet continues after that with two more modules that take players to level 20.
Has anyone used these two campaigns together yet? Any good ideas on how to do so?
I've finished Fires of Creation, so we will start Lords of Rust next. I am considering using the Worldscape material from the comic series as connective tissue to help bind the two campaigns together. That and it gives me the chance to let my players meet Tarzan and John Carter of Mars.
The plan is to finish book two and then use the Worldscape to whisk the players away to the worldscape. Once they escape from there, I'll drop them into Legendary Planet.
There seems to be some news about a new edition or another coming out from Paizo. Since many of you feel the same as I, that Pathfinder is an excellent system that allows us the flexibility and freedom to create any sort of game you like, let's start comparing notes on our plans to make the closed system of Pathfinder our own.
For example, I've always used critical hits and misses with confirmation rolls. It's a holdover from earlier editions that I've always enjoyed. I found an updated PDF from an old critical hit table in Dragon Magazine called Epic Hits and Critical Misses that I use whenever a crit is confirmed.
I've expanded my Mythic Adventures campaigns with the Mythic Heroes Handbook and the Mythic Spell Compendium. There were plans for another compilation, but I wouldn't be surprised if the second edition plans put a stake in its heart. In that case, you have to pick up the individual books for Mythic Horror Spells, Mythic Intrigue Spells and Mythic Occult.
Speaking of occult, the only mythic support that I've found for it is the Transcendentalist Path from the Four Horsemen.
Legendary Games produced a series of books expanding kingdom building and mass combat entitled Ultimate War, Ultimate Battle, Ultimate Rulership and so on and so forth. These are recommended for those wishing to expand their kingdom building or mass combat options.
These are just a few of the supplements and sub-systems that I like to use to enrich my campaigns. I'd like to use this thread as a resource for anyone wishing to expand their own game or to help others do the same.
Feel free to add your favorite house rules, sub-systems or supplement that you think others would benefit from using.
I recently picked up the Maure Castle issues of Dungeon (112, 124 & 138) and have been looking for ways to tie them into Golarion. There are a couple good threads on the forums about placing Maure Castle in the Cairnlands outside Absalom, but as I was looking through the issue with the Chamber of Antiquities, I was struck by the notion that something that is essentially self contained like this would work well for the Test of the Starstone.
Are there any other gamers out there that have thought along these lines? If so, how well do you think the Chamber of Antiquities would adapt for the Starstone? Would one level suffice, or would Warlock's Walk need to be added as well?
I'm just throwing some thoughts out there to see what happens.
The title says it all. I have all of the pawn sets produced by Paizo, yet every time that I want to introduce a cool creature from one of the campaign setting books, I have to find a lame replacement from one of the other boxes to represent it. This kind of defeats the purpose of introducing unique creatures into the game, because the visual element is misrepresented.
We are long overdue for a proper campaign setting Bestiary Box with all of those great Golarion-centric creatures such as monkey goblins or yamahs in Magnimar, a proper calikang or even Treerazer himself. The list is rather long and the art already exists. Paizo, please put the effort into making this happen, so Gms can take advantage of some of the more interesting creations that are out there.
I found an interesting Pathfinder Kickstarter that might interest some folks called The Fairie Ring. I love these supplements that expand on certain aspects of the fantasy universe such as the fey realms. The list of names working on the project is quite solid as well.
One week to go to hit their goal. Hopefully, they make it.
I've been adding a few Pathfinder Society scenarios to our ongoing homebrew campaign and I've noticed a few strange things. Number one - venture-captains always managed to deliver messages to their teams no matter which part of Golarion they are currently residing with no apparent mail system. And secondly, are there any measures in place to prevent people from forging messages and claiming they are from venture-captains just to mess with people?
How do venture-captains deliver their missives? And how do pathfinders prevent their message system from being imitated or infiltrated?
Just as stated in the title, I'm running a campaign at my LFGS where the players are gaining mythic tiers, each has a scaling weapon that grows in power with them (courtesy of Purple Duck Games' Legendary Weapons), and they are each gaining a cohort through usage of Ultimate Relationships and the Leadership Handbook. I've found that each one of these additions enriches the game and the experience and the players really enjoy it.
My question is, what else is there? Is there another rules subsystem I can access to give the players another benefit that can enrich a part of the game that I haven't considered?
Thanks in advance for the help.
I'm sorry for posting another charge attack question but I haven't seen this answered to my satisfaction as yet.
PRD said wrote:
The PRD seems to indicate that one can make a charge attack as long as they move in a straight line from a distance of at least 10'. Does this mean the PC can makes turns over the first 20' and then still charge for the final 10' as long as it is unimpeded in a straight line?
Zig zag into charge? Yes or no?
Thanks in advance.
I'm looking for a few Pathfinder Society scenario suggestions that involve some heavy roleplaying ala Masks of the Living God which involves the heroes infiltrating the Church of Razmir. I'm looking for heavy roleplaying to give the PCs a change of pace after a particularly harrowing dungeon session.
I'm asking for scenario suggestions, because I need short scenarios that I can use to fill gaps between the modules of my campaign. I am not familiar with all of the plots for the various scenarios, so I was hoping a few folks out there might have some suggestions.
Feel free to make suggestions that are third party or non-PFS. I'm just using that as a baseline.
Thanks for reading.
I'm working on an encounter table for a scenario that I'm running involving a town that is suddenly overrun by zombies. The PC is trying to make their way across town and must roll for encounters every block. I'm trying to create the feel of having to run through a zombie horror film for this particular segment.
I'm looking for feedback on what I have so far. Are the zombie encounters too frequent or too infrequent? Should there be more variety? Any suggestions are appreciated.
HORROR MOVIE MECHANICS FOR PATHFINDER RPG:
Greetings, fellow Pathfinders. I'm running a game at my FLGS and one of my players would like to build his own race to play at some point. I encourage players to play whatever they like, but when it comes to building a race, I have concerns about the build being overpowered. His solution is to wait until the party is a higher level so that it will balance out the power options.
Race building is an aspect of the game that I have yet to dive into and don't really know where to start. I'm going to post a copy of his current build below and would like suggestions on how to let him play what he wants to but keep it balanced.
Suggestions and comments are welcome. Thank you.
Alpha Wolf Build:
Race: Alpha (Werewolf)
Level adjustment: 2 to 3
Alignment: Any non-evil. Alphas have mastered their control of their beast side at a very young age and despite the idea of a werewolf acting like a wild animal.
Eyes: all alphas have green eyes.
Hair: most alphas have brown hair
Age: alpha age normal till they hit 18 then they start aging very slow slower than elves people who have study this is because they turn so much it slows down their cell decay.
Special: Alphas seem to have a weaker version of all their strengths in their human forms. When they are in their wolf forms they get the full benefits of their werewolf blood.
Defensive Abilities: A natural lycanthrope gains DR 10/silver and in hybrid, animal, but gets DR 5/ silver and human form. An alpha’s has a natural armor +4 in animal/ hybrid form and natural armor 2 in human form
Speed: Same as the base creature or base animal, depending on which form the lycanthrope is using.
Melee: A lycanthrope gains natural attacks in hybrid, animal and human forms according to the base animal..
Special Attacks: A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In human or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains dark vision, scent, all natural attacks made in human and animal form count as magic weapons for the sake of DR and they gain the following:
• At level 12 an alpha can started being healed by magic/energy by other people that means he can be healed by:
• Positive energy
• Potion of healing
• Any healing spells.
2. Becoming more mystical:
• You can get up to tier two of mystical energy.
3. Alpha’s roar:
• The alpha has the ability to roar so powerful that he can either turn all werewolves in 200 feet into their human form or their animal form and make them friendly for 1d6 rounds.
4. Undead hunters:
• The alpha can use his scent ability to tell him of any undead in 60 feet and he can use a standard action to pinpoint them.
Name: Akira Ulricstein
Friends in every town: You have no problem making friends and learning information from them wherever you go.
Equipment: Depending on how you do it because some people have said because of my level adjustment I get level 10 starting gold which is 62,000 some people say I get my character current level so level 8 which is 33,000.So I will make two basic lists.
I'm currently running a campaign based in Nirmathas, so I thought as a special treat, that I'd let my players run into The Masked and Tantaerra from Ed Greenwood's Pathfinder Tales book - The Wizard's Mask.
Does anyone have thoughts for statting these characters? Please feel free to respond with any suggestions that you have.
I'm running a tabletop campaign at the local store, Hit Point Hobbies. If you're looking for a game in the area, come join us!
I am starting Crypt of the Everflame and will run through the entire Price of Immortality series. I have several modules lined up to go after.
It is going to be fun.
Next session is 3/1.
I'm going to run a tabletop game of Crypt of the Everflame next month, so I've been trying to find the original flip mat without success. There is a Gamemastery flip mat on Amazon that purports to be the Everflame mat by the photo - but the comments reveal that it is an entirely different set of maps than what is pictured.
Does anyone know of an appropriate alternative that they have used for the module? If so, can you link me to it?
All comments and suggestions welcome.
I am working on a character potentially to run in Iron Gods and was considering something from Dreamscarred Press' Ultimate Psionics. Does anyone have a suggestion for a class that might be suitable for the adventure path? I read through the Iron Gods Players Guide and of course there is no mention of Ultimate Psionics, but most of the suggested classes are metal, construct or gun based.
I just started running the classic Price of Immortality modules for my group. Since the first module, Crypt of the Everflame, starts in Nirmathis, I decided to add a subplot of sasquatch running around in the Southern Fangwood just to give the PC's something else to think about as they make their way through the forest.
I was curious if any of you had incorporated any of the Mystery Monsters into your campaigns and how you accomplished this task.
Please feel free to share your thoughts and experience.
Welcome fellow travelers. Join us as we recount the trials and tribulations of one Brother Fen, monk of Irori, and his cohorts Jack Straw the Oracle and Willow the ranger. We are currently stranded on Crow's Rest Island and have discovered an ancient temple of Nethys that has been overrun bu troglodytes.
OOG: SPOILERS FOR CROW's REST ISLAND in each episode. This will be an ongoing campaign which is recorded and released as an Actual Play/Audio Play podcast - complete with sound FX! Oh yeah! We're about to launch into the first Mythic Tier and are planning to run Emerald Spire next. This thread will serve as our journal for anyone that wants to follow along. Each episode is edited for time with most of the game mechanics removed to allow for maximum roleplaying entertainment.
Actual Play with Brother Fen Episode One - - Er Two, Actually