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200 posts. Alias of Brother Fen.




I'm going to pick up Rappan Athuk, but outside of the main book, I have no idea what else I need. There are expansions, addendums and cyclopean deeps! Are these separate? Collected? Unnecessary?

Thanks.


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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.

You can find The Emerald Spire Player’s Guide here.

Player's Guidelines::

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
Akashic Mysteries
Ultimate Psionics
New Paths Compendium
1001 Spells
Deep Magic (Will be unlocked in-game)

Player expectations::

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.


I'm going to work on converting Doomsday Dawn to Pathfinder, so we may as well start a thread for other GM's doing the same.

Feel free to discuss the adventure here.

Spoilers.


Where can you find the listings of schools/styles in opposition to each other? I've read over the expanded traditions list, but they don't really offer suggestions. I am looking to develop a clan in opposition to the Veiled Moon style and need some ideas.

Thanks in advance.


Closing it due to that is no help at all.


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?

Thanks.


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 a paucity for good bard weapons and items. Do you have suggestions for bardic weapons that could be added to the game?


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.


Thanks for taking us on a fun ride for your first adventure path. I think you and your team hit it out of the park. Currently, I'm running book three for a group of first timers and they love it!


Are there rules for crafting bulette armor in Pathfinder or is that a 3.5 holdover?

If not, I'd consider options from a third party publisher if available.

Thanks in advance.


We are currently level ten. Two players are leaving soon, so we will have openings in our Sunday afternoon game. We play on Sundays from 2pm to 7pm at Hit Point Hobbies on Main St.

Hit me up, if you're interested.


With Stephen King's long awaited Dark Tower coming to the silver screen, I'm hoping we get some more gunslinger based content for Pathfinder.

Is anyone else interested in a nice players companion for gunslingers or a proper module utilizing gunslingers in the Golarion setting?


The Gorgas are mentioned in the Guide to the River Kingdoms.

Spoiler for Sevenarches:
They are mentioned in the chapter on Sevenarches and are said to be twisted creatures that come rampaging through the seven arches elf gate to hunt elves.

I'm trying to stat one up and need a place to start.


See the thread title. I see in Ultimate Combat where it clearly states that loading a firearm provokes an AoO, but I cannot find a specific mention as regards to firing a firearm.

Any help on the subject is greatly appreciated.


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.


First review for this product is up!


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I've been building a campaign in Nirmathas using the Crypt of the Everflame and the Price of Immortality Trilogy as a springboard. I'm glad to see the Ironfang Invasion come along, as it might give me something I can add in for later in the campaign.


Can anyone tell me which issue of Dungeon contains the stat blobk for the ubiquitous Shadow Pearls? I've been looking through all of the issues, but can't find it.


I had this situation come up over weekend and I ruled against it. Does anyone have some advice on this?


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:

Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.

You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.

If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent.

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 just listed Council of Thieves #1 Bastards of Erebus on eBay for $5 starting bid. I am not going to run the AP, so I am selling a near near-mint copy for a low starting bid.


Greetings, Pathfinders.

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.


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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:
Establish % of encounter per block. Example = 50%.
Perception to recognize zombies:
Hidden Injury DC 25 Fresh Turn DC 16 Fresh Turn w/fresh kill DC 13 Walking Corpse DC 10
ROLL d20
1 – Crowd of 2-10 zombies fall out of nearest building into street – grappling with half number of victims. PC may move past in 1 rd or begin initiative in 2 rds.
2 – Torch wielding mob (1d4) attacks PC – thinking he is undead. Diplomacy DC 12 to convince he is living.
3 – Group of 2-12 victims run past carrying children, scared, crying (25% chance one is wounded with zombie bite/infection)
4 – Passage is blocked by wall of zombies (1-10x10). DC 15 perception for zombies to spot PC.
5 – Encounter human holding a friend that is turning into a zombie in 1d4 rounds.
6 – (1-6) City Watch Guards battle undead (x2).
7 – Young child holding dead mother’s hand.
8 – Dog carrying zombie hand.
9 –( 1-4) villagers fleeing (X2) zombies.
10 – Lone city watch defending young couple from (2-12) zombies.
11- City Guard (2-12) rushes past with torches. Warns PC to stay off streets .
12 – Lone zombie torso dragging past on two hands, guts dragging behind.
13 – Lone clergyman runs past – disrobing and throwing clothes in the street proclaiming “end times are here!”
14 – Shop owner boarding up windows or loading merchandise on wagon to leave town.
15 – (2d12) Running zombies attack.
16 – Corpse filled street with 2d12 bodies. Roll % of undead. Roll Perception DC to spot.
17 – Wailing and moaning from nearby building/bush/wagon/alley/shadows. 1d4 zombies emerge in 1d4 rounds.
18 – Fresh turn zombie eating fresh kill guts.
19 – Mob (2-12 commoners lvl 1) with pitchforks and torches attacks PC thinking he is undead. Diplomacy DC 15 to convince the mob that he is not infected.
20 – Zombie apocalypse all out attack from 1d10 x10 zombies.


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)
Rp: 30-40
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:

Claws/ Fangs/Eyes
While in human form an alpha can summon some of his natural weapons as a free action. The claws deal 1d4 of damage These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus.. The fangs deal 1d6 of damage. Both of these attacks have a change of giving the target the curse of the werewolf it is a DC 15 fort save or they have the curse. Also the alphas eyes change from blue and white to sliver blue and black this is a visional marker that he is an alpha werewolf.
Change Shape (Su)
. Equipment does meld between those forms and animal form. A natural lycanthrope can shift to any of its two alternate forms as a swift action. In animal and hybrid form the claws do a 1d6 and the bite is 1d8 these claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus.
Curse of Lycanthropy (Su)
An alpha lycanthrope's bite attack in hybrid infects a humanoid target with lycanthropy (Fortitude DC 20 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. The bite of an alpha is very powerful it is said that a person bitten by an alpha in any form is also cured of all their other sickness, it can even kill the mighty vampire (The cure for the bite to a vampire is to stop drinking human blood for two days straight, but the bite trigger their hunger for blood)
Alpha’s pull
In human/animal form and alpha can sense all werewolves in 200 feet.
Alpha’s teaching
Giving 1d8 weeks an alpha can teach a curse werewolf how to control their werewolf powers (So after the training the cursed werewolf is treated like a natural born werewolf).
Regeneration
An alpha has regeneration in both forms it is 5/ silver and in human 10/silver and in animal/ hybrid form.
True power of an Alpha
The alpha can only be killed by silver and magic. If not being damage by silver or magic they will just stay 1 hit point away from death till they start healing after two hours. Note this doesn’t work if the head or heart are destroyed or remove from the body.
Weaknesses
Alphas have a few weaknesses that come with their amazing power. This is a list of those weaknesses and how they affect the alpha race.
• Silver- this is the easy one to understand because it is the only metal that can hurt or even kill them.
• Magic- This is also understandable that magic can go pass their defenses but magic that because bashing/slashing/piercing still get affect by their DR.
• Unable to cast arcane magic- Alphas cannot be a class that has arcane magic because their bodies are unable to use it.
• Unable to be healed- Similarly to why they cannot cast arcane magic healing magic/energy doesn’t affect them, but unlike their ability to cast arcane magic it is possible to lose this weakness when they hit a certain level if they take a feat that is given to the alpha race.
• Already mystical- Alphas can only have tier one of mystical energy. They can take a feat at a certain level and get it to tier two but it can never go higher than that.
Ability Scores: +2 Wis, +2 STR, +2 Con, +2 Dex, -2 to intelligent -in human forms +4 Wis. +4 STR +4 Con, and +4 Dex, -4 to intelligence and charisma in animal forms. Alpha lycanthropes have enhanced senses and are in mostly in control of their emotions and animalistic urge, but they still suffer from the burst of the animal sides and alpha focus more on their instincts than raw information or knowledge. In the beast form they have even a harder time thinking and connecting with others.
Skill Scores: in human form +5 to perception, +5 to survival, and +5 to stealth +5 to diplomacy
In animal form: +7 to perception, +7 to survival, and +7 to stealth
Nimble Attacks:
.Benefit: Members of this race receive Weapon Finesse as a bonus feat.
Quick Reactions:
Benefit: Members of this race receive Improved Initiative as a bonus feat.
Feats:
1. Healing accepted:
• Requirements: level 12 17 wisdom

• 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:
• Requirements- level 15

• You can get up to tier two of mystical energy.

3. Alpha’s roar:
• Requirements- Level 20 cha-18, wisdom 20

• 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:
• Requirements- Level 7 wisdom 16

• 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.

Lore:
There are some theories that state that the druid were what created the werewolves in a way to connect man with nature, if that is try then an Alpha werewolf not only does that but also connects nature with civilization. Alphas are born with all their werewolf powers and are very powerful in the way they are in complete control of their hybrid side. These creatures are noble to both nature and man. Helping their fellow wolves embrace and control themselves, the job of an alpha is manly to start and control there pack to help the people in their pack master the wolves within. Like Druid alpha are a part of nature and there for have a nature hate for undead. But unlike druid an alpha may choice to life in a city to be around the people.

Name: Akira Ulricstein
Race: Alpha (Werewolf)
Class: unchained rogue (If possible with scout archetype) then prestige into noble scion at level 8 so I will have 2 level noble scion and 6 levels rogue.
Feats:
Noble scion: Scion of Magic: You gain one of the following languages as a bonus language: Abyssal, Aklo, Celestial, Draconic, Infernal, or Sylvan. Once per day, as a free action, you can gain a +2 bonus on any Spell craft check you make. You must spend the free action to gain this bonus before you make the check
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Diehard: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Two-weapon fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

Rogue talents
Esoteric Scholar (Ex): A rogue with this talent can attempt any Knowledge skill check, even if she is not trained in that Knowledge skill.
Coax Information (Ex): A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her. When the duration of the attitude shift ends, that opponents' attitude toward the rogue returns to its previous level, rather than dropping one level
Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to twice her rogue level. Activating this ability is an immediate action that can be performed only when the rogue is brought to below 0 hit points. This ability can be used to prevent the rogue from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal

Traits:
Child of the moon: Your lunar gift becomes much more powerful when the moon is full.
Benefit(s) Choose Climb, Stealth, or Swim. You gain a +1 trait bonus on checks made with the chosen skill. On dates during and after the first quarter of a lunar phase but before end of the last quarter (the half of the lunar cycle where the moon is fuller), this bonus increases to +2. During the full moon, this bonus increases to +4.

Friends in every town: You have no problem making friends and learning information from them wherever you go.
Benefits: You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.

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.

Thanks.


We play Fridays at 7pm Eastern online using Skype and D20Pro. The party currently has a soul knife, sorcerer, alchemist and a gunslinger. There is room for one more.

We literally just started the adventure path, so this is the perfect time to join.


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.

Thanks!


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.


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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.


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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

Actual Play with Brother Fen: The Journey to the Ruins