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This is a spoiler-filled resource thread for the first volume of the Strength of Thousands AP, Kindled Magic by Alexandria Bustion and Eleanor Ferron. The GM Reference thread for the other volumes are as follows: Spoken on the Song Wind
This is a spoiler-filled resource thread for the second volume of the Strength of Thousands AP, Spoken on the Song Wind by Quinn Murphy. The GM Reference thread for the other volumes are as follows: Kindled Magic
This is a spoiler-filled resource thread for the third volume of the Strength of Thousands AP, Hurricane's Howl by Michelle Jones. The GM Reference thread for the other volumes are as follows: Kindled Magic
This is a spoiler-filled resource thread for the fourth volume of the Strength of Thousands AP, Secrets of the Temple-City by Luis Loza. The GM Reference thread for the other volumes are as follows: Kindled Magic
This is a spoiler-filled resource thread for the fifth volume of the Strength of Thousands AP, Doorway to the Red Star by Michael Sayre. The GM Reference thread for the other volumes are as follows: Kindled Magic
This is a spoiler-filled resource thread for the final volume of the Strength of Thousands AP, Shadows of the Ancients by Saif Ansari. The GM Reference thread for the other volumes are as follows: Kindled Magic
This is a spoiler-filled resource thread for the third and final volume of the Abomination Vaults AP, Eyes of Empty Death, by Stephen Radney-MacFarland. The GM Reference thread for the first volume, Ruins of Gauntlight, is here. The GM Reference thread for the second volume, Hands of the Devil, is here.
This is a spoiler-filled resource thread for the second volume of the Abomination Vaults AP, Hands of the Devil by Vanessa Hoskins. The GM Reference thread for the first volume, Ruins of Gauntlight, is here. The GM Reference thread for the third and final volume, Eyes of Empty Death, is here.
This is a spoiler-filled resource thread for the first volume of the Abomination Vaults AP, Ruins of Gauntlight by James Jacobs. The GM Reference thread for the second volume, Hands of the Devil, is here. The GM Reference thread for the third and final volume, Eyes of Empty Death, is here.
I've made some updates to the God Callers of Sarkoris file at welbybumpus.com. These fix typos and such; no rules content is impacted. I've also uploaded a printer-friendly version, if you want to print it but don't want to spend ink on pretty backgrounds.
Mike Selinker asked in another thread whether people store their dice for the game in the box. That got me wondering about a larger question: if you use the insert that comes in the game (I know some people don't), what do you keep there? For us, it's: * Cards that haven't yet been added (that is, higher-number cards we haven't reached yet), in their boxes. Once we add in a set of those, we through the box away. So this pile gets smaller as we play through an AP. * Cards that have been removed from the game, which go into a deckbox to keep them from getting mixed in. This doesn't get any larger, per se, as we play through an AP, as the deck box just gets fuller. By AD 5 or sometimes 6, we need a second deck box, but by then there's room because nearly all of the higher-number cards are gone. * Minis. I have a mini for each of the iconics, and a reasonable facsimile for those that don't exist (like Zabini). We use minis in the game, and those get thrown in the open space. * Other tokens. For WotR only, our mythic charges are jumbled around in there, too. We *don't* put dice there; we each have our own dice bags we use for RPGs as well as PACG. If you have one, what's in your back tray?
What do you do when you've gone through the entire Wrath of the Righteous adventure path for the PACG? Rearrange the cards, combine them with Skull and Shackles, and do it again! The God Callers of Sarkoris adventure path is an entirely new 35-scenario adventure path with an independent story. It uses the cards from the Pathfinder Adventure Card Game: Wrath of the Righteous and Skull and Shackles base sets and their adventure decks--no need to print your own cards (but you will need all the adventure decks to play it). It includes two new rules: one for using the fragments of divinity as eidolons (for all characters!) and another to track your characters' nemeses! You can download it from WelbyBumpus.com for free. Get it, play it, and let me know what you think (and how I can improve it!).
I know, I know. I *said* I wouldn't make a variant adventure path for Wrath of the Righteous, but I'm now doing so. My bad. I thought long and hard about what I didn't like about WotR, and it came down to (i) overly difficult early scenarios, and (ii) mythic stuff trivializing everything in the later scenarios. So in my variant WotR AP, I'm removing mythic altogether and being careful to smooth the difficulty a bit. That doesn't change the fact that WotR is *hard*, and the characters need boosts to help them overcome challenges. I'm doing this in two ways. First, I'm being more generous with feats. Second, I'm providing powerful once-per-adventure benefits that hinge a bit on the story I'm telling. The AP will be called "Godcallers of Sarkoris," and it takes place in Sarkoris before the Worldwound opened (or, alternatively, in a Sarkoris where the Worldwound never opened at all). There's plenty of demon cults and such running around, so there's no end of adventure there using WotR cards. The characters all get a special cohort throughout most of the AP that is their own fragment of divinity. (Sarkorians call summoners "godcallers," and consider their eidolons to be "mini-gods" at their sides--I'm running with this awesome idea.) Everybody gets one, not just Balazar. Here are my rules for this, as currently drafted. Comments, suggestions, etc. welcome: Godcallers
Unlike normal cohorts, godcalled eidolons don’t have any predetermined powers; they instead use the powers that the character has chosen for them. Print out a Godcalled Eidolon Powers Sheet for each character. When the character gains his godcalled eidolon at the end of Adventure 0, he immediately checks off two boxes to reflect his godcalled eidolon’s basic powers. These initial powers must be on two different lines; they can’t be a power and an upgrade to that power. At the end of each adventure, the characters gain a “Godcaller Feat.” This allows the character to check off another box on the Godcalled Eidolon Powers Sheet, which can be a basic power or the upgraded version of an existing power, just as with a normal power feat selection. A godcalled eidolon provides only those powers selected by the character when it is played. For example, even if Seelah gives her Unfettered Eidolon card to Alain, when Alain uses it, it functions based on Alain’s choices, not Seelah’s. Godcalled Eidolon Powers Sheet
We had a question come up in our game last night that I wasn't quite sure how to solve. A character discards Kohl of Uncanny Discernment to examine the top two cards of her location. The top card examined is a Chakram--no problem. The second examined card is a Baited Jewel Box. Yikes! The character has to shuffle a weapon into her location deck. ...but what happens to the Chakram and the Baited Jewel Box? Do they go back on top in the player's preferred order once the shuffling is done, or do they all have to get shuffled, along with the weapon?
I'm virtually certain this situation is answered in the rules somewhere, but I can't for the life of me find it. What happens if you encounter a Sandstorm in a location deck? (They can get there if you fail to defeat a villain.) The Sandstorm card is clear about what happens if you examine it, or if you flip it from the blessings deck, but what if you encounter it? Its check to defeat is "none." Perhaps the broader question is: what happens when you encounter a bane with a "check to defeat" of "None"?
Hey, all. I just started Season of the Runelords with some friends, and I've decided to give Raheli a try. What's the best cohort for her? I've used the centipede for a bit of rogue-like oomph, but the extra 1d12 die on combat checks seems like overkill. I've been able to handle fights just fine with her hair and her arcane spells. Who do you (or would you) bring with your Raheli, and why?
I'm here at Paizocon, and I picked up a copy of Wayfinder #15 releasing here. To my surprise and delight, page 30 has two ACG scenarios from James "Iammars" McTeague! They are a pair of River Kingdoms-inspired scenarios designed for use with the Skull & Shackles base set. I'm excited to get home and give them a try!
Hey, I just unlocked the Song of Hawkmoon in a treasure chest! In case you're curious: Spoiler Tag:
Song of Hawkmoon
Spell 6 (so it'll be hanging around in the vault until the Chapter 6 cards unlock) Magic
Check to Acquire: Wisdom/Divine 11 or Intelligence/Arcane 13 Discard this card to decrease the difficulty of a check against a card with the Human trait by 4. If you are attempting the check, you may use your Arcane or Divine skill + 1d8 for the check. After playing this card, if you do not have either the Arcane or Divine skill, banish it. Otherwise, you may succeed at an Arcane 15 or Divine 13 check to recharge this card instead of discarding it. ...So first I thought, "man, what sort of misanthrope must Hawkmoon be to hate Humans so much?" But then I realized it's against *any* card with the Human trait, and that means allies as well as enemies. So, for example, a tough to acquire card like the Mountaineer (if I'm remembering right) is something that you can make *anyone* do easier, and you can even use your sweet Arcane or Divine yourself. Hawkmoon doesn't hate Humans, he gets along with them very well!
Also, a word about the art: Spoiler Tag: I love the nod to the "classic" Three Wolf Moon image.
This came up for me last night: I gained the ghoul hide, but already had 2 armors in my 4-card hand, so I definitely didn't want it. I thought to just recharge it, as I'm proficient with light armors, but I then thought that the Corrupted restriction would kick in--does that restriction apply even when recharging the card when you reset your hand? I think yes, as it's a power of the armor, but I wanted to check it.
What do you do when you've gone through the entire Skull and Shackles adventure path for the PACG? Rearrange the cards and do it again! The Bloodlust Corsairs adventure path is an entirely new 35-scenario adventure path with an independent story. It uses only the cards from the Pathfinder Adventure Card Game: Skull and Shackles base set and its six adventure decks--no need to print your own cards (but you will need all six adventure decks to play it). It includes two new rules: one for using your ship as a location, and another for playing any character as a wereshark! You can download it from WelbyBumpus.com for free. Get it, play it, and let me know what you think (and how I can improve it!).
As I mentioned in the thread about lycanthropy rules, I'm writing up an alternate adventure path for Skull and Shackles called Bloodlust Corsairs. Bloodlust Corsairs uses two rules variants: the first is Lycanthropy, and I'm reworking that a bit based on the good discussion in that other thread. The second rule uses your ship as a location in each scenario. This really foregrounds your ship as an important part of each scenario. In full disclosure, I intend to produce two versions of Bloodlust Corsairs: one with this rule, and one without it. Ship Location
Hey, all. I'm writing my next full adventure path, which uses the Skull and Shackles base set. It's called Bloodlust Corsairs, and it uses two new sets of rules. The first of these is presented below, and I'd like to get some feedback on it. These are rules for playing lycanthropes; they are powerful, but can be very dangerous if your lycanthropy is reckless or ill-timed. In Bloodlust Corsairs, the PCs become were-sharks--hammerhead sharks and tiger sharks initially, but dire sharks and such later on--but I want rules that work equally well if you want to be were-crocodiles or were-stirges or were-bandits or whatever. Please give me any comments, criticisms, or edits you have! Lycanthropy
I think I get the new "tiers" system, and the expanded example about Lem was helpful. But here's a question I had: could Example Lem be Tier 3? The rules state that "A character advances to the next tier in one of two ways: either after completing an adventure and gaining its adventure reward, or by choosing to do so after gaining the card feat for his tier." In the example, Lem finishes 01-1A, 01-1B, 01-1D, 01-2A (and gains a card feat but chooses not to go up a tier), then 01-1C, finishing an adventure and thus going to Tier 2.* But couldn't Lem finish 01-1A, 01-1B, 01-1D, 01-2A (and gain a card feat and thus choose to go to Tier 2), then play 01-1C, finishing the adventure and then going to Tier 3? Put another way, are there conditions under which you can do either "trigger" action (gain a card feat, or complete an adventure) but not go up a tier? * Side question: Can Lem complete 01-1C as in this example but choose not to go up a tier at that time, either, remaining in Tier 1?
Have you defeated Karzoug and want to keep playing? The Mhar of Leng adventure is a five-scenario adventure scaled as a "Chapter 7" for the Rise of the Runelords PACG adventure path. It uses primarily the cards you've already got, with a handful of villains and henchmen you can print out from the .pdf, proxy, or order from DriveThruCards.com. You can download it from WelbyBumpus.com here for free. Get it, play it, and let me know what you think!
Hey, all! I've put together a "Chapter 7" for Rise of the Runelords, for those people (like me) who wanted to give their Karzoug-killin' characters another high-powered adventure to play through. I've tested it with my own group, but I know all high-level characters are different, so I'd like to get others' thoughts on it, too, before releasing it to the world. If you'd like to playtest a five-scenario "Chapter 7" over the next week or two, please Private Message me and I'll send you the latest draft so you can play it and circle back to me with your thoughts. Thanks!
I anxiously eye the Season O downloads about the middle of every month, as I'm not connected to a store so have to be a month behind on them (and pay for them). I understand there was a week off from the program about the end of the year, but I was still hoping to see adventure 0-4 available by now--any ETA on that?
What do you do when you've gone through the entire Rise of the Runelords path for the PACG? Rearrange the cards and do it again! The Shield of Rannick adventure path is an entirely new 30-scenario adventure path with an independent story. It uses only the cards from the Pathfinder Adventure Card Game: Rise of the Runelords Base Set and the six adventure decks--no need to print your own cards (but you will need all six adventure decks to play it). You can download it from WelbyBumpus.com for free. Get it, play it, and let me know what you think (and how I can improve it!).
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