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Hi! I'm prepping Assault on Longshadow, and I'm confused about a sidebar concerning Radya's Hollow. Spoiler:
On p.34, "The Monkey-Trap Dungeon" sidebar explains that PCs should have no trouble getting into the mine, to rescue the NPCs and recover treasure, but getting back out will be difficult because the quarrygeists have reset the traps. This makes sense on its own. But on p.13, the I2: Assembly Area description states "the tunnel leading east to I7 leaves only enough room for a Small creature to squeeze through" and would take "at least an hour" to enlarge for Medium creatures. This doesn't pose much of an obstacle for 8th level creatures, so I'm wondering why the trap re-set described in the sidebar matters at all when there is such a simple shortcut to the heart of the dungeon? What have I missed? Thanks!
Hello, Because I am a generous fellow, I'm buying four-day passes for my penniless friends. I successfully transferred the first two, but I'm having trouble transferring the third (to user bonafide@martica.org). When I click on "Transfer," the only option that comes up is my other friend's username. I can't seem to remove that option or add a new one. Any chance you can help out? Thanks! P.S. If you experience deja vu while reading this message, it's because I had this problem once before.
Hello, Because I am a generous fellow, I've bought four-day passes for a couple of my friends (plus one for myself). I successfully transferred the first (to username LairdH), but I'm having trouble transferring the second (to user rprach@gmail.com). When I click on "Transfer," the only option that comes up is my first friend's name. I can't seem to remove that option or add a new one. Any chance you can help out? Thanks!
Hello all, I'm a longtime PF player who is only just now signing up for the Society, in order to get the most of my visit to PaizoCon. In the Society rules, I note that one may only incorporate character options from books that they bring with them to the table. This makes sense for local games, but I have a long flight to get to Seattle, so I'm wondering how necessary it will be for PaizoCon. For example, if I want to use a rule from Horror Adventures, do I need to the hardcover with me at all times? Or would it be sufficient to use the online srd, or a PF rules app? If I need to provide proof that I've purchased a book, I can show the copy in my account's downloads. I get the impression that this won't be a big deal, but I also don't want to fly 5,000 km only to find myself banished from the tables! Thanks.
The Inquisitor archetype "Living Grimoire" from Horror Adventures says the following: "A living grimoire must prepare his spells ahead of time, and can know any number of inquisitor spells. He uses Intelligence instead of Wisdom as his key spellcasting ability score (to determine his spell DCs, bonus spells per day, modifier on concentration checks, and so on), and to determine the effects and number of uses of his domain powers." I'm stuck on the "and so on" part. For instance, if I choose the Magic domain, the Hand of the Acolyte ability reads: "You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier." Would a Living Grimoire inquisitor add her Intelligence modifier instead of her Wisdom modifier (instead of her Dexterity modifier) to her attack roll?
Hello! Blade Lash, from the Advanced Class Guide, works as follows:
Quote: Your weapon elongates and becomes whip-like. As part of casting this spell, you can use this weapon to attempt a trip combat maneuver against one creature within 20 feet, and you gain a +10 bonus on your roll, after which the weapon returns to its previous form. Since the spell has a range of "touch," it would seem to qualify for the magus's spellstrike ability. Can a magus make a melee attack against Target A using spellstrike, then redirect the trip attempt against Target B 20 feet away?\ Or should the trip attempt only be directed against Target A, since that's the target you've just hit? Or should Blade Lash not function as a spellstrike spell at all, since the range of "touch" technically means you're touching your weapon, and not a target?
Hello all, What are your favourite fey creatures from Pathfinder's many sources? Which ones do you think don't get used often enough by GMs, or tend to get used beneath their full potential (for example, a creature with plenty of RP or story-hook potential that, in your experience, tends to end up getting used for target practice)? Thanks!
I am GMing Ironfang -- about 5 sessions in, which puts us halfway through Volume 1. I haven't made too many changes yet, except for shifting encounter locations around in the Fangwood so the refugees don't miss anything fun. But here's a change that paid off for me. I love fey, and I want to drop some early hints to make Vol. 5's fey-focused plot feel earned. The first fey encounter listed in Vol. 1 is with a group of mites who are tormenting a wolf pack. Well, I love fey... but I can't abide mites. So I combed through the Bestiaries to find a suitable fey to replace them. I settled on chaneques, from B4. And then their creepy stalking tactics and soul-stealing domination powers suggested a bunch of ways to build up this encounter over several sessions. Here's how it played out for me: Session 3 (the first session after the PCs' escape from Phaendar) ended with a sort of cut-scene of the druid's animal companion wolf prowling through the woods and encountering another wolf pack. They are about to fight, but then the indigenous wolves panic and flee... not from the animal companion, but rather from a dark shape that swoops out of the trees and lobs a skull at the companion's head. End of session. (Note: if you want to try something like this but you don't have an animal companion or familiar, just choose an NPC from among the refugees -- someone the PCs have already interacted with, so they know their personality a bit.) Session 4 started with the wolf returning...changed. The druid found him listless and quiet, but he couldn't articulate what had happened to him (ie. the chaneque's soul-stealing effect). But I let the druid control his wolf as usual, and the chaneques didn't make another appearance until the very end of the session, when another cut-scene revealed they were just outside the camp. (Another note: Most GMs don't do these sorts of cut-scenes, with information that characters don't have access to. With an inexperienced group, it can easily lead to metagaming. But I trust my group to use it as intended -- building atmosphere and suspense.) Session 5 In the morning, several NPCs had the same malaise as the wolf, but none of the PCs put two and two together (and the couldn't have diagnosed the problem in any case). After foraging for a day, the camp bedded down again...and that's when all hell broke loose. The wolf and the NPCs who'd been struck the night before all attacked the rest of the camp. The PCs had to incapacitate them while trying to figure out what was controlling them (I let them spot the skulls glowing in the trees). They managed to defeat all the chaneques, and crush the skulls, save for one, which got away. That means one of the NPCs is still lacking a soul, and could go rogue at any time. I'm looking forward to seeing how the PCs deal with this threat. Eventually, I'll have the chaneque return, so they can crush the skull and liberate the NPC. But it seems like a great way to raise tension and remind the players that the Fangwood is a really dangerous place. Has anyone else made any substitutions in Vol. 1?
Hi! I recently received a shipment which included my subscription AP volume plus a number of sidecarted items. However, I notice that one of the items in my sidecart (the Ironfang Invasion Pawns Collection) didn't get shipped. It's still listed in my sidecart. Any idea why this would have happened? If I wait till next month, will it get sent? Or should I extract it from the sidecart and get it shipped separately? Thanks!
Hello all, I just started running an AP with four players. Three of them are able to join me in meatspace, which is our preferred approach to gaming. The fourth player lives in another country, but he's an old, dear friend and I really want him in the game. For the first session, he Skyped in, and it wasn't bad...but it could be a lot better. The two main problems: 1) Audio loss -- we both had to repeat ourselves often because Skype cut in and out; 2) Camera position -- even with a plug-in webcam, we found it hard to find camera positions that are useful for my online player. It was especially hard for him to see the battlemat. I'm investigating other audio options (so far, Discord seems promising). But I'm not sure what to do about video. I'd prefer not to go the rolld20 route, because uploading and modifying maps online can slow a game down even more. Has anyone faced a similar challenge, in trying to graft tabletop and online gaming? Any suggestions for programs or tricks to try?
Hi all! I'm currently beta testing a new CR 17 monster. I ran it against a party of 17th level characters, but now I'm wondering what the next playtest should be. 1) Run it against 15th (or 14th?) level characters, to see how they fare against a potential boss? 2) Run 3 of them against a 20th level party? 3) Run 12 of them against a 20th level party, for a truly epic encounter? Okay, probably not the last one. But you get the idea...what do you think is the best test of a monster's utility? Cheers!
The heavens weep for Petros Lorrimor. A curtain of rain, dark and heavy as Lethe water, falls upon the town of Ravengro, making midday into dusk and pounding the Restlands’ earthen paths until they seethe with treacherous muck. You stand at the southwestern entrance to the Restlands, Ravengro’s cemetery. Moss-eaten granite walls flank two rusted iron gates, now standing open like a crimson ribcage, cracked wide. As Kendra has explained, the local burial tradition involves sending the priest on ahead, to greet the coffin at its final resting site. Apart from the mortal remains of your esteemed friend and mentor, the Professor, the only person present besides the six of you is Kendra Lorrimor, Petros’s daughter. Dark-eyed and bedraggled, the twenty-nine-year-old orphan has met you at the Restlands, so you cannot judge if the wetness on her cheeks is bred from tears, or merely rain. She casts a doleful look at the assembly and heaves a sigh.
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
Hello! Before we get started, I have some houserules and policies to run past the party. None of these are carved in stone, although once we start playing, I don't intend to change my rules unless a unanimous vote says otherwise. Some of these rules arise from long years of experience as a GM, but a couple are new for me. I hope you'll trust me on both counts as we proceed. 1) No XP
Some GMs award extra XP for good role-play. Don't worry; I have something else in mind for that (see #4 below). 2) A natural 20 always crits
This rule applies to both PCs and foes, but on balance, it will benefit you much more than your enemies, because you tend to roll more attacks. 3) (Almost) No attacks of opportunity
Without having AoO to worry about, your characters can dance around foes, cast spells without having to roll concentration checks, and even go for combat maneuvers when they suit the flavour of the encounter. It's about creating new strategies. It's also about streamlining the initiative order, so that players (and GMs) aren't constantly jumping into each others' turns. Without AoOs, some abilities and numerous feats become nerfed. I deal with this on a case-by-case basis. Some feats can be retooled (for example, Improved Grapple and similar feats lose the "no AoO" element, but I'd increase the CMB/CMD bonus to +3, to compensate). Some feats can just disappear (you know how annoying it is to have to take Combat Reflexes in order to get to the good feats? Now you don't have to!). As always, I'm open to suggestions, but I get the final say. If you already have AoO-focused abilities on your character sheet and you're unsure about what to do with them, send me a PM. Notice I said "Almost" no AoO. I reserve the right to grant an AoO to an NPC (or offer one to a PC) if the circumstances seem extreme. A character who sits down in the middle of combat to read a book, or who tries to grapple two large creatures at once but fails both rolls, or a character who botches an Acrobatics check to pass directly through an opponent's square -- these are times when an extra attack seems warranted. The most common example that comes up is firing a bow, or reloading a crossbow, in melee. That seems like the sort of thing that's liable to get you stabbed, so I would add an AoO -- but whenever I do, I will always give the PC a warning -- "That's going to incur an AoO, I'm afraid" -- and then give you a chance to change your actions. 4) Fate Points
I will award a Fate Point for any post that:
You'll know you get a Fate Point because I will mark that post as one of my favourites. You can use one Fate Point to do any of the following:
It will largely be your job to keep track of, and remember to use, your Fate Points. 5) Horror Adventures Material
There are also advanced rules for corruption, which we can apply gradually as we go. And I might dabble with the rules for madness, although I'm not as keen on those as written. We can probably role-play madness without getting caught up in the numbers. If there are other sub-systems that appeal to you, from Horror Adventures or elsewhere, let me know! 6) Unchained Material
I'm also willing to try the Background Skills system, which would effectively grant each of you an extra 2 skill ranks per level, to spend on any of the following: Appraise, Craft, Handle Animal, Knowledge, Linguistics, Perform, Profession, or Sleight of Hand. However, I'm not going to add Artistry and Lore to the list, as I think they are already covered by Craft and Knowledge options. Phew! That's a lot of houserules. I'll post something about gameplay policies soon, but it won't be as long and not nearly as crunchy. :)
Hello! I'm planning to run the Carrion Crown AP, with an RP-intensive, Gothic horror angle, drawing heavily upon materials from Occult Adventures and Horror Adventures. I've been a GM on and off for 30 years, but this will by my first stab at play-by-post. The setting will be low-magic, and will focus on occult exploration and psychological horror. Once we've got a party together (max. 6 players), I'll spend a little time developing backstories and relationships. Once we've started, we'll keep talking about how to develop goals, corruptions, insanities, and other fun stuff. Ultimately, I enjoy a very character-centric storyline, although CC is a fairly strict railroad by design; we'll find a middle ground. Once we're up and running, I'd like everyone to try posting daily. Is that reasonable? If the AP proves sufficiently long-lived, I intend to incorporate elements from the classic D&D adventure Ravenloft, to pad out some of the weaker volumes of CC. Cheers! P.S. As a new PBP GM, I'm eager to receive advice and support, so as we get set up, feel free to post your "best practices" so I construct a campaign that everyone enjoys.
Hello all, I'm thinking of spending 2016 reading Terry Pratchett's oeuvre. I've never read any of his books, apart from a couple of short stories and collaborations. But everything I've heard about him suggests I'd enjoy them. My question is, where should I start? Are the Discworld novels best read in publication order? Or is there one book that serves as the best introduction to the setting? Are there some books in the series that can/should be skipped? Are there any non-Discworld novels that fans consider essential reading? Any advice you have would be most appreciated!
Has anyone tried using Plot Twist Cards as an in-game deck, for gambling or games of chance? Anyone find any in-game use for other unconventional decks? I know the Harrow deck has some card game rules included, but Harrow doesn't quite suit my homebrew world. Never the less, I'd like something more flavourful than the traditional playing-card deck. All suggestions are most appreciated!
Hey all, I'm wondering if anyone can recommend any resources for (a) homebrew monster building and (b) cartography. I'm specifically looking for published resources, either print or PDF. But a second best would be links to advice on podcasts, blog posts or forum threads. I've dug around a bit but haven't found much that sparks my imagination yet. What are your favourites? Thanks!
Hello! One of my players is building an oracle, and wants to take the "lame" curse. During combat, he wants the character to focus on buffing and healing allies. However, he is concerned that he won't be able to move around the battlefield effectively. There are a few ranged buff spells, but it seems like a lot of divine spells are delivered by touch -- including, of course, all cure spells. I wonder if there is any way for a divine caster to gain access to spectral hand, or an equivalent, so that he can deliver touch spells from a distance? Any thoughts? Thanks!
Greetings! I'm in the process of collecting published materials that could be incorporated into a pirate-themed campaign. My goal is to make the campaign as pure a sandbox as possible, so I expect I'll need a lot of standalone encounters, but I'm not averse to offering mini storylines too. Only full railroaded APs are off the table. The campaign will use PF rules, but will adopt an original setting. I figure I can adapt material from Paizo, 3rd party publishers, and potentially even products with non-PFRPG rules. So far, I've got the following materials, but I'd love to get suggestions for more -- and/or feedback on how well you think these products would fit into a sandbox game. Levels 1-3
Levels 4+
Thanks!
The Ages of Allu Kickstarter campaign is entering its final hours. We're raising money to publish an original campaign guide for our exotic, dynamic, and thoroughly original world. If you haven't checked us out yet, here are some reasons why you should:
If our world doesn't sound like a world you'd like to role-play in, tell us why. Or better yet, join us by pledging $5 or more; once you're on board, you can sign in to our backers-only forums, and help us weave the best damn fantasy world yet! If you pledge enough, your name (or the name of your greatest character) will be immortalized among Allu's heroes, or even among the gods themselves! Thanks for checking us out! Let us know what you think!
Hello! Over at The Ages of Allu,, we've been cranking out new content to reward our Kickstarter campaign backers, and we'd love to get some feedback from the Pathfinder community on some of our Quick Play Rules templates. These are conceived to be simple mechanics which can be placed over top of existing PFRPG rules without unbalancing the game too badly. They are designed with the Allu campaign setting in mind -- especially our five-element magic system -- but they could be adapted to another setting fairly easily. Most of all, they're designed to encourage strategy and teamwork in combat and role-playing alike. Let us know what you think! Links to PDFs:
Hello! It's an exciting time to be a Pathfinder fan, what with Advanced Class Guide playtesting open, and Black Friday sales abounding. We at Soaring Spiral know our new campaign setting is but a mote in the galaxy of great RPG materials...but we're still pretty excited about The Ages of Allu, and here's why you should be, too! FOUR GUEST DESIGNERS from Pathfinder Society Scenarios and Paizo's development staff have joined our team to contribute original monsters to The Ages of Allu Campaign Setting. They are: Adam Daigle, Ryan Costello, Jr., Thurston Hillman, and Rob McCreary! WE'VE HAD GREAT FEEDBACK on our first Quickplay Rules Template for Elemental Combat. And we just posted our second template! The Elemental Combat template transforms melee and ranged combat options and strategies by cycling combatants through the five elements of Allu. OLD RACES AND NEW: We recently posted Allu's unique spins on minotaurs, merfolk, and duergar, and now you can meet the humans. Now, they might leave a nasty first impression, but don't worry, they're not ALL bad guys...however, not unlike a certain galaxy far, far away, humans DO seem to be holding all the Evil Empire cards. Luckily, they have a kick-ass nemesis, in the form of the Septi, deathless revenants with a penchant for firearms. Check them out! NEXT WEEK, we're finally ready to unveil our time travel rules. We'll also show you:
We hope you can take a moment to check us out. If you like what you see, tell your friends through Facebook or Twitter, or consider donating to our Kickstarter campaign. Even small donations make our world grow bigger! I'd love to see what you think about any of our content, especially the Quickplay Rules templates. Thanks!
The Ages of Allu creative team is expanding to include some high-profile members of Paizo’s creative community! Four contributors to Pathfinder Society Scenarios have agreed to design original monsters for The Ages of Allu Campaign Guide! We’d love to tell you all their names right now, but where’s the fun in that? Instead, we’ll reveal one name for each thousand-dollar milestone we cross. Since we recently crossed the $2,000 threshold, here's the dirt on our first magnificent monster-maker: Thurston Hillman is a fellow Canadian and a Paizo contributor. July 2010 marked the release of his first Pathfinder Society Scenario, The Infernal Vault. Since then, Thurston has written The Blakros Matrimony, The Traitor’s Lodge, and The Song of the Sea Witch, and is currently co-writing the epic, multi-table adventure, Siege of the Diamond City (available August 2014). Read more about Thurston’s work for Paizo and other companies on his website, The On Call GM. There's loads of other great stuff coming down the pipes at our Kickstarter campaign, like a free 20-page adventure (if you back us before this Friday), as well as our backers-only design forums, which are opening November 18.
Hello all! We're just back from a wildly successful playtest at HalCon, and we're pleased to announce that our first Ages of Allu adventure is now available as a FREE Add-On reward on our Kickstarter page -- but only until this Friday! If you're not familiar with our project, "The Ages of Allu" is a new PFRPG-compatible campaign setting that offers mythic storytelling, elemental spellcasting, and steampunk time travel, all designed for rapid-fire storytelling and jaw-dropping heroism. It's more than a new world -- it's a new way to play the game. In addition to lots of other great rewards, we're offering backers a free 20-page 1st level roller-coaster adventure called "Spiral and Smoke." We'll be posting excerpts (including a teaser summary, a map, a new Alluvian monster, a new magic item, and an NPC) this Wednesday on our home page, so swing by and check it out! The add-on is available to anyone who donates $15 or more before midnight on Friday, November 15. Anyone who has already backed us (up to $15) will also receive the adventure PDF for free. After Nov. 15, "Spiral and Smoke" will be available only as a "booster" bonus. Here are some of other Allu threads, if you're interested in joining the discussion. We'd love to get your input!
Does anyone have any ideas about building time travel into a campaign setting? How would you like to see it work? I ask because I'm hoping to include an element of time travel in The Ages of Allu, a new campaign setting for PF rules. We're writing a campaign guide, with the help of a Kickstarter campaign, and time travel keeps coming up in our plans. My design team and I are throwing a few different ideas around, but before we settle on the rules, we need to hear from more players. If you have stories or suggestions, throw them our way! Thanks!
A new PFRPG-compatible campaign setting is in the works...and we need your help to make it awesome. PF Scenario contributor Larry Wilhelm and I have joined forces with two fellow Canadians to create The Ages of Allu Campaign Guide -- an ambitious and exciting point of entry to a new high-fantasy world that blends mythology, elemental magic, and a dash of steampunk to tell sweeping tales of epic destinies. Our other two team members are Orion Kidder, an RPG designer and comic book scholar (seriously!) and Tiffany Tate, illustratrix extraordinaire. You can read more about us, and about the world we're building, at agesofallu.com. (Visit often, as new content will appear every 2-3 days throughout November!) We really, really want Pathfinder fans to get involved -- not just because we want your money, but because we know you can help make Allu cooler. That's why so many of our rewards involve world-building contributions from backers. In my 25 years as a gamer, I have come to believe that, when it comes to role-playing games, the whole is greater than the sum of its parts. And as a writer, I know that a work is only as good as the readers, viewers, or gamers who engage with it. Your experience and insight can take our project to the next level. Come weave a new world with us!
P.S. We are always seeking feedback to improve our KS campaign, too! If you can think of ways to improve our rewards or stretch goals, post them here, or visit our first thread on the subject.
Hello! Any day now, we'll be unveiling the Kickstarter campaign page for The Ages of Allu Campaign Guide! We're still tinkering with the content, so if you have any suggestions about how to make our KS campaign the best one you've ever seen, drop by this thread with your two cents in hand. Meanwhile, I'm using the brainpool here on Paizo's forums to get feedback on some of Allu's most intrinsic and distinctive features: the use of mythology, the five-element magic system, and now...reincarnation! Well, we'll probably end up calling it something else, since reincarnate is a spell. But since all the souls in Allu automatically reincarnate, instead of moving to another plane, that druid spell will likely be eclipsed by other features unique to Allu. But I've always liked reincarnate (the spell), especially its element of randomness, so I hope to reproduce some of its spirit in a slightly more accessible form. Why make reincarnation a central part of the campaign world? Because Allu is meant as a world with mythic scope, so one story could easily span many generations. But more importantly, we want PCs to feel that they can make heroic gestures, take incredible risks, and even sacrifice themselves for a cause...without losing everything they've worked so hard to build. What follows are a few ideas about the unique role of reincarnation in the Allu campaign world. As always, we'd love to hear your thoughts -- suggestions to improve the system, or general reactions for or against them. Thanks! 1) Normal Reincarnation
2) Reclaiming a Soul
3) Requirements
4) Random Factors: Three Saves
5) Random Factors: Elemental Infusion
As you can see, between the lack of level drain and the potential bonuses, there are actually good reasons for Allu's heroes to court death. However, the rising DCs should discourage "frequent fliers," as they make it increasingly difficult to return intact, and in the same form as before. None the less, we recognize the potential for abuse with a system like this, even though the aim is to create mythic PCs who can embrace death and come back stronger. What do you think? Would this system appeal to you or your players? If it's too complicated, which parts would you keep, and which would you throw out? And what should be call "reincarnation" in Allu? Thanks for your feedback!
Hello again! As we are getting ready to launch our Kickstarter Campaign for The Ages of Allu Campaign Setting, I thought I'd revisit a topic that came up early in our planning: new rules for elemental magic. There is already a thread about this, but we have some new ideas so I thought I'd start anew. We're excited about two Big Deals -- paradigm shifts in the way RPG magic functions. First, Allu's material structure, and all of its magic, derive from an unstable circuit of five elements: water, fire, metal, earth, and aether. Five damage types are tied to those elements, and whenever someone casts a spell, it randomly attunes to one of the five. Spellcasters can "push" their spells along the cycle, starting from whichever element they have a racial affinity with. We've decided to use Concentration checks to accomplish this. The benefit (besides a dynamic and visual spin to ordinary spells) is a spellcaster's ability to attune their damage to a foe's elemental vulnerability. Which brings me to Big Deal #2... Most creatures in Allu have elemental vulnerabilities and affinities. A vulnerability works the same as in Pathfinder (you take +50% damage when struck by that element). Affinities are still in the works; here are some options we're considering:
We recognize that each option presents different challenges to the existing rules, but we're confident that we can develop a rules template -- that is, a simple set of principles that can be easily applied onto PF core rules -- that would make RPG magic fresh, unpredictable, and exciting. Bearing in mind these are still preliminary plans, we'd love to hear what you think.
Hello again! I recently posted about plans for a Campaign Guide and Kickstarter campaign. Following up on that, I'm planning to post a number of questions concerning our content. We're looking forward to seeing what other GMs, players, and designers might want to see from our product-in-progress! Perhaps what distinguishes "The Ages of Allu" most of all is our intent to distance ourselves from European Medieval and Tolkein-inspired fantasy. Instead, we hope to draw inspiration from Greek, Roman, and East Indian culture and mythology -- with an admitted bias towards Western pop-culture interpretations of those myths. If you are a scholar or fan of Greco-Roman or Hindu mythologies (or even just have a casual interest in them), please help us shape the world and its inhabitants!
Thanks for your feedback! Our project is still in its early stages, but if you're keen to learn more, swing by agesofallu.com (under construction)!
Hello! I'm leading a team of four Canadian designers in a new 3rd party venture: a campaign guide outlining a dynamic, exciting new setting called "The Ages of Allu." Our team includes Larry Wilhelm, author of many Pathfinder Society Scenarios, along with a fabulous new RPG artist named Tiffany Tate. Since Kickstarter has recently been opened up for Canadian projects, we figured we'd give it a try. Our hope is to raise enough money to publish a PDF and print version of the campaign guide. The campaign launches November 4. Right now, it seems like there is a legion of different PF-related Kickstarter campaigns to support, so I understand if your first response includes a bit of eye-rolling. We promise we'll be worth your consideration... but before we begin rolling out all our goods, I thought I'd ask for suggestions about the campaign itself. So, for those who have (a) run a KS campaign, (b) supported KS campaigns in the past, or even (c) MIGHT support a KS campaign in the future: what would the perfect KS campaign look like? What sorts of rewards would appeal? What kinds of stretch goals, add-ons, etc? What have you seen work in the past? Any ideas you have would be most welcome! And, if you just can't wait till November to find out what "Allu" is all about, you can visit our page (under construction) at agesofallu.com.
Hi, I'm seeking recommendations for material to fill a gap in my Pathfinder campaign. The party will soon be 11th level, and I don't have any firm plans until 15th level, when I plan to adapt the final chapter of the Kingmaker AP into a climactic storyline. I've already done a lot of work adapting Pathfinder Modules, AP chapters, and Scenarios to suit the campaign. I'm also willing to consider 3rd party materials. I'm primarily looking for adventures involving intrigue and/or infiltration... but mostly, I'm curious to hear everyone's favourite adventures for this (sometimes somewhat awkward) range of CRs. Thanks!
Hi, I'm seeking recommendations for material to fill a gap in my Pathfinder campaign. The party will soon be 11th level, and I don't have any firm plans until 15th level, when I plan to adapt the final chapter of the Kingmaker AP into a climactic storyline. I've already done a lot of work adapting Pathfinder Modules, AP chapters, and Scenarios to suit the campaign. Now, I'm looking for adventures involving either intrigue and infiltration, or cosmic, planes-hopping conflict (or both). But basically, I'm curious to hear everyone's favourite adventures for this (sometimes somewhat awkward) range of CRs. Thanks!
Hello! I’m developing a new Pathfinder-compatible campaign setting for third party publishing, and I’m eager to gather feedback and suggestions about some of the world’s foundational elements. The first of my query threads can be found here: http://paizo.com/threads/rzs2q1pn?New-3PP-Campaign-Setting-Questions-Five-E lements This question concerns reincarnation. In the campaign world I'm designing, all souls transmigrate upon death. Different faiths have varying interpretations of the process -- some believe in karmic forces that affect what you come back as, while others preach that only appeasing the right deities will help you elevate your status. Most souls are reborn in infant bodies, with only fleeting memories of their former selves. But some souls -- heroes' souls -- can sometimes displace the souls in fully-grown individuals, and retain their skills and memories. Behind the screen: this significant change exists to give players a means to cheat death, which should hopefully encourage them to take greater risks, and to make heroic sacrifices a part of the narrative. Questions, then:
2) Is it appealing to have a character "jump bodies" upon death? 3) How should spells like raise dead and resurrection be handled? What about reincarnation? I hope these questions make sense; if not, I’m happy to elaborate upon them. Thanks in advance for your input!
Hello! I’m developing a new Pathfinder-compatible campaign setting for third party publishing, and I’m eager to gather feedback and suggestions about some of the world’s foundational elements. I don’t want to reveal too much all at once, so I’m focusing these thread topics on specific, mechanical issues – but I’m happy to discuss other aspects of the setting, if they seem relevant to the discussions. I’m interested in expanding upon the five-element system outlined in Ultimate Magic. In essence, this campaign world will be Godforged from five essential materials – Fire, Metal, Wood, Earth, and Water – with a sixth material (called Source) combining the five elements into one. Unlike the four-element system, which uses direct oppositions, the five-element system is designed to function as a cycle, with each element dominating the next one in the chain. Some questions I’d love feedback on: 1) If the five elements were associated with Pathfinder’s energy types, which arrangement would make the most sense? 2) I plan to associate a specific element with each race in the campaign world. For example, dwarves might be earth-dominant, orcs fire-dominant, and so forth. What sorts of attributes (bonuses or weaknesses) do you think could arise from this system? 3) Assuming all spellcasters are aligned with a specific element, they might only be able to deal one specific type of energy damage (like sorcerers with the elemental bloodline). Is it too limiting to impose this system upon ALL casters? What mechanical provisions might help to make this system balanced and workable? I hope these questions make sense; if not, I’m happy to elaborate upon them. Thanks in advance for your input!
Hello, On April 21, I ordered the Razor Coast Print Edition (order #2543354), and requested that it be bundled with one of my AP subscription shipments. One shipment was already sent in May, and another is due to ship within a week. Can you tell me if Razor Coast will ship with it this time? Thanks!
Hello! My PCs are just starting CC #5, after slogging through a heavily modified version of "Wake of the Watcher" (I say "slogging" because, even after my attempts to streamline it, and tie it into characters' stories, that chapter still induced a lot of campaign fatigue). And, for the first time, I find myself running a game with mostly evil PCs! The details aren't really important; suffice it to say, the moral quandaries in "Watcher," combined with a lot of increasingly selfish motivations, served to tip the scales. At the end of that chapter, I dropped in a Contract Devil and gave the PCs the chance to sell their souls; all but one PC signed on the dotted line. Now I'm wondering how best to proceed, in order to keep the AP on the rails. Making deals with Spoiler:
the vampires in Chapter 5 won't be a problem, obviously. But what should I do if the PCs don't feel inclined to chase the Whispering Way into Chapter 6? I'm also keen to hear any general advice about running campaigns with evil PCs. I'm delighted to have the opportunity (the idea of "corrupting evil" has intrigued me since the days of the Ravenloft box set), but I expect it will be my only chance, so I want to do right by my players. Thanks!
Hi, I just received a notice that AP chapters #60 and #61 are preparing to ship. It had been my intention to cancel my AP subscription after receiving AP #60. Hopefully that is still possible. I wish I could continue my subscription, but my financial situation has changed. I will still enjoy purchasing Paizo products on an individual basis, when my pocketbook permits. Thanks very much!
I have a ranger in my campaign who wants to make his own magic arrows -- or, failing that, to collaborate with the party's sorcerer to make them. But I'm having trouble finding information about enchanting arrows, and I need your help with the cost-benefit analysis. How much does it cost to craft masterwork arrows?
The ranger is 5th level, so he wouldn't be able to take Craft Magic Arms and Armor until 8th. But he could max out his Craft ranks to make masterwork arrows, and convince his sorcerer buddy could take that feat at 5th. Any advice would be helpful, thanks!
Hello all, As my CC campaign nears the half-way mark, my thoughts turn to "Wake of the Watcher." Initially, I thought I'd run this adventure more or less as written, but so far I've managed to maintain a strong gothic feel to our version of Ustalav, and I'm anxious about the effect that Lovecraftian horror will have upon it. So I've decided to make some radical alterations -- keeping the same locations and (mostly) structure to the module, but changing the story and threats to fit a high-gothic, low(er)-magic campaign. To do this, I have incorporated three elements, most of which come from Victorian Gothic fiction. Since this writing is contemporaneous with early sci-fi (H.G. Wells and Jules Verne), there is still a slightly fantastical element to my version of events, but no unspeakable terrors from between the stars. The elements I used as inspiration are:
With those things in mind, I welcome any suggestions to help fill in the details of my revised WotW. I'm especially shaky with math, so suggestions on ways to match the CR ratings of WotW encounters would be a big help. Background:
Horatius Croon met Taian Zhu in Minata, where they shared accommodations at Jiaolung Academy. Young Croon had travelled from the far side of the world, having come of age in Ustalav. He crossed the globe to study Tian engineering, but Taian was a different breed of genius: a polyglot historian, he dabbled in dozens of esoteric subjects, but his secret obsession was diabolism. Drawn together despite their vast differences, the two became friends, and proceeded to travel the Dragon Empires together...until their friendship was split, and for the oldest of reasons.
Lai Feng was Taian’s betrothed, but her heart was only for Horatius. The lovers eloped, narrowly escaping Taian’s wrath; Croon left his dear friend a letter of apology, but he was careful to omit any clue to where he and Lai Feng might hide. And, indeed, he chose the most unlikely honeymoon in the world, taking his lovely bride to live in Illmarsh. He knew it as place to which no one ever goes, and from which no word chances to emerge. But Croon slipped up. He forgot that, years earlier, he’d chanced to mention Illmarsh to Taian Zhu, while they were discussing the construction of pagan stone circles. Croon had recalled reading of a seven-stone menhir on Tern Rock near Illmarsh; he speculated it was similar to a wayang stone circle on one of Minata’s Wandering Isles. Somehow, Taian’s dredged this reference up from memory, and one day, he arrived in Illmarsh, purchased the property on Tern Rock, and stole Lai Feng back through wicked enchantments. That was thirty years ago. Croon still lives near Illmarsh, pathetically hoping his bride will return to him; but neither he nor any of the villagers have seen Lai Feng or Taian Zhu for decades. No one knows the dark secrets of Undiomede House, the manor built around the stone circle generations before. The locals know it as a foster home for girls, supported by the temple of Gozreh as a mercy for the impoverished and overpopulated village. They suspect that the girls are eventually sent to the Neighbours Down Bay, but they do not ask questions. There is no one to ask. In fact, shortly after arriving in Illmarsh, Taian used the menhir to summon a contract named Valefar. The mad genius exchanged his soul for three simple wishes: first, the undying love of Lai Feng; second, an army at his command; and third, the secret of eternal youth. In payment, the devil awakened an “army” of skum from hibernation deep beneath the earth. Furthermore, he activated the skums’ long-dormant mental powers, including the bizarre ability to transfer consciousness from one body to another. This is how Taian stays young; he has recently transferred his mind into the body of an eight-year-old foster child named Mara. But his new, less imposing form has caused skum morale to falter, so Taian/Mara made a deal with the Whispering Way, in order to obtain an ancient idol worshipped by the skum. Adventure Summary: The PCs ride from Feldgrau to Thrushmoor, where their defeat of a Whispering Way assassin leads them to Illmarsh. After an initial run-in with Horace Croon, the PCs explore the town, but find only xenophobia and fear. One drunken sailor complains to them about the recent theft of his boat (it was stolen by WW agent Gaster Lucas to transport the Seasage Effigy to Undiomede House). Then a frantic ten-year-old girl begs the PCs to rescue her infant sister, whose parents have just “fostered” her to the Temple of Gozreh.
The PCs discover that the Temple is a front for aspiring devil worshippers. They rescue six girls from the clerics’ clutches, but learn that a far greater threat awaits those children who have already been sent to Undiomede House, on Tern Rock. Using Croon’s trawler (or stealing a boat for themselves), the PCs cross Avalon Bay and arrive at Undiomede House, where they are greeted coldly by Matron Jessop, who seems to be the only ward for thirteen girls. Undiomede House is haunted, both by daemons drawn by past atrocities, and by the devils that serve Taian (in fact, Matron Jessop herself is a disguise shared by a trio of polymorphed Greater Host Devils). As the PCs investigate the House’s strange goings-on, they discover that one of the girls now houses Taian’s mind—but even as they learn this, the skum attack the manor, absconding with the other children. Now the PCs must trust Taian/Mara to guide them to their underwater complex—or else brave the dark waters themselves. Deep below Tern Rock, the PCs fight their way past a monstrous sea creature and in-fighting skum before rescuing the kidnapped children. Here, they learn the fate of Gaster Lucas, the WW’s contact whom Taian betrayed (keeping the Raven’s Head mace here for himself). They also discover Lai Feng, the once-lovely subject of Croon and Taian’s feud, now mutated and driven mad by exposure to the skum’s psychic energies. The PCs’ final confrontation is with Valefar, the Contract Devil who awakened the skum, and who rallies the grotesque beasts to defend him. What role Taian (or Croon) takes in this battle depends on how the PCs treat Lai Feng. Regardless, the PCs must escape from the aquatic nightmare with the Raven’s Head mace, their key to defeating the plot of the Whispering Way.
Does anyone have a suggestion for a quick mechanical adjustment that would allow a GM to remove the greatswords and longbows etc. from the werewolves in Chapter 3, without reducing their CR? I feel that natural attacks are better for the mood and genre, plus they always carry the inherent risk of infection. However, I'd rather not re-do all the wolves' stats if I can avoid it. Thanks!
My gamers just started Broken Moon this week. To spice up the journey through the Shudderwood, and to provide some teasers and clues concerning all the werewolf clans, I designed a mostly-flavour encounter in the haunted ruins of an inn. It did a good job of intriguing (and creeping out) my players, so I thought I'd share it with the boards. The timing of the encounter presumes that PCs are taking the Silent Path to Ascanor Lodge, and that the journey takes more than a day (it's over 50 miles from Lepidstadt, which I decided was two days by horseback). "As twilight tightens its grip upon the Shudderwood, all sounds of nature fall away. But through the gloaming, your ears pick up the faintest sound of music. Distant torchlight flickers through the trees, beckoning you from just beyond the path. As you draw near its source, you are surprised to find the first sign of hospitality since you entered the forest: a two-storey building made of sturdy stone, adjoined by stables and other well-kept outbuildings. Above the main door, a sign depicts a peaceful deer at rest, with the name 'The Slumbering Hart' curled around it like a blanket." The Truth:
In fact, the Slumbering Hart has not been inhabited for centuries. The lights and music are part of an elaborate Haunt that also involves the spirits of those who stayed at the Hart in better days. Most of the phantom NPCs awaiting within have ties to the forest's various werewolf packs, although this may not become clear to the PCs until later in the game.
In my game, I did not provide any initial opportunity to detect or resist the haunt. But my players quickly suspected something was amiss, based on a few clues. For example, an Appraise or Know(History) check might reveal that the bartender's coinage is over 200 years old; or a Know(Religion) check might suggest that Padre Mordrin's (see below) clerical robes have not been used by Desnan priests for generations. My PCs initially thought they'd traveled back in time! The Szcarni:
The most boisterous guests are a quartet of Szcarni hunters who call themselves the Prince's Men. They are playing poker in the inn's common room, and will allow PCs to join the game, but will try to cheat them (Bluff checks etc.). If accused of cheating, the Szcarni defend their honour verbally, but do not engage in violence. One of them will show the PCs a bronze medallion depicting a crowned wolf; he says, "When you meet the Szarni of the Prince's Men, you do not challenge them. You bend your head and say, 'your honour, sir.'"
This clue may help the PCs when they need to establish an alliance with the Prince's Wolves in Part Three. Perception checks will reveal that Rhakis Szadro wears a similar medallion; if they show the proper respect for him, they will gain his respect and support more quickly. Padre Mordrin:
In the corner of the common room, a silver-haired Desnan priest sits alone, wringing his hands and muttering to himself. This is the original cleric whose son first brought the curse of lycanthropy to the Shudderwood, during the reign of the Whispering Tyrant. The priest concealed his son and experimented upon him, ultimately infecting his own congregation with the curse (as described Part Three).
If PCs approach Mordrin and win his trust, he will reveal some of his sins to them, but his confession is fragmented and cryptic. For instance: "It was all for the good of the boy. He was so sick, he was so hungry ... I didn't mean to infect them all. My poor flock ... I thought he would be safe, in the adytum ... I never meant for it to come to this." The word "adytum" is odd enough that it may stick in PCs' memories. A clever PC might even think to look the word up while researching in Ascanor. Alternatively, you could offer them a Know(religion) check to define it. In any case, this provides a clue for the PCs while they are searching the Stairs of the Moon in Part Three. The demon child:
Cries from upstairs suggest a young woman is in pain. A raven-haired midwife descends the stairs, demanding food and water from the barkeep. If any of the PCs are arcane spellcasters (especially witches) or evil clerics, the midwife might ask them for help. Her ward appears to be a bedridden young woman, very pregnant and utterly ravenous.
In fact, both of these women are hags who worship Jezelda, the Mistress of the Hungry Moon. Jezelda spitefully answered the hags' requests for power by infecting one of them with a demonic parasite; her insatiable hunger is a result of the demon's swift gestation. This encounter could play out in many different ways; in my case, I used it as a hook for a sub-quest (the widwife asked our party's witch to retrieve some "herbal remedies" from Ascanor). If the PCs attempt to help or cure the pregnant hag, they may trigger the demon's violent birth. The demon is a coal-furred wolf-child -- foreshadowing the Demon Wolves whom the PCs encounter in Feldgrau. Credit: this encounter was partly inspired by the adventure "Call of the Spider Crone" by Tim Connors, in "Tales of the Old Margreve." Dorzhev the Woodcutter:
A short, russet-haired woodsman sits at the bar, sweating profusely. He orders water by the gallon, and complains about the heat (though the PCs do not feel hot). A Heal check or an appropriate spell reveals Dorzhev is running a high fever, but he refuses to accept treatment. When the other encounters have run their course, Dorzhev will suddenly leap from his stool, screaming in pain and tearing at his clothes.
Since this will be the first lycanthrope the PCs encounter, I chose to make his transformation particularly sinister and weird. The PCs witness Dorzhev transform into a "Broken One" -- but in my campaign, I decided to change this tribe to "Burnt Ones," and to make Dorzhev's metamorphosis appear like spontaneous combustion; his skin erupts in boils and burns, and finally he bursts into flames. When the flames subside, his hybrid werewolf appears charred and skinless, and he howls in pain as well as rage. This flavour need not affect the stats of later Dorzhanevs, although I suppose one could easily slap fire resistance and/or cold vulnerability on them. After he transforms, Dorzhev will attack the nearest targets. At this point, I gave my PCs Perception checks to detect the Haunt; if they fail, they are vulnerable to damage from the wolf's attacks (although not to the curse of lycanthropy). After 1 round, Padre Mordrin will throw himself into the fray, demanding that Dorzhev devour him, as penance for the priest's blasphemies. If the PCs do not intervene, Dorzhev will disembowel Mordrin; meanwhile, the flames from his transformation will spread to engulf the inn. Aftermath:
I did not intend for this to be a combat-focused encounter, so I ended the Haunt two rounds after Dorzhev's transformation. Your mileage may vary; but I feel it's better to reveal the phantom nature of the inn and its inhabitants quickly after violence erupts. Once the Haunt ends, the inn becomes an abandoned ruin, but a few scorch marks and ancient bloodstains attest to the historical veracity of what the PCs witnessed. These mini-encounters, supplemented with research or conversations at the Lodge, can help the PCs understand the various werewolf tribes that war for dominance in Shudderwood. Note that my encounters do not include any references to the Vollensag or Primals; I would love for someone to suggest another NPC or encounter to remedy this omission.
For some reason, the PCs in two of my campaigns are obsessed with roping themselves together. Any time they are anywhere close to a drop, they stop and uncoil the 50' rope. They're probably being smart, and I'm willing to give them bonuses against falling due to their precaution. But I also don't want this precaution to automatically negate any risk of falling. Is there anything in the Pathfinder rules to help make adjustments for the "tied together" condition? I'm thinking of modified Acro/Climb checks, Reflex saves, or Strength checks to halt another PCs' fall. If there's nothing in the RAW, does anyone have any homebrew solutions they can recommend? Thanks!
By "mature" above, I mean "grown-ups" (they're probably not really that mature), to clarify that this is not a group of kids picking up dice for the first time. This group is well-educated, creative, and talented (2 actors, so plenty of role-playing potential). They just aren't familiar with the Pathfinder rules, that's all. Given that set of parameters, can anyone recommend a good AP to start them off? I thought about starting with stand-alone modules, but I always prefer to have at least the potential to string out a big, epic storyline. I have already run Crimson Throne, and am running Kingmaker and Carrion Crown with other groups. So I'd rather not resort to any of those. The other APs I own in paper form are: Council of Thieves
...but if another AP really seems perfect, I can track it down. Thoughts? Organized Play Characters
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