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dunelord3001 wrote:
Hey I know this is almost a 20-year-old comment I'm applying to so I 1000% I get why you might ignore it or otherwise not have the file available, but if you still have that Pathfinder prestige class list I would absolutely love to see it.

There's a website to help with that:

https://aonprd.com/PrestigeClasses.aspx


Page 66 has a sidebar that states their breath weapon and immunities are dependent on their colouration.


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zimmerwald1915 wrote:
But neither supporters nor members (whether allies or team members) are actually invested in the organization—they don't support it with dues (no, pooling funds to make gifts to the leadership is not the same!); they have no input on decision-making or on who's leading the organization (the PCs are unassailable in this); they don't organize internal factions that push agendas and need to be managed (and if some allies come with preexisting factions attached, like the Rose of Kintargo or the Order of the Torrent or the Lacunafex, nothing is made of this); and they do nothing mechanically that the PCs can't do (indeed, don't end up doing) themselves. At all times, the rebellion is a completely passive extension of, and a slush fund for, the PCs.

If that's how you choose to run the NPCs and teams of the rebellion, then that's on you.


Lord Fyre wrote:
That's not the problem. My group just doesn't like the extra paperwork from some of Paizo's mini-games.

My group went into Hell's Rebels right after finishing Kingmaker.

There was NO WAY we were going to track anything for the rebellion, but looking at the rules for inspiration for NPCs and things the rebellion could do lead to some fun sessions.

Yes, you can completely ignore the rebellion, as Zimmerwald suggests, but for my group that would've taken away a lot of the fun of this particular AP.


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zimmerwald1915 wrote:
Why? There's no point to it.

No point to interacting with a massive group of NPCs that you're meant to be leading?

That's.... an opinion.

Alternatively, it's fun to use teams from the rebellion rules to cause distractions or events, which is something you're able to do even if you're not using the rules or tracking anything.
Unless, you know, if your group simply wanted to go through and kill everything without paying any attention to NPCs.


Obviously there's nothing specific about it in the rules, but as a GM, no, using something that makes it so you don't need to eat wouldn't count as fasting.

I would rule that it's a spiritual-like connection caused by the sacrifice and weakness... negating the risk negates the ability to connect with the stone.

But, really, this all comes down to: Ask you GM.
Nothing here will give you a solid answer; your GM can.


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zimmerwald1915 wrote:
You can also ignore the narrative aspect of it too, the entire effort ultimately comes down to the PCs assassinating most of the government.

Or, you know, you can have your PCs interact with the rebellion...

"[insert any AP here] ultimately comes down the to PCs killing the bad guys"
WHAT?!? Really?
WHO KNEW?!


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Other than using it as inspiration for events and a rough idea of how many people were in the rebellion I didn't use the mini-game system at all.
For the numbers, I didn't track anything, only used it based on what seemed to be about right.


Arssanguinus wrote:
I will just say my winter witch was heavily focused on dispel and being Elvana’s antiparticle for the combat.

Ah, that makes sense!

The group I ran it for didn't have a way to dispel it. :)

Which, honestly, lead to one of the best combats we've ever had.


Arssanguinus wrote:
Just finished the Elvanna battle. She went down when hit by three straight hits by a fighter and rogue totaling 300 points of damage.

Oof... she should've cast "Unwilling Shield" on the rogue earlier :)

I was so relieved when the Kineticist failed that save...


Arkat wrote:
Improved Sunder, Greater Sunder, Mythic Improved Sunder are no-brainers.

Check with everyone else on that one first... it can easily be seen as "destroying loot" instead of "making the fight easier"

(And the GM might hate it because it can make fights really boring for them.)


I'm with Melkiador... I had the random encounters be encounters / signs of the creatures instead of fights.
Roll a troll? Great! Give a sign about trolls being in the area for later on, or the group sees one in the distance.
I had... no idea what monster it was now... I had a monster stalking prey for food, that way the PCs could realize that throwing food at it and running away was an option if they got too close to it and they wanted to get away.


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If you're looking for something that will likely be helpful:

Gold Dragons have: Divine Aid (Sp) Once a week, a great wyrm gold dragon can call upon celestial powers for aid. This functions as a miracle.

Solar Angels have Miracle as a spell

Manasaputra, Solar Pitri (Agnishvatta) have it as an SLA 1/day

Star Archons have it as a spell

There's probably more... go to AONPRD, put "miracle" into the search and refine it so that it shows only monsters.


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Jenner2057 wrote:

Here's what we've done...

** spoiler omitted **

That's a pretty solid list of APs to go through! I've ran about a 1/3 of them, and read through another 1/3 with serious thoughts of running them.

Jenner2057 wrote:
And as for what's next, this weekend we start Hell's Rebels where I get a break back to the player side and then I have Strange Aeons ready to go after.

Hell's Rebels = hands-down my favourite AP that I've run.

Strange Aeons = I wish I could've run this one, and the first book is one of the best I've read.

Best of luck for both of those campaigns! I hope you enjoy them.


Jenner2057 wrote:
I'll take a second to congratulate our group on our 14th adventure path completed. Been playing every Sunday for 20 years now. Some of the faces have changed, but it's been a good group of guys and gals. Cheers!

That's really impressive!

Which APs have you lot played through?
And what's next? :D


With only reading the first post I knew it was Kingmaker :D

Yes, you did the right thing, hopefully the players (and characters) have learned. Even if they were fully playing in character (I can understand not trusting Perlivash or Tyg when either are telling you to run away) but after seeing one of their friends drop after (I'm guessing) a single hit... wait, 2 attacks per round... it killed both PCs in the first round of attacks, didn't it?.... If they weren't insta-kills, they all should've realized to run and to make a plan to clear it out of the area later on. If they were insta-kills, yeah, the other two running at the first chance was the right choice.

The Stolen Lands is a dangerous place. It should feel deadly. (The ruler in the game I ran died at the end of book 2 and it was great!)

As for replacing PCs later on, it's still easy... it's not "some random person joining them to explore the wilderness." Instead, it's the woodsman that they've seen around town quite a bit, it's the trapper that wants to help build a community, it's the wizard that set up shop months ago and wants to get out there making the area safer, it's any amount of characters doing whatever the players want to have been doing before they decided to become part-time politicians and joined up with the ruling council.


Tim Emrick wrote:
My gaming schedule looks like this:

That's roughly 16 sessions a month! (not including the PBP games)

If I were strictly a player I could maybe, maybe pull that off, but if I were GMing a weekly game, not a chance!


Tim Emrick wrote:
We finished Passing the Torch last week, and with that our curated 12-level campaign came to a close. We won't be meeting again until at least September, due to a couple players' summer schedules and the need for time to discuss what to play next and then prep for it. I've enjoyed the game, but am grateful to have one less weekly game for a while. And I may end deciding that I prefer it that way.

Congratulations!

Any favourite moments / modules worth mentioning?

(How many games are you in?)


Arssanguinus wrote:
In the middle of the Elvanna fight in ROW.

i hope you had/have as much fun in that fight as my group did!


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Atomic Twills wrote:
Why not just go forward with Paizo Plus, but continue to thank your biggest supporters (4 or 6+ subscription customers) by automatically adding scenarios to their account, just like you always have?

Because Paizo wants the perks to be about the same as they currently are but with the added benefit of people having the option to get what they want instead of only giving them the scenarios.

Why would they keep it as it currently is PLUS give people extra stuff?

At least with Paizo Plus it's, minimum, the same rewards for subscribers (albeit, with more work from the customer to pick what they want to get for free) with the added benefit of people that don't have 4+ subscriptions getting some rewards as well.


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Due to the amount of complaints on here, I feel like I'm missing something....

The current Paizo Advantage requires 4 subscriptions to get you 15% off of most things, upcoming Paizo Plus gives you 15% off of most things assuming you spend enough in a year which looks like if you subscribe to 4 things (minimum required for current Paizo Advantage) you reach that dollar amount.
Is it that people are subscribed to the 4 cheapest subscriptions (based on annual cost) so now they'll be getting less?

Current Paizo Advantage automatically gets you PFS or SFS scenarios for free, upcoming Paizo Plus gets you enough Gold to get them for free (but now you'll have to add them yourselves) but also gives you the option to buy other stuff instead.
Yeah, okay, having to manually cash in gold to get the scenarios is an inconvenience, but if allows you to get other products instead of scenarios (if you don't use the scenarios this looks flat-out better).

What am I missing?


Tim Emrick wrote:
Warped Savant wrote:

I assume you'll be playing the level 14-15 tier? (17-18 tier feels like it would be too much of a jump)

Best of luck! I hope your group has fun.

12-13 subtier. We could have added in some additional Seeker-level stuff, but very little of it seemed to fit this campaign's theme, so we went for the quickest route to the finale. (I forget what subtier we played PTT at in our Giantslayer/Shattered Star/miscellaneous game with this same group some years back. I'm guessing 14-15.)

When I posted before, I'd forgotten that we had to push the conclusion off the couple more weeks due to scheduling.

Wait, what's "Hard mode" then?

(I ask, while realizing you probably mean without reducing things due to 4 players...)


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Tim Emrick wrote:
Our round-robin Torch/Shadow Lodge game has reached its capstone adventure, Passing the Torch. We're playing Parts 1 & 2 over two sessions each due to the time required for high-level combat, and will be concluding Part 2 his Tuesday night. We're playing Passing the Torch on "hard mode" because our characters are pretty effective for their level (12th), and we might never play these characters again after this, so why not? (It's all PFS play, so we could theoretically play them again if they survive, but probably not with this group, since this concludes the campaign arc we planned out.)

I assume you'll be playing the level 14-15 tier? (17-18 tier feels like it would be too much of a jump)

Best of luck! I hope your group has fun.


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We finished!
The Saga of Grandmaster Torch and the Jewelled Sages comes to an end. Today went about as you would expect with the heroes being on the verge of death a couple of times, and the final fight felt appropriately epic, especially starting out on a glowing, floating disc above Skyreach.
At the very end, one of our brave heroes died while killing the largest threat to the Society, and it was a very suitable death.

These have been a lot of fun to run, but I'm going to take a break and rest now.

Happy gaming, everyone. May you always roll crits, without killing the PCs.


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We've wrapped up the Scarab Sages storyline, and everyone really enjoyed it. The last scenario (Salvation of the Sages) was nearly a killer, but super fun!
The way the history unfolded and the twists that were revealed over the 6 scenarios all went over really well with the group. Thankfully I realized pretty early on that the history of the Sages changes over the course of the scenarios. (Mostly "when were the Jewelled Sages founded?" because at times it sounds like it's around -1,700 to -1,600 AR, but later on it's indicated to be around -3,047 AR.)

For a short campaign, I'd highly suggest the 7 main scenarios, although it would require some work to have them played in order due to the level discrepancies.

I have next week off, but then it's on to the finale! (Passing the Torch, Part II - Who Speaks for the Ten)
As I've said before, PFS scenarios tend to do a lot of "tell, don't show" when it comes to Torch being a bad guy so I removed a lot of season 3-10 scenarios involving him, so he's mostly seen by my group as self-serving, but helpful contact. With that, playing part 1 of Passing of the Torch wouldn't work as the initial mission in that one would feel completely off. With a bit of re-writing at the beginning of Part 2 they'll learn everything they need to know and it should be fine. (But we'll see in a couple of weeks!)

And then, after that session, I'll be taking an indefinite break from being a GM.... possibly a forever break, but we'll see. (But at the very least, I'm pretty sure I'm done running Pathfinder.)


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You guys are right.
I don't know the situation or anyone involved, I made assumptions.
Sorry, Dragon78. I was grumpy and took it out on you for no reason.


Dragon78 wrote:
Our DM likes to put everything in his computer to print or send the character sheets digitally depending on the player. Also it helps keep the character sheets accurate(right number of skill points, feats/class options they quality for, etc.)

Why doesn't the GM trust the players to level up properly?

Like, I don't know how old you all are, but... that reads like a weird level of mistrust and possibly control for what I assume is a group of adults.


Sysryke wrote:
I suppose the actual couples could couple their PCs, but that often feels cheesy, cliched, or cringy. Plus, my husband and I would have to play characters that didn't drive each other mad :p

I'm with you, that always feels weird.

My wife and I used to be in a game where 2 of the players were a couple and their characters always coupled... Wife and I always made characters that didn't get along / were always at odds with each other because it was more fun for us.


Dragon78 wrote:
We played this past Sunday, finished volume 4 of Reign of Winter, and of course we leveled to 13th. Well we got to 13th level but we still to actually level, so that will take up most of the next game day.

Is levelling a group activity for you?

If not, why don't people level up on their own between sessions that way you're able to play instead of having everyone sit around doing their own thing for the session?
(And what is the GM doing while people are levelling up their characters?)


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Dragonchess Player wrote:
Also, the perceived condescension from the marketing campaign really irritated a large group of people who had been playing D&D for years. The marketing campaign spent way too much time attacking 3.5 in an attempt to convince people that they didn't really enjoy playing in that system and 4e would be much better (without providing much detail as to how).

I had forgotten about that!

To be fair, I think that type of marketing was really "in" at the time.... "This ain't your dad's D&D!" type of thing.


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Sysryke wrote:
4e wasn't as good as what I'd read of 3rd edition, but that DM taught me that "the roleplaying is what you bring to the game" and I have many happy memories... 4e is definitely not the best system, but I'll never agree with the hate some folks throw at it.

I love your whole post, but especially this part in particular.


Edeldhur wrote:
I welcome people dropping by and saying - 'that does not make sense for me for reasons A, B and C. You should try D, E and F' - but saying it once is enough :)

You're right.

I've said my piece, I've pushed back too much, and I'm not helping this conversation so I'm stepping away.

As I said earlier, I hope this works out for you and I wish you the best of luck.


Matthew Downie wrote:

But sometimes I'm tired and burned out, and it would be much less work for me if the players just wanted to plunder the hoard of the lizard-king.

XP for gold makes it clear that's the kind of game you're running. You have a simple goal, and the story is whatever happens along the way.

"Hey, players, I don't want this game to be a big, complex thing so it's going to be more of a hack-and-slash adventure."

I went from running Hell's Rebels, which fits your first description to running Mummy's Mask, which fits your second because I needed a palate cleanse and it worked great.
Talking to your players about what kind of game you want to run instead of changing how XP is rewarded works wonders.


Heroes of the Wild wrote:

From Heroes of the Wild:

Plant Eidolon: When a wild caller summons his eidolon, the eidolon’s body is created from extraplanar plant material and imbued with the intelligence of a being from the First World. Its statistics are changed from a standard eidolon as follows.
Heroes of the Wild wrote:

Type:

Base Form:
...

HD isn't mentioned therefore it's not changed.

Also, they're still outsiders.
And Hero Lab is wrong.


Edeldhur wrote:
Warped Savant wrote:

Okay, yeah, being the GM involves presenting the world and what is in it.

If the players decide that goblins have been attacking the town...
The players would not come up with or decide what is happening in the World - that is the DM's job. The players simply decide what their characters want to do when faced with what is going on around them, as usual :)

Isn't that what happens in games normally?

I assumed you saying "They don’t sit around waiting for the GM to hand them a plot — they go out into the world and make their own." meant you don't want to provide plot / plot hooks and that the characters have to go out and do their own things.

With the APs that I've ran, players see what's happening in the world around them and then decide what to do about it, which is what you want the players to do.

Honestly, it sounds like you're looking for an inelegant solution to a problem that doesn't actually exist.
But if you want to do it, go for it! I wish you the best of luck!


Edeldhur wrote:
Warped Savant wrote:
Being a GM involves coming up with a story...

That's actually one of the places where my perspective might differ a bit.

For me, the GM’s job isn’t necessarily to come up with a story — it’s to present a world. A coherent, living world full of potential stories, sure — but not one with a pre-written narrative. The story comes from what the players choose to do in that world.

Okay, yeah, being the GM involves presenting the world and what is in it.

If the players decide that goblins have been attacking the town and they want to go and stop them then the GM comes up with challenges and goblins. (If the GM decides goblins are attacking the town then that's the GM coming up with the story, but you don't want the GM to necessarily be the one coming up with things for the players to do).
If that's the type of game you're running and the players are going to come up with stuff to do they're going to come up with it whether gold is XP or not. If the players aren't coming up with that type of thing then they most likely want story hooks presented to them and they want a kind of game different than what you seem to want to run.
Either way, I don't see gold as XP making a difference.

Edeldhur wrote:
Putting all that aside, I am now pondering what to do with monster XP in this scenario. It would probably need to be drastically reduced.

If you're using gold as XP and monsters as XP you'll need to change how much XP it takes to progress through levels.

Especially if you're going with "total gold value" since WBL assumes you're selling some of the treasure for half of the total value. (Which, as said earlier, means the group will be behind on WBL because some of their total gold will be sold for less).

So now you'll be giving XP out for two different reasons, redoing how much XP monsters give out, calculating how much gold is worth, and redoing how much XP is required for each level.

Yes, all of that CAN be done in Pathfinder. But again, I can't see it making ANY difference to motivating players to play the game.
They either want to play the style of game you want to run (open-world) or they don't.


Edeldhur wrote:
So for me, Gold-as-XP isn’t just a progression mechanic — it’s a gameplay philosophy. It creates momentum and gives players a reason to act. They don’t sit around waiting for the GM to hand them a plot — they go out into the world and make their own.

I don't see how gold as XP achieves this any different than killing monsters as XP or exploring as XP.

Being a GM involves coming up with a story, whether the story is "go explore these ruins" or "here's 4 different things happening, which one do you want to do?" or "the mayor of the town is secretly a bad guy, here's the intrigue involved in that" or what-have-you.
And yes, sometimes the story is "the players want to do this thing that I hadn't planned for so now I have to figure out how that works" (be it going exploring for treasure or pulling off a bank heist).

I think I'm having a hard time understanding how rewarding players for getting wealth with XP is any different than rewarding players for getting XP with wealth.
If your players aren't motivated to go out and find adventure there's a different problem and I don't see how using wealth as XP fixes that.

Edeldhur wrote:

What I’m exploring here is whether this particular game-first approach — where advancement is tied to treasure, and the world is something to be discovered — can coexist with a system I like, namely PF1e. In other words - can a more emergent, old-school style of play be compatible with a modern, mechanics-rich system like Pathfinder?

That’s the question I’m playing with :)

Since WBL exists and therefore the expectation of the game is XP = Wealth Amount then the reverse is true so then Wealth Amount = XP is going to be played out the exact same way.


I ran the group through "Destiny of the Sands, Part 2: Race to Seeker's Folly" yesterday (I removed Part 1, as it felt like a scenario of fetch-quests to introduce the PCs to Torch and since Torch isn't adversarial in my campaign I felt like it didn't add anything to the story.)
I used a horde of zombies, which was a lot of fun for the group, the cursed items made them wary of everything, the Scarab Sage Faction PC (previously Osirion Faction) LOVED it all, realized near the end that something terrible happened to the person that caused the haunt in the obelisk to manifest and gave a prayer to Pharasma for the lost soul. With that I decided to weaken the Allip at the end.
Finding out what happened to Torch's team went over really well, and they're now on the way to finding the Diamond Sage with the shards of the Ruby Sage Jewel.
Since they found the documentation on how to repair and create new Sage Jewels I'm fully planning on allowing them to fix the Ruby Jewel and start to use it. (Which means I'm going to have to change Beacon Below a little bit... I figure the Amethyst sage changed the way to open the portal and that specifically the Amethyst Sage Jewel, or a close enough forgery, will be required.)

There's only 6 sessions left and the system I'm using is designed for campaigns to only be 6-8 sessions I'm going to see if I can run it even more closely to how the system is designed, and with each of the upcoming scenarios leading from one directly into the next it should be pretty easy and I'm quite looking forward to it!


That being said, if you want to use Gold as XP, using WBL makes the most sense. My thought on that is to do one of two options:
-Reward XP based on the full gold value of everything found (slightly faster levelling, WBL will be lower than the game suggests)
or
-Reward XP based on the sale gold value of everything found (slightly slower levelling, WBL will be higher than the game suggests)

(For some reason, my brain is telling me that the PF designers expect PCs to keep about half of the gear they find and sell the other half, but I have no idea where I'm getting that from.)

Both of those options include anything the group keeps. Mathematically speaking, A specific XP total should equal a specific gold total* therefore the reverse of that is true and a specific gold total equals a specific XP total.

*EG: Level 10 = 62,000 gp, Level 11 = 82,000 gp therefore 62,000 GP = Level 10, 82,000 gp = Level 11.


Edeldhur wrote:

...In the days of gold as XP, you would adventure because that is how you progress in the game. It is a fundamental mechanic which dictates the need for constant movement to improve.

More 'recent' games give a higher relevance to story and motivation even before you go adventuring. And unless the motivation is 'to adventure', then at a certain point why would you continue? And that places what I sometimes feels to be an onerous responsibility on the DM to keep providing hooks one after the other, to make sure characters (and thus players) are involved and commited...

My characters adventure because I want to play the game.

Being involved in a story, helping to build a story, is why I want to play.
If I didn't want to play the character any more I would work with the GM to find a way to write them out of the story.

I don't excitedly talk about how much treasure I've found. I might excitedly talk about an impressive fight. (But probably not.)

Getting XP for gold or for killing monsters or for simply exploring has never been a reason for me to play the game.
Playing the game involves going on an adventure therefore wanting to play the game is the motivation to go on an adventure.


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umopapisdnupsidedown wrote:
Eight sessions or less for a whole AP volume seems pretty quick to me, I salute your GM but I don't think I could ever match that pace. That would be the equivalent of running a 1-20 AP in 12 months which seems effectively impossible to me, in terms of timeline.

Looking at the actual numbers, all of the APs I've ran for my group have lasted around 42 session +/- 5. But that being said, the sessions are also 6+ hours long each. (Clearly, there's something wrong with me.)

Earlier books typically take longer than later books.

I imagine PBP would take significantly longer though.


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My first RPG was AD&D 2ed, followed by GURPS and Vampire and a bunch of systems for short periods of time including 3.5 for a little while.
I'd run games for the systems I liked, but mostly I was a player.
Then Pathfinder came along and I liked it enough to try GMing it. Then I wanted to GM more of it, then I found another group to GM it for.... after many years of running APs I still have some I want to eventually get to, and I've spent a lot of money on Pathfinder books.

It's a fun system, my players all enjoy it, and I have at least a few more years of pre-written adventures I want to (eventually) run.
Why would I try to convert those adventures over to other systems instead of simply running them in a system we all enjoy and know.
(Plus, there are so many options the players haven't gotten bored / feel like they're making characters they've already made before yet.)


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umopapisdnupsidedown wrote:
Two books is still realistically 1-2 years of gaming.

Oof.

Sorry that your group doesn't get together very often.
My group, on average, get through a book in 2 months or less with weekly sessions.


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Why are you considering doing this?
Knowing that might change people's answers.

EG: Are you hoping for players to become treasure hunters that use skills to avoid fighting enemies?
Is it just 'cause?
Maybe you're bored of milestone levelling but don't want to switch to regular XP?

It feels like a lot of work, including trial and error, without any gain that I can see.


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I could be wrong, but you're asking about Kingmaker for Second Edition, right?


I would have it as whatever kind works best for the story being told.


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We finished the Shadow Lodge War portion of my (super) truncated version of the Grandmaster Torch Saga!
The group was surprised to learn the history of GMT and had a lot of fun fighting the Red Mantis assassins. After everything was finished there was a celebration put on by the Decemvirate and during the party a few different offers were made to each member of the group.
They were each offered being promoted to Venture-Captains, the Taldor PC found out she had managed to manipulate things so that she replaced her original faction leader, the Andoran PC was offered a captaincy of a ship, and Amenopheus offered the Osirian a chance to search for any remaining Sage Jewels.

Before we get to Destiny of the Sands and then important Jewelled Sages scenarios I'll be running a Shadow Lodge epilogue for them to go off and rescue Eliza Petulengro by playing through a slightly modified version of "Abducted in Aether" (I didn't have her come back after she disappeared in Eyes of the Ten)

My thought with offering promotions is so that they aren't as active in the field as normal, which is why I'll be able to pass a year between each of the scenarios I'm planning on running (Destiny of the Sands all count as 1 in my mind). And with the Osirian accepting Amenopheus' offer it doesn't matter that the Eagle Knight took the Captaincy and therefore won't be much of a Pathfinder going forward.


We've had a few weeks off due to life getting in the way, but I ran "Shadow's Last Stand, Part II: Web of Corruption" today and it went great!
Because I have a thing against "the enemy came back to life" and I enjoy having players make impactful decisions, I added an extra enemy at the end that would kill an NPC if given the chance so that the main enemy could escape.
Both of them were really difficult fights so I figured the group would save the NPC instead of going after the enemy.

I was wrong.

They split up, 1 taking on one fight, 2 taking on the other.

I thought there was going to be at least 1 spin on the death roulette* but they somehow managed to all make it without having to take that chance!
Which also means I have to take out two scenarios I was planning on running soon ("My Enemy's Enemy" and "Rivalry's End"), but they'll be able to learn anything they needed to either during "The Mantis's Prey" or during "Destiny of the Sands"

*"Spin on the death roulette" = when a hero goes down instead of dying they roll a d6 and have to get a number higher than the amount of times they've had to "spin". Assuming they roll high enough they keep going; if they get hit again in the fight, without healing, they have to spin again. (The number never go down so it gets harder each time, but getting hurt enough to have to spin doesn't happen often.)


Zubalove wrote:
I actually place my version of Freeport south of the secret red assassin island which is a small island called The Hermitage I think.

For my Skull & Shackles / Return to Freeport campaign I erased Port Peril, put Freeport in the cove on the northern portion of the western shore of Jeopardy Bay, and made it the capital of the Shackles :D (But kept the population numbers from Port Peril)


I have run a number of APs and haven't changed / added to the loot listed in the books and it has never been a problem. (But apparently Carrion Crown is drastically short on loot, so keep that in mind if you're running that AP).

I've ran: Kingmaker, Hell's Rebels, Mummy's Mask, Curse of the Crimson Throne, Reign of Winter, and a heavily added to Skull & Shackles (so I don't know about the treasure levels on that one.)

Zethrimar Alteunfel has not participated in any online campaigns.