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1,698 posts (1,893 including aliases). 21 reviews. No lists. No wishlists. 13 aliases.


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Maybe we can all stop discussing Way of the Wicked and let money-thieving, Kickstarter-defrauding, safari-loving Gary McBride fade into the obscure ignominy that his actions have warranted.


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Swiftbrook wrote:
If you wipe it off the servers to save space, then Paizo is changing it's practice/policy and customers will not be able to download previous purchased PDFs.

So they issue codes to download the same PDFs from Drivethru, as many Kickstarters do with digital content. Problem solved.


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Sounds like you are having fun, and it's always a treat reading session recaps from someone else's game.

How are you finding Sky King's Tomb so far? I've only read the module (not played it), but the first chapter struck me as kind of... aimless.

Congratz on reaching lvl 2! :D


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How about a three part heist themed AP, akin to Keys for the Golden Vault, but with an over-arcing storyline? Outlaws of Alkenstar skirted the edges of this territory, but never fully committed. You probably wouldn't be able to write it as a conventional AP, requiring more of an urban sandbox to really shine.


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I dropped the catacombs of wrath entirely, as their only real purpose to is to level up the PCs before Thistletop, and foreshadow the larger dungeon crawl at the start of book 5, which I also cut. The campaign did not suffer as a result.

The Sandpoint article mentions an abandoned house on Chopper's Isle, previously occupied by the bird-carving serial killer whose name I forget. The party visited the house, found his secret murder workshop and fought the killer's ghost. They also picked up some Pazuzu themed cursed treasure.


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Makin And Stump wrote:
I really like many of the changes that you made to this campaign, but I only see your notes going up into chapter 2 (with mention of chapter 3 and 4). Did you ever finish this campaign?

Since their last update was 2017, I'm guessing not. :D


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If memory serves, you find evidence of necromantic activity under Hellknight Hill, then follow a secret tunnel to the basement of an inn in Breachill. The tavern owner can then tell you that Voz has been using the tunnel, and I guess the hope is that players will assume she is the bad person they are after.

EDIT: last poster beat me to it, by 24 hours, lol.


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Glass Cannon gang are likely a factor there.

Has Troy ever explained why he chose Giantslayer over all the other APs that were out at that time?


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Maybe so, but the book doesn't direct readers/customers to the Archive of Nethys. Whether or not you can get your hands on the particular ruleset for (cue jingle) Paizo's BS Subsystem of the Week isn't my main gripe, it's that being bombarded with multiple subsystems per module is exhausting and subjectively bad.


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magnuskn wrote:
Subsystems: Paizo loves their subsystems. Only that many of them don't work (Caravan system from Jade Regent) or are terribly unbalanced (original kingdom rules from Kingmaker 1E). Encountering one which actually is not terrible (like the rebellion rules in Hell's Rebels, which are just a bit boring, but functional) is always a big plus.

I will - and recently have - marked AP volumes down in review because of what I perceive as an unnecessary and egregious use of subsystems. I'll grudgingly concede that managing a caravan or organizing a rebellion justify the use of a subsystem to keep track of everything across the course of the entire campaign, but recently we have seen subsystems to handle the most trivial bs imaginable.

An NPC has information that could help your investigation? Better start gathering Influence points!

You're being chased by an angry bloke with a big stick? Let's hope you can accumulate enough Evasion points to escape!

Do you want to buy that cool magic item from the skeezy merchant? He's not gonna' sell unless you've collected enough Negotiation points to satisfy his weird and inconvenient compulsion to haggle.

... and so on. Usually followed by a blatant advertisement to buy whatever splat book that particularly subsystem appears within.

Sure, I can - and will - cut this stuff out of any AP I actually run, but having to read this [content] on an initial assessment of any module is dull as F.


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mikeawmids wrote:
I am curious how Jirelga is supposed to know the whereabouts of the Avernal Worm though.

Oh. Ok. She "heard about [it]". Wow.

*'It' being the titular Worm Cult from book 2.


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It wouldn't be a Pathfinder AP without their signature Convoluted & Unnecessary Subsystems! But yeah, this chapter (and the start of book 2 for that matter) have a weird lackadaisical energy.

If I had to run this module, I would have the PCs investigate the shop and learn the bad guys are already searching the marketplace for Merchant with Next Card/s, then have the battle occur in the middle of the market. PCs get more cards, portal to Harrow Court opens, and you're into chapter 2.


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I have attempted to streamline the plot of Mantle of Gold for conversion to Savage Worlds;

:
PCs in dwarven city of Highhelm.
PCs meet furtive/hooded dwarf Elbert Glassgrinder (WC), who wants to mount expedition to recover Skysunder (long lost clan dagger of First King Taargick) from the Darklands.
(Elbert is really Krohan Veldollow, who was previously exiled for stealing - and losing - the dagger. He hopes returning the relic will end his long banishment).
Elbert believes the lost dagger is located in the abandoned gnome enclave of Guldrege, which was abandoned after being destroyed by a giant crimson worm.

A dwarven patrol recently went missing near the ruins of Guldrege, the gate guards ask the PCs to keep an eye out.
Krohan provides a giant beetle to serve as a pack animal.
The way to Guldrege is blocked by a fungal forest, the party can press on (A), or seek another path (B);

A: fungi release poisonous/mind-altering spores. Most of the missing patrol have been turned into fungal zombies (2x per PC, plus 2). Fungal zombies explode when they die.

B: Survival rolls to navigate winding tunnels and remain on course (Dramatic Task). Success results in an uneventful journey to Guldrege. Failure results in the party getting lost, consuming their rations and arriving in Guldrege Fatigued.

The ruins of Guldrege surround a gaping hole in the floor.
A tribe of troglodytes (4x per PC, spread out among the ruins) have claimed the ruins as an outpost, who sacrifice prisoners by tossing them into the pit. The dagger is in the possession of troglodyte priest Hhrulkaz (WC), and has become tainted by its use in sacrificial rites.
Captain of the missing patrol Elga Longbraids is chained to a rock, pending sacrifice.
A basilisk nests nearby and occasionally prowls the outskirts of Guldrege for an easy meal.

Before anything else, the cursed relic must be cleansed. Elbert knows a young priest called Heldin who can perform the necessary rites. During the ceremony, vengeful spirits (1x per PC + 1) emerge from the blade and try to disrupt the ritual. Elbert is possessed, as are any PCs who fail to resist.

After cleansing the relic, the party should present themselves before High King Borogrim the Hale. Elbert reveals his true identity and asks for his long exile to be ended. The PCs (and Elga Longbraids) may speak up to sway the King's decision.
High King Borogrim leads party into highly secure vault full of dwarven artifacts. They present the dagger to statue of First King Taargick, which animates and instructs them to find his lost tomb.

The party need a guide to help them find Zogototaru the Avernal Worm, who will lead them to King Taargick's lost tomb. The only guide mad enough to brave the crimson worm's tunnels is a deep gnome called Jirelga. Unfortunately, she is currently in the clutches of the Black Noon Thieves Guild after she attempted to rip them off. The guild is lead by tattooed brute Tuom Molgrade (WC), and consists of many Black Noon Thieves (3x per PC, spread across the area). The guild have set up shop in an abandoned foundry.

I am curious how Jirelga is supposed to know the whereabouts of the Avernal Worm though. Is it a case of "Hey, this thing ate you once, where is it now??" I'm guessing it'll be some kinda 'the trauma of being eaten alive formed a strong mental bond with the beast' nonsense, but I suppose we'll find out next week when the PDF drops.


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I've not particularly enjoyed the first two thirds of this AP, although it is not without intermittent and isolated merits. Having read Worst of All Possible Worlds this morning, I started thinking about how I would restructure the AP for play at my table.

:
PCs receive Harrow cards and are drawn to Absalom.
PCs gather enough cards to open gateway to tbe Harrow Court.
PCs gather some more cards via portals across Golarion.
Harrow Court attacked by Raven Nicoletta and the Prince of Wolves.
PCs are defeated and forced to retreat. Raven Nico!etta caims their cards and the Prince of Wolves claims the Harrow Court.
PCs summoned to the Tree of Answers for audience with the Norns. PCs are given the power to confront Raven Nicoletta and the Prince of Wolves, and the opportunity to sway the Norns from their course.
Return to the Harrowed Court (now a desolate wasteground) to confront the Prince of Wolves and rescue the epitomized harrowkin.
PCs transported from Harrow Court to the Nexus of Fate (demiplane) for final confrontation with Raven Nicoletta.
If the PCs did not sway the Norns from their course, they appear to reclaim the Deck of Destiny as Raven Nicoletta falls, and the PCs must defeat tbem too.

I would also dramatically reduce the number of cards in the Deck of Destiny, and by extension, the amount of time the PCs spend on their long ass scavenger hunt, IMO the weakest facet of this AP.

Also, the next game I run will defo have a sausage vendor called Wurst of All Possible Worlds.


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Waldham wrote:
Quote:
Additional information about the ruins of Kho are presented [in the Destiny War], but if you're looking to expand on what's provided, Pathfinder Lost Omens The Mwangi Expanse contains an overview of the Ruins of Kho on pages 168 - 173.
Are there detailed maps, NPCS, specific monsters, described places, artifacts, magic items on Kho ?

No, No, No, Yes, No, No.


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That's odd. The PDF copies I downloaded are both powder blue, rather than yellow.


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Why is the cover of book #3 yellow, when #1 & #2 were both blue?


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"Additional information about the ruins of Kho are presented [in the Destiny War], but if you're looking to expand on what's provided, Pathfinder Lost Omens The Mwangi Expanse contains an overview of the Ruins of Kho on pages 168 - 173."


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That was a fun read. Congratz on completing your campaign!


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I heard that if you stand in front of a mirror and say "Jim Butler" three times, he appears and locks your thread.


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An alternate interpretation is "usually female and almost always the main character, a Mary Sue is often an author's idealized self-insertion, and may serve as a form of wish-fulfillment".


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It just dawned on me how much this AP is ripping off - sorry, paying homage - to Final Fantasy 10. Evil whale monster? Check. Escorting Mary-Sue VIP on spiritual journey? Check. Travel between different worlds? Check. If we have to win the Blitzball cup in book 3, then so help me....


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Yeah, I did consider adding "IMO" afrer the fact, but the person below had already quoted me and I didn't want to alter my post again.

I completely agree with what you just said, re: subjectivity. My review is written from my personal headspace, with the added caveat that I am reading it as a non-Pathfinder player who is looking for material/storylines to convert to another game system. I completely gloss over the stat blocks and specific rules for traps/hazardous environments, as I will be rebuilding those myself.

For these reasons, I found The Seventh Arch to be lacking, but other people will have their own reasons to like or dislike the module, whereas NVM seems to have taken umbrage with my apparent powers of time travel more than anything else.


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The big difference between them being I actually read it before submitting my review.

I restarted my subscription following the ORC announcement; received, read and reviewed the PDF copy of this book, then cancelled my subscription because I found it to follow in the recent trend of being, well, bad.

But in response to NVM's not-really-a-review, I have adjusted my own review score to 1 star, just to "balance things out".


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MetalProgrammer wrote:
Can someone who have the pdf answer some questions. How combat/dungeon heavy is this adventure? Also how linear is it? Some AP can be very linear while others are decently open. My group loves the premise but tend to be a group that values RP.

There are 3 small dungeons and a half-dozen set piece combat encounters.

It is pretty linear, to the point that it almost feels like the first draft of a Pathfinder fanfic with a few RPG elements thrown in.

There are several opportunities for RP, but it mostly feels like you're talking to the train conductor on route to the next story beat.


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While I have dabbled in many different AP, I have only run Rise of the Runelords to completion, so it is only the changes from that adventure that I would consider 'canon' for my ongoing home-interpretation of Golarion;

The Heroes of Sandpoint befriended and 'civilized' the goblins of Thistletop. Sandpoint now has a small micro-community of good goblins (called either Hope, or Stinkpoint depending on who you ask). Goblins are now unlocked as a playable race in future campaigns.

Ameiko Kaijitsu married dwarf PC Rast Sternhammer and they have a baby called Gara.

The Heroes of Sandpoint involved themself in the elections for the new Mayor of Magnimar and saw Haldeem Grobaras thrown out on his fat arse. Leis Nivlandis is voted in to replace him. There is even a goblin on the city council now (and goblin lawyers!).

The Broken Arrows are restored under human PC Ben Kotek.

The Paradise riverboat is now a floating casino/fortress owned by half-orc PC Grogg.

The lost city of Xin Shalast is found and (following the exodus of Xarzoug's giant allies) reclaimed by the yeti. The yeti are unlocked as a playable race in future campaigns.


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My interpretation was that the OGL is now a ticking bomb. Maybe it goes off on the 13th of Jan, as indicated in the leaked documents, maybe it gets delayed to some undetermined point in the future, but sooner or later it is going to explode. If nothing else, this is a wake-up call that Hasbro is out to get you, and severing yourself from the OGL is both urgent and necessary.


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Post in another thread says product was delayed even before OGL issues. I wouldn't hold your breath for this one.


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Here is a quote from the Basic Fantasy RPG site outlining what Chris Gonnerman is planning to do about the OGL in relation to his (awesome) product line;

Quote:

It doesn't matter whether Hasbro releases their new license or not. It doesn't matter whether it stands up in court or not. Their attempt to invalidate the license we've always depended on and then to effectively steal what we've created demonstrates that they are an existential threat to our game.

So, what do we do?

We excise the OGL.

To do that, though, we need to identify the SRD bits that are spread through the rulebook. When I created the game, I (and everyone else creating retro-clones at the time) believed that it was important to be able to show that we actually used the SRD. There are bits of SRD text scattered around the rulebook, and honestly I'm not entirely sure where they all are (though I do know many spells and monster descriptions are affected).

I need help to find them all. That's where you guys come in.

Here's the plan going forward: First, so long as the new OGL has not been officially released, Basic Fantasy RPG products will remain available for sale on all current platforms as well as available for download from this site. If the new OGL is released, I may be forced to withdraw all of that material, including at least temporarily hiding the Workshop since it's full of "infringing" materials.

Work on current projects is suspended, with the exception of the Mysterious Island contest and the #Dungeon23 #CommunityEdition. There's no SRD involvement with either of those, nor has the OGL been officially applied to them, and I don't want to interfere with either of them. There's no point letting Hasbro ruin our fun. But projects currently being prepared for public release are on hold right now. I know this hits a few of you harder than others, and I'm very sorry about that, but trust me when I say that it's temporary.

Now, about cleaning up the Core Rules. Unlike all other Basic Fantasy Project publications, the Core Rules legally belong to me. All contributors were asked to submit material only with intent to transfer copyright to me, and thus I hold the copyright to all of it that did not come from the listed sources in the OGL text at the back. The Castles & Crusades monster document referenced will need to be excised as well as the SRD, but that should be a relatively small problem. There are also a few monsters that came from the original Field Guide and thus fall under its license which we will have to deal with.

This leads to a point I need to address: Other Basic Fantasy Project publications are covered by the copyright of their original authors, who released them under the OGL. Technically, I should contact each and every creator listed in any of those books and get their approval to relicense the materials under my new open license (see below) but that might be hard as many of them moved on after initially adopting BFRPG. Some created their own games, some switched to newer OSR games, some just drifted into the aether. Some stayed on here, and those at least I can get approval from.

The alternative is to assume that they agreed to release their materials under a license I chose, and that they tacitly gave their approval for me to relicense them. Legally this is pretty iffy, but on a practical basis any damages they might claim for materials given away for free for so long should be pretty low. It's a chance I might take.

To be clear here: If you are a contributor to anything published under the umbrella of the Basic Fantasy Project other than the core rules, I am asking your permission to relicense your materials. I need you to contact me directly via email at solomoriah@basicfantasy.org and identify yourself by the name or names used where your materials were published, and officially grant me this permission.

The license: I'm proposing a change to the Creative Commons Attribution-ShareAlike 4.0 International license. I do not have the legal chops to create my own license, and I suffer from a newly-formed lack of trust in people who are creating new licenses now. The CC licenses have been around a while and cover a very broad variety of things already. I do plan to include a specific exemption covering the name, with a license similar to my current Product Identity License (probably called a Branding License). Or, I may seek trademark protection, but I need to study more on that.

Also, one thing we don't have to worry about is art. I've always maintained a separate arrangement with artists, who are asked to grant to me personally a perpetual, irrevocable, non-exclusive license to use their artwork in Basic Fantasy Project works. The only exception is diagrams (including maps or floorplans) which are required to use the game; if I find any I did not create in the Core Rules I may have to relicense them (with permission of the artist, of course) or get them redrawn. I don't expect this to be a problem.

This starts NOW. I'm going to accept comments on this through January 13th (the day the "new OGL" was supposed to go into effect). Anyone wishing to help find the SRD text may go ahead and start; even if the choice of license is changed, we still need to know where the SRD is hiding in there in order to remove it. Please go visit the original Core Rules thread and post whatever you find there; I'll upload a copy of the C&C document (as soon as I find it) to help with this process. If you have comments on the process itself or questions or suggestions about the license, post them here, but practical comments should go in that thread.

https://www.basicfantasy.org/forums/viewtopic.php?f=2&t=4596

I imagine Paizo are already doing something similar, albeit on a much grander scale.


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Xyxox wrote:
I think they underestimate the fan base, especially where the loyalties really lie.

I'm not so sure. Folk posting on this forum were already skewed against WotC, as evidenced in the 'Do you also play D&D?' thread, where everyone shat on 5e.

Most people who started roleplaying since 5e hit its stride, and who - in all likelihood - play nothing but D&D5e, won't care one whit what happens to Paizo or other smaller 3P creators.

I doubt the majority of those players are even aware of what is happening right now with the OGL.

As someone on the EN World forums said, WotC will get maybe a month of moaning online, then it'll be back to business as usual.

Obviously that doesn't account for any other predatory practices that are still in the pipeline for 2023 and beyond.


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Xyxox wrote:
(now referred to as D&Done by me)

Yeah, that's pretty clever. Hope it catches on. :D


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Eh, kinda. In Chapter 2 you are given a shopping list or arcane crap to pick up. Your reputation with various factions makes this scavenger hunt more/less challenging.


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Well, that's Blood Lords over with, I guess. I just left 'Ghost King's Rage' a **** review, because it genuinely did not suck.

That said, I have never disliked a Pathfinder AP as much as I disliked Blood Lords, and that's a unique sensation for me. I'm guessing the whole 'play as sentient - but not necessarily evil - undead' was just not a good fit for my lizard brain. IMO, I think the gimmick exhausted itself very quickly, and was not robust enough to support a six month campaign arc.

Onwards, to Gatewalkers, and let us never speak of this AP again.


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Some interesting reading on the issue, from an alternative source than the Paizo boards;

Would Paizo be the Big Dog if Critical Roll had stuck with Pathfinder?

Some thoughts from people playing both 5e and PF

Can you like both 5e and PF? (spoiler alert: you can!)

Switching from PF to 5e


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Prosperum wrote:
So what I'm hearing a lot of in this thread is that the ease of finding players and DMs is one of the main selling points for 5e?

You should consider that the people posting to this thread are predilected to favour PF2, perhaps to the exclusion of D&D5e, and their comments here will reflect that preference. While the folk on this board grudgingly play D&D5e because it is easy to find a group, consideration should be given to why so many other people not on these boards are engaging with D&D5e.

Create a thread called 'How many also play PF2?' on the D&D boards over at EN World and I imagine you would see a very different picture.


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Not super jazzed for Gate Walkers, but Stolen Fate and Sky King's Tomb sound like they herald a return to more traditional fantasy, so I'm looking forward to those. Ater 6 months of (urgh) Blood Lords, and another 3 of whatever the heck Gate Walkers is gonna' turn out to be, I'm looking forward to some straight up fantasy heroing.


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Is it truly that difficult to roll up and advance a new character to level 10/11, without playing through a series of adventures to get them to that point?

I'm running Hellbound Heists (for D&D5e, admittedly) mid 2023, and that begins at level 8. Rather than play through a load of 'prequel' adventures before getting to the good stuff, I'm just going to ask each player for a quick summary of their life prior to the point that the campaign begins, and get straight into the action.

If I was playing Fists of the Ruby Phoenix, I would be happy to create a comparitevely high level character intrinsically tied to the campaign setting (most likely a poor parody of an existing martial arts master) and get right into the tournament without preamble.


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Quote:
Always eager to hear back from what method of "Including recurring ally NPC companions to adventure with the PCs" works best, though!

You could include optional NPC allies with ties to the story in the Players Guide for each AP, with suggestions regarding how they should be advanced to keep pace with the party throughout the campaign? The GM could use these characters as they see fit, to bolster a party that is under strength, or allow new/temporary players to join the game without having to roll up a PC, or as replacement characters if someone dies mid-session. If memory serves, you used to do something similar with your Iconics back in the very early days of your AP line (before the jump to PFv1?).

I guess it would be up to individual GMs to ensure these allied characters did not overshadow the players during play.


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The Raven Black wrote:
mikeawmids wrote:
IMO, a revised/reimagined Jade Regent campaign would not need to dedicate three books/months of content to the travel, it should start and take place entirely in Minkai, with guidance in the Players Guide for creating characters that suit the setting.
That would be the second, high-level, AP.

If memory serves, one of the criticisms leveled against Jade Regent was that you were playing the standard array of western-fantasy-style heroes, who traipsed halfway across the world to interfere in a dispute they had no stake in, because of their close affiliation with a Mary-Sue NPC.

Would it not be better to have characters start in Minkai at level one, protecting their village/land from bandits/rogue samurai, then deposing a crooked noble/magistrate (and/or a wicked oni pulling the strings) in a level 1-10 AP. The 'sequel' could have things escalate from there, culminating in an assault on the Jade Regent's palace?

1: Defend village from bandits, dungeon crawl through bandit lair.
2: Head into town to deal with crooked magistrate behind bandit attacks.
3: Head into hostile territory (mountain/swamp) to find/destroy evil oni who was controlling the magistrate.

4: Jade Regent sends soldiers to make example of the group that killed magistrate/defied his rule. Party defend village from siege and drive of general (recurring villain).
5: PCs travel across Minkai, gathering allies to assault capital and overthrow Jade Regent.
6: Assault on capital, rematch with vengeful general, unseat the Jade Regent.

I should add, I would rather see 3 part APs and/or 6 part APs that are distinct from one another. I don't understand the desire for two seperate-but-connected stories to run back-to-back, if that is what is being requested. I would be interested in APs that follow on from the finale of a previous AP, in the sense that Shattered Star and Return of the Runelords were 'sequels' to Rise of the Runelords. However, I imagine they can't be too closely connected, for fear of alienating customers who did not buy the first AP in the chain.


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IMO, a revised/reimagined Jade Regent campaign would not need to dedicate three books/months of content to the travel, it should start and take place entirely in Minkai, with guidance in the Players Guide for creating characters that suit the setting.


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Is that a problem with the game or a problem with your group? There is no way it should be taking that long, even at higher levels.

How many players in your group?
What level are you playing at?
Do you have to act for additional allies/pets/familiars/summoned creatures?
How much of that time is players taking their actions, compared to the GM acting for his monsters?
Were there amy other distractors present that might have slowed down play?

We have one guy in our group, usually plays a maxed-out character (usually a monk or sorcerer) who seems able to take twice as many actions per turn as anyone else, yet never plans his actions until it is his turn. He alone takes up as much table time as the rest of the group combined.


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AceofMoxen wrote:
I'm in a strongly story-based 5e weekly Eberron game, a weekly PF2 game/society play, and a weekly SWADE game where we try to avoid combat.(we're not very good at it) I would not play a combat-focused 5e game. I'm really bored of 5e character concepts, and I can't stand silly rules like "see invisibility doesn't let you defend yourself from invisible creatures."

How's the SWADE game going? I would love to play more Savage Worlds, and I do have a Slipstream game lined up for early 2023.


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I play 5e regularly and still enjoy it (currently nine weeks into Dungeons of Drakkenheim, playing level six characters). It is by far the most popular game within my gaming group *, for both pre-written adventures and homebrew content. I'm not sure how keen I am to jump to One D&D, but we'll see how much choice I get in the matter.

* CoC7e comes in a distant second, with various Free League systems catching up fast.


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I imagine that the above post goes hand in hand with Player Apathy and GM Burnout. Shorter APs would likely reduce these factors also and result in greater player engagement and more positive reviews.


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WatersLethe wrote:
An adventure consisting entirely of delivering pizzas to hard-to-reach customers.

I would buy and run such an adventure!


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It all depends on the story being told. Rise of the Runelords, the only AP I have run to completion is spectacular, but Book 5 felt like filler and Book 6 was a mess.

Age of Ashes feels like a 6 volume epic, whereas Outlaws of Alkenstar was only three books long and still managed to outstay its welcome (despite having an awesome theme/setting).

IMO, Blood Lords should definetely not have been a 6 book project.

I have read a lot of threads/articles on other forums discussing how best to convert Pathfinder APs to other game systems, and one thing that comes up over and over again is to cut all the pointless/speed bumps encounters and fluff text. One poster over on the Pinnacle forums suggested you could cut as much as 80% of the AP and still run a fine campaign.

Perhaps Paizo could consider releasing 3x 4 part Adventure Paths, which would still feel like a epic quest, without having to dedicate whole books to seemingly pointless filler content.

I want to love your stuff Paizo, but by God, in comparison to other adventures available from Drivethru, they are often over-written, meandering and dull.

That's my two cents, for what it's worth.


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I've not finished reading 'A Taste of Ashes', but I just wanted to leave a shout-out for whoever wrote the inspirational rumour table in Part 1.

The PCs may come across several random rumours in their search. Roll a d12 to determine which random rumour they hear;
1: The High Priest is up to something.
2: The High Priest is up to something.
3: The High Priest is up to something.
4: The High Priest is up to something.
5: The High Priest is up to something.
6: The High Priest is up to something.
7: The High Priest is up to something.
8: The High Priest is up to something.
9: The High Priest is up to something.
10: The High Priest is up to something.
11: The High Priest is up to something.
12: The High Priest is up to something.

You dedicated an entire page to this, when you could just as easily have the PCs overhear someone mention that THE HIGH PRIEST IS UP TO SOMETHING.

Review forthcoming. :D

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