Orc Ranger

shadram's page

Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber. Organized Play Member. 479 posts. 2 reviews. No lists. 1 wishlist. 2 Organized Play characters.


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The magic item conversion table is very useful, and helps set an expectation of the kind of weapons and armour that players have at various levels.

The monster conversion guide is pretty much how I've been doing it for my homebrew campaign since January (with playtest rules), and that's been going well so far. The biggest problem is the lack of medium humanoid creatures above 6th level to base stats on.


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I'm pretty sure you could kill a man with the Core Rulebook, so flimsy and frail are two words I'd never use to describe it.

In terms of its bindings, I've carried it around, spent a lot of time reading and flipping through it, and it's as solid as when I first received it. Unlike my Starfinder collectors edition, which I'm afraid to touch since its pages are so loose now.


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Captain Morgan wrote:
FowlJ wrote:
Captain Morgan wrote:

Where is THAT stated? I haven't seen it, and we have some pretty compelling evidence it isn't the case since Jason told the Champion she could refocus back to back several times in a row.

Page 300, the requirements for the focus action:

Quote:
You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points.

Huh, I missed that. That certainly shifts their paradigm, and also explains why feats like Meditative Focus are worth having. And that's consistent with how they were used in Oblivion Oath.

I totally missed that too... Thanks for the heads up, it certainly changes things!

For pure Ki focused monks, I think the Wild Winds stance is somewhat viable, since it lets you make ranged ki attacks for the rest of the fight if you stay in it, but that doesn't come online until 8th level...

Has anyone run the numbers on doing just normal unarmed monk attacks, with once per combat ki strike, at low levels to see how it stacks against the stances?


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Vidmaster7 wrote:
So I wonder if a brawler build is beneficial at all You know monk multi-class fighter? I think it might be the other way around but I don't think the monk really gains anything that way.

Probably not much. Monastic Weaponry specifically says it applies only to monk weapons, so you can't flurry with a long sword. You can get AoO at level 4, and there's probably some useful fighter feats, but the dedication itself isn't much use.

EDIT: Monk/rogues ninjas seem to be unbeatable


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With stances, most monk strikes go to 1d8, and are agile. Dragon stance makes it 1d10, with backswing but no agile. And if you choose not to take a stance (which you probably should), Ki Strike lets you do a more powerful attack with an extra d6 damage (although only once per fight).

Also, fighters would take a -2 penalty if trying to do lethal damage with an unarmed attack. Monks are the only class who don't take this penalty.

Flurry essentially gives you a free attack per round - your first attack is two attacks, and there's no reason to ever not use it.

Monks seem fine, and I'm super excited to start playing mine in Age of Ashes on Saturday!


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I've been running a playtest > 2e campaign since January. One of the big problems that I'm starting to run into, now that the PCs are hitting 5th level, is that the options for humanoid enemies run out around 6th level, and beyond that it's just bigger and bigger monsters.

I know the rules for NPCs and monsters will be in the Game Mastery Guide, but that's now pushed back to January, and maybe even later. They mentioned during the playtest that they thought about releasing the monster creation rules then, but it didn't happen.

So, as the title says, any chance of throwing us GMs a bone and releasing the creation rules a bit early? Or even just some advice on how to do it in the meantime, without having to go through the full PC creation/leveling process? We can call it a playtest if you like, given that players get their new class rules early in October. ;)

(I know this is wishful thinking, but a man can dream...)


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In the panel, they mentioned that Investigator lent itself well to the Agents of Edgewatch AP, and would do a lot with skills. Swashbuckler is intended to be the ultimate mobile combatant, and will be able to move about the battlefield like no other class. Oracle and witch were just super popular classes, and they wanted to play with curses and hexes, respectively.


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It allows you to roll your stats on 3d6 (or some variant). But other than that, not much reason for them that I can see.


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Ninja in the Rye wrote:
A 50% price increase for PF2 PDFs? Well, there goes my plan to grab the PDFs to see if the hardcovers would be worth buying and the system would be worth switching over from PF1.

One price increase of $5 in ten years doesn't seem unreasonable...


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I'm in the middle of rewriting most of this book. The framework is good, but the "kill dozens of the same monster" to conquer each district is boring. I'm trying to add more wonder and places to explore, depopulate the city a bit, and replace some of the more mundane encounters with interesting ones, using the newer bestiaries.

I'll likely start the vaults of madness a bit earlier, too, to provide a reason to go into each district.


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Do we know when they are likely to be announcing new things? Or should I just spam "refresh" for the next 4 days until some news pops up?


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Yay! Players Guide is great, I now have a complete character concept for the AP (was waiting for the AP Backgrounds to be available). Can't wait to start playing in a couple of weeks' time!


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kogarou wrote:

I dislike when players say "assume I'm always detecting magic, and my weapon's drawn, and I have a readied attack". Are there any relevant rules about this? It seems like the exploration mode rules could apply (you're slow if you're so cautious), but then my players will probably just slow walk everywhere. I don't want to embarrass them in-game either, just give them a sense of baseline normal behavior.

AKA, given this quote: "Given the opportunity, players will optimize the fun out of a game" - what new tools does this edition give me to limit that opportunity?

Players can only be using one exploration activity at a time, which include things like Scout (+1 on initiative), Search (free perception rolls), Detect Magic (or any other cantrip) or Avoid Notice (be sneaky).

Also worth noting that Detect Magic won't always alert them to the presence of a magical aura before they walk into it, unless they move very slowly. Same for Search and traps.


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There were also hints of going outside the Inner Sea region sooner rather than later.

My preference would be for a detailed guide to one of the 10 Inner Sea regions. Impossible Lands would be amazing, but my guess is that it will support whatever AP comes after Extinction Curse... which would make an Impossible Lands book even more exciting!


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The Great Gogiteth sounds amazing, is that the Cloverfield monster? I can get behind that. I can imagine a high level adventure where one emerges and starts eating Magnimar...


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Joana wrote:
Quen Pah wrote:
shadram wrote:
Saint Bernard wrote:
I am slowly coming to grip with the new CRB. The organization is not intuitive for me. The index and TOC are not that helpful. Took me half an hour to find the focus powers. Great material there so it is just a learning process for me.

Yeah, I struggled to find the focus spells too, and eventually found them accidentally while randomly flipping through.

For anyone else struggling: Focus Spells are in their own section at the very end of the Spells chapter, grouped by class.

Can you post a page #?
386-407.

I've also since noticed that some classes (e.g. Bard) give page numbers for their focus spells, but other (like Monk and Druid) do not. I read the Monk class first, but if I'd read in alphabetical order (who does that anyway?) I wouldn't have had that problem. It's also a problem you have exactly once, and then never again, so it's not a major issue.


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MaxAstro wrote:

The human ancestry has a footnote stating that with GM permission, any ancestry can take the half-elf or half-orc heritages - including orcs and elves.

The note even goes so far as to imply that half-elves descended from halflings and gnomes, as well as half-orcs descended from halflings, goblins, and dwarves, are canon to Golarion (although I imagine rare).

Finally my dreams of playing a half elf half-elf can become a reality!


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Hah, I didn't realise that Ostog being a new Linnorm King was canon, I thought it was just for the PaizoCon adventure. That's great! Are there any other Paizo PCs that have made their way into the new world guide? The only other one I know is Shensen, who was James Jacobs' character and appeared in Hell's Rebels.


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My books arrived today! Probably the fastest my shipment has made it to NZ since I started my subscription.
Our receptionist at work said he'd never seen anyone so happy to collect a parcel. Now the struggle to continue working, rather than reading the Bestiary, begins...


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Shame we don't get the temperature values on a scale that makes sense, though...


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I'm running a homebrew campaign using playtest rules, which I'm really excited about converting to 2e as soon as I get the books.

Fantastic blog, the Bestiary examples are excellent. Can't wait to get my hands on it and find some new monsters to throw at my party!


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Captain Morgan wrote:
TheMaxi wrote:
caps wrote:
Maximilien Drouin Royer wrote:
is the Orc Ancestry feat "Orc Ferocity" still use a Reaction? In the playtest i had to choose if i AOO or do nothing to keep my reaction for Orc Ferocity. Bad design... Hope they made it a free action.
It is still a reaction, unfortunately.
Ah damn. thanks for the reply. It is less usefull for class with reaction ...

Well, only if you've already spent your reaction that round. There's a pretty good chance your AoO gets triggered early in a fight and enemies avoid it afterwards, and it is (Hopefully) gonna be later in the fight when you need Ferocity.

Now, its not as good on a shield fighter who is hopefully blocking every round, but A) you can just not take it on a shield fighter, B) you can get extra shield block reactions, and C) given my understanding of shield block, you choose to block only once you know how much damage is being dealt. So there's a good chance you can just pick whichever reaction is better in that moment. So if you take a hit that your hardness absorbs, just block. If you take a hit that exceeds the hardness and your current hit points, use orc ferocity.

...Actually when you put it like that it is pretty good for the shield fighter too.

I think I read somewhere that Fighters can get extra reactions at higher levels for AoO or shield actions? In which case, you will likely have a reaction left for Orc Ferocity if needed.

I don't think having it as a reaction is bad design at all. It forces you to make a tough decision when under threat in combat, which is a good thing in my mind.


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Do any of the monsters in the book have phlegm worms?


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Are the phlegm worms in today's Tales of Lost Omens in the Bestiary? I'd assume that they're a feature of some kind of demon or other gross thing. I want to inflict them on my players ASAP... *evil laugh*


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Eww, gross. I love it.


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sherlock1701 wrote:
If players prioritizing RP and fluff over mechanics and gameplay went away tomorrow, the RPG world would be better for it.

Eww, gross. What is an RPG without RP? Well, just G I guess, but I'll take flawed, suboptimal but flavourful characters over best-in-class builds any day. I would not GM for a player with this mindset.

For me, character options as you level should be about fun new things your character can do, not which +1 is best. Sure, there can be some "mastery" around finding abilities that combo well together, kinda like deck building in a card game, but a hodgepodge of different options - the swiss army knife character - is fun to play and should be at least viable too.


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Cozzymandias wrote:
AnCap Dawg wrote:
nohar wrote:
i still don't quite understand how xp works in the new system...the playtest rules didn't explain it well to me and since doomsday dawn didn't award xp i never got to see any examples in action...hopefully the final rules will do a better job of making me understand...

I'm a bit confused about it as well. I was hoping Stephen would go into more detail about that, but it got skipped for juicier parts that would be interesting to more players.

It seems weird to me that it only takes 1000xp per level instead of an increasing amount each level.

Assuming it works the same as the playtest, XP is now based not on the actual CR of the encounter but rather the encounters CR relative to APL. So for example a CR 5 encounter would give a level 3 party 400 XP (or whatever) while the same encounter would give a level 7 party 200 XP. this way, you get more XP for punching above your weight, but the amount needed to level up can stay at a nice neat 1000 XP/level.

Yeah, this. A goblin might be worth 40xp at level 1, 20xp at level 2, 10xp at level 3 and nothing for levels higher than that. It makes it easy to know how close characters are to leveling up, and the calculation for the GM when building encounters is not difficult.

Actually, for me, it makes building encounters easier, since I always know that I'm aiming for around 80-120xp per encounter to have something appropriately challenging for my party.


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rainzax wrote:
And a "flourish"?

That's new, but from what Mark says above, I gather that it means you can only use it once per round.


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I'm mostly a GM, so am very much looking forward to easy-to-run monsters with more fun and interesting options in combat. I'm also keen to start mixing in some more complex hazards into combat to see how that changes things.

As a player, I'm mostly looking forward to being able to build a cleric that has interesting options beyond which god to worship and which domains to take at first level.


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Rule 0 says that if you don't like a rule, don't use it. I've been running a Playtest campaign, and we don't do secret rolls for all knowledge checks. I also don't give incorrect information on a crit fail, having to come up with something is hard to do most of the time. It's had no impact on our games, and I can't imagine that will change in the 2E rules.

I use secret checks when they're important, or it would be more fun. Stealth rolls to see if the party would be noticed by an intelligent creature are a good example.

Why would you need a knowledge check to identify a goblin? They're a common enemy that everyone would recognise. Even for things like Chimeras or Manticores, where there's likely to be local folk tales about them (just as in the real world) I'd probably tell the party what they are. For the most part, the knowledge checks would only reveal useful information for overcoming the challenge (usually combat info) like weaknesses or resistances... which I guess would be more easy to make up false information for.


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Of all the books in the lineup for 2E, this is the one I'm most excited about. I've been running a homebrew Playtest campaign since February, converting to 2E when it's released, and the sooner I get access to some of the things in this book, the better. Premade NPCs, monster creation rules, guidance on magic item creation... it can't come soon enough for me.


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The big question is, does it matter? I get that people get excited when something new is coming out, but the difference between getting the PDFs at the start of shipping or towards the end is just a few days. That's a trivial amount of time.

There will always be people who get something you want, or see a film you want to see, etc., before you get it. It's the nature of the world, and it's not going to have a negative impact on you.

Subscribers already get the PDFs before the street date, the number of days prior to release is a bonus. The nature of the Paizo books means they're not that time sensitive: getting access to new character options, etc, a few days early is very unlikely to affect your game. Even for things like adventures, that you might be keen to run ASAP, if you don't plan to start it until the street date of the books, then nobody will be disappointed.


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tqomins wrote:
Deadmanwalking wrote:
John Lynch 106 wrote:
Thanks for the responses. I’ll be interested to see where they landed on attack bonuses coming from weapon quality or weapon magic.
It's magic, sadly. It's decoupled from the bonus damage dice and capped at +3, though, so this is primarily a semantic distinction and easily changed if you prefer it to not be.
Yep. It's too bad. But I get why the designers would follow the surveys on that one, even if I would have preferred item quality rather than magic as the source of item bonuses to hit.

Wait, so is item quality gone? Or does it do something different for weapons now? I've not heard this before, and the introduction of item quality was one of my favourite new things for items in the playtest...


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Steve Geddes wrote:
They're also all there on twitch, although I'm not sure if they're marked just for subscribers or if anyone can look back at past episodes (I believe that's a choice the channel can set).

Yep, I can see them on Twitch, and am not a subscriber. And you get to watch the q&a part there, too, which usually gets cut for YouTube.


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TOZ wrote:
How many weeks to a month?

About four-and-a-half. :P


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I can confirm that I have both the last issue of Tyrant's Grasp and the Druma book in my downloads, so it's only the 2E PDFs that are being held back. Which is understandable for such a big product launch.


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captain yesterday wrote:
Kevin Mack wrote:
possibly pretty sure previously it has always been mysterious death whenever it's came up.

If you read the first couple of pages of the Aroden article they mentioned he was murdered there.

I'm pretty sure.

However, feel free to correct me if I'm wrong.

I don't think it does, unless I skipped over it in my re-reading. The closest I can see is this bit, which to me reads more like his religion was slain:

"By the time devil worshipers finally quelled the fighting and took control of the empire [Cheliax], Aroden was well and truly slain, his clergy left powerless and confused."


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PossibleCabbage wrote:

Wasn't the diagetic reason that Orcs were these ferocious antagonists was that Orcs were originally from the Darklands and were extremely influenced from proximity to Rovagug? But living on the surface they have no more reason than anyone else to take their marching orders from the Rough Beast save for "tradition."

Presumably in the last several thousand years a great number of orc groups have had cause to reconsider some things and have had opportunity to forge different traditions.

I like this approach/explanation. It shows that while the mortal soul can be corrupted, it can also evolve away from that corruption.

Given that half-orcs exist as a core race in Golarion, and we should get away from the idea that all half-orcs are the product of violence, it's going to be rather important for non-evil orcs to not only exist, but also not be exceptional.


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John Lynch 106 wrote:


Quote:

Player: I go up to the guard and ask him to let us through.

GM: Roll a Persuasion check.
Player: I get a 2.
GM: He lets you through even though despite you failing the skill check. Scratch off 50 gp.
No amount of clever thinking is necessary. Because regardless of whether or not the players succeed in their approach to overcome an obstacle, fail forward means they'll always get to the next stage....

That's not fail forward, that's bad GMing. If you roll a 2 on diplomacy to convince the guard, then that check fails. There's a ton of options the PCs could choose to take, of which bribery is one (along with sneaking in, etc.)

The GM saying "you failed but pay 50gp and go through" is not fail forwards, and is a case of the GM taking away player agency. I don't believe anyone in this thread is arguing for that, and if that's your definition of fail forwards, then I understand why you don't like it. I don't think that's what others mean when they argue for fail forwards, though.


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I don't think it's as black and white as many people are claiming here. I both allow PCs to fail checks outright, and use fail forward in other cases.

If they try to climb a wall they don't have the ability to, or try to pick a lock that's too tough for them to crack, then they fail. So long as there's another way to achieve what they're trying to - another route, or whatever - then they can fail. If they fail that acrobatics check to balance on the tightrope across the chasm, that PC is going to fall - they chose to attempt it, after all.

Fail forward is useful when you just want to keep the story moving or failure would be a roadblock. It doesn't remove the need to be smart - blunt forcing your way through will still result in failure - but as soon as a player suggests something clever, even if they wouldn't normally be able to do something, I'll often allow it to succeed at a cost. So the diplomacy check will fail by numbers, but if the player makes a valiant speech, I may have the NPC accept their argument along with a small (or large) bribe.

As has been said by others before, my main focus is to ensure everyone is having fun. So not everything should always succeed, but I'm also not going to sit and let the party umm and ahh for an hour in situations that I've put them in that don't have a way on.


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For orcs specifically, I believe the idea that they are inherently evil is from Tolkien, where orcs are engineered to be evil descendants of elves. (Someone may have done the same earlier, but Tolkien is the popular source of it.)

More modern sources (like Warcraft) give the orcs other origins and make sense to give them nuance in their alignments, similar to humanity.

I definitely prefer the nuanced approach, but it's fairly clear where the "orcs = evil" comes from, and why they're usually the grunts in the bad guy's/girl's army.


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Thanks to the Paizo team for putting in the extra efforts to get us our 2E books! Super looking forward to getting my hands on the books, even with the $80 shipping fee to NZ...


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These are some great ideas, thanks everyone! I'm going to add a few mechanical curses into the mix, but will try to keep them from being too impairing.

I'll use these, and here's a couple more I came up with (some of which tie into things that will happen in the adventure). I'll be putting a lot more work into this over the weekend.

- You can't see any reflections of people in mirrors, other than your own. Your reflection is not visible to others.
- Everyone around you appears to be undead - either rotting, bloated corpses or skeletal remains. Undead appear to you as they did in life, at the peak of their health.


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ChibiNyan wrote:
^^^ I really liked the Playtest Bestiary guidelines. It's clear this is an issue they wanted to iron out early. Now the only issue is making it make sense in some contexts since some monsters are very unlikely to have companions.

I've been building encounters for my homebrew playtest campaign for a while now, and have found that using non-enemy hazards (traps, terrain, etc.) in these circumstances work quite well. Complex hazards act on the initiative track, which can lead to some really tactical maneuvers from the players, keeping things interesting and letting them feel smart. But simple hazards work well too.


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Hey everyone,

After listening to part 2 of the GCP game from PaizoCon, where Jason hands out random curses to the players, I want to do something similar in my game. Does anyone have any fun ideas for this kind of mechanic, where the player draws a random curse from a metaphorical (or possibly real) hat?

I'm running it with Playtest rules at the moment, converting to 2E when it's released, but I guess ideas don't need to be system specific and can be made to work for any game. The party are currently exploring the abandoned, haunted headquarters of an ancient death cult, if that helps, although don't limit your ideas to this.

(Not 100% sure this is the correct forum, apologies if it's not!)


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Set wrote:
Andostre wrote:
William Bryan wrote:
Evocation: the actual surgeon
I think this one requires elaboration.

Cutting blades made of magical force sound like they'd be perfectly sharp and perfectly sterile and have an absolutely 0% chance of leaving behind fragments or slivers in the wound. Plus (carefully controlled!) fire magic would prove useful for cauterizing wounds.

But yeah, the initial visual sounds incongrous.

Evoker in the ER: "He's coding! Lightning bolt, CLEAR!"

And if anything goes wrong, Fireball makes it easy to clean up (or cover up) the mess.


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David knott 242 wrote:

The general assumption going into PF2 is that all PF1 adventures have occurred and resulted in success for the PCs, so any PF2 adventure that is set in the same location as a PF1 adventure would spoil the older adventure(s) to some extent -- in fact, the PF2 Core Rulebook and Lost Omens World Guide actually provide a major spoiler by simply mentioning Ravounel -- but you have already alluded to that spoiler yourself.

I wouldn't call that a major spoiler. Saying that Hell's Rebels is the AP about how Ravounel split from Cheliax to become a new nation, free from the tyranny of Asmodeus and House Thrune, doesn't say much about the AP at all. None of it is surprising given the premise of the adventure, and none of the actual game moments (as in, what you do from session to session) are mentioned.

I'm currently playing in an Ironfang Invasion game, but knowing that the hobgoblins form their own nation (at least according to canon - can't see my party going along with that!) doesn't really spoil anything. I still have literally no idea of what's going to happen in book 3, for example.


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Pretty sure it was Chaucer who first used the word fart, so it's hardly modern.
I liked this story a lot! Although I could only imagine Twilp using the voice of Goldmember from Austin Powers. "I like gooooold!"


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It's disappointing, but 4 weeks will fly by in the blink of an eye, and then nobody will remember it ever happened.


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Six AP chapters helps align the releases to have two APs per year. They mentioned that we're getting two "July" releases this year (on 1st August because GenCon) to shift the timings so that the first AP of a year is January to June, and the second runs July to December (rather than the February/August starts of previous APs).

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