Pathfinder Campaign Setting: Lands of Conflict (PFRPG)

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Pathfinder Campaign Setting: Lands of Conflict (PFRPG)
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Never Surrender!

A seemingly endless war rages between the expansionist nation of Molthune and its fiercely independent neighbor Nirmathas. To Molthune, it's a civil war to preserve its legacy of unification; to Nirmathas, a war to throw off tyrannical occupation. Ancient ruins, headstrong leaders, and longstanding feuds are present on both sides—but the similarities end there.

Cosmopolitan and wealthy, Molthune grasps at glory and power as it struggles for recognition and security. Rugged and resourceful, Nirmathas operates less as a nation and more as a free frontier, bound together only in its resistance to outside control. Nirmathas and its conflict with Molthune provide the setting for the Ironfang Invasion Adventure Path, making this comprehensive sourcebook a perfect supplement for that campaign.

Within these pages, you'll find:

  • An extensive look at the region's history, stretching back before the current conflict, before its occupation by Cheliax, and even before the Whispering Tyrant's stranglehold on the region.
  • Detailed gazetteers on both Molthune and Nirmathas, offering over 50 distinct locations within both nations, such as the hidden druid enclave of Crystalhurst, the architectural wonder of Canorate, and the fey-infested Fangwood.
  • A comprehensive overview of the front lines of each nation, the distinct tactics they employ, and the regular shifts in activity and control.
  • Nine fleshed-out locations that take adventurers from the fringes of each nation to the front lines of the main conflict.
  • A detailed militia system, allowing players to organize, train, and direct their own rebel militias or mercenary legions.

Pathfinder Campaign Setting: Lands of Conflict is intended for use with the Pathfinder campaign setting but can be easily adapted to any fantasy world.

ISBN-13: 978-1-60125-927-1

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Pretty good

4/5

Goes over Molthune and Nirmathas in decent detail, talks about the conflict a lot, and has some good flavor overall.


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Is it just me or her arms are backward on the cover? You just can't swing that way girl!


I think you're suffering some perspective illusion, it's fine.

Silver Crusade

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Pathfinder Adventure Path Subscriber

I like how this book paints a more nuanced portrayal of the conflict. Nirmathas isn't all freedom fighting angels, they're angels with dirty faces who might just have gotten a little too far into the whole ambush thy enemy and slit his throat because freedom thing. While Molthune isn't all Panzer Kaiser Nazi Dragoons...


4 people marked this as a favorite.
Gorbacz wrote:
I like how this book paints a more nuanced portrayal of the conflict. Nirmathas isn't all freedom fighting angels, they're angels with dirty faces who might just have gotten a little too far into the whole ambush thy enemy and slit his throat because freedom thing.

Likewise, the Molthunis aren't vicious, genocidal fascists who want to burn the forest down and wipe Nirmathas off of the map. Their army is actually pretty clean, doesn't kill civilians, and one of their general lords is even a Paladin!

This is why I SO want Nirmathas and Molthune to do a hero/villain team up against the Hobgoblins in Ironfang Invasion and collaboratively kick their asses, but apparently that isn't going to happen.

Dark Archive

2 people marked this as a favorite.

Agreed with the last two posts! I love that at least one Molthuni leader is a paladin, and the graying up of these two nations really helps make both sides more three-dimensional and useful from a storytelling / gamemastering standpoint.


Well I always assumed a more nuanced history between the two sides, but glad it's being fleshed out more.
The fact the current military government of Molthune is undercutting the ancient priviledges of landed nobility
(and upraising the most downtrodden classes) itself undercuts the historical conflict a bit.

I'm curious if the CS expounds on the "Animated Object" economy of Molthune,
I always liked that aspect the most, as approaching Alkenstar style magi-tech, but not going as far,
i.e. tending to maintain the same tech level just with "automation" of it's operation.
The image of half-deserted city crafted for nonsense religious reasons and inhabited mostly by magical machines seems fun locale.

The immigrant labor bit also seemed an interesting angle, and besides foreigners could well include Nirmathas folk.

Does it go into divisions of nobility, perhaps what happened to "Nirmathi" nobility?


I figured I'd share my story of running a Molthune/Nirmathas one-shot here. It is very long, and originally a Facebook post, so I apologize if it doesn't format properly.:
Let me tell you a story: a tale of how my one-shot PF session last Sunday went far off the rails. Every GM has stories of games going haywire when the players and GM don’t see eye-to-eye. Sometimes, this can be a cause for frustration. But this time, my players genuinely surprised me with a shocking twist, turned script of the campaign upside-down, and left everyone at the table with an experience that everyone found both memorable and satisfying.
First, the context. I’ve been GM-ing consistently since 2013. I’ve had a long time to accumulate knowledge and experience, but I still tend to slip up every now and then. Two things that irritate my players are A) using abyssal demons and their cultists as antagonists frequently enough that my players are sick of it (especially since such enemies are usually irredeemable fanatics who can’t be reasoned with) and B) having villains withdraw or teleport away from encounters before they can be finished off.
One thing my players like to do for one-shots is to agree on a single party theme or class, without my knowledge, and then surprise me with it. One time they brought an entire party of synthesist summoners (I have yet to forgive them for this), and another they came up with an entire party of paladins.
Keep these things in mind.
So, midway through my winter break, I decide to set up a one-shot. I’ve been delving deeper into the official Pathfinder setting and Golarion lore more recently; and I wanted to give my players something new. I looked into two countries in the Inner Sea region, Molthune and Nirmathas, that are perpetually at war. Molthune is a predominately Lawful Neutral, militarized, imperialistic nation where common folk and foreigners can become citizens through five years of military service (which amused me, since it immediately invokes parallels to the movie/book Starship Troopers). Molthune shares it’s northern border with Nirmathas, a primarily Chaotic Good nation of Robin Hood-esque freemen, wild folk, rangers, and frontiersmen with no centralized structure of authority binding them together. In the setting lore, the Nirmathi are portrayed as heroic guerrillas opposed to Molthune’s imperialism.
I decided that this would be the setting of my one-shot, but rather then having the party be Nirmathi underdogs fighting back against the Molthuni war machine…they would be soldiers serving the military hierarchy of Molthune, undertaking dangerous missions in exchange for their citizenship. Rather then a holy crusade against demons or devils, they would be plunged into a grim, bloody war between two non-evil nations that had been dragging on for decades. To facilitate this, I decided that Nirmathas in my campaign would be Chaotic Neutral, as opposed to Chaotic Good. Sure, they are free-spirited, nature-loving folk who hate centralized authority. But maybe they have a lot of bandits, thieves’ guilds, and other criminals amongst them. Maybe they’re strongly xenophobic, extreme, and quarrelsome, like the Wildings from George R.R Martin’s fiction. This makes the war between the two nations less a mere struggle of underdogs against an empire and more a battle of order versus chaos, industry versus nature, and centralized power versus anarchism. But this would be the overall backdrop of the session, not it’s focus. I decided that my PCs would indeed be facing evil antagonists: Nirmathi extremists who worshipped an evil Fey goddess and wish to tear down civilization as we know it. I fear my players would not be invested if they weren’t facing evil enemies, and this would flip the coin on the setting’s assumptions: we get to see the Molthune imperialists acting heroically, and a darker side of Nirmathas. But at the end of the adventure, the PCs would be forced to make a fateful choice, and their response to it would determine their ending and possibly their alignments. I allowed any race or alignment so long as they could justify working for a Lawful Neutral military command structure.
So I posted the event, under the title of “Pathfinder: Service and Citizenship” and six of my friends made time in their schedules to attend. Little did I know what I had just put into motion…
The following the way that the adventure was EXPECTED to progress:
The PCs are the Imperial Special Tasks Force, also known informally as the “Petitioners”; due to the low survival rate within the unit. The Petitioners undertake the most lethal, dangerous missions in exchange for a faster track to citizenship.
After attending a parade in Molthune’s capitol, Canorate, and being granted the privilege of dining for one night at a high-end restaurant usually open only to citizens (this privilege being granted to them to honor their service and provide them with more motivation to fight towards citizenship), they are sent to the Nirmathi border for a new assignment. There, the Petitioners meet their commanding officer: Zeo Armadus, the Iron General of Molthune. He is a gearforged (ported over from Kobold Press’ Midgard setting) who lost his human body in a bloody battle against Nirmathas, and had his soul transplanted into a body of iron and clockwork before he could die. A ruthless, fanatical commander with a body of dark metal, crimson gemstones for eyes, and a shocking greatsword across his back, Armadus is a threatening figure. He gives the PCs a lecture on citizenship and the superiority of Molthune’s way of life, before assigning them their mission. It turns out that there is a band of Nirmathi rebels calling themselves the Green Ones who are raiding villages in both Nirmathas and Molthune, killing some and abducting others. According to some reports, they are a druidic cult based around a figure calling herself the Green Maiden. Armadus wishes to put an end to this, so he orders the PCs eliminate the Green Ones. They are based in Goldenfield, a village on the southern edge of the Fangwood Forest, and in the forest proper.
The PCs were to travel to Goldenfield, where the Green Ones were oppressing the villagers, and drive them out. It would be discovered that they worship a Neutral Evil fey goddess, the Green Mother (who the Green Maiden is a herald of), and that villagers are being taken into the forest as “tributes” and not returning. They would then enter the Fangwood forest, where they would be ambushed by Green One cultists, moss trolls, and evil fey. The Green Maiden herself appears during the ambush in all her splendor as an NE druid and Moss Lich (check the Advanced Bestiary for that template), but the PCs presumably lack the means to kill her, so they can only drive her off.
That night at camp, a Shadowman (CR 5 evil fey from the Colossal Creatures Bestiary) would attack the the players. After destroying it, a shadowy fey or fetching would approach them and congratulate them on passing their trial. He would go on to say that he represents the other Eldest fey gods, and that the Green Maiden is feeding villagers to a supernatural tree (with eyes and mouths) deep in the forest that uses their soul-energy to break down the boundaries between the material plane and the First World, realm of the fey. Once her dark plan comes to fruition, the First World will breach reality and Nirmathas would become the Green Mother’s domain. The reason her cultists support this is because A) they hate industry, cities, and civilization, B ) because it will enable them to invade and destroy their hated enemy of Molthune and C) permanent death doesn’t exist in the First World, so they would be granted eternal life. To this end, the messenger hands the PCs a magic skull that can be used to fire beams of negative energy (the means to stop a Moss Liches’ regeneration, which I feared the PCs wouldn’t have access to) and casting Desecrate, which would prevent the Green Maiden’s rejuvenation seed from regrowing.
Thus, it’s time for a final showdown between the Molthuni PCs and an eco-terrorist fey-worshipping death cult. The PCs travel to the Green Maiden’s sanctum deep in the Fangwood, along the way meeting a Nirmathi ranger hero who serves as her second-in-command. He’s become horrified and disillusioned with her, and the PCs get the chance to talk him down and skipping his encounter. Under the shadow of her nightmarish tree, the Green Maiden tells the PCs that her village was burned by the Molthuni army when she was a young human girl, and that she fled into the Fangwood before being taken by Fey and raised by the Green Mother in the First World. She declares that the power of primal nature will conquer the man-made cities and civilization of Molthune. The PCs may have one last chance to talk her down, but chances are that they end up fighting her. It was also possible that they could defect to her side, but I deemed this as unlikely…
Once the Green Maiden is done with, the PCs return to Goldenfield. There they find their commander, General Zeo Armadus, outside of town with a retinue of soldiers. He congratulates them on getting rid of the Green Ones and gives them one final order: slaughter the entire village of Goldenfield for their defiance and harboring of rebels. If the PCs comply with this command, they carry out their war crimes and are granted citizenship. If they refuse the General, they then have to fight him. They don’t commit the atrocity, but they are now fugitives who will be hunted by Molthune and never get their citizenship. Cue Starship Troopers theme as an outro while the PCs contemplate their final choice.
The theme of the game was going to be that the war was bringing out the worst in both countries. The Green Maiden and General Armadus were to serve as foils: one is a being of plants and moss, another one a being of gears and steel. Both of them had sacrificed their humanity for power, and were acting out of hatred and malice. Through the PCs actions, they could end up fighting both of them. The stage was set for a unique, awesome one-shot with interesting villains and an original theme…but while I wrote up the plot and the NPCs for my campaign, my players were making plans of their own…
HERE’S WHAT ACTUALLY HAPPENED:
The players arrived at my table around noon. I took out a notepad and asked them to tell me their names, alignments, races, and classes.
Azariah/CN “human” (later revealed as Kitsune) wizard.
Fellhide/CN human multi class monstrosity, one of which enabled him to wild shape into a crocodile.
Zing Xhao/CN skin walker (boar) alchemist.
Taran Wrex/CN human slayer
Krough/N Tengu sniper rogue
Malrium/“LG” “Human” “Paladin”.
This was a very strange assortment of characters. I had given people the guidelines of making characters willing to follow Molthune’s authoritarian hierarchy and have reasons for seeking citizenship; be it that they are mercenaries, criminals seeking pardon, patriots, opportunists, or anything within that broad category. So I was somewhat annoyed that they seemed to be chaotic neutral, but I figured that they could still have mercenary motivations or want the benefits of citizenship without having to be lawful. And Malrium, our paladin, seemed strange because I assumed that he’d be considered untrustworthy due to following his deity and code of conduct before the military’s orders. Lastly, most of my party described their backgrounds as being from Nirmathas, but I didn’t think of this much at the time. They were probably turncoats, who had joined Molthune because it had more to offer them and was the stronger country.
Hmm.
Moving on, we played out the scene where the PCs were in the restaurant. I told them to just talk, in character, in order to build character development. Azariah’s player then had everyone link hands to pray before their meal for fortune in the battles to come; a prayer which mentioned “the mother” and the hope they she would give them “the savagery to prevail in battle”
Savagery. That’s interesting. Well, it was probably just some edgy CN “mother” and Molthune probably doesn’t care about your religion so long as you get the job done.
Hmm…
I introduced two NPCs, a human soldier named Halden and Hobgoblin named Oktar, who requested permission to sit at their table. Halden wants to become a banker once he gets his citizenship, and Oktar wants to become a general and crush Nirmathas. The PCs talked to them before they excused themselves for the night.
Cut to the Nirmathi border. General Armadus gives his speech and their mission. The rather transparently Lawful Evil gearforged makes it clear that he views Nirmathis as vermin and the PCs as entirely expendable. He makes Krough do twenty push ups after the tengu calls him “shiny”. When Azariah shows the most authority and strategic planning out of the group, Armadus appoints him as squad leader and leans in threateningly, telling the Kitsune that he expects results.
Off to the mission! They come across a band of Green Ones looting the corpses of normal Nirmathi troops who turned down the Green Maiden’s offer. The party kills them easily (1 HD warriors aren’t much to a level 3 party) and infiltrate the village using their cloaks. They pose as Green Ones and try to ingratiate themselves into their ranks. They find out that the chieftain of the town is defiant towards the Green Ones and that the cult wants to dispose of him. But the PCs want to negotiate with the chieftain. The local Green Ones are suspicious, since the PCs just arrived and they aren’t sure that they’re truly loyal to the cult.
The fact that they attempt to infiltrate the cult isn’t so suspicious. But the PCs seem to do it very easily, and they come across as very cunning and “cultish”.
Hmm…
When their attempt at deceiving the Green Ones fails, the PCs simply slaughtered the entire occupation of Goldenfield, taking one of them alive. They interrogate him, ask what he knows about the cult (Not much. He’s a 1 HD shlub who was left behind with his buddies to control the town. I whipped up some 3 HD guys really fast who are the “real” cultists who reside in the forest, with the level 1s being the jayvee team). They ask him why he joined the Green Ones and why he serves the Green Maiden/Mother. It’s because he is a criminal from another town. He committed murder against a girl who turned down his marriage proposal. I improvised that, but it was meant to be something that would disgust any good or even neutrally aligned party into disposing of him right then and there.
But instead, they reassured him that what he did was a crime of passion and that in context, it could be seen as understandable. They offered to find him new opportunities and get him a new wife.
HMMMMMM….
Working with the chieftain, they asked him to organize a militia. The PCs would scout ahead into the forest. The chieftain asked them where they were from and why they were helping. They said that they were servants of the “true mother”. They also said that they were “all united against Molthune”, upon which I asked the PCs to role a Bluff check. But they replied that this wasn’t a lie.
HMMMMMMMMMMM……
Perhaps this was a party of Nirmathis, I thought, and their goal was always to betray Molthune. Perhaps they were a group of morally ambiguous anti-heroes who would turn against the bad guys and win the day for their homeland.
Soon, the truth would be revealed…
Scouting ahead into the forest, the PCs were soon ambushed by a moss troll, 4 3hd melee fighters, 2 3hd archers, and 1 satyr. They fought efficiently against these threats, when I had the Green Maiden reveal herself in all her Moss Lich glory: a darkly beautiful woman in a green dress with glowing green eyes and hair comprised of moss and branches. She began using her druid spells to inflict some damage against the party.
And that’s when the party dropped the facade.
The paladin’s player announced that his character’s hand was wreathed in black, eldritch fire that he used to heal himself, much to my puzzlement. He then showed me the holy symbol of Baphomet on his phone and told me that was the sign this “paladin” was holding up. Azariah displayed the holy symbol of Lamashtu.
Then the entire party announced to me that they were all demon worshippers, every last one of them.
Irredeemable demon worshippers.
And they had kept it secret from both the NPCs, and myself.
My eyes widened in astonishment.
I tried to keep the adventure on track. The Green Maiden said that this was an interesting development, and prepared to wild shape and fly back to her sanctum. But the PCs objected on account of me pulling that crap with fleeing villains before. Instead, they offered to ally with the Green Maiden.
And she accepted.
The party of demon worshippers returned to the village, assuring the mayor that the Green Maiden was dealt with and that the village needed to defend itself against the remaining Green Ones and Molthune. They told the militia to gather in the tavern and be prepared to defend themselves.
They they burned it down, with all of them inside.
The Green Maiden’s minions came out of the forest and abducted the rest of the village, dragging them into the forest to be sacrificed to their evil tree.
Their next task was to ambush and betray Armadus, with the Green Maiden’s help. Them fighting Armadus wasn’t unexpected (see my summary of the original script), but under these circumstances was unheard of. They met him and his retinue at the bridge (Halden and Oktar were there too, alongside the general)), while they buffed (with the excuse that they just finished a battle) while Krough remained hidden and sniping on the other end of the bridge and the Green Maiden concealed herself under the bridge using moss shape.
Malrium the Dhampir Antipaladin of Baphomet approached first, telling the general (correctly) that the cults of Baphomet, Lamashtu, and the Green Mother had joined forces. He asked what happened to Krough (who was hiding) and they reported, sullenly, that the poor tengu had died. Armadus coldly replied that he was “acceptable losses” and “could be replaced”. When he asked what happened to the Green Maiden, Azariah replied that she was “greater then death” (the trigger phrase to signal her attack).
The party swung into action, with Krough firing a tanglefoot bag and trip arrow at Armadus, entangling him and knocking him prone in one round. The enlarged Malrium began attacking him, while the Green Maiden attempted to use Call Lightning. Armadus, enraged, cursed the traitors and told them they would be massacred for daring to defy the Iron General of Molthune. Halden shrieked that the players had to audacity to betray them after having dinner together, and that he would kill them, become a citizen, and establish his bank with their heads on display there. Zeo Armadus managed to get up (provoking an AOO) and destroyed his entanglement with his shocking greatsword Nimbus. He survived another round and hit back at Malrium…critting on a 20 and confirming on a 15, killing the antipaladin instantly. The rest of the party kept fighting, wiped out his bodyguards, and Taran braved an AOO to sneak attack the general and reduce him to 0 hit points. Krough wrote something on an arrow and fired it, and as it embedded itself into his vulnerable gearworks the party could see the words “ACCEPTABLE LOSSES” written on the arrow.
The Iron General had been destroyed.
Now the villains stood victorious. Baphomet, in semi-corporeal form, manifested and put Malrium’s soul inside of Armadus’ body, overwriting his soul gem (the anti paladin had promised to fashion the gear forged into a new suit of full-plate and wear it, now he was essentially getting his wish).
Thus, Malrium used his new identity to infiltrate Molthune and secretly establish a Baphomet cult that would come to infest and dominate the entire country, the rest of the PCs became rulers of Molthune, The Green Maiden would transform Nirmathas into an outgrowth of the First World that she would rule over, and evil would reign.
I set out to create an adventure for my players that would be interesting, fun, and memorable. But they drew me into their web of secrecy, deceit, and outright lies. They turned a good adventure into a great one. And helped me create an experience that none of us will ever forget.
*****
Thanks for reading if you’ve gotten this far. Here are the statblocks of General Armadus and the Green Maiden.
GENERAL ZEO ARMADUS CR 5
Male gearforged fighter (Seasoned Commander) 5
LE Medium humanoid (gearforged)
Init +7 ; Senses Darkvision 60 ft; Perception +6
DEFENSE
AC 18, touch 12, flat-footed 17 (natural +1, armor +6, dex +1)
hp 49
Fort +7, Ref +2, Will +2
Immune disease, poison, 
magical sleep effects, enchantment effects, paralysis, fatigue, 
exhaustion�Weaknesses repairs required, water susceptibility
OFFENSE
Speed 20 ft.
Melee +1 shocking greatsword +11 (2d6 +10 plus 1d6 electricity/19-20/x2) or longsword +9 (1d8 +4/19-20/x2)
Special Attacks inspiring speech +1 1/day (3 rounds/day)
STATISTICS
Str 18, Dex 12, Con 16, Int 10, Wis 12, Cha 14
Base Atk +5, CMB +9, CMD 20
Feats Weapon Focus (greatsword), Improved Initiative, Power Attack, Furious Focus, Outflank
Skills Intimidate +12, Sense Motive +7, Perception +6, Profession (soldier) +9
SQ adamant, rewind the gears, stable, tactician
Traits reactionary, suspicious
Languages common
THE GREEN MAIDEN CR 6
Female Moss Lich human druid 5
NE Medium plant (human)
Init + 7, Senses low-light vision; perception +
Aura wild growth (1 mile)
DEFENSE
AC 19, touch 18, flat-footed 11 (dex +1, natural +5, armor +3)
hp 53 ;verdant healing 5
Fort +9, Ref +2, Will +10
Defensive abilities rejuvenating seed, resist nature’s lure, DR 15/slashing and magic; immunities plant traits, poison
OFFENSE
Speed 30 ft., verdant stride, woodland stride
Melee +1 flaming sickle +8 (1d6 +4 plus 1d6 fire/x2) or slam +6 (1d4 +3 plus entrap) or +1 flaming sickle +8 (1d6 +4 plus 1d6 fire/x2) and slam +1 (1d4 +3 plus entrap)
Special attacks entrap (DC 13, permanent, hardness 5, hit points 10), wild shape (1/day)
Domain Spell-Like Abilities (CL 5th, concentration +11)
9/day-fire bolt
Druid Spells Prepared (CL 5th, concentration +11; +15)
3rd-Call Lightning (DC 19), Fungal Infestation (DC 19)
2nd-Flaming Sphere (DC 18), Summon Swarm, Aggressive Thundercloud (DC 18), Stone Call
1st-Burning Disarm (DC 17) X2, Entangle (DC 16), Ray of Sickening (DC 17) X2
Domain fire
0 (at will)-light, flare, stabilize,
STATISTICS
Str 16, Dex 12, Con 16, Int 12, Wis 22, Cha 16
Base Atk +3, CMB +6, CMD 17
Feats Improved Initiative, Natural Spell, Combat Casting, Weapon Focus (sickle), Diehard, Great Fortitude, Endurance, Toughness
Skills Perception +22, Stealth +15, Survival +22, Intimidate +11, Sense Motive +7; +8 Perception, Stealth, Survival
Traits reactionary,
Languages Common, Sylvan
Gear
SQ moss magic, moss shape, spontaneous casting, trackless step, wild empathy

Actual, relevant note: I'm going to have General Armadus and the Green Maiden in my Ironfang Invasion campaign when I run it.


Will the militia rules end up on the PRD? Planning to run this online and while I have the physical book coming, wondering what the logistics of getting the rules to my prospective players looks like?

Shadow Lodge

I'm not sure if either of the authors check out this thread, but I had a question that I was unable to find...

The book talks a bit about one General Lord Vernus Liocarcinus (LG male human aristocrat 2/inquisitor 9). I don't suppose there's a specific deity that he's an inquisitor of?

(PS insert appreciation for authors suggesting that this NPC is crabby in more ways/words than one here! ;)

Liberty's Edge

2 people marked this as a favorite.
Marco Massoudi wrote:


Bonus XP for reaching a Militia Rank is totally useless to me anyway, as i mostly don´t use XP anymore, but tell players when to level up.
Getting additional abilities is better.
That being said, so far most subsystems weren´t worth bothering with (caravan rules being the worst and Hell´s Rebels rebellion system being the best).

It seems that the Militia system takes its inspiration from the rebellion. And I plan on using it with only a few alterations to replace the caravan rules in Jade Regent ;-)


Hoping someone will post now that Beast VI is out on what Troop rules are expanded into, just a hint will do as well as some of the new troop types that one can have in the II AP

I asked in the Beast thread but no reply and it got buried....


Got my Beast book finally so now I know, quite interesting

Tom


1 person marked this as a favorite.
Dhunam wrote:
Is it just me or her arms are backward on the cover? You just can't swing that way girl!

You are correct. Her arms are positioned to pick up her weapon, but not to swing it in the direction of her foreground antagonist.

Grand Lodge

Brother Fen wrote:
Dhunam wrote:
Is it just me or her arms are backward on the cover? You just can't swing that way girl!
You are correct. Her arms are positioned to pick up her weapon, but not to swing it in the direction of her foreground antagonist.

maybe she wants to use non-lethal option and strike with the bottom of the weapon to deal bludgeoning non-lethal damage :)


Picked up this book this week. I'm glad to see Nirmathas fleshed out. I would have liked a tad more detail, but it works. I've been running a campaign in Nirmathas for two years, so it's good to have more info on places like Crystalhurst and Tamran. It's not too fleshed out so as to invalidate my own campaign developments and I like that. I was worried that I might have to retcon some things.

Dark Archive

Brother Fen wrote:
Picked up this book this week. I'm glad to see Nirmathas fleshed out. I would have liked a tad more detail, but it works. I've been running a campaign in Nirmathas for two years, so it's good to have more info on places like Crystalhurst and Tamran. It's not too fleshed out so as to invalidate my own campaign developments and I like that. I was worried that I might have to retcon some things.

Nirmathas gets more fleshed out in "Ironfang Invasion" #1-#4 (AP #115: Phaendar, #116: Chernasardo Forest, #117: Longshadow & Nesmian plains & #118: Kraggodan).

Personally i felt that Molthune was well fleshed out, but Nirmathas got only half.
Now that i have Ironfang Invasion #1-3, i know it´s true - the rest is in there. ;-)


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You are correct, sir! I have just recently picked those AP issues up as well. I'm adding part three to one of my ongoing Nirmathas campaigns.


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Now, I've had some time to go over this book a bit more. I do like that the information from the gazetteers isn't repeated here as I wound up having to buy the corresponding Pathfinder Adventure Path issues in order to run the Ironfang Invasion.

The militia system alone makes this book worth buying. The new troops are useful as well. The only thing that really bugs me is the split map of Nirmathas and Molthune on the inside cover.

Liberty's Edge

Can someone tell me where to find a player friendly map of Tamran?
Is there a pdf to switch of the map tags?
Maybe a map without the curtain on the border?

I want to start a campaign in that town

Please help. Paizo? :-)

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