
Suicidal |

Love Pathfinder, great system, but my gaming group rarely use pre-made adventures. Occasionally we'll pick up one here and there for .. sheer lazyness in map creation or whatnot.
But recently, due to several moves and waiting for another set of friends to move back, our DM ran one of your adventure paths, The Council of Thieves. I gotta say, we were all thought it was brilliant.
But something we noticed in there, the alternate rules for variant Tieflings. These were incredible.
I'm just curious, have it ever been considered to do a Gazetter of sorts every few years and collect some of these great rules (Unique items, spells, feats, etc. as I assume you have such tidbits in your other books)
into one book, even if only in PDF.
Frankly, I know we'd by them. I understand you may not do or consider doing this sort of thing. But I think that'd be a great idea and I know there'd be a market for that.
On another note, any other great rules along those Tiefling lines in your paths that someone should/could mention/catalog. I may go out and buy some of those, just for the added content.
Thanks.

Urath DM |

Okay, so, Any other paths that had some good new rulesets?
To some degree, all of them.
In addition to the adventures, the AP volumes all include regular support articles, like Bestiaries (all volumes), Deity write-ups (2 volumes per AP), and Fiction (all volumes), plus there have been some things that have been tried over the years, but changed up.
- Wilderness Exploration
- Kingdom building
- Jungle exploration expeditions
- Chases*
- Natural disasters*
- Haunts*
- Running a population center (city, fortress, etc.)
- Genie magic
- Thieves organizations
- Relics
- Magic Seals
- Possession
- Plagues
*These have been re-visited in the GameMastery Guide, updating (and sometimes expanding) their original AP versions.

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The big risk we knew we were taking in making our core offering for Golarion an Adventure Path was the fact that there's a pretty vocal subset of gamer out there who "does not run canned adventures." I suspect this subset is smaller than the subset of GMs who DO run canned adventures (if the sales for our Adventure Path line are anything to go by, at least), but it's still a concern. Further... once you run an adventure, chances you'll run it again are pretty low.
And so we decided that our Adventure Path line would be half adventure, half support material. That way, even if you run an adventure, or even if you NEVER run the adventure, half of that purchase (about 50 pages) is still usable for other purposes, be it simply reading fiction for entertainment, presenting new rules to aid you in building your own adventures, exploring elements of Golarion and expanding the world, presenting new monsters, or whatever.
While we do periodically "graduate" elements from the back half of an Adventure Path into a hardcover rulebook (we do this quite often with monsters, but other elements like haunts and the chase rules and the character traits system make the transition as well now and then)... but we don't really want to lessen the value of the Adventure Path line by reprinting chunks of them wholesale in compilation type products.
Some day we might consider something along those lines, especially if it compiles material from older, mostly out of print Adventure Paths, but a product that does this to more recent ones (by which I mean APs that are only a year or two old) isn't something we're thinking of doing.
I'd rather do books like "Into the Darklands" or "Lands of the Linnorm Kings" which supplement an Adventure Path with even MORE rules and flavor text. We'll keep doing that pretty much forever, I hope.

voska66 |

All those extras is why I subscribed to the Adventure Paths line. Chance are I'll never play a lot of the Adventure paths due to time constraints but the additional content is worth it. Currently running King Maker and have been for 6 months. We've just finished the 2 book last gaming session and set up for the 3rd.
I like the the Bestairy, Deity write up, additional rules, and further details on the campaign setting.

Suicidal |

.....
While we do periodically "graduate" elements from the back half of an Adventure Path into a hardcover rulebook (we do this quite often with monsters, but other elements like haunts and the chase rules and the character traits system make the transition as well now and then)... but we don't really want to lessen the value of the Adventure Path line by reprinting chunks of them wholesale in compilation type products.Some day we might consider something along those lines, especially if it compiles material from older, mostly out of print Adventure Paths, but a product that does this to more recent ones (by which I mean APs that are only a year or two old) isn't something we're thinking of doing.....
Totally understand this, I do hope you do it eventually with older ones, and as mentioned you did do it with Haunts and such. Anyways, for now I'll just have to thumb through paths when/if my game store gets them in to look for interesting rule-sets.
Thanks again for picking up and expanding on the model of a game system that I've been playing since 1ed.

Steve Geddes |

An online index to where those special rules can be found might be nice.
CJ
This isnt really what you want, since it's just my list so only includes the things I'm interested in (no monsters or fiction entries) it's also a little idiosyncratically named in places. Nonetheless my index of 'support articles' follows, it might be a quick way to look up potential candidates and then browse the product descriptions of those APs of interest for greater detail:
Rise of the Runelords
1. Burnt Offerings
- a. Sandpoint
- b. History of Thassilon
2.The Skinsaw Murders
- a. Magnimar
- b. Church of Desna
3.The Hook Mountain Massacre
- a. Commanding a keep
- b. Gazetter of Varisia
4.Fortress of the Stone Giants
- a. Stone giants
- b. Dragons
5.Sins of the Saviors
- a. Magic of Thassilon – Runelords
- b. Cult of Lamashtu
6.Spires of Xin-Shalast
- a. Karzoug – Runelord of Greed
- b. High altitude environments
Curse of the Crimson Throne
7.Edge of Anarchy
- a. Harrow Cards
- b. Varisian culture
8.Seven Days to the Grave
- a. Diseases, plagues, petsilence
- b. Church of Abadar
9.Escape From Old Korvosa
- a. Assassins and the Red Mantis
- b. Rakshasa
10.A History of Ashes
- a. Cinderlands
- b. Shoanti Barbarians
11.Skeletons of Scarwall
- a. Church of Zon-Kuthon
- b. Hold of Belkzen
12.Crown of Fangs
- a. Relics of Kazavon
- b. Harrow Deck of Many Things
Second Darkness
13.Shadow in the Sky
- a. Riddleport
- b. Gold Goblin Gambling Hall + Games
14.Children of the Void
- a. Worlds and Creatures of the Solar System
- b. Church of Cayden Cailean
15.The Armageddon Echo
- a. Drow of Golarion
- b. Celwynvian – Ruined City of Emerald Rains
16.Endless Night
- a. Zirnakaynin –Sunless city of the Drow
- b. Fleshwarping
17.A Memory of Darkness
- a. Gazetteer of Kyonin
- b. Church of Calistria
18.Descent Into Midnight
- a. Land of Black Blood
- b. Demon Lords of Golarion
Legacy of Fire
19.Howl of the Carrion King
- a. Gnoll tribes of the Brazen Peaks
20.House of the Beast
- a. Gazetteer of the Pale Mountains
- b. Church of Sarenrae
21.The Jackal’s Price
- a. City of Katapesh
- b. Genies
22.The End of Eternity
- a. The Maelstrom and the proteans
- b. Sulesh the Great – master of seals and binder of genies
23.The Impossible Eye
- a. City of Brass
- b. Cult of Rovagug
24.The Final Wish
- a. Spawn of Rovagug
- b. Magic of Genies – Powers of Wish magic
Council of Thieves
25.The Bastards of Erebus
- a. Gazetteer of Westcrown
- b. Tieflings
26.The Sixfold Trial
- a. The Six Trials of Lazarod
- b. Church of Iomedae
27.What Lies in Dust
- a. Membership of the Hellknights
- b. Treasures of Golarion
28.The Infernal Syndrome
- a. Citadels and Secrets of the Hellknights
- b. Fiendish possession
29.Mother of Flies
- a. Church of Asmodeus
- b. Thieves’ Guilds
30.The Twice-Damned Prince
- a. Calamities – Fires, Floods, Etc
- b. Mammon, Archdevil of Erebus
Kingmaker
31.Stolen Land
- a. Gazetteer of Brevoy
- b. Exploration
32.Rivers Run Red
- a. Running a city and nation
- b. Church of Erastil
33.The Varnhold Vanishing
- a. Iobaria Gazetteer
- b. Into the Stolen Lands
34.Blood for Blood
- a. Ecology of the Boggard
- b. The Spoils of Kings
35.War of the River Kings
- a. Pitax Gazetteer
- b. Church of Gorum
36.Sound of a Thousand Screams
- a. Post Kingmaker Plots
- b. The First World
Serpents Skull
37.Souls for Smugglers Shiv
- a. Serpent Skull NPCs
- b. Details about Serpentfolk
38.Racing to Ruin
- a. Gazetteer of Eleder
- b. Church of Gozreh
39.City of Seven Spears
- a. Serpent Skull Factions
- b. Magical tradition of Juju
40.Vaults of Madness
- a. Traps
- b. Ecology of Charau-ka (apemen)
41.The Thousand Fangs Below
- a. Ilmurea (Ruined Underground City)
- b. Church of Nethys
42.Sanctum of the Serpent God
- a. Post Serpent’s Skull Plots
- b. Cult of Ydersius
Carrion Crown
43.The Haunting of Harrowstone
- a. Gazetteer of Ravengro
- b. Additional Haunts (not rules)
44.Trial of the Beast
- a. Esoteric Order of the Palatine Eye (Secret Society)
- b. Church of Pharasma
45.Broken Moon
- a. Secrets of the Whispering Way (Cult)
- b. Lycanthropes
46.Wake of the Watcher
- a. Secrets of the Old Cults – Cthulhuesque Gods
47.Ashes at Dawn
- a. Gazetteer of Caliphas
- b. Church of Urgathoa
That might be of interest to those without easy access to the APs - then again, perhaps it's a little underdone. My laziness is too great to go back and look up the actual titles, nor to expand a bit as to what's 'rules' and what's flavor material. I'm afraid it's just what helps to jog my memory.