
Aotrscommander RPG Superstar 2008 Top 32 |
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Summary: I am brainstorming ideas in piecing together an Osirion mega-campaign from AD&D and PF1 modules and APs; particularly in melding plots and lcoations (rather than levels/mechanics).
Longer explanation:
When I was ten, and first starting out with roleplaying (gravitating from HeroQuest to Rolemaster - AD&D was a distant forth), my Dad borrowed a load of modules from somebody at work, so that I could read through them to see what pre-written adventures were like. I read them in the absense of any mechanical knowledge, of course. Whoever that generous soul was, among the contributions was the module I3 Pharoah.
That module has stuck with me ever since. (To the point I even at great expense bought a hard-copy one day.) I have always thus wanted to run and "egyptian" campaign ever since that day.
Lockdown costs us two of my weekly groups' players; one forced to move away, the other died. One more is intending to mvoe away at some point. My group has been struggling to get enough players weeks to week; but when we cap off Rise of the Runelords in three combat's time, we will have one, if not two new people joining us, so I can look beyond the next portion of Shackled City (which is ready to go) and what we do after. It's all brought it home to me that those campaigns I've always intended to do (the "egyptian" one and the Completely Aliehn World)... I really ought to do now or never. After all, at out approximation of 6 months per AP book, I reckon at best we're only got maybe ten adventures paths left in us before everyone is too old (and assuming I do continue to be DM Forever as it seems likely to be).
So, fresh yeat, and on my carefully prepared task list is, finally, to start looking at doing my Osirion Mega-Campaign. I have at LEAST an esitimated year once we get through the next four chapters of the Shackled Citty adventure path, so this is a mid-long term project... But it is time I finally STARTED.
So.
Looking at the dates, twenty years ago this year, I bought a quartet of AD&D PDFs, which have been rigourously stored ever since. Chief among them was Deserts of Desolation, the combined form of Pharoah and it's sequels.
The one time shipping was favourable to me, I was able to buy hard copies of Entombed with the Pharoahs and Pact Stone Pyramid. I snapped up Mummy's Mask as soon as it came out. And at odd intervals, through purchase (and being given a boat load of PDFs by a mate of one of the players), I have a load of Society modules set in Osirion. I have (with some effort) also got Doomsday Dawn.
I intended the core of the campaign to be Mummy's Mask, as that will be the most coherent part. But I intend to add at least Deserts of Desolation and Pact Stone Pyramid and Entombed with the Pharoahs in and weave in basically three plots, the latter two of which will start to come in later.
One, the plot of Mummy's Mask (whoich I have, admittedly, not reads in its entirity, though I did read the first couple of books a while ago.) As this starts at 1st level, it's a logical starting point.
Two, the Deserts of Desolation plot, in which an ancient prophecy is enacted (by the hapless PCs) to defeat a powerful efreet. This is graded at 5th level, but in any case whill require complte stat conversion.
Three, the seemingly random appearances of the Countdown Clock, leading finally, to, as the capstone, the end of Doomsday Dawn. The two primary modules here are in the 6-8 and 8-10 range respectively, so they can potentially go in there.
I would like to try and squeeze in as many bits of the others as I reasonable can.
This is going to be essentially an editionless thread, since I will be using my own 3.5/PF1 houserules, and with the combination of paths, on top of everything else AND the More Than Four Characters party size, a boat-load of stat conversion work will be required anyway. (I have a hsitory of previously converted AD&D to 3.5 campaigns already: Night Below and Homebrew=? Vecna Lives!/Vecna Reborn/Die Vecna Die! => Dragon Mountain as 16-Epic) So I am well aware of the monumetal stupidity of this task. (Hell, I am still half-threatening to rune Return of the Runelords as a direct sequel to Rise of the Runelords, meaning upgrading it to an 18-Epic AP - culimating in, of course, an ad-hoc fight against all seven Runelords...!)
The first job will be for me to print and read through at least Deserts of Desolation and Mummy's Mask.
As bits of Doomsday Dawn are set outside Osirion, I plan to either omit them altother, or instead seed the Plot Devices into the other parts of the campaign, and hopefully find a way to tie-in other two plots into the biggy.
My full current list of potential inclusions (as currently in my Campaign Ideas document, wherein I catalogue all my adventures, run and unrun) is thus. This is in very approximate order of level (or at least starting level), with the various modules of Mummy's Mask and later Deserts of Desolation seeded between them.
List of Acquired Modules
Destiny of the Sands: A Bitter Bargain (1st-2nd, 4th-5th, PF, Golarion) (Osirion) (PF Soc)
Destiny of the Sands: Race to Seeker’s Folly (1st-2nd, 4th-5th, PF, Golarion) (Osirion) (PF Soc)
Destiny of the Sands: Sanctum of the Sages (3rd-4th , 6th-7th, PF, Golarion) (Osirion) (PF Soc)
(Given levels, possibility I might consider this as prequel to Mummy's Mask, but I will have to read them first.)
Mummy’s Mask (1st-15th?, PF, Golarion) (Osirion)
Risen from the Sands (3rd, PF, Golarion) (Osirion)
Test of Tar Kuata (3-4th, 6-7th, PF, Golarion) (Osirion) (PF Soc)
Third Riddle (1st-2nd, 3rd-5th, PF, Golarion) (Osirion) (PF Soc)
The Rebel’s Ransom (5th-6th, 8th-9th, Golarion) (Osirion) (PF Soc)
Desert of Desolation (5th-7th, AD&D) (Osirion ?)
The Trouble with Secrets (5-6th, 8-9th, 3.5, Golarion) (Osirion) (PF Soc)
Entombed with the Phaorahs (6th-8th, 3.5, Golarion) (Osirion)
Beacon Below (7-8th, 10-11th, PF, Golarion) (Osirion) (PF Soc)
Drow of the Darklands Pyramid (7-8th, 10-11th, PF, Golarion) (Osirion) (PF Soc)
Pact Stone Pyramid (8th-10th, 3.5, Golarion) (Osirion)
Wrath of the Accursed (7th-8th, 10-11th, Golarion) (Osirion) (PF Soc)
Doomday Dawn (?? PF2)
One major pertinent point of consideration is where to locate Deserts of Desolation in Osirion approximately.
If anyone can offer any suggestions or other useful advice on any of the modules (from AD&D onwards) or story ideas, please do. (Or just to sit gobsmacked at my sheer insanity, whichever).
(I may crosspost this to giant in the Playground as well at some point, but I figured here was as likely as anywhere to have folk who have actully played the relevant modules.)
I'm aware that this is very high-concept and pending me doing a lot of reading over the next few months, but I wanted to at least make a start, because then the job is begun. (I've started printing Deserts already.) If nothing else, reading through all this will take over from re-reading all my hard-copy Paizo modules (and the entire AD&D encyclopedia magicka) in my bedroom at supper-time.
I am currently playthrough through Owlcat's Wrath of the Righteous, and while I have traditionaly preferred Epic to Mythic, actually using it is bringing me back to the idea that 3.Aotrs said when difference between 3.5 and PF1 were "why not both?" So potentially on a mechanical level, I might consider doing a mythic "sidegrade" along with the rest. I do fully expect this to end in Epic, though, but it'll be a hell of a ride. More expecially because THIS will be th party in which I will be only letting the players pick classes that we haven't really used before, and not from The Usual Suspects. (So, no clerics, wizards, paladins, rogues, rangers, archivists, druids, fighters, warblades, crusaders, swordsages, bards - I've got 50 base classes plus archtypes, time to use them!)

Aotrscommander RPG Superstar 2008 Top 32 |
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Well, off to a good start - printed out Deserts of Desolation, went to start printing the copy of my master rules for the next ongoing campaign starting in a couple of combat's time[1] and then it appears my freaking printer has just died...
[1]Tonight, Khalib of Rise of the Runelords (16 Wiz) managed an impressive feat of being a combat ended in less than half a round, with no PC buffs. Even with five times his intended maximum hit points (house-rules...) he got off one Sudden Maximised, Sudden Empowered Delayed Blast Fireball, failed a Fort save against somethign that did 200-odd damage and the the dwarf barbarian shock trooper splortched him Now, this is not unexpected, but that he didn't even mane to get halfway into round one was something of an achivement...
(Karzoug('s image) also failed to roll even average damage with a Disintegrate on a failed Fort save, too...)

Bjørn Røyrvik |
(Hell, I am still half-threatening to rune Return of the Runelords as a direct sequel to Rise of the Runelords, meaning upgrading it to an 18-Epic AP - culimating in, of course, an ad-hoc fight against all seven Runelords..
I did something similar. It was fun.
I would also recommend stealing stuff from HWR2 The Kingdom of Nithia (plus Dawn of the Emperors and M5 Talons of Night) for more D&D Egpyptian stuff.

Aotrscommander RPG Superstar 2008 Top 32 |
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Well, the first phase proved more difficult than I thought; I started printed out Deserts of Desolation.
(I had to pause printing anything else out of length, because the downstairs printer died...)
Starting to read through module, I realised, I really did need the colour maps (which I hadn't printed), so I went back to the PDF and printed the colour land maps. (We have had to move the upstairs printer downstairs...)
And, apparently as with Night Below, when WotC made the PDFs of old modules, they did an APPALLING job with scanning the maps; absolutely RISIBLE. Missing chunks, repeated sections, generally completely usable. They literally don't match up from one sheet to the next. Whoever did the job on those modules CLEARLY made no effort to even remotely check. Shocking. (I bloody hope it was revised since and the copy now for $10 on DrivethruRPG isn't the same as I paid £2.50 for all those years ago..)
For Night Below, I had to rely on the kindess of a gentleman who owned the physical module scanning the maps in for me. (I at one point returned the favour in kind by scanning in some maps of Dragon Mountain, whose physical module I inherted from the Wargames Club.)
I was afraid I would have to do the same here, but I did find one image of the poster maps sheet as a good quality image. With a bit of magic in Paint and some copy/pasting, I managed to get it printed out. Extra points to the lady and/or/through gentleman wot scanned that image, because on my initial print of the hex map (I hadn't bothered scaling the three PCs maps), though I suppose I probably should...) came out at 4 hex to an inch bang on; at 200% scale, it is perfectly scaled for the intended 1" to 2 hexes (a hex being 5 miles). (I'd be less bothered about the precision, but the actual maps don't have a scale ON them other than '1" to a 10 miles'...)
New printer is ordered now, so when that comes, I can carry on...
(Delay because trying to find a printer was a nightmare. I asked for recommendations in a couple of places: everyone said "buy a laser printer" despite me saying "that's too expensive for Dad's budget." "Buy a laser printer." "But. That's Too Expensive." "Buy a laser printer, it's cheaper in the long run." "BUT. IT. IS. TOO. EXPENSIVE." *sigh*
The only thing those asks achieved was (along with my own several hours of research) was to make us drop the idea of an ink tank printer as too much of an unknown risk - especially the Epson one we'd initially loked at. As research revealed that Epson and WotC are really of the same stripe; with Epson making a concerted effort to not let people use OEM cartridges (and building in obsolescence), the former to the point they've had a class-action lawsuit filed against them...)

Aotrscommander RPG Superstar 2008 Top 32 |
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I am starting to look at more details.
The next job was to laboriously copy/paste the timeline from Osirion: Land of Pharoahs into my word document, so I could add and amend the timelines.
Deserts of Desolation is set 1000 years ago. So, if we take that as read, it'll be around 3714, in the middle of the Keleshite Interregnum.
Okay. Martek, the guy whom Deserts of Desolation surrounds on, was the Grand Vizier of Raurin (which is a desert region in the realms, apparently), so easy enough to make one of the Sultan's people.
Actually, there is a cultural division between the Raurindi and Dupari peoples, with the former being natives and the later being trader-types who came later. That would map reasonably well to the native Osirioni and the Kelshites, wouldn't it? Close enough anyway. DoD's dervishes are just a sect of the Osirioni who particularly worship the old gods... Neat.
However, next is the big problem... Osirion isn't big enough!
When trying to work out where to place things, I have been immediately styimied.
...
It ain't gonna fit, are it?
So, any suggestions?
Obviously, I want to try and avoid actually having to draw a completely new map is I can.
One obvious idea would be to drastically shrink the size of the DoD map (so some extent, it's fine, if I'm doing this, there's going to be SO MUCH dungeon crawling I want to largely eliminate random encounters (which I increasingly find not useful anyway).
At half size, you could just about squeeze it into the gap between the Scarab river and the Pillars of the Sun (just dodging Lamashtu's Flower and the Crook north and south) and fitting in the Parched Lands (sort of appropriate?) (Red rectangle) But there is the slight issue there doesn't appear to be any mountains or hills north of the Crook.
One solution might be to angle the region 30º, putting the bottom of the DoD map on the hills, which does dodge most of the other features... It's not ideal, but it's at least still slightly more north than north-east...
However, if anyone can offer any better solutions...

Bjørn Røyrvik |
You might be interested in an attempt to make DoD fit better in Mystara. Not directly relevant to your needs but it might spark some idea.

Aotrscommander RPG Superstar 2008 Top 32 |

Off the top of my head that seems like the best solution. I'm not too familiar with DoD and I'm AFB, but is there any reason you can't just drop the original map and place the important bits where you will in Osirion?
That's a bit of a potentially messy issue.
One of the problems that's just occuring to me (having read the link above) is that there are player map handouts which fit to the map as given. Now, I can certainly chop bits off of it; the entire prelude to the bit that basically starts Pharoach could be safely dropped, for one.
After I made the OP, I spent a while painstakingly mapping out where all the modules and adventure locations take place - and the spot I was looking at is EXACTLY where the similar (and of course no doubt inspired) hex-crawling portion of Mummy's Mask is located.
So there is something to be said for adding at least some of Deserts of Desolation right into that portion of Mummy's Mask when the PCs are already doing a hex-crawl exploration - it's pretty much too much of a gift NOT to ignore.
The problem is, of course, still space. I made a thread on the PF reddit, and some of the suggestions there included making it a demi-plane - which has the potential to be tied into Ramlock's Hallow and the Aucturn Engima plot or a TARDIS area (magcially bigger on the inside - maybe worn through to the First World a bit). I have even this mronign being considering the Darklands, maybe all the way down to a hiterto unknown Orvian Vault.
The slight problem with some of that is that is makes it a little bit too self-contained. But I might have to roll with that to some extent, we'll see, but I'd prefer to interlace the three plots a bit more if I can.
To Figure out exactly what I need and what can be cut, I need to completely reading DoD entirely and see what I can actually get away with, but I suspect the problem might be the maps the PCs are supposed to find to lead to the final locations etc.
(I can scale images in my CADs package, but not superimpose them or cut them up, which would make making an accurate change to the handouts themselves considerably more difficult (trial-and-error through two packages), or me trying and failing to make a map handout entirely myself.)

Aotrscommander RPG Superstar 2008 Top 32 |

I read up to the end of the Pharoah portion of DoD.
I am definitely suspecting the modules itself was written in the late TSR period, because there is a shocking lack of quality control. In fact, between this and the lack of fracks given in the conversion to PDF this may actually be one of the worst-presented D&D modules I've ever come across, which is very disappointing.
I found on very obvious and repeated typo (in text added from the original module), clearly copy-pasted.
For no apparent reason, the map numbering system had been changed. Instead of being prefixzed with a letter and the whole pyramid of Amun-Re beign in one continuous scheme, the new author decided to break each level into its own number scheme (with no letters, which meant they had to specific "[section of tomb], number" instead of just "number".). But they actually failed to replace several of the labelling on the map, delting the onl ones but not adding the new ones. So I had to get out a pen, and my old hard-copy of Pharoah, and puzzle out where the numbers were missing from. On top of that, there is a vertical diagram of one of the rooms, which is still labelled with the old Pharoah numbering, which bears no relation to the new one. Pen again. Shocking lack of basic checking.
While some stuff has been added, other stuff was apparently just omitted for no reason. The spellcaster boss of the tomb's entire spell list was just... [i]missing/i] in the updated version.
Also missing the the option ending fluu text; but that was something that actually added some flavour text for breaking the curse and making the exercise meaningful. Here, it's just "bottom of the page, finishing describing the tomb, next page, start on next section."
(Given that, as this indicates there is no real conncective tissue between these various sections other than "traipse through desert," so maybe I CAN just add the locations to the Mummy's Mask map and have done with it...)
One other facet, more of the era than of the production values, since it was something in the original module as well. For a hiterto unlootedable tomb, there sure are a lot of random people in it. Three random NPCs - not even apparebntly from the same advanturing party (names, module? No? Are these just supposed to be replacement PCs or what?) A group of lost bandits. A group of lost dervishes. Some dopplegangers. Some minotaurs. A random gnome )who has, from implication, spend years mining the tomb with a spoon but managing to not disturb the clay golem in the same area...?)
The previous section did not particularly have the denizens of th temple through which access is granted concerned that they'd recently had loads of people filing into the tomb - you'd have though that would have made more note than "some of their dudes went inside and haven't come out."
So I may need to fill this out a bit and make some attempt at explaination, because there are fairly glaring logical inconsistencies nowadays. Maybe the dervishes in the temple arrived only lately, perhaps persuing the bandits. As for maybe three sets of advanturers, I dunno.
One tempting thing, though, is to perhaps have some sort of rarely triggered temporal effect around the tomb - because just maybe, I can tie this back to the coutndown clock. Maybe anyone unfortnate enough to be in the mists of the maze in tomb at the point the pendulum swings (every 56 years) doesn't come out until the next one. It would add a bit more foreshadoing, at any rate.
(I mean, ypou could go with something more frequent and sublt, like on every 56th day it happens, or every day sepnt inside the temple 56 days pass outside, but I think the trouble with that is it might TOO subtle.)

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One thing I would do, now that you have all this other stuff for the PCs to do, is have Hakotep's Pyramid start out on the ground. It should be this looming, haunted place, guarded by haggard and exhausted priests, who perform their rituals quickly and then scoot [or really evil guys, but whatevs]
at some point, the PC should be there when it takes off [although, realistically, it never actually has to... maybe it gets surrounded by like a force shield or something (or not)].

Aotrscommander RPG Superstar 2008 Top 32 |

I read to up Oasis of the White Palm and the temple of Set last night.
Again, the quality control on the module is shocking - the maps were not fixed. The map of the Oasis of the White Palrm is labelled with letters - the text with numbers and they don't *even* seem to match terribly well.
It's not even especially clear how easily the PCs get embroiled in the intregue, either. There are some vague "ifs"- and some of those seemed to rely on having come acroos random encounters - but it seemed to me that a party could accidently totally miss half of it or just blunder into something by walking into the wrong building...
The temple within the compound was also not terribly interesting, and since it basically only contributes to the main plot by having one of Plot Items just lying around on the side, one feels that might be able to be cut entirely. I might re-write some of this much more heavily than I intended, because wow, it's so badly out together. It feels like it lacks a lot of connective tissue, which is really the One Job it had, threading the three seperae moduless together.
(It seems more disjointed in some ways than Shackled City and I've had to do some mederate re-writing and expansion to that!)

Aotrscommander RPG Superstar 2008 Top 32 |

So, I have an hour or before the session tonight where I couldn't do anything useful, so I went back and looked at the maps and scales.
1) The Sunkern City of Pazar isn't even IN the deser of desolation. It is mostly a puzzle dungeon with Some Spiders, so there's not reason it couldn't be moved anywhere in Osirion, and put right at the start of the AP (perhaps even on the way to a prelude society module before starting the HaldDead City.
2) I went and compared the map scales of Pharoah and DoD. The difference is staggering. Pharoah's map is 2 miles to a hex, for a start.This places the first point of interest only ten miles from the starting point. DoD has the party travel *90* miles from the starting city to reach the same place (sixty miles before you even get started). At the compliation's estimated travel speeds, following the roads, the PCs are seemingly expected to travel three hexes per day (close enough) and 3 and a bit to 4 hours to cross a hex. At a random encounter rate of 33% every hour (1-2 on D6 - so an expected rate of 8 per day), I worked out the module expects something like 36 encounters before you even get into the desert of desolation. A cursory estimate of fastest critical path, assuming the PCs go exactly in the right order to minimise backtracking, I got to something like 56 day's travel (so over 200 random encounters...?)
Bonkers.
This is completely unnecessary. Random encounters generally add very little to the gameplay. I've become less and less fond of them as the years pass unless there is some careful scripting. Hell, I long ago took to preparing random encounters in advance anyway as far back as AD&D itself) so that they could have some semblence more than "suddenly, monsters appear, fight" like it was Pokémon or something. RNG is not the DM, I am...
What I've found that's worth salvaging so far would be better run a scriped encounter anyway.
So what the DoD maps have is a lot of wasted space that does nothing. It's needless large. I am much more inclined to put the spacing of stuff back to much closer to Pharoah was, which means I could much more easily fit into the relevant section of the Mummy's Mask map-crawl, I suspect. Hang the actual handout maps, tain't worth it. I'll just do it by description if necessary, it's not worth preserving for that amount of extra headache.
I still need to read on, but I think I'm fairly convinced at this point I will be far better putting stuff where I darn like and maybe trimming out a lot of the less than great parts and just pasting some pieces into other module's bits - maybe not even in the same order. (There's no seemingly good reason why the Oasis of the White Palm sections, if kept, couldn't be placed in a different earlier even before the Pharoah stuff, and good reason to not plonk a habitation in the middle of a more trackless desert... Looking at MM map, that could neatly be rolled into the existant Merchant's Oasis, even.)

Aotrscommander RPG Superstar 2008 Top 32 |

Okay.
I have started to piece things together in anger, and today I made a proper attempt to site the Desert of Desolation stuff.
This is predicated on the initial assumptions that 1) before Mummy's Mask starts, there will be a Proloogue, in which the PCs travel down to do The Third Riddle (to pay for their tomb-hunting liscene in Wati) and in the process, encounter the Sunken City of Pazar as the first advanture location, to set thing in motion.
This is the oddessey it has taken today, present for an insanity check (since no-one sane would do this.)
Okay, so we know from a few posts ago, the Deserts of Desolation map is insanrly too big.
Link
So it wants to try and be placed conveniantly into the Shifting Sands/Secrets oif the Sphnix portions of the game at least in part.
First then, as TurboCAd won't let me transparent images, I needed to make a quick line scribble of the player handout maps.
The Merchant's Oasis is such an obvious place to combine with the Oasis oif the White Palm that I made it my starting spot and thus scaled from there. After a bit of fiddlin,g I decided to move it. In the original, it's the upper of the two locations wuith a palm tree, but it fitted better with the lower one.
This left the Tomb of Amunre on the left of the map, and Pazar off the map down south where it was going to be near enough to the line of travel for the PCs to run into in on the way to the Third Riddle.
This shows roughtly where the Secrets of the Sphinx map sits into the larger Osirion map, and thus where this fits in.
That was an approximation from the player handout map, so the next job wa to fit the DoD map key better.
8 is a signpost
9 is the region of Bakar, where the PCs start to encounter the pharoah's ghost.
10 is Pazar.
11 is the Tomb of Amunre.
12 is Not On The Map.
13 and 14 are stuff found on the route
15 is an unimportant oasis
16 is the air lancer patrol region around Oasis of the White Pal (17)
18 is Not On The Map
19 is the lost city of Pheonix and surrounds
20 is the Crypt of Badr Al-Mosak
So, i then, with a bit of effort, since the player map and the DM grid don't QUITE match exactly, got the numbers to about the right place.
Quick bit of substitution to swap areas 15 and 16/17 and a little bit of moving around...
And a tweak of Pazar on the larger map...
Link
Ad yay, that all fits nicely.
The upper half of the map was going to prove troublesome, though. Fortuantely, there's a gap in the middle (and the maps line up terribly.
But it was clear from the initial pass that I was going to have a lot of trouble fitting the upper DoD map onto the Parched Dunes map.
But as I wrestled, I spotted the Glzaen Sheets on the main Osirion map. A quick check - area of sandless desert, some of which was glass, fused by some unknoen reason.
Well, if that WASN'T a direct homage to Desrts of Desolation, it was certainly a gift! After all, no need to immediately set the third part of DoD in the Secrets of the Sphinx exploration.
So, stick it THERE. But I was then going to have to do some fiddling - maybe change the direction and size, perhaps not to the same scale as the first map?
For starters, put the player map over the DM one.
And... Hmm.
Stuff on't map don't match up.
22 are sandskiffs, for the PCs tro travel across the Skysea.
23 is just a description
24/25 is the island/city at the centre (the latter being 10 miles across).
26 are the three pillars of Martek to triangulate the tomb itsle f(not on the map).
But on the player map, theres three pillars and a set of four pillars and they don't match the DM map.
One of the three pillars on the player handout doesn't have a location at all (south-east) and The north-west one is just a pillar, not the actual tomb of Martek anyway.
Okay, I could maybe use PaintShopPro 8 to sand out those bits?
Well, I figured, put the numbers on, And for the sake of arguement, to use the DoD location maps right, the 24/25 hex needed to be ten miles, So I scaled. As it happens, if I kept the scribble-map the same scale as the bottom half, it fitted okay, except for that damn river.
And then it struck me.
Where'd placed it the lower west/east portion of the river closesly followed the line of the Crook.
So, with a bit of map editing in Paint Shop Pro, I inexpertly moved things around a bit.
This:
Became this:
Which fitted in fine.
Then just a line to add a rough path of the old river bed to link the two.
Link
And I think, ladies and/or/through gentleman, I have something approximating a reasonable set of map locations.
The next job is figuring out how to fit Entombed with the Pharoahs/Pact Stone Pyramid in. But in looking up the Glazen Wastes, I happened on a reference to Tumen, and following that through... Led my to learning about the Cult of the Lost Thereom in the ruins of Tumen.
That is too much of a giveaway not to use. It might also help frame things.
1) Perhaps the raiders in Third Riddle are not Apsis, but each bears the mark of the Pharoah of Numbers (and are in reality, Cultists if the Lost Theroem chasing down a potential (but wrong) hint.
2) [Scholar] could perhaps learn of them during the early Mummy's Mask bits and when they here about the encovering of the Tomb of the Four Pharoahs, ask the PCs to go look for it there. Abnd the oppositon adventuring party could be not Cheliax, but instead cult members. (Or perhaps be inflitrated, even by a cult member who has been replaced by a water clone...) No-one finds the Lost Theroem, but they do see a countdown clock.
3) A bit later, [Scholar] learns of the uncovering of the Pact Stone Pyramid. Here, the Exemplar becomes another cultist, and it is a race to retrive the Lost Theruem again, this time succesfully.
4) Possibly side-quests later to deal with the Cultists in Tumen (whose leader has perhaps been MindQuaked into helping forwar Ramlock's goals).
That's as far as I've gotten. Placing the Aucturn stuff by level will be te next challenge, which I don't have time for today. But I have, at least, started to get a sort of coherent-ish meshing of the plots.
Again, if anyone had any suggestions, please voice them!

Aotrscommander RPG Superstar 2008 Top 32 |

For the sake of argument, I might as well post the work so far. I spent much of the yeat paused while I did another major rules overhaul that ballooned out of control, but I have started back. I'd totally forgotten about the this thread until recently.
One thing I initially missed was the Ravenous Sphinx (location of the Third Riddle) is only a few miles south of Wati. Whcih is a bit odd, since having missed that map note, its text said "in shadows of the Brazen Peaks" which, in no uncertain terms, a few miles south of Wati it is not.
My placement on the map...
...was based on the description (since Third Riddle predated having a little map), and because it fitted better with the module. So now I have just had to explain that the Ravenous Sphinx on the map... Isn't the real one, but a misidenified sphinx. Which explais why no bugger got into it until Colm Safan did because t'weren't the real one.
This placement where it is is important, as getting to it brings the PCs past where I set up Pazar, which will be part of the prologue.
The plot and progression has been ironed out. Destiny of the Sands proved to be an superlative dovetail into the whole thing. The [scholar] I had previously mentioned? Now Amenopheus, down on his luck. He provides an ideal in, and making Martek having used and repurposed Sage Jewels into the various star gems ties in narratively and thematically (with Martek-as-Keleshite despoiling useless old Osirion stuff). It means that, if Amenopheus accompanies the PCs to start with - just to get him to Pazar - I can be sure that the star gem there IS taken and the efreeti released, kicking off the DoD plot.
(In order to make sure he doesn't dominate the 2st level PCs, after being kicked out by the Ruby Prince, he's recently had his spellbook nicked. So he only has a load of low-level, mostly combat-rubbish spells. But conveniantly, he also serves as a go-to selling-on point for any scrolls the PCs fid, while he painstakingly rebuilds his spellbook.)
Amenopheus can thus be helping the PCs between quests, pointing them in various directions (e.g. Entombed with the Pharoahs etc) that are not on the critical path.
The fact that Destiny of the Sands brings in mythic provides a perfect excuse for the PC's mythic - they just keep a bit after that path.
Really all dovetails in nicely!
Timeline/ Sequence
DoD: The Sunken City of Pazar
Third Riddle
MM: The Half-Dead City
Destiny of the Sands: A Bitter Bargain
Destiny of the Sands: Race to Seeker’s Folly
Destiny of the Sands: Sanctum of the Sages
MM: Empty Graves
AE: Entombed with the Phaorahs
Beacon Below
MM: Shifting Sands (Part One)
AE: Pact Stone Pyramid
MM: Shifting Sands (Part Two)
DoD: The Tomb of Amun-Re
DoD: Oasis of the White Palm
MM: Secrets of the Sphinx
DoD: The Tomb of Martek
MM: Slaves Trenches of Hakotep
MM: Pyramid of the Sky Pharoah
MM: Ulunat Stirs
MM: Vengeance From the First Age
AE: Doomsday Dawn When Stars Go Dark
Prologue
Start in Wati
• PCs want to form band to explore tombs, require liscense (too expensive) Amenopheus offers to pay if they help looking for missing friend
Journey to Ravenous Sphinx
• Boat sabotaged by Cult of Last Theorum agents disguised as Aspis Consortium agents (also heading to the Sphinx to search for the Last Theorum)
• PCs have to trek downriver on north bank , have to make a detour around an area of cliffs
• Sandstorm caused by Aucturn Engima’s final 11th phase gets them extreme lost
DoD: The Sunken City of Pazar
• PCs release Khalithanus (rumours of his action heard through next step) and recover the Star of Aga-Pelar
Third Riddle
• PCs secure 3rd riddle, again encounter Cult of Last Theorum agents disguised as Apsis Consortium agents seeking Last Theorum
• Uneventful trip back to Wati
Part 1: Secret of the Tombs
MM: The Half-Dead City
Destiny of the Sands
• Amenopheus and the PCs find the Diamond Sage
• Mythic Tier 1
MM: Empty Graves
• Amenopheus gets PCs to race to tomb looking for Last Theorum
AE: Entombed with the Phaorahs
Part 2: Desert of Desolation
Beacon Below
• The Diamond Sage asks the PC to help clear out the lower levels of the sanctum.
MM: Shifting Sands (Part One)
• Research on Khalithanus (suggest Martek’s stones are in Parched Dunes)
• Research on Aucturn Engima (limited)
AE: Pact Stone Pyramid
• Amenopheus gets to go to Pact Stone Pyramid before Cult of Last Theorum can enter it
• PCs recover Last Theorum
• Mythic Tier 2
MM: Shifting Sands (Part Two)
DoD: The Tomb of Amun-Re
• PCs recover Star of Mo-Pelar
• Mythic Tier 3?
DoD: Oasis of the White Palm
• PCs recover Star of Khan-Pelar from the Temple of Set
• PCs recover Star of Shah-Pelar from the Crypt of Bader Al-Mosak
MM: Secrets of the Sphinx
Part 3: Convergeance
[b]DoD: The Tomb of Martek
• PCs recover Star of Melos-Pelar from the Cursed City of Stone
• PCs release Martek and defeat Khalithanus
• Mythic Tier 4?
MM: Slaves Trenches of Hakotep
• PCs examine Amber Centograph
MM: Pyramid of the Sky Pharoah
MM: Ulunat Stirs
MM: Vengeance From the First Age
AE: Doomsday Dawn Heroes of Undarin
?? Tumen and the Cult of the Last Theorem?
AE: Doomsday Dawn When Stars Go Dark
(I may yet squeeze in some fo the other outstanding Osirion modules, but those are further removed; Rebel's Ransom and Risen from the Sand might make for location-sites in the desert crawl, though.)
Extended Plot summary
A thousand years ago, the Khelish wizard Martek sealed away the evil Efreet Khalithalus using five re-purposed Sage Jewels, recovered from the Khelish rule of Osirion.
The PCs start out in Wati, ready to form a band to explorer the tombs. However, since the incident in which the Ruby Prince was struck with a wasting disease, the sign-up for the permit has mandated a price, one which the PCs cannot pay.
They are approached by Amenopheus, the Sapphire sage, with a proposition. He will agree to pay the permit fee, if they will escort him to search for a missing collegue, Colm Safan. (Starting the the Third Riddle.)
A Pathfinder, Safan had spent years researching the location of a lost sphinx, that had been worked on and buried: the Ravenous Sphinx. He hired a team or workmen and uncovered it, and dispatched and an excited letter to Amenopheus, but neither the the Sapphire Sage nor the Pathfinders have heard anything from him. Amenopheus was about to contact the Pathfinders to arrange a party to search, but the PCs dovetail nicely and more swiftly with his plans, since he can cut out the trip to Sothis and the time for the Pathfinders to act and dispatch a team south.
However, news of this has reached the Aspis Consortium – and through them, to the even more secretive Cult of the Last Theorem. A group of ambushers are dispatched to intercept the PCs. The cover is, of course, that they are Apsis agents seeking to prevent the PCs from reaching the tomb (and thus the third riddle) – but in reality, they are there try to kidnap the Sapphire Sage. The Cult believe that through Amenopheus, they can finally recover the Last Theorum and unlock the Pharoah of Number’s final designs.
The first action of the cult is to one night sabtage the PCs river barge, to buy them sufficient time to lay the ambush to be sprung later.
This forces the party and their surviving crew and Amenopheus to trek downriver on the north bank of the Crook. And as they are forced to detour around a region of impassable rocks, a huge khamsin strikes, stirred up by the onset of the 11th and final phase of the final 56-year period before Ramlock’s countdown clockes zero. (A period of five years, 33 days.)
Digging out from the storm and hopelessly lost, the PCs stumble into the ruins of the Sunken City of Pazar. In the ruins, and the centre, they find the Star of Aga-Pelar. Amenopheus is stunned and overjoyed – this is a Sage Jewel! A remarkable find.
However, in taking the jewel, Khalithalus is released, howling with triumph. But even as he is released, the tiniest trickle of Mythic power leeches into the PCs. Not enough to manifest yet, but to lay the ground work.
Devastated, Amenopheus finds that the sage jewel is useless now, having been repurposed. All he can find within it now is a faint impression of who will later be revealed as Martek.
The party manages to reach back to the river and continue their journey to the Ravaged Sphinx. The sandstorm disrupted the Cult’s plans too, and their ambush is not as tightly planned as they would have liked.
After the battle, Amenopheus will notice that the raiders are just a bit too obvious in their display of Apsis tokens, and on closer inspection, the bodies all have the tattoo of the Pharoah of Numbers (though the significance escapes Amenopheus at the time).
The PCs continue on to the Ravaged Sphinx and retrieve the Third Riddle. On arrival back at Wati, Amenopheus pays the PCs permit fee, taking the Third Riddle to the Pathfinders for safe-keeping, and saying he will try to find our what happened in Pazar.
In the meantime, the PCs start the lottery and explore the tombs in the first part of Mummy’s Mask.
Before the auction of the treasure looted from the temple starts, Amenopheus contacts the PCs. He has located information that might lead them to the Diamond Sage and more Sage Jewels and that might uncover the mystery of what happened at Pazar.
This leads the PCs into Destiny of the Sands. However, replacing Yjalk’s band of adventurers as another group of Cultists of the Last Theorem arrives, also seeking the Sage Jewels.
The PCs are given a temporary boost of Mythic power while they deal with the last third of the adventure and determine the fate of the Jeweled Sages. But when the power disipates, not all of it leaves, and the PCs gain their first, proper Mythic tier.
The Diamond Sage is able to inform the PCs of Martek’s Prophecy, as some of the memories within were witness to the events that unfolded. Either she or Amenopheus also identify the symbol of the Last Theorem cultists.
The PCs return to Wati just in time for the auction and Empty Graves.
When the mess is settled, Amenopehus contacts the PCs upon hearing the Tomb of the Four Pharoahs has been unearthed and may shed some light on the second mysterious cult, leading into Entombed with the Pharoahs, and a race against the Expeditonary, and their secret Last Theorem cultist plant. While the Last Theorem is not itself present, the PCs find the first countdown clock. However, among the Expeditionary, the secret cultist carries a copy of the Note of the Last Theorem.
The Diamond Sage believes thast some information on the Last Theorem and the Four Pharoahs may be hidden in the depths of the Sanctum, and asks the PCs to see if they can retrive it (leading into Beacon Below).
The PCs head into Tephu do some major research; Meanwhile, the sages research the Notes via their new sources and attempt to investigate if they can use the beason to help locate the other sage jewels re-purposed into Star Gems.
There, the PCs determine that the clues to both the Sky Pharoah and the more recent Khalithalus problem – to recent for the sage’s repositories – lie in the Parched Dunes. But before they can set out, the Sapphire Sage again contacts them about the discovery of the Pact-Stone Pyramid of the Four Pharoahs and sends them in to retreive the Last Theorem itself (undercover of looking for the seeds the Pathfinders want). (And gain their second mythic tier from the Pact Stone itself.)
The PCs can then set out across the long crawl of the Parched Dunes, retriveing more of Martek’s repurposed sage jewels and tracking down the Tomb of Chisisek and the Sightless Sphinx across Shifting Sands and Secrets of the Sphinx.
Before they can go to the Slave Trenches of Hakotep, however, the issue of Khalithalus is pressing, and the PCs must travel to the Glazen Sheets, find the last Star and awaken Martek. However, Martek’s plan does not quite work like he intended, as Khalithalus also gained Mythic Power from the osmosis of the sage jewels, and with his last breath, he destroys the remaining gems to give the PCs a third mythic tier to stop the efreeti once and for all. But this is not without cost, as time has slipped by in both the Tomb of Amun-Re and the timeless places in Martek’s tomb.
The PCs now can deal with the Sky Pharoah. In the slave trenches, they can examine the Amber Centograph in more detail and begin to piece to together the ominous end of the countdown clock’s ticking.
With the Sky Pharoah’s defeat, the immediate threats are both dealt with, but the looming terror of Ramlock’s convergeance remains. Over the next few months, the PCs must recover the White Axiom and deal with the Cult and deal with the problems the shadow of the convergeance is awakening, which only they can deal with, like the awakening of Ululat.
Finally, the PCs can use the White Axiom and travel to Ramlock’s Hollow on the eve of the convergance and stop Ramlock from ending the world.
___________________________
I have gotten up as far as actually writing to the point of the first encounter in the Third Riddle.
I've also been re-reading all the Osirion source material[1]. Aside from me making several changes to my fluff dialogue, for the end game, I feel like the post-Mummy's Mask bit (while time is killed before the conjuction) could be further buffed out by bringing in our mate An-Hepsu XI somehow, since him getting loose or something (perhaps with a legiong of undead-ified former celestials) would be kind of the thing a top-end level/Epic Mythic party could deal with.
Likewise, a trip to Pyramid of Kamaria to stop her an' all might also be a side diversion. (Since the PCs wouldn't exactly need to worry too much about the nonwritten MegaDungeon at that level...!)
If there is still any vague interest beyond this point, I can try and keep a bit more updated.
[1]What prompted me to post up here again was finding the version of the Golarion used on the Pathfinder wiki and Wati being in utterly yhe wrong place. It is explcitly in the source material at teh confluence of the Asp and Crook where the Spinix starts, and tha map version has it well south of the Ravenous Sphinx nowhere near the placement on the official maps. So far off, I was like "did a magical event move it or something...?" If I knew how to contact the map person, I'd let them know, but...)

Aotrscommander RPG Superstar 2008 Top 32 |

For the sake of arguement, and because I don't ahve anything better to to tonight in the available time, I might as well share a couple of related bits.
To start with, here's the stats I concocted for Amenopheus a little back.
Having first queried to see if there were any stats (they did not appear to be), I had to build my own.
Sidebar: 3.Aotrs
Bear in mind, anything mechanical I share will be configured for 3.Aotrrs. 3.Aotrs is these days a straight hybrd of 3.5 and PF1, with a strict, urated list of available content taken from both; i.e. it's not all of one and all of the other. It's most of both, but not all. In a lot of cases, if there was a difference between how the one and the 'tother did something (e.g. Power Attack), 3.Aotrs largely said "screw it do both." Trawling through the lists of PF1 feats and spells to add the the earlier version of 3.Aotrs' such (compiled from 3.5) meant leaving out a fair amount of instances that were "not a bad idea, but so niche and against so much competition, it'll realistically never get used."
(Osirionologist and Osirinology feats only made it in SPECIFICALLY because I knew I was doing this eventually, and they'll ever be relevant again after it. When... If, maybe,I write my own stuff, it's not set on Golarion, and I will hace basically used every Osirion adcventure in this mega AP.)
3.Aotrs runs to over 2100 pages (I dodn't think I'd even quite finished the overhaul/expansion when I did the last count), so for obvious reasos I am not going to attempt to un-Aotrs-ise stuff (I'd have to be tracking it all down), but by and large, there shouldn't be anything too obviously alien anyway.
I bring this up here aprtly because 3.Aotrs has its own stat block (which was defined, essentially, by early 3.5 and I stubbornly refused to alter everything when WotC introduced the later standard and for PF1's changes (mine is more compact and I also wasn't changing my carefully compiled stat blocks - I refuse to run monsters out of a bestiary for reason that would mean I'd have to take one along[1]. The only concession made since is the division of Class Features out from SA and SQ.
[1]Lst revision, I had to compile a bestiary of creature statblock pertaining to all monsters that could be summoned, but that's a tiny fraction of the totality!
So then, here's Amenopheus as of the start of the campaign, based in his canon stats of "Wizard 13."
(Of note: 3.Aotrs uses a standard PC abiltiy score set of "base 8, plus 34 points, point-for-point, plsu racials, no base stat higher than 18 before racials." I have never understood the abject fear 3.0, 3.5 and PF1 all shared of linear mathmatical bonuses as anything other than a silly hold-out of AD&D's muted terror of PCs having high stats not being based on pure RNG. And pretty much the day I watched out resident dice god roll up tw 17s and four 15s - with my dice - was the day I decided that RNG would be forever forbidden from taking part in character generation. ("HD" is wrong terminoloy, since it assumes you roll the dice, whereas in 3.Aotrs, the onl thing that doesn't have maximum hit points is some of the monsters (as low-level) and summons.) In any case, Amenophues was build on standard PC stats and ajusted for old age. You could consider by PF1 standards, his higher stats incorporate stuff from his Sgae Jewel. (Especially appropriate, since I will be strongly theming the PCs' Mythic stuff through their initiation to it from Mythic.)
Amenopheus the Sapphire Sage
Male Human Wizard 13
N Medium Humanoid (Human)
HD 13D4-13 (39hp) Init -1 SPD 30’ SPACE 5/5
AC 14/10/14 (+4 Mage Armour)
BAB +6 CMB +4 CMD 14/14
ATTACK +6/+1 Staff of Amenopheus (D6)
CA Arcane Bond (Staff), Arcane School (Universalist), Cantrip Mastery (8/Day), Metamagic Mastery (3/Day)
SV Fort +3 Ref +3 Will +11
Str 6 Dex 8 Con 8 Int 23(27) Wis 18 Cha 18 (22)
Appraise +10, Bluff +12, Concentration +15, Diplomacy +19, Knowledge (Arcana) +25, Knowledge (Dungeoneering) +17, Knowledge (Engineering) +13, Knowledge (Geography) +13, Knowledge (History) +27, Knowledge (Local) +21, Knowledge (Martial) +13, Knowledge (Nature) +19, Knowledge (Nobility) +22, Knowledge (Planes) +25, Knowledge (Relgion) +25, Perception, +11, Search +14, Sense Motive +17, Spellcraft +24
Appraise Magic Value, Scribe ScrollB, Jack of All Trades, Master of Knowledge, Master Manipulator, Open Minded, Scholar (History, Local), Extend Spell, Sudden Extend, Silent Spell, Still Spell
CR 9 (−4 CR for lack of spells)
Spell-Like Abilities (Sp): Caster lvl 13 (12 (U))
At Will: Arcane Mark, Detect Magic (U), Prestidigitation and Read Magic (U)
Spells: Wizard Spells -/6/6/6/6/4/3/2 Caster Level 13 DC 18+lvl
0th: Electric Jolt, Light, Message, Ray of Frost
1st: Alarm, Appraising Touch, Benign Transposition, Flash, Mud-Slap, Protection from Evil
2nd: Alter Self, Knock, Levitate, Master’s Touch, Share Talents, Swift Fly
3rd: Dispel Magic × 2, Lightning Bolt, Extended, Silent Still Mage Hand, Extended, Silent Still Scrivener’s Chant, Tongues
4th: Extended, Silent, Still Comprehend Languages, Extended, Silent, Still Hold Portal, Extended, Silent, Still Mage Armour, Remove Curse × 2, Extended, Silent, Still Shield
5th: Break Enchantment, Sending × 3
6th: Greater Dispel Magic, Silent Sending × 2
7th: Greater Teleport, Vision
Equipment: Staff of Amenopheus (+2 Quarterstaff), Incense (250gp, Vision), Hat of Amenopheus (functions as a Headband of Intellect and Charisma +4, cannot be removed by any outside force or creature except Amenopheus himself unless first subjected to a Dispel Magic verses 13th caster level, contains the Sapphire Sage Jewel, which has likewise protection against removal from the hat.)
Languages: Ancient Osiriani, Common, Dwarven, Elven, Kelish, Osiriani
Amenopheus’ New Spellbook
0th: Acid Splash, Dancing Lights, Dowsing, Electric Jolt, Mage Hand, Light, Mending, Message, Ray of Frost, Scrivener’s Chant
1st: Alarm, Appraising Touch, Benign Transposition, Comprehend Languages, Hold Portal, Mage Armour, Shield
2nd: Share Talents, Master’s Touch
3rd: Tongues
4th: -
5th: Sending
6th: -
7th: -
Not The Usual Suspects
One other thing that distinugishes this campaign is the restriction on PC character classes (for the eight, yes EIGHT PCs). 3.Aotrs has 62 base classes (before archetyp0es, though again, curation means that any one character class only has a handful of archetypes). And I was fed-up of the players only choosing the basic ones, especially after my tens if not hundreds of hours of work, especially on up-rating the weaker 3.5 classes and massive, maqssive amount of work on the Fangshi (nee Kinetecist) - one of the major time-sinks of that rules-overhaul.
(I straight up-told the PCs if no-one plays a Fangshi, they can bloody well expect one to show up every NPC encounter, fragdammit. I'm not even kidding; Monday's job (Monday is quest-writing day) is first to stat out a Fangshi to supplement Third Riddle's first encounter. (It's actually that Fangshi who cases the PCs' barge to get sunk...!)
So this campaign (co-incidentally, it just happens to be the first with a new party) the Not the Usual Suspects rule has been implimented. This restricts the available character classes based on, essentially, everything everyone has played before (which a softer restriction on some characters classes that haven't seen a lot of use and not recently, which are barred to the player that played them).
So for a laugh, here's the list as presented to the players in the Player's Guide, which I have given them as of a few weeks ago. (I am leery of posting the guide up as a drive link, simply because I straight copy-pasted a fair chunk of the source material from Osirion, Legacy of Pharoahs and People of the Sands as well as the Mummy's Mask players' Guide and unless some of the official people at Paizo githe all-clear, sees a bit unsporting to them to do so, especially on their own forums.)
I have substitued strikethrough for what I just greyed out in the document for the unavailable classes.
Bold indicates and available class. Classes not in bold are available (provided the player has not played that class previously.)
- ALCHEMIST
- Aerochemist (Archetype)
- Beastmorph (Archetype)
- Gloom Chymist (Archetype)
- Grenadier (Archetype)
- Vaultbreaker (Archetype)
- Vivisectionist (Archetype)
- Aerochemist (Archetype)
ANTIPALADIN[2]
Unholy Terror (Archetype)
Intulo Templar (Archetype)
- ARCANIST
Blood Arcanist (Archetype)
Brown-Fur Transmuter (Archetype)
Occultist (Archetype)
Unlettered Arcanist (Archetype)
ARCHIVIST
ARDENT
BARBARIAN
Armoured Hulk (Archetype)
Beastkin Berserker (Archetype)
Invulnerable Rager (Archetype)
Mad Dog (Archetype)
BARD
Dervish Dancer (Archetype)
Dirgesinger (Archetype)
Sound Striker (Archetype)
Thundercaller (Archetype)
BEGUILER
BLOODRAGER
Crossblooded Rager (Archetype)
Rageshaper (Archetype)
Steelblood (Archetype)
BRAWLER
Martial Prodigy (Archetype)
Shield Champion1 (Archetype)
CLERIC
Ecclesitheurge (Archetype)
Undead Lord (Archetype)
CRUSADER
DIVINE MIND
DRAGON SHAMAN
DREAD NECROMANCER
DRUID
Menhir Savant (Archetype)
Restorer (Archetype)
Shapeshifter (Archetype)
DUSKBLADE
Dusk Magus (Archetype)
ERUDITE
FANGSHI
Elemental Avatar (Archetype)
Zǔzhòu Fangshi (Archetype)
FIGHTER
Archer (Archetype)
Drill Sergeant (Archetype)
Martial Master1 (Archetype)
Mobile Fighter (Archetype)
Mutation Warrior (Archetype)
Polearm Master (Archetype)
Two-Handed Fighter (Archetype)
GUNSLINGER
Bolt Ace (Archetype)
HEXBLADE
Aspect Blade (Archetype)
Bonded Servitor (Archetype)
HUNTER
Feral Hunter (Archetype)
Primal Companion Hunter (Archetype)
INQUISITOR
Monster Tactician (Archetype)
Sacred Huntsmaster (Archetype)
Tactical Leader (Archetype)
INVESTIGATOR
Empiricist (Archetype)
Cipher (Archetype)
Lamplighter (Archetype)
Questioner (Archetype)
KNIGHT[3]
Cavalier[3] (Archetype)
Constable (Archetype)
Samurai[3] (Archetype)
LURK
MAGUS
Card Caster (Archetype)
Eldritch Archer (Archetype)
Hexcrafter (Archetype)
Staff Magus (Archetype)
MARKSMAN
Spearman (Archetype)
MARSHAL
MONK
Drunken Master (Archetype)
Formcrafter (Archetype)
Monk of the Mantis (Archetype)
Scaled Fist (Archetype)
Sensei (Archetype)
Sublime Monk (Archetype)
Windstep Master (Archetype)
Zen Archer (Archetype)
NINJA
Invisible Blade (Archetype)[4]
ORACLE
Ancient Lorekeeper (Archetype)
Favoured Soul (Archetype)
Spirit Guide (Archetype)
Warsighted (Archetype)
PALADIN
Holy Commander (Archetype)
PSION
Devoted Psion (Archetype)
PSYCHIC ROGUE
PSYCHIC WARRIOR
RANGER
Guide (Archetype)
Skirmisher (Archetype)
Wild Hunter (Archetype)
ROGUE
Acrobat (Archetype)
Eldritch Scoundrel (Archetype)
Knife Master (Archetype)
Master of Disguise (Archetype)
Pirate (Archetype)
Rake (Archetype)
Sly Saboteur (Archetype)
Thug (Archetype)
SCOUT
SEKKOU
SHAMAN
Possessed Shaman (Archetype)
Speaker for the Past (Archetype)
Unsworn Shaman (Archetype)
SHUGENJA
SKALD
Court Poet (Archetype)
Totem Channeller (Archetype)
SLAYER
Bounty Hunter (Archetype)
Assassin (Archetype)
Sniper (Archetype)
SORCERER
Crossblooded (Archetype)
SOULKNIFE
Armoured Blade (Archetype)
Cutthroat (Archetype)
Deadly Fist (Archetype)
Nimble Blade (Archetype)
Psychic Armoury (Archetype)
Soulbolt (Archetype)
Soulgunner (Archetype)
Shielded Blade (Archetype)
SPELLTHIEF
Exploiter Spellthief (Archetype)
SPIRIT SHAMAN
SUMMONER
Master Summoner (Archetype)
Synthesist (Archetype)
SWASHBUCKLER
Flying Blade (Archetype)
SWORDSAGE
TACTICIAN
Swarmer (Archetype)[b]
TRACKER
WARBLADE
[b]WARLOCK
Curse Warlock (Archetype)
Damned Soul (Archetype)
Enlightened Spirit (Archetype)
WARMAGE
WARPRIEST
Cult Leader (Archetype)
Lay Priest (Archetype)
Sacred Fist (Archetype)
Shieldbearer (Archetype)
WILDER
WITCH
Aspect Invoker (Archetype)
Gravewalker (Archetype)
Havocker (Archetype)
Hedge Witch (Archetype)
Herb Witch (Archetype)
Ley Line Guardian (Archetype)
Seducer (Archetype)
Winter Witch (Archetype)
WIZARD
Elemental Specialist (Archetype)
Exploiter Wizard (Archetype)
Necromancer Lord (Archetype)
WU JEN
[2] Restricted because Paladin is, and because of my standing rule "either everyone s Evil or no-one is" (and the fact we have a lot of standing parties that are Evil means it's not all that uncommon, those they tend to be more of the quarterly day quest groups.
[3]3.5's Knight stabbed Cavalier, stole a lot of it's stuff and made it and Samurai and made them into its own archtypes. It also is noted to the PCs that while these are available options, classes dependant on mounts not being the best ideas for tomb-exploration...!
[4] 3.5's prestidge class turned into an archetype. It's on the banned list (this time) because of frankly, Prince Khalim from our (pre-PF1 integration) 3.Aotrs-conversion of Night Below, who was a Rogue/Ninga/Swordsage/Onivisible Blade. Not helped by the flipping module handing ut Wings of Flying in basically the first encounter, so I had 17 levels of dealing with a flying invisible Sneak Attack with a ludicrous luff skil so EVEN WHEN dealing with the numerous Kuo-Toa, them being able to see him didn't matter...!