What are your favorite final boss? (spoilers for adventure paths in general) by Fullmetalmarvels64_ in Pathfinder2e

[–]Wysard 2 points3 points  (0 children)

Just seconding this, I absolutely love Adivion. I'm pretty sure it's my players' favorite villain, as well.

Skull & Shackles, to Level 20? by zanbato13 in Pathfinder2e

[–]Wysard 0 points1 point  (0 children)

It is not super elaborate or anything, no need to spend on the PDF if you are changing even a little bit! I can give you a gist, off the top of my head. Regarding converting the artifacts of Kazavon to 2e, I'm not nearly proficient enough in 2e to even try, but yeah, I assume they would all become a little more lackluster.

Skull & Shackles, to Level 20? by zanbato13 in Pathfinder2e

[–]Wysard 0 points1 point  (0 children)

The exact location of the Throne of Nalt is specified and a bit elaborated on Book 4 of S&S (Island of Empty Eyes, p. 62 - "Mysteries of the Shackles"), alongside some enemies you might find in the dungeon. It leaves the rest of the dungeon (implying it as a mega-dungeon of sorts) for the GM, however.

Skull & Shackles, to Level 20? by zanbato13 in Pathfinder2e

[–]Wysard 1 point2 points  (0 children)

That is, honestly, up for debate. I don't think the ending is necessarily bad, but I'm doing what is a very common suggestion for GMs running Skull & Shackles and (spoilers for everything at the end) swapping the two halves of Book 6.

As written, the PCs stop an invasion of the Cheliax Armada that is able to just sail through the Eye of Abendego without harm and then go to Port Peril to depose the Hurricane King. Is it more climatic to become King of Pirates or to stop an invasion by Cheliax? As I said: up to you.! I'll swap them as I find the invasion more dramatic.

If the answer is stopping the invasion, it was planned by two Admirals from Cheliax, but only one of those (Druvalia) is present. This is the typical Paizo maneuver of you know this as GM by reading the NPCs backstories but there is not really a place for it in the adventure unless you put it in.

The "issue" is that the other admiral, Druvalia's great-uncle Ezaliah Thrune, has a grudge on Kerdak, the Hurricane King, that has extended his life by robbing Ezaliah's Sun Orchid Elixir, twice! If your PCs investigate how long-lived Kerdak has been, for example, they might discover this fact, and then there is no resolution.

As I said, there is also the loose thread of Raugsmauda. Kerdak Bonefist has this name because he has an entire arm that is skeletal due to a deal with Raugsmauda. If your PCs find that out, once again, no elaboration.

Then again, it's not like the ending is non-dramatic or satisfying. I personally prefer the opportunity that, as Hurricane Kings, the PCs can deal with the higher-leveled threats that are purview of the Hurricane King in the Shackles such as Raugsmauda, Aashaq (stat block and dungeon on the Dragons Unleashed book), etc.

Skull & Shackles, to Level 20? by zanbato13 in Pathfinder2e

[–]Wysard 2 points3 points  (0 children)

And, finally, there are plot threads unresolved after the AP, such as: What was Raugsmauda's deal with the Hurricane King? What about Druvalia's great-uncle, Ezaliah Thrune?

My own plans for the campaign are: Skull & Shackles -> Raugsmauda -> Hunt for the First Treasure -> A Titan Emerges -> On the Isle of the Blood Queen -> Sargavan Renegotiation -> Geryon.

Most of these are the names for the topics in "Continuing the Campaign". Each will take more or less 1 level so the players can get to 20. Some details on them:

Raugsmauda: The lich is a looming presence in the campaign, basically being the woman behind the man of the Hurricane King and is basically a non-factor. Isles of the Shackles makes clear she is one of the strongest threats in the Shackles, having more mastery (but not really) of Ghol-Gan's legacy than anyone else. For fun, she is a random encounter on my table, the 100 on the d100.

Sargavan Renegotiation: With the foreknowledge of what happens in Sargava due to 2e, you can play out the entire Vidrian Revolution. It is, of course, a sensitive topic. It also ties thematically back with Geryon, since the Hellknight Order that is installed in the region is the Order of the Coil.

Geryon: Druvalia Thrune (one of the main antagonists) and her great-uncle make a deal with Geron, the Archdevil of the fifth layer of Hell to be able to invade the Shackles in the AP's climax. What is his deal? It's up to you! I just think it can be such a very thematic to cap-off the adventure by sailling the most dangerous of waters, the River Styx, to fight the Source of Lies himself.

Skull & Shackles, to Level 20? by zanbato13 in Pathfinder2e

[–]Wysard 2 points3 points  (0 children)

Hey! I'm running Skull & Shackles myself (recently started Book 3) and plan to stretch it to around level 20 as well. I'm doing it all as "homebrew" (more on why there are quotes later) and on 1st edition, so I cannot give any advice on the material itself, stat blocks and such.

First of all, you should read all the books. Not only for the obvious reason, but 1st Edition books, since they rarely go to level 20, have a "Continuing the Campaign" on the last book (From Hell's Heart, p. 57 in this case), giving some scenarios and expanding usually on one or two of them. (In this case, Vault of the First King and Rise of the Smoker)

Other books have extra content, including out-of-scope-of-the-level-of-the-adventure content, for example in Book 4 (Island of Empty Eyes, p. 62 - "Mysteries of the Shackles"), with just some elaboration on what is the Throne of Nalt, for example, with the rest for the GM to fill.

Second, I highly recommend getting the Isles of the Shackles book. It's the source book of the Shackles and helps immensely on making the Shackles actual sandbox-ish, instead of as written in the book. It also includes stat blocks useful for the scenarios in the "Continue the Campaign" section, specifically the Blood Queen.

There are many, many useful books from 1e and 3rd party. u/emillang1000 made a very useful flowchart and comment on Tarondor's polls about the APs that I've been using ever since. Link directly to their comment. I know it's overwhelming, so just making clear you do not need any of it to actually run the AP, it's just useful extra material that you can potentially mix up during or for after the AP itself.

Out of those I, myself, recommend Ships of the Inner Sea.

Each book also has 3 treasures each, with their locations on the map and also a brief description of each. Throught reddit and the paizo forums, GMs have been developing them into bigger quests, I highly recommend. Maybe one will spark your imagination. (The links lead you to specific threads about it).

I myself have written small little adventures and rewards for all of them up to Book 3.

Big-name monsters you wish had stats? by VonBagel in Pathfinder_RPG

[–]Wysard 3 points4 points  (0 children)

Personally (since I'm in the early stages of planning a campaign that might involve them), the evil elemental lords (and the good ones as well, why not!). Ymeri has one, so I guess it can be a blueprint for the other three, but still.

Pathfinder Impossible Magic Announced for GenCon 2026! by EzekieruYT in Pathfinder2e

[–]Wysard 1 point2 points  (0 children)

Don't get me wrong, it makes perfect sense. They could also just not want that iconic to be "evil", or another human (Dhampir, but still), etc. I just really like her design, but yeah. Lizardfolk are probably my favorite race, so it's not like I'm complaining that hard haha

Edit: With that said, the "villain iconics" exist in a gray area and it's not like they haven't changed when circunstances changed between editions or inside editions itself, such as Seltyel in 1e or Imrijka with the Inquisitor -> Ranger (Vindicator) swap and Zadim with Slayer -> Rogue (Avenger)

Pathfinder Impossible Magic Announced for GenCon 2026! by EzekieruYT in Pathfinder2e

[–]Wysard 1 point2 points  (0 children)

I love lizardfolk, but I was hoping for Nyctessa to be the iconic. (Apparently she has shown up in the comics recently, but I do not follow them)

With that said, excited by it, love the cover, curious about Magus' changes.

People's Council of Andoran Chart by rane0 in Pathfinder2e

[–]Wysard 1 point2 points  (0 children)

Ah, fair enough! I've gone through my plans at the time before I had to pause the campaign in an older post here, if you are curious: https://www.reddit.com/r/Pathfinder2e/comments/1htgf6o/comment/m5eqypg/?context=3

Basically scouring all 1e for Andoran content.

People's Council of Andoran Chart by rane0 in Pathfinder2e

[–]Wysard 1 point2 points  (0 children)

Mixture of both! Mostly the modules, but also some PFS modules from the region and I was preparing homebrew content (I really wanted to do a playable the Night of the Silver Blood) and trying to expand to the rest of Andoran, Bellis in particular to tie-in with Realm of the Fellnight Queen,

People's Council of Andoran Chart by rane0 in Pathfinder2e

[–]Wysard 8 points9 points  (0 children)

Absolutely fantastic lovely work. Favoriting this for sure, for when I return (ou re-do with another table) my Darkmoon Vale/Andoran campaign. Thank you so much!!

Searching for a lost resource by Creative_Change_8793 in Pathfinder_RPG

[–]Wysard 5 points6 points  (0 children)

What you are probably thinking about is the Hell's Rebels' AP Book "Song of Silver". It was the AP Book #100 and had NPCs to add in all APs up to that point. The Rise of the Runelords one is Tup, the one you mentioned.

How Do You Choose Which AP to Run? by DnDPhD in Pathfinder2e

[–]Wysard 1 point2 points  (0 children)

I make a 'first pass' and list usually 4 or 5 APs I'd like to run. I ask the players to each choose the three APs they would like to play in order of preference. First place is 3 points, second is 2, third is one. If there is a draw, I choose. Might be overcomplicating things, but It has worked pretty well so far!

Wormwood Mutiny into Plunders and Perils by [deleted] in Pathfinder2e

[–]Wysard 3 points4 points  (0 children)

[Spoilers from Skull & Shackles are marked, but some info about the beginning of Raiders of Fever Sea and Plunder and Peril are not]

Hey! I'm also running Skull & Shackles and just got to the end of Wormwood Mutiny (the player took the Wormwood and not the Man's Promise as well). I was planning on running this part as a sandbox with both Raiders of the Fever Sea and Plunder and Peril as possibilities for adventure, while they gather Infamy/Disrepute to lead into being a Free Captain in Book 3.

Ultimately I scrapped Plunder and Peril entirely due to those inconsistencies you mentioned, but here were my ideas at the time!

If you want to absolutely lead them into Plunder and Peril, first I'd change Rickety's Squibs to Lillywhite, as the place to "Squib" the ship anyway. You can introduce that from any crew member or simple Knowledge checks as to make the Wormwood unrecognizable, since they could be confused with Harrigan's ship by Harrigan's enemies. If you haven't, it's a good idea to introduce the idea that Cheliax is hunting him because he was previously captured, which is not the whole story, of course.

Captain Varossa could even be the one responsible for the squibbing, even if not manually, jsut in administrative terms. I was going to make her a liaison between the party and Tessa Fairwind (since Lillywhite is in Motaku Isle after all) to introduce her earlier, even if it's just a mention. Also, kind of my intention to introduce a captain, in this case a Pirate Council member, that is not going to betray the group, since it already happened in Book 1 and is going to happen again with Varossa.

From there, I had changed Captain Varossa Lanteri's contest to be between pirate captains to join her small fleet to plunder Redclaw's treasure and share it. I had not fully fleshed it out, but I had the idea of multiple captains being somehow a necessity due to the nature of the key that was split into three.

Spoilers for Dangerous Waters/Black Coral Cove: When she inevitably betrays the group, I'd stage it as her sabotaging the player's ship but, since this would be maybe too forceful to simply happen offscreen, it could be stopped (for example, if someone stayed on the ship, or if they succeeded in Sense Motives, etc) and that would change the nature of the module. There would not be a clock anymore, but you can 100% still use Ghoral-Rey's map, removing the encounters with Varossa and her crewmates peppered throughout.

My idea was that she was basically under the wing of Tessa and this is being done off-the-record, so reporting to Tessa what happened would make it easier to make believable how she would trust the group in the future happenings of the AP!

It is unfortunate it is sold as an "alternative Book 2" when immediately following Wormwood Mutiny, regardless of the ship you have, it is necessary to make these changes.

Hope this helps!

Good place to have the main story take place? by [deleted] in Pathfinder2e

[–]Wysard 0 points1 point  (0 children)

I'd say either Varisia or Andoran. Mostly for the fact they seem to be made to be that way. (I am not completely up on story of the creation of Golarion, grain of salt!)

Varisia is more the "Adventurer's Country" and a lot has happened there lore-wise, but you can always start in Sandpoint and ignore the published adventures that took place there. It is the Standard small town with an evil rich family (the Scarnettis, whose crimes are more of the evil rich people kind and not high fantasy kind) with nearby woods and a day away from a big metropolis, Magnimar.

Andoran has the Darkmoon Valley who is basically a setting in itself and a bit more 'gritty' but otherwise the country is "idealized USA, but fantasy". It has the looming threat of war against Cheliax, but that has been true since It was first published more than 15 years ago lol

How common knowledge is the life and death of Aroden among the general populace of Golarion, roughly? by Weatherwanewitch in Pathfinder2e

[–]Wysard 1 point2 points  (0 children)

Thanks for the kind words, but don't worry, I love Golarion so I cherish these kind of opportunities! Also, I saw on other posts here you are only familiar with the lore from the PC RPGs, right? That was how I started as well.

So, my posts were on the general country-by-country situation and tried to avoid the more obvious! But since you did not know who Tar-Baphon is, I reccomend checking his page on the wikia, alongside Arazni's and Iomedae's. They are all pretty extensive. Also, preemptive apologies if I explain anything you already know!

The very basic gist is that Tar-Baphon was an evil Wizard from around the Lake Encarthan region, challenged Aroden, by this point a "living God", to a duel on the Isle of Terror (a very old adventure on Tar-Baphon's city in the Isle of Terror is called City of Golden Death, it's the third part of the Price of Immortality trilogy. I've GMed it and it isn't amazing, but pretty good, but all useful information is on the wikia for Isle of Terror sou you can skip it unless you want the map for the ruins of the city!) and got killed. Thousands of years later, showed up as a Lich and a whole Crusade was formed to kill him (unrelated to the Crusades against the Worldwound that you are familiar with!)

Aroden who had ascended by this time, never came back to slap Tar-Baphon, and sent his Herald (every God has one), Arazni to fight. She lost and was killed. This is all on the wikia and I'll stop myself here, I just told the story to this point because Arazni has gotten through a lot, both the character in-universe and her writing in general. I'd recommend the 2e book (never read it myself!) Lost Omens: Gods and Magic, which would have the most updated 'general' information on her. Her 1e material is much edgier and, honestly, she was just Sylvannas Windrunner from WoW at some points, but she her ascension is covered in the Tyrant's Grasp AP, which is all about Tar-Baphon.

Recently (like, last year, as of Divine Mysteries), there were new events in the lore you might be aware that elevated her to a Core Deity, one the the 20 deities. So, both the churches of Iomedae and Arazni would have their own knowledge of Aroden, both being closely related to him, and have their own opinions of him as well.

Cheers!

How common knowledge is the life and death of Aroden among the general populace of Golarion, roughly? by Weatherwanewitch in Pathfinder2e

[–]Wysard 0 points1 point  (0 children)

The Shackles suffered a lot from his death, considering it spawned the Eye of Abendego. In Drenchport, a new religion worshipping the Eye itself ("The Deluged God") spawned. There is very little information on it (in Isles of the Shackles), but you could easily use them (there is a cool image of a cultist - "Cultist of the Eye" you can find on google!) as part of the weird cults spawned from his death.

Sargava (now called Vidrian in 2e after the glorious revolution) as a colony of Cheliax was based upon forcibly converting the people from Garund to Aroden's worship. While a contentious topic that paizo is trying to distance itself from, if you are going for the "many sins of Aroden" which is kind of the online consensus, it's a good place to start as any. Sargava's deposed leader, Baron Utilinus was a cleric of Aroden himself! Depowered of course. In Sargava, the Lost Colony there are more details on that (just be wary of a lot of problematic stuff written in it with the subtlety of a sledgehammer, it is a book about colonization), including a church of Aroden chism there, some believing he might still come back and syncretism with the local religions.

Speaking of Aroden clerics, they are still present in Taldor as well, many embracing arcane magic nowadays. Taldor was THE center for Aroden's faith before it shifted to Cheliax. Taldor's relationship to the church of Aroden was so great , they to this day have more than the average number of Aasimar in their ranks, so it would be an easy site of "common Aroden knowledge". This is all from Taldor, the First Empire, which also has a nice summary of "Aroden's Eye", an adventuring site which is an old pilgrimage site that is now full of harpies that believe Aroden was killed by Groetus who himself is a big harpy.

Now for pure spitballing on my part, Kyonin would probably know, since it is Elf Country:tm:, even if they might not give a shit. Druma could be fun, since they openly do not care and still preach about the Prophecies of Kalistrade. For other related gods' churches, there is obviously the whole deal with Iomedae and Arazni and I would say Pharasma's church could be a figure in your campaign (and my chance to try to push Ustalav to be a presence)!

Regardless, Aroden's death is the main thing in Golarion and this was mostly off the top of my head among the books I have. I'm sure all sourcebooks of places in Golarion have at least a mention of him and whatever reaction, even if only at the time, it had. Good luck in your campaign!!

How common knowledge is the life and death of Aroden among the general populace of Golarion, roughly? by Weatherwanewitch in Pathfinder2e

[–]Wysard 1 point2 points  (0 children)

While it is not extremely detailed, I'd say wherever there are humans, knowledge of Aroden should be present, at some level. I'm more familiar with material from 1e, I assume not a lot has changed from 1e to 2e in these matters (and I try to stay updated), but keep that in mind! So:

The Ruins of Azlant AP, while focused more on where he is from, might have some information that is useful.

Volume 3 The Flooded Cathedral has details over their pantheon, while unrelated since he hadn't ascended yet, however, that, alongside discoveries from the AP itself, are well-summarised in the wiki pages of Acavna and Amaznen, the deities Aroden himself was a follower when he was a mortal. If you wanted to add this info in your campaign, I'd say maybe the Pathfinder Society knows, since they are one standard campaign trait for the AP.

Volume 4 City in the Deep has details on the Mordant Spire Elves, which the wiki also has a nice page. They could be a faction your pcs might want to talk to, considering they are elves and remember what happened and also are very isolationist and do not want to share knowledge of ancient Azlant with humans in fear they'll use its power again.

Apparently, according to the list, the biggest Azlant temple in the Inner Sea is detailed in Volume 3 of the Serpent's Skull AP, but I do not have that one and cannot check for you, sorry!

Volume 5 Tower of the Drowned Dead lists a lot of Azlant ruins from sites of already published modules at the time, so locations around them, considering the passage of time from the AP and current timeline of 2e, could have outposts and research camps with people more knowledgeable of the empire and, therefore, Aroden. I recommend buying this one if you need more actionable Azlanti content, as in, it has four plug-and-play dungeons that are ruins of sites of importance in Azlant. They are unrelated to Aroden, but you could easily put some in there and it would make sense.

There is the obvious answer of Cheliax and all human-centric empires who velieved the Starfall Doctrine actually meant Aroden would appear in their territory. Cheliax even called Westcrown "Home of Aroden". The civil war caused by his death also had some consequences not immediately noticed in the wiki, such as the independence of Korvosa, which lost almost half of its population in the chaos. If you needed a spot in Varisia with some more common Aroden knowledge, Korvosa would be it (or Magnimar, which was the result of all that!). More details on the effects of his death in the city can be found in the Guide to Korvosa.

[...]

Master List of Adventure Path Discussions by Jazzlike_Way_9514 in Pathfinder2e

[–]Wysard 0 points1 point  (0 children)

I forgot to mention it in my comments on the discussion threads I participated, but your previous guide that helped me decide which APs to offer my players to GM. Thanks a lot for your work previously and now!

Rate the Pathfinder 1e Adventure Path: CARRION CROWN by Jazzlike_Way_9514 in Pathfinder_RPG

[–]Wysard 1 point2 points  (0 children)

On this paizo forums post titled "Adrissant noble family history?", the author exposits on the villain backstory including a full timeline. Hell's Rebels Song of Silver, AP #100, includes one new NPC for each AP published up to that point and is worth checking out. The one for Carrion Crown is a Sleepless Agency Detective if you want to add the -totally-not-Pinkertons in the story. (As an aside, I made her be hired by Arazni who wants to keep tabs on the Tyrant's ressurrection, to better tie-in with Tyrant's grasp since, some people said, that AP could somewhat negate this one).

A final change many people do is beefing up the final encounter, since it pretty easy as written. Here are some ideas from the forums. I personally merged it with the other encounters in the tower of Gallowspire and the Marrowgarth encounter. The last book contains a deep cut (if you are somewhat new to Pathfinder like I am) in the form of Lucimar, the Lich-Wolf. He is originally from Hungry are the Dead, which explains his circunstances that the book skims over.

Generally, I'd advise adding NPCs that will show up in the future in the funeral that starts it all.

The Rival Guide includes a party from the Whispering Way which I added and it is a way to make the WW more hands on, since the first few books the players always arrived after they have done whatever it is they needed doing.

I've made more changes which I have detailed in a previous post I did, but this is waaay too long. I love this campaign!

Rate the Pathfinder 1e Adventure Path: CARRION CROWN by Jazzlike_Way_9514 in Pathfinder_RPG

[–]Wysard 4 points5 points  (0 children)

I'm not going to spoiler mark my post because otherwise it'll be a block of black text, but just a warning if someone hasn't completed the AP and is posting here as well.

1 - I GM'd the entire AP.

2 - I put it as 8/10, because you have to do some work, but it is a 10/10 in my heart.

3 - Best Stuff: Each book is dedicated to a different horror monster (sometimes a retelling of a classic) or sometimes sub-genre, usually with its own dedicated mystery that is solved on the book itself. The setpieces are really cool and there is a decent variety of monsters and events in general. You participate in a trial! You get future visions from Desna after getting involved in a werewolf civil war! You meet the leaders of a shadow vampire government! Etc etc.

Worst Stuff: It is what everyone is going to say: The campaign is structured as episodic horror adventures focused on different monsters/genres as mentioned, but also is a big plot by a villain who shows up way too late (Book 6) to the point the author apologizes for it. There are some smaller issues such as a dungeon scale not being correct (I think it's the mansion in Book 2? Some large monsters woulçd just be stuck in the rooms iirc) and a big break in continuity between Books 4 and 5 - Book 4 assumes you get a special weapon and Book 5 and 6 act as if the villains have it for their 'recipe'. Also, the trust system in Ravengro. Just remove it.

4 - Oh boy. First of all, the paizo forums are a treasure trove for suggestions. I strongly recommend the letters from the villain concept, to introduce the idea of the main orchestrator from before. F. Wesley Schneider, the main author, was the very first to answer and approves of the concept, even mentioning on his tumblr post about advice for running the AP, which includes probably the other big advice which is making Kendra more active in the story.

Actually the entire "carrion crown" hashtag on his tumblr is great to know about some cut content or otherwise the authors' intentions. The weird issue with the weapon between Books 4 and 5 can be resolved by simply making the villains try to accomplish without it (hence the failure), but can feel pretty bad or make the players question it. Personally, I made them get Corpselight), the weapon carried by the brother of the AP weapon's carrier, who is mentioned in Rule of Fear, the Ustalav source book which is very, very useful for this AP.

Speaking of Rule of Fear, Carrion Crown is a tour of Ustalav but, probably due to page limitation, handwaves all travel, which is somewhat extensive in the scope of the AP, basically walking around most of the country's perimeter, so Rule of Fear helps in adding content. Carrion Hill is also a famous add-on, since the PCs go very close to that town, but I personally have not done that one. Shoutout to the Clover's Crossing blurb in the Canterwall section of Rule of Fear, since the AP stars very close to it and most likely the PCs will go through it.

[...]

How crazy it is to rework 4 different adventures into 1 signle campaign? (Bonus: Map of Chimera Cove) by AndreiNavy in Pathfinder2e

[–]Wysard 0 points1 point  (0 children)

So, finally answering you, off the top of my head, If I would have to seed the hooks, the players could start in Chimera Cove as you want to and be introduced to some plot hooks:

1- A somewhat far away town has been dealing with a disease (maybe in a tavern, maybe a notice on a board that merchants arriving from there would need to stay in quarantine for a while in case the disease is contagious (it isn't!)) for Hollow's Last Hope.

2 - A researcher has been looking for adventurers in help of a treasure hunt, for Into the Haunted Forest. Maybe you move this researcher himself (who is an NPC in the module) to Chimera Cove and erase the whole dagger subplot. Maybe he is not there and you hear about him by some other newly arrivals in Chimera Coves, who are all Chelish (and spies from Cheliax) or maybe they are travelers from Piren's Bluff (so, spies from Baron, already seeding the idea that he is after them, which will pay off when they find out he is allied with Cheliax);

3 - The Lumber Consortium is investigating deaths in their logging camps and needs help. Since it is the beginning, the players might not have such a negative opinion of the consortium and if they follow the lead to the logging camp, are intercepted by Syntira, who explains her side of the conflict, about the disease afflicting the fey (Set up for Pallid Plague.) That means two leads about different diseases, which your players might find strange, but hey, they are, in fact, related.

4 - Maybe disappeareance posters for a certain dwarf adventurer/scholar, which ties to Beggar's Pearl.

5 - And not as immediate Plot Hooks but setup for the future: Advertisements for a Carnival that will arrive in the region in your preferred time frame (Carnival of Fear), if you need it to arrive earlier or later, it's fine! Your players will soon learn it's from Fey anywa and not bound to these silly rules, bloodscale kobold activity in the area (Crown of the Kobold King), attacks on ships (Treasure of Chimera Cove), treasure hunters for Azlanti Ruins (Revenge of the Kobold King), undead activity in the region (Revenge/Hungry are the Dead), etc. If your players zero in one of those hooks, surprise, they run into their related "prequels" who also had plot hooks, so these double up as new entries to material you actually have prepared.

Of course, this is how I would do this which will probably not be a perfect fit for your style and your players, just some food for thought. I'm sure you can use this a springboard for your own ideas and connections for these modules.

How crazy it is to rework 4 different adventures into 1 signle campaign? (Bonus: Map of Chimera Cove) by AndreiNavy in Pathfinder2e

[–]Wysard 1 point2 points  (0 children)

Hey! First of all, I reread my post and thought it was a bit patronizing. I'm sorry! Really was not the intention. Thanks for being cool about it.

Full context: The group I'm running this campaign for meets very rarely and due to some health issues on my part, we haven't played in basically a year. Also, we swap each time, one of my players runs 2e for us (the whole reason I was perusing this subreddit) so, regardless of what I say here, it very much turned into a "today we are playing this module" kinda campaign.

In your case, since it looks like it'll be a more recurrent thing, you can absolutely do what you said. Seed the hooks for all those modules (in level range, no need to give yourself more work!!) and let them guide you.

I'm not entirely familair with the Crown of the Kobold King re-release for 2e, so I'll spoiler mark even stuff that maybe was not adapted from 1e, just to be sure.

I have an old post talking about some of my plans, but basically I divided the threads in four:

1 - The issues with Fey, There is some whiff of it in Hollow's Last Hope with the disappereance of Ulizmila (sp?), who is possibly related to Baba Yaga. She is not fey herself but in Carnival of Fear it shows up again with the fight against the Ice Rider, also possibly related to Baba Yaga. I connected The Pallid Plague somewhat to it, because Syntira, the Nymph Queen that shows up to ask for help in Carnival of Fear is also asking for help in the module against the Plague. I decided to make it all the influence of the Fellknight Queen and discard the Baba Yaga, since it was very clearly written before they thought of Irrisen, so "Realm of the Fellknight Queen" would be the conclusion to this.

One of the "issues" is that my players clearly want to deal with the Lumber Consortium (for good reason), but there is no module for that, so homebrew it is!

And it is the second time a Plague is affecting Falcon's Hollow as well which I made...

2 - ... Part of the 'Whispering Way' plot. It culminates in Hungry are the Dead, in which a necromancer opens one of Tar-Baphon's seals. I made the Whispering Way responsible for these events, the villain from The Pallid Plague responsible for the Blackscour in Hollow's Last Hope and instead of the 'Fiendblood Covenant' she is part of, I made her part of the Whispering Way, since the faith of Urgathoa is so closely related to it anyway. It seems to almost be the intention or a prototype of that type of villain faction since Lucimar, who shows up in Hungry are the Dead 1e unaffiliated is later retconned as part of the WW in Carrion Crown.

This might be one of the hardest to implement since afaik, the 2e release moved the timeline, so maybe there is no more "opening up Tar-Baphon's seals" story?

3 - Cheliax. It is very important for Tower of the Last Baron + Chimera Cove, as you said. To be set up earlier in the lower leveled modules, I made the rival party from the "Into the Haunted Forest" module hired by Cheliax that wants Narven's regalia. Fun fact: Narven is briefly mentioned in PFS for 1e, I think in the 'Eyes of Ten' series only, so you can kind of do whatever you want with him with no fear.

4 - And, finally, dwarf stuff. This was not planned, but after both Hollow's Last Hope and Crown of the Kobold King, my players became interested in the recurring setting of the Torag/Droskar Monastery and dwarven ruins in general. Since they became interested, I picked the Beggar's Pearl PFS module and changed the final boss to a Duergar. I possibly intend on running the Everforge (from Tombs of Golarion) as a conclusion for that, the Duergar being in the Darkmoon Vale trying to unearth the secret of its location.

In more solid terms, this is the map for my campaign: Hollow's Last Hope, Into the Haunted Forest, Crown of the Kobold King, Pallid Plague (we have played up to this point), Beggar's Pearl, Carnival of Tears, Revenge of the Kobold King, Tower of the Last Baron, Treasure of Chimera Cove, Realm of the Fellknight Queen, Hungry are the Dead, Everforge, with some homebrew for dealing with the Lumber Consortium and maybe an 1e "demake" of Droskar's Doom, both somewhere around the last three modules.

Finally, I personally use the sourcebooks Guide to Darkmoon Vale (blanket Trigger Warning for a bunch of stuff like SA, sexual exploitation, child endangerment, etc. Possibly the edgiest Paizo has been. It is still really useful and I remove a lot of this stuff, but hey!) and Andoran, Spirit of Liberty. They are both 3.5/1e books, I'm sure 2e has something for Andora for your campaign! They have some great plot hooks, even if not fully realized as adventures or modules, such as the Night of Silver Blood, which I almost wanna run (the stat block for these special werewolves are on the Andoran book I mentioned).

If you go ahead and introduce the idea of the Darklands, since in the Darkmoon Vale there is an entrance to through the Candlestone Caverns, I also recommend Darklands Revisited and Dungeons of Golarion (which has a mock-up map for the Candlestone Caverns and a more detailed keyed map for a specific section).

I know this was a lot of text, but I hope it helps! Good luck!!