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	<title>2d4chan - User contributions [en]</title>
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	<updated>2026-04-26T21:37:21Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Vulcan&amp;diff=528797</id>
		<title>Vulcan</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Vulcan&amp;diff=528797"/>
		<updated>2020-11-07T11:03:11Z</updated>

		<summary type="html">&lt;p&gt;2601:602:C900:68F8:E5B0:90C9:A431:3D00: /* Star Trek Adventures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you were looking for the Primarch, please visit the [[Vulkan|appropriate page ]].&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Vulcans&#039;&#039;&#039; are a race of sapient humanoid aliens from [[Star Trek]]. They were the first non-human race to appear in the series, the first aliens to make official contact with humanity in the Star Trek universe and are for the most part humanity&#039;s best friends in the stars. They&#039;re pretty much space [[Elf|elves]]: Pointy ears, long lived, being seen as wise, have magic/psionic powers and can crossbreed with humans. A large portion of them are still huge jerks despite this. They are one of the five founding members of the Federation. Which explains why the other races tolerate them.&lt;br /&gt;
&lt;br /&gt;
A defining quality of Vulcan society is stoicism and the value it places on logical thought. In times past the Vulcans let their passions nearly wiped themselves out in nuclear war with most of the survivors taking to heart the teachings of Surak which stipulates the importance of higher thinking, logic, self control and the valuing of life. The Vulcans have provided The Federation with a lot of it&#039;s best scientists. This is not to say that the Vulcans are cold functionalist robots. They do have an aesthetic side to them as well along with a deep respect for life.&lt;br /&gt;
&lt;br /&gt;
Vulcans had their own fleet of cool looking starships. Half of them seemed to have been mothballed and the rest used as secondary line vessels by the 23rd century. As Starfleet style ships would be easier to modify and upgrade over their designs with ring based warp nacelles.&lt;br /&gt;
&lt;br /&gt;
== Romulans ==&lt;br /&gt;
A species that forked off from the Vulcans. They were originally one of several Vulcan factions fighting for dominance on their homeworld before they eventually lost and were forced to retreat into space to find a new home. These guys are basically Roman Space Elves. Who would stab each other in the back to gain prestige in the Romulan Empire. In the best arc of Star Trek: Enterprise they used holoships to try and destabilize the alliance of the pre Federation races. [[Fail|Which failed as they used an albino Andorian with physic powers and the plan was sabotaged by the crew of the NX-01 after they found his sister.]] If writers weren&#039;t crapping all over the established backstory. We could have gotten a televised version of the Earth-Romunlan War.&lt;br /&gt;
&lt;br /&gt;
They also had some of the best spies in the galaxy, the Tal-Shair. Until a joint operation with the Obsidian Order of the Cardassian Union got them massacred by a Dominion false flag operation and their remnants outplayed by the Federation&#039;s Section 31 in Deep Space Nine. Tal-Shair also has a secret police that are paranoid of Androids because their dumbasses who couldn&#039;t figure out that the artifact was meant for synthetic lifeforms. [[Fail|As it drives organic life to insanity instead.]]&lt;br /&gt;
&lt;br /&gt;
== Star Trek RPGs ==&lt;br /&gt;
Star Trek tabletop RPGS are far and between. As the franchise tends to favor Star Ship simulators and video games instead. It also doesn&#039;t help that FASA went defunct in 2001. Of course there is nothing [[Your_Dudes|preventing you from claiming that the captain of your Federation ship is a Vulcan]] despite the lack of rules for it.&lt;br /&gt;
&lt;br /&gt;
===FASA===&lt;br /&gt;
In the [[FASA]] system, Vulcans have 20 bonus strength, 10 bonus to endurance and intelligence. This is off set by a full minus 40 to luck. Their biggest bonus however is that they are the only core race to not take a large penalty to psionics. They have the highest overall attributes of any core race, with a net +0.&lt;br /&gt;
&amp;lt;!-- Someone add something on Star Trek Adventures and someone that has done more than take a quick glance at the main rulebook expand the FASA bit --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Star Trek Adventures===&lt;br /&gt;
In the newest RPG for Star Trek, Vulcans begin the game with +1s to Control, Fitness and Reason and the Vulcan trait. For their &amp;quot;Species Talent&amp;quot; they can pick between &amp;quot;Kolinahr&amp;quot; (complete abandonment of emotion, makes it easier to perform certain mental tasks such as resisting coercion), &amp;quot;Mind Meld&amp;quot; (the classic &amp;quot;touch a person, rhyme, and hear their thoughts&amp;quot;. Doesn&#039;t work on every species though) and &amp;quot;Nerve Pinch&amp;quot; (&amp;quot;You have something on your shoulder and now you&#039;re asleep&amp;quot;). They are fairly well rounded and can fit into almost any position on the ship though classically they tend towards the Science and Operations tracks.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Much of what made the Vulcans special was the performance of Leonard Nimoy of Spock, even though he&#039;s not even a full blooded Vulcan. There&#039;s also that chick in &#039;&#039;Enterprise&#039;&#039;.&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[category: Races]]&lt;/div&gt;</summary>
		<author><name>2601:602:C900:68F8:E5B0:90C9:A431:3D00</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Vulcan&amp;diff=528796</id>
		<title>Vulcan</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Vulcan&amp;diff=528796"/>
		<updated>2020-11-07T11:02:26Z</updated>

		<summary type="html">&lt;p&gt;2601:602:C900:68F8:E5B0:90C9:A431:3D00: /* Star Trek Adventures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you were looking for the Primarch, please visit the [[Vulkan|appropriate page ]].&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Vulcans&#039;&#039;&#039; are a race of sapient humanoid aliens from [[Star Trek]]. They were the first non-human race to appear in the series, the first aliens to make official contact with humanity in the Star Trek universe and are for the most part humanity&#039;s best friends in the stars. They&#039;re pretty much space [[Elf|elves]]: Pointy ears, long lived, being seen as wise, have magic/psionic powers and can crossbreed with humans. A large portion of them are still huge jerks despite this. They are one of the five founding members of the Federation. Which explains why the other races tolerate them.&lt;br /&gt;
&lt;br /&gt;
A defining quality of Vulcan society is stoicism and the value it places on logical thought. In times past the Vulcans let their passions nearly wiped themselves out in nuclear war with most of the survivors taking to heart the teachings of Surak which stipulates the importance of higher thinking, logic, self control and the valuing of life. The Vulcans have provided The Federation with a lot of it&#039;s best scientists. This is not to say that the Vulcans are cold functionalist robots. They do have an aesthetic side to them as well along with a deep respect for life.&lt;br /&gt;
&lt;br /&gt;
Vulcans had their own fleet of cool looking starships. Half of them seemed to have been mothballed and the rest used as secondary line vessels by the 23rd century. As Starfleet style ships would be easier to modify and upgrade over their designs with ring based warp nacelles.&lt;br /&gt;
&lt;br /&gt;
== Romulans ==&lt;br /&gt;
A species that forked off from the Vulcans. They were originally one of several Vulcan factions fighting for dominance on their homeworld before they eventually lost and were forced to retreat into space to find a new home. These guys are basically Roman Space Elves. Who would stab each other in the back to gain prestige in the Romulan Empire. In the best arc of Star Trek: Enterprise they used holoships to try and destabilize the alliance of the pre Federation races. [[Fail|Which failed as they used an albino Andorian with physic powers and the plan was sabotaged by the crew of the NX-01 after they found his sister.]] If writers weren&#039;t crapping all over the established backstory. We could have gotten a televised version of the Earth-Romunlan War.&lt;br /&gt;
&lt;br /&gt;
They also had some of the best spies in the galaxy, the Tal-Shair. Until a joint operation with the Obsidian Order of the Cardassian Union got them massacred by a Dominion false flag operation and their remnants outplayed by the Federation&#039;s Section 31 in Deep Space Nine. Tal-Shair also has a secret police that are paranoid of Androids because their dumbasses who couldn&#039;t figure out that the artifact was meant for synthetic lifeforms. [[Fail|As it drives organic life to insanity instead.]]&lt;br /&gt;
&lt;br /&gt;
== Star Trek RPGs ==&lt;br /&gt;
Star Trek tabletop RPGS are far and between. As the franchise tends to favor Star Ship simulators and video games instead. It also doesn&#039;t help that FASA went defunct in 2001. Of course there is nothing [[Your_Dudes|preventing you from claiming that the captain of your Federation ship is a Vulcan]] despite the lack of rules for it.&lt;br /&gt;
&lt;br /&gt;
===FASA===&lt;br /&gt;
In the [[FASA]] system, Vulcans have 20 bonus strength, 10 bonus to endurance and intelligence. This is off set by a full minus 40 to luck. Their biggest bonus however is that they are the only core race to not take a large penalty to psionics. They have the highest overall attributes of any core race, with a net +0.&lt;br /&gt;
&amp;lt;!-- Someone add something on Star Trek Adventures and someone that has done more than take a quick glance at the main rulebook expand the FASA bit --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Star Trek Adventures===&lt;br /&gt;
In the newest RPG for Star Trek, Vulcans begin the game with +1s to Control, Fitness and Reason and the Vulcan trait. For their &amp;quot;Species Trait&amp;quot; they can pick between &amp;quot;Kolinahr&amp;quot; (complete abandonment of emotion, makes it easier to perform certain mental tasks such as resisting coercion), &amp;quot;Mind Meld&amp;quot; (the classic &amp;quot;touch a person, rhyme, and hear their thoughts&amp;quot;. Doesn&#039;t work on every species though) and &amp;quot;Nerve Pinch&amp;quot; (&amp;quot;You have something on your shoulder and now you&#039;re asleep&amp;quot;). They are fairly well rounded and can fit into almost any position on the ship though classically they tend towards the Science and Operations tracks.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Much of what made the Vulcans special was the performance of Leonard Nimoy of Spock, even though he&#039;s not even a full blooded Vulcan. There&#039;s also that chick in &#039;&#039;Enterprise&#039;&#039;.&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[category: Races]]&lt;/div&gt;</summary>
		<author><name>2601:602:C900:68F8:E5B0:90C9:A431:3D00</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lolicron&amp;diff=312684</id>
		<title>Lolicron</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lolicron&amp;diff=312684"/>
		<updated>2020-10-02T00:16:47Z</updated>

		<summary type="html">&lt;p&gt;2601:602:C900:68F8:E5B0:90C9:A431:3D00: Undo revision 705155 by Chumbledoor (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{editwar}}&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
[[Image:Lolicron01.jpg|thumb|right|Her first rendition.]][[Image:Lolicron05.jpg|Lolcron and Cutiecron - know the difference!|thumb]] What do you get when /tg/ combines [[Drawfag|drawfaggotry]], [[Grimdark]], [[DFC|dawww]], and [[Promotions]]? &#039;&#039;&#039;Cutiecron&#039;&#039;&#039;!!! She is the embodiment of many things /tg/ loves and, as such, became [[/tg/|/tg/&#039;s]] next [[Cultist-chan|obsession]]. Apparently, her real name is Catherine. Or Cathy. &lt;br /&gt;
&lt;br /&gt;
Warning: though she is millions of years old, she&#039;s still [[HERESY|illegal to bang under imperial law]]. But if you&#039;re reading this, you&#039;re already a heretic anyway!&lt;br /&gt;
&lt;br /&gt;
==Board Origins==&lt;br /&gt;
During a thread in early May 2009, an anon posted an image drawn by [[Drawfag|Lolcron]]. Unfortunately, he mistook his name for &amp;quot;Lolicron&amp;quot; (which appeared to be a play on [[lolicon]]). At first it seemed to be just an unusually lulzy mistake. Inevitably though, /tg/ cried out to the drawfags to make it happen. Thank the Emperor their cries didn&#039;t go unanswered.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In June 2009, the drawfag WCKD blessed Cutiecron with a family, namely [[Papalith]] and [[Heavy-chan]].&lt;br /&gt;
&lt;br /&gt;
As of 2018 she&#039;s had [https://www.youtube.com/watch?v=IJL70Lvt8OI a wildly successful singing career,] with the single &#039;&#039;Anew&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As of 2020 HappyDuck3D[https://www.patreon.com/HappyDuck3D] has created Cutiecrons warriors available as .stl files. No news yet on if her sisters will also get models, but stay tuned. &lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
A suprising amount of [[Drawfag|Jo]] here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Image:Lolicron02.jpg|In a world of crapsack, a rare daaaw.&lt;br /&gt;
Image:Lolicron03.jpg|A different interpretation.&lt;br /&gt;
Image:Lolicron11.png|Aww, look at how much fun she&#039;s having with this Eldar guy. Oh, wait...&lt;br /&gt;
Image:Cutseycron.png&lt;br /&gt;
Image:Cutiecron04a.jpg|Oh, calm down. Like the Tyranids care about big breasts.&lt;br /&gt;
Image:Cutiecron04b.png|As usual, the internet is way ahead of your imagination.&lt;br /&gt;
Image:Lolincron06.png|Well, not in some countries, it doesn&#039;t.&lt;br /&gt;
Image:Lolicron07.jpg&lt;br /&gt;
Image:Lolicron08.jpg&lt;br /&gt;
Image:Lolicron10.jpg&lt;br /&gt;
Image:Lolicron09.jpg|Starting to look more like Moecron.&lt;br /&gt;
File:FUCK.jpg|Friends forever.&lt;br /&gt;
Image:Necron_by_Android_Arts.jpg|Gaussslinger Girl&lt;br /&gt;
Image:Lolicron06.gif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Necrons]]&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:NSFW]]&lt;br /&gt;
[[Category:Loli]]&lt;/div&gt;</summary>
		<author><name>2601:602:C900:68F8:E5B0:90C9:A431:3D00</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lolicron&amp;diff=312683</id>
		<title>Lolicron</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lolicron&amp;diff=312683"/>
		<updated>2020-10-02T00:16:15Z</updated>

		<summary type="html">&lt;p&gt;2601:602:C900:68F8:E5B0:90C9:A431:3D00: Undo revision 705159 by Chumbledoor (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{editwar}}&lt;/div&gt;</summary>
		<author><name>2601:602:C900:68F8:E5B0:90C9:A431:3D00</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lolicron&amp;diff=312682</id>
		<title>Lolicron</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lolicron&amp;diff=312682"/>
		<updated>2020-10-02T00:15:57Z</updated>

		<summary type="html">&lt;p&gt;2601:602:C900:68F8:E5B0:90C9:A431:3D00: Undo revision 705161 by Chumbledoor (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{editwar}}&lt;br /&gt;
,&lt;/div&gt;</summary>
		<author><name>2601:602:C900:68F8:E5B0:90C9:A431:3D00</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lolicron&amp;diff=312681</id>
		<title>Lolicron</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lolicron&amp;diff=312681"/>
		<updated>2020-10-02T00:15:46Z</updated>

		<summary type="html">&lt;p&gt;2601:602:C900:68F8:E5B0:90C9:A431:3D00: Undo revision 705164 by Chumbledoor (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{editwar}}&lt;br /&gt;
,&lt;br /&gt;
{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}{{Cleanup}}&lt;/div&gt;</summary>
		<author><name>2601:602:C900:68F8:E5B0:90C9:A431:3D00</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hearts_of_Iron&amp;diff=247354</id>
		<title>Hearts of Iron</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hearts_of_Iron&amp;diff=247354"/>
		<updated>2020-09-27T08:28:24Z</updated>

		<summary type="html">&lt;p&gt;2601:602:C900:68F8:E5B0:90C9:A431:3D00: /* Notable Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{/vg/}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The grandest of Grand Vidya Gaem of Grand Strategy in Grand World War 2, made by the equally grand Paradox Interactive. Its contribution to /tg/ can be counted as: Expanding the [[Nazi Equipment]] page, inspiring Games Workshop and every little Tabletop gaming company about Dieselpunk, Mecha and Cold War ideas, and especially long nights of greasy, soda-drenched Axis and Allies sessions.&lt;br /&gt;
&lt;br /&gt;
==Series in a coconut shell(Couldn&#039;t fit otherwise)==&lt;br /&gt;
&lt;br /&gt;
Once upon a time, Paradox released Europa Universalis 1 and 2. Then they realized that the same grand strategy board can be used for a steamy session of World War 2 armchair generaldom, and Hearts of Iron 1 was born. As usual of Paradox Interactive, the sequel which was made months after the first was received with great approval.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hearts of Iron 1 and 2&#039;&#039;&#039;: The map is more or less EU&#039;s own, same game engine, not that graphics mattered to the average Paradoxian. Played from 1936 to 1949, the faction with the highest victory points (meaning cities held with corresponding values by the faction members) wins when the timer hits new year of &#039;50. Resources, energy, metal, oil, &amp;quot;rare resources&amp;quot;(Tungsten, rubber, molybdenum, gold rolled into an abstract, single value) are extracted daily and stockpiled, tradeable and exchangable. Mirroring real life, the Axis members need to find some rares and oil *fast*. The games were railroaded more or less, though some policy changes let the players change a few state properties if they kept grinding, up to the point of deposing Hitler or Stalin. Still, the hard-coded scripts kept happening, which became hilarious like a defeated democratic Japan before 1942 STILL re-enacting Pearl Harbor by default and declaring on the USA even when said US conquered her before 1942. Even though modding it was a bitch, the both games have dedicated mods and players even today. The first three games had the following concepts:&lt;br /&gt;
&lt;br /&gt;
Each country has an Industrial Capacity, called IC, which consumes metal, energy and rare minerals to operate. By default, resources are unevenly distributed through the world, making the World War an unavoidable issue. Each country has an unchangable base value plus factories built in its territories. This IC defines virtually everything your country can do, from building up your territories to every military unit, from research capacity to generating consumer goods to calm down your population and earn money for diplomatic actions. &lt;br /&gt;
&lt;br /&gt;
Military units come in a few dozen airplanes called wings, 10000 soldier divisions, tank divisions, and single ships. To add tactical flexibility, divisions and wings can be attached with special brigades much like [[Wargear]] or buffs in tabletop gaming, such as artillery/trucks/heavy tank brigades/engineers and military police for land units. Heavy armor(bunch of Tiger tanks) made a division move slower but take more hits and dish out some more damage. Artillery made the division move even slower but hit hard, rocket artillery is more expensive but hits like a truck when fighting(and eats supplies like popcorn), and engineers made the divisions pass rivers and amphibious landings like a breeze. Airplanes can be fitted with smaller escort planes to avoid [[Anal Circumference]] when that strategic bomber misses the separately flying fighter wing by one hour and runs smack dab into the maliciously AI-guided [[Rape]] coming out of the nearby enemy airbase the moment poor Strato-chan&#039;s pantsu is exposed. &lt;br /&gt;
&lt;br /&gt;
Diplomacy is simple, once you declare war, white peace or conquest was pretty much a non-issue, particularly since the offering party needed to choose every single taken town by name. Events were railroaded as fuck, technically you could cancel them but it would severely penalize your country like not demanding Danzig would obliterate Germany&#039;s bonuses and take years to fix.&lt;br /&gt;
&lt;br /&gt;
Hearts of Iron 2 had several expansion packs as well: Doomsday expanded the game into 1960&#039;s of the Cold War, miniaturized nukes fit into rockets and more &amp;quot;secret weapon&amp;quot; techs like early helicopters, satellites for easy Victory Points and weather forecasts and a new campaign starting possibility: World War 3. Armageddon brought naval modules similar to brigades, made for ships from calculating computers to torpedo launchers and AA batteries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arsenal of Democracy&#039;&#039;&#039;: HoI 2 sans mods still lacked realism, so a good part of Paradox Interactive and massive fan feedback made this little gem. Basically it&#039;s a HoI 2(with all expansions) remake with exact same graphics but massive overhaul sold as a separate game with every small problem and disliked feature in HoI2 solved. It has an even more detailed mod as well, called C.O.R.E which is still unanimously seen as &amp;quot;The most detailed WW2 game mod today&amp;quot;. AI wasn&#039;t only &amp;quot;polished&amp;quot;, but also boosted with so many scripts(When player Germany invests in massive ship tonnage, the Allied AI automatically changes its tendencies and behavior) that it proved to be a serious adversary, particularly late game when all autocracies drifted towards the Axis, and the rest to Allies and Comintern in a massive showdown.&lt;br /&gt;
&lt;br /&gt;
The difference is now that population, army and research teams have money budgets like a modern state and the IC had an auto-slider to allocate money production per day and spare us the headache as well as avoiding generating useless stacks of cash when an angry population was placated with consumer goods; now the player can pay automatically into &amp;quot;civic spending&amp;quot;, avoiding losing IC to unrest if he has stockpiled cash from world trades. Excess manpower also generated taxes which would reduce the need to allocate IC to consumer economy if you kept your people alive and out of war.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Darkest Hour&#039;&#039;&#039;: This one showed tendencies of brilliancy, yet also was overengineered to the point that it neared [[Victoria]] in spreadsheet value. ANOTHER remake of Hearts of Iron 2, its &amp;quot;National choice&amp;quot; tab had immense detail from inflation to public works and the possibility to change history, since now events were triggered by players such as never choosing to give Poland the Danzig Ultimatum.(Which would carry over to HoI 4 as &amp;quot;Focus Tree&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HoI 3&#039;&#039;&#039;: The oddball prototype of the 3D engine, it fizzled out even though a few die-hard fans like it. Radio range and &amp;quot;Neutrality&amp;quot; features were adapted into &amp;quot;Reinforcement speed&amp;quot; and &amp;quot;World Tension&amp;quot; in the last game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HoI 4&#039;&#039;&#039;: For the Old Guard of Spreadsheet-Masochism, the game came as a shock to some since it looks less like a spreadsheet war simulator with harsh numbers and more like a RTS/RPG hybrid game with many things made abstract, and countries&#039; historical specialties being buffs and debuffs called &amp;quot;National Spirits&amp;quot;. No longer bound by real life resource crises with the possibility of changing the worst excesses of WW2 through common sense and friendship in multiplayer, the game was noticeably more [[Noblebright]] and extremely streamlined with a heavily modular unit design, having taken some Acceptable Breaks From Reality. Now all economic activity in a country is named &amp;quot;civilian industry&amp;quot; which is completely upkeep-free, doesn&#039;t consume resources and builds infrastructure out of thin air (and can build more of itself too). Considering all civilian industry now needs is time to grow, any carebear roleplayer can make a world where absolutely no one attacks the other (save for Spanish Civil War) and simply pump up civilian infrastructure and industry and make heaven on earth. An even more shocking part was that the inclusion of &amp;quot;Battle Planner&amp;quot; system which makes armies automatically move and do things that would take hours of clicking by human users. AND IT WORKS(except some parts of Japan and US-Canada border), making the game a simple production management simulator and General&#039;s ability clicker a-la RPG when war kicks in.&lt;br /&gt;
&lt;br /&gt;
The game created quite a [[Skub|bit of argument about &amp;quot;whitewashing&amp;quot; WW2]], all the atrocities of Japan and Germany simply don&#039;t exist (When Nanjing is taken, the Japanese massacre no one, and Holocaust doesn&#039;t happen(you can simulate it with &amp;quot;Brutal Oppression&amp;quot; occupation level, but just like IRL it&#039;s self-defeating and dumb)-however the Great Purge(or USSR civil war between Trotsky and Stalin) does happen). Fluff and civilian industry aside, all arms production by military factories consume resources like steel, tungsten and chrome, and traded for which is streamlined into 8 resources per civilian IC, adding to the exporter&#039;s industrial output rather than calculating the trade in fiat money. Countries automatically use up some of their civilian industry value to placate its domestic economy which can be reduced by policies, war bonds and stability. A mana like abstract resource named Political Power defines all state decisions from diplomacy to triggering events, which is influenced by the country&#039;s stability and having strong politicians. &lt;br /&gt;
&lt;br /&gt;
Governments are extremely simplified to the point of simply being teams: Communist, Fascist, Democratic and Non-Aligned(generic: kings, generalissimos, minor nations&#039; conservative republics and even anarchist city councils fit here) rather than the modular government styles of HoI2 which would show dozens of possible gameplay styles from three issues(Nazism being state economy/no elections/right wing, Stalinism state controlled/no elections/left wing, Italian Fascism Free Market/Right Wing/Totalitarian, Social Conservative Free Market/Right Wing/Elections et cetera)&lt;br /&gt;
&lt;br /&gt;
Resources are now similar to Civilization 5 and 6: They are not stockpiled, but constantly produced in controlled areas and can be bought and sold as 8 output units per civilian industry cost(less if the exporter is a puppet country). What the player can stockpile is, equipment to build said units rather than raw material itself. Even supplies do not need production, but your capital territory produces an infinite amount with delivery being the problem.&lt;br /&gt;
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Railroaded Events are almost non-existent save for simple stuff like Atatürk dying around November 1938, or the Spanish Civil War. The rest of the events are defined by &amp;quot;National Focus&amp;quot;, which is a streamlined version of &amp;quot;National Choice&amp;quot; of Darkest Hour and work as a plotline and decisions mechanism. Every 28-70 days, the played country can complete an action of sorts which triggers an event. For generic countries, this can be a free civilian/military factory or quick infrastructure build, free tech boosts for specific areas, political leanings for specific sides or bonuses. For special/significant nations, unique &amp;quot;Focus trees&amp;quot; can start series of events and start plotlines, and ultimately change the flow of history. For example, the United States can either continue with the New Deal(taking a centrist and/or leftist position), or return to Gold Standard(centrist and/or right-wing, possibly even fascist or Neo-Confederate). Each choice limits the US to certain decisions, and further advances in Focii require certain conditions to advance, or bypass decisions entirely. &lt;br /&gt;
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Overall, countries are less historically accurate, but more &amp;quot;Multiplayer balanced&amp;quot; with limitations such as a fascist/communist USA forced into a civil war to prevent a quick balance shift, Britain losing every territory outside home islands if it turns fascist/royalist(slowly releasing them if it turns communist), Canada choosing between high economical output and recruits, or India, a potential world changer, heavily limited by agrarian draft issues and radicalized Muslims to prevent swamping everyone with countless soldiers(the latter fixable by a two-state solution).&lt;br /&gt;
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This is where HoI 4 shines; another example, this time for Germany one can immediately decide to depose Hitler in a coup or go as usual OTL. After Hitler is whacked, the next focii opens up a whole new set of possibilities like establishing elections or bringing the Kaiser. If so, the WW1 can be re-enacted under the Kaiser (Ach scheisse, jetzt geht&#039;s wieder los), or establish a new, benevolent, centrist faction called &amp;quot;Central European Alliance&amp;quot; and resist the incoming Soviets as a second, more conservative Allied Nations. Or play Hitler and don&#039;t declare war at all, simply turning susceptible countries into fascist friends via coups. Or come back as Trotsky, kill Stalin and make a global communist guerilla war to ignite the revolution wherever you want.&lt;br /&gt;
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Divisions are completely modular to the point that individual brigades are added piecemeal to them, no longer bound to the 10000 soldiers or even being pure infantry or mobile, thus reflecting realism(U.S Infantry divisions often had Sherman tanks as support). The centerpiece of the divisions are several brigades, usually six or more, with supporting battalions much like HoI2&#039;s support brigades up to five. The division&#039;s size determines its width, determining the amount of soldiers seeing combat per attack (each province has a 40-width combat limit per attack direction), support battalions taking up none. (which encourages to use them as diversely as possible) The important part however, is now [[Experience points]] is a resource. Its gained by fighting, or drilling the corresponding unit in open terrain per Wargames(eats up fuel and replacement parts), or sending military attaches to countries at war to siphon some of the fighting experience as your observers take notes. Last one gives the host country a bonus as well, and makes the enemy they are fighting very angry at you. Experience is consumed every time you add/remove/change a brigade or battalion to a division design. Just be sure you stocked up a lot of AA-gun carriages when you added a supporting AA-battalion to the infantry division design that constitutes your entire army. As for the divisions, they can now be spread with a brush of hand across frontlines and given automatic advance orders, so the player doesn&#039;t have to click for hours. Needless to say, this made land combat easier, and faster to organize to watch the screams of gunfire and bombings with a glass of wine and Sabaton blaring in the background. (Paradox, cheeky DLC fuckers that they are, put Sabaton songs as a purchasable. Really? Have you ever heard of Alt+TAB?)&lt;br /&gt;
&lt;br /&gt;
The player no longer builds wholesale divisions with the industry, but produces individual weapons, tanks, artillery and materiel to slap them together with manpower into custom divisions. This sounds ominous at first, but once the production lines are well understood, it becomes just a question of changing a bit of production numbers once a month or so(and AI can design its armies quite decently). This new feature is much more flexible than the old methods, allowing the player to produce mountains of armaments in peacetime, and only starting training at the time of his choosing and making unique solutions for unique situations around the world. It also allows bigger players(We are looking at you, USA) to produce mountains of guns, tanks, jeeps and ship them to friends who could simply maintain said guns with now abstract &amp;quot;supplies&amp;quot;, a.k.a Lend Lease. Plus you can use &amp;quot;acquired&amp;quot; materiel from conquests, more so if your attacking armies have &amp;quot;maintenance battalions&amp;quot; repairing captured equipment, since defeated enemy units leave some equipment behind which can be used to outfit your divisions, ESPECIALLY when the divisions are encircled. Doubly awesome if you can convince the bigger countries to give you production licenses, so that you can avoid researching that obscure unit down the research tree or have no time to research a tank when Churchill, Stalin or Hitler can give you T-34/Panzer/Sherman designs for the cheap price of a few civilian factories working for them as long as you keep the license! Plus you can research the licensed unit&#039;s national equivalent faster and discard the license when done.&lt;br /&gt;
&lt;br /&gt;
From there, sky&#039;s the limit. And if you&#039;ve been reading closely, the focii is the best moddable part of the game and opens the possibility of countless mods, which we will now list.&lt;br /&gt;
&lt;br /&gt;
P.S: due to loss of competent AI designers Paradox keeps piling ridiculous cheat scripts(freespawn divisions, teleporting units) on AI&#039;s behalf to keep up with the players, so Multiplayer or Mods will give a better gaming experience. Latest patches address most of the cheats: Hitler is no longer the Black Hordes of Satan freespawn 1000 Divisions, and AI is halfway competent in Normandy, and now the players need to keep -all- non-Core territories always fed manpower and weapons to arm the occupation police, making resisting a thing. Even if the US would annex Philipinnes, it would need some policemen, a.k.a off-map spending of weapons and manpower to keep it working. Best make yourself a puppet country with huge manpower like China or India and use it as a free policeman reservoir.&lt;br /&gt;
&lt;br /&gt;
==Notable Mods==&lt;br /&gt;
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[[File:TBbJJbA.jpg|right|800px|thumb|At least it is not a Habsburg Family Tree]]&lt;br /&gt;
&lt;br /&gt;
As with any other Paradox game, modding is a big part of it, to the point that some say that people don&#039;t buy HoI4 to play HoI4, they buy HoI4 to play Kaiserreich.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;BlackIce&#039;&#039;&#039; - preferably the HoI3 version, as the one for HoI4 is still in early stages of development. Unlike other mods listed below, this one is strictly historical. It&#039;s main appeal is in taking already (in)famously autistic HoI3&#039;s gameplay and asking the question &amp;quot;what if we try to salvage it, while keeping it historical&amp;quot;. The results is a mod that reinvents the wheel, utilising to full potential all the game mechanics in meaningful way rather than just having them and throwing at player a historical challenge of fighting the war as any of the country would, with thousands of thousands events going on for everyone, based both at starting reality and actions performed by player.&lt;br /&gt;
*&#039;&#039;&#039;1964 Mod&#039;&#039;&#039; - Arsenal of Democracy mod, made after the end date a multiplayer session, every major power played by very skilled human players over several weeks(The AAR that led to it is named &amp;quot;Democracy&#039;s Last Legs&amp;quot;, found in paradox forums.) Around 1964, Germany won...kind of. Nazis died out when its human player changed the government to a conservative one simulating erasing the SS and turning it to a technocracy. USSR was defeated, Germany released a puppet monarchist Russia and USSR retreated to the east as Lavrenti Beria used the German peace treaty to conquer China and Asia, turning it to a Pan-Asian Communist Empire. Japan, losing its Asian holdings shat its pants and buddied up Uncle Sam who itself went through a civil war after New York got nuked by Germans, and vice versa. Every capital city is nuked so hard in the conflagration that 1964 is as expansion prone as 1936 due to the devastation and losses, as well as Germany&#039;s many released countries to avoid rebellion and manpower waste. Oi Blyad, eto snova my!&lt;br /&gt;
*&#039;&#039;&#039;Kaiserreich&#039;&#039;&#039; - When people think about Hearts of Iron mods, it is most likely that they think about Kaiserreich. Initially starting out as &#039;&#039;All The Russias&#039;&#039;, a mod about the Russian Civil War with dozen of sides, it soon evolved into a &amp;quot;What if Germany won WW1?&amp;quot; scenario where USA did not join the Great War, which along with other reasons will lead to the 2nd American Civil War, and where the Bolshevik revolution failed in Russia, but an ideologically similar but different Syndicalist revolutions succeeded in France and Great Britain, with the defeated governments fleeing to North Africa and Canada respectively. And then in 1936, the delayed Great Depression hits, and the already fragile and delicate power balance goes out of the window.&lt;br /&gt;
**&#039;&#039;&#039;Fuhrerreich&#039;&#039;&#039; - There is an event in Kaiserreich which describes a book about &amp;quot;What if Germany lost the Weltkrieg?&amp;quot;, which mirrors the OTL but with in-universe&#039;s pro-monarchistic bent and with syndicalism coloring the view on communism, and this mod is basically that, meta of a meta.&lt;br /&gt;
**&#039;&#039;&#039;Kalterkrieg&#039;&#039;&#039; - Post 2nd Weltkrieg mod where most of major Syndicalist powers were defeated and the world settled into a Cold War between the Reichspakt and the Entente, with the 2nd American Civil War STILL ongoing.   &lt;br /&gt;
*&#039;&#039;&#039;FODD&#039;&#039;&#039; - FallOut DoomsDay mod. As the name implies, this is an old one and lion share of development happend before Bethesda got their hands on Fallout franchise or its lore. It&#039;s a total overhaul mod, changing the game completely to support Fallout setting, picking off soon after Fallout 2 ended, with some elements from Tactics thrown in for good measure. It has atypical gameplay, as at the game start, most countries control at best three provinces (usually just one), map is reduced to North America (with its own, far more detailed map) and almost everything starts as controlled by &amp;quot;Wasteland&amp;quot;, having to be settled first. Countless flavour events, even for minor nations, along with solid, HoI2 gameplay and making sure things work out within given premise. Eventually migrated to Darkest Hour and added some of New Vegas elements under overwhelming player&#039;s demand, but still refused to even touch Bethesda-made content before being wrapped up.&lt;br /&gt;
*&#039;&#039;&#039;Millennium Dawn&#039;&#039;&#039; - A mod set in modern day with 2000 and 2016 start dates. The best thing ever for some, while for others it is an example of the folly of trying to fit Modern Day setup into an engine designed for WW2. Merged with a mechanically very different modern day mod called Modern Day 4 in summer 2019, which received harsh criticism, and several &amp;quot;Classic&amp;quot; mods by different people were created to fill the void.&lt;br /&gt;
*&#039;&#039;&#039;Red Dawn&#039;&#039;&#039; - The Soviet Union wins the Cold War (point of divergence being Korean War), only to find out that victory is hollow. Per typical leftists, now everyone fights over the concept of &amp;quot;True Communism&amp;quot; and create their own factions. The US is a balkanized mess made up of racists, leftists,  social liberals, rightists, corporatists and every other political view imaginable. Oh, and Bernie Sanders is a [[Just as Planned|mastermind with a secret agenda]]. &lt;br /&gt;
*&#039;&#039;&#039;Old World Blues&#039;&#039;&#039; - A total overhaul mod set in the Fallout universe relatively shortly before the events of New Vegas plus fuckton player content such as Latin America under a gas company&#039;s A.I, voodoo ghoul drug lords and priestesses. Canada is run by power-armor-viking-pirate clans emulating Ragnar Lodbrok, Caesar&#039;s Legion is in pre-White Legs debacle attacking the Hangdogs and NCR is dealing with nearby tribes and squatters. It&#039;s as fun and crazy as it sounds.&lt;br /&gt;
*&#039;&#039;&#039;War of the Worlds&#039;&#039;&#039; - Exactly what it says. H.G Wells&#039; literary and Jeff Wayne&#039;s musical lovechild made into the game. Martians come in around 1938&#039;ish and land in New Jersey, Grovers Mill. Unbalanced as fuck but it&#039;s Martians we are talking about. Martians can become communists and take earth with humans as a servant race(even employ a human minister to suppress and recruit auxiliaries), or go full fascist and eat humans for sustenance, driving every rival nation into panic and full scale war.&lt;br /&gt;
*&#039;&#039;&#039;Equestria at War&#039;&#039;&#039; - An oddball of the bunch, a My Little Pony: Friendship is Magic HoI4 mod about the Post-Season 8 Ponies about to experience the horrors of industrialized warfare fighting against the Changeling blitzkrieg on one side of the ocean, while the mass of Griffon Empire remnant states are trying to restore said Empire in their image on the other side, plus the a planned continent that is combination of Africa and Asia containing a mix of tribal nations and ancient fallen empires. On one hand: It is actually one of the better mods for HoI4, with the amount of well-designed content off the charts. On the other: [[HERESY|Ponies]].&lt;br /&gt;
*&#039;&#039;&#039;Road to 56&#039;&#039;&#039; - A Frankenstein amalgamation of mods made into a megamod that gives every nation a unique focus tree, and makes everyone act ahistorically. Has funny bugs, still very popular.&lt;br /&gt;
*&#039;&#039;&#039;The New Order: Last Days of Europe&#039;&#039;&#039; - [[/pol/|What if the Nazis won]], done right. Released 21 July 2020, the mod is a remake of HoI4 in a terrifying [[Grimdark]] fashion with countless new features, from money&amp;amp;taxes to new tickers and gauges for separate factions which became prominent in minigames for alternate faction plots for Britain or USA, as well as a Bad End for the world, namely nuclear holocaust when a nuclear-armed major is invaded or the player completes the Burgundian-SS conspiracy to cleanse the world of &amp;quot;subhumans&amp;quot;. The plot is simply put, what if Nazis defeated and collapsed the USSR and expanded into Arkangelsk-Astrakhan line, but fucked up the peace, didn&#039;t capitalize on their gains. Countries have not just &amp;quot;National Spirit&amp;quot;s but also other statuses ranging from &amp;quot;Poverty Rate&amp;quot; to &amp;quot;Educational&amp;quot; and &amp;quot;Healthcare Quality&amp;quot;, such as Industrial Tool Quality, Industrial Experience, Religious and Social Mores with effects on Stability, Production Efficiency and Manpower Rate, and can change by investing in education or austerity measures. And if you have been reading, the mod pulls no punches: no political correctness but total Holocaust plus genocides, slavery and racism everywhere. Even in a potential Israel, Jews can pick the foci to &amp;quot;purge the country of non-Jews and adopt National Socialism&amp;quot;. Burgundy *will* gun down thousands of Frenchmen PER DAY, Manchuria has Unit 731 in full swing, Magnitogorsk Science City is gone full [[SCP Foundation|SCP]], Dirlewanger Brigade exists as a rape-bandit-camp in Russia which is broken into 30+ warlord states. Even the United States is more polarized than today IRL. Fixing the world is possible but it will be extremely difficult. Overall a narration driven, super-railroaded but story rich mod (many countries have their plotline like a visual novel). Most of the game will be more of a game of choices and few low-intensity conflicts(police actions) than buildup and slugfest: construction and manufacture in post WW2 Cold War is hampered enough with economic crises as is. Great events that will influence the world or results of Russian reunification are broadcasted as &amp;quot;Superevents&amp;quot;, with its own soundtracks. And yes, the African war&#039;s soundtrack is &amp;quot;Paint it Black&amp;quot; from Rolling Stones, men of culture they are.&lt;br /&gt;
*&#039;&#039;&#039;[[Unification Wars]]&#039;&#039;&#039; - [[Awesome|Yes]]! As true as possible to everything garnered from 40k&#039;s [[Fluff]].&lt;/div&gt;</summary>
		<author><name>2601:602:C900:68F8:E5B0:90C9:A431:3D00</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Adventure_Path&amp;diff=16329</id>
		<title>Adventure Path</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Adventure_Path&amp;diff=16329"/>
		<updated>2020-09-10T09:51:15Z</updated>

		<summary type="html">&lt;p&gt;2601:602:C900:68F8:E5B0:90C9:A431:3D00: /* Second Darkness */&lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Adventure Paths&#039;&#039;&#039; are adventure modules linked together by an interconnected story arc, with each adventure moving the players through a pre-written campaign from beginning to end. The term was popularized by [[Pathfinder]] and [[Paizo]]&#039;s earlier [[Dungeon Magazine]] adventures, but predates it; perhaps one of the oldest examples of this was the [[Dungeons &amp;amp; Dragons]] AP &amp;quot;[[Against the Giants]]&amp;quot;, a linked series of modules that led to the players fighting multiple species of [[giant]]s before ultimately battling against the [[drow]] who had roused them to war.&lt;br /&gt;
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The original Dungeon Magazine Adventure Paths went from level 1 to 20 (possibly hitting 21). Most Pathfinder APs for First Edition only go to 16/17 (Wrath of the Righteous and Return of the Runelords go to 20) while APs for Second Edition reach 20. Starfinder instead decided to experiment with AP length. Rather than have six books form one continuous story for a character&#039;s entire career, some of Starfinder&#039;s APs are only 3 parts but the next three part AP begins at the same level the last one ended at.&lt;br /&gt;
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One related thing is the &#039;&#039;Player&#039;s Guide&#039;&#039; that accompanies all the Pathfinder APs. This free digital guide gives the players enough information to make a character that actually fits the campaign&#039;s story and provides common knowledge of the area it is set in. These typically include the rules for any AP specific subsystem so it doesn&#039;t take up space in the books.&lt;br /&gt;
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==Dungeon Magazine List==&lt;br /&gt;
=== The Shackled City ===&lt;br /&gt;
Someone thought an inactive volcano was a good place to make a town on account he hadn&#039;t ever read &#039;&#039;A3: Assault on the Aerie of the [[Scourge of the Slavelords|Slavelords]]&#039;&#039;. The PCs start of by looking for some kidnapped children and stumble into far greater conspiracies. Mostly based around a single city, with the outlying areas mostly being fluff and where you can make shopping trips to. Was later compiled into a single book with some fixes and new content.&lt;br /&gt;
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=== The Age of Worms ===&lt;br /&gt;
In the shithole mining town of Diamond Lake, some newly unearthed archeological finds threaten to unleash &amp;lt;s&amp;gt;a kickass metal album&amp;lt;/s&amp;gt;some long sealed horrors upon the world once more. Centered around a &amp;quot;Free City&amp;quot;  which is really the [[Free City of Greyhawk]] with the serial numbers filed off, but can be replaced by any campaign specific large city with [[Forgotten Realms|Waterdeep]] and [[Eberron|Sharn]] given as examples.&lt;br /&gt;
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Since the majority of the campaign is urban (though unlike The Shackled City, not all the &#039;&#039;same&#039;&#039; place), and travel is either off screen or teleportation based, it&#039;s less setting dependent than other adventure paths. Indeed, unlike most published adventures that aren&#039;t explicitly Eberron based, it works surprisingly well in the setting. The official conversion gives instructions for an interesting twists on generic ally NPCs (and explains where they came from). The name of the disaster the players are trying to avert also plays well with Eberron&#039;s epoch naming.&lt;br /&gt;
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=== Savage Tide ===&lt;br /&gt;
[[Savage Tide|Has its own page.]]&lt;br /&gt;
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==The Pathfinder List==&lt;br /&gt;
=== Rise of the Runelords ===&lt;br /&gt;
Pathfinder&#039;s &#039;flagship&#039; AP, RotR hits a lot of more classic tropes. Starts off with the party fighting goblins and an evil Aasimar, moves on to fighting ghouls and a Lamia, then it becomes a mild wilderness game to fight your way to a big ass dam and fight several types of ogres and giants, save a few towns, then go off to fight dragons and ancient evil spellcaster. Initially released for 3.5 before getting an official compilation re-release for Pathfinder&#039;s ruleset.&lt;br /&gt;
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=== Curse of the Crimson Throne ===&lt;br /&gt;
When the ruler suddenly up and dies, a new queen takes over and it&#039;s very clear that she&#039;s nothing like she appears. Popular enough to get an update from 3.5 to Pathfinder just like RotRL did. Also fucking impossible. Do not attempt if your GM has any sort of malicious intent. Fucking bards, man.&lt;br /&gt;
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=== Second Darkness ===&lt;br /&gt;
A somewhat janky AP, it starts off with the party working for a casino before spiraling into a massive conspiracy about secret elf societies and the unknown Drow menace. While many agree the overall idea sounds good, the execution left a very bitter aftertaste in people&#039;s mouths, mostly involving the casino and aforementioned elf secret society. Due to this it&#039;s probably in the top three of least played APs.&lt;br /&gt;
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=== Legacy of Fire === &lt;br /&gt;
Genies and Arabian Nights the adventure Path. The final 3.5 AP. Among the very few modules set in a desert that is &#039;&#039;&#039;not&#039;&#039;&#039; Egyptian themed and isn&#039;t [[Dark Sun]] based. Though this is mostly accomplished by setting everything in ruins &#039;&#039;in&#039;&#039; the desert and restricting the actual desert to overland travel. Not technically a full campaign since as an experiment the modules have XP gaps that the GM is supposed to insert sidequests into.&lt;br /&gt;
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=== Council of Thieves ===&lt;br /&gt;
The first AP written for the Pathfinder rules instead of 3.5. Be a hero and help the Nazis against the Mafia. Huge city but a total shithole. Has some major issues with player involvement because a lot of shit happens behind the scenes and the AP doesn&#039;t think much of informing the players about it. Needs some work from the DM. Starts off like a rebellion story, but does a hard turn into something else the last two books so if you wanna do that, play Hell&#039;s Rebels instead.&lt;br /&gt;
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=== Kingmaker ===&lt;br /&gt;
Make Your Own Kingdom: The Adventure Path. Introduced the idea of an AP specific minigame. Unlike the future ones, this one actually &#039;&#039;works&#039;&#039; well enough to bother with it (it was updated in &#039;&#039;Ultimate Campaign&#039;&#039; to plug a few issues). The main complaint outside of the kingdom rules being imperfect is lack of foreshadowing for the true big bad: For the first few books the only clue you&#039;ll find is a non-decaying, carrion repelling unicorn corpse in the middle of the wilderness (Not an exaggeration).&lt;br /&gt;
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Probably best known because [https://owlcatgames.com/ Owlcat Games] (a Russian game developer), with Chris Avellone leading the narrative design, got the rights to make a CRPG based on this and released it on October 2018. Also covers the vast territory east of the map: Iobaria, that is Fantasy Russia.&lt;br /&gt;
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Is getting a hardback rerelease in 2021 with the rules updated to Pathfinder 2e. If, however, you want to run the game in the original 1e format or in D&amp;amp;D 5e, additional splatbooks are being made available to convert it. Will also have additional content such as stats and quests for the companions and others from [[Kingmaker|the video game adaptation]].&lt;br /&gt;
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=== Serpent&#039;s Skull ===&lt;br /&gt;
The jungle exploration path with lizardfolk, normally considered one of the weakest APs alongside Second Darkness and Wrath of the Righteous due to the tremendous amount of padding.&lt;br /&gt;
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=== Carrion Crown ===&lt;br /&gt;
The classic horror monster path.&lt;br /&gt;
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=== Jade Regent ===&lt;br /&gt;
Travel to Tian-Xia to overthrow the current regime of a dictator and install its&#039; proper inheritor, who happens to be one of your NPC bffs. A lot of the path is just getting there. Includes rules for managing a caravan, but they&#039;re so totally pointless you can just ignore them and the campaign is completely unchanged. Indeed, you should, since the caravan combat part was blatantly not playtested and effectively TPK city. Also includes a romance system for NPCs, with the particular odd bit that it is &#039;&#039;easier&#039;&#039; to get in a relative&#039;s pants because your relationship starts closer and nothing actually states the obvious to stop it.&lt;br /&gt;
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=== Skull &amp;amp; Shackles ===&lt;br /&gt;
Pirates! You start pressganged on a ship, and after breaking free you need to make a name for yourself on the high seas. Awful for a GM that doesn&#039;t want to spend hours voicing the dozen or so important NPCs appearing in just book 1. Uses naval combat rules, though ship HP is so inflated boarding is the only practical option without house rules.&lt;br /&gt;
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=== Shattered Star ===&lt;br /&gt;
Semi-sequel to &#039;&#039;Runelords&#039;&#039;(also touches &#039;&#039;Crimson Throne&#039;&#039; and &#039;&#039;Second Darkness&#039;&#039;), you need to assemble a powerful artifact and a different villain of ancient Thassilon threatens to rise. Almost pure dungeon crawl.&lt;br /&gt;
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=== Reign of Winter ===&lt;br /&gt;
Somebody turned down the thermostat in Taldor, so you go and investigate. Things get out of whack when you fight winter fey in the middle of summer, get teleported to Bumfuck, Icy Nowhere and get roped into a date with a [[Winter Wolf]], and it only escalates from there when you go to another continent, another planet, and another galaxy on your quest to rescue damsel-in-distress [[Baba Yaga]] from her uppity daughter and son Rasputin(yes, &#039;&#039;&#039;that&#039;&#039;&#039; Rasputin), and his army of mustard gas elementals, Russian soldier zombies(to say nothing of living ones), and magically-animated tanks. &lt;br /&gt;
&lt;br /&gt;
If your group hates fun, the author for the book with that last bit wrote an unofficial conversion that replaced going to WWI Russia with a trip to [[Greyhawk]] to fight [[Iuz]].&lt;br /&gt;
&lt;br /&gt;
Includes a Winter Witch class in the player&#039;s guide, but don&#039;t play that. The title alone should tell you half the bad guys are ice themed.&lt;br /&gt;
&lt;br /&gt;
=== Wrath of the Righteous ===&lt;br /&gt;
The Demons of the Worldwound have decided that being trapped in the area around the Worldwound is a bum game, and break free, inadvertently giving your party mythic power in the process. You progress deeper into the Worldwound and eventually to the Abyss itself to save the world from demonic invasion. Dependent upon poorly balanced mythic rules (essentially a redo of 3E&#039;s Epic Adventures) and notorious for some very mismanaged NPCs. Unlike most APs, this one goes all the way to level 20.&lt;br /&gt;
&lt;br /&gt;
By the time you get to the later books, this adventure path goes [[Bloodstone Pass|balls-to-the-walls loony]] with its monsters and setups. Things like Dragon-Riding Worms that Walk with tons of cleric levels become the foot soldiers of the big bads, and most of the powerful NPCs have statblocks that read like warped poetry ripped out of the anuses of the world&#039;s most sadistic GMs (the...thing on page 52 of City of Locusts is an exercise in absurdity). &lt;br /&gt;
&lt;br /&gt;
One under-appreciated feature is the utter nightmare scenario in the event of PC Fail. Rather than getting a vague description of the villain&#039;s plans, the players are treated to a play-by-play of every nation in the northern half of the inner sea getting torn apart by the immense rush of demons. These two pages contain seeds for at least six awesomely brutal campaigns for any GMs who somehow accomplishes the herculean task of slaughtering a team of high-level, high-mythic adventurers. After it all, if you liked what &#039;&#039;[[From The Ashes]]&#039;&#039; did to Greyhawk, this is where you set up similar GRIMDARK for Golarion.&lt;br /&gt;
&lt;br /&gt;
On December 4th, 2019, Owlcat Games announced that this AP is their next CRPG. After teasing fans for a few short days, it leaked very quickly and so they stepped up and admitted it is coming out. It will feature Seelah the Iconic Paladin and add the Witch and Oracle classes. They&#039;ve announced they&#039;re reworking the Mythic system, though it remains to be seen if they&#039;ll fix the first book sharing an author with &#039;&#039;[[Baldur&#039;s Gate (Games)|Siege of Dragonspear]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On March 12th, 2020, the Kickstarter campaign had officially ended with 2$ mil. Among new features are nine Mythic Paths, 9 new classes (Cavalier, Warpriest, Skald, Hunter, Arcanist, Bloodrager, Witch, Oracle and Shaman), 3 new races (Dhampir, Oread and Kitsune), mounted combant and crusade management with tactical battles like HOMM series. The video game is expected to be released mid to late 2021.&lt;br /&gt;
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=== Mummy&#039;s Mask ===&lt;br /&gt;
Ancient Egyptian/Osirion path with ancient tombs, mummies, and floating pyramids. In case you thought this would be a serious AP, book three is spent entertaining an obese female bureaucrat who has fallen for one of the PCs and is the only one willing to authorize them to visit the library they need to do research at.&lt;br /&gt;
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=== Iron Gods ===&lt;br /&gt;
Spiritual successor to &#039;&#039;[[Expedition to the Barrier Peaks]]&#039;&#039;. Travel through Barbarians and scavenged technology land fighting aliens, an organization that wants to monopolize all high technology, and face down an AI that wants to make itself a god. Do not charge the final boss if it&#039;s linnorm is still alive. Learn from others&#039; mistakes.&lt;br /&gt;
&lt;br /&gt;
One of the few APs to explicitly encourage playing a non-core race that isn&#039;t [[Planetouched]]. The [[Android]] race is included in the player&#039;s guide since it&#039;s a natural fit.&lt;br /&gt;
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=== Giantslayer ===&lt;br /&gt;
Big Stuff. Kill it fast before it kills you. Do not attempt to make giants fail will saves. The GM will fuck your ass.&lt;br /&gt;
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Plays that homage to [[Against the Giants]] a bit too well, with its plot falling into the same &amp;quot;go kill the next tier of giants&amp;quot; rut. Even more than G2-3, the 5th book is just a fire-themed version of the 4th.&lt;br /&gt;
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=== Hell&#039;s Rebels ===&lt;br /&gt;
In a city at the edge of Cheliax, the Thrunes moved one of their family that even those devil-worshipers find too much. As he cracks down, you rise up. Well developed city. This AP actually is what most people thought Council of Thieves was going to be. Takes place almost entirely within one city, with a trip to a neighboring one, a few underwater segments, a visit to the outskirts and the finale being the only parts not to.&lt;br /&gt;
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Has the unfortunate flaw of predating &#039;&#039;Ultimate Intrigue&#039;&#039;. This means it can&#039;t take advantage of all the sabotage and social stuff that book introduced and has zero support for playing a [[Vigilante (Pathfinder)|Vigilante]] when it &#039;&#039;really&#039;&#039; should, a lesson that was not repeated when &#039;&#039;Curse of the Crimson Throne&#039;&#039; was re-released.&lt;br /&gt;
&lt;br /&gt;
=== Hell&#039;s Vengeance ===&lt;br /&gt;
The bad guy path - Cheliax can&#039;t focus on the Hell&#039;s Rebels rebellion because they&#039;re dealing with one of their own, an ill-considered attempt at their capital. You work for the Queen in helping put it down and restoring order in the lands in a manner befitting the iron grip of a dictator. Pretty damn great if you have an average to good GM.&lt;br /&gt;
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=== Strange Aeons ===&lt;br /&gt;
Lovecraft the adventure path, now made possible thanks to &#039;&#039;Occult Adventures&#039;&#039;. Lethal as fuck. Bring backup characters (which is weird, because the plot is heavily dependent upon the original PCs) and do not, I repeat DO NOT have any mental score below 10. You&#039;ll be insane by the end of the first book. Also bring a tank along with you everywhere.&lt;br /&gt;
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=== Ironfang Invasion ===&lt;br /&gt;
One of the more &amp;quot;traditional&amp;quot; adventure paths. This one involves stopping a massive hobgoblin army, though it does have some relatively unusual twists in the later books. Set in Nirmanthas, the country of Robin Hood (or Wood, for those of us who live in T.H. White&#039;s books).&lt;br /&gt;
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=== Ruins of Azlant ===&lt;br /&gt;
Visit the ruins of not-Atlantis and fight evil psychic fish (Aboleths), lots of nautical themes and aquatic monsters. Also, there&#039;s a magic theremin as an optional treasure. Like Council of Thieves, it makes the mistake of setting up the players to care about a settlement that&#039;s almost a non-entity for the second half of the plot. Likewise the player&#039;s guide and first three modules imply the players will be isolated from civilization for long periods and may need to craft to get their needed magic items, but book four introduces a what is effectively a large city for magic item purchases and the players don&#039;t really have time to craft much in book 3 onward. &lt;br /&gt;
&lt;br /&gt;
This is unique among adventure paths in that the last section actually deals a little bit with the legendary city of Absalom. By that, I mean that there&#039;s a footnote saying that it gets nuked to shit if the players don&#039;t defeat the final boss within a certain time frame.&lt;br /&gt;
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=== War for the Crown === &lt;br /&gt;
There&#039;s a Succession Crisis in Taldor, so it&#039;s time to play the Game of Thrones... or it would be if it could decide what the hell the main conflict is supposed to be. Women can&#039;t inherit, except half the characters are women who inherited their position. A dozen factions are involved in the power struggle, but you are literally only given more details than the names of three of them, and one of those three doesn&#039;t show up till almost the end.&lt;br /&gt;
&lt;br /&gt;
Also development made Taldor fit the AP instead of making an AP to fit Taldor. Taldor previously had stuff like sumptuary laws against beards (which has been an actual plot point in an older module, where Taldor&#039;s aligned PCs are ordered to shave a disgraced noble as part of demoting him to commoner) and bans on Sarenrae worship, since she was the patron of their worst enemy (and this ban actually had large amounts of crunch behind it, devoted to how worshipers hide their faith). This was dropped because it supposedly made them a &amp;quot;joke&amp;quot; and it made it unfriendly to potential PCs respectively. Despite these being established in fluff that was supposed to reflect the present day it was retconned into weird shit in the past people vaguely remember. This was even though the AP itself portrayed the current emperor as increasingly erratic and mad with age, leaving a perfectly reasonable explanation for ditching them without retcon. Also added to Taldor to make this AP was heavy institutional sexism, something that was &#039;&#039;&#039;never&#039;&#039;&#039; alluded to before. Oh and even though Taldor has a colony in &amp;lt;s&amp;gt;Kara Tur&amp;lt;/s&amp;gt; Tian Xia, one that is explicitly its only actual accomplishment in centuries and most productive part of the empire, it is &#039;&#039;never&#039;&#039; mentioned (not even as a potential homeland of a PC).&lt;br /&gt;
&lt;br /&gt;
=== Return of the Runelords ===&lt;br /&gt;
A sequel to &#039;&#039;Raise of the Runelords&#039;&#039; and &#039;&#039;Shattered Star&#039;&#039;. You know those ancient max level wizards who ruled the world millennia ago? They&#039;re back! Goes to 20, which it does by excluding a lot of the non-adventure parts of each book that were previously included.&lt;br /&gt;
&lt;br /&gt;
The adventure deals with five Runelords in total (Greed was dealt with in Rise while Sloth either had his ass kicked or kicked stratospheric ass in a Pathfinder Society Adventure), although you only ever fight two of them at full power. Two of them have been weakened by various forces (read: other Runelords) smacking the gravy out of them before the players have a chance to fight them (granted, these weakened versions will probably take at least one or two PCs to the grave with them). The last one gets a redemption arc that no rational GM or party should fall for (A Chaotic Neural 20th-level 10th-mythic-tier Full Caster with +41 to both Bluff and Diplomacy is an extinction-level event in any campaign, and that goes double for somebody who&#039;s been built up in a decade&#039;s worth of lore as being a sadistic and manipulative tyrant).&lt;br /&gt;
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===Tyrant&#039;s Grasp===&lt;br /&gt;
Paizo attempts to run Survival Horror in Pathfinder. Poorly. So poorly nobody realized it was supposed to be one till the final part said it was. The first two parts don&#039;t have any opportunities for shopping, but that&#039;s described as being so the action &amp;quot;flows quickly&amp;quot; and to make the PC feel &amp;quot;out of their depth&amp;quot; rather than resource management. It turns out a game with super human heroes, math that means mobs of enemies rarely being much of a threat to mid-level heroes and completely falls apart without the heroes getting proper gear is a bad system to make a survival horror game in.&lt;br /&gt;
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The story also ends with {{spoiler|all the PCs dying irrevocably (unless you play your cards right) and they only stop the big bad&#039;s current scheme, not kill him, because he needs to survive to be a major figure in 2E (although you do make sure he never has access to his most powerful weapon again}}. This makes it a pretty shitty send-off to the edition.&lt;br /&gt;
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==The Pathfinder 2E list==&lt;br /&gt;
===Age of Ashes===&lt;br /&gt;
The first 2E AP. &#039;&#039;Finally&#039;&#039; delivers on the long standing fan request of having a dragon as the big bad instead of just the big bad&#039;s sidekick. The general premise? An abandoned Hellknight citadel&#039;s starting to get all active and burning, and the squatting tribe of goblins present are worried about things attacking them. As it turns out, there are other squatters as well, and their intentions are far more malicious.&lt;br /&gt;
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===Extinction Curse===&lt;br /&gt;
This AP is a bit caught between two worlds: One is the typical AP fare, in which your party is trying to put a halt to some doomsday prophecy. The other is the fact that your entire party&#039;s actually a traveling circus who&#039;s stopping into a sleepy little town and have to contend with a rival circus run by a bitch of a catwoman they just broke free from.&lt;br /&gt;
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===Agents of Edgewatch===&lt;br /&gt;
Absalom is having a once-in-a-three-hundred-years festival and they want to make sure everything goes off without a hitch! So you&#039;re recruited as a batch of agents to a special group of city watchmen specifically made for the job.&lt;br /&gt;
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==The [[Starfinder]] List==&lt;br /&gt;
=== Dead Suns ===&lt;br /&gt;
An omnicidal cult and a renegade faction of the cyber-lich planet of Eox are on the hunt for a weapon so powerful it can blow up suns. It&#039;s up to YOU (a small group of recruits to the Starfinder Society) to find the clues as to where that weapon is and make sure it doesn&#039;t fall into the wrong hands.&lt;br /&gt;
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=== Against the Aeon Throne ===&lt;br /&gt;
The Azlanti Star Empire&#039;s been trying to colonize a frontier world, and a friendly NPC&#039;s been kidnapped. The only thing to do is slap those purple-eyed space-fascists right in the face and rescue that NPC!&lt;br /&gt;
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=== Signal of Screams ===&lt;br /&gt;
You got invited into a swanky as hell resort. That&#039;d be all fine and dandy...if there isn&#039;t some seriously fucked up shit hiding in here. Welcome to another horror-themed AP, this time with more shadow-things.&lt;br /&gt;
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=== Dawn of Flame === &lt;br /&gt;
No don&#039;t delay, act now &#039;cause time is running out/ &lt;br /&gt;
Riots will try to go far, go diving into a star/&lt;br /&gt;
If lost bubbles you follow, you&#039;ll see tomorrow/&lt;br /&gt;
But if your Party&#039;s done, an Efreeti will take over the Sun&lt;br /&gt;
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=== Attack of the Swarm! ===&lt;br /&gt;
After all the intrigue and sabotage and all the other stuff, here comes a straight-forward AP with a straight-forward enemy: The Swarm, that discount [[Tyranid]] race who were essentially relegated to the backstory on why the warlike Vesk decided to join the Pact Worlds and all. You, the party, are part of a [[Planetary Defense Force]] tasked with defending the latest target of the Swarm for long enough until everyone can evacuate and, perhaps, find a way to turn the tables.&lt;br /&gt;
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=== The Threefold Conspiracy ===&lt;br /&gt;
An adventure path focused heavily on mysteries and conspiracies centered on the infiltrators (Grays, Reptoids, and a third species). What starts as a mere whodunit mystery soon devolves into conspiracies inside of conspiracies, with alien infiltrators inside planetary governments. All in all, expect someone to make references to [[Alpha Legion|a certain legion that doesn&#039;t exist]].&lt;br /&gt;
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==Non-Paizo Adventure Paths==&lt;br /&gt;
=== Dawn of Defiance ===&lt;br /&gt;
A free series by Wizards of the Coat for [[Star Wars D20|Star Wars: The Roleplaying Game Saga Edition]]. Shortly after &#039;&#039;Revenge of the Sith&#039;&#039; Bail Organa gathers allies to make the first strikes against the new Empire, starting with dealing with the Empire&#039;s mysterious &amp;quot;Sarlacc project&amp;quot;. Since at the time (and even afterwards) the intertrilogy era had little going on in it the writers were allowed to go nuts and make a love letter to the Star Wars Expanded Universe.&lt;br /&gt;
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=== Scales of War ===&lt;br /&gt;
After taking over [[Dungeon Magazine]] from Paizo and continuing it as a digital only publication, Wizards of the Coast tried their hand at an AP of their own called [[Scales of War]]. It&#039;s largely forgotten because it was published in the digital only Dungeon issues and for [[4th Edition Dungeons and Dragons]]. Even those that did like 4E weren&#039;t too fond of it, calling it disconnected, repetitive, and pure dungeon crawl.&lt;br /&gt;
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=== Way of the Wicked ===&lt;br /&gt;
An adventure path devoted to playing evil characters. Notable not just for being made for evil characters, but portraying various evil schemes from the other point of view. Break out of jail! Sabotage a town from the inside! Run an evil lair and conduct evil rituals! Slaughter towns! Rule over your conquered kingdom! A shame the art isn&#039;t that great. It even has a mini-series adventure about playing as a bunch of inept underlings for your main PC&#039;s evil overlords.&lt;br /&gt;
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Predates &#039;&#039;Hell&#039;s Vengence&#039;&#039; and indeed likely part of why the latter exists. This series repeatedly topped the best selling third party Pathfinder products.&lt;br /&gt;
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The same creator made two books into a second all underground adventure, but it since wound up vaporware.&lt;br /&gt;
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=== The Northlands Saga ===&lt;br /&gt;
Relatively low magic viking adventure with a strong emphasis on Norse culture. Latter books are weaker than the earlier ones because they were made from an outline and notes. Includes time skips of significant length (several years). Since it&#039;s light on magic items and high on money, bring a crafter wizard. &lt;br /&gt;
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Printed in Pathfinder and 5E flavor.&lt;br /&gt;
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=== Trail of the Apprentice ===&lt;br /&gt;
Intended for much younger players and &#039;&#039;absolute&#039;&#039; beginners. The first part is as much cliché as possible: Village hires the PCs to kill some orc bandits who live in a cave. The following parts however are much more original with backdrops like a haunted museum, the trap filled labyrinth of a master thief and a dungeon where every room mimics a different plane.&lt;br /&gt;
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Printed in Pathfinder and 5E flavor.&lt;br /&gt;
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=== Legendary Planet ===&lt;br /&gt;
An homage to the old [[Wikipedia:Sword and Planet|Sword and Planet]] subgenre of fantasy. The PCs have been kidnapped from their fantasy planet(s) by aliens intent on dissecting them and/or turning them into mutant mind slaves. They escape, but can they find a portal that will take them home? Notably the Player&#039;s Guide says the PCs could play almost anything without issue since no organization the PCs know of exists in the plot. Uses the mythic rules, but with fewer problems than WotR due to slower rate of gain mythic tiers and Legendary Game&#039;s own fixes/expansions to the Mythic rules.&lt;br /&gt;
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Printed in Pathfinder, [[Starfinder]] and 5E flavor.&lt;br /&gt;
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[[Category: Gamer Slang]] [[Category: Dungeons &amp;amp; Dragons]] [[Category: Pathfinder]] [[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>2601:602:C900:68F8:E5B0:90C9:A431:3D00</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Adventure_Path&amp;diff=16328</id>
		<title>Adventure Path</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Adventure_Path&amp;diff=16328"/>
		<updated>2020-09-10T09:47:13Z</updated>

		<summary type="html">&lt;p&gt;2601:602:C900:68F8:E5B0:90C9:A431:3D00: /* Kingmaker */&lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Adventure Paths&#039;&#039;&#039; are adventure modules linked together by an interconnected story arc, with each adventure moving the players through a pre-written campaign from beginning to end. The term was popularized by [[Pathfinder]] and [[Paizo]]&#039;s earlier [[Dungeon Magazine]] adventures, but predates it; perhaps one of the oldest examples of this was the [[Dungeons &amp;amp; Dragons]] AP &amp;quot;[[Against the Giants]]&amp;quot;, a linked series of modules that led to the players fighting multiple species of [[giant]]s before ultimately battling against the [[drow]] who had roused them to war.&lt;br /&gt;
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The original Dungeon Magazine Adventure Paths went from level 1 to 20 (possibly hitting 21). Most Pathfinder APs for First Edition only go to 16/17 (Wrath of the Righteous and Return of the Runelords go to 20) while APs for Second Edition reach 20. Starfinder instead decided to experiment with AP length. Rather than have six books form one continuous story for a character&#039;s entire career, some of Starfinder&#039;s APs are only 3 parts but the next three part AP begins at the same level the last one ended at.&lt;br /&gt;
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One related thing is the &#039;&#039;Player&#039;s Guide&#039;&#039; that accompanies all the Pathfinder APs. This free digital guide gives the players enough information to make a character that actually fits the campaign&#039;s story and provides common knowledge of the area it is set in. These typically include the rules for any AP specific subsystem so it doesn&#039;t take up space in the books.&lt;br /&gt;
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==Dungeon Magazine List==&lt;br /&gt;
=== The Shackled City ===&lt;br /&gt;
Someone thought an inactive volcano was a good place to make a town on account he hadn&#039;t ever read &#039;&#039;A3: Assault on the Aerie of the [[Scourge of the Slavelords|Slavelords]]&#039;&#039;. The PCs start of by looking for some kidnapped children and stumble into far greater conspiracies. Mostly based around a single city, with the outlying areas mostly being fluff and where you can make shopping trips to. Was later compiled into a single book with some fixes and new content.&lt;br /&gt;
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=== The Age of Worms ===&lt;br /&gt;
In the shithole mining town of Diamond Lake, some newly unearthed archeological finds threaten to unleash &amp;lt;s&amp;gt;a kickass metal album&amp;lt;/s&amp;gt;some long sealed horrors upon the world once more. Centered around a &amp;quot;Free City&amp;quot;  which is really the [[Free City of Greyhawk]] with the serial numbers filed off, but can be replaced by any campaign specific large city with [[Forgotten Realms|Waterdeep]] and [[Eberron|Sharn]] given as examples.&lt;br /&gt;
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Since the majority of the campaign is urban (though unlike The Shackled City, not all the &#039;&#039;same&#039;&#039; place), and travel is either off screen or teleportation based, it&#039;s less setting dependent than other adventure paths. Indeed, unlike most published adventures that aren&#039;t explicitly Eberron based, it works surprisingly well in the setting. The official conversion gives instructions for an interesting twists on generic ally NPCs (and explains where they came from). The name of the disaster the players are trying to avert also plays well with Eberron&#039;s epoch naming.&lt;br /&gt;
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=== Savage Tide ===&lt;br /&gt;
[[Savage Tide|Has its own page.]]&lt;br /&gt;
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==The Pathfinder List==&lt;br /&gt;
=== Rise of the Runelords ===&lt;br /&gt;
Pathfinder&#039;s &#039;flagship&#039; AP, RotR hits a lot of more classic tropes. Starts off with the party fighting goblins and an evil Aasimar, moves on to fighting ghouls and a Lamia, then it becomes a mild wilderness game to fight your way to a big ass dam and fight several types of ogres and giants, save a few towns, then go off to fight dragons and ancient evil spellcaster. Initially released for 3.5 before getting an official compilation re-release for Pathfinder&#039;s ruleset.&lt;br /&gt;
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=== Curse of the Crimson Throne ===&lt;br /&gt;
When the ruler suddenly up and dies, a new queen takes over and it&#039;s very clear that she&#039;s nothing like she appears. Popular enough to get an update from 3.5 to Pathfinder just like RotRL did. Also fucking impossible. Do not attempt if your GM has any sort of malicious intent. Fucking bards, man.&lt;br /&gt;
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=== Second Darkness ===&lt;br /&gt;
Drow want to blow everything up, and the elves who send you to stop them are kinda jerks. Not one of the most popular APs.&lt;br /&gt;
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=== Legacy of Fire === &lt;br /&gt;
Genies and Arabian Nights the adventure Path. The final 3.5 AP. Among the very few modules set in a desert that is &#039;&#039;&#039;not&#039;&#039;&#039; Egyptian themed and isn&#039;t [[Dark Sun]] based. Though this is mostly accomplished by setting everything in ruins &#039;&#039;in&#039;&#039; the desert and restricting the actual desert to overland travel. Not technically a full campaign since as an experiment the modules have XP gaps that the GM is supposed to insert sidequests into.&lt;br /&gt;
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=== Council of Thieves ===&lt;br /&gt;
The first AP written for the Pathfinder rules instead of 3.5. Be a hero and help the Nazis against the Mafia. Huge city but a total shithole. Has some major issues with player involvement because a lot of shit happens behind the scenes and the AP doesn&#039;t think much of informing the players about it. Needs some work from the DM. Starts off like a rebellion story, but does a hard turn into something else the last two books so if you wanna do that, play Hell&#039;s Rebels instead.&lt;br /&gt;
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=== Kingmaker ===&lt;br /&gt;
Make Your Own Kingdom: The Adventure Path. Introduced the idea of an AP specific minigame. Unlike the future ones, this one actually &#039;&#039;works&#039;&#039; well enough to bother with it (it was updated in &#039;&#039;Ultimate Campaign&#039;&#039; to plug a few issues). The main complaint outside of the kingdom rules being imperfect is lack of foreshadowing for the true big bad: For the first few books the only clue you&#039;ll find is a non-decaying, carrion repelling unicorn corpse in the middle of the wilderness (Not an exaggeration).&lt;br /&gt;
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Probably best known because [https://owlcatgames.com/ Owlcat Games] (a Russian game developer), with Chris Avellone leading the narrative design, got the rights to make a CRPG based on this and released it on October 2018. Also covers the vast territory east of the map: Iobaria, that is Fantasy Russia.&lt;br /&gt;
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Is getting a hardback rerelease in 2021 with the rules updated to Pathfinder 2e. If, however, you want to run the game in the original 1e format or in D&amp;amp;D 5e, additional splatbooks are being made available to convert it. Will also have additional content such as stats and quests for the companions and others from [[Kingmaker|the video game adaptation]].&lt;br /&gt;
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=== Serpent&#039;s Skull ===&lt;br /&gt;
The jungle exploration path with lizardfolk, normally considered one of the weakest APs alongside Second Darkness and Wrath of the Righteous due to the tremendous amount of padding.&lt;br /&gt;
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=== Carrion Crown ===&lt;br /&gt;
The classic horror monster path.&lt;br /&gt;
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=== Jade Regent ===&lt;br /&gt;
Travel to Tian-Xia to overthrow the current regime of a dictator and install its&#039; proper inheritor, who happens to be one of your NPC bffs. A lot of the path is just getting there. Includes rules for managing a caravan, but they&#039;re so totally pointless you can just ignore them and the campaign is completely unchanged. Indeed, you should, since the caravan combat part was blatantly not playtested and effectively TPK city. Also includes a romance system for NPCs, with the particular odd bit that it is &#039;&#039;easier&#039;&#039; to get in a relative&#039;s pants because your relationship starts closer and nothing actually states the obvious to stop it.&lt;br /&gt;
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=== Skull &amp;amp; Shackles ===&lt;br /&gt;
Pirates! You start pressganged on a ship, and after breaking free you need to make a name for yourself on the high seas. Awful for a GM that doesn&#039;t want to spend hours voicing the dozen or so important NPCs appearing in just book 1. Uses naval combat rules, though ship HP is so inflated boarding is the only practical option without house rules.&lt;br /&gt;
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=== Shattered Star ===&lt;br /&gt;
Semi-sequel to &#039;&#039;Runelords&#039;&#039;(also touches &#039;&#039;Crimson Throne&#039;&#039; and &#039;&#039;Second Darkness&#039;&#039;), you need to assemble a powerful artifact and a different villain of ancient Thassilon threatens to rise. Almost pure dungeon crawl.&lt;br /&gt;
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=== Reign of Winter ===&lt;br /&gt;
Somebody turned down the thermostat in Taldor, so you go and investigate. Things get out of whack when you fight winter fey in the middle of summer, get teleported to Bumfuck, Icy Nowhere and get roped into a date with a [[Winter Wolf]], and it only escalates from there when you go to another continent, another planet, and another galaxy on your quest to rescue damsel-in-distress [[Baba Yaga]] from her uppity daughter and son Rasputin(yes, &#039;&#039;&#039;that&#039;&#039;&#039; Rasputin), and his army of mustard gas elementals, Russian soldier zombies(to say nothing of living ones), and magically-animated tanks. &lt;br /&gt;
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If your group hates fun, the author for the book with that last bit wrote an unofficial conversion that replaced going to WWI Russia with a trip to [[Greyhawk]] to fight [[Iuz]].&lt;br /&gt;
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Includes a Winter Witch class in the player&#039;s guide, but don&#039;t play that. The title alone should tell you half the bad guys are ice themed.&lt;br /&gt;
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=== Wrath of the Righteous ===&lt;br /&gt;
The Demons of the Worldwound have decided that being trapped in the area around the Worldwound is a bum game, and break free, inadvertently giving your party mythic power in the process. You progress deeper into the Worldwound and eventually to the Abyss itself to save the world from demonic invasion. Dependent upon poorly balanced mythic rules (essentially a redo of 3E&#039;s Epic Adventures) and notorious for some very mismanaged NPCs. Unlike most APs, this one goes all the way to level 20.&lt;br /&gt;
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By the time you get to the later books, this adventure path goes [[Bloodstone Pass|balls-to-the-walls loony]] with its monsters and setups. Things like Dragon-Riding Worms that Walk with tons of cleric levels become the foot soldiers of the big bads, and most of the powerful NPCs have statblocks that read like warped poetry ripped out of the anuses of the world&#039;s most sadistic GMs (the...thing on page 52 of City of Locusts is an exercise in absurdity). &lt;br /&gt;
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One under-appreciated feature is the utter nightmare scenario in the event of PC Fail. Rather than getting a vague description of the villain&#039;s plans, the players are treated to a play-by-play of every nation in the northern half of the inner sea getting torn apart by the immense rush of demons. These two pages contain seeds for at least six awesomely brutal campaigns for any GMs who somehow accomplishes the herculean task of slaughtering a team of high-level, high-mythic adventurers. After it all, if you liked what &#039;&#039;[[From The Ashes]]&#039;&#039; did to Greyhawk, this is where you set up similar GRIMDARK for Golarion.&lt;br /&gt;
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On December 4th, 2019, Owlcat Games announced that this AP is their next CRPG. After teasing fans for a few short days, it leaked very quickly and so they stepped up and admitted it is coming out. It will feature Seelah the Iconic Paladin and add the Witch and Oracle classes. They&#039;ve announced they&#039;re reworking the Mythic system, though it remains to be seen if they&#039;ll fix the first book sharing an author with &#039;&#039;[[Baldur&#039;s Gate (Games)|Siege of Dragonspear]]&#039;&#039;.&lt;br /&gt;
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On March 12th, 2020, the Kickstarter campaign had officially ended with 2$ mil. Among new features are nine Mythic Paths, 9 new classes (Cavalier, Warpriest, Skald, Hunter, Arcanist, Bloodrager, Witch, Oracle and Shaman), 3 new races (Dhampir, Oread and Kitsune), mounted combant and crusade management with tactical battles like HOMM series. The video game is expected to be released mid to late 2021.&lt;br /&gt;
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=== Mummy&#039;s Mask ===&lt;br /&gt;
Ancient Egyptian/Osirion path with ancient tombs, mummies, and floating pyramids. In case you thought this would be a serious AP, book three is spent entertaining an obese female bureaucrat who has fallen for one of the PCs and is the only one willing to authorize them to visit the library they need to do research at.&lt;br /&gt;
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=== Iron Gods ===&lt;br /&gt;
Spiritual successor to &#039;&#039;[[Expedition to the Barrier Peaks]]&#039;&#039;. Travel through Barbarians and scavenged technology land fighting aliens, an organization that wants to monopolize all high technology, and face down an AI that wants to make itself a god. Do not charge the final boss if it&#039;s linnorm is still alive. Learn from others&#039; mistakes.&lt;br /&gt;
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One of the few APs to explicitly encourage playing a non-core race that isn&#039;t [[Planetouched]]. The [[Android]] race is included in the player&#039;s guide since it&#039;s a natural fit.&lt;br /&gt;
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=== Giantslayer ===&lt;br /&gt;
Big Stuff. Kill it fast before it kills you. Do not attempt to make giants fail will saves. The GM will fuck your ass.&lt;br /&gt;
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Plays that homage to [[Against the Giants]] a bit too well, with its plot falling into the same &amp;quot;go kill the next tier of giants&amp;quot; rut. Even more than G2-3, the 5th book is just a fire-themed version of the 4th.&lt;br /&gt;
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=== Hell&#039;s Rebels ===&lt;br /&gt;
In a city at the edge of Cheliax, the Thrunes moved one of their family that even those devil-worshipers find too much. As he cracks down, you rise up. Well developed city. This AP actually is what most people thought Council of Thieves was going to be. Takes place almost entirely within one city, with a trip to a neighboring one, a few underwater segments, a visit to the outskirts and the finale being the only parts not to.&lt;br /&gt;
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Has the unfortunate flaw of predating &#039;&#039;Ultimate Intrigue&#039;&#039;. This means it can&#039;t take advantage of all the sabotage and social stuff that book introduced and has zero support for playing a [[Vigilante (Pathfinder)|Vigilante]] when it &#039;&#039;really&#039;&#039; should, a lesson that was not repeated when &#039;&#039;Curse of the Crimson Throne&#039;&#039; was re-released.&lt;br /&gt;
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=== Hell&#039;s Vengeance ===&lt;br /&gt;
The bad guy path - Cheliax can&#039;t focus on the Hell&#039;s Rebels rebellion because they&#039;re dealing with one of their own, an ill-considered attempt at their capital. You work for the Queen in helping put it down and restoring order in the lands in a manner befitting the iron grip of a dictator. Pretty damn great if you have an average to good GM.&lt;br /&gt;
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=== Strange Aeons ===&lt;br /&gt;
Lovecraft the adventure path, now made possible thanks to &#039;&#039;Occult Adventures&#039;&#039;. Lethal as fuck. Bring backup characters (which is weird, because the plot is heavily dependent upon the original PCs) and do not, I repeat DO NOT have any mental score below 10. You&#039;ll be insane by the end of the first book. Also bring a tank along with you everywhere.&lt;br /&gt;
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=== Ironfang Invasion ===&lt;br /&gt;
One of the more &amp;quot;traditional&amp;quot; adventure paths. This one involves stopping a massive hobgoblin army, though it does have some relatively unusual twists in the later books. Set in Nirmanthas, the country of Robin Hood (or Wood, for those of us who live in T.H. White&#039;s books).&lt;br /&gt;
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=== Ruins of Azlant ===&lt;br /&gt;
Visit the ruins of not-Atlantis and fight evil psychic fish (Aboleths), lots of nautical themes and aquatic monsters. Also, there&#039;s a magic theremin as an optional treasure. Like Council of Thieves, it makes the mistake of setting up the players to care about a settlement that&#039;s almost a non-entity for the second half of the plot. Likewise the player&#039;s guide and first three modules imply the players will be isolated from civilization for long periods and may need to craft to get their needed magic items, but book four introduces a what is effectively a large city for magic item purchases and the players don&#039;t really have time to craft much in book 3 onward. &lt;br /&gt;
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This is unique among adventure paths in that the last section actually deals a little bit with the legendary city of Absalom. By that, I mean that there&#039;s a footnote saying that it gets nuked to shit if the players don&#039;t defeat the final boss within a certain time frame.&lt;br /&gt;
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=== War for the Crown === &lt;br /&gt;
There&#039;s a Succession Crisis in Taldor, so it&#039;s time to play the Game of Thrones... or it would be if it could decide what the hell the main conflict is supposed to be. Women can&#039;t inherit, except half the characters are women who inherited their position. A dozen factions are involved in the power struggle, but you are literally only given more details than the names of three of them, and one of those three doesn&#039;t show up till almost the end.&lt;br /&gt;
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Also development made Taldor fit the AP instead of making an AP to fit Taldor. Taldor previously had stuff like sumptuary laws against beards (which has been an actual plot point in an older module, where Taldor&#039;s aligned PCs are ordered to shave a disgraced noble as part of demoting him to commoner) and bans on Sarenrae worship, since she was the patron of their worst enemy (and this ban actually had large amounts of crunch behind it, devoted to how worshipers hide their faith). This was dropped because it supposedly made them a &amp;quot;joke&amp;quot; and it made it unfriendly to potential PCs respectively. Despite these being established in fluff that was supposed to reflect the present day it was retconned into weird shit in the past people vaguely remember. This was even though the AP itself portrayed the current emperor as increasingly erratic and mad with age, leaving a perfectly reasonable explanation for ditching them without retcon. Also added to Taldor to make this AP was heavy institutional sexism, something that was &#039;&#039;&#039;never&#039;&#039;&#039; alluded to before. Oh and even though Taldor has a colony in &amp;lt;s&amp;gt;Kara Tur&amp;lt;/s&amp;gt; Tian Xia, one that is explicitly its only actual accomplishment in centuries and most productive part of the empire, it is &#039;&#039;never&#039;&#039; mentioned (not even as a potential homeland of a PC).&lt;br /&gt;
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=== Return of the Runelords ===&lt;br /&gt;
A sequel to &#039;&#039;Raise of the Runelords&#039;&#039; and &#039;&#039;Shattered Star&#039;&#039;. You know those ancient max level wizards who ruled the world millennia ago? They&#039;re back! Goes to 20, which it does by excluding a lot of the non-adventure parts of each book that were previously included.&lt;br /&gt;
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The adventure deals with five Runelords in total (Greed was dealt with in Rise while Sloth either had his ass kicked or kicked stratospheric ass in a Pathfinder Society Adventure), although you only ever fight two of them at full power. Two of them have been weakened by various forces (read: other Runelords) smacking the gravy out of them before the players have a chance to fight them (granted, these weakened versions will probably take at least one or two PCs to the grave with them). The last one gets a redemption arc that no rational GM or party should fall for (A Chaotic Neural 20th-level 10th-mythic-tier Full Caster with +41 to both Bluff and Diplomacy is an extinction-level event in any campaign, and that goes double for somebody who&#039;s been built up in a decade&#039;s worth of lore as being a sadistic and manipulative tyrant).&lt;br /&gt;
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===Tyrant&#039;s Grasp===&lt;br /&gt;
Paizo attempts to run Survival Horror in Pathfinder. Poorly. So poorly nobody realized it was supposed to be one till the final part said it was. The first two parts don&#039;t have any opportunities for shopping, but that&#039;s described as being so the action &amp;quot;flows quickly&amp;quot; and to make the PC feel &amp;quot;out of their depth&amp;quot; rather than resource management. It turns out a game with super human heroes, math that means mobs of enemies rarely being much of a threat to mid-level heroes and completely falls apart without the heroes getting proper gear is a bad system to make a survival horror game in.&lt;br /&gt;
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The story also ends with {{spoiler|all the PCs dying irrevocably (unless you play your cards right) and they only stop the big bad&#039;s current scheme, not kill him, because he needs to survive to be a major figure in 2E (although you do make sure he never has access to his most powerful weapon again}}. This makes it a pretty shitty send-off to the edition.&lt;br /&gt;
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==The Pathfinder 2E list==&lt;br /&gt;
===Age of Ashes===&lt;br /&gt;
The first 2E AP. &#039;&#039;Finally&#039;&#039; delivers on the long standing fan request of having a dragon as the big bad instead of just the big bad&#039;s sidekick. The general premise? An abandoned Hellknight citadel&#039;s starting to get all active and burning, and the squatting tribe of goblins present are worried about things attacking them. As it turns out, there are other squatters as well, and their intentions are far more malicious.&lt;br /&gt;
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===Extinction Curse===&lt;br /&gt;
This AP is a bit caught between two worlds: One is the typical AP fare, in which your party is trying to put a halt to some doomsday prophecy. The other is the fact that your entire party&#039;s actually a traveling circus who&#039;s stopping into a sleepy little town and have to contend with a rival circus run by a bitch of a catwoman they just broke free from.&lt;br /&gt;
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===Agents of Edgewatch===&lt;br /&gt;
Absalom is having a once-in-a-three-hundred-years festival and they want to make sure everything goes off without a hitch! So you&#039;re recruited as a batch of agents to a special group of city watchmen specifically made for the job.&lt;br /&gt;
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==The [[Starfinder]] List==&lt;br /&gt;
=== Dead Suns ===&lt;br /&gt;
An omnicidal cult and a renegade faction of the cyber-lich planet of Eox are on the hunt for a weapon so powerful it can blow up suns. It&#039;s up to YOU (a small group of recruits to the Starfinder Society) to find the clues as to where that weapon is and make sure it doesn&#039;t fall into the wrong hands.&lt;br /&gt;
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=== Against the Aeon Throne ===&lt;br /&gt;
The Azlanti Star Empire&#039;s been trying to colonize a frontier world, and a friendly NPC&#039;s been kidnapped. The only thing to do is slap those purple-eyed space-fascists right in the face and rescue that NPC!&lt;br /&gt;
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=== Signal of Screams ===&lt;br /&gt;
You got invited into a swanky as hell resort. That&#039;d be all fine and dandy...if there isn&#039;t some seriously fucked up shit hiding in here. Welcome to another horror-themed AP, this time with more shadow-things.&lt;br /&gt;
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=== Dawn of Flame === &lt;br /&gt;
No don&#039;t delay, act now &#039;cause time is running out/ &lt;br /&gt;
Riots will try to go far, go diving into a star/&lt;br /&gt;
If lost bubbles you follow, you&#039;ll see tomorrow/&lt;br /&gt;
But if your Party&#039;s done, an Efreeti will take over the Sun&lt;br /&gt;
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=== Attack of the Swarm! ===&lt;br /&gt;
After all the intrigue and sabotage and all the other stuff, here comes a straight-forward AP with a straight-forward enemy: The Swarm, that discount [[Tyranid]] race who were essentially relegated to the backstory on why the warlike Vesk decided to join the Pact Worlds and all. You, the party, are part of a [[Planetary Defense Force]] tasked with defending the latest target of the Swarm for long enough until everyone can evacuate and, perhaps, find a way to turn the tables.&lt;br /&gt;
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=== The Threefold Conspiracy ===&lt;br /&gt;
An adventure path focused heavily on mysteries and conspiracies centered on the infiltrators (Grays, Reptoids, and a third species). What starts as a mere whodunit mystery soon devolves into conspiracies inside of conspiracies, with alien infiltrators inside planetary governments. All in all, expect someone to make references to [[Alpha Legion|a certain legion that doesn&#039;t exist]].&lt;br /&gt;
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==Non-Paizo Adventure Paths==&lt;br /&gt;
=== Dawn of Defiance ===&lt;br /&gt;
A free series by Wizards of the Coat for [[Star Wars D20|Star Wars: The Roleplaying Game Saga Edition]]. Shortly after &#039;&#039;Revenge of the Sith&#039;&#039; Bail Organa gathers allies to make the first strikes against the new Empire, starting with dealing with the Empire&#039;s mysterious &amp;quot;Sarlacc project&amp;quot;. Since at the time (and even afterwards) the intertrilogy era had little going on in it the writers were allowed to go nuts and make a love letter to the Star Wars Expanded Universe.&lt;br /&gt;
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=== Scales of War ===&lt;br /&gt;
After taking over [[Dungeon Magazine]] from Paizo and continuing it as a digital only publication, Wizards of the Coast tried their hand at an AP of their own called [[Scales of War]]. It&#039;s largely forgotten because it was published in the digital only Dungeon issues and for [[4th Edition Dungeons and Dragons]]. Even those that did like 4E weren&#039;t too fond of it, calling it disconnected, repetitive, and pure dungeon crawl.&lt;br /&gt;
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=== Way of the Wicked ===&lt;br /&gt;
An adventure path devoted to playing evil characters. Notable not just for being made for evil characters, but portraying various evil schemes from the other point of view. Break out of jail! Sabotage a town from the inside! Run an evil lair and conduct evil rituals! Slaughter towns! Rule over your conquered kingdom! A shame the art isn&#039;t that great. It even has a mini-series adventure about playing as a bunch of inept underlings for your main PC&#039;s evil overlords.&lt;br /&gt;
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Predates &#039;&#039;Hell&#039;s Vengence&#039;&#039; and indeed likely part of why the latter exists. This series repeatedly topped the best selling third party Pathfinder products.&lt;br /&gt;
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The same creator made two books into a second all underground adventure, but it since wound up vaporware.&lt;br /&gt;
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=== The Northlands Saga ===&lt;br /&gt;
Relatively low magic viking adventure with a strong emphasis on Norse culture. Latter books are weaker than the earlier ones because they were made from an outline and notes. Includes time skips of significant length (several years). Since it&#039;s light on magic items and high on money, bring a crafter wizard. &lt;br /&gt;
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Printed in Pathfinder and 5E flavor.&lt;br /&gt;
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=== Trail of the Apprentice ===&lt;br /&gt;
Intended for much younger players and &#039;&#039;absolute&#039;&#039; beginners. The first part is as much cliché as possible: Village hires the PCs to kill some orc bandits who live in a cave. The following parts however are much more original with backdrops like a haunted museum, the trap filled labyrinth of a master thief and a dungeon where every room mimics a different plane.&lt;br /&gt;
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Printed in Pathfinder and 5E flavor.&lt;br /&gt;
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=== Legendary Planet ===&lt;br /&gt;
An homage to the old [[Wikipedia:Sword and Planet|Sword and Planet]] subgenre of fantasy. The PCs have been kidnapped from their fantasy planet(s) by aliens intent on dissecting them and/or turning them into mutant mind slaves. They escape, but can they find a portal that will take them home? Notably the Player&#039;s Guide says the PCs could play almost anything without issue since no organization the PCs know of exists in the plot. Uses the mythic rules, but with fewer problems than WotR due to slower rate of gain mythic tiers and Legendary Game&#039;s own fixes/expansions to the Mythic rules.&lt;br /&gt;
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Printed in Pathfinder, [[Starfinder]] and 5E flavor.&lt;br /&gt;
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[[Category: Gamer Slang]] [[Category: Dungeons &amp;amp; Dragons]] [[Category: Pathfinder]] [[Category: Modules]]&lt;/div&gt;</summary>
		<author><name>2601:602:C900:68F8:E5B0:90C9:A431:3D00</name></author>
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