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Generic Villain wrote:
Xhamen-Dor and Hastur both have a connection to Carcosa.
Or, most likely, the people of Segada. It's not a train bridge or else I would have said that.
The wyrwoods that live in Segada assisted in building the bridge, but (and this isn't in the text because I didn't have the room) the materials and design were purchased from the Land of Northern Lakes (as well as the climbers), which strongly suggests a higher level of engineering and materials science. The leadership of Segada not only wants the best for their citizens, but they also understand that as the gateway for Avistanis, they should present a bold and advanced face.
MMCJawa is correct. Many people tend to think of Arcadia as an analog for "Primitive America," but that's not truly the case. We haven't done much with Arcadia, and there's more to see, but people hoping for Arcadia to have a direct analog to specific Native American cultures are possibly going to be disappointed going forward.
And yeah, Arcadia certainly has areas and elements that are probably even more advanced than Avistan. (But that all lives in my notes for now.) Heck, Segada has mechanical lifts and a steel-reinforced bridge.
So, considering that last post was off topic, I'll throw something fancy into the mix...
I know what the summer 2017 AP is going to be, because I'm announcing it at GenCon in a few weeks. There have been some semi-close guesses in this thread, but someone pretty much nailed the Adventure Path title in a post in the last 10 or so pages, and that's had me tickled since I noticed it.
From the Office of Expectation Management: It's probably not what you're thinking, but I still think you're gonna dig it.
One thing that I—as well as many of my fellow developers that post here on the messageboards—try to do is manage expectations of upcoming products. There are a lot of times where I've held back because it would be a spoiler, but there are also many times where something that I (and many others on my team) thought that something would be cool that just didn't hit with some of the readers. Like they say, you can't please everyone.
I'll still continue to manage expectations on these messageboards each time I see something that should be clarified (when possible and relevant and not disruptive of the current conversation).
As the developer of this Adventure Path, I'm just gonna chime in here and say that Lovecraft's racism is not something that I intend on having a presence in this AP. Also, considering that much of this AP deals with creations of Robert Chambers and Ambrose Bierce (Hastur, Carcosa), as well as James Jacobs (Xhamen-Dor), I don't see it as a thing coming up during this campaign.
Before things get too heated, I'd like to ask folks to be cool to each other.
While putting the finishing touches on the Player's Guide, one of the things that I've put a lot of thought into is the consideration of playing this Adventure Path as a character who has some insight into the Elder Mythos and one who has stumbled into this darker realm of supposed reality with no preparation. While occult themes and dark magic make a ton of sense in regards to themes of this AP, I truly think it would be more fun to play the accidental tourist. And since I've been thinking about it as much as I have, this is something that I'm going to address in the Player's Guide.
Something else that I've been concerned with is giving too much away about how and why the PCs end up like they do. Part of me wants to give the reason so that people can work their characters into it, but the bigger part of me thinks that that spoils the reveal and weakens the campaign. This AP ranks up there with Skull & Shackles (actually surpasses) as far as unconventional beginnings go.
Hey everyone! I'm posting this thread for two reasons. The first is to head off the questions of when this Player's Guide is going to be available. The answer to that is: Hopefully around the same time that subscribers begin getting access to the download of the first volume.
Now for the fun, second reason...
I'm putting the final touches on the guide right now, and I wanted to see what y'all would like to see in the Player's Guide. I've asked this before for other Player's Guides and while I've often covered most of what's asked for (within reason) y'all always suggest something that I didn't think about. So, whatcha wanna see? (Or feel like you need?)
One thing I'm certainly paying attention to is the unconventional start of this AP having the PCs wake up in an asylum not knowing who they are or how they got there. I'll provide some good advice on how to deal with that and likely give some advice on how to get started if a group doesn't want to use that element in their campaign. (All while walking the fine line of not spoiling anything.)
Zaister is correct. The first two adventures take place in (or very near) Thrushmoor, but after that...
the PCs head down to Cassomir for a brief visit, then on to Katheer for another brief visit, then to Okeno for a brief visit, before heading off the map to a region of Casmaron called the Parchlands where they find a mysterious ruined city. After that....
I'm not ready to reveal just yet.
W E Ray wrote:
After rereading your original post and noticing that you don't speak Spanish, I'll also give another recommendation for Costa Rica. While there aren't as many people that speak English as in Belize, there are plenty of people who speak English and in the recent decades there has been a big push to get more Ticos to learn English. (I speak enough Spanish to get by in most places, but I'm rusty enough that if I initiated conversation in Spanish, whoever I was talking to most of the time would just switch to English... guess I was rustier than I thought. :) Of course after moving up here from Texas four years ago and not having anyone to practice with, I'm even rustier.)
Honestly, if I could afford it, I'd move out of this cloudy rain fest and move to Costa Rica in a hot minute. Hell, freelancing from the beach or jungle doesn't sound half bad.
Sock puppets! That sounds awesome! I'd love to watch him play dear Auntie.
This makes me very happy to see that people are still having fun running and playing this scenario. I wrote it when I was still just a freelancer and I took my assignment very seriously to provide a good range of encounters new players might expect to encounter and I'm glad the scenario is still providing what it was supposed to.
I think I found the falafel last year. As a vegetarian, a lot of the food trucks don't really work for me. I would have loved to have found decent Indian food there.
It's no food truck, but this place is about 2-1/2 blocks from the convention center and has a lunch buffet, which means no waiting.
Marco Massoudi wrote:
In order to manage expectations, I have to let you know that the Flip-Mat is not a direct copy of the map for Briarstone Asylum that appears in this adventure. It's just way to big to be represented on even two sides of a Flip-Mat. I did, however, give a copy of the map to Stephen (who designs the initial maps that we give to the cartographer) so that he could use it as reference to make the Flip-Mat at least similar.
From the Office of Expectation Management:
I've really enjoyed seeing all of the cool character concepts that people have come up with, but I want to say–without spoiling too much of the story—that the reason the PCs have lost their memories and how they ended up in the asylum to begin with is addressed in the Adventure Path. That said, the PCs in this Adventure Path likely had full and exciting lives prior to this event, they just won't remember the full details of those experiences for a few adventures.
I plan on elaborating on this in the Player's Guide so that players come into the story on the best footing, but I'm not ready to reveal too much right now.