And at this point, we've got a LOT of Empyreal Lords. I'm not eager to add more.
Kairos Dawnfury wrote:
I've heard a little about it. I'm not really looking into it a lot yet though. Would prefer to be surprised to a certain extent by the content.
Spillover happens in the real world; that's enough of a reason to do the same in Golarion. But it also allows for some easy cultural "bridges" from one area to another, to help ease folks into a different region by giving them a few familiar faces along the way.
How do you think you'd modify Rise of the Runelords to support 8 players? Other than splitting groups.
Splitting groups is frankly the best bet.
The other option would be to add a LOT more fights to each battle; don't increase individual monster CR, but consider giving everything maximum hit points and adding more combatants to each fight; how much more you'll need to experiment a bit. You'll also want to consider simply making ALL of the advneture sites twice as big, so that you can physically accomidate all the player characters and additional monsters. And don't allow summoners. Require druids and rangers to take the non companion options. No Leadership feat.
Do you have any tricks you use as a DM to figure out who triggers/is threatened by traps that occur outside combat?
Sometimes I'll just assume it was whoever seemed to be most likely to trigger that kind of trap, but in a case where it could have been anyone in the party, I usually either:
1) Ask the players what their characters are doing and where they are, and then decide who makes the most sense as to who set the trap off then.
or 2) Just determine who set the trap off randomly.
Generic Villain wrote:
My guess is we aren't getting info on the veiled masters of the aboleth race. This looks to be about secret societies, cults, etc. - aboleths aren't any of those things. I've been dying to get more info on them and really hope they get their long overdue time in the spotlight, but I just have a feeling this book won't be it.
Well... if that's the case, I'll have to retract the section I wrote for the book about the veiled masters then! ;-)
The ranges we use for Golarion & Pathfinder are a bit wider. We group things in bands of levels 1–5, 6–10, 11–15, and 16–20 for the four power levels.
True... but those numbers weren't built with "numbers of high level spellcasters per population" in mind, but merely as a way to ensure that higher level spellcasting is generally available. Keep in mind, in other words, that once you get the ability to teleport or wind walk or numerous other fast travel spell options, you don't have to live in the city where you sell your magic.
So basically what best (and entertaining) way can this work, and then go horribly wrong?
That's basically asking for adventure design, frankly. I can't really say what the "best and most entertaining" way would be without knowing the setup, the plot, the situation, the characters involved, and so on.
The Thing from Beyond the Edge wrote:
There's a HUGE number of ways to do this, frankly. Use bottles of air. Portals to the elemental plane of air. Necklaces of adaption. Technology. The list goes on. If I were writing an adventure set in an area like this, the solution I would use would depend on the nature of the location and the adventure.
j b 200 wrote:
Well... I generally don't get home until about 7:30 or 8:00 PM, and often don't get days off at all when we're in crunch mode... so it balances out. Trust me.
xavier c wrote:
What type of underwear do people on Golarion wear? ( sorry for the unusual question)
Depends entirely on the nation, the people, and their personality. Just like in the real world. Ask "What type of underwear do people on Earth wear?" and you'll get the same answer. And weird looks.
If you find a misprint in a softcover book, the best place to note it is in that book's product thread, I guess. We rarely ever reprint these books, and as a result we don't have an official "errata/typo" program for them... especially since the rate at which we produce them would make such a program increasingly impossible with each passing month.
If that distreibution works for you, go for it! I specifically try to avoid nailing down things like this that might come back to bite me in the ass and fuel internet pedantry, frankly. If we continue publishing Adventure Paths for 30 years, after all, then we'll have 30 more years of high level adventures filled with high level foes that, eventually, would put the lie to anything like an official distribution chart.
And in the end... I just don't see the value of something like that, frankly. It just seems like a needless complication to the design of adventures of any level, but more so the higher level you get.
In theory, I suppose the CLOSET you could get to "official" numbers would be to read every product and adventure we have ever published and build your numbers off those findings... only to have them change every month.
So... again, if you like those spreads of percentages, go ahead and use them. I'm going to refrain replying to them so as to not create a false impression that there's anything like a hidden distribution chart we follow when determining levels for NPCs in Golarion. The closest you'll get from us for this would be the entry for "Power Levels" on page 253 of the Inner Sea World Guide.
I'm currently running my campaign across Absalom and the Isle of Kortos, but I'm quite interested in having the party venture into the Darklands at some point. While it certainly wouldn't be hard to relocate them into the Darklands anywhere in Golarion, I was just wondering if there's been any information made available about if there is a Darklands presence beneath Absalom/Isle of Kortos? I checked the Campaign Guide and the Guide to Absalom and nothing jumped out. Anyone any recommended reads or advice on they they would or have dealt with this?
We haven't said much at all about the Darklands below the Isle of Kortos. Certainly, when Aroden rose the island, that did a LOT of damage and upheaval to the region of the Darklands below the isle, and thousands of years before THAT the impact of the Starstone did even greater damage. As a result, the Darklands below the Isle of Kortos is almost entirely cut off from the surrounding Darklands—there ARE ways to travel to out of it, but they're super hard to find.
In "Into the Darklands" you'll note that there are no tunnels indicated in Nar Voth, nor any connections between Avistan or Garund's Nar Voths. This is because those connections were either destroyed or rendered obscure by Starfall.
Going deeper, to Sekamina, you'll see a big "C" shape under the Isle of Kortos, which is surrounded by an undersea lake. This lake is what remains of Sekamina after Earthfall, and the raising of the Isle of Kortos is what more or less created the "C" shape there.
Going down to Orv, you'll see that there's still nothing below the Isle of Kortos, but that it comes pretty close to the Midnight Mountains.
I suspect that as a result, the Isle of Kortos's Darklands is a microcosom, with its own Nar Voth and its own Sekamina layers that drift down and finally connect to the Midnight Mountains in Orv.
Eventually we WILL have more to say about the Darklands below the isle... but for now, that's about all there is.
Well... keep in mind that CR is used to measure the power level of a monster or NPC. It's really not appropriate to use it to measure a PC's power. It's better to use just the PC's level (or the party's average party level) for that measurement, increasing level by +1 for every 2 tiers of mythic power.
And of course, using more than 4 players, using higher than 15 point buy, and running for experienced players further adjusts the expected power curve as well—that's where you the GM have to step in and use your personal knowledge of your players to do the last fine-tuning adjustments to any encounter to make it an appropriate challenge.
Pahtfinder Society is not YOUR world. It's a specific incarnation of OUR world... and not the baseline. It's a campaign where the GM is, basically, Mike Brock, and he has countless minion GMs working for him to run the thousands and thousands of games. But the whole thing is encapsulated in its own instance—what occurs in the PFS game does not impact anyone's home game or the baseline of Golarion anymore than my home games should change canon in PFS or any one else's home game and so on.
PFS does have an ongoing storyline, and that DOES make it increasingly difficult and intimidating for not only new players and new GMs, but also for new authors and for us as well in managing things. We have an entire department here at Paizo to manage all of that, and even then it can get overwhelming, so we try to keep the ongoing storyline not TOO complicated. But by the same extension, we also try to keep that storyline "quarantined" in the PFS program. It builds off of what we do in our other books, but for the most part that's a one-way flow of information.
Don't get me wrong. Fighting Deskari IS the climax of the campaign. That's the whole point of this, for me—to do an Adventure Path that caps out your PCs and then throws them into a fight against a demon lord. It's not an optional fight. Surviving it is, though—the whole "We did the job and had to sacrifice ourselves in a suicide mission to make it happen makes us all big damn heroes" element is sort of what I'm going for here. Like the end of Mass Effect 2. The whole thing is building up to what sounds like a suicide mission, and if you're not TOTALLY ready for it... it will be. So if you do survive, it's truly something a mythic party can brag about.
No hugs! You'll need to go to another thread for those! ;-)
Depending on the GM... a miracle or a wish could do the trick. As could divine intervention or exposure to powerful magical effects. An artifact could do it as well. Basically... any of the classic origins for a superhero would do the trick.
Kairos Dawnfury wrote:
I love the Grey Wardens in Dragon Age, that elite fighting force everyone seems to recognize by name. Which organization would you say is most like them on Golarion? Or are there a couple different which are similar?
There's not really a good choice for a "Gray Warden" replacement in Pathifnder. I suppose the best choice would probably be the crusaders of Iomedae. Maybe the Knights of Ozem.
But as a lump of stats...well a typical (core+) level 26+ party would defeat him rather easily. Add mythic or epic rules and it'd be ridiculously easy unless you pulled GM fiat.
First off... the game as it currently exists doesn't allow a level 26+ party. Level 20 remains the level cap. A level 20, tier 10 character is the equivalent of a CR 24 creature, so a party of level 20/tier 10 heroes should still have their work cut out for them against something like Cthulhu.
I would LOVE to hear how some sample fights against Cthulhu with a level 20/tier 10 group went!
1) Any time PCs are involved in ANYthing... the answer has to be mutable time stream. Canonically speaking though... I'm not gonna make that decision until we do an actual time travel adventure.
2) Only in that the "death of prophecy" is to a certain extent us acknowledging that PCs break prophecies (aka go off the rails) all the time.
Cute... but even joking I'd rather keep edition wars out of this thread.
I do have work today. But I don't start work until 11:00 AM, so staying up till 2:00 AM is pretty normal for me.
1) Depends on the worshipers. Everyone is different.
2) She sometimes says things just to vex people, you know...
3) Not a topic I can really discuss on these boards. Use your imagination! ;-)
4) See #3 above.
5) Unrevealed at this time.
6) No relationship.
8) No relationship.
The NPC wrote:
That's a good start. It's also a good idea to avoid getting caught up in flame wars or edition wars. But just be friendly.
Alexander Augunas wrote:
Ummmm... the spelling?
Lord Snow wrote:
It's mostly because Deskari's shape would end up covering up most of the artwork in the background. Pathfinder covers work best with human-shaped figures.
While Deskari is sort of an "optional" bad guy at the end of the AP (you don't HAVE to kill him or survive his fight to "win"), Areelu is not optional.
Yes. Because Barry White is anachronistic.
Once you're talking armies, you're talking true mass combat, and at that point I'd build an entire book's worth of rules to handle it if I didn't want to use the simpler mass combat rules from Ultimate Campaign.