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I admit that it is very difficult to walk that fine line between cool alien stuff and something completely unrecognizable. I may have veered to far making the ancient kishalee "just like us!"--they had theaters and sporting arenas and big box grocery stores. But I thought that kind of stuff would be fun.
I added the Temple Found/Foundry thing because I like it when fiction does that kind of thing. If you need to justify it, well, its all being translated into English so we can read it here in this universe. That doesn't mean it is an exact translation.
The "curse" of Cloudside Condominiums is there as a story reason for why the non-outcast kish haven't fully attacked the outcasts just yet. Whatever might have happened there before has most likely been alleviated by the divine grace of Talavet for the purpose of the adventure.
For the adventure, Tzayl has abdicated her Curate status and is now a herald of Talavet.
Finally, I think it would be an awesome roleplaying challenge to play a kish who is leaving Istamak for the first time. For the purpose of the adventure, no kish go with the PCs because they are about to enter the AP's endgame, and the PCs don't really have time to shepherd an entirely undiscovered species! But that could be a fun place for your campaign to go if you want to explore that.
When I pitched the idea for this book and wrote the outline, I wasn't fully convinced about including archetypes and feats. I wanted the subsystems for extra levels of intoxication (enjoying alcohol as much as I do) and narrative bar fights that any character class could participate in.
But after we brainstormed some ideas for the contents, I realized that we could have some fun with these player options! So I convinced Amanda and Adam to let me write those bits. So now we have a mixologist alchemist that make intoxicating bombs and a teamwork feat for getting drunk with your allies! The archetypes and feats work best with the new subsystems, but I tried to make the feats not too niche.
And the rest of the book is just *chef kiss*. The writers and Amanda and Adam took my original ideas and ran with them!
I am very excited for this book to be out in the wild soon!
Luke Spencer wrote:
It will indeed be only one of those two races. I believe Thursty was saying "why not both.gif" to the Masked Ferret's post.
A Pawn Collection contains 8 sheets of pawns. While Pathfinder Adventure Path Pawn Collections contain most of what you need to run all of the encounters, they do assume you can grab pawns from Bestiary Pawn Boxes for some basic monsters. I am striving to ensure that the Dead Suns Pawn Collection has just about everything you need! With the except of pawns for Gargantuan or Colossal monsters, which don't fit on our pawns anyway!
John Warren wrote:
The Starfinder Adventure Path will be numbered like the Pathfinder Adventure Path; frex, Pathfinder Adventure Path #7 was Curse of the Crimson Throne 1 of 6.
I tried to get them to number the Starfinder Adventure Path volumes in binary, but was told there wouldn't be enough room on the spine for Starfinder Adventure Path #111.
the nerve-eater of Zur-en-Aarh wrote:
Will the Starfinder APs be running with the approach the Pathfinder APs mostly do apart from specific exceptions, that each will start from the default setting where none of the others have happened ?
The plan is to basically for Starfinder APs to work similarly to Pathfinder APs in that matter. But that doesn't mean we will never give you advice about some APs might link together! *wink*
Really, the only thing that is "magical" about the 6-part campaign is that they make the most sense for us from a logistical perspective. We can do two a year, each with a different developer, so one can plan the later AP while the other develops the sooner campaign. Starfinder gets to toy with the format a little bit because it is newer and the shorter length is letting us spool up to a monthly release schedule with some newer people at the helm (including yours truly).
But I'm interested in seeing what everyone thinks once Against the Aeon Throne is out and whether or not it makes sense to do more 3-parters in the future!
Lord Fyre wrote:
Well, it was more of a "technomantic energy floods your brain and now you can cast cool spells" kind of thing.
But I do think space goblins have less of a fear of the written word than Pathfinder goblins. However, they do prefer to use emojis.
I didn't lose the pregens! If you are curious about the goblins I gave out to players, check out this Google Drive PDF.
You'll probably quickly notice that they don't have classes. Or even guns. The intent is that many of them would "discover" abilities as they played. For instance, the first time Shorm picks up and investigates a datapad, he gains some technomancer spells. And they can raid guns from the longshanks (if they survive a fight).
That was "We Be Goblins to the Moon!," something I threw together for the con. It was meant to be kind of an introduction to the Starfinder rules (and setting), with a bunch of regular goblins stealing laser pistols and, eventually, a spaceship.
The first group flew themselves into the sun. The second crash-landed on the moon.
There's no plans to do anything with this, though, and not much is written up. Like all con adventures, I basically make up 50% on the fly. I might still have the pregens somewhere!
Brother Willi wrote:
Sounds great! You know your players better than me, of course! Whatever works to move your campaign along.
I like the idea of the Corpse Fleet also tracking the Cult of the Devourer during all this, as it also solves the problem of players finding the Corpse Fleet's tracking device.
Brother Willi wrote:
Just a heads up, so you know:
Be careful about pushing the Corpse Fleet-Nejeor connection too much, as the Corpse Fleet doesn't actually travel to Nejeor. Instead, they plant a bug on the PCs' ship and keep an eye on them, so they can wind up at the Gate of Twelve Suns at the beginning of book #6!
But its really up to you, since its your campaign!
Hello! In case you want to check your answers against ours, here they are!
PaizoCon 2017 Puzzle Answers:
Meet and Greet
Place to hang one's hat: Dwelling
Criminal aide: Accomplice
Wall niche: Alcove
Branch of mathematics: Geometry
Underground cemetery: Catacomb
Bird of prey: Falcon
Hook-and-loop fastener brand: Velcro
Personal Adornments: Jewelry
The shaded letters spell out DIPLOMACY
Hide and Seek
Written in the Stars
Lock and Load
The Final Frontier
There you have it! Let us know if you have any questions!
GM MacShack wrote:
For Iseph, remember that they said the verbs you are looking for are "furtive"!
Derek Schubert wrote:
Glad you liked it! I don't like to make promises I might not be able to keep, but the PaizoCon 2018 Puzzle Hunt is going to be bigger and better! Well, it will probably have the same number of puzzles.
Joe and I already have a lot of great ideas, and with any luck, we can turn them into interesting and challenging puzzles!
Chad Bartlett wrote:
I've figured out everything except Keskodai and Raia. Is that copy of Keskodai's letter still coming? Please say yes! My son and I are really enjoying these. Kudos on the Quig puzzle, btw. That one was awesome!
Thanks! I actually used to edit puzzles like Quig's for a living over a decade ago, so it was a return to form for me.
We are working on the letter thing!
Paris Crenshaw wrote:
Yeah, that's exactly what I meant!
There's already a FAQ about how switching up which systems are powered works, and it was my intent to A) make it as easy as possible outside of combat and B) not at all possible in combat. Its possible that being vulnerable right out of a Drift jump might appear in some scenario or adventure, but it would be the exception to our general intent. And probably the result of space goblins chewing on your wires.
Rereading the Drift Engines section of the starship building section, I realize that something may not have come across as intended. The "minimum PCU" listed in the table notes the minimum amount of PCU your ship's power core should provide to operate a Drift Engine, but it was never intended to be "factored in" in your ship's PCU budget. This mainly is because of the factor everyone has already mentioned: you can't really use the engine in combat.
Now this shouldn't really affect many of your games, as jumping in and out of the Drift is more about traveling than times when exciting encounters occur.
But do you think this distinction is an FAQ?
John Compton wrote:
That is correct!
Marc Radle wrote:
Who did the art?
I completely forgot to note that. Apologies to our fantastic artists!
David Melvin did the mountain eel, the big, green bruiser.
Alison Theus did the ikeshti brood-minder, the technomantic lizardfolk.
Mary Jane Pajaron did the nihili, the gravity-challenged undead.
Captain Pillbug Lebowski wrote:
James Sutter wrote:
Wow, thanks everyone! You're gonna have me crying in my office over here, even as the rest of the jackals in this building start fighting over my office supplies... *looks over at Jason Keeley sneaking away with a stapler*
Hey! You GAVE me that stapler! And then warned me it was haunted. So who's the real victim here?
Luke Spencer wrote:
I'm curious, in the last section at the end of the book a new race is mentioned, will that race be statted as a playable race/just an enemy in Alien Archive or other books?
The woiokos mentioned in the Codex of Worlds? They actually get a full write up (including racial stats) in Dead Suns #2!
The intent with that sentence was mainly to allow those single-pilot vessels (who are the ones who use those minor actions the most) to not get shot out of the sky so easily. It's certainly not meant for characters to be able to double up on AC and TL.
Basically, I agree with what some others said: If you don't take any kind of action in your role, you really aren't IN that role.
Thanks! While I am writing the majority of this volume, the Drift article is in the capable hands of Joe Pasini, who I'm sure will live up to your expectations!
Who said it was accessible?
I couldn't quite get it to fit in the story as I wrote it, but my original pitch for Quig contained a longer example of conversation between him and his drone. And it went a little something like this:
Quig (to criminal he is about to take in): Let you go? It’s really not up to me, it’s up to my associate here. (to drone) What do you think? (drone whirrs and clicks in a way that couldn't possibly be language) No, huh? Wait, what? (drone beeps) And punch him in the stomach after I put the restraints on him? (turns to criminal) Sorry pal, you heard the robot.
In my mind, Quig just loves messing around with people, especially his bounties.
This is probably a conversation served better by another thread, but in the most teasing way possible, here's what you will see in Alien Archive: an alien that IS a starship, an alien that can turn into a starship, a sample starship for a familiar alien race, and a starship frame that you'd have to be a real jerk to use.
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