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Okay then. :)
This, IMO, is the best option. A hook like that, is one you don't want to resolve too quickly.
Being imprisoned also explains why the character hasn't heard from his mother in all this time.
Haha, my players aren't that great? It's a brand new game for most of them and they have built some unoptimised characters and haven't gotten the hang of some systems yet. I think after a long dungeon against some of the big bads (Nalakai, Kulgara, ect.) they'll try to run in to Helion and just get wrecked. Helion himself is a beast, with all those mythic powers and lots of attacks.Well, I might suggest that you look at "nerfing" Hellion (b.t.w., many people claim that Kulgara with that chainsword is a tougher fight).
You as the Game Master, have the right to modify what is printed in the AP material to better provide a fun and challenging game for your PCs. I am concerned that if your players are not used to Pathfinder, you may loose them with a TPK.
You left out "Game Designer" from you list. (Yes, I know that it is grossly overpowered, but it still belongs.)
May I ask a couple of questions?
I'm currently running through Iron Gods, and we are nearing the end of Lords of Rust now. I have a sneaking suspicion however that my PC's aren't prepared to fight Helion, so I want to be prepared in case of a TPK before they take him out and move on to Iadenveigh.
May I ask why you don't think they will be up to the Hellion fight? I am also concerned about this, but my group hasn't officially started the campaign.
Obviously, the first part of the Palace of Fallen Stars will change, but the PCs may well run into the same two problems that Furkas Xoud ran into. The PCs will actually be more powerful then most of the Technic League captains. So those captains will jealously guard their technological knowledge, for (justified) fear of being replaced.
So, instead of joining the resistance, they may be dealing with intrigue (and assassinations attempts) withing the league. Zernebeth will still want to get their backing for her coup attempt, and would be able to offer them captaincies (even the non-spellcasters).
Does anyone have any thoughts on this? How would you run the latter act of this adventure with your PCs being the baddies?
While they won't need to cure the Black Sovereign, per say, they instead will need to protect the league's investment and prevent the resistance from killing/curing the Sovereign. But, this section would become much shorter, so you may need to add a side quest to fill in some experience.
I might suggest you create a mission into Silvermount (just not the parts covered in book 6 - fortunately it was a colossal vessel). Zernebeth would need to establish their "reputation" within the League; the other existing captains would use this to try to get rid of them.
The PCs would, upon returning (and recuperating?), end up fighting the League as part of Zernebeth's putsch (or their own?), so they will still need to kill Ozmyn Zaidow.
A related questions to this are:
Consider that Serenity had a crew of 5 (or 6 depending on how you count Dr. Tam); the Millennium Falcon had a crew of 2, but star frigate will have dozens of crewmembers.
I hope we get class preview. I know there are allot of people interested in Iconics, but they really do not impact the game play for my group. So I never really pay any attention to them.
However, F. Wesley Schneider's departure would be hugely disruptive, so Paizo should be forgiven if they can't get a posting up today.
Sounds like it. ;)
I really don't like the changes they made for the sake of "artistic license". I'm really big on Trek canon and Star Fleet history (I know it's fiction but I dig it). The uniforms are wrong for the period and I hate hate hate the new Klingon look and their uniforms. They look like something from some bad 80s sci fi movie.
And ... setting the series Post-Dominion war neatly addresses most of my objections (though I am not thrilled with the Klingon look).
That doesn't really answer though if it's one big story, or if most episodes are standalone.
It's going to need to be serialized. Remember, it is the hook for CBS's All Access service. They will need views to want the next episode.
I'm actually pretty jazzed about it being a prequel. The more the different series advanced it seemed nothing was impossible, even time travel became no problem. And the way Janeway and the Voyager crew totally emasculated the Federation's greatest threat, the Borg, was a total waste of time for me.
I don't agree. Making this a prequel was a mistake in my opinion.
Here are a couple of reasons:
She said she was quite happy about it.
She was, and she wasn't.
She found if fun that she (a former nerd) was now Ms. Fanservice. But, she was not happy that this was all the writers allowed her to be.
(Thus she was happy that Captain Jellico, put her in a normal uniform - and suddenly she became smarter.)
What I am trying to find is ... if I were to abandon the "default" setting, could they be reflavored as "psionics"?
Hence my desired for more info on the class.
The way it worked out, both plotlines ended up on the short end of this AP. :(
The standard ranger is a bit finicky. The Favored Enemy ability, requiring you to focus on a particular kind of creature, seem a bit idiosyncratic -- it's not clear why a ranger (qua "nature/tracker/woodsman warrior") would be focused on some particular kind of enemy.
Hold over from the first/second edition of D&D.
An Admixture Evoker should do Very Well in this campaign.
What are you thinking of Opposition Schools? You might want to consider "Enchantment" as one of them, as there are a LOT of opponents who are resistant to this school.
Obviously, you are going with "Against the Technic League" for your campaign trait.
If the GM allows you to modify the background, I would suggest you look at "Divine the Mystery (Kellid)" from page 18 of People of the River since that will build on your purchase of Technologist. While you are there, check out the Detect Metal spell on page 26.
Another option for your second trait would be to look at ones that bolster you abilities to detect foes (ones boosting Sense Motive or Perception) or covert operations (boosting Bluff, Sleight of Hand, or Stealth), since you are planning guerilla campaign against the League.
Actually, since your considering a combat oriented school, Combat Casting, will be invaluable at first level.
I feel like the AP, and Numeria itself, are already very much in the vein of Thundarr, but I like your ideas. Rescuing the town of Iadenveigh is a good idea, ...
I was not a fan of how quickly the people of Iadenveigh revealed their darkest secret to outsiders. Where as, having to pursue an enemy that has taken refuge in the ruin would be much more "motivating" for these people.
... but it doesn't have to be a living Furkas Xoud. Just add in an advanced mage construct to the existing caster robots that is the 'evil wizard' mastermind.
And, stamping out this hotbed of resistance would be the Technic League's motivation to be there.
Of course, I am not a huge fan of the tower/dungeon. That's why I was looking at moving the final battle to the wreck.
Another option would be to move the ghost Furkas Xoud, the thought harvester, and some of the choice minions to the Android Foundry (the trap on Casandalee's corpse would still have killed him, just more recently). That way he could still pop-up as a ghost in the town, but putting him to rest would just require (a) the destruction of his robot apprentices and losing control of Casandalee's corpse.
This is loosely inspired by the Adding Star Wars Flavor to Iron Gods thread.
I would like to rewrite The Choking Tower, with the following changes ...
What I need input on is "What am I missing?"
If you like sandbox adventures I'd recommend you Skull and Shackles. It requires zero knowledge of Golarion (I even GMed if for another setting), has a lot of roleplaying and is quite sandboxy. Even if you don't like pirates a lot (I don't) it is a great story, with social interaction, investigation, adventure and a lot of situations that you have to solve with skills instead of combat.
What did you replace the Eye of Abendego with?
Iron Gods is particularly well suited for this.
To keep the tiers down I would suggest the following ...
This allows Mythic 3 to act as the capstone of the campaign, but it's not so overwhelming if the DM & Group wants to pursue one of the "Continuing the Campaign" options (allowing up to Mythic 4, with the PCs able to become demi-gods in their own right.)
Duracell the Coppertop wrote:
You should create that alias. ;)
It is much better balanced. (The GM needs to watch the bookkeeping though - remember that both the eidolon and the summoner share item slots.) A player with a good deal of system mastery can still make the class overpowered - but that is true of several other classes though.
Mary Yamato wrote:
Could they control the shipmind?
But, given the age of the ship, Resurrection (a 7th level spell) would be needed.
I might suggest Wish to perform a Reverse Gravity of sufficient area to get all the way back to the upper atmosphere.
I was thinking 12 meters as well.
I need this for the Technic League's assault on Torch
Douglas Muir 406 wrote:
Third Choice: Iron Gods. ... As others have noted, it's really three plot-arcs that are only loosely connected. There are a number of annoying plot holes right from the start. ("Okay, so four other adventurer parties have gone down that hole, including the high level wizard. None have come And as to PC motivation, when a module's intro basically says "well there's no compelling reason for the PCs to go through this module except to grind and get stuff, so they may want to skip ahead", then you know there's a problem. ...
Actually, that (what I bolded) is an even bigger problem then Mr. Muir makes it seem.
Part 1 (books 1 & 2) and Part 3 (books 5 & 6) fit together very well. So well, that the heroes would very logically want to go straight from book 2 to book 5. (Such a course of action also fits well with the PCs established motivations, based on the starting traits.)
The Gold Sovereign wrote:
The leader of the cult is the great wyrm gold dragon now known as the Tarnished Destroyer, a broken soul dragon tortured and brainwashed by Dahak himself. The PCs must put an end to his pitiful life.
I've noticed that many of the campaign ideas in the Starfinder forum (but also on other forums) of these message boards state some interesting "settings," but IMHO this is the wrong way to build a campaign.
What a great campaign really needs is a good story.
Preferably a story (campaign) that contains multiple sub-stories (adventures) much like a good novel series has complete books but also tells a larger "meta-story."
So, two questions:
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