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Jason, just curious but who do you use to playtest this AP?
We've run multiple playtests of The Assimilation Strain, To Worlds Unknown, and The Scavenged Codex at PaizoCon the past couple of years. But, in general, each author is responsible for playtesting their designs, usually with their own groups, but sometimes just with a general crew of 4 PCs run by them against certain encounters. I also know Jason has been running the LP AP with one of his own gaming groups.
It's probably just an oversight during development. Trett's statistics changed a bit from my original turnover (which is perfectly understandable and often happens before a manuscript sees publication). Originally, Trett had 28 hp derived from a 10 Con, the Toughness feat, +1 hp per favored class level, and a potion of aid which he drank as part of his Before Combat tactics. Without the potion, his base statistics had him at 23 hp.
In the printed version of Trett, his Toughness feat got swapped out, so that bumped him from 28 hp down to 25 hp. After that, the potion of aid was also removed from his Before Combat tactics, but it appears the total hit points weren't adjusted for it (which would have brought him down to 20 hp). Regardless, it's a difference of 5 hit points, so it's not a huge deal. Most GMs should be able to roll with that, and it's not a bad idea to give Trett a little more power so he can challenge the PCs.
Hope that helps,
Check out awesome terrain someone made for a modified version of "The Lure of Greed" by Neil Spicer in Wayfinder #7.
Nice. And well done! I guess folks really do use these side-trek adventures in Wayfinder. I've written a few of them now, but I'm never quite sure if folks wind up incorporating them into their home games as one-shots or enhancements to long-running campaigns. It's good to know this one resonated. :)
James Jacobs wrote:
He's not a current deity in Golarion any longer, but, given that Curchanus was a god who reigned over beasts, travel, and endurance, is it possible that he embodied the Animal and Healing domains (in addition to Travel) prior to his demise at the hands of Lamashtu? The myths and legends of Curchanus seem to imply that humanity had a stronger bond with animals before Lamashtu's theft of his dominion over beasts, and they only saw mankind with suspicion and mistrust afterward. So, perhaps in a caretaker role during Curchanus's hey-day, his followers could access the Healing domain to look after one another as well as the animals in their care?
Chiming in just to say that Jason has things lining up fairly well now. A lot of the Dead Vault Descent development hold-up was on my end, and compounded by some delay in the original manuscript turnover. It's already pretty far along. Hopefully, it'll be along soon.
In other news, I just finished an editing pass on the fiction by Chris A. Jackson for Chapter 5's Depths of Desperation. And, I'm in discussion with Chris about the remaing chapters of fiction to accompany Chapters 6 and 7. So, there's progress even further down the road for the overall AP and eventual hardcover.
Lord Fyre wrote:
That would be problematic. We can't refer to any of the actual names from the APs that aren't open content. We use generic names instead, and that would hinder giving specific ways to integrate the characters as NPCs. I'm only pointing out those things here, because it's a speculative messageboard post.
Lord Fyre wrote:
So, at this point, is there still a good way to use these well developed characters?
Sure. You can set aside some of the campaign-specific background elements (and traits) to transform them from PCs to NPCs. Then, you can use them as benefactors/allies or new adversaries, depending on how you want to spin them, level them up, and introduce them in your own encounters. Much of their backstories can remain intact. And, depending on how much your actual PCs interact with them, they'll learn as much or as little as you wind up sharing over the course of the AP. All of them have reasons to be in Torch at the beginning of the campaign, but they could just represent social encounters at that point to give the PCs more NPCs to interact with in the early going.
Good places to introduce them:
Falston Katcherby makes for a perfect NPC ally in Fires of Creation. He could have worked closely with Khonnir Baine and stand in as Val's guardian while the PCs are trying to find her father. His expertise as an alchemist and preservationist could also provide assistance in analyzing the things they find in the crashed habitat modules belowground.
Rikka Nufhari and Tavarest Ivaine both make excellent NPCs for transitioning to Lords of Rust as they've each got excellent reasons for venturing between Torch and Scrapwall. Rikka could be an adversarial scavenger. And Tavarest could easily take up with the church of Brigh in Scrapwall.
Kheldric Lybrien would likely be using his investigative skills to better understand the technological ruins of Numeria. So, he could easily make an appearance in The Choking Tower either as a rival adventurer or someone who helps the PCs in their exploration.
Drunah Dagur is best encountered somewhere in the wildlands of Numeria. She could easily be an ally to the PCs when they venture into the Valley of the Brain Collectors.
Ander Six and Lyel Vergess could make an appearance in Starfall during the Palace of Fallen Stars. Most likely, they'd be potential allies rather than adversaries, helping the PCs oppose the Technic League.
Bersaivius Mendren could represent a high-level arcanist who's joined the Technic League in order to better research and understand his condition. As a result, he probably makes for a better adversary in The Divinity Drive.
This appears to be a bit of errata we'll need to clean up before we print the hardback compilation. The tauslek matriarch should have mythic power (1/day, surge +1d6) under Special Attacks and dual initiative (which should make its Init +26/+6).
A lot of folks have mistaken Legendary Planet as a full bore sci-fi campaign akin to the types of technology that appears in Paizo's Iron Gods Adventure Path, but that's not the direction we've chosen to go. Firmly seated within the sword-and-planet genre, we're keeping our "technology" a bit more abstract. As such, there won't necessarily be "laser guns" per se, but there will be alien firearms that mimic the in-game effects of such weapons. Likewise, we're not introducing starships or hard sci-fi computers and cybertechnologies. But, we do have half-construct aliens, clockwork, and other alien magi-tech that'll allow us to explore similar story elements. If you've watched John Carter of Mars or read Edgar Rice Burroughs' Barsoom-series, you'll have a better understanding of the types of alien technology we'll feature. And, while that means there may be certain items that get introduced, most of them will function on a level that's just as magical as they are technological.
So, I say all of that to support much of what Rednal shared earlier:
GM Rednal wrote:
The Legendary Worlds Campaign Setting is primarily a "Sword and Planet" genre. As noted in the Player's Guide, though, the players can expect to encounter many different types of technology during the course of their travels... and Zel-Argose is a massive center of trade....technological items would be available there, so long as they're not reliant on any external systems - they're likely imported in limited quantities from tech worlds, not manufactured in the city or anything. As the GM, it's ultimately as available as you want it to be...relatively low-cost tech items (at or below the city's base value) are available, but anything above that should be treated like a magical item and either rolled for or special-ordered. Weapons, in particular, may be more tightly-controlled, and so perhaps have a percent markup on their price.
And, in general, any weapons or equipment you make available from the Technology Guide should be re-skinned in a way that makes them seem more alien and half-magical/half-technological rather than a hard sci-fi version of them.
Androids will likely make an appearance in a future chapter of the Legendary Planet AP, but for the moment (or, at least on Argosa), the half-construct auttaine fill that sci-fantasy niche for us. In addition, when (and if) we do introduce them, they'll have a plausible backstory that weaves them into the sword-and-planet genre rather than rely on hard sci-fi explanations for how they came to be. Sorry to be vague on this one. It's still something I'm exploring for the next couple of chapters that are currently in development. Ideally, I want to make sure that androids (as a playable species) make sense for where and how we use them. Their most likely appearance would be in Chapter 3, Dead Vault Descent.
Hope that helps,
Not familiar with the mythic rules at all, any concrete advice?
Mythic Monsters for Ydersius. The easiest thing to do would be to give him the Invincible simple template. That will take him to CR 20, AC 39, give him DR 10/epic, Resist 15 vs. all forms of energy beyond those he already has, grants him 20 mythic bonus hit points, as well as the ability to block attacks and make a second save against ongoing effects...although, I'd probably recommend dropping the second save ability and trading it out so he can gain dual initiative and take more actions per round. Since he's already getting +36 on his attacks (and +31 with his tail slap, which can grab and constrict), your melee PCs should have their hands full for quite awhile with him.
Mythic Hierophant for Vyr-Azul. You should probably go a little easier with this one, because if you make Vyr-Azul into an absolute mythic powerhouse, the PCs will struggle to handle Ydersius when he crawls out of the Chasm of Retreat (at C9). At most, two mythic tiers as a hierophant should be sufficient. It'll grant him amazing initiative so he can take multiple actions per round (which should enable him to make an attack in melee and cast a spell). He'll also be harder to kill and you can either grant his animal companion, Qestl, some significant melee capability with beast's fury and mythic companion, or boost Vyr-Azul's spellcasting power with recalled blessing or inspired spell and then give him the flexible counterspell path ability to nullify a PC spellcaster. Or, a better option might be to give him a legendary item or mythic spellcasting from the universal path abilities, thereby ratcheting up his options in combat. If you go with mythic spellcasting, you might consider giving him access to mythic dimensional lock so he can prevent the PCs from using teleport so easily...all while leaving his own teleportation spell-like abilities unaffected (i.e., if the PCs want to "scry and fry" as they say, make sure Vyr-Azul can do the same...and bring Ydersius along with him).
Hope that helps,
Personally, I'd recommend using a few mythic rules options to ratchet things up, especially for Ydersius.
Rich Baker and Bill Slaviscek are the original A-team members revamping Alternity as a trademark under Sasquatch. They've already indicated that they'll explore some new innovations in the rules, but still retain the control die and situation die that made Alternity somewhat unique. They're also going to tinker around with a "roll high" mechanic rather than the original "roll low" mechanic, so it's a little more familiar to roleplayers used to "roll high" in PFRPG and 3e/4e/5e.
Heard from Jason that the PDF is going out today (to backers, I believe). I don't know if he's reset the timeline for non-backers yet...or, if he intends to fast-track it into your hands, as well. But, the good news is that it's on its way now. He hopes to put a rush on printing it for GenCon, too. Everyone's waited long enough for it that I'm hopeful the backers won't mind us widening the distribution, but we'll see. One other bit of "good" news is that The Scavenged Codex came out longer than the typical adventure in the overall AP. It's got about 10-11 pages of additional content that I left in rather than cut.
...are there rules for the horseshoe toss game at the wedding? The adventure explains that you need to encourage people to join, and states the prize, but not how the game works. Any ideas on how to play it out? My guess would be using ranged attack rolls to hit the target, but not sure about ACs and the attack bonuses to use for NPCs, and it seems to be a team game...
From my original manuscript turnover:
The ever popular game of horseshoes entertains citizens from all walks of life in Bellis. Both competitors receive three horseshoes to pitch, scoring points if they land within six inches of an iron stob approximately 30 feet away. The first thrower to reach 15 points wins the match. Throwers determine whose horseshoes come closest by making ranged attacks against AC 15. A “ringer” results on a critical hit (usually a natural 20) and awards 3 points. For the purposes of the game, however, a thrower increases his horseshoe's critical threat range by his Dex modifier. Thus, a thrower with a +1 Dex modifier may score a “ringer” on a natural roll of 19-20, and so on.
If no “ringers” are scored, the thrower with the overall highest result hitting AC 15 has the closest horseshoe to the stob, which awards them 1 point. A thrower may score points with multiple horseshoes if each of them come closer to the stob than his opponent's (i.e., multiple attack rolls hit AC 15 and exceed all of the opponent's results). Identical results from differing opponents cancel each other, awarding no points for those particular horseshoes.
This didn't add much to the overall adventure, so it was an easy cut during development. The proposed rules don't account for other aspects of the game (such as "leaners" etc.), but they could serve in a pinch. If you want to play it in teams, then there's usually two people at each stob partnered with someone at the other stob. They then take turns pitching horseshoes from one end to the other with each individual's throws contributing points to the team score.
Maybe to elaborate a little...
...the basic premise behind Armag and the Tiger Lord barbarians is that they've had multiple battles long before encountering the PCs and their fledgling kingdom. In essence, they already overran the chartered expedition of the far northern kingdom (i.e., the closest to Irovetti in Pitax). Then, they turned their attention to Drelev (which admittedly, didn't require much of a drawn out battle since the colonists capitulated rather quickly). Then, they assaulted Tatzleford (in combination with some of Drelev's men) and that's when the PCs first meet them. When that happens, Armag is already visiting the tomb of his predecessor, so he has part of his forces there...some of them participating in the attack on Tatzleford...some of them keeping an eye on Drelev...even more occupying the northernmost kingdom near Pitax...and so on. Thus, collectively, Armag commanded quite a force when he first started rampaging across the Stolen Lands, but it's become fractured due to the current circumstances. To amass greater numbers and gain control over an even larger barbarian horde, he needs to claim Ovinrbaane and truly become Armag again. So, given all that, it's really up to you how many and what size force you want the PCs' army to encounter as they drive out the Tiger Lords. That should obviously culminate with Armag himself at the tomb, but my original turnover even included one last assault from the barbarian army, wherein the survivors of Fort Drelev would need to join forces with the PCs' army to survive...thereby cementing a longer lasting alliance and eventual merger between their two kingdoms, which would continue to grow the territory under the PCs' control.
Hope that helps a bit more,
Quick question, how many barbarians/creatures did Armag gather for the invasion and how many now reside waiting for his return in camps to the east and north of the tomb?
As many as you deem necessary to tell the story you want to tell...and, obviously, to challenge your PCs and their own army.
I assume that being inside the hollows of the pillars would not count as being within a tree for tree tride?
The pillars of her throne room are hollow inside (like a really big bamboo pole or still living hollow tree). So, she basically uses tree stride to enter a column's exterior, stride to another one, and emerge from its interior wall rather than its exterior wall. From there, she has various "view ports" or holes through which she can still see into the chamber, and cast spells upon her attackers. This is an unorthodox, intentionally different way of using tree stride in a tactical manner to keep melee attackers from closing too quickly on her.
...exiting from a tree ends the spell? So is she supposed to recast it once inside a hollow interior? Or does she keep using the same tree tride spell and try to outthink the PC's so they don't have enough actions to destroy an occupied pillar? Okay, color me confused.
Once she exits into the interior of a column, the current tree stride spell ends. She'd have to cast it again to re-enter that column and move to another. She always has the choice of remaining inside the actual wood of the column rather than exiting to its interior hollow (or its exterior facing). The only way she can cast spells on her opponents from within the "tree" is to exit into its interior, however. So, this tactic has a limited capability for her. She can only cast her 5th level spells five times per day. So, if she uses baleful polymorph and shadow evocation a lot, she won't have the tree stride option available to her very often. If she did, this encounter would be even more brutal.
Hope that helps,
...most of my PCs are martial (paladin, fighter, gunslinger, ranger and alchemist), and pretty much all of them have ACs around the 23-24 mark, so CR4 Spriggans with +3 or +4 on their attack rolls are not going to touch them.
Looking back, I wish I could have addressed this concern. Lots of folks commented that the spriggans wound up being pushovers due to their inability to hit the ACs of 7th level PCs. Sometimes, I wonder if that's because folks have optimized their PCs by having ACs above the norm? From a game design standpoint, the Fellnight spriggans were established as a reasonable CR 4 threat. And, in numbers, they should have still made for a decent encounter for the APL of the 7th level PCs. Regardless, maybe they could still be ramped up a bit with the Advanced simple template, a class level or two, etc.
I'll likely swap out the Assassin Vines for a Tendriculos, for example, since they're more Fey related anyway. Any other ideas for changes would be good!
You may want to consider the mythic assassin vine from Legendary Game's Mythic Monsters: Plants PDF. That should put some fear into them.
My two cents,
I'm prepping to run this, and really looking forward to it, but there's one thing I can't figure out. I'm probably missing something obvious, but...When the PCs arrive in the Fellnight Realm, where on the map do they appear? I can't see it marked, or mentioned in the text. Like I say, I'm probably just not seeing a big red "You are here" arrow...
This was another of those things lost between the original manuscript/map turnover and the final published adventure. They should definitely appear in the upper, northwest corner of the Fellnight Realm map. Originally, I had another encounter marked right at the entrance where the PCs would be engaged in a running battle involving mounted combat (with them riding unicorns and Rhoswen's Fellnight spriggans riding evil blink dogs). That encounter got cut due to space constraints, so the arrival point on the map likely disappeared, as well. Sorry for the confusion.
Hope that helps,
DM_Kumo Gekkou wrote:
More belated answers:
This never really got defined. Obviously, you don't want to make it too tough on the PCs in terms of identifying which column Rhoswen may be hiding within. A Perception check is definitely the way to go. All they really have to do is hear her casting a verbal spell. So, it should be the normal DC for hearing a whispered conversation (DC 15) modified by distance (+1 per 10 feet). Even when not casting spells, Rhoswen will likely be taunting them from within the column which would be considerably easier...i.e., treat as hearing the details of a conversation (DC 10).
Once they know where she's hiding, the trick to getting her to leave a given column is to do considerable damage to it. The few times I've run this scenario, I've seen multiple strategies come into play. Alchemist bombs, flasks of acid or alchemist's fire, and any damaging area effect spells are reasonable. Physical attacks with weapons against a column can also crack it open (i.e., it's not that much different from splitting open a large bamboo stem). From there, it's just a matter of defining each column's hardness and hit points like any other object. Again, I wish we'd had room to define it in the adventure, but in a pinch, most GMs can wing it. I'd recommend making them no better than a simple wooden door (hardness 5, 10 hit points) or even something less (hardness 3, 8 hit points) to reflect that they're not designed to withstand major demolition. Strategically, the columns are there just to buy Rhoswen time and distance so attackers can't do the anti-climactic grapple and pin maneuver against her as a standalone BBEG. That's all you really need to be concerned about in running the encounter. Don't let the PCs get the upper hand too fast, and slow down Rhoswen's assault if she's taking them apart too early, as well. As a supremely proud villain, she's not above wasting a few rounds monologuing or taunting them rather than unleashing her full arsenal of spells round after round.
Hope that helps,
Belated answers for you:
In my original turnover, his current Wis score was indeed 12 after suffering 7 points of Wis damage. Somewhere during the editing/development cycle, an additional 7 points got deducted taking him from 12 to 5...which was an error. It got pointed out in the product discussion thread, I believe. Bottom line, he should be Wis 12 with the ability to still use his lower level spells.
Additionally, with regards to him needing an atonement to cast, he doesn't know that he killed his own animal companion yet. He only designed a trap to capture/kill it and doesn't know if it's been successful yet when the PCs arrive. So, it shouldn't impact his ability to cast spells yet (i.e., there's no all-knowing deity revoking his druidic powers). Now, after the PCs save Devarre by driving out the evil will-o'-wisp possessing him...and, once Devarre discovers his dead animal companion...that's when the weight of his betrayal of the druidic principles will hit him. As a result, he'll lose access to all his spells at that point, and that's why he stays behind after telling the PCs how to find Dead Man's Drop. He needs to bury his animal companion, atone for his "sins" (presumably with assistance from some other ally), and then he'll look to rejoin the PCs at the fey conclave.
Hope that helps,
Is Shadow of the Fellnight Queen available anywhere? I am planning to run Realm for my players eventually, but if there is a prequel, it would be nice to run that first... Thanks!
The prequel doesn't exist anywhere except in my own mind and a handful of notes I've used to run it multiple times now at various game conventions. In fact, I'll be running it again this coming Saturday for a select group of 6 players at PaizoCon 2016 using 5th level pregen PCs.
Hello, Lottery Winners! Just a reminder for anyone checking the messageboards regarding this game. I'll be using pregenerated PCs which have fully integrated character backgrounds that add to the scenario. I usually let folks select from the pregens ahead of time on a first-come, first-serve basis. Rather than repost them here, I'll just point folks to this messageboard post from 6 years ago when I first ran this game at PaizoCon in 2010. Feel free to read-up on each of the PCs. If you want to claim one now, you can speak up here and I'll try and reserve that one for you when you arrive at the table.
In as well, curious if this picks up where last years left off? If so I think I may be doing the AP linearly via PaizoCon. But if it is higher level that is cool too.
Last year, Jason and I ran 2 tables of The Assimilation Strain on Friday as the full prequel adventure to the Legendary Planet AP. Then, we followed that up with 8 tables of just Part One of To Worlds Unknown on Saturday and Sunday afternoons with the help of some very awesome volunteer GMs. This year, we're showcasing (and also playtesting) just Part One of The Scavenged Codex which is the second chapter of the Legendary Planet AP, also GM'ed by our volunteers (all of whom ran for us last year--which means they're quite well-versed in all things related to Legendary Planet).
So, if you've made all three of these events, you got the full experience of the prequel adventure, then just a taste of Chapter 1, and now you'll be getting a similar taste of Chapter 2. Not exactly everything, obviously, but certainly more than the average gamer unless you've been running the AP at home. And it should be entertaining no matter what.
Also...I'll be there overseeing the GMs for the 4 tables we're running this year.
Is the Scavenged Codex going to be available to the public ie non kickstarter backers in June?
With our current release schedule, it'll probably be July. Jason prefers to reward our Kickstarter backers by making sure they get the adventure at least a month ahead of the general public. And, right now, we're targeting the month of June for The Scavenged Codex.
Question - would it be possible to get a more detailed synopsis of the adventures after 'To Worlds Unknown'?
I'll see what I can do. At this point, I'm definitely more focused on getting The Scavenged Codex out the door, as well as making sure our Legendary "special" playtest at PaizoCon is successful. After that, I'll make sure I get something out for you...possibly as another update to the Kickstarter site.
Another Quick Question - whilst spacecraft aren't going to appear - at least in a big way - in this AP (and I think that's a good call), is it feasible / not-gamebreaking that a character at the start of 'To World's Unknown' could previously have been a spacecraft pilot of some form? I think it should be okay but it would be awkward if a later adventure could be 'broken' by a character saying 'hey, I could fly that spaceship...'
There are really zero plans of introducing starships into the Legendary Worlds Campaign Setting. It's something I really want to avoid. It was an intentional design point on my part to only enable interplanetary travel via the gateways. That way, the focus remains on the Legendary "planets" rather than the often boring starship side of things. A lot of characters in other games involving star travel often don't have anything to do when they're aboard ship...and that includes starship combat situations (unless they're part of a boarding action). Other settings have gone the "starship" route. But I wanted to chart a different course with what we're doing with our sword-and-planet project (which I've had in mind for years now). As a result, it's much more in keeping with John Carter of Mars and the Barsoom series by Edgar Rice Burroughs.
Now, that said, it's always been the case that GMs are free to integrate this Adventure Path into their own campaign setting. So, if you're playing in Golarion, we already know that starships exist because of Numeria and the whole Iron Gods AP. As such, if you're using that as your backdrop (or your own homebrew setting with interplanetary travel), you can very much assume that starships are a part of your game and adapt the Legendary Planet AP accordingly. We just won't be including any starships in the adventures we're drawing up. So, you'd either have to introduce such things for yourself, or figure out a different way of drawing upon your starship pilot's background. For instance, there'll be other vehicles that are part of our campaign setting...and some of them are capable of flight (just not interstellar flight)...so such skills could still prove useful.
My two cents,
Is this an open invite?
Tim indicated in the first post that this is for Wayfinder contributors...
On the Thursday before PaizoCon, Wayfinder invites our contributors (that includes authors, artists, editors, and sponsors) to get together for a Meet and Eat.
It's an annual thing he does for the folks who wrote content for the free e-zine he distributes copies of at each PaizoCon. Later in this thread, Tim reiterated the nature of the event...
Again, to be clear, this is for our contributors (that includes authors, artists, editors, and sponsors) and their significant others attending Paizocon.
Perfect, that's exactly what I was looking for. I really like the idea of giving each PC a specialized battalion.
I thought that would be a nice way to ensure that every player had a "PC" in the form of a battalion to run during the mass combat events. And, then, during the one-on-one battles, they'd revert to using their actual PC even as they continued to take actions for their army. It makes the mass combat a bit more complicated (as it's no longer one army versus another), but it also helps with survivability of the PCs' armies, because they gain more actions/synergy by ganging up on the enemy armies they encounter.
So, I don't know if people are still responding regularly in this thread, but I had a question...
I don't know that there's any right way or wrong way to go about it, Memento. I think you've got a couple of different choices you can make with it. Originally, I had envisioned each PC being in charge of their own battalion rather than a single army. That way, they could be the commander and influence them with their own mechanical benefits (if they had any). So, if you go that route, I'd suggest giving any ranged-combat PC an archer battalion, any mounted-combat PC a cavalry unit, any melee-oriented PC a footsoldier battalion, and so on. Even arcane-oriented or divine-oriented PCs could be in charge of a reserve force or special unit. Bottom line, your "general" would likely be in charge of at least one of those battalions so he can lead from the front lines and be an inspiration for everyone else (especially if he's a cavalier with the banner ability). But, if you want the general to stay behind the lines and primarily be the strategist sending messages to his battalion commanders, there's not a whole of lot mechanical underpinnings to that role (at least in terms of mass combat). At best, my suggestion would be to let him influence a given battalion's actions on the field with timely reinforcements, new strategies and observations communicated from afar, etc. Then, let that kind of impact translate to a free re-roll or other benefit in how a given battalion performs. I don't expect your general would get many opportunities to utilize that kind of power, though. Once the battle is joined, it's a lot harder to improvise or make a larger impact. That's why sound strategy before a battle is so important. And, really, that's where your general should shine...as well as the decision for when to sound the retreat, regroup, and assess new strategies for the next battle.
But that's just my two cents,
I would like to get an idea of how many of our contributors will be around on Thursday, and would like to join us...I'd also like to know if anyone has a strong preference as to where we should eat...Sharp's again? Maybe the diner?
My flight arrives around 12:30PM local time on Thursday, so I'll certainly make an effort to attend the gathering once I get checked into the hotel. Sharps or Dave's both sound fine to me. What time will it be held? 7PM? Sooner? I'll look for you and Paris and we can walk over together, if you like.
There are multiple ways to introduce the alien PCs into the same homeworld as traditional PCs. Any of the following would work:
Amnesia: As suggested, you could have the aliens suffering some kind of temporary memory loss...whether as part of a normal affliction/illness or some kind of magical curse or technological treatment.
Stranded: As recent arrivers, they could have been stranded there through a freak accident while activating a gate or other technology on their own homeworld. Of course, you have to be careful if you go this route, because if these alien PCs already know a lot about the greater multiverse and interplanetary travel, it could give them more insight into the Adventure Path's backstory than you might want to reveal from the get-go. Of course, on the flip side, having them know more about the looming threat might give a greater catalyst for roleplay and getting more traditional PCs involved in the overall plot.
Abducted: Although there are abduction themes firmly laid into To Worlds Unknown and the start of the AP, there could have been a reverse abduction that brought alien PCs to the traditional PCs' homeworld.
Colonials: These alien PCs could have legitimately traveled to the traditional PCs' homeworld, part of exploration meant to establish their own colony there. Of course, the fate of that colony might be in jeopardy such that the alien PCs now represent the last of their kind and they'd very much like to return to their culture if they could.
Transmutation: Perhaps the alien PCs were once from the same species as the traditional PCs, but powerful transmutation magic warped them into what they are now...never realizing that their new forms are also the same seed stock the Ancients used to seed other worlds across the stars.
Reincarnation: In a similar fashion, reincarnation could have resulted in members of the native species on the PCs' homeworld returning to life as members of these alien species, never realizing there are more of their kind on other worlds.
Hybrids: Perhaps these alien PCs represent a hybrid race, a mingling of DNA from the species of the traditional PCs' homeworld and something else. The end result is something "in between" the two species, kind of in the same fashion as how half-elves and half-orcs are possible. The "alien" PCs may have never known their off-world parents and lack knowledge of their homeworld as a result.
Just a few ideas,
If it helps...
I had originally envisioned the Planetary Heroes pregen product giving GMs (and players) a couple of different ways for using it. One set of four PCs would be ideally suited for adventuring through The Assimilation Strain and all belonging to the same homeworld. The other set of four PCs would explore using some of the new playable alien characters as being ideally suited for skipping the prequel, starting with To Worlds Unknown, and potentially being from different homeworlds. In the end, however, I kind of blurred the lines a little by making all of the PCs 2nd level, thereby implying their stats were only reflective of starting with To Worlds Unknown. In fact, I wanted to make it so that the PCs could be scaled down to 1st level if you wanted to start with The Assimilation Strain instead.
At the same time, when putting together the Player's Guide for the AP, I wanted to recognize that some GMs (and players) might want to include The Assimilation Strain prequel adventure in their gaming experience. And, as such, we needed to consider whether or not the alien races would be available (i.e., we wanted them to be, so we included how to play one...and how to fit them into the same world as other PCs from the more common races). So, the Player's Guide has an assumption that PCs can be from different planets (in order to play one of the newer races and start with To Worlds Unknown), but that they could also start out on the same planet featured in The Assimilation Strain.
Later, when putting together To Worlds Unknown, we likewise wanted to honor the idea that PCs could all be from the same homeworld. But, they didn't all have to be, because we wanted to leave room in case players had decided to use one of the new alien races (i.e., the auttaine, chlorvians, tretharri, or zvarr). Most of it really depends on what campaign setting you're integrating The Assimilation Strain or To Worlds Unknown into. We left it more open-ended to make sure we maximized all the potential starting points and starting locations for the PCs.
Rednal has the right of it...
1. We left the "world" in The Assimilation Strain undefined, because we wanted the prequel to serve as a gateway adventure that could be slipped into any ongoing campaign setting. Thus, the planet where the initial outbreak occurs could be Golarion, Oerth, Faerun, Midgard, or even your own homebrew setting. Each GM gets to define it for their game, and then both The Assimilation Strain and To Worlds Unknown help to bridge your campaign into our larger multiverse. As for a "gate" being on the world where The Assimilation Strain takes place, it is assumed that one exists...somewhere. But, it's intentionally left undefined, because we don't want the discovery of that particularly gate to play a role in the storyline for The Assimilation Strain. Even the gate to the PCs' world that gets described in To Worlds Unknown is purposefully destroyed as part of the adventure's background, because that lets us push the PCs into the broader multiverse via their escape from the jagladine prison and emergence on the "hub" planet Argosa. From there, the entire AP carries a "Lost in Space" theme as the PCs are continuously trying to find their way home again.
2. Again, the planet's name in The Assimilation Strain is up to you. The expectation is that you define your own game world and campaign setting, so it should be whatever planet the PCs are from. If you want to include characters that are already from other planets, you'll need to build in a reason for why they're on the particular planet where the assimilation strain is released...i.e., they could have been stranded there...they could have been born there as a result of a handful of explorers or cataclysm survivors stumbling through the gate before the jagladine seize control of it in To Worlds Unknown...and so on. But, you'll need to be very careful in granting alien PCs too much knowledge about the broader multiverse. Otherwise, it'll undo some of the mystery and wonder of everything being "new" to the PCs as they go through the full adventure path. In my opinion, it'll work best if you afflict any alien PCs with "temporary memory loss" (if they're recent arrivers on the PCs' planet) or an "alien raised on another planet" situation (if they've been living on the PCs' planet for awhile already). Regardless, it's best if the alien PCs on the world that's featured in The Assimilation Strain don't know anything about the broader multiverse yet. Or, at least, they don't know much (if anything) about the jagladine or the Ultari Hegemony, etc. The AP's story will serve you better if you hold back some of that in-character knowledge from them and just say that their alien species is an offshoot or a stranded sect, and so on.
But that's just my two cents,
That's an interesting idea. Mark has generally been the champion of the Ultimate Relationships product line. I've had no conversations with him about doing a Legendary Planet series for it (whether using NPCs from the AP or the pregens from Planetary Heroes). We've got a LOT on our plate already with trying to get each chapter of the AP published, so I'm not inclined to take on anything more at the moment. Still, if we've got bandwidth as something to include for AP plug-in material, this might make the list, so we'll keep it in mind.
I look forward to the Planetary Heroes review...
Kevin Mack wrote:
Any updates on when The Scavanged Codex will be available?
It's in development now. I've gotten the entire adventure blocked out now. Stat-blocks are mostly settled upon (i.e., I had to shift a few things around from the original manuscript turnover to assure we'd meet page-count/word-count). And I'm now going through the written text to tighten things up and check for internal consistency with the rest of the Adventure Path. In addition, all of the backmatter material (i.e., bestiary, gazetteer, new tech items, fiction, etc.), with the exception of our bonus article on vehicles, has gone to the editor already. And, in the next few days, I'm expecting to pull together Part One of the adventure for our Legendary "special" gaming event at PaizoCon so I can get it into the hands of our volunteer GMs. After that, I'll go back to cranking on the remainder of the adventure so we can get it published. Hopefully, that happens well ahead of PaizoCon (i.e., later this month or early-May).
Kevin Mack wrote:
Also is there anyway for people that missed the kickstarter to get in on this?
I believe Jason's plan continues to be that every PDF of the AP adventures (and the eventual hardcover compilation) will also be sold through the Legendary Games webstore, Paizo's webstore, and so on. So, anyone who missed the Kickstarter, should still be able to pick up the final products. Kickstarter backers will be the first to receive them, though.
DM Papa.DRB wrote:
1) When gaining the Mythic Tier in To Worlds Unknown, is the feat Morphic Nature a feat that should/could be given in addition to the normal feat given at 1st Tier?
No. We're very deliberately tagging the feat granted by the 1st mythic tier as Morphic Nature...not just because it serves a useful story reason within the AP...but it also helps control the power-creep inherent in the mythic rules. The PCs will gain lots of other benefits from their mythic ascension aside from the extra feat, so it's not a big loss to purposefully assign it the way we've done it. If you give them Morphic Nature in addition to another mythic feat, I think that won't serve you well, unless you're all-in on running a high-powered, superhero scale game. And that's not really the direction we're headed with the AP. We want a slow escalation of mythic abilities. Not rocket tag. And that's why we've laid down a fair amount of GM advice about the use of mythic rules.
DM Papa.DRB wrote:
2) Over the course of the adventure, how many Mythic Tiers will be given to the PCs?
I'm pretty locked in on just 4 mythic tiers at the moment. Originally, we thought about shooting for 6, because it opens up another grouping of mythic powers/abilities for the PCs to choose from. But, again, for the purposes of limiting the power-creep and making sure the granted mythic power "suite" supports rather than overwhelms the storyline of the AP, I'm thinking it's best to keep it at 4.
This doesn't mean, however, that GMs can't ramp it up higher, if they want. It all depends on what you're comfortable running at the table. And, of course, it would necessitate further adjustments (of varying complexity) to assure the challenge rating stays high enough to entertain everyone. Overall, however, we're putting forward the Legendary Planet AP as an attempt at demonstrate how to effectively and judiciously use the mythic ruleset to enhance the plot and the gameplay. So, it's more nuanced than full-bore.
Rednal / Neil Spicer - thanks... that was moreorless the logic I used... Although I hadn't noted the target touch AC aspect for firearms. Good to know that I am not being overly cruel to my players...
You may want to rule that the spur rifle is close enough to a firearm that repeated use by someone proficient with firearms can at least reduce the non-proficiency penalty from -4 to -2 or something. No need to be overly harsh with it. But, the general principle is that the hardened spur is still trying to penetrate your opponent in the same fashion as a crossbow. Merely hitting the touch AC of your opponent isn't sufficient, because it's not a high-powered, high-impact bullet striking them.
1. Are there any rules for spaceships etc in the AP?
Definitely no spaceships, but there will be other vehicles involved on the surface of various planets. Also, Richard Pett is already exploring multiple methods of traveling between the asteroids of the Shattered Zone, where his adventure takes place.
2. Are there descriptions of the planets in the solar system in the AP? Or the home worlds of the new races in the Players Guide?
We're including a section in each planetary gazetteer that also addresses its star system and the other nearby worlds. We don't go too in-depth on them, however. The same limited material you'd see in a short description of a city or other locale in a gazetteer for a country/nation in a campaign setting. This will serve as foundational material in the event we expand on those ideas for an eventual Legendary Worlds Campaign Setting, but that's much further down the road. We've got an AP to finish first.
As for the homeworlds of the new races in the Player's Guide, we're leaving those less defined at the moment. However, there's a significant population of auttaine colonizing the Shattered Zone (featured in Richard Pett's adventure in Chapter 4 of the AP). And, in truth, all of the new races can exist on other worlds. Their "seed" stock was available for the Ancients to provide genetic material for them to evolve in other places. But that means they would have emerged independently from one another. It's the same situation for how John Carter shows up on Mars, and he finds other "humans" (in addition to some pretty weird aliens) living there. This is a common trope in the sword-and-planet genre. And, we'll be using a lot of racial variants and alternate racial traits to explain the differences of similar species that evolved on other worlds.
Hope that helps,
Are the Spur Rifles (used by protagonists early in the adventure) considered as Firearms?
Not quite. There's no gunpowder involved in them. The spur "rifles" are essentially multi-shot crossbows, but fire smaller bolts which are hardened, organic spurs. Thus, they do 1d6 rather than 1d8 damage. They look even more like a rifle than a crossbow, however, and you can think of them as shortened, multi-shot "spear" guns, if you want. They're a jagladine weapon provided to their klaven shocktroops. We used Exotic Weapon Proficiency to govern their use, because they're in the same category as a repeating light crossbow. And they use normal attacks rather than relying on touch AC (like a firearm would).
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