PFS #20 King Xeros of Old Azlant [SPOILERS]


GM Discussion

Liberty's Edge Contributor

I just downloaded this and was intrigued by the creature on the cover. After flipping through the scenario I have only one thing to say:

Spoiler:
THAT IS THE COOLEST PICTURE OF A XILL I HAVE EVER SEEN!

Ahem...I look forward to running this scenario as soon as I can and to discussing it further in the future. Thank you.


I said the exact same thing when I saw the art for the first time.

Liberty's Edge Contributor

Seriously. You guys are right on the money when it comes to reimagining old creatures. It's more like "classic monsters reinvented". I've never wanted to use a those things in any adventure...now I do.

Of course, with the scenario available, I don't have to come up with my own adventure right away. ;)

Scarab Sages

Pathfinder Lost Omens Subscriber

I apologize for the super-long post. I guess I just have a lot to say.

So I ran this for my group last night (at the lower tier) and I have quite a few comments/questions.

First of all, let me say that I very much enjoyed the premise of the scenario, and I believe everyone had a fun time with it. The ship was interesting/fascinating/confusing for the players and it definitely kept them on their toes, and as stated above, the picture of the xill is great.

ACT 1
On to the issues. My first question was with the defense construct (i.e. the clay golem). My reading of "these defense constructs are identical to golems in all regards" and the fact that it said to use the stats for a clay golem meant that ... well, I used the stats for the clay golem on pg. 134 of the MM (or see HERE).

It was definitely a tough fight for the PCs. No one had an adamantine weapon (it hasn't been on any of the chronicle sheets, and adamantine is not an "open" special material), and being pretty immune to magic and crits this meant that it was pretty much up to the fighter types to take it down. Even if the players had run down to room 3 to pick up the adamantine axe there, they still would have not been able to get through the construct's DR as it has "adamantine AND bludgeoning". Luckily there were two warriors in the group and they eventually managed to take it down, but not before the construct caused quite a bit of damage to the party (it dropped the rogue in one round with a hasted full attack).

And here's my main quibble: the "cursed wound" ability. Luckily for my players, I completely forgot about this until halfway through the next act and so waved it, but if I had enforced it, it would have been nigh impossible for the players to cure their wounds with healing spells, given the DC 26 caster check that is required. Highest level PCs were 7th, so they would have succeeded on only a 19 or 20, which seems a bit harsh. In my group, there was sadly only one multiclassed cleric, who had four cleric levels, so it would have been completely impossible for him to heal the PCs. On the other hand, the ability on p. 135 of the MM states that: "A character attempting to cast a conjuration (healing) spell on a creature damaged" must make the CL check. Does that mean that this would not apply for potions, since there's no one trying to actively cast a spell, or would you use the CL of the potion? In any case, if I hadn't forgotten the rule, my party would have been unable to magically heal their (considerable) wounds from the hasted construct and would have had to find a high level cleric in Absalom (something not covered in the Guide, unless I am mistaken) or heal naturally, which would have taken days. Since this scenario is predicated on the idea that there is intense pressure from the government and the Society to investigate and deal with a potential menace to the city quickly, I'm not so sure that using this special ability is that great of an idea for this scenario. Even if my group had contained a 10th level cleric, s/he would have still needed a 16 or higher CL check to heal, which meant that she would have probably burned through most, if not all of her spontaneous castings to heal everyone up.

On to Act 2.
The ghost fight took a long time because of incorporeality, but was not a huge problem. The "Horrific Appearance" attack did some damage, though, and since no one had restoration magics there was no way to heal the ability damage. I would recommend that parties playing in these higher tier games who don't have multiple divine casters play through
WARNING! CONTAINS SPOILERS FOR OTHER SCENARIOS!

Spoiler:
scenarios 9 or 17, or 21
first, so that they at least have possible access to potions of lesser restoration. On a yet further tangent, I would recommend that EVERYONE be given access to these potions as part of their PA20 Faction Prestige Awards in Season 1.

ACT 3
The fight with the xill was cool, especially how they planewalk in and surprise everyone. Luckily no one was captured, which would have put a real crimp in things.

There does seem to be a typo here, though. On pg. 5 of the scenario it states that the "Transitory Portal" in room 6 transports people to room 10, which is the "Stasis Hold" that no one is the ship has access to. I am assuming that what was meant, is that it transports to the other room 6 on the "Lower Deck" (see map on pg. 7), since that leads to the helm and Act 4. Well, at least that's what I did :)

ACT 4
After describing the brass helm to the players, it was quickly labeled the "All-spark" and got a round of chuckles. After having been jumped in the last three acts my players had NO interest in releasing the night hag in the helm. If you encounter the same thing with your group, you might suggest that the hag looks weakened or something like that, since they forfeit the rewards for this act if they do not free her.

The writeup of the helm riddle was a little confusing to me, but maybe that's just me. Without the help of the hag I let them figure it out with the appropriate Knowledge rolls.

According to room description on pg. 5 you can only find the secret door with a DC 50! Search check. How many 7th level characters can make a DC 50 anything check, even when taking 20? If they can't find it, does that mean, they can't use the cube to open it? I ruled that they can find it, but just couldn't open it without using the helm, and just ignored the DC 50 check.

The "helm effect" table was harsh for my group. On pg. 12 it says that for a Tier 7-8 game one should ignore the "dream spectre" and "devourer" results, which makes sense. I'd add the "ether cyclone" and the "disintegrate ray" to that as well. The 5d10 sonic damage with the high Fort save would have killed my mage who had been ability damaged in Act 2 stone dead, no ifs ands or buts. And the disintegrate ray? 24d6 with a DC20 Fort save? Foggetaboutit.

ACT 5
Another good encounter. No issues here. Having fought them in Act 3, the players knew how to handle the xill. Knowing this I had the xill plant keeper pre-buff by casting his entropic shield, longstrider and protection from good ahead of combat. Logically it made sense, since the PCs hadn't exactly been quiet up to this point. If I had been mean, I would have had him cast bull's strength and resist energy as well.

Once the xill were defeated and the plant was killed things happened pretty quickly and the PCs got the heck out of there. I ruled that the captured humans were aware that they had been implanted with the black egg, otherwise my Cheliax faction player would have never found it. It was in them after all.

All in all a very fun adventure. Different parts let different character classes shine which always makes folks happy. If I were to run it again as written I would suggest that it not be played by a majority level 7 group. Some of the challenges are just too deadly. Not that I don't like the fear of death in Pathfinder Society games, it's just that when it comes from "save or die" effects, it seems a little unfair and anticlimactic. If someone goes down fighting in a heroic manner, I would much prefer it, but maybe that's just me again.

The Exchange 5/5

Pathfinder Rulebook Subscriber

yup. branding opportunity sums it up very well.
i'd like to chime in that this is another high tier mod with very slim rewards.

the few items that appeared on the AR are overpriced for the personal wealth of someone at the level, and the gold given out at the 7-8 tier is 300gp more than is commonly given out at some 5-6 tier mods.

for all the effort, we should get warned to just wait and play up with these mods. i'm just going to start not playing, and ask friends when its worthwhile to start playing the mods again at the appropriate levels. the disparity in rewards is getting annoying.

Sovereign Court 4/5

I've been more than hesitant to run this, since the encounters just seem soooo deadly. Clay golem with a fire turret or two deal so much damage in a round it's, ugh, unbearable. I've instructed the locals to get their characters to level 7, wait for PFRPG and maybe THEN try to run this. I dislike having to modify the adventures, why not just throw the whole adventure to the waste bin and run something else?

Grand Lodge 4/5

Deussu wrote:

I've been more than hesitant to run this, since the encounters just seem soooo deadly. Clay golem with a fire turret or two deal so much damage in a round it's, ugh, unbearable. I've instructed the locals to get their characters to level 7, wait for PFRPG and maybe THEN try to run this. I dislike having to modify the adventures, why not just throw the whole adventure to the waste bin and run something else? [/QUOTE

I loved the adventure itself, VERY cool.

I think if low tier main monster in the first fight were replaced by an appropriate level Animated Object, then the encounter would still be challenging, but not a slaughterfest.

As to the rewards, I agree with Seraphimpunk, if the weapon offered at the low tier rewards was just the basic version/or even +1 I think it would be more appropriate.

Thanks.

Liberty's Edge 2/5

Deussu wrote:
Clay golem with a fire turret or two deal so much damage in a round it's, ugh, unbearable. I've instructed the locals to get their characters to level 7, wait for PFRPG and maybe THEN try to run this.

Clay golem damage output wasn't the problem when I ran it. The problem was that it *doesn't* heal. It was literally harder than the high tier of the mod since the stone giant's con damage can be healed with restoration spells.

Sovereign Court 4/5

NotMousse wrote:
Deussu wrote:
Clay golem with a fire turret or two deal so much damage in a round it's, ugh, unbearable. I've instructed the locals to get their characters to level 7, wait for PFRPG and maybe THEN try to run this.
Clay golem damage output wasn't the problem when I ran it. The problem was that it *doesn't* heal. It was literally harder than the high tier of the mod since the stone giant's con damage can be healed with restoration spells.

That's actually something I thought about as well. A stone golem is much nicer (in certain ways) to the characters than a clay golem.

Dark Archive 1/5

That was one tough @$$ mod !! Act I and the final Act gave my group of 6 a run for the money !

We had what I thought was a balanced party
with

Wiz 7 (me)
Wiz/Cleric/Mystic Theurge 3/3/1
Ranger/Thief 6/1
Bard/Fighter 3/3
Cleric 7
Fighter 7

We were bristling with scrolls and wands and hubris.

While only two characters went down for Act I, even the fighter had to 'run away, run away'.

We were lucky enough to get past Act II without encountering the ghost, but ...

The final act was ugly, four of the characters dropped and were in the negatives AND paralyzed.

Yes there were some bad rolls on our part, but this was still one tough mod !

The next time I see Greg A. Vaughan's on an adventure I'll play down ! And I thought Greg was a gentleman !!!

Mr. Vaughan, I am joking of course because I AM A FAN OF YOUR WORK SIR. And thank you for teaching me the value of humility as I lay paralyzed by something out of a B movie.

But next time, maybe have some goodies for the arcane spell casters please. Just saying.

Frog God Games

baron arem heshvaun wrote:

And I thought Greg was a gentleman !!!

Ha! That's your mistake. I never told anyone that. ;-)

Sorry it was so tough (well...not really), I like to make 'em a challenge for the power gamers out there (like my players, for instance) so they can get a tad hairy for the more economically minded player. Technically, I believe they are within the proscribed ELs, but that isn't exactly a science, I know. I recommend running 6 PCs in general and shudder to think of those who don't. Glad it worked out and sorry for the near TPK. On the other hand, I ran three sessions of Slumbering Tsar at PaizoCon and killed 11 out of 18 PCs, so it may just be that I'm a big jerk.

I'll keep the arcane goodies thing in mind, though.

I'm glad you're enjoying them, if in a somewhat battered state afterward, and hope you continue to do so. Thanks for the kind words. :-)

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Greg A. Vaughan wrote:
On the other hand, I ran three sessions of Slumbering Tsar at PaizoCon and killed 11 out of 18 PCs...

Well, you're batting better than .500...so that's definitely something. :-D

Scarab Sages 5/5 5/5 ****

baron arem heshvaun wrote:


But next time, maybe have some goodies for the arcane spell casters please. Just saying.

Well, given that I know there are a couple of modules out there that have almost nothing to provide for a non-spellcasting character, the occasional module that does not focus on arcanists is appreciated :-)

Just my two cents worth!

Scarab Sages 5/5 5/5 ****

We ran a table through this module over the weekend and had an absolute blast.

This was the first module were we felt that we were doing something *other* than 'find person/item x', 'guard item x', or 'clean out area x'. The chance to be *real* Pathfinders for once was fantastic :-)

Spoiler:
Of course, it could also just be that I like the idea of Golarion Spelljammers, too :-)

Overall, I really liked the module:

Spoiler:
The chance to explore such an 'alien' artifact was well worth the price of admission; we were certainly scratching our heads over the mysterious plant-thing, and the engine core.

The Osirion faction mission put me in mind of the Stargate Universe, and the 'complete and utter absence' of the crew, coupled with the engine core, put me in mind of the movie 'Event Horizon' - A feeling that was only intensified when the GM told us that the ship *ate* the crew...

In terms of negatives,

Spoiler:
I really only have one thing to comment on, and that is the crystal golem being equivalent to a clay golem at the lower tier; that DC 26 CL check is a *real* pain to bypass for a party of 7th lvl PCs :-(

Liberty's Edge 2/5

In theory you can go get a cleric to help as a part of the spellcasting services portion of the pathfinder buy list.

I nearly went with 1 of the high tier instead of the low tier monster that time. I think I should've.

Scarab Sages 3/5

While the glitch with Room #6 took a bit of deciphering to figure out, this adventure was a blast! We ran it last Wednesday for the first time and everyone had a ball, though the last fight was a real bear. As the DM, I almost had a TPK in the last room with the giant plant controlled by the cleric. A pair of Freedom of Movements by the cleric was the only thing that saved the party, as I "ate" three of the players during the fight, along with four summoned creatures.

Kudo's to Greg on writing this one. Fantastic job. And who knew Xill were so dangerous...

Two questions, though. It seems as if the Xill cleric at the end didn't have any hitpoints added to it's stats for the four levels in cleric. I didn't bump his up when I ran since the players were already having so much difficultly, but just wanted to point that out.

Quick rules question too. Am I to understand that the curse wounds affect from the "crystal" golem can be bypassed by a clerics channel energy. The description of cursed wounds says that the wounds are nearly immune to magical healing, but channel energy is supernatural in nature. Just wondering.

Dark Archive 4/5

Well, I ran King Xeros last weekend and I have a few issues with the campaign.

I ran Xeros on highest Tier, just FYI before I start.

Act 1:
I have a big issue with the Cursed Wound ability with the Clay Golems. I ruled that once someone hit a DC 26 Caster Level (they had to roll a 19 or better pretty much), everyone they touched with the healing could be healed. In this case, one of the three Clerics (I'm glad they had three) Channeled Positive and swung a hit, a 19. I said that from then on only that Cleric could heal the Cursed Wounds. From a 7-9th Level standpoint, a Clay Golem is quite difficult.

Act 2:
The Ghost's Horrifying appearance ability really was the only thing that really hindered this party. Three Clerics made this encounter a walk. I did misread the door a little (it's not automatic for someone with a Base Score of 16+), and I used a nearby doorframe to have the players go through and I basically blocked them when they came through, so that way I could determine when they were using another player to 'go through' at the same time of someone not allowed.

Act 3:
8 Xill were incredibly annoying. All 8 Xill swinging in one round is 40 rolls. It's fricken annoying. I highly suggest that instead of having 8 Xill, I would rather see 4 Advanced Xill with harder hitting, bigger AC and more HP.

Act 4:
The "All-Spark" cube was cool. How I played it is I told the players that they could take one of four checks. I told them about the Night Hag inside the energy crystal. They had to announce what roll they were doing, and who was assisting. The four checks were, Wisdom, Intelligence, and the two Knowledges. Fortunately, they got it on the first try (last encounter caused lots of issues in time), and freed the Hag. She showed them how the cube worked and opened the secret door (two of the four checks actually opens the secret door anyways).

Act 5:
Strapped for time and not wanting to deal with 8 Xill + 1 Xill Cleric, I told them that I would deal 25 damage to every player, drop it down to 2 Xill and 1 Xill Cleric and proceed from there. It was fast, but I really didn't have to time spend 5 minutes per round on my own turn.

Overall:
I actually liked the mod. Given the right party, it can be lots of fun. However, there are a LOT of slowdowns. It causes a lot of issues and I would rather see more advanced creatures than try to play extra monsters. 40 Attacks in one round...not an easy thing to pull off.

The Exchange 4/5

I'm supposed to run this at a Con this weekend. The tiefling ghost seems super underpowered with its Corrupting Touch attack. Maybe it's doing this because this was made under 3.5, but it seems like it should be doing more than 1d6 damage each hit with this particular attack.

EDIT: Almost everything seems super-under optimized. The Xill, if updated, should have a bit more HP! Do I still use Monster Manual version or the updated Bestiary version?

The Exchange 5/5

Joseph Caubo wrote:

I'm supposed to run this at a Con this weekend. The tiefling ghost seems super underpowered with its Corrupting Touch attack. Maybe it's doing this because this was made under 3.5, but it seems like it should be doing more than 1d6 damage each hit with this particular attack.

EDIT: Almost everything seems super-under optimized. The Xill, if updated, should have a bit more HP! Do I still use Monster Manual version or the updated Bestiary version?

The PRPG Xill are still the same CR so absolutely replace the 3.5 Xill with the Bestiary Xill. Personally I would re-build the tiefling ghost under the PRPG rules, trying to establish it at the same CR. It would probably be a good idea to pass the rebuild by the convention coordinator for approval if you move ahead on this.

The Exchange 4/5

Doug Miles wrote:
The PRPG Xill are still the same CR so absolutely replace the 3.5 Xill with the Bestiary Xill. Personally I would re-build the tiefling ghost under the PRPG rules, trying to establish it at the same CR. It would probably be a good idea to pass the rebuild by the convention coordinator for approval if you move ahead on this.

I will make sure to get a sign-off on the rebuild from VC Mike "The Brockli Stalker" Brock.

/Instead of the Doug Miles (name drop), I've decided to give my VC a new nickname every time I mention his name on the boards.
//What'll it be next?

The Exchange 4/5

I'm glad I converted the baddies to Pathfinder. It definitely made the scenario feel like an on-par 7-11 challenge. If anyone wants the stat blocks just find my e-mail in my profile and I can send them.

5/5

Recently played this, and damn as a player this mod was GREAT. Good job Greg

Sovereign Court 4/5

Holy necro, batman!

I'm FINALLY getting to run this coming Wednesday, and I'm puzzled about the tiefling ghost. Indeed, with 3.5 rules it's a dangerous thing, but under PFRPG it's very weak. I take it into my rights to rebuild this otherwise utterly useless monster, unless someone else has already rebuilt it.

5/5

Deussa don't rebuild it, run it as it was mad for 3.5. Kinda week, but feel comforted most other monsters can be used with the PF rules.


2 people marked this as a favorite.

I don't play in PFS, but I modified this scenario to use as a side-quest for my Rise of the Runelords campaign. I re-named the adventure Ghost Ship of Thassilon.

What I did...

1) Set the adventure in Magnimar instead of Absalom.

2) Re-skinned all the Azlanti stuff to be Thassilonian.

3) Kept the monsters, but used the PF stats for them, with a couple of exeptions...

3a) For the crystal construct, I used two glass golems.

3b) For the ghost in the door, I used a 10th level barbarian with a +1 ghost touch warhammer. After the ghost's defeat, the hammer materialized and fell to the floor, becoming treasure.

3c) In the control room, I substituted an erinyes devil for the night hag. (One of my PCs is a former Hellknight who knows about devils, and has some level of respect for them-- I thought they'd immediately attack a night hag.) As a boon for freeing her, the devil gave the party a single-use item that would summon her for 24 hours.

I also added a couple of campaign-specific NPCs-- a former PC who's now an Aspis agent sneaked aboard alongside Magnimar NPC Nireed Wadincoast. The two of them aided the PCs for a while. The Aspis agent was seeking the Cheliax faction quest item (which I placed in the navigator's bedroom). The xill captured Wadincoast, and the Aspis agent fled with the black stone egg.

My players really liked the adventure, and thought it was a great change-of-pace for the AP.

Sovereign Court 4/5

I completely forgot to write my thoughts about the scenario. Years late, but still.

All in all I found the scenario lacking in depth and potential. The ship has very little to examine, no places to look for treasure, and very very railroady. Players commented that it felt like a scenario made for the GM, not the players.

Also it included a lot of box text. My mouth dried.

Combats were very easy excluding the initial combat with the clay golem. It was, however, an appropriate challenge for the group. The cursed wound, however, is supernasty and I'd wish to see it removed from the clay golem altogether.

Not a scenario I particularly recommend.

Sczarni

I've run this adventure a couple of times, the last time went like this.

In act 1
the turrets concentrate fire on the guards unless attacked then they only fire on the attacker for that round before leaving them to the golem.
The golem only attacks those who have harmed the ship (ie turrets) or itself ignoring all others. This added to the mystery of the ship and stopped all the players collecting cursed wounds.
I also had that the guards had been using the adamantite axe to pry open the outer hatch so it was held in the doorway and by pulling it free could be retrieved and used.

Act 2
they managed some knowledge checks and where able to open the ghost door without triggering it.

Beyond when the xill first attacked they really panicked especially when one was paralyzed and the xill was fading out with the others covering it but with a dimension stepping wizard freeing them just in time and fortunately stepping to elsewhere in the room thus not through any part of the ship they managed to weather the attack. However with 3 members with cursed wounds and another paralyzed for hours they ended up spending prestige to alleviate these conditions by going on deck and sending a message to the Lodge (this is in Absalom harbor after all) for aid this arrived in the form of an eagle with a satchel containing potions to cure the conditions.

But while they were waiting the rogue had found the door to the dimension door and he and a badly injured fighter had gone through to the helm. They accidentally released the hag who like them was trying to hide how weak they really were, this resulted in some great roleplay
as they rogue called the fighter master so the hag offered him a kiss as a reward for freeing her. Fortunately the others turned up and diplomacy won out and she helped them open the secret door before being released into Absalom.

The final encounter worked well but for everyone concentrating on the plant not the xill, (it must be the way I describe things). They handled the xill with some effort and freed people from the pods as the plant died then had to run and jump from the ship quickly as they heard the ships real engine starting up. It made for a very cinematic ending for a fun adventure as the ship blinked away as the slowest jumped overboard.

*

Pathfinder Roleplaying Game Superscriber

I have two questions about this adventure, which I plan to run for the PFS PbP Gameday next month.

First Question:
Am I correct that the ghost portal in Act 2 allows one PC through, then locks all others out? If so, what can those others do to break their way in?

Second Question:
In Act 4, the disintegrate ray does 24d6 damage on a failed save. Has anyone had a player simply beat them with a Core Rulebook after being hit with this?

The Exchange 5/5 RPG Superstar 2010 Top 16

Deussu wrote:
Holy necro, Batman!

Indeed.

Quote:
I'm FINALLY getting to run this coming Wednesday, and I'm puzzled about the tiefling ghost. Indeed, with 3.5 rules it's a dangerous thing, but under PFRPG it's very weak. I take it into my rights to rebuild this otherwise utterly useless monster, unless someone else has already rebuilt it.

Run it as is under the 3.5 rules. You aren't allowed to convert to a Pathfinder ghost unless the two have equal CRs. (And even then, you wouldn't be required to use the Pathfinder version.)

*

Pathfinder Roleplaying Game Superscriber

So do well -all- have to wait 13 months for a response? :-p

Dark Archive 3/5 **

Casts "Animate Thread"

So, I ran this last night. I'm generally very wary of Season 0 scenarios because conversion is tricky and they often just don't line up well with the current status quo of PFS.

That said, this overall converts fairly well. Almost all of the monsters have Pathfinder SRD equivalents which make it a reasonably challenging scenario for four PCs. I can, however, see 6 PCs finding it far too easy. But that has more to do with it being Season 0.

A few notes/critiques/issues:

Spoilers:

1) The two monsters that, by rules, cannot be converted (The Tiefling Barbarian Ghost & Xill Cleric) suffer immensely from this. Their classes don't really work and they are both shorted considerable HP because of it. It makes what should be truly terrifying and alien fights, which every other encounter sets a great tone for, rather lackluster. Worse, there is an error in the 3.5 D&D stat block for the Xill Cleric; he is given none of the HP off his Cleric HD.

2) The helm puzzle isn't really a puzzle as the players are unaware of the Secret Door's existence (DC 50 Search/Perception check? Really?) and because of this more or less forces them to play with it or just choose to release the strange shape inside the plinth. I let the PCs declare their "intent" in manipulating the helm and decided if it fell under "access/control" of the ship (opening the door checks) or "deactivation" (releasing the Night Hag to turn off the helm).

Hilarious results ensued. And by hilarious, I mean "horrifying".

3) Once the prisoners are freed, the scenario reads as the PCs have 1 minute to get out. This is a great narrative piece, using initiative rounds for the PCs to scramble out with the prisoners (whom I assume are conscious once released, but unable to bypass the difficult terrain in several areas). That said, if the Secondary Success condition is to remove all the eggs from the three infected...well, it hinges almost entirely on someone doing a Heal check pre-escape to notice and then treating them afterwards. A better condition may have been "Get X of the 11 prisoners off the ship in time". But that's just me.

But what I really want to post on is thus: Can we get some spiritual/plot thread sequels to this? Please?

The story here is great on its own. But the there are so many even better plot threads setup by the scenario and in turn its faction missions (which I honestly wish had been a thing, because they were all solid):

For Example (Spoilers)...:

  • The Night Hag is released into the world, possibly old enough to know many secrets yet uncovered. What does she do once released?
  • What about that tomb the Osirian Hieroglyphs unlock? What ancient, horrible thing was locked away in it with the secret put on the a ship set to return to the Ethereal Plane?
  • Taldor has the remains of Ancient Azlanti defense constructs. Attempts to replicate it can't possibly end well.
  • Qadira has info on the helm of an Ancient Azlanti Planeshifting Ship. Again, the possibilities are endless in any attempts made to reproduce this technology.
  • And perhaps most important and looming: What was the black stone egg? Why did Ancient Azlanti fear it so much they stuck it on a ship and set on autopilot to get as far from the Material Plan as possible? What was so vital that it could not remain on-plane during Earthfall? Perhaps more importantly: The Paracountess has this egg and now runs the Dark Archive, the perfect means by which to pursue solving the eggs mysteries.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

*goes to pass that feedback along*

Community / Forums / Organized Play / GM Discussion / PFS #20 King Xeros of Old Azlant [SPOILERS] All Messageboards

Want to post a reply? Sign in.
Recent threads in GM Discussion