It's so strange and sad to me that Gary had a ton of respect and fame after writing Way of the Wicked, then just decided to throw that all away. He could have been one of, if not the most respected 3rd party Pathfinder writer ever. Now his name is synonymous with broken promises, bitterness and disappointment.
John Compton wrote:
Thank you so much! Since you're the writer of this module this pretty much counts as being "from the horse's mouth" in my opinion; so I have no complaints now. Look forward to reading about the Tyrant's hijinks and shenanigans in the Lost Omens book!
I have a question, and I have a sinking feeling that the answer is "no".
Do we get the domains/subdomains/favored weapon for Tar-Baphon once he becomes a god? I'd be really interested in what "God-Baphon"'s crunch is and it'd be pretty cool for if I want to run a homebrew where he succeeded in getting the Starstone.
Thomas Seitz wrote:
*only cares that if Orcus gave him the wand, MAYBE now we'll get people to do Rappan Athuk in Golarion*
I thought about putting Rappan Athuk in Golarion. I figured it'd make sense for it to be in Ustalav. The cult of Orcus were buddy-buddy with the Whispering Tyrant and Zelkor was part of the Shining Crusade alongside Iomedae.
So let me get this straight: if Tar-Baphon succeeds in his goal of using the Starstone to become a god, he basically becomes Nagash from Warhammer, right?
I'm genuinely interested in seeing what his domains and favored weapon are, but since there's not going to be a campaign continuation article maybe we won't get that.
The thing in part B3 of the final area reminds me of Silent Hill 4: The Room. I wonder if that's where the inspiration came from.
For people who don't care about Heart of Night or SH4 spoilers:
In Silent Hill 4: The Room you come across a giant disembodied head of one of the female characters in a room late in the game. It's apparently alive and it's eyes follow the main character. And in this AP there's a room towards the end where there's a giant head of Dr. Lestana Gragant. I can see the writers getting inspiration from SH4 because of the psychological and paranormal themes from the game which fit this AP pretty well. Here's a spoiler-y video which discusses the game in-depth: https://www.youtube.com/watch?v=JzP6AVjti7A
Guess those guys just earned their citizenship.
Pretty sad how McBride was praised so much for Way of the Wicked and how it became probably the best 3rd party campaign ever, only for him to throw away all the goodwill and popularity he had because he decided to stop talking to his backers. Also, I find it really inspiring and a bit sad that kevin_video is doing more than McBride ever did to keep the WoTW/ToN community alive.
Honestly, the Haan make me so angry...I just don't see how they're supposed to be a player race. They're literally Large giant insects with no opposable thumbs. How do they wield weapons? How do they wear armor? It just screams "convoluted and disruptive to games".
This is a really funny thread for me.
Within my local gaming group, I've GM'ed several times and I've frequently used cultists as villains. Hobgoblin cultists of Moloch, cultists of Baphomet, cultists of Orcus, cultists of Dagon, and so forth. It's become an in-joke that I'm obsessed with cultists and always use them as villains. Or specifically "irredeemable demon-worshipping cultists who can't be reasoned with".
Reading this thread saddened me somewhat.
Not because I disagree with any of it's contents or disdain the original poster, but rather, reading this made me realize just how many oversights, contrivances, and missed opportunities there are in Hell's Rebels. It was one of my favorite APs, and seeing Ranulf deconstruct and criticize it in such depth makes me feel that it's a completely non-sensical, mediocre mess.
I guess he's right, it needs to be *heavily* modified to make it work.
"The image disappears when struck by an opponent unless you cause the illusion to react appropriately." What?
]Page 41 wrote:
Is it possible to bring the player's Nirmathi/Fey/Molthuni allies into the vault so they can have a final battle scene with this camp?
Either an actual combat encounter using the Nirmathi and Molthune troop statblocks from Land of Conflict or just "We'll deal with the army while you go inside the citadel and put an end to this!"
Just to add to my previous post, lemme put it this way:
You know how Dutch and the other commandos in Predator take on a bunch of normal human guerrillas before they encounter the Predator itself?
Something tells me that goblinoids (especially hobgoblins) are going to be even more reviled than ever before in the Inner Sea after Azaersi's attempt to conquer Nirmathas and Molthune.
Yeah. I could see more murderhobo-esque purges of Hobgoblin tribes and active campaigns of aggression against them. Moreover, Molthune will see Hobgoblins as potential traitors and probably not form monster legions out of them anymore.
Yeah, that was the idea. The intro would take place two years before the events of the campaign, and then a timeskip would bring them to the first module. When the Ironfang Invasion arrives in Phaendar, the nightmare begins once again, and now they must end the evil reign of Azaersi and her followers once and for all.
I've had this idea for a few months, but had never articulated it. Partly because I think it would be very difficult to implement and would run the risk of being unsatisfying to the players. But here goes.
I'm thinking of having a homebrew session before the beginning of Ironfang Invasion; a sort of flashback to the infamous Ramgate Massacre. The players, by necessity, must be pro-Nirmathas and engaged in hostilities against Molthune. They take part in an attack on Fort Ramgate, battling Molthuni troops and trying to breach the fortress' walls. They notice the forest near the fort (where the Nirmathi's unarmed supporters are hiding) burning and are ordered to break off from the battle and intervene. There they find the Ironfang Legion murdering the Nirmathis and must fight the Hobgoblins to save as many people as they can. Azaersi herself then makes an appearance, either capturing the PCs or simply being seen from afar. They might even have a brief combat encounter as Azaersi toys with them, only to withdraw due to external circumstances.
I think that by having the PCs personally witness the Ramgate Massacre and having them confront Azaersi face-to-face, they will feel greater antipathy towards the Ironfang Legion and it's leader, and will be more invested in the plot. If there's only thing I dislike, it's having a villain who simply waits at the end of book six and is never encountered or interacted with before then; being a nominal presence that the PCs have no meaningful connection with.
There are a few potential pitfalls: like the PCs being frustrated that they can't prevent the massacre or that they can't deal with Azaersi. The other thing I realized is that the scenario of "save the villagers from the massacre" is very similar to book one and may feel redundant.
I am open to all suggestions, including the suggestion that this is a bad idea and should not be implemented.
I've read the five volumes before this one and Molthune has only had a background, distant role. Is this general ever discussed in any of the previous volumes? It seems like she should've been introduced awhile in advance. For some reason, the writers of this AP decided that Molthune should have little to no role in this adventure path.
I was thinking of having an intro session involving the Ramgate Massacre where the PCs narrowly escape with their lives and witness Azaersi herself. But I'm gonna have to crop out that crystal she's holding. :)