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Neflite wrote: Also Remastered should be a must by now :D Well literally yes: any future Paizo publications will be under the ORC license as opposed to OGL and will need to be remastered by default. I saw James Jacobs mention elsewhere that part of the reason Gatewalkers got the remaster treatment was because it had relatively few OGL monsters etc that needed overhauling, and that the same bears true for SoG. ![]()
Some hastily cobbled together supporting evidence of SoG's popularity (although I'm sure Paizo will have by far the most important data - book sales): GM and player surveys putting SoG as easily the most popular AP The discord thread for SoG has over 33,000 posts - this is in comparison to most AP threads having an average of 1,000-2,000 posts. Abomination Vaults, a highly popular AP which predates SoG significantly, has less than half of the posts with 14,000 at present. ![]()
It's well documented by now that Season of Ghosts is a gigantic f~*$ing hit. Given that it's now formally announced that Gatewalkers is getting the compilation/remaster treatment, can we expect the same for SoG? I would personally relish a fully remastered update of this amazing AP. ![]()
James Jacobs wrote:
You are a gentleman and a scholar, thank you. ![]()
Mekura wrote:
Ah, some very good points here. I hadn't read that particular stat block closely enough - the aura of past regrets is definitely an avenue for some interesting "flashbacks" hinting that all is not as it seems. Looking forward to reading more about the mechanics of it all in book 3 so I can figure out how to plant some more seeds in book 1. ![]()
Have just finished reading through Let the Leaves Fall - delighted to see it's as well put together as book 1, really can't wait to start running it. Wondering what people's thoughts are on Zhi Hui revealing the nature of AP plot: ?
the mindscape To me it seems somewhat anticlimactic to have such a fundamentally reality-altering reveal just be delivered in dialogue. Would be interested to hear if anyone has any thoughts on a more dramatic or cinematic way of revealing the information to the party. As an aside: I can't overstate my excitement to start running this. Such an amazing AP so far. ![]()
Tizzles wrote:
This is amazing, will be a huge help to keep this campaign organised (not one of my strengths). Thank you! ![]()
Yes my mistake, the PCs are level 9. And to think I thought the encounters would be too easy as I had another friend joining to bring the party to 5 PCs for this session. Glad to see it's been equally lethal for other parties, I feel better about my GMing now! An interesting point raised on reddit is that Black Lotus poison was initially DC20 in the CRB before being errata'd to DC26. So it seems like the AP encounter was written with it balanced around being DC20. Just something to think about for anyone else planning on running it. ![]()
Just lost 2 PCs on the Lizard Lounge balcony encounter. Did I do something wrong or is that Black Lotus poison way too potent for this level? Con track with accelerated progression and a DC26 Fort save at level 10? None of the PCs made the perception check to notice she wasn't drinking a second glass but is there anything else they could have done to avoid dying? ![]()
I'm having trouble using the AP maps for areas B, C and D. It seems impossible to align them to a grid on roll20. If I look closely I can convince myself that the stock grid isn't actually square - look at the bottom right corner, and compare the height of the row containing the words "B. The Blue Room" compared to the height of the row immediately above it. It's not just me is it? Am I crazy or are the rows alternating in considerably different heights? Importing the map into Roll20 has been a pain either way. Any help or advice would be appreciated! ![]()
Jason Keeley wrote:
Ah, I see where I was confused - I'd lumped that effect in with the "initial" effect of the Will save. That makes perfect sense now, thank you! ![]()
I have a quick question I hope someone can help me with - I'm a relatively new GM, getting ready to run my 3rd session of Diaspora Strain tomorrow. I'm a bit confused about the tortured apparitions that appear in area G of the mines. I understand the sequence of events around their appearance: the concealing fog, screams, doors lock, the Will save against being shaken and the Fort save against negative energy damage. I'm just not sure how exactly it's supposed to play out after that. What does the trap do in subsequent rounds of combat? I know it has a combined HP pool of 120, Mysticism checks can harm it as well as other attacks. But after the first round, what "actions", if any, does the trap take? The flavour text says the apparitions claw at the PCs but there's no info on melee attacks or anything in the stat block. Am I missing something? ![]()
I'm currently playing a level 6 infernal sorcerer through book 2 of Hell's Vengeance. I'm not hugely familiar with a lot of the lore/setting/mechanics (either this campaign or Pathfinder generally) so today I've just been looking ahead at ways to go with the build as I level, researching feats, prestige classes, and other such fun things. I'm thinking of going prestige into Diabolist and take a load of Damnation feats, for flavour. I came across the spell Create Soul Gem and have been doing a bit of reading on The Soul Trade. It seems to apply exclusively to demons but it got me wondering about devils. Would a contract devil, or other LE outsiders, accept souls of defeated NPCs for trade? Or just as gifts to help gain favours? Would they value them at all? Are there any other interesting uses of soul gems? I'm intrigued by the idea of taking the souls of all the LG Iomedeans my party will kill along the course of the campaign, and trading them to eternal damnation. |